diff options
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/PhysicsModules/BasicPhysics/AssemblyInfo.cs (renamed from OpenSim/Region/Physics/BasicPhysicsPlugin/AssemblyInfo.cs) | 10 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsActor.cs (renamed from OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsActor.cs) | 16 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsPrim.cs (renamed from OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPrim.cs) | 5 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsScene.cs (renamed from OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs) | 90 | ||||
-rwxr-xr-x | OpenSim/Region/PhysicsModules/BulletS/BSAPIUnman.cs (renamed from OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs) | 315 | ||||
-rwxr-xr-x | OpenSim/Region/PhysicsModules/BulletS/BSAPIXNA.cs | 2589 | ||||
-rwxr-xr-x | OpenSim/Region/PhysicsModules/BulletS/BSActorAvatarMove.cs | 457 | ||||
-rwxr-xr-x | OpenSim/Region/PhysicsModules/BulletS/BSActorHover.cs | 174 | ||||
-rwxr-xr-x | OpenSim/Region/PhysicsModules/BulletS/BSActorLockAxis.cs | 219 | ||||
-rwxr-xr-x | OpenSim/Region/PhysicsModules/BulletS/BSActorMoveToTarget.cs | 220 | ||||
-rwxr-xr-x | OpenSim/Region/PhysicsModules/BulletS/BSActorSetForce.cs | 138 | ||||
-rwxr-xr-x | OpenSim/Region/PhysicsModules/BulletS/BSActorSetTorque.cs | 139 | ||||
-rwxr-xr-x | OpenSim/Region/PhysicsModules/BulletS/BSActors.cs | 154 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/BulletS/BSApiTemplate.cs (renamed from OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs) | 245 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs (renamed from OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs) | 572 | ||||
-rwxr-xr-x | OpenSim/Region/PhysicsModules/BulletS/BSConstraint.cs (renamed from OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs) | 10 | ||||
-rwxr-xr-x | OpenSim/Region/PhysicsModules/BulletS/BSConstraint6Dof.cs (renamed from OpenSim/Region/Physics/BulletSPlugin/BSConstraint6Dof.cs) | 39 | ||||
-rwxr-xr-x[-rw-r--r--] | OpenSim/Region/PhysicsModules/BulletS/BSConstraintCollection.cs (renamed from OpenSim/Region/Physics/BulletSNPlugin/BSConstraintCollection.cs) | 15 | ||||
-rwxr-xr-x | OpenSim/Region/PhysicsModules/BulletS/BSConstraintConeTwist.cs | 54 | ||||
-rwxr-xr-x | OpenSim/Region/PhysicsModules/BulletS/BSConstraintHinge.cs (renamed from OpenSim/Region/Physics/BulletSPlugin/BSConstraintHinge.cs) | 4 | ||||
-rwxr-xr-x[-rw-r--r--] | OpenSim/Region/PhysicsModules/BulletS/BSConstraintSlider.cs (renamed from OpenSim/Region/Physics/BulletSNPlugin/BSConstraintHinge.cs) | 22 | ||||
-rwxr-xr-x | OpenSim/Region/PhysicsModules/BulletS/BSConstraintSpring.cs | 103 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/BulletS/BSDynamics.cs (renamed from OpenSim/Region/Physics/BulletSNPlugin/BSDynamics.cs) | 1099 | ||||
-rwxr-xr-x | OpenSim/Region/PhysicsModules/BulletS/BSLinkset.cs | 503 | ||||
-rwxr-xr-x | OpenSim/Region/PhysicsModules/BulletS/BSLinksetCompound.cs | 477 | ||||
-rwxr-xr-x | OpenSim/Region/PhysicsModules/BulletS/BSLinksetConstraints.cs | 852 | ||||
-rwxr-xr-x | OpenSim/Region/PhysicsModules/BulletS/BSMaterials.cs (renamed from OpenSim/Region/Physics/BulletSPlugin/BSMaterials.cs) | 5 | ||||
-rwxr-xr-x | OpenSim/Region/PhysicsModules/BulletS/BSMotors.cs (renamed from OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs) | 246 | ||||
-rwxr-xr-x | OpenSim/Region/PhysicsModules/BulletS/BSParam.cs | 927 | ||||
-rwxr-xr-x | OpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs | 620 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs | 1895 | ||||
-rwxr-xr-x | OpenSim/Region/PhysicsModules/BulletS/BSPrimDisplaced.cs | 182 | ||||
-rwxr-xr-x | OpenSim/Region/PhysicsModules/BulletS/BSPrimLinkable.cs | 349 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/BulletS/BSScene.cs | 1333 | ||||
-rwxr-xr-x | OpenSim/Region/PhysicsModules/BulletS/BSShapeCollection.cs | 425 | ||||
-rwxr-xr-x | OpenSim/Region/PhysicsModules/BulletS/BSShapes.cs | 1463 | ||||
-rwxr-xr-x | OpenSim/Region/PhysicsModules/BulletS/BSTerrainHeightmap.cs (renamed from OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs) | 42 | ||||
-rwxr-xr-x | OpenSim/Region/PhysicsModules/BulletS/BSTerrainManager.cs (renamed from OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs) | 244 | ||||
-rwxr-xr-x | OpenSim/Region/PhysicsModules/BulletS/BSTerrainMesh.cs | 440 | ||||
-rwxr-xr-x | OpenSim/Region/PhysicsModules/BulletS/BulletSimData.cs (renamed from OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs) | 72 | ||||
-rwxr-xr-x | OpenSim/Region/PhysicsModules/BulletS/BulletSimTODO.txt (renamed from OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt) | 249 | ||||
-rwxr-xr-x | OpenSim/Region/PhysicsModules/BulletS/ExtendedPhysics.cs | 622 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/BulletS/Properties/AssemblyInfo.cs (renamed from OpenSim/Region/Physics/BulletSPlugin/Properties/AssemblyInfo.cs) | 7 | ||||
-rwxr-xr-x | OpenSim/Region/PhysicsModules/BulletS/Tests/BasicVehicles.cs | 156 | ||||
-rwxr-xr-x[-rw-r--r--] | OpenSim/Region/PhysicsModules/BulletS/Tests/BulletSimTests.cs (renamed from OpenSim/Framework/Communications/XMPP/XmppWriter.cs) | 113 | ||||
-rwxr-xr-x | OpenSim/Region/PhysicsModules/BulletS/Tests/BulletSimTestsUtil.cs | 109 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/BulletS/Tests/HullCreation.cs | 205 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/CTri.cs (renamed from OpenSim/Region/Physics/ConvexDecompositionDotNet/CTri.cs) | 2 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/Concavity.cs (renamed from OpenSim/Region/Physics/ConvexDecompositionDotNet/Concavity.cs) | 2 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/ConvexBuilder.cs (renamed from OpenSim/Region/Physics/ConvexDecompositionDotNet/ConvexBuilder.cs) | 2 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/ConvexDecomposition.cs (renamed from OpenSim/Region/Physics/ConvexDecompositionDotNet/ConvexDecomposition.cs) | 2 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/ConvexResult.cs (renamed from OpenSim/Region/Physics/ConvexDecompositionDotNet/ConvexResult.cs) | 2 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/HullClasses.cs (renamed from OpenSim/Region/Physics/ConvexDecompositionDotNet/HullClasses.cs) | 2 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/HullTriangle.cs (renamed from OpenSim/Region/Physics/ConvexDecompositionDotNet/HullTriangle.cs) | 2 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/HullUtils.cs (renamed from OpenSim/Region/Physics/ConvexDecompositionDotNet/HullUtils.cs) | 2 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/LICENSE.txt (renamed from OpenSim/Region/Physics/ConvexDecompositionDotNet/LICENSE.txt) | 0 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/Plane.cs (renamed from OpenSim/Region/Physics/ConvexDecompositionDotNet/Plane.cs) | 2 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/PlaneTri.cs (renamed from OpenSim/Region/Physics/ConvexDecompositionDotNet/PlaneTri.cs) | 2 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/Properties/AssemblyInfo.cs (renamed from OpenSim/Region/Physics/ConvexDecompositionDotNet/Properties/AssemblyInfo.cs) | 4 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/Quaternion.cs (renamed from OpenSim/Region/Physics/ConvexDecompositionDotNet/Quaternion.cs) | 2 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/README.txt (renamed from OpenSim/Region/Physics/ConvexDecompositionDotNet/README.txt) | 0 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/SplitPlane.cs (renamed from OpenSim/Region/Physics/ConvexDecompositionDotNet/SplitPlane.cs) | 2 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/VertexLookup.cs (renamed from OpenSim/Region/Physics/ConvexDecompositionDotNet/VertexLookup.cs) | 2 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/float2.cs (renamed from OpenSim/Region/Physics/ConvexDecompositionDotNet/float2.cs) | 2 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/float3.cs (renamed from OpenSim/Region/Physics/ConvexDecompositionDotNet/float3.cs) | 2 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/float3x3.cs (renamed from OpenSim/Region/Physics/ConvexDecompositionDotNet/float3x3.cs) | 2 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/float4.cs (renamed from OpenSim/Region/Physics/ConvexDecompositionDotNet/float4.cs) | 2 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/float4x4.cs (renamed from OpenSim/Region/Physics/ConvexDecompositionDotNet/float4x4.cs) | 2 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/int3.cs (renamed from OpenSim/Region/Physics/ConvexDecompositionDotNet/int3.cs) | 2 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/int4.cs (renamed from OpenSim/Region/Physics/ConvexDecompositionDotNet/int4.cs) | 2 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/Meshing/Meshmerizer/HelperTypes.cs (renamed from OpenSim/Region/Physics/Meshing/HelperTypes.cs) | 4 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/Meshing/Meshmerizer/Mesh.cs (renamed from OpenSim/Region/Physics/Meshing/Mesh.cs) | 6 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/Meshing/Meshmerizer/Meshmerizer.cs (renamed from OpenSim/Region/Physics/Meshing/Meshmerizer.cs) | 389 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/Meshing/Meshmerizer/PrimMesher.cs (renamed from OpenSim/Region/Physics/Meshing/PrimMesher.cs) | 0 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/Meshing/Meshmerizer/SculptMap.cs (renamed from OpenSim/Region/Physics/Meshing/SculptMap.cs) | 0 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/Meshing/Meshmerizer/SculptMesh.cs (renamed from OpenSim/Region/Physics/Meshing/SculptMesh.cs) | 0 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/Meshing/Properties/AssemblyInfo.cs (renamed from OpenSim/Region/Physics/Meshing/Properties/AssemblyInfo.cs) | 9 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/Meshing/ZeroMesher.cs (renamed from OpenSim/Region/Physics/Manager/ZeroMesher.cs) | 69 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/Ode/AssemblyInfo.cs (renamed from OpenSim/Region/Physics/OdePlugin/AssemblyInfo.cs) | 6 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/Ode/ODECharacter.cs (renamed from OpenSim/Region/Physics/OdePlugin/ODECharacter.cs) | 64 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/Ode/ODEDynamics.c_comments (renamed from OpenSim/Region/Physics/OdePlugin/ODEDynamics.c_comments) | 0 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/Ode/ODEDynamics.cs (renamed from OpenSim/Region/Physics/OdePlugin/ODEDynamics.cs) | 4 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/Ode/ODEPrim.cs (renamed from OpenSim/Region/Physics/OdePlugin/ODEPrim.cs) | 40 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/Ode/ODERayCastRequestManager.cs (renamed from OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs) | 11 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/Ode/OdePhysicsJoint.cs (renamed from OpenSim/Region/Physics/OdePlugin/OdePhysicsJoint.cs) | 6 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/Ode/OdeScene.cs (renamed from OpenSim/Region/Physics/OdePlugin/OdeScene.cs) | 686 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/Ode/Tests/ODETestClass.cs (renamed from OpenSim/Region/Physics/OdePlugin/Tests/ODETestClass.cs) | 67 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/Ode/drawstuff.cs (renamed from OpenSim/Region/Physics/OdePlugin/drawstuff.cs) | 0 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/POS/AssemblyInfo.cs (renamed from OpenSim/Region/Physics/POSPlugin/AssemblyInfo.cs) | 6 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/POS/POSCharacter.cs (renamed from OpenSim/Region/Physics/POSPlugin/POSCharacter.cs) | 11 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/POS/POSPrim.cs (renamed from OpenSim/Region/Physics/POSPlugin/POSPrim.cs) | 5 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/POS/POSScene.cs (renamed from OpenSim/Region/Physics/POSPlugin/POSScene.cs) | 67 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/SharedBase/AssemblyInfo.cs (renamed from OpenSim/Region/Physics/Manager/AssemblyInfo.cs) | 2 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/SharedBase/CollisionLocker.cs (renamed from OpenSim/Region/Physics/Manager/CollisionLocker.cs) | 2 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/SharedBase/IMesher.cs (renamed from OpenSim/Region/Physics/Manager/IMesher.cs) | 3 | ||||
-rwxr-xr-x | OpenSim/Region/PhysicsModules/SharedBase/IPhysicsParameters.cs (renamed from OpenSim/Region/Physics/Manager/IPhysicsParameters.cs) | 8 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/SharedBase/NullPhysicsScene.cs (renamed from OpenSim/Region/Physics/Manager/NullPhysicsScene.cs) | 10 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/SharedBase/PhysicsActor.cs (renamed from OpenSim/Region/Physics/Manager/PhysicsActor.cs) | 29 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/SharedBase/PhysicsJoint.cs (renamed from OpenSim/Region/Physics/Manager/PhysicsJoint.cs) | 2 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/SharedBase/PhysicsScene.cs (renamed from OpenSim/Region/Physics/Manager/PhysicsScene.cs) | 95 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/SharedBase/PhysicsSensor.cs (renamed from OpenSim/Region/Physics/Manager/PhysicsSensor.cs) | 2 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/SharedBase/PhysicsVector.cs (renamed from OpenSim/Region/Physics/Manager/PhysicsVector.cs) | 2 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/SharedBase/VehicleConstants.cs (renamed from OpenSim/Region/Physics/Manager/VehicleConstants.cs) | 2 |
103 files changed, 18098 insertions, 1778 deletions
diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/AssemblyInfo.cs b/OpenSim/Region/PhysicsModules/BasicPhysics/AssemblyInfo.cs index fb9cb66..1765ae0 100644 --- a/OpenSim/Region/Physics/BasicPhysicsPlugin/AssemblyInfo.cs +++ b/OpenSim/Region/PhysicsModules/BasicPhysics/AssemblyInfo.cs | |||
@@ -27,6 +27,7 @@ | |||
27 | 27 | ||
28 | using System.Reflection; | 28 | using System.Reflection; |
29 | using System.Runtime.InteropServices; | 29 | using System.Runtime.InteropServices; |
30 | using Mono.Addins; | ||
30 | 31 | ||
31 | // Information about this assembly is defined by the following | 32 | // Information about this assembly is defined by the following |
32 | // attributes. | 33 | // attributes. |
@@ -34,11 +35,11 @@ using System.Runtime.InteropServices; | |||
34 | // change them to the information which is associated with the assembly | 35 | // change them to the information which is associated with the assembly |
35 | // you compile. | 36 | // you compile. |
36 | 37 | ||
37 | [assembly : AssemblyTitle("BasicPhysicsPlugin")] | 38 | [assembly : AssemblyTitle("BasicPhysicsModule")] |
38 | [assembly : AssemblyDescription("")] | 39 | [assembly : AssemblyDescription("")] |
39 | [assembly : AssemblyConfiguration("")] | 40 | [assembly : AssemblyConfiguration("")] |
40 | [assembly : AssemblyCompany("http://opensimulator.org")] | 41 | [assembly : AssemblyCompany("http://opensimulator.org")] |
41 | [assembly : AssemblyProduct("BasicPhysicsPlugin")] | 42 | [assembly : AssemblyProduct("BasicPhysicsModule")] |
42 | [assembly : AssemblyCopyright("Copyright (c) OpenSimulator.org Developers")] | 43 | [assembly : AssemblyCopyright("Copyright (c) OpenSimulator.org Developers")] |
43 | [assembly : AssemblyTrademark("")] | 44 | [assembly : AssemblyTrademark("")] |
44 | [assembly : AssemblyCulture("")] | 45 | [assembly : AssemblyCulture("")] |
@@ -55,4 +56,7 @@ using System.Runtime.InteropServices; | |||
55 | // You can specify all values by your own or you can build default build and revision | 56 | // You can specify all values by your own or you can build default build and revision |
56 | // numbers with the '*' character (the default): | 57 | // numbers with the '*' character (the default): |
57 | 58 | ||
58 | [assembly : AssemblyVersion("0.7.5.*")] | 59 | [assembly : AssemblyVersion("0.8.2.*")] |
60 | |||
61 | [assembly: Addin("OpenSim.Region.PhysicsModule.BasicPhysics", OpenSim.VersionInfo.VersionNumber)] | ||
62 | [assembly: AddinDependency("OpenSim.Region.Framework", OpenSim.VersionInfo.VersionNumber)] | ||
diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsActor.cs b/OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsActor.cs index e43136a..e7b30ba 100644 --- a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsActor.cs +++ b/OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsActor.cs | |||
@@ -30,14 +30,12 @@ using System.Collections.Generic; | |||
30 | using Nini.Config; | 30 | using Nini.Config; |
31 | using OpenMetaverse; | 31 | using OpenMetaverse; |
32 | using OpenSim.Framework; | 32 | using OpenSim.Framework; |
33 | using OpenSim.Region.Physics.Manager; | 33 | using OpenSim.Region.PhysicsModules.SharedBase; |
34 | 34 | ||
35 | namespace OpenSim.Region.Physics.BasicPhysicsPlugin | 35 | namespace OpenSim.Region.PhysicsModule.BasicPhysics |
36 | { | 36 | { |
37 | public class BasicActor : PhysicsActor | 37 | public class BasicActor : PhysicsActor |
38 | { | 38 | { |
39 | private Vector3 _size; | ||
40 | |||
41 | public BasicActor(Vector3 size) | 39 | public BasicActor(Vector3 size) |
42 | { | 40 | { |
43 | Size = size; | 41 | Size = size; |
@@ -118,14 +116,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin | |||
118 | 116 | ||
119 | public override Vector3 Position { get; set; } | 117 | public override Vector3 Position { get; set; } |
120 | 118 | ||
121 | public override Vector3 Size | 119 | public override Vector3 Size { get; set; } |
122 | { | ||
123 | get { return _size; } | ||
124 | set { | ||
125 | _size = value; | ||
126 | _size.Z = _size.Z / 2.0f; | ||
127 | } | ||
128 | } | ||
129 | 120 | ||
130 | public override PrimitiveBaseShape Shape | 121 | public override PrimitiveBaseShape Shape |
131 | { | 122 | { |
@@ -247,6 +238,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin | |||
247 | 238 | ||
248 | public override bool PIDActive | 239 | public override bool PIDActive |
249 | { | 240 | { |
241 | get { return false; } | ||
250 | set { return; } | 242 | set { return; } |
251 | } | 243 | } |
252 | 244 | ||
diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPrim.cs b/OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsPrim.cs index 47d7df3..5383f1b 100644 --- a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPrim.cs +++ b/OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsPrim.cs | |||
@@ -30,9 +30,9 @@ using System.Collections.Generic; | |||
30 | using Nini.Config; | 30 | using Nini.Config; |
31 | using OpenMetaverse; | 31 | using OpenMetaverse; |
32 | using OpenSim.Framework; | 32 | using OpenSim.Framework; |
33 | using OpenSim.Region.Physics.Manager; | 33 | using OpenSim.Region.PhysicsModules.SharedBase; |
34 | 34 | ||
35 | namespace OpenSim.Region.Physics.BasicPhysicsPlugin | 35 | namespace OpenSim.Region.PhysicsModule.BasicPhysics |
36 | { | 36 | { |
37 | public class BasicPhysicsPrim : PhysicsActor | 37 | public class BasicPhysicsPrim : PhysicsActor |
38 | { | 38 | { |
@@ -251,6 +251,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin | |||
251 | 251 | ||
252 | public override bool PIDActive | 252 | public override bool PIDActive |
253 | { | 253 | { |
254 | get { return false; } | ||
254 | set { return; } | 255 | set { return; } |
255 | } | 256 | } |
256 | 257 | ||
diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs b/OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsScene.cs index f5826ed..20b337a 100644 --- a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs +++ b/OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsScene.cs | |||
@@ -28,11 +28,14 @@ | |||
28 | using System; | 28 | using System; |
29 | using System.Collections.Generic; | 29 | using System.Collections.Generic; |
30 | using Nini.Config; | 30 | using Nini.Config; |
31 | using Mono.Addins; | ||
31 | using OpenMetaverse; | 32 | using OpenMetaverse; |
32 | using OpenSim.Framework; | 33 | using OpenSim.Framework; |
33 | using OpenSim.Region.Physics.Manager; | 34 | using OpenSim.Region.PhysicsModules.SharedBase; |
35 | using OpenSim.Region.Framework.Scenes; | ||
36 | using OpenSim.Region.Framework.Interfaces; | ||
34 | 37 | ||
35 | namespace OpenSim.Region.Physics.BasicPhysicsPlugin | 38 | namespace OpenSim.Region.PhysicsModule.BasicPhysics |
36 | { | 39 | { |
37 | /// <summary> | 40 | /// <summary> |
38 | /// This is an incomplete extremely basic physics implementation | 41 | /// This is an incomplete extremely basic physics implementation |
@@ -41,23 +44,74 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin | |||
41 | /// Not useful for anything at the moment apart from some regression testing in other components where some form | 44 | /// Not useful for anything at the moment apart from some regression testing in other components where some form |
42 | /// of physics plugin is needed. | 45 | /// of physics plugin is needed. |
43 | /// </remarks> | 46 | /// </remarks> |
44 | public class BasicScene : PhysicsScene | 47 | [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "BasicPhysicsScene")] |
48 | public class BasicScene : PhysicsScene, INonSharedRegionModule | ||
45 | { | 49 | { |
46 | private List<BasicActor> _actors = new List<BasicActor>(); | 50 | private List<BasicActor> _actors = new List<BasicActor>(); |
47 | private List<BasicPhysicsPrim> _prims = new List<BasicPhysicsPrim>(); | 51 | private List<BasicPhysicsPrim> _prims = new List<BasicPhysicsPrim>(); |
48 | private float[] _heightMap; | 52 | private float[] _heightMap; |
53 | private Vector3 m_regionExtent; | ||
54 | |||
55 | private bool m_Enabled = false; | ||
49 | 56 | ||
50 | //protected internal string sceneIdentifier; | 57 | //protected internal string sceneIdentifier; |
58 | #region INonSharedRegionModule | ||
59 | public string Name | ||
60 | { | ||
61 | get { return "basicphysics"; } | ||
62 | } | ||
63 | |||
64 | public Type ReplaceableInterface | ||
65 | { | ||
66 | get { return null; } | ||
67 | } | ||
68 | |||
69 | public void Initialise(IConfigSource source) | ||
70 | { | ||
71 | // TODO: Move this out of Startup | ||
72 | IConfig config = source.Configs["Startup"]; | ||
73 | if (config != null) | ||
74 | { | ||
75 | string physics = config.GetString("physics", string.Empty); | ||
76 | if (physics == Name) | ||
77 | m_Enabled = true; | ||
78 | } | ||
79 | |||
80 | } | ||
51 | 81 | ||
52 | public BasicScene(string _sceneIdentifier) | 82 | public void Close() |
53 | { | 83 | { |
54 | //sceneIdentifier = _sceneIdentifier; | ||
55 | } | 84 | } |
56 | 85 | ||
57 | public override void Initialise(IMesher meshmerizer, IConfigSource config) | 86 | public void AddRegion(Scene scene) |
58 | { | 87 | { |
88 | if (!m_Enabled) | ||
89 | return; | ||
90 | |||
91 | EngineType = Name; | ||
92 | PhysicsSceneName = EngineType + "/" + scene.RegionInfo.RegionName; | ||
93 | |||
94 | scene.RegisterModuleInterface<PhysicsScene>(this); | ||
95 | m_regionExtent = new Vector3(scene.RegionInfo.RegionSizeX, scene.RegionInfo.RegionSizeY, scene.RegionInfo.RegionSizeZ); | ||
96 | base.Initialise(scene.PhysicsRequestAsset, | ||
97 | (scene.Heightmap != null ? scene.Heightmap.GetFloatsSerialised() : new float[scene.RegionInfo.RegionSizeX * scene.RegionInfo.RegionSizeY]), | ||
98 | (float)scene.RegionInfo.RegionSettings.WaterHeight); | ||
99 | |||
100 | } | ||
101 | |||
102 | public void RemoveRegion(Scene scene) | ||
103 | { | ||
104 | if (!m_Enabled) | ||
105 | return; | ||
59 | } | 106 | } |
60 | 107 | ||
108 | public void RegionLoaded(Scene scene) | ||
109 | { | ||
110 | if (!m_Enabled) | ||
111 | return; | ||
112 | } | ||
113 | #endregion | ||
114 | |||
61 | public override void Dispose() {} | 115 | public override void Dispose() {} |
62 | 116 | ||
63 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, | 117 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, |
@@ -71,10 +125,11 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin | |||
71 | return prim; | 125 | return prim; |
72 | } | 126 | } |
73 | 127 | ||
74 | public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) | 128 | public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying) |
75 | { | 129 | { |
76 | BasicActor act = new BasicActor(size); | 130 | BasicActor act = new BasicActor(size); |
77 | act.Position = position; | 131 | act.Position = position; |
132 | act.Velocity = velocity; | ||
78 | act.Flying = isFlying; | 133 | act.Flying = isFlying; |
79 | _actors.Add(act); | 134 | _actors.Add(act); |
80 | return act; | 135 | return act; |
@@ -100,6 +155,8 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin | |||
100 | 155 | ||
101 | public override float Simulate(float timeStep) | 156 | public override float Simulate(float timeStep) |
102 | { | 157 | { |
158 | // Console.WriteLine("Simulating"); | ||
159 | |||
103 | float fps = 0; | 160 | float fps = 0; |
104 | for (int i = 0; i < _actors.Count; ++i) | 161 | for (int i = 0; i < _actors.Count; ++i) |
105 | { | 162 | { |
@@ -107,32 +164,36 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin | |||
107 | Vector3 actorPosition = actor.Position; | 164 | Vector3 actorPosition = actor.Position; |
108 | Vector3 actorVelocity = actor.Velocity; | 165 | Vector3 actorVelocity = actor.Velocity; |
109 | 166 | ||
110 | actorPosition.X += actor.Velocity.X*timeStep; | 167 | //Console.WriteLine( |
111 | actorPosition.Y += actor.Velocity.Y*timeStep; | 168 | // "Processing actor {0}, starting pos {1}, starting vel {2}", i, actorPosition, actorVelocity); |
169 | |||
170 | actorPosition.X += actor.Velocity.X * timeStep; | ||
171 | actorPosition.Y += actor.Velocity.Y * timeStep; | ||
112 | 172 | ||
113 | if (actor.Position.Y < 0) | 173 | if (actor.Position.Y < 0) |
114 | { | 174 | { |
115 | actorPosition.Y = 0.1F; | 175 | actorPosition.Y = 0.1F; |
116 | } | 176 | } |
117 | else if (actor.Position.Y >= Constants.RegionSize) | 177 | else if (actor.Position.Y >= m_regionExtent.Y) |
118 | { | 178 | { |
119 | actorPosition.Y = ((int)Constants.RegionSize - 0.1f); | 179 | actorPosition.Y = (m_regionExtent.Y - 0.1f); |
120 | } | 180 | } |
121 | 181 | ||
122 | if (actor.Position.X < 0) | 182 | if (actor.Position.X < 0) |
123 | { | 183 | { |
124 | actorPosition.X = 0.1F; | 184 | actorPosition.X = 0.1F; |
125 | } | 185 | } |
126 | else if (actor.Position.X >= Constants.RegionSize) | 186 | else if (actor.Position.X >= m_regionExtent.X) |
127 | { | 187 | { |
128 | actorPosition.X = ((int)Constants.RegionSize - 0.1f); | 188 | actorPosition.X = (m_regionExtent.X - 0.1f); |
129 | } | 189 | } |
130 | 190 | ||
131 | float terrainHeight = 0; | 191 | float terrainHeight = 0; |
132 | if (_heightMap != null) | 192 | if (_heightMap != null) |
133 | terrainHeight = _heightMap[(int)actor.Position.Y * Constants.RegionSize + (int)actor.Position.X]; | 193 | terrainHeight = _heightMap[(int)actor.Position.Y * (int)m_regionExtent.Y + (int)actor.Position.X]; |
134 | 194 | ||
135 | float height = terrainHeight + actor.Size.Z; | 195 | float height = terrainHeight + actor.Size.Z; |
196 | // Console.WriteLine("height {0}, actorPosition {1}", height, actorPosition); | ||
136 | 197 | ||
137 | if (actor.Flying) | 198 | if (actor.Flying) |
138 | { | 199 | { |
@@ -190,5 +251,6 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin | |||
190 | Dictionary<uint, float> returncolliders = new Dictionary<uint, float>(); | 251 | Dictionary<uint, float> returncolliders = new Dictionary<uint, float>(); |
191 | return returncolliders; | 252 | return returncolliders; |
192 | } | 253 | } |
254 | |||
193 | } | 255 | } |
194 | } | 256 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs b/OpenSim/Region/PhysicsModules/BulletS/BSAPIUnman.cs index 8c6e7d6..c4a923c 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs +++ b/OpenSim/Region/PhysicsModules/BulletS/BSAPIUnman.cs | |||
@@ -35,7 +35,7 @@ using OpenSim.Framework; | |||
35 | 35 | ||
36 | using OpenMetaverse; | 36 | using OpenMetaverse; |
37 | 37 | ||
38 | namespace OpenSim.Region.Physics.BulletSPlugin | 38 | namespace OpenSim.Region.PhysicsModule.BulletS |
39 | { | 39 | { |
40 | public sealed class BSAPIUnman : BSAPITemplate | 40 | public sealed class BSAPIUnman : BSAPITemplate |
41 | { | 41 | { |
@@ -75,11 +75,11 @@ private sealed class BulletBodyUnman : BulletBody | |||
75 | private sealed class BulletShapeUnman : BulletShape | 75 | private sealed class BulletShapeUnman : BulletShape |
76 | { | 76 | { |
77 | public IntPtr ptr; | 77 | public IntPtr ptr; |
78 | public BulletShapeUnman(IntPtr xx, BSPhysicsShapeType typ) | 78 | public BulletShapeUnman(IntPtr xx, BSPhysicsShapeType typ) |
79 | : base() | 79 | : base() |
80 | { | 80 | { |
81 | ptr = xx; | 81 | ptr = xx; |
82 | type = typ; | 82 | shapeType = typ; |
83 | } | 83 | } |
84 | public override bool HasPhysicalShape | 84 | public override bool HasPhysicalShape |
85 | { | 85 | { |
@@ -91,7 +91,7 @@ private sealed class BulletShapeUnman : BulletShape | |||
91 | } | 91 | } |
92 | public override BulletShape Clone() | 92 | public override BulletShape Clone() |
93 | { | 93 | { |
94 | return new BulletShapeUnman(ptr, type); | 94 | return new BulletShapeUnman(ptr, shapeType); |
95 | } | 95 | } |
96 | public override bool ReferenceSame(BulletShape other) | 96 | public override bool ReferenceSame(BulletShape other) |
97 | { | 97 | { |
@@ -166,7 +166,7 @@ public override BulletWorld Initialize(Vector3 maxPosition, ConfigurationParamet | |||
166 | 166 | ||
167 | // If Debug logging level, enable logging from the unmanaged code | 167 | // If Debug logging level, enable logging from the unmanaged code |
168 | m_DebugLogCallbackHandle = null; | 168 | m_DebugLogCallbackHandle = null; |
169 | if (BSScene.m_log.IsDebugEnabled || PhysicsScene.PhysicsLogging.Enabled) | 169 | if (BSScene.m_log.IsDebugEnabled && PhysicsScene.PhysicsLogging.Enabled) |
170 | { | 170 | { |
171 | BSScene.m_log.DebugFormat("{0}: Initialize: Setting debug callback for unmanaged code", BSScene.LogHeader); | 171 | BSScene.m_log.DebugFormat("{0}: Initialize: Setting debug callback for unmanaged code", BSScene.LogHeader); |
172 | if (PhysicsScene.PhysicsLogging.Enabled) | 172 | if (PhysicsScene.PhysicsLogging.Enabled) |
@@ -202,7 +202,7 @@ private void BulletLoggerPhysLog(string msg) | |||
202 | } | 202 | } |
203 | 203 | ||
204 | public override int PhysicsStep(BulletWorld world, float timeStep, int maxSubSteps, float fixedTimeStep, | 204 | public override int PhysicsStep(BulletWorld world, float timeStep, int maxSubSteps, float fixedTimeStep, |
205 | out int updatedEntityCount, out int collidersCount) | 205 | out int updatedEntityCount, out int collidersCount) |
206 | { | 206 | { |
207 | BulletWorldUnman worldu = world as BulletWorldUnman; | 207 | BulletWorldUnman worldu = world as BulletWorldUnman; |
208 | return BSAPICPP.PhysicsStep2(worldu.ptr, timeStep, maxSubSteps, fixedTimeStep, out updatedEntityCount, out collidersCount); | 208 | return BSAPICPP.PhysicsStep2(worldu.ptr, timeStep, maxSubSteps, fixedTimeStep, out updatedEntityCount, out collidersCount); |
@@ -212,6 +212,19 @@ public override void Shutdown(BulletWorld world) | |||
212 | { | 212 | { |
213 | BulletWorldUnman worldu = world as BulletWorldUnman; | 213 | BulletWorldUnman worldu = world as BulletWorldUnman; |
214 | BSAPICPP.Shutdown2(worldu.ptr); | 214 | BSAPICPP.Shutdown2(worldu.ptr); |
215 | |||
216 | if (m_paramsHandle.IsAllocated) | ||
217 | { | ||
218 | m_paramsHandle.Free(); | ||
219 | } | ||
220 | if (m_collisionArrayPinnedHandle.IsAllocated) | ||
221 | { | ||
222 | m_collisionArrayPinnedHandle.Free(); | ||
223 | } | ||
224 | if (m_updateArrayPinnedHandle.IsAllocated) | ||
225 | { | ||
226 | m_updateArrayPinnedHandle.Free(); | ||
227 | } | ||
215 | } | 228 | } |
216 | 229 | ||
217 | public override bool PushUpdate(BulletBody obj) | 230 | public override bool PushUpdate(BulletBody obj) |
@@ -238,23 +251,52 @@ public override BulletShape CreateMeshShape(BulletWorld world, | |||
238 | BSPhysicsShapeType.SHAPE_MESH); | 251 | BSPhysicsShapeType.SHAPE_MESH); |
239 | } | 252 | } |
240 | 253 | ||
254 | public override BulletShape CreateGImpactShape(BulletWorld world, | ||
255 | int indicesCount, int[] indices, | ||
256 | int verticesCount, float[] vertices) | ||
257 | { | ||
258 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
259 | return new BulletShapeUnman( | ||
260 | BSAPICPP.CreateGImpactShape2(worldu.ptr, indicesCount, indices, verticesCount, vertices), | ||
261 | BSPhysicsShapeType.SHAPE_GIMPACT); | ||
262 | } | ||
263 | |||
241 | public override BulletShape CreateHullShape(BulletWorld world, int hullCount, float[] hulls) | 264 | public override BulletShape CreateHullShape(BulletWorld world, int hullCount, float[] hulls) |
242 | { | 265 | { |
243 | BulletWorldUnman worldu = world as BulletWorldUnman; | 266 | BulletWorldUnman worldu = world as BulletWorldUnman; |
244 | return new BulletShapeUnman( | 267 | return new BulletShapeUnman( |
245 | BSAPICPP.CreateHullShape2(worldu.ptr, hullCount, hulls), | 268 | BSAPICPP.CreateHullShape2(worldu.ptr, hullCount, hulls), |
246 | BSPhysicsShapeType.SHAPE_HULL); | 269 | BSPhysicsShapeType.SHAPE_HULL); |
247 | } | 270 | } |
248 | 271 | ||
249 | public override BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShape meshShape) | 272 | public override BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShape meshShape, HACDParams parms) |
250 | { | 273 | { |
251 | BulletWorldUnman worldu = world as BulletWorldUnman; | 274 | BulletWorldUnman worldu = world as BulletWorldUnman; |
252 | BulletShapeUnman shapeu = meshShape as BulletShapeUnman; | 275 | BulletShapeUnman shapeu = meshShape as BulletShapeUnman; |
253 | return new BulletShapeUnman( | 276 | return new BulletShapeUnman( |
254 | BSAPICPP.BuildHullShapeFromMesh2(worldu.ptr, shapeu.ptr), | 277 | BSAPICPP.BuildHullShapeFromMesh2(worldu.ptr, shapeu.ptr, parms), |
255 | BSPhysicsShapeType.SHAPE_HULL); | 278 | BSPhysicsShapeType.SHAPE_HULL); |
256 | } | 279 | } |
257 | 280 | ||
281 | public override BulletShape BuildConvexHullShapeFromMesh(BulletWorld world, BulletShape meshShape) | ||
282 | { | ||
283 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
284 | BulletShapeUnman shapeu = meshShape as BulletShapeUnman; | ||
285 | return new BulletShapeUnman( | ||
286 | BSAPICPP.BuildConvexHullShapeFromMesh2(worldu.ptr, shapeu.ptr), | ||
287 | BSPhysicsShapeType.SHAPE_CONVEXHULL); | ||
288 | } | ||
289 | |||
290 | public override BulletShape CreateConvexHullShape(BulletWorld world, | ||
291 | int indicesCount, int[] indices, | ||
292 | int verticesCount, float[] vertices) | ||
293 | { | ||
294 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
295 | return new BulletShapeUnman( | ||
296 | BSAPICPP.CreateConvexHullShape2(worldu.ptr, indicesCount, indices, verticesCount, vertices), | ||
297 | BSPhysicsShapeType.SHAPE_CONVEXHULL); | ||
298 | } | ||
299 | |||
258 | public override BulletShape BuildNativeShape(BulletWorld world, ShapeData shapeData) | 300 | public override BulletShape BuildNativeShape(BulletWorld world, ShapeData shapeData) |
259 | { | 301 | { |
260 | BulletWorldUnman worldu = world as BulletWorldUnman; | 302 | BulletWorldUnman worldu = world as BulletWorldUnman; |
@@ -273,7 +315,7 @@ public override void SetShapeCollisionMargin(BulletShape shape, float margin) | |||
273 | { | 315 | { |
274 | BulletShapeUnman shapeu = shape as BulletShapeUnman; | 316 | BulletShapeUnman shapeu = shape as BulletShapeUnman; |
275 | if (shapeu != null && shapeu.HasPhysicalShape) | 317 | if (shapeu != null && shapeu.HasPhysicalShape) |
276 | BSAPICPP.SetShapeCollisionMargin2(shapeu.ptr, margin); | 318 | BSAPICPP.SetShapeCollisionMargin(shapeu.ptr, margin); |
277 | } | 319 | } |
278 | 320 | ||
279 | public override BulletShape BuildCapsuleShape(BulletWorld world, float radius, float height, Vector3 scale) | 321 | public override BulletShape BuildCapsuleShape(BulletWorld world, float radius, float height, Vector3 scale) |
@@ -327,6 +369,12 @@ public override void RemoveChildShapeFromCompoundShape(BulletShape shape, Bullet | |||
327 | BSAPICPP.RemoveChildShapeFromCompoundShape2(shapeu.ptr, removeShapeu.ptr); | 369 | BSAPICPP.RemoveChildShapeFromCompoundShape2(shapeu.ptr, removeShapeu.ptr); |
328 | } | 370 | } |
329 | 371 | ||
372 | public override void UpdateChildTransform(BulletShape pShape, int childIndex, Vector3 pos, Quaternion rot, bool shouldRecalculateLocalAabb) | ||
373 | { | ||
374 | BulletShapeUnman shapeu = pShape as BulletShapeUnman; | ||
375 | BSAPICPP.UpdateChildTransform2(shapeu.ptr, childIndex, pos, rot, shouldRecalculateLocalAabb); | ||
376 | } | ||
377 | |||
330 | public override void RecalculateCompoundShapeLocalAabb(BulletShape shape) | 378 | public override void RecalculateCompoundShapeLocalAabb(BulletShape shape) |
331 | { | 379 | { |
332 | BulletShapeUnman shapeu = shape as BulletShapeUnman; | 380 | BulletShapeUnman shapeu = shape as BulletShapeUnman; |
@@ -337,7 +385,7 @@ public override BulletShape DuplicateCollisionShape(BulletWorld world, BulletSha | |||
337 | { | 385 | { |
338 | BulletWorldUnman worldu = world as BulletWorldUnman; | 386 | BulletWorldUnman worldu = world as BulletWorldUnman; |
339 | BulletShapeUnman srcShapeu = srcShape as BulletShapeUnman; | 387 | BulletShapeUnman srcShapeu = srcShape as BulletShapeUnman; |
340 | return new BulletShapeUnman(BSAPICPP.DuplicateCollisionShape2(worldu.ptr, srcShapeu.ptr, id), srcShape.type); | 388 | return new BulletShapeUnman(BSAPICPP.DuplicateCollisionShape2(worldu.ptr, srcShapeu.ptr, id), srcShape.shapeType); |
341 | } | 389 | } |
342 | 390 | ||
343 | public override bool DeleteCollisionShape(BulletWorld world, BulletShape shape) | 391 | public override bool DeleteCollisionShape(BulletWorld world, BulletShape shape) |
@@ -419,6 +467,28 @@ public override BulletConstraint Create6DofConstraintToPoint(BulletWorld world, | |||
419 | joinPoint, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies)); | 467 | joinPoint, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies)); |
420 | } | 468 | } |
421 | 469 | ||
470 | public override BulletConstraint Create6DofConstraintFixed(BulletWorld world, BulletBody obj1, | ||
471 | Vector3 frameInBloc, Quaternion frameInBrot, | ||
472 | bool useLinearReferenceFrameB, bool disableCollisionsBetweenLinkedBodies) | ||
473 | { | ||
474 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
475 | BulletBodyUnman bodyu1 = obj1 as BulletBodyUnman; | ||
476 | return new BulletConstraintUnman(BSAPICPP.Create6DofConstraintFixed2(worldu.ptr, bodyu1.ptr, | ||
477 | frameInBloc, frameInBrot, useLinearReferenceFrameB, disableCollisionsBetweenLinkedBodies)); | ||
478 | } | ||
479 | |||
480 | public override BulletConstraint Create6DofSpringConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2, | ||
481 | Vector3 frame1loc, Quaternion frame1rot, | ||
482 | Vector3 frame2loc, Quaternion frame2rot, | ||
483 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) | ||
484 | { | ||
485 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
486 | BulletBodyUnman bodyu1 = obj1 as BulletBodyUnman; | ||
487 | BulletBodyUnman bodyu2 = obj2 as BulletBodyUnman; | ||
488 | return new BulletConstraintUnman(BSAPICPP.Create6DofSpringConstraint2(worldu.ptr, bodyu1.ptr, bodyu2.ptr, frame1loc, frame1rot, | ||
489 | frame2loc, frame2rot, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies)); | ||
490 | } | ||
491 | |||
422 | public override BulletConstraint CreateHingeConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2, | 492 | public override BulletConstraint CreateHingeConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2, |
423 | Vector3 pivotinA, Vector3 pivotinB, | 493 | Vector3 pivotinA, Vector3 pivotinB, |
424 | Vector3 axisInA, Vector3 axisInB, | 494 | Vector3 axisInA, Vector3 axisInB, |
@@ -431,6 +501,52 @@ public override BulletConstraint CreateHingeConstraint(BulletWorld world, Bullet | |||
431 | pivotinA, pivotinB, axisInA, axisInB, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies)); | 501 | pivotinA, pivotinB, axisInA, axisInB, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies)); |
432 | } | 502 | } |
433 | 503 | ||
504 | public override BulletConstraint CreateSliderConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2, | ||
505 | Vector3 frame1loc, Quaternion frame1rot, | ||
506 | Vector3 frame2loc, Quaternion frame2rot, | ||
507 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) | ||
508 | { | ||
509 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
510 | BulletBodyUnman bodyu1 = obj1 as BulletBodyUnman; | ||
511 | BulletBodyUnman bodyu2 = obj2 as BulletBodyUnman; | ||
512 | return new BulletConstraintUnman(BSAPICPP.CreateSliderConstraint2(worldu.ptr, bodyu1.ptr, bodyu2.ptr, frame1loc, frame1rot, | ||
513 | frame2loc, frame2rot, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies)); | ||
514 | } | ||
515 | |||
516 | public override BulletConstraint CreateConeTwistConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2, | ||
517 | Vector3 frame1loc, Quaternion frame1rot, | ||
518 | Vector3 frame2loc, Quaternion frame2rot, | ||
519 | bool disableCollisionsBetweenLinkedBodies) | ||
520 | { | ||
521 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
522 | BulletBodyUnman bodyu1 = obj1 as BulletBodyUnman; | ||
523 | BulletBodyUnman bodyu2 = obj2 as BulletBodyUnman; | ||
524 | return new BulletConstraintUnman(BSAPICPP.CreateConeTwistConstraint2(worldu.ptr, bodyu1.ptr, bodyu2.ptr, frame1loc, frame1rot, | ||
525 | frame2loc, frame2rot, disableCollisionsBetweenLinkedBodies)); | ||
526 | } | ||
527 | |||
528 | public override BulletConstraint CreateGearConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2, | ||
529 | Vector3 axisInA, Vector3 axisInB, | ||
530 | float ratio, bool disableCollisionsBetweenLinkedBodies) | ||
531 | { | ||
532 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
533 | BulletBodyUnman bodyu1 = obj1 as BulletBodyUnman; | ||
534 | BulletBodyUnman bodyu2 = obj2 as BulletBodyUnman; | ||
535 | return new BulletConstraintUnman(BSAPICPP.CreateGearConstraint2(worldu.ptr, bodyu1.ptr, bodyu2.ptr, axisInA, axisInB, | ||
536 | ratio, disableCollisionsBetweenLinkedBodies)); | ||
537 | } | ||
538 | |||
539 | public override BulletConstraint CreatePoint2PointConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2, | ||
540 | Vector3 pivotInA, Vector3 pivotInB, | ||
541 | bool disableCollisionsBetweenLinkedBodies) | ||
542 | { | ||
543 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
544 | BulletBodyUnman bodyu1 = obj1 as BulletBodyUnman; | ||
545 | BulletBodyUnman bodyu2 = obj2 as BulletBodyUnman; | ||
546 | return new BulletConstraintUnman(BSAPICPP.CreatePoint2PointConstraint2(worldu.ptr, bodyu1.ptr, bodyu2.ptr, pivotInA, pivotInB, | ||
547 | disableCollisionsBetweenLinkedBodies)); | ||
548 | } | ||
549 | |||
434 | public override void SetConstraintEnable(BulletConstraint constrain, float numericTrueFalse) | 550 | public override void SetConstraintEnable(BulletConstraint constrain, float numericTrueFalse) |
435 | { | 551 | { |
436 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | 552 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; |
@@ -480,6 +596,60 @@ public override bool SetBreakingImpulseThreshold(BulletConstraint constrain, flo | |||
480 | return BSAPICPP.SetBreakingImpulseThreshold2(constrainu.ptr, threshold); | 596 | return BSAPICPP.SetBreakingImpulseThreshold2(constrainu.ptr, threshold); |
481 | } | 597 | } |
482 | 598 | ||
599 | public override bool HingeSetLimits(BulletConstraint constrain, float low, float high, float softness, float bias, float relaxation) | ||
600 | { | ||
601 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | ||
602 | return BSAPICPP.HingeSetLimits2(constrainu.ptr, low, high, softness, bias, relaxation); | ||
603 | } | ||
604 | |||
605 | public override bool SpringEnable(BulletConstraint constrain, int index, float numericTrueFalse) | ||
606 | { | ||
607 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | ||
608 | return BSAPICPP.ConstraintSpringEnable2(constrainu.ptr, index, numericTrueFalse); | ||
609 | } | ||
610 | |||
611 | public override bool SpringSetEquilibriumPoint(BulletConstraint constrain, int index, float equilibriumPoint) | ||
612 | { | ||
613 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | ||
614 | return BSAPICPP.ConstraintSpringSetEquilibriumPoint2(constrainu.ptr, index, equilibriumPoint); | ||
615 | } | ||
616 | |||
617 | public override bool SpringSetStiffness(BulletConstraint constrain, int index, float stiffnesss) | ||
618 | { | ||
619 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | ||
620 | return BSAPICPP.ConstraintSpringSetStiffness2(constrainu.ptr, index, stiffnesss); | ||
621 | } | ||
622 | |||
623 | public override bool SpringSetDamping(BulletConstraint constrain, int index, float damping) | ||
624 | { | ||
625 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | ||
626 | return BSAPICPP.ConstraintSpringSetDamping2(constrainu.ptr, index, damping); | ||
627 | } | ||
628 | |||
629 | public override bool SliderSetLimits(BulletConstraint constrain, int lowerUpper, int linAng, float val) | ||
630 | { | ||
631 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | ||
632 | return BSAPICPP.SliderSetLimits2(constrainu.ptr, lowerUpper, linAng, val); | ||
633 | } | ||
634 | |||
635 | public override bool SliderSet(BulletConstraint constrain, int softRestDamp, int dirLimOrtho, int linAng, float val) | ||
636 | { | ||
637 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | ||
638 | return BSAPICPP.SliderSet2(constrainu.ptr, softRestDamp, dirLimOrtho, linAng, val); | ||
639 | } | ||
640 | |||
641 | public override bool SliderMotorEnable(BulletConstraint constrain, int linAng, float numericTrueFalse) | ||
642 | { | ||
643 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | ||
644 | return BSAPICPP.SliderMotorEnable2(constrainu.ptr, linAng, numericTrueFalse); | ||
645 | } | ||
646 | |||
647 | public override bool SliderMotor(BulletConstraint constrain, int forceVel, int linAng, float val) | ||
648 | { | ||
649 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | ||
650 | return BSAPICPP.SliderMotor2(constrainu.ptr, forceVel, linAng, val); | ||
651 | } | ||
652 | |||
483 | public override bool CalculateTransforms(BulletConstraint constrain) | 653 | public override bool CalculateTransforms(BulletConstraint constrain) |
484 | { | 654 | { |
485 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | 655 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; |
@@ -530,12 +700,12 @@ public override void SetForceUpdateAllAabbs(BulletWorld world, bool force) | |||
530 | // btDynamicsWorld entries | 700 | // btDynamicsWorld entries |
531 | public override bool AddObjectToWorld(BulletWorld world, BulletBody obj) | 701 | public override bool AddObjectToWorld(BulletWorld world, BulletBody obj) |
532 | { | 702 | { |
533 | // Bullet resets several variables when an object is added to the world. | ||
534 | // Gravity is reset to world default depending on the static/dynamic | ||
535 | // type. Of course, the collision flags in the broadphase proxy are initialized to default. | ||
536 | BulletWorldUnman worldu = world as BulletWorldUnman; | 703 | BulletWorldUnman worldu = world as BulletWorldUnman; |
537 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | 704 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
538 | 705 | ||
706 | // Bullet resets several variables when an object is added to the world. | ||
707 | // Gravity is reset to world default depending on the static/dynamic | ||
708 | // type. Of course, the collision flags in the broadphase proxy are initialized to default. | ||
539 | Vector3 origGrav = BSAPICPP.GetGravity2(bodyu.ptr); | 709 | Vector3 origGrav = BSAPICPP.GetGravity2(bodyu.ptr); |
540 | 710 | ||
541 | bool ret = BSAPICPP.AddObjectToWorld2(worldu.ptr, bodyu.ptr); | 711 | bool ret = BSAPICPP.AddObjectToWorld2(worldu.ptr, bodyu.ptr); |
@@ -555,6 +725,13 @@ public override bool RemoveObjectFromWorld(BulletWorld world, BulletBody obj) | |||
555 | return BSAPICPP.RemoveObjectFromWorld2(worldu.ptr, bodyu.ptr); | 725 | return BSAPICPP.RemoveObjectFromWorld2(worldu.ptr, bodyu.ptr); |
556 | } | 726 | } |
557 | 727 | ||
728 | public override bool ClearCollisionProxyCache(BulletWorld world, BulletBody obj) | ||
729 | { | ||
730 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
731 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
732 | return BSAPICPP.ClearCollisionProxyCache2(worldu.ptr, bodyu.ptr); | ||
733 | } | ||
734 | |||
558 | public override bool AddConstraintToWorld(BulletWorld world, BulletConstraint constrain, bool disableCollisionsBetweenLinkedObjects) | 735 | public override bool AddConstraintToWorld(BulletWorld world, BulletConstraint constrain, bool disableCollisionsBetweenLinkedObjects) |
559 | { | 736 | { |
560 | BulletWorldUnman worldu = world as BulletWorldUnman; | 737 | BulletWorldUnman worldu = world as BulletWorldUnman; |
@@ -921,6 +1098,7 @@ public override void SetCenterOfMassByPosRot(BulletBody obj, Vector3 pos, Quater | |||
921 | } | 1098 | } |
922 | 1099 | ||
923 | // Add a force to the object as if its mass is one. | 1100 | // Add a force to the object as if its mass is one. |
1101 | // Deep down in Bullet: m_totalForce += force*m_linearFactor; | ||
924 | public override void ApplyCentralForce(BulletBody obj, Vector3 force) | 1102 | public override void ApplyCentralForce(BulletBody obj, Vector3 force) |
925 | { | 1103 | { |
926 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | 1104 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
@@ -964,6 +1142,7 @@ public override void SetSleepingThresholds(BulletBody obj, float lin_threshold, | |||
964 | BSAPICPP.SetSleepingThresholds2(bodyu.ptr, lin_threshold, ang_threshold); | 1142 | BSAPICPP.SetSleepingThresholds2(bodyu.ptr, lin_threshold, ang_threshold); |
965 | } | 1143 | } |
966 | 1144 | ||
1145 | // Deep down in Bullet: m_totalTorque += torque*m_angularFactor; | ||
967 | public override void ApplyTorque(BulletBody obj, Vector3 torque) | 1146 | public override void ApplyTorque(BulletBody obj, Vector3 torque) |
968 | { | 1147 | { |
969 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | 1148 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
@@ -971,6 +1150,8 @@ public override void ApplyTorque(BulletBody obj, Vector3 torque) | |||
971 | } | 1150 | } |
972 | 1151 | ||
973 | // Apply force at the given point. Will add torque to the object. | 1152 | // Apply force at the given point. Will add torque to the object. |
1153 | // Deep down in Bullet: applyCentralForce(force); | ||
1154 | // applyTorque(rel_pos.cross(force*m_linearFactor)); | ||
974 | public override void ApplyForce(BulletBody obj, Vector3 force, Vector3 pos) | 1155 | public override void ApplyForce(BulletBody obj, Vector3 force, Vector3 pos) |
975 | { | 1156 | { |
976 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | 1157 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
@@ -978,6 +1159,7 @@ public override void ApplyForce(BulletBody obj, Vector3 force, Vector3 pos) | |||
978 | } | 1159 | } |
979 | 1160 | ||
980 | // Apply impulse to the object. Same as "ApplycentralForce" but force scaled by object's mass. | 1161 | // Apply impulse to the object. Same as "ApplycentralForce" but force scaled by object's mass. |
1162 | // Deep down in Bullet: m_linearVelocity += impulse *m_linearFactor * m_inverseMass; | ||
981 | public override void ApplyCentralImpulse(BulletBody obj, Vector3 imp) | 1163 | public override void ApplyCentralImpulse(BulletBody obj, Vector3 imp) |
982 | { | 1164 | { |
983 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | 1165 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
@@ -985,6 +1167,7 @@ public override void ApplyCentralImpulse(BulletBody obj, Vector3 imp) | |||
985 | } | 1167 | } |
986 | 1168 | ||
987 | // Apply impulse to the object's torque. Force is scaled by object's mass. | 1169 | // Apply impulse to the object's torque. Force is scaled by object's mass. |
1170 | // Deep down in Bullet: m_angularVelocity += m_invInertiaTensorWorld * torque * m_angularFactor; | ||
988 | public override void ApplyTorqueImpulse(BulletBody obj, Vector3 imp) | 1171 | public override void ApplyTorqueImpulse(BulletBody obj, Vector3 imp) |
989 | { | 1172 | { |
990 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | 1173 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
@@ -992,6 +1175,8 @@ public override void ApplyTorqueImpulse(BulletBody obj, Vector3 imp) | |||
992 | } | 1175 | } |
993 | 1176 | ||
994 | // Apply impulse at the point given. For is scaled by object's mass and effects both linear and angular forces. | 1177 | // Apply impulse at the point given. For is scaled by object's mass and effects both linear and angular forces. |
1178 | // Deep down in Bullet: applyCentralImpulse(impulse); | ||
1179 | // applyTorqueImpulse(rel_pos.cross(impulse*m_linearFactor)); | ||
995 | public override void ApplyImpulse(BulletBody obj, Vector3 imp, Vector3 pos) | 1180 | public override void ApplyImpulse(BulletBody obj, Vector3 imp, Vector3 pos) |
996 | { | 1181 | { |
997 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | 1182 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
@@ -1259,6 +1444,16 @@ public override void DumpPhysicsStatistics(BulletWorld world) | |||
1259 | BulletWorldUnman worldu = world as BulletWorldUnman; | 1444 | BulletWorldUnman worldu = world as BulletWorldUnman; |
1260 | BSAPICPP.DumpPhysicsStatistics2(worldu.ptr); | 1445 | BSAPICPP.DumpPhysicsStatistics2(worldu.ptr); |
1261 | } | 1446 | } |
1447 | public override void ResetBroadphasePool(BulletWorld world) | ||
1448 | { | ||
1449 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
1450 | BSAPICPP.ResetBroadphasePool(worldu.ptr); | ||
1451 | } | ||
1452 | public override void ResetConstraintSolver(BulletWorld world) | ||
1453 | { | ||
1454 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
1455 | BSAPICPP.ResetConstraintSolver(worldu.ptr); | ||
1456 | } | ||
1262 | 1457 | ||
1263 | // ===================================================================================== | 1458 | // ===================================================================================== |
1264 | // ===================================================================================== | 1459 | // ===================================================================================== |
@@ -1302,11 +1497,24 @@ public static extern IntPtr CreateMeshShape2(IntPtr world, | |||
1302 | int verticesCount, [MarshalAs(UnmanagedType.LPArray)] float[] vertices ); | 1497 | int verticesCount, [MarshalAs(UnmanagedType.LPArray)] float[] vertices ); |
1303 | 1498 | ||
1304 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1499 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
1500 | public static extern IntPtr CreateGImpactShape2(IntPtr world, | ||
1501 | int indicesCount, [MarshalAs(UnmanagedType.LPArray)] int[] indices, | ||
1502 | int verticesCount, [MarshalAs(UnmanagedType.LPArray)] float[] vertices ); | ||
1503 | |||
1504 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1305 | public static extern IntPtr CreateHullShape2(IntPtr world, | 1505 | public static extern IntPtr CreateHullShape2(IntPtr world, |
1306 | int hullCount, [MarshalAs(UnmanagedType.LPArray)] float[] hulls); | 1506 | int hullCount, [MarshalAs(UnmanagedType.LPArray)] float[] hulls); |
1307 | 1507 | ||
1308 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1508 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
1309 | public static extern IntPtr BuildHullShapeFromMesh2(IntPtr world, IntPtr meshShape); | 1509 | public static extern IntPtr BuildHullShapeFromMesh2(IntPtr world, IntPtr meshShape, HACDParams parms); |
1510 | |||
1511 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1512 | public static extern IntPtr BuildConvexHullShapeFromMesh2(IntPtr world, IntPtr meshShape); | ||
1513 | |||
1514 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1515 | public static extern IntPtr CreateConvexHullShape2(IntPtr world, | ||
1516 | int indicesCount, [MarshalAs(UnmanagedType.LPArray)] int[] indices, | ||
1517 | int verticesCount, [MarshalAs(UnmanagedType.LPArray)] float[] vertices ); | ||
1310 | 1518 | ||
1311 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1519 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
1312 | public static extern IntPtr BuildNativeShape2(IntPtr world, ShapeData shapeData); | 1520 | public static extern IntPtr BuildNativeShape2(IntPtr world, ShapeData shapeData); |
@@ -1315,7 +1523,7 @@ public static extern IntPtr BuildNativeShape2(IntPtr world, ShapeData shapeData) | |||
1315 | public static extern bool IsNativeShape2(IntPtr shape); | 1523 | public static extern bool IsNativeShape2(IntPtr shape); |
1316 | 1524 | ||
1317 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1525 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
1318 | public static extern void SetShapeCollisionMargin2(IntPtr shape, float margin); | 1526 | public static extern void SetShapeCollisionMargin(IntPtr shape, float margin); |
1319 | 1527 | ||
1320 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1528 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
1321 | public static extern IntPtr BuildCapsuleShape2(IntPtr world, float radius, float height, Vector3 scale); | 1529 | public static extern IntPtr BuildCapsuleShape2(IntPtr world, float radius, float height, Vector3 scale); |
@@ -1339,6 +1547,9 @@ public static extern IntPtr RemoveChildShapeFromCompoundShapeIndex2(IntPtr cShap | |||
1339 | public static extern void RemoveChildShapeFromCompoundShape2(IntPtr cShape, IntPtr removeShape); | 1547 | public static extern void RemoveChildShapeFromCompoundShape2(IntPtr cShape, IntPtr removeShape); |
1340 | 1548 | ||
1341 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1549 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
1550 | public static extern void UpdateChildTransform2(IntPtr pShape, int childIndex, Vector3 pos, Quaternion rot, bool shouldRecalculateLocalAabb); | ||
1551 | |||
1552 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1342 | public static extern void RecalculateCompoundShapeLocalAabb2(IntPtr cShape); | 1553 | public static extern void RecalculateCompoundShapeLocalAabb2(IntPtr cShape); |
1343 | 1554 | ||
1344 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1555 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
@@ -1368,7 +1579,7 @@ public static extern void DestroyObject2(IntPtr sim, IntPtr obj); | |||
1368 | public static extern IntPtr CreateGroundPlaneShape2(uint id, float height, float collisionMargin); | 1579 | public static extern IntPtr CreateGroundPlaneShape2(uint id, float height, float collisionMargin); |
1369 | 1580 | ||
1370 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1581 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
1371 | public static extern IntPtr CreateTerrainShape2(uint id, Vector3 size, float minHeight, float maxHeight, | 1582 | public static extern IntPtr CreateTerrainShape2(uint id, Vector3 size, float minHeight, float maxHeight, |
1372 | [MarshalAs(UnmanagedType.LPArray)] float[] heightMap, | 1583 | [MarshalAs(UnmanagedType.LPArray)] float[] heightMap, |
1373 | float scaleFactor, float collisionMargin); | 1584 | float scaleFactor, float collisionMargin); |
1374 | 1585 | ||
@@ -1386,12 +1597,46 @@ public static extern IntPtr Create6DofConstraintToPoint2(IntPtr world, IntPtr ob | |||
1386 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies); | 1597 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies); |
1387 | 1598 | ||
1388 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1599 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
1600 | public static extern IntPtr Create6DofConstraintFixed2(IntPtr world, IntPtr obj1, | ||
1601 | Vector3 frameInBloc, Quaternion frameInBrot, | ||
1602 | bool useLinearReferenceFrameB, bool disableCollisionsBetweenLinkedBodies); | ||
1603 | |||
1604 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1605 | public static extern IntPtr Create6DofSpringConstraint2(IntPtr world, IntPtr obj1, IntPtr obj2, | ||
1606 | Vector3 frame1loc, Quaternion frame1rot, | ||
1607 | Vector3 frame2loc, Quaternion frame2rot, | ||
1608 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies); | ||
1609 | |||
1610 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1389 | public static extern IntPtr CreateHingeConstraint2(IntPtr world, IntPtr obj1, IntPtr obj2, | 1611 | public static extern IntPtr CreateHingeConstraint2(IntPtr world, IntPtr obj1, IntPtr obj2, |
1390 | Vector3 pivotinA, Vector3 pivotinB, | 1612 | Vector3 pivotinA, Vector3 pivotinB, |
1391 | Vector3 axisInA, Vector3 axisInB, | 1613 | Vector3 axisInA, Vector3 axisInB, |
1392 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies); | 1614 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies); |
1393 | 1615 | ||
1394 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1616 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
1617 | public static extern IntPtr CreateSliderConstraint2(IntPtr world, IntPtr obj1, IntPtr obj2, | ||
1618 | Vector3 frameInAloc, Quaternion frameInArot, | ||
1619 | Vector3 frameInBloc, Quaternion frameInBrot, | ||
1620 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies); | ||
1621 | |||
1622 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1623 | public static extern IntPtr CreateConeTwistConstraint2(IntPtr world, IntPtr obj1, IntPtr obj2, | ||
1624 | Vector3 frameInAloc, Quaternion frameInArot, | ||
1625 | Vector3 frameInBloc, Quaternion frameInBrot, | ||
1626 | bool disableCollisionsBetweenLinkedBodies); | ||
1627 | |||
1628 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1629 | public static extern IntPtr CreateGearConstraint2(IntPtr world, IntPtr obj1, IntPtr obj2, | ||
1630 | Vector3 axisInA, Vector3 axisInB, | ||
1631 | float ratio, bool disableCollisionsBetweenLinkedBodies); | ||
1632 | |||
1633 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1634 | public static extern IntPtr CreatePoint2PointConstraint2(IntPtr world, IntPtr obj1, IntPtr obj2, | ||
1635 | Vector3 pivotInA, Vector3 pivotInB, | ||
1636 | bool disableCollisionsBetweenLinkedBodies); | ||
1637 | |||
1638 | |||
1639 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1395 | public static extern void SetConstraintEnable2(IntPtr constrain, float numericTrueFalse); | 1640 | public static extern void SetConstraintEnable2(IntPtr constrain, float numericTrueFalse); |
1396 | 1641 | ||
1397 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1642 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
@@ -1417,6 +1662,33 @@ public static extern bool TranslationalLimitMotor2(IntPtr constrain, float enabl | |||
1417 | public static extern bool SetBreakingImpulseThreshold2(IntPtr constrain, float threshold); | 1662 | public static extern bool SetBreakingImpulseThreshold2(IntPtr constrain, float threshold); |
1418 | 1663 | ||
1419 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1664 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
1665 | public static extern bool HingeSetLimits2(IntPtr constrain, float low, float high, float softness, float bias, float relaxation); | ||
1666 | |||
1667 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1668 | public static extern bool ConstraintSpringEnable2(IntPtr constrain, int index, float numericTrueFalse); | ||
1669 | |||
1670 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1671 | public static extern bool ConstraintSpringSetEquilibriumPoint2(IntPtr constrain, int index, float equilibriumPoint); | ||
1672 | |||
1673 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1674 | public static extern bool ConstraintSpringSetStiffness2(IntPtr constrain, int index, float stiffness); | ||
1675 | |||
1676 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1677 | public static extern bool ConstraintSpringSetDamping2(IntPtr constrain, int index, float damping); | ||
1678 | |||
1679 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1680 | public static extern bool SliderSetLimits2(IntPtr constrain, int lowerUpper, int linAng, float val); | ||
1681 | |||
1682 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1683 | public static extern bool SliderSet2(IntPtr constrain, int softRestDamp, int dirLimOrtho, int linAng, float val); | ||
1684 | |||
1685 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1686 | public static extern bool SliderMotorEnable2(IntPtr constrain, int linAng, float numericTrueFalse); | ||
1687 | |||
1688 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1689 | public static extern bool SliderMotor2(IntPtr constrain, int forceVel, int linAng, float val); | ||
1690 | |||
1691 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1420 | public static extern bool CalculateTransforms2(IntPtr constrain); | 1692 | public static extern bool CalculateTransforms2(IntPtr constrain); |
1421 | 1693 | ||
1422 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1694 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
@@ -1448,6 +1720,9 @@ public static extern bool AddObjectToWorld2(IntPtr world, IntPtr obj); | |||
1448 | public static extern bool RemoveObjectFromWorld2(IntPtr world, IntPtr obj); | 1720 | public static extern bool RemoveObjectFromWorld2(IntPtr world, IntPtr obj); |
1449 | 1721 | ||
1450 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1722 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
1723 | public static extern bool ClearCollisionProxyCache2(IntPtr world, IntPtr obj); | ||
1724 | |||
1725 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1451 | public static extern bool AddConstraintToWorld2(IntPtr world, IntPtr constrain, bool disableCollisionsBetweenLinkedObjects); | 1726 | public static extern bool AddConstraintToWorld2(IntPtr world, IntPtr constrain, bool disableCollisionsBetweenLinkedObjects); |
1452 | 1727 | ||
1453 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1728 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
@@ -1832,6 +2107,12 @@ public static extern void DumpAllInfo2(IntPtr sim); | |||
1832 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 2107 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
1833 | public static extern void DumpPhysicsStatistics2(IntPtr sim); | 2108 | public static extern void DumpPhysicsStatistics2(IntPtr sim); |
1834 | 2109 | ||
2110 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
2111 | public static extern void ResetBroadphasePool(IntPtr sim); | ||
2112 | |||
2113 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
2114 | public static extern void ResetConstraintSolver(IntPtr sim); | ||
2115 | |||
1835 | } | 2116 | } |
1836 | 2117 | ||
1837 | } | 2118 | } |
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSAPIXNA.cs b/OpenSim/Region/PhysicsModules/BulletS/BSAPIXNA.cs new file mode 100755 index 0000000..887311d --- /dev/null +++ b/OpenSim/Region/PhysicsModules/BulletS/BSAPIXNA.cs | |||
@@ -0,0 +1,2589 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | using System; | ||
28 | using System.Collections.Generic; | ||
29 | using System.IO; | ||
30 | using System.Runtime.InteropServices; | ||
31 | using System.Text; | ||
32 | |||
33 | using OpenSim.Framework; | ||
34 | |||
35 | using OpenMetaverse; | ||
36 | |||
37 | using BulletXNA; | ||
38 | using BulletXNA.LinearMath; | ||
39 | using BulletXNA.BulletCollision; | ||
40 | using BulletXNA.BulletDynamics; | ||
41 | using BulletXNA.BulletCollision.CollisionDispatch; | ||
42 | |||
43 | namespace OpenSim.Region.PhysicsModule.BulletS | ||
44 | { | ||
45 | public sealed class BSAPIXNA : BSAPITemplate | ||
46 | { | ||
47 | private sealed class BulletWorldXNA : BulletWorld | ||
48 | { | ||
49 | public DiscreteDynamicsWorld world; | ||
50 | public BulletWorldXNA(uint id, BSScene physScene, DiscreteDynamicsWorld xx) | ||
51 | : base(id, physScene) | ||
52 | { | ||
53 | world = xx; | ||
54 | } | ||
55 | } | ||
56 | |||
57 | private sealed class BulletBodyXNA : BulletBody | ||
58 | { | ||
59 | public CollisionObject body; | ||
60 | public RigidBody rigidBody { get { return RigidBody.Upcast(body); } } | ||
61 | |||
62 | public BulletBodyXNA(uint id, CollisionObject xx) | ||
63 | : base(id) | ||
64 | { | ||
65 | body = xx; | ||
66 | } | ||
67 | public override bool HasPhysicalBody | ||
68 | { | ||
69 | get { return body != null; } | ||
70 | } | ||
71 | public override void Clear() | ||
72 | { | ||
73 | body = null; | ||
74 | } | ||
75 | public override string AddrString | ||
76 | { | ||
77 | get { return "XNARigidBody"; } | ||
78 | } | ||
79 | } | ||
80 | |||
81 | private sealed class BulletShapeXNA : BulletShape | ||
82 | { | ||
83 | public CollisionShape shape; | ||
84 | public BulletShapeXNA(CollisionShape xx, BSPhysicsShapeType typ) | ||
85 | : base() | ||
86 | { | ||
87 | shape = xx; | ||
88 | shapeType = typ; | ||
89 | } | ||
90 | public override bool HasPhysicalShape | ||
91 | { | ||
92 | get { return shape != null; } | ||
93 | } | ||
94 | public override void Clear() | ||
95 | { | ||
96 | shape = null; | ||
97 | } | ||
98 | public override BulletShape Clone() | ||
99 | { | ||
100 | return new BulletShapeXNA(shape, shapeType); | ||
101 | } | ||
102 | public override bool ReferenceSame(BulletShape other) | ||
103 | { | ||
104 | BulletShapeXNA otheru = other as BulletShapeXNA; | ||
105 | return (otheru != null) && (this.shape == otheru.shape); | ||
106 | |||
107 | } | ||
108 | public override string AddrString | ||
109 | { | ||
110 | get { return "XNACollisionShape"; } | ||
111 | } | ||
112 | } | ||
113 | private sealed class BulletConstraintXNA : BulletConstraint | ||
114 | { | ||
115 | public TypedConstraint constrain; | ||
116 | public BulletConstraintXNA(TypedConstraint xx) : base() | ||
117 | { | ||
118 | constrain = xx; | ||
119 | } | ||
120 | |||
121 | public override void Clear() | ||
122 | { | ||
123 | constrain = null; | ||
124 | } | ||
125 | public override bool HasPhysicalConstraint { get { return constrain != null; } } | ||
126 | |||
127 | // Used for log messages for a unique display of the memory/object allocated to this instance | ||
128 | public override string AddrString | ||
129 | { | ||
130 | get { return "XNAConstraint"; } | ||
131 | } | ||
132 | } | ||
133 | internal int m_maxCollisions; | ||
134 | internal CollisionDesc[] UpdatedCollisions; | ||
135 | internal int LastCollisionDesc = 0; | ||
136 | internal int m_maxUpdatesPerFrame; | ||
137 | internal int LastEntityProperty = 0; | ||
138 | |||
139 | internal EntityProperties[] UpdatedObjects; | ||
140 | internal Dictionary<uint, GhostObject> specialCollisionObjects; | ||
141 | |||
142 | private static int m_collisionsThisFrame; | ||
143 | private BSScene PhysicsScene { get; set; } | ||
144 | |||
145 | public override string BulletEngineName { get { return "BulletXNA"; } } | ||
146 | public override string BulletEngineVersion { get; protected set; } | ||
147 | |||
148 | public BSAPIXNA(string paramName, BSScene physScene) | ||
149 | { | ||
150 | PhysicsScene = physScene; | ||
151 | } | ||
152 | |||
153 | /// <summary> | ||
154 | /// | ||
155 | /// </summary> | ||
156 | /// <param name="p"></param> | ||
157 | /// <param name="p_2"></param> | ||
158 | public override bool RemoveObjectFromWorld(BulletWorld pWorld, BulletBody pBody) | ||
159 | { | ||
160 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
161 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
162 | CollisionObject collisionObject = ((BulletBodyXNA)pBody).body; | ||
163 | if (body != null) | ||
164 | world.RemoveRigidBody(body); | ||
165 | else if (collisionObject != null) | ||
166 | world.RemoveCollisionObject(collisionObject); | ||
167 | else | ||
168 | return false; | ||
169 | return true; | ||
170 | } | ||
171 | |||
172 | public override bool ClearCollisionProxyCache(BulletWorld pWorld, BulletBody pBody) | ||
173 | { | ||
174 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
175 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
176 | CollisionObject collisionObject = ((BulletBodyXNA)pBody).body; | ||
177 | if (body != null && collisionObject != null && collisionObject.GetBroadphaseHandle() != null) | ||
178 | { | ||
179 | world.RemoveCollisionObject(collisionObject); | ||
180 | world.AddCollisionObject(collisionObject); | ||
181 | } | ||
182 | return true; | ||
183 | } | ||
184 | |||
185 | public override bool AddConstraintToWorld(BulletWorld pWorld, BulletConstraint pConstraint, bool pDisableCollisionsBetweenLinkedObjects) | ||
186 | { | ||
187 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
188 | TypedConstraint constraint = (pConstraint as BulletConstraintXNA).constrain; | ||
189 | world.AddConstraint(constraint, pDisableCollisionsBetweenLinkedObjects); | ||
190 | |||
191 | return true; | ||
192 | |||
193 | } | ||
194 | |||
195 | public override bool RemoveConstraintFromWorld(BulletWorld pWorld, BulletConstraint pConstraint) | ||
196 | { | ||
197 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
198 | TypedConstraint constraint = (pConstraint as BulletConstraintXNA).constrain; | ||
199 | world.RemoveConstraint(constraint); | ||
200 | return true; | ||
201 | } | ||
202 | |||
203 | public override void SetRestitution(BulletBody pCollisionObject, float pRestitution) | ||
204 | { | ||
205 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body; | ||
206 | collisionObject.SetRestitution(pRestitution); | ||
207 | } | ||
208 | |||
209 | public override int GetShapeType(BulletShape pShape) | ||
210 | { | ||
211 | CollisionShape shape = (pShape as BulletShapeXNA).shape; | ||
212 | return (int)shape.GetShapeType(); | ||
213 | } | ||
214 | public override void SetMargin(BulletShape pShape, float pMargin) | ||
215 | { | ||
216 | CollisionShape shape = (pShape as BulletShapeXNA).shape; | ||
217 | shape.SetMargin(pMargin); | ||
218 | } | ||
219 | |||
220 | public override float GetMargin(BulletShape pShape) | ||
221 | { | ||
222 | CollisionShape shape = (pShape as BulletShapeXNA).shape; | ||
223 | return shape.GetMargin(); | ||
224 | } | ||
225 | |||
226 | public override void SetLocalScaling(BulletShape pShape, Vector3 pScale) | ||
227 | { | ||
228 | CollisionShape shape = (pShape as BulletShapeXNA).shape; | ||
229 | IndexedVector3 vec = new IndexedVector3(pScale.X, pScale.Y, pScale.Z); | ||
230 | shape.SetLocalScaling(ref vec); | ||
231 | |||
232 | } | ||
233 | |||
234 | public override void SetContactProcessingThreshold(BulletBody pCollisionObject, float contactprocessingthreshold) | ||
235 | { | ||
236 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
237 | collisionObject.SetContactProcessingThreshold(contactprocessingthreshold); | ||
238 | } | ||
239 | |||
240 | public override void SetCcdMotionThreshold(BulletBody pCollisionObject, float pccdMotionThreashold) | ||
241 | { | ||
242 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body; | ||
243 | collisionObject.SetCcdMotionThreshold(pccdMotionThreashold); | ||
244 | } | ||
245 | |||
246 | public override void SetCcdSweptSphereRadius(BulletBody pCollisionObject, float pCcdSweptSphereRadius) | ||
247 | { | ||
248 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body; | ||
249 | collisionObject.SetCcdSweptSphereRadius(pCcdSweptSphereRadius); | ||
250 | } | ||
251 | |||
252 | public override void SetAngularFactorV(BulletBody pBody, Vector3 pAngularFactor) | ||
253 | { | ||
254 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
255 | body.SetAngularFactor(new IndexedVector3(pAngularFactor.X, pAngularFactor.Y, pAngularFactor.Z)); | ||
256 | } | ||
257 | |||
258 | public override CollisionFlags AddToCollisionFlags(BulletBody pCollisionObject, CollisionFlags pcollisionFlags) | ||
259 | { | ||
260 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body; | ||
261 | CollisionFlags existingcollisionFlags = (CollisionFlags)(uint)collisionObject.GetCollisionFlags(); | ||
262 | existingcollisionFlags |= pcollisionFlags; | ||
263 | collisionObject.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags)(uint)existingcollisionFlags); | ||
264 | return (CollisionFlags) (uint) existingcollisionFlags; | ||
265 | } | ||
266 | |||
267 | public override bool AddObjectToWorld(BulletWorld pWorld, BulletBody pBody) | ||
268 | { | ||
269 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
270 | CollisionObject cbody = (pBody as BulletBodyXNA).body; | ||
271 | RigidBody rbody = cbody as RigidBody; | ||
272 | |||
273 | // Bullet resets several variables when an object is added to the world. In particular, | ||
274 | // BulletXNA resets position and rotation. Gravity is also reset depending on the static/dynamic | ||
275 | // type. Of course, the collision flags in the broadphase proxy are initialized to default. | ||
276 | IndexedMatrix origPos = cbody.GetWorldTransform(); | ||
277 | if (rbody != null) | ||
278 | { | ||
279 | IndexedVector3 origGrav = rbody.GetGravity(); | ||
280 | world.AddRigidBody(rbody); | ||
281 | rbody.SetGravity(origGrav); | ||
282 | } | ||
283 | else | ||
284 | { | ||
285 | world.AddCollisionObject(cbody); | ||
286 | } | ||
287 | cbody.SetWorldTransform(origPos); | ||
288 | |||
289 | pBody.ApplyCollisionMask(pWorld.physicsScene); | ||
290 | |||
291 | //if (body.GetBroadphaseHandle() != null) | ||
292 | // world.UpdateSingleAabb(body); | ||
293 | return true; | ||
294 | } | ||
295 | |||
296 | public override void ForceActivationState(BulletBody pCollisionObject, ActivationState pActivationState) | ||
297 | { | ||
298 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body; | ||
299 | collisionObject.ForceActivationState((BulletXNA.BulletCollision.ActivationState)(uint)pActivationState); | ||
300 | } | ||
301 | |||
302 | public override void UpdateSingleAabb(BulletWorld pWorld, BulletBody pCollisionObject) | ||
303 | { | ||
304 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
305 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body; | ||
306 | world.UpdateSingleAabb(collisionObject); | ||
307 | } | ||
308 | |||
309 | public override void UpdateAabbs(BulletWorld pWorld) { | ||
310 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
311 | world.UpdateAabbs(); | ||
312 | } | ||
313 | public override bool GetForceUpdateAllAabbs(BulletWorld pWorld) { | ||
314 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
315 | return world.GetForceUpdateAllAabbs(); | ||
316 | |||
317 | } | ||
318 | public override void SetForceUpdateAllAabbs(BulletWorld pWorld, bool pForce) | ||
319 | { | ||
320 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
321 | world.SetForceUpdateAllAabbs(pForce); | ||
322 | } | ||
323 | |||
324 | public override bool SetCollisionGroupMask(BulletBody pCollisionObject, uint pGroup, uint pMask) | ||
325 | { | ||
326 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body; | ||
327 | collisionObject.GetBroadphaseHandle().m_collisionFilterGroup = (BulletXNA.BulletCollision.CollisionFilterGroups) pGroup; | ||
328 | collisionObject.GetBroadphaseHandle().m_collisionFilterGroup = (BulletXNA.BulletCollision.CollisionFilterGroups) pGroup; | ||
329 | if ((uint) collisionObject.GetBroadphaseHandle().m_collisionFilterGroup == 0) | ||
330 | return false; | ||
331 | return true; | ||
332 | } | ||
333 | |||
334 | public override void ClearAllForces(BulletBody pCollisionObject) | ||
335 | { | ||
336 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body; | ||
337 | IndexedVector3 zeroVector = new IndexedVector3(0, 0, 0); | ||
338 | collisionObject.SetInterpolationLinearVelocity(ref zeroVector); | ||
339 | collisionObject.SetInterpolationAngularVelocity(ref zeroVector); | ||
340 | IndexedMatrix bodytransform = collisionObject.GetWorldTransform(); | ||
341 | |||
342 | collisionObject.SetInterpolationWorldTransform(ref bodytransform); | ||
343 | |||
344 | if (collisionObject is RigidBody) | ||
345 | { | ||
346 | RigidBody rigidbody = collisionObject as RigidBody; | ||
347 | rigidbody.SetLinearVelocity(zeroVector); | ||
348 | rigidbody.SetAngularVelocity(zeroVector); | ||
349 | rigidbody.ClearForces(); | ||
350 | } | ||
351 | } | ||
352 | |||
353 | public override void SetInterpolationAngularVelocity(BulletBody pCollisionObject, Vector3 pVector3) | ||
354 | { | ||
355 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
356 | IndexedVector3 vec = new IndexedVector3(pVector3.X, pVector3.Y, pVector3.Z); | ||
357 | collisionObject.SetInterpolationAngularVelocity(ref vec); | ||
358 | } | ||
359 | |||
360 | public override void SetAngularVelocity(BulletBody pBody, Vector3 pVector3) | ||
361 | { | ||
362 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
363 | IndexedVector3 vec = new IndexedVector3(pVector3.X, pVector3.Y, pVector3.Z); | ||
364 | body.SetAngularVelocity(ref vec); | ||
365 | } | ||
366 | public override Vector3 GetTotalForce(BulletBody pBody) | ||
367 | { | ||
368 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
369 | IndexedVector3 iv3 = body.GetTotalForce(); | ||
370 | return new Vector3(iv3.X, iv3.Y, iv3.Z); | ||
371 | } | ||
372 | public override Vector3 GetTotalTorque(BulletBody pBody) | ||
373 | { | ||
374 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
375 | IndexedVector3 iv3 = body.GetTotalTorque(); | ||
376 | return new Vector3(iv3.X, iv3.Y, iv3.Z); | ||
377 | } | ||
378 | public override Vector3 GetInvInertiaDiagLocal(BulletBody pBody) | ||
379 | { | ||
380 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
381 | IndexedVector3 iv3 = body.GetInvInertiaDiagLocal(); | ||
382 | return new Vector3(iv3.X, iv3.Y, iv3.Z); | ||
383 | } | ||
384 | public override void SetInvInertiaDiagLocal(BulletBody pBody, Vector3 inert) | ||
385 | { | ||
386 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
387 | IndexedVector3 iv3 = new IndexedVector3(inert.X, inert.Y, inert.Z); | ||
388 | body.SetInvInertiaDiagLocal(ref iv3); | ||
389 | } | ||
390 | public override void ApplyForce(BulletBody pBody, Vector3 force, Vector3 pos) | ||
391 | { | ||
392 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
393 | IndexedVector3 forceiv3 = new IndexedVector3(force.X, force.Y, force.Z); | ||
394 | IndexedVector3 posiv3 = new IndexedVector3(pos.X, pos.Y, pos.Z); | ||
395 | body.ApplyForce(ref forceiv3, ref posiv3); | ||
396 | } | ||
397 | public override void ApplyImpulse(BulletBody pBody, Vector3 imp, Vector3 pos) | ||
398 | { | ||
399 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
400 | IndexedVector3 impiv3 = new IndexedVector3(imp.X, imp.Y, imp.Z); | ||
401 | IndexedVector3 posiv3 = new IndexedVector3(pos.X, pos.Y, pos.Z); | ||
402 | body.ApplyImpulse(ref impiv3, ref posiv3); | ||
403 | } | ||
404 | |||
405 | public override void ClearForces(BulletBody pBody) | ||
406 | { | ||
407 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
408 | body.ClearForces(); | ||
409 | } | ||
410 | |||
411 | public override void SetTranslation(BulletBody pCollisionObject, Vector3 _position, Quaternion _orientation) | ||
412 | { | ||
413 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body; | ||
414 | IndexedVector3 vposition = new IndexedVector3(_position.X, _position.Y, _position.Z); | ||
415 | IndexedQuaternion vquaternion = new IndexedQuaternion(_orientation.X, _orientation.Y, _orientation.Z, | ||
416 | _orientation.W); | ||
417 | IndexedMatrix mat = IndexedMatrix.CreateFromQuaternion(vquaternion); | ||
418 | mat._origin = vposition; | ||
419 | collisionObject.SetWorldTransform(mat); | ||
420 | |||
421 | } | ||
422 | |||
423 | public override Vector3 GetPosition(BulletBody pCollisionObject) | ||
424 | { | ||
425 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
426 | IndexedVector3 pos = collisionObject.GetInterpolationWorldTransform()._origin; | ||
427 | return new Vector3(pos.X, pos.Y, pos.Z); | ||
428 | } | ||
429 | |||
430 | public override Vector3 CalculateLocalInertia(BulletShape pShape, float pphysMass) | ||
431 | { | ||
432 | CollisionShape shape = (pShape as BulletShapeXNA).shape; | ||
433 | IndexedVector3 inertia = IndexedVector3.Zero; | ||
434 | shape.CalculateLocalInertia(pphysMass, out inertia); | ||
435 | return new Vector3(inertia.X, inertia.Y, inertia.Z); | ||
436 | } | ||
437 | |||
438 | public override void SetMassProps(BulletBody pBody, float pphysMass, Vector3 plocalInertia) | ||
439 | { | ||
440 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
441 | if (body != null) // Can't set mass props on collision object. | ||
442 | { | ||
443 | IndexedVector3 inertia = new IndexedVector3(plocalInertia.X, plocalInertia.Y, plocalInertia.Z); | ||
444 | body.SetMassProps(pphysMass, inertia); | ||
445 | } | ||
446 | } | ||
447 | |||
448 | |||
449 | public override void SetObjectForce(BulletBody pBody, Vector3 _force) | ||
450 | { | ||
451 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
452 | IndexedVector3 force = new IndexedVector3(_force.X, _force.Y, _force.Z); | ||
453 | body.SetTotalForce(ref force); | ||
454 | } | ||
455 | |||
456 | public override void SetFriction(BulletBody pCollisionObject, float _currentFriction) | ||
457 | { | ||
458 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body; | ||
459 | collisionObject.SetFriction(_currentFriction); | ||
460 | } | ||
461 | |||
462 | public override void SetLinearVelocity(BulletBody pBody, Vector3 _velocity) | ||
463 | { | ||
464 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
465 | IndexedVector3 velocity = new IndexedVector3(_velocity.X, _velocity.Y, _velocity.Z); | ||
466 | body.SetLinearVelocity(velocity); | ||
467 | } | ||
468 | |||
469 | public override void Activate(BulletBody pCollisionObject, bool pforceactivation) | ||
470 | { | ||
471 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
472 | collisionObject.Activate(pforceactivation); | ||
473 | |||
474 | } | ||
475 | |||
476 | public override Quaternion GetOrientation(BulletBody pCollisionObject) | ||
477 | { | ||
478 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
479 | IndexedQuaternion mat = collisionObject.GetInterpolationWorldTransform().GetRotation(); | ||
480 | return new Quaternion(mat.X, mat.Y, mat.Z, mat.W); | ||
481 | } | ||
482 | |||
483 | public override CollisionFlags RemoveFromCollisionFlags(BulletBody pCollisionObject, CollisionFlags pcollisionFlags) | ||
484 | { | ||
485 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body; | ||
486 | CollisionFlags existingcollisionFlags = (CollisionFlags)(uint)collisionObject.GetCollisionFlags(); | ||
487 | existingcollisionFlags &= ~pcollisionFlags; | ||
488 | collisionObject.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags)(uint)existingcollisionFlags); | ||
489 | return (CollisionFlags)(uint)existingcollisionFlags; | ||
490 | } | ||
491 | |||
492 | public override float GetCcdMotionThreshold(BulletBody pCollisionObject) | ||
493 | { | ||
494 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
495 | return collisionObject.GetCcdSquareMotionThreshold(); | ||
496 | } | ||
497 | |||
498 | public override float GetCcdSweptSphereRadius(BulletBody pCollisionObject) | ||
499 | { | ||
500 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
501 | return collisionObject.GetCcdSweptSphereRadius(); | ||
502 | |||
503 | } | ||
504 | |||
505 | public override IntPtr GetUserPointer(BulletBody pCollisionObject) | ||
506 | { | ||
507 | CollisionObject shape = (pCollisionObject as BulletBodyXNA).body; | ||
508 | return (IntPtr)shape.GetUserPointer(); | ||
509 | } | ||
510 | |||
511 | public override void SetUserPointer(BulletBody pCollisionObject, IntPtr val) | ||
512 | { | ||
513 | CollisionObject shape = (pCollisionObject as BulletBodyXNA).body; | ||
514 | shape.SetUserPointer(val); | ||
515 | } | ||
516 | |||
517 | public override void SetGravity(BulletBody pBody, Vector3 pGravity) | ||
518 | { | ||
519 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
520 | if (body != null) // Can't set collisionobject.set gravity | ||
521 | { | ||
522 | IndexedVector3 gravity = new IndexedVector3(pGravity.X, pGravity.Y, pGravity.Z); | ||
523 | body.SetGravity(gravity); | ||
524 | } | ||
525 | } | ||
526 | |||
527 | public override bool DestroyConstraint(BulletWorld pWorld, BulletConstraint pConstraint) | ||
528 | { | ||
529 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
530 | TypedConstraint constraint = (pConstraint as BulletConstraintXNA).constrain; | ||
531 | world.RemoveConstraint(constraint); | ||
532 | return true; | ||
533 | } | ||
534 | |||
535 | public override bool SetLinearLimits(BulletConstraint pConstraint, Vector3 low, Vector3 high) | ||
536 | { | ||
537 | Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint; | ||
538 | IndexedVector3 lowlimit = new IndexedVector3(low.X, low.Y, low.Z); | ||
539 | IndexedVector3 highlimit = new IndexedVector3(high.X, high.Y, high.Z); | ||
540 | constraint.SetLinearLowerLimit(lowlimit); | ||
541 | constraint.SetLinearUpperLimit(highlimit); | ||
542 | return true; | ||
543 | } | ||
544 | |||
545 | public override bool SetAngularLimits(BulletConstraint pConstraint, Vector3 low, Vector3 high) | ||
546 | { | ||
547 | Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint; | ||
548 | IndexedVector3 lowlimit = new IndexedVector3(low.X, low.Y, low.Z); | ||
549 | IndexedVector3 highlimit = new IndexedVector3(high.X, high.Y, high.Z); | ||
550 | constraint.SetAngularLowerLimit(lowlimit); | ||
551 | constraint.SetAngularUpperLimit(highlimit); | ||
552 | return true; | ||
553 | } | ||
554 | |||
555 | public override void SetConstraintNumSolverIterations(BulletConstraint pConstraint, float cnt) | ||
556 | { | ||
557 | Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint; | ||
558 | constraint.SetOverrideNumSolverIterations((int)cnt); | ||
559 | } | ||
560 | |||
561 | public override bool CalculateTransforms(BulletConstraint pConstraint) | ||
562 | { | ||
563 | Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint; | ||
564 | constraint.CalculateTransforms(); | ||
565 | return true; | ||
566 | } | ||
567 | |||
568 | public override void SetConstraintEnable(BulletConstraint pConstraint, float p_2) | ||
569 | { | ||
570 | Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint; | ||
571 | constraint.SetEnabled((p_2 == 0) ? false : true); | ||
572 | } | ||
573 | |||
574 | |||
575 | public override BulletConstraint Create6DofConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, | ||
576 | Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot, | ||
577 | bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies) | ||
578 | |||
579 | { | ||
580 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
581 | RigidBody body1 = (pBody1 as BulletBodyXNA).rigidBody; | ||
582 | RigidBody body2 = (pBody2 as BulletBodyXNA).rigidBody; | ||
583 | IndexedVector3 frame1v = new IndexedVector3(pframe1.X, pframe1.Y, pframe1.Z); | ||
584 | IndexedQuaternion frame1rot = new IndexedQuaternion(pframe1rot.X, pframe1rot.Y, pframe1rot.Z, pframe1rot.W); | ||
585 | IndexedMatrix frame1 = IndexedMatrix.CreateFromQuaternion(frame1rot); | ||
586 | frame1._origin = frame1v; | ||
587 | |||
588 | IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z); | ||
589 | IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W); | ||
590 | IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot); | ||
591 | frame2._origin = frame1v; | ||
592 | |||
593 | Generic6DofConstraint consttr = new Generic6DofConstraint(body1, body2, ref frame1, ref frame2, | ||
594 | puseLinearReferenceFrameA); | ||
595 | consttr.CalculateTransforms(); | ||
596 | world.AddConstraint(consttr,pdisableCollisionsBetweenLinkedBodies); | ||
597 | |||
598 | return new BulletConstraintXNA(consttr); | ||
599 | } | ||
600 | |||
601 | public override BulletConstraint Create6DofConstraintFixed(BulletWorld pWorld, BulletBody pBody1, | ||
602 | Vector3 pframe1, Quaternion pframe1rot, | ||
603 | bool pUseLinearReferenceFrameB, bool pdisableCollisionsBetweenLinkedBodies) | ||
604 | { | ||
605 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
606 | RigidBody body1 = (pBody1 as BulletBodyXNA).rigidBody; | ||
607 | IndexedVector3 frame1v = new IndexedVector3(pframe1.X, pframe1.Y, pframe1.Z); | ||
608 | IndexedQuaternion frame1rot = new IndexedQuaternion(pframe1rot.X, pframe1rot.Y, pframe1rot.Z, pframe1rot.W); | ||
609 | IndexedMatrix frame1 = IndexedMatrix.CreateFromQuaternion(frame1rot); | ||
610 | frame1._origin = frame1v; | ||
611 | |||
612 | Generic6DofConstraint consttr = new Generic6DofConstraint(body1, ref frame1, pUseLinearReferenceFrameB); | ||
613 | consttr.CalculateTransforms(); | ||
614 | world.AddConstraint(consttr,pdisableCollisionsBetweenLinkedBodies); | ||
615 | |||
616 | return new BulletConstraintXNA(consttr); | ||
617 | } | ||
618 | |||
619 | /// <summary> | ||
620 | /// | ||
621 | /// </summary> | ||
622 | /// <param name="pWorld"></param> | ||
623 | /// <param name="pBody1"></param> | ||
624 | /// <param name="pBody2"></param> | ||
625 | /// <param name="pjoinPoint"></param> | ||
626 | /// <param name="puseLinearReferenceFrameA"></param> | ||
627 | /// <param name="pdisableCollisionsBetweenLinkedBodies"></param> | ||
628 | /// <returns></returns> | ||
629 | public override BulletConstraint Create6DofConstraintToPoint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, Vector3 pjoinPoint, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies) | ||
630 | { | ||
631 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
632 | RigidBody body1 = (pBody1 as BulletBodyXNA).rigidBody; | ||
633 | RigidBody body2 = (pBody2 as BulletBodyXNA).rigidBody; | ||
634 | IndexedMatrix frame1 = new IndexedMatrix(IndexedBasisMatrix.Identity, new IndexedVector3(0, 0, 0)); | ||
635 | IndexedMatrix frame2 = new IndexedMatrix(IndexedBasisMatrix.Identity, new IndexedVector3(0, 0, 0)); | ||
636 | |||
637 | IndexedVector3 joinPoint = new IndexedVector3(pjoinPoint.X, pjoinPoint.Y, pjoinPoint.Z); | ||
638 | IndexedMatrix mat = IndexedMatrix.Identity; | ||
639 | mat._origin = new IndexedVector3(pjoinPoint.X, pjoinPoint.Y, pjoinPoint.Z); | ||
640 | frame1._origin = body1.GetWorldTransform().Inverse()*joinPoint; | ||
641 | frame2._origin = body2.GetWorldTransform().Inverse()*joinPoint; | ||
642 | |||
643 | Generic6DofConstraint consttr = new Generic6DofConstraint(body1, body2, ref frame1, ref frame2, puseLinearReferenceFrameA); | ||
644 | consttr.CalculateTransforms(); | ||
645 | world.AddConstraint(consttr, pdisableCollisionsBetweenLinkedBodies); | ||
646 | |||
647 | return new BulletConstraintXNA(consttr); | ||
648 | } | ||
649 | //SetFrames(m_constraint.ptr, frameA, frameArot, frameB, frameBrot); | ||
650 | public override bool SetFrames(BulletConstraint pConstraint, Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot) | ||
651 | { | ||
652 | Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint; | ||
653 | IndexedVector3 frame1v = new IndexedVector3(pframe1.X, pframe1.Y, pframe1.Z); | ||
654 | IndexedQuaternion frame1rot = new IndexedQuaternion(pframe1rot.X, pframe1rot.Y, pframe1rot.Z, pframe1rot.W); | ||
655 | IndexedMatrix frame1 = IndexedMatrix.CreateFromQuaternion(frame1rot); | ||
656 | frame1._origin = frame1v; | ||
657 | |||
658 | IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z); | ||
659 | IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W); | ||
660 | IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot); | ||
661 | frame2._origin = frame2v; | ||
662 | constraint.SetFrames(ref frame1, ref frame2); | ||
663 | return true; | ||
664 | } | ||
665 | |||
666 | public override Vector3 GetLinearVelocity(BulletBody pBody) | ||
667 | { | ||
668 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
669 | IndexedVector3 iv3 = body.GetLinearVelocity(); | ||
670 | return new Vector3(iv3.X, iv3.Y, iv3.Z); | ||
671 | } | ||
672 | public override Vector3 GetAngularVelocity(BulletBody pBody) | ||
673 | { | ||
674 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
675 | IndexedVector3 iv3 = body.GetAngularVelocity(); | ||
676 | return new Vector3(iv3.X, iv3.Y, iv3.Z); | ||
677 | } | ||
678 | public override Vector3 GetVelocityInLocalPoint(BulletBody pBody, Vector3 pos) | ||
679 | { | ||
680 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
681 | IndexedVector3 posiv3 = new IndexedVector3(pos.X, pos.Y, pos.Z); | ||
682 | IndexedVector3 iv3 = body.GetVelocityInLocalPoint(ref posiv3); | ||
683 | return new Vector3(iv3.X, iv3.Y, iv3.Z); | ||
684 | } | ||
685 | public override void Translate(BulletBody pCollisionObject, Vector3 trans) | ||
686 | { | ||
687 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
688 | collisionObject.Translate(new IndexedVector3(trans.X,trans.Y,trans.Z)); | ||
689 | } | ||
690 | public override void UpdateDeactivation(BulletBody pBody, float timeStep) | ||
691 | { | ||
692 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
693 | body.UpdateDeactivation(timeStep); | ||
694 | } | ||
695 | |||
696 | public override bool WantsSleeping(BulletBody pBody) | ||
697 | { | ||
698 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
699 | return body.WantsSleeping(); | ||
700 | } | ||
701 | |||
702 | public override void SetAngularFactor(BulletBody pBody, float factor) | ||
703 | { | ||
704 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
705 | body.SetAngularFactor(factor); | ||
706 | } | ||
707 | |||
708 | public override Vector3 GetAngularFactor(BulletBody pBody) | ||
709 | { | ||
710 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
711 | IndexedVector3 iv3 = body.GetAngularFactor(); | ||
712 | return new Vector3(iv3.X, iv3.Y, iv3.Z); | ||
713 | } | ||
714 | |||
715 | public override bool IsInWorld(BulletWorld pWorld, BulletBody pCollisionObject) | ||
716 | { | ||
717 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
718 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body; | ||
719 | return world.IsInWorld(collisionObject); | ||
720 | } | ||
721 | |||
722 | public override void AddConstraintRef(BulletBody pBody, BulletConstraint pConstraint) | ||
723 | { | ||
724 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
725 | TypedConstraint constrain = (pConstraint as BulletConstraintXNA).constrain; | ||
726 | body.AddConstraintRef(constrain); | ||
727 | } | ||
728 | |||
729 | public override void RemoveConstraintRef(BulletBody pBody, BulletConstraint pConstraint) | ||
730 | { | ||
731 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
732 | TypedConstraint constrain = (pConstraint as BulletConstraintXNA).constrain; | ||
733 | body.RemoveConstraintRef(constrain); | ||
734 | } | ||
735 | |||
736 | public override BulletConstraint GetConstraintRef(BulletBody pBody, int index) | ||
737 | { | ||
738 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
739 | return new BulletConstraintXNA(body.GetConstraintRef(index)); | ||
740 | } | ||
741 | |||
742 | public override int GetNumConstraintRefs(BulletBody pBody) | ||
743 | { | ||
744 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
745 | return body.GetNumConstraintRefs(); | ||
746 | } | ||
747 | |||
748 | public override void SetInterpolationLinearVelocity(BulletBody pCollisionObject, Vector3 VehicleVelocity) | ||
749 | { | ||
750 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
751 | IndexedVector3 velocity = new IndexedVector3(VehicleVelocity.X, VehicleVelocity.Y, VehicleVelocity.Z); | ||
752 | collisionObject.SetInterpolationLinearVelocity(ref velocity); | ||
753 | } | ||
754 | |||
755 | public override bool UseFrameOffset(BulletConstraint pConstraint, float onOff) | ||
756 | { | ||
757 | Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint; | ||
758 | constraint.SetUseFrameOffset((onOff == 0) ? false : true); | ||
759 | return true; | ||
760 | } | ||
761 | //SetBreakingImpulseThreshold(m_constraint.ptr, threshold); | ||
762 | public override bool SetBreakingImpulseThreshold(BulletConstraint pConstraint, float threshold) | ||
763 | { | ||
764 | Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint; | ||
765 | constraint.SetBreakingImpulseThreshold(threshold); | ||
766 | return true; | ||
767 | } | ||
768 | public override bool HingeSetLimits(BulletConstraint pConstraint, float low, float high, float softness, float bias, float relaxation) | ||
769 | { | ||
770 | HingeConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as HingeConstraint; | ||
771 | if (softness == HINGE_NOT_SPECIFIED) | ||
772 | constraint.SetLimit(low, high); | ||
773 | else | ||
774 | constraint.SetLimit(low, high, softness, bias, relaxation); | ||
775 | return true; | ||
776 | } | ||
777 | public override bool SpringEnable(BulletConstraint pConstraint, int index, float numericTrueFalse) | ||
778 | { | ||
779 | Generic6DofSpringConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofSpringConstraint; | ||
780 | constraint.EnableSpring(index, (numericTrueFalse == 0f ? false : true)); | ||
781 | return true; | ||
782 | } | ||
783 | |||
784 | public override bool SpringSetEquilibriumPoint(BulletConstraint pConstraint, int index, float equilibriumPoint) | ||
785 | { | ||
786 | Generic6DofSpringConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofSpringConstraint; | ||
787 | if (index == SPRING_NOT_SPECIFIED) | ||
788 | { | ||
789 | constraint.SetEquilibriumPoint(); | ||
790 | } | ||
791 | else | ||
792 | { | ||
793 | if (equilibriumPoint == SPRING_NOT_SPECIFIED) | ||
794 | constraint.SetEquilibriumPoint(index); | ||
795 | else | ||
796 | constraint.SetEquilibriumPoint(index, equilibriumPoint); | ||
797 | } | ||
798 | return true; | ||
799 | } | ||
800 | |||
801 | public override bool SpringSetStiffness(BulletConstraint pConstraint, int index, float stiffness) | ||
802 | { | ||
803 | Generic6DofSpringConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofSpringConstraint; | ||
804 | constraint.SetStiffness(index, stiffness); | ||
805 | return true; | ||
806 | } | ||
807 | |||
808 | public override bool SpringSetDamping(BulletConstraint pConstraint, int index, float damping) | ||
809 | { | ||
810 | Generic6DofSpringConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofSpringConstraint; | ||
811 | constraint.SetDamping(index, damping); | ||
812 | return true; | ||
813 | } | ||
814 | |||
815 | public override bool SliderSetLimits(BulletConstraint pConstraint, int lowerUpper, int linAng, float val) | ||
816 | { | ||
817 | SliderConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as SliderConstraint; | ||
818 | switch (lowerUpper) | ||
819 | { | ||
820 | case SLIDER_LOWER_LIMIT: | ||
821 | switch (linAng) | ||
822 | { | ||
823 | case SLIDER_LINEAR: | ||
824 | constraint.SetLowerLinLimit(val); | ||
825 | break; | ||
826 | case SLIDER_ANGULAR: | ||
827 | constraint.SetLowerAngLimit(val); | ||
828 | break; | ||
829 | } | ||
830 | break; | ||
831 | case SLIDER_UPPER_LIMIT: | ||
832 | switch (linAng) | ||
833 | { | ||
834 | case SLIDER_LINEAR: | ||
835 | constraint.SetUpperLinLimit(val); | ||
836 | break; | ||
837 | case SLIDER_ANGULAR: | ||
838 | constraint.SetUpperAngLimit(val); | ||
839 | break; | ||
840 | } | ||
841 | break; | ||
842 | } | ||
843 | return true; | ||
844 | } | ||
845 | public override bool SliderSet(BulletConstraint pConstraint, int softRestDamp, int dirLimOrtho, int linAng, float val) | ||
846 | { | ||
847 | SliderConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as SliderConstraint; | ||
848 | switch (softRestDamp) | ||
849 | { | ||
850 | case SLIDER_SET_SOFTNESS: | ||
851 | switch (dirLimOrtho) | ||
852 | { | ||
853 | case SLIDER_SET_DIRECTION: | ||
854 | switch (linAng) | ||
855 | { | ||
856 | case SLIDER_LINEAR: constraint.SetSoftnessDirLin(val); break; | ||
857 | case SLIDER_ANGULAR: constraint.SetSoftnessDirAng(val); break; | ||
858 | } | ||
859 | break; | ||
860 | case SLIDER_SET_LIMIT: | ||
861 | switch (linAng) | ||
862 | { | ||
863 | case SLIDER_LINEAR: constraint.SetSoftnessLimLin(val); break; | ||
864 | case SLIDER_ANGULAR: constraint.SetSoftnessLimAng(val); break; | ||
865 | } | ||
866 | break; | ||
867 | case SLIDER_SET_ORTHO: | ||
868 | switch (linAng) | ||
869 | { | ||
870 | case SLIDER_LINEAR: constraint.SetSoftnessOrthoLin(val); break; | ||
871 | case SLIDER_ANGULAR: constraint.SetSoftnessOrthoAng(val); break; | ||
872 | } | ||
873 | break; | ||
874 | } | ||
875 | break; | ||
876 | case SLIDER_SET_RESTITUTION: | ||
877 | switch (dirLimOrtho) | ||
878 | { | ||
879 | case SLIDER_SET_DIRECTION: | ||
880 | switch (linAng) | ||
881 | { | ||
882 | case SLIDER_LINEAR: constraint.SetRestitutionDirLin(val); break; | ||
883 | case SLIDER_ANGULAR: constraint.SetRestitutionDirAng(val); break; | ||
884 | } | ||
885 | break; | ||
886 | case SLIDER_SET_LIMIT: | ||
887 | switch (linAng) | ||
888 | { | ||
889 | case SLIDER_LINEAR: constraint.SetRestitutionLimLin(val); break; | ||
890 | case SLIDER_ANGULAR: constraint.SetRestitutionLimAng(val); break; | ||
891 | } | ||
892 | break; | ||
893 | case SLIDER_SET_ORTHO: | ||
894 | switch (linAng) | ||
895 | { | ||
896 | case SLIDER_LINEAR: constraint.SetRestitutionOrthoLin(val); break; | ||
897 | case SLIDER_ANGULAR: constraint.SetRestitutionOrthoAng(val); break; | ||
898 | } | ||
899 | break; | ||
900 | } | ||
901 | break; | ||
902 | case SLIDER_SET_DAMPING: | ||
903 | switch (dirLimOrtho) | ||
904 | { | ||
905 | case SLIDER_SET_DIRECTION: | ||
906 | switch (linAng) | ||
907 | { | ||
908 | case SLIDER_LINEAR: constraint.SetDampingDirLin(val); break; | ||
909 | case SLIDER_ANGULAR: constraint.SetDampingDirAng(val); break; | ||
910 | } | ||
911 | break; | ||
912 | case SLIDER_SET_LIMIT: | ||
913 | switch (linAng) | ||
914 | { | ||
915 | case SLIDER_LINEAR: constraint.SetDampingLimLin(val); break; | ||
916 | case SLIDER_ANGULAR: constraint.SetDampingLimAng(val); break; | ||
917 | } | ||
918 | break; | ||
919 | case SLIDER_SET_ORTHO: | ||
920 | switch (linAng) | ||
921 | { | ||
922 | case SLIDER_LINEAR: constraint.SetDampingOrthoLin(val); break; | ||
923 | case SLIDER_ANGULAR: constraint.SetDampingOrthoAng(val); break; | ||
924 | } | ||
925 | break; | ||
926 | } | ||
927 | break; | ||
928 | } | ||
929 | return true; | ||
930 | } | ||
931 | public override bool SliderMotorEnable(BulletConstraint pConstraint, int linAng, float numericTrueFalse) | ||
932 | { | ||
933 | SliderConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as SliderConstraint; | ||
934 | switch (linAng) | ||
935 | { | ||
936 | case SLIDER_LINEAR: | ||
937 | constraint.SetPoweredLinMotor(numericTrueFalse == 0.0 ? false : true); | ||
938 | break; | ||
939 | case SLIDER_ANGULAR: | ||
940 | constraint.SetPoweredAngMotor(numericTrueFalse == 0.0 ? false : true); | ||
941 | break; | ||
942 | } | ||
943 | return true; | ||
944 | } | ||
945 | public override bool SliderMotor(BulletConstraint pConstraint, int forceVel, int linAng, float val) | ||
946 | { | ||
947 | SliderConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as SliderConstraint; | ||
948 | switch (forceVel) | ||
949 | { | ||
950 | case SLIDER_MOTOR_VELOCITY: | ||
951 | switch (linAng) | ||
952 | { | ||
953 | case SLIDER_LINEAR: | ||
954 | constraint.SetTargetLinMotorVelocity(val); | ||
955 | break; | ||
956 | case SLIDER_ANGULAR: | ||
957 | constraint.SetTargetAngMotorVelocity(val); | ||
958 | break; | ||
959 | } | ||
960 | break; | ||
961 | case SLIDER_MAX_MOTOR_FORCE: | ||
962 | switch (linAng) | ||
963 | { | ||
964 | case SLIDER_LINEAR: | ||
965 | constraint.SetMaxLinMotorForce(val); | ||
966 | break; | ||
967 | case SLIDER_ANGULAR: | ||
968 | constraint.SetMaxAngMotorForce(val); | ||
969 | break; | ||
970 | } | ||
971 | break; | ||
972 | } | ||
973 | return true; | ||
974 | } | ||
975 | |||
976 | //BulletSimAPI.SetAngularDamping(Prim.PhysBody.ptr, angularDamping); | ||
977 | public override void SetAngularDamping(BulletBody pBody, float angularDamping) | ||
978 | { | ||
979 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
980 | float lineardamping = body.GetLinearDamping(); | ||
981 | body.SetDamping(lineardamping, angularDamping); | ||
982 | |||
983 | } | ||
984 | |||
985 | public override void UpdateInertiaTensor(BulletBody pBody) | ||
986 | { | ||
987 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
988 | if (body != null) // can't update inertia tensor on CollisionObject | ||
989 | body.UpdateInertiaTensor(); | ||
990 | } | ||
991 | |||
992 | public override void RecalculateCompoundShapeLocalAabb(BulletShape pCompoundShape) | ||
993 | { | ||
994 | CompoundShape shape = (pCompoundShape as BulletShapeXNA).shape as CompoundShape; | ||
995 | shape.RecalculateLocalAabb(); | ||
996 | } | ||
997 | |||
998 | //BulletSimAPI.GetCollisionFlags(PhysBody.ptr) | ||
999 | public override CollisionFlags GetCollisionFlags(BulletBody pCollisionObject) | ||
1000 | { | ||
1001 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
1002 | uint flags = (uint)collisionObject.GetCollisionFlags(); | ||
1003 | return (CollisionFlags) flags; | ||
1004 | } | ||
1005 | |||
1006 | public override void SetDamping(BulletBody pBody, float pLinear, float pAngular) | ||
1007 | { | ||
1008 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
1009 | body.SetDamping(pLinear, pAngular); | ||
1010 | } | ||
1011 | //PhysBody.ptr, PhysicsScene.Params.deactivationTime); | ||
1012 | public override void SetDeactivationTime(BulletBody pCollisionObject, float pDeactivationTime) | ||
1013 | { | ||
1014 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
1015 | collisionObject.SetDeactivationTime(pDeactivationTime); | ||
1016 | } | ||
1017 | //SetSleepingThresholds(PhysBody.ptr, PhysicsScene.Params.linearSleepingThreshold, PhysicsScene.Params.angularSleepingThreshold); | ||
1018 | public override void SetSleepingThresholds(BulletBody pBody, float plinearSleepingThreshold, float pangularSleepingThreshold) | ||
1019 | { | ||
1020 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
1021 | body.SetSleepingThresholds(plinearSleepingThreshold, pangularSleepingThreshold); | ||
1022 | } | ||
1023 | |||
1024 | public override CollisionObjectTypes GetBodyType(BulletBody pCollisionObject) | ||
1025 | { | ||
1026 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body; | ||
1027 | return (CollisionObjectTypes)(int) collisionObject.GetInternalType(); | ||
1028 | } | ||
1029 | |||
1030 | public override void ApplyGravity(BulletBody pBody) | ||
1031 | { | ||
1032 | |||
1033 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
1034 | body.ApplyGravity(); | ||
1035 | } | ||
1036 | |||
1037 | public override Vector3 GetGravity(BulletBody pBody) | ||
1038 | { | ||
1039 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
1040 | IndexedVector3 gravity = body.GetGravity(); | ||
1041 | return new Vector3(gravity.X, gravity.Y, gravity.Z); | ||
1042 | } | ||
1043 | |||
1044 | public override void SetLinearDamping(BulletBody pBody, float lin_damping) | ||
1045 | { | ||
1046 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
1047 | float angularDamping = body.GetAngularDamping(); | ||
1048 | body.SetDamping(lin_damping, angularDamping); | ||
1049 | } | ||
1050 | |||
1051 | public override float GetLinearDamping(BulletBody pBody) | ||
1052 | { | ||
1053 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
1054 | return body.GetLinearDamping(); | ||
1055 | } | ||
1056 | |||
1057 | public override float GetAngularDamping(BulletBody pBody) | ||
1058 | { | ||
1059 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
1060 | return body.GetAngularDamping(); | ||
1061 | } | ||
1062 | |||
1063 | public override float GetLinearSleepingThreshold(BulletBody pBody) | ||
1064 | { | ||
1065 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
1066 | return body.GetLinearSleepingThreshold(); | ||
1067 | } | ||
1068 | |||
1069 | public override void ApplyDamping(BulletBody pBody, float timeStep) | ||
1070 | { | ||
1071 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
1072 | body.ApplyDamping(timeStep); | ||
1073 | } | ||
1074 | |||
1075 | public override Vector3 GetLinearFactor(BulletBody pBody) | ||
1076 | { | ||
1077 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
1078 | IndexedVector3 linearFactor = body.GetLinearFactor(); | ||
1079 | return new Vector3(linearFactor.X, linearFactor.Y, linearFactor.Z); | ||
1080 | } | ||
1081 | |||
1082 | public override void SetLinearFactor(BulletBody pBody, Vector3 factor) | ||
1083 | { | ||
1084 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
1085 | body.SetLinearFactor(new IndexedVector3(factor.X, factor.Y, factor.Z)); | ||
1086 | } | ||
1087 | |||
1088 | public override void SetCenterOfMassByPosRot(BulletBody pBody, Vector3 pos, Quaternion rot) | ||
1089 | { | ||
1090 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
1091 | IndexedQuaternion quat = new IndexedQuaternion(rot.X, rot.Y, rot.Z,rot.W); | ||
1092 | IndexedMatrix mat = IndexedMatrix.CreateFromQuaternion(quat); | ||
1093 | mat._origin = new IndexedVector3(pos.X, pos.Y, pos.Z); | ||
1094 | body.SetCenterOfMassTransform( ref mat); | ||
1095 | /* TODO: double check this */ | ||
1096 | } | ||
1097 | |||
1098 | //BulletSimAPI.ApplyCentralForce(PhysBody.ptr, fSum); | ||
1099 | public override void ApplyCentralForce(BulletBody pBody, Vector3 pfSum) | ||
1100 | { | ||
1101 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
1102 | IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z); | ||
1103 | body.ApplyCentralForce(ref fSum); | ||
1104 | } | ||
1105 | public override void ApplyCentralImpulse(BulletBody pBody, Vector3 pfSum) | ||
1106 | { | ||
1107 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
1108 | IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z); | ||
1109 | body.ApplyCentralImpulse(ref fSum); | ||
1110 | } | ||
1111 | public override void ApplyTorque(BulletBody pBody, Vector3 pfSum) | ||
1112 | { | ||
1113 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
1114 | IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z); | ||
1115 | body.ApplyTorque(ref fSum); | ||
1116 | } | ||
1117 | public override void ApplyTorqueImpulse(BulletBody pBody, Vector3 pfSum) | ||
1118 | { | ||
1119 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
1120 | IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z); | ||
1121 | body.ApplyTorqueImpulse(ref fSum); | ||
1122 | } | ||
1123 | |||
1124 | public override void DestroyObject(BulletWorld pWorld, BulletBody pBody) | ||
1125 | { | ||
1126 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
1127 | CollisionObject co = (pBody as BulletBodyXNA).rigidBody; | ||
1128 | RigidBody bo = co as RigidBody; | ||
1129 | if (bo == null) | ||
1130 | { | ||
1131 | |||
1132 | if (world.IsInWorld(co)) | ||
1133 | { | ||
1134 | world.RemoveCollisionObject(co); | ||
1135 | } | ||
1136 | } | ||
1137 | else | ||
1138 | { | ||
1139 | |||
1140 | if (world.IsInWorld(bo)) | ||
1141 | { | ||
1142 | world.RemoveRigidBody(bo); | ||
1143 | } | ||
1144 | } | ||
1145 | if (co != null) | ||
1146 | { | ||
1147 | if (co.GetUserPointer() != null) | ||
1148 | { | ||
1149 | uint localId = (uint) co.GetUserPointer(); | ||
1150 | if (specialCollisionObjects.ContainsKey(localId)) | ||
1151 | { | ||
1152 | specialCollisionObjects.Remove(localId); | ||
1153 | } | ||
1154 | } | ||
1155 | } | ||
1156 | |||
1157 | } | ||
1158 | |||
1159 | public override void Shutdown(BulletWorld pWorld) | ||
1160 | { | ||
1161 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
1162 | world.Cleanup(); | ||
1163 | } | ||
1164 | |||
1165 | public override BulletShape DuplicateCollisionShape(BulletWorld pWorld, BulletShape pShape, uint id) | ||
1166 | { | ||
1167 | CollisionShape shape1 = (pShape as BulletShapeXNA).shape; | ||
1168 | |||
1169 | // TODO: Turn this from a reference copy to a Value Copy. | ||
1170 | BulletShapeXNA shape2 = new BulletShapeXNA(shape1, BSShapeTypeFromBroadPhaseNativeType(shape1.GetShapeType())); | ||
1171 | |||
1172 | return shape2; | ||
1173 | } | ||
1174 | |||
1175 | public override bool DeleteCollisionShape(BulletWorld pWorld, BulletShape pShape) | ||
1176 | { | ||
1177 | //TODO: | ||
1178 | return false; | ||
1179 | } | ||
1180 | //(sim.ptr, shape.ptr, prim.LocalID, prim.RawPosition, prim.RawOrientation); | ||
1181 | |||
1182 | public override BulletBody CreateBodyFromShape(BulletWorld pWorld, BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation) | ||
1183 | { | ||
1184 | CollisionWorld world = (pWorld as BulletWorldXNA).world; | ||
1185 | IndexedMatrix mat = | ||
1186 | IndexedMatrix.CreateFromQuaternion(new IndexedQuaternion(pRawOrientation.X, pRawOrientation.Y, | ||
1187 | pRawOrientation.Z, pRawOrientation.W)); | ||
1188 | mat._origin = new IndexedVector3(pRawPosition.X, pRawPosition.Y, pRawPosition.Z); | ||
1189 | CollisionShape shape = (pShape as BulletShapeXNA).shape; | ||
1190 | //UpdateSingleAabb(world, shape); | ||
1191 | // TODO: Feed Update array into null | ||
1192 | SimMotionState motionState = new SimMotionState(this, pLocalID, mat, null); | ||
1193 | RigidBody body = new RigidBody(0,motionState,shape,IndexedVector3.Zero); | ||
1194 | RigidBodyConstructionInfo constructionInfo = new RigidBodyConstructionInfo(0, motionState, shape, IndexedVector3.Zero) | ||
1195 | { | ||
1196 | m_mass = 0 | ||
1197 | }; | ||
1198 | /* | ||
1199 | m_mass = mass; | ||
1200 | m_motionState =motionState; | ||
1201 | m_collisionShape = collisionShape; | ||
1202 | m_localInertia = localInertia; | ||
1203 | m_linearDamping = 0f; | ||
1204 | m_angularDamping = 0f; | ||
1205 | m_friction = 0.5f; | ||
1206 | m_restitution = 0f; | ||
1207 | m_linearSleepingThreshold = 0.8f; | ||
1208 | m_angularSleepingThreshold = 1f; | ||
1209 | m_additionalDamping = false; | ||
1210 | m_additionalDampingFactor = 0.005f; | ||
1211 | m_additionalLinearDampingThresholdSqr = 0.01f; | ||
1212 | m_additionalAngularDampingThresholdSqr = 0.01f; | ||
1213 | m_additionalAngularDampingFactor = 0.01f; | ||
1214 | m_startWorldTransform = IndexedMatrix.Identity; | ||
1215 | */ | ||
1216 | body.SetUserPointer(pLocalID); | ||
1217 | |||
1218 | return new BulletBodyXNA(pLocalID, body); | ||
1219 | } | ||
1220 | |||
1221 | |||
1222 | public override BulletBody CreateBodyWithDefaultMotionState( BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation) | ||
1223 | { | ||
1224 | |||
1225 | IndexedMatrix mat = | ||
1226 | IndexedMatrix.CreateFromQuaternion(new IndexedQuaternion(pRawOrientation.X, pRawOrientation.Y, | ||
1227 | pRawOrientation.Z, pRawOrientation.W)); | ||
1228 | mat._origin = new IndexedVector3(pRawPosition.X, pRawPosition.Y, pRawPosition.Z); | ||
1229 | |||
1230 | CollisionShape shape = (pShape as BulletShapeXNA).shape; | ||
1231 | |||
1232 | // TODO: Feed Update array into null | ||
1233 | RigidBody body = new RigidBody(0, new DefaultMotionState( mat, IndexedMatrix.Identity), shape, IndexedVector3.Zero); | ||
1234 | body.SetWorldTransform(mat); | ||
1235 | body.SetUserPointer(pLocalID); | ||
1236 | return new BulletBodyXNA(pLocalID, body); | ||
1237 | } | ||
1238 | //(m_mapInfo.terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT); | ||
1239 | public override CollisionFlags SetCollisionFlags(BulletBody pCollisionObject, CollisionFlags collisionFlags) | ||
1240 | { | ||
1241 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
1242 | collisionObject.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags) (uint) collisionFlags); | ||
1243 | return (CollisionFlags)collisionObject.GetCollisionFlags(); | ||
1244 | } | ||
1245 | |||
1246 | public override Vector3 GetAnisotripicFriction(BulletConstraint pconstrain) | ||
1247 | { | ||
1248 | |||
1249 | /* TODO */ | ||
1250 | return Vector3.Zero; | ||
1251 | } | ||
1252 | public override Vector3 SetAnisotripicFriction(BulletConstraint pconstrain, Vector3 frict) { /* TODO */ return Vector3.Zero; } | ||
1253 | public override bool HasAnisotripicFriction(BulletConstraint pconstrain) { /* TODO */ return false; } | ||
1254 | public override float GetContactProcessingThreshold(BulletBody pBody) { /* TODO */ return 0f; } | ||
1255 | public override bool IsStaticObject(BulletBody pCollisionObject) | ||
1256 | { | ||
1257 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
1258 | return collisionObject.IsStaticObject(); | ||
1259 | |||
1260 | } | ||
1261 | public override bool IsKinematicObject(BulletBody pCollisionObject) | ||
1262 | { | ||
1263 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
1264 | return collisionObject.IsKinematicObject(); | ||
1265 | } | ||
1266 | public override bool IsStaticOrKinematicObject(BulletBody pCollisionObject) | ||
1267 | { | ||
1268 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
1269 | return collisionObject.IsStaticOrKinematicObject(); | ||
1270 | } | ||
1271 | public override bool HasContactResponse(BulletBody pCollisionObject) | ||
1272 | { | ||
1273 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
1274 | return collisionObject.HasContactResponse(); | ||
1275 | } | ||
1276 | public override int GetActivationState(BulletBody pBody) { /* TODO */ return 0; } | ||
1277 | public override void SetActivationState(BulletBody pBody, int state) { /* TODO */ } | ||
1278 | public override float GetDeactivationTime(BulletBody pBody) { /* TODO */ return 0f; } | ||
1279 | public override bool IsActive(BulletBody pBody) { /* TODO */ return false; } | ||
1280 | public override float GetRestitution(BulletBody pBody) { /* TODO */ return 0f; } | ||
1281 | public override float GetFriction(BulletBody pBody) { /* TODO */ return 0f; } | ||
1282 | public override void SetInterpolationVelocity(BulletBody pBody, Vector3 linearVel, Vector3 angularVel) { /* TODO */ } | ||
1283 | public override float GetHitFraction(BulletBody pBody) { /* TODO */ return 0f; } | ||
1284 | |||
1285 | //(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainHitFraction); | ||
1286 | public override void SetHitFraction(BulletBody pCollisionObject, float pHitFraction) | ||
1287 | { | ||
1288 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
1289 | collisionObject.SetHitFraction(pHitFraction); | ||
1290 | } | ||
1291 | //BuildCapsuleShape(physicsScene.World.ptr, 1f, 1f, prim.Scale); | ||
1292 | public override BulletShape BuildCapsuleShape(BulletWorld pWorld, float pRadius, float pHeight, Vector3 pScale) | ||
1293 | { | ||
1294 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
1295 | IndexedVector3 scale = new IndexedVector3(pScale.X, pScale.Y, pScale.Z); | ||
1296 | CapsuleShapeZ capsuleShapeZ = new CapsuleShapeZ(pRadius, pHeight); | ||
1297 | capsuleShapeZ.SetMargin(world.WorldSettings.Params.collisionMargin); | ||
1298 | capsuleShapeZ.SetLocalScaling(ref scale); | ||
1299 | |||
1300 | return new BulletShapeXNA(capsuleShapeZ, BSPhysicsShapeType.SHAPE_CAPSULE); ; | ||
1301 | } | ||
1302 | |||
1303 | public override BulletWorld Initialize(Vector3 maxPosition, ConfigurationParameters parms, | ||
1304 | int maxCollisions, ref CollisionDesc[] collisionArray, | ||
1305 | int maxUpdates, ref EntityProperties[] updateArray | ||
1306 | ) | ||
1307 | { | ||
1308 | |||
1309 | UpdatedObjects = updateArray; | ||
1310 | UpdatedCollisions = collisionArray; | ||
1311 | /* TODO */ | ||
1312 | ConfigurationParameters[] configparms = new ConfigurationParameters[1]; | ||
1313 | configparms[0] = parms; | ||
1314 | Vector3 worldExtent = maxPosition; | ||
1315 | m_maxCollisions = maxCollisions; | ||
1316 | m_maxUpdatesPerFrame = maxUpdates; | ||
1317 | specialCollisionObjects = new Dictionary<uint, GhostObject>(); | ||
1318 | |||
1319 | return new BulletWorldXNA(1, PhysicsScene, BSAPIXNA.Initialize2(worldExtent, configparms, maxCollisions, ref collisionArray, maxUpdates, ref updateArray, null)); | ||
1320 | } | ||
1321 | |||
1322 | private static DiscreteDynamicsWorld Initialize2(Vector3 worldExtent, | ||
1323 | ConfigurationParameters[] o, | ||
1324 | int mMaxCollisionsPerFrame, ref CollisionDesc[] collisionArray, | ||
1325 | int mMaxUpdatesPerFrame, ref EntityProperties[] updateArray, | ||
1326 | object mDebugLogCallbackHandle) | ||
1327 | { | ||
1328 | CollisionWorld.WorldData.ParamData p = new CollisionWorld.WorldData.ParamData(); | ||
1329 | |||
1330 | p.angularDamping = BSParam.AngularDamping; | ||
1331 | p.defaultFriction = o[0].defaultFriction; | ||
1332 | p.defaultFriction = o[0].defaultFriction; | ||
1333 | p.defaultDensity = o[0].defaultDensity; | ||
1334 | p.defaultRestitution = o[0].defaultRestitution; | ||
1335 | p.collisionMargin = o[0].collisionMargin; | ||
1336 | p.gravity = o[0].gravity; | ||
1337 | |||
1338 | p.linearDamping = BSParam.LinearDamping; | ||
1339 | p.angularDamping = BSParam.AngularDamping; | ||
1340 | p.deactivationTime = BSParam.DeactivationTime; | ||
1341 | p.linearSleepingThreshold = BSParam.LinearSleepingThreshold; | ||
1342 | p.angularSleepingThreshold = BSParam.AngularSleepingThreshold; | ||
1343 | p.ccdMotionThreshold = BSParam.CcdMotionThreshold; | ||
1344 | p.ccdSweptSphereRadius = BSParam.CcdSweptSphereRadius; | ||
1345 | p.contactProcessingThreshold = BSParam.ContactProcessingThreshold; | ||
1346 | |||
1347 | p.terrainImplementation = BSParam.TerrainImplementation; | ||
1348 | p.terrainFriction = BSParam.TerrainFriction; | ||
1349 | |||
1350 | p.terrainHitFraction = BSParam.TerrainHitFraction; | ||
1351 | p.terrainRestitution = BSParam.TerrainRestitution; | ||
1352 | p.terrainCollisionMargin = BSParam.TerrainCollisionMargin; | ||
1353 | |||
1354 | p.avatarFriction = BSParam.AvatarFriction; | ||
1355 | p.avatarStandingFriction = BSParam.AvatarStandingFriction; | ||
1356 | p.avatarDensity = BSParam.AvatarDensity; | ||
1357 | p.avatarRestitution = BSParam.AvatarRestitution; | ||
1358 | p.avatarCapsuleWidth = BSParam.AvatarCapsuleWidth; | ||
1359 | p.avatarCapsuleDepth = BSParam.AvatarCapsuleDepth; | ||
1360 | p.avatarCapsuleHeight = BSParam.AvatarCapsuleHeight; | ||
1361 | p.avatarContactProcessingThreshold = BSParam.AvatarContactProcessingThreshold; | ||
1362 | |||
1363 | p.vehicleAngularDamping = BSParam.VehicleAngularDamping; | ||
1364 | |||
1365 | p.maxPersistantManifoldPoolSize = o[0].maxPersistantManifoldPoolSize; | ||
1366 | p.maxCollisionAlgorithmPoolSize = o[0].maxCollisionAlgorithmPoolSize; | ||
1367 | p.shouldDisableContactPoolDynamicAllocation = o[0].shouldDisableContactPoolDynamicAllocation; | ||
1368 | p.shouldForceUpdateAllAabbs = o[0].shouldForceUpdateAllAabbs; | ||
1369 | p.shouldRandomizeSolverOrder = o[0].shouldRandomizeSolverOrder; | ||
1370 | p.shouldSplitSimulationIslands = o[0].shouldSplitSimulationIslands; | ||
1371 | p.shouldEnableFrictionCaching = o[0].shouldEnableFrictionCaching; | ||
1372 | p.numberOfSolverIterations = o[0].numberOfSolverIterations; | ||
1373 | |||
1374 | p.linksetImplementation = BSParam.LinksetImplementation; | ||
1375 | p.linkConstraintUseFrameOffset = BSParam.NumericBool(BSParam.LinkConstraintUseFrameOffset); | ||
1376 | p.linkConstraintEnableTransMotor = BSParam.NumericBool(BSParam.LinkConstraintEnableTransMotor); | ||
1377 | p.linkConstraintTransMotorMaxVel = BSParam.LinkConstraintTransMotorMaxVel; | ||
1378 | p.linkConstraintTransMotorMaxForce = BSParam.LinkConstraintTransMotorMaxForce; | ||
1379 | p.linkConstraintERP = BSParam.LinkConstraintERP; | ||
1380 | p.linkConstraintCFM = BSParam.LinkConstraintCFM; | ||
1381 | p.linkConstraintSolverIterations = BSParam.LinkConstraintSolverIterations; | ||
1382 | p.physicsLoggingFrames = o[0].physicsLoggingFrames; | ||
1383 | DefaultCollisionConstructionInfo ccci = new DefaultCollisionConstructionInfo(); | ||
1384 | |||
1385 | DefaultCollisionConfiguration cci = new DefaultCollisionConfiguration(); | ||
1386 | CollisionDispatcher m_dispatcher = new CollisionDispatcher(cci); | ||
1387 | |||
1388 | |||
1389 | if (p.maxPersistantManifoldPoolSize > 0) | ||
1390 | cci.m_persistentManifoldPoolSize = (int)p.maxPersistantManifoldPoolSize; | ||
1391 | if (p.shouldDisableContactPoolDynamicAllocation !=0) | ||
1392 | m_dispatcher.SetDispatcherFlags(DispatcherFlags.CD_DISABLE_CONTACTPOOL_DYNAMIC_ALLOCATION); | ||
1393 | //if (p.maxCollisionAlgorithmPoolSize >0 ) | ||
1394 | |||
1395 | DbvtBroadphase m_broadphase = new DbvtBroadphase(); | ||
1396 | //IndexedVector3 aabbMin = new IndexedVector3(0, 0, 0); | ||
1397 | //IndexedVector3 aabbMax = new IndexedVector3(256, 256, 256); | ||
1398 | |||
1399 | //AxisSweep3Internal m_broadphase2 = new AxisSweep3Internal(ref aabbMin, ref aabbMax, Convert.ToInt32(0xfffe), 0xffff, ushort.MaxValue/2, null, true); | ||
1400 | m_broadphase.GetOverlappingPairCache().SetInternalGhostPairCallback(new GhostPairCallback()); | ||
1401 | |||
1402 | SequentialImpulseConstraintSolver m_solver = new SequentialImpulseConstraintSolver(); | ||
1403 | |||
1404 | DiscreteDynamicsWorld world = new DiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_solver, cci); | ||
1405 | |||
1406 | world.LastCollisionDesc = 0; | ||
1407 | world.LastEntityProperty = 0; | ||
1408 | |||
1409 | world.WorldSettings.Params = p; | ||
1410 | world.SetForceUpdateAllAabbs(p.shouldForceUpdateAllAabbs != 0); | ||
1411 | world.GetSolverInfo().m_solverMode = SolverMode.SOLVER_USE_WARMSTARTING | SolverMode.SOLVER_SIMD; | ||
1412 | if (p.shouldRandomizeSolverOrder != 0) | ||
1413 | world.GetSolverInfo().m_solverMode |= SolverMode.SOLVER_RANDMIZE_ORDER; | ||
1414 | |||
1415 | world.GetSimulationIslandManager().SetSplitIslands(p.shouldSplitSimulationIslands != 0); | ||
1416 | //world.GetDispatchInfo().m_enableSatConvex Not implemented in C# port | ||
1417 | |||
1418 | if (p.shouldEnableFrictionCaching != 0) | ||
1419 | world.GetSolverInfo().m_solverMode |= SolverMode.SOLVER_ENABLE_FRICTION_DIRECTION_CACHING; | ||
1420 | |||
1421 | if (p.numberOfSolverIterations > 0) | ||
1422 | world.GetSolverInfo().m_numIterations = (int) p.numberOfSolverIterations; | ||
1423 | |||
1424 | |||
1425 | world.GetSolverInfo().m_damping = world.WorldSettings.Params.linearDamping; | ||
1426 | world.GetSolverInfo().m_restitution = world.WorldSettings.Params.defaultRestitution; | ||
1427 | world.GetSolverInfo().m_globalCfm = 0.0f; | ||
1428 | world.GetSolverInfo().m_tau = 0.6f; | ||
1429 | world.GetSolverInfo().m_friction = 0.3f; | ||
1430 | world.GetSolverInfo().m_maxErrorReduction = 20f; | ||
1431 | world.GetSolverInfo().m_numIterations = 10; | ||
1432 | world.GetSolverInfo().m_erp = 0.2f; | ||
1433 | world.GetSolverInfo().m_erp2 = 0.1f; | ||
1434 | world.GetSolverInfo().m_sor = 1.0f; | ||
1435 | world.GetSolverInfo().m_splitImpulse = false; | ||
1436 | world.GetSolverInfo().m_splitImpulsePenetrationThreshold = -0.02f; | ||
1437 | world.GetSolverInfo().m_linearSlop = 0.0f; | ||
1438 | world.GetSolverInfo().m_warmstartingFactor = 0.85f; | ||
1439 | world.GetSolverInfo().m_restingContactRestitutionThreshold = 2; | ||
1440 | world.SetForceUpdateAllAabbs(true); | ||
1441 | |||
1442 | //BSParam.TerrainImplementation = 0; | ||
1443 | world.SetGravity(new IndexedVector3(0,0,p.gravity)); | ||
1444 | |||
1445 | // Turn off Pooling since globals and pooling are bad for threading. | ||
1446 | BulletGlobals.VoronoiSimplexSolverPool.SetPoolingEnabled(false); | ||
1447 | BulletGlobals.SubSimplexConvexCastPool.SetPoolingEnabled(false); | ||
1448 | BulletGlobals.ManifoldPointPool.SetPoolingEnabled(false); | ||
1449 | BulletGlobals.CastResultPool.SetPoolingEnabled(false); | ||
1450 | BulletGlobals.SphereShapePool.SetPoolingEnabled(false); | ||
1451 | BulletGlobals.DbvtNodePool.SetPoolingEnabled(false); | ||
1452 | BulletGlobals.SingleRayCallbackPool.SetPoolingEnabled(false); | ||
1453 | BulletGlobals.SubSimplexClosestResultPool.SetPoolingEnabled(false); | ||
1454 | BulletGlobals.GjkPairDetectorPool.SetPoolingEnabled(false); | ||
1455 | BulletGlobals.DbvtTreeColliderPool.SetPoolingEnabled(false); | ||
1456 | BulletGlobals.SingleSweepCallbackPool.SetPoolingEnabled(false); | ||
1457 | BulletGlobals.BroadphaseRayTesterPool.SetPoolingEnabled(false); | ||
1458 | BulletGlobals.ClosestNotMeConvexResultCallbackPool.SetPoolingEnabled(false); | ||
1459 | BulletGlobals.GjkEpaPenetrationDepthSolverPool.SetPoolingEnabled(false); | ||
1460 | BulletGlobals.ContinuousConvexCollisionPool.SetPoolingEnabled(false); | ||
1461 | BulletGlobals.DbvtStackDataBlockPool.SetPoolingEnabled(false); | ||
1462 | |||
1463 | BulletGlobals.BoxBoxCollisionAlgorithmPool.SetPoolingEnabled(false); | ||
1464 | BulletGlobals.CompoundCollisionAlgorithmPool.SetPoolingEnabled(false); | ||
1465 | BulletGlobals.ConvexConcaveCollisionAlgorithmPool.SetPoolingEnabled(false); | ||
1466 | BulletGlobals.ConvexConvexAlgorithmPool.SetPoolingEnabled(false); | ||
1467 | BulletGlobals.ConvexPlaneAlgorithmPool.SetPoolingEnabled(false); | ||
1468 | BulletGlobals.SphereBoxCollisionAlgorithmPool.SetPoolingEnabled(false); | ||
1469 | BulletGlobals.SphereSphereCollisionAlgorithmPool.SetPoolingEnabled(false); | ||
1470 | BulletGlobals.SphereTriangleCollisionAlgorithmPool.SetPoolingEnabled(false); | ||
1471 | BulletGlobals.GImpactCollisionAlgorithmPool.SetPoolingEnabled(false); | ||
1472 | BulletGlobals.GjkEpaSolver2MinkowskiDiffPool.SetPoolingEnabled(false); | ||
1473 | BulletGlobals.PersistentManifoldPool.SetPoolingEnabled(false); | ||
1474 | BulletGlobals.ManifoldResultPool.SetPoolingEnabled(false); | ||
1475 | BulletGlobals.GJKPool.SetPoolingEnabled(false); | ||
1476 | BulletGlobals.GIM_ShapeRetrieverPool.SetPoolingEnabled(false); | ||
1477 | BulletGlobals.TriangleShapePool.SetPoolingEnabled(false); | ||
1478 | BulletGlobals.SphereTriangleDetectorPool.SetPoolingEnabled(false); | ||
1479 | BulletGlobals.CompoundLeafCallbackPool.SetPoolingEnabled(false); | ||
1480 | BulletGlobals.GjkConvexCastPool.SetPoolingEnabled(false); | ||
1481 | BulletGlobals.LocalTriangleSphereCastCallbackPool.SetPoolingEnabled(false); | ||
1482 | BulletGlobals.BridgeTriangleRaycastCallbackPool.SetPoolingEnabled(false); | ||
1483 | BulletGlobals.BridgeTriangleConcaveRaycastCallbackPool.SetPoolingEnabled(false); | ||
1484 | BulletGlobals.BridgeTriangleConvexcastCallbackPool.SetPoolingEnabled(false); | ||
1485 | BulletGlobals.MyNodeOverlapCallbackPool.SetPoolingEnabled(false); | ||
1486 | BulletGlobals.ClosestRayResultCallbackPool.SetPoolingEnabled(false); | ||
1487 | BulletGlobals.DebugDrawcallbackPool.SetPoolingEnabled(false); | ||
1488 | |||
1489 | return world; | ||
1490 | } | ||
1491 | //m_constraint.ptr, ConstraintParams.BT_CONSTRAINT_STOP_CFM, cfm, ConstraintParamAxis.AXIS_ALL | ||
1492 | public override bool SetConstraintParam(BulletConstraint pConstraint, ConstraintParams paramIndex, float paramvalue, ConstraintParamAxis axis) | ||
1493 | { | ||
1494 | Generic6DofConstraint constrain = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint; | ||
1495 | if (axis == ConstraintParamAxis.AXIS_LINEAR_ALL || axis == ConstraintParamAxis.AXIS_ALL) | ||
1496 | { | ||
1497 | constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams) (int) paramIndex, paramvalue, 0); | ||
1498 | constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams) (int) paramIndex, paramvalue, 1); | ||
1499 | constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams) (int) paramIndex, paramvalue, 2); | ||
1500 | } | ||
1501 | if (axis == ConstraintParamAxis.AXIS_ANGULAR_ALL || axis == ConstraintParamAxis.AXIS_ALL) | ||
1502 | { | ||
1503 | constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams)(int)paramIndex, paramvalue, 3); | ||
1504 | constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams)(int)paramIndex, paramvalue, 4); | ||
1505 | constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams)(int)paramIndex, paramvalue, 5); | ||
1506 | } | ||
1507 | if (axis == ConstraintParamAxis.AXIS_LINEAR_ALL) | ||
1508 | { | ||
1509 | constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams)(int)paramIndex, paramvalue, (int)axis); | ||
1510 | } | ||
1511 | return true; | ||
1512 | } | ||
1513 | |||
1514 | public override bool PushUpdate(BulletBody pCollisionObject) | ||
1515 | { | ||
1516 | bool ret = false; | ||
1517 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
1518 | RigidBody rb = collisionObject as RigidBody; | ||
1519 | if (rb != null) | ||
1520 | { | ||
1521 | SimMotionState sms = rb.GetMotionState() as SimMotionState; | ||
1522 | if (sms != null) | ||
1523 | { | ||
1524 | IndexedMatrix wt = IndexedMatrix.Identity; | ||
1525 | sms.GetWorldTransform(out wt); | ||
1526 | sms.SetWorldTransform(ref wt, true); | ||
1527 | ret = true; | ||
1528 | } | ||
1529 | } | ||
1530 | return ret; | ||
1531 | |||
1532 | } | ||
1533 | |||
1534 | public override float GetAngularMotionDisc(BulletShape pShape) | ||
1535 | { | ||
1536 | CollisionShape shape = (pShape as BulletShapeXNA).shape; | ||
1537 | return shape.GetAngularMotionDisc(); | ||
1538 | } | ||
1539 | public override float GetContactBreakingThreshold(BulletShape pShape, float defaultFactor) | ||
1540 | { | ||
1541 | CollisionShape shape = (pShape as BulletShapeXNA).shape; | ||
1542 | return shape.GetContactBreakingThreshold(defaultFactor); | ||
1543 | } | ||
1544 | public override bool IsCompound(BulletShape pShape) | ||
1545 | { | ||
1546 | CollisionShape shape = (pShape as BulletShapeXNA).shape; | ||
1547 | return shape.IsCompound(); | ||
1548 | } | ||
1549 | public override bool IsSoftBody(BulletShape pShape) | ||
1550 | { | ||
1551 | CollisionShape shape = (pShape as BulletShapeXNA).shape; | ||
1552 | return shape.IsSoftBody(); | ||
1553 | } | ||
1554 | public override bool IsPolyhedral(BulletShape pShape) | ||
1555 | { | ||
1556 | CollisionShape shape = (pShape as BulletShapeXNA).shape; | ||
1557 | return shape.IsPolyhedral(); | ||
1558 | } | ||
1559 | public override bool IsConvex2d(BulletShape pShape) | ||
1560 | { | ||
1561 | CollisionShape shape = (pShape as BulletShapeXNA).shape; | ||
1562 | return shape.IsConvex2d(); | ||
1563 | } | ||
1564 | public override bool IsConvex(BulletShape pShape) | ||
1565 | { | ||
1566 | CollisionShape shape = (pShape as BulletShapeXNA).shape; | ||
1567 | return shape.IsConvex(); | ||
1568 | } | ||
1569 | public override bool IsNonMoving(BulletShape pShape) | ||
1570 | { | ||
1571 | CollisionShape shape = (pShape as BulletShapeXNA).shape; | ||
1572 | return shape.IsNonMoving(); | ||
1573 | } | ||
1574 | public override bool IsConcave(BulletShape pShape) | ||
1575 | { | ||
1576 | CollisionShape shape = (pShape as BulletShapeXNA).shape; | ||
1577 | return shape.IsConcave(); | ||
1578 | } | ||
1579 | public override bool IsInfinite(BulletShape pShape) | ||
1580 | { | ||
1581 | CollisionShape shape = (pShape as BulletShapeXNA).shape; | ||
1582 | return shape.IsInfinite(); | ||
1583 | } | ||
1584 | public override bool IsNativeShape(BulletShape pShape) | ||
1585 | { | ||
1586 | CollisionShape shape = (pShape as BulletShapeXNA).shape; | ||
1587 | bool ret; | ||
1588 | switch (shape.GetShapeType()) | ||
1589 | { | ||
1590 | case BroadphaseNativeTypes.BOX_SHAPE_PROXYTYPE: | ||
1591 | case BroadphaseNativeTypes.CONE_SHAPE_PROXYTYPE: | ||
1592 | case BroadphaseNativeTypes.SPHERE_SHAPE_PROXYTYPE: | ||
1593 | case BroadphaseNativeTypes.CYLINDER_SHAPE_PROXYTYPE: | ||
1594 | ret = true; | ||
1595 | break; | ||
1596 | default: | ||
1597 | ret = false; | ||
1598 | break; | ||
1599 | } | ||
1600 | return ret; | ||
1601 | } | ||
1602 | |||
1603 | public override void SetShapeCollisionMargin(BulletShape pShape, float pMargin) | ||
1604 | { | ||
1605 | CollisionShape shape = (pShape as BulletShapeXNA).shape; | ||
1606 | shape.SetMargin(pMargin); | ||
1607 | } | ||
1608 | |||
1609 | //sim.ptr, shape.ptr,prim.LocalID, prim.RawPosition, prim.RawOrientation | ||
1610 | public override BulletBody CreateGhostFromShape(BulletWorld pWorld, BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation) | ||
1611 | { | ||
1612 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
1613 | IndexedMatrix bodyTransform = new IndexedMatrix(); | ||
1614 | bodyTransform._origin = new IndexedVector3(pRawPosition.X, pRawPosition.Y, pRawPosition.Z); | ||
1615 | bodyTransform.SetRotation(new IndexedQuaternion(pRawOrientation.X,pRawOrientation.Y,pRawOrientation.Z,pRawOrientation.W)); | ||
1616 | GhostObject gObj = new PairCachingGhostObject(); | ||
1617 | gObj.SetWorldTransform(bodyTransform); | ||
1618 | CollisionShape shape = (pShape as BulletShapeXNA).shape; | ||
1619 | gObj.SetCollisionShape(shape); | ||
1620 | gObj.SetUserPointer(pLocalID); | ||
1621 | |||
1622 | if (specialCollisionObjects.ContainsKey(pLocalID)) | ||
1623 | specialCollisionObjects[pLocalID] = gObj; | ||
1624 | else | ||
1625 | specialCollisionObjects.Add(pLocalID, gObj); | ||
1626 | |||
1627 | // TODO: Add to Special CollisionObjects! | ||
1628 | return new BulletBodyXNA(pLocalID, gObj); | ||
1629 | } | ||
1630 | |||
1631 | public override void SetCollisionShape(BulletWorld pWorld, BulletBody pCollisionObject, BulletShape pShape) | ||
1632 | { | ||
1633 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
1634 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body; | ||
1635 | if (pShape == null) | ||
1636 | { | ||
1637 | collisionObject.SetCollisionShape(new EmptyShape()); | ||
1638 | } | ||
1639 | else | ||
1640 | { | ||
1641 | CollisionShape shape = (pShape as BulletShapeXNA).shape; | ||
1642 | collisionObject.SetCollisionShape(shape); | ||
1643 | } | ||
1644 | } | ||
1645 | public override BulletShape GetCollisionShape(BulletBody pCollisionObject) | ||
1646 | { | ||
1647 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
1648 | CollisionShape shape = collisionObject.GetCollisionShape(); | ||
1649 | return new BulletShapeXNA(shape, BSShapeTypeFromBroadPhaseNativeType(shape.GetShapeType())); | ||
1650 | } | ||
1651 | |||
1652 | //(PhysicsScene.World.ptr, nativeShapeData) | ||
1653 | public override BulletShape BuildNativeShape(BulletWorld pWorld, ShapeData pShapeData) | ||
1654 | { | ||
1655 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
1656 | CollisionShape shape = null; | ||
1657 | switch (pShapeData.Type) | ||
1658 | { | ||
1659 | case BSPhysicsShapeType.SHAPE_BOX: | ||
1660 | shape = new BoxShape(new IndexedVector3(0.5f,0.5f,0.5f)); | ||
1661 | break; | ||
1662 | case BSPhysicsShapeType.SHAPE_CONE: | ||
1663 | shape = new ConeShapeZ(0.5f, 1.0f); | ||
1664 | break; | ||
1665 | case BSPhysicsShapeType.SHAPE_CYLINDER: | ||
1666 | shape = new CylinderShapeZ(new IndexedVector3(0.5f, 0.5f, 0.5f)); | ||
1667 | break; | ||
1668 | case BSPhysicsShapeType.SHAPE_SPHERE: | ||
1669 | shape = new SphereShape(0.5f); | ||
1670 | break; | ||
1671 | |||
1672 | } | ||
1673 | if (shape != null) | ||
1674 | { | ||
1675 | IndexedVector3 scaling = new IndexedVector3(pShapeData.Scale.X, pShapeData.Scale.Y, pShapeData.Scale.Z); | ||
1676 | shape.SetMargin(world.WorldSettings.Params.collisionMargin); | ||
1677 | shape.SetLocalScaling(ref scaling); | ||
1678 | |||
1679 | } | ||
1680 | return new BulletShapeXNA(shape, pShapeData.Type); | ||
1681 | } | ||
1682 | //PhysicsScene.World.ptr, false | ||
1683 | public override BulletShape CreateCompoundShape(BulletWorld pWorld, bool enableDynamicAabbTree) | ||
1684 | { | ||
1685 | return new BulletShapeXNA(new CompoundShape(enableDynamicAabbTree), BSPhysicsShapeType.SHAPE_COMPOUND); | ||
1686 | } | ||
1687 | |||
1688 | public override int GetNumberOfCompoundChildren(BulletShape pCompoundShape) | ||
1689 | { | ||
1690 | CompoundShape compoundshape = (pCompoundShape as BulletShapeXNA).shape as CompoundShape; | ||
1691 | return compoundshape.GetNumChildShapes(); | ||
1692 | } | ||
1693 | //LinksetRoot.PhysShape.ptr, newShape.ptr, displacementPos, displacementRot | ||
1694 | public override void AddChildShapeToCompoundShape(BulletShape pCShape, BulletShape paddShape, Vector3 displacementPos, Quaternion displacementRot) | ||
1695 | { | ||
1696 | IndexedMatrix relativeTransform = new IndexedMatrix(); | ||
1697 | CompoundShape compoundshape = (pCShape as BulletShapeXNA).shape as CompoundShape; | ||
1698 | CollisionShape addshape = (paddShape as BulletShapeXNA).shape; | ||
1699 | |||
1700 | relativeTransform._origin = new IndexedVector3(displacementPos.X, displacementPos.Y, displacementPos.Z); | ||
1701 | relativeTransform.SetRotation(new IndexedQuaternion(displacementRot.X,displacementRot.Y,displacementRot.Z,displacementRot.W)); | ||
1702 | compoundshape.AddChildShape(ref relativeTransform, addshape); | ||
1703 | |||
1704 | } | ||
1705 | |||
1706 | public override BulletShape RemoveChildShapeFromCompoundShapeIndex(BulletShape pCShape, int pii) | ||
1707 | { | ||
1708 | CompoundShape compoundshape = (pCShape as BulletShapeXNA).shape as CompoundShape; | ||
1709 | CollisionShape ret = null; | ||
1710 | ret = compoundshape.GetChildShape(pii); | ||
1711 | compoundshape.RemoveChildShapeByIndex(pii); | ||
1712 | return new BulletShapeXNA(ret, BSShapeTypeFromBroadPhaseNativeType(ret.GetShapeType())); | ||
1713 | } | ||
1714 | |||
1715 | public override BulletShape GetChildShapeFromCompoundShapeIndex(BulletShape cShape, int indx) { | ||
1716 | |||
1717 | if (cShape == null) | ||
1718 | return null; | ||
1719 | CompoundShape compoundShape = (cShape as BulletShapeXNA).shape as CompoundShape; | ||
1720 | CollisionShape shape = compoundShape.GetChildShape(indx); | ||
1721 | BulletShape retShape = new BulletShapeXNA(shape, BSShapeTypeFromBroadPhaseNativeType(shape.GetShapeType())); | ||
1722 | |||
1723 | |||
1724 | return retShape; | ||
1725 | } | ||
1726 | |||
1727 | public BSPhysicsShapeType BSShapeTypeFromBroadPhaseNativeType(BroadphaseNativeTypes pin) | ||
1728 | { | ||
1729 | BSPhysicsShapeType ret = BSPhysicsShapeType.SHAPE_UNKNOWN; | ||
1730 | switch (pin) | ||
1731 | { | ||
1732 | case BroadphaseNativeTypes.BOX_SHAPE_PROXYTYPE: | ||
1733 | ret = BSPhysicsShapeType.SHAPE_BOX; | ||
1734 | break; | ||
1735 | case BroadphaseNativeTypes.TRIANGLE_SHAPE_PROXYTYPE: | ||
1736 | ret = BSPhysicsShapeType.SHAPE_UNKNOWN; | ||
1737 | break; | ||
1738 | |||
1739 | case BroadphaseNativeTypes.TETRAHEDRAL_SHAPE_PROXYTYPE: | ||
1740 | ret = BSPhysicsShapeType.SHAPE_UNKNOWN; | ||
1741 | break; | ||
1742 | case BroadphaseNativeTypes.CONVEX_TRIANGLEMESH_SHAPE_PROXYTYPE: | ||
1743 | ret = BSPhysicsShapeType.SHAPE_CONVEXHULL; | ||
1744 | break; | ||
1745 | case BroadphaseNativeTypes.CONVEX_HULL_SHAPE_PROXYTYPE: | ||
1746 | ret = BSPhysicsShapeType.SHAPE_HULL; | ||
1747 | break; | ||
1748 | case BroadphaseNativeTypes.CONVEX_POINT_CLOUD_SHAPE_PROXYTYPE: | ||
1749 | ret = BSPhysicsShapeType.SHAPE_UNKNOWN; | ||
1750 | break; | ||
1751 | case BroadphaseNativeTypes.CUSTOM_POLYHEDRAL_SHAPE_TYPE: | ||
1752 | ret = BSPhysicsShapeType.SHAPE_UNKNOWN; | ||
1753 | break; | ||
1754 | //implicit convex shapes | ||
1755 | case BroadphaseNativeTypes.IMPLICIT_CONVEX_SHAPES_START_HERE: | ||
1756 | ret = BSPhysicsShapeType.SHAPE_UNKNOWN; | ||
1757 | break; | ||
1758 | case BroadphaseNativeTypes.SPHERE_SHAPE_PROXYTYPE: | ||
1759 | ret = BSPhysicsShapeType.SHAPE_SPHERE; | ||
1760 | break; | ||
1761 | case BroadphaseNativeTypes.MULTI_SPHERE_SHAPE_PROXYTYPE: | ||
1762 | ret = BSPhysicsShapeType.SHAPE_UNKNOWN; | ||
1763 | break; | ||
1764 | case BroadphaseNativeTypes.CAPSULE_SHAPE_PROXYTYPE: | ||
1765 | ret = BSPhysicsShapeType.SHAPE_CAPSULE; | ||
1766 | break; | ||
1767 | case BroadphaseNativeTypes.CONE_SHAPE_PROXYTYPE: | ||
1768 | ret = BSPhysicsShapeType.SHAPE_CONE; | ||
1769 | break; | ||
1770 | case BroadphaseNativeTypes.CONVEX_SHAPE_PROXYTYPE: | ||
1771 | ret = BSPhysicsShapeType.SHAPE_CONVEXHULL; | ||
1772 | break; | ||
1773 | case BroadphaseNativeTypes.CYLINDER_SHAPE_PROXYTYPE: | ||
1774 | ret = BSPhysicsShapeType.SHAPE_CYLINDER; | ||
1775 | break; | ||
1776 | case BroadphaseNativeTypes.UNIFORM_SCALING_SHAPE_PROXYTYPE: | ||
1777 | ret = BSPhysicsShapeType.SHAPE_UNKNOWN; | ||
1778 | break; | ||
1779 | case BroadphaseNativeTypes.MINKOWSKI_SUM_SHAPE_PROXYTYPE: | ||
1780 | ret = BSPhysicsShapeType.SHAPE_UNKNOWN; | ||
1781 | break; | ||
1782 | case BroadphaseNativeTypes.MINKOWSKI_DIFFERENCE_SHAPE_PROXYTYPE: | ||
1783 | ret = BSPhysicsShapeType.SHAPE_UNKNOWN; | ||
1784 | break; | ||
1785 | case BroadphaseNativeTypes.BOX_2D_SHAPE_PROXYTYPE: | ||
1786 | ret = BSPhysicsShapeType.SHAPE_UNKNOWN; | ||
1787 | break; | ||
1788 | case BroadphaseNativeTypes.CONVEX_2D_SHAPE_PROXYTYPE: | ||
1789 | ret = BSPhysicsShapeType.SHAPE_UNKNOWN; | ||
1790 | break; | ||
1791 | case BroadphaseNativeTypes.CUSTOM_CONVEX_SHAPE_TYPE: | ||
1792 | ret = BSPhysicsShapeType.SHAPE_UNKNOWN; | ||
1793 | break; | ||
1794 | //concave shape | ||
1795 | case BroadphaseNativeTypes.CONCAVE_SHAPES_START_HERE: | ||
1796 | ret = BSPhysicsShapeType.SHAPE_UNKNOWN; | ||
1797 | break; | ||
1798 | //keep all the convex shapetype below here, for the check IsConvexShape in broadphase proxy! | ||
1799 | case BroadphaseNativeTypes.TRIANGLE_MESH_SHAPE_PROXYTYPE: | ||
1800 | ret = BSPhysicsShapeType.SHAPE_MESH; | ||
1801 | break; | ||
1802 | case BroadphaseNativeTypes.SCALED_TRIANGLE_MESH_SHAPE_PROXYTYPE: | ||
1803 | ret = BSPhysicsShapeType.SHAPE_MESH; | ||
1804 | break; | ||
1805 | ///used for demo integration FAST/Swift collision library and Bullet | ||
1806 | case BroadphaseNativeTypes.FAST_CONCAVE_MESH_PROXYTYPE: | ||
1807 | ret = BSPhysicsShapeType.SHAPE_MESH; | ||
1808 | break; | ||
1809 | //terrain | ||
1810 | case BroadphaseNativeTypes.TERRAIN_SHAPE_PROXYTYPE: | ||
1811 | ret = BSPhysicsShapeType.SHAPE_HEIGHTMAP; | ||
1812 | break; | ||
1813 | ///Used for GIMPACT Trimesh integration | ||
1814 | case BroadphaseNativeTypes.GIMPACT_SHAPE_PROXYTYPE: | ||
1815 | ret = BSPhysicsShapeType.SHAPE_GIMPACT; | ||
1816 | break; | ||
1817 | ///Multimaterial mesh | ||
1818 | case BroadphaseNativeTypes.MULTIMATERIAL_TRIANGLE_MESH_PROXYTYPE: | ||
1819 | ret = BSPhysicsShapeType.SHAPE_MESH; | ||
1820 | break; | ||
1821 | |||
1822 | case BroadphaseNativeTypes.EMPTY_SHAPE_PROXYTYPE: | ||
1823 | ret = BSPhysicsShapeType.SHAPE_UNKNOWN; | ||
1824 | break; | ||
1825 | case BroadphaseNativeTypes.STATIC_PLANE_PROXYTYPE: | ||
1826 | ret = BSPhysicsShapeType.SHAPE_GROUNDPLANE; | ||
1827 | break; | ||
1828 | case BroadphaseNativeTypes.CUSTOM_CONCAVE_SHAPE_TYPE: | ||
1829 | ret = BSPhysicsShapeType.SHAPE_UNKNOWN; | ||
1830 | break; | ||
1831 | case BroadphaseNativeTypes.CONCAVE_SHAPES_END_HERE: | ||
1832 | ret = BSPhysicsShapeType.SHAPE_UNKNOWN; | ||
1833 | break; | ||
1834 | |||
1835 | case BroadphaseNativeTypes.COMPOUND_SHAPE_PROXYTYPE: | ||
1836 | ret = BSPhysicsShapeType.SHAPE_COMPOUND; | ||
1837 | break; | ||
1838 | |||
1839 | case BroadphaseNativeTypes.SOFTBODY_SHAPE_PROXYTYPE: | ||
1840 | ret = BSPhysicsShapeType.SHAPE_MESH; | ||
1841 | break; | ||
1842 | case BroadphaseNativeTypes.HFFLUID_SHAPE_PROXYTYPE: | ||
1843 | ret = BSPhysicsShapeType.SHAPE_UNKNOWN; | ||
1844 | break; | ||
1845 | case BroadphaseNativeTypes.HFFLUID_BUOYANT_CONVEX_SHAPE_PROXYTYPE: | ||
1846 | ret = BSPhysicsShapeType.SHAPE_UNKNOWN; | ||
1847 | break; | ||
1848 | case BroadphaseNativeTypes.INVALID_SHAPE_PROXYTYPE: | ||
1849 | ret = BSPhysicsShapeType.SHAPE_UNKNOWN; | ||
1850 | break; | ||
1851 | } | ||
1852 | return ret; | ||
1853 | } | ||
1854 | |||
1855 | public override void RemoveChildShapeFromCompoundShape(BulletShape cShape, BulletShape removeShape) { /* TODO */ } | ||
1856 | public override void UpdateChildTransform(BulletShape pShape, int childIndex, Vector3 pos, Quaternion rot, bool shouldRecalculateLocalAabb) { /* TODO */ } | ||
1857 | |||
1858 | public override BulletShape CreateGroundPlaneShape(uint pLocalId, float pheight, float pcollisionMargin) | ||
1859 | { | ||
1860 | StaticPlaneShape m_planeshape = new StaticPlaneShape(new IndexedVector3(0,0,1),(int)pheight ); | ||
1861 | m_planeshape.SetMargin(pcollisionMargin); | ||
1862 | m_planeshape.SetUserPointer(pLocalId); | ||
1863 | return new BulletShapeXNA(m_planeshape, BSPhysicsShapeType.SHAPE_GROUNDPLANE); | ||
1864 | } | ||
1865 | |||
1866 | public override BulletConstraint Create6DofSpringConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, | ||
1867 | Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot, | ||
1868 | bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies) | ||
1869 | |||
1870 | { | ||
1871 | Generic6DofSpringConstraint constrain = null; | ||
1872 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
1873 | RigidBody body1 = (pBody1 as BulletBodyXNA).rigidBody; | ||
1874 | RigidBody body2 = (pBody2 as BulletBodyXNA).rigidBody; | ||
1875 | if (body1 != null && body2 != null) | ||
1876 | { | ||
1877 | IndexedVector3 frame1v = new IndexedVector3(pframe1.X, pframe1.Y, pframe1.Z); | ||
1878 | IndexedQuaternion frame1rot = new IndexedQuaternion(pframe1rot.X, pframe1rot.Y, pframe1rot.Z, pframe1rot.W); | ||
1879 | IndexedMatrix frame1 = IndexedMatrix.CreateFromQuaternion(frame1rot); | ||
1880 | frame1._origin = frame1v; | ||
1881 | |||
1882 | IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z); | ||
1883 | IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W); | ||
1884 | IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot); | ||
1885 | frame2._origin = frame1v; | ||
1886 | |||
1887 | constrain = new Generic6DofSpringConstraint(body1, body2, ref frame1, ref frame2, puseLinearReferenceFrameA); | ||
1888 | world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies); | ||
1889 | |||
1890 | constrain.CalculateTransforms(); | ||
1891 | } | ||
1892 | |||
1893 | return new BulletConstraintXNA(constrain); | ||
1894 | } | ||
1895 | |||
1896 | public override BulletConstraint CreateHingeConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, | ||
1897 | Vector3 ppivotInA, Vector3 ppivotInB, Vector3 paxisInA, Vector3 paxisInB, | ||
1898 | bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies) | ||
1899 | { | ||
1900 | HingeConstraint constrain = null; | ||
1901 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
1902 | RigidBody rb1 = (pBody1 as BulletBodyXNA).rigidBody; | ||
1903 | RigidBody rb2 = (pBody2 as BulletBodyXNA).rigidBody; | ||
1904 | if (rb1 != null && rb2 != null) | ||
1905 | { | ||
1906 | IndexedVector3 pivotInA = new IndexedVector3(ppivotInA.X, ppivotInA.Y, ppivotInA.Z); | ||
1907 | IndexedVector3 pivotInB = new IndexedVector3(ppivotInB.X, ppivotInB.Y, ppivotInB.Z); | ||
1908 | IndexedVector3 axisInA = new IndexedVector3(paxisInA.X, paxisInA.Y, paxisInA.Z); | ||
1909 | IndexedVector3 axisInB = new IndexedVector3(paxisInB.X, paxisInB.Y, paxisInB.Z); | ||
1910 | constrain = new HingeConstraint(rb1, rb2, ref pivotInA, ref pivotInB, ref axisInA, ref axisInB, puseLinearReferenceFrameA); | ||
1911 | world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies); | ||
1912 | } | ||
1913 | return new BulletConstraintXNA(constrain); | ||
1914 | } | ||
1915 | |||
1916 | public override BulletConstraint CreateSliderConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, | ||
1917 | Vector3 pframe1, Quaternion pframe1rot, | ||
1918 | Vector3 pframe2, Quaternion pframe2rot, | ||
1919 | bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies) | ||
1920 | { | ||
1921 | SliderConstraint constrain = null; | ||
1922 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
1923 | RigidBody rb1 = (pBody1 as BulletBodyXNA).rigidBody; | ||
1924 | RigidBody rb2 = (pBody2 as BulletBodyXNA).rigidBody; | ||
1925 | if (rb1 != null && rb2 != null) | ||
1926 | { | ||
1927 | IndexedVector3 frame1v = new IndexedVector3(pframe1.X, pframe1.Y, pframe1.Z); | ||
1928 | IndexedQuaternion frame1rot = new IndexedQuaternion(pframe1rot.X, pframe1rot.Y, pframe1rot.Z, pframe1rot.W); | ||
1929 | IndexedMatrix frame1 = IndexedMatrix.CreateFromQuaternion(frame1rot); | ||
1930 | frame1._origin = frame1v; | ||
1931 | |||
1932 | IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z); | ||
1933 | IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W); | ||
1934 | IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot); | ||
1935 | frame2._origin = frame1v; | ||
1936 | |||
1937 | constrain = new SliderConstraint(rb1, rb2, ref frame1, ref frame2, puseLinearReferenceFrameA); | ||
1938 | world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies); | ||
1939 | } | ||
1940 | return new BulletConstraintXNA(constrain); | ||
1941 | } | ||
1942 | |||
1943 | public override BulletConstraint CreateConeTwistConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, | ||
1944 | Vector3 pframe1, Quaternion pframe1rot, | ||
1945 | Vector3 pframe2, Quaternion pframe2rot, | ||
1946 | bool pdisableCollisionsBetweenLinkedBodies) | ||
1947 | { | ||
1948 | ConeTwistConstraint constrain = null; | ||
1949 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
1950 | RigidBody rb1 = (pBody1 as BulletBodyXNA).rigidBody; | ||
1951 | RigidBody rb2 = (pBody2 as BulletBodyXNA).rigidBody; | ||
1952 | if (rb1 != null && rb2 != null) | ||
1953 | { | ||
1954 | IndexedVector3 frame1v = new IndexedVector3(pframe1.X, pframe1.Y, pframe1.Z); | ||
1955 | IndexedQuaternion frame1rot = new IndexedQuaternion(pframe1rot.X, pframe1rot.Y, pframe1rot.Z, pframe1rot.W); | ||
1956 | IndexedMatrix frame1 = IndexedMatrix.CreateFromQuaternion(frame1rot); | ||
1957 | frame1._origin = frame1v; | ||
1958 | |||
1959 | IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z); | ||
1960 | IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W); | ||
1961 | IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot); | ||
1962 | frame2._origin = frame1v; | ||
1963 | |||
1964 | constrain = new ConeTwistConstraint(rb1, rb2, ref frame1, ref frame2); | ||
1965 | world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies); | ||
1966 | } | ||
1967 | return new BulletConstraintXNA(constrain); | ||
1968 | } | ||
1969 | |||
1970 | public override BulletConstraint CreateGearConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, | ||
1971 | Vector3 paxisInA, Vector3 paxisInB, | ||
1972 | float pratio, bool pdisableCollisionsBetweenLinkedBodies) | ||
1973 | { | ||
1974 | Generic6DofConstraint constrain = null; | ||
1975 | /* BulletXNA does not have a gear constraint | ||
1976 | GearConstraint constrain = null; | ||
1977 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
1978 | RigidBody rb1 = (pBody1 as BulletBodyXNA).rigidBody; | ||
1979 | RigidBody rb2 = (pBody2 as BulletBodyXNA).rigidBody; | ||
1980 | if (rb1 != null && rb2 != null) | ||
1981 | { | ||
1982 | IndexedVector3 axis1 = new IndexedVector3(paxisInA.X, paxisInA.Y, paxisInA.Z); | ||
1983 | IndexedVector3 axis2 = new IndexedVector3(paxisInB.X, paxisInB.Y, paxisInB.Z); | ||
1984 | constrain = new GearConstraint(rb1, rb2, ref axis1, ref axis2, pratio); | ||
1985 | world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies); | ||
1986 | } | ||
1987 | */ | ||
1988 | return new BulletConstraintXNA(constrain); | ||
1989 | } | ||
1990 | |||
1991 | public override BulletConstraint CreatePoint2PointConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, | ||
1992 | Vector3 ppivotInA, Vector3 ppivotInB, | ||
1993 | bool pdisableCollisionsBetweenLinkedBodies) | ||
1994 | { | ||
1995 | Point2PointConstraint constrain = null; | ||
1996 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
1997 | RigidBody rb1 = (pBody1 as BulletBodyXNA).rigidBody; | ||
1998 | RigidBody rb2 = (pBody2 as BulletBodyXNA).rigidBody; | ||
1999 | if (rb1 != null && rb2 != null) | ||
2000 | { | ||
2001 | IndexedVector3 pivotInA = new IndexedVector3(ppivotInA.X, ppivotInA.Y, ppivotInA.Z); | ||
2002 | IndexedVector3 pivotInB = new IndexedVector3(ppivotInB.X, ppivotInB.Y, ppivotInB.Z); | ||
2003 | constrain = new Point2PointConstraint(rb1, rb2, ref pivotInA, ref pivotInB); | ||
2004 | world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies); | ||
2005 | } | ||
2006 | return new BulletConstraintXNA(constrain); | ||
2007 | } | ||
2008 | |||
2009 | public override BulletShape CreateHullShape(BulletWorld pWorld, int pHullCount, float[] pConvHulls) | ||
2010 | { | ||
2011 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
2012 | CompoundShape compoundshape = new CompoundShape(false); | ||
2013 | |||
2014 | compoundshape.SetMargin(world.WorldSettings.Params.collisionMargin); | ||
2015 | int ii = 1; | ||
2016 | |||
2017 | for (int i = 0; i < pHullCount; i++) | ||
2018 | { | ||
2019 | int vertexCount = (int) pConvHulls[ii]; | ||
2020 | |||
2021 | IndexedVector3 centroid = new IndexedVector3(pConvHulls[ii + 1], pConvHulls[ii + 2], pConvHulls[ii + 3]); | ||
2022 | IndexedMatrix childTrans = IndexedMatrix.Identity; | ||
2023 | childTrans._origin = centroid; | ||
2024 | |||
2025 | List<IndexedVector3> virts = new List<IndexedVector3>(); | ||
2026 | int ender = ((ii + 4) + (vertexCount*3)); | ||
2027 | for (int iii = ii + 4; iii < ender; iii+=3) | ||
2028 | { | ||
2029 | |||
2030 | virts.Add(new IndexedVector3(pConvHulls[iii], pConvHulls[iii + 1], pConvHulls[iii +2])); | ||
2031 | } | ||
2032 | ConvexHullShape convexShape = new ConvexHullShape(virts, vertexCount); | ||
2033 | convexShape.SetMargin(world.WorldSettings.Params.collisionMargin); | ||
2034 | compoundshape.AddChildShape(ref childTrans, convexShape); | ||
2035 | ii += (vertexCount*3 + 4); | ||
2036 | } | ||
2037 | |||
2038 | return new BulletShapeXNA(compoundshape, BSPhysicsShapeType.SHAPE_HULL); | ||
2039 | } | ||
2040 | |||
2041 | public override BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShape meshShape, HACDParams parms) | ||
2042 | { | ||
2043 | /* TODO */ return null; | ||
2044 | } | ||
2045 | |||
2046 | public override BulletShape BuildConvexHullShapeFromMesh(BulletWorld world, BulletShape meshShape) | ||
2047 | { | ||
2048 | /* TODO */ return null; | ||
2049 | } | ||
2050 | |||
2051 | public override BulletShape CreateConvexHullShape(BulletWorld pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats) | ||
2052 | { | ||
2053 | /* TODO */ return null; | ||
2054 | } | ||
2055 | |||
2056 | public override BulletShape CreateMeshShape(BulletWorld pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats) | ||
2057 | { | ||
2058 | //DumpRaw(indices,verticesAsFloats,pIndicesCount,pVerticesCount); | ||
2059 | |||
2060 | for (int iter = 0; iter < pVerticesCount; iter++) | ||
2061 | { | ||
2062 | if (verticesAsFloats[iter] > 0 && verticesAsFloats[iter] < 0.0001) verticesAsFloats[iter] = 0; | ||
2063 | if (verticesAsFloats[iter] < 0 && verticesAsFloats[iter] > -0.0001) verticesAsFloats[iter] = 0; | ||
2064 | } | ||
2065 | |||
2066 | ObjectArray<int> indicesarr = new ObjectArray<int>(indices); | ||
2067 | ObjectArray<float> vertices = new ObjectArray<float>(verticesAsFloats); | ||
2068 | DumpRaw(indicesarr,vertices,pIndicesCount,pVerticesCount); | ||
2069 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
2070 | IndexedMesh mesh = new IndexedMesh(); | ||
2071 | mesh.m_indexType = PHY_ScalarType.PHY_INTEGER; | ||
2072 | mesh.m_numTriangles = pIndicesCount/3; | ||
2073 | mesh.m_numVertices = pVerticesCount; | ||
2074 | mesh.m_triangleIndexBase = indicesarr; | ||
2075 | mesh.m_vertexBase = vertices; | ||
2076 | mesh.m_vertexStride = 3; | ||
2077 | mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT; | ||
2078 | mesh.m_triangleIndexStride = 3; | ||
2079 | |||
2080 | TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray(); | ||
2081 | tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER); | ||
2082 | BvhTriangleMeshShape meshShape = new BvhTriangleMeshShape(tribuilder, true,true); | ||
2083 | meshShape.SetMargin(world.WorldSettings.Params.collisionMargin); | ||
2084 | // world.UpdateSingleAabb(meshShape); | ||
2085 | return new BulletShapeXNA(meshShape, BSPhysicsShapeType.SHAPE_MESH); | ||
2086 | |||
2087 | } | ||
2088 | public override BulletShape CreateGImpactShape(BulletWorld pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats) | ||
2089 | { | ||
2090 | // TODO: | ||
2091 | return null; | ||
2092 | } | ||
2093 | public static void DumpRaw(ObjectArray<int>indices, ObjectArray<float> vertices, int pIndicesCount,int pVerticesCount ) | ||
2094 | { | ||
2095 | |||
2096 | String fileName = "objTest3.raw"; | ||
2097 | String completePath = System.IO.Path.Combine(Util.configDir(), fileName); | ||
2098 | StreamWriter sw = new StreamWriter(completePath); | ||
2099 | IndexedMesh mesh = new IndexedMesh(); | ||
2100 | |||
2101 | mesh.m_indexType = PHY_ScalarType.PHY_INTEGER; | ||
2102 | mesh.m_numTriangles = pIndicesCount / 3; | ||
2103 | mesh.m_numVertices = pVerticesCount; | ||
2104 | mesh.m_triangleIndexBase = indices; | ||
2105 | mesh.m_vertexBase = vertices; | ||
2106 | mesh.m_vertexStride = 3; | ||
2107 | mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT; | ||
2108 | mesh.m_triangleIndexStride = 3; | ||
2109 | |||
2110 | TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray(); | ||
2111 | tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER); | ||
2112 | |||
2113 | |||
2114 | |||
2115 | for (int i = 0; i < pVerticesCount; i++) | ||
2116 | { | ||
2117 | |||
2118 | string s = vertices[indices[i * 3]].ToString("0.0000"); | ||
2119 | s += " " + vertices[indices[i * 3 + 1]].ToString("0.0000"); | ||
2120 | s += " " + vertices[indices[i * 3 + 2]].ToString("0.0000"); | ||
2121 | |||
2122 | sw.Write(s + "\n"); | ||
2123 | } | ||
2124 | |||
2125 | sw.Close(); | ||
2126 | } | ||
2127 | public static void DumpRaw(int[] indices, float[] vertices, int pIndicesCount, int pVerticesCount) | ||
2128 | { | ||
2129 | |||
2130 | String fileName = "objTest6.raw"; | ||
2131 | String completePath = System.IO.Path.Combine(Util.configDir(), fileName); | ||
2132 | StreamWriter sw = new StreamWriter(completePath); | ||
2133 | IndexedMesh mesh = new IndexedMesh(); | ||
2134 | |||
2135 | mesh.m_indexType = PHY_ScalarType.PHY_INTEGER; | ||
2136 | mesh.m_numTriangles = pIndicesCount / 3; | ||
2137 | mesh.m_numVertices = pVerticesCount; | ||
2138 | mesh.m_triangleIndexBase = indices; | ||
2139 | mesh.m_vertexBase = vertices; | ||
2140 | mesh.m_vertexStride = 3; | ||
2141 | mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT; | ||
2142 | mesh.m_triangleIndexStride = 3; | ||
2143 | |||
2144 | TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray(); | ||
2145 | tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER); | ||
2146 | |||
2147 | |||
2148 | sw.WriteLine("Indices"); | ||
2149 | sw.WriteLine(string.Format("int[] indices = new int[{0}];",pIndicesCount)); | ||
2150 | for (int iter = 0; iter < indices.Length; iter++) | ||
2151 | { | ||
2152 | sw.WriteLine(string.Format("indices[{0}]={1};",iter,indices[iter])); | ||
2153 | } | ||
2154 | sw.WriteLine("VerticesFloats"); | ||
2155 | sw.WriteLine(string.Format("float[] vertices = new float[{0}];", pVerticesCount)); | ||
2156 | for (int iter = 0; iter < vertices.Length; iter++) | ||
2157 | { | ||
2158 | sw.WriteLine(string.Format("Vertices[{0}]={1};", iter, vertices[iter].ToString("0.0000"))); | ||
2159 | } | ||
2160 | |||
2161 | // for (int i = 0; i < pVerticesCount; i++) | ||
2162 | // { | ||
2163 | // | ||
2164 | // string s = vertices[indices[i * 3]].ToString("0.0000"); | ||
2165 | // s += " " + vertices[indices[i * 3 + 1]].ToString("0.0000"); | ||
2166 | // s += " " + vertices[indices[i * 3 + 2]].ToString("0.0000"); | ||
2167 | // | ||
2168 | // sw.Write(s + "\n"); | ||
2169 | //} | ||
2170 | |||
2171 | sw.Close(); | ||
2172 | } | ||
2173 | |||
2174 | public override BulletShape CreateTerrainShape(uint id, Vector3 size, float minHeight, float maxHeight, float[] heightMap, | ||
2175 | float scaleFactor, float collisionMargin) | ||
2176 | { | ||
2177 | const int upAxis = 2; | ||
2178 | HeightfieldTerrainShape terrainShape = new HeightfieldTerrainShape((int)size.X, (int)size.Y, | ||
2179 | heightMap, scaleFactor, | ||
2180 | minHeight, maxHeight, upAxis, | ||
2181 | false); | ||
2182 | terrainShape.SetMargin(collisionMargin); | ||
2183 | terrainShape.SetUseDiamondSubdivision(true); | ||
2184 | terrainShape.SetUserPointer(id); | ||
2185 | return new BulletShapeXNA(terrainShape, BSPhysicsShapeType.SHAPE_TERRAIN); | ||
2186 | } | ||
2187 | |||
2188 | public override bool TranslationalLimitMotor(BulletConstraint pConstraint, float ponOff, float targetVelocity, float maxMotorForce) | ||
2189 | { | ||
2190 | TypedConstraint tconstrain = (pConstraint as BulletConstraintXNA).constrain; | ||
2191 | bool onOff = ponOff != 0; | ||
2192 | bool ret = false; | ||
2193 | |||
2194 | switch (tconstrain.GetConstraintType()) | ||
2195 | { | ||
2196 | case TypedConstraintType.D6_CONSTRAINT_TYPE: | ||
2197 | Generic6DofConstraint constrain = tconstrain as Generic6DofConstraint; | ||
2198 | constrain.GetTranslationalLimitMotor().m_enableMotor[0] = onOff; | ||
2199 | constrain.GetTranslationalLimitMotor().m_targetVelocity[0] = targetVelocity; | ||
2200 | constrain.GetTranslationalLimitMotor().m_maxMotorForce[0] = maxMotorForce; | ||
2201 | ret = true; | ||
2202 | break; | ||
2203 | } | ||
2204 | |||
2205 | |||
2206 | return ret; | ||
2207 | |||
2208 | } | ||
2209 | |||
2210 | public override int PhysicsStep(BulletWorld world, float timeStep, int maxSubSteps, float fixedTimeStep, | ||
2211 | out int updatedEntityCount, out int collidersCount) | ||
2212 | { | ||
2213 | /* TODO */ | ||
2214 | updatedEntityCount = 0; | ||
2215 | collidersCount = 0; | ||
2216 | |||
2217 | |||
2218 | int ret = PhysicsStep2(world,timeStep,maxSubSteps,fixedTimeStep,out updatedEntityCount,out world.physicsScene.m_updateArray, out collidersCount, out world.physicsScene.m_collisionArray); | ||
2219 | |||
2220 | return ret; | ||
2221 | } | ||
2222 | |||
2223 | private int PhysicsStep2(BulletWorld pWorld, float timeStep, int m_maxSubSteps, float m_fixedTimeStep, | ||
2224 | out int updatedEntityCount, out EntityProperties[] updatedEntities, | ||
2225 | out int collidersCount, out CollisionDesc[] colliders) | ||
2226 | { | ||
2227 | int epic = PhysicsStepint(pWorld, timeStep, m_maxSubSteps, m_fixedTimeStep, out updatedEntityCount, out updatedEntities, | ||
2228 | out collidersCount, out colliders, m_maxCollisions, m_maxUpdatesPerFrame); | ||
2229 | return epic; | ||
2230 | } | ||
2231 | |||
2232 | private int PhysicsStepint(BulletWorld pWorld,float timeStep, int m_maxSubSteps, float m_fixedTimeStep, out int updatedEntityCount, | ||
2233 | out EntityProperties[] updatedEntities, out int collidersCount, out CollisionDesc[] colliders, int maxCollisions, int maxUpdates) | ||
2234 | { | ||
2235 | int numSimSteps = 0; | ||
2236 | Array.Clear(UpdatedObjects, 0, UpdatedObjects.Length); | ||
2237 | Array.Clear(UpdatedCollisions, 0, UpdatedCollisions.Length); | ||
2238 | LastEntityProperty=0; | ||
2239 | |||
2240 | |||
2241 | |||
2242 | |||
2243 | |||
2244 | |||
2245 | LastCollisionDesc=0; | ||
2246 | |||
2247 | updatedEntityCount = 0; | ||
2248 | collidersCount = 0; | ||
2249 | |||
2250 | |||
2251 | if (pWorld is BulletWorldXNA) | ||
2252 | { | ||
2253 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
2254 | |||
2255 | world.LastCollisionDesc = 0; | ||
2256 | world.LastEntityProperty = 0; | ||
2257 | numSimSteps = world.StepSimulation(timeStep, m_maxSubSteps, m_fixedTimeStep); | ||
2258 | |||
2259 | PersistentManifold contactManifold; | ||
2260 | CollisionObject objA; | ||
2261 | CollisionObject objB; | ||
2262 | ManifoldPoint manifoldPoint; | ||
2263 | PairCachingGhostObject pairCachingGhostObject; | ||
2264 | |||
2265 | m_collisionsThisFrame = 0; | ||
2266 | int numManifolds = world.GetDispatcher().GetNumManifolds(); | ||
2267 | for (int j = 0; j < numManifolds; j++) | ||
2268 | { | ||
2269 | contactManifold = world.GetDispatcher().GetManifoldByIndexInternal(j); | ||
2270 | int numContacts = contactManifold.GetNumContacts(); | ||
2271 | if (numContacts == 0) | ||
2272 | continue; | ||
2273 | |||
2274 | objA = contactManifold.GetBody0() as CollisionObject; | ||
2275 | objB = contactManifold.GetBody1() as CollisionObject; | ||
2276 | |||
2277 | manifoldPoint = contactManifold.GetContactPoint(0); | ||
2278 | //IndexedVector3 contactPoint = manifoldPoint.GetPositionWorldOnB(); | ||
2279 | // IndexedVector3 contactNormal = -manifoldPoint.m_normalWorldOnB; // make relative to A | ||
2280 | |||
2281 | RecordCollision(this, objA, objB, manifoldPoint.GetPositionWorldOnB(), -manifoldPoint.m_normalWorldOnB, manifoldPoint.GetDistance()); | ||
2282 | m_collisionsThisFrame ++; | ||
2283 | if (m_collisionsThisFrame >= 9999999) | ||
2284 | break; | ||
2285 | |||
2286 | |||
2287 | } | ||
2288 | |||
2289 | foreach (GhostObject ghostObject in specialCollisionObjects.Values) | ||
2290 | { | ||
2291 | pairCachingGhostObject = ghostObject as PairCachingGhostObject; | ||
2292 | if (pairCachingGhostObject != null) | ||
2293 | { | ||
2294 | RecordGhostCollisions(pairCachingGhostObject); | ||
2295 | } | ||
2296 | |||
2297 | } | ||
2298 | |||
2299 | |||
2300 | updatedEntityCount = LastEntityProperty; | ||
2301 | updatedEntities = UpdatedObjects; | ||
2302 | |||
2303 | collidersCount = LastCollisionDesc; | ||
2304 | colliders = UpdatedCollisions; | ||
2305 | |||
2306 | |||
2307 | } | ||
2308 | else | ||
2309 | { | ||
2310 | //if (updatedEntities is null) | ||
2311 | //updatedEntities = new List<BulletXNA.EntityProperties>(); | ||
2312 | //updatedEntityCount = 0; | ||
2313 | |||
2314 | |||
2315 | //collidersCount = 0; | ||
2316 | |||
2317 | updatedEntities = new EntityProperties[0]; | ||
2318 | |||
2319 | |||
2320 | colliders = new CollisionDesc[0]; | ||
2321 | |||
2322 | } | ||
2323 | return numSimSteps; | ||
2324 | } | ||
2325 | public void RecordGhostCollisions(PairCachingGhostObject obj) | ||
2326 | { | ||
2327 | IOverlappingPairCache cache = obj.GetOverlappingPairCache(); | ||
2328 | ObjectArray<BroadphasePair> pairs = cache.GetOverlappingPairArray(); | ||
2329 | |||
2330 | DiscreteDynamicsWorld world = (PhysicsScene.World as BulletWorldXNA).world; | ||
2331 | PersistentManifoldArray manifoldArray = new PersistentManifoldArray(); | ||
2332 | BroadphasePair collisionPair; | ||
2333 | PersistentManifold contactManifold; | ||
2334 | |||
2335 | CollisionObject objA; | ||
2336 | CollisionObject objB; | ||
2337 | |||
2338 | ManifoldPoint pt; | ||
2339 | |||
2340 | int numPairs = pairs.Count; | ||
2341 | |||
2342 | for (int i = 0; i < numPairs; i++) | ||
2343 | { | ||
2344 | manifoldArray.Clear(); | ||
2345 | if (LastCollisionDesc < UpdatedCollisions.Length) | ||
2346 | break; | ||
2347 | collisionPair = world.GetPairCache().FindPair(pairs[i].m_pProxy0, pairs[i].m_pProxy1); | ||
2348 | if (collisionPair == null) | ||
2349 | continue; | ||
2350 | |||
2351 | collisionPair.m_algorithm.GetAllContactManifolds(manifoldArray); | ||
2352 | for (int j = 0; j < manifoldArray.Count; j++) | ||
2353 | { | ||
2354 | contactManifold = manifoldArray[j]; | ||
2355 | int numContacts = contactManifold.GetNumContacts(); | ||
2356 | objA = contactManifold.GetBody0() as CollisionObject; | ||
2357 | objB = contactManifold.GetBody1() as CollisionObject; | ||
2358 | for (int p = 0; p < numContacts; p++) | ||
2359 | { | ||
2360 | pt = contactManifold.GetContactPoint(p); | ||
2361 | if (pt.GetDistance() < 0.0f) | ||
2362 | { | ||
2363 | RecordCollision(this, objA, objB, pt.GetPositionWorldOnA(), -pt.m_normalWorldOnB,pt.GetDistance()); | ||
2364 | break; | ||
2365 | } | ||
2366 | } | ||
2367 | } | ||
2368 | } | ||
2369 | |||
2370 | } | ||
2371 | private static void RecordCollision(BSAPIXNA world, CollisionObject objA, CollisionObject objB, IndexedVector3 contact, IndexedVector3 norm, float penetration) | ||
2372 | { | ||
2373 | |||
2374 | IndexedVector3 contactNormal = norm; | ||
2375 | if ((objA.GetCollisionFlags() & BulletXNA.BulletCollision.CollisionFlags.BS_WANTS_COLLISIONS) == 0 && | ||
2376 | (objB.GetCollisionFlags() & BulletXNA.BulletCollision.CollisionFlags.BS_WANTS_COLLISIONS) == 0) | ||
2377 | { | ||
2378 | return; | ||
2379 | } | ||
2380 | uint idA = (uint)objA.GetUserPointer(); | ||
2381 | uint idB = (uint)objB.GetUserPointer(); | ||
2382 | if (idA > idB) | ||
2383 | { | ||
2384 | uint temp = idA; | ||
2385 | idA = idB; | ||
2386 | idB = temp; | ||
2387 | contactNormal = -contactNormal; | ||
2388 | } | ||
2389 | |||
2390 | //ulong collisionID = ((ulong) idA << 32) | idB; | ||
2391 | |||
2392 | CollisionDesc cDesc = new CollisionDesc() | ||
2393 | { | ||
2394 | aID = idA, | ||
2395 | bID = idB, | ||
2396 | point = new Vector3(contact.X,contact.Y,contact.Z), | ||
2397 | normal = new Vector3(contactNormal.X,contactNormal.Y,contactNormal.Z), | ||
2398 | penetration = penetration | ||
2399 | |||
2400 | }; | ||
2401 | if (world.LastCollisionDesc < world.UpdatedCollisions.Length) | ||
2402 | world.UpdatedCollisions[world.LastCollisionDesc++] = (cDesc); | ||
2403 | m_collisionsThisFrame++; | ||
2404 | |||
2405 | |||
2406 | } | ||
2407 | private static EntityProperties GetDebugProperties(BulletWorld pWorld, BulletBody pCollisionObject) | ||
2408 | { | ||
2409 | EntityProperties ent = new EntityProperties(); | ||
2410 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
2411 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
2412 | IndexedMatrix transform = collisionObject.GetWorldTransform(); | ||
2413 | IndexedVector3 LinearVelocity = collisionObject.GetInterpolationLinearVelocity(); | ||
2414 | IndexedVector3 AngularVelocity = collisionObject.GetInterpolationAngularVelocity(); | ||
2415 | IndexedQuaternion rotation = transform.GetRotation(); | ||
2416 | ent.Acceleration = Vector3.Zero; | ||
2417 | ent.ID = (uint)collisionObject.GetUserPointer(); | ||
2418 | ent.Position = new Vector3(transform._origin.X,transform._origin.Y,transform._origin.Z); | ||
2419 | ent.Rotation = new Quaternion(rotation.X,rotation.Y,rotation.Z,rotation.W); | ||
2420 | ent.Velocity = new Vector3(LinearVelocity.X, LinearVelocity.Y, LinearVelocity.Z); | ||
2421 | ent.RotationalVelocity = new Vector3(AngularVelocity.X, AngularVelocity.Y, AngularVelocity.Z); | ||
2422 | return ent; | ||
2423 | } | ||
2424 | |||
2425 | public override bool UpdateParameter(BulletWorld world, uint localID, String parm, float value) { /* TODO */ | ||
2426 | return false; } | ||
2427 | |||
2428 | public override Vector3 GetLocalScaling(BulletShape pShape) | ||
2429 | { | ||
2430 | CollisionShape shape = (pShape as BulletShapeXNA).shape; | ||
2431 | IndexedVector3 scale = shape.GetLocalScaling(); | ||
2432 | return new Vector3(scale.X,scale.Y,scale.Z); | ||
2433 | } | ||
2434 | |||
2435 | public bool RayCastGround(BulletWorld pWorld, Vector3 _RayOrigin, float pRayHeight, BulletBody NotMe) | ||
2436 | { | ||
2437 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
2438 | if (world != null) | ||
2439 | { | ||
2440 | if (NotMe is BulletBodyXNA && NotMe.HasPhysicalBody) | ||
2441 | { | ||
2442 | CollisionObject AvoidBody = (NotMe as BulletBodyXNA).body; | ||
2443 | |||
2444 | IndexedVector3 rOrigin = new IndexedVector3(_RayOrigin.X, _RayOrigin.Y, _RayOrigin.Z); | ||
2445 | IndexedVector3 rEnd = new IndexedVector3(_RayOrigin.X, _RayOrigin.Y, _RayOrigin.Z - pRayHeight); | ||
2446 | using ( | ||
2447 | ClosestNotMeRayResultCallback rayCallback = | ||
2448 | new ClosestNotMeRayResultCallback(rOrigin, rEnd, AvoidBody) | ||
2449 | ) | ||
2450 | { | ||
2451 | world.RayTest(ref rOrigin, ref rEnd, rayCallback); | ||
2452 | if (rayCallback.HasHit()) | ||
2453 | { | ||
2454 | IndexedVector3 hitLocation = rayCallback.m_hitPointWorld; | ||
2455 | } | ||
2456 | return rayCallback.HasHit(); | ||
2457 | } | ||
2458 | } | ||
2459 | } | ||
2460 | return false; | ||
2461 | } | ||
2462 | } | ||
2463 | |||
2464 | |||
2465 | |||
2466 | |||
2467 | public class SimMotionState : DefaultMotionState | ||
2468 | { | ||
2469 | public RigidBody Rigidbody; | ||
2470 | public Vector3 ZeroVect; | ||
2471 | |||
2472 | private IndexedMatrix m_xform; | ||
2473 | |||
2474 | private EntityProperties m_properties; | ||
2475 | private EntityProperties m_lastProperties; | ||
2476 | private BSAPIXNA m_world; | ||
2477 | |||
2478 | const float POSITION_TOLERANCE = 0.05f; | ||
2479 | const float VELOCITY_TOLERANCE = 0.001f; | ||
2480 | const float ROTATION_TOLERANCE = 0.01f; | ||
2481 | const float ANGULARVELOCITY_TOLERANCE = 0.01f; | ||
2482 | |||
2483 | public SimMotionState(BSAPIXNA pWorld, uint id, IndexedMatrix starTransform, object frameUpdates) | ||
2484 | { | ||
2485 | IndexedQuaternion OrientationQuaterion = starTransform.GetRotation(); | ||
2486 | m_properties = new EntityProperties() | ||
2487 | { | ||
2488 | ID = id, | ||
2489 | Position = new Vector3(starTransform._origin.X, starTransform._origin.Y,starTransform._origin.Z), | ||
2490 | Rotation = new Quaternion(OrientationQuaterion.X,OrientationQuaterion.Y,OrientationQuaterion.Z,OrientationQuaterion.W) | ||
2491 | }; | ||
2492 | m_lastProperties = new EntityProperties() | ||
2493 | { | ||
2494 | ID = id, | ||
2495 | Position = new Vector3(starTransform._origin.X, starTransform._origin.Y, starTransform._origin.Z), | ||
2496 | Rotation = new Quaternion(OrientationQuaterion.X, OrientationQuaterion.Y, OrientationQuaterion.Z, OrientationQuaterion.W) | ||
2497 | }; | ||
2498 | m_world = pWorld; | ||
2499 | m_xform = starTransform; | ||
2500 | } | ||
2501 | |||
2502 | public override void GetWorldTransform(out IndexedMatrix worldTrans) | ||
2503 | { | ||
2504 | worldTrans = m_xform; | ||
2505 | } | ||
2506 | |||
2507 | public override void SetWorldTransform(IndexedMatrix worldTrans) | ||
2508 | { | ||
2509 | SetWorldTransform(ref worldTrans); | ||
2510 | } | ||
2511 | |||
2512 | public override void SetWorldTransform(ref IndexedMatrix worldTrans) | ||
2513 | { | ||
2514 | SetWorldTransform(ref worldTrans, false); | ||
2515 | } | ||
2516 | public void SetWorldTransform(ref IndexedMatrix worldTrans, bool force) | ||
2517 | { | ||
2518 | m_xform = worldTrans; | ||
2519 | // Put the new transform into m_properties | ||
2520 | IndexedQuaternion OrientationQuaternion = m_xform.GetRotation(); | ||
2521 | IndexedVector3 LinearVelocityVector = Rigidbody.GetLinearVelocity(); | ||
2522 | IndexedVector3 AngularVelocityVector = Rigidbody.GetAngularVelocity(); | ||
2523 | m_properties.Position = new Vector3(m_xform._origin.X, m_xform._origin.Y, m_xform._origin.Z); | ||
2524 | m_properties.Rotation = new Quaternion(OrientationQuaternion.X, OrientationQuaternion.Y, | ||
2525 | OrientationQuaternion.Z, OrientationQuaternion.W); | ||
2526 | // A problem with stock Bullet is that we don't get an event when an object is deactivated. | ||
2527 | // This means that the last non-zero values for linear and angular velocity | ||
2528 | // are left in the viewer who does dead reconning and the objects look like | ||
2529 | // they float off. | ||
2530 | // BulletSim ships with a patch to Bullet which creates such an event. | ||
2531 | m_properties.Velocity = new Vector3(LinearVelocityVector.X, LinearVelocityVector.Y, LinearVelocityVector.Z); | ||
2532 | m_properties.RotationalVelocity = new Vector3(AngularVelocityVector.X, AngularVelocityVector.Y, AngularVelocityVector.Z); | ||
2533 | |||
2534 | if (force | ||
2535 | |||
2536 | || !AlmostEqual(ref m_lastProperties.Position, ref m_properties.Position, POSITION_TOLERANCE) | ||
2537 | || !AlmostEqual(ref m_properties.Rotation, ref m_lastProperties.Rotation, ROTATION_TOLERANCE) | ||
2538 | // If the Velocity and AngularVelocity are zero, most likely the object has | ||
2539 | // been deactivated. If they both are zero and they have become zero recently, | ||
2540 | // make sure a property update is sent so the zeros make it to the viewer. | ||
2541 | || ((m_properties.Velocity == ZeroVect && m_properties.RotationalVelocity == ZeroVect) | ||
2542 | && | ||
2543 | (m_properties.Velocity != m_lastProperties.Velocity || | ||
2544 | m_properties.RotationalVelocity != m_lastProperties.RotationalVelocity)) | ||
2545 | // If Velocity and AngularVelocity are non-zero but have changed, send an update. | ||
2546 | || !AlmostEqual(ref m_properties.Velocity, ref m_lastProperties.Velocity, VELOCITY_TOLERANCE) | ||
2547 | || | ||
2548 | !AlmostEqual(ref m_properties.RotationalVelocity, ref m_lastProperties.RotationalVelocity, | ||
2549 | ANGULARVELOCITY_TOLERANCE) | ||
2550 | ) | ||
2551 | |||
2552 | |||
2553 | { | ||
2554 | // Add this update to the list of updates for this frame. | ||
2555 | m_lastProperties = m_properties; | ||
2556 | if (m_world.LastEntityProperty < m_world.UpdatedObjects.Length) | ||
2557 | m_world.UpdatedObjects[m_world.LastEntityProperty++]=(m_properties); | ||
2558 | |||
2559 | //(*m_updatesThisFrame)[m_properties.ID] = &m_properties; | ||
2560 | } | ||
2561 | |||
2562 | |||
2563 | |||
2564 | |||
2565 | } | ||
2566 | public override void SetRigidBody(RigidBody body) | ||
2567 | { | ||
2568 | Rigidbody = body; | ||
2569 | } | ||
2570 | internal static bool AlmostEqual(ref Vector3 v1, ref Vector3 v2, float nEpsilon) | ||
2571 | { | ||
2572 | return | ||
2573 | (((v1.X - nEpsilon) < v2.X) && (v2.X < (v1.X + nEpsilon))) && | ||
2574 | (((v1.Y - nEpsilon) < v2.Y) && (v2.Y < (v1.Y + nEpsilon))) && | ||
2575 | (((v1.Z - nEpsilon) < v2.Z) && (v2.Z < (v1.Z + nEpsilon))); | ||
2576 | } | ||
2577 | |||
2578 | internal static bool AlmostEqual(ref Quaternion v1, ref Quaternion v2, float nEpsilon) | ||
2579 | { | ||
2580 | return | ||
2581 | (((v1.X - nEpsilon) < v2.X) && (v2.X < (v1.X + nEpsilon))) && | ||
2582 | (((v1.Y - nEpsilon) < v2.Y) && (v2.Y < (v1.Y + nEpsilon))) && | ||
2583 | (((v1.Z - nEpsilon) < v2.Z) && (v2.Z < (v1.Z + nEpsilon))) && | ||
2584 | (((v1.W - nEpsilon) < v2.W) && (v2.W < (v1.W + nEpsilon))); | ||
2585 | } | ||
2586 | |||
2587 | } | ||
2588 | } | ||
2589 | |||
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSActorAvatarMove.cs b/OpenSim/Region/PhysicsModules/BulletS/BSActorAvatarMove.cs new file mode 100755 index 0000000..0191893 --- /dev/null +++ b/OpenSim/Region/PhysicsModules/BulletS/BSActorAvatarMove.cs | |||
@@ -0,0 +1,457 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Linq; | ||
31 | using System.Text; | ||
32 | |||
33 | using OpenSim.Framework; | ||
34 | using OpenSim.Region.PhysicsModules.SharedBase; | ||
35 | |||
36 | using OMV = OpenMetaverse; | ||
37 | |||
38 | namespace OpenSim.Region.PhysicsModule.BulletS | ||
39 | { | ||
40 | public class BSActorAvatarMove : BSActor | ||
41 | { | ||
42 | BSVMotor m_velocityMotor; | ||
43 | |||
44 | // Set to true if we think we're going up stairs. | ||
45 | // This state is remembered because collisions will turn on and off as we go up stairs. | ||
46 | int m_walkingUpStairs; | ||
47 | // The amount the step up is applying. Used to smooth stair walking. | ||
48 | float m_lastStepUp; | ||
49 | |||
50 | // Jumping happens over several frames. If use applies up force while colliding, start the | ||
51 | // jump and allow the jump to continue for this number of frames. | ||
52 | int m_jumpFrames = 0; | ||
53 | float m_jumpVelocity = 0f; | ||
54 | |||
55 | public BSActorAvatarMove(BSScene physicsScene, BSPhysObject pObj, string actorName) | ||
56 | : base(physicsScene, pObj, actorName) | ||
57 | { | ||
58 | m_velocityMotor = null; | ||
59 | m_walkingUpStairs = 0; | ||
60 | m_physicsScene.DetailLog("{0},BSActorAvatarMove,constructor", m_controllingPrim.LocalID); | ||
61 | } | ||
62 | |||
63 | // BSActor.isActive | ||
64 | public override bool isActive | ||
65 | { | ||
66 | get { return Enabled && m_controllingPrim.IsPhysicallyActive; } | ||
67 | } | ||
68 | |||
69 | // Release any connections and resources used by the actor. | ||
70 | // BSActor.Dispose() | ||
71 | public override void Dispose() | ||
72 | { | ||
73 | base.SetEnabled(false); | ||
74 | DeactivateAvatarMove(); | ||
75 | } | ||
76 | |||
77 | // Called when physical parameters (properties set in Bullet) need to be re-applied. | ||
78 | // Called at taint-time. | ||
79 | // BSActor.Refresh() | ||
80 | public override void Refresh() | ||
81 | { | ||
82 | m_physicsScene.DetailLog("{0},BSActorAvatarMove,refresh", m_controllingPrim.LocalID); | ||
83 | |||
84 | // If the object is physically active, add the hoverer prestep action | ||
85 | if (isActive) | ||
86 | { | ||
87 | ActivateAvatarMove(); | ||
88 | } | ||
89 | else | ||
90 | { | ||
91 | DeactivateAvatarMove(); | ||
92 | } | ||
93 | } | ||
94 | |||
95 | // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). | ||
96 | // Register a prestep action to restore physical requirements before the next simulation step. | ||
97 | // Called at taint-time. | ||
98 | // BSActor.RemoveDependencies() | ||
99 | public override void RemoveDependencies() | ||
100 | { | ||
101 | // Nothing to do for the hoverer since it is all software at pre-step action time. | ||
102 | } | ||
103 | |||
104 | // Usually called when target velocity changes to set the current velocity and the target | ||
105 | // into the movement motor. | ||
106 | public void SetVelocityAndTarget(OMV.Vector3 vel, OMV.Vector3 targ, bool inTaintTime) | ||
107 | { | ||
108 | m_physicsScene.TaintedObject(inTaintTime, m_controllingPrim.LocalID, "BSActorAvatarMove.setVelocityAndTarget", delegate() | ||
109 | { | ||
110 | if (m_velocityMotor != null) | ||
111 | { | ||
112 | // if (targ == OMV.Vector3.Zero) | ||
113 | // Util.PrintCallStack(); | ||
114 | // | ||
115 | // Console.WriteLine("SetVelocityAndTarget, {0} {1}", vel, targ); | ||
116 | m_velocityMotor.Reset(); | ||
117 | m_velocityMotor.SetTarget(targ); | ||
118 | m_velocityMotor.SetCurrent(vel); | ||
119 | m_velocityMotor.Enabled = true; | ||
120 | } | ||
121 | }); | ||
122 | } | ||
123 | |||
124 | // If a hover motor has not been created, create one and start the hovering. | ||
125 | private void ActivateAvatarMove() | ||
126 | { | ||
127 | if (m_velocityMotor == null) | ||
128 | { | ||
129 | // Infinite decay and timescale values so motor only changes current to target values. | ||
130 | m_velocityMotor = new BSVMotor("BSCharacter.Velocity", | ||
131 | 0.2f, // time scale | ||
132 | BSMotor.Infinite, // decay time scale | ||
133 | 1f // efficiency | ||
134 | ); | ||
135 | m_velocityMotor.ErrorZeroThreshold = BSParam.AvatarStopZeroThreshold; | ||
136 | // _velocityMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages. | ||
137 | SetVelocityAndTarget(m_controllingPrim.RawVelocity, m_controllingPrim.TargetVelocity, true /* inTaintTime */); | ||
138 | |||
139 | m_physicsScene.BeforeStep += Mover; | ||
140 | m_controllingPrim.OnPreUpdateProperty += Process_OnPreUpdateProperty; | ||
141 | |||
142 | m_walkingUpStairs = 0; | ||
143 | } | ||
144 | } | ||
145 | |||
146 | private void DeactivateAvatarMove() | ||
147 | { | ||
148 | if (m_velocityMotor != null) | ||
149 | { | ||
150 | m_controllingPrim.OnPreUpdateProperty -= Process_OnPreUpdateProperty; | ||
151 | m_physicsScene.BeforeStep -= Mover; | ||
152 | m_velocityMotor = null; | ||
153 | } | ||
154 | } | ||
155 | |||
156 | // Called just before the simulation step. Update the vertical position for hoverness. | ||
157 | private void Mover(float timeStep) | ||
158 | { | ||
159 | // Don't do movement while the object is selected. | ||
160 | if (!isActive) | ||
161 | return; | ||
162 | |||
163 | // TODO: Decide if the step parameters should be changed depending on the avatar's | ||
164 | // state (flying, colliding, ...). There is code in ODE to do this. | ||
165 | |||
166 | // COMMENTARY: when the user is making the avatar walk, except for falling, the velocity | ||
167 | // specified for the avatar is the one that should be used. For falling, if the avatar | ||
168 | // is not flying and is not colliding then it is presumed to be falling and the Z | ||
169 | // component is not fooled with (thus allowing gravity to do its thing). | ||
170 | // When the avatar is standing, though, the user has specified a velocity of zero and | ||
171 | // the avatar should be standing. But if the avatar is pushed by something in the world | ||
172 | // (raising elevator platform, moving vehicle, ...) the avatar should be allowed to | ||
173 | // move. Thus, the velocity cannot be forced to zero. The problem is that small velocity | ||
174 | // errors can creap in and the avatar will slowly float off in some direction. | ||
175 | // So, the problem is that, when an avatar is standing, we cannot tell creaping error | ||
176 | // from real pushing. | ||
177 | // The code below uses whether the collider is static or moving to decide whether to zero motion. | ||
178 | |||
179 | m_velocityMotor.Step(timeStep); | ||
180 | m_controllingPrim.IsStationary = false; | ||
181 | |||
182 | // If we're not supposed to be moving, make sure things are zero. | ||
183 | if (m_velocityMotor.ErrorIsZero() && m_velocityMotor.TargetValue == OMV.Vector3.Zero) | ||
184 | { | ||
185 | // The avatar shouldn't be moving | ||
186 | m_velocityMotor.Zero(); | ||
187 | |||
188 | if (m_controllingPrim.IsColliding) | ||
189 | { | ||
190 | // If we are colliding with a stationary object, presume we're standing and don't move around | ||
191 | if (!m_controllingPrim.ColliderIsMoving && !m_controllingPrim.ColliderIsVolumeDetect) | ||
192 | { | ||
193 | m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,zeroingMotion", m_controllingPrim.LocalID); | ||
194 | m_controllingPrim.IsStationary = true; | ||
195 | m_controllingPrim.ZeroMotion(true /* inTaintTime */); | ||
196 | } | ||
197 | |||
198 | // Standing has more friction on the ground | ||
199 | if (m_controllingPrim.Friction != BSParam.AvatarStandingFriction) | ||
200 | { | ||
201 | m_controllingPrim.Friction = BSParam.AvatarStandingFriction; | ||
202 | m_physicsScene.PE.SetFriction(m_controllingPrim.PhysBody, m_controllingPrim.Friction); | ||
203 | } | ||
204 | } | ||
205 | else | ||
206 | { | ||
207 | if (m_controllingPrim.Flying) | ||
208 | { | ||
209 | // Flying and not colliding and velocity nearly zero. | ||
210 | m_controllingPrim.ZeroMotion(true /* inTaintTime */); | ||
211 | } | ||
212 | else | ||
213 | { | ||
214 | //We are falling but are not touching any keys make sure not falling too fast | ||
215 | if (m_controllingPrim.RawVelocity.Z < BSParam.AvatarTerminalVelocity) | ||
216 | { | ||
217 | |||
218 | OMV.Vector3 slowingForce = new OMV.Vector3(0f, 0f, BSParam.AvatarTerminalVelocity - m_controllingPrim.RawVelocity.Z) * m_controllingPrim.Mass; | ||
219 | m_physicsScene.PE.ApplyCentralImpulse(m_controllingPrim.PhysBody, slowingForce); | ||
220 | } | ||
221 | |||
222 | } | ||
223 | } | ||
224 | |||
225 | m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,taint,stopping,target={1},colliding={2}", | ||
226 | m_controllingPrim.LocalID, m_velocityMotor.TargetValue, m_controllingPrim.IsColliding); | ||
227 | } | ||
228 | else | ||
229 | { | ||
230 | // Supposed to be moving. | ||
231 | OMV.Vector3 stepVelocity = m_velocityMotor.CurrentValue; | ||
232 | |||
233 | if (m_controllingPrim.Friction != BSParam.AvatarFriction) | ||
234 | { | ||
235 | // Probably starting to walk. Set friction to moving friction. | ||
236 | m_controllingPrim.Friction = BSParam.AvatarFriction; | ||
237 | m_physicsScene.PE.SetFriction(m_controllingPrim.PhysBody, m_controllingPrim.Friction); | ||
238 | } | ||
239 | |||
240 | if (!m_controllingPrim.Flying && !m_controllingPrim.IsColliding) | ||
241 | { | ||
242 | stepVelocity.Z = m_controllingPrim.RawVelocity.Z; | ||
243 | } | ||
244 | |||
245 | // Colliding and not flying with an upward force. The avatar must be trying to jump. | ||
246 | if (!m_controllingPrim.Flying && m_controllingPrim.IsColliding && stepVelocity.Z > 0) | ||
247 | { | ||
248 | // We allow the upward force to happen for this many frames. | ||
249 | m_jumpFrames = BSParam.AvatarJumpFrames; | ||
250 | m_jumpVelocity = stepVelocity.Z; | ||
251 | } | ||
252 | |||
253 | // The case where the avatar is not colliding and is not flying is special. | ||
254 | // The avatar is either falling or jumping and the user can be applying force to the avatar | ||
255 | // (force in some direction or force up or down). | ||
256 | // If the avatar has negative Z velocity and is not colliding, presume we're falling and keep the velocity. | ||
257 | // If the user is trying to apply upward force but we're not colliding, assume the avatar | ||
258 | // is trying to jump and don't apply the upward force if not touching the ground any more. | ||
259 | if (!m_controllingPrim.Flying && !m_controllingPrim.IsColliding) | ||
260 | { | ||
261 | // If upward velocity is being applied, this must be a jump and only allow that to go on so long | ||
262 | if (m_jumpFrames > 0) | ||
263 | { | ||
264 | // Since not touching the ground, only apply upward force for so long. | ||
265 | m_jumpFrames--; | ||
266 | stepVelocity.Z = m_jumpVelocity; | ||
267 | } | ||
268 | else | ||
269 | { | ||
270 | |||
271 | // Since we're not affected by anything, the avatar must be falling and we do not want that to be too fast. | ||
272 | if (m_controllingPrim.RawVelocity.Z < BSParam.AvatarTerminalVelocity) | ||
273 | { | ||
274 | |||
275 | stepVelocity.Z = BSParam.AvatarTerminalVelocity; | ||
276 | } | ||
277 | else | ||
278 | { | ||
279 | stepVelocity.Z = m_controllingPrim.RawVelocity.Z; | ||
280 | } | ||
281 | } | ||
282 | // DetailLog("{0},BSCharacter.MoveMotor,taint,overrideStepZWithWorldZ,stepVel={1}", LocalID, stepVelocity); | ||
283 | } | ||
284 | |||
285 | //Alicia: Maintain minimum height when flying. | ||
286 | // SL has a flying effect that keeps the avatar flying above the ground by some margin | ||
287 | if (m_controllingPrim.Flying) | ||
288 | { | ||
289 | float hover_height = m_physicsScene.TerrainManager.GetTerrainHeightAtXYZ(m_controllingPrim.RawPosition) | ||
290 | + BSParam.AvatarFlyingGroundMargin; | ||
291 | |||
292 | if( m_controllingPrim.Position.Z < hover_height) | ||
293 | { | ||
294 | stepVelocity.Z += BSParam.AvatarFlyingGroundUpForce; | ||
295 | } | ||
296 | } | ||
297 | |||
298 | // 'stepVelocity' is now the speed we'd like the avatar to move in. Turn that into an instantanous force. | ||
299 | OMV.Vector3 moveForce = (stepVelocity - m_controllingPrim.RawVelocity) * m_controllingPrim.Mass; | ||
300 | |||
301 | // Add special movement force to allow avatars to walk up stepped surfaces. | ||
302 | moveForce += WalkUpStairs(); | ||
303 | |||
304 | m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}", | ||
305 | m_controllingPrim.LocalID, stepVelocity, m_controllingPrim.RawVelocity, m_controllingPrim.Mass, moveForce); | ||
306 | m_physicsScene.PE.ApplyCentralImpulse(m_controllingPrim.PhysBody, moveForce); | ||
307 | } | ||
308 | } | ||
309 | |||
310 | // Called just as the property update is received from the physics engine. | ||
311 | // Do any mode necessary for avatar movement. | ||
312 | private void Process_OnPreUpdateProperty(ref EntityProperties entprop) | ||
313 | { | ||
314 | // Don't change position if standing on a stationary object. | ||
315 | if (m_controllingPrim.IsStationary) | ||
316 | { | ||
317 | entprop.Position = m_controllingPrim.RawPosition; | ||
318 | entprop.Velocity = OMV.Vector3.Zero; | ||
319 | m_physicsScene.PE.SetTranslation(m_controllingPrim.PhysBody, entprop.Position, entprop.Rotation); | ||
320 | } | ||
321 | |||
322 | } | ||
323 | |||
324 | // Decide if the character is colliding with a low object and compute a force to pop the | ||
325 | // avatar up so it can walk up and over the low objects. | ||
326 | private OMV.Vector3 WalkUpStairs() | ||
327 | { | ||
328 | OMV.Vector3 ret = OMV.Vector3.Zero; | ||
329 | |||
330 | m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs,IsColliding={1},flying={2},targSpeed={3},collisions={4},avHeight={5}", | ||
331 | m_controllingPrim.LocalID, m_controllingPrim.IsColliding, m_controllingPrim.Flying, | ||
332 | m_controllingPrim.TargetVelocitySpeed, m_controllingPrim.CollisionsLastTick.Count, m_controllingPrim.Size.Z); | ||
333 | |||
334 | // Check for stairs climbing if colliding, not flying and moving forward | ||
335 | if ( m_controllingPrim.IsColliding | ||
336 | && !m_controllingPrim.Flying | ||
337 | && m_controllingPrim.TargetVelocitySpeed > 0.1f ) | ||
338 | { | ||
339 | // The range near the character's feet where we will consider stairs | ||
340 | // float nearFeetHeightMin = m_controllingPrim.RawPosition.Z - (m_controllingPrim.Size.Z / 2f) + 0.05f; | ||
341 | // Note: there is a problem with the computation of the capsule height. Thus RawPosition is off | ||
342 | // from the height. Revisit size and this computation when height is scaled properly. | ||
343 | float nearFeetHeightMin = m_controllingPrim.RawPosition.Z - (m_controllingPrim.Size.Z / 2f) - BSParam.AvatarStepGroundFudge; | ||
344 | float nearFeetHeightMax = nearFeetHeightMin + BSParam.AvatarStepHeight; | ||
345 | |||
346 | // Look for a collision point that is near the character's feet and is oriented the same as the charactor is. | ||
347 | // Find the highest 'good' collision. | ||
348 | OMV.Vector3 highestTouchPosition = OMV.Vector3.Zero; | ||
349 | foreach (KeyValuePair<uint, ContactPoint> kvp in m_controllingPrim.CollisionsLastTick.m_objCollisionList) | ||
350 | { | ||
351 | // Don't care about collisions with the terrain | ||
352 | if (kvp.Key > m_physicsScene.TerrainManager.HighestTerrainID) | ||
353 | { | ||
354 | BSPhysObject collisionObject; | ||
355 | if (m_physicsScene.PhysObjects.TryGetValue(kvp.Key, out collisionObject)) | ||
356 | { | ||
357 | if (!collisionObject.IsVolumeDetect) | ||
358 | { | ||
359 | OMV.Vector3 touchPosition = kvp.Value.Position; | ||
360 | m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs,min={1},max={2},touch={3}", | ||
361 | m_controllingPrim.LocalID, nearFeetHeightMin, nearFeetHeightMax, touchPosition); | ||
362 | if (touchPosition.Z >= nearFeetHeightMin && touchPosition.Z <= nearFeetHeightMax) | ||
363 | { | ||
364 | // This contact is within the 'near the feet' range. | ||
365 | // The step is presumed to be more or less vertical. Thus the Z component should | ||
366 | // be nearly horizontal. | ||
367 | OMV.Vector3 directionFacing = OMV.Vector3.UnitX * m_controllingPrim.RawOrientation; | ||
368 | OMV.Vector3 touchNormal = OMV.Vector3.Normalize(kvp.Value.SurfaceNormal); | ||
369 | const float PIOver2 = 1.571f; // Used to make unit vector axis into approx radian angles | ||
370 | // m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs,avNormal={1},colNormal={2},diff={3}", | ||
371 | // m_controllingPrim.LocalID, directionFacing, touchNormal, | ||
372 | // Math.Abs(OMV.Vector3.Distance(directionFacing, touchNormal)) ); | ||
373 | if ((Math.Abs(directionFacing.Z) * PIOver2) < BSParam.AvatarStepAngle | ||
374 | && (Math.Abs(touchNormal.Z) * PIOver2) < BSParam.AvatarStepAngle) | ||
375 | { | ||
376 | // The normal should be our contact point to the object so it is pointing away | ||
377 | // thus the difference between our facing orientation and the normal should be small. | ||
378 | float diff = Math.Abs(OMV.Vector3.Distance(directionFacing, touchNormal)); | ||
379 | if (diff < BSParam.AvatarStepApproachFactor) | ||
380 | { | ||
381 | if (highestTouchPosition.Z < touchPosition.Z) | ||
382 | highestTouchPosition = touchPosition; | ||
383 | } | ||
384 | } | ||
385 | } | ||
386 | } | ||
387 | } | ||
388 | } | ||
389 | } | ||
390 | m_walkingUpStairs = 0; | ||
391 | // If there is a good step sensing, move the avatar over the step. | ||
392 | if (highestTouchPosition != OMV.Vector3.Zero) | ||
393 | { | ||
394 | // Remember that we are going up stairs. This is needed because collisions | ||
395 | // will stop when we move up so this smoothes out that effect. | ||
396 | m_walkingUpStairs = BSParam.AvatarStepSmoothingSteps; | ||
397 | |||
398 | m_lastStepUp = highestTouchPosition.Z - nearFeetHeightMin; | ||
399 | ret = ComputeStairCorrection(m_lastStepUp); | ||
400 | m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs,touchPos={1},nearFeetMin={2},ret={3}", | ||
401 | m_controllingPrim.LocalID, highestTouchPosition, nearFeetHeightMin, ret); | ||
402 | } | ||
403 | } | ||
404 | else | ||
405 | { | ||
406 | // If we used to be going up stairs but are not now, smooth the case where collision goes away while | ||
407 | // we are bouncing up the stairs. | ||
408 | if (m_walkingUpStairs > 0) | ||
409 | { | ||
410 | m_walkingUpStairs--; | ||
411 | ret = ComputeStairCorrection(m_lastStepUp); | ||
412 | } | ||
413 | } | ||
414 | |||
415 | return ret; | ||
416 | } | ||
417 | |||
418 | private OMV.Vector3 ComputeStairCorrection(float stepUp) | ||
419 | { | ||
420 | OMV.Vector3 ret = OMV.Vector3.Zero; | ||
421 | OMV.Vector3 displacement = OMV.Vector3.Zero; | ||
422 | |||
423 | if (stepUp > 0f) | ||
424 | { | ||
425 | // Found the stairs contact point. Push up a little to raise the character. | ||
426 | if (BSParam.AvatarStepForceFactor > 0f) | ||
427 | { | ||
428 | float upForce = stepUp * m_controllingPrim.Mass * BSParam.AvatarStepForceFactor; | ||
429 | ret = new OMV.Vector3(0f, 0f, upForce); | ||
430 | } | ||
431 | |||
432 | // Also move the avatar up for the new height | ||
433 | if (BSParam.AvatarStepUpCorrectionFactor > 0f) | ||
434 | { | ||
435 | // Move the avatar up related to the height of the collision | ||
436 | displacement = new OMV.Vector3(0f, 0f, stepUp * BSParam.AvatarStepUpCorrectionFactor); | ||
437 | m_controllingPrim.ForcePosition = m_controllingPrim.RawPosition + displacement; | ||
438 | } | ||
439 | else | ||
440 | { | ||
441 | if (BSParam.AvatarStepUpCorrectionFactor < 0f) | ||
442 | { | ||
443 | // Move the avatar up about the specified step height | ||
444 | displacement = new OMV.Vector3(0f, 0f, BSParam.AvatarStepHeight); | ||
445 | m_controllingPrim.ForcePosition = m_controllingPrim.RawPosition + displacement; | ||
446 | } | ||
447 | } | ||
448 | m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs.ComputeStairCorrection,stepUp={1},isp={2},force={3}", | ||
449 | m_controllingPrim.LocalID, stepUp, displacement, ret); | ||
450 | |||
451 | } | ||
452 | return ret; | ||
453 | } | ||
454 | } | ||
455 | } | ||
456 | |||
457 | |||
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSActorHover.cs b/OpenSim/Region/PhysicsModules/BulletS/BSActorHover.cs new file mode 100755 index 0000000..7ff171e --- /dev/null +++ b/OpenSim/Region/PhysicsModules/BulletS/BSActorHover.cs | |||
@@ -0,0 +1,174 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Linq; | ||
31 | using System.Text; | ||
32 | |||
33 | using OpenSim.Region.PhysicsModules.SharedBase; | ||
34 | |||
35 | using OMV = OpenMetaverse; | ||
36 | |||
37 | namespace OpenSim.Region.PhysicsModule.BulletS | ||
38 | { | ||
39 | public class BSActorHover : BSActor | ||
40 | { | ||
41 | private BSFMotor m_hoverMotor; | ||
42 | |||
43 | public BSActorHover(BSScene physicsScene, BSPhysObject pObj, string actorName) | ||
44 | : base(physicsScene, pObj, actorName) | ||
45 | { | ||
46 | m_hoverMotor = null; | ||
47 | m_physicsScene.DetailLog("{0},BSActorHover,constructor", m_controllingPrim.LocalID); | ||
48 | } | ||
49 | |||
50 | // BSActor.isActive | ||
51 | public override bool isActive | ||
52 | { | ||
53 | get { return Enabled; } | ||
54 | } | ||
55 | |||
56 | // Release any connections and resources used by the actor. | ||
57 | // BSActor.Dispose() | ||
58 | public override void Dispose() | ||
59 | { | ||
60 | Enabled = false; | ||
61 | DeactivateHover(); | ||
62 | } | ||
63 | |||
64 | // Called when physical parameters (properties set in Bullet) need to be re-applied. | ||
65 | // Called at taint-time. | ||
66 | // BSActor.Refresh() | ||
67 | public override void Refresh() | ||
68 | { | ||
69 | m_physicsScene.DetailLog("{0},BSActorHover,refresh", m_controllingPrim.LocalID); | ||
70 | |||
71 | // If not active any more, turn me off | ||
72 | if (!m_controllingPrim.HoverActive) | ||
73 | { | ||
74 | SetEnabled(false); | ||
75 | } | ||
76 | |||
77 | // If the object is physically active, add the hoverer prestep action | ||
78 | if (isActive) | ||
79 | { | ||
80 | ActivateHover(); | ||
81 | } | ||
82 | else | ||
83 | { | ||
84 | DeactivateHover(); | ||
85 | } | ||
86 | } | ||
87 | |||
88 | // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). | ||
89 | // Register a prestep action to restore physical requirements before the next simulation step. | ||
90 | // Called at taint-time. | ||
91 | // BSActor.RemoveDependencies() | ||
92 | public override void RemoveDependencies() | ||
93 | { | ||
94 | // Nothing to do for the hoverer since it is all software at pre-step action time. | ||
95 | } | ||
96 | |||
97 | // If a hover motor has not been created, create one and start the hovering. | ||
98 | private void ActivateHover() | ||
99 | { | ||
100 | if (m_hoverMotor == null) | ||
101 | { | ||
102 | // Turning the target on | ||
103 | m_hoverMotor = new BSFMotor("BSActorHover", | ||
104 | m_controllingPrim.HoverTau, // timeScale | ||
105 | BSMotor.Infinite, // decay time scale | ||
106 | 1f // efficiency | ||
107 | ); | ||
108 | m_hoverMotor.SetTarget(ComputeCurrentHoverHeight()); | ||
109 | m_hoverMotor.SetCurrent(m_controllingPrim.RawPosition.Z); | ||
110 | m_hoverMotor.PhysicsScene = m_physicsScene; // DEBUG DEBUG so motor will output detail log messages. | ||
111 | |||
112 | m_physicsScene.BeforeStep += Hoverer; | ||
113 | } | ||
114 | } | ||
115 | |||
116 | private void DeactivateHover() | ||
117 | { | ||
118 | if (m_hoverMotor != null) | ||
119 | { | ||
120 | m_physicsScene.BeforeStep -= Hoverer; | ||
121 | m_hoverMotor = null; | ||
122 | } | ||
123 | } | ||
124 | |||
125 | // Called just before the simulation step. Update the vertical position for hoverness. | ||
126 | private void Hoverer(float timeStep) | ||
127 | { | ||
128 | // Don't do hovering while the object is selected. | ||
129 | if (!isActive) | ||
130 | return; | ||
131 | |||
132 | m_hoverMotor.SetCurrent(m_controllingPrim.RawPosition.Z); | ||
133 | m_hoverMotor.SetTarget(ComputeCurrentHoverHeight()); | ||
134 | float targetHeight = m_hoverMotor.Step(timeStep); | ||
135 | |||
136 | // 'targetHeight' is where we'd like the Z of the prim to be at this moment. | ||
137 | // Compute the amount of force to push us there. | ||
138 | float moveForce = (targetHeight - m_controllingPrim.RawPosition.Z) * m_controllingPrim.RawMass; | ||
139 | // Undo anything the object thinks it's doing at the moment | ||
140 | moveForce = -m_controllingPrim.RawVelocity.Z * m_controllingPrim.Mass; | ||
141 | |||
142 | m_physicsScene.PE.ApplyCentralImpulse(m_controllingPrim.PhysBody, new OMV.Vector3(0f, 0f, moveForce)); | ||
143 | m_physicsScene.DetailLog("{0},BSPrim.Hover,move,targHt={1},moveForce={2},mass={3}", | ||
144 | m_controllingPrim.LocalID, targetHeight, moveForce, m_controllingPrim.RawMass); | ||
145 | } | ||
146 | |||
147 | // Based on current position, determine what we should be hovering at now. | ||
148 | // Must recompute often. What if we walked offa cliff> | ||
149 | private float ComputeCurrentHoverHeight() | ||
150 | { | ||
151 | float ret = m_controllingPrim.HoverHeight; | ||
152 | float groundHeight = m_physicsScene.TerrainManager.GetTerrainHeightAtXYZ(m_controllingPrim.RawPosition); | ||
153 | |||
154 | switch (m_controllingPrim.HoverType) | ||
155 | { | ||
156 | case PIDHoverType.Ground: | ||
157 | ret = groundHeight + m_controllingPrim.HoverHeight; | ||
158 | break; | ||
159 | case PIDHoverType.GroundAndWater: | ||
160 | float waterHeight = m_physicsScene.TerrainManager.GetWaterLevelAtXYZ(m_controllingPrim.RawPosition); | ||
161 | if (groundHeight > waterHeight) | ||
162 | { | ||
163 | ret = groundHeight + m_controllingPrim.HoverHeight; | ||
164 | } | ||
165 | else | ||
166 | { | ||
167 | ret = waterHeight + m_controllingPrim.HoverHeight; | ||
168 | } | ||
169 | break; | ||
170 | } | ||
171 | return ret; | ||
172 | } | ||
173 | } | ||
174 | } | ||
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSActorLockAxis.cs b/OpenSim/Region/PhysicsModules/BulletS/BSActorLockAxis.cs new file mode 100755 index 0000000..78c1b6a --- /dev/null +++ b/OpenSim/Region/PhysicsModules/BulletS/BSActorLockAxis.cs | |||
@@ -0,0 +1,219 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Linq; | ||
31 | using System.Text; | ||
32 | |||
33 | using OMV = OpenMetaverse; | ||
34 | |||
35 | namespace OpenSim.Region.PhysicsModule.BulletS | ||
36 | { | ||
37 | public class BSActorLockAxis : BSActor | ||
38 | { | ||
39 | private BSConstraint LockAxisConstraint = null; | ||
40 | private bool HaveRegisteredForBeforeStepCallback = false; | ||
41 | |||
42 | // The lock access flags (which axises were locked) when the contraint was built. | ||
43 | // Used to see if locking has changed since when the constraint was built. | ||
44 | OMV.Vector3 LockAxisLinearFlags; | ||
45 | OMV.Vector3 LockAxisAngularFlags; | ||
46 | |||
47 | public BSActorLockAxis(BSScene physicsScene, BSPhysObject pObj, string actorName) | ||
48 | : base(physicsScene, pObj, actorName) | ||
49 | { | ||
50 | m_physicsScene.DetailLog("{0},BSActorLockAxis,constructor", m_controllingPrim.LocalID); | ||
51 | LockAxisConstraint = null; | ||
52 | HaveRegisteredForBeforeStepCallback = false; | ||
53 | } | ||
54 | |||
55 | // BSActor.isActive | ||
56 | public override bool isActive | ||
57 | { | ||
58 | get { return Enabled && m_controllingPrim.IsPhysicallyActive; } | ||
59 | } | ||
60 | |||
61 | // Release any connections and resources used by the actor. | ||
62 | // BSActor.Dispose() | ||
63 | public override void Dispose() | ||
64 | { | ||
65 | Enabled = false; | ||
66 | UnRegisterForBeforeStepCallback(); | ||
67 | RemoveAxisLockConstraint(); | ||
68 | } | ||
69 | |||
70 | // Called when physical parameters (properties set in Bullet) need to be re-applied. | ||
71 | // Called at taint-time. | ||
72 | // BSActor.Refresh() | ||
73 | public override void Refresh() | ||
74 | { | ||
75 | // Since the axis logging is done with a constraint, Refresh() time is good for | ||
76 | // changing parameters but this needs to wait until the prim/linkset is physically | ||
77 | // constructed. Therefore, the constraint itself is placed at pre-step time. | ||
78 | |||
79 | // If all the axis are free, we don't need to exist | ||
80 | // Refresh() only turns off. Enabling is done by InitializeAxisActor() | ||
81 | // whenever parameters are changed. | ||
82 | // This leaves 'enable' free to turn off an actor when it is not wanted to run. | ||
83 | if (m_controllingPrim.LockedAngularAxis == m_controllingPrim.LockedAxisFree | ||
84 | && m_controllingPrim.LockedLinearAxis == m_controllingPrim.LockedAxisFree) | ||
85 | { | ||
86 | Enabled = false; | ||
87 | } | ||
88 | |||
89 | if (isActive) | ||
90 | { | ||
91 | RegisterForBeforeStepCallback(); | ||
92 | } | ||
93 | else | ||
94 | { | ||
95 | RemoveDependencies(); | ||
96 | UnRegisterForBeforeStepCallback(); | ||
97 | } | ||
98 | } | ||
99 | |||
100 | // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). | ||
101 | // Register a prestep action to restore physical requirements before the next simulation step. | ||
102 | // Called at taint-time. | ||
103 | // BSActor.RemoveDependencies() | ||
104 | public override void RemoveDependencies() | ||
105 | { | ||
106 | RemoveAxisLockConstraint(); | ||
107 | } | ||
108 | |||
109 | private void RegisterForBeforeStepCallback() | ||
110 | { | ||
111 | if (!HaveRegisteredForBeforeStepCallback) | ||
112 | { | ||
113 | m_physicsScene.BeforeStep += PhysicsScene_BeforeStep; | ||
114 | HaveRegisteredForBeforeStepCallback = true; | ||
115 | } | ||
116 | } | ||
117 | |||
118 | private void UnRegisterForBeforeStepCallback() | ||
119 | { | ||
120 | if (HaveRegisteredForBeforeStepCallback) | ||
121 | { | ||
122 | m_physicsScene.BeforeStep -= PhysicsScene_BeforeStep; | ||
123 | HaveRegisteredForBeforeStepCallback = false; | ||
124 | } | ||
125 | } | ||
126 | |||
127 | private void PhysicsScene_BeforeStep(float timestep) | ||
128 | { | ||
129 | // If all the axis are free, we don't need to exist | ||
130 | if (m_controllingPrim.LockedAngularAxis == m_controllingPrim.LockedAxisFree | ||
131 | && m_controllingPrim.LockedLinearAxis == m_controllingPrim.LockedAxisFree) | ||
132 | { | ||
133 | Enabled = false; | ||
134 | } | ||
135 | |||
136 | // If the object is physically active, add the axis locking constraint | ||
137 | if (isActive) | ||
138 | { | ||
139 | // Check to see if the locking parameters have changed | ||
140 | if (m_controllingPrim.LockedLinearAxis != this.LockAxisLinearFlags | ||
141 | || m_controllingPrim.LockedAngularAxis != this.LockAxisAngularFlags) | ||
142 | { | ||
143 | // The locking has changed. Remove the old constraint and build a new one | ||
144 | RemoveAxisLockConstraint(); | ||
145 | } | ||
146 | |||
147 | AddAxisLockConstraint(); | ||
148 | } | ||
149 | else | ||
150 | { | ||
151 | RemoveAxisLockConstraint(); | ||
152 | } | ||
153 | } | ||
154 | |||
155 | // Note that this relies on being called at TaintTime | ||
156 | private void AddAxisLockConstraint() | ||
157 | { | ||
158 | if (LockAxisConstraint == null) | ||
159 | { | ||
160 | // Lock that axis by creating a 6DOF constraint that has one end in the world and | ||
161 | // the other in the object. | ||
162 | // http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=20817 | ||
163 | // http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=26380 | ||
164 | |||
165 | // Remove any existing axis constraint (just to be sure) | ||
166 | RemoveAxisLockConstraint(); | ||
167 | |||
168 | BSConstraint6Dof axisConstrainer = new BSConstraint6Dof(m_physicsScene.World, m_controllingPrim.PhysBody, | ||
169 | OMV.Vector3.Zero, OMV.Quaternion.Identity, | ||
170 | false /* useLinearReferenceFrameB */, true /* disableCollisionsBetweenLinkedBodies */); | ||
171 | LockAxisConstraint = axisConstrainer; | ||
172 | m_physicsScene.Constraints.AddConstraint(LockAxisConstraint); | ||
173 | |||
174 | // Remember the clocking being inforced so we can notice if they have changed | ||
175 | LockAxisLinearFlags = m_controllingPrim.LockedLinearAxis; | ||
176 | LockAxisAngularFlags = m_controllingPrim.LockedAngularAxis; | ||
177 | |||
178 | // The constraint is tied to the world and oriented to the prim. | ||
179 | |||
180 | if (!axisConstrainer.SetLinearLimits(m_controllingPrim.LockedLinearAxisLow, m_controllingPrim.LockedLinearAxisHigh)) | ||
181 | { | ||
182 | m_physicsScene.DetailLog("{0},BSActorLockAxis.AddAxisLockConstraint,failedSetLinearLimits", | ||
183 | m_controllingPrim.LocalID); | ||
184 | } | ||
185 | |||
186 | if (!axisConstrainer.SetAngularLimits(m_controllingPrim.LockedAngularAxisLow, m_controllingPrim.LockedAngularAxisHigh)) | ||
187 | { | ||
188 | m_physicsScene.DetailLog("{0},BSActorLockAxis.AddAxisLockConstraint,failedSetAngularLimits", | ||
189 | m_controllingPrim.LocalID); | ||
190 | } | ||
191 | |||
192 | m_physicsScene.DetailLog("{0},BSActorLockAxis.AddAxisLockConstraint,create,linLow={1},linHi={2},angLow={3},angHi={4}", | ||
193 | m_controllingPrim.LocalID, | ||
194 | m_controllingPrim.LockedLinearAxisLow, | ||
195 | m_controllingPrim.LockedLinearAxisHigh, | ||
196 | m_controllingPrim.LockedAngularAxisLow, | ||
197 | m_controllingPrim.LockedAngularAxisHigh); | ||
198 | |||
199 | // Constants from one of the posts mentioned above and used in Bullet's ConstraintDemo. | ||
200 | axisConstrainer.TranslationalLimitMotor(true /* enable */, 5.0f, 0.1f); | ||
201 | |||
202 | axisConstrainer.RecomputeConstraintVariables(m_controllingPrim.RawMass); | ||
203 | |||
204 | RegisterForBeforeStepCallback(); | ||
205 | } | ||
206 | } | ||
207 | |||
208 | private void RemoveAxisLockConstraint() | ||
209 | { | ||
210 | UnRegisterForBeforeStepCallback(); | ||
211 | if (LockAxisConstraint != null) | ||
212 | { | ||
213 | m_physicsScene.Constraints.RemoveAndDestroyConstraint(LockAxisConstraint); | ||
214 | LockAxisConstraint = null; | ||
215 | m_physicsScene.DetailLog("{0},BSActorLockAxis.RemoveAxisLockConstraint,destroyingConstraint", m_controllingPrim.LocalID); | ||
216 | } | ||
217 | } | ||
218 | } | ||
219 | } | ||
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSActorMoveToTarget.cs b/OpenSim/Region/PhysicsModules/BulletS/BSActorMoveToTarget.cs new file mode 100755 index 0000000..3db8f2c --- /dev/null +++ b/OpenSim/Region/PhysicsModules/BulletS/BSActorMoveToTarget.cs | |||
@@ -0,0 +1,220 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Linq; | ||
31 | using System.Text; | ||
32 | |||
33 | using OpenSim.Region.PhysicsModules.SharedBase; | ||
34 | |||
35 | using OMV = OpenMetaverse; | ||
36 | |||
37 | namespace OpenSim.Region.PhysicsModule.BulletS | ||
38 | { | ||
39 | public class BSActorMoveToTarget : BSActor | ||
40 | { | ||
41 | private BSVMotor m_targetMotor; | ||
42 | |||
43 | public BSActorMoveToTarget(BSScene physicsScene, BSPhysObject pObj, string actorName) | ||
44 | : base(physicsScene, pObj, actorName) | ||
45 | { | ||
46 | m_targetMotor = null; | ||
47 | m_physicsScene.DetailLog("{0},BSActorMoveToTarget,constructor", m_controllingPrim.LocalID); | ||
48 | } | ||
49 | |||
50 | // BSActor.isActive | ||
51 | public override bool isActive | ||
52 | { | ||
53 | // MoveToTarget only works on physical prims | ||
54 | get { return Enabled && m_controllingPrim.IsPhysicallyActive; } | ||
55 | } | ||
56 | |||
57 | // Release any connections and resources used by the actor. | ||
58 | // BSActor.Dispose() | ||
59 | public override void Dispose() | ||
60 | { | ||
61 | Enabled = false; | ||
62 | DeactivateMoveToTarget(); | ||
63 | } | ||
64 | |||
65 | // Called when physical parameters (properties set in Bullet) need to be re-applied. | ||
66 | // Called at taint-time. | ||
67 | // BSActor.Refresh() | ||
68 | public override void Refresh() | ||
69 | { | ||
70 | m_physicsScene.DetailLog("{0},BSActorMoveToTarget,refresh,enabled={1},active={2},target={3},tau={4}", | ||
71 | m_controllingPrim.LocalID, Enabled, m_controllingPrim.MoveToTargetActive, | ||
72 | m_controllingPrim.MoveToTargetTarget, m_controllingPrim.MoveToTargetTau ); | ||
73 | |||
74 | // If not active any more... | ||
75 | if (!m_controllingPrim.MoveToTargetActive) | ||
76 | { | ||
77 | Enabled = false; | ||
78 | } | ||
79 | |||
80 | if (isActive) | ||
81 | { | ||
82 | ActivateMoveToTarget(); | ||
83 | } | ||
84 | else | ||
85 | { | ||
86 | DeactivateMoveToTarget(); | ||
87 | } | ||
88 | } | ||
89 | |||
90 | // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). | ||
91 | // Register a prestep action to restore physical requirements before the next simulation step. | ||
92 | // Called at taint-time. | ||
93 | // BSActor.RemoveDependencies() | ||
94 | public override void RemoveDependencies() | ||
95 | { | ||
96 | // Nothing to do for the moveToTarget since it is all software at pre-step action time. | ||
97 | } | ||
98 | |||
99 | // If a hover motor has not been created, create one and start the hovering. | ||
100 | private void ActivateMoveToTarget() | ||
101 | { | ||
102 | if (m_targetMotor == null) | ||
103 | { | ||
104 | // We're taking over after this. | ||
105 | m_controllingPrim.ZeroMotion(true); | ||
106 | |||
107 | /* Someday use the PID controller | ||
108 | m_targetMotor = new BSPIDVMotor("BSActorMoveToTarget-" + m_controllingPrim.LocalID.ToString()); | ||
109 | m_targetMotor.TimeScale = m_controllingPrim.MoveToTargetTau; | ||
110 | m_targetMotor.Efficiency = 1f; | ||
111 | */ | ||
112 | m_targetMotor = new BSVMotor("BSActorMoveToTarget-" + m_controllingPrim.LocalID.ToString(), | ||
113 | m_controllingPrim.MoveToTargetTau, // timeScale | ||
114 | BSMotor.Infinite, // decay time scale | ||
115 | 1f // efficiency | ||
116 | ); | ||
117 | m_targetMotor.PhysicsScene = m_physicsScene; // DEBUG DEBUG so motor will output detail log messages. | ||
118 | m_targetMotor.SetTarget(m_controllingPrim.MoveToTargetTarget); | ||
119 | m_targetMotor.SetCurrent(m_controllingPrim.RawPosition); | ||
120 | |||
121 | // m_physicsScene.BeforeStep += Mover; | ||
122 | m_physicsScene.BeforeStep += Mover2; | ||
123 | } | ||
124 | else | ||
125 | { | ||
126 | // If already allocated, make sure the target and other paramters are current | ||
127 | m_targetMotor.SetTarget(m_controllingPrim.MoveToTargetTarget); | ||
128 | m_targetMotor.SetCurrent(m_controllingPrim.RawPosition); | ||
129 | } | ||
130 | } | ||
131 | |||
132 | private void DeactivateMoveToTarget() | ||
133 | { | ||
134 | if (m_targetMotor != null) | ||
135 | { | ||
136 | // m_physicsScene.BeforeStep -= Mover; | ||
137 | m_physicsScene.BeforeStep -= Mover2; | ||
138 | m_targetMotor = null; | ||
139 | } | ||
140 | } | ||
141 | |||
142 | // Origional mover that set the objects position to move to the target. | ||
143 | // The problem was that gravity would keep trying to push the object down so | ||
144 | // the overall downward velocity would increase to infinity. | ||
145 | // Called just before the simulation step. | ||
146 | private void Mover(float timeStep) | ||
147 | { | ||
148 | // Don't do hovering while the object is selected. | ||
149 | if (!isActive) | ||
150 | return; | ||
151 | |||
152 | OMV.Vector3 origPosition = m_controllingPrim.RawPosition; // DEBUG DEBUG (for printout below) | ||
153 | |||
154 | // 'movePosition' is where we'd like the prim to be at this moment. | ||
155 | OMV.Vector3 movePosition = m_controllingPrim.RawPosition + m_targetMotor.Step(timeStep); | ||
156 | |||
157 | // If we are very close to our target, turn off the movement motor. | ||
158 | if (m_targetMotor.ErrorIsZero()) | ||
159 | { | ||
160 | m_physicsScene.DetailLog("{0},BSActorMoveToTarget.Mover,zeroMovement,movePos={1},pos={2},mass={3}", | ||
161 | m_controllingPrim.LocalID, movePosition, m_controllingPrim.RawPosition, m_controllingPrim.Mass); | ||
162 | m_controllingPrim.ForcePosition = m_targetMotor.TargetValue; | ||
163 | m_controllingPrim.ForceVelocity = OMV.Vector3.Zero; | ||
164 | // Setting the position does not cause the physics engine to generate a property update. Force it. | ||
165 | m_physicsScene.PE.PushUpdate(m_controllingPrim.PhysBody); | ||
166 | } | ||
167 | else | ||
168 | { | ||
169 | m_controllingPrim.ForcePosition = movePosition; | ||
170 | // Setting the position does not cause the physics engine to generate a property update. Force it. | ||
171 | m_physicsScene.PE.PushUpdate(m_controllingPrim.PhysBody); | ||
172 | } | ||
173 | m_physicsScene.DetailLog("{0},BSActorMoveToTarget.Mover,move,fromPos={1},movePos={2}", | ||
174 | m_controllingPrim.LocalID, origPosition, movePosition); | ||
175 | } | ||
176 | |||
177 | // Version of mover that applies forces to move the physical object to the target. | ||
178 | // Also overcomes gravity so the object doesn't just drop to the ground. | ||
179 | // Called just before the simulation step. | ||
180 | private void Mover2(float timeStep) | ||
181 | { | ||
182 | // Don't do hovering while the object is selected. | ||
183 | if (!isActive) | ||
184 | return; | ||
185 | |||
186 | OMV.Vector3 origPosition = m_controllingPrim.RawPosition; // DEBUG DEBUG (for printout below) | ||
187 | OMV.Vector3 addedForce = OMV.Vector3.Zero; | ||
188 | |||
189 | // CorrectionVector is the movement vector required this step | ||
190 | OMV.Vector3 correctionVector = m_targetMotor.Step(timeStep, m_controllingPrim.RawPosition); | ||
191 | |||
192 | // If we are very close to our target, turn off the movement motor. | ||
193 | if (m_targetMotor.ErrorIsZero()) | ||
194 | { | ||
195 | m_physicsScene.DetailLog("{0},BSActorMoveToTarget.Mover3,zeroMovement,pos={1},mass={2}", | ||
196 | m_controllingPrim.LocalID, m_controllingPrim.RawPosition, m_controllingPrim.Mass); | ||
197 | m_controllingPrim.ForcePosition = m_targetMotor.TargetValue; | ||
198 | m_controllingPrim.ForceVelocity = OMV.Vector3.Zero; | ||
199 | // Setting the position does not cause the physics engine to generate a property update. Force it. | ||
200 | m_physicsScene.PE.PushUpdate(m_controllingPrim.PhysBody); | ||
201 | } | ||
202 | else | ||
203 | { | ||
204 | // First force to move us there -- the motor return a timestep scaled value. | ||
205 | addedForce = correctionVector / timeStep; | ||
206 | // Remove the existing velocity (only the moveToTarget force counts) | ||
207 | addedForce -= m_controllingPrim.RawVelocity; | ||
208 | // Overcome gravity. | ||
209 | addedForce -= m_controllingPrim.Gravity; | ||
210 | |||
211 | // Add enough force to overcome the mass of the object | ||
212 | addedForce *= m_controllingPrim.Mass; | ||
213 | |||
214 | m_controllingPrim.AddForce(addedForce, false /* pushForce */, true /* inTaintTime */); | ||
215 | } | ||
216 | m_physicsScene.DetailLog("{0},BSActorMoveToTarget.Mover3,move,fromPos={1},addedForce={2}", | ||
217 | m_controllingPrim.LocalID, origPosition, addedForce); | ||
218 | } | ||
219 | } | ||
220 | } | ||
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSActorSetForce.cs b/OpenSim/Region/PhysicsModules/BulletS/BSActorSetForce.cs new file mode 100755 index 0000000..ecb4b7f --- /dev/null +++ b/OpenSim/Region/PhysicsModules/BulletS/BSActorSetForce.cs | |||
@@ -0,0 +1,138 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Linq; | ||
31 | using System.Text; | ||
32 | |||
33 | using OpenSim.Region.PhysicsModules.SharedBase; | ||
34 | |||
35 | using OMV = OpenMetaverse; | ||
36 | |||
37 | namespace OpenSim.Region.PhysicsModule.BulletS | ||
38 | { | ||
39 | public class BSActorSetForce : BSActor | ||
40 | { | ||
41 | BSFMotor m_forceMotor; | ||
42 | |||
43 | public BSActorSetForce(BSScene physicsScene, BSPhysObject pObj, string actorName) | ||
44 | : base(physicsScene, pObj, actorName) | ||
45 | { | ||
46 | m_forceMotor = null; | ||
47 | m_physicsScene.DetailLog("{0},BSActorSetForce,constructor", m_controllingPrim.LocalID); | ||
48 | } | ||
49 | |||
50 | // BSActor.isActive | ||
51 | public override bool isActive | ||
52 | { | ||
53 | get { return Enabled && m_controllingPrim.IsPhysicallyActive; } | ||
54 | } | ||
55 | |||
56 | // Release any connections and resources used by the actor. | ||
57 | // BSActor.Dispose() | ||
58 | public override void Dispose() | ||
59 | { | ||
60 | Enabled = false; | ||
61 | DeactivateSetForce(); | ||
62 | } | ||
63 | |||
64 | // Called when physical parameters (properties set in Bullet) need to be re-applied. | ||
65 | // Called at taint-time. | ||
66 | // BSActor.Refresh() | ||
67 | public override void Refresh() | ||
68 | { | ||
69 | m_physicsScene.DetailLog("{0},BSActorSetForce,refresh", m_controllingPrim.LocalID); | ||
70 | |||
71 | // If not active any more, get rid of me (shouldn't ever happen, but just to be safe) | ||
72 | if (m_controllingPrim.RawForce == OMV.Vector3.Zero) | ||
73 | { | ||
74 | m_physicsScene.DetailLog("{0},BSActorSetForce,refresh,notSetForce,removing={1}", m_controllingPrim.LocalID, ActorName); | ||
75 | Enabled = false; | ||
76 | return; | ||
77 | } | ||
78 | |||
79 | // If the object is physically active, add the hoverer prestep action | ||
80 | if (isActive) | ||
81 | { | ||
82 | ActivateSetForce(); | ||
83 | } | ||
84 | else | ||
85 | { | ||
86 | DeactivateSetForce(); | ||
87 | } | ||
88 | } | ||
89 | |||
90 | // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). | ||
91 | // Register a prestep action to restore physical requirements before the next simulation step. | ||
92 | // Called at taint-time. | ||
93 | // BSActor.RemoveDependencies() | ||
94 | public override void RemoveDependencies() | ||
95 | { | ||
96 | // Nothing to do for the hoverer since it is all software at pre-step action time. | ||
97 | } | ||
98 | |||
99 | // If a hover motor has not been created, create one and start the hovering. | ||
100 | private void ActivateSetForce() | ||
101 | { | ||
102 | if (m_forceMotor == null) | ||
103 | { | ||
104 | // A fake motor that might be used someday | ||
105 | m_forceMotor = new BSFMotor("setForce", 1f, 1f, 1f); | ||
106 | |||
107 | m_physicsScene.BeforeStep += Mover; | ||
108 | } | ||
109 | } | ||
110 | |||
111 | private void DeactivateSetForce() | ||
112 | { | ||
113 | if (m_forceMotor != null) | ||
114 | { | ||
115 | m_physicsScene.BeforeStep -= Mover; | ||
116 | m_forceMotor = null; | ||
117 | } | ||
118 | } | ||
119 | |||
120 | // Called just before the simulation step. Update the vertical position for hoverness. | ||
121 | private void Mover(float timeStep) | ||
122 | { | ||
123 | // Don't do force while the object is selected. | ||
124 | if (!isActive) | ||
125 | return; | ||
126 | |||
127 | m_physicsScene.DetailLog("{0},BSActorSetForce,preStep,force={1}", m_controllingPrim.LocalID, m_controllingPrim.RawForce); | ||
128 | if (m_controllingPrim.PhysBody.HasPhysicalBody) | ||
129 | { | ||
130 | m_physicsScene.PE.ApplyCentralForce(m_controllingPrim.PhysBody, m_controllingPrim.RawForce); | ||
131 | m_controllingPrim.ActivateIfPhysical(false); | ||
132 | } | ||
133 | |||
134 | // TODO: | ||
135 | } | ||
136 | } | ||
137 | } | ||
138 | |||
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSActorSetTorque.cs b/OpenSim/Region/PhysicsModules/BulletS/BSActorSetTorque.cs new file mode 100755 index 0000000..a1cf4db --- /dev/null +++ b/OpenSim/Region/PhysicsModules/BulletS/BSActorSetTorque.cs | |||
@@ -0,0 +1,139 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Linq; | ||
31 | using System.Text; | ||
32 | |||
33 | using OpenSim.Region.PhysicsModules.SharedBase; | ||
34 | |||
35 | using OMV = OpenMetaverse; | ||
36 | |||
37 | namespace OpenSim.Region.PhysicsModule.BulletS | ||
38 | { | ||
39 | public class BSActorSetTorque : BSActor | ||
40 | { | ||
41 | BSFMotor m_torqueMotor; | ||
42 | |||
43 | public BSActorSetTorque(BSScene physicsScene, BSPhysObject pObj, string actorName) | ||
44 | : base(physicsScene, pObj, actorName) | ||
45 | { | ||
46 | m_torqueMotor = null; | ||
47 | m_physicsScene.DetailLog("{0},BSActorSetTorque,constructor", m_controllingPrim.LocalID); | ||
48 | } | ||
49 | |||
50 | // BSActor.isActive | ||
51 | public override bool isActive | ||
52 | { | ||
53 | get { return Enabled && m_controllingPrim.IsPhysicallyActive; } | ||
54 | } | ||
55 | |||
56 | // Release any connections and resources used by the actor. | ||
57 | // BSActor.Dispose() | ||
58 | public override void Dispose() | ||
59 | { | ||
60 | Enabled = false; | ||
61 | DeactivateSetTorque(); | ||
62 | } | ||
63 | |||
64 | // Called when physical parameters (properties set in Bullet) need to be re-applied. | ||
65 | // Called at taint-time. | ||
66 | // BSActor.Refresh() | ||
67 | public override void Refresh() | ||
68 | { | ||
69 | m_physicsScene.DetailLog("{0},BSActorSetTorque,refresh,torque={1}", m_controllingPrim.LocalID, m_controllingPrim.RawTorque); | ||
70 | |||
71 | // If not active any more, get rid of me (shouldn't ever happen, but just to be safe) | ||
72 | if (m_controllingPrim.RawTorque == OMV.Vector3.Zero) | ||
73 | { | ||
74 | m_physicsScene.DetailLog("{0},BSActorSetTorque,refresh,notSetTorque,disabling={1}", m_controllingPrim.LocalID, ActorName); | ||
75 | Enabled = false; | ||
76 | return; | ||
77 | } | ||
78 | |||
79 | // If the object is physically active, add the hoverer prestep action | ||
80 | if (isActive) | ||
81 | { | ||
82 | ActivateSetTorque(); | ||
83 | } | ||
84 | else | ||
85 | { | ||
86 | DeactivateSetTorque(); | ||
87 | } | ||
88 | } | ||
89 | |||
90 | // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). | ||
91 | // Register a prestep action to restore physical requirements before the next simulation step. | ||
92 | // Called at taint-time. | ||
93 | // BSActor.RemoveDependencies() | ||
94 | public override void RemoveDependencies() | ||
95 | { | ||
96 | // Nothing to do for the hoverer since it is all software at pre-step action time. | ||
97 | } | ||
98 | |||
99 | // If a hover motor has not been created, create one and start the hovering. | ||
100 | private void ActivateSetTorque() | ||
101 | { | ||
102 | if (m_torqueMotor == null) | ||
103 | { | ||
104 | // A fake motor that might be used someday | ||
105 | m_torqueMotor = new BSFMotor("setTorque", 1f, 1f, 1f); | ||
106 | |||
107 | m_physicsScene.BeforeStep += Mover; | ||
108 | } | ||
109 | } | ||
110 | |||
111 | private void DeactivateSetTorque() | ||
112 | { | ||
113 | if (m_torqueMotor != null) | ||
114 | { | ||
115 | m_physicsScene.BeforeStep -= Mover; | ||
116 | m_torqueMotor = null; | ||
117 | } | ||
118 | } | ||
119 | |||
120 | // Called just before the simulation step. Update the vertical position for hoverness. | ||
121 | private void Mover(float timeStep) | ||
122 | { | ||
123 | // Don't do force while the object is selected. | ||
124 | if (!isActive) | ||
125 | return; | ||
126 | |||
127 | m_physicsScene.DetailLog("{0},BSActorSetTorque,preStep,force={1}", m_controllingPrim.LocalID, m_controllingPrim.RawTorque); | ||
128 | if (m_controllingPrim.PhysBody.HasPhysicalBody) | ||
129 | { | ||
130 | m_controllingPrim.AddAngularForce(m_controllingPrim.RawTorque, false, true); | ||
131 | m_controllingPrim.ActivateIfPhysical(false); | ||
132 | } | ||
133 | |||
134 | // TODO: | ||
135 | } | ||
136 | } | ||
137 | } | ||
138 | |||
139 | |||
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSActors.cs b/OpenSim/Region/PhysicsModules/BulletS/BSActors.cs new file mode 100755 index 0000000..851347b --- /dev/null +++ b/OpenSim/Region/PhysicsModules/BulletS/BSActors.cs | |||
@@ -0,0 +1,154 @@ | |||
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 | namespace OpenSim.Region.PhysicsModule.BulletS | ||
32 | { | ||
33 | public class BSActorCollection | ||
34 | { | ||
35 | private Dictionary<string, BSActor> m_actors; | ||
36 | |||
37 | public BSActorCollection() | ||
38 | { | ||
39 | m_actors = new Dictionary<string, BSActor>(); | ||
40 | } | ||
41 | public void Add(string name, BSActor actor) | ||
42 | { | ||
43 | lock (m_actors) | ||
44 | { | ||
45 | if (!m_actors.ContainsKey(name)) | ||
46 | { | ||
47 | m_actors[name] = actor; | ||
48 | } | ||
49 | } | ||
50 | } | ||
51 | public bool RemoveAndRelease(string name) | ||
52 | { | ||
53 | bool ret = false; | ||
54 | lock (m_actors) | ||
55 | { | ||
56 | if (m_actors.ContainsKey(name)) | ||
57 | { | ||
58 | BSActor beingRemoved = m_actors[name]; | ||
59 | m_actors.Remove(name); | ||
60 | beingRemoved.Dispose(); | ||
61 | ret = true; | ||
62 | } | ||
63 | } | ||
64 | return ret; | ||
65 | } | ||
66 | public void Clear() | ||
67 | { | ||
68 | lock (m_actors) | ||
69 | { | ||
70 | ForEachActor(a => a.Dispose()); | ||
71 | m_actors.Clear(); | ||
72 | } | ||
73 | } | ||
74 | public void Dispose() | ||
75 | { | ||
76 | Clear(); | ||
77 | } | ||
78 | public bool HasActor(string name) | ||
79 | { | ||
80 | return m_actors.ContainsKey(name); | ||
81 | } | ||
82 | public bool TryGetActor(string actorName, out BSActor theActor) | ||
83 | { | ||
84 | return m_actors.TryGetValue(actorName, out theActor); | ||
85 | } | ||
86 | public void ForEachActor(Action<BSActor> act) | ||
87 | { | ||
88 | lock (m_actors) | ||
89 | { | ||
90 | foreach (KeyValuePair<string, BSActor> kvp in m_actors) | ||
91 | act(kvp.Value); | ||
92 | } | ||
93 | } | ||
94 | |||
95 | public void Enable(bool enabl) | ||
96 | { | ||
97 | ForEachActor(a => a.SetEnabled(enabl)); | ||
98 | } | ||
99 | public void Refresh() | ||
100 | { | ||
101 | ForEachActor(a => a.Refresh()); | ||
102 | } | ||
103 | public void RemoveDependencies() | ||
104 | { | ||
105 | ForEachActor(a => a.RemoveDependencies()); | ||
106 | } | ||
107 | } | ||
108 | |||
109 | // ============================================================================= | ||
110 | /// <summary> | ||
111 | /// Each physical object can have 'actors' who are pushing the object around. | ||
112 | /// This can be used for hover, locking axis, making vehicles, etc. | ||
113 | /// Each physical object can have multiple actors acting on it. | ||
114 | /// | ||
115 | /// An actor usually registers itself with physics scene events (pre-step action) | ||
116 | /// and modifies the parameters on the host physical object. | ||
117 | /// </summary> | ||
118 | public abstract class BSActor | ||
119 | { | ||
120 | protected BSScene m_physicsScene { get; private set; } | ||
121 | protected BSPhysObject m_controllingPrim { get; private set; } | ||
122 | public virtual bool Enabled { get; set; } | ||
123 | public string ActorName { get; private set; } | ||
124 | |||
125 | public BSActor(BSScene physicsScene, BSPhysObject pObj, string actorName) | ||
126 | { | ||
127 | m_physicsScene = physicsScene; | ||
128 | m_controllingPrim = pObj; | ||
129 | ActorName = actorName; | ||
130 | Enabled = true; | ||
131 | } | ||
132 | |||
133 | // Return 'true' if activily updating the prim | ||
134 | public virtual bool isActive | ||
135 | { | ||
136 | get { return Enabled; } | ||
137 | } | ||
138 | |||
139 | // Turn the actor on an off. Only used by ActorCollection to set all enabled/disabled. | ||
140 | // Anyone else should assign true/false to 'Enabled'. | ||
141 | public void SetEnabled(bool setEnabled) | ||
142 | { | ||
143 | Enabled = setEnabled; | ||
144 | } | ||
145 | // Release any connections and resources used by the actor. | ||
146 | public abstract void Dispose(); | ||
147 | // Called when physical parameters (properties set in Bullet) need to be re-applied. | ||
148 | public abstract void Refresh(); | ||
149 | // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). | ||
150 | // Register a prestep action to restore physical requirements before the next simulation step. | ||
151 | public abstract void RemoveDependencies(); | ||
152 | |||
153 | } | ||
154 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs b/OpenSim/Region/PhysicsModules/BulletS/BSApiTemplate.cs index 8ad78ca..7756b10 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs +++ b/OpenSim/Region/PhysicsModules/BulletS/BSApiTemplate.cs | |||
@@ -6,7 +6,7 @@ | |||
6 | * modification, are permitted provided that the following conditions are met: | 6 | * modification, are permitted provided that the following conditions are met: |
7 | * * Redistributions of source code must retain the above copyright | 7 | * * Redistributions of source code must retain the above copyright |
8 | * notice, this list of conditions and the following disclaimer. | 8 | * notice, this list of conditions and the following disclaimer. |
9 | * * Redistributions in binary form must reproduce the above copyrightD | 9 | * * Redistributions in binary form must reproduce the above copyright |
10 | * notice, this list of conditions and the following disclaimer in the | 10 | * notice, this list of conditions and the following disclaimer in the |
11 | * documentation and/or other materials provided with the distribution. | 11 | * documentation and/or other materials provided with the distribution. |
12 | * * Neither the name of the OpenSimulator Project nor the | 12 | * * Neither the name of the OpenSimulator Project nor the |
@@ -31,7 +31,7 @@ using System.Security; | |||
31 | using System.Text; | 31 | using System.Text; |
32 | using OpenMetaverse; | 32 | using OpenMetaverse; |
33 | 33 | ||
34 | namespace OpenSim.Region.Physics.BulletSPlugin { | 34 | namespace OpenSim.Region.PhysicsModule.BulletS { |
35 | 35 | ||
36 | // Constraint type values as defined by Bullet | 36 | // Constraint type values as defined by Bullet |
37 | public enum ConstraintType : int | 37 | public enum ConstraintType : int |
@@ -43,7 +43,11 @@ public enum ConstraintType : int | |||
43 | SLIDER_CONSTRAINT_TYPE, | 43 | SLIDER_CONSTRAINT_TYPE, |
44 | CONTACT_CONSTRAINT_TYPE, | 44 | CONTACT_CONSTRAINT_TYPE, |
45 | D6_SPRING_CONSTRAINT_TYPE, | 45 | D6_SPRING_CONSTRAINT_TYPE, |
46 | MAX_CONSTRAINT_TYPE | 46 | GEAR_CONSTRAINT_TYPE, // added in Bullet 2.82 |
47 | FIXED_CONSTRAINT_TYPE, // added in Bullet 2.82 | ||
48 | MAX_CONSTRAINT_TYPE, // last type defined by Bullet | ||
49 | // | ||
50 | BS_FIXED_CONSTRAINT_TYPE = 1234 // BulletSim constraint that is fixed and unmoving | ||
47 | } | 51 | } |
48 | 52 | ||
49 | // =============================================================================== | 53 | // =============================================================================== |
@@ -70,6 +74,8 @@ public enum BSPhysicsShapeType | |||
70 | SHAPE_COMPOUND = 22, | 74 | SHAPE_COMPOUND = 22, |
71 | SHAPE_HEIGHTMAP = 23, | 75 | SHAPE_HEIGHTMAP = 23, |
72 | SHAPE_AVATAR = 24, | 76 | SHAPE_AVATAR = 24, |
77 | SHAPE_CONVEXHULL= 25, | ||
78 | SHAPE_GIMPACT = 26, | ||
73 | }; | 79 | }; |
74 | 80 | ||
75 | // The native shapes have predefined shape hash keys | 81 | // The native shapes have predefined shape hash keys |
@@ -87,7 +93,7 @@ public enum FixedShapeKey : ulong | |||
87 | [StructLayout(LayoutKind.Sequential)] | 93 | [StructLayout(LayoutKind.Sequential)] |
88 | public struct ShapeData | 94 | public struct ShapeData |
89 | { | 95 | { |
90 | public uint ID; | 96 | public UInt32 ID; |
91 | public BSPhysicsShapeType Type; | 97 | public BSPhysicsShapeType Type; |
92 | public Vector3 Position; | 98 | public Vector3 Position; |
93 | public Quaternion Rotation; | 99 | public Quaternion Rotation; |
@@ -111,7 +117,7 @@ public struct ShapeData | |||
111 | [StructLayout(LayoutKind.Sequential)] | 117 | [StructLayout(LayoutKind.Sequential)] |
112 | public struct SweepHit | 118 | public struct SweepHit |
113 | { | 119 | { |
114 | public uint ID; | 120 | public UInt32 ID; |
115 | public float Fraction; | 121 | public float Fraction; |
116 | public Vector3 Normal; | 122 | public Vector3 Normal; |
117 | public Vector3 Point; | 123 | public Vector3 Point; |
@@ -119,27 +125,47 @@ public struct SweepHit | |||
119 | [StructLayout(LayoutKind.Sequential)] | 125 | [StructLayout(LayoutKind.Sequential)] |
120 | public struct RaycastHit | 126 | public struct RaycastHit |
121 | { | 127 | { |
122 | public uint ID; | 128 | public UInt32 ID; |
123 | public float Fraction; | 129 | public float Fraction; |
124 | public Vector3 Normal; | 130 | public Vector3 Normal; |
125 | } | 131 | } |
126 | [StructLayout(LayoutKind.Sequential)] | 132 | [StructLayout(LayoutKind.Sequential)] |
127 | public struct CollisionDesc | 133 | public struct CollisionDesc |
128 | { | 134 | { |
129 | public uint aID; | 135 | public UInt32 aID; |
130 | public uint bID; | 136 | public UInt32 bID; |
131 | public Vector3 point; | 137 | public Vector3 point; |
132 | public Vector3 normal; | 138 | public Vector3 normal; |
139 | public float penetration; | ||
133 | } | 140 | } |
134 | [StructLayout(LayoutKind.Sequential)] | 141 | [StructLayout(LayoutKind.Sequential)] |
135 | public struct EntityProperties | 142 | public struct EntityProperties |
136 | { | 143 | { |
137 | public uint ID; | 144 | public UInt32 ID; |
138 | public Vector3 Position; | 145 | public Vector3 Position; |
139 | public Quaternion Rotation; | 146 | public Quaternion Rotation; |
140 | public Vector3 Velocity; | 147 | public Vector3 Velocity; |
141 | public Vector3 Acceleration; | 148 | public Vector3 Acceleration; |
142 | public Vector3 RotationalVelocity; | 149 | public Vector3 RotationalVelocity; |
150 | |||
151 | public override string ToString() | ||
152 | { | ||
153 | StringBuilder buff = new StringBuilder(); | ||
154 | buff.Append("<i="); | ||
155 | buff.Append(ID.ToString()); | ||
156 | buff.Append(",p="); | ||
157 | buff.Append(Position.ToString()); | ||
158 | buff.Append(",r="); | ||
159 | buff.Append(Rotation.ToString()); | ||
160 | buff.Append(",v="); | ||
161 | buff.Append(Velocity.ToString()); | ||
162 | buff.Append(",a="); | ||
163 | buff.Append(Acceleration.ToString()); | ||
164 | buff.Append(",rv="); | ||
165 | buff.Append(RotationalVelocity.ToString()); | ||
166 | buff.Append(">"); | ||
167 | return buff.ToString(); | ||
168 | } | ||
143 | } | 169 | } |
144 | 170 | ||
145 | // Format of this structure must match the definition in the C++ code | 171 | // Format of this structure must match the definition in the C++ code |
@@ -154,32 +180,6 @@ public struct ConfigurationParameters | |||
154 | public float collisionMargin; | 180 | public float collisionMargin; |
155 | public float gravity; | 181 | public float gravity; |
156 | 182 | ||
157 | public float XlinearDamping; | ||
158 | public float XangularDamping; | ||
159 | public float XdeactivationTime; | ||
160 | public float XlinearSleepingThreshold; | ||
161 | public float XangularSleepingThreshold; | ||
162 | public float XccdMotionThreshold; | ||
163 | public float XccdSweptSphereRadius; | ||
164 | public float XcontactProcessingThreshold; | ||
165 | |||
166 | public float XterrainImplementation; | ||
167 | public float XterrainFriction; | ||
168 | public float XterrainHitFraction; | ||
169 | public float XterrainRestitution; | ||
170 | public float XterrainCollisionMargin; | ||
171 | |||
172 | public float XavatarFriction; | ||
173 | public float XavatarStandingFriction; | ||
174 | public float XavatarDensity; | ||
175 | public float XavatarRestitution; | ||
176 | public float XavatarCapsuleWidth; | ||
177 | public float XavatarCapsuleDepth; | ||
178 | public float XavatarCapsuleHeight; | ||
179 | public float XavatarContactProcessingThreshold; | ||
180 | |||
181 | public float XvehicleAngularDamping; | ||
182 | |||
183 | public float maxPersistantManifoldPoolSize; | 183 | public float maxPersistantManifoldPoolSize; |
184 | public float maxCollisionAlgorithmPoolSize; | 184 | public float maxCollisionAlgorithmPoolSize; |
185 | public float shouldDisableContactPoolDynamicAllocation; | 185 | public float shouldDisableContactPoolDynamicAllocation; |
@@ -188,22 +188,45 @@ public struct ConfigurationParameters | |||
188 | public float shouldSplitSimulationIslands; | 188 | public float shouldSplitSimulationIslands; |
189 | public float shouldEnableFrictionCaching; | 189 | public float shouldEnableFrictionCaching; |
190 | public float numberOfSolverIterations; | 190 | public float numberOfSolverIterations; |
191 | public float useSingleSidedMeshes; | ||
192 | public float globalContactBreakingThreshold; | ||
191 | 193 | ||
192 | public float XlinksetImplementation; | 194 | public float physicsLoggingFrames; |
193 | public float XlinkConstraintUseFrameOffset; | ||
194 | public float XlinkConstraintEnableTransMotor; | ||
195 | public float XlinkConstraintTransMotorMaxVel; | ||
196 | public float XlinkConstraintTransMotorMaxForce; | ||
197 | public float XlinkConstraintERP; | ||
198 | public float XlinkConstraintCFM; | ||
199 | public float XlinkConstraintSolverIterations; | ||
200 | |||
201 | public float XphysicsLoggingFrames; | ||
202 | 195 | ||
203 | public const float numericTrue = 1f; | 196 | public const float numericTrue = 1f; |
204 | public const float numericFalse = 0f; | 197 | public const float numericFalse = 0f; |
205 | } | 198 | } |
206 | 199 | ||
200 | // Parameters passed for the conversion of a mesh to a hull using Bullet's HACD library. | ||
201 | [StructLayout(LayoutKind.Sequential)] | ||
202 | public struct HACDParams | ||
203 | { | ||
204 | // usual default values | ||
205 | public float maxVerticesPerHull; // 100 | ||
206 | public float minClusters; // 2 | ||
207 | public float compacityWeight; // 0.1 | ||
208 | public float volumeWeight; // 0.0 | ||
209 | public float concavity; // 100 | ||
210 | public float addExtraDistPoints; // false | ||
211 | public float addNeighboursDistPoints; // false | ||
212 | public float addFacesPoints; // false | ||
213 | public float shouldAdjustCollisionMargin; // false | ||
214 | // VHACD | ||
215 | public float whichHACD; // zero if Bullet HACD, non-zero says VHACD | ||
216 | // http://kmamou.blogspot.ca/2014/12/v-hacd-20-parameters-description.html | ||
217 | public float vHACDresolution; // 100,000 max number of voxels generated during voxelization stage | ||
218 | public float vHACDdepth; // 20 max number of clipping stages | ||
219 | public float vHACDconcavity; // 0.0025 maximum concavity | ||
220 | public float vHACDplaneDownsampling; // 4 granularity of search for best clipping plane | ||
221 | public float vHACDconvexHullDownsampling; // 4 precision of hull gen process | ||
222 | public float vHACDalpha; // 0.05 bias toward clipping along symmetry planes | ||
223 | public float vHACDbeta; // 0.05 bias toward clipping along revolution axis | ||
224 | public float vHACDgamma; // 0.00125 max concavity when merging | ||
225 | public float vHACDpca; // 0 on/off normalizing mesh before decomp | ||
226 | public float vHACDmode; // 0 0:voxel based, 1: tetrahedron based | ||
227 | public float vHACDmaxNumVerticesPerCH; // 64 max triangles per convex hull | ||
228 | public float vHACDminVolumePerCH; // 0.0001 sampling of generated convex hulls | ||
229 | } | ||
207 | 230 | ||
208 | // The states a bullet collision object can have | 231 | // The states a bullet collision object can have |
209 | public enum ActivationState : uint | 232 | public enum ActivationState : uint |
@@ -238,11 +261,12 @@ public enum CollisionFlags : uint | |||
238 | CF_DISABLE_VISUALIZE_OBJECT = 1 << 5, | 261 | CF_DISABLE_VISUALIZE_OBJECT = 1 << 5, |
239 | CF_DISABLE_SPU_COLLISION_PROCESS = 1 << 6, | 262 | CF_DISABLE_SPU_COLLISION_PROCESS = 1 << 6, |
240 | // Following used by BulletSim to control collisions and updates | 263 | // Following used by BulletSim to control collisions and updates |
241 | BS_SUBSCRIBE_COLLISION_EVENTS = 1 << 10, | 264 | BS_SUBSCRIBE_COLLISION_EVENTS = 1 << 10, // return collision events from unmanaged to managed |
242 | BS_FLOATS_ON_WATER = 1 << 11, | 265 | BS_FLOATS_ON_WATER = 1 << 11, // the object should float at water level |
243 | BS_VEHICLE_COLLISIONS = 1 << 12, | 266 | BS_VEHICLE_COLLISIONS = 1 << 12, // return collisions for vehicle ground checking |
267 | BS_RETURN_ROOT_COMPOUND_SHAPE = 1 << 13, // return the pos/rot of the root shape in a compound shape | ||
244 | BS_NONE = 0, | 268 | BS_NONE = 0, |
245 | BS_ALL = 0xFFFFFFFF | 269 | BS_ALL = 0x7FFF // collision flags are a signed short |
246 | }; | 270 | }; |
247 | 271 | ||
248 | // Values f collisions groups and masks | 272 | // Values f collisions groups and masks |
@@ -258,14 +282,14 @@ public enum CollisionFilterGroups : uint | |||
258 | BDebrisGroup = 1 << 3, // 0008 | 282 | BDebrisGroup = 1 << 3, // 0008 |
259 | BSensorTrigger = 1 << 4, // 0010 | 283 | BSensorTrigger = 1 << 4, // 0010 |
260 | BCharacterGroup = 1 << 5, // 0020 | 284 | BCharacterGroup = 1 << 5, // 0020 |
261 | BAllGroup = 0x000FFFFF, | 285 | BAllGroup = 0x0007FFF, // collision flags are a signed short |
262 | // Filter groups defined by BulletSim | 286 | // Filter groups defined by BulletSim |
263 | BGroundPlaneGroup = 1 << 10, // 0400 | 287 | BGroundPlaneGroup = 1 << 8, // 0400 |
264 | BTerrainGroup = 1 << 11, // 0800 | 288 | BTerrainGroup = 1 << 9, // 0800 |
265 | BRaycastGroup = 1 << 12, // 1000 | 289 | BRaycastGroup = 1 << 10, // 1000 |
266 | BSolidGroup = 1 << 13, // 2000 | 290 | BSolidGroup = 1 << 11, // 2000 |
267 | // BLinksetGroup = xx // a linkset proper is either static or dynamic | 291 | // BLinksetGroup = xx // a linkset proper is either static or dynamic |
268 | BLinksetChildGroup = 1 << 14, // 4000 | 292 | BLinksetChildGroup = 1 << 12, // 4000 |
269 | }; | 293 | }; |
270 | 294 | ||
271 | // CFM controls the 'hardness' of the constraint. 0=fixed, 0..1=violatable. Default=0 | 295 | // CFM controls the 'hardness' of the constraint. 0=fixed, 0..1=violatable. Default=0 |
@@ -285,7 +309,7 @@ public enum ConstraintParamAxis : int | |||
285 | AXIS_ANGULAR_X, | 309 | AXIS_ANGULAR_X, |
286 | AXIS_ANGULAR_Y, | 310 | AXIS_ANGULAR_Y, |
287 | AXIS_ANGULAR_Z, | 311 | AXIS_ANGULAR_Z, |
288 | AXIS_LINEAR_ALL = 20, // these last three added by BulletSim so we don't have to do zillions of calls | 312 | AXIS_LINEAR_ALL = 20, // added by BulletSim so we don't have to do zillions of calls |
289 | AXIS_ANGULAR_ALL, | 313 | AXIS_ANGULAR_ALL, |
290 | AXIS_ALL | 314 | AXIS_ALL |
291 | }; | 315 | }; |
@@ -294,7 +318,7 @@ public abstract class BSAPITemplate | |||
294 | { | 318 | { |
295 | // Returns the name of the underlying Bullet engine | 319 | // Returns the name of the underlying Bullet engine |
296 | public abstract string BulletEngineName { get; } | 320 | public abstract string BulletEngineName { get; } |
297 | public abstract string BulletEngineVersion { get; protected set;} | 321 | public abstract string BulletEngineVersion { get; protected set;} |
298 | 322 | ||
299 | // Initialization and simulation | 323 | // Initialization and simulation |
300 | public abstract BulletWorld Initialize(Vector3 maxPosition, ConfigurationParameters parms, | 324 | public abstract BulletWorld Initialize(Vector3 maxPosition, ConfigurationParameters parms, |
@@ -305,7 +329,7 @@ public abstract BulletWorld Initialize(Vector3 maxPosition, ConfigurationParamet | |||
305 | public abstract int PhysicsStep(BulletWorld world, float timeStep, int maxSubSteps, float fixedTimeStep, | 329 | public abstract int PhysicsStep(BulletWorld world, float timeStep, int maxSubSteps, float fixedTimeStep, |
306 | out int updatedEntityCount, out int collidersCount); | 330 | out int updatedEntityCount, out int collidersCount); |
307 | 331 | ||
308 | public abstract bool UpdateParameter(BulletWorld world, uint localID, String parm, float value); | 332 | public abstract bool UpdateParameter(BulletWorld world, UInt32 localID, String parm, float value); |
309 | 333 | ||
310 | public abstract void Shutdown(BulletWorld sim); | 334 | public abstract void Shutdown(BulletWorld sim); |
311 | 335 | ||
@@ -317,10 +341,20 @@ public abstract BulletShape CreateMeshShape(BulletWorld world, | |||
317 | int indicesCount, int[] indices, | 341 | int indicesCount, int[] indices, |
318 | int verticesCount, float[] vertices ); | 342 | int verticesCount, float[] vertices ); |
319 | 343 | ||
344 | public abstract BulletShape CreateGImpactShape(BulletWorld world, | ||
345 | int indicesCount, int[] indices, | ||
346 | int verticesCount, float[] vertices ); | ||
347 | |||
320 | public abstract BulletShape CreateHullShape(BulletWorld world, | 348 | public abstract BulletShape CreateHullShape(BulletWorld world, |
321 | int hullCount, float[] hulls); | 349 | int hullCount, float[] hulls); |
322 | 350 | ||
323 | public abstract BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShape meshShape); | 351 | public abstract BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShape meshShape, HACDParams parms); |
352 | |||
353 | public abstract BulletShape BuildConvexHullShapeFromMesh(BulletWorld world, BulletShape meshShape); | ||
354 | |||
355 | public abstract BulletShape CreateConvexHullShape(BulletWorld world, | ||
356 | int indicesCount, int[] indices, | ||
357 | int verticesCount, float[] vertices ); | ||
324 | 358 | ||
325 | public abstract BulletShape BuildNativeShape(BulletWorld world, ShapeData shapeData); | 359 | public abstract BulletShape BuildNativeShape(BulletWorld world, ShapeData shapeData); |
326 | 360 | ||
@@ -342,26 +376,28 @@ public abstract BulletShape RemoveChildShapeFromCompoundShapeIndex(BulletShape c | |||
342 | 376 | ||
343 | public abstract void RemoveChildShapeFromCompoundShape(BulletShape cShape, BulletShape removeShape); | 377 | public abstract void RemoveChildShapeFromCompoundShape(BulletShape cShape, BulletShape removeShape); |
344 | 378 | ||
379 | public abstract void UpdateChildTransform(BulletShape pShape, int childIndex, Vector3 pos, Quaternion rot, bool shouldRecalculateLocalAabb); | ||
380 | |||
345 | public abstract void RecalculateCompoundShapeLocalAabb(BulletShape cShape); | 381 | public abstract void RecalculateCompoundShapeLocalAabb(BulletShape cShape); |
346 | 382 | ||
347 | public abstract BulletShape DuplicateCollisionShape(BulletWorld sim, BulletShape srcShape, uint id); | 383 | public abstract BulletShape DuplicateCollisionShape(BulletWorld sim, BulletShape srcShape, UInt32 id); |
348 | 384 | ||
349 | public abstract bool DeleteCollisionShape(BulletWorld world, BulletShape shape); | 385 | public abstract bool DeleteCollisionShape(BulletWorld world, BulletShape shape); |
350 | 386 | ||
351 | public abstract CollisionObjectTypes GetBodyType(BulletBody obj); | 387 | public abstract CollisionObjectTypes GetBodyType(BulletBody obj); |
352 | 388 | ||
353 | public abstract BulletBody CreateBodyFromShape(BulletWorld sim, BulletShape shape, uint id, Vector3 pos, Quaternion rot); | 389 | public abstract BulletBody CreateBodyFromShape(BulletWorld sim, BulletShape shape, UInt32 id, Vector3 pos, Quaternion rot); |
354 | 390 | ||
355 | public abstract BulletBody CreateBodyWithDefaultMotionState(BulletShape shape, uint id, Vector3 pos, Quaternion rot); | 391 | public abstract BulletBody CreateBodyWithDefaultMotionState(BulletShape shape, UInt32 id, Vector3 pos, Quaternion rot); |
356 | 392 | ||
357 | public abstract BulletBody CreateGhostFromShape(BulletWorld sim, BulletShape shape, uint id, Vector3 pos, Quaternion rot); | 393 | public abstract BulletBody CreateGhostFromShape(BulletWorld sim, BulletShape shape, UInt32 id, Vector3 pos, Quaternion rot); |
358 | 394 | ||
359 | public abstract void DestroyObject(BulletWorld sim, BulletBody obj); | 395 | public abstract void DestroyObject(BulletWorld sim, BulletBody obj); |
360 | 396 | ||
361 | // ===================================================================================== | 397 | // ===================================================================================== |
362 | public abstract BulletShape CreateGroundPlaneShape(uint id, float height, float collisionMargin); | 398 | public abstract BulletShape CreateGroundPlaneShape(UInt32 id, float height, float collisionMargin); |
363 | 399 | ||
364 | public abstract BulletShape CreateTerrainShape(uint id, Vector3 size, float minHeight, float maxHeight, float[] heightMap, | 400 | public abstract BulletShape CreateTerrainShape(UInt32 id, Vector3 size, float minHeight, float maxHeight, float[] heightMap, |
365 | float scaleFactor, float collisionMargin); | 401 | float scaleFactor, float collisionMargin); |
366 | 402 | ||
367 | // ===================================================================================== | 403 | // ===================================================================================== |
@@ -375,11 +411,38 @@ public abstract BulletConstraint Create6DofConstraintToPoint(BulletWorld world, | |||
375 | Vector3 joinPoint, | 411 | Vector3 joinPoint, |
376 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies); | 412 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies); |
377 | 413 | ||
414 | public abstract BulletConstraint Create6DofConstraintFixed(BulletWorld world, BulletBody obj1, | ||
415 | Vector3 frameInBloc, Quaternion frameInBrot, | ||
416 | bool useLinearReferenceFrameB, bool disableCollisionsBetweenLinkedBodies); | ||
417 | |||
418 | public abstract BulletConstraint Create6DofSpringConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2, | ||
419 | Vector3 frame1loc, Quaternion frame1rot, | ||
420 | Vector3 frame2loc, Quaternion frame2rot, | ||
421 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies); | ||
422 | |||
378 | public abstract BulletConstraint CreateHingeConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2, | 423 | public abstract BulletConstraint CreateHingeConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2, |
379 | Vector3 pivotinA, Vector3 pivotinB, | 424 | Vector3 pivotinA, Vector3 pivotinB, |
380 | Vector3 axisInA, Vector3 axisInB, | 425 | Vector3 axisInA, Vector3 axisInB, |
381 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies); | 426 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies); |
382 | 427 | ||
428 | public abstract BulletConstraint CreateSliderConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2, | ||
429 | Vector3 frameInAloc, Quaternion frameInArot, | ||
430 | Vector3 frameInBloc, Quaternion frameInBrot, | ||
431 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies); | ||
432 | |||
433 | public abstract BulletConstraint CreateConeTwistConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2, | ||
434 | Vector3 frameInAloc, Quaternion frameInArot, | ||
435 | Vector3 frameInBloc, Quaternion frameInBrot, | ||
436 | bool disableCollisionsBetweenLinkedBodies); | ||
437 | |||
438 | public abstract BulletConstraint CreateGearConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2, | ||
439 | Vector3 axisInA, Vector3 axisInB, | ||
440 | float ratio, bool disableCollisionsBetweenLinkedBodies); | ||
441 | |||
442 | public abstract BulletConstraint CreatePoint2PointConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2, | ||
443 | Vector3 pivotInA, Vector3 pivotInB, | ||
444 | bool disableCollisionsBetweenLinkedBodies); | ||
445 | |||
383 | public abstract void SetConstraintEnable(BulletConstraint constrain, float numericTrueFalse); | 446 | public abstract void SetConstraintEnable(BulletConstraint constrain, float numericTrueFalse); |
384 | 447 | ||
385 | public abstract void SetConstraintNumSolverIterations(BulletConstraint constrain, float iterations); | 448 | public abstract void SetConstraintNumSolverIterations(BulletConstraint constrain, float iterations); |
@@ -397,6 +460,38 @@ public abstract bool TranslationalLimitMotor(BulletConstraint constrain, float e | |||
397 | 460 | ||
398 | public abstract bool SetBreakingImpulseThreshold(BulletConstraint constrain, float threshold); | 461 | public abstract bool SetBreakingImpulseThreshold(BulletConstraint constrain, float threshold); |
399 | 462 | ||
463 | public const int HINGE_NOT_SPECIFIED = -1; | ||
464 | public abstract bool HingeSetLimits(BulletConstraint constrain, float low, float high, float softness, float bias, float relaxation); | ||
465 | |||
466 | public abstract bool SpringEnable(BulletConstraint constrain, int index, float numericTrueFalse); | ||
467 | |||
468 | public const int SPRING_NOT_SPECIFIED = -1; | ||
469 | public abstract bool SpringSetEquilibriumPoint(BulletConstraint constrain, int index, float equilibriumPoint); | ||
470 | |||
471 | public abstract bool SpringSetStiffness(BulletConstraint constrain, int index, float stiffnesss); | ||
472 | |||
473 | public abstract bool SpringSetDamping(BulletConstraint constrain, int index, float damping); | ||
474 | |||
475 | public const int SLIDER_LOWER_LIMIT = 0; | ||
476 | public const int SLIDER_UPPER_LIMIT = 1; | ||
477 | public const int SLIDER_LINEAR = 2; | ||
478 | public const int SLIDER_ANGULAR = 3; | ||
479 | public abstract bool SliderSetLimits(BulletConstraint constrain, int lowerUpper, int linAng, float val); | ||
480 | |||
481 | public const int SLIDER_SET_SOFTNESS = 4; | ||
482 | public const int SLIDER_SET_RESTITUTION = 5; | ||
483 | public const int SLIDER_SET_DAMPING = 6; | ||
484 | public const int SLIDER_SET_DIRECTION = 7; | ||
485 | public const int SLIDER_SET_LIMIT = 8; | ||
486 | public const int SLIDER_SET_ORTHO = 9; | ||
487 | public abstract bool SliderSet(BulletConstraint constrain, int softRestDamp, int dirLimOrtho, int linAng, float val); | ||
488 | |||
489 | public abstract bool SliderMotorEnable(BulletConstraint constrain, int linAng, float numericTrueFalse); | ||
490 | |||
491 | public const int SLIDER_MOTOR_VELOCITY = 10; | ||
492 | public const int SLIDER_MAX_MOTOR_FORCE = 11; | ||
493 | public abstract bool SliderMotor(BulletConstraint constrain, int forceVel, int linAng, float val); | ||
494 | |||
400 | public abstract bool CalculateTransforms(BulletConstraint constrain); | 495 | public abstract bool CalculateTransforms(BulletConstraint constrain); |
401 | 496 | ||
402 | public abstract bool SetConstraintParam(BulletConstraint constrain, ConstraintParams paramIndex, float value, ConstraintParamAxis axis); | 497 | public abstract bool SetConstraintParam(BulletConstraint constrain, ConstraintParams paramIndex, float value, ConstraintParamAxis axis); |
@@ -420,6 +515,8 @@ public abstract bool AddObjectToWorld(BulletWorld world, BulletBody obj); | |||
420 | 515 | ||
421 | public abstract bool RemoveObjectFromWorld(BulletWorld world, BulletBody obj); | 516 | public abstract bool RemoveObjectFromWorld(BulletWorld world, BulletBody obj); |
422 | 517 | ||
518 | public abstract bool ClearCollisionProxyCache(BulletWorld world, BulletBody obj); | ||
519 | |||
423 | public abstract bool AddConstraintToWorld(BulletWorld world, BulletConstraint constrain, bool disableCollisionsBetweenLinkedObjects); | 520 | public abstract bool AddConstraintToWorld(BulletWorld world, BulletConstraint constrain, bool disableCollisionsBetweenLinkedObjects); |
424 | 521 | ||
425 | public abstract bool RemoveConstraintFromWorld(BulletWorld world, BulletConstraint constrain); | 522 | public abstract bool RemoveConstraintFromWorld(BulletWorld world, BulletConstraint constrain); |
@@ -607,7 +704,7 @@ public abstract BulletConstraint GetConstraintRef(BulletBody obj, int index); | |||
607 | 704 | ||
608 | public abstract int GetNumConstraintRefs(BulletBody obj); | 705 | public abstract int GetNumConstraintRefs(BulletBody obj); |
609 | 706 | ||
610 | public abstract bool SetCollisionGroupMask(BulletBody body, uint filter, uint mask); | 707 | public abstract bool SetCollisionGroupMask(BulletBody body, UInt32 filter, UInt32 mask); |
611 | 708 | ||
612 | // ===================================================================================== | 709 | // ===================================================================================== |
613 | // btCollisionShape entries | 710 | // btCollisionShape entries |
@@ -646,17 +743,21 @@ public abstract float GetMargin(BulletShape shape); | |||
646 | 743 | ||
647 | // ===================================================================================== | 744 | // ===================================================================================== |
648 | // Debugging | 745 | // Debugging |
649 | public abstract void DumpRigidBody(BulletWorld sim, BulletBody collisionObject); | 746 | public virtual void DumpRigidBody(BulletWorld sim, BulletBody collisionObject) { } |
747 | |||
748 | public virtual void DumpCollisionShape(BulletWorld sim, BulletShape collisionShape) { } | ||
749 | |||
750 | public virtual void DumpConstraint(BulletWorld sim, BulletConstraint constrain) { } | ||
650 | 751 | ||
651 | public abstract void DumpCollisionShape(BulletWorld sim, BulletShape collisionShape); | 752 | public virtual void DumpActivationInfo(BulletWorld sim) { } |
652 | 753 | ||
653 | public abstract void DumpConstraint(BulletWorld sim, BulletConstraint constrain); | 754 | public virtual void DumpAllInfo(BulletWorld sim) { } |
654 | 755 | ||
655 | public abstract void DumpActivationInfo(BulletWorld sim); | 756 | public virtual void DumpPhysicsStatistics(BulletWorld sim) { } |
656 | 757 | ||
657 | public abstract void DumpAllInfo(BulletWorld sim); | 758 | public virtual void ResetBroadphasePool(BulletWorld sim) { } |
658 | 759 | ||
659 | public abstract void DumpPhysicsStatistics(BulletWorld sim); | 760 | public virtual void ResetConstraintSolver(BulletWorld sim) { } |
660 | 761 | ||
661 | }; | 762 | }; |
662 | } | 763 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs index 103d8fc..83fc3a6 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs | |||
@@ -1,4 +1,4 @@ | |||
1 | /* | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ | 2 | * Copyright (c) Contributors, http://opensimulator.org/ |
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | 3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
4 | * | 4 | * |
@@ -30,9 +30,9 @@ using System.Reflection; | |||
30 | using log4net; | 30 | using log4net; |
31 | using OMV = OpenMetaverse; | 31 | using OMV = OpenMetaverse; |
32 | using OpenSim.Framework; | 32 | using OpenSim.Framework; |
33 | using OpenSim.Region.Physics.Manager; | 33 | using OpenSim.Region.PhysicsModules.SharedBase; |
34 | 34 | ||
35 | namespace OpenSim.Region.Physics.BulletSPlugin | 35 | namespace OpenSim.Region.PhysicsModule.BulletS |
36 | { | 36 | { |
37 | public sealed class BSCharacter : BSPhysObject | 37 | public sealed class BSCharacter : BSPhysObject |
38 | { | 38 | { |
@@ -43,53 +43,52 @@ public sealed class BSCharacter : BSPhysObject | |||
43 | private OMV.Vector3 _size; | 43 | private OMV.Vector3 _size; |
44 | private bool _grabbed; | 44 | private bool _grabbed; |
45 | private bool _selected; | 45 | private bool _selected; |
46 | private OMV.Vector3 _position; | ||
47 | private float _mass; | 46 | private float _mass; |
48 | private float _avatarDensity; | ||
49 | private float _avatarVolume; | 47 | private float _avatarVolume; |
50 | private OMV.Vector3 _force; | ||
51 | private OMV.Vector3 _velocity; | ||
52 | private OMV.Vector3 _torque; | ||
53 | private float _collisionScore; | 48 | private float _collisionScore; |
54 | private OMV.Vector3 _acceleration; | 49 | private OMV.Vector3 _acceleration; |
55 | private OMV.Quaternion _orientation; | ||
56 | private int _physicsActorType; | 50 | private int _physicsActorType; |
57 | private bool _isPhysical; | 51 | private bool _isPhysical; |
58 | private bool _flying; | 52 | private bool _flying; |
59 | private bool _setAlwaysRun; | 53 | private bool _setAlwaysRun; |
60 | private bool _throttleUpdates; | 54 | private bool _throttleUpdates; |
61 | private bool _isColliding; | ||
62 | private bool _collidingObj; | ||
63 | private bool _floatOnWater; | 55 | private bool _floatOnWater; |
64 | private OMV.Vector3 _rotationalVelocity; | 56 | private OMV.Vector3 _rotationalVelocity; |
65 | private bool _kinematic; | 57 | private bool _kinematic; |
66 | private float _buoyancy; | 58 | private float _buoyancy; |
67 | 59 | ||
68 | // The friction and velocity of the avatar is modified depending on whether walking or not. | 60 | private BSActorAvatarMove m_moveActor; |
69 | private float _currentFriction; // the friction currently being used (changed by setVelocity). | 61 | private const string AvatarMoveActorName = "BSCharacter.AvatarMove"; |
70 | |||
71 | private BSVMotor _velocityMotor; | ||
72 | 62 | ||
73 | private OMV.Vector3 _PIDTarget; | 63 | private OMV.Vector3 _PIDTarget; |
74 | private bool _usePID; | ||
75 | private float _PIDTau; | 64 | private float _PIDTau; |
76 | private bool _useHoverPID; | ||
77 | private float _PIDHoverHeight; | ||
78 | private PIDHoverType _PIDHoverType; | ||
79 | private float _PIDHoverTao; | ||
80 | 65 | ||
81 | public BSCharacter(uint localID, String avName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, bool isFlying) | 66 | // public override OMV.Vector3 RawVelocity |
67 | // { get { return base.RawVelocity; } | ||
68 | // set { | ||
69 | // if (value != base.RawVelocity) | ||
70 | // Util.PrintCallStack(); | ||
71 | // Console.WriteLine("Set rawvel to {0}", value); | ||
72 | // base.RawVelocity = value; } | ||
73 | // } | ||
74 | |||
75 | // Avatars are always complete (in the physics engine sense) | ||
76 | public override bool IsIncomplete { get { return false; } } | ||
77 | |||
78 | public BSCharacter( | ||
79 | uint localID, String avName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 vel, OMV.Vector3 size, bool isFlying) | ||
80 | |||
82 | : base(parent_scene, localID, avName, "BSCharacter") | 81 | : base(parent_scene, localID, avName, "BSCharacter") |
83 | { | 82 | { |
84 | _physicsActorType = (int)ActorTypes.Agent; | 83 | _physicsActorType = (int)ActorTypes.Agent; |
85 | _position = pos; | 84 | RawPosition = pos; |
86 | 85 | ||
87 | _flying = isFlying; | 86 | _flying = isFlying; |
88 | _orientation = OMV.Quaternion.Identity; | 87 | RawOrientation = OMV.Quaternion.Identity; |
89 | _velocity = OMV.Vector3.Zero; | 88 | RawVelocity = vel; |
90 | _buoyancy = ComputeBuoyancyFromFlying(isFlying); | 89 | _buoyancy = ComputeBuoyancyFromFlying(isFlying); |
91 | _currentFriction = BSParam.AvatarStandingFriction; | 90 | Friction = BSParam.AvatarStandingFriction; |
92 | _avatarDensity = BSParam.AvatarDensity; | 91 | Density = BSParam.AvatarDensity; |
93 | 92 | ||
94 | // Old versions of ScenePresence passed only the height. If width and/or depth are zero, | 93 | // Old versions of ScenePresence passed only the height. If width and/or depth are zero, |
95 | // replace with the default values. | 94 | // replace with the default values. |
@@ -103,19 +102,28 @@ public sealed class BSCharacter : BSPhysObject | |||
103 | // set _avatarVolume and _mass based on capsule size, _density and Scale | 102 | // set _avatarVolume and _mass based on capsule size, _density and Scale |
104 | ComputeAvatarVolumeAndMass(); | 103 | ComputeAvatarVolumeAndMass(); |
105 | 104 | ||
106 | SetupMovementMotor(); | 105 | DetailLog( |
107 | 106 | "{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5},pos={6},vel={7}", | |
108 | DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5}", | 107 | LocalID, _size, Scale, Density, _avatarVolume, RawMass, pos, vel); |
109 | LocalID, _size, Scale, _avatarDensity, _avatarVolume, RawMass); | ||
110 | 108 | ||
111 | // do actual creation in taint time | 109 | // do actual creation in taint time |
112 | PhysicsScene.TaintedObject("BSCharacter.create", delegate() | 110 | PhysScene.TaintedObject(LocalID, "BSCharacter.create", delegate() |
113 | { | 111 | { |
114 | DetailLog("{0},BSCharacter.create,taint", LocalID); | 112 | DetailLog("{0},BSCharacter.create,taint", LocalID); |
113 | |||
115 | // New body and shape into PhysBody and PhysShape | 114 | // New body and shape into PhysBody and PhysShape |
116 | PhysicsScene.Shapes.GetBodyAndShape(true, PhysicsScene.World, this); | 115 | PhysScene.Shapes.GetBodyAndShape(true, PhysScene.World, this); |
116 | |||
117 | // The avatar's movement is controlled by this motor that speeds up and slows down | ||
118 | // the avatar seeking to reach the motor's target speed. | ||
119 | // This motor runs as a prestep action for the avatar so it will keep the avatar | ||
120 | // standing as well as moving. Destruction of the avatar will destroy the pre-step action. | ||
121 | m_moveActor = new BSActorAvatarMove(PhysScene, this, AvatarMoveActorName); | ||
122 | PhysicalActors.Add(AvatarMoveActorName, m_moveActor); | ||
117 | 123 | ||
118 | SetPhysicalProperties(); | 124 | SetPhysicalProperties(); |
125 | |||
126 | IsInitialized = true; | ||
119 | }); | 127 | }); |
120 | return; | 128 | return; |
121 | } | 129 | } |
@@ -123,122 +131,77 @@ public sealed class BSCharacter : BSPhysObject | |||
123 | // called when this character is being destroyed and the resources should be released | 131 | // called when this character is being destroyed and the resources should be released |
124 | public override void Destroy() | 132 | public override void Destroy() |
125 | { | 133 | { |
134 | IsInitialized = false; | ||
135 | |||
126 | base.Destroy(); | 136 | base.Destroy(); |
127 | 137 | ||
128 | DetailLog("{0},BSCharacter.Destroy", LocalID); | 138 | DetailLog("{0},BSCharacter.Destroy", LocalID); |
129 | PhysicsScene.TaintedObject("BSCharacter.destroy", delegate() | 139 | PhysScene.TaintedObject(LocalID, "BSCharacter.destroy", delegate() |
130 | { | 140 | { |
131 | PhysicsScene.Shapes.DereferenceBody(PhysBody, true, null); | 141 | PhysScene.Shapes.DereferenceBody(PhysBody, null /* bodyCallback */); |
132 | PhysBody.Clear(); | 142 | PhysBody.Clear(); |
133 | PhysicsScene.Shapes.DereferenceShape(PhysShape, true, null); | 143 | PhysShape.Dereference(PhysScene); |
134 | PhysShape.Clear(); | 144 | PhysShape = new BSShapeNull(); |
135 | }); | 145 | }); |
136 | } | 146 | } |
137 | 147 | ||
138 | private void SetPhysicalProperties() | 148 | private void SetPhysicalProperties() |
139 | { | 149 | { |
140 | PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, PhysBody); | 150 | PhysScene.PE.RemoveObjectFromWorld(PhysScene.World, PhysBody); |
151 | |||
152 | ForcePosition = RawPosition; | ||
141 | 153 | ||
142 | ZeroMotion(true); | 154 | // Set the velocity |
143 | ForcePosition = _position; | 155 | if (m_moveActor != null) |
156 | m_moveActor.SetVelocityAndTarget(RawVelocity, RawVelocity, false); | ||
144 | 157 | ||
145 | // Set the velocity and compute the proper friction | 158 | ForceVelocity = RawVelocity; |
146 | _velocityMotor.Reset(); | 159 | TargetVelocity = RawVelocity; |
147 | _velocityMotor.SetTarget(_velocity); | ||
148 | _velocityMotor.SetCurrent(_velocity); | ||
149 | ForceVelocity = _velocity; | ||
150 | 160 | ||
151 | // This will enable or disable the flying buoyancy of the avatar. | 161 | // This will enable or disable the flying buoyancy of the avatar. |
152 | // Needs to be reset especially when an avatar is recreated after crossing a region boundry. | 162 | // Needs to be reset especially when an avatar is recreated after crossing a region boundry. |
153 | Flying = _flying; | 163 | Flying = _flying; |
154 | 164 | ||
155 | PhysicsScene.PE.SetRestitution(PhysBody, BSParam.AvatarRestitution); | 165 | PhysScene.PE.SetRestitution(PhysBody, BSParam.AvatarRestitution); |
156 | PhysicsScene.PE.SetMargin(PhysShape, PhysicsScene.Params.collisionMargin); | 166 | PhysScene.PE.SetMargin(PhysShape.physShapeInfo, PhysScene.Params.collisionMargin); |
157 | PhysicsScene.PE.SetLocalScaling(PhysShape, Scale); | 167 | PhysScene.PE.SetLocalScaling(PhysShape.physShapeInfo, Scale); |
158 | PhysicsScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold); | 168 | PhysScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold); |
159 | if (BSParam.CcdMotionThreshold > 0f) | 169 | if (BSParam.CcdMotionThreshold > 0f) |
160 | { | 170 | { |
161 | PhysicsScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold); | 171 | PhysScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold); |
162 | PhysicsScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius); | 172 | PhysScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius); |
163 | } | 173 | } |
164 | 174 | ||
165 | UpdatePhysicalMassProperties(RawMass, false); | 175 | UpdatePhysicalMassProperties(RawMass, false); |
166 | 176 | ||
167 | // Make so capsule does not fall over | 177 | // Make so capsule does not fall over |
168 | PhysicsScene.PE.SetAngularFactorV(PhysBody, OMV.Vector3.Zero); | 178 | PhysScene.PE.SetAngularFactorV(PhysBody, OMV.Vector3.Zero); |
169 | 179 | ||
170 | PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_CHARACTER_OBJECT); | 180 | // The avatar mover sets some parameters. |
181 | PhysicalActors.Refresh(); | ||
171 | 182 | ||
172 | PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, PhysBody); | 183 | PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_CHARACTER_OBJECT); |
184 | |||
185 | PhysScene.PE.AddObjectToWorld(PhysScene.World, PhysBody); | ||
173 | 186 | ||
174 | // PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.ACTIVE_TAG); | 187 | // PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.ACTIVE_TAG); |
175 | PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.DISABLE_DEACTIVATION); | 188 | PhysScene.PE.ForceActivationState(PhysBody, ActivationState.DISABLE_DEACTIVATION); |
176 | PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, PhysBody); | 189 | PhysScene.PE.UpdateSingleAabb(PhysScene.World, PhysBody); |
177 | 190 | ||
178 | // Do this after the object has been added to the world | 191 | // Do this after the object has been added to the world |
179 | PhysBody.collisionType = CollisionType.Avatar; | 192 | if (BSParam.AvatarToAvatarCollisionsByDefault) |
180 | PhysBody.ApplyCollisionMask(PhysicsScene); | 193 | PhysBody.collisionType = CollisionType.Avatar; |
181 | } | 194 | else |
182 | 195 | PhysBody.collisionType = CollisionType.PhantomToOthersAvatar; | |
183 | // The avatar's movement is controlled by this motor that speeds up and slows down | ||
184 | // the avatar seeking to reach the motor's target speed. | ||
185 | // This motor runs as a prestep action for the avatar so it will keep the avatar | ||
186 | // standing as well as moving. Destruction of the avatar will destroy the pre-step action. | ||
187 | private void SetupMovementMotor() | ||
188 | { | ||
189 | |||
190 | // Someday, use a PID motor for asymmetric speed up and slow down | ||
191 | // _velocityMotor = new BSPIDVMotor("BSCharacter.Velocity", 3f, 5f, BSMotor.InfiniteVector, 1f); | ||
192 | |||
193 | // Infinite decay and timescale values so motor only changes current to target values. | ||
194 | _velocityMotor = new BSVMotor("BSCharacter.Velocity", | ||
195 | 0.2f, // time scale | ||
196 | BSMotor.Infinite, // decay time scale | ||
197 | BSMotor.InfiniteVector, // friction timescale | ||
198 | 1f // efficiency | ||
199 | ); | ||
200 | // _velocityMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages. | ||
201 | |||
202 | RegisterPreStepAction("BSCharactor.Movement", LocalID, delegate(float timeStep) | ||
203 | { | ||
204 | // TODO: Decide if the step parameters should be changed depending on the avatar's | ||
205 | // state (flying, colliding, ...). There is code in ODE to do this. | ||
206 | |||
207 | OMV.Vector3 stepVelocity = _velocityMotor.Step(timeStep); | ||
208 | |||
209 | // If falling, we keep the world's downward vector no matter what the other axis specify. | ||
210 | if (!Flying && !IsColliding) | ||
211 | { | ||
212 | stepVelocity.Z = _velocity.Z; | ||
213 | // DetailLog("{0},BSCharacter.MoveMotor,taint,overrideStepZWithWorldZ,stepVel={1}", LocalID, stepVelocity); | ||
214 | } | ||
215 | |||
216 | // 'stepVelocity' is now the speed we'd like the avatar to move in. Turn that into an instantanous force. | ||
217 | OMV.Vector3 moveForce = (stepVelocity - _velocity) * Mass / PhysicsScene.LastTimeStep; | ||
218 | 196 | ||
219 | /* | 197 | PhysBody.ApplyCollisionMask(PhysScene); |
220 | // If moveForce is very small, zero things so we don't keep sending microscopic updates to the user | ||
221 | float moveForceMagnitudeSquared = moveForce.LengthSquared(); | ||
222 | if (moveForceMagnitudeSquared < 0.0001) | ||
223 | { | ||
224 | DetailLog("{0},BSCharacter.MoveMotor,zeroMovement,stepVel={1},vel={2},mass={3},magSq={4},moveForce={5}", | ||
225 | LocalID, stepVelocity, _velocity, Mass, moveForceMagnitudeSquared, moveForce); | ||
226 | ForceVelocity = OMV.Vector3.Zero; | ||
227 | } | ||
228 | else | ||
229 | { | ||
230 | AddForce(moveForce, false, true); | ||
231 | } | ||
232 | */ | ||
233 | // DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}", LocalID, stepVelocity, _velocity, Mass, moveForce); | ||
234 | AddForce(moveForce, false, true); | ||
235 | }); | ||
236 | } | 198 | } |
237 | 199 | ||
238 | public override void RequestPhysicsterseUpdate() | 200 | public override void RequestPhysicsterseUpdate() |
239 | { | 201 | { |
240 | base.RequestPhysicsterseUpdate(); | 202 | base.RequestPhysicsterseUpdate(); |
241 | } | 203 | } |
204 | |||
242 | // No one calls this method so I don't know what it could possibly mean | 205 | // No one calls this method so I don't know what it could possibly mean |
243 | public override bool Stopped { get { return false; } } | 206 | public override bool Stopped { get { return false; } } |
244 | 207 | ||
@@ -250,6 +213,10 @@ public sealed class BSCharacter : BSPhysObject | |||
250 | } | 213 | } |
251 | 214 | ||
252 | set { | 215 | set { |
216 | // This is how much the avatar size is changing. Positive means getting bigger. | ||
217 | // The avatar altitude must be adjusted for this change. | ||
218 | float heightChange = value.Z - _size.Z; | ||
219 | |||
253 | _size = value; | 220 | _size = value; |
254 | // Old versions of ScenePresence passed only the height. If width and/or depth are zero, | 221 | // Old versions of ScenePresence passed only the height. If width and/or depth are zero, |
255 | // replace with the default values. | 222 | // replace with the default values. |
@@ -259,16 +226,20 @@ public sealed class BSCharacter : BSPhysObject | |||
259 | Scale = ComputeAvatarScale(_size); | 226 | Scale = ComputeAvatarScale(_size); |
260 | ComputeAvatarVolumeAndMass(); | 227 | ComputeAvatarVolumeAndMass(); |
261 | DetailLog("{0},BSCharacter.setSize,call,size={1},scale={2},density={3},volume={4},mass={5}", | 228 | DetailLog("{0},BSCharacter.setSize,call,size={1},scale={2},density={3},volume={4},mass={5}", |
262 | LocalID, _size, Scale, _avatarDensity, _avatarVolume, RawMass); | 229 | LocalID, _size, Scale, Density, _avatarVolume, RawMass); |
263 | 230 | ||
264 | PhysicsScene.TaintedObject("BSCharacter.setSize", delegate() | 231 | PhysScene.TaintedObject(LocalID, "BSCharacter.setSize", delegate() |
265 | { | 232 | { |
266 | if (PhysBody.HasPhysicalBody && PhysShape.HasPhysicalShape) | 233 | if (PhysBody.HasPhysicalBody && PhysShape.physShapeInfo.HasPhysicalShape) |
267 | { | 234 | { |
268 | PhysicsScene.PE.SetLocalScaling(PhysShape, Scale); | 235 | PhysScene.PE.SetLocalScaling(PhysShape.physShapeInfo, Scale); |
269 | UpdatePhysicalMassProperties(RawMass, true); | 236 | UpdatePhysicalMassProperties(RawMass, true); |
237 | |||
238 | // Adjust the avatar's position to account for the increase/decrease in size | ||
239 | ForcePosition = new OMV.Vector3(RawPosition.X, RawPosition.Y, RawPosition.Z + heightChange / 2f); | ||
240 | |||
270 | // Make sure this change appears as a property update event | 241 | // Make sure this change appears as a property update event |
271 | PhysicsScene.PE.PushUpdate(PhysBody); | 242 | PhysScene.PE.PushUpdate(PhysBody); |
272 | } | 243 | } |
273 | }); | 244 | }); |
274 | 245 | ||
@@ -279,11 +250,6 @@ public sealed class BSCharacter : BSPhysObject | |||
279 | { | 250 | { |
280 | set { BaseShape = value; } | 251 | set { BaseShape = value; } |
281 | } | 252 | } |
282 | // I want the physics engine to make an avatar capsule | ||
283 | public override BSPhysicsShapeType PreferredPhysicalShape | ||
284 | { | ||
285 | get {return BSPhysicsShapeType.SHAPE_CAPSULE; } | ||
286 | } | ||
287 | 253 | ||
288 | public override bool Grabbed { | 254 | public override bool Grabbed { |
289 | set { _grabbed = value; } | 255 | set { _grabbed = value; } |
@@ -291,6 +257,10 @@ public sealed class BSCharacter : BSPhysObject | |||
291 | public override bool Selected { | 257 | public override bool Selected { |
292 | set { _selected = value; } | 258 | set { _selected = value; } |
293 | } | 259 | } |
260 | public override bool IsSelected | ||
261 | { | ||
262 | get { return _selected; } | ||
263 | } | ||
294 | public override void CrossingFailure() { return; } | 264 | public override void CrossingFailure() { return; } |
295 | public override void link(PhysicsActor obj) { return; } | 265 | public override void link(PhysicsActor obj) { return; } |
296 | public override void delink() { return; } | 266 | public override void delink() { return; } |
@@ -301,29 +271,30 @@ public sealed class BSCharacter : BSPhysObject | |||
301 | // Called at taint time! | 271 | // Called at taint time! |
302 | public override void ZeroMotion(bool inTaintTime) | 272 | public override void ZeroMotion(bool inTaintTime) |
303 | { | 273 | { |
304 | _velocity = OMV.Vector3.Zero; | 274 | RawVelocity = OMV.Vector3.Zero; |
305 | _acceleration = OMV.Vector3.Zero; | 275 | _acceleration = OMV.Vector3.Zero; |
306 | _rotationalVelocity = OMV.Vector3.Zero; | 276 | _rotationalVelocity = OMV.Vector3.Zero; |
307 | 277 | ||
308 | // Zero some other properties directly into the physics engine | 278 | // Zero some other properties directly into the physics engine |
309 | PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate() | 279 | PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.ZeroMotion", delegate() |
310 | { | 280 | { |
311 | if (PhysBody.HasPhysicalBody) | 281 | if (PhysBody.HasPhysicalBody) |
312 | PhysicsScene.PE.ClearAllForces(PhysBody); | 282 | PhysScene.PE.ClearAllForces(PhysBody); |
313 | }); | 283 | }); |
314 | } | 284 | } |
285 | |||
315 | public override void ZeroAngularMotion(bool inTaintTime) | 286 | public override void ZeroAngularMotion(bool inTaintTime) |
316 | { | 287 | { |
317 | _rotationalVelocity = OMV.Vector3.Zero; | 288 | _rotationalVelocity = OMV.Vector3.Zero; |
318 | 289 | ||
319 | PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate() | 290 | PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.ZeroMotion", delegate() |
320 | { | 291 | { |
321 | if (PhysBody.HasPhysicalBody) | 292 | if (PhysBody.HasPhysicalBody) |
322 | { | 293 | { |
323 | PhysicsScene.PE.SetInterpolationAngularVelocity(PhysBody, OMV.Vector3.Zero); | 294 | PhysScene.PE.SetInterpolationAngularVelocity(PhysBody, OMV.Vector3.Zero); |
324 | PhysicsScene.PE.SetAngularVelocity(PhysBody, OMV.Vector3.Zero); | 295 | PhysScene.PE.SetAngularVelocity(PhysBody, OMV.Vector3.Zero); |
325 | // The next also get rid of applied linear force but the linear velocity is untouched. | 296 | // The next also get rid of applied linear force but the linear velocity is untouched. |
326 | PhysicsScene.PE.ClearForces(PhysBody); | 297 | PhysScene.PE.ClearForces(PhysBody); |
327 | } | 298 | } |
328 | }); | 299 | }); |
329 | } | 300 | } |
@@ -331,38 +302,34 @@ public sealed class BSCharacter : BSPhysObject | |||
331 | 302 | ||
332 | public override void LockAngularMotion(OMV.Vector3 axis) { return; } | 303 | public override void LockAngularMotion(OMV.Vector3 axis) { return; } |
333 | 304 | ||
334 | public override OMV.Vector3 RawPosition | ||
335 | { | ||
336 | get { return _position; } | ||
337 | set { _position = value; } | ||
338 | } | ||
339 | public override OMV.Vector3 Position { | 305 | public override OMV.Vector3 Position { |
340 | get { | 306 | get { |
341 | // Don't refetch the position because this function is called a zillion times | 307 | // Don't refetch the position because this function is called a zillion times |
342 | // _position = PhysicsScene.PE.GetObjectPosition(Scene.World, LocalID); | 308 | // RawPosition = PhysicsScene.PE.GetObjectPosition(Scene.World, LocalID); |
343 | return _position; | 309 | return RawPosition; |
344 | } | 310 | } |
345 | set { | 311 | set { |
346 | _position = value; | 312 | RawPosition = value; |
347 | PositionSanityCheck(); | ||
348 | 313 | ||
349 | PhysicsScene.TaintedObject("BSCharacter.setPosition", delegate() | 314 | PhysScene.TaintedObject(LocalID, "BSCharacter.setPosition", delegate() |
350 | { | 315 | { |
351 | DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 316 | DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, RawPosition, RawOrientation); |
352 | if (PhysBody.HasPhysicalBody) | 317 | PositionSanityCheck(); |
353 | PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation); | 318 | ForcePosition = RawPosition; |
354 | }); | 319 | }); |
355 | } | 320 | } |
356 | } | 321 | } |
357 | public override OMV.Vector3 ForcePosition { | 322 | public override OMV.Vector3 ForcePosition { |
358 | get { | 323 | get { |
359 | _position = PhysicsScene.PE.GetPosition(PhysBody); | 324 | RawPosition = PhysScene.PE.GetPosition(PhysBody); |
360 | return _position; | 325 | return RawPosition; |
361 | } | 326 | } |
362 | set { | 327 | set { |
363 | _position = value; | 328 | RawPosition = value; |
364 | PositionSanityCheck(); | 329 | if (PhysBody.HasPhysicalBody) |
365 | PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation); | 330 | { |
331 | PhysScene.PE.SetTranslation(PhysBody, RawPosition, RawOrientation); | ||
332 | } | ||
366 | } | 333 | } |
367 | } | 334 | } |
368 | 335 | ||
@@ -375,28 +342,30 @@ public sealed class BSCharacter : BSPhysObject | |||
375 | bool ret = false; | 342 | bool ret = false; |
376 | 343 | ||
377 | // TODO: check for out of bounds | 344 | // TODO: check for out of bounds |
378 | if (!PhysicsScene.TerrainManager.IsWithinKnownTerrain(_position)) | 345 | if (!PhysScene.TerrainManager.IsWithinKnownTerrain(RawPosition)) |
379 | { | 346 | { |
380 | // The character is out of the known/simulated area. | 347 | // The character is out of the known/simulated area. |
381 | // Upper levels of code will handle the transition to other areas so, for | 348 | // Force the avatar position to be within known. ScenePresence will use the position |
382 | // the time, we just ignore the position. | 349 | // plus the velocity to decide if the avatar is moving out of the region. |
383 | return ret; | 350 | RawPosition = PhysScene.TerrainManager.ClampPositionIntoKnownTerrain(RawPosition); |
351 | DetailLog("{0},BSCharacter.PositionSanityCheck,notWithinKnownTerrain,clampedPos={1}", LocalID, RawPosition); | ||
352 | return true; | ||
384 | } | 353 | } |
385 | 354 | ||
386 | // If below the ground, move the avatar up | 355 | // If below the ground, move the avatar up |
387 | float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position); | 356 | float terrainHeight = PhysScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition); |
388 | if (Position.Z < terrainHeight) | 357 | if (Position.Z < terrainHeight) |
389 | { | 358 | { |
390 | DetailLog("{0},BSCharacter.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, _position, terrainHeight); | 359 | DetailLog("{0},BSCharacter.PositionSanityCheck,adjustForUnderGround,pos={1},terrain={2}", LocalID, RawPosition, terrainHeight); |
391 | _position.Z = terrainHeight + 2.0f; | 360 | RawPosition = new OMV.Vector3(RawPosition.X, RawPosition.Y, terrainHeight + BSParam.AvatarBelowGroundUpCorrectionMeters); |
392 | ret = true; | 361 | ret = true; |
393 | } | 362 | } |
394 | if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) | 363 | if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) |
395 | { | 364 | { |
396 | float waterHeight = PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(_position); | 365 | float waterHeight = PhysScene.TerrainManager.GetWaterLevelAtXYZ(RawPosition); |
397 | if (Position.Z < waterHeight) | 366 | if (Position.Z < waterHeight) |
398 | { | 367 | { |
399 | _position.Z = waterHeight; | 368 | RawPosition = new OMV.Vector3(RawPosition.X, RawPosition.Y, waterHeight); |
400 | ret = true; | 369 | ret = true; |
401 | } | 370 | } |
402 | } | 371 | } |
@@ -414,11 +383,10 @@ public sealed class BSCharacter : BSPhysObject | |||
414 | { | 383 | { |
415 | // The new position value must be pushed into the physics engine but we can't | 384 | // The new position value must be pushed into the physics engine but we can't |
416 | // just assign to "Position" because of potential call loops. | 385 | // just assign to "Position" because of potential call loops. |
417 | PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.PositionSanityCheck", delegate() | 386 | PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.PositionSanityCheck", delegate() |
418 | { | 387 | { |
419 | DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 388 | DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, RawPosition, RawOrientation); |
420 | if (PhysBody.HasPhysicalBody) | 389 | ForcePosition = RawPosition; |
421 | PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation); | ||
422 | }); | 390 | }); |
423 | ret = true; | 391 | ret = true; |
424 | } | 392 | } |
@@ -428,25 +396,25 @@ public sealed class BSCharacter : BSPhysObject | |||
428 | public override float Mass { get { return _mass; } } | 396 | public override float Mass { get { return _mass; } } |
429 | 397 | ||
430 | // used when we only want this prim's mass and not the linkset thing | 398 | // used when we only want this prim's mass and not the linkset thing |
431 | public override float RawMass { | 399 | public override float RawMass { |
432 | get {return _mass; } | 400 | get {return _mass; } |
433 | } | 401 | } |
434 | public override void UpdatePhysicalMassProperties(float physMass, bool inWorld) | 402 | public override void UpdatePhysicalMassProperties(float physMass, bool inWorld) |
435 | { | 403 | { |
436 | OMV.Vector3 localInertia = PhysicsScene.PE.CalculateLocalInertia(PhysShape, physMass); | 404 | OMV.Vector3 localInertia = PhysScene.PE.CalculateLocalInertia(PhysShape.physShapeInfo, physMass); |
437 | PhysicsScene.PE.SetMassProps(PhysBody, physMass, localInertia); | 405 | PhysScene.PE.SetMassProps(PhysBody, physMass, localInertia); |
438 | } | 406 | } |
439 | 407 | ||
440 | public override OMV.Vector3 Force { | 408 | public override OMV.Vector3 Force { |
441 | get { return _force; } | 409 | get { return RawForce; } |
442 | set { | 410 | set { |
443 | _force = value; | 411 | RawForce = value; |
444 | // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force); | 412 | // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force); |
445 | PhysicsScene.TaintedObject("BSCharacter.SetForce", delegate() | 413 | PhysScene.TaintedObject(LocalID, "BSCharacter.SetForce", delegate() |
446 | { | 414 | { |
447 | DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force); | 415 | DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, RawForce); |
448 | if (PhysBody.HasPhysicalBody) | 416 | if (PhysBody.HasPhysicalBody) |
449 | PhysicsScene.PE.SetObjectForce(PhysBody, _force); | 417 | PhysScene.PE.SetObjectForce(PhysBody, RawForce); |
450 | }); | 418 | }); |
451 | } | 419 | } |
452 | } | 420 | } |
@@ -460,6 +428,7 @@ public sealed class BSCharacter : BSPhysObject | |||
460 | 428 | ||
461 | // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more | 429 | // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more |
462 | public override void SetVolumeDetect(int param) { return; } | 430 | public override void SetVolumeDetect(int param) { return; } |
431 | public override bool IsVolumeDetect { get { return false; } } | ||
463 | 432 | ||
464 | public override OMV.Vector3 GeometricCenter { get { return OMV.Vector3.Zero; } } | 433 | public override OMV.Vector3 GeometricCenter { get { return OMV.Vector3.Zero; } } |
465 | public override OMV.Vector3 CenterOfMass { get { return OMV.Vector3.Zero; } } | 434 | public override OMV.Vector3 CenterOfMass { get { return OMV.Vector3.Zero; } } |
@@ -469,79 +438,59 @@ public sealed class BSCharacter : BSPhysObject | |||
469 | { | 438 | { |
470 | get | 439 | get |
471 | { | 440 | { |
472 | return _velocityMotor.TargetValue; | 441 | return base.m_targetVelocity; |
473 | } | 442 | } |
474 | set | 443 | set |
475 | { | 444 | { |
476 | DetailLog("{0},BSCharacter.setTargetVelocity,call,vel={1}", LocalID, value); | 445 | DetailLog("{0},BSCharacter.setTargetVelocity,call,vel={1}", LocalID, value); |
446 | m_targetVelocity = value; | ||
477 | OMV.Vector3 targetVel = value; | 447 | OMV.Vector3 targetVel = value; |
478 | if (_setAlwaysRun) | 448 | if (_setAlwaysRun && !_flying) |
479 | targetVel *= BSParam.AvatarAlwaysRunFactor; | 449 | targetVel *= new OMV.Vector3(BSParam.AvatarAlwaysRunFactor, BSParam.AvatarAlwaysRunFactor, 1f); |
480 | 450 | ||
481 | PhysicsScene.TaintedObject("BSCharacter.setTargetVelocity", delegate() | 451 | if (m_moveActor != null) |
482 | { | 452 | m_moveActor.SetVelocityAndTarget(RawVelocity, targetVel, false /* inTaintTime */); |
483 | _velocityMotor.Reset(); | ||
484 | _velocityMotor.SetTarget(targetVel); | ||
485 | _velocityMotor.SetCurrent(_velocity); | ||
486 | _velocityMotor.Enabled = true; | ||
487 | }); | ||
488 | } | 453 | } |
489 | } | 454 | } |
490 | // Directly setting velocity means this is what the user really wants now. | 455 | // Directly setting velocity means this is what the user really wants now. |
491 | public override OMV.Vector3 Velocity { | 456 | public override OMV.Vector3 Velocity { |
492 | get { return _velocity; } | 457 | get { return RawVelocity; } |
493 | set { | 458 | set { |
494 | _velocity = value; | 459 | RawVelocity = value; |
495 | // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity); | 460 | OMV.Vector3 vel = RawVelocity; |
496 | PhysicsScene.TaintedObject("BSCharacter.setVelocity", delegate() | 461 | |
462 | DetailLog("{0}: set Velocity = {1}", LocalID, value); | ||
463 | |||
464 | PhysScene.TaintedObject(LocalID, "BSCharacter.setVelocity", delegate() | ||
497 | { | 465 | { |
498 | _velocityMotor.Reset(); | 466 | if (m_moveActor != null) |
499 | _velocityMotor.SetCurrent(_velocity); | 467 | m_moveActor.SetVelocityAndTarget(vel, vel, true /* inTaintTime */); |
500 | _velocityMotor.SetTarget(_velocity); | 468 | |
501 | // Even though the motor is initialized, it's not used and the velocity goes straight into the avatar. | 469 | DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, vel); |
502 | _velocityMotor.Enabled = false; | 470 | ForceVelocity = vel; |
503 | |||
504 | DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity); | ||
505 | ForceVelocity = _velocity; | ||
506 | }); | 471 | }); |
507 | } | 472 | } |
508 | } | 473 | } |
474 | |||
509 | public override OMV.Vector3 ForceVelocity { | 475 | public override OMV.Vector3 ForceVelocity { |
510 | get { return _velocity; } | 476 | get { return RawVelocity; } |
511 | set { | 477 | set { |
512 | PhysicsScene.AssertInTaintTime("BSCharacter.ForceVelocity"); | 478 | PhysScene.AssertInTaintTime("BSCharacter.ForceVelocity"); |
479 | // Util.PrintCallStack(); | ||
480 | DetailLog("{0}: set ForceVelocity = {1}", LocalID, value); | ||
513 | 481 | ||
514 | _velocity = value; | 482 | RawVelocity = value; |
515 | // Depending on whether the avatar is moving or not, change the friction | 483 | PhysScene.PE.SetLinearVelocity(PhysBody, RawVelocity); |
516 | // to keep the avatar from slipping around | 484 | PhysScene.PE.Activate(PhysBody, true); |
517 | if (_velocity.Length() == 0) | ||
518 | { | ||
519 | if (_currentFriction != BSParam.AvatarStandingFriction) | ||
520 | { | ||
521 | _currentFriction = BSParam.AvatarStandingFriction; | ||
522 | if (PhysBody.HasPhysicalBody) | ||
523 | PhysicsScene.PE.SetFriction(PhysBody, _currentFriction); | ||
524 | } | ||
525 | } | ||
526 | else | ||
527 | { | ||
528 | if (_currentFriction != BSParam.AvatarFriction) | ||
529 | { | ||
530 | _currentFriction = BSParam.AvatarFriction; | ||
531 | if (PhysBody.HasPhysicalBody) | ||
532 | PhysicsScene.PE.SetFriction(PhysBody, _currentFriction); | ||
533 | } | ||
534 | } | ||
535 | |||
536 | PhysicsScene.PE.SetLinearVelocity(PhysBody, _velocity); | ||
537 | PhysicsScene.PE.Activate(PhysBody, true); | ||
538 | } | 485 | } |
539 | } | 486 | } |
487 | |||
540 | public override OMV.Vector3 Torque { | 488 | public override OMV.Vector3 Torque { |
541 | get { return _torque; } | 489 | get { return RawTorque; } |
542 | set { _torque = value; | 490 | set { RawTorque = value; |
543 | } | 491 | } |
544 | } | 492 | } |
493 | |||
545 | public override float CollisionScore { | 494 | public override float CollisionScore { |
546 | get { return _collisionScore; } | 495 | get { return _collisionScore; } |
547 | set { _collisionScore = value; | 496 | set { _collisionScore = value; |
@@ -551,22 +500,27 @@ public sealed class BSCharacter : BSPhysObject | |||
551 | get { return _acceleration; } | 500 | get { return _acceleration; } |
552 | set { _acceleration = value; } | 501 | set { _acceleration = value; } |
553 | } | 502 | } |
554 | public override OMV.Quaternion RawOrientation | ||
555 | { | ||
556 | get { return _orientation; } | ||
557 | set { _orientation = value; } | ||
558 | } | ||
559 | public override OMV.Quaternion Orientation { | 503 | public override OMV.Quaternion Orientation { |
560 | get { return _orientation; } | 504 | get { return RawOrientation; } |
561 | set { | 505 | set { |
562 | // Orientation is set zillions of times when an avatar is walking. It's like | 506 | // Orientation is set zillions of times when an avatar is walking. It's like |
563 | // the viewer doesn't trust us. | 507 | // the viewer doesn't trust us. |
564 | if (_orientation != value) | 508 | if (RawOrientation != value) |
565 | { | 509 | { |
566 | _orientation = value; | 510 | RawOrientation = value; |
567 | PhysicsScene.TaintedObject("BSCharacter.setOrientation", delegate() | 511 | PhysScene.TaintedObject(LocalID, "BSCharacter.setOrientation", delegate() |
568 | { | 512 | { |
569 | ForceOrientation = _orientation; | 513 | // Bullet assumes we know what we are doing when forcing orientation |
514 | // so it lets us go against all the rules and just compensates for them later. | ||
515 | // This forces rotation to be only around the Z axis and doesn't change any of the other axis. | ||
516 | // This keeps us from flipping the capsule over which the veiwer does not understand. | ||
517 | float oRoll, oPitch, oYaw; | ||
518 | RawOrientation.GetEulerAngles(out oRoll, out oPitch, out oYaw); | ||
519 | OMV.Quaternion trimmedOrientation = OMV.Quaternion.CreateFromEulers(0f, 0f, oYaw); | ||
520 | // DetailLog("{0},BSCharacter.setOrientation,taint,val={1},valDir={2},conv={3},convDir={4}", | ||
521 | // LocalID, RawOrientation, OMV.Vector3.UnitX * RawOrientation, | ||
522 | // trimmedOrientation, OMV.Vector3.UnitX * trimmedOrientation); | ||
523 | ForceOrientation = trimmedOrientation; | ||
570 | }); | 524 | }); |
571 | } | 525 | } |
572 | } | 526 | } |
@@ -576,16 +530,16 @@ public sealed class BSCharacter : BSPhysObject | |||
576 | { | 530 | { |
577 | get | 531 | get |
578 | { | 532 | { |
579 | _orientation = PhysicsScene.PE.GetOrientation(PhysBody); | 533 | RawOrientation = PhysScene.PE.GetOrientation(PhysBody); |
580 | return _orientation; | 534 | return RawOrientation; |
581 | } | 535 | } |
582 | set | 536 | set |
583 | { | 537 | { |
584 | _orientation = value; | 538 | RawOrientation = value; |
585 | if (PhysBody.HasPhysicalBody) | 539 | if (PhysBody.HasPhysicalBody) |
586 | { | 540 | { |
587 | // _position = PhysicsScene.PE.GetPosition(BSBody); | 541 | // RawPosition = PhysicsScene.PE.GetPosition(BSBody); |
588 | PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation); | 542 | PhysScene.PE.SetTranslation(PhysBody, RawPosition, RawOrientation); |
589 | } | 543 | } |
590 | } | 544 | } |
591 | } | 545 | } |
@@ -605,6 +559,9 @@ public sealed class BSCharacter : BSPhysObject | |||
605 | public override bool IsStatic { | 559 | public override bool IsStatic { |
606 | get { return false; } | 560 | get { return false; } |
607 | } | 561 | } |
562 | public override bool IsPhysicallyActive { | ||
563 | get { return true; } | ||
564 | } | ||
608 | public override bool Flying { | 565 | public override bool Flying { |
609 | get { return _flying; } | 566 | get { return _flying; } |
610 | set { | 567 | set { |
@@ -631,14 +588,14 @@ public sealed class BSCharacter : BSPhysObject | |||
631 | public override bool FloatOnWater { | 588 | public override bool FloatOnWater { |
632 | set { | 589 | set { |
633 | _floatOnWater = value; | 590 | _floatOnWater = value; |
634 | PhysicsScene.TaintedObject("BSCharacter.setFloatOnWater", delegate() | 591 | PhysScene.TaintedObject(LocalID, "BSCharacter.setFloatOnWater", delegate() |
635 | { | 592 | { |
636 | if (PhysBody.HasPhysicalBody) | 593 | if (PhysBody.HasPhysicalBody) |
637 | { | 594 | { |
638 | if (_floatOnWater) | 595 | if (_floatOnWater) |
639 | CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); | 596 | CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); |
640 | else | 597 | else |
641 | CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); | 598 | CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); |
642 | } | 599 | } |
643 | }); | 600 | }); |
644 | } | 601 | } |
@@ -659,7 +616,7 @@ public sealed class BSCharacter : BSPhysObject | |||
659 | public override float Buoyancy { | 616 | public override float Buoyancy { |
660 | get { return _buoyancy; } | 617 | get { return _buoyancy; } |
661 | set { _buoyancy = value; | 618 | set { _buoyancy = value; |
662 | PhysicsScene.TaintedObject("BSCharacter.setBuoyancy", delegate() | 619 | PhysScene.TaintedObject(LocalID, "BSCharacter.setBuoyancy", delegate() |
663 | { | 620 | { |
664 | DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | 621 | DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy); |
665 | ForceBuoyancy = _buoyancy; | 622 | ForceBuoyancy = _buoyancy; |
@@ -668,15 +625,16 @@ public sealed class BSCharacter : BSPhysObject | |||
668 | } | 625 | } |
669 | public override float ForceBuoyancy { | 626 | public override float ForceBuoyancy { |
670 | get { return _buoyancy; } | 627 | get { return _buoyancy; } |
671 | set { | 628 | set { |
672 | PhysicsScene.AssertInTaintTime("BSCharacter.ForceBuoyancy"); | 629 | PhysScene.AssertInTaintTime("BSCharacter.ForceBuoyancy"); |
673 | 630 | ||
674 | _buoyancy = value; | 631 | _buoyancy = value; |
675 | DetailLog("{0},BSCharacter.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | 632 | DetailLog("{0},BSCharacter.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy); |
676 | // Buoyancy is faked by changing the gravity applied to the object | 633 | // Buoyancy is faked by changing the gravity applied to the object |
677 | float grav = PhysicsScene.Params.gravity * (1f - _buoyancy); | 634 | float grav = BSParam.Gravity * (1f - _buoyancy); |
635 | Gravity = new OMV.Vector3(0f, 0f, grav); | ||
678 | if (PhysBody.HasPhysicalBody) | 636 | if (PhysBody.HasPhysicalBody) |
679 | PhysicsScene.PE.SetGravity(PhysBody, new OMV.Vector3(0f, 0f, grav)); | 637 | PhysScene.PE.SetGravity(PhysBody, Gravity); |
680 | } | 638 | } |
681 | } | 639 | } |
682 | 640 | ||
@@ -684,60 +642,32 @@ public sealed class BSCharacter : BSPhysObject | |||
684 | public override OMV.Vector3 PIDTarget { | 642 | public override OMV.Vector3 PIDTarget { |
685 | set { _PIDTarget = value; } | 643 | set { _PIDTarget = value; } |
686 | } | 644 | } |
687 | public override bool PIDActive { | 645 | |
688 | set { _usePID = value; } | 646 | public override bool PIDActive { get; set; } |
689 | } | 647 | |
690 | public override float PIDTau { | 648 | public override float PIDTau { |
691 | set { _PIDTau = value; } | 649 | set { _PIDTau = value; } |
692 | } | 650 | } |
693 | 651 | ||
694 | // Used for llSetHoverHeight and maybe vehicle height | ||
695 | // Hover Height will override MoveTo target's Z | ||
696 | public override bool PIDHoverActive { | ||
697 | set { _useHoverPID = value; } | ||
698 | } | ||
699 | public override float PIDHoverHeight { | ||
700 | set { _PIDHoverHeight = value; } | ||
701 | } | ||
702 | public override PIDHoverType PIDHoverType { | ||
703 | set { _PIDHoverType = value; } | ||
704 | } | ||
705 | public override float PIDHoverTau { | ||
706 | set { _PIDHoverTao = value; } | ||
707 | } | ||
708 | |||
709 | // For RotLookAt | ||
710 | public override OMV.Quaternion APIDTarget { set { return; } } | ||
711 | public override bool APIDActive { set { return; } } | ||
712 | public override float APIDStrength { set { return; } } | ||
713 | public override float APIDDamping { set { return; } } | ||
714 | |||
715 | public override void AddForce(OMV.Vector3 force, bool pushforce) | 652 | public override void AddForce(OMV.Vector3 force, bool pushforce) |
716 | { | 653 | { |
717 | // Since this force is being applied in only one step, make this a force per second. | 654 | // Since this force is being applied in only one step, make this a force per second. |
718 | OMV.Vector3 addForce = force / PhysicsScene.LastTimeStep; | 655 | OMV.Vector3 addForce = force / PhysScene.LastTimeStep; |
719 | AddForce(addForce, pushforce, false); | 656 | AddForce(addForce, pushforce, false); |
720 | } | 657 | } |
721 | private void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { | 658 | public override void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { |
722 | if (force.IsFinite()) | 659 | if (force.IsFinite()) |
723 | { | 660 | { |
724 | float magnitude = force.Length(); | 661 | OMV.Vector3 addForce = Util.ClampV(force, BSParam.MaxAddForceMagnitude); |
725 | if (magnitude > BSParam.MaxAddForceMagnitude) | ||
726 | { | ||
727 | // Force has a limit | ||
728 | force = force / magnitude * BSParam.MaxAddForceMagnitude; | ||
729 | } | ||
730 | |||
731 | OMV.Vector3 addForce = force; | ||
732 | // DetailLog("{0},BSCharacter.addForce,call,force={1}", LocalID, addForce); | 662 | // DetailLog("{0},BSCharacter.addForce,call,force={1}", LocalID, addForce); |
733 | 663 | ||
734 | PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.AddForce", delegate() | 664 | PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.AddForce", delegate() |
735 | { | 665 | { |
736 | // Bullet adds this central force to the total force for this tick | 666 | // Bullet adds this central force to the total force for this tick |
737 | // DetailLog("{0},BSCharacter.addForce,taint,force={1}", LocalID, addForce); | 667 | // DetailLog("{0},BSCharacter.addForce,taint,force={1}", LocalID, addForce); |
738 | if (PhysBody.HasPhysicalBody) | 668 | if (PhysBody.HasPhysicalBody) |
739 | { | 669 | { |
740 | PhysicsScene.PE.ApplyCentralForce(PhysBody, addForce); | 670 | PhysScene.PE.ApplyCentralForce(PhysBody, addForce); |
741 | } | 671 | } |
742 | }); | 672 | }); |
743 | } | 673 | } |
@@ -748,35 +678,66 @@ public sealed class BSCharacter : BSPhysObject | |||
748 | } | 678 | } |
749 | } | 679 | } |
750 | 680 | ||
751 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { | 681 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { |
752 | } | 682 | } |
753 | public override void SetMomentum(OMV.Vector3 momentum) { | 683 | public override void SetMomentum(OMV.Vector3 momentum) { |
754 | } | 684 | } |
755 | 685 | ||
756 | private OMV.Vector3 ComputeAvatarScale(OMV.Vector3 size) | 686 | private OMV.Vector3 ComputeAvatarScale(OMV.Vector3 size) |
757 | { | 687 | { |
758 | OMV.Vector3 newScale; | 688 | OMV.Vector3 newScale = size; |
759 | 689 | ||
760 | // Bullet's capsule total height is the "passed height + radius * 2"; | 690 | // Bullet's capsule total height is the "passed height + radius * 2"; |
761 | // The base capsule is 1 diameter and 2 height (passed radius=0.5, passed height = 1) | 691 | // The base capsule is 1 unit in diameter and 2 units in height (passed radius=0.5, passed height = 1) |
762 | // The number we pass in for 'scaling' is the multiplier to get that base | 692 | // The number we pass in for 'scaling' is the multiplier to get that base |
763 | // shape to be the size desired. | 693 | // shape to be the size desired. |
764 | // So, when creating the scale for the avatar height, we take the passed height | 694 | // So, when creating the scale for the avatar height, we take the passed height |
765 | // (size.Z) and remove the caps. | 695 | // (size.Z) and remove the caps. |
766 | // Another oddity of the Bullet capsule implementation is that it presumes the Y | 696 | // An oddity of the Bullet capsule implementation is that it presumes the Y |
767 | // dimension is the radius of the capsule. Even though some of the code allows | 697 | // dimension is the radius of the capsule. Even though some of the code allows |
768 | // for a asymmetrical capsule, other parts of the code presume it is cylindrical. | 698 | // for a asymmetrical capsule, other parts of the code presume it is cylindrical. |
769 | 699 | ||
770 | // Scale is multiplier of radius with one of "0.5" | 700 | // Scale is multiplier of radius with one of "0.5" |
771 | newScale.X = size.X / 2f; | ||
772 | newScale.Y = size.Y / 2f; | ||
773 | 701 | ||
774 | // The total scale height is the central cylindar plus the caps on the two ends. | 702 | float heightAdjust = BSParam.AvatarHeightMidFudge; |
775 | newScale.Z = (size.Z + (Math.Min(size.X, size.Y) * 2)) / 2f; | 703 | if (BSParam.AvatarHeightLowFudge != 0f || BSParam.AvatarHeightHighFudge != 0f) |
704 | { | ||
705 | const float AVATAR_LOW = 1.1f; | ||
706 | const float AVATAR_MID = 1.775f; // 1.87f | ||
707 | const float AVATAR_HI = 2.45f; | ||
708 | // An avatar is between 1.1 and 2.45 meters. Midpoint is 1.775m. | ||
709 | float midHeightOffset = size.Z - AVATAR_MID; | ||
710 | if (midHeightOffset < 0f) | ||
711 | { | ||
712 | // Small avatar. Add the adjustment based on the distance from midheight | ||
713 | heightAdjust += ((-1f * midHeightOffset) / (AVATAR_MID - AVATAR_LOW)) * BSParam.AvatarHeightLowFudge; | ||
714 | } | ||
715 | else | ||
716 | { | ||
717 | // Large avatar. Add the adjustment based on the distance from midheight | ||
718 | heightAdjust += ((midHeightOffset) / (AVATAR_HI - AVATAR_MID)) * BSParam.AvatarHeightHighFudge; | ||
719 | } | ||
720 | } | ||
721 | if (BSParam.AvatarShape == BSShapeCollection.AvatarShapeCapsule) | ||
722 | { | ||
723 | newScale.X = size.X / 2f; | ||
724 | newScale.Y = size.Y / 2f; | ||
725 | // The total scale height is the central cylindar plus the caps on the two ends. | ||
726 | newScale.Z = (size.Z + (Math.Min(size.X, size.Y) * 2) + heightAdjust) / 2f; | ||
727 | } | ||
728 | else | ||
729 | { | ||
730 | newScale.Z = size.Z + heightAdjust; | ||
731 | } | ||
732 | // m_log.DebugFormat("{0} ComputeAvatarScale: size={1},adj={2},scale={3}", LogHeader, size, heightAdjust, newScale); | ||
733 | |||
776 | // If smaller than the endcaps, just fake like we're almost that small | 734 | // If smaller than the endcaps, just fake like we're almost that small |
777 | if (newScale.Z < 0) | 735 | if (newScale.Z < 0) |
778 | newScale.Z = 0.1f; | 736 | newScale.Z = 0.1f; |
779 | 737 | ||
738 | DetailLog("{0},BSCharacter.ComputerAvatarScale,size={1},lowF={2},midF={3},hiF={4},adj={5},newScale={6}", | ||
739 | LocalID, size, BSParam.AvatarHeightLowFudge, BSParam.AvatarHeightMidFudge, BSParam.AvatarHeightHighFudge, heightAdjust, newScale); | ||
740 | |||
780 | return newScale; | 741 | return newScale; |
781 | } | 742 | } |
782 | 743 | ||
@@ -794,34 +755,59 @@ public sealed class BSCharacter : BSPhysObject | |||
794 | * Math.Min(Size.X, Size.Y) / 2 | 755 | * Math.Min(Size.X, Size.Y) / 2 |
795 | * Size.Y / 2f // plus the volume of the capsule end caps | 756 | * Size.Y / 2f // plus the volume of the capsule end caps |
796 | ); | 757 | ); |
797 | _mass = _avatarDensity * _avatarVolume; | 758 | _mass = Density * BSParam.DensityScaleFactor * _avatarVolume; |
798 | } | 759 | } |
799 | 760 | ||
800 | // The physics engine says that properties have updated. Update same and inform | 761 | // The physics engine says that properties have updated. Update same and inform |
801 | // the world that things have changed. | 762 | // the world that things have changed. |
802 | public override void UpdateProperties(EntityProperties entprop) | 763 | public override void UpdateProperties(EntityProperties entprop) |
803 | { | 764 | { |
804 | _position = entprop.Position; | 765 | // Let anyone (like the actors) modify the updated properties before they are pushed into the object and the simulator. |
805 | _orientation = entprop.Rotation; | 766 | TriggerPreUpdatePropertyAction(ref entprop); |
806 | _velocity = entprop.Velocity; | 767 | |
768 | RawPosition = entprop.Position; | ||
769 | RawOrientation = entprop.Rotation; | ||
770 | |||
771 | // Smooth velocity. OpenSimulator is VERY sensitive to changes in velocity of the avatar | ||
772 | // and will send agent updates to the clients if velocity changes by more than | ||
773 | // 0.001m/s. Bullet introduces a lot of jitter in the velocity which causes many | ||
774 | // extra updates. | ||
775 | // | ||
776 | // XXX: Contrary to the above comment, setting an update threshold here above 0.4 actually introduces jitter to | ||
777 | // avatar movement rather than removes it. The larger the threshold, the bigger the jitter. | ||
778 | // This is most noticeable in level flight and can be seen with | ||
779 | // the "show updates" option in a viewer. With an update threshold, the RawVelocity cycles between a lower | ||
780 | // bound and an upper bound, where the difference between the two is enough to trigger a large delta v update | ||
781 | // and subsequently trigger an update in ScenePresence.SendTerseUpdateToAllClients(). The cause of this cycle (feedback?) | ||
782 | // has not yet been identified. | ||
783 | // | ||
784 | // If there is a threshold below 0.4 or no threshold check at all (as in ODE), then RawVelocity stays constant and extra | ||
785 | // updates are not triggered in ScenePresence.SendTerseUpdateToAllClients(). | ||
786 | // if (!entprop.Velocity.ApproxEquals(RawVelocity, 0.1f)) | ||
787 | RawVelocity = entprop.Velocity; | ||
788 | |||
807 | _acceleration = entprop.Acceleration; | 789 | _acceleration = entprop.Acceleration; |
808 | _rotationalVelocity = entprop.RotationalVelocity; | 790 | _rotationalVelocity = entprop.RotationalVelocity; |
809 | 791 | ||
810 | // Do some sanity checking for the avatar. Make sure it's above ground and inbounds. | 792 | // Do some sanity checking for the avatar. Make sure it's above ground and inbounds. |
811 | PositionSanityCheck(true); | 793 | if (PositionSanityCheck(true)) |
794 | { | ||
795 | DetailLog("{0},BSCharacter.UpdateProperties,updatePosForSanity,pos={1}", LocalID, RawPosition); | ||
796 | entprop.Position = RawPosition; | ||
797 | } | ||
812 | 798 | ||
813 | // remember the current and last set values | 799 | // remember the current and last set values |
814 | LastEntityProperties = CurrentEntityProperties; | 800 | LastEntityProperties = CurrentEntityProperties; |
815 | CurrentEntityProperties = entprop; | 801 | CurrentEntityProperties = entprop; |
816 | 802 | ||
817 | // Tell the linkset about value changes | 803 | // Tell the linkset about value changes |
818 | Linkset.UpdateProperties(this, true); | 804 | // Linkset.UpdateProperties(UpdatedProperties.EntPropUpdates, this); |
819 | 805 | ||
820 | // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. | 806 | // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. |
821 | // base.RequestPhysicsterseUpdate(); | 807 | // PhysScene.PostUpdate(this); |
822 | 808 | ||
823 | DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", | 809 | DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", |
824 | LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); | 810 | LocalID, RawPosition, RawOrientation, RawVelocity, _acceleration, _rotationalVelocity); |
825 | } | 811 | } |
826 | } | 812 | } |
827 | } | 813 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs b/OpenSim/Region/PhysicsModules/BulletS/BSConstraint.cs index b813974..e42e868 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs +++ b/OpenSim/Region/PhysicsModules/BulletS/BSConstraint.cs | |||
@@ -29,7 +29,7 @@ using System.Collections.Generic; | |||
29 | using System.Text; | 29 | using System.Text; |
30 | using OpenMetaverse; | 30 | using OpenMetaverse; |
31 | 31 | ||
32 | namespace OpenSim.Region.Physics.BulletSPlugin | 32 | namespace OpenSim.Region.PhysicsModule.BulletS |
33 | { | 33 | { |
34 | 34 | ||
35 | public abstract class BSConstraint : IDisposable | 35 | public abstract class BSConstraint : IDisposable |
@@ -64,7 +64,7 @@ public abstract class BSConstraint : IDisposable | |||
64 | { | 64 | { |
65 | bool success = PhysicsScene.PE.DestroyConstraint(m_world, m_constraint); | 65 | bool success = PhysicsScene.PE.DestroyConstraint(m_world, m_constraint); |
66 | m_world.physicsScene.DetailLog("{0},BSConstraint.Dispose,taint,id1={1},body1={2},id2={3},body2={4},success={5}", | 66 | m_world.physicsScene.DetailLog("{0},BSConstraint.Dispose,taint,id1={1},body1={2},id2={3},body2={4},success={5}", |
67 | BSScene.DetailLogZero, | 67 | m_body1.ID, |
68 | m_body1.ID, m_body1.AddrString, | 68 | m_body1.ID, m_body1.AddrString, |
69 | m_body2.ID, m_body2.AddrString, | 69 | m_body2.ID, m_body2.AddrString, |
70 | success); | 70 | success); |
@@ -77,7 +77,10 @@ public abstract class BSConstraint : IDisposable | |||
77 | { | 77 | { |
78 | bool ret = false; | 78 | bool ret = false; |
79 | if (m_enabled) | 79 | if (m_enabled) |
80 | { | ||
81 | m_world.physicsScene.DetailLog("{0},BSConstraint.SetLinearLimits,taint,low={1},high={2}", m_body1.ID, low, high); | ||
80 | ret = PhysicsScene.PE.SetLinearLimits(m_constraint, low, high); | 82 | ret = PhysicsScene.PE.SetLinearLimits(m_constraint, low, high); |
83 | } | ||
81 | return ret; | 84 | return ret; |
82 | } | 85 | } |
83 | 86 | ||
@@ -85,7 +88,10 @@ public abstract class BSConstraint : IDisposable | |||
85 | { | 88 | { |
86 | bool ret = false; | 89 | bool ret = false; |
87 | if (m_enabled) | 90 | if (m_enabled) |
91 | { | ||
92 | m_world.physicsScene.DetailLog("{0},BSConstraint.SetAngularLimits,taint,low={1},high={2}", m_body1.ID, low, high); | ||
88 | ret = PhysicsScene.PE.SetAngularLimits(m_constraint, low, high); | 93 | ret = PhysicsScene.PE.SetAngularLimits(m_constraint, low, high); |
94 | } | ||
89 | return ret; | 95 | return ret; |
90 | } | 96 | } |
91 | 97 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint6Dof.cs b/OpenSim/Region/PhysicsModules/BulletS/BSConstraint6Dof.cs index ecb1b32..4bcde2b 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint6Dof.cs +++ b/OpenSim/Region/PhysicsModules/BulletS/BSConstraint6Dof.cs | |||
@@ -29,15 +29,22 @@ using System.Collections.Generic; | |||
29 | using System.Text; | 29 | using System.Text; |
30 | using OpenMetaverse; | 30 | using OpenMetaverse; |
31 | 31 | ||
32 | namespace OpenSim.Region.Physics.BulletSPlugin | 32 | namespace OpenSim.Region.PhysicsModule.BulletS |
33 | { | 33 | { |
34 | 34 | ||
35 | public sealed class BSConstraint6Dof : BSConstraint | 35 | public class BSConstraint6Dof : BSConstraint |
36 | { | 36 | { |
37 | private static string LogHeader = "[BULLETSIM 6DOF CONSTRAINT]"; | 37 | private static string LogHeader = "[BULLETSIM 6DOF CONSTRAINT]"; |
38 | 38 | ||
39 | public override ConstraintType Type { get { return ConstraintType.D6_CONSTRAINT_TYPE; } } | 39 | public override ConstraintType Type { get { return ConstraintType.D6_CONSTRAINT_TYPE; } } |
40 | 40 | ||
41 | public BSConstraint6Dof(BulletWorld world, BulletBody obj1, BulletBody obj2) :base(world) | ||
42 | { | ||
43 | m_body1 = obj1; | ||
44 | m_body2 = obj2; | ||
45 | m_enabled = false; | ||
46 | } | ||
47 | |||
41 | // Create a btGeneric6DofConstraint | 48 | // Create a btGeneric6DofConstraint |
42 | public BSConstraint6Dof(BulletWorld world, BulletBody obj1, BulletBody obj2, | 49 | public BSConstraint6Dof(BulletWorld world, BulletBody obj1, BulletBody obj2, |
43 | Vector3 frame1, Quaternion frame1rot, | 50 | Vector3 frame1, Quaternion frame1rot, |
@@ -52,11 +59,14 @@ public sealed class BSConstraint6Dof : BSConstraint | |||
52 | frame2, frame2rot, | 59 | frame2, frame2rot, |
53 | useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies); | 60 | useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies); |
54 | m_enabled = true; | 61 | m_enabled = true; |
55 | world.physicsScene.DetailLog("{0},BS6DofConstraint,createFrame,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}", | 62 | PhysicsScene.DetailLog("{0},BS6DofConstraint,create,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}", |
56 | BSScene.DetailLogZero, world.worldID, | 63 | m_body1.ID, world.worldID, |
57 | obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString); | 64 | obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString); |
65 | PhysicsScene.DetailLog("{0},BS6DofConstraint,create, f1Loc={1},f1Rot={2},f2Loc={3},f2Rot={4},usefA={5},disCol={6}", | ||
66 | m_body1.ID, frame1, frame1rot, frame2, frame2rot, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies); | ||
58 | } | 67 | } |
59 | 68 | ||
69 | // 6 Dof constraint based on a midpoint between the two constrained bodies | ||
60 | public BSConstraint6Dof(BulletWorld world, BulletBody obj1, BulletBody obj2, | 70 | public BSConstraint6Dof(BulletWorld world, BulletBody obj1, BulletBody obj2, |
61 | Vector3 joinPoint, | 71 | Vector3 joinPoint, |
62 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) | 72 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) |
@@ -78,9 +88,11 @@ public sealed class BSConstraint6Dof : BSConstraint | |||
78 | m_constraint = PhysicsScene.PE.Create6DofConstraintToPoint(m_world, m_body1, m_body2, | 88 | m_constraint = PhysicsScene.PE.Create6DofConstraintToPoint(m_world, m_body1, m_body2, |
79 | joinPoint, | 89 | joinPoint, |
80 | useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies); | 90 | useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies); |
91 | |||
81 | PhysicsScene.DetailLog("{0},BS6DofConstraint,createMidPoint,wID={1}, csrt={2}, rID={3}, rBody={4}, cID={5}, cBody={6}", | 92 | PhysicsScene.DetailLog("{0},BS6DofConstraint,createMidPoint,wID={1}, csrt={2}, rID={3}, rBody={4}, cID={5}, cBody={6}", |
82 | BSScene.DetailLogZero, world.worldID, m_constraint.AddrString, | 93 | m_body1.ID, world.worldID, m_constraint.AddrString, |
83 | obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString); | 94 | obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString); |
95 | |||
84 | if (!m_constraint.HasPhysicalConstraint) | 96 | if (!m_constraint.HasPhysicalConstraint) |
85 | { | 97 | { |
86 | world.physicsScene.Logger.ErrorFormat("{0} Failed creation of 6Dof constraint. rootID={1}, childID={2}", | 98 | world.physicsScene.Logger.ErrorFormat("{0} Failed creation of 6Dof constraint. rootID={1}, childID={2}", |
@@ -94,6 +106,23 @@ public sealed class BSConstraint6Dof : BSConstraint | |||
94 | } | 106 | } |
95 | } | 107 | } |
96 | 108 | ||
109 | // A 6 Dof constraint that is fixed in the world and constrained to a on-the-fly created static object | ||
110 | public BSConstraint6Dof(BulletWorld world, BulletBody obj1, Vector3 frameInBloc, Quaternion frameInBrot, | ||
111 | bool useLinearReferenceFrameB, bool disableCollisionsBetweenLinkedBodies) | ||
112 | : base(world) | ||
113 | { | ||
114 | m_body1 = obj1; | ||
115 | m_body2 = obj1; // Look out for confusion down the road | ||
116 | m_constraint = PhysicsScene.PE.Create6DofConstraintFixed(m_world, m_body1, | ||
117 | frameInBloc, frameInBrot, | ||
118 | useLinearReferenceFrameB, disableCollisionsBetweenLinkedBodies); | ||
119 | m_enabled = true; | ||
120 | PhysicsScene.DetailLog("{0},BS6DofConstraint,createFixed,wID={1},rID={2},rBody={3}", | ||
121 | m_body1.ID, world.worldID, obj1.ID, obj1.AddrString); | ||
122 | PhysicsScene.DetailLog("{0},BS6DofConstraint,createFixed, fBLoc={1},fBRot={2},usefA={3},disCol={4}", | ||
123 | m_body1.ID, frameInBloc, frameInBrot, useLinearReferenceFrameB, disableCollisionsBetweenLinkedBodies); | ||
124 | } | ||
125 | |||
97 | public bool SetFrames(Vector3 frameA, Quaternion frameArot, Vector3 frameB, Quaternion frameBrot) | 126 | public bool SetFrames(Vector3 frameA, Quaternion frameArot, Vector3 frameB, Quaternion frameBrot) |
98 | { | 127 | { |
99 | bool ret = false; | 128 | bool ret = false; |
diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BSConstraintCollection.cs b/OpenSim/Region/PhysicsModules/BulletS/BSConstraintCollection.cs index 87d1e44..5746ac1 100644..100755 --- a/OpenSim/Region/Physics/BulletSNPlugin/BSConstraintCollection.cs +++ b/OpenSim/Region/PhysicsModules/BulletS/BSConstraintCollection.cs | |||
@@ -30,7 +30,7 @@ using System.Text; | |||
30 | using log4net; | 30 | using log4net; |
31 | using OpenMetaverse; | 31 | using OpenMetaverse; |
32 | 32 | ||
33 | namespace OpenSim.Region.Physics.BulletSNPlugin | 33 | namespace OpenSim.Region.PhysicsModule.BulletS |
34 | { | 34 | { |
35 | 35 | ||
36 | public sealed class BSConstraintCollection : IDisposable | 36 | public sealed class BSConstraintCollection : IDisposable |
@@ -117,8 +117,7 @@ public sealed class BSConstraintCollection : IDisposable | |||
117 | if (this.TryGetConstraint(body1, body2, out constrain)) | 117 | if (this.TryGetConstraint(body1, body2, out constrain)) |
118 | { | 118 | { |
119 | // remove the constraint from our collection | 119 | // remove the constraint from our collection |
120 | RemoveAndDestroyConstraint(constrain); | 120 | ret = RemoveAndDestroyConstraint(constrain); |
121 | ret = true; | ||
122 | } | 121 | } |
123 | } | 122 | } |
124 | 123 | ||
@@ -126,17 +125,19 @@ public sealed class BSConstraintCollection : IDisposable | |||
126 | } | 125 | } |
127 | 126 | ||
128 | // The constraint MUST exist in the collection | 127 | // The constraint MUST exist in the collection |
128 | // Could be called if the constraint was previously removed. | ||
129 | // Return 'true' if the constraint was actually removed and disposed. | ||
129 | public bool RemoveAndDestroyConstraint(BSConstraint constrain) | 130 | public bool RemoveAndDestroyConstraint(BSConstraint constrain) |
130 | { | 131 | { |
132 | bool removed = false; | ||
131 | lock (m_constraints) | 133 | lock (m_constraints) |
132 | { | 134 | { |
133 | // remove the constraint from our collection | 135 | // remove the constraint from our collection |
134 | m_constraints.Remove(constrain); | 136 | removed = m_constraints.Remove(constrain); |
135 | } | 137 | } |
136 | // tell the engine that all its structures need to be freed | 138 | // Dispose() is safe to call multiple times |
137 | constrain.Dispose(); | 139 | constrain.Dispose(); |
138 | // we destroyed something | 140 | return removed; |
139 | return true; | ||
140 | } | 141 | } |
141 | 142 | ||
142 | // Remove all constraints that reference the passed body. | 143 | // Remove all constraints that reference the passed body. |
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSConstraintConeTwist.cs b/OpenSim/Region/PhysicsModules/BulletS/BSConstraintConeTwist.cs new file mode 100755 index 0000000..e7566a8 --- /dev/null +++ b/OpenSim/Region/PhysicsModules/BulletS/BSConstraintConeTwist.cs | |||
@@ -0,0 +1,54 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | using System; | ||
28 | using System.Collections.Generic; | ||
29 | using System.Text; | ||
30 | using OpenMetaverse; | ||
31 | |||
32 | namespace OpenSim.Region.PhysicsModule.BulletS | ||
33 | { | ||
34 | |||
35 | public sealed class BSConstraintConeTwist : BSConstraint | ||
36 | { | ||
37 | public override ConstraintType Type { get { return ConstraintType.CONETWIST_CONSTRAINT_TYPE; } } | ||
38 | |||
39 | public BSConstraintConeTwist(BulletWorld world, BulletBody obj1, BulletBody obj2, | ||
40 | Vector3 frameInAloc, Quaternion frameInArot, | ||
41 | Vector3 frameInBloc, Quaternion frameInBrot, | ||
42 | bool disableCollisionsBetweenLinkedBodies) | ||
43 | : base(world) | ||
44 | { | ||
45 | m_body1 = obj1; | ||
46 | m_body2 = obj2; | ||
47 | m_constraint = PhysicsScene.PE.CreateConeTwistConstraint(world, obj1, obj2, | ||
48 | frameInAloc, frameInArot, frameInBloc, frameInBrot, | ||
49 | disableCollisionsBetweenLinkedBodies); | ||
50 | m_enabled = true; | ||
51 | } | ||
52 | } | ||
53 | |||
54 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraintHinge.cs b/OpenSim/Region/PhysicsModules/BulletS/BSConstraintHinge.cs index 7714a03..d20538d 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraintHinge.cs +++ b/OpenSim/Region/PhysicsModules/BulletS/BSConstraintHinge.cs | |||
@@ -29,7 +29,7 @@ using System.Collections.Generic; | |||
29 | using System.Text; | 29 | using System.Text; |
30 | using OpenMetaverse; | 30 | using OpenMetaverse; |
31 | 31 | ||
32 | namespace OpenSim.Region.Physics.BulletSPlugin | 32 | namespace OpenSim.Region.PhysicsModule.BulletS |
33 | { | 33 | { |
34 | 34 | ||
35 | public sealed class BSConstraintHinge : BSConstraint | 35 | public sealed class BSConstraintHinge : BSConstraint |
@@ -45,7 +45,7 @@ public sealed class BSConstraintHinge : BSConstraint | |||
45 | m_body1 = obj1; | 45 | m_body1 = obj1; |
46 | m_body2 = obj2; | 46 | m_body2 = obj2; |
47 | m_constraint = PhysicsScene.PE.CreateHingeConstraint(world, obj1, obj2, | 47 | m_constraint = PhysicsScene.PE.CreateHingeConstraint(world, obj1, obj2, |
48 | pivotInA, pivotInB, axisInA, axisInB, | 48 | pivotInA, pivotInB, axisInA, axisInB, |
49 | useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies); | 49 | useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies); |
50 | m_enabled = true; | 50 | m_enabled = true; |
51 | } | 51 | } |
diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BSConstraintHinge.cs b/OpenSim/Region/PhysicsModules/BulletS/BSConstraintSlider.cs index fbd1bc0..83d42af 100644..100755 --- a/OpenSim/Region/Physics/BulletSNPlugin/BSConstraintHinge.cs +++ b/OpenSim/Region/PhysicsModules/BulletS/BSConstraintSlider.cs | |||
@@ -29,26 +29,24 @@ using System.Collections.Generic; | |||
29 | using System.Text; | 29 | using System.Text; |
30 | using OpenMetaverse; | 30 | using OpenMetaverse; |
31 | 31 | ||
32 | namespace OpenSim.Region.Physics.BulletSNPlugin | 32 | namespace OpenSim.Region.PhysicsModule.BulletS |
33 | { | 33 | { |
34 | 34 | ||
35 | public sealed class BSConstraintHinge : BSConstraint | 35 | public sealed class BSConstraintSlider : BSConstraint |
36 | { | 36 | { |
37 | public override ConstraintType Type { get { return ConstraintType.HINGE_CONSTRAINT_TYPE; } } | 37 | public override ConstraintType Type { get { return ConstraintType.SLIDER_CONSTRAINT_TYPE; } } |
38 | 38 | ||
39 | public BSConstraintHinge(BulletWorld world, BulletBody obj1, BulletBody obj2, | 39 | public BSConstraintSlider(BulletWorld world, BulletBody obj1, BulletBody obj2, |
40 | Vector3 pivotInA, Vector3 pivotInB, | 40 | Vector3 frameInAloc, Quaternion frameInArot, |
41 | Vector3 axisInA, Vector3 axisInB, | 41 | Vector3 frameInBloc, Quaternion frameInBrot, |
42 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) | 42 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) |
43 | : base(world) | ||
43 | { | 44 | { |
44 | m_world = world; | ||
45 | m_body1 = obj1; | 45 | m_body1 = obj1; |
46 | m_body2 = obj2; | 46 | m_body2 = obj2; |
47 | m_constraint = new BulletConstraint( | 47 | m_constraint = PhysicsScene.PE.CreateSliderConstraint(world, obj1, obj2, |
48 | BulletSimAPI.CreateHingeConstraint2(m_world.ptr, m_body1.ptr, m_body2.ptr, | 48 | frameInAloc, frameInArot, frameInBloc, frameInBrot, |
49 | pivotInA, pivotInB, | 49 | useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies); |
50 | axisInA, axisInB, | ||
51 | useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies)); | ||
52 | m_enabled = true; | 50 | m_enabled = true; |
53 | } | 51 | } |
54 | 52 | ||
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSConstraintSpring.cs b/OpenSim/Region/PhysicsModules/BulletS/BSConstraintSpring.cs new file mode 100755 index 0000000..563a1b1 --- /dev/null +++ b/OpenSim/Region/PhysicsModules/BulletS/BSConstraintSpring.cs | |||
@@ -0,0 +1,103 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | using System; | ||
28 | using System.Collections.Generic; | ||
29 | using System.Text; | ||
30 | using OpenMetaverse; | ||
31 | |||
32 | namespace OpenSim.Region.PhysicsModule.BulletS | ||
33 | { | ||
34 | |||
35 | public sealed class BSConstraintSpring : BSConstraint6Dof | ||
36 | { | ||
37 | public override ConstraintType Type { get { return ConstraintType.D6_SPRING_CONSTRAINT_TYPE; } } | ||
38 | |||
39 | public BSConstraintSpring(BulletWorld world, BulletBody obj1, BulletBody obj2, | ||
40 | Vector3 frame1Loc, Quaternion frame1Rot, | ||
41 | Vector3 frame2Loc, Quaternion frame2Rot, | ||
42 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) | ||
43 | :base(world, obj1, obj2) | ||
44 | { | ||
45 | m_constraint = PhysicsScene.PE.Create6DofSpringConstraint(world, obj1, obj2, | ||
46 | frame1Loc, frame1Rot, frame2Loc, frame2Rot, | ||
47 | useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies); | ||
48 | m_enabled = true; | ||
49 | |||
50 | PhysicsScene.DetailLog("{0},BSConstraintSpring,create,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}", | ||
51 | obj1.ID, world.worldID, obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString); | ||
52 | PhysicsScene.DetailLog("{0},BSConstraintSpring,create, f1Loc={1},f1Rot={2},f2Loc={3},f2Rot={4},usefA={5},disCol={6}", | ||
53 | m_body1.ID, frame1Loc, frame1Rot, frame2Loc, frame2Rot, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies); | ||
54 | } | ||
55 | |||
56 | public bool SetAxisEnable(int pIndex, bool pAxisEnable) | ||
57 | { | ||
58 | PhysicsScene.DetailLog("{0},BSConstraintSpring.SetEnable,obj1ID={1},obj2ID={2},indx={3},enable={4}", | ||
59 | m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pAxisEnable); | ||
60 | PhysicsScene.PE.SpringEnable(m_constraint, pIndex, BSParam.NumericBool(pAxisEnable)); | ||
61 | return true; | ||
62 | } | ||
63 | |||
64 | public bool SetStiffness(int pIndex, float pStiffness) | ||
65 | { | ||
66 | PhysicsScene.DetailLog("{0},BSConstraintSpring.SetStiffness,obj1ID={1},obj2ID={2},indx={3},stiff={4}", | ||
67 | m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pStiffness); | ||
68 | PhysicsScene.PE.SpringSetStiffness(m_constraint, pIndex, pStiffness); | ||
69 | return true; | ||
70 | } | ||
71 | |||
72 | public bool SetDamping(int pIndex, float pDamping) | ||
73 | { | ||
74 | PhysicsScene.DetailLog("{0},BSConstraintSpring.SetDamping,obj1ID={1},obj2ID={2},indx={3},damp={4}", | ||
75 | m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pDamping); | ||
76 | PhysicsScene.PE.SpringSetDamping(m_constraint, pIndex, pDamping); | ||
77 | return true; | ||
78 | } | ||
79 | |||
80 | public bool SetEquilibriumPoint(int pIndex, float pEqPoint) | ||
81 | { | ||
82 | PhysicsScene.DetailLog("{0},BSConstraintSpring.SetEquilibriumPoint,obj1ID={1},obj2ID={2},indx={3},eqPoint={4}", | ||
83 | m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pEqPoint); | ||
84 | PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, pIndex, pEqPoint); | ||
85 | return true; | ||
86 | } | ||
87 | |||
88 | public bool SetEquilibriumPoint(Vector3 linearEq, Vector3 angularEq) | ||
89 | { | ||
90 | PhysicsScene.DetailLog("{0},BSConstraintSpring.SetEquilibriumPoint,obj1ID={1},obj2ID={2},linearEq={3},angularEq={4}", | ||
91 | m_body1.ID, m_body1.ID, m_body2.ID, linearEq, angularEq); | ||
92 | PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 0, linearEq.X); | ||
93 | PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 1, linearEq.Y); | ||
94 | PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 2, linearEq.Z); | ||
95 | PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 3, angularEq.X); | ||
96 | PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 4, angularEq.Y); | ||
97 | PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 5, angularEq.Z); | ||
98 | return true; | ||
99 | } | ||
100 | |||
101 | } | ||
102 | |||
103 | } \ No newline at end of file | ||
diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BSDynamics.cs b/OpenSim/Region/PhysicsModules/BulletS/BSDynamics.cs index 415ad4f..0fc5577 100644 --- a/OpenSim/Region/Physics/BulletSNPlugin/BSDynamics.cs +++ b/OpenSim/Region/PhysicsModules/BulletS/BSDynamics.cs | |||
@@ -35,17 +35,21 @@ using System.Collections.Generic; | |||
35 | using System.Reflection; | 35 | using System.Reflection; |
36 | using System.Runtime.InteropServices; | 36 | using System.Runtime.InteropServices; |
37 | using OpenMetaverse; | 37 | using OpenMetaverse; |
38 | using OpenSim.Region.Physics.Manager; | 38 | using OpenSim.Framework; |
39 | using OpenSim.Region.PhysicsModules.SharedBase; | ||
39 | 40 | ||
40 | namespace OpenSim.Region.Physics.BulletSNPlugin | 41 | namespace OpenSim.Region.PhysicsModule.BulletS |
41 | { | 42 | { |
42 | public sealed class BSDynamics | 43 | public sealed class BSDynamics : BSActor |
43 | { | 44 | { |
45 | #pragma warning disable 414 | ||
44 | private static string LogHeader = "[BULLETSIM VEHICLE]"; | 46 | private static string LogHeader = "[BULLETSIM VEHICLE]"; |
47 | #pragma warning restore 414 | ||
45 | 48 | ||
46 | private BSScene PhysicsScene { get; set; } | ||
47 | // the prim this dynamic controller belongs to | 49 | // the prim this dynamic controller belongs to |
48 | private BSPrim Prim { get; set; } | 50 | private BSPrimLinkable ControllingPrim { get; set; } |
51 | |||
52 | private bool m_haveRegisteredForSceneEvents; | ||
49 | 53 | ||
50 | // mass of the vehicle fetched each time we're calles | 54 | // mass of the vehicle fetched each time we're calles |
51 | private float m_vehicleMass; | 55 | private float m_vehicleMass; |
@@ -72,8 +76,8 @@ namespace OpenSim.Region.Physics.BulletSNPlugin | |||
72 | private Vector3 m_linearMotorOffset = Vector3.Zero; // the point of force can be offset from the center | 76 | private Vector3 m_linearMotorOffset = Vector3.Zero; // the point of force can be offset from the center |
73 | private Vector3 m_linearMotorDirectionLASTSET = Vector3.Zero; // velocity requested by LSL | 77 | private Vector3 m_linearMotorDirectionLASTSET = Vector3.Zero; // velocity requested by LSL |
74 | private Vector3 m_linearFrictionTimescale = Vector3.Zero; | 78 | private Vector3 m_linearFrictionTimescale = Vector3.Zero; |
75 | private float m_linearMotorDecayTimescale = 0; | 79 | private float m_linearMotorDecayTimescale = 1; |
76 | private float m_linearMotorTimescale = 0; | 80 | private float m_linearMotorTimescale = 1; |
77 | private Vector3 m_lastLinearVelocityVector = Vector3.Zero; | 81 | private Vector3 m_lastLinearVelocityVector = Vector3.Zero; |
78 | private Vector3 m_lastPositionVector = Vector3.Zero; | 82 | private Vector3 m_lastPositionVector = Vector3.Zero; |
79 | // private bool m_LinearMotorSetLastFrame = false; | 83 | // private bool m_LinearMotorSetLastFrame = false; |
@@ -84,8 +88,8 @@ namespace OpenSim.Region.Physics.BulletSNPlugin | |||
84 | private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor | 88 | private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor |
85 | // private int m_angularMotorApply = 0; // application frame counter | 89 | // private int m_angularMotorApply = 0; // application frame counter |
86 | private Vector3 m_angularMotorVelocity = Vector3.Zero; // current angular motor velocity | 90 | private Vector3 m_angularMotorVelocity = Vector3.Zero; // current angular motor velocity |
87 | private float m_angularMotorTimescale = 0; // motor angular velocity ramp up rate | 91 | private float m_angularMotorTimescale = 1; // motor angular velocity ramp up rate |
88 | private float m_angularMotorDecayTimescale = 0; // motor angular velocity decay rate | 92 | private float m_angularMotorDecayTimescale = 1; // motor angular velocity decay rate |
89 | private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular velocity decay rate | 93 | private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular velocity decay rate |
90 | private Vector3 m_lastAngularVelocity = Vector3.Zero; | 94 | private Vector3 m_lastAngularVelocity = Vector3.Zero; |
91 | private Vector3 m_lastVertAttractor = Vector3.Zero; // what VA was last applied to body | 95 | private Vector3 m_lastVertAttractor = Vector3.Zero; // what VA was last applied to body |
@@ -99,7 +103,7 @@ namespace OpenSim.Region.Physics.BulletSNPlugin | |||
99 | 103 | ||
100 | //Banking properties | 104 | //Banking properties |
101 | private float m_bankingEfficiency = 0; | 105 | private float m_bankingEfficiency = 0; |
102 | private float m_bankingMix = 0; | 106 | private float m_bankingMix = 1; |
103 | private float m_bankingTimescale = 0; | 107 | private float m_bankingTimescale = 0; |
104 | 108 | ||
105 | //Hover and Buoyancy properties | 109 | //Hover and Buoyancy properties |
@@ -108,10 +112,9 @@ namespace OpenSim.Region.Physics.BulletSNPlugin | |||
108 | private float m_VhoverEfficiency = 0f; | 112 | private float m_VhoverEfficiency = 0f; |
109 | private float m_VhoverTimescale = 0f; | 113 | private float m_VhoverTimescale = 0f; |
110 | private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height | 114 | private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height |
111 | private float m_VehicleBuoyancy = 0f; //KF: m_VehicleBuoyancy is set by VEHICLE_BUOYANCY for a vehicle. | 115 | // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity) |
112 | // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity) | 116 | private float m_VehicleBuoyancy = 0f; |
113 | // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity. | 117 | private Vector3 m_VehicleGravity = Vector3.Zero; // Gravity computed when buoyancy set |
114 | // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity. | ||
115 | 118 | ||
116 | //Attractor properties | 119 | //Attractor properties |
117 | private BSVMotor m_verticalAttractionMotor = new BSVMotor("VerticalAttraction"); | 120 | private BSVMotor m_verticalAttractionMotor = new BSVMotor("VerticalAttraction"); |
@@ -121,74 +124,95 @@ namespace OpenSim.Region.Physics.BulletSNPlugin | |||
121 | private float m_verticalAttractionTimescale = 510f; | 124 | private float m_verticalAttractionTimescale = 510f; |
122 | 125 | ||
123 | // Just some recomputed constants: | 126 | // Just some recomputed constants: |
127 | #pragma warning disable 414 | ||
128 | static readonly float TwoPI = ((float)Math.PI) * 2f; | ||
129 | static readonly float FourPI = ((float)Math.PI) * 4f; | ||
124 | static readonly float PIOverFour = ((float)Math.PI) / 4f; | 130 | static readonly float PIOverFour = ((float)Math.PI) / 4f; |
125 | static readonly float PIOverTwo = ((float)Math.PI) / 2f; | 131 | static readonly float PIOverTwo = ((float)Math.PI) / 2f; |
132 | #pragma warning restore 414 | ||
126 | 133 | ||
127 | public BSDynamics(BSScene myScene, BSPrim myPrim) | 134 | public BSDynamics(BSScene myScene, BSPrim myPrim, string actorName) |
135 | : base(myScene, myPrim, actorName) | ||
128 | { | 136 | { |
129 | PhysicsScene = myScene; | ||
130 | Prim = myPrim; | ||
131 | Type = Vehicle.TYPE_NONE; | 137 | Type = Vehicle.TYPE_NONE; |
138 | m_haveRegisteredForSceneEvents = false; | ||
139 | |||
140 | ControllingPrim = myPrim as BSPrimLinkable; | ||
141 | if (ControllingPrim == null) | ||
142 | { | ||
143 | // THIS CANNOT HAPPEN!! | ||
144 | } | ||
145 | VDetailLog("{0},Creation", ControllingPrim.LocalID); | ||
132 | } | 146 | } |
133 | 147 | ||
134 | // Return 'true' if this vehicle is doing vehicle things | 148 | // Return 'true' if this vehicle is doing vehicle things |
135 | public bool IsActive | 149 | public bool IsActive |
136 | { | 150 | { |
137 | get { return Type != Vehicle.TYPE_NONE && Prim.IsPhysical; } | 151 | get { return (Type != Vehicle.TYPE_NONE && ControllingPrim.IsPhysicallyActive); } |
152 | } | ||
153 | |||
154 | // Return 'true' if this a vehicle that should be sitting on the ground | ||
155 | public bool IsGroundVehicle | ||
156 | { | ||
157 | get { return (Type == Vehicle.TYPE_CAR || Type == Vehicle.TYPE_SLED); } | ||
138 | } | 158 | } |
139 | 159 | ||
140 | internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue) | 160 | #region Vehicle parameter setting |
161 | public void ProcessFloatVehicleParam(Vehicle pParam, float pValue) | ||
141 | { | 162 | { |
142 | VDetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", Prim.LocalID, pParam, pValue); | 163 | VDetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", ControllingPrim.LocalID, pParam, pValue); |
164 | float clampTemp; | ||
165 | |||
143 | switch (pParam) | 166 | switch (pParam) |
144 | { | 167 | { |
145 | case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY: | 168 | case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY: |
146 | m_angularDeflectionEfficiency = Math.Max(pValue, 0.01f); | 169 | m_angularDeflectionEfficiency = ClampInRange(0f, pValue, 1f); |
147 | break; | 170 | break; |
148 | case Vehicle.ANGULAR_DEFLECTION_TIMESCALE: | 171 | case Vehicle.ANGULAR_DEFLECTION_TIMESCALE: |
149 | m_angularDeflectionTimescale = Math.Max(pValue, 0.01f); | 172 | m_angularDeflectionTimescale = ClampInRange(0.25f, pValue, 120); |
150 | break; | 173 | break; |
151 | case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE: | 174 | case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE: |
152 | m_angularMotorDecayTimescale = ClampInRange(0.01f, pValue, 120); | 175 | m_angularMotorDecayTimescale = ClampInRange(0.25f, pValue, 120); |
153 | m_angularMotor.TargetValueDecayTimeScale = m_angularMotorDecayTimescale; | 176 | m_angularMotor.TargetValueDecayTimeScale = m_angularMotorDecayTimescale; |
154 | break; | 177 | break; |
155 | case Vehicle.ANGULAR_MOTOR_TIMESCALE: | 178 | case Vehicle.ANGULAR_MOTOR_TIMESCALE: |
156 | m_angularMotorTimescale = Math.Max(pValue, 0.01f); | 179 | m_angularMotorTimescale = ClampInRange(0.25f, pValue, 120); |
157 | m_angularMotor.TimeScale = m_angularMotorTimescale; | 180 | m_angularMotor.TimeScale = m_angularMotorTimescale; |
158 | break; | 181 | break; |
159 | case Vehicle.BANKING_EFFICIENCY: | 182 | case Vehicle.BANKING_EFFICIENCY: |
160 | m_bankingEfficiency = ClampInRange(-1f, pValue, 1f); | 183 | m_bankingEfficiency = ClampInRange(-1f, pValue, 1f); |
161 | break; | 184 | break; |
162 | case Vehicle.BANKING_MIX: | 185 | case Vehicle.BANKING_MIX: |
163 | m_bankingMix = Math.Max(pValue, 0.01f); | 186 | m_bankingMix = ClampInRange(0.01f, pValue, 1); |
164 | break; | 187 | break; |
165 | case Vehicle.BANKING_TIMESCALE: | 188 | case Vehicle.BANKING_TIMESCALE: |
166 | m_bankingTimescale = Math.Max(pValue, 0.01f); | 189 | m_bankingTimescale = ClampInRange(0.25f, pValue, 120); |
167 | break; | 190 | break; |
168 | case Vehicle.BUOYANCY: | 191 | case Vehicle.BUOYANCY: |
169 | m_VehicleBuoyancy = ClampInRange(-1f, pValue, 1f); | 192 | m_VehicleBuoyancy = ClampInRange(-1f, pValue, 1f); |
193 | m_VehicleGravity = ControllingPrim.ComputeGravity(m_VehicleBuoyancy); | ||
170 | break; | 194 | break; |
171 | case Vehicle.HOVER_EFFICIENCY: | 195 | case Vehicle.HOVER_EFFICIENCY: |
172 | m_VhoverEfficiency = ClampInRange(0f, pValue, 1f); | 196 | m_VhoverEfficiency = ClampInRange(0.01f, pValue, 1f); |
173 | break; | 197 | break; |
174 | case Vehicle.HOVER_HEIGHT: | 198 | case Vehicle.HOVER_HEIGHT: |
175 | m_VhoverHeight = pValue; | 199 | m_VhoverHeight = ClampInRange(0f, pValue, 1000000f); |
176 | break; | 200 | break; |
177 | case Vehicle.HOVER_TIMESCALE: | 201 | case Vehicle.HOVER_TIMESCALE: |
178 | m_VhoverTimescale = Math.Max(pValue, 0.01f); | 202 | m_VhoverTimescale = ClampInRange(0.01f, pValue, 120); |
179 | break; | 203 | break; |
180 | case Vehicle.LINEAR_DEFLECTION_EFFICIENCY: | 204 | case Vehicle.LINEAR_DEFLECTION_EFFICIENCY: |
181 | m_linearDeflectionEfficiency = Math.Max(pValue, 0.01f); | 205 | m_linearDeflectionEfficiency = ClampInRange(0f, pValue, 1f); |
182 | break; | 206 | break; |
183 | case Vehicle.LINEAR_DEFLECTION_TIMESCALE: | 207 | case Vehicle.LINEAR_DEFLECTION_TIMESCALE: |
184 | m_linearDeflectionTimescale = Math.Max(pValue, 0.01f); | 208 | m_linearDeflectionTimescale = ClampInRange(0.01f, pValue, 120); |
185 | break; | 209 | break; |
186 | case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE: | 210 | case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE: |
187 | m_linearMotorDecayTimescale = ClampInRange(0.01f, pValue, 120); | 211 | m_linearMotorDecayTimescale = ClampInRange(0.01f, pValue, 120); |
188 | m_linearMotor.TargetValueDecayTimeScale = m_linearMotorDecayTimescale; | 212 | m_linearMotor.TargetValueDecayTimeScale = m_linearMotorDecayTimescale; |
189 | break; | 213 | break; |
190 | case Vehicle.LINEAR_MOTOR_TIMESCALE: | 214 | case Vehicle.LINEAR_MOTOR_TIMESCALE: |
191 | m_linearMotorTimescale = Math.Max(pValue, 0.01f); | 215 | m_linearMotorTimescale = ClampInRange(0.01f, pValue, 120); |
192 | m_linearMotor.TimeScale = m_linearMotorTimescale; | 216 | m_linearMotor.TimeScale = m_linearMotorTimescale; |
193 | break; | 217 | break; |
194 | case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY: | 218 | case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY: |
@@ -196,31 +220,35 @@ namespace OpenSim.Region.Physics.BulletSNPlugin | |||
196 | m_verticalAttractionMotor.Efficiency = m_verticalAttractionEfficiency; | 220 | m_verticalAttractionMotor.Efficiency = m_verticalAttractionEfficiency; |
197 | break; | 221 | break; |
198 | case Vehicle.VERTICAL_ATTRACTION_TIMESCALE: | 222 | case Vehicle.VERTICAL_ATTRACTION_TIMESCALE: |
199 | m_verticalAttractionTimescale = Math.Max(pValue, 0.01f); | 223 | m_verticalAttractionTimescale = ClampInRange(0.01f, pValue, 120); |
200 | m_verticalAttractionMotor.TimeScale = m_verticalAttractionTimescale; | 224 | m_verticalAttractionMotor.TimeScale = m_verticalAttractionTimescale; |
201 | break; | 225 | break; |
202 | 226 | ||
203 | // These are vector properties but the engine lets you use a single float value to | 227 | // These are vector properties but the engine lets you use a single float value to |
204 | // set all of the components to the same value | 228 | // set all of the components to the same value |
205 | case Vehicle.ANGULAR_FRICTION_TIMESCALE: | 229 | case Vehicle.ANGULAR_FRICTION_TIMESCALE: |
206 | m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue); | 230 | clampTemp = ClampInRange(0.01f, pValue, 120); |
207 | m_angularMotor.FrictionTimescale = m_angularFrictionTimescale; | 231 | m_angularFrictionTimescale = new Vector3(clampTemp, clampTemp, clampTemp); |
208 | break; | 232 | break; |
209 | case Vehicle.ANGULAR_MOTOR_DIRECTION: | 233 | case Vehicle.ANGULAR_MOTOR_DIRECTION: |
210 | m_angularMotorDirection = new Vector3(pValue, pValue, pValue); | 234 | clampTemp = ClampInRange(-TwoPI, pValue, TwoPI); |
235 | m_angularMotorDirection = new Vector3(clampTemp, clampTemp, clampTemp); | ||
236 | m_angularMotor.Zero(); | ||
211 | m_angularMotor.SetTarget(m_angularMotorDirection); | 237 | m_angularMotor.SetTarget(m_angularMotorDirection); |
212 | break; | 238 | break; |
213 | case Vehicle.LINEAR_FRICTION_TIMESCALE: | 239 | case Vehicle.LINEAR_FRICTION_TIMESCALE: |
214 | m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue); | 240 | clampTemp = ClampInRange(0.01f, pValue, 120); |
215 | m_linearMotor.FrictionTimescale = m_linearFrictionTimescale; | 241 | m_linearFrictionTimescale = new Vector3(clampTemp, clampTemp, clampTemp); |
216 | break; | 242 | break; |
217 | case Vehicle.LINEAR_MOTOR_DIRECTION: | 243 | case Vehicle.LINEAR_MOTOR_DIRECTION: |
218 | m_linearMotorDirection = new Vector3(pValue, pValue, pValue); | 244 | clampTemp = ClampInRange(-BSParam.MaxLinearVelocity, pValue, BSParam.MaxLinearVelocity); |
219 | m_linearMotorDirectionLASTSET = new Vector3(pValue, pValue, pValue); | 245 | m_linearMotorDirection = new Vector3(clampTemp, clampTemp, clampTemp); |
246 | m_linearMotorDirectionLASTSET = new Vector3(clampTemp, clampTemp, clampTemp); | ||
220 | m_linearMotor.SetTarget(m_linearMotorDirection); | 247 | m_linearMotor.SetTarget(m_linearMotorDirection); |
221 | break; | 248 | break; |
222 | case Vehicle.LINEAR_MOTOR_OFFSET: | 249 | case Vehicle.LINEAR_MOTOR_OFFSET: |
223 | m_linearMotorOffset = new Vector3(pValue, pValue, pValue); | 250 | clampTemp = ClampInRange(-1000, pValue, 1000); |
251 | m_linearMotorOffset = new Vector3(clampTemp, clampTemp, clampTemp); | ||
224 | break; | 252 | break; |
225 | 253 | ||
226 | } | 254 | } |
@@ -228,34 +256,50 @@ namespace OpenSim.Region.Physics.BulletSNPlugin | |||
228 | 256 | ||
229 | internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue) | 257 | internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue) |
230 | { | 258 | { |
231 | VDetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", Prim.LocalID, pParam, pValue); | 259 | VDetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", ControllingPrim.LocalID, pParam, pValue); |
232 | switch (pParam) | 260 | switch (pParam) |
233 | { | 261 | { |
234 | case Vehicle.ANGULAR_FRICTION_TIMESCALE: | 262 | case Vehicle.ANGULAR_FRICTION_TIMESCALE: |
263 | pValue.X = ClampInRange(0.25f, pValue.X, 120); | ||
264 | pValue.Y = ClampInRange(0.25f, pValue.Y, 120); | ||
265 | pValue.Z = ClampInRange(0.25f, pValue.Z, 120); | ||
235 | m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); | 266 | m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); |
236 | m_angularMotor.FrictionTimescale = m_angularFrictionTimescale; | ||
237 | break; | 267 | break; |
238 | case Vehicle.ANGULAR_MOTOR_DIRECTION: | 268 | case Vehicle.ANGULAR_MOTOR_DIRECTION: |
239 | // Limit requested angular speed to 2 rps= 4 pi rads/sec | 269 | // Limit requested angular speed to 2 rps= 4 pi rads/sec |
240 | pValue.X = ClampInRange(-12.56f, pValue.X, 12.56f); | 270 | pValue.X = ClampInRange(-FourPI, pValue.X, FourPI); |
241 | pValue.Y = ClampInRange(-12.56f, pValue.Y, 12.56f); | 271 | pValue.Y = ClampInRange(-FourPI, pValue.Y, FourPI); |
242 | pValue.Z = ClampInRange(-12.56f, pValue.Z, 12.56f); | 272 | pValue.Z = ClampInRange(-FourPI, pValue.Z, FourPI); |
243 | m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); | 273 | m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); |
274 | m_angularMotor.Zero(); | ||
244 | m_angularMotor.SetTarget(m_angularMotorDirection); | 275 | m_angularMotor.SetTarget(m_angularMotorDirection); |
245 | break; | 276 | break; |
246 | case Vehicle.LINEAR_FRICTION_TIMESCALE: | 277 | case Vehicle.LINEAR_FRICTION_TIMESCALE: |
278 | pValue.X = ClampInRange(0.25f, pValue.X, 120); | ||
279 | pValue.Y = ClampInRange(0.25f, pValue.Y, 120); | ||
280 | pValue.Z = ClampInRange(0.25f, pValue.Z, 120); | ||
247 | m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); | 281 | m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); |
248 | m_linearMotor.FrictionTimescale = m_linearFrictionTimescale; | ||
249 | break; | 282 | break; |
250 | case Vehicle.LINEAR_MOTOR_DIRECTION: | 283 | case Vehicle.LINEAR_MOTOR_DIRECTION: |
284 | pValue.X = ClampInRange(-BSParam.MaxLinearVelocity, pValue.X, BSParam.MaxLinearVelocity); | ||
285 | pValue.Y = ClampInRange(-BSParam.MaxLinearVelocity, pValue.Y, BSParam.MaxLinearVelocity); | ||
286 | pValue.Z = ClampInRange(-BSParam.MaxLinearVelocity, pValue.Z, BSParam.MaxLinearVelocity); | ||
251 | m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); | 287 | m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); |
252 | m_linearMotorDirectionLASTSET = new Vector3(pValue.X, pValue.Y, pValue.Z); | 288 | m_linearMotorDirectionLASTSET = new Vector3(pValue.X, pValue.Y, pValue.Z); |
253 | m_linearMotor.SetTarget(m_linearMotorDirection); | 289 | m_linearMotor.SetTarget(m_linearMotorDirection); |
254 | break; | 290 | break; |
255 | case Vehicle.LINEAR_MOTOR_OFFSET: | 291 | case Vehicle.LINEAR_MOTOR_OFFSET: |
292 | // Not sure the correct range to limit this variable | ||
293 | pValue.X = ClampInRange(-1000, pValue.X, 1000); | ||
294 | pValue.Y = ClampInRange(-1000, pValue.Y, 1000); | ||
295 | pValue.Z = ClampInRange(-1000, pValue.Z, 1000); | ||
256 | m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z); | 296 | m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z); |
257 | break; | 297 | break; |
258 | case Vehicle.BLOCK_EXIT: | 298 | case Vehicle.BLOCK_EXIT: |
299 | // Not sure the correct range to limit this variable | ||
300 | pValue.X = ClampInRange(-10000, pValue.X, 10000); | ||
301 | pValue.Y = ClampInRange(-10000, pValue.Y, 10000); | ||
302 | pValue.Z = ClampInRange(-10000, pValue.Z, 10000); | ||
259 | m_BlockingEndPoint = new Vector3(pValue.X, pValue.Y, pValue.Z); | 303 | m_BlockingEndPoint = new Vector3(pValue.X, pValue.Y, pValue.Z); |
260 | break; | 304 | break; |
261 | } | 305 | } |
@@ -263,7 +307,7 @@ namespace OpenSim.Region.Physics.BulletSNPlugin | |||
263 | 307 | ||
264 | internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue) | 308 | internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue) |
265 | { | 309 | { |
266 | VDetailLog("{0},ProcessRotationalVehicleParam,param={1},val={2}", Prim.LocalID, pParam, pValue); | 310 | VDetailLog("{0},ProcessRotationalVehicleParam,param={1},val={2}", ControllingPrim.LocalID, pParam, pValue); |
267 | switch (pParam) | 311 | switch (pParam) |
268 | { | 312 | { |
269 | case Vehicle.REFERENCE_FRAME: | 313 | case Vehicle.REFERENCE_FRAME: |
@@ -277,7 +321,7 @@ namespace OpenSim.Region.Physics.BulletSNPlugin | |||
277 | 321 | ||
278 | internal void ProcessVehicleFlags(int pParam, bool remove) | 322 | internal void ProcessVehicleFlags(int pParam, bool remove) |
279 | { | 323 | { |
280 | VDetailLog("{0},ProcessVehicleFlags,param={1},remove={2}", Prim.LocalID, pParam, remove); | 324 | VDetailLog("{0},ProcessVehicleFlags,param={1},remove={2}", ControllingPrim.LocalID, pParam, remove); |
281 | VehicleFlag parm = (VehicleFlag)pParam; | 325 | VehicleFlag parm = (VehicleFlag)pParam; |
282 | if (pParam == -1) | 326 | if (pParam == -1) |
283 | m_flags = (VehicleFlag)0; | 327 | m_flags = (VehicleFlag)0; |
@@ -290,9 +334,9 @@ namespace OpenSim.Region.Physics.BulletSNPlugin | |||
290 | } | 334 | } |
291 | } | 335 | } |
292 | 336 | ||
293 | internal void ProcessTypeChange(Vehicle pType) | 337 | public void ProcessTypeChange(Vehicle pType) |
294 | { | 338 | { |
295 | VDetailLog("{0},ProcessTypeChange,type={1}", Prim.LocalID, pType); | 339 | VDetailLog("{0},ProcessTypeChange,type={1}", ControllingPrim.LocalID, pType); |
296 | // Set Defaults For Type | 340 | // Set Defaults For Type |
297 | Type = pType; | 341 | Type = pType; |
298 | switch (pType) | 342 | switch (pType) |
@@ -526,81 +570,144 @@ namespace OpenSim.Region.Physics.BulletSNPlugin | |||
526 | break; | 570 | break; |
527 | } | 571 | } |
528 | 572 | ||
529 | // Update any physical parameters based on this type. | 573 | m_linearMotor = new BSVMotor("LinearMotor", m_linearMotorTimescale, m_linearMotorDecayTimescale, 1f); |
530 | Refresh(); | 574 | // m_linearMotor.PhysicsScene = m_physicsScene; // DEBUG DEBUG DEBUG (enables detail logging) |
531 | |||
532 | m_linearMotor = new BSVMotor("LinearMotor", m_linearMotorTimescale, | ||
533 | m_linearMotorDecayTimescale, m_linearFrictionTimescale, | ||
534 | 1f); | ||
535 | m_linearMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging) | ||
536 | 575 | ||
537 | m_angularMotor = new BSVMotor("AngularMotor", m_angularMotorTimescale, | 576 | m_angularMotor = new BSVMotor("AngularMotor", m_angularMotorTimescale, m_angularMotorDecayTimescale, 1f); |
538 | m_angularMotorDecayTimescale, m_angularFrictionTimescale, | 577 | // m_angularMotor.PhysicsScene = m_physicsScene; // DEBUG DEBUG DEBUG (enables detail logging) |
539 | 1f); | ||
540 | m_angularMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging) | ||
541 | 578 | ||
579 | /* Not implemented | ||
542 | m_verticalAttractionMotor = new BSVMotor("VerticalAttraction", m_verticalAttractionTimescale, | 580 | m_verticalAttractionMotor = new BSVMotor("VerticalAttraction", m_verticalAttractionTimescale, |
543 | BSMotor.Infinite, BSMotor.InfiniteVector, | 581 | BSMotor.Infinite, BSMotor.InfiniteVector, |
544 | m_verticalAttractionEfficiency); | 582 | m_verticalAttractionEfficiency); |
545 | // Z goes away and we keep X and Y | 583 | // Z goes away and we keep X and Y |
546 | m_verticalAttractionMotor.FrictionTimescale = new Vector3(BSMotor.Infinite, BSMotor.Infinite, 0.1f); | ||
547 | m_verticalAttractionMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging) | 584 | m_verticalAttractionMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging) |
585 | */ | ||
586 | |||
587 | if (this.Type == Vehicle.TYPE_NONE) | ||
588 | { | ||
589 | UnregisterForSceneEvents(); | ||
590 | } | ||
591 | else | ||
592 | { | ||
593 | RegisterForSceneEvents(); | ||
594 | } | ||
595 | |||
596 | // Update any physical parameters based on this type. | ||
597 | Refresh(); | ||
598 | } | ||
599 | #endregion // Vehicle parameter setting | ||
600 | |||
601 | // BSActor.Refresh() | ||
602 | public override void Refresh() | ||
603 | { | ||
604 | // If asking for a refresh, reset the physical parameters before the next simulation step. | ||
605 | // Called whether active or not since the active state may be updated before the next step. | ||
606 | m_physicsScene.PostTaintObject("BSDynamics.Refresh", ControllingPrim.LocalID, delegate() | ||
607 | { | ||
608 | SetPhysicalParameters(); | ||
609 | }); | ||
548 | } | 610 | } |
549 | 611 | ||
550 | // Some of the properties of this prim may have changed. | 612 | // Some of the properties of this prim may have changed. |
551 | // Do any updating needed for a vehicle | 613 | // Do any updating needed for a vehicle |
552 | public void Refresh() | 614 | private void SetPhysicalParameters() |
553 | { | 615 | { |
554 | if (IsActive) | 616 | if (IsActive) |
555 | { | 617 | { |
556 | // Remember the mass so we don't have to fetch it every step | 618 | // Remember the mass so we don't have to fetch it every step |
557 | m_vehicleMass = Prim.Linkset.LinksetMass; | 619 | m_vehicleMass = ControllingPrim.TotalMass; |
558 | 620 | ||
559 | // Friction affects are handled by this vehicle code | 621 | // Friction affects are handled by this vehicle code |
560 | float friction = 0f; | 622 | // m_physicsScene.PE.SetFriction(ControllingPrim.PhysBody, BSParam.VehicleFriction); |
561 | BulletSimAPI.SetFriction2(Prim.PhysBody.ptr, friction); | 623 | // m_physicsScene.PE.SetRestitution(ControllingPrim.PhysBody, BSParam.VehicleRestitution); |
624 | ControllingPrim.Linkset.SetPhysicalFriction(BSParam.VehicleFriction); | ||
625 | ControllingPrim.Linkset.SetPhysicalRestitution(BSParam.VehicleRestitution); | ||
562 | 626 | ||
563 | // Moderate angular movement introduced by Bullet. | 627 | // Moderate angular movement introduced by Bullet. |
564 | // TODO: possibly set AngularFactor and LinearFactor for the type of vehicle. | 628 | // TODO: possibly set AngularFactor and LinearFactor for the type of vehicle. |
565 | // Maybe compute linear and angular factor and damping from params. | 629 | // Maybe compute linear and angular factor and damping from params. |
566 | float angularDamping = BSParam.VehicleAngularDamping; | 630 | m_physicsScene.PE.SetAngularDamping(ControllingPrim.PhysBody, BSParam.VehicleAngularDamping); |
567 | BulletSimAPI.SetAngularDamping2(Prim.PhysBody.ptr, angularDamping); | 631 | m_physicsScene.PE.SetLinearFactor(ControllingPrim.PhysBody, BSParam.VehicleLinearFactor); |
632 | m_physicsScene.PE.SetAngularFactorV(ControllingPrim.PhysBody, BSParam.VehicleAngularFactor); | ||
568 | 633 | ||
569 | // Vehicles report collision events so we know when it's on the ground | 634 | // Vehicles report collision events so we know when it's on the ground |
570 | BulletSimAPI.AddToCollisionFlags2(Prim.PhysBody.ptr, CollisionFlags.BS_VEHICLE_COLLISIONS); | 635 | // m_physicsScene.PE.AddToCollisionFlags(ControllingPrim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); |
636 | ControllingPrim.Linkset.AddToPhysicalCollisionFlags(CollisionFlags.BS_VEHICLE_COLLISIONS); | ||
637 | |||
638 | // Vector3 inertia = m_physicsScene.PE.CalculateLocalInertia(ControllingPrim.PhysShape.physShapeInfo, m_vehicleMass); | ||
639 | // ControllingPrim.Inertia = inertia * BSParam.VehicleInertiaFactor; | ||
640 | // m_physicsScene.PE.SetMassProps(ControllingPrim.PhysBody, m_vehicleMass, ControllingPrim.Inertia); | ||
641 | // m_physicsScene.PE.UpdateInertiaTensor(ControllingPrim.PhysBody); | ||
642 | ControllingPrim.Linkset.ComputeAndSetLocalInertia(BSParam.VehicleInertiaFactor, m_vehicleMass); | ||
643 | |||
644 | // Set the gravity for the vehicle depending on the buoyancy | ||
645 | // TODO: what should be done if prim and vehicle buoyancy differ? | ||
646 | m_VehicleGravity = ControllingPrim.ComputeGravity(m_VehicleBuoyancy); | ||
647 | // The actual vehicle gravity is set to zero in Bullet so we can do all the application of same. | ||
648 | // m_physicsScene.PE.SetGravity(ControllingPrim.PhysBody, Vector3.Zero); | ||
649 | ControllingPrim.Linkset.SetPhysicalGravity(Vector3.Zero); | ||
650 | |||
651 | VDetailLog("{0},BSDynamics.SetPhysicalParameters,mass={1},inert={2},vehGrav={3},aDamp={4},frict={5},rest={6},lFact={7},aFact={8}", | ||
652 | ControllingPrim.LocalID, m_vehicleMass, ControllingPrim.Inertia, m_VehicleGravity, | ||
653 | BSParam.VehicleAngularDamping, BSParam.VehicleFriction, BSParam.VehicleRestitution, | ||
654 | BSParam.VehicleLinearFactor, BSParam.VehicleAngularFactor | ||
655 | ); | ||
656 | } | ||
657 | else | ||
658 | { | ||
659 | if (ControllingPrim.PhysBody.HasPhysicalBody) | ||
660 | m_physicsScene.PE.RemoveFromCollisionFlags(ControllingPrim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); | ||
661 | // ControllingPrim.Linkset.RemoveFromPhysicalCollisionFlags(CollisionFlags.BS_VEHICLE_COLLISIONS); | ||
662 | } | ||
663 | } | ||
571 | 664 | ||
572 | Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(Prim.PhysShape.ptr, m_vehicleMass); | 665 | // BSActor.RemoveBodyDependencies |
573 | BulletSimAPI.SetMassProps2(Prim.PhysBody.ptr, m_vehicleMass, localInertia); | 666 | public override void RemoveDependencies() |
574 | BulletSimAPI.UpdateInertiaTensor2(Prim.PhysBody.ptr); | 667 | { |
668 | Refresh(); | ||
669 | } | ||
575 | 670 | ||
576 | Vector3 grav = PhysicsScene.DefaultGravity * (1f - Prim.Buoyancy); | 671 | // BSActor.Release() |
577 | BulletSimAPI.SetGravity2(Prim.PhysBody.ptr, grav); | 672 | public override void Dispose() |
673 | { | ||
674 | VDetailLog("{0},Dispose", ControllingPrim.LocalID); | ||
675 | UnregisterForSceneEvents(); | ||
676 | Type = Vehicle.TYPE_NONE; | ||
677 | Enabled = false; | ||
678 | return; | ||
679 | } | ||
578 | 680 | ||
579 | VDetailLog("{0},BSDynamics.Refresh,mass={1},frict={2},inert={3},aDamp={4}", | 681 | private void RegisterForSceneEvents() |
580 | Prim.LocalID, m_vehicleMass, friction, localInertia, angularDamping); | 682 | { |
581 | } | 683 | if (!m_haveRegisteredForSceneEvents) |
582 | else | ||
583 | { | 684 | { |
584 | BulletSimAPI.RemoveFromCollisionFlags2(Prim.PhysBody.ptr, CollisionFlags.BS_VEHICLE_COLLISIONS); | 685 | m_physicsScene.BeforeStep += this.Step; |
686 | m_physicsScene.AfterStep += this.PostStep; | ||
687 | ControllingPrim.OnPreUpdateProperty += this.PreUpdateProperty; | ||
688 | m_haveRegisteredForSceneEvents = true; | ||
585 | } | 689 | } |
586 | } | 690 | } |
587 | 691 | ||
588 | public bool RemoveBodyDependencies(BSPhysObject prim) | 692 | private void UnregisterForSceneEvents() |
589 | { | 693 | { |
590 | // If active, we need to add our properties back when the body is rebuilt. | 694 | if (m_haveRegisteredForSceneEvents) |
591 | return IsActive; | 695 | { |
696 | m_physicsScene.BeforeStep -= this.Step; | ||
697 | m_physicsScene.AfterStep -= this.PostStep; | ||
698 | ControllingPrim.OnPreUpdateProperty -= this.PreUpdateProperty; | ||
699 | m_haveRegisteredForSceneEvents = false; | ||
700 | } | ||
592 | } | 701 | } |
593 | 702 | ||
594 | public void RestoreBodyDependencies(BSPhysObject prim) | 703 | private void PreUpdateProperty(ref EntityProperties entprop) |
595 | { | 704 | { |
596 | if (Prim.LocalID != prim.LocalID) | 705 | // A temporary kludge to suppress the rotational effects introduced on vehicles by Bullet |
706 | // TODO: handle physics introduced by Bullet with computed vehicle physics. | ||
707 | if (IsActive) | ||
597 | { | 708 | { |
598 | // The call should be on us by our prim. Error if not. | 709 | entprop.RotationalVelocity = Vector3.Zero; |
599 | PhysicsScene.Logger.ErrorFormat("{0} RestoreBodyDependencies: called by not my prim. passedLocalID={1}, vehiclePrimLocalID={2}", | ||
600 | LogHeader, prim.LocalID, Prim.LocalID); | ||
601 | return; | ||
602 | } | 710 | } |
603 | Refresh(); | ||
604 | } | 711 | } |
605 | 712 | ||
606 | #region Known vehicle value functions | 713 | #region Known vehicle value functions |
@@ -617,70 +724,85 @@ namespace OpenSim.Region.Physics.BulletSNPlugin | |||
617 | private Vector3 m_knownPosition; | 724 | private Vector3 m_knownPosition; |
618 | private Vector3 m_knownVelocity; | 725 | private Vector3 m_knownVelocity; |
619 | private Vector3 m_knownForce; | 726 | private Vector3 m_knownForce; |
727 | private Vector3 m_knownForceImpulse; | ||
620 | private Quaternion m_knownOrientation; | 728 | private Quaternion m_knownOrientation; |
621 | private Vector3 m_knownRotationalVelocity; | 729 | private Vector3 m_knownRotationalVelocity; |
622 | private Vector3 m_knownRotationalForce; | 730 | private Vector3 m_knownRotationalForce; |
623 | private Vector3 m_knownForwardVelocity; // vehicle relative forward speed | 731 | private Vector3 m_knownRotationalImpulse; |
624 | 732 | ||
625 | private const int m_knownChangedPosition = 1 << 0; | 733 | private const int m_knownChangedPosition = 1 << 0; |
626 | private const int m_knownChangedVelocity = 1 << 1; | 734 | private const int m_knownChangedVelocity = 1 << 1; |
627 | private const int m_knownChangedForce = 1 << 2; | 735 | private const int m_knownChangedForce = 1 << 2; |
628 | private const int m_knownChangedOrientation = 1 << 3; | 736 | private const int m_knownChangedForceImpulse = 1 << 3; |
629 | private const int m_knownChangedRotationalVelocity = 1 << 4; | 737 | private const int m_knownChangedOrientation = 1 << 4; |
630 | private const int m_knownChangedRotationalForce = 1 << 5; | 738 | private const int m_knownChangedRotationalVelocity = 1 << 5; |
631 | private const int m_knownChangedTerrainHeight = 1 << 6; | 739 | private const int m_knownChangedRotationalForce = 1 << 6; |
632 | private const int m_knownChangedWaterLevel = 1 << 7; | 740 | private const int m_knownChangedRotationalImpulse = 1 << 7; |
633 | private const int m_knownChangedForwardVelocity = 1 << 8; | 741 | private const int m_knownChangedTerrainHeight = 1 << 8; |
634 | 742 | private const int m_knownChangedWaterLevel = 1 << 9; | |
635 | private void ForgetKnownVehicleProperties() | 743 | |
744 | public void ForgetKnownVehicleProperties() | ||
636 | { | 745 | { |
637 | m_knownHas = 0; | 746 | m_knownHas = 0; |
638 | m_knownChanged = 0; | 747 | m_knownChanged = 0; |
639 | } | 748 | } |
640 | // Push all the changed values back into the physics engine | 749 | // Push all the changed values back into the physics engine |
641 | private void PushKnownChanged() | 750 | public void PushKnownChanged() |
642 | { | 751 | { |
643 | if (m_knownChanged != 0) | 752 | if (m_knownChanged != 0) |
644 | { | 753 | { |
645 | if ((m_knownChanged & m_knownChangedPosition) != 0) | 754 | if ((m_knownChanged & m_knownChangedPosition) != 0) |
646 | Prim.ForcePosition = m_knownPosition; | 755 | ControllingPrim.ForcePosition = m_knownPosition; |
647 | 756 | ||
648 | if ((m_knownChanged & m_knownChangedOrientation) != 0) | 757 | if ((m_knownChanged & m_knownChangedOrientation) != 0) |
649 | Prim.ForceOrientation = m_knownOrientation; | 758 | ControllingPrim.ForceOrientation = m_knownOrientation; |
650 | 759 | ||
651 | if ((m_knownChanged & m_knownChangedVelocity) != 0) | 760 | if ((m_knownChanged & m_knownChangedVelocity) != 0) |
652 | { | 761 | { |
653 | Prim.ForceVelocity = m_knownVelocity; | 762 | ControllingPrim.ForceVelocity = m_knownVelocity; |
654 | BulletSimAPI.SetInterpolationLinearVelocity2(Prim.PhysBody.ptr, VehicleVelocity); | 763 | // Fake out Bullet by making it think the velocity is the same as last time. |
764 | // Bullet does a bunch of smoothing for changing parameters. | ||
765 | // Since the vehicle is demanding this setting, we override Bullet's smoothing | ||
766 | // by telling Bullet the value was the same last time. | ||
767 | // PhysicsScene.PE.SetInterpolationLinearVelocity(Prim.PhysBody, m_knownVelocity); | ||
655 | } | 768 | } |
656 | 769 | ||
657 | if ((m_knownChanged & m_knownChangedForce) != 0) | 770 | if ((m_knownChanged & m_knownChangedForce) != 0) |
658 | Prim.AddForce((Vector3)m_knownForce, false, true); | 771 | ControllingPrim.AddForce((Vector3)m_knownForce, false /*pushForce*/, true /*inTaintTime*/); |
772 | |||
773 | if ((m_knownChanged & m_knownChangedForceImpulse) != 0) | ||
774 | ControllingPrim.AddForceImpulse((Vector3)m_knownForceImpulse, false /*pushforce*/, true /*inTaintTime*/); | ||
659 | 775 | ||
660 | if ((m_knownChanged & m_knownChangedRotationalVelocity) != 0) | 776 | if ((m_knownChanged & m_knownChangedRotationalVelocity) != 0) |
661 | { | 777 | { |
662 | Prim.ForceRotationalVelocity = m_knownRotationalVelocity; | 778 | ControllingPrim.ForceRotationalVelocity = m_knownRotationalVelocity; |
663 | // Fake out Bullet by making it think the velocity is the same as last time. | 779 | // PhysicsScene.PE.SetInterpolationAngularVelocity(Prim.PhysBody, m_knownRotationalVelocity); |
664 | BulletSimAPI.SetInterpolationAngularVelocity2(Prim.PhysBody.ptr, m_knownRotationalVelocity); | ||
665 | } | 780 | } |
666 | 781 | ||
782 | if ((m_knownChanged & m_knownChangedRotationalImpulse) != 0) | ||
783 | ControllingPrim.ApplyTorqueImpulse((Vector3)m_knownRotationalImpulse, true /*inTaintTime*/); | ||
784 | |||
667 | if ((m_knownChanged & m_knownChangedRotationalForce) != 0) | 785 | if ((m_knownChanged & m_knownChangedRotationalForce) != 0) |
668 | Prim.AddAngularForce((Vector3)m_knownRotationalForce, false, true); | 786 | { |
787 | ControllingPrim.AddAngularForce((Vector3)m_knownRotationalForce, false /*pushForce*/, true /*inTaintTime*/); | ||
788 | } | ||
669 | 789 | ||
670 | // If we set one of the values (ie, the physics engine didn't do it) we must force | 790 | // If we set one of the values (ie, the physics engine didn't do it) we must force |
671 | // an UpdateProperties event to send the changes up to the simulator. | 791 | // an UpdateProperties event to send the changes up to the simulator. |
672 | BulletSimAPI.PushUpdate2(Prim.PhysBody.ptr); | 792 | m_physicsScene.PE.PushUpdate(ControllingPrim.PhysBody); |
673 | } | 793 | } |
674 | m_knownChanged = 0; | 794 | m_knownChanged = 0; |
675 | } | 795 | } |
676 | 796 | ||
677 | // Since the computation of terrain height can be a little involved, this routine | 797 | // Since the computation of terrain height can be a little involved, this routine |
678 | // is used to fetch the height only once for each vehicle simulation step. | 798 | // is used to fetch the height only once for each vehicle simulation step. |
799 | Vector3 lastRememberedHeightPos = new Vector3(-1, -1, -1); | ||
679 | private float GetTerrainHeight(Vector3 pos) | 800 | private float GetTerrainHeight(Vector3 pos) |
680 | { | 801 | { |
681 | if ((m_knownHas & m_knownChangedTerrainHeight) == 0) | 802 | if ((m_knownHas & m_knownChangedTerrainHeight) == 0 || pos != lastRememberedHeightPos) |
682 | { | 803 | { |
683 | m_knownTerrainHeight = Prim.PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos); | 804 | lastRememberedHeightPos = pos; |
805 | m_knownTerrainHeight = ControllingPrim.PhysScene.TerrainManager.GetTerrainHeightAtXYZ(pos); | ||
684 | m_knownHas |= m_knownChangedTerrainHeight; | 806 | m_knownHas |= m_knownChangedTerrainHeight; |
685 | } | 807 | } |
686 | return m_knownTerrainHeight; | 808 | return m_knownTerrainHeight; |
@@ -688,14 +810,16 @@ namespace OpenSim.Region.Physics.BulletSNPlugin | |||
688 | 810 | ||
689 | // Since the computation of water level can be a little involved, this routine | 811 | // Since the computation of water level can be a little involved, this routine |
690 | // is used ot fetch the level only once for each vehicle simulation step. | 812 | // is used ot fetch the level only once for each vehicle simulation step. |
813 | Vector3 lastRememberedWaterHeightPos = new Vector3(-1, -1, -1); | ||
691 | private float GetWaterLevel(Vector3 pos) | 814 | private float GetWaterLevel(Vector3 pos) |
692 | { | 815 | { |
693 | if ((m_knownHas & m_knownChangedWaterLevel) == 0) | 816 | if ((m_knownHas & m_knownChangedWaterLevel) == 0 || pos != lastRememberedWaterHeightPos) |
694 | { | 817 | { |
695 | m_knownWaterLevel = Prim.PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(pos); | 818 | lastRememberedWaterHeightPos = pos; |
819 | m_knownWaterLevel = ControllingPrim.PhysScene.TerrainManager.GetWaterLevelAtXYZ(pos); | ||
696 | m_knownHas |= m_knownChangedWaterLevel; | 820 | m_knownHas |= m_knownChangedWaterLevel; |
697 | } | 821 | } |
698 | return (float)m_knownWaterLevel; | 822 | return m_knownWaterLevel; |
699 | } | 823 | } |
700 | 824 | ||
701 | private Vector3 VehiclePosition | 825 | private Vector3 VehiclePosition |
@@ -704,7 +828,7 @@ namespace OpenSim.Region.Physics.BulletSNPlugin | |||
704 | { | 828 | { |
705 | if ((m_knownHas & m_knownChangedPosition) == 0) | 829 | if ((m_knownHas & m_knownChangedPosition) == 0) |
706 | { | 830 | { |
707 | m_knownPosition = Prim.ForcePosition; | 831 | m_knownPosition = ControllingPrim.ForcePosition; |
708 | m_knownHas |= m_knownChangedPosition; | 832 | m_knownHas |= m_knownChangedPosition; |
709 | } | 833 | } |
710 | return m_knownPosition; | 834 | return m_knownPosition; |
@@ -723,7 +847,7 @@ namespace OpenSim.Region.Physics.BulletSNPlugin | |||
723 | { | 847 | { |
724 | if ((m_knownHas & m_knownChangedOrientation) == 0) | 848 | if ((m_knownHas & m_knownChangedOrientation) == 0) |
725 | { | 849 | { |
726 | m_knownOrientation = Prim.ForceOrientation; | 850 | m_knownOrientation = ControllingPrim.ForceOrientation; |
727 | m_knownHas |= m_knownChangedOrientation; | 851 | m_knownHas |= m_knownChangedOrientation; |
728 | } | 852 | } |
729 | return m_knownOrientation; | 853 | return m_knownOrientation; |
@@ -742,10 +866,10 @@ namespace OpenSim.Region.Physics.BulletSNPlugin | |||
742 | { | 866 | { |
743 | if ((m_knownHas & m_knownChangedVelocity) == 0) | 867 | if ((m_knownHas & m_knownChangedVelocity) == 0) |
744 | { | 868 | { |
745 | m_knownVelocity = Prim.ForceVelocity; | 869 | m_knownVelocity = ControllingPrim.ForceVelocity; |
746 | m_knownHas |= m_knownChangedVelocity; | 870 | m_knownHas |= m_knownChangedVelocity; |
747 | } | 871 | } |
748 | return (Vector3)m_knownVelocity; | 872 | return m_knownVelocity; |
749 | } | 873 | } |
750 | set | 874 | set |
751 | { | 875 | { |
@@ -755,15 +879,26 @@ namespace OpenSim.Region.Physics.BulletSNPlugin | |||
755 | } | 879 | } |
756 | } | 880 | } |
757 | 881 | ||
758 | private void VehicleAddForce(Vector3 aForce) | 882 | private void VehicleAddForce(Vector3 pForce) |
759 | { | 883 | { |
760 | if ((m_knownHas & m_knownChangedForce) == 0) | 884 | if ((m_knownHas & m_knownChangedForce) == 0) |
761 | { | 885 | { |
762 | m_knownForce = Vector3.Zero; | 886 | m_knownForce = Vector3.Zero; |
887 | m_knownHas |= m_knownChangedForce; | ||
763 | } | 888 | } |
764 | m_knownForce += aForce; | 889 | m_knownForce += pForce; |
765 | m_knownChanged |= m_knownChangedForce; | 890 | m_knownChanged |= m_knownChangedForce; |
766 | m_knownHas |= m_knownChangedForce; | 891 | } |
892 | |||
893 | private void VehicleAddForceImpulse(Vector3 pImpulse) | ||
894 | { | ||
895 | if ((m_knownHas & m_knownChangedForceImpulse) == 0) | ||
896 | { | ||
897 | m_knownForceImpulse = Vector3.Zero; | ||
898 | m_knownHas |= m_knownChangedForceImpulse; | ||
899 | } | ||
900 | m_knownForceImpulse += pImpulse; | ||
901 | m_knownChanged |= m_knownChangedForceImpulse; | ||
767 | } | 902 | } |
768 | 903 | ||
769 | private Vector3 VehicleRotationalVelocity | 904 | private Vector3 VehicleRotationalVelocity |
@@ -772,7 +907,7 @@ namespace OpenSim.Region.Physics.BulletSNPlugin | |||
772 | { | 907 | { |
773 | if ((m_knownHas & m_knownChangedRotationalVelocity) == 0) | 908 | if ((m_knownHas & m_knownChangedRotationalVelocity) == 0) |
774 | { | 909 | { |
775 | m_knownRotationalVelocity = Prim.ForceRotationalVelocity; | 910 | m_knownRotationalVelocity = ControllingPrim.ForceRotationalVelocity; |
776 | m_knownHas |= m_knownChangedRotationalVelocity; | 911 | m_knownHas |= m_knownChangedRotationalVelocity; |
777 | } | 912 | } |
778 | return (Vector3)m_knownRotationalVelocity; | 913 | return (Vector3)m_knownRotationalVelocity; |
@@ -794,19 +929,26 @@ namespace OpenSim.Region.Physics.BulletSNPlugin | |||
794 | m_knownChanged |= m_knownChangedRotationalForce; | 929 | m_knownChanged |= m_knownChangedRotationalForce; |
795 | m_knownHas |= m_knownChangedRotationalForce; | 930 | m_knownHas |= m_knownChangedRotationalForce; |
796 | } | 931 | } |
932 | private void VehicleAddRotationalImpulse(Vector3 pImpulse) | ||
933 | { | ||
934 | if ((m_knownHas & m_knownChangedRotationalImpulse) == 0) | ||
935 | { | ||
936 | m_knownRotationalImpulse = Vector3.Zero; | ||
937 | m_knownHas |= m_knownChangedRotationalImpulse; | ||
938 | } | ||
939 | m_knownRotationalImpulse += pImpulse; | ||
940 | m_knownChanged |= m_knownChangedRotationalImpulse; | ||
941 | } | ||
942 | |||
797 | // Vehicle relative forward velocity | 943 | // Vehicle relative forward velocity |
798 | private Vector3 VehicleForwardVelocity | 944 | private Vector3 VehicleForwardVelocity |
799 | { | 945 | { |
800 | get | 946 | get |
801 | { | 947 | { |
802 | if ((m_knownHas & m_knownChangedForwardVelocity) == 0) | 948 | return VehicleVelocity * Quaternion.Inverse(Quaternion.Normalize(VehicleFrameOrientation)); |
803 | { | ||
804 | m_knownForwardVelocity = VehicleVelocity * Quaternion.Inverse(Quaternion.Normalize(VehicleOrientation)); | ||
805 | m_knownHas |= m_knownChangedForwardVelocity; | ||
806 | } | ||
807 | return m_knownForwardVelocity; | ||
808 | } | 949 | } |
809 | } | 950 | } |
951 | |||
810 | private float VehicleForwardSpeed | 952 | private float VehicleForwardSpeed |
811 | { | 953 | { |
812 | get | 954 | get |
@@ -814,6 +956,13 @@ namespace OpenSim.Region.Physics.BulletSNPlugin | |||
814 | return VehicleForwardVelocity.X; | 956 | return VehicleForwardVelocity.X; |
815 | } | 957 | } |
816 | } | 958 | } |
959 | private Quaternion VehicleFrameOrientation | ||
960 | { | ||
961 | get | ||
962 | { | ||
963 | return VehicleOrientation * m_referenceFrame; | ||
964 | } | ||
965 | } | ||
817 | 966 | ||
818 | #endregion // Known vehicle value functions | 967 | #endregion // Known vehicle value functions |
819 | 968 | ||
@@ -836,106 +985,170 @@ namespace OpenSim.Region.Physics.BulletSNPlugin | |||
836 | // for the physics engine to note the changes so an UpdateProperties event will happen. | 985 | // for the physics engine to note the changes so an UpdateProperties event will happen. |
837 | PushKnownChanged(); | 986 | PushKnownChanged(); |
838 | 987 | ||
839 | VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", | 988 | if (m_physicsScene.VehiclePhysicalLoggingEnabled) |
840 | Prim.LocalID, VehiclePosition, Prim.Force, VehicleVelocity, VehicleRotationalVelocity); | 989 | m_physicsScene.PE.DumpRigidBody(m_physicsScene.World, ControllingPrim.PhysBody); |
990 | |||
991 | VDetailLog("{0},BSDynamics.Step,done,pos={1}, force={2},velocity={3},angvel={4}", | ||
992 | ControllingPrim.LocalID, VehiclePosition, m_knownForce, VehicleVelocity, VehicleRotationalVelocity); | ||
993 | } | ||
994 | |||
995 | // Called after the simulation step | ||
996 | internal void PostStep(float pTimestep) | ||
997 | { | ||
998 | if (!IsActive) return; | ||
999 | |||
1000 | if (m_physicsScene.VehiclePhysicalLoggingEnabled) | ||
1001 | m_physicsScene.PE.DumpRigidBody(m_physicsScene.World, ControllingPrim.PhysBody); | ||
841 | } | 1002 | } |
842 | 1003 | ||
843 | // Apply the effect of the linear motor and other linear motions (like hover and float). | 1004 | // Apply the effect of the linear motor and other linear motions (like hover and float). |
844 | private void MoveLinear(float pTimestep) | 1005 | private void MoveLinear(float pTimestep) |
845 | { | 1006 | { |
846 | Vector3 linearMotorContribution = m_linearMotor.Step(pTimestep); | 1007 | ComputeLinearVelocity(pTimestep); |
847 | 1008 | ||
848 | // The movement computed in the linear motor is relative to the vehicle | 1009 | ComputeLinearDeflection(pTimestep); |
849 | // coordinates. Rotate the movement to world coordinates. | ||
850 | linearMotorContribution *= VehicleOrientation; | ||
851 | 1010 | ||
852 | // ================================================================== | 1011 | ComputeLinearTerrainHeightCorrection(pTimestep); |
853 | // Buoyancy: force to overcome gravity. | ||
854 | // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; | ||
855 | // So, if zero, don't change anything (let gravity happen). If one, negate the effect of gravity. | ||
856 | Vector3 buoyancyContribution = Prim.PhysicsScene.DefaultGravity * m_VehicleBuoyancy; | ||
857 | |||
858 | Vector3 terrainHeightContribution = ComputeLinearTerrainHeightCorrection(pTimestep); | ||
859 | 1012 | ||
860 | Vector3 hoverContribution = ComputeLinearHover(pTimestep); | 1013 | ComputeLinearHover(pTimestep); |
861 | 1014 | ||
862 | ComputeLinearBlockingEndPoint(pTimestep); | 1015 | ComputeLinearBlockingEndPoint(pTimestep); |
863 | 1016 | ||
864 | Vector3 limitMotorUpContribution = ComputeLinearMotorUp(pTimestep); | 1017 | ComputeLinearMotorUp(pTimestep); |
865 | |||
866 | // ================================================================== | ||
867 | Vector3 newVelocity = linearMotorContribution | ||
868 | + terrainHeightContribution | ||
869 | + hoverContribution | ||
870 | + limitMotorUpContribution; | ||
871 | 1018 | ||
872 | Vector3 newForce = buoyancyContribution; | 1019 | ApplyGravity(pTimestep); |
873 | 1020 | ||
874 | // If not changing some axis, reduce out velocity | 1021 | // If not changing some axis, reduce out velocity |
875 | if ((m_flags & (VehicleFlag.NO_X)) != 0) | 1022 | if ((m_flags & (VehicleFlag.NO_X | VehicleFlag.NO_Y | VehicleFlag.NO_Z)) != 0) |
876 | newVelocity.X = 0; | 1023 | { |
877 | if ((m_flags & (VehicleFlag.NO_Y)) != 0) | 1024 | Vector3 vel = VehicleVelocity; |
878 | newVelocity.Y = 0; | 1025 | if ((m_flags & (VehicleFlag.NO_X)) != 0) |
879 | if ((m_flags & (VehicleFlag.NO_Z)) != 0) | 1026 | { |
880 | newVelocity.Z = 0; | 1027 | vel.X = 0; |
1028 | } | ||
1029 | if ((m_flags & (VehicleFlag.NO_Y)) != 0) | ||
1030 | { | ||
1031 | vel.Y = 0; | ||
1032 | } | ||
1033 | if ((m_flags & (VehicleFlag.NO_Z)) != 0) | ||
1034 | { | ||
1035 | vel.Z = 0; | ||
1036 | } | ||
1037 | VehicleVelocity = vel; | ||
1038 | } | ||
881 | 1039 | ||
882 | // ================================================================== | 1040 | // ================================================================== |
883 | // Clamp high or low velocities | 1041 | // Clamp high or low velocities |
884 | float newVelocityLengthSq = newVelocity.LengthSquared(); | 1042 | float newVelocityLengthSq = VehicleVelocity.LengthSquared(); |
885 | if (newVelocityLengthSq > 1000f) | 1043 | if (newVelocityLengthSq > BSParam.VehicleMaxLinearVelocitySquared) |
886 | { | 1044 | { |
887 | newVelocity /= newVelocity.Length(); | 1045 | Vector3 origVelW = VehicleVelocity; // DEBUG DEBUG |
888 | newVelocity *= 1000f; | 1046 | VehicleVelocity /= VehicleVelocity.Length(); |
1047 | VehicleVelocity *= BSParam.VehicleMaxLinearVelocity; | ||
1048 | VDetailLog("{0}, MoveLinear,clampMax,origVelW={1},lenSq={2},maxVelSq={3},,newVelW={4}", | ||
1049 | ControllingPrim.LocalID, origVelW, newVelocityLengthSq, BSParam.VehicleMaxLinearVelocitySquared, VehicleVelocity); | ||
1050 | } | ||
1051 | else if (newVelocityLengthSq < BSParam.VehicleMinLinearVelocitySquared) | ||
1052 | { | ||
1053 | Vector3 origVelW = VehicleVelocity; // DEBUG DEBUG | ||
1054 | VDetailLog("{0}, MoveLinear,clampMin,origVelW={1},lenSq={2}", | ||
1055 | ControllingPrim.LocalID, origVelW, newVelocityLengthSq); | ||
1056 | VehicleVelocity = Vector3.Zero; | ||
889 | } | 1057 | } |
890 | else if (newVelocityLengthSq < 0.001f) | ||
891 | newVelocity = Vector3.Zero; | ||
892 | 1058 | ||
893 | // ================================================================== | 1059 | VDetailLog("{0}, MoveLinear,done,isColl={1},newVel={2}", ControllingPrim.LocalID, ControllingPrim.HasSomeCollision, VehicleVelocity ); |
894 | // Stuff new linear velocity into the vehicle. | 1060 | |
895 | // Since the velocity is just being set, it is not scaled by pTimeStep. Bullet will do that for us. | 1061 | } // end MoveLinear() |
896 | VehicleVelocity = newVelocity; | 1062 | |
1063 | public void ComputeLinearVelocity(float pTimestep) | ||
1064 | { | ||
1065 | // Step the motor from the current value. Get the correction needed this step. | ||
1066 | Vector3 origVelW = VehicleVelocity; // DEBUG | ||
1067 | Vector3 currentVelV = VehicleForwardVelocity; | ||
1068 | Vector3 linearMotorCorrectionV = m_linearMotor.Step(pTimestep, currentVelV); | ||
1069 | |||
1070 | // Friction reduces vehicle motion based on absolute speed. Slow vehicle down by friction. | ||
1071 | Vector3 frictionFactorV = ComputeFrictionFactor(m_linearFrictionTimescale, pTimestep); | ||
1072 | linearMotorCorrectionV -= (currentVelV * frictionFactorV); | ||
1073 | |||
1074 | // Motor is vehicle coordinates. Rotate it to world coordinates | ||
1075 | Vector3 linearMotorVelocityW = linearMotorCorrectionV * VehicleFrameOrientation; | ||
897 | 1076 | ||
898 | // Other linear forces are applied as forces. | 1077 | // If we're a ground vehicle, don't add any upward Z movement |
899 | Vector3 totalDownForce = newForce * m_vehicleMass; | 1078 | if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != 0) |
900 | if (!totalDownForce.ApproxEquals(Vector3.Zero, 0.01f)) | ||
901 | { | 1079 | { |
902 | VehicleAddForce(totalDownForce); | 1080 | if (linearMotorVelocityW.Z > 0f) |
1081 | linearMotorVelocityW.Z = 0f; | ||
903 | } | 1082 | } |
904 | 1083 | ||
905 | VDetailLog("{0}, MoveLinear,done,newVel={1},totDown={2},IsColliding={3}", | 1084 | // Add this correction to the velocity to make it faster/slower. |
906 | Prim.LocalID, newVelocity, totalDownForce, Prim.IsColliding); | 1085 | VehicleVelocity += linearMotorVelocityW; |
907 | VDetailLog("{0}, MoveLinear,done,linContrib={1},terrContrib={2},hoverContrib={3},limitContrib={4},buoyContrib={5}", | ||
908 | Prim.LocalID, | ||
909 | linearMotorContribution, terrainHeightContribution, hoverContribution, | ||
910 | limitMotorUpContribution, buoyancyContribution | ||
911 | ); | ||
912 | 1086 | ||
913 | } // end MoveLinear() | 1087 | VDetailLog("{0}, MoveLinear,velocity,origVelW={1},velV={2},tgt={3},correctV={4},correctW={5},newVelW={6},fricFact={7}", |
1088 | ControllingPrim.LocalID, origVelW, currentVelV, m_linearMotor.TargetValue, linearMotorCorrectionV, | ||
1089 | linearMotorVelocityW, VehicleVelocity, frictionFactorV); | ||
1090 | } | ||
1091 | |||
1092 | //Given a Deflection Effiency and a Velocity, Returns a Velocity that is Partially Deflected onto the X Axis | ||
1093 | //Clamped so that a DeflectionTimescale of less then 1 does not increase force over original velocity | ||
1094 | private void ComputeLinearDeflection(float pTimestep) | ||
1095 | { | ||
1096 | Vector3 linearDeflectionV = Vector3.Zero; | ||
1097 | Vector3 velocityV = VehicleForwardVelocity; | ||
1098 | |||
1099 | if (BSParam.VehicleEnableLinearDeflection) | ||
1100 | { | ||
1101 | // Velocity in Y and Z dimensions is movement to the side or turning. | ||
1102 | // Compute deflection factor from the to the side and rotational velocity | ||
1103 | linearDeflectionV.Y = SortedClampInRange(0, (velocityV.Y * m_linearDeflectionEfficiency) / m_linearDeflectionTimescale, velocityV.Y); | ||
1104 | linearDeflectionV.Z = SortedClampInRange(0, (velocityV.Z * m_linearDeflectionEfficiency) / m_linearDeflectionTimescale, velocityV.Z); | ||
1105 | |||
1106 | // Velocity to the side and around is corrected and moved into the forward direction | ||
1107 | linearDeflectionV.X += Math.Abs(linearDeflectionV.Y); | ||
1108 | linearDeflectionV.X += Math.Abs(linearDeflectionV.Z); | ||
1109 | |||
1110 | // Scale the deflection to the fractional simulation time | ||
1111 | linearDeflectionV *= pTimestep; | ||
1112 | |||
1113 | // Subtract the sideways and rotational velocity deflection factors while adding the correction forward | ||
1114 | linearDeflectionV *= new Vector3(1, -1, -1); | ||
1115 | |||
1116 | // Correction is vehicle relative. Convert to world coordinates. | ||
1117 | Vector3 linearDeflectionW = linearDeflectionV * VehicleFrameOrientation; | ||
1118 | |||
1119 | // Optionally, if not colliding, don't effect world downward velocity. Let falling things fall. | ||
1120 | if (BSParam.VehicleLinearDeflectionNotCollidingNoZ && !m_controllingPrim.HasSomeCollision) | ||
1121 | { | ||
1122 | linearDeflectionW.Z = 0f; | ||
1123 | } | ||
1124 | |||
1125 | VehicleVelocity += linearDeflectionW; | ||
1126 | |||
1127 | VDetailLog("{0}, MoveLinear,LinearDeflection,linDefEff={1},linDefTS={2},linDeflectionV={3}", | ||
1128 | ControllingPrim.LocalID, m_linearDeflectionEfficiency, m_linearDeflectionTimescale, linearDeflectionV); | ||
1129 | } | ||
1130 | } | ||
914 | 1131 | ||
915 | public Vector3 ComputeLinearTerrainHeightCorrection(float pTimestep) | 1132 | public void ComputeLinearTerrainHeightCorrection(float pTimestep) |
916 | { | 1133 | { |
917 | Vector3 ret = Vector3.Zero; | ||
918 | // If below the terrain, move us above the ground a little. | 1134 | // If below the terrain, move us above the ground a little. |
919 | // TODO: Consider taking the rotated size of the object or possibly casting a ray. | 1135 | // TODO: Consider taking the rotated size of the object or possibly casting a ray. |
920 | if (VehiclePosition.Z < GetTerrainHeight(VehiclePosition)) | 1136 | if (VehiclePosition.Z < GetTerrainHeight(VehiclePosition)) |
921 | { | 1137 | { |
922 | // TODO: correct position by applying force rather than forcing position. | 1138 | // Force position because applying force won't get the vehicle through the terrain |
923 | Vector3 newPosition = VehiclePosition; | 1139 | Vector3 newPosition = VehiclePosition; |
924 | newPosition.Z = GetTerrainHeight(VehiclePosition) + 1f; | 1140 | newPosition.Z = GetTerrainHeight(VehiclePosition) + 1f; |
925 | VehiclePosition = newPosition; | 1141 | VehiclePosition = newPosition; |
926 | VDetailLog("{0}, MoveLinear,terrainHeight,terrainHeight={1},pos={2}", | 1142 | VDetailLog("{0}, MoveLinear,terrainHeight,terrainHeight={1},pos={2}", |
927 | Prim.LocalID, GetTerrainHeight(VehiclePosition), VehiclePosition); | 1143 | ControllingPrim.LocalID, GetTerrainHeight(VehiclePosition), VehiclePosition); |
928 | } | 1144 | } |
929 | return ret; | ||
930 | } | 1145 | } |
931 | 1146 | ||
932 | public Vector3 ComputeLinearHover(float pTimestep) | 1147 | public void ComputeLinearHover(float pTimestep) |
933 | { | 1148 | { |
934 | Vector3 ret = Vector3.Zero; | ||
935 | |||
936 | // m_VhoverEfficiency: 0=bouncy, 1=totally damped | 1149 | // m_VhoverEfficiency: 0=bouncy, 1=totally damped |
937 | // m_VhoverTimescale: time to achieve height | 1150 | // m_VhoverTimescale: time to achieve height |
938 | if ((m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0) | 1151 | if ((m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0 && (m_VhoverHeight > 0) && (m_VhoverTimescale < 300)) |
939 | { | 1152 | { |
940 | // We should hover, get the target height | 1153 | // We should hover, get the target height |
941 | if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0) | 1154 | if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0) |
@@ -950,14 +1163,25 @@ namespace OpenSim.Region.Physics.BulletSNPlugin | |||
950 | { | 1163 | { |
951 | m_VhoverTargetHeight = m_VhoverHeight; | 1164 | m_VhoverTargetHeight = m_VhoverHeight; |
952 | } | 1165 | } |
953 | |||
954 | if ((m_flags & VehicleFlag.HOVER_UP_ONLY) != 0) | 1166 | if ((m_flags & VehicleFlag.HOVER_UP_ONLY) != 0) |
955 | { | 1167 | { |
956 | // If body is already heigher, use its height as target height | 1168 | // If body is already heigher, use its height as target height |
957 | if (VehiclePosition.Z > m_VhoverTargetHeight) | 1169 | if (VehiclePosition.Z > m_VhoverTargetHeight) |
1170 | { | ||
958 | m_VhoverTargetHeight = VehiclePosition.Z; | 1171 | m_VhoverTargetHeight = VehiclePosition.Z; |
1172 | |||
1173 | // A 'misfeature' of this flag is that if the vehicle is above it's hover height, | ||
1174 | // the vehicle's buoyancy goes away. This is an SL bug that got used by so many | ||
1175 | // scripts that it could not be changed. | ||
1176 | // So, if above the height, reapply gravity if buoyancy had it turned off. | ||
1177 | if (m_VehicleBuoyancy != 0) | ||
1178 | { | ||
1179 | Vector3 appliedGravity = ControllingPrim.ComputeGravity(ControllingPrim.Buoyancy) * m_vehicleMass; | ||
1180 | VehicleAddForce(appliedGravity); | ||
1181 | } | ||
1182 | } | ||
959 | } | 1183 | } |
960 | 1184 | ||
961 | if ((m_flags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0) | 1185 | if ((m_flags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0) |
962 | { | 1186 | { |
963 | if (Math.Abs(VehiclePosition.Z - m_VhoverTargetHeight) > 0.2f) | 1187 | if (Math.Abs(VehiclePosition.Z - m_VhoverTargetHeight) > 0.2f) |
@@ -965,26 +1189,41 @@ namespace OpenSim.Region.Physics.BulletSNPlugin | |||
965 | Vector3 pos = VehiclePosition; | 1189 | Vector3 pos = VehiclePosition; |
966 | pos.Z = m_VhoverTargetHeight; | 1190 | pos.Z = m_VhoverTargetHeight; |
967 | VehiclePosition = pos; | 1191 | VehiclePosition = pos; |
1192 | |||
1193 | VDetailLog("{0}, MoveLinear,hover,pos={1},lockHoverHeight", ControllingPrim.LocalID, pos); | ||
968 | } | 1194 | } |
969 | } | 1195 | } |
970 | else | 1196 | else |
971 | { | 1197 | { |
972 | // Error is positive if below the target and negative if above. | 1198 | // Error is positive if below the target and negative if above. |
973 | float verticalError = m_VhoverTargetHeight - VehiclePosition.Z; | 1199 | Vector3 hpos = VehiclePosition; |
1200 | float verticalError = m_VhoverTargetHeight - hpos.Z; | ||
1201 | float verticalCorrection = verticalError / m_VhoverTimescale; | ||
1202 | verticalCorrection *= m_VhoverEfficiency; | ||
1203 | |||
1204 | hpos.Z += verticalCorrection; | ||
1205 | VehiclePosition = hpos; | ||
1206 | |||
1207 | // Since we are hovering, we need to do the opposite of falling -- get rid of world Z | ||
1208 | Vector3 vel = VehicleVelocity; | ||
1209 | vel.Z = 0f; | ||
1210 | VehicleVelocity = vel; | ||
1211 | |||
1212 | /* | ||
974 | float verticalCorrectionVelocity = verticalError / m_VhoverTimescale; | 1213 | float verticalCorrectionVelocity = verticalError / m_VhoverTimescale; |
1214 | Vector3 verticalCorrection = new Vector3(0f, 0f, verticalCorrectionVelocity); | ||
1215 | verticalCorrection *= m_vehicleMass; | ||
975 | 1216 | ||
976 | // TODO: implement m_VhoverEfficiency correctly | 1217 | // TODO: implement m_VhoverEfficiency correctly |
977 | if (Math.Abs(verticalError) > m_VhoverEfficiency) | 1218 | VehicleAddForceImpulse(verticalCorrection); |
978 | { | 1219 | */ |
979 | ret = new Vector3(0f, 0f, verticalCorrectionVelocity); | ||
980 | } | ||
981 | } | ||
982 | 1220 | ||
983 | VDetailLog("{0}, MoveLinear,hover,pos={1},ret={2},hoverTS={3},height={4},target={5}", | 1221 | VDetailLog("{0}, MoveLinear,hover,pos={1},eff={2},hoverTS={3},height={4},target={5},err={6},corr={7}", |
984 | Prim.LocalID, VehiclePosition, ret, m_VhoverTimescale, m_VhoverHeight, m_VhoverTargetHeight); | 1222 | ControllingPrim.LocalID, VehiclePosition, m_VhoverEfficiency, |
1223 | m_VhoverTimescale, m_VhoverHeight, m_VhoverTargetHeight, | ||
1224 | verticalError, verticalCorrection); | ||
1225 | } | ||
985 | } | 1226 | } |
986 | |||
987 | return ret; | ||
988 | } | 1227 | } |
989 | 1228 | ||
990 | public bool ComputeLinearBlockingEndPoint(float pTimestep) | 1229 | public bool ComputeLinearBlockingEndPoint(float pTimestep) |
@@ -1024,7 +1263,7 @@ namespace OpenSim.Region.Physics.BulletSNPlugin | |||
1024 | { | 1263 | { |
1025 | VehiclePosition = pos; | 1264 | VehiclePosition = pos; |
1026 | VDetailLog("{0}, MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}", | 1265 | VDetailLog("{0}, MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}", |
1027 | Prim.LocalID, m_BlockingEndPoint, posChange, pos); | 1266 | ControllingPrim.LocalID, m_BlockingEndPoint, posChange, pos); |
1028 | } | 1267 | } |
1029 | } | 1268 | } |
1030 | return changed; | 1269 | return changed; |
@@ -1035,34 +1274,75 @@ namespace OpenSim.Region.Physics.BulletSNPlugin | |||
1035 | // used with conjunction with banking: the strength of the banking will decay when the | 1274 | // used with conjunction with banking: the strength of the banking will decay when the |
1036 | // vehicle no longer experiences collisions. The decay timescale is the same as | 1275 | // vehicle no longer experiences collisions. The decay timescale is the same as |
1037 | // VEHICLE_BANKING_TIMESCALE. This is to help prevent ground vehicles from steering | 1276 | // VEHICLE_BANKING_TIMESCALE. This is to help prevent ground vehicles from steering |
1038 | // when they are in mid jump. | 1277 | // when they are in mid jump. |
1039 | // TODO: this code is wrong. Also, what should it do for boats (height from water)? | 1278 | // TODO: this code is wrong. Also, what should it do for boats (height from water)? |
1040 | // This is just using the ground and a general collision check. Should really be using | 1279 | // This is just using the ground and a general collision check. Should really be using |
1041 | // a downward raycast to find what is below. | 1280 | // a downward raycast to find what is below. |
1042 | public Vector3 ComputeLinearMotorUp(float pTimestep) | 1281 | public void ComputeLinearMotorUp(float pTimestep) |
1043 | { | 1282 | { |
1044 | Vector3 ret = Vector3.Zero; | ||
1045 | float distanceAboveGround = 0f; | ||
1046 | |||
1047 | if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0) | 1283 | if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0) |
1048 | { | 1284 | { |
1285 | // This code tries to decide if the object is not on the ground and then pushing down | ||
1286 | /* | ||
1049 | float targetHeight = Type == Vehicle.TYPE_BOAT ? GetWaterLevel(VehiclePosition) : GetTerrainHeight(VehiclePosition); | 1287 | float targetHeight = Type == Vehicle.TYPE_BOAT ? GetWaterLevel(VehiclePosition) : GetTerrainHeight(VehiclePosition); |
1050 | distanceAboveGround = VehiclePosition.Z - targetHeight; | 1288 | distanceAboveGround = VehiclePosition.Z - targetHeight; |
1051 | // Not colliding if the vehicle is off the ground | 1289 | // Not colliding if the vehicle is off the ground |
1052 | if (!Prim.IsColliding) | 1290 | if (!Prim.HasSomeCollision) |
1053 | { | 1291 | { |
1054 | // downForce = new Vector3(0, 0, -distanceAboveGround / m_bankingTimescale); | 1292 | // downForce = new Vector3(0, 0, -distanceAboveGround / m_bankingTimescale); |
1055 | ret = new Vector3(0, 0, -distanceAboveGround); | 1293 | VehicleVelocity += new Vector3(0, 0, -distanceAboveGround); |
1056 | } | 1294 | } |
1057 | // TODO: this calculation is wrong. From the description at | 1295 | // TODO: this calculation is wrong. From the description at |
1058 | // (http://wiki.secondlife.com/wiki/Category:LSL_Vehicle), the downForce | 1296 | // (http://wiki.secondlife.com/wiki/Category:LSL_Vehicle), the downForce |
1059 | // has a decay factor. This says this force should | 1297 | // has a decay factor. This says this force should |
1060 | // be computed with a motor. | 1298 | // be computed with a motor. |
1061 | // TODO: add interaction with banking. | 1299 | // TODO: add interaction with banking. |
1300 | VDetailLog("{0}, MoveLinear,limitMotorUp,distAbove={1},colliding={2},ret={3}", | ||
1301 | Prim.LocalID, distanceAboveGround, Prim.HasSomeCollision, ret); | ||
1302 | */ | ||
1303 | |||
1304 | // Another approach is to measure if we're going up. If going up and not colliding, | ||
1305 | // the vehicle is in the air. Fix that by pushing down. | ||
1306 | if (!ControllingPrim.HasSomeCollision && VehicleVelocity.Z > 0.1) | ||
1307 | { | ||
1308 | // Get rid of any of the velocity vector that is pushing us up. | ||
1309 | float upVelocity = VehicleVelocity.Z; | ||
1310 | VehicleVelocity += new Vector3(0, 0, -upVelocity); | ||
1311 | |||
1312 | /* | ||
1313 | // If we're pointed up into the air, we should nose down | ||
1314 | Vector3 pointingDirection = Vector3.UnitX * VehicleOrientation; | ||
1315 | // The rotation around the Y axis is pitch up or down | ||
1316 | if (pointingDirection.Y > 0.01f) | ||
1317 | { | ||
1318 | float angularCorrectionForce = -(float)Math.Asin(pointingDirection.Y); | ||
1319 | Vector3 angularCorrectionVector = new Vector3(0f, angularCorrectionForce, 0f); | ||
1320 | // Rotate into world coordinates and apply to vehicle | ||
1321 | angularCorrectionVector *= VehicleOrientation; | ||
1322 | VehicleAddAngularForce(angularCorrectionVector); | ||
1323 | VDetailLog("{0}, MoveLinear,limitMotorUp,newVel={1},pntDir={2},corrFrc={3},aCorr={4}", | ||
1324 | Prim.LocalID, VehicleVelocity, pointingDirection, angularCorrectionForce, angularCorrectionVector); | ||
1325 | } | ||
1326 | */ | ||
1327 | VDetailLog("{0}, MoveLinear,limitMotorUp,collide={1},upVel={2},newVel={3}", | ||
1328 | ControllingPrim.LocalID, ControllingPrim.HasSomeCollision, upVelocity, VehicleVelocity); | ||
1329 | } | ||
1062 | } | 1330 | } |
1063 | VDetailLog("{0}, MoveLinear,limitMotorUp,distAbove={1},colliding={2},ret={3}", | 1331 | } |
1064 | Prim.LocalID, distanceAboveGround, Prim.IsColliding, ret); | 1332 | |
1065 | return ret; | 1333 | private void ApplyGravity(float pTimeStep) |
1334 | { | ||
1335 | Vector3 appliedGravity = m_VehicleGravity * m_vehicleMass; | ||
1336 | |||
1337 | // Hack to reduce downward force if the vehicle is probably sitting on the ground | ||
1338 | if (ControllingPrim.HasSomeCollision && IsGroundVehicle) | ||
1339 | appliedGravity *= BSParam.VehicleGroundGravityFudge; | ||
1340 | |||
1341 | VehicleAddForce(appliedGravity); | ||
1342 | |||
1343 | VDetailLog("{0}, MoveLinear,applyGravity,vehGrav={1},collid={2},fudge={3},mass={4},appliedForce={5}", | ||
1344 | ControllingPrim.LocalID, m_VehicleGravity, | ||
1345 | ControllingPrim.HasSomeCollision, BSParam.VehicleGroundGravityFudge, m_vehicleMass, appliedGravity); | ||
1066 | } | 1346 | } |
1067 | 1347 | ||
1068 | // ======================================================================= | 1348 | // ======================================================================= |
@@ -1073,55 +1353,24 @@ namespace OpenSim.Region.Physics.BulletSNPlugin | |||
1073 | // set directly on the vehicle. | 1353 | // set directly on the vehicle. |
1074 | private void MoveAngular(float pTimestep) | 1354 | private void MoveAngular(float pTimestep) |
1075 | { | 1355 | { |
1076 | // The user wants this many radians per second angular change? | 1356 | ComputeAngularTurning(pTimestep); |
1077 | Vector3 angularMotorContribution = m_angularMotor.Step(pTimestep); | ||
1078 | |||
1079 | // ================================================================== | ||
1080 | // From http://wiki.secondlife.com/wiki/LlSetVehicleFlags : | ||
1081 | // This flag prevents linear deflection parallel to world z-axis. This is useful | ||
1082 | // for preventing ground vehicles with large linear deflection, like bumper cars, | ||
1083 | // from climbing their linear deflection into the sky. | ||
1084 | // That is, NO_DEFLECTION_UP says angular motion should not add any pitch or roll movement | ||
1085 | if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0) | ||
1086 | { | ||
1087 | angularMotorContribution.X = 0f; | ||
1088 | angularMotorContribution.Y = 0f; | ||
1089 | VDetailLog("{0}, MoveAngular,noDeflectionUp,angularMotorContrib={1}", Prim.LocalID, angularMotorContribution); | ||
1090 | } | ||
1091 | |||
1092 | Vector3 verticalAttractionContribution = ComputeAngularVerticalAttraction(); | ||
1093 | 1357 | ||
1094 | Vector3 deflectionContribution = ComputeAngularDeflection(); | 1358 | ComputeAngularVerticalAttraction(); |
1095 | 1359 | ||
1096 | Vector3 bankingContribution = ComputeAngularBanking(); | 1360 | ComputeAngularDeflection(); |
1097 | 1361 | ||
1098 | // ================================================================== | 1362 | ComputeAngularBanking(); |
1099 | m_lastVertAttractor = verticalAttractionContribution; | ||
1100 | |||
1101 | m_lastAngularVelocity = angularMotorContribution | ||
1102 | + verticalAttractionContribution | ||
1103 | + deflectionContribution | ||
1104 | + bankingContribution; | ||
1105 | 1363 | ||
1106 | // ================================================================== | 1364 | // ================================================================== |
1107 | // Apply the correction velocity. | 1365 | if (VehicleRotationalVelocity.ApproxEquals(Vector3.Zero, 0.0001f)) |
1108 | // TODO: Should this be applied as an angular force (torque)? | ||
1109 | if (!m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f)) | ||
1110 | { | 1366 | { |
1111 | VehicleRotationalVelocity = m_lastAngularVelocity; | 1367 | // The vehicle is not adding anything angular wise. |
1112 | 1368 | VehicleRotationalVelocity = Vector3.Zero; | |
1113 | VDetailLog("{0}, MoveAngular,done,nonZero,angMotorContrib={1},vertAttrContrib={2},bankContrib={3},deflectContrib={4},totalContrib={5}", | 1369 | VDetailLog("{0}, MoveAngular,done,zero", ControllingPrim.LocalID); |
1114 | Prim.LocalID, | ||
1115 | angularMotorContribution, verticalAttractionContribution, | ||
1116 | bankingContribution, deflectionContribution, | ||
1117 | m_lastAngularVelocity | ||
1118 | ); | ||
1119 | } | 1370 | } |
1120 | else | 1371 | else |
1121 | { | 1372 | { |
1122 | // The vehicle is not adding anything angular wise. | 1373 | VDetailLog("{0}, MoveAngular,done,nonZero,angVel={1}", ControllingPrim.LocalID, VehicleRotationalVelocity); |
1123 | VehicleRotationalVelocity = Vector3.Zero; | ||
1124 | VDetailLog("{0}, MoveAngular,done,zero", Prim.LocalID); | ||
1125 | } | 1374 | } |
1126 | 1375 | ||
1127 | // ================================================================== | 1376 | // ================================================================== |
@@ -1152,10 +1401,43 @@ namespace OpenSim.Region.Physics.BulletSNPlugin | |||
1152 | torqueFromOffset.Z = 0; | 1401 | torqueFromOffset.Z = 0; |
1153 | 1402 | ||
1154 | VehicleAddAngularForce(torqueFromOffset * m_vehicleMass); | 1403 | VehicleAddAngularForce(torqueFromOffset * m_vehicleMass); |
1155 | VDetailLog("{0}, BSDynamic.MoveAngular,motorOffset,applyTorqueImpulse={1}", Prim.LocalID, torqueFromOffset); | 1404 | VDetailLog("{0}, BSDynamic.MoveAngular,motorOffset,applyTorqueImpulse={1}", ControllingPrim.LocalID, torqueFromOffset); |
1156 | } | 1405 | } |
1157 | 1406 | ||
1158 | } | 1407 | } |
1408 | |||
1409 | private void ComputeAngularTurning(float pTimestep) | ||
1410 | { | ||
1411 | // The user wants this many radians per second angular change? | ||
1412 | Vector3 origVehicleRotationalVelocity = VehicleRotationalVelocity; // DEBUG DEBUG | ||
1413 | Vector3 currentAngularV = VehicleRotationalVelocity * Quaternion.Inverse(VehicleFrameOrientation); | ||
1414 | Vector3 angularMotorContributionV = m_angularMotor.Step(pTimestep, currentAngularV); | ||
1415 | |||
1416 | // ================================================================== | ||
1417 | // From http://wiki.secondlife.com/wiki/LlSetVehicleFlags : | ||
1418 | // This flag prevents linear deflection parallel to world z-axis. This is useful | ||
1419 | // for preventing ground vehicles with large linear deflection, like bumper cars, | ||
1420 | // from climbing their linear deflection into the sky. | ||
1421 | // That is, NO_DEFLECTION_UP says angular motion should not add any pitch or roll movement | ||
1422 | // TODO: This is here because this is where ODE put it but documentation says it | ||
1423 | // is a linear effect. Where should this check go? | ||
1424 | //if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0) | ||
1425 | // { | ||
1426 | // angularMotorContributionV.X = 0f; | ||
1427 | // angularMotorContributionV.Y = 0f; | ||
1428 | // } | ||
1429 | |||
1430 | // Reduce any velocity by friction. | ||
1431 | Vector3 frictionFactorW = ComputeFrictionFactor(m_angularFrictionTimescale, pTimestep); | ||
1432 | angularMotorContributionV -= (currentAngularV * frictionFactorW); | ||
1433 | |||
1434 | Vector3 angularMotorContributionW = angularMotorContributionV * VehicleFrameOrientation; | ||
1435 | VehicleRotationalVelocity += angularMotorContributionW; | ||
1436 | |||
1437 | VDetailLog("{0}, MoveAngular,angularTurning,curAngVelV={1},origVehRotVel={2},vehRotVel={3},frictFact={4}, angContribV={5},angContribW={6}", | ||
1438 | ControllingPrim.LocalID, currentAngularV, origVehicleRotationalVelocity, VehicleRotationalVelocity, frictionFactorW, angularMotorContributionV, angularMotorContributionW); | ||
1439 | } | ||
1440 | |||
1159 | // From http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial: | 1441 | // From http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial: |
1160 | // Some vehicles, like boats, should always keep their up-side up. This can be done by | 1442 | // Some vehicles, like boats, should always keep their up-side up. This can be done by |
1161 | // enabling the "vertical attractor" behavior that springs the vehicle's local z-axis to | 1443 | // enabling the "vertical attractor" behavior that springs the vehicle's local z-axis to |
@@ -1164,77 +1446,183 @@ namespace OpenSim.Region.Physics.BulletSNPlugin | |||
1164 | // and then set the VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY to control the damping. An | 1446 | // and then set the VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY to control the damping. An |
1165 | // efficiency of 0.0 will cause the spring to wobble around its equilibrium, while an | 1447 | // efficiency of 0.0 will cause the spring to wobble around its equilibrium, while an |
1166 | // efficiency of 1.0 will cause the spring to reach its equilibrium with exponential decay. | 1448 | // efficiency of 1.0 will cause the spring to reach its equilibrium with exponential decay. |
1167 | public Vector3 ComputeAngularVerticalAttraction() | 1449 | public void ComputeAngularVerticalAttraction() |
1168 | { | 1450 | { |
1169 | Vector3 ret = Vector3.Zero; | ||
1170 | 1451 | ||
1171 | // If vertical attaction timescale is reasonable | 1452 | // If vertical attaction timescale is reasonable |
1172 | if (m_verticalAttractionTimescale < m_verticalAttractionCutoff) | 1453 | if (BSParam.VehicleEnableAngularVerticalAttraction && m_verticalAttractionTimescale < m_verticalAttractionCutoff) |
1173 | { | 1454 | { |
1174 | // Take a vector pointing up and convert it from world to vehicle relative coords. | 1455 | Vector3 vehicleUpAxis = Vector3.UnitZ * VehicleFrameOrientation; |
1175 | Vector3 verticalError = Vector3.UnitZ * VehicleOrientation; | 1456 | switch (BSParam.VehicleAngularVerticalAttractionAlgorithm) |
1176 | |||
1177 | // If vertical attraction correction is needed, the vector that was pointing up (UnitZ) | ||
1178 | // is now: | ||
1179 | // leaning to one side: rotated around the X axis with the Y value going | ||
1180 | // from zero (nearly straight up) to one (completely to the side)) or | ||
1181 | // leaning front-to-back: rotated around the Y axis with the value of X being between | ||
1182 | // zero and one. | ||
1183 | // The value of Z is how far the rotation is off with 1 meaning none and 0 being 90 degrees. | ||
1184 | |||
1185 | // Y error means needed rotation around X axis and visa versa. | ||
1186 | // Since the error goes from zero to one, the asin is the corresponding angle. | ||
1187 | ret.X = (float)Math.Asin(verticalError.Y); | ||
1188 | // (Tilt forward (positive X) needs to tilt back (rotate negative) around Y axis.) | ||
1189 | ret.Y = -(float)Math.Asin(verticalError.X); | ||
1190 | |||
1191 | // If verticalError.Z is negative, the vehicle is upside down. Add additional push. | ||
1192 | if (verticalError.Z < 0f) | ||
1193 | { | 1457 | { |
1194 | ret.X += PIOverFour; | 1458 | case 0: |
1195 | ret.Y += PIOverFour; | 1459 | { |
1460 | //Another formula to try got from : | ||
1461 | //http://answers.unity3d.com/questions/10425/how-to-stabilize-angular-motion-alignment-of-hover.html | ||
1462 | |||
1463 | // Flipping what was originally a timescale into a speed variable and then multiplying it by 2 | ||
1464 | // since only computing half the distance between the angles. | ||
1465 | float verticalAttractionSpeed = (1 / m_verticalAttractionTimescale) * 2.0f; | ||
1466 | |||
1467 | // Make a prediction of where the up axis will be when this is applied rather then where it is now as | ||
1468 | // this makes for a smoother adjustment and less fighting between the various forces. | ||
1469 | Vector3 predictedUp = vehicleUpAxis * Quaternion.CreateFromAxisAngle(VehicleRotationalVelocity, 0f); | ||
1470 | |||
1471 | // This is only half the distance to the target so it will take 2 seconds to complete the turn. | ||
1472 | Vector3 torqueVector = Vector3.Cross(predictedUp, Vector3.UnitZ); | ||
1473 | |||
1474 | if ((m_flags & VehicleFlag.LIMIT_ROLL_ONLY) != 0) | ||
1475 | { | ||
1476 | Vector3 vehicleForwardAxis = Vector3.UnitX * VehicleFrameOrientation; | ||
1477 | torqueVector = ProjectVector(torqueVector, vehicleForwardAxis); | ||
1478 | } | ||
1479 | |||
1480 | // Scale vector by our timescale since it is an acceleration it is r/s^2 or radians a timescale squared | ||
1481 | Vector3 vertContributionV = torqueVector * verticalAttractionSpeed * verticalAttractionSpeed; | ||
1482 | |||
1483 | VehicleRotationalVelocity += vertContributionV; | ||
1484 | |||
1485 | VDetailLog("{0}, MoveAngular,verticalAttraction,vertAttrSpeed={1},upAxis={2},PredictedUp={3},torqueVector={4},contrib={5}", | ||
1486 | ControllingPrim.LocalID, | ||
1487 | verticalAttractionSpeed, | ||
1488 | vehicleUpAxis, | ||
1489 | predictedUp, | ||
1490 | torqueVector, | ||
1491 | vertContributionV); | ||
1492 | break; | ||
1493 | } | ||
1494 | case 1: | ||
1495 | { | ||
1496 | // Possible solution derived from a discussion at: | ||
1497 | // http://stackoverflow.com/questions/14939657/computing-vector-from-quaternion-works-computing-quaternion-from-vector-does-no | ||
1498 | |||
1499 | // Create a rotation that is only the vehicle's rotation around Z | ||
1500 | Vector3 currentEulerW = Vector3.Zero; | ||
1501 | VehicleFrameOrientation.GetEulerAngles(out currentEulerW.X, out currentEulerW.Y, out currentEulerW.Z); | ||
1502 | Quaternion justZOrientation = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, currentEulerW.Z); | ||
1503 | |||
1504 | // Create the axis that is perpendicular to the up vector and the rotated up vector. | ||
1505 | Vector3 differenceAxisW = Vector3.Cross(Vector3.UnitZ * justZOrientation, Vector3.UnitZ * VehicleFrameOrientation); | ||
1506 | // Compute the angle between those to vectors. | ||
1507 | double differenceAngle = Math.Acos((double)Vector3.Dot(Vector3.UnitZ, Vector3.Normalize(Vector3.UnitZ * VehicleFrameOrientation))); | ||
1508 | // 'differenceAngle' is the angle to rotate and 'differenceAxis' is the plane to rotate in to get the vehicle vertical | ||
1509 | |||
1510 | // Reduce the change by the time period it is to change in. Timestep is handled when velocity is applied. | ||
1511 | // TODO: add 'efficiency'. | ||
1512 | // differenceAngle /= m_verticalAttractionTimescale; | ||
1513 | |||
1514 | // Create the quaterian representing the correction angle | ||
1515 | Quaternion correctionRotationW = Quaternion.CreateFromAxisAngle(differenceAxisW, (float)differenceAngle); | ||
1516 | |||
1517 | // Turn that quaternion into Euler values to make it into velocities to apply. | ||
1518 | Vector3 vertContributionW = Vector3.Zero; | ||
1519 | correctionRotationW.GetEulerAngles(out vertContributionW.X, out vertContributionW.Y, out vertContributionW.Z); | ||
1520 | vertContributionW *= -1f; | ||
1521 | vertContributionW /= m_verticalAttractionTimescale; | ||
1522 | |||
1523 | VehicleRotationalVelocity += vertContributionW; | ||
1524 | |||
1525 | VDetailLog("{0}, MoveAngular,verticalAttraction,upAxis={1},diffAxis={2},diffAng={3},corrRot={4},contrib={5}", | ||
1526 | ControllingPrim.LocalID, | ||
1527 | vehicleUpAxis, | ||
1528 | differenceAxisW, | ||
1529 | differenceAngle, | ||
1530 | correctionRotationW, | ||
1531 | vertContributionW); | ||
1532 | break; | ||
1533 | } | ||
1534 | case 2: | ||
1535 | { | ||
1536 | Vector3 vertContributionV = Vector3.Zero; | ||
1537 | Vector3 origRotVelW = VehicleRotationalVelocity; // DEBUG DEBUG | ||
1538 | |||
1539 | // Take a vector pointing up and convert it from world to vehicle relative coords. | ||
1540 | Vector3 verticalError = Vector3.Normalize(Vector3.UnitZ * VehicleFrameOrientation); | ||
1541 | |||
1542 | // If vertical attraction correction is needed, the vector that was pointing up (UnitZ) | ||
1543 | // is now: | ||
1544 | // leaning to one side: rotated around the X axis with the Y value going | ||
1545 | // from zero (nearly straight up) to one (completely to the side)) or | ||
1546 | // leaning front-to-back: rotated around the Y axis with the value of X being between | ||
1547 | // zero and one. | ||
1548 | // The value of Z is how far the rotation is off with 1 meaning none and 0 being 90 degrees. | ||
1549 | |||
1550 | // Y error means needed rotation around X axis and visa versa. | ||
1551 | // Since the error goes from zero to one, the asin is the corresponding angle. | ||
1552 | vertContributionV.X = (float)Math.Asin(verticalError.Y); | ||
1553 | // (Tilt forward (positive X) needs to tilt back (rotate negative) around Y axis.) | ||
1554 | vertContributionV.Y = -(float)Math.Asin(verticalError.X); | ||
1555 | |||
1556 | // If verticalError.Z is negative, the vehicle is upside down. Add additional push. | ||
1557 | if (verticalError.Z < 0f) | ||
1558 | { | ||
1559 | vertContributionV.X += Math.Sign(vertContributionV.X) * PIOverFour; | ||
1560 | // vertContribution.Y -= PIOverFour; | ||
1561 | } | ||
1562 | |||
1563 | // 'vertContrbution' is now the necessary angular correction to correct tilt in one second. | ||
1564 | // Correction happens over a number of seconds. | ||
1565 | Vector3 unscaledContribVerticalErrorV = vertContributionV; // DEBUG DEBUG | ||
1566 | |||
1567 | // The correction happens over the user's time period | ||
1568 | vertContributionV /= m_verticalAttractionTimescale; | ||
1569 | |||
1570 | // Rotate the vehicle rotation to the world coordinates. | ||
1571 | VehicleRotationalVelocity += (vertContributionV * VehicleFrameOrientation); | ||
1572 | |||
1573 | VDetailLog("{0}, MoveAngular,verticalAttraction,,upAxis={1},origRotVW={2},vertError={3},unscaledV={4},eff={5},ts={6},vertContribV={7}", | ||
1574 | ControllingPrim.LocalID, | ||
1575 | vehicleUpAxis, | ||
1576 | origRotVelW, | ||
1577 | verticalError, | ||
1578 | unscaledContribVerticalErrorV, | ||
1579 | m_verticalAttractionEfficiency, | ||
1580 | m_verticalAttractionTimescale, | ||
1581 | vertContributionV); | ||
1582 | break; | ||
1583 | } | ||
1584 | default: | ||
1585 | { | ||
1586 | break; | ||
1587 | } | ||
1196 | } | 1588 | } |
1197 | |||
1198 | // 'ret' is now the necessary velocity to correct tilt in one second. | ||
1199 | // Correction happens over a number of seconds. | ||
1200 | Vector3 unscaledContrib = ret; | ||
1201 | ret /= m_verticalAttractionTimescale; | ||
1202 | |||
1203 | VDetailLog("{0}, MoveAngular,verticalAttraction,,verticalError={1},unscaled={2},eff={3},ts={4},vertAttr={5}", | ||
1204 | Prim.LocalID, verticalError, unscaledContrib, m_verticalAttractionEfficiency, m_verticalAttractionTimescale, ret); | ||
1205 | } | 1589 | } |
1206 | return ret; | ||
1207 | } | 1590 | } |
1208 | 1591 | ||
1209 | // Return the angular correction to correct the direction the vehicle is pointing to be | 1592 | // Angular correction to correct the direction the vehicle is pointing to be |
1210 | // the direction is should want to be pointing. | 1593 | // the direction is should want to be pointing. |
1211 | // The vehicle is moving in some direction and correct its orientation to it is pointing | 1594 | // The vehicle is moving in some direction and correct its orientation to it is pointing |
1212 | // in that direction. | 1595 | // in that direction. |
1213 | // TODO: implement reference frame. | 1596 | // TODO: implement reference frame. |
1214 | public Vector3 ComputeAngularDeflection() | 1597 | public void ComputeAngularDeflection() |
1215 | { | 1598 | { |
1216 | Vector3 ret = Vector3.Zero; | 1599 | |
1217 | return ret; // DEBUG DEBUG DEBUG | 1600 | if (BSParam.VehicleEnableAngularDeflection && m_angularDeflectionEfficiency != 0 && VehicleForwardSpeed > 0.2) |
1218 | // Disable angular deflection for the moment. | ||
1219 | // Since angularMotorUp and angularDeflection are computed independently, they will calculate | ||
1220 | // approximately the same X or Y correction. When added together (when contributions are combined) | ||
1221 | // this creates an over-correction and then wabbling as the target is overshot. | ||
1222 | // TODO: rethink how the different correction computations inter-relate. | ||
1223 | |||
1224 | if (m_angularDeflectionEfficiency != 0) | ||
1225 | { | 1601 | { |
1602 | Vector3 deflectContributionV = Vector3.Zero; | ||
1603 | |||
1226 | // The direction the vehicle is moving | 1604 | // The direction the vehicle is moving |
1227 | Vector3 movingDirection = VehicleVelocity; | 1605 | Vector3 movingDirection = VehicleVelocity; |
1228 | movingDirection.Normalize(); | 1606 | movingDirection.Normalize(); |
1229 | 1607 | ||
1608 | // If the vehicle is going backward, it is still pointing forward | ||
1609 | movingDirection *= Math.Sign(VehicleForwardSpeed); | ||
1610 | |||
1230 | // The direction the vehicle is pointing | 1611 | // The direction the vehicle is pointing |
1231 | Vector3 pointingDirection = Vector3.UnitX * VehicleOrientation; | 1612 | Vector3 pointingDirection = Vector3.UnitX * VehicleFrameOrientation; |
1232 | pointingDirection.Normalize(); | 1613 | //Predict where the Vehicle will be pointing after AngularVelocity change is applied. This will keep |
1614 | // from overshooting and allow this correction to merge with the Vertical Attraction peacefully. | ||
1615 | Vector3 predictedPointingDirection = pointingDirection * Quaternion.CreateFromAxisAngle(VehicleRotationalVelocity, 0f); | ||
1616 | predictedPointingDirection.Normalize(); | ||
1233 | 1617 | ||
1234 | // The difference between what is and what should be. | 1618 | // The difference between what is and what should be. |
1235 | Vector3 deflectionError = movingDirection - pointingDirection; | 1619 | // Vector3 deflectionError = movingDirection - predictedPointingDirection; |
1620 | Vector3 deflectionError = Vector3.Cross(movingDirection, predictedPointingDirection); | ||
1236 | 1621 | ||
1237 | // Don't try to correct very large errors (not our job) | 1622 | // Don't try to correct very large errors (not our job) |
1623 | // if (Math.Abs(deflectionError.X) > PIOverFour) deflectionError.X = PIOverTwo * Math.Sign(deflectionError.X); | ||
1624 | // if (Math.Abs(deflectionError.Y) > PIOverFour) deflectionError.Y = PIOverTwo * Math.Sign(deflectionError.Y); | ||
1625 | // if (Math.Abs(deflectionError.Z) > PIOverFour) deflectionError.Z = PIOverTwo * Math.Sign(deflectionError.Z); | ||
1238 | if (Math.Abs(deflectionError.X) > PIOverFour) deflectionError.X = 0f; | 1626 | if (Math.Abs(deflectionError.X) > PIOverFour) deflectionError.X = 0f; |
1239 | if (Math.Abs(deflectionError.Y) > PIOverFour) deflectionError.Y = 0f; | 1627 | if (Math.Abs(deflectionError.Y) > PIOverFour) deflectionError.Y = 0f; |
1240 | if (Math.Abs(deflectionError.Z) > PIOverFour) deflectionError.Z = 0f; | 1628 | if (Math.Abs(deflectionError.Z) > PIOverFour) deflectionError.Z = 0f; |
@@ -1242,18 +1630,19 @@ namespace OpenSim.Region.Physics.BulletSNPlugin | |||
1242 | // ret = m_angularDeflectionCorrectionMotor(1f, deflectionError); | 1630 | // ret = m_angularDeflectionCorrectionMotor(1f, deflectionError); |
1243 | 1631 | ||
1244 | // Scale the correction by recovery timescale and efficiency | 1632 | // Scale the correction by recovery timescale and efficiency |
1245 | ret = (-deflectionError) * m_angularDeflectionEfficiency; | 1633 | // Not modeling a spring so clamp the scale to no more then the arc |
1246 | ret /= m_angularDeflectionTimescale; | 1634 | deflectContributionV = (-deflectionError) * ClampInRange(0, m_angularDeflectionEfficiency/m_angularDeflectionTimescale,1f); |
1635 | //deflectContributionV /= m_angularDeflectionTimescale; | ||
1247 | 1636 | ||
1637 | VehicleRotationalVelocity += deflectContributionV; | ||
1248 | VDetailLog("{0}, MoveAngular,Deflection,movingDir={1},pointingDir={2},deflectError={3},ret={4}", | 1638 | VDetailLog("{0}, MoveAngular,Deflection,movingDir={1},pointingDir={2},deflectError={3},ret={4}", |
1249 | Prim.LocalID, movingDirection, pointingDirection, deflectionError, ret); | 1639 | ControllingPrim.LocalID, movingDirection, pointingDirection, deflectionError, deflectContributionV); |
1250 | VDetailLog("{0}, MoveAngular,Deflection,fwdSpd={1},defEff={2},defTS={3}", | 1640 | VDetailLog("{0}, MoveAngular,Deflection,fwdSpd={1},defEff={2},defTS={3},PredictedPointingDir={4}", |
1251 | Prim.LocalID, VehicleForwardSpeed, m_angularDeflectionEfficiency, m_angularDeflectionTimescale); | 1641 | ControllingPrim.LocalID, VehicleForwardSpeed, m_angularDeflectionEfficiency, m_angularDeflectionTimescale, predictedPointingDirection); |
1252 | } | 1642 | } |
1253 | return ret; | ||
1254 | } | 1643 | } |
1255 | 1644 | ||
1256 | // Return an angular change to rotate the vehicle around the Z axis when the vehicle | 1645 | // Angular change to rotate the vehicle around the Z axis when the vehicle |
1257 | // is tipped around the X axis. | 1646 | // is tipped around the X axis. |
1258 | // From http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial: | 1647 | // From http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial: |
1259 | // The vertical attractor feature must be enabled in order for the banking behavior to | 1648 | // The vertical attractor feature must be enabled in order for the banking behavior to |
@@ -1261,13 +1650,13 @@ namespace OpenSim.Region.Physics.BulletSNPlugin | |||
1261 | // produce a angular velocity around the yaw-axis, causing the vehicle to turn. The magnitude | 1650 | // produce a angular velocity around the yaw-axis, causing the vehicle to turn. The magnitude |
1262 | // of the yaw effect will be proportional to the | 1651 | // of the yaw effect will be proportional to the |
1263 | // VEHICLE_BANKING_EFFICIENCY, the angle of the roll rotation, and sometimes the vehicle's | 1652 | // VEHICLE_BANKING_EFFICIENCY, the angle of the roll rotation, and sometimes the vehicle's |
1264 | // velocity along its preferred axis of motion. | 1653 | // velocity along its preferred axis of motion. |
1265 | // The VEHICLE_BANKING_EFFICIENCY can vary between -1 and +1. When it is positive then any | 1654 | // The VEHICLE_BANKING_EFFICIENCY can vary between -1 and +1. When it is positive then any |
1266 | // positive rotation (by the right-hand rule) about the roll-axis will effect a | 1655 | // positive rotation (by the right-hand rule) about the roll-axis will effect a |
1267 | // (negative) torque around the yaw-axis, making it turn to the right--that is the | 1656 | // (negative) torque around the yaw-axis, making it turn to the right--that is the |
1268 | // vehicle will lean into the turn, which is how real airplanes and motorcycle's work. | 1657 | // vehicle will lean into the turn, which is how real airplanes and motorcycle's work. |
1269 | // Negating the banking coefficient will make it so that the vehicle leans to the | 1658 | // Negating the banking coefficient will make it so that the vehicle leans to the |
1270 | // outside of the turn (not very "physical" but might allow interesting vehicles so why not?). | 1659 | // outside of the turn (not very "physical" but might allow interesting vehicles so why not?). |
1271 | // The VEHICLE_BANKING_MIX is a fake (i.e. non-physical) parameter that is useful for making | 1660 | // The VEHICLE_BANKING_MIX is a fake (i.e. non-physical) parameter that is useful for making |
1272 | // banking vehicles do what you want rather than what the laws of physics allow. | 1661 | // banking vehicles do what you want rather than what the laws of physics allow. |
1273 | // For example, consider a real motorcycle...it must be moving forward in order for | 1662 | // For example, consider a real motorcycle...it must be moving forward in order for |
@@ -1279,46 +1668,43 @@ namespace OpenSim.Region.Physics.BulletSNPlugin | |||
1279 | // totally static (0.0) and totally dynamic (1.0). By "static" we mean that the | 1668 | // totally static (0.0) and totally dynamic (1.0). By "static" we mean that the |
1280 | // banking effect depends only on the vehicle's rotation about its roll-axis compared | 1669 | // banking effect depends only on the vehicle's rotation about its roll-axis compared |
1281 | // to "dynamic" where the banking is also proportional to its velocity along its | 1670 | // to "dynamic" where the banking is also proportional to its velocity along its |
1282 | // roll-axis. Finding the best value of the "mixture" will probably require trial and error. | 1671 | // roll-axis. Finding the best value of the "mixture" will probably require trial and error. |
1283 | // The time it takes for the banking behavior to defeat a preexisting angular velocity about the | 1672 | // The time it takes for the banking behavior to defeat a preexisting angular velocity about the |
1284 | // world z-axis is determined by the VEHICLE_BANKING_TIMESCALE. So if you want the vehicle to | 1673 | // world z-axis is determined by the VEHICLE_BANKING_TIMESCALE. So if you want the vehicle to |
1285 | // bank quickly then give it a banking timescale of about a second or less, otherwise you can | 1674 | // bank quickly then give it a banking timescale of about a second or less, otherwise you can |
1286 | // make a sluggish vehicle by giving it a timescale of several seconds. | 1675 | // make a sluggish vehicle by giving it a timescale of several seconds. |
1287 | public Vector3 ComputeAngularBanking() | 1676 | public void ComputeAngularBanking() |
1288 | { | 1677 | { |
1289 | Vector3 ret = Vector3.Zero; | 1678 | if (BSParam.VehicleEnableAngularBanking && m_bankingEfficiency != 0 && m_verticalAttractionTimescale < m_verticalAttractionCutoff) |
1290 | |||
1291 | if (m_bankingEfficiency != 0 && m_verticalAttractionTimescale < m_verticalAttractionCutoff) | ||
1292 | { | 1679 | { |
1293 | // This works by rotating a unit vector to the orientation of the vehicle. The | 1680 | Vector3 bankingContributionV = Vector3.Zero; |
1294 | // roll (tilt) will be Y component of a tilting Z vector (zero for no tilt | ||
1295 | // up to one for full over). | ||
1296 | Vector3 rollComponents = Vector3.UnitZ * VehicleOrientation; | ||
1297 | 1681 | ||
1298 | // Figure out the yaw value for this much roll. | 1682 | // Rotate a UnitZ vector (pointing up) to how the vehicle is oriented. |
1299 | float turnComponent = rollComponents.Y * rollComponents.Y * m_bankingEfficiency; | 1683 | // As the vehicle rolls to the right or left, the Y value will increase from |
1300 | // Keep the sign | 1684 | // zero (straight up) to 1 or -1 (full tilt right or left) |
1301 | if (rollComponents.Y < 0f) | 1685 | Vector3 rollComponents = Vector3.UnitZ * VehicleFrameOrientation; |
1302 | turnComponent = -turnComponent; | ||
1303 | |||
1304 | // TODO: there must be a better computation of the banking force. | ||
1305 | float bankingTurnForce = turnComponent; | ||
1306 | 1686 | ||
1687 | // Figure out the yaw value for this much roll. | ||
1688 | float yawAngle = m_angularMotorDirection.X * m_bankingEfficiency; | ||
1307 | // actual error = static turn error + dynamic turn error | 1689 | // actual error = static turn error + dynamic turn error |
1308 | float mixedBankingError = bankingTurnForce * (1f - m_bankingMix) + bankingTurnForce * m_bankingMix * VehicleForwardSpeed; | 1690 | float mixedYawAngle =(yawAngle * (1f - m_bankingMix)) + ((yawAngle * m_bankingMix) * VehicleForwardSpeed); |
1691 | |||
1309 | // TODO: the banking effect should not go to infinity but what to limit it to? | 1692 | // TODO: the banking effect should not go to infinity but what to limit it to? |
1310 | mixedBankingError = ClampInRange(-20f, mixedBankingError, 20f); | 1693 | // And what should happen when this is being added to a user defined yaw that is already PI*4? |
1694 | mixedYawAngle = ClampInRange(-FourPI, mixedYawAngle, FourPI); | ||
1311 | 1695 | ||
1312 | // Build the force vector to change rotation from what it is to what it should be | 1696 | // Build the force vector to change rotation from what it is to what it should be |
1313 | ret.Z = -mixedBankingError; | 1697 | bankingContributionV.Z = -mixedYawAngle; |
1698 | |||
1699 | // Don't do it all at once. Fudge because 1 second is too fast with most user defined roll as PI*4. | ||
1700 | bankingContributionV /= m_bankingTimescale * BSParam.VehicleAngularBankingTimescaleFudge; | ||
1701 | |||
1702 | VehicleRotationalVelocity += bankingContributionV; | ||
1314 | 1703 | ||
1315 | // Don't do it all at once. | ||
1316 | ret /= m_bankingTimescale; | ||
1317 | 1704 | ||
1318 | VDetailLog("{0}, MoveAngular,Banking,rollComp={1},speed={2},turnComp={3},bankErr={4},mixedBankErr={5},ret={6}", | 1705 | VDetailLog("{0}, MoveAngular,Banking,rollComp={1},speed={2},rollComp={3},yAng={4},mYAng={5},ret={6}", |
1319 | Prim.LocalID, rollComponents, VehicleForwardSpeed, turnComponent, bankingTurnForce, mixedBankingError, ret); | 1706 | ControllingPrim.LocalID, rollComponents, VehicleForwardSpeed, rollComponents, yawAngle, mixedYawAngle, bankingContributionV); |
1320 | } | 1707 | } |
1321 | return ret; | ||
1322 | } | 1708 | } |
1323 | 1709 | ||
1324 | // This is from previous instantiations of XXXDynamics.cs. | 1710 | // This is from previous instantiations of XXXDynamics.cs. |
@@ -1356,8 +1742,45 @@ namespace OpenSim.Region.Physics.BulletSNPlugin | |||
1356 | if (rotq != m_rot) | 1742 | if (rotq != m_rot) |
1357 | { | 1743 | { |
1358 | VehicleOrientation = m_rot; | 1744 | VehicleOrientation = m_rot; |
1359 | VDetailLog("{0}, LimitRotation,done,orig={1},new={2}", Prim.LocalID, rotq, m_rot); | 1745 | VDetailLog("{0}, LimitRotation,done,orig={1},new={2}", ControllingPrim.LocalID, rotq, m_rot); |
1746 | } | ||
1747 | |||
1748 | } | ||
1749 | |||
1750 | // Given a friction vector (reduction in seconds) and a timestep, return the factor to reduce | ||
1751 | // some value by to apply this friction. | ||
1752 | private Vector3 ComputeFrictionFactor(Vector3 friction, float pTimestep) | ||
1753 | { | ||
1754 | Vector3 frictionFactor = Vector3.Zero; | ||
1755 | if (friction != BSMotor.InfiniteVector) | ||
1756 | { | ||
1757 | // frictionFactor = (Vector3.One / FrictionTimescale) * timeStep; | ||
1758 | // Individual friction components can be 'infinite' so compute each separately. | ||
1759 | frictionFactor.X = (friction.X == BSMotor.Infinite) ? 0f : (1f / friction.X); | ||
1760 | frictionFactor.Y = (friction.Y == BSMotor.Infinite) ? 0f : (1f / friction.Y); | ||
1761 | frictionFactor.Z = (friction.Z == BSMotor.Infinite) ? 0f : (1f / friction.Z); | ||
1762 | frictionFactor *= pTimestep; | ||
1763 | } | ||
1764 | return frictionFactor; | ||
1765 | } | ||
1766 | |||
1767 | private float SortedClampInRange(float clampa, float val, float clampb) | ||
1768 | { | ||
1769 | if (clampa > clampb) | ||
1770 | { | ||
1771 | float temp = clampa; | ||
1772 | clampa = clampb; | ||
1773 | clampb = temp; | ||
1360 | } | 1774 | } |
1775 | return ClampInRange(clampa, val, clampb); | ||
1776 | |||
1777 | } | ||
1778 | |||
1779 | //Given a Vector and a unit vector will return the amount of the vector is on the same axis as the unit. | ||
1780 | private Vector3 ProjectVector(Vector3 vector, Vector3 onNormal) | ||
1781 | { | ||
1782 | float vectorDot = Vector3.Dot(vector, onNormal); | ||
1783 | return onNormal * vectorDot; | ||
1361 | 1784 | ||
1362 | } | 1785 | } |
1363 | 1786 | ||
@@ -1370,8 +1793,8 @@ namespace OpenSim.Region.Physics.BulletSNPlugin | |||
1370 | // Invoke the detailed logger and output something if it's enabled. | 1793 | // Invoke the detailed logger and output something if it's enabled. |
1371 | private void VDetailLog(string msg, params Object[] args) | 1794 | private void VDetailLog(string msg, params Object[] args) |
1372 | { | 1795 | { |
1373 | if (Prim.PhysicsScene.VehicleLoggingEnabled) | 1796 | if (ControllingPrim.PhysScene.VehicleLoggingEnabled) |
1374 | Prim.PhysicsScene.DetailLog(msg, args); | 1797 | ControllingPrim.PhysScene.DetailLog(msg, args); |
1375 | } | 1798 | } |
1376 | } | 1799 | } |
1377 | } | 1800 | } |
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSLinkset.cs b/OpenSim/Region/PhysicsModules/BulletS/BSLinkset.cs new file mode 100755 index 0000000..8312239 --- /dev/null +++ b/OpenSim/Region/PhysicsModules/BulletS/BSLinkset.cs | |||
@@ -0,0 +1,503 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | using System; | ||
28 | using System.Collections.Generic; | ||
29 | using System.Text; | ||
30 | |||
31 | using OMV = OpenMetaverse; | ||
32 | |||
33 | namespace OpenSim.Region.PhysicsModule.BulletS | ||
34 | { | ||
35 | |||
36 | public abstract class BSLinkset | ||
37 | { | ||
38 | // private static string LogHeader = "[BULLETSIM LINKSET]"; | ||
39 | |||
40 | public enum LinksetImplementation | ||
41 | { | ||
42 | Constraint = 0, // linkset tied together with constraints | ||
43 | Compound = 1, // linkset tied together as a compound object | ||
44 | Manual = 2 // linkset tied together manually (code moves all the pieces) | ||
45 | } | ||
46 | // Create the correct type of linkset for this child | ||
47 | public static BSLinkset Factory(BSScene physScene, BSPrimLinkable parent) | ||
48 | { | ||
49 | BSLinkset ret = null; | ||
50 | |||
51 | switch (parent.LinksetType) | ||
52 | { | ||
53 | case LinksetImplementation.Constraint: | ||
54 | ret = new BSLinksetConstraints(physScene, parent); | ||
55 | break; | ||
56 | case LinksetImplementation.Compound: | ||
57 | ret = new BSLinksetCompound(physScene, parent); | ||
58 | break; | ||
59 | case LinksetImplementation.Manual: | ||
60 | // ret = new BSLinksetManual(physScene, parent); | ||
61 | break; | ||
62 | default: | ||
63 | ret = new BSLinksetCompound(physScene, parent); | ||
64 | break; | ||
65 | } | ||
66 | if (ret == null) | ||
67 | { | ||
68 | physScene.Logger.ErrorFormat("[BULLETSIM LINKSET] Factory could not create linkset. Parent name={1}, ID={2}", parent.Name, parent.LocalID); | ||
69 | } | ||
70 | return ret; | ||
71 | } | ||
72 | |||
73 | public class BSLinkInfo | ||
74 | { | ||
75 | public BSPrimLinkable member; | ||
76 | public BSLinkInfo(BSPrimLinkable pMember) | ||
77 | { | ||
78 | member = pMember; | ||
79 | } | ||
80 | public virtual void ResetLink() { } | ||
81 | public virtual void SetLinkParameters(BSConstraint constrain) { } | ||
82 | // Returns 'true' if physical property updates from the child should be reported to the simulator | ||
83 | public virtual bool ShouldUpdateChildProperties() { return false; } | ||
84 | } | ||
85 | |||
86 | public LinksetImplementation LinksetImpl { get; protected set; } | ||
87 | |||
88 | public BSPrimLinkable LinksetRoot { get; protected set; } | ||
89 | |||
90 | protected BSScene m_physicsScene { get; private set; } | ||
91 | |||
92 | static int m_nextLinksetID = 1; | ||
93 | public int LinksetID { get; private set; } | ||
94 | |||
95 | // The children under the root in this linkset. | ||
96 | // protected HashSet<BSPrimLinkable> m_children; | ||
97 | protected Dictionary<BSPrimLinkable, BSLinkInfo> m_children; | ||
98 | |||
99 | // We lock the diddling of linkset classes to prevent any badness. | ||
100 | // This locks the modification of the instances of this class. Changes | ||
101 | // to the physical representation is done via the tainting mechenism. | ||
102 | protected object m_linksetActivityLock = new Object(); | ||
103 | |||
104 | // We keep the prim's mass in the linkset structure since it could be dependent on other prims | ||
105 | public float LinksetMass { get; protected set; } | ||
106 | |||
107 | public virtual bool LinksetIsColliding { get { return false; } } | ||
108 | |||
109 | public OMV.Vector3 CenterOfMass | ||
110 | { | ||
111 | get { return ComputeLinksetCenterOfMass(); } | ||
112 | } | ||
113 | |||
114 | public OMV.Vector3 GeometricCenter | ||
115 | { | ||
116 | get { return ComputeLinksetGeometricCenter(); } | ||
117 | } | ||
118 | |||
119 | protected BSLinkset(BSScene scene, BSPrimLinkable parent) | ||
120 | { | ||
121 | // A simple linkset of one (no children) | ||
122 | LinksetID = m_nextLinksetID++; | ||
123 | // We create LOTS of linksets. | ||
124 | if (m_nextLinksetID <= 0) | ||
125 | m_nextLinksetID = 1; | ||
126 | m_physicsScene = scene; | ||
127 | LinksetRoot = parent; | ||
128 | m_children = new Dictionary<BSPrimLinkable, BSLinkInfo>(); | ||
129 | LinksetMass = parent.RawMass; | ||
130 | Rebuilding = false; | ||
131 | RebuildScheduled = false; | ||
132 | |||
133 | parent.ClearDisplacement(); | ||
134 | } | ||
135 | |||
136 | // Link to a linkset where the child knows the parent. | ||
137 | // Parent changing should not happen so do some sanity checking. | ||
138 | // We return the parent's linkset so the child can track its membership. | ||
139 | // Called at runtime. | ||
140 | public BSLinkset AddMeToLinkset(BSPrimLinkable child) | ||
141 | { | ||
142 | lock (m_linksetActivityLock) | ||
143 | { | ||
144 | // Don't add the root to its own linkset | ||
145 | if (!IsRoot(child)) | ||
146 | AddChildToLinkset(child); | ||
147 | LinksetMass = ComputeLinksetMass(); | ||
148 | } | ||
149 | return this; | ||
150 | } | ||
151 | |||
152 | // Remove a child from a linkset. | ||
153 | // Returns a new linkset for the child which is a linkset of one (just the | ||
154 | // orphened child). | ||
155 | // Called at runtime. | ||
156 | public BSLinkset RemoveMeFromLinkset(BSPrimLinkable child, bool inTaintTime) | ||
157 | { | ||
158 | lock (m_linksetActivityLock) | ||
159 | { | ||
160 | if (IsRoot(child)) | ||
161 | { | ||
162 | // Cannot remove the root from a linkset. | ||
163 | return this; | ||
164 | } | ||
165 | RemoveChildFromLinkset(child, inTaintTime); | ||
166 | LinksetMass = ComputeLinksetMass(); | ||
167 | } | ||
168 | |||
169 | // The child is down to a linkset of just itself | ||
170 | return BSLinkset.Factory(m_physicsScene, child); | ||
171 | } | ||
172 | |||
173 | // Return 'true' if the passed object is the root object of this linkset | ||
174 | public bool IsRoot(BSPrimLinkable requestor) | ||
175 | { | ||
176 | return (requestor.LocalID == LinksetRoot.LocalID); | ||
177 | } | ||
178 | |||
179 | public int NumberOfChildren { get { return m_children.Count; } } | ||
180 | |||
181 | // Return 'true' if this linkset has any children (more than the root member) | ||
182 | public bool HasAnyChildren { get { return (m_children.Count > 0); } } | ||
183 | |||
184 | // Return 'true' if this child is in this linkset | ||
185 | public bool HasChild(BSPrimLinkable child) | ||
186 | { | ||
187 | bool ret = false; | ||
188 | lock (m_linksetActivityLock) | ||
189 | { | ||
190 | ret = m_children.ContainsKey(child); | ||
191 | } | ||
192 | return ret; | ||
193 | } | ||
194 | |||
195 | // Perform an action on each member of the linkset including root prim. | ||
196 | // Depends on the action on whether this should be done at taint time. | ||
197 | public delegate bool ForEachMemberAction(BSPrimLinkable obj); | ||
198 | public virtual bool ForEachMember(ForEachMemberAction action) | ||
199 | { | ||
200 | bool ret = false; | ||
201 | lock (m_linksetActivityLock) | ||
202 | { | ||
203 | action(LinksetRoot); | ||
204 | foreach (BSPrimLinkable po in m_children.Keys) | ||
205 | { | ||
206 | if (action(po)) | ||
207 | break; | ||
208 | } | ||
209 | } | ||
210 | return ret; | ||
211 | } | ||
212 | |||
213 | public bool TryGetLinkInfo(BSPrimLinkable child, out BSLinkInfo foundInfo) | ||
214 | { | ||
215 | bool ret = false; | ||
216 | BSLinkInfo found = null; | ||
217 | lock (m_linksetActivityLock) | ||
218 | { | ||
219 | ret = m_children.TryGetValue(child, out found); | ||
220 | } | ||
221 | foundInfo = found; | ||
222 | return ret; | ||
223 | } | ||
224 | // Perform an action on each member of the linkset including root prim. | ||
225 | // Depends on the action on whether this should be done at taint time. | ||
226 | public delegate bool ForEachLinkInfoAction(BSLinkInfo obj); | ||
227 | public virtual bool ForEachLinkInfo(ForEachLinkInfoAction action) | ||
228 | { | ||
229 | bool ret = false; | ||
230 | lock (m_linksetActivityLock) | ||
231 | { | ||
232 | foreach (BSLinkInfo po in m_children.Values) | ||
233 | { | ||
234 | if (action(po)) | ||
235 | break; | ||
236 | } | ||
237 | } | ||
238 | return ret; | ||
239 | } | ||
240 | |||
241 | // Check the type of the link and return 'true' if the link is flexible and the | ||
242 | // updates from the child should be sent to the simulator so things change. | ||
243 | public virtual bool ShouldReportPropertyUpdates(BSPrimLinkable child) | ||
244 | { | ||
245 | bool ret = false; | ||
246 | |||
247 | BSLinkInfo linkInfo; | ||
248 | if (m_children.TryGetValue(child, out linkInfo)) | ||
249 | { | ||
250 | ret = linkInfo.ShouldUpdateChildProperties(); | ||
251 | } | ||
252 | |||
253 | return ret; | ||
254 | } | ||
255 | |||
256 | // Called after a simulation step to post a collision with this object. | ||
257 | // Return 'true' if linkset processed the collision. 'false' says the linkset didn't have | ||
258 | // anything to add for the collision and it should be passed through normal processing. | ||
259 | // Default processing for a linkset. | ||
260 | public virtual bool HandleCollide(uint collidingWith, BSPhysObject collidee, | ||
261 | OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) | ||
262 | { | ||
263 | bool ret = false; | ||
264 | |||
265 | // prims in the same linkset cannot collide with each other | ||
266 | BSPrimLinkable convCollidee = collidee as BSPrimLinkable; | ||
267 | if (convCollidee != null && (LinksetID == convCollidee.Linkset.LinksetID)) | ||
268 | { | ||
269 | // By returning 'true', we tell the caller the collision has been 'handled' so it won't | ||
270 | // do anything about this collision and thus, effectivily, ignoring the collision. | ||
271 | ret = true; | ||
272 | } | ||
273 | else | ||
274 | { | ||
275 | // Not a collision between members of the linkset. Must be a real collision. | ||
276 | // So the linkset root can know if there is a collision anywhere in the linkset. | ||
277 | LinksetRoot.SomeCollisionSimulationStep = m_physicsScene.SimulationStep; | ||
278 | } | ||
279 | |||
280 | return ret; | ||
281 | } | ||
282 | |||
283 | // I am the root of a linkset and a new child is being added | ||
284 | // Called while LinkActivity is locked. | ||
285 | protected abstract void AddChildToLinkset(BSPrimLinkable child); | ||
286 | |||
287 | // I am the root of a linkset and one of my children is being removed. | ||
288 | // Safe to call even if the child is not really in my linkset. | ||
289 | protected abstract void RemoveChildFromLinkset(BSPrimLinkable child, bool inTaintTime); | ||
290 | |||
291 | // When physical properties are changed the linkset needs to recalculate | ||
292 | // its internal properties. | ||
293 | // May be called at runtime or taint-time. | ||
294 | public virtual void Refresh(BSPrimLinkable requestor) | ||
295 | { | ||
296 | LinksetMass = ComputeLinksetMass(); | ||
297 | } | ||
298 | |||
299 | // Flag denoting the linkset is in the process of being rebuilt. | ||
300 | // Used to know not the schedule a rebuild in the middle of a rebuild. | ||
301 | // Because of potential update calls that could want to schedule another rebuild. | ||
302 | protected bool Rebuilding { get; set; } | ||
303 | |||
304 | // Flag saying a linkset rebuild has been scheduled. | ||
305 | // This is turned on when the rebuild is requested and turned off when | ||
306 | // the rebuild is complete. Used to limit modifications to the | ||
307 | // linkset parameters while the linkset is in an intermediate state. | ||
308 | // Protected by a "lock(m_linsetActivityLock)" on the BSLinkset object | ||
309 | public bool RebuildScheduled { get; protected set; } | ||
310 | |||
311 | // The object is going dynamic (physical). Do any setup necessary | ||
312 | // for a dynamic linkset. | ||
313 | // Only the state of the passed object can be modified. The rest of the linkset | ||
314 | // has not yet been fully constructed. | ||
315 | // Return 'true' if any properties updated on the passed object. | ||
316 | // Called at taint-time! | ||
317 | public abstract bool MakeDynamic(BSPrimLinkable child); | ||
318 | |||
319 | public virtual bool AllPartsComplete | ||
320 | { | ||
321 | get { | ||
322 | bool ret = true; | ||
323 | this.ForEachMember((member) => | ||
324 | { | ||
325 | if ((!member.IsInitialized) || member.IsIncomplete || member.PrimAssetState == BSPhysObject.PrimAssetCondition.Waiting) | ||
326 | { | ||
327 | ret = false; | ||
328 | return true; // exit loop | ||
329 | } | ||
330 | return false; // continue loop | ||
331 | }); | ||
332 | return ret; | ||
333 | } | ||
334 | } | ||
335 | |||
336 | // The object is going static (non-physical). Do any setup necessary | ||
337 | // for a static linkset. | ||
338 | // Return 'true' if any properties updated on the passed object. | ||
339 | // Called at taint-time! | ||
340 | public abstract bool MakeStatic(BSPrimLinkable child); | ||
341 | |||
342 | // Called when a parameter update comes from the physics engine for any object | ||
343 | // of the linkset is received. | ||
344 | // Passed flag is update came from physics engine (true) or the user (false). | ||
345 | // Called at taint-time!! | ||
346 | public abstract void UpdateProperties(UpdatedProperties whichUpdated, BSPrimLinkable physObject); | ||
347 | |||
348 | // Routine used when rebuilding the body of the root of the linkset | ||
349 | // Destroy all the constraints have have been made to root. | ||
350 | // This is called when the root body is changing. | ||
351 | // Returns 'true' of something was actually removed and would need restoring | ||
352 | // Called at taint-time!! | ||
353 | public abstract bool RemoveDependencies(BSPrimLinkable child); | ||
354 | |||
355 | // ================================================================ | ||
356 | // Some physical setting happen to all members of the linkset | ||
357 | public virtual void SetPhysicalFriction(float friction) | ||
358 | { | ||
359 | ForEachMember((member) => | ||
360 | { | ||
361 | if (member.PhysBody.HasPhysicalBody) | ||
362 | m_physicsScene.PE.SetFriction(member.PhysBody, friction); | ||
363 | return false; // 'false' says to continue looping | ||
364 | } | ||
365 | ); | ||
366 | } | ||
367 | public virtual void SetPhysicalRestitution(float restitution) | ||
368 | { | ||
369 | ForEachMember((member) => | ||
370 | { | ||
371 | if (member.PhysBody.HasPhysicalBody) | ||
372 | m_physicsScene.PE.SetRestitution(member.PhysBody, restitution); | ||
373 | return false; // 'false' says to continue looping | ||
374 | } | ||
375 | ); | ||
376 | } | ||
377 | public virtual void SetPhysicalGravity(OMV.Vector3 gravity) | ||
378 | { | ||
379 | ForEachMember((member) => | ||
380 | { | ||
381 | if (member.PhysBody.HasPhysicalBody) | ||
382 | m_physicsScene.PE.SetGravity(member.PhysBody, gravity); | ||
383 | return false; // 'false' says to continue looping | ||
384 | } | ||
385 | ); | ||
386 | } | ||
387 | public virtual void ComputeAndSetLocalInertia(OMV.Vector3 inertiaFactor, float linksetMass) | ||
388 | { | ||
389 | ForEachMember((member) => | ||
390 | { | ||
391 | if (member.PhysBody.HasPhysicalBody) | ||
392 | { | ||
393 | OMV.Vector3 inertia = m_physicsScene.PE.CalculateLocalInertia(member.PhysShape.physShapeInfo, linksetMass); | ||
394 | member.Inertia = inertia * inertiaFactor; | ||
395 | m_physicsScene.PE.SetMassProps(member.PhysBody, linksetMass, member.Inertia); | ||
396 | m_physicsScene.PE.UpdateInertiaTensor(member.PhysBody); | ||
397 | DetailLog("{0},BSLinkset.ComputeAndSetLocalInertia,m.mass={1}, inertia={2}", member.LocalID, linksetMass, member.Inertia); | ||
398 | |||
399 | } | ||
400 | return false; // 'false' says to continue looping | ||
401 | } | ||
402 | ); | ||
403 | } | ||
404 | public virtual void SetPhysicalCollisionFlags(CollisionFlags collFlags) | ||
405 | { | ||
406 | ForEachMember((member) => | ||
407 | { | ||
408 | if (member.PhysBody.HasPhysicalBody) | ||
409 | m_physicsScene.PE.SetCollisionFlags(member.PhysBody, collFlags); | ||
410 | return false; // 'false' says to continue looping | ||
411 | } | ||
412 | ); | ||
413 | } | ||
414 | public virtual void AddToPhysicalCollisionFlags(CollisionFlags collFlags) | ||
415 | { | ||
416 | ForEachMember((member) => | ||
417 | { | ||
418 | if (member.PhysBody.HasPhysicalBody) | ||
419 | m_physicsScene.PE.AddToCollisionFlags(member.PhysBody, collFlags); | ||
420 | return false; // 'false' says to continue looping | ||
421 | } | ||
422 | ); | ||
423 | } | ||
424 | public virtual void RemoveFromPhysicalCollisionFlags(CollisionFlags collFlags) | ||
425 | { | ||
426 | ForEachMember((member) => | ||
427 | { | ||
428 | if (member.PhysBody.HasPhysicalBody) | ||
429 | m_physicsScene.PE.RemoveFromCollisionFlags(member.PhysBody, collFlags); | ||
430 | return false; // 'false' says to continue looping | ||
431 | } | ||
432 | ); | ||
433 | } | ||
434 | // ================================================================ | ||
435 | protected virtual float ComputeLinksetMass() | ||
436 | { | ||
437 | float mass = LinksetRoot.RawMass; | ||
438 | if (HasAnyChildren) | ||
439 | { | ||
440 | lock (m_linksetActivityLock) | ||
441 | { | ||
442 | foreach (BSPrimLinkable bp in m_children.Keys) | ||
443 | { | ||
444 | mass += bp.RawMass; | ||
445 | } | ||
446 | } | ||
447 | } | ||
448 | return mass; | ||
449 | } | ||
450 | |||
451 | // Computes linkset's center of mass in world coordinates. | ||
452 | protected virtual OMV.Vector3 ComputeLinksetCenterOfMass() | ||
453 | { | ||
454 | OMV.Vector3 com; | ||
455 | lock (m_linksetActivityLock) | ||
456 | { | ||
457 | com = LinksetRoot.Position * LinksetRoot.RawMass; | ||
458 | float totalMass = LinksetRoot.RawMass; | ||
459 | |||
460 | foreach (BSPrimLinkable bp in m_children.Keys) | ||
461 | { | ||
462 | com += bp.Position * bp.RawMass; | ||
463 | totalMass += bp.RawMass; | ||
464 | } | ||
465 | if (totalMass != 0f) | ||
466 | com /= totalMass; | ||
467 | } | ||
468 | |||
469 | return com; | ||
470 | } | ||
471 | |||
472 | protected virtual OMV.Vector3 ComputeLinksetGeometricCenter() | ||
473 | { | ||
474 | OMV.Vector3 com; | ||
475 | lock (m_linksetActivityLock) | ||
476 | { | ||
477 | com = LinksetRoot.Position; | ||
478 | |||
479 | foreach (BSPrimLinkable bp in m_children.Keys) | ||
480 | { | ||
481 | com += bp.Position; | ||
482 | } | ||
483 | com /= (m_children.Count + 1); | ||
484 | } | ||
485 | |||
486 | return com; | ||
487 | } | ||
488 | |||
489 | #region Extension | ||
490 | public virtual object Extension(string pFunct, params object[] pParams) | ||
491 | { | ||
492 | return null; | ||
493 | } | ||
494 | #endregion // Extension | ||
495 | |||
496 | // Invoke the detailed logger and output something if it's enabled. | ||
497 | protected void DetailLog(string msg, params Object[] args) | ||
498 | { | ||
499 | if (m_physicsScene.PhysicsLogging.Enabled) | ||
500 | m_physicsScene.DetailLog(msg, args); | ||
501 | } | ||
502 | } | ||
503 | } | ||
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSLinksetCompound.cs b/OpenSim/Region/PhysicsModules/BulletS/BSLinksetCompound.cs new file mode 100755 index 0000000..953ddee --- /dev/null +++ b/OpenSim/Region/PhysicsModules/BulletS/BSLinksetCompound.cs | |||
@@ -0,0 +1,477 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | using System; | ||
28 | using System.Collections.Generic; | ||
29 | using System.Text; | ||
30 | |||
31 | using OpenSim.Framework; | ||
32 | |||
33 | using OMV = OpenMetaverse; | ||
34 | |||
35 | namespace OpenSim.Region.PhysicsModule.BulletS | ||
36 | { | ||
37 | |||
38 | public sealed class BSLinksetCompound : BSLinkset | ||
39 | { | ||
40 | #pragma warning disable 414 | ||
41 | private static string LogHeader = "[BULLETSIM LINKSET COMPOUND]"; | ||
42 | #pragma warning restore 414 | ||
43 | |||
44 | public BSLinksetCompound(BSScene scene, BSPrimLinkable parent) | ||
45 | : base(scene, parent) | ||
46 | { | ||
47 | LinksetImpl = LinksetImplementation.Compound; | ||
48 | } | ||
49 | |||
50 | // ================================================================ | ||
51 | // Changing the physical property of the linkset only needs to change the root | ||
52 | public override void SetPhysicalFriction(float friction) | ||
53 | { | ||
54 | if (LinksetRoot.PhysBody.HasPhysicalBody) | ||
55 | m_physicsScene.PE.SetFriction(LinksetRoot.PhysBody, friction); | ||
56 | } | ||
57 | public override void SetPhysicalRestitution(float restitution) | ||
58 | { | ||
59 | if (LinksetRoot.PhysBody.HasPhysicalBody) | ||
60 | m_physicsScene.PE.SetRestitution(LinksetRoot.PhysBody, restitution); | ||
61 | } | ||
62 | public override void SetPhysicalGravity(OMV.Vector3 gravity) | ||
63 | { | ||
64 | if (LinksetRoot.PhysBody.HasPhysicalBody) | ||
65 | m_physicsScene.PE.SetGravity(LinksetRoot.PhysBody, gravity); | ||
66 | } | ||
67 | public override void ComputeAndSetLocalInertia(OMV.Vector3 inertiaFactor, float linksetMass) | ||
68 | { | ||
69 | OMV.Vector3 inertia = m_physicsScene.PE.CalculateLocalInertia(LinksetRoot.PhysShape.physShapeInfo, linksetMass); | ||
70 | LinksetRoot.Inertia = inertia * inertiaFactor; | ||
71 | m_physicsScene.PE.SetMassProps(LinksetRoot.PhysBody, linksetMass, LinksetRoot.Inertia); | ||
72 | m_physicsScene.PE.UpdateInertiaTensor(LinksetRoot.PhysBody); | ||
73 | } | ||
74 | public override void SetPhysicalCollisionFlags(CollisionFlags collFlags) | ||
75 | { | ||
76 | if (LinksetRoot.PhysBody.HasPhysicalBody) | ||
77 | m_physicsScene.PE.SetCollisionFlags(LinksetRoot.PhysBody, collFlags); | ||
78 | } | ||
79 | public override void AddToPhysicalCollisionFlags(CollisionFlags collFlags) | ||
80 | { | ||
81 | if (LinksetRoot.PhysBody.HasPhysicalBody) | ||
82 | m_physicsScene.PE.AddToCollisionFlags(LinksetRoot.PhysBody, collFlags); | ||
83 | } | ||
84 | public override void RemoveFromPhysicalCollisionFlags(CollisionFlags collFlags) | ||
85 | { | ||
86 | if (LinksetRoot.PhysBody.HasPhysicalBody) | ||
87 | m_physicsScene.PE.RemoveFromCollisionFlags(LinksetRoot.PhysBody, collFlags); | ||
88 | } | ||
89 | // ================================================================ | ||
90 | |||
91 | // When physical properties are changed the linkset needs to recalculate | ||
92 | // its internal properties. | ||
93 | public override void Refresh(BSPrimLinkable requestor) | ||
94 | { | ||
95 | // Something changed so do the rebuilding thing | ||
96 | ScheduleRebuild(requestor); | ||
97 | base.Refresh(requestor); | ||
98 | } | ||
99 | |||
100 | // Schedule a refresh to happen after all the other taint processing. | ||
101 | private void ScheduleRebuild(BSPrimLinkable requestor) | ||
102 | { | ||
103 | // When rebuilding, it is possible to set properties that would normally require a rebuild. | ||
104 | // If already rebuilding, don't request another rebuild. | ||
105 | // If a linkset with just a root prim (simple non-linked prim) don't bother rebuilding. | ||
106 | lock (m_linksetActivityLock) | ||
107 | { | ||
108 | if (!RebuildScheduled && !Rebuilding && HasAnyChildren) | ||
109 | { | ||
110 | InternalScheduleRebuild(requestor); | ||
111 | } | ||
112 | } | ||
113 | } | ||
114 | |||
115 | // Must be called with m_linksetActivityLock or race conditions will haunt you. | ||
116 | private void InternalScheduleRebuild(BSPrimLinkable requestor) | ||
117 | { | ||
118 | DetailLog("{0},BSLinksetCompound.InternalScheduleRebuild,,rebuilding={1},hasChildren={2}", | ||
119 | requestor.LocalID, Rebuilding, HasAnyChildren); | ||
120 | RebuildScheduled = true; | ||
121 | m_physicsScene.PostTaintObject("BSLinksetCompound.ScheduleRebuild", LinksetRoot.LocalID, delegate() | ||
122 | { | ||
123 | if (HasAnyChildren) | ||
124 | { | ||
125 | if (this.AllPartsComplete) | ||
126 | { | ||
127 | RecomputeLinksetCompound(); | ||
128 | } | ||
129 | else | ||
130 | { | ||
131 | DetailLog("{0},BSLinksetCompound.InternalScheduleRebuild,,rescheduling because not all children complete", | ||
132 | requestor.LocalID); | ||
133 | InternalScheduleRebuild(requestor); | ||
134 | } | ||
135 | } | ||
136 | RebuildScheduled = false; | ||
137 | }); | ||
138 | } | ||
139 | |||
140 | // The object is going dynamic (physical). Do any setup necessary for a dynamic linkset. | ||
141 | // Only the state of the passed object can be modified. The rest of the linkset | ||
142 | // has not yet been fully constructed. | ||
143 | // Return 'true' if any properties updated on the passed object. | ||
144 | // Called at taint-time! | ||
145 | public override bool MakeDynamic(BSPrimLinkable child) | ||
146 | { | ||
147 | bool ret = false; | ||
148 | DetailLog("{0},BSLinksetCompound.MakeDynamic,call,IsRoot={1}", child.LocalID, IsRoot(child)); | ||
149 | if (IsRoot(child)) | ||
150 | { | ||
151 | // The root is going dynamic. Rebuild the linkset so parts and mass get computed properly. | ||
152 | Refresh(LinksetRoot); | ||
153 | } | ||
154 | return ret; | ||
155 | } | ||
156 | |||
157 | // The object is going static (non-physical). We do not do anything for static linksets. | ||
158 | // Return 'true' if any properties updated on the passed object. | ||
159 | // Called at taint-time! | ||
160 | public override bool MakeStatic(BSPrimLinkable child) | ||
161 | { | ||
162 | bool ret = false; | ||
163 | |||
164 | DetailLog("{0},BSLinksetCompound.MakeStatic,call,IsRoot={1}", child.LocalID, IsRoot(child)); | ||
165 | child.ClearDisplacement(); | ||
166 | if (IsRoot(child)) | ||
167 | { | ||
168 | // Schedule a rebuild to verify that the root shape is set to the real shape. | ||
169 | Refresh(LinksetRoot); | ||
170 | } | ||
171 | return ret; | ||
172 | } | ||
173 | |||
174 | // 'physicalUpdate' is true if these changes came directly from the physics engine. Don't need to rebuild then. | ||
175 | // Called at taint-time. | ||
176 | public override void UpdateProperties(UpdatedProperties whichUpdated, BSPrimLinkable updated) | ||
177 | { | ||
178 | if (!LinksetRoot.IsPhysicallyActive) | ||
179 | { | ||
180 | // No reason to do this physical stuff for static linksets. | ||
181 | DetailLog("{0},BSLinksetCompound.UpdateProperties,notPhysical", LinksetRoot.LocalID); | ||
182 | return; | ||
183 | } | ||
184 | |||
185 | // The user moving a child around requires the rebuilding of the linkset compound shape | ||
186 | // One problem is this happens when a border is crossed -- the simulator implementation | ||
187 | // stores the position into the group which causes the move of the object | ||
188 | // but it also means all the child positions get updated. | ||
189 | // What would cause an unnecessary rebuild so we make sure the linkset is in a | ||
190 | // region before bothering to do a rebuild. | ||
191 | if (!IsRoot(updated) && m_physicsScene.TerrainManager.IsWithinKnownTerrain(LinksetRoot.RawPosition)) | ||
192 | { | ||
193 | // If a child of the linkset is updating only the position or rotation, that can be done | ||
194 | // without rebuilding the linkset. | ||
195 | // If a handle for the child can be fetch, we update the child here. If a rebuild was | ||
196 | // scheduled by someone else, the rebuild will just replace this setting. | ||
197 | |||
198 | bool updatedChild = false; | ||
199 | // Anything other than updating position or orientation usually means a physical update | ||
200 | // and that is caused by us updating the object. | ||
201 | if ((whichUpdated & ~(UpdatedProperties.Position | UpdatedProperties.Orientation)) == 0) | ||
202 | { | ||
203 | // Find the physical instance of the child | ||
204 | if (!RebuildScheduled // if rebuilding, let the rebuild do it | ||
205 | && !LinksetRoot.IsIncomplete // if waiting for assets or whatever, don't change | ||
206 | && LinksetRoot.PhysShape.HasPhysicalShape // there must be a physical shape assigned | ||
207 | && m_physicsScene.PE.IsCompound(LinksetRoot.PhysShape.physShapeInfo)) | ||
208 | { | ||
209 | // It is possible that the linkset is still under construction and the child is not yet | ||
210 | // inserted into the compound shape. A rebuild of the linkset in a pre-step action will | ||
211 | // build the whole thing with the new position or rotation. | ||
212 | // The index must be checked because Bullet references the child array but does no validity | ||
213 | // checking of the child index passed. | ||
214 | int numLinksetChildren = m_physicsScene.PE.GetNumberOfCompoundChildren(LinksetRoot.PhysShape.physShapeInfo); | ||
215 | if (updated.LinksetChildIndex < numLinksetChildren) | ||
216 | { | ||
217 | BulletShape linksetChildShape = m_physicsScene.PE.GetChildShapeFromCompoundShapeIndex(LinksetRoot.PhysShape.physShapeInfo, updated.LinksetChildIndex); | ||
218 | if (linksetChildShape.HasPhysicalShape) | ||
219 | { | ||
220 | // Found the child shape within the compound shape | ||
221 | m_physicsScene.PE.UpdateChildTransform(LinksetRoot.PhysShape.physShapeInfo, updated.LinksetChildIndex, | ||
222 | updated.RawPosition - LinksetRoot.RawPosition, | ||
223 | updated.RawOrientation * OMV.Quaternion.Inverse(LinksetRoot.RawOrientation), | ||
224 | true /* shouldRecalculateLocalAabb */); | ||
225 | updatedChild = true; | ||
226 | DetailLog("{0},BSLinksetCompound.UpdateProperties,changeChildPosRot,whichUpdated={1},pos={2},rot={3}", | ||
227 | updated.LocalID, whichUpdated, updated.RawPosition, updated.RawOrientation); | ||
228 | } | ||
229 | else // DEBUG DEBUG | ||
230 | { // DEBUG DEBUG | ||
231 | DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild,noChildShape,shape={1}", | ||
232 | updated.LocalID, linksetChildShape); | ||
233 | } // DEBUG DEBUG | ||
234 | } | ||
235 | else // DEBUG DEBUG | ||
236 | { // DEBUG DEBUG | ||
237 | // the child is not yet in the compound shape. This is non-fatal. | ||
238 | DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild,childNotInCompoundShape,numChildren={1},index={2}", | ||
239 | updated.LocalID, numLinksetChildren, updated.LinksetChildIndex); | ||
240 | } // DEBUG DEBUG | ||
241 | } | ||
242 | else // DEBUG DEBUG | ||
243 | { // DEBUG DEBUG | ||
244 | DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild,noBodyOrNotCompound", updated.LocalID); | ||
245 | } // DEBUG DEBUG | ||
246 | |||
247 | if (!updatedChild) | ||
248 | { | ||
249 | // If couldn't do the individual child, the linkset needs a rebuild to incorporate the new child info. | ||
250 | // Note: there are several ways through this code that will not update the child if | ||
251 | // the linkset is being rebuilt. In this case, scheduling a rebuild is a NOOP since | ||
252 | // there will already be a rebuild scheduled. | ||
253 | DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild.schedulingRebuild,whichUpdated={1}", | ||
254 | updated.LocalID, whichUpdated); | ||
255 | Refresh(updated); | ||
256 | } | ||
257 | } | ||
258 | } | ||
259 | } | ||
260 | |||
261 | // Routine called when rebuilding the body of some member of the linkset. | ||
262 | // If one of the bodies is being changed, the linkset needs rebuilding. | ||
263 | // For instance, a linkset is built and then a mesh asset is read in and the mesh is recreated. | ||
264 | // Returns 'true' of something was actually removed and would need restoring | ||
265 | // Called at taint-time!! | ||
266 | public override bool RemoveDependencies(BSPrimLinkable child) | ||
267 | { | ||
268 | bool ret = false; | ||
269 | |||
270 | DetailLog("{0},BSLinksetCompound.RemoveDependencies,refreshIfChild,rID={1},rBody={2},isRoot={3}", | ||
271 | child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody, IsRoot(child)); | ||
272 | |||
273 | Refresh(child); | ||
274 | |||
275 | return ret; | ||
276 | } | ||
277 | |||
278 | // ================================================================ | ||
279 | |||
280 | // Add a new child to the linkset. | ||
281 | // Called while LinkActivity is locked. | ||
282 | protected override void AddChildToLinkset(BSPrimLinkable child) | ||
283 | { | ||
284 | if (!HasChild(child)) | ||
285 | { | ||
286 | m_children.Add(child, new BSLinkInfo(child)); | ||
287 | |||
288 | DetailLog("{0},BSLinksetCompound.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID); | ||
289 | |||
290 | // Rebuild the compound shape with the new child shape included | ||
291 | Refresh(child); | ||
292 | } | ||
293 | return; | ||
294 | } | ||
295 | |||
296 | // Remove the specified child from the linkset. | ||
297 | // Safe to call even if the child is not really in the linkset. | ||
298 | protected override void RemoveChildFromLinkset(BSPrimLinkable child, bool inTaintTime) | ||
299 | { | ||
300 | child.ClearDisplacement(); | ||
301 | |||
302 | if (m_children.Remove(child)) | ||
303 | { | ||
304 | DetailLog("{0},BSLinksetCompound.RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}", | ||
305 | child.LocalID, | ||
306 | LinksetRoot.LocalID, LinksetRoot.PhysBody.AddrString, | ||
307 | child.LocalID, child.PhysBody.AddrString); | ||
308 | |||
309 | // Cause the child's body to be rebuilt and thus restored to normal operation | ||
310 | child.ForceBodyShapeRebuild(inTaintTime); | ||
311 | |||
312 | if (!HasAnyChildren) | ||
313 | { | ||
314 | // The linkset is now empty. The root needs rebuilding. | ||
315 | LinksetRoot.ForceBodyShapeRebuild(inTaintTime); | ||
316 | } | ||
317 | else | ||
318 | { | ||
319 | // Rebuild the compound shape with the child removed | ||
320 | Refresh(LinksetRoot); | ||
321 | } | ||
322 | } | ||
323 | return; | ||
324 | } | ||
325 | |||
326 | // Called before the simulation step to make sure the compound based linkset | ||
327 | // is all initialized. | ||
328 | // Constraint linksets are rebuilt every time. | ||
329 | // Note that this works for rebuilding just the root after a linkset is taken apart. | ||
330 | // Called at taint time!! | ||
331 | private bool UseBulletSimRootOffsetHack = false; // Attempt to have Bullet track the coords of root compound shape | ||
332 | private void RecomputeLinksetCompound() | ||
333 | { | ||
334 | try | ||
335 | { | ||
336 | Rebuilding = true; | ||
337 | |||
338 | // No matter what is being done, force the root prim's PhysBody and PhysShape to get set | ||
339 | // to what they should be as if the root was not in a linkset. | ||
340 | // Not that bad since we only get into this routine if there are children in the linkset and | ||
341 | // something has been updated/changed. | ||
342 | // Have to do the rebuild before checking for physical because this might be a linkset | ||
343 | // being destructed and going non-physical. | ||
344 | LinksetRoot.ForceBodyShapeRebuild(true); | ||
345 | |||
346 | // There is no reason to build all this physical stuff for a non-physical or empty linkset. | ||
347 | if (!LinksetRoot.IsPhysicallyActive || !HasAnyChildren) | ||
348 | { | ||
349 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,notPhysicalOrNoChildren", LinksetRoot.LocalID); | ||
350 | return; // Note the 'finally' clause at the botton which will get executed. | ||
351 | } | ||
352 | |||
353 | // Get a new compound shape to build the linkset shape in. | ||
354 | BSShape linksetShape = BSShapeCompound.GetReference(m_physicsScene); | ||
355 | |||
356 | // Compute a displacement for each component so it is relative to the center-of-mass. | ||
357 | // Bullet presumes an object's origin (relative <0,0,0>) is its center-of-mass | ||
358 | OMV.Vector3 centerOfMassW = ComputeLinksetCenterOfMass(); | ||
359 | |||
360 | OMV.Quaternion invRootOrientation = OMV.Quaternion.Normalize(OMV.Quaternion.Inverse(LinksetRoot.RawOrientation)); | ||
361 | OMV.Vector3 origRootPosition = LinksetRoot.RawPosition; | ||
362 | |||
363 | // 'centerDisplacementV' is the vehicle relative distance from the simulator root position to the center-of-mass | ||
364 | OMV.Vector3 centerDisplacementV = (centerOfMassW - LinksetRoot.RawPosition) * invRootOrientation; | ||
365 | if (UseBulletSimRootOffsetHack || !BSParam.LinksetOffsetCenterOfMass) | ||
366 | { | ||
367 | // Zero everything if center-of-mass displacement is not being done. | ||
368 | centerDisplacementV = OMV.Vector3.Zero; | ||
369 | LinksetRoot.ClearDisplacement(); | ||
370 | } | ||
371 | else | ||
372 | { | ||
373 | // The actual center-of-mass could have been set by the user. | ||
374 | centerDisplacementV = LinksetRoot.SetEffectiveCenterOfMassDisplacement(centerDisplacementV); | ||
375 | } | ||
376 | |||
377 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,COM,rootPos={1},com={2},comDisp={3}", | ||
378 | LinksetRoot.LocalID, origRootPosition, centerOfMassW, centerDisplacementV); | ||
379 | |||
380 | // Add the shapes of all the components of the linkset | ||
381 | int memberIndex = 1; | ||
382 | ForEachMember((cPrim) => | ||
383 | { | ||
384 | if (IsRoot(cPrim)) | ||
385 | { | ||
386 | // Root shape is always index zero. | ||
387 | cPrim.LinksetChildIndex = 0; | ||
388 | } | ||
389 | else | ||
390 | { | ||
391 | cPrim.LinksetChildIndex = memberIndex; | ||
392 | memberIndex++; | ||
393 | } | ||
394 | |||
395 | // Get a reference to the shape of the child for adding of that shape to the linkset compound shape | ||
396 | BSShape childShape = cPrim.PhysShape.GetReference(m_physicsScene, cPrim); | ||
397 | |||
398 | // Offset the child shape from the center-of-mass and rotate it to root relative. | ||
399 | OMV.Vector3 offsetPos = (cPrim.RawPosition - origRootPosition) * invRootOrientation - centerDisplacementV; | ||
400 | OMV.Quaternion offsetRot = OMV.Quaternion.Normalize(cPrim.RawOrientation) * invRootOrientation; | ||
401 | |||
402 | // Add the child shape to the compound shape being built | ||
403 | if (childShape.physShapeInfo.HasPhysicalShape) | ||
404 | { | ||
405 | m_physicsScene.PE.AddChildShapeToCompoundShape(linksetShape.physShapeInfo, childShape.physShapeInfo, offsetPos, offsetRot); | ||
406 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addChild,indx={1},cShape={2},offPos={3},offRot={4}", | ||
407 | LinksetRoot.LocalID, cPrim.LinksetChildIndex, childShape, offsetPos, offsetRot); | ||
408 | |||
409 | // Since we are borrowing the shape of the child, disable the origional child body | ||
410 | if (!IsRoot(cPrim)) | ||
411 | { | ||
412 | m_physicsScene.PE.AddToCollisionFlags(cPrim.PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); | ||
413 | m_physicsScene.PE.ForceActivationState(cPrim.PhysBody, ActivationState.DISABLE_SIMULATION); | ||
414 | // We don't want collisions from the old linkset children. | ||
415 | m_physicsScene.PE.RemoveFromCollisionFlags(cPrim.PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
416 | cPrim.PhysBody.collisionType = CollisionType.LinksetChild; | ||
417 | } | ||
418 | } | ||
419 | else | ||
420 | { | ||
421 | // The linkset must be in an intermediate state where all the children have not yet | ||
422 | // been constructed. This sometimes happens on startup when everything is getting | ||
423 | // built and some shapes have to wait for assets to be read in. | ||
424 | // Just skip this linkset for the moment and cause the shape to be rebuilt next tick. | ||
425 | // One problem might be that the shape is broken somehow and it never becomes completely | ||
426 | // available. This might cause the rebuild to happen over and over. | ||
427 | InternalScheduleRebuild(LinksetRoot); | ||
428 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addChildWithNoShape,indx={1},cShape={2},offPos={3},offRot={4}", | ||
429 | LinksetRoot.LocalID, cPrim.LinksetChildIndex, childShape, offsetPos, offsetRot); | ||
430 | // Output an annoying warning. It should only happen once but if it keeps coming out, | ||
431 | // the user knows there is something wrong and will report it. | ||
432 | m_physicsScene.Logger.WarnFormat("{0} Linkset rebuild warning. If this happens more than one or two times, please report in Mantis 7191", LogHeader); | ||
433 | m_physicsScene.Logger.WarnFormat("{0} pName={1}, childIdx={2}, shape={3}", | ||
434 | LogHeader, LinksetRoot.Name, cPrim.LinksetChildIndex, childShape); | ||
435 | |||
436 | // This causes the loop to bail on building the rest of this linkset. | ||
437 | // The rebuild operation will fix it up next tick or declare the object unbuildable. | ||
438 | return true; | ||
439 | } | ||
440 | |||
441 | return false; // 'false' says to move onto the next child in the list | ||
442 | }); | ||
443 | |||
444 | // Replace the root shape with the built compound shape. | ||
445 | // Object removed and added to world to get collision cache rebuilt for new shape. | ||
446 | LinksetRoot.PhysShape.Dereference(m_physicsScene); | ||
447 | LinksetRoot.PhysShape = linksetShape; | ||
448 | m_physicsScene.PE.RemoveObjectFromWorld(m_physicsScene.World, LinksetRoot.PhysBody); | ||
449 | m_physicsScene.PE.SetCollisionShape(m_physicsScene.World, LinksetRoot.PhysBody, linksetShape.physShapeInfo); | ||
450 | m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, LinksetRoot.PhysBody); | ||
451 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addBody,body={1},shape={2}", | ||
452 | LinksetRoot.LocalID, LinksetRoot.PhysBody, linksetShape); | ||
453 | |||
454 | // With all of the linkset packed into the root prim, it has the mass of everyone. | ||
455 | LinksetMass = ComputeLinksetMass(); | ||
456 | LinksetRoot.UpdatePhysicalMassProperties(LinksetMass, true); | ||
457 | |||
458 | if (UseBulletSimRootOffsetHack) | ||
459 | { | ||
460 | // Enable the physical position updator to return the position and rotation of the root shape. | ||
461 | // This enables a feature in the C++ code to return the world coordinates of the first shape in the | ||
462 | // compound shape. This aleviates the need to offset the returned physical position by the | ||
463 | // center-of-mass offset. | ||
464 | // TODO: either debug this feature or remove it. | ||
465 | m_physicsScene.PE.AddToCollisionFlags(LinksetRoot.PhysBody, CollisionFlags.BS_RETURN_ROOT_COMPOUND_SHAPE); | ||
466 | } | ||
467 | } | ||
468 | finally | ||
469 | { | ||
470 | Rebuilding = false; | ||
471 | } | ||
472 | |||
473 | // See that the Aabb surrounds the new shape | ||
474 | m_physicsScene.PE.RecalculateCompoundShapeLocalAabb(LinksetRoot.PhysShape.physShapeInfo); | ||
475 | } | ||
476 | } | ||
477 | } \ No newline at end of file | ||
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSLinksetConstraints.cs b/OpenSim/Region/PhysicsModules/BulletS/BSLinksetConstraints.cs new file mode 100755 index 0000000..c4b4c86 --- /dev/null +++ b/OpenSim/Region/PhysicsModules/BulletS/BSLinksetConstraints.cs | |||
@@ -0,0 +1,852 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | using System; | ||
28 | using System.Collections.Generic; | ||
29 | using System.Text; | ||
30 | |||
31 | using OMV = OpenMetaverse; | ||
32 | |||
33 | namespace OpenSim.Region.PhysicsModule.BulletS | ||
34 | { | ||
35 | public sealed class BSLinksetConstraints : BSLinkset | ||
36 | { | ||
37 | // private static string LogHeader = "[BULLETSIM LINKSET CONSTRAINTS]"; | ||
38 | |||
39 | public class BSLinkInfoConstraint : BSLinkInfo | ||
40 | { | ||
41 | public ConstraintType constraintType; | ||
42 | public BSConstraint constraint; | ||
43 | public OMV.Vector3 linearLimitLow; | ||
44 | public OMV.Vector3 linearLimitHigh; | ||
45 | public OMV.Vector3 angularLimitLow; | ||
46 | public OMV.Vector3 angularLimitHigh; | ||
47 | public bool useFrameOffset; | ||
48 | public bool enableTransMotor; | ||
49 | public float transMotorMaxVel; | ||
50 | public float transMotorMaxForce; | ||
51 | public float cfm; | ||
52 | public float erp; | ||
53 | public float solverIterations; | ||
54 | // | ||
55 | public OMV.Vector3 frameInAloc; | ||
56 | public OMV.Quaternion frameInArot; | ||
57 | public OMV.Vector3 frameInBloc; | ||
58 | public OMV.Quaternion frameInBrot; | ||
59 | public bool useLinearReferenceFrameA; | ||
60 | // Spring | ||
61 | public bool[] springAxisEnable; | ||
62 | public float[] springDamping; | ||
63 | public float[] springStiffness; | ||
64 | public OMV.Vector3 springLinearEquilibriumPoint; | ||
65 | public OMV.Vector3 springAngularEquilibriumPoint; | ||
66 | |||
67 | public BSLinkInfoConstraint(BSPrimLinkable pMember) | ||
68 | : base(pMember) | ||
69 | { | ||
70 | constraint = null; | ||
71 | ResetLink(); | ||
72 | member.PhysScene.DetailLog("{0},BSLinkInfoConstraint.creation", member.LocalID); | ||
73 | } | ||
74 | |||
75 | // Set all the parameters for this constraint to a fixed, non-movable constraint. | ||
76 | public override void ResetLink() | ||
77 | { | ||
78 | // constraintType = ConstraintType.D6_CONSTRAINT_TYPE; | ||
79 | constraintType = ConstraintType.BS_FIXED_CONSTRAINT_TYPE; | ||
80 | linearLimitLow = OMV.Vector3.Zero; | ||
81 | linearLimitHigh = OMV.Vector3.Zero; | ||
82 | angularLimitLow = OMV.Vector3.Zero; | ||
83 | angularLimitHigh = OMV.Vector3.Zero; | ||
84 | useFrameOffset = BSParam.LinkConstraintUseFrameOffset; | ||
85 | enableTransMotor = BSParam.LinkConstraintEnableTransMotor; | ||
86 | transMotorMaxVel = BSParam.LinkConstraintTransMotorMaxVel; | ||
87 | transMotorMaxForce = BSParam.LinkConstraintTransMotorMaxForce; | ||
88 | cfm = BSParam.LinkConstraintCFM; | ||
89 | erp = BSParam.LinkConstraintERP; | ||
90 | solverIterations = BSParam.LinkConstraintSolverIterations; | ||
91 | frameInAloc = OMV.Vector3.Zero; | ||
92 | frameInArot = OMV.Quaternion.Identity; | ||
93 | frameInBloc = OMV.Vector3.Zero; | ||
94 | frameInBrot = OMV.Quaternion.Identity; | ||
95 | useLinearReferenceFrameA = true; | ||
96 | springAxisEnable = new bool[6]; | ||
97 | springDamping = new float[6]; | ||
98 | springStiffness = new float[6]; | ||
99 | for (int ii = 0; ii < springAxisEnable.Length; ii++) | ||
100 | { | ||
101 | springAxisEnable[ii] = false; | ||
102 | springDamping[ii] = BSAPITemplate.SPRING_NOT_SPECIFIED; | ||
103 | springStiffness[ii] = BSAPITemplate.SPRING_NOT_SPECIFIED; | ||
104 | } | ||
105 | springLinearEquilibriumPoint = OMV.Vector3.Zero; | ||
106 | springAngularEquilibriumPoint = OMV.Vector3.Zero; | ||
107 | member.PhysScene.DetailLog("{0},BSLinkInfoConstraint.ResetLink", member.LocalID); | ||
108 | } | ||
109 | |||
110 | // Given a constraint, apply the current constraint parameters to same. | ||
111 | public override void SetLinkParameters(BSConstraint constrain) | ||
112 | { | ||
113 | member.PhysScene.DetailLog("{0},BSLinkInfoConstraint.SetLinkParameters,type={1}", member.LocalID, constraintType); | ||
114 | switch (constraintType) | ||
115 | { | ||
116 | case ConstraintType.BS_FIXED_CONSTRAINT_TYPE: | ||
117 | case ConstraintType.D6_CONSTRAINT_TYPE: | ||
118 | BSConstraint6Dof constrain6dof = constrain as BSConstraint6Dof; | ||
119 | if (constrain6dof != null) | ||
120 | { | ||
121 | // NOTE: D6_SPRING_CONSTRAINT_TYPE should be updated if you change any of this code. | ||
122 | // zero linear and angular limits makes the objects unable to move in relation to each other | ||
123 | constrain6dof.SetLinearLimits(linearLimitLow, linearLimitHigh); | ||
124 | constrain6dof.SetAngularLimits(angularLimitLow, angularLimitHigh); | ||
125 | |||
126 | // tweek the constraint to increase stability | ||
127 | constrain6dof.UseFrameOffset(useFrameOffset); | ||
128 | constrain6dof.TranslationalLimitMotor(enableTransMotor, transMotorMaxVel, transMotorMaxForce); | ||
129 | constrain6dof.SetCFMAndERP(cfm, erp); | ||
130 | if (solverIterations != 0f) | ||
131 | { | ||
132 | constrain6dof.SetSolverIterations(solverIterations); | ||
133 | } | ||
134 | } | ||
135 | break; | ||
136 | case ConstraintType.D6_SPRING_CONSTRAINT_TYPE: | ||
137 | BSConstraintSpring constrainSpring = constrain as BSConstraintSpring; | ||
138 | if (constrainSpring != null) | ||
139 | { | ||
140 | // zero linear and angular limits makes the objects unable to move in relation to each other | ||
141 | constrainSpring.SetLinearLimits(linearLimitLow, linearLimitHigh); | ||
142 | constrainSpring.SetAngularLimits(angularLimitLow, angularLimitHigh); | ||
143 | |||
144 | // tweek the constraint to increase stability | ||
145 | constrainSpring.UseFrameOffset(useFrameOffset); | ||
146 | constrainSpring.TranslationalLimitMotor(enableTransMotor, transMotorMaxVel, transMotorMaxForce); | ||
147 | constrainSpring.SetCFMAndERP(cfm, erp); | ||
148 | if (solverIterations != 0f) | ||
149 | { | ||
150 | constrainSpring.SetSolverIterations(solverIterations); | ||
151 | } | ||
152 | for (int ii = 0; ii < springAxisEnable.Length; ii++) | ||
153 | { | ||
154 | constrainSpring.SetAxisEnable(ii, springAxisEnable[ii]); | ||
155 | if (springDamping[ii] != BSAPITemplate.SPRING_NOT_SPECIFIED) | ||
156 | constrainSpring.SetDamping(ii, springDamping[ii]); | ||
157 | if (springStiffness[ii] != BSAPITemplate.SPRING_NOT_SPECIFIED) | ||
158 | constrainSpring.SetStiffness(ii, springStiffness[ii]); | ||
159 | } | ||
160 | constrainSpring.CalculateTransforms(); | ||
161 | |||
162 | if (springLinearEquilibriumPoint != OMV.Vector3.Zero) | ||
163 | constrainSpring.SetEquilibriumPoint(springLinearEquilibriumPoint, springAngularEquilibriumPoint); | ||
164 | else | ||
165 | constrainSpring.SetEquilibriumPoint(BSAPITemplate.SPRING_NOT_SPECIFIED, BSAPITemplate.SPRING_NOT_SPECIFIED); | ||
166 | } | ||
167 | break; | ||
168 | default: | ||
169 | break; | ||
170 | } | ||
171 | } | ||
172 | |||
173 | // Return 'true' if the property updates from the physics engine should be reported | ||
174 | // to the simulator. | ||
175 | // If the constraint is fixed, we don't need to report as the simulator and viewer will | ||
176 | // report the right things. | ||
177 | public override bool ShouldUpdateChildProperties() | ||
178 | { | ||
179 | bool ret = true; | ||
180 | if (constraintType == ConstraintType.BS_FIXED_CONSTRAINT_TYPE) | ||
181 | ret = false; | ||
182 | |||
183 | return ret; | ||
184 | } | ||
185 | } | ||
186 | |||
187 | public BSLinksetConstraints(BSScene scene, BSPrimLinkable parent) : base(scene, parent) | ||
188 | { | ||
189 | LinksetImpl = LinksetImplementation.Constraint; | ||
190 | } | ||
191 | |||
192 | private static string LogHeader = "[BULLETSIM LINKSET CONSTRAINT]"; | ||
193 | |||
194 | // When physical properties are changed the linkset needs to recalculate | ||
195 | // its internal properties. | ||
196 | // This is queued in the 'post taint' queue so the | ||
197 | // refresh will happen once after all the other taints are applied. | ||
198 | public override void Refresh(BSPrimLinkable requestor) | ||
199 | { | ||
200 | ScheduleRebuild(requestor); | ||
201 | base.Refresh(requestor); | ||
202 | |||
203 | } | ||
204 | |||
205 | private void ScheduleRebuild(BSPrimLinkable requestor) | ||
206 | { | ||
207 | DetailLog("{0},BSLinksetConstraint.ScheduleRebuild,,rebuilding={1},hasChildren={2},actuallyScheduling={3}", | ||
208 | requestor.LocalID, Rebuilding, HasAnyChildren, (!Rebuilding && HasAnyChildren)); | ||
209 | |||
210 | // When rebuilding, it is possible to set properties that would normally require a rebuild. | ||
211 | // If already rebuilding, don't request another rebuild. | ||
212 | // If a linkset with just a root prim (simple non-linked prim) don't bother rebuilding. | ||
213 | lock (this) | ||
214 | { | ||
215 | if (!RebuildScheduled) | ||
216 | { | ||
217 | if (!Rebuilding && HasAnyChildren) | ||
218 | { | ||
219 | RebuildScheduled = true; | ||
220 | // Queue to happen after all the other taint processing | ||
221 | m_physicsScene.PostTaintObject("BSLinksetContraints.Refresh", requestor.LocalID, delegate() | ||
222 | { | ||
223 | if (HasAnyChildren) | ||
224 | { | ||
225 | // Constraints that have not been changed are not rebuild but make sure | ||
226 | // the constraint of the requestor is rebuilt. | ||
227 | PhysicallyUnlinkAChildFromRoot(LinksetRoot, requestor); | ||
228 | // Rebuild the linkset and all its constraints. | ||
229 | RecomputeLinksetConstraints(); | ||
230 | } | ||
231 | RebuildScheduled = false; | ||
232 | }); | ||
233 | } | ||
234 | } | ||
235 | } | ||
236 | } | ||
237 | |||
238 | // The object is going dynamic (physical). Do any setup necessary | ||
239 | // for a dynamic linkset. | ||
240 | // Only the state of the passed object can be modified. The rest of the linkset | ||
241 | // has not yet been fully constructed. | ||
242 | // Return 'true' if any properties updated on the passed object. | ||
243 | // Called at taint-time! | ||
244 | public override bool MakeDynamic(BSPrimLinkable child) | ||
245 | { | ||
246 | bool ret = false; | ||
247 | DetailLog("{0},BSLinksetConstraints.MakeDynamic,call,IsRoot={1}", child.LocalID, IsRoot(child)); | ||
248 | if (IsRoot(child)) | ||
249 | { | ||
250 | // The root is going dynamic. Rebuild the linkset so parts and mass get computed properly. | ||
251 | Refresh(LinksetRoot); | ||
252 | } | ||
253 | return ret; | ||
254 | } | ||
255 | |||
256 | // The object is going static (non-physical). Do any setup necessary for a static linkset. | ||
257 | // Return 'true' if any properties updated on the passed object. | ||
258 | // This doesn't normally happen -- OpenSim removes the objects from the physical | ||
259 | // world if it is a static linkset. | ||
260 | // Called at taint-time! | ||
261 | public override bool MakeStatic(BSPrimLinkable child) | ||
262 | { | ||
263 | bool ret = false; | ||
264 | |||
265 | DetailLog("{0},BSLinksetConstraint.MakeStatic,call,IsRoot={1}", child.LocalID, IsRoot(child)); | ||
266 | child.ClearDisplacement(); | ||
267 | if (IsRoot(child)) | ||
268 | { | ||
269 | // Schedule a rebuild to verify that the root shape is set to the real shape. | ||
270 | Refresh(LinksetRoot); | ||
271 | } | ||
272 | return ret; | ||
273 | } | ||
274 | |||
275 | // Called at taint-time!! | ||
276 | public override void UpdateProperties(UpdatedProperties whichUpdated, BSPrimLinkable pObj) | ||
277 | { | ||
278 | // Nothing to do for constraints on property updates | ||
279 | } | ||
280 | |||
281 | // Routine called when rebuilding the body of some member of the linkset. | ||
282 | // Destroy all the constraints have have been made to root and set | ||
283 | // up to rebuild the constraints before the next simulation step. | ||
284 | // Returns 'true' of something was actually removed and would need restoring | ||
285 | // Called at taint-time!! | ||
286 | public override bool RemoveDependencies(BSPrimLinkable child) | ||
287 | { | ||
288 | bool ret = false; | ||
289 | |||
290 | DetailLog("{0},BSLinksetConstraint.RemoveDependencies,removeChildrenForRoot,rID={1},rBody={2}", | ||
291 | child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody.AddrString); | ||
292 | |||
293 | lock (m_linksetActivityLock) | ||
294 | { | ||
295 | // Just undo all the constraints for this linkset. Rebuild at the end of the step. | ||
296 | ret = PhysicallyUnlinkAllChildrenFromRoot(LinksetRoot); | ||
297 | // Cause the constraints, et al to be rebuilt before the next simulation step. | ||
298 | Refresh(LinksetRoot); | ||
299 | } | ||
300 | return ret; | ||
301 | } | ||
302 | |||
303 | // ================================================================ | ||
304 | |||
305 | // Add a new child to the linkset. | ||
306 | // Called while LinkActivity is locked. | ||
307 | protected override void AddChildToLinkset(BSPrimLinkable child) | ||
308 | { | ||
309 | if (!HasChild(child)) | ||
310 | { | ||
311 | m_children.Add(child, new BSLinkInfoConstraint(child)); | ||
312 | |||
313 | DetailLog("{0},BSLinksetConstraints.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID); | ||
314 | |||
315 | // Cause constraints and assorted properties to be recomputed before the next simulation step. | ||
316 | Refresh(LinksetRoot); | ||
317 | } | ||
318 | return; | ||
319 | } | ||
320 | |||
321 | // Remove the specified child from the linkset. | ||
322 | // Safe to call even if the child is not really in my linkset. | ||
323 | protected override void RemoveChildFromLinkset(BSPrimLinkable child, bool inTaintTime) | ||
324 | { | ||
325 | if (m_children.Remove(child)) | ||
326 | { | ||
327 | BSPrimLinkable rootx = LinksetRoot; // capture the root and body as of now | ||
328 | BSPrimLinkable childx = child; | ||
329 | |||
330 | DetailLog("{0},BSLinksetConstraints.RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}", | ||
331 | childx.LocalID, | ||
332 | rootx.LocalID, rootx.PhysBody.AddrString, | ||
333 | childx.LocalID, childx.PhysBody.AddrString); | ||
334 | |||
335 | m_physicsScene.TaintedObject(inTaintTime, childx.LocalID, "BSLinksetConstraints.RemoveChildFromLinkset", delegate() | ||
336 | { | ||
337 | PhysicallyUnlinkAChildFromRoot(rootx, childx); | ||
338 | }); | ||
339 | // See that the linkset parameters are recomputed at the end of the taint time. | ||
340 | Refresh(LinksetRoot); | ||
341 | } | ||
342 | else | ||
343 | { | ||
344 | // Non-fatal occurance. | ||
345 | // PhysicsScene.Logger.ErrorFormat("{0}: Asked to remove child from linkset that was not in linkset", LogHeader); | ||
346 | } | ||
347 | return; | ||
348 | } | ||
349 | |||
350 | // Create a constraint between me (root of linkset) and the passed prim (the child). | ||
351 | // Called at taint time! | ||
352 | private void PhysicallyLinkAChildToRoot(BSPrimLinkable rootPrim, BSPrimLinkable childPrim) | ||
353 | { | ||
354 | // Don't build the constraint when asked. Put it off until just before the simulation step. | ||
355 | Refresh(rootPrim); | ||
356 | } | ||
357 | |||
358 | // Create a static constraint between the two passed objects | ||
359 | private BSConstraint BuildConstraint(BSPrimLinkable rootPrim, BSLinkInfo li) | ||
360 | { | ||
361 | BSLinkInfoConstraint linkInfo = li as BSLinkInfoConstraint; | ||
362 | if (linkInfo == null) | ||
363 | return null; | ||
364 | |||
365 | // Zero motion for children so they don't interpolate | ||
366 | li.member.ZeroMotion(true); | ||
367 | |||
368 | BSConstraint constrain = null; | ||
369 | |||
370 | switch (linkInfo.constraintType) | ||
371 | { | ||
372 | case ConstraintType.BS_FIXED_CONSTRAINT_TYPE: | ||
373 | case ConstraintType.D6_CONSTRAINT_TYPE: | ||
374 | // Relative position normalized to the root prim | ||
375 | // Essentually a vector pointing from center of rootPrim to center of li.member | ||
376 | OMV.Vector3 childRelativePosition = linkInfo.member.Position - rootPrim.Position; | ||
377 | |||
378 | // real world coordinate of midpoint between the two objects | ||
379 | OMV.Vector3 midPoint = rootPrim.Position + (childRelativePosition / 2); | ||
380 | |||
381 | DetailLog("{0},BSLinksetConstraint.BuildConstraint,6Dof,rBody={1},cBody={2},rLoc={3},cLoc={4},midLoc={5}", | ||
382 | rootPrim.LocalID, rootPrim.PhysBody, linkInfo.member.PhysBody, | ||
383 | rootPrim.Position, linkInfo.member.Position, midPoint); | ||
384 | |||
385 | // create a constraint that allows no freedom of movement between the two objects | ||
386 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 | ||
387 | |||
388 | constrain = new BSConstraint6Dof( | ||
389 | m_physicsScene.World, rootPrim.PhysBody, linkInfo.member.PhysBody, midPoint, true, true ); | ||
390 | |||
391 | /* NOTE: below is an attempt to build constraint with full frame computation, etc. | ||
392 | * Using the midpoint is easier since it lets the Bullet code manipulate the transforms | ||
393 | * of the objects. | ||
394 | * Code left for future programmers. | ||
395 | // ================================================================================== | ||
396 | // relative position normalized to the root prim | ||
397 | OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation); | ||
398 | OMV.Vector3 childRelativePosition = (liConstraint.member.Position - rootPrim.Position) * invThisOrientation; | ||
399 | |||
400 | // relative rotation of the child to the parent | ||
401 | OMV.Quaternion childRelativeRotation = invThisOrientation * liConstraint.member.Orientation; | ||
402 | OMV.Quaternion inverseChildRelativeRotation = OMV.Quaternion.Inverse(childRelativeRotation); | ||
403 | |||
404 | DetailLog("{0},BSLinksetConstraint.PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, liConstraint.member.LocalID); | ||
405 | constrain = new BS6DofConstraint( | ||
406 | PhysicsScene.World, rootPrim.Body, liConstraint.member.Body, | ||
407 | OMV.Vector3.Zero, | ||
408 | OMV.Quaternion.Inverse(rootPrim.Orientation), | ||
409 | OMV.Vector3.Zero, | ||
410 | OMV.Quaternion.Inverse(liConstraint.member.Orientation), | ||
411 | true, | ||
412 | true | ||
413 | ); | ||
414 | // ================================================================================== | ||
415 | */ | ||
416 | |||
417 | break; | ||
418 | case ConstraintType.D6_SPRING_CONSTRAINT_TYPE: | ||
419 | constrain = new BSConstraintSpring(m_physicsScene.World, rootPrim.PhysBody, linkInfo.member.PhysBody, | ||
420 | linkInfo.frameInAloc, linkInfo.frameInArot, linkInfo.frameInBloc, linkInfo.frameInBrot, | ||
421 | linkInfo.useLinearReferenceFrameA, | ||
422 | true /*disableCollisionsBetweenLinkedBodies*/); | ||
423 | DetailLog("{0},BSLinksetConstraint.BuildConstraint,spring,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6}", | ||
424 | rootPrim.LocalID, | ||
425 | rootPrim.LocalID, rootPrim.PhysBody.AddrString, | ||
426 | linkInfo.member.LocalID, linkInfo.member.PhysBody.AddrString, | ||
427 | rootPrim.Position, linkInfo.member.Position); | ||
428 | |||
429 | break; | ||
430 | default: | ||
431 | break; | ||
432 | } | ||
433 | |||
434 | linkInfo.SetLinkParameters(constrain); | ||
435 | |||
436 | m_physicsScene.Constraints.AddConstraint(constrain); | ||
437 | |||
438 | return constrain; | ||
439 | } | ||
440 | |||
441 | // Remove linkage between the linkset root and a particular child | ||
442 | // The root and child bodies are passed in because we need to remove the constraint between | ||
443 | // the bodies that were present at unlink time. | ||
444 | // Called at taint time! | ||
445 | private bool PhysicallyUnlinkAChildFromRoot(BSPrimLinkable rootPrim, BSPrimLinkable childPrim) | ||
446 | { | ||
447 | bool ret = false; | ||
448 | DetailLog("{0},BSLinksetConstraint.PhysicallyUnlinkAChildFromRoot,taint,root={1},rBody={2},child={3},cBody={4}", | ||
449 | rootPrim.LocalID, | ||
450 | rootPrim.LocalID, rootPrim.PhysBody.AddrString, | ||
451 | childPrim.LocalID, childPrim.PhysBody.AddrString); | ||
452 | |||
453 | // If asked to unlink root from root, just remove all the constraints | ||
454 | if (rootPrim == childPrim || childPrim == LinksetRoot) | ||
455 | { | ||
456 | PhysicallyUnlinkAllChildrenFromRoot(LinksetRoot); | ||
457 | ret = true; | ||
458 | } | ||
459 | else | ||
460 | { | ||
461 | // Find the constraint for this link and get rid of it from the overall collection and from my list | ||
462 | if (m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody, childPrim.PhysBody)) | ||
463 | { | ||
464 | // Make the child refresh its location | ||
465 | m_physicsScene.PE.PushUpdate(childPrim.PhysBody); | ||
466 | ret = true; | ||
467 | } | ||
468 | } | ||
469 | |||
470 | return ret; | ||
471 | } | ||
472 | |||
473 | // Remove linkage between myself and any possible children I might have. | ||
474 | // Returns 'true' of any constraints were destroyed. | ||
475 | // Called at taint time! | ||
476 | private bool PhysicallyUnlinkAllChildrenFromRoot(BSPrimLinkable rootPrim) | ||
477 | { | ||
478 | DetailLog("{0},BSLinksetConstraint.PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID); | ||
479 | |||
480 | return m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody); | ||
481 | } | ||
482 | |||
483 | // Call each of the constraints that make up this linkset and recompute the | ||
484 | // various transforms and variables. Create constraints of not created yet. | ||
485 | // Called before the simulation step to make sure the constraint based linkset | ||
486 | // is all initialized. | ||
487 | // Called at taint time!! | ||
488 | private void RecomputeLinksetConstraints() | ||
489 | { | ||
490 | float linksetMass = LinksetMass; | ||
491 | LinksetRoot.UpdatePhysicalMassProperties(linksetMass, true); | ||
492 | |||
493 | DetailLog("{0},BSLinksetConstraint.RecomputeLinksetConstraints,set,rBody={1},linksetMass={2}", | ||
494 | LinksetRoot.LocalID, LinksetRoot.PhysBody.AddrString, linksetMass); | ||
495 | |||
496 | try | ||
497 | { | ||
498 | Rebuilding = true; | ||
499 | |||
500 | // There is no reason to build all this physical stuff for a non-physical linkset. | ||
501 | if (!LinksetRoot.IsPhysicallyActive || !HasAnyChildren) | ||
502 | { | ||
503 | DetailLog("{0},BSLinksetConstraint.RecomputeLinksetCompound,notPhysicalOrNoChildren", LinksetRoot.LocalID); | ||
504 | return; // Note the 'finally' clause at the botton which will get executed. | ||
505 | } | ||
506 | |||
507 | ForEachLinkInfo((li) => | ||
508 | { | ||
509 | // A child in the linkset physically shows the mass of the whole linkset. | ||
510 | // This allows Bullet to apply enough force on the child to move the whole linkset. | ||
511 | // (Also do the mass stuff before recomputing the constraint so mass is not zero.) | ||
512 | li.member.UpdatePhysicalMassProperties(linksetMass, true); | ||
513 | |||
514 | BSConstraint constrain; | ||
515 | if (!m_physicsScene.Constraints.TryGetConstraint(LinksetRoot.PhysBody, li.member.PhysBody, out constrain)) | ||
516 | { | ||
517 | // If constraint doesn't exist yet, create it. | ||
518 | constrain = BuildConstraint(LinksetRoot, li); | ||
519 | } | ||
520 | li.SetLinkParameters(constrain); | ||
521 | constrain.RecomputeConstraintVariables(linksetMass); | ||
522 | |||
523 | // PhysicsScene.PE.DumpConstraint(PhysicsScene.World, constrain.Constraint); // DEBUG DEBUG | ||
524 | return false; // 'false' says to keep processing other members | ||
525 | }); | ||
526 | } | ||
527 | finally | ||
528 | { | ||
529 | Rebuilding = false; | ||
530 | } | ||
531 | } | ||
532 | |||
533 | #region Extension | ||
534 | public override object Extension(string pFunct, params object[] pParams) | ||
535 | { | ||
536 | object ret = null; | ||
537 | switch (pFunct) | ||
538 | { | ||
539 | // pParams = [ BSPhysObject root, BSPhysObject child, integer linkType ] | ||
540 | case ExtendedPhysics.PhysFunctChangeLinkType: | ||
541 | if (pParams.Length > 2) | ||
542 | { | ||
543 | int requestedType = (int)pParams[2]; | ||
544 | DetailLog("{0},BSLinksetConstraint.ChangeLinkType,requestedType={1}", LinksetRoot.LocalID, requestedType); | ||
545 | if (requestedType == (int)ConstraintType.BS_FIXED_CONSTRAINT_TYPE | ||
546 | || requestedType == (int)ConstraintType.D6_CONSTRAINT_TYPE | ||
547 | || requestedType == (int)ConstraintType.D6_SPRING_CONSTRAINT_TYPE | ||
548 | || requestedType == (int)ConstraintType.HINGE_CONSTRAINT_TYPE | ||
549 | || requestedType == (int)ConstraintType.CONETWIST_CONSTRAINT_TYPE | ||
550 | || requestedType == (int)ConstraintType.SLIDER_CONSTRAINT_TYPE) | ||
551 | { | ||
552 | BSPrimLinkable child = pParams[1] as BSPrimLinkable; | ||
553 | if (child != null) | ||
554 | { | ||
555 | DetailLog("{0},BSLinksetConstraint.ChangeLinkType,rootID={1},childID={2},type={3}", | ||
556 | LinksetRoot.LocalID, LinksetRoot.LocalID, child.LocalID, requestedType); | ||
557 | m_physicsScene.TaintedObject(child.LocalID, "BSLinksetConstraint.PhysFunctChangeLinkType", delegate() | ||
558 | { | ||
559 | // Pick up all the constraints currently created. | ||
560 | RemoveDependencies(child); | ||
561 | |||
562 | BSLinkInfo linkInfo = null; | ||
563 | if (TryGetLinkInfo(child, out linkInfo)) | ||
564 | { | ||
565 | BSLinkInfoConstraint linkInfoC = linkInfo as BSLinkInfoConstraint; | ||
566 | if (linkInfoC != null) | ||
567 | { | ||
568 | linkInfoC.constraintType = (ConstraintType)requestedType; | ||
569 | ret = (object)true; | ||
570 | DetailLog("{0},BSLinksetConstraint.ChangeLinkType,link={1},type={2}", | ||
571 | linkInfo.member.LocalID, linkInfo.member.LocalID, linkInfoC.constraintType); | ||
572 | } | ||
573 | else | ||
574 | { | ||
575 | DetailLog("{0},BSLinksetConstraint.ChangeLinkType,linkInfoNotConstraint,childID={1}", LinksetRoot.LocalID, child.LocalID); | ||
576 | } | ||
577 | } | ||
578 | else | ||
579 | { | ||
580 | DetailLog("{0},BSLinksetConstraint.ChangeLinkType,noLinkInfoForChild,childID={1}", LinksetRoot.LocalID, child.LocalID); | ||
581 | } | ||
582 | // Cause the whole linkset to be rebuilt in post-taint time. | ||
583 | Refresh(child); | ||
584 | }); | ||
585 | } | ||
586 | else | ||
587 | { | ||
588 | DetailLog("{0},BSLinksetConstraint.SetLinkType,childNotBSPrimLinkable", LinksetRoot.LocalID); | ||
589 | } | ||
590 | } | ||
591 | else | ||
592 | { | ||
593 | DetailLog("{0},BSLinksetConstraint.SetLinkType,illegalRequestedType,reqested={1},spring={2}", | ||
594 | LinksetRoot.LocalID, requestedType, ((int)ConstraintType.D6_SPRING_CONSTRAINT_TYPE)); | ||
595 | } | ||
596 | } | ||
597 | break; | ||
598 | // pParams = [ BSPhysObject root, BSPhysObject child ] | ||
599 | case ExtendedPhysics.PhysFunctGetLinkType: | ||
600 | if (pParams.Length > 0) | ||
601 | { | ||
602 | BSPrimLinkable child = pParams[1] as BSPrimLinkable; | ||
603 | if (child != null) | ||
604 | { | ||
605 | BSLinkInfo linkInfo = null; | ||
606 | if (TryGetLinkInfo(child, out linkInfo)) | ||
607 | { | ||
608 | BSLinkInfoConstraint linkInfoC = linkInfo as BSLinkInfoConstraint; | ||
609 | if (linkInfoC != null) | ||
610 | { | ||
611 | ret = (object)(int)linkInfoC.constraintType; | ||
612 | DetailLog("{0},BSLinksetConstraint.GetLinkType,link={1},type={2}", | ||
613 | linkInfo.member.LocalID, linkInfo.member.LocalID, linkInfoC.constraintType); | ||
614 | |||
615 | } | ||
616 | } | ||
617 | } | ||
618 | } | ||
619 | break; | ||
620 | // pParams = [ BSPhysObject root, BSPhysObject child, int op, object opParams, int op, object opParams, ... ] | ||
621 | case ExtendedPhysics.PhysFunctChangeLinkParams: | ||
622 | // There should be two parameters: the childActor and a list of parameters to set | ||
623 | if (pParams.Length > 2) | ||
624 | { | ||
625 | BSPrimLinkable child = pParams[1] as BSPrimLinkable; | ||
626 | BSLinkInfo baseLinkInfo = null; | ||
627 | if (TryGetLinkInfo(child, out baseLinkInfo)) | ||
628 | { | ||
629 | BSLinkInfoConstraint linkInfo = baseLinkInfo as BSLinkInfoConstraint; | ||
630 | if (linkInfo != null) | ||
631 | { | ||
632 | int valueInt; | ||
633 | float valueFloat; | ||
634 | bool valueBool; | ||
635 | OMV.Vector3 valueVector; | ||
636 | OMV.Vector3 valueVector2; | ||
637 | OMV.Quaternion valueQuaternion; | ||
638 | int axisLow, axisHigh; | ||
639 | |||
640 | int opIndex = 2; | ||
641 | while (opIndex < pParams.Length) | ||
642 | { | ||
643 | int thisOp = 0; | ||
644 | string errMsg = ""; | ||
645 | try | ||
646 | { | ||
647 | thisOp = (int)pParams[opIndex]; | ||
648 | DetailLog("{0},BSLinksetConstraint.ChangeLinkParams2,op={1},val={2}", | ||
649 | linkInfo.member.LocalID, thisOp, pParams[opIndex + 1]); | ||
650 | switch (thisOp) | ||
651 | { | ||
652 | case ExtendedPhysics.PHYS_PARAM_LINK_TYPE: | ||
653 | valueInt = (int)pParams[opIndex + 1]; | ||
654 | ConstraintType valueType = (ConstraintType)valueInt; | ||
655 | if (valueType == ConstraintType.BS_FIXED_CONSTRAINT_TYPE | ||
656 | || valueType == ConstraintType.D6_CONSTRAINT_TYPE | ||
657 | || valueType == ConstraintType.D6_SPRING_CONSTRAINT_TYPE | ||
658 | || valueType == ConstraintType.HINGE_CONSTRAINT_TYPE | ||
659 | || valueType == ConstraintType.CONETWIST_CONSTRAINT_TYPE | ||
660 | || valueType == ConstraintType.SLIDER_CONSTRAINT_TYPE) | ||
661 | { | ||
662 | linkInfo.constraintType = valueType; | ||
663 | } | ||
664 | opIndex += 2; | ||
665 | break; | ||
666 | case ExtendedPhysics.PHYS_PARAM_FRAMEINA_LOC: | ||
667 | errMsg = "PHYS_PARAM_FRAMEINA_LOC takes one parameter of type vector"; | ||
668 | valueVector = (OMV.Vector3)pParams[opIndex + 1]; | ||
669 | linkInfo.frameInAloc = valueVector; | ||
670 | opIndex += 2; | ||
671 | break; | ||
672 | case ExtendedPhysics.PHYS_PARAM_FRAMEINA_ROT: | ||
673 | errMsg = "PHYS_PARAM_FRAMEINA_ROT takes one parameter of type rotation"; | ||
674 | valueQuaternion = (OMV.Quaternion)pParams[opIndex + 1]; | ||
675 | linkInfo.frameInArot = valueQuaternion; | ||
676 | opIndex += 2; | ||
677 | break; | ||
678 | case ExtendedPhysics.PHYS_PARAM_FRAMEINB_LOC: | ||
679 | errMsg = "PHYS_PARAM_FRAMEINB_LOC takes one parameter of type vector"; | ||
680 | valueVector = (OMV.Vector3)pParams[opIndex + 1]; | ||
681 | linkInfo.frameInBloc = valueVector; | ||
682 | opIndex += 2; | ||
683 | break; | ||
684 | case ExtendedPhysics.PHYS_PARAM_FRAMEINB_ROT: | ||
685 | errMsg = "PHYS_PARAM_FRAMEINB_ROT takes one parameter of type rotation"; | ||
686 | valueQuaternion = (OMV.Quaternion)pParams[opIndex + 1]; | ||
687 | linkInfo.frameInBrot = valueQuaternion; | ||
688 | opIndex += 2; | ||
689 | break; | ||
690 | case ExtendedPhysics.PHYS_PARAM_LINEAR_LIMIT_LOW: | ||
691 | errMsg = "PHYS_PARAM_LINEAR_LIMIT_LOW takes one parameter of type vector"; | ||
692 | valueVector = (OMV.Vector3)pParams[opIndex + 1]; | ||
693 | linkInfo.linearLimitLow = valueVector; | ||
694 | opIndex += 2; | ||
695 | break; | ||
696 | case ExtendedPhysics.PHYS_PARAM_LINEAR_LIMIT_HIGH: | ||
697 | errMsg = "PHYS_PARAM_LINEAR_LIMIT_HIGH takes one parameter of type vector"; | ||
698 | valueVector = (OMV.Vector3)pParams[opIndex + 1]; | ||
699 | linkInfo.linearLimitHigh = valueVector; | ||
700 | opIndex += 2; | ||
701 | break; | ||
702 | case ExtendedPhysics.PHYS_PARAM_ANGULAR_LIMIT_LOW: | ||
703 | errMsg = "PHYS_PARAM_ANGULAR_LIMIT_LOW takes one parameter of type vector"; | ||
704 | valueVector = (OMV.Vector3)pParams[opIndex + 1]; | ||
705 | linkInfo.angularLimitLow = valueVector; | ||
706 | opIndex += 2; | ||
707 | break; | ||
708 | case ExtendedPhysics.PHYS_PARAM_ANGULAR_LIMIT_HIGH: | ||
709 | errMsg = "PHYS_PARAM_ANGULAR_LIMIT_HIGH takes one parameter of type vector"; | ||
710 | valueVector = (OMV.Vector3)pParams[opIndex + 1]; | ||
711 | linkInfo.angularLimitHigh = valueVector; | ||
712 | opIndex += 2; | ||
713 | break; | ||
714 | case ExtendedPhysics.PHYS_PARAM_USE_FRAME_OFFSET: | ||
715 | errMsg = "PHYS_PARAM_USE_FRAME_OFFSET takes one parameter of type integer (bool)"; | ||
716 | valueBool = ((int)pParams[opIndex + 1]) != 0; | ||
717 | linkInfo.useFrameOffset = valueBool; | ||
718 | opIndex += 2; | ||
719 | break; | ||
720 | case ExtendedPhysics.PHYS_PARAM_ENABLE_TRANSMOTOR: | ||
721 | errMsg = "PHYS_PARAM_ENABLE_TRANSMOTOR takes one parameter of type integer (bool)"; | ||
722 | valueBool = ((int)pParams[opIndex + 1]) != 0; | ||
723 | linkInfo.enableTransMotor = valueBool; | ||
724 | opIndex += 2; | ||
725 | break; | ||
726 | case ExtendedPhysics.PHYS_PARAM_TRANSMOTOR_MAXVEL: | ||
727 | errMsg = "PHYS_PARAM_TRANSMOTOR_MAXVEL takes one parameter of type float"; | ||
728 | valueFloat = (float)pParams[opIndex + 1]; | ||
729 | linkInfo.transMotorMaxVel = valueFloat; | ||
730 | opIndex += 2; | ||
731 | break; | ||
732 | case ExtendedPhysics.PHYS_PARAM_TRANSMOTOR_MAXFORCE: | ||
733 | errMsg = "PHYS_PARAM_TRANSMOTOR_MAXFORCE takes one parameter of type float"; | ||
734 | valueFloat = (float)pParams[opIndex + 1]; | ||
735 | linkInfo.transMotorMaxForce = valueFloat; | ||
736 | opIndex += 2; | ||
737 | break; | ||
738 | case ExtendedPhysics.PHYS_PARAM_CFM: | ||
739 | errMsg = "PHYS_PARAM_CFM takes one parameter of type float"; | ||
740 | valueFloat = (float)pParams[opIndex + 1]; | ||
741 | linkInfo.cfm = valueFloat; | ||
742 | opIndex += 2; | ||
743 | break; | ||
744 | case ExtendedPhysics.PHYS_PARAM_ERP: | ||
745 | errMsg = "PHYS_PARAM_ERP takes one parameter of type float"; | ||
746 | valueFloat = (float)pParams[opIndex + 1]; | ||
747 | linkInfo.erp = valueFloat; | ||
748 | opIndex += 2; | ||
749 | break; | ||
750 | case ExtendedPhysics.PHYS_PARAM_SOLVER_ITERATIONS: | ||
751 | errMsg = "PHYS_PARAM_SOLVER_ITERATIONS takes one parameter of type float"; | ||
752 | valueFloat = (float)pParams[opIndex + 1]; | ||
753 | linkInfo.solverIterations = valueFloat; | ||
754 | opIndex += 2; | ||
755 | break; | ||
756 | case ExtendedPhysics.PHYS_PARAM_SPRING_AXIS_ENABLE: | ||
757 | errMsg = "PHYS_PARAM_SPRING_AXIS_ENABLE takes two parameters of types integer and integer (bool)"; | ||
758 | valueInt = (int)pParams[opIndex + 1]; | ||
759 | valueBool = ((int)pParams[opIndex + 2]) != 0; | ||
760 | GetAxisRange(valueInt, out axisLow, out axisHigh); | ||
761 | for (int ii = axisLow; ii <= axisHigh; ii++) | ||
762 | linkInfo.springAxisEnable[ii] = valueBool; | ||
763 | opIndex += 3; | ||
764 | break; | ||
765 | case ExtendedPhysics.PHYS_PARAM_SPRING_DAMPING: | ||
766 | errMsg = "PHYS_PARAM_SPRING_DAMPING takes two parameters of types integer and float"; | ||
767 | valueInt = (int)pParams[opIndex + 1]; | ||
768 | valueFloat = (float)pParams[opIndex + 2]; | ||
769 | GetAxisRange(valueInt, out axisLow, out axisHigh); | ||
770 | for (int ii = axisLow; ii <= axisHigh; ii++) | ||
771 | linkInfo.springDamping[ii] = valueFloat; | ||
772 | opIndex += 3; | ||
773 | break; | ||
774 | case ExtendedPhysics.PHYS_PARAM_SPRING_STIFFNESS: | ||
775 | errMsg = "PHYS_PARAM_SPRING_STIFFNESS takes two parameters of types integer and float"; | ||
776 | valueInt = (int)pParams[opIndex + 1]; | ||
777 | valueFloat = (float)pParams[opIndex + 2]; | ||
778 | GetAxisRange(valueInt, out axisLow, out axisHigh); | ||
779 | for (int ii = axisLow; ii <= axisHigh; ii++) | ||
780 | linkInfo.springStiffness[ii] = valueFloat; | ||
781 | opIndex += 3; | ||
782 | break; | ||
783 | case ExtendedPhysics.PHYS_PARAM_SPRING_EQUILIBRIUM_POINT: | ||
784 | errMsg = "PHYS_PARAM_SPRING_EQUILIBRIUM_POINT takes two parameters of type vector"; | ||
785 | valueVector = (OMV.Vector3)pParams[opIndex + 1]; | ||
786 | valueVector2 = (OMV.Vector3)pParams[opIndex + 2]; | ||
787 | linkInfo.springLinearEquilibriumPoint = valueVector; | ||
788 | linkInfo.springAngularEquilibriumPoint = valueVector2; | ||
789 | opIndex += 3; | ||
790 | break; | ||
791 | case ExtendedPhysics.PHYS_PARAM_USE_LINEAR_FRAMEA: | ||
792 | errMsg = "PHYS_PARAM_USE_LINEAR_FRAMEA takes one parameter of type integer (bool)"; | ||
793 | valueBool = ((int)pParams[opIndex + 1]) != 0; | ||
794 | linkInfo.useLinearReferenceFrameA = valueBool; | ||
795 | opIndex += 2; | ||
796 | break; | ||
797 | default: | ||
798 | break; | ||
799 | } | ||
800 | } | ||
801 | catch (InvalidCastException e) | ||
802 | { | ||
803 | m_physicsScene.Logger.WarnFormat("{0} value of wrong type in physSetLinksetParams: {1}, err={2}", | ||
804 | LogHeader, errMsg, e); | ||
805 | } | ||
806 | catch (Exception e) | ||
807 | { | ||
808 | m_physicsScene.Logger.WarnFormat("{0} bad parameters in physSetLinksetParams: {1}", LogHeader, e); | ||
809 | } | ||
810 | } | ||
811 | } | ||
812 | // Something changed so a rebuild is in order | ||
813 | Refresh(child); | ||
814 | } | ||
815 | } | ||
816 | break; | ||
817 | default: | ||
818 | ret = base.Extension(pFunct, pParams); | ||
819 | break; | ||
820 | } | ||
821 | return ret; | ||
822 | } | ||
823 | |||
824 | // Bullet constraints keep some limit parameters for each linear and angular axis. | ||
825 | // Setting same is easier if there is an easy way to see all or types. | ||
826 | // This routine returns the array limits for the set of axis. | ||
827 | private void GetAxisRange(int rangeSpec, out int low, out int high) | ||
828 | { | ||
829 | switch (rangeSpec) | ||
830 | { | ||
831 | case ExtendedPhysics.PHYS_AXIS_LINEAR_ALL: | ||
832 | low = 0; | ||
833 | high = 2; | ||
834 | break; | ||
835 | case ExtendedPhysics.PHYS_AXIS_ANGULAR_ALL: | ||
836 | low = 3; | ||
837 | high = 5; | ||
838 | break; | ||
839 | case ExtendedPhysics.PHYS_AXIS_ALL: | ||
840 | low = 0; | ||
841 | high = 5; | ||
842 | break; | ||
843 | default: | ||
844 | low = high = rangeSpec; | ||
845 | break; | ||
846 | } | ||
847 | return; | ||
848 | } | ||
849 | #endregion // Extension | ||
850 | |||
851 | } | ||
852 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSMaterials.cs b/OpenSim/Region/PhysicsModules/BulletS/BSMaterials.cs index 92d62ff..0e44d03 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSMaterials.cs +++ b/OpenSim/Region/PhysicsModules/BulletS/BSMaterials.cs | |||
@@ -30,7 +30,7 @@ using System.Text; | |||
30 | using System.Reflection; | 30 | using System.Reflection; |
31 | using Nini.Config; | 31 | using Nini.Config; |
32 | 32 | ||
33 | namespace OpenSim.Region.Physics.BulletSPlugin | 33 | namespace OpenSim.Region.PhysicsModule.BulletS |
34 | { | 34 | { |
35 | 35 | ||
36 | public struct MaterialAttributes | 36 | public struct MaterialAttributes |
@@ -180,11 +180,14 @@ public static class BSMaterials | |||
180 | // Use reflection to set the value in the attribute structure. | 180 | // Use reflection to set the value in the attribute structure. |
181 | private static void SetAttributeValue(int matType, string attribName, float val) | 181 | private static void SetAttributeValue(int matType, string attribName, float val) |
182 | { | 182 | { |
183 | // Get the current attribute values for this material | ||
183 | MaterialAttributes thisAttrib = Attributes[matType]; | 184 | MaterialAttributes thisAttrib = Attributes[matType]; |
185 | // Find the field for the passed attribute name (eg, find field named 'friction') | ||
184 | FieldInfo fieldInfo = thisAttrib.GetType().GetField(attribName.ToLower()); | 186 | FieldInfo fieldInfo = thisAttrib.GetType().GetField(attribName.ToLower()); |
185 | if (fieldInfo != null) | 187 | if (fieldInfo != null) |
186 | { | 188 | { |
187 | fieldInfo.SetValue(thisAttrib, val); | 189 | fieldInfo.SetValue(thisAttrib, val); |
190 | // Copy new attributes back to array -- since MaterialAttributes is 'struct', passed by value, not reference. | ||
188 | Attributes[matType] = thisAttrib; | 191 | Attributes[matType] = thisAttrib; |
189 | } | 192 | } |
190 | } | 193 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs b/OpenSim/Region/PhysicsModules/BulletS/BSMotors.cs index 817a5f7..2faf2d4 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs +++ b/OpenSim/Region/PhysicsModules/BulletS/BSMotors.cs | |||
@@ -31,7 +31,7 @@ using System.Text; | |||
31 | using OpenMetaverse; | 31 | using OpenMetaverse; |
32 | using OpenSim.Framework; | 32 | using OpenSim.Framework; |
33 | 33 | ||
34 | namespace OpenSim.Region.Physics.BulletSPlugin | 34 | namespace OpenSim.Region.PhysicsModule.BulletS |
35 | { | 35 | { |
36 | public abstract class BSMotor | 36 | public abstract class BSMotor |
37 | { | 37 | { |
@@ -59,22 +59,17 @@ public abstract class BSMotor | |||
59 | { | 59 | { |
60 | if (PhysicsScene != null) | 60 | if (PhysicsScene != null) |
61 | { | 61 | { |
62 | if (PhysicsScene.VehicleLoggingEnabled) | 62 | PhysicsScene.DetailLog(msg, parms); |
63 | { | ||
64 | PhysicsScene.DetailLog(msg, parms); | ||
65 | } | ||
66 | } | 63 | } |
67 | } | 64 | } |
68 | } | 65 | } |
69 | 66 | ||
70 | // Motor which moves CurrentValue to TargetValue over TimeScale seconds. | 67 | // Motor which moves CurrentValue to TargetValue over TimeScale seconds. |
71 | // The TargetValue decays in TargetValueDecayTimeScale and | 68 | // The TargetValue decays in TargetValueDecayTimeScale. |
72 | // the CurrentValue will be held back by FrictionTimeScale. | ||
73 | // This motor will "zero itself" over time in that the targetValue will | 69 | // This motor will "zero itself" over time in that the targetValue will |
74 | // decay to zero and the currentValue will follow it to that zero. | 70 | // decay to zero and the currentValue will follow it to that zero. |
75 | // The overall effect is for the returned correction value to go from large | 71 | // The overall effect is for the returned correction value to go from large |
76 | // values (the total difference between current and target minus friction) | 72 | // values to small and eventually zero values. |
77 | // to small and eventually zero values. | ||
78 | // TimeScale and TargetDelayTimeScale may be 'infinite' which means no decay. | 73 | // TimeScale and TargetDelayTimeScale may be 'infinite' which means no decay. |
79 | 74 | ||
80 | // For instance, if something is moving at speed X and the desired speed is Y, | 75 | // For instance, if something is moving at speed X and the desired speed is Y, |
@@ -91,7 +86,6 @@ public class BSVMotor : BSMotor | |||
91 | 86 | ||
92 | public virtual float TimeScale { get; set; } | 87 | public virtual float TimeScale { get; set; } |
93 | public virtual float TargetValueDecayTimeScale { get; set; } | 88 | public virtual float TargetValueDecayTimeScale { get; set; } |
94 | public virtual Vector3 FrictionTimescale { get; set; } | ||
95 | public virtual float Efficiency { get; set; } | 89 | public virtual float Efficiency { get; set; } |
96 | 90 | ||
97 | public virtual float ErrorZeroThreshold { get; set; } | 91 | public virtual float ErrorZeroThreshold { get; set; } |
@@ -100,10 +94,13 @@ public class BSVMotor : BSMotor | |||
100 | public virtual Vector3 CurrentValue { get; protected set; } | 94 | public virtual Vector3 CurrentValue { get; protected set; } |
101 | public virtual Vector3 LastError { get; protected set; } | 95 | public virtual Vector3 LastError { get; protected set; } |
102 | 96 | ||
103 | public virtual bool ErrorIsZero | 97 | public virtual bool ErrorIsZero() |
104 | { get { | 98 | { |
105 | return (LastError == Vector3.Zero || LastError.LengthSquared() <= ErrorZeroThreshold); | 99 | return ErrorIsZero(LastError); |
106 | } | 100 | } |
101 | public virtual bool ErrorIsZero(Vector3 err) | ||
102 | { | ||
103 | return (err == Vector3.Zero || err.ApproxEquals(Vector3.Zero, ErrorZeroThreshold)); | ||
107 | } | 104 | } |
108 | 105 | ||
109 | public BSVMotor(string useName) | 106 | public BSVMotor(string useName) |
@@ -111,16 +108,14 @@ public class BSVMotor : BSMotor | |||
111 | { | 108 | { |
112 | TimeScale = TargetValueDecayTimeScale = BSMotor.Infinite; | 109 | TimeScale = TargetValueDecayTimeScale = BSMotor.Infinite; |
113 | Efficiency = 1f; | 110 | Efficiency = 1f; |
114 | FrictionTimescale = BSMotor.InfiniteVector; | ||
115 | CurrentValue = TargetValue = Vector3.Zero; | 111 | CurrentValue = TargetValue = Vector3.Zero; |
116 | ErrorZeroThreshold = 0.001f; | 112 | ErrorZeroThreshold = 0.001f; |
117 | } | 113 | } |
118 | public BSVMotor(string useName, float timeScale, float decayTimeScale, Vector3 frictionTimeScale, float efficiency) | 114 | public BSVMotor(string useName, float timeScale, float decayTimeScale, float efficiency) |
119 | : this(useName) | 115 | : this(useName) |
120 | { | 116 | { |
121 | TimeScale = timeScale; | 117 | TimeScale = timeScale; |
122 | TargetValueDecayTimeScale = decayTimeScale; | 118 | TargetValueDecayTimeScale = decayTimeScale; |
123 | FrictionTimescale = frictionTimeScale; | ||
124 | Efficiency = efficiency; | 119 | Efficiency = efficiency; |
125 | CurrentValue = TargetValue = Vector3.Zero; | 120 | CurrentValue = TargetValue = Vector3.Zero; |
126 | } | 121 | } |
@@ -138,7 +133,8 @@ public class BSVMotor : BSMotor | |||
138 | CurrentValue = TargetValue = Vector3.Zero; | 133 | CurrentValue = TargetValue = Vector3.Zero; |
139 | } | 134 | } |
140 | 135 | ||
141 | // Compute the next step and return the new current value | 136 | // Compute the next step and return the new current value. |
137 | // Returns the correction needed to move 'current' to 'target'. | ||
142 | public virtual Vector3 Step(float timeStep) | 138 | public virtual Vector3 Step(float timeStep) |
143 | { | 139 | { |
144 | if (!Enabled) return TargetValue; | 140 | if (!Enabled) return TargetValue; |
@@ -148,9 +144,9 @@ public class BSVMotor : BSMotor | |||
148 | 144 | ||
149 | Vector3 correction = Vector3.Zero; | 145 | Vector3 correction = Vector3.Zero; |
150 | Vector3 error = TargetValue - CurrentValue; | 146 | Vector3 error = TargetValue - CurrentValue; |
151 | if (!error.ApproxEquals(Vector3.Zero, ErrorZeroThreshold)) | 147 | if (!ErrorIsZero(error)) |
152 | { | 148 | { |
153 | correction = Step(timeStep, error); | 149 | correction = StepError(timeStep, error); |
154 | 150 | ||
155 | CurrentValue += correction; | 151 | CurrentValue += correction; |
156 | 152 | ||
@@ -163,44 +159,43 @@ public class BSVMotor : BSMotor | |||
163 | TargetValue *= (1f - decayFactor); | 159 | TargetValue *= (1f - decayFactor); |
164 | } | 160 | } |
165 | 161 | ||
166 | // The amount we can correct the error is reduced by the friction | ||
167 | Vector3 frictionFactor = Vector3.Zero; | ||
168 | if (FrictionTimescale != BSMotor.InfiniteVector) | ||
169 | { | ||
170 | // frictionFactor = (Vector3.One / FrictionTimescale) * timeStep; | ||
171 | // Individual friction components can be 'infinite' so compute each separately. | ||
172 | frictionFactor.X = (FrictionTimescale.X == BSMotor.Infinite) ? 0f : (1f / FrictionTimescale.X); | ||
173 | frictionFactor.Y = (FrictionTimescale.Y == BSMotor.Infinite) ? 0f : (1f / FrictionTimescale.Y); | ||
174 | frictionFactor.Z = (FrictionTimescale.Z == BSMotor.Infinite) ? 0f : (1f / FrictionTimescale.Z); | ||
175 | frictionFactor *= timeStep; | ||
176 | CurrentValue *= (Vector3.One - frictionFactor); | ||
177 | } | ||
178 | |||
179 | MDetailLog("{0}, BSVMotor.Step,nonZero,{1},origCurr={2},origTarget={3},timeStep={4},err={5},corr={6}", | 162 | MDetailLog("{0}, BSVMotor.Step,nonZero,{1},origCurr={2},origTarget={3},timeStep={4},err={5},corr={6}", |
180 | BSScene.DetailLogZero, UseName, origCurrVal, origTarget, | 163 | BSScene.DetailLogZero, UseName, origCurrVal, origTarget, |
181 | timeStep, error, correction); | 164 | timeStep, error, correction); |
182 | MDetailLog("{0}, BSVMotor.Step,nonZero,{1},tgtDecayTS={2},decayFact={3},frictTS={4},frictFact={5},tgt={6},curr={7}", | 165 | MDetailLog("{0}, BSVMotor.Step,nonZero,{1},tgtDecayTS={2},decayFact={3},tgt={4},curr={5}", |
183 | BSScene.DetailLogZero, UseName, | 166 | BSScene.DetailLogZero, UseName, TargetValueDecayTimeScale, decayFactor, TargetValue, CurrentValue); |
184 | TargetValueDecayTimeScale, decayFactor, FrictionTimescale, frictionFactor, | ||
185 | TargetValue, CurrentValue); | ||
186 | } | 167 | } |
187 | else | 168 | else |
188 | { | 169 | { |
189 | // Difference between what we have and target is small. Motor is done. | 170 | // Difference between what we have and target is small. Motor is done. |
171 | if (TargetValue.ApproxEquals(Vector3.Zero, ErrorZeroThreshold)) | ||
172 | { | ||
173 | // The target can step down to nearly zero but not get there. If close to zero | ||
174 | // it is really zero. | ||
175 | TargetValue = Vector3.Zero; | ||
176 | } | ||
190 | CurrentValue = TargetValue; | 177 | CurrentValue = TargetValue; |
191 | MDetailLog("{0}, BSVMotor.Step,zero,{1},origTgt={2},origCurr={3},ret={4}", | 178 | MDetailLog("{0}, BSVMotor.Step,zero,{1},origTgt={2},origCurr={3},currTgt={4},currCurr={5}", |
192 | BSScene.DetailLogZero, UseName, origCurrVal, origTarget, CurrentValue); | 179 | BSScene.DetailLogZero, UseName, origCurrVal, origTarget, TargetValue, CurrentValue); |
193 | } | 180 | } |
181 | LastError = error; | ||
194 | 182 | ||
195 | return CurrentValue; | 183 | return correction; |
184 | } | ||
185 | // version of step that sets the current value before doing the step | ||
186 | public virtual Vector3 Step(float timeStep, Vector3 current) | ||
187 | { | ||
188 | CurrentValue = current; | ||
189 | return Step(timeStep); | ||
196 | } | 190 | } |
197 | public virtual Vector3 Step(float timeStep, Vector3 error) | 191 | // Given and error, computer a correction for this step. |
192 | // Simple scaling of the error by the timestep. | ||
193 | public virtual Vector3 StepError(float timeStep, Vector3 error) | ||
198 | { | 194 | { |
199 | if (!Enabled) return Vector3.Zero; | 195 | if (!Enabled) return Vector3.Zero; |
200 | 196 | ||
201 | LastError = error; | ||
202 | Vector3 returnCorrection = Vector3.Zero; | 197 | Vector3 returnCorrection = Vector3.Zero; |
203 | if (!error.ApproxEquals(Vector3.Zero, ErrorZeroThreshold)) | 198 | if (!ErrorIsZero(error)) |
204 | { | 199 | { |
205 | // correction = error / secondsItShouldTakeToCorrect | 200 | // correction = error / secondsItShouldTakeToCorrect |
206 | Vector3 correctionAmount; | 201 | Vector3 correctionAmount; |
@@ -222,57 +217,155 @@ public class BSVMotor : BSMotor | |||
222 | // maximum number of outputs to generate. | 217 | // maximum number of outputs to generate. |
223 | int maxOutput = 50; | 218 | int maxOutput = 50; |
224 | MDetailLog("{0},BSVMotor.Test,{1},===================================== BEGIN Test Output", BSScene.DetailLogZero, UseName); | 219 | MDetailLog("{0},BSVMotor.Test,{1},===================================== BEGIN Test Output", BSScene.DetailLogZero, UseName); |
225 | MDetailLog("{0},BSVMotor.Test,{1},timeScale={2},targDlyTS={3},frictTS={4},eff={5},curr={6},tgt={7}", | 220 | MDetailLog("{0},BSVMotor.Test,{1},timeScale={2},targDlyTS={3},eff={4},curr={5},tgt={6}", |
226 | BSScene.DetailLogZero, UseName, | 221 | BSScene.DetailLogZero, UseName, |
227 | TimeScale, TargetValueDecayTimeScale, FrictionTimescale, Efficiency, | 222 | TimeScale, TargetValueDecayTimeScale, Efficiency, |
228 | CurrentValue, TargetValue); | 223 | CurrentValue, TargetValue); |
229 | 224 | ||
230 | LastError = BSMotor.InfiniteVector; | 225 | LastError = BSMotor.InfiniteVector; |
231 | while (maxOutput-- > 0 && !LastError.ApproxEquals(Vector3.Zero, ErrorZeroThreshold)) | 226 | while (maxOutput-- > 0 && !ErrorIsZero()) |
232 | { | 227 | { |
233 | Vector3 lastStep = Step(timeStep); | 228 | Vector3 lastStep = Step(timeStep); |
234 | MDetailLog("{0},BSVMotor.Test,{1},cur={2},tgt={3},lastError={4},lastStep={5}", | 229 | MDetailLog("{0},BSVMotor.Test,{1},cur={2},tgt={3},lastError={4},lastStep={5}", |
235 | BSScene.DetailLogZero, UseName, CurrentValue, TargetValue, LastError, lastStep); | 230 | BSScene.DetailLogZero, UseName, CurrentValue, TargetValue, LastError, lastStep); |
236 | } | 231 | } |
237 | MDetailLog("{0},BSVMotor.Test,{1},===================================== END Test Output", BSScene.DetailLogZero, UseName); | 232 | MDetailLog("{0},BSVMotor.Test,{1},===================================== END Test Output", BSScene.DetailLogZero, UseName); |
238 | 233 | ||
239 | 234 | ||
240 | } | 235 | } |
241 | 236 | ||
242 | public override string ToString() | 237 | public override string ToString() |
243 | { | 238 | { |
244 | return String.Format("<{0},curr={1},targ={2},lastErr={3},decayTS={4},frictTS={5}>", | 239 | return String.Format("<{0},curr={1},targ={2},lastErr={3},decayTS={4}>", |
245 | UseName, CurrentValue, TargetValue, LastError, TargetValueDecayTimeScale, FrictionTimescale); | 240 | UseName, CurrentValue, TargetValue, LastError, TargetValueDecayTimeScale); |
246 | } | 241 | } |
247 | } | 242 | } |
248 | 243 | ||
244 | // ============================================================================ | ||
245 | // ============================================================================ | ||
249 | public class BSFMotor : BSMotor | 246 | public class BSFMotor : BSMotor |
250 | { | 247 | { |
251 | public float TimeScale { get; set; } | 248 | public virtual float TimeScale { get; set; } |
252 | public float DecayTimeScale { get; set; } | 249 | public virtual float TargetValueDecayTimeScale { get; set; } |
253 | public float Friction { get; set; } | 250 | public virtual float Efficiency { get; set; } |
254 | public float Efficiency { get; set; } | 251 | |
252 | public virtual float ErrorZeroThreshold { get; set; } | ||
253 | |||
254 | public virtual float TargetValue { get; protected set; } | ||
255 | public virtual float CurrentValue { get; protected set; } | ||
256 | public virtual float LastError { get; protected set; } | ||
255 | 257 | ||
256 | public float Target { get; private set; } | 258 | public virtual bool ErrorIsZero() |
257 | public float CurrentValue { get; private set; } | 259 | { |
260 | return ErrorIsZero(LastError); | ||
261 | } | ||
262 | public virtual bool ErrorIsZero(float err) | ||
263 | { | ||
264 | return (err >= -ErrorZeroThreshold && err <= ErrorZeroThreshold); | ||
265 | } | ||
258 | 266 | ||
259 | public BSFMotor(string useName, float timeScale, float decayTimescale, float friction, float efficiency) | 267 | public BSFMotor(string useName, float timeScale, float decayTimescale, float efficiency) |
260 | : base(useName) | 268 | : base(useName) |
261 | { | 269 | { |
270 | TimeScale = TargetValueDecayTimeScale = BSMotor.Infinite; | ||
271 | Efficiency = 1f; | ||
272 | CurrentValue = TargetValue = 0f; | ||
273 | ErrorZeroThreshold = 0.01f; | ||
262 | } | 274 | } |
263 | public void SetCurrent(float target) | 275 | public void SetCurrent(float current) |
264 | { | 276 | { |
277 | CurrentValue = current; | ||
265 | } | 278 | } |
266 | public void SetTarget(float target) | 279 | public void SetTarget(float target) |
267 | { | 280 | { |
281 | TargetValue = target; | ||
282 | } | ||
283 | public override void Zero() | ||
284 | { | ||
285 | base.Zero(); | ||
286 | CurrentValue = TargetValue = 0f; | ||
268 | } | 287 | } |
288 | |||
269 | public virtual float Step(float timeStep) | 289 | public virtual float Step(float timeStep) |
270 | { | 290 | { |
271 | return 0f; | 291 | if (!Enabled) return TargetValue; |
292 | |||
293 | float origTarget = TargetValue; // DEBUG | ||
294 | float origCurrVal = CurrentValue; // DEBUG | ||
295 | |||
296 | float correction = 0f; | ||
297 | float error = TargetValue - CurrentValue; | ||
298 | if (!ErrorIsZero(error)) | ||
299 | { | ||
300 | correction = StepError(timeStep, error); | ||
301 | |||
302 | CurrentValue += correction; | ||
303 | |||
304 | // The desired value reduces to zero which also reduces the difference with current. | ||
305 | // If the decay time is infinite, don't decay at all. | ||
306 | float decayFactor = 0f; | ||
307 | if (TargetValueDecayTimeScale != BSMotor.Infinite) | ||
308 | { | ||
309 | decayFactor = (1.0f / TargetValueDecayTimeScale) * timeStep; | ||
310 | TargetValue *= (1f - decayFactor); | ||
311 | } | ||
312 | |||
313 | MDetailLog("{0}, BSFMotor.Step,nonZero,{1},origCurr={2},origTarget={3},timeStep={4},err={5},corr={6}", | ||
314 | BSScene.DetailLogZero, UseName, origCurrVal, origTarget, | ||
315 | timeStep, error, correction); | ||
316 | MDetailLog("{0}, BSFMotor.Step,nonZero,{1},tgtDecayTS={2},decayFact={3},tgt={4},curr={5}", | ||
317 | BSScene.DetailLogZero, UseName, TargetValueDecayTimeScale, decayFactor, TargetValue, CurrentValue); | ||
318 | } | ||
319 | else | ||
320 | { | ||
321 | // Difference between what we have and target is small. Motor is done. | ||
322 | if (Util.InRange<float>(TargetValue, -ErrorZeroThreshold, ErrorZeroThreshold)) | ||
323 | { | ||
324 | // The target can step down to nearly zero but not get there. If close to zero | ||
325 | // it is really zero. | ||
326 | TargetValue = 0f; | ||
327 | } | ||
328 | CurrentValue = TargetValue; | ||
329 | MDetailLog("{0}, BSFMotor.Step,zero,{1},origTgt={2},origCurr={3},ret={4}", | ||
330 | BSScene.DetailLogZero, UseName, origCurrVal, origTarget, CurrentValue); | ||
331 | } | ||
332 | LastError = error; | ||
333 | |||
334 | return CurrentValue; | ||
272 | } | 335 | } |
336 | |||
337 | public virtual float StepError(float timeStep, float error) | ||
338 | { | ||
339 | if (!Enabled) return 0f; | ||
340 | |||
341 | float returnCorrection = 0f; | ||
342 | if (!ErrorIsZero(error)) | ||
343 | { | ||
344 | // correction = error / secondsItShouldTakeToCorrect | ||
345 | float correctionAmount; | ||
346 | if (TimeScale == 0f || TimeScale == BSMotor.Infinite) | ||
347 | correctionAmount = error * timeStep; | ||
348 | else | ||
349 | correctionAmount = error / TimeScale * timeStep; | ||
350 | |||
351 | returnCorrection = correctionAmount; | ||
352 | MDetailLog("{0}, BSFMotor.Step,nonZero,{1},timeStep={2},timeScale={3},err={4},corr={5}", | ||
353 | BSScene.DetailLogZero, UseName, timeStep, TimeScale, error, correctionAmount); | ||
354 | } | ||
355 | return returnCorrection; | ||
356 | } | ||
357 | |||
358 | public override string ToString() | ||
359 | { | ||
360 | return String.Format("<{0},curr={1},targ={2},lastErr={3},decayTS={4}>", | ||
361 | UseName, CurrentValue, TargetValue, LastError, TargetValueDecayTimeScale); | ||
362 | } | ||
363 | |||
273 | } | 364 | } |
274 | 365 | ||
275 | // Proportional, Integral, Derivitive Motor | 366 | // ============================================================================ |
367 | // ============================================================================ | ||
368 | // Proportional, Integral, Derivitive ("PID") Motor | ||
276 | // Good description at http://www.answers.com/topic/pid-controller . Includes processes for choosing p, i and d factors. | 369 | // Good description at http://www.answers.com/topic/pid-controller . Includes processes for choosing p, i and d factors. |
277 | public class BSPIDVMotor : BSVMotor | 370 | public class BSPIDVMotor : BSVMotor |
278 | { | 371 | { |
@@ -281,6 +374,11 @@ public class BSPIDVMotor : BSVMotor | |||
281 | public Vector3 integralFactor { get; set; } | 374 | public Vector3 integralFactor { get; set; } |
282 | public Vector3 derivFactor { get; set; } | 375 | public Vector3 derivFactor { get; set; } |
283 | 376 | ||
377 | // The factors are vectors for the three dimensions. This is the proportional of each | ||
378 | // that is applied. This could be multiplied through the actual factors but it | ||
379 | // is sometimes easier to manipulate the factors and their mix separately. | ||
380 | public Vector3 FactorMix; | ||
381 | |||
284 | // Arbritrary factor range. | 382 | // Arbritrary factor range. |
285 | // EfficiencyHigh means move quickly to the correct number. EfficiencyLow means might over correct. | 383 | // EfficiencyHigh means move quickly to the correct number. EfficiencyLow means might over correct. |
286 | public float EfficiencyHigh = 0.4f; | 384 | public float EfficiencyHigh = 0.4f; |
@@ -295,6 +393,7 @@ public class BSPIDVMotor : BSVMotor | |||
295 | proportionFactor = new Vector3(1.00f, 1.00f, 1.00f); | 393 | proportionFactor = new Vector3(1.00f, 1.00f, 1.00f); |
296 | integralFactor = new Vector3(1.00f, 1.00f, 1.00f); | 394 | integralFactor = new Vector3(1.00f, 1.00f, 1.00f); |
297 | derivFactor = new Vector3(1.00f, 1.00f, 1.00f); | 395 | derivFactor = new Vector3(1.00f, 1.00f, 1.00f); |
396 | FactorMix = new Vector3(0.5f, 0.25f, 0.25f); | ||
298 | RunningIntegration = Vector3.Zero; | 397 | RunningIntegration = Vector3.Zero; |
299 | LastError = Vector3.Zero; | 398 | LastError = Vector3.Zero; |
300 | } | 399 | } |
@@ -310,20 +409,24 @@ public class BSPIDVMotor : BSVMotor | |||
310 | set | 409 | set |
311 | { | 410 | { |
312 | base.Efficiency = Util.Clamp(value, 0f, 1f); | 411 | base.Efficiency = Util.Clamp(value, 0f, 1f); |
412 | |||
313 | // Compute factors based on efficiency. | 413 | // Compute factors based on efficiency. |
314 | // If efficiency is high (1f), use a factor value that moves the error value to zero with little overshoot. | 414 | // If efficiency is high (1f), use a factor value that moves the error value to zero with little overshoot. |
315 | // If efficiency is low (0f), use a factor value that overcorrects. | 415 | // If efficiency is low (0f), use a factor value that overcorrects. |
316 | // TODO: might want to vary contribution of different factor depending on efficiency. | 416 | // TODO: might want to vary contribution of different factor depending on efficiency. |
317 | float factor = ((1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow) / 3f; | 417 | // float factor = ((1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow) / 3f; |
318 | // float factor = (1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow; | 418 | float factor = (1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow; |
419 | |||
319 | proportionFactor = new Vector3(factor, factor, factor); | 420 | proportionFactor = new Vector3(factor, factor, factor); |
320 | integralFactor = new Vector3(factor, factor, factor); | 421 | integralFactor = new Vector3(factor, factor, factor); |
321 | derivFactor = new Vector3(factor, factor, factor); | 422 | derivFactor = new Vector3(factor, factor, factor); |
423 | |||
424 | MDetailLog("{0}, BSPIDVMotor.setEfficiency,eff={1},factor={2}", BSScene.DetailLogZero, Efficiency, factor); | ||
322 | } | 425 | } |
323 | } | 426 | } |
324 | 427 | ||
325 | // Ignore Current and Target Values and just advance the PID computation on this error. | 428 | // Advance the PID computation on this error. |
326 | public override Vector3 Step(float timeStep, Vector3 error) | 429 | public override Vector3 StepError(float timeStep, Vector3 error) |
327 | { | 430 | { |
328 | if (!Enabled) return Vector3.Zero; | 431 | if (!Enabled) return Vector3.Zero; |
329 | 432 | ||
@@ -331,15 +434,16 @@ public class BSPIDVMotor : BSVMotor | |||
331 | RunningIntegration += error * timeStep; | 434 | RunningIntegration += error * timeStep; |
332 | 435 | ||
333 | // A simple derivitive is the rate of change from the last error. | 436 | // A simple derivitive is the rate of change from the last error. |
334 | Vector3 derivFactor = (error - LastError) * timeStep; | 437 | Vector3 derivitive = (error - LastError) * timeStep; |
335 | LastError = error; | 438 | |
439 | // Correction = (proportionOfPresentError + accumulationOfPastError + rateOfChangeOfError) | ||
440 | Vector3 ret = error / TimeScale * timeStep * proportionFactor * FactorMix.X | ||
441 | + RunningIntegration / TimeScale * integralFactor * FactorMix.Y | ||
442 | + derivitive / TimeScale * derivFactor * FactorMix.Z | ||
443 | ; | ||
336 | 444 | ||
337 | // Correction = -(proportionOfPresentError + accumulationOfPastError + rateOfChangeOfError) | 445 | MDetailLog("{0}, BSPIDVMotor.step,ts={1},err={2},lerr={3},runnInt={4},deriv={5},ret={6}", |
338 | Vector3 ret = -( | 446 | BSScene.DetailLogZero, timeStep, error, LastError, RunningIntegration, derivitive, ret); |
339 | error * proportionFactor | ||
340 | + RunningIntegration * integralFactor | ||
341 | + derivFactor * derivFactor | ||
342 | ); | ||
343 | 447 | ||
344 | return ret; | 448 | return ret; |
345 | } | 449 | } |
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSParam.cs b/OpenSim/Region/PhysicsModules/BulletS/BSParam.cs new file mode 100755 index 0000000..c296008 --- /dev/null +++ b/OpenSim/Region/PhysicsModules/BulletS/BSParam.cs | |||
@@ -0,0 +1,927 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | using System; | ||
28 | using System.Collections.Generic; | ||
29 | using System.Reflection; | ||
30 | using System.Text; | ||
31 | |||
32 | using OpenSim.Region.PhysicsModules.SharedBase; | ||
33 | |||
34 | using OpenMetaverse; | ||
35 | using Nini.Config; | ||
36 | |||
37 | namespace OpenSim.Region.PhysicsModule.BulletS | ||
38 | { | ||
39 | public static class BSParam | ||
40 | { | ||
41 | private static string LogHeader = "[BULLETSIM PARAMETERS]"; | ||
42 | |||
43 | // Tuning notes: | ||
44 | // From: http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=6575 | ||
45 | // Contact points can be added even if the distance is positive. The constraint solver can deal with | ||
46 | // contacts with positive distances as well as negative (penetration). Contact points are discarded | ||
47 | // if the distance exceeds a certain threshold. | ||
48 | // Bullet has a contact processing threshold and a contact breaking threshold. | ||
49 | // If the distance is larger than the contact breaking threshold, it will be removed after one frame. | ||
50 | // If the distance is larger than the contact processing threshold, the constraint solver will ignore it. | ||
51 | |||
52 | // This is separate/independent from the collision margin. The collision margin increases the object a bit | ||
53 | // to improve collision detection performance and accuracy. | ||
54 | // =================== | ||
55 | // From: | ||
56 | |||
57 | /// <summary> | ||
58 | /// Set whether physics is active or not. | ||
59 | /// </summary> | ||
60 | /// <remarks> | ||
61 | /// Can be enabled and disabled to start and stop physics. | ||
62 | /// </remarks> | ||
63 | public static bool Active { get; private set; } | ||
64 | |||
65 | public static bool UseSeparatePhysicsThread { get; private set; } | ||
66 | public static float PhysicsTimeStep { get; private set; } | ||
67 | |||
68 | // Level of Detail values kept as float because that's what the Meshmerizer wants | ||
69 | public static float MeshLOD { get; private set; } | ||
70 | public static float MeshCircularLOD { get; private set; } | ||
71 | public static float MeshMegaPrimLOD { get; private set; } | ||
72 | public static float MeshMegaPrimThreshold { get; private set; } | ||
73 | public static float SculptLOD { get; private set; } | ||
74 | |||
75 | public static int CrossingFailuresBeforeOutOfBounds { get; private set; } | ||
76 | public static float UpdateVelocityChangeThreshold { get; private set; } | ||
77 | |||
78 | public static float MinimumObjectMass { get; private set; } | ||
79 | public static float MaximumObjectMass { get; private set; } | ||
80 | public static float MaxLinearVelocity { get; private set; } | ||
81 | public static float MaxLinearVelocitySquared { get; private set; } | ||
82 | public static float MaxAngularVelocity { get; private set; } | ||
83 | public static float MaxAngularVelocitySquared { get; private set; } | ||
84 | public static float MaxAddForceMagnitude { get; private set; } | ||
85 | public static float MaxAddForceMagnitudeSquared { get; private set; } | ||
86 | public static float DensityScaleFactor { get; private set; } | ||
87 | |||
88 | public static float LinearDamping { get; private set; } | ||
89 | public static float AngularDamping { get; private set; } | ||
90 | public static float DeactivationTime { get; private set; } | ||
91 | public static float LinearSleepingThreshold { get; private set; } | ||
92 | public static float AngularSleepingThreshold { get; private set; } | ||
93 | public static float CcdMotionThreshold { get; private set; } | ||
94 | public static float CcdSweptSphereRadius { get; private set; } | ||
95 | public static float ContactProcessingThreshold { get; private set; } | ||
96 | |||
97 | public static bool ShouldMeshSculptedPrim { get; private set; } // cause scuplted prims to get meshed | ||
98 | public static bool ShouldForceSimplePrimMeshing { get; private set; } // if a cube or sphere, let Bullet do internal shapes | ||
99 | public static bool ShouldUseHullsForPhysicalObjects { get; private set; } // 'true' if should create hulls for physical objects | ||
100 | public static bool ShouldRemoveZeroWidthTriangles { get; private set; } | ||
101 | public static bool ShouldUseBulletHACD { get; set; } | ||
102 | public static bool ShouldUseSingleConvexHullForPrims { get; set; } | ||
103 | public static bool ShouldUseGImpactShapeForPrims { get; set; } | ||
104 | public static bool ShouldUseAssetHulls { get; set; } | ||
105 | |||
106 | public static float TerrainImplementation { get; set; } | ||
107 | public static int TerrainMeshMagnification { get; private set; } | ||
108 | public static float TerrainGroundPlane { get; private set; } | ||
109 | public static float TerrainFriction { get; private set; } | ||
110 | public static float TerrainHitFraction { get; private set; } | ||
111 | public static float TerrainRestitution { get; private set; } | ||
112 | public static float TerrainContactProcessingThreshold { get; private set; } | ||
113 | public static float TerrainCollisionMargin { get; private set; } | ||
114 | |||
115 | public static float DefaultFriction { get; private set; } | ||
116 | public static float DefaultDensity { get; private set; } | ||
117 | public static float DefaultRestitution { get; private set; } | ||
118 | public static float CollisionMargin { get; private set; } | ||
119 | public static float Gravity { get; private set; } | ||
120 | |||
121 | // Physics Engine operation | ||
122 | public static float MaxPersistantManifoldPoolSize { get; private set; } | ||
123 | public static float MaxCollisionAlgorithmPoolSize { get; private set; } | ||
124 | public static bool ShouldDisableContactPoolDynamicAllocation { get; private set; } | ||
125 | public static bool ShouldForceUpdateAllAabbs { get; private set; } | ||
126 | public static bool ShouldRandomizeSolverOrder { get; private set; } | ||
127 | public static bool ShouldSplitSimulationIslands { get; private set; } | ||
128 | public static bool ShouldEnableFrictionCaching { get; private set; } | ||
129 | public static float NumberOfSolverIterations { get; private set; } | ||
130 | public static bool UseSingleSidedMeshes { get; private set; } | ||
131 | public static float GlobalContactBreakingThreshold { get; private set; } | ||
132 | public static float PhysicsUnmanLoggingFrames { get; private set; } | ||
133 | |||
134 | // Avatar parameters | ||
135 | public static bool AvatarToAvatarCollisionsByDefault { get; private set; } | ||
136 | public static float AvatarFriction { get; private set; } | ||
137 | public static float AvatarStandingFriction { get; private set; } | ||
138 | public static float AvatarAlwaysRunFactor { get; private set; } | ||
139 | public static float AvatarDensity { get; private set; } | ||
140 | public static float AvatarRestitution { get; private set; } | ||
141 | public static int AvatarShape { get; private set; } | ||
142 | public static float AvatarCapsuleWidth { get; private set; } | ||
143 | public static float AvatarCapsuleDepth { get; private set; } | ||
144 | public static float AvatarCapsuleHeight { get; private set; } | ||
145 | public static float AvatarHeightLowFudge { get; private set; } | ||
146 | public static float AvatarHeightMidFudge { get; private set; } | ||
147 | public static float AvatarHeightHighFudge { get; private set; } | ||
148 | public static float AvatarFlyingGroundMargin { get; private set; } | ||
149 | public static float AvatarFlyingGroundUpForce { get; private set; } | ||
150 | public static float AvatarTerminalVelocity { get; private set; } | ||
151 | public static float AvatarContactProcessingThreshold { get; private set; } | ||
152 | public static float AvatarStopZeroThreshold { get; private set; } | ||
153 | public static int AvatarJumpFrames { get; private set; } | ||
154 | public static float AvatarBelowGroundUpCorrectionMeters { get; private set; } | ||
155 | public static float AvatarStepHeight { get; private set; } | ||
156 | public static float AvatarStepAngle { get; private set; } | ||
157 | public static float AvatarStepGroundFudge { get; private set; } | ||
158 | public static float AvatarStepApproachFactor { get; private set; } | ||
159 | public static float AvatarStepForceFactor { get; private set; } | ||
160 | public static float AvatarStepUpCorrectionFactor { get; private set; } | ||
161 | public static int AvatarStepSmoothingSteps { get; private set; } | ||
162 | |||
163 | // Vehicle parameters | ||
164 | public static float VehicleMaxLinearVelocity { get; private set; } | ||
165 | public static float VehicleMaxLinearVelocitySquared { get; private set; } | ||
166 | public static float VehicleMinLinearVelocity { get; private set; } | ||
167 | public static float VehicleMinLinearVelocitySquared { get; private set; } | ||
168 | public static float VehicleMaxAngularVelocity { get; private set; } | ||
169 | public static float VehicleMaxAngularVelocitySq { get; private set; } | ||
170 | public static float VehicleAngularDamping { get; private set; } | ||
171 | public static float VehicleFriction { get; private set; } | ||
172 | public static float VehicleRestitution { get; private set; } | ||
173 | public static Vector3 VehicleLinearFactor { get; private set; } | ||
174 | public static Vector3 VehicleAngularFactor { get; private set; } | ||
175 | public static Vector3 VehicleInertiaFactor { get; private set; } | ||
176 | public static float VehicleGroundGravityFudge { get; private set; } | ||
177 | public static float VehicleAngularBankingTimescaleFudge { get; private set; } | ||
178 | public static bool VehicleEnableLinearDeflection { get; private set; } | ||
179 | public static bool VehicleLinearDeflectionNotCollidingNoZ { get; private set; } | ||
180 | public static bool VehicleEnableAngularVerticalAttraction { get; private set; } | ||
181 | public static int VehicleAngularVerticalAttractionAlgorithm { get; private set; } | ||
182 | public static bool VehicleEnableAngularDeflection { get; private set; } | ||
183 | public static bool VehicleEnableAngularBanking { get; private set; } | ||
184 | |||
185 | // Convex Hulls | ||
186 | // Parameters for convex hull routine that ships with Bullet | ||
187 | public static int CSHullMaxDepthSplit { get; private set; } | ||
188 | public static int CSHullMaxDepthSplitForSimpleShapes { get; private set; } | ||
189 | public static float CSHullConcavityThresholdPercent { get; private set; } | ||
190 | public static float CSHullVolumeConservationThresholdPercent { get; private set; } | ||
191 | public static int CSHullMaxVertices { get; private set; } | ||
192 | public static float CSHullMaxSkinWidth { get; private set; } | ||
193 | public static float BHullMaxVerticesPerHull { get; private set; } // 100 | ||
194 | public static float BHullMinClusters { get; private set; } // 2 | ||
195 | public static float BHullCompacityWeight { get; private set; } // 0.1 | ||
196 | public static float BHullVolumeWeight { get; private set; } // 0.0 | ||
197 | public static float BHullConcavity { get; private set; } // 100 | ||
198 | public static bool BHullAddExtraDistPoints { get; private set; } // false | ||
199 | public static bool BHullAddNeighboursDistPoints { get; private set; } // false | ||
200 | public static bool BHullAddFacesPoints { get; private set; } // false | ||
201 | public static bool BHullShouldAdjustCollisionMargin { get; private set; } // false | ||
202 | public static float WhichHACD { get; private set; } // zero if Bullet HACD, non-zero says VHACD | ||
203 | // Parameters for VHACD 2.0: http://code.google.com/p/v-hacd | ||
204 | // To enable, set both ShouldUseBulletHACD=true and WhichHACD=1 | ||
205 | // http://kmamou.blogspot.ca/2014/12/v-hacd-20-parameters-description.html | ||
206 | public static float VHACDresolution { get; private set; } // 100,000 max number of voxels generated during voxelization stage | ||
207 | public static float VHACDdepth { get; private set; } // 20 max number of clipping stages | ||
208 | public static float VHACDconcavity { get; private set; } // 0.0025 maximum concavity | ||
209 | public static float VHACDplaneDownsampling { get; private set; } // 4 granularity of search for best clipping plane | ||
210 | public static float VHACDconvexHullDownsampling { get; private set; } // 4 precision of hull gen process | ||
211 | public static float VHACDalpha { get; private set; } // 0.05 bias toward clipping along symmetry planes | ||
212 | public static float VHACDbeta { get; private set; } // 0.05 bias toward clipping along revolution axis | ||
213 | public static float VHACDgamma { get; private set; } // 0.00125 max concavity when merging | ||
214 | public static float VHACDpca { get; private set; } // 0 on/off normalizing mesh before decomp | ||
215 | public static float VHACDmode { get; private set; } // 0 0:voxel based, 1: tetrahedron based | ||
216 | public static float VHACDmaxNumVerticesPerCH { get; private set; } // 64 max triangles per convex hull | ||
217 | public static float VHACDminVolumePerCH { get; private set; } // 0.0001 sampling of generated convex hulls | ||
218 | |||
219 | // Linkset implementation parameters | ||
220 | public static float LinksetImplementation { get; private set; } | ||
221 | public static bool LinksetOffsetCenterOfMass { get; private set; } | ||
222 | public static bool LinkConstraintUseFrameOffset { get; private set; } | ||
223 | public static bool LinkConstraintEnableTransMotor { get; private set; } | ||
224 | public static float LinkConstraintTransMotorMaxVel { get; private set; } | ||
225 | public static float LinkConstraintTransMotorMaxForce { get; private set; } | ||
226 | public static float LinkConstraintERP { get; private set; } | ||
227 | public static float LinkConstraintCFM { get; private set; } | ||
228 | public static float LinkConstraintSolverIterations { get; private set; } | ||
229 | |||
230 | public static float PID_D { get; private set; } // derivative | ||
231 | public static float PID_P { get; private set; } // proportional | ||
232 | |||
233 | // Various constants that come from that other virtual world that shall not be named. | ||
234 | public const float MinGravityZ = -1f; | ||
235 | public const float MaxGravityZ = 28f; | ||
236 | public const float MinFriction = 0f; | ||
237 | public const float MaxFriction = 255f; | ||
238 | public const float MinDensity = 0.01f; | ||
239 | public const float MaxDensity = 22587f; | ||
240 | public const float MinRestitution = 0f; | ||
241 | public const float MaxRestitution = 1f; | ||
242 | |||
243 | // ===================================================================================== | ||
244 | // ===================================================================================== | ||
245 | |||
246 | // Base parameter definition that gets and sets parameter values via a string | ||
247 | public abstract class ParameterDefnBase | ||
248 | { | ||
249 | public string name; // string name of the parameter | ||
250 | public string desc; // a short description of what the parameter means | ||
251 | public ParameterDefnBase(string pName, string pDesc) | ||
252 | { | ||
253 | name = pName; | ||
254 | desc = pDesc; | ||
255 | } | ||
256 | // Set the parameter value to the default | ||
257 | public abstract void AssignDefault(BSScene s); | ||
258 | // Get the value as a string | ||
259 | public abstract string GetValue(BSScene s); | ||
260 | // Set the value to this string value | ||
261 | public abstract void SetValue(BSScene s, string valAsString); | ||
262 | // set the value on a particular object (usually sets in physics engine) | ||
263 | public abstract void SetOnObject(BSScene s, BSPhysObject obj); | ||
264 | public abstract bool HasSetOnObject { get; } | ||
265 | } | ||
266 | |||
267 | // Specific parameter definition for a parameter of a specific type. | ||
268 | public delegate T PGetValue<T>(BSScene s); | ||
269 | public delegate void PSetValue<T>(BSScene s, T val); | ||
270 | public delegate void PSetOnObject<T>(BSScene scene, BSPhysObject obj); | ||
271 | public sealed class ParameterDefn<T> : ParameterDefnBase | ||
272 | { | ||
273 | private T defaultValue; | ||
274 | private PSetValue<T> setter; | ||
275 | private PGetValue<T> getter; | ||
276 | private PSetOnObject<T> objectSet; | ||
277 | public ParameterDefn(string pName, string pDesc, T pDefault, PGetValue<T> pGetter, PSetValue<T> pSetter) | ||
278 | : base(pName, pDesc) | ||
279 | { | ||
280 | defaultValue = pDefault; | ||
281 | setter = pSetter; | ||
282 | getter = pGetter; | ||
283 | objectSet = null; | ||
284 | } | ||
285 | public ParameterDefn(string pName, string pDesc, T pDefault, PGetValue<T> pGetter, PSetValue<T> pSetter, PSetOnObject<T> pObjSetter) | ||
286 | : base(pName, pDesc) | ||
287 | { | ||
288 | defaultValue = pDefault; | ||
289 | setter = pSetter; | ||
290 | getter = pGetter; | ||
291 | objectSet = pObjSetter; | ||
292 | } | ||
293 | // Simple parameter variable where property name is the same as the INI file name | ||
294 | // and the value is only a simple get and set. | ||
295 | public ParameterDefn(string pName, string pDesc, T pDefault) | ||
296 | : base(pName, pDesc) | ||
297 | { | ||
298 | defaultValue = pDefault; | ||
299 | setter = (s, v) => { SetValueByName(s, name, v); }; | ||
300 | getter = (s) => { return GetValueByName(s, name); }; | ||
301 | objectSet = null; | ||
302 | } | ||
303 | // Use reflection to find the property named 'pName' in BSParam and assign 'val' to same. | ||
304 | private void SetValueByName(BSScene s, string pName, T val) | ||
305 | { | ||
306 | PropertyInfo prop = typeof(BSParam).GetProperty(pName, BindingFlags.Public | BindingFlags.Static | BindingFlags.FlattenHierarchy); | ||
307 | if (prop == null) | ||
308 | { | ||
309 | // This should only be output when someone adds a new INI parameter and misspells the name. | ||
310 | s.Logger.ErrorFormat("{0} SetValueByName: did not find '{1}'. Verify specified property name is the same as the given INI parameters name.", LogHeader, pName); | ||
311 | } | ||
312 | else | ||
313 | { | ||
314 | prop.SetValue(null, val, null); | ||
315 | } | ||
316 | } | ||
317 | // Use reflection to find the property named 'pName' in BSParam and return the value in same. | ||
318 | private T GetValueByName(BSScene s, string pName) | ||
319 | { | ||
320 | PropertyInfo prop = typeof(BSParam).GetProperty(pName, BindingFlags.Public | BindingFlags.Static | BindingFlags.FlattenHierarchy); | ||
321 | if (prop == null) | ||
322 | { | ||
323 | // This should only be output when someone adds a new INI parameter and misspells the name. | ||
324 | s.Logger.ErrorFormat("{0} GetValueByName: did not find '{1}'. Verify specified property name is the same as the given INI parameter name.", LogHeader, pName); | ||
325 | } | ||
326 | return (T)prop.GetValue(null, null); | ||
327 | } | ||
328 | public override void AssignDefault(BSScene s) | ||
329 | { | ||
330 | setter(s, defaultValue); | ||
331 | } | ||
332 | public override string GetValue(BSScene s) | ||
333 | { | ||
334 | return getter(s).ToString(); | ||
335 | } | ||
336 | public override void SetValue(BSScene s, string valAsString) | ||
337 | { | ||
338 | // Get the generic type of the setter | ||
339 | Type genericType = setter.GetType().GetGenericArguments()[0]; | ||
340 | // Find the 'Parse' method on that type | ||
341 | System.Reflection.MethodInfo parser = null; | ||
342 | try | ||
343 | { | ||
344 | parser = genericType.GetMethod("Parse", new Type[] { typeof(String) } ); | ||
345 | } | ||
346 | catch (Exception e) | ||
347 | { | ||
348 | s.Logger.ErrorFormat("{0} Exception getting parser for type '{1}': {2}", LogHeader, genericType, e); | ||
349 | parser = null; | ||
350 | } | ||
351 | if (parser != null) | ||
352 | { | ||
353 | // Parse the input string | ||
354 | try | ||
355 | { | ||
356 | T setValue = (T)parser.Invoke(genericType, new Object[] { valAsString }); | ||
357 | // Store the parsed value | ||
358 | setter(s, setValue); | ||
359 | // s.Logger.DebugFormat("{0} Parameter {1} = {2}", LogHeader, name, setValue); | ||
360 | } | ||
361 | catch | ||
362 | { | ||
363 | s.Logger.ErrorFormat("{0} Failed parsing parameter value '{1}' as type '{2}'", LogHeader, valAsString, genericType); | ||
364 | } | ||
365 | } | ||
366 | else | ||
367 | { | ||
368 | s.Logger.ErrorFormat("{0} Could not find parameter parser for type '{1}'", LogHeader, genericType); | ||
369 | } | ||
370 | } | ||
371 | public override bool HasSetOnObject | ||
372 | { | ||
373 | get { return objectSet != null; } | ||
374 | } | ||
375 | public override void SetOnObject(BSScene s, BSPhysObject obj) | ||
376 | { | ||
377 | if (objectSet != null) | ||
378 | objectSet(s, obj); | ||
379 | } | ||
380 | } | ||
381 | |||
382 | // List of all of the externally visible parameters. | ||
383 | // For each parameter, this table maps a text name to getter and setters. | ||
384 | // To add a new externally referencable/settable parameter, add the paramter storage | ||
385 | // location somewhere in the program and make an entry in this table with the | ||
386 | // getters and setters. | ||
387 | // It is easiest to find an existing definition and copy it. | ||
388 | // | ||
389 | // A ParameterDefn<T>() takes the following parameters: | ||
390 | // -- the text name of the parameter. This is used for console input and ini file. | ||
391 | // -- a short text description of the parameter. This shows up in the console listing. | ||
392 | // -- a default value | ||
393 | // -- a delegate for getting the value | ||
394 | // -- a delegate for setting the value | ||
395 | // -- an optional delegate to update the value in the world. Most often used to | ||
396 | // push the new value to an in-world object. | ||
397 | // | ||
398 | // The single letter parameters for the delegates are: | ||
399 | // s = BSScene | ||
400 | // o = BSPhysObject | ||
401 | // v = value (appropriate type) | ||
402 | private static ParameterDefnBase[] ParameterDefinitions = | ||
403 | { | ||
404 | new ParameterDefn<bool>("Active", "If 'true', false then physics is not active", | ||
405 | false ), | ||
406 | new ParameterDefn<bool>("UseSeparatePhysicsThread", "If 'true', the physics engine runs independent from the simulator heartbeat", | ||
407 | false ), | ||
408 | new ParameterDefn<float>("PhysicsTimeStep", "If separate thread, seconds to simulate each interval", | ||
409 | 0.089f ), | ||
410 | |||
411 | new ParameterDefn<bool>("MeshSculptedPrim", "Whether to create meshes for sculpties", | ||
412 | true, | ||
413 | (s) => { return ShouldMeshSculptedPrim; }, | ||
414 | (s,v) => { ShouldMeshSculptedPrim = v; } ), | ||
415 | new ParameterDefn<bool>("ForceSimplePrimMeshing", "If true, only use primitive meshes for objects", | ||
416 | false, | ||
417 | (s) => { return ShouldForceSimplePrimMeshing; }, | ||
418 | (s,v) => { ShouldForceSimplePrimMeshing = v; } ), | ||
419 | new ParameterDefn<bool>("UseHullsForPhysicalObjects", "If true, create hulls for physical objects", | ||
420 | true, | ||
421 | (s) => { return ShouldUseHullsForPhysicalObjects; }, | ||
422 | (s,v) => { ShouldUseHullsForPhysicalObjects = v; } ), | ||
423 | new ParameterDefn<bool>("ShouldRemoveZeroWidthTriangles", "If true, remove degenerate triangles from meshes", | ||
424 | true ), | ||
425 | new ParameterDefn<bool>("ShouldUseBulletHACD", "If true, use the Bullet version of HACD", | ||
426 | false ), | ||
427 | new ParameterDefn<bool>("ShouldUseSingleConvexHullForPrims", "If true, use a single convex hull shape for physical prims", | ||
428 | true ), | ||
429 | new ParameterDefn<bool>("ShouldUseGImpactShapeForPrims", "If true, use a GImpact shape for prims with cuts and twists", | ||
430 | false ), | ||
431 | new ParameterDefn<bool>("ShouldUseAssetHulls", "If true, use hull if specified in the mesh asset info", | ||
432 | true ), | ||
433 | |||
434 | new ParameterDefn<int>("CrossingFailuresBeforeOutOfBounds", "How forgiving we are about getting into adjactent regions", | ||
435 | 5 ), | ||
436 | new ParameterDefn<float>("UpdateVelocityChangeThreshold", "Change in updated velocity required before reporting change to simulator", | ||
437 | 0.1f ), | ||
438 | |||
439 | new ParameterDefn<float>("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)", | ||
440 | 32f, | ||
441 | (s) => { return MeshLOD; }, | ||
442 | (s,v) => { MeshLOD = v; } ), | ||
443 | new ParameterDefn<float>("MeshLevelOfDetailCircular", "Level of detail for prims with circular cuts or shapes", | ||
444 | 32f, | ||
445 | (s) => { return MeshCircularLOD; }, | ||
446 | (s,v) => { MeshCircularLOD = v; } ), | ||
447 | new ParameterDefn<float>("MeshLevelOfDetailMegaPrimThreshold", "Size (in meters) of a mesh before using MeshMegaPrimLOD", | ||
448 | 10f, | ||
449 | (s) => { return MeshMegaPrimThreshold; }, | ||
450 | (s,v) => { MeshMegaPrimThreshold = v; } ), | ||
451 | new ParameterDefn<float>("MeshLevelOfDetailMegaPrim", "Level of detail to render meshes larger than threshold meters", | ||
452 | 32f, | ||
453 | (s) => { return MeshMegaPrimLOD; }, | ||
454 | (s,v) => { MeshMegaPrimLOD = v; } ), | ||
455 | new ParameterDefn<float>("SculptLevelOfDetail", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)", | ||
456 | 32f, | ||
457 | (s) => { return SculptLOD; }, | ||
458 | (s,v) => { SculptLOD = v; } ), | ||
459 | |||
460 | new ParameterDefn<int>("MaxSubStep", "In simulation step, maximum number of substeps", | ||
461 | 10, | ||
462 | (s) => { return s.m_maxSubSteps; }, | ||
463 | (s,v) => { s.m_maxSubSteps = (int)v; } ), | ||
464 | new ParameterDefn<float>("FixedTimeStep", "In simulation step, seconds of one substep (1/60)", | ||
465 | 1f / 60f, | ||
466 | (s) => { return s.m_fixedTimeStep; }, | ||
467 | (s,v) => { s.m_fixedTimeStep = v; } ), | ||
468 | new ParameterDefn<float>("NominalFrameRate", "The base frame rate we claim", | ||
469 | 55f, | ||
470 | (s) => { return s.NominalFrameRate; }, | ||
471 | (s,v) => { s.NominalFrameRate = (int)v; } ), | ||
472 | new ParameterDefn<int>("MaxCollisionsPerFrame", "Max collisions returned at end of each frame", | ||
473 | 2048, | ||
474 | (s) => { return s.m_maxCollisionsPerFrame; }, | ||
475 | (s,v) => { s.m_maxCollisionsPerFrame = (int)v; } ), | ||
476 | new ParameterDefn<int>("MaxUpdatesPerFrame", "Max updates returned at end of each frame", | ||
477 | 8000, | ||
478 | (s) => { return s.m_maxUpdatesPerFrame; }, | ||
479 | (s,v) => { s.m_maxUpdatesPerFrame = (int)v; } ), | ||
480 | |||
481 | new ParameterDefn<float>("MinObjectMass", "Minimum object mass (0.0001)", | ||
482 | 0.0001f, | ||
483 | (s) => { return MinimumObjectMass; }, | ||
484 | (s,v) => { MinimumObjectMass = v; } ), | ||
485 | new ParameterDefn<float>("MaxObjectMass", "Maximum object mass (10000.01)", | ||
486 | 10000.01f, | ||
487 | (s) => { return MaximumObjectMass; }, | ||
488 | (s,v) => { MaximumObjectMass = v; } ), | ||
489 | new ParameterDefn<float>("MaxLinearVelocity", "Maximum velocity magnitude that can be assigned to an object", | ||
490 | 1000.0f, | ||
491 | (s) => { return MaxLinearVelocity; }, | ||
492 | (s,v) => { MaxLinearVelocity = v; MaxLinearVelocitySquared = v * v; } ), | ||
493 | new ParameterDefn<float>("MaxAngularVelocity", "Maximum rotational velocity magnitude that can be assigned to an object", | ||
494 | 1000.0f, | ||
495 | (s) => { return MaxAngularVelocity; }, | ||
496 | (s,v) => { MaxAngularVelocity = v; MaxAngularVelocitySquared = v * v; } ), | ||
497 | // LL documentation says thie number should be 20f for llApplyImpulse and 200f for llRezObject | ||
498 | new ParameterDefn<float>("MaxAddForceMagnitude", "Maximum force that can be applied by llApplyImpulse (SL says 20f)", | ||
499 | 20000.0f, | ||
500 | (s) => { return MaxAddForceMagnitude; }, | ||
501 | (s,v) => { MaxAddForceMagnitude = v; MaxAddForceMagnitudeSquared = v * v; } ), | ||
502 | // Density is passed around as 100kg/m3. This scales that to 1kg/m3. | ||
503 | // Reduce by power of 100 because Bullet doesn't seem to handle objects with large mass very well | ||
504 | new ParameterDefn<float>("DensityScaleFactor", "Conversion for simulator/viewer density (100kg/m3) to physical density (1kg/m3)", | ||
505 | 0.01f ), | ||
506 | |||
507 | new ParameterDefn<float>("PID_D", "Derivitive factor for motion smoothing", | ||
508 | 2200f ), | ||
509 | new ParameterDefn<float>("PID_P", "Parameteric factor for motion smoothing", | ||
510 | 900f ), | ||
511 | |||
512 | new ParameterDefn<float>("DefaultFriction", "Friction factor used on new objects", | ||
513 | 0.2f, | ||
514 | (s) => { return DefaultFriction; }, | ||
515 | (s,v) => { DefaultFriction = v; s.UnmanagedParams[0].defaultFriction = v; } ), | ||
516 | // For historical reasons, the viewer and simulator multiply the density by 100 | ||
517 | new ParameterDefn<float>("DefaultDensity", "Density for new objects" , | ||
518 | 1000.0006836f, // Aluminum g/cm3 * 100 | ||
519 | (s) => { return DefaultDensity; }, | ||
520 | (s,v) => { DefaultDensity = v; s.UnmanagedParams[0].defaultDensity = v; } ), | ||
521 | new ParameterDefn<float>("DefaultRestitution", "Bouncyness of an object" , | ||
522 | 0f, | ||
523 | (s) => { return DefaultRestitution; }, | ||
524 | (s,v) => { DefaultRestitution = v; s.UnmanagedParams[0].defaultRestitution = v; } ), | ||
525 | new ParameterDefn<float>("CollisionMargin", "Margin around objects before collisions are calculated (must be zero!)", | ||
526 | 0.04f, | ||
527 | (s) => { return CollisionMargin; }, | ||
528 | (s,v) => { CollisionMargin = v; s.UnmanagedParams[0].collisionMargin = v; } ), | ||
529 | new ParameterDefn<float>("Gravity", "Vertical force of gravity (negative means down)", | ||
530 | -9.80665f, | ||
531 | (s) => { return Gravity; }, | ||
532 | (s,v) => { Gravity = v; s.UnmanagedParams[0].gravity = v; }, | ||
533 | (s,o) => { s.PE.SetGravity(o.PhysBody, new Vector3(0f,0f,Gravity)); } ), | ||
534 | |||
535 | |||
536 | new ParameterDefn<float>("LinearDamping", "Factor to damp linear movement per second (0.0 - 1.0)", | ||
537 | 0f, | ||
538 | (s) => { return LinearDamping; }, | ||
539 | (s,v) => { LinearDamping = v; }, | ||
540 | (s,o) => { s.PE.SetDamping(o.PhysBody, LinearDamping, AngularDamping); } ), | ||
541 | new ParameterDefn<float>("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)", | ||
542 | 0f, | ||
543 | (s) => { return AngularDamping; }, | ||
544 | (s,v) => { AngularDamping = v; }, | ||
545 | (s,o) => { s.PE.SetDamping(o.PhysBody, LinearDamping, AngularDamping); } ), | ||
546 | new ParameterDefn<float>("DeactivationTime", "Seconds before considering an object potentially static", | ||
547 | 0.2f, | ||
548 | (s) => { return DeactivationTime; }, | ||
549 | (s,v) => { DeactivationTime = v; }, | ||
550 | (s,o) => { s.PE.SetDeactivationTime(o.PhysBody, DeactivationTime); } ), | ||
551 | new ParameterDefn<float>("LinearSleepingThreshold", "Seconds to measure linear movement before considering static", | ||
552 | 0.8f, | ||
553 | (s) => { return LinearSleepingThreshold; }, | ||
554 | (s,v) => { LinearSleepingThreshold = v;}, | ||
555 | (s,o) => { s.PE.SetSleepingThresholds(o.PhysBody, LinearSleepingThreshold, AngularSleepingThreshold); } ), | ||
556 | new ParameterDefn<float>("AngularSleepingThreshold", "Seconds to measure angular movement before considering static", | ||
557 | 1.0f, | ||
558 | (s) => { return AngularSleepingThreshold; }, | ||
559 | (s,v) => { AngularSleepingThreshold = v;}, | ||
560 | (s,o) => { s.PE.SetSleepingThresholds(o.PhysBody, LinearSleepingThreshold, AngularSleepingThreshold); } ), | ||
561 | new ParameterDefn<float>("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" , | ||
562 | 0.0f, // set to zero to disable | ||
563 | (s) => { return CcdMotionThreshold; }, | ||
564 | (s,v) => { CcdMotionThreshold = v;}, | ||
565 | (s,o) => { s.PE.SetCcdMotionThreshold(o.PhysBody, CcdMotionThreshold); } ), | ||
566 | new ParameterDefn<float>("CcdSweptSphereRadius", "Continuious collision detection test radius" , | ||
567 | 0.2f, | ||
568 | (s) => { return CcdSweptSphereRadius; }, | ||
569 | (s,v) => { CcdSweptSphereRadius = v;}, | ||
570 | (s,o) => { s.PE.SetCcdSweptSphereRadius(o.PhysBody, CcdSweptSphereRadius); } ), | ||
571 | new ParameterDefn<float>("ContactProcessingThreshold", "Distance above which contacts can be discarded (0 means no discard)" , | ||
572 | 0.0f, | ||
573 | (s) => { return ContactProcessingThreshold; }, | ||
574 | (s,v) => { ContactProcessingThreshold = v;}, | ||
575 | (s,o) => { s.PE.SetContactProcessingThreshold(o.PhysBody, ContactProcessingThreshold); } ), | ||
576 | |||
577 | new ParameterDefn<float>("TerrainImplementation", "Type of shape to use for terrain (0=heightmap, 1=mesh)", | ||
578 | (float)BSTerrainPhys.TerrainImplementation.Heightmap ), | ||
579 | new ParameterDefn<int>("TerrainMeshMagnification", "Number of times the 256x256 heightmap is multiplied to create the terrain mesh" , | ||
580 | 2 ), | ||
581 | new ParameterDefn<float>("TerrainGroundPlane", "Altitude of ground plane used to keep things from falling to infinity" , | ||
582 | -500.0f ), | ||
583 | new ParameterDefn<float>("TerrainFriction", "Factor to reduce movement against terrain surface" , | ||
584 | 0.3f ), | ||
585 | new ParameterDefn<float>("TerrainHitFraction", "Distance to measure hit collisions" , | ||
586 | 0.8f ), | ||
587 | new ParameterDefn<float>("TerrainRestitution", "Bouncyness" , | ||
588 | 0f ), | ||
589 | new ParameterDefn<float>("TerrainContactProcessingThreshold", "Distance from terrain to stop processing collisions" , | ||
590 | 0.0f ), | ||
591 | new ParameterDefn<float>("TerrainCollisionMargin", "Margin where collision checking starts" , | ||
592 | 0.04f ), | ||
593 | |||
594 | new ParameterDefn<bool>("AvatarToAvatarCollisionsByDefault", "Should avatars collide with other avatars by default?", | ||
595 | true), | ||
596 | new ParameterDefn<float>("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation.", | ||
597 | 0.2f ), | ||
598 | new ParameterDefn<float>("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.", | ||
599 | 0.95f ), | ||
600 | new ParameterDefn<float>("AvatarAlwaysRunFactor", "Speed multiplier if avatar is set to always run", | ||
601 | 1.3f ), | ||
602 | // For historical reasons, density is reported * 100 | ||
603 | new ParameterDefn<float>("AvatarDensity", "Density of an avatar. Changed on avatar recreation. Scaled times 100.", | ||
604 | 3500f) , // 3.5 * 100 | ||
605 | new ParameterDefn<float>("AvatarRestitution", "Bouncyness. Changed on avatar recreation.", | ||
606 | 0f ), | ||
607 | new ParameterDefn<int>("AvatarShape", "Code for avatar physical shape: 0:capsule, 1:cube, 2:ovoid, 2:mesh", | ||
608 | BSShapeCollection.AvatarShapeCube ) , | ||
609 | new ParameterDefn<float>("AvatarCapsuleWidth", "The distance between the sides of the avatar capsule", | ||
610 | 0.6f ) , | ||
611 | new ParameterDefn<float>("AvatarCapsuleDepth", "The distance between the front and back of the avatar capsule", | ||
612 | 0.45f ), | ||
613 | new ParameterDefn<float>("AvatarCapsuleHeight", "Default height of space around avatar", | ||
614 | 1.5f ), | ||
615 | new ParameterDefn<float>("AvatarHeightLowFudge", "A fudge factor to make small avatars stand on the ground", | ||
616 | 0f ), | ||
617 | new ParameterDefn<float>("AvatarHeightMidFudge", "A fudge distance to adjust average sized avatars to be standing on ground", | ||
618 | 0f ), | ||
619 | new ParameterDefn<float>("AvatarHeightHighFudge", "A fudge factor to make tall avatars stand on the ground", | ||
620 | 0f ), | ||
621 | new ParameterDefn<float>("AvatarFlyingGroundMargin", "Meters avatar is kept above the ground when flying", | ||
622 | 5f ), | ||
623 | new ParameterDefn<float>("AvatarFlyingGroundUpForce", "Upward force applied to the avatar to keep it at flying ground margin", | ||
624 | 2.0f ), | ||
625 | new ParameterDefn<float>("AvatarTerminalVelocity", "Terminal Velocity of falling avatar", | ||
626 | -54.0f ), | ||
627 | new ParameterDefn<float>("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions", | ||
628 | 0.1f ), | ||
629 | new ParameterDefn<float>("AvatarStopZeroThreshold", "Movement velocity below which avatar is assumed to be stopped", | ||
630 | 0.1f ), | ||
631 | new ParameterDefn<float>("AvatarBelowGroundUpCorrectionMeters", "Meters to move avatar up if it seems to be below ground", | ||
632 | 1.0f ), | ||
633 | new ParameterDefn<int>("AvatarJumpFrames", "Number of frames to allow jump forces. Changes jump height.", | ||
634 | 4 ), | ||
635 | new ParameterDefn<float>("AvatarStepHeight", "Height of a step obstacle to consider step correction", | ||
636 | 0.999f ) , | ||
637 | new ParameterDefn<float>("AvatarStepAngle", "The angle (in radians) for a vertical surface to be considered a step", | ||
638 | 0.3f ) , | ||
639 | new ParameterDefn<float>("AvatarStepGroundFudge", "Fudge factor subtracted from avatar base when comparing collision height", | ||
640 | 0.1f ) , | ||
641 | new ParameterDefn<float>("AvatarStepApproachFactor", "Factor to control angle of approach to step (0=straight on)", | ||
642 | 2f ), | ||
643 | new ParameterDefn<float>("AvatarStepForceFactor", "Controls the amount of force up applied to step up onto a step", | ||
644 | 0f ), | ||
645 | new ParameterDefn<float>("AvatarStepUpCorrectionFactor", "Multiplied by height of step collision to create up movement at step", | ||
646 | 0.8f ), | ||
647 | new ParameterDefn<int>("AvatarStepSmoothingSteps", "Number of frames after a step collision that we continue walking up stairs", | ||
648 | 1 ), | ||
649 | |||
650 | new ParameterDefn<float>("VehicleMaxLinearVelocity", "Maximum velocity magnitude that can be assigned to a vehicle", | ||
651 | 1000.0f, | ||
652 | (s) => { return (float)VehicleMaxLinearVelocity; }, | ||
653 | (s,v) => { VehicleMaxLinearVelocity = v; VehicleMaxLinearVelocitySquared = v * v; } ), | ||
654 | new ParameterDefn<float>("VehicleMinLinearVelocity", "Maximum velocity magnitude that can be assigned to a vehicle", | ||
655 | 0.001f, | ||
656 | (s) => { return (float)VehicleMinLinearVelocity; }, | ||
657 | (s,v) => { VehicleMinLinearVelocity = v; VehicleMinLinearVelocitySquared = v * v; } ), | ||
658 | new ParameterDefn<float>("VehicleMaxAngularVelocity", "Maximum rotational velocity magnitude that can be assigned to a vehicle", | ||
659 | 12.0f, | ||
660 | (s) => { return (float)VehicleMaxAngularVelocity; }, | ||
661 | (s,v) => { VehicleMaxAngularVelocity = v; VehicleMaxAngularVelocitySq = v * v; } ), | ||
662 | new ParameterDefn<float>("VehicleAngularDamping", "Factor to damp vehicle angular movement per second (0.0 - 1.0)", | ||
663 | 0.0f ), | ||
664 | new ParameterDefn<Vector3>("VehicleLinearFactor", "Fraction of physical linear changes applied to vehicle (<0,0,0> to <1,1,1>)", | ||
665 | new Vector3(1f, 1f, 1f) ), | ||
666 | new ParameterDefn<Vector3>("VehicleAngularFactor", "Fraction of physical angular changes applied to vehicle (<0,0,0> to <1,1,1>)", | ||
667 | new Vector3(1f, 1f, 1f) ), | ||
668 | new ParameterDefn<Vector3>("VehicleInertiaFactor", "Fraction of physical inertia applied (<0,0,0> to <1,1,1>)", | ||
669 | new Vector3(1f, 1f, 1f) ), | ||
670 | new ParameterDefn<float>("VehicleFriction", "Friction of vehicle on the ground (0.0 - 1.0)", | ||
671 | 0.0f ), | ||
672 | new ParameterDefn<float>("VehicleRestitution", "Bouncyness factor for vehicles (0.0 - 1.0)", | ||
673 | 0.0f ), | ||
674 | new ParameterDefn<float>("VehicleGroundGravityFudge", "Factor to multiply gravity if a ground vehicle is probably on the ground (0.0 - 1.0)", | ||
675 | 0.2f ), | ||
676 | new ParameterDefn<float>("VehicleAngularBankingTimescaleFudge", "Factor to multiple angular banking timescale. Tune to increase realism.", | ||
677 | 60.0f ), | ||
678 | new ParameterDefn<bool>("VehicleEnableLinearDeflection", "Turn on/off vehicle linear deflection effect", | ||
679 | true ), | ||
680 | new ParameterDefn<bool>("VehicleLinearDeflectionNotCollidingNoZ", "Turn on/off linear deflection Z effect on non-colliding vehicles", | ||
681 | true ), | ||
682 | new ParameterDefn<bool>("VehicleEnableAngularVerticalAttraction", "Turn on/off vehicle angular vertical attraction effect", | ||
683 | true ), | ||
684 | new ParameterDefn<int>("VehicleAngularVerticalAttractionAlgorithm", "Select vertical attraction algo. You need to look at the source.", | ||
685 | 0 ), | ||
686 | new ParameterDefn<bool>("VehicleEnableAngularDeflection", "Turn on/off vehicle angular deflection effect", | ||
687 | true ), | ||
688 | new ParameterDefn<bool>("VehicleEnableAngularBanking", "Turn on/off vehicle angular banking effect", | ||
689 | true ), | ||
690 | |||
691 | new ParameterDefn<float>("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)", | ||
692 | 0f, | ||
693 | (s) => { return MaxPersistantManifoldPoolSize; }, | ||
694 | (s,v) => { MaxPersistantManifoldPoolSize = v; s.UnmanagedParams[0].maxPersistantManifoldPoolSize = v; } ), | ||
695 | new ParameterDefn<float>("MaxCollisionAlgorithmPoolSize", "Number of collisions pooled (0 means default of 4096)", | ||
696 | 0f, | ||
697 | (s) => { return MaxCollisionAlgorithmPoolSize; }, | ||
698 | (s,v) => { MaxCollisionAlgorithmPoolSize = v; s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize = v; } ), | ||
699 | new ParameterDefn<bool>("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count", | ||
700 | false, | ||
701 | (s) => { return ShouldDisableContactPoolDynamicAllocation; }, | ||
702 | (s,v) => { ShouldDisableContactPoolDynamicAllocation = v; | ||
703 | s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation = NumericBool(v); } ), | ||
704 | new ParameterDefn<bool>("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step", | ||
705 | false, | ||
706 | (s) => { return ShouldForceUpdateAllAabbs; }, | ||
707 | (s,v) => { ShouldForceUpdateAllAabbs = v; s.UnmanagedParams[0].shouldForceUpdateAllAabbs = NumericBool(v); } ), | ||
708 | new ParameterDefn<bool>("ShouldRandomizeSolverOrder", "Enable for slightly better stacking interaction", | ||
709 | true, | ||
710 | (s) => { return ShouldRandomizeSolverOrder; }, | ||
711 | (s,v) => { ShouldRandomizeSolverOrder = v; s.UnmanagedParams[0].shouldRandomizeSolverOrder = NumericBool(v); } ), | ||
712 | new ParameterDefn<bool>("ShouldSplitSimulationIslands", "Enable splitting active object scanning islands", | ||
713 | true, | ||
714 | (s) => { return ShouldSplitSimulationIslands; }, | ||
715 | (s,v) => { ShouldSplitSimulationIslands = v; s.UnmanagedParams[0].shouldSplitSimulationIslands = NumericBool(v); } ), | ||
716 | new ParameterDefn<bool>("ShouldEnableFrictionCaching", "Enable friction computation caching", | ||
717 | true, | ||
718 | (s) => { return ShouldEnableFrictionCaching; }, | ||
719 | (s,v) => { ShouldEnableFrictionCaching = v; s.UnmanagedParams[0].shouldEnableFrictionCaching = NumericBool(v); } ), | ||
720 | new ParameterDefn<float>("NumberOfSolverIterations", "Number of internal iterations (0 means default)", | ||
721 | 0f, // zero says use Bullet default | ||
722 | (s) => { return NumberOfSolverIterations; }, | ||
723 | (s,v) => { NumberOfSolverIterations = v; s.UnmanagedParams[0].numberOfSolverIterations = v; } ), | ||
724 | new ParameterDefn<bool>("UseSingleSidedMeshes", "Whether to compute collisions based on single sided meshes.", | ||
725 | true, | ||
726 | (s) => { return UseSingleSidedMeshes; }, | ||
727 | (s,v) => { UseSingleSidedMeshes = v; s.UnmanagedParams[0].useSingleSidedMeshes = NumericBool(v); } ), | ||
728 | new ParameterDefn<float>("GlobalContactBreakingThreshold", "Amount of shape radius before breaking a collision contact (0 says Bullet default (0.2))", | ||
729 | 0f, | ||
730 | (s) => { return GlobalContactBreakingThreshold; }, | ||
731 | (s,v) => { GlobalContactBreakingThreshold = v; s.UnmanagedParams[0].globalContactBreakingThreshold = v; } ), | ||
732 | new ParameterDefn<float>("PhysicsUnmanLoggingFrames", "If non-zero, frames between output of detailed unmanaged physics statistics", | ||
733 | 0f, | ||
734 | (s) => { return PhysicsUnmanLoggingFrames; }, | ||
735 | (s,v) => { PhysicsUnmanLoggingFrames = v; s.UnmanagedParams[0].physicsLoggingFrames = v; } ), | ||
736 | |||
737 | new ParameterDefn<int>("CSHullMaxDepthSplit", "CS impl: max depth to split for hull. 1-10 but > 7 is iffy", | ||
738 | 7 ), | ||
739 | new ParameterDefn<int>("CSHullMaxDepthSplitForSimpleShapes", "CS impl: max depth setting for simple prim shapes", | ||
740 | 2 ), | ||
741 | new ParameterDefn<float>("CSHullConcavityThresholdPercent", "CS impl: concavity threshold percent (0-20)", | ||
742 | 5f ), | ||
743 | new ParameterDefn<float>("CSHullVolumeConservationThresholdPercent", "percent volume conservation to collapse hulls (0-30)", | ||
744 | 5f ), | ||
745 | new ParameterDefn<int>("CSHullMaxVertices", "CS impl: maximum number of vertices in output hulls. Keep < 50.", | ||
746 | 32 ), | ||
747 | new ParameterDefn<float>("CSHullMaxSkinWidth", "CS impl: skin width to apply to output hulls.", | ||
748 | 0f ), | ||
749 | |||
750 | new ParameterDefn<float>("BHullMaxVerticesPerHull", "Bullet impl: max number of vertices per created hull", | ||
751 | 200f ), | ||
752 | new ParameterDefn<float>("BHullMinClusters", "Bullet impl: minimum number of hulls to create per mesh", | ||
753 | 10f ), | ||
754 | new ParameterDefn<float>("BHullCompacityWeight", "Bullet impl: weight factor for how compact to make hulls", | ||
755 | 20f ), | ||
756 | new ParameterDefn<float>("BHullVolumeWeight", "Bullet impl: weight factor for volume in created hull", | ||
757 | 0.1f ), | ||
758 | new ParameterDefn<float>("BHullConcavity", "Bullet impl: weight factor for how convex a created hull can be", | ||
759 | 10f ), | ||
760 | new ParameterDefn<bool>("BHullAddExtraDistPoints", "Bullet impl: whether to add extra vertices for long distance vectors", | ||
761 | true ), | ||
762 | new ParameterDefn<bool>("BHullAddNeighboursDistPoints", "Bullet impl: whether to add extra vertices between neighbor hulls", | ||
763 | true ), | ||
764 | new ParameterDefn<bool>("BHullAddFacesPoints", "Bullet impl: whether to add extra vertices to break up hull faces", | ||
765 | true ), | ||
766 | new ParameterDefn<bool>("BHullShouldAdjustCollisionMargin", "Bullet impl: whether to shrink resulting hulls to account for collision margin", | ||
767 | false ), | ||
768 | |||
769 | new ParameterDefn<float>("WhichHACD", "zero if Bullet HACD, non-zero says VHACD", | ||
770 | 0f ), | ||
771 | new ParameterDefn<float>("VHACDresolution", "max number of voxels generated during voxelization stage", | ||
772 | 100000f ), | ||
773 | new ParameterDefn<float>("VHACDdepth", "max number of clipping stages", | ||
774 | 20f ), | ||
775 | new ParameterDefn<float>("VHACDconcavity", "maximum concavity", | ||
776 | 0.0025f ), | ||
777 | new ParameterDefn<float>("VHACDplaneDownsampling", "granularity of search for best clipping plane", | ||
778 | 4f ), | ||
779 | new ParameterDefn<float>("VHACDconvexHullDownsampling", "precision of hull gen process", | ||
780 | 4f ), | ||
781 | new ParameterDefn<float>("VHACDalpha", "bias toward clipping along symmetry planes", | ||
782 | 0.05f ), | ||
783 | new ParameterDefn<float>("VHACDbeta", "bias toward clipping along revolution axis", | ||
784 | 0.05f ), | ||
785 | new ParameterDefn<float>("VHACDgamma", "max concavity when merging", | ||
786 | 0.00125f ), | ||
787 | new ParameterDefn<float>("VHACDpca", "on/off normalizing mesh before decomp", | ||
788 | 0f ), | ||
789 | new ParameterDefn<float>("VHACDmode", "0:voxel based, 1: tetrahedron based", | ||
790 | 0f ), | ||
791 | new ParameterDefn<float>("VHACDmaxNumVerticesPerCH", "max triangles per convex hull", | ||
792 | 64f ), | ||
793 | new ParameterDefn<float>("VHACDminVolumePerCH", "sampling of generated convex hulls", | ||
794 | 0.0001f ), | ||
795 | |||
796 | new ParameterDefn<float>("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)", | ||
797 | (float)BSLinkset.LinksetImplementation.Compound ), | ||
798 | new ParameterDefn<bool>("LinksetOffsetCenterOfMass", "If 'true', compute linkset center-of-mass and offset linkset position to account for same", | ||
799 | true ), | ||
800 | new ParameterDefn<bool>("LinkConstraintUseFrameOffset", "For linksets built with constraints, enable frame offsetFor linksets built with constraints, enable frame offset.", | ||
801 | false ), | ||
802 | new ParameterDefn<bool>("LinkConstraintEnableTransMotor", "Whether to enable translational motor on linkset constraints", | ||
803 | true ), | ||
804 | new ParameterDefn<float>("LinkConstraintTransMotorMaxVel", "Maximum velocity to be applied by translational motor in linkset constraints", | ||
805 | 5.0f ), | ||
806 | new ParameterDefn<float>("LinkConstraintTransMotorMaxForce", "Maximum force to be applied by translational motor in linkset constraints", | ||
807 | 0.1f ), | ||
808 | new ParameterDefn<float>("LinkConstraintCFM", "Amount constraint can be violated. 0=no violation, 1=infinite. Default=0.1", | ||
809 | 0.1f ), | ||
810 | new ParameterDefn<float>("LinkConstraintERP", "Amount constraint is corrected each tick. 0=none, 1=all. Default = 0.2", | ||
811 | 0.1f ), | ||
812 | new ParameterDefn<float>("LinkConstraintSolverIterations", "Number of solver iterations when computing constraint. (0 = Bullet default)", | ||
813 | 40 ), | ||
814 | |||
815 | new ParameterDefn<int>("PhysicsMetricFrames", "Frames between outputting detailed phys metrics. (0 is off)", | ||
816 | 0, | ||
817 | (s) => { return s.PhysicsMetricDumpFrames; }, | ||
818 | (s,v) => { s.PhysicsMetricDumpFrames = v; } ), | ||
819 | new ParameterDefn<float>("ResetBroadphasePool", "Setting this is any value resets the broadphase collision pool", | ||
820 | 0f, | ||
821 | (s) => { return 0f; }, | ||
822 | (s,v) => { BSParam.ResetBroadphasePoolTainted(s, v, false /* inTaintTime */); } ), | ||
823 | new ParameterDefn<float>("ResetConstraintSolver", "Setting this is any value resets the constraint solver", | ||
824 | 0f, | ||
825 | (s) => { return 0f; }, | ||
826 | (s,v) => { BSParam.ResetConstraintSolverTainted(s, v); } ), | ||
827 | }; | ||
828 | |||
829 | // Convert a boolean to our numeric true and false values | ||
830 | public static float NumericBool(bool b) | ||
831 | { | ||
832 | return (b ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse); | ||
833 | } | ||
834 | |||
835 | // Convert numeric true and false values to a boolean | ||
836 | public static bool BoolNumeric(float b) | ||
837 | { | ||
838 | return (b == ConfigurationParameters.numericTrue ? true : false); | ||
839 | } | ||
840 | |||
841 | // Search through the parameter definitions and return the matching | ||
842 | // ParameterDefn structure. | ||
843 | // Case does not matter as names are compared after converting to lower case. | ||
844 | // Returns 'false' if the parameter is not found. | ||
845 | internal static bool TryGetParameter(string paramName, out ParameterDefnBase defn) | ||
846 | { | ||
847 | bool ret = false; | ||
848 | ParameterDefnBase foundDefn = null; | ||
849 | string pName = paramName.ToLower(); | ||
850 | |||
851 | foreach (ParameterDefnBase parm in ParameterDefinitions) | ||
852 | { | ||
853 | if (pName == parm.name.ToLower()) | ||
854 | { | ||
855 | foundDefn = parm; | ||
856 | ret = true; | ||
857 | break; | ||
858 | } | ||
859 | } | ||
860 | defn = foundDefn; | ||
861 | return ret; | ||
862 | } | ||
863 | |||
864 | // Pass through the settable parameters and set the default values | ||
865 | internal static void SetParameterDefaultValues(BSScene physicsScene) | ||
866 | { | ||
867 | foreach (ParameterDefnBase parm in ParameterDefinitions) | ||
868 | { | ||
869 | parm.AssignDefault(physicsScene); | ||
870 | } | ||
871 | } | ||
872 | |||
873 | // Get user set values out of the ini file. | ||
874 | internal static void SetParameterConfigurationValues(BSScene physicsScene, IConfig cfg) | ||
875 | { | ||
876 | foreach (ParameterDefnBase parm in ParameterDefinitions) | ||
877 | { | ||
878 | parm.SetValue(physicsScene, cfg.GetString(parm.name, parm.GetValue(physicsScene))); | ||
879 | } | ||
880 | } | ||
881 | |||
882 | internal static PhysParameterEntry[] SettableParameters = new PhysParameterEntry[1]; | ||
883 | |||
884 | // This creates an array in the correct format for returning the list of | ||
885 | // parameters. This is used by the 'list' option of the 'physics' command. | ||
886 | internal static void BuildParameterTable() | ||
887 | { | ||
888 | if (SettableParameters.Length < ParameterDefinitions.Length) | ||
889 | { | ||
890 | List<PhysParameterEntry> entries = new List<PhysParameterEntry>(); | ||
891 | for (int ii = 0; ii < ParameterDefinitions.Length; ii++) | ||
892 | { | ||
893 | ParameterDefnBase pd = ParameterDefinitions[ii]; | ||
894 | entries.Add(new PhysParameterEntry(pd.name, pd.desc)); | ||
895 | } | ||
896 | |||
897 | // make the list alphabetical for ease of finding anything | ||
898 | entries.Sort((ppe1, ppe2) => { return ppe1.name.CompareTo(ppe2.name); }); | ||
899 | |||
900 | SettableParameters = entries.ToArray(); | ||
901 | } | ||
902 | } | ||
903 | |||
904 | // ===================================================================== | ||
905 | // ===================================================================== | ||
906 | // There are parameters that, when set, cause things to happen in the physics engine. | ||
907 | // This causes the broadphase collision cache to be cleared. | ||
908 | private static void ResetBroadphasePoolTainted(BSScene pPhysScene, float v, bool inTaintTime) | ||
909 | { | ||
910 | BSScene physScene = pPhysScene; | ||
911 | physScene.TaintedObject(inTaintTime, "BSParam.ResetBroadphasePoolTainted", delegate() | ||
912 | { | ||
913 | physScene.PE.ResetBroadphasePool(physScene.World); | ||
914 | }); | ||
915 | } | ||
916 | |||
917 | // This causes the constraint solver cache to be cleared and reset. | ||
918 | private static void ResetConstraintSolverTainted(BSScene pPhysScene, float v) | ||
919 | { | ||
920 | BSScene physScene = pPhysScene; | ||
921 | physScene.TaintedObject(BSScene.DetailLogZero, "BSParam.ResetConstraintSolver", delegate() | ||
922 | { | ||
923 | physScene.PE.ResetConstraintSolver(physScene.World); | ||
924 | }); | ||
925 | } | ||
926 | } | ||
927 | } | ||
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs b/OpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs new file mode 100755 index 0000000..da3fc18 --- /dev/null +++ b/OpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs | |||
@@ -0,0 +1,620 @@ | |||
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.PhysicsModules.SharedBase; | ||
34 | |||
35 | namespace OpenSim.Region.PhysicsModule.BulletS | ||
36 | { | ||
37 | /* | ||
38 | * Class to wrap all objects. | ||
39 | * The rest of BulletSim doesn't need to keep checking for avatars or prims | ||
40 | * unless the difference is significant. | ||
41 | * | ||
42 | * Variables in the physicsl objects are in three forms: | ||
43 | * VariableName: used by the simulator and performs taint operations, etc | ||
44 | * RawVariableName: direct reference to the BulletSim storage for the variable value | ||
45 | * ForceVariableName: direct reference (store and fetch) to the value in the physics engine. | ||
46 | * The last one should only be referenced in taint-time. | ||
47 | */ | ||
48 | |||
49 | /* | ||
50 | * As of 20121221, the following are the call sequences (going down) for different script physical functions: | ||
51 | * llApplyImpulse llApplyRotImpulse llSetTorque llSetForce | ||
52 | * SOP.ApplyImpulse SOP.ApplyAngularImpulse SOP.SetAngularImpulse SOP.SetForce | ||
53 | * SOG.ApplyImpulse SOG.ApplyAngularImpulse SOG.SetAngularImpulse | ||
54 | * PA.AddForce PA.AddAngularForce PA.Torque = v PA.Force = v | ||
55 | * BS.ApplyCentralForce BS.ApplyTorque | ||
56 | */ | ||
57 | |||
58 | // Flags used to denote which properties updates when making UpdateProperties calls to linksets, etc. | ||
59 | public enum UpdatedProperties : uint | ||
60 | { | ||
61 | Position = 1 << 0, | ||
62 | Orientation = 1 << 1, | ||
63 | Velocity = 1 << 2, | ||
64 | Acceleration = 1 << 3, | ||
65 | RotationalVelocity = 1 << 4, | ||
66 | EntPropUpdates = Position | Orientation | Velocity | Acceleration | RotationalVelocity, | ||
67 | } | ||
68 | public abstract class BSPhysObject : PhysicsActor | ||
69 | { | ||
70 | protected BSPhysObject() | ||
71 | { | ||
72 | } | ||
73 | protected BSPhysObject(BSScene parentScene, uint localID, string name, string typeName) | ||
74 | { | ||
75 | IsInitialized = false; | ||
76 | |||
77 | PhysScene = parentScene; | ||
78 | LocalID = localID; | ||
79 | PhysObjectName = name; | ||
80 | Name = name; // PhysicsActor also has the name of the object. Someday consolidate. | ||
81 | TypeName = typeName; | ||
82 | |||
83 | // Oddity if object is destroyed and recreated very quickly it could still have the old body. | ||
84 | if (!PhysBody.HasPhysicalBody) | ||
85 | PhysBody = new BulletBody(localID); | ||
86 | |||
87 | // Clean out anything that might be in the physical actor list. | ||
88 | // Again, a workaround for destroying and recreating an object very quickly. | ||
89 | PhysicalActors.Dispose(); | ||
90 | |||
91 | UserSetCenterOfMassDisplacement = null; | ||
92 | |||
93 | PrimAssetState = PrimAssetCondition.Unknown; | ||
94 | |||
95 | // Initialize variables kept in base. | ||
96 | // Beware that these cause taints to be queued whch can cause race conditions on startup. | ||
97 | GravModifier = 1.0f; | ||
98 | Gravity = new OMV.Vector3(0f, 0f, BSParam.Gravity); | ||
99 | HoverActive = false; | ||
100 | |||
101 | // Default material type. Also sets Friction, Restitution and Density. | ||
102 | SetMaterial((int)MaterialAttributes.Material.Wood); | ||
103 | |||
104 | CollisionsLastTickStep = -1; | ||
105 | |||
106 | SubscribedEventsMs = 0; | ||
107 | // Crazy values that will never be true | ||
108 | CollidingStep = BSScene.NotASimulationStep; | ||
109 | CollidingGroundStep = BSScene.NotASimulationStep; | ||
110 | CollisionAccumulation = BSScene.NotASimulationStep; | ||
111 | ColliderIsMoving = false; | ||
112 | CollisionScore = 0; | ||
113 | |||
114 | // All axis free. | ||
115 | LockedLinearAxis = LockedAxisFree; | ||
116 | LockedAngularAxis = LockedAxisFree; | ||
117 | } | ||
118 | |||
119 | // Tell the object to clean up. | ||
120 | public virtual void Destroy() | ||
121 | { | ||
122 | PhysicalActors.Enable(false); | ||
123 | PhysScene.TaintedObject(LocalID, "BSPhysObject.Destroy", delegate() | ||
124 | { | ||
125 | PhysicalActors.Dispose(); | ||
126 | }); | ||
127 | } | ||
128 | |||
129 | public BSScene PhysScene { get; protected set; } | ||
130 | // public override uint LocalID { get; set; } // Use the LocalID definition in PhysicsActor | ||
131 | public string PhysObjectName { get; protected set; } | ||
132 | public string TypeName { get; protected set; } | ||
133 | |||
134 | // Set to 'true' when the object is completely initialized. | ||
135 | // This mostly prevents property updates and collisions until the object is completely here. | ||
136 | public bool IsInitialized { get; protected set; } | ||
137 | |||
138 | // Set to 'true' if an object (mesh/linkset/sculpty) is not completely constructed. | ||
139 | // This test is used to prevent some updates to the object when it only partially exists. | ||
140 | // There are several reasons and object might be incomplete: | ||
141 | // Its underlying mesh/sculpty is an asset which must be fetched from the asset store | ||
142 | // It is a linkset who is being added to or removed from | ||
143 | // It is changing state (static to physical, for instance) which requires rebuilding | ||
144 | // This is a computed value based on the underlying physical object construction | ||
145 | abstract public bool IsIncomplete { get; } | ||
146 | |||
147 | // Return the object mass without calculating it or having side effects | ||
148 | public abstract float RawMass { get; } | ||
149 | // Set the raw mass but also update physical mass properties (inertia, ...) | ||
150 | // 'inWorld' true if the object has already been added to the dynamic world. | ||
151 | public abstract void UpdatePhysicalMassProperties(float mass, bool inWorld); | ||
152 | |||
153 | // The gravity being applied to the object. A function of default grav, GravityModifier and Buoyancy. | ||
154 | public virtual OMV.Vector3 Gravity { get; set; } | ||
155 | // The last value calculated for the prim's inertia | ||
156 | public OMV.Vector3 Inertia { get; set; } | ||
157 | |||
158 | // Reference to the physical body (btCollisionObject) of this object | ||
159 | public BulletBody PhysBody = new BulletBody(0); | ||
160 | // Reference to the physical shape (btCollisionShape) of this object | ||
161 | public BSShape PhysShape = new BSShapeNull(); | ||
162 | |||
163 | // The physical representation of the prim might require an asset fetch. | ||
164 | // The asset state is first 'Unknown' then 'Waiting' then either 'Failed' or 'Fetched'. | ||
165 | public enum PrimAssetCondition | ||
166 | { | ||
167 | Unknown, Waiting, FailedAssetFetch, FailedMeshing, Fetched | ||
168 | } | ||
169 | public PrimAssetCondition PrimAssetState { get; set; } | ||
170 | public virtual bool AssetFailed() | ||
171 | { | ||
172 | return ( (this.PrimAssetState == PrimAssetCondition.FailedAssetFetch) | ||
173 | || (this.PrimAssetState == PrimAssetCondition.FailedMeshing) ); | ||
174 | } | ||
175 | |||
176 | // The objects base shape information. Null if not a prim type shape. | ||
177 | public PrimitiveBaseShape BaseShape { get; protected set; } | ||
178 | |||
179 | // When the physical properties are updated, an EntityProperty holds the update values. | ||
180 | // Keep the current and last EntityProperties to enable computation of differences | ||
181 | // between the current update and the previous values. | ||
182 | public EntityProperties CurrentEntityProperties { get; set; } | ||
183 | public EntityProperties LastEntityProperties { get; set; } | ||
184 | |||
185 | public virtual OMV.Vector3 Scale { get; set; } | ||
186 | |||
187 | // It can be confusing for an actor to know if it should move or update an object | ||
188 | // depeneding on the setting of 'selected', 'physical, ... | ||
189 | // This flag is the true test -- if true, the object is being acted on in the physical world | ||
190 | public abstract bool IsPhysicallyActive { get; } | ||
191 | |||
192 | // Detailed state of the object. | ||
193 | public abstract bool IsSolid { get; } | ||
194 | public abstract bool IsStatic { get; } | ||
195 | public abstract bool IsSelected { get; } | ||
196 | public abstract bool IsVolumeDetect { get; } | ||
197 | |||
198 | // Materialness | ||
199 | public MaterialAttributes.Material Material { get; private set; } | ||
200 | public override void SetMaterial(int material) | ||
201 | { | ||
202 | Material = (MaterialAttributes.Material)material; | ||
203 | |||
204 | // Setting the material sets the material attributes also. | ||
205 | // TODO: decide if this is necessary -- the simulator does this. | ||
206 | MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, false); | ||
207 | Friction = matAttrib.friction; | ||
208 | Restitution = matAttrib.restitution; | ||
209 | Density = matAttrib.density; | ||
210 | // DetailLog("{0},{1}.SetMaterial,Mat={2},frict={3},rest={4},den={5}", LocalID, TypeName, Material, Friction, Restitution, Density); | ||
211 | } | ||
212 | |||
213 | public override float Density | ||
214 | { | ||
215 | get | ||
216 | { | ||
217 | return base.Density; | ||
218 | } | ||
219 | set | ||
220 | { | ||
221 | DetailLog("{0},BSPhysObject.Density,set,den={1}", LocalID, value); | ||
222 | base.Density = value; | ||
223 | } | ||
224 | } | ||
225 | |||
226 | // Stop all physical motion. | ||
227 | public abstract void ZeroMotion(bool inTaintTime); | ||
228 | public abstract void ZeroAngularMotion(bool inTaintTime); | ||
229 | |||
230 | // Update the physical location and motion of the object. Called with data from Bullet. | ||
231 | public abstract void UpdateProperties(EntityProperties entprop); | ||
232 | |||
233 | public virtual OMV.Vector3 RawPosition { get; set; } | ||
234 | public abstract OMV.Vector3 ForcePosition { get; set; } | ||
235 | |||
236 | public virtual OMV.Quaternion RawOrientation { get; set; } | ||
237 | public abstract OMV.Quaternion ForceOrientation { get; set; } | ||
238 | |||
239 | public virtual OMV.Vector3 RawVelocity { get; set; } | ||
240 | public abstract OMV.Vector3 ForceVelocity { get; set; } | ||
241 | |||
242 | public OMV.Vector3 RawForce { get; set; } | ||
243 | public OMV.Vector3 RawTorque { get; set; } | ||
244 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce) | ||
245 | { | ||
246 | AddAngularForce(force, pushforce, false); | ||
247 | } | ||
248 | public abstract void AddAngularForce(OMV.Vector3 force, bool pushforce, bool inTaintTime); | ||
249 | public abstract void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime); | ||
250 | |||
251 | public abstract OMV.Vector3 ForceRotationalVelocity { get; set; } | ||
252 | |||
253 | public abstract float ForceBuoyancy { get; set; } | ||
254 | |||
255 | public virtual bool ForceBodyShapeRebuild(bool inTaintTime) { return false; } | ||
256 | |||
257 | public override bool PIDActive | ||
258 | { | ||
259 | get { return MoveToTargetActive; } | ||
260 | set { MoveToTargetActive = value; } | ||
261 | } | ||
262 | |||
263 | public override OMV.Vector3 PIDTarget { set { MoveToTargetTarget = value; } } | ||
264 | public override float PIDTau { set { MoveToTargetTau = value; } } | ||
265 | |||
266 | public bool MoveToTargetActive { get; set; } | ||
267 | public OMV.Vector3 MoveToTargetTarget { get; set; } | ||
268 | public float MoveToTargetTau { get; set; } | ||
269 | |||
270 | // Used for llSetHoverHeight and maybe vehicle height. Hover Height will override MoveTo target's Z | ||
271 | public override bool PIDHoverActive { set { HoverActive = value; } } | ||
272 | public override float PIDHoverHeight { set { HoverHeight = value; } } | ||
273 | public override PIDHoverType PIDHoverType { set { HoverType = value; } } | ||
274 | public override float PIDHoverTau { set { HoverTau = value; } } | ||
275 | |||
276 | public bool HoverActive { get; set; } | ||
277 | public float HoverHeight { get; set; } | ||
278 | public PIDHoverType HoverType { get; set; } | ||
279 | public float HoverTau { get; set; } | ||
280 | |||
281 | // For RotLookAt | ||
282 | public override OMV.Quaternion APIDTarget { set { return; } } | ||
283 | public override bool APIDActive { set { return; } } | ||
284 | public override float APIDStrength { set { return; } } | ||
285 | public override float APIDDamping { set { return; } } | ||
286 | |||
287 | // The current velocity forward | ||
288 | public virtual float ForwardSpeed | ||
289 | { | ||
290 | get | ||
291 | { | ||
292 | OMV.Vector3 characterOrientedVelocity = RawVelocity * OMV.Quaternion.Inverse(OMV.Quaternion.Normalize(RawOrientation)); | ||
293 | return characterOrientedVelocity.X; | ||
294 | } | ||
295 | } | ||
296 | // The forward speed we are trying to achieve (TargetVelocity) | ||
297 | public virtual float TargetVelocitySpeed | ||
298 | { | ||
299 | get | ||
300 | { | ||
301 | OMV.Vector3 characterOrientedVelocity = TargetVelocity * OMV.Quaternion.Inverse(OMV.Quaternion.Normalize(RawOrientation)); | ||
302 | return characterOrientedVelocity.X; | ||
303 | } | ||
304 | } | ||
305 | |||
306 | // The user can optionally set the center of mass. The user's setting will override any | ||
307 | // computed center-of-mass (like in linksets). | ||
308 | // Note this is a displacement from the root's coordinates. Zero means use the root prim as center-of-mass. | ||
309 | public OMV.Vector3? UserSetCenterOfMassDisplacement { get; set; } | ||
310 | |||
311 | public OMV.Vector3 LockedLinearAxis; // zero means locked. one means free. | ||
312 | public OMV.Vector3 LockedAngularAxis; // zero means locked. one means free. | ||
313 | public const float FreeAxis = 1f; | ||
314 | public const float LockedAxis = 0f; | ||
315 | public readonly OMV.Vector3 LockedAxisFree = new OMV.Vector3(FreeAxis, FreeAxis, FreeAxis); // All axis are free | ||
316 | |||
317 | // If an axis is locked (flagged above) then the limits of that axis are specified here. | ||
318 | // Linear axis limits are relative to the object's starting coordinates. | ||
319 | // Angular limits are limited to -PI to +PI | ||
320 | public OMV.Vector3 LockedLinearAxisLow; | ||
321 | public OMV.Vector3 LockedLinearAxisHigh; | ||
322 | public OMV.Vector3 LockedAngularAxisLow; | ||
323 | public OMV.Vector3 LockedAngularAxisHigh; | ||
324 | |||
325 | // Enable physical actions. Bullet will keep sleeping non-moving physical objects so | ||
326 | // they need waking up when parameters are changed. | ||
327 | // Called in taint-time!! | ||
328 | public void ActivateIfPhysical(bool forceIt) | ||
329 | { | ||
330 | if (PhysBody.HasPhysicalBody) | ||
331 | { | ||
332 | if (IsPhysical) | ||
333 | { | ||
334 | // Physical objects might need activating | ||
335 | PhysScene.PE.Activate(PhysBody, forceIt); | ||
336 | } | ||
337 | else | ||
338 | { | ||
339 | // Clear the collision cache since we've changed some properties. | ||
340 | PhysScene.PE.ClearCollisionProxyCache(PhysScene.World, PhysBody); | ||
341 | } | ||
342 | } | ||
343 | } | ||
344 | |||
345 | // 'actors' act on the physical object to change or constrain its motion. These can range from | ||
346 | // hovering to complex vehicle motion. | ||
347 | // May be called at non-taint time as this just adds the actor to the action list and the real | ||
348 | // work is done during the simulation step. | ||
349 | // Note that, if the actor is already in the list and we are disabling same, the actor is just left | ||
350 | // in the list disabled. | ||
351 | public delegate BSActor CreateActor(); | ||
352 | public void EnableActor(bool enableActor, string actorName, CreateActor creator) | ||
353 | { | ||
354 | lock (PhysicalActors) | ||
355 | { | ||
356 | BSActor theActor; | ||
357 | if (PhysicalActors.TryGetActor(actorName, out theActor)) | ||
358 | { | ||
359 | // The actor already exists so just turn it on or off | ||
360 | DetailLog("{0},BSPhysObject.EnableActor,enablingExistingActor,name={1},enable={2}", LocalID, actorName, enableActor); | ||
361 | theActor.Enabled = enableActor; | ||
362 | } | ||
363 | else | ||
364 | { | ||
365 | // The actor does not exist. If it should, create it. | ||
366 | if (enableActor) | ||
367 | { | ||
368 | DetailLog("{0},BSPhysObject.EnableActor,creatingActor,name={1}", LocalID, actorName); | ||
369 | theActor = creator(); | ||
370 | PhysicalActors.Add(actorName, theActor); | ||
371 | theActor.Enabled = true; | ||
372 | } | ||
373 | else | ||
374 | { | ||
375 | DetailLog("{0},BSPhysObject.EnableActor,notCreatingActorSinceNotEnabled,name={1}", LocalID, actorName); | ||
376 | } | ||
377 | } | ||
378 | } | ||
379 | } | ||
380 | |||
381 | #region Collisions | ||
382 | |||
383 | // Requested number of milliseconds between collision events. Zero means disabled. | ||
384 | protected int SubscribedEventsMs { get; set; } | ||
385 | // Given subscription, the time that a collision may be passed up | ||
386 | protected int NextCollisionOkTime { get; set; } | ||
387 | // The simulation step that last had a collision | ||
388 | protected long CollidingStep { get; set; } | ||
389 | // The simulation step that last had a collision with the ground | ||
390 | protected long CollidingGroundStep { get; set; } | ||
391 | // The simulation step that last collided with an object | ||
392 | protected long CollidingObjectStep { get; set; } | ||
393 | // The collision flags we think are set in Bullet | ||
394 | protected CollisionFlags CurrentCollisionFlags { get; set; } | ||
395 | // On a collision, check the collider and remember if the last collider was moving | ||
396 | // Used to modify the standing of avatars (avatars on stationary things stand still) | ||
397 | public bool ColliderIsMoving; | ||
398 | // 'true' if the last collider was a volume detect object | ||
399 | public bool ColliderIsVolumeDetect; | ||
400 | // Used by BSCharacter to manage standing (and not slipping) | ||
401 | public bool IsStationary; | ||
402 | |||
403 | // Count of collisions for this object | ||
404 | protected long CollisionAccumulation { get; set; } | ||
405 | |||
406 | public override bool IsColliding { | ||
407 | get { return (CollidingStep == PhysScene.SimulationStep); } | ||
408 | set { | ||
409 | if (value) | ||
410 | CollidingStep = PhysScene.SimulationStep; | ||
411 | else | ||
412 | CollidingStep = BSScene.NotASimulationStep; | ||
413 | } | ||
414 | } | ||
415 | // Complex objects (like linksets) need to know if there is a collision on any part of | ||
416 | // their shape. 'IsColliding' has an existing definition of reporting a collision on | ||
417 | // only this specific prim or component of linksets. | ||
418 | // 'HasSomeCollision' is defined as reporting if there is a collision on any part of | ||
419 | // the complex body that this prim is the root of. | ||
420 | public virtual bool HasSomeCollision | ||
421 | { | ||
422 | get { return IsColliding; } | ||
423 | set { IsColliding = value; } | ||
424 | } | ||
425 | public override bool CollidingGround { | ||
426 | get { return (CollidingGroundStep == PhysScene.SimulationStep); } | ||
427 | set | ||
428 | { | ||
429 | if (value) | ||
430 | CollidingGroundStep = PhysScene.SimulationStep; | ||
431 | else | ||
432 | CollidingGroundStep = BSScene.NotASimulationStep; | ||
433 | } | ||
434 | } | ||
435 | public override bool CollidingObj { | ||
436 | get { return (CollidingObjectStep == PhysScene.SimulationStep); } | ||
437 | set { | ||
438 | if (value) | ||
439 | CollidingObjectStep = PhysScene.SimulationStep; | ||
440 | else | ||
441 | CollidingObjectStep = BSScene.NotASimulationStep; | ||
442 | } | ||
443 | } | ||
444 | |||
445 | // The collisions that have been collected for the next collision reporting (throttled by subscription) | ||
446 | protected CollisionEventUpdate CollisionCollection = new CollisionEventUpdate(); | ||
447 | // This is the collision collection last reported to the Simulator. | ||
448 | public CollisionEventUpdate CollisionsLastReported = new CollisionEventUpdate(); | ||
449 | // Remember the collisions recorded in the last tick for fancy collision checking | ||
450 | // (like a BSCharacter walking up stairs). | ||
451 | public CollisionEventUpdate CollisionsLastTick = new CollisionEventUpdate(); | ||
452 | private long CollisionsLastTickStep = -1; | ||
453 | |||
454 | // The simulation step is telling this object about a collision. | ||
455 | // Return 'true' if a collision was processed and should be sent up. | ||
456 | // Return 'false' if this object is not enabled/subscribed/appropriate for or has already seen this collision. | ||
457 | // Called at taint time from within the Step() function | ||
458 | public delegate bool CollideCall(uint collidingWith, BSPhysObject collidee, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth); | ||
459 | public virtual bool Collide(uint collidingWith, BSPhysObject collidee, | ||
460 | OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) | ||
461 | { | ||
462 | bool ret = false; | ||
463 | |||
464 | // The following lines make IsColliding(), CollidingGround() and CollidingObj work | ||
465 | CollidingStep = PhysScene.SimulationStep; | ||
466 | if (collidingWith <= PhysScene.TerrainManager.HighestTerrainID) | ||
467 | { | ||
468 | CollidingGroundStep = PhysScene.SimulationStep; | ||
469 | } | ||
470 | else | ||
471 | { | ||
472 | CollidingObjectStep = PhysScene.SimulationStep; | ||
473 | } | ||
474 | |||
475 | CollisionAccumulation++; | ||
476 | |||
477 | // For movement tests, remember if we are colliding with an object that is moving. | ||
478 | ColliderIsMoving = collidee != null ? (collidee.RawVelocity != OMV.Vector3.Zero) : false; | ||
479 | ColliderIsVolumeDetect = collidee != null ? (collidee.IsVolumeDetect) : false; | ||
480 | |||
481 | // Make a collection of the collisions that happened the last simulation tick. | ||
482 | // This is different than the collection created for sending up to the simulator as it is cleared every tick. | ||
483 | if (CollisionsLastTickStep != PhysScene.SimulationStep) | ||
484 | { | ||
485 | CollisionsLastTick = new CollisionEventUpdate(); | ||
486 | CollisionsLastTickStep = PhysScene.SimulationStep; | ||
487 | } | ||
488 | CollisionsLastTick.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); | ||
489 | |||
490 | // If someone has subscribed for collision events log the collision so it will be reported up | ||
491 | if (SubscribedEvents()) { | ||
492 | lock (PhysScene.CollisionLock) | ||
493 | { | ||
494 | CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); | ||
495 | } | ||
496 | DetailLog("{0},{1}.Collision.AddCollider,call,with={2},point={3},normal={4},depth={5},colliderMoving={6}", | ||
497 | LocalID, TypeName, collidingWith, contactPoint, contactNormal, pentrationDepth, ColliderIsMoving); | ||
498 | |||
499 | ret = true; | ||
500 | } | ||
501 | return ret; | ||
502 | } | ||
503 | |||
504 | // Send the collected collisions into the simulator. | ||
505 | // Called at taint time from within the Step() function thus no locking problems | ||
506 | // with CollisionCollection and ObjectsWithNoMoreCollisions. | ||
507 | // Called with BSScene.CollisionLock locked to protect the collision lists. | ||
508 | // Return 'true' if there were some actual collisions passed up | ||
509 | public virtual bool SendCollisions() | ||
510 | { | ||
511 | bool ret = true; | ||
512 | |||
513 | // If no collisions this call but there were collisions last call, force the collision | ||
514 | // event to be happen right now so quick collision_end. | ||
515 | bool force = (CollisionCollection.Count == 0 && CollisionsLastReported.Count != 0); | ||
516 | |||
517 | // throttle the collisions to the number of milliseconds specified in the subscription | ||
518 | if (force || (PhysScene.SimulationNowTime >= NextCollisionOkTime)) | ||
519 | { | ||
520 | NextCollisionOkTime = PhysScene.SimulationNowTime + SubscribedEventsMs; | ||
521 | |||
522 | // We are called if we previously had collisions. If there are no collisions | ||
523 | // this time, send up one last empty event so OpenSim can sense collision end. | ||
524 | if (CollisionCollection.Count == 0) | ||
525 | { | ||
526 | // If I have no collisions this time, remove me from the list of objects with collisions. | ||
527 | ret = false; | ||
528 | } | ||
529 | |||
530 | DetailLog("{0},{1}.SendCollisionUpdate,call,numCollisions={2}", LocalID, TypeName, CollisionCollection.Count); | ||
531 | base.SendCollisionUpdate(CollisionCollection); | ||
532 | |||
533 | // Remember the collisions from this tick for some collision specific processing. | ||
534 | CollisionsLastReported = CollisionCollection; | ||
535 | |||
536 | // The CollisionCollection instance is passed around in the simulator. | ||
537 | // Make sure we don't have a handle to that one and that a new one is used for next time. | ||
538 | // This fixes an interesting 'gotcha'. If we call CollisionCollection.Clear() here, | ||
539 | // a race condition is created for the other users of this instance. | ||
540 | CollisionCollection = new CollisionEventUpdate(); | ||
541 | } | ||
542 | return ret; | ||
543 | } | ||
544 | |||
545 | // Subscribe for collision events. | ||
546 | // Parameter is the millisecond rate the caller wishes collision events to occur. | ||
547 | public override void SubscribeEvents(int ms) { | ||
548 | // DetailLog("{0},{1}.SubscribeEvents,subscribing,ms={2}", LocalID, TypeName, ms); | ||
549 | SubscribedEventsMs = ms; | ||
550 | if (ms > 0) | ||
551 | { | ||
552 | // make sure first collision happens | ||
553 | NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs); | ||
554 | |||
555 | PhysScene.TaintedObject(LocalID, TypeName+".SubscribeEvents", delegate() | ||
556 | { | ||
557 | if (PhysBody.HasPhysicalBody) | ||
558 | CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
559 | }); | ||
560 | } | ||
561 | else | ||
562 | { | ||
563 | // Subscribing for zero or less is the same as unsubscribing | ||
564 | UnSubscribeEvents(); | ||
565 | } | ||
566 | } | ||
567 | public override void UnSubscribeEvents() { | ||
568 | // DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName); | ||
569 | SubscribedEventsMs = 0; | ||
570 | PhysScene.TaintedObject(LocalID, TypeName+".UnSubscribeEvents", delegate() | ||
571 | { | ||
572 | // Make sure there is a body there because sometimes destruction happens in an un-ideal order. | ||
573 | if (PhysBody.HasPhysicalBody) | ||
574 | CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
575 | }); | ||
576 | } | ||
577 | // Return 'true' if the simulator wants collision events | ||
578 | public override bool SubscribedEvents() { | ||
579 | return (SubscribedEventsMs > 0); | ||
580 | } | ||
581 | // Because 'CollisionScore' is called many times while sorting, it should not be recomputed | ||
582 | // each time called. So this is built to be light weight for each collision and to do | ||
583 | // all the processing when the user asks for the info. | ||
584 | public void ComputeCollisionScore() | ||
585 | { | ||
586 | // Scale the collision count by the time since the last collision. | ||
587 | // The "+1" prevents dividing by zero. | ||
588 | long timeAgo = PhysScene.SimulationStep - CollidingStep + 1; | ||
589 | CollisionScore = CollisionAccumulation / timeAgo; | ||
590 | } | ||
591 | public override float CollisionScore { get; set; } | ||
592 | |||
593 | #endregion // Collisions | ||
594 | |||
595 | #region Per Simulation Step actions | ||
596 | |||
597 | public BSActorCollection PhysicalActors = new BSActorCollection(); | ||
598 | |||
599 | // When an update to the physical properties happens, this event is fired to let | ||
600 | // different actors to modify the update before it is passed around | ||
601 | public delegate void PreUpdatePropertyAction(ref EntityProperties entprop); | ||
602 | public event PreUpdatePropertyAction OnPreUpdateProperty; | ||
603 | protected void TriggerPreUpdatePropertyAction(ref EntityProperties entprop) | ||
604 | { | ||
605 | PreUpdatePropertyAction actions = OnPreUpdateProperty; | ||
606 | if (actions != null) | ||
607 | actions(ref entprop); | ||
608 | } | ||
609 | |||
610 | #endregion // Per Simulation Step actions | ||
611 | |||
612 | // High performance detailed logging routine used by the physical objects. | ||
613 | protected void DetailLog(string msg, params Object[] args) | ||
614 | { | ||
615 | if (PhysScene.PhysicsLogging.Enabled) | ||
616 | PhysScene.DetailLog(msg, args); | ||
617 | } | ||
618 | |||
619 | } | ||
620 | } | ||
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs b/OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs new file mode 100644 index 0000000..6f27ac7 --- /dev/null +++ b/OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs | |||
@@ -0,0 +1,1895 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Reflection; | ||
30 | using System.Collections.Generic; | ||
31 | using System.Xml; | ||
32 | using log4net; | ||
33 | using OMV = OpenMetaverse; | ||
34 | using OpenSim.Framework; | ||
35 | using OpenSim.Region.PhysicsModules.SharedBase; | ||
36 | using OpenSim.Region.PhysicsModule.ConvexDecompositionDotNet; | ||
37 | |||
38 | namespace OpenSim.Region.PhysicsModule.BulletS | ||
39 | { | ||
40 | |||
41 | [Serializable] | ||
42 | public class BSPrim : BSPhysObject | ||
43 | { | ||
44 | protected static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
45 | private static readonly string LogHeader = "[BULLETS PRIM]"; | ||
46 | |||
47 | // _size is what the user passed. Scale is what we pass to the physics engine with the mesh. | ||
48 | private OMV.Vector3 _size; // the multiplier for each mesh dimension as passed by the user | ||
49 | |||
50 | private bool _grabbed; | ||
51 | private bool _isSelected; | ||
52 | private bool _isVolumeDetect; | ||
53 | |||
54 | private float _mass; // the mass of this object | ||
55 | private OMV.Vector3 _acceleration; | ||
56 | private int _physicsActorType; | ||
57 | private bool _isPhysical; | ||
58 | private bool _flying; | ||
59 | private bool _setAlwaysRun; | ||
60 | private bool _throttleUpdates; | ||
61 | private bool _floatOnWater; | ||
62 | private OMV.Vector3 _rotationalVelocity; | ||
63 | private bool _kinematic; | ||
64 | private float _buoyancy; | ||
65 | |||
66 | private int CrossingFailures { get; set; } | ||
67 | |||
68 | // Keep a handle to the vehicle actor so it is easy to set parameters on same. | ||
69 | public const string VehicleActorName = "BasicVehicle"; | ||
70 | |||
71 | // Parameters for the hover actor | ||
72 | public const string HoverActorName = "BSPrim.HoverActor"; | ||
73 | // Parameters for the axis lock actor | ||
74 | public const String LockedAxisActorName = "BSPrim.LockedAxis"; | ||
75 | // Parameters for the move to target actor | ||
76 | public const string MoveToTargetActorName = "BSPrim.MoveToTargetActor"; | ||
77 | // Parameters for the setForce and setTorque actors | ||
78 | public const string SetForceActorName = "BSPrim.SetForceActor"; | ||
79 | public const string SetTorqueActorName = "BSPrim.SetTorqueActor"; | ||
80 | |||
81 | public BSPrim(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, | ||
82 | OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) | ||
83 | : base(parent_scene, localID, primName, "BSPrim") | ||
84 | { | ||
85 | // m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID); | ||
86 | _physicsActorType = (int)ActorTypes.Prim; | ||
87 | RawPosition = pos; | ||
88 | _size = size; | ||
89 | Scale = size; // prims are the size the user wants them to be (different for BSCharactes). | ||
90 | RawOrientation = rotation; | ||
91 | _buoyancy = 0f; | ||
92 | RawVelocity = OMV.Vector3.Zero; | ||
93 | _rotationalVelocity = OMV.Vector3.Zero; | ||
94 | BaseShape = pbs; | ||
95 | _isPhysical = pisPhysical; | ||
96 | _isVolumeDetect = false; | ||
97 | |||
98 | _mass = CalculateMass(); | ||
99 | |||
100 | DetailLog("{0},BSPrim.constructor,pbs={1}", LocalID, BSScene.PrimitiveBaseShapeToString(pbs)); | ||
101 | // DetailLog("{0},BSPrim.constructor,call", LocalID); | ||
102 | // do the actual object creation at taint time | ||
103 | PhysScene.TaintedObject(LocalID, "BSPrim.create", delegate() | ||
104 | { | ||
105 | // Make sure the object is being created with some sanity. | ||
106 | ExtremeSanityCheck(true /* inTaintTime */); | ||
107 | |||
108 | CreateGeomAndObject(true); | ||
109 | |||
110 | CurrentCollisionFlags = PhysScene.PE.GetCollisionFlags(PhysBody); | ||
111 | |||
112 | IsInitialized = true; | ||
113 | }); | ||
114 | } | ||
115 | |||
116 | // called when this prim is being destroyed and we should free all the resources | ||
117 | public override void Destroy() | ||
118 | { | ||
119 | // m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID); | ||
120 | IsInitialized = false; | ||
121 | |||
122 | base.Destroy(); | ||
123 | |||
124 | // Undo any vehicle properties | ||
125 | this.VehicleType = (int)Vehicle.TYPE_NONE; | ||
126 | |||
127 | PhysScene.TaintedObject(LocalID, "BSPrim.Destroy", delegate() | ||
128 | { | ||
129 | DetailLog("{0},BSPrim.Destroy,taint,", LocalID); | ||
130 | // If there are physical body and shape, release my use of same. | ||
131 | PhysScene.Shapes.DereferenceBody(PhysBody, null); | ||
132 | PhysBody.Clear(); | ||
133 | PhysShape.Dereference(PhysScene); | ||
134 | PhysShape = new BSShapeNull(); | ||
135 | }); | ||
136 | } | ||
137 | |||
138 | // No one uses this property. | ||
139 | public override bool Stopped { | ||
140 | get { return false; } | ||
141 | } | ||
142 | |||
143 | public override bool IsIncomplete { | ||
144 | get { | ||
145 | return ShapeRebuildScheduled; | ||
146 | } | ||
147 | } | ||
148 | |||
149 | // 'true' if this object's shape is in need of a rebuild and a rebuild has been queued. | ||
150 | // The prim is still available but its underlying shape will change soon. | ||
151 | // This is protected by a 'lock(this)'. | ||
152 | public bool ShapeRebuildScheduled { get; protected set; } | ||
153 | |||
154 | public override OMV.Vector3 Size { | ||
155 | get { return _size; } | ||
156 | set { | ||
157 | // We presume the scale and size are the same. If scale must be changed for | ||
158 | // the physical shape, that is done when the geometry is built. | ||
159 | _size = value; | ||
160 | Scale = _size; | ||
161 | ForceBodyShapeRebuild(false); | ||
162 | } | ||
163 | } | ||
164 | |||
165 | public override PrimitiveBaseShape Shape { | ||
166 | set { | ||
167 | BaseShape = value; | ||
168 | DetailLog("{0},BSPrim.changeShape,pbs={1}", LocalID, BSScene.PrimitiveBaseShapeToString(BaseShape)); | ||
169 | PrimAssetState = PrimAssetCondition.Unknown; | ||
170 | ForceBodyShapeRebuild(false); | ||
171 | } | ||
172 | } | ||
173 | // Cause the body and shape of the prim to be rebuilt if necessary. | ||
174 | // If there are no changes required, this is quick and does not make changes to the prim. | ||
175 | // If rebuilding is necessary (like changing from static to physical), that will happen. | ||
176 | // The 'ShapeRebuildScheduled' tells any checker that the body/shape may change shortly. | ||
177 | // The return parameter is not used by anyone. | ||
178 | public override bool ForceBodyShapeRebuild(bool inTaintTime) | ||
179 | { | ||
180 | if (inTaintTime) | ||
181 | { | ||
182 | // If called in taint time, do the operation immediately | ||
183 | _mass = CalculateMass(); // changing the shape changes the mass | ||
184 | CreateGeomAndObject(true); | ||
185 | } | ||
186 | else | ||
187 | { | ||
188 | lock (this) | ||
189 | { | ||
190 | // If a rebuild is not already in the queue | ||
191 | if (!ShapeRebuildScheduled) | ||
192 | { | ||
193 | // Remember that a rebuild is queued -- this is used to flag an incomplete object | ||
194 | ShapeRebuildScheduled = true; | ||
195 | PhysScene.TaintedObject(LocalID, "BSPrim.ForceBodyShapeRebuild", delegate() | ||
196 | { | ||
197 | _mass = CalculateMass(); // changing the shape changes the mass | ||
198 | CreateGeomAndObject(true); | ||
199 | ShapeRebuildScheduled = false; | ||
200 | }); | ||
201 | } | ||
202 | } | ||
203 | } | ||
204 | return true; | ||
205 | } | ||
206 | public override bool Grabbed { | ||
207 | set { _grabbed = value; | ||
208 | } | ||
209 | } | ||
210 | public override bool Selected { | ||
211 | set | ||
212 | { | ||
213 | if (value != _isSelected) | ||
214 | { | ||
215 | _isSelected = value; | ||
216 | PhysScene.TaintedObject(LocalID, "BSPrim.setSelected", delegate() | ||
217 | { | ||
218 | DetailLog("{0},BSPrim.selected,taint,selected={1}", LocalID, _isSelected); | ||
219 | SetObjectDynamic(false); | ||
220 | }); | ||
221 | } | ||
222 | } | ||
223 | } | ||
224 | public override bool IsSelected | ||
225 | { | ||
226 | get { return _isSelected; } | ||
227 | } | ||
228 | |||
229 | public override void CrossingFailure() | ||
230 | { | ||
231 | CrossingFailures++; | ||
232 | if (CrossingFailures > BSParam.CrossingFailuresBeforeOutOfBounds) | ||
233 | { | ||
234 | base.RaiseOutOfBounds(RawPosition); | ||
235 | } | ||
236 | else if (CrossingFailures == BSParam.CrossingFailuresBeforeOutOfBounds) | ||
237 | { | ||
238 | m_log.WarnFormat("{0} Too many crossing failures for {1}", LogHeader, Name); | ||
239 | } | ||
240 | return; | ||
241 | } | ||
242 | |||
243 | // link me to the specified parent | ||
244 | public override void link(PhysicsActor obj) { | ||
245 | } | ||
246 | |||
247 | // delink me from my linkset | ||
248 | public override void delink() { | ||
249 | } | ||
250 | |||
251 | // Set motion values to zero. | ||
252 | // Do it to the properties so the values get set in the physics engine. | ||
253 | // Push the setting of the values to the viewer. | ||
254 | // Called at taint time! | ||
255 | public override void ZeroMotion(bool inTaintTime) | ||
256 | { | ||
257 | RawVelocity = OMV.Vector3.Zero; | ||
258 | _acceleration = OMV.Vector3.Zero; | ||
259 | _rotationalVelocity = OMV.Vector3.Zero; | ||
260 | |||
261 | // Zero some other properties in the physics engine | ||
262 | PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.ZeroMotion", delegate() | ||
263 | { | ||
264 | if (PhysBody.HasPhysicalBody) | ||
265 | PhysScene.PE.ClearAllForces(PhysBody); | ||
266 | }); | ||
267 | } | ||
268 | public override void ZeroAngularMotion(bool inTaintTime) | ||
269 | { | ||
270 | _rotationalVelocity = OMV.Vector3.Zero; | ||
271 | // Zero some other properties in the physics engine | ||
272 | PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.ZeroMotion", delegate() | ||
273 | { | ||
274 | // DetailLog("{0},BSPrim.ZeroAngularMotion,call,rotVel={1}", LocalID, _rotationalVelocity); | ||
275 | if (PhysBody.HasPhysicalBody) | ||
276 | { | ||
277 | PhysScene.PE.SetInterpolationAngularVelocity(PhysBody, _rotationalVelocity); | ||
278 | PhysScene.PE.SetAngularVelocity(PhysBody, _rotationalVelocity); | ||
279 | } | ||
280 | }); | ||
281 | } | ||
282 | |||
283 | public override void LockAngularMotion(OMV.Vector3 axis) | ||
284 | { | ||
285 | DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis); | ||
286 | |||
287 | ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_UNLOCK_ANGULAR, 0f, 0f); | ||
288 | if (axis.X != 1) | ||
289 | { | ||
290 | ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_LOCK_ANGULAR_X, 0f, 0f); | ||
291 | } | ||
292 | if (axis.Y != 1) | ||
293 | { | ||
294 | ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_LOCK_ANGULAR_Y, 0f, 0f); | ||
295 | } | ||
296 | if (axis.Z != 1) | ||
297 | { | ||
298 | ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_LOCK_ANGULAR_Z, 0f, 0f); | ||
299 | } | ||
300 | |||
301 | InitializeAxisActor(); | ||
302 | |||
303 | return; | ||
304 | } | ||
305 | |||
306 | public override OMV.Vector3 Position { | ||
307 | get { | ||
308 | // don't do the GetObjectPosition for root elements because this function is called a zillion times. | ||
309 | // RawPosition = ForcePosition; | ||
310 | return RawPosition; | ||
311 | } | ||
312 | set { | ||
313 | // If the position must be forced into the physics engine, use ForcePosition. | ||
314 | // All positions are given in world positions. | ||
315 | if (RawPosition == value) | ||
316 | { | ||
317 | DetailLog("{0},BSPrim.setPosition,call,positionNotChanging,pos={1},orient={2}", LocalID, RawPosition, RawOrientation); | ||
318 | return; | ||
319 | } | ||
320 | RawPosition = value; | ||
321 | PositionSanityCheck(false); | ||
322 | |||
323 | PhysScene.TaintedObject(LocalID, "BSPrim.setPosition", delegate() | ||
324 | { | ||
325 | DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, RawPosition, RawOrientation); | ||
326 | ForcePosition = RawPosition; | ||
327 | }); | ||
328 | } | ||
329 | } | ||
330 | |||
331 | // NOTE: overloaded by BSPrimDisplaced to handle offset for center-of-gravity. | ||
332 | public override OMV.Vector3 ForcePosition { | ||
333 | get { | ||
334 | RawPosition = PhysScene.PE.GetPosition(PhysBody); | ||
335 | return RawPosition; | ||
336 | } | ||
337 | set { | ||
338 | RawPosition = value; | ||
339 | if (PhysBody.HasPhysicalBody) | ||
340 | { | ||
341 | PhysScene.PE.SetTranslation(PhysBody, RawPosition, RawOrientation); | ||
342 | ActivateIfPhysical(false); | ||
343 | } | ||
344 | } | ||
345 | } | ||
346 | |||
347 | // Check that the current position is sane and, if not, modify the position to make it so. | ||
348 | // Check for being below terrain and being out of bounds. | ||
349 | // Returns 'true' of the position was made sane by some action. | ||
350 | private bool PositionSanityCheck(bool inTaintTime) | ||
351 | { | ||
352 | bool ret = false; | ||
353 | |||
354 | // We don't care where non-physical items are placed | ||
355 | if (!IsPhysicallyActive) | ||
356 | return ret; | ||
357 | |||
358 | if (!PhysScene.TerrainManager.IsWithinKnownTerrain(RawPosition)) | ||
359 | { | ||
360 | // The physical object is out of the known/simulated area. | ||
361 | // Upper levels of code will handle the transition to other areas so, for | ||
362 | // the time, we just ignore the position. | ||
363 | return ret; | ||
364 | } | ||
365 | |||
366 | float terrainHeight = PhysScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition); | ||
367 | OMV.Vector3 upForce = OMV.Vector3.Zero; | ||
368 | float approxSize = Math.Max(Size.X, Math.Max(Size.Y, Size.Z)); | ||
369 | if ((RawPosition.Z + approxSize / 2f) < terrainHeight) | ||
370 | { | ||
371 | DetailLog("{0},BSPrim.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, RawPosition, terrainHeight); | ||
372 | float targetHeight = terrainHeight + (Size.Z / 2f); | ||
373 | // If the object is below ground it just has to be moved up because pushing will | ||
374 | // not get it through the terrain | ||
375 | RawPosition = new OMV.Vector3(RawPosition.X, RawPosition.Y, targetHeight); | ||
376 | if (inTaintTime) | ||
377 | { | ||
378 | ForcePosition = RawPosition; | ||
379 | } | ||
380 | // If we are throwing the object around, zero its other forces | ||
381 | ZeroMotion(inTaintTime); | ||
382 | ret = true; | ||
383 | } | ||
384 | |||
385 | if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) | ||
386 | { | ||
387 | float waterHeight = PhysScene.TerrainManager.GetWaterLevelAtXYZ(RawPosition); | ||
388 | // TODO: a floating motor so object will bob in the water | ||
389 | if (Math.Abs(RawPosition.Z - waterHeight) > 0.1f) | ||
390 | { | ||
391 | // Upforce proportional to the distance away from the water. Correct the error in 1 sec. | ||
392 | upForce.Z = (waterHeight - RawPosition.Z) * 1f; | ||
393 | |||
394 | // Apply upforce and overcome gravity. | ||
395 | OMV.Vector3 correctionForce = upForce - PhysScene.DefaultGravity; | ||
396 | DetailLog("{0},BSPrim.PositionSanityCheck,applyForce,pos={1},upForce={2},correctionForce={3}", LocalID, RawPosition, upForce, correctionForce); | ||
397 | AddForce(correctionForce, false, inTaintTime); | ||
398 | ret = true; | ||
399 | } | ||
400 | } | ||
401 | |||
402 | return ret; | ||
403 | } | ||
404 | |||
405 | // Occasionally things will fly off and really get lost. | ||
406 | // Find the wanderers and bring them back. | ||
407 | // Return 'true' if some parameter need some sanity. | ||
408 | private bool ExtremeSanityCheck(bool inTaintTime) | ||
409 | { | ||
410 | bool ret = false; | ||
411 | |||
412 | int wayOverThere = -1000; | ||
413 | int wayOutThere = 10000; | ||
414 | // There have been instances of objects getting thrown way out of bounds and crashing | ||
415 | // the border crossing code. | ||
416 | if ( RawPosition.X < wayOverThere || RawPosition.X > wayOutThere | ||
417 | || RawPosition.Y < wayOverThere || RawPosition.X > wayOutThere | ||
418 | || RawPosition.Z < wayOverThere || RawPosition.X > wayOutThere) | ||
419 | { | ||
420 | RawPosition = new OMV.Vector3(10, 10, 50); | ||
421 | ZeroMotion(inTaintTime); | ||
422 | ret = true; | ||
423 | } | ||
424 | if (RawVelocity.LengthSquared() > BSParam.MaxLinearVelocitySquared) | ||
425 | { | ||
426 | RawVelocity = Util.ClampV(RawVelocity, BSParam.MaxLinearVelocity); | ||
427 | ret = true; | ||
428 | } | ||
429 | if (_rotationalVelocity.LengthSquared() > BSParam.MaxAngularVelocitySquared) | ||
430 | { | ||
431 | _rotationalVelocity = Util.ClampV(_rotationalVelocity, BSParam.MaxAngularVelocity); | ||
432 | ret = true; | ||
433 | } | ||
434 | |||
435 | return ret; | ||
436 | } | ||
437 | |||
438 | // Return the effective mass of the object. | ||
439 | // The definition of this call is to return the mass of the prim. | ||
440 | // If the simulator cares about the mass of the linkset, it will sum it itself. | ||
441 | public override float Mass | ||
442 | { | ||
443 | get { return _mass; } | ||
444 | } | ||
445 | // TotalMass returns the mass of the large object the prim may be in (overridden by linkset code) | ||
446 | public virtual float TotalMass | ||
447 | { | ||
448 | get { return _mass; } | ||
449 | } | ||
450 | // used when we only want this prim's mass and not the linkset thing | ||
451 | public override float RawMass { | ||
452 | get { return _mass; } | ||
453 | } | ||
454 | // Set the physical mass to the passed mass. | ||
455 | // Note that this does not change _mass! | ||
456 | public override void UpdatePhysicalMassProperties(float physMass, bool inWorld) | ||
457 | { | ||
458 | if (PhysBody.HasPhysicalBody && PhysShape.HasPhysicalShape) | ||
459 | { | ||
460 | if (IsStatic) | ||
461 | { | ||
462 | PhysScene.PE.SetGravity(PhysBody, PhysScene.DefaultGravity); | ||
463 | Inertia = OMV.Vector3.Zero; | ||
464 | PhysScene.PE.SetMassProps(PhysBody, 0f, Inertia); | ||
465 | PhysScene.PE.UpdateInertiaTensor(PhysBody); | ||
466 | } | ||
467 | else | ||
468 | { | ||
469 | if (inWorld) | ||
470 | { | ||
471 | // Changing interesting properties doesn't change proxy and collision cache | ||
472 | // information. The Bullet solution is to re-add the object to the world | ||
473 | // after parameters are changed. | ||
474 | PhysScene.PE.RemoveObjectFromWorld(PhysScene.World, PhysBody); | ||
475 | } | ||
476 | |||
477 | // The computation of mass props requires gravity to be set on the object. | ||
478 | Gravity = ComputeGravity(Buoyancy); | ||
479 | PhysScene.PE.SetGravity(PhysBody, Gravity); | ||
480 | |||
481 | // OMV.Vector3 currentScale = PhysScene.PE.GetLocalScaling(PhysShape.physShapeInfo); // DEBUG DEBUG | ||
482 | // DetailLog("{0},BSPrim.UpdateMassProperties,currentScale{1},shape={2}", LocalID, currentScale, PhysShape.physShapeInfo); // DEBUG DEBUG | ||
483 | |||
484 | Inertia = PhysScene.PE.CalculateLocalInertia(PhysShape.physShapeInfo, physMass); | ||
485 | PhysScene.PE.SetMassProps(PhysBody, physMass, Inertia); | ||
486 | PhysScene.PE.UpdateInertiaTensor(PhysBody); | ||
487 | |||
488 | DetailLog("{0},BSPrim.UpdateMassProperties,mass={1},localInertia={2},grav={3},inWorld={4}", | ||
489 | LocalID, physMass, Inertia, Gravity, inWorld); | ||
490 | |||
491 | if (inWorld) | ||
492 | { | ||
493 | AddObjectToPhysicalWorld(); | ||
494 | } | ||
495 | } | ||
496 | } | ||
497 | } | ||
498 | |||
499 | // Return what gravity should be set to this very moment | ||
500 | public OMV.Vector3 ComputeGravity(float buoyancy) | ||
501 | { | ||
502 | OMV.Vector3 ret = PhysScene.DefaultGravity; | ||
503 | |||
504 | if (!IsStatic) | ||
505 | { | ||
506 | ret *= (1f - buoyancy); | ||
507 | ret *= GravModifier; | ||
508 | } | ||
509 | |||
510 | return ret; | ||
511 | } | ||
512 | |||
513 | // Is this used? | ||
514 | public override OMV.Vector3 CenterOfMass | ||
515 | { | ||
516 | get { return RawPosition; } | ||
517 | } | ||
518 | |||
519 | // Is this used? | ||
520 | public override OMV.Vector3 GeometricCenter | ||
521 | { | ||
522 | get { return RawPosition; } | ||
523 | } | ||
524 | |||
525 | public override OMV.Vector3 Force { | ||
526 | get { return RawForce; } | ||
527 | set { | ||
528 | RawForce = value; | ||
529 | EnableActor(RawForce != OMV.Vector3.Zero, SetForceActorName, delegate() | ||
530 | { | ||
531 | return new BSActorSetForce(PhysScene, this, SetForceActorName); | ||
532 | }); | ||
533 | |||
534 | // Call update so actor Refresh() is called to start things off | ||
535 | PhysScene.TaintedObject(LocalID, "BSPrim.setForce", delegate() | ||
536 | { | ||
537 | UpdatePhysicalParameters(); | ||
538 | }); | ||
539 | } | ||
540 | } | ||
541 | |||
542 | // Find and return a handle to the current vehicle actor. | ||
543 | // Return 'null' if there is no vehicle actor. | ||
544 | public BSDynamics GetVehicleActor(bool createIfNone) | ||
545 | { | ||
546 | BSDynamics ret = null; | ||
547 | BSActor actor; | ||
548 | if (PhysicalActors.TryGetActor(VehicleActorName, out actor)) | ||
549 | { | ||
550 | ret = actor as BSDynamics; | ||
551 | } | ||
552 | else | ||
553 | { | ||
554 | if (createIfNone) | ||
555 | { | ||
556 | ret = new BSDynamics(PhysScene, this, VehicleActorName); | ||
557 | PhysicalActors.Add(ret.ActorName, ret); | ||
558 | } | ||
559 | } | ||
560 | return ret; | ||
561 | } | ||
562 | |||
563 | public override int VehicleType { | ||
564 | get { | ||
565 | int ret = (int)Vehicle.TYPE_NONE; | ||
566 | BSDynamics vehicleActor = GetVehicleActor(false /* createIfNone */); | ||
567 | if (vehicleActor != null) | ||
568 | ret = (int)vehicleActor.Type; | ||
569 | return ret; | ||
570 | } | ||
571 | set { | ||
572 | Vehicle type = (Vehicle)value; | ||
573 | |||
574 | PhysScene.TaintedObject(LocalID, "setVehicleType", delegate() | ||
575 | { | ||
576 | // Some vehicle scripts change vehicle type on the fly as an easy way to | ||
577 | // change all the parameters. Like a plane changing to CAR when on the | ||
578 | // ground. In this case, don't want to zero motion. | ||
579 | // ZeroMotion(true /* inTaintTime */); | ||
580 | if (type == Vehicle.TYPE_NONE) | ||
581 | { | ||
582 | // Vehicle type is 'none' so get rid of any actor that may have been allocated. | ||
583 | BSDynamics vehicleActor = GetVehicleActor(false /* createIfNone */); | ||
584 | if (vehicleActor != null) | ||
585 | { | ||
586 | PhysicalActors.RemoveAndRelease(vehicleActor.ActorName); | ||
587 | } | ||
588 | } | ||
589 | else | ||
590 | { | ||
591 | // Vehicle type is not 'none' so create an actor and set it running. | ||
592 | BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); | ||
593 | if (vehicleActor != null) | ||
594 | { | ||
595 | vehicleActor.ProcessTypeChange(type); | ||
596 | ActivateIfPhysical(false); | ||
597 | } | ||
598 | } | ||
599 | }); | ||
600 | } | ||
601 | } | ||
602 | public override void VehicleFloatParam(int param, float value) | ||
603 | { | ||
604 | PhysScene.TaintedObject(LocalID, "BSPrim.VehicleFloatParam", delegate() | ||
605 | { | ||
606 | BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); | ||
607 | if (vehicleActor != null) | ||
608 | { | ||
609 | vehicleActor.ProcessFloatVehicleParam((Vehicle)param, value); | ||
610 | ActivateIfPhysical(false); | ||
611 | } | ||
612 | }); | ||
613 | } | ||
614 | public override void VehicleVectorParam(int param, OMV.Vector3 value) | ||
615 | { | ||
616 | PhysScene.TaintedObject(LocalID, "BSPrim.VehicleVectorParam", delegate() | ||
617 | { | ||
618 | BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); | ||
619 | if (vehicleActor != null) | ||
620 | { | ||
621 | vehicleActor.ProcessVectorVehicleParam((Vehicle)param, value); | ||
622 | ActivateIfPhysical(false); | ||
623 | } | ||
624 | }); | ||
625 | } | ||
626 | public override void VehicleRotationParam(int param, OMV.Quaternion rotation) | ||
627 | { | ||
628 | PhysScene.TaintedObject(LocalID, "BSPrim.VehicleRotationParam", delegate() | ||
629 | { | ||
630 | BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); | ||
631 | if (vehicleActor != null) | ||
632 | { | ||
633 | vehicleActor.ProcessRotationVehicleParam((Vehicle)param, rotation); | ||
634 | ActivateIfPhysical(false); | ||
635 | } | ||
636 | }); | ||
637 | } | ||
638 | public override void VehicleFlags(int param, bool remove) | ||
639 | { | ||
640 | PhysScene.TaintedObject(LocalID, "BSPrim.VehicleFlags", delegate() | ||
641 | { | ||
642 | BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); | ||
643 | if (vehicleActor != null) | ||
644 | { | ||
645 | vehicleActor.ProcessVehicleFlags(param, remove); | ||
646 | } | ||
647 | }); | ||
648 | } | ||
649 | |||
650 | // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more | ||
651 | public override void SetVolumeDetect(int param) { | ||
652 | bool newValue = (param != 0); | ||
653 | if (_isVolumeDetect != newValue) | ||
654 | { | ||
655 | _isVolumeDetect = newValue; | ||
656 | PhysScene.TaintedObject(LocalID, "BSPrim.SetVolumeDetect", delegate() | ||
657 | { | ||
658 | // DetailLog("{0},setVolumeDetect,taint,volDetect={1}", LocalID, _isVolumeDetect); | ||
659 | SetObjectDynamic(true); | ||
660 | }); | ||
661 | } | ||
662 | return; | ||
663 | } | ||
664 | public override bool IsVolumeDetect | ||
665 | { | ||
666 | get { return _isVolumeDetect; } | ||
667 | } | ||
668 | public override void SetMaterial(int material) | ||
669 | { | ||
670 | base.SetMaterial(material); | ||
671 | PhysScene.TaintedObject(LocalID, "BSPrim.SetMaterial", delegate() | ||
672 | { | ||
673 | UpdatePhysicalParameters(); | ||
674 | }); | ||
675 | } | ||
676 | public override float Friction | ||
677 | { | ||
678 | get { return base.Friction; } | ||
679 | set | ||
680 | { | ||
681 | if (base.Friction != value) | ||
682 | { | ||
683 | base.Friction = value; | ||
684 | PhysScene.TaintedObject(LocalID, "BSPrim.setFriction", delegate() | ||
685 | { | ||
686 | UpdatePhysicalParameters(); | ||
687 | }); | ||
688 | } | ||
689 | } | ||
690 | } | ||
691 | public override float Restitution | ||
692 | { | ||
693 | get { return base.Restitution; } | ||
694 | set | ||
695 | { | ||
696 | if (base.Restitution != value) | ||
697 | { | ||
698 | base.Restitution = value; | ||
699 | PhysScene.TaintedObject(LocalID, "BSPrim.setRestitution", delegate() | ||
700 | { | ||
701 | UpdatePhysicalParameters(); | ||
702 | }); | ||
703 | } | ||
704 | } | ||
705 | } | ||
706 | // The simulator/viewer keep density as 100kg/m3. | ||
707 | // Remember to use BSParam.DensityScaleFactor to create the physical density. | ||
708 | public override float Density | ||
709 | { | ||
710 | get { return base.Density; } | ||
711 | set | ||
712 | { | ||
713 | if (base.Density != value) | ||
714 | { | ||
715 | base.Density = value; | ||
716 | PhysScene.TaintedObject(LocalID, "BSPrim.setDensity", delegate() | ||
717 | { | ||
718 | UpdatePhysicalParameters(); | ||
719 | }); | ||
720 | } | ||
721 | } | ||
722 | } | ||
723 | public override float GravModifier | ||
724 | { | ||
725 | get { return base.GravModifier; } | ||
726 | set | ||
727 | { | ||
728 | if (base.GravModifier != value) | ||
729 | { | ||
730 | base.GravModifier = value; | ||
731 | PhysScene.TaintedObject(LocalID, "BSPrim.setGravityModifier", delegate() | ||
732 | { | ||
733 | UpdatePhysicalParameters(); | ||
734 | }); | ||
735 | } | ||
736 | } | ||
737 | } | ||
738 | public override OMV.Vector3 Velocity { | ||
739 | get { return RawVelocity; } | ||
740 | set { | ||
741 | RawVelocity = value; | ||
742 | PhysScene.TaintedObject(LocalID, "BSPrim.setVelocity", delegate() | ||
743 | { | ||
744 | // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, RawVelocity); | ||
745 | ForceVelocity = RawVelocity; | ||
746 | }); | ||
747 | } | ||
748 | } | ||
749 | public override OMV.Vector3 ForceVelocity { | ||
750 | get { return RawVelocity; } | ||
751 | set { | ||
752 | PhysScene.AssertInTaintTime("BSPrim.ForceVelocity"); | ||
753 | |||
754 | RawVelocity = Util.ClampV(value, BSParam.MaxLinearVelocity); | ||
755 | if (PhysBody.HasPhysicalBody) | ||
756 | { | ||
757 | DetailLog("{0},BSPrim.ForceVelocity,taint,vel={1}", LocalID, RawVelocity); | ||
758 | PhysScene.PE.SetLinearVelocity(PhysBody, RawVelocity); | ||
759 | ActivateIfPhysical(false); | ||
760 | } | ||
761 | } | ||
762 | } | ||
763 | public override OMV.Vector3 Torque { | ||
764 | get { return RawTorque; } | ||
765 | set { | ||
766 | RawTorque = value; | ||
767 | EnableActor(RawTorque != OMV.Vector3.Zero, SetTorqueActorName, delegate() | ||
768 | { | ||
769 | return new BSActorSetTorque(PhysScene, this, SetTorqueActorName); | ||
770 | }); | ||
771 | DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, RawTorque); | ||
772 | |||
773 | // Call update so actor Refresh() is called to start things off | ||
774 | PhysScene.TaintedObject(LocalID, "BSPrim.setTorque", delegate() | ||
775 | { | ||
776 | UpdatePhysicalParameters(); | ||
777 | }); | ||
778 | } | ||
779 | } | ||
780 | public override OMV.Vector3 Acceleration { | ||
781 | get { return _acceleration; } | ||
782 | set { _acceleration = value; } | ||
783 | } | ||
784 | |||
785 | public override OMV.Quaternion Orientation { | ||
786 | get { | ||
787 | return RawOrientation; | ||
788 | } | ||
789 | set { | ||
790 | if (RawOrientation == value) | ||
791 | return; | ||
792 | RawOrientation = value; | ||
793 | |||
794 | PhysScene.TaintedObject(LocalID, "BSPrim.setOrientation", delegate() | ||
795 | { | ||
796 | ForceOrientation = RawOrientation; | ||
797 | }); | ||
798 | } | ||
799 | } | ||
800 | // Go directly to Bullet to get/set the value. | ||
801 | public override OMV.Quaternion ForceOrientation | ||
802 | { | ||
803 | get | ||
804 | { | ||
805 | RawOrientation = PhysScene.PE.GetOrientation(PhysBody); | ||
806 | return RawOrientation; | ||
807 | } | ||
808 | set | ||
809 | { | ||
810 | RawOrientation = value; | ||
811 | if (PhysBody.HasPhysicalBody) | ||
812 | PhysScene.PE.SetTranslation(PhysBody, RawPosition, RawOrientation); | ||
813 | } | ||
814 | } | ||
815 | public override int PhysicsActorType { | ||
816 | get { return _physicsActorType; } | ||
817 | set { _physicsActorType = value; } | ||
818 | } | ||
819 | public override bool IsPhysical { | ||
820 | get { return _isPhysical; } | ||
821 | set { | ||
822 | if (_isPhysical != value) | ||
823 | { | ||
824 | _isPhysical = value; | ||
825 | PhysScene.TaintedObject(LocalID, "BSPrim.setIsPhysical", delegate() | ||
826 | { | ||
827 | DetailLog("{0},setIsPhysical,taint,isPhys={1}", LocalID, _isPhysical); | ||
828 | SetObjectDynamic(true); | ||
829 | // whether phys-to-static or static-to-phys, the object is not moving. | ||
830 | ZeroMotion(true); | ||
831 | |||
832 | }); | ||
833 | } | ||
834 | } | ||
835 | } | ||
836 | |||
837 | // An object is static (does not move) if selected or not physical | ||
838 | public override bool IsStatic | ||
839 | { | ||
840 | get { return _isSelected || !IsPhysical; } | ||
841 | } | ||
842 | |||
843 | // An object is solid if it's not phantom and if it's not doing VolumeDetect | ||
844 | public override bool IsSolid | ||
845 | { | ||
846 | get { return !IsPhantom && !_isVolumeDetect; } | ||
847 | } | ||
848 | |||
849 | // The object is moving and is actively being dynamic in the physical world | ||
850 | public override bool IsPhysicallyActive | ||
851 | { | ||
852 | get { return !_isSelected && IsPhysical; } | ||
853 | } | ||
854 | |||
855 | // Make gravity work if the object is physical and not selected | ||
856 | // Called at taint-time!! | ||
857 | private void SetObjectDynamic(bool forceRebuild) | ||
858 | { | ||
859 | // Recreate the physical object if necessary | ||
860 | CreateGeomAndObject(forceRebuild); | ||
861 | } | ||
862 | |||
863 | // Convert the simulator's physical properties into settings on BulletSim objects. | ||
864 | // There are four flags we're interested in: | ||
865 | // IsStatic: Object does not move, otherwise the object has mass and moves | ||
866 | // isSolid: other objects bounce off of this object | ||
867 | // isVolumeDetect: other objects pass through but can generate collisions | ||
868 | // collisionEvents: whether this object returns collision events | ||
869 | // NOTE: overloaded by BSPrimLinkable to also update linkset physical parameters. | ||
870 | public virtual void UpdatePhysicalParameters() | ||
871 | { | ||
872 | if (!PhysBody.HasPhysicalBody) | ||
873 | { | ||
874 | // This would only happen if updates are called for during initialization when the body is not set up yet. | ||
875 | // DetailLog("{0},BSPrim.UpdatePhysicalParameters,taint,calledWithNoPhysBody", LocalID); | ||
876 | return; | ||
877 | } | ||
878 | |||
879 | // Mangling all the physical properties requires the object not be in the physical world. | ||
880 | // This is a NOOP if the object is not in the world (BulletSim and Bullet ignore objects not found). | ||
881 | PhysScene.PE.RemoveObjectFromWorld(PhysScene.World, PhysBody); | ||
882 | |||
883 | // Set up the object physicalness (does gravity and collisions move this object) | ||
884 | MakeDynamic(IsStatic); | ||
885 | |||
886 | // Update vehicle specific parameters (after MakeDynamic() so can change physical parameters) | ||
887 | PhysicalActors.Refresh(); | ||
888 | |||
889 | // Arrange for collision events if the simulator wants them | ||
890 | EnableCollisions(SubscribedEvents()); | ||
891 | |||
892 | // Make solid or not (do things bounce off or pass through this object). | ||
893 | MakeSolid(IsSolid); | ||
894 | |||
895 | AddObjectToPhysicalWorld(); | ||
896 | |||
897 | // Rebuild its shape | ||
898 | PhysScene.PE.UpdateSingleAabb(PhysScene.World, PhysBody); | ||
899 | |||
900 | DetailLog("{0},BSPrim.UpdatePhysicalParameters,taintExit,static={1},solid={2},mass={3},collide={4},cf={5:X},cType={6},body={7},shape={8}", | ||
901 | LocalID, IsStatic, IsSolid, Mass, SubscribedEvents(), | ||
902 | CurrentCollisionFlags, PhysBody.collisionType, PhysBody, PhysShape); | ||
903 | } | ||
904 | |||
905 | // "Making dynamic" means changing to and from static. | ||
906 | // When static, gravity does not effect the object and it is fixed in space. | ||
907 | // When dynamic, the object can fall and be pushed by others. | ||
908 | // This is independent of its 'solidness' which controls what passes through | ||
909 | // this object and what interacts with it. | ||
910 | protected virtual void MakeDynamic(bool makeStatic) | ||
911 | { | ||
912 | if (makeStatic) | ||
913 | { | ||
914 | // Become a Bullet 'static' object type | ||
915 | CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_STATIC_OBJECT); | ||
916 | // Stop all movement | ||
917 | ZeroMotion(true); | ||
918 | |||
919 | // Set various physical properties so other object interact properly | ||
920 | PhysScene.PE.SetFriction(PhysBody, Friction); | ||
921 | PhysScene.PE.SetRestitution(PhysBody, Restitution); | ||
922 | PhysScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold); | ||
923 | |||
924 | // Mass is zero which disables a bunch of physics stuff in Bullet | ||
925 | UpdatePhysicalMassProperties(0f, false); | ||
926 | // Set collision detection parameters | ||
927 | if (BSParam.CcdMotionThreshold > 0f) | ||
928 | { | ||
929 | PhysScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold); | ||
930 | PhysScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius); | ||
931 | } | ||
932 | |||
933 | // The activation state is 'disabled' so Bullet will not try to act on it. | ||
934 | // PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.DISABLE_SIMULATION); | ||
935 | // Start it out sleeping and physical actions could wake it up. | ||
936 | PhysScene.PE.ForceActivationState(PhysBody, ActivationState.ISLAND_SLEEPING); | ||
937 | |||
938 | // This collides like a static object | ||
939 | PhysBody.collisionType = CollisionType.Static; | ||
940 | } | ||
941 | else | ||
942 | { | ||
943 | // Not a Bullet static object | ||
944 | CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.CF_STATIC_OBJECT); | ||
945 | |||
946 | // Set various physical properties so other object interact properly | ||
947 | PhysScene.PE.SetFriction(PhysBody, Friction); | ||
948 | PhysScene.PE.SetRestitution(PhysBody, Restitution); | ||
949 | // DetailLog("{0},BSPrim.MakeDynamic,frict={1},rest={2}", LocalID, Friction, Restitution); | ||
950 | |||
951 | // per http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=3382 | ||
952 | // Since this can be called multiple times, only zero forces when becoming physical | ||
953 | // PhysicsScene.PE.ClearAllForces(BSBody); | ||
954 | |||
955 | // For good measure, make sure the transform is set through to the motion state | ||
956 | ForcePosition = RawPosition; | ||
957 | ForceVelocity = RawVelocity; | ||
958 | ForceRotationalVelocity = _rotationalVelocity; | ||
959 | |||
960 | // A dynamic object has mass | ||
961 | UpdatePhysicalMassProperties(RawMass, false); | ||
962 | |||
963 | // Set collision detection parameters | ||
964 | if (BSParam.CcdMotionThreshold > 0f) | ||
965 | { | ||
966 | PhysScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold); | ||
967 | PhysScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius); | ||
968 | } | ||
969 | |||
970 | // Various values for simulation limits | ||
971 | PhysScene.PE.SetDamping(PhysBody, BSParam.LinearDamping, BSParam.AngularDamping); | ||
972 | PhysScene.PE.SetDeactivationTime(PhysBody, BSParam.DeactivationTime); | ||
973 | PhysScene.PE.SetSleepingThresholds(PhysBody, BSParam.LinearSleepingThreshold, BSParam.AngularSleepingThreshold); | ||
974 | PhysScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold); | ||
975 | |||
976 | // This collides like an object. | ||
977 | PhysBody.collisionType = CollisionType.Dynamic; | ||
978 | |||
979 | // Force activation of the object so Bullet will act on it. | ||
980 | // Must do the ForceActivationState2() to overcome the DISABLE_SIMULATION from static objects. | ||
981 | PhysScene.PE.ForceActivationState(PhysBody, ActivationState.ACTIVE_TAG); | ||
982 | } | ||
983 | } | ||
984 | |||
985 | // "Making solid" means that other object will not pass through this object. | ||
986 | // To make transparent, we create a Bullet ghost object. | ||
987 | // Note: This expects to be called from the UpdatePhysicalParameters() routine as | ||
988 | // the functions after this one set up the state of a possibly newly created collision body. | ||
989 | private void MakeSolid(bool makeSolid) | ||
990 | { | ||
991 | CollisionObjectTypes bodyType = (CollisionObjectTypes)PhysScene.PE.GetBodyType(PhysBody); | ||
992 | if (makeSolid) | ||
993 | { | ||
994 | // Verify the previous code created the correct shape for this type of thing. | ||
995 | if ((bodyType & CollisionObjectTypes.CO_RIGID_BODY) == 0) | ||
996 | { | ||
997 | m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for solidity. id={1}, type={2}", LogHeader, LocalID, bodyType); | ||
998 | } | ||
999 | CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); | ||
1000 | } | ||
1001 | else | ||
1002 | { | ||
1003 | if ((bodyType & CollisionObjectTypes.CO_GHOST_OBJECT) == 0) | ||
1004 | { | ||
1005 | m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for non-solidness. id={1}, type={2}", LogHeader, LocalID, bodyType); | ||
1006 | } | ||
1007 | CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); | ||
1008 | |||
1009 | // Change collision info from a static object to a ghosty collision object | ||
1010 | PhysBody.collisionType = CollisionType.VolumeDetect; | ||
1011 | } | ||
1012 | } | ||
1013 | |||
1014 | // Turn on or off the flag controlling whether collision events are returned to the simulator. | ||
1015 | private void EnableCollisions(bool wantsCollisionEvents) | ||
1016 | { | ||
1017 | if (wantsCollisionEvents) | ||
1018 | { | ||
1019 | CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
1020 | } | ||
1021 | else | ||
1022 | { | ||
1023 | CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
1024 | } | ||
1025 | } | ||
1026 | |||
1027 | // Add me to the physical world. | ||
1028 | // Object MUST NOT already be in the world. | ||
1029 | // This routine exists because some assorted properties get mangled by adding to the world. | ||
1030 | internal void AddObjectToPhysicalWorld() | ||
1031 | { | ||
1032 | if (PhysBody.HasPhysicalBody) | ||
1033 | { | ||
1034 | PhysScene.PE.AddObjectToWorld(PhysScene.World, PhysBody); | ||
1035 | } | ||
1036 | else | ||
1037 | { | ||
1038 | m_log.ErrorFormat("{0} Attempt to add physical object without body. id={1}", LogHeader, LocalID); | ||
1039 | DetailLog("{0},BSPrim.AddObjectToPhysicalWorld,addObjectWithoutBody,cType={1}", LocalID, PhysBody.collisionType); | ||
1040 | } | ||
1041 | } | ||
1042 | |||
1043 | // prims don't fly | ||
1044 | public override bool Flying { | ||
1045 | get { return _flying; } | ||
1046 | set { | ||
1047 | _flying = value; | ||
1048 | } | ||
1049 | } | ||
1050 | public override bool SetAlwaysRun { | ||
1051 | get { return _setAlwaysRun; } | ||
1052 | set { _setAlwaysRun = value; } | ||
1053 | } | ||
1054 | public override bool ThrottleUpdates { | ||
1055 | get { return _throttleUpdates; } | ||
1056 | set { _throttleUpdates = value; } | ||
1057 | } | ||
1058 | public bool IsPhantom { | ||
1059 | get { | ||
1060 | // SceneObjectPart removes phantom objects from the physics scene | ||
1061 | // so, although we could implement touching and such, we never | ||
1062 | // are invoked as a phantom object | ||
1063 | return false; | ||
1064 | } | ||
1065 | } | ||
1066 | public override bool FloatOnWater { | ||
1067 | set { | ||
1068 | _floatOnWater = value; | ||
1069 | PhysScene.TaintedObject(LocalID, "BSPrim.setFloatOnWater", delegate() | ||
1070 | { | ||
1071 | if (_floatOnWater) | ||
1072 | CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); | ||
1073 | else | ||
1074 | CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); | ||
1075 | }); | ||
1076 | } | ||
1077 | } | ||
1078 | public override OMV.Vector3 RotationalVelocity { | ||
1079 | get { | ||
1080 | return _rotationalVelocity; | ||
1081 | } | ||
1082 | set { | ||
1083 | _rotationalVelocity = value; | ||
1084 | Util.ClampV(_rotationalVelocity, BSParam.MaxAngularVelocity); | ||
1085 | // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); | ||
1086 | PhysScene.TaintedObject(LocalID, "BSPrim.setRotationalVelocity", delegate() | ||
1087 | { | ||
1088 | ForceRotationalVelocity = _rotationalVelocity; | ||
1089 | }); | ||
1090 | } | ||
1091 | } | ||
1092 | public override OMV.Vector3 ForceRotationalVelocity { | ||
1093 | get { | ||
1094 | return _rotationalVelocity; | ||
1095 | } | ||
1096 | set { | ||
1097 | _rotationalVelocity = Util.ClampV(value, BSParam.MaxAngularVelocity); | ||
1098 | if (PhysBody.HasPhysicalBody) | ||
1099 | { | ||
1100 | DetailLog("{0},BSPrim.ForceRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); | ||
1101 | PhysScene.PE.SetAngularVelocity(PhysBody, _rotationalVelocity); | ||
1102 | // PhysicsScene.PE.SetInterpolationAngularVelocity(PhysBody, _rotationalVelocity); | ||
1103 | ActivateIfPhysical(false); | ||
1104 | } | ||
1105 | } | ||
1106 | } | ||
1107 | public override bool Kinematic { | ||
1108 | get { return _kinematic; } | ||
1109 | set { _kinematic = value; | ||
1110 | // m_log.DebugFormat("{0}: Kinematic={1}", LogHeader, _kinematic); | ||
1111 | } | ||
1112 | } | ||
1113 | public override float Buoyancy { | ||
1114 | get { return _buoyancy; } | ||
1115 | set { | ||
1116 | _buoyancy = value; | ||
1117 | PhysScene.TaintedObject(LocalID, "BSPrim.setBuoyancy", delegate() | ||
1118 | { | ||
1119 | ForceBuoyancy = _buoyancy; | ||
1120 | }); | ||
1121 | } | ||
1122 | } | ||
1123 | public override float ForceBuoyancy { | ||
1124 | get { return _buoyancy; } | ||
1125 | set { | ||
1126 | _buoyancy = value; | ||
1127 | // DetailLog("{0},BSPrim.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | ||
1128 | // Force the recalculation of the various inertia,etc variables in the object | ||
1129 | UpdatePhysicalMassProperties(RawMass, true); | ||
1130 | DetailLog("{0},BSPrim.ForceBuoyancy,buoy={1},mass={2},grav={3}", LocalID, _buoyancy, RawMass, Gravity); | ||
1131 | ActivateIfPhysical(false); | ||
1132 | } | ||
1133 | } | ||
1134 | |||
1135 | public override bool PIDActive | ||
1136 | { | ||
1137 | get | ||
1138 | { | ||
1139 | return MoveToTargetActive; | ||
1140 | } | ||
1141 | |||
1142 | set | ||
1143 | { | ||
1144 | MoveToTargetActive = value; | ||
1145 | |||
1146 | EnableActor(MoveToTargetActive, MoveToTargetActorName, delegate() | ||
1147 | { | ||
1148 | return new BSActorMoveToTarget(PhysScene, this, MoveToTargetActorName); | ||
1149 | }); | ||
1150 | |||
1151 | // Call update so actor Refresh() is called to start things off | ||
1152 | PhysScene.TaintedObject(LocalID, "BSPrim.PIDActive", delegate() | ||
1153 | { | ||
1154 | UpdatePhysicalParameters(); | ||
1155 | }); | ||
1156 | } | ||
1157 | } | ||
1158 | |||
1159 | public override OMV.Vector3 PIDTarget | ||
1160 | { | ||
1161 | set | ||
1162 | { | ||
1163 | base.PIDTarget = value; | ||
1164 | BSActor actor; | ||
1165 | if (PhysicalActors.TryGetActor(MoveToTargetActorName, out actor)) | ||
1166 | { | ||
1167 | // if the actor exists, tell it to refresh its values. | ||
1168 | actor.Refresh(); | ||
1169 | } | ||
1170 | |||
1171 | } | ||
1172 | } | ||
1173 | // Used for llSetHoverHeight and maybe vehicle height | ||
1174 | // Hover Height will override MoveTo target's Z | ||
1175 | public override bool PIDHoverActive { | ||
1176 | set { | ||
1177 | base.HoverActive = value; | ||
1178 | EnableActor(HoverActive, HoverActorName, delegate() | ||
1179 | { | ||
1180 | return new BSActorHover(PhysScene, this, HoverActorName); | ||
1181 | }); | ||
1182 | |||
1183 | // Call update so actor Refresh() is called to start things off | ||
1184 | PhysScene.TaintedObject(LocalID, "BSPrim.PIDHoverActive", delegate() | ||
1185 | { | ||
1186 | UpdatePhysicalParameters(); | ||
1187 | }); | ||
1188 | } | ||
1189 | } | ||
1190 | |||
1191 | public override void AddForce(OMV.Vector3 force, bool pushforce) { | ||
1192 | // Per documentation, max force is limited. | ||
1193 | OMV.Vector3 addForce = Util.ClampV(force, BSParam.MaxAddForceMagnitude); | ||
1194 | |||
1195 | // Since this force is being applied in only one step, make this a force per second. | ||
1196 | addForce /= PhysScene.LastTimeStep; | ||
1197 | AddForce(addForce, pushforce, false /* inTaintTime */); | ||
1198 | } | ||
1199 | |||
1200 | // Applying a force just adds this to the total force on the object. | ||
1201 | // This added force will only last the next simulation tick. | ||
1202 | public override void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { | ||
1203 | // for an object, doesn't matter if force is a pushforce or not | ||
1204 | if (IsPhysicallyActive) | ||
1205 | { | ||
1206 | if (force.IsFinite()) | ||
1207 | { | ||
1208 | // DetailLog("{0},BSPrim.addForce,call,force={1}", LocalID, addForce); | ||
1209 | |||
1210 | OMV.Vector3 addForce = force; | ||
1211 | PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.AddForce", delegate() | ||
1212 | { | ||
1213 | // Bullet adds this central force to the total force for this tick. | ||
1214 | // Deep down in Bullet: | ||
1215 | // linearVelocity += totalForce / mass * timeStep; | ||
1216 | DetailLog("{0},BSPrim.addForce,taint,force={1}", LocalID, addForce); | ||
1217 | if (PhysBody.HasPhysicalBody) | ||
1218 | { | ||
1219 | PhysScene.PE.ApplyCentralForce(PhysBody, addForce); | ||
1220 | ActivateIfPhysical(false); | ||
1221 | } | ||
1222 | }); | ||
1223 | } | ||
1224 | else | ||
1225 | { | ||
1226 | m_log.WarnFormat("{0}: AddForce: Got a NaN force applied to a prim. LocalID={1}", LogHeader, LocalID); | ||
1227 | return; | ||
1228 | } | ||
1229 | } | ||
1230 | } | ||
1231 | |||
1232 | public void AddForceImpulse(OMV.Vector3 impulse, bool pushforce, bool inTaintTime) { | ||
1233 | // for an object, doesn't matter if force is a pushforce or not | ||
1234 | if (!IsPhysicallyActive) | ||
1235 | { | ||
1236 | if (impulse.IsFinite()) | ||
1237 | { | ||
1238 | OMV.Vector3 addImpulse = Util.ClampV(impulse, BSParam.MaxAddForceMagnitude); | ||
1239 | // DetailLog("{0},BSPrim.addForceImpulse,call,impulse={1}", LocalID, impulse); | ||
1240 | |||
1241 | PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.AddImpulse", delegate() | ||
1242 | { | ||
1243 | // Bullet adds this impulse immediately to the velocity | ||
1244 | DetailLog("{0},BSPrim.addForceImpulse,taint,impulseforce={1}", LocalID, addImpulse); | ||
1245 | if (PhysBody.HasPhysicalBody) | ||
1246 | { | ||
1247 | PhysScene.PE.ApplyCentralImpulse(PhysBody, addImpulse); | ||
1248 | ActivateIfPhysical(false); | ||
1249 | } | ||
1250 | }); | ||
1251 | } | ||
1252 | else | ||
1253 | { | ||
1254 | m_log.WarnFormat("{0}: AddForceImpulse: Got a NaN impulse applied to a prim. LocalID={1}", LogHeader, LocalID); | ||
1255 | return; | ||
1256 | } | ||
1257 | } | ||
1258 | } | ||
1259 | |||
1260 | // BSPhysObject.AddAngularForce() | ||
1261 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) | ||
1262 | { | ||
1263 | if (force.IsFinite()) | ||
1264 | { | ||
1265 | OMV.Vector3 angForce = force; | ||
1266 | PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.AddAngularForce", delegate() | ||
1267 | { | ||
1268 | if (PhysBody.HasPhysicalBody) | ||
1269 | { | ||
1270 | DetailLog("{0},BSPrim.AddAngularForce,taint,angForce={1}", LocalID, angForce); | ||
1271 | PhysScene.PE.ApplyTorque(PhysBody, angForce); | ||
1272 | ActivateIfPhysical(false); | ||
1273 | } | ||
1274 | }); | ||
1275 | } | ||
1276 | else | ||
1277 | { | ||
1278 | m_log.WarnFormat("{0}: Got a NaN force applied to a prim. LocalID={1}", LogHeader, LocalID); | ||
1279 | return; | ||
1280 | } | ||
1281 | } | ||
1282 | |||
1283 | // A torque impulse. | ||
1284 | // ApplyTorqueImpulse adds torque directly to the angularVelocity. | ||
1285 | // AddAngularForce accumulates the force and applied it to the angular velocity all at once. | ||
1286 | // Computed as: angularVelocity += impulse * inertia; | ||
1287 | public void ApplyTorqueImpulse(OMV.Vector3 impulse, bool inTaintTime) | ||
1288 | { | ||
1289 | OMV.Vector3 applyImpulse = impulse; | ||
1290 | PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.ApplyTorqueImpulse", delegate() | ||
1291 | { | ||
1292 | if (PhysBody.HasPhysicalBody) | ||
1293 | { | ||
1294 | PhysScene.PE.ApplyTorqueImpulse(PhysBody, applyImpulse); | ||
1295 | ActivateIfPhysical(false); | ||
1296 | } | ||
1297 | }); | ||
1298 | } | ||
1299 | |||
1300 | public override void SetMomentum(OMV.Vector3 momentum) { | ||
1301 | // DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum); | ||
1302 | } | ||
1303 | #region Mass Calculation | ||
1304 | |||
1305 | private float CalculateMass() | ||
1306 | { | ||
1307 | float volume = _size.X * _size.Y * _size.Z; // default | ||
1308 | float tmp; | ||
1309 | |||
1310 | float returnMass = 0; | ||
1311 | float hollowAmount = (float)BaseShape.ProfileHollow * 2.0e-5f; | ||
1312 | float hollowVolume = hollowAmount * hollowAmount; | ||
1313 | |||
1314 | switch (BaseShape.ProfileShape) | ||
1315 | { | ||
1316 | case ProfileShape.Square: | ||
1317 | // default box | ||
1318 | |||
1319 | if (BaseShape.PathCurve == (byte)Extrusion.Straight) | ||
1320 | { | ||
1321 | if (hollowAmount > 0.0) | ||
1322 | { | ||
1323 | switch (BaseShape.HollowShape) | ||
1324 | { | ||
1325 | case HollowShape.Square: | ||
1326 | case HollowShape.Same: | ||
1327 | break; | ||
1328 | |||
1329 | case HollowShape.Circle: | ||
1330 | |||
1331 | hollowVolume *= 0.78539816339f; | ||
1332 | break; | ||
1333 | |||
1334 | case HollowShape.Triangle: | ||
1335 | |||
1336 | hollowVolume *= (0.5f * .5f); | ||
1337 | break; | ||
1338 | |||
1339 | default: | ||
1340 | hollowVolume = 0; | ||
1341 | break; | ||
1342 | } | ||
1343 | volume *= (1.0f - hollowVolume); | ||
1344 | } | ||
1345 | } | ||
1346 | |||
1347 | else if (BaseShape.PathCurve == (byte)Extrusion.Curve1) | ||
1348 | { | ||
1349 | //a tube | ||
1350 | |||
1351 | volume *= 0.78539816339e-2f * (float)(200 - BaseShape.PathScaleX); | ||
1352 | tmp= 1.0f -2.0e-2f * (float)(200 - BaseShape.PathScaleY); | ||
1353 | volume -= volume*tmp*tmp; | ||
1354 | |||
1355 | if (hollowAmount > 0.0) | ||
1356 | { | ||
1357 | hollowVolume *= hollowAmount; | ||
1358 | |||
1359 | switch (BaseShape.HollowShape) | ||
1360 | { | ||
1361 | case HollowShape.Square: | ||
1362 | case HollowShape.Same: | ||
1363 | break; | ||
1364 | |||
1365 | case HollowShape.Circle: | ||
1366 | hollowVolume *= 0.78539816339f;; | ||
1367 | break; | ||
1368 | |||
1369 | case HollowShape.Triangle: | ||
1370 | hollowVolume *= 0.5f * 0.5f; | ||
1371 | break; | ||
1372 | default: | ||
1373 | hollowVolume = 0; | ||
1374 | break; | ||
1375 | } | ||
1376 | volume *= (1.0f - hollowVolume); | ||
1377 | } | ||
1378 | } | ||
1379 | |||
1380 | break; | ||
1381 | |||
1382 | case ProfileShape.Circle: | ||
1383 | |||
1384 | if (BaseShape.PathCurve == (byte)Extrusion.Straight) | ||
1385 | { | ||
1386 | volume *= 0.78539816339f; // elipse base | ||
1387 | |||
1388 | if (hollowAmount > 0.0) | ||
1389 | { | ||
1390 | switch (BaseShape.HollowShape) | ||
1391 | { | ||
1392 | case HollowShape.Same: | ||
1393 | case HollowShape.Circle: | ||
1394 | break; | ||
1395 | |||
1396 | case HollowShape.Square: | ||
1397 | hollowVolume *= 0.5f * 2.5984480504799f; | ||
1398 | break; | ||
1399 | |||
1400 | case HollowShape.Triangle: | ||
1401 | hollowVolume *= .5f * 1.27323954473516f; | ||
1402 | break; | ||
1403 | |||
1404 | default: | ||
1405 | hollowVolume = 0; | ||
1406 | break; | ||
1407 | } | ||
1408 | volume *= (1.0f - hollowVolume); | ||
1409 | } | ||
1410 | } | ||
1411 | |||
1412 | else if (BaseShape.PathCurve == (byte)Extrusion.Curve1) | ||
1413 | { | ||
1414 | volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - BaseShape.PathScaleX); | ||
1415 | tmp = 1.0f - .02f * (float)(200 - BaseShape.PathScaleY); | ||
1416 | volume *= (1.0f - tmp * tmp); | ||
1417 | |||
1418 | if (hollowAmount > 0.0) | ||
1419 | { | ||
1420 | |||
1421 | // calculate the hollow volume by it's shape compared to the prim shape | ||
1422 | hollowVolume *= hollowAmount; | ||
1423 | |||
1424 | switch (BaseShape.HollowShape) | ||
1425 | { | ||
1426 | case HollowShape.Same: | ||
1427 | case HollowShape.Circle: | ||
1428 | break; | ||
1429 | |||
1430 | case HollowShape.Square: | ||
1431 | hollowVolume *= 0.5f * 2.5984480504799f; | ||
1432 | break; | ||
1433 | |||
1434 | case HollowShape.Triangle: | ||
1435 | hollowVolume *= .5f * 1.27323954473516f; | ||
1436 | break; | ||
1437 | |||
1438 | default: | ||
1439 | hollowVolume = 0; | ||
1440 | break; | ||
1441 | } | ||
1442 | volume *= (1.0f - hollowVolume); | ||
1443 | } | ||
1444 | } | ||
1445 | break; | ||
1446 | |||
1447 | case ProfileShape.HalfCircle: | ||
1448 | if (BaseShape.PathCurve == (byte)Extrusion.Curve1) | ||
1449 | { | ||
1450 | volume *= 0.52359877559829887307710723054658f; | ||
1451 | } | ||
1452 | break; | ||
1453 | |||
1454 | case ProfileShape.EquilateralTriangle: | ||
1455 | |||
1456 | if (BaseShape.PathCurve == (byte)Extrusion.Straight) | ||
1457 | { | ||
1458 | volume *= 0.32475953f; | ||
1459 | |||
1460 | if (hollowAmount > 0.0) | ||
1461 | { | ||
1462 | |||
1463 | // calculate the hollow volume by it's shape compared to the prim shape | ||
1464 | switch (BaseShape.HollowShape) | ||
1465 | { | ||
1466 | case HollowShape.Same: | ||
1467 | case HollowShape.Triangle: | ||
1468 | hollowVolume *= .25f; | ||
1469 | break; | ||
1470 | |||
1471 | case HollowShape.Square: | ||
1472 | hollowVolume *= 0.499849f * 3.07920140172638f; | ||
1473 | break; | ||
1474 | |||
1475 | case HollowShape.Circle: | ||
1476 | // Hollow shape is a perfect cyllinder in respect to the cube's scale | ||
1477 | // Cyllinder hollow volume calculation | ||
1478 | |||
1479 | hollowVolume *= 0.1963495f * 3.07920140172638f; | ||
1480 | break; | ||
1481 | |||
1482 | default: | ||
1483 | hollowVolume = 0; | ||
1484 | break; | ||
1485 | } | ||
1486 | volume *= (1.0f - hollowVolume); | ||
1487 | } | ||
1488 | } | ||
1489 | else if (BaseShape.PathCurve == (byte)Extrusion.Curve1) | ||
1490 | { | ||
1491 | volume *= 0.32475953f; | ||
1492 | volume *= 0.01f * (float)(200 - BaseShape.PathScaleX); | ||
1493 | tmp = 1.0f - .02f * (float)(200 - BaseShape.PathScaleY); | ||
1494 | volume *= (1.0f - tmp * tmp); | ||
1495 | |||
1496 | if (hollowAmount > 0.0) | ||
1497 | { | ||
1498 | |||
1499 | hollowVolume *= hollowAmount; | ||
1500 | |||
1501 | switch (BaseShape.HollowShape) | ||
1502 | { | ||
1503 | case HollowShape.Same: | ||
1504 | case HollowShape.Triangle: | ||
1505 | hollowVolume *= .25f; | ||
1506 | break; | ||
1507 | |||
1508 | case HollowShape.Square: | ||
1509 | hollowVolume *= 0.499849f * 3.07920140172638f; | ||
1510 | break; | ||
1511 | |||
1512 | case HollowShape.Circle: | ||
1513 | |||
1514 | hollowVolume *= 0.1963495f * 3.07920140172638f; | ||
1515 | break; | ||
1516 | |||
1517 | default: | ||
1518 | hollowVolume = 0; | ||
1519 | break; | ||
1520 | } | ||
1521 | volume *= (1.0f - hollowVolume); | ||
1522 | } | ||
1523 | } | ||
1524 | break; | ||
1525 | |||
1526 | default: | ||
1527 | break; | ||
1528 | } | ||
1529 | |||
1530 | |||
1531 | |||
1532 | float taperX1; | ||
1533 | float taperY1; | ||
1534 | float taperX; | ||
1535 | float taperY; | ||
1536 | float pathBegin; | ||
1537 | float pathEnd; | ||
1538 | float profileBegin; | ||
1539 | float profileEnd; | ||
1540 | |||
1541 | if (BaseShape.PathCurve == (byte)Extrusion.Straight || BaseShape.PathCurve == (byte)Extrusion.Flexible) | ||
1542 | { | ||
1543 | taperX1 = BaseShape.PathScaleX * 0.01f; | ||
1544 | if (taperX1 > 1.0f) | ||
1545 | taperX1 = 2.0f - taperX1; | ||
1546 | taperX = 1.0f - taperX1; | ||
1547 | |||
1548 | taperY1 = BaseShape.PathScaleY * 0.01f; | ||
1549 | if (taperY1 > 1.0f) | ||
1550 | taperY1 = 2.0f - taperY1; | ||
1551 | taperY = 1.0f - taperY1; | ||
1552 | } | ||
1553 | else | ||
1554 | { | ||
1555 | taperX = BaseShape.PathTaperX * 0.01f; | ||
1556 | if (taperX < 0.0f) | ||
1557 | taperX = -taperX; | ||
1558 | taperX1 = 1.0f - taperX; | ||
1559 | |||
1560 | taperY = BaseShape.PathTaperY * 0.01f; | ||
1561 | if (taperY < 0.0f) | ||
1562 | taperY = -taperY; | ||
1563 | taperY1 = 1.0f - taperY; | ||
1564 | |||
1565 | } | ||
1566 | |||
1567 | |||
1568 | volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY); | ||
1569 | |||
1570 | pathBegin = (float)BaseShape.PathBegin * 2.0e-5f; | ||
1571 | pathEnd = 1.0f - (float)BaseShape.PathEnd * 2.0e-5f; | ||
1572 | volume *= (pathEnd - pathBegin); | ||
1573 | |||
1574 | // this is crude aproximation | ||
1575 | profileBegin = (float)BaseShape.ProfileBegin * 2.0e-5f; | ||
1576 | profileEnd = 1.0f - (float)BaseShape.ProfileEnd * 2.0e-5f; | ||
1577 | volume *= (profileEnd - profileBegin); | ||
1578 | |||
1579 | returnMass = Density * BSParam.DensityScaleFactor * volume; | ||
1580 | |||
1581 | returnMass = Util.Clamp(returnMass, BSParam.MinimumObjectMass, BSParam.MaximumObjectMass); | ||
1582 | // DetailLog("{0},BSPrim.CalculateMass,den={1},vol={2},mass={3}", LocalID, Density, volume, returnMass); | ||
1583 | DetailLog("{0},BSPrim.CalculateMass,den={1},vol={2},mass={3},pathB={4},pathE={5},profB={6},profE={7},siz={8}", | ||
1584 | LocalID, Density, volume, returnMass, pathBegin, pathEnd, profileBegin, profileEnd, _size); | ||
1585 | |||
1586 | return returnMass; | ||
1587 | }// end CalculateMass | ||
1588 | #endregion Mass Calculation | ||
1589 | |||
1590 | // Rebuild the geometry and object. | ||
1591 | // This is called when the shape changes so we need to recreate the mesh/hull. | ||
1592 | // Called at taint-time!!! | ||
1593 | public void CreateGeomAndObject(bool forceRebuild) | ||
1594 | { | ||
1595 | // Create the correct physical representation for this type of object. | ||
1596 | // Updates base.PhysBody and base.PhysShape with the new information. | ||
1597 | // Ignore 'forceRebuild'. 'GetBodyAndShape' makes the right choices and changes of necessary. | ||
1598 | PhysScene.Shapes.GetBodyAndShape(false /*forceRebuild */, PhysScene.World, this, delegate(BulletBody pBody, BulletShape pShape) | ||
1599 | { | ||
1600 | // Called if the current prim body is about to be destroyed. | ||
1601 | // Remove all the physical dependencies on the old body. | ||
1602 | // (Maybe someday make the changing of BSShape an event to be subscribed to by BSLinkset, ...) | ||
1603 | // Note: this virtual function is overloaded by BSPrimLinkable to remove linkset constraints. | ||
1604 | RemoveDependencies(); | ||
1605 | }); | ||
1606 | |||
1607 | // Make sure the properties are set on the new object | ||
1608 | UpdatePhysicalParameters(); | ||
1609 | return; | ||
1610 | } | ||
1611 | |||
1612 | // Called at taint-time | ||
1613 | protected virtual void RemoveDependencies() | ||
1614 | { | ||
1615 | PhysicalActors.RemoveDependencies(); | ||
1616 | } | ||
1617 | |||
1618 | #region Extension | ||
1619 | public override object Extension(string pFunct, params object[] pParams) | ||
1620 | { | ||
1621 | DetailLog("{0} BSPrim.Extension,op={1}", LocalID, pFunct); | ||
1622 | object ret = null; | ||
1623 | switch (pFunct) | ||
1624 | { | ||
1625 | case ExtendedPhysics.PhysFunctAxisLockLimits: | ||
1626 | ret = SetAxisLockLimitsExtension(pParams); | ||
1627 | break; | ||
1628 | default: | ||
1629 | ret = base.Extension(pFunct, pParams); | ||
1630 | break; | ||
1631 | } | ||
1632 | return ret; | ||
1633 | } | ||
1634 | |||
1635 | private void InitializeAxisActor() | ||
1636 | { | ||
1637 | EnableActor(LockedAngularAxis != LockedAxisFree || LockedLinearAxis != LockedAxisFree, | ||
1638 | LockedAxisActorName, delegate() | ||
1639 | { | ||
1640 | return new BSActorLockAxis(PhysScene, this, LockedAxisActorName); | ||
1641 | }); | ||
1642 | |||
1643 | // Update parameters so the new actor's Refresh() action is called at the right time. | ||
1644 | PhysScene.TaintedObject(LocalID, "BSPrim.LockAxis", delegate() | ||
1645 | { | ||
1646 | UpdatePhysicalParameters(); | ||
1647 | }); | ||
1648 | } | ||
1649 | |||
1650 | // Passed an array of an array of parameters, set the axis locking. | ||
1651 | // This expects an int (PHYS_AXIS_*) followed by none or two limit floats | ||
1652 | // followed by another int and floats, etc. | ||
1653 | private object SetAxisLockLimitsExtension(object[] pParams) | ||
1654 | { | ||
1655 | DetailLog("{0} SetAxisLockLimitsExtension. parmlen={1}", LocalID, pParams.GetLength(0)); | ||
1656 | object ret = null; | ||
1657 | try | ||
1658 | { | ||
1659 | if (pParams.GetLength(0) > 1) | ||
1660 | { | ||
1661 | int index = 2; | ||
1662 | while (index < pParams.GetLength(0)) | ||
1663 | { | ||
1664 | var funct = pParams[index]; | ||
1665 | DetailLog("{0} SetAxisLockLimitsExtension. op={1}, index={2}", LocalID, funct, index); | ||
1666 | if (funct is Int32 || funct is Int64) | ||
1667 | { | ||
1668 | switch ((int)funct) | ||
1669 | { | ||
1670 | // Those that take no parameters | ||
1671 | case ExtendedPhysics.PHYS_AXIS_LOCK_LINEAR: | ||
1672 | case ExtendedPhysics.PHYS_AXIS_LOCK_LINEAR_X: | ||
1673 | case ExtendedPhysics.PHYS_AXIS_LOCK_LINEAR_Y: | ||
1674 | case ExtendedPhysics.PHYS_AXIS_LOCK_LINEAR_Z: | ||
1675 | case ExtendedPhysics.PHYS_AXIS_LOCK_ANGULAR: | ||
1676 | case ExtendedPhysics.PHYS_AXIS_LOCK_ANGULAR_X: | ||
1677 | case ExtendedPhysics.PHYS_AXIS_LOCK_ANGULAR_Y: | ||
1678 | case ExtendedPhysics.PHYS_AXIS_LOCK_ANGULAR_Z: | ||
1679 | case ExtendedPhysics.PHYS_AXIS_UNLOCK_LINEAR: | ||
1680 | case ExtendedPhysics.PHYS_AXIS_UNLOCK_LINEAR_X: | ||
1681 | case ExtendedPhysics.PHYS_AXIS_UNLOCK_LINEAR_Y: | ||
1682 | case ExtendedPhysics.PHYS_AXIS_UNLOCK_LINEAR_Z: | ||
1683 | case ExtendedPhysics.PHYS_AXIS_UNLOCK_ANGULAR: | ||
1684 | case ExtendedPhysics.PHYS_AXIS_UNLOCK_ANGULAR_X: | ||
1685 | case ExtendedPhysics.PHYS_AXIS_UNLOCK_ANGULAR_Y: | ||
1686 | case ExtendedPhysics.PHYS_AXIS_UNLOCK_ANGULAR_Z: | ||
1687 | case ExtendedPhysics.PHYS_AXIS_UNLOCK: | ||
1688 | ApplyAxisLimits((int)funct, 0f, 0f); | ||
1689 | index += 1; | ||
1690 | break; | ||
1691 | // Those that take two parameters (the limits) | ||
1692 | case ExtendedPhysics.PHYS_AXIS_LIMIT_LINEAR_X: | ||
1693 | case ExtendedPhysics.PHYS_AXIS_LIMIT_LINEAR_Y: | ||
1694 | case ExtendedPhysics.PHYS_AXIS_LIMIT_LINEAR_Z: | ||
1695 | case ExtendedPhysics.PHYS_AXIS_LIMIT_ANGULAR_X: | ||
1696 | case ExtendedPhysics.PHYS_AXIS_LIMIT_ANGULAR_Y: | ||
1697 | case ExtendedPhysics.PHYS_AXIS_LIMIT_ANGULAR_Z: | ||
1698 | ApplyAxisLimits((int)funct, (float)pParams[index + 1], (float)pParams[index + 2]); | ||
1699 | index += 3; | ||
1700 | break; | ||
1701 | default: | ||
1702 | m_log.WarnFormat("{0} SetSxisLockLimitsExtension. Unknown op={1}", LogHeader, funct); | ||
1703 | index += 1; | ||
1704 | break; | ||
1705 | } | ||
1706 | } | ||
1707 | } | ||
1708 | InitializeAxisActor(); | ||
1709 | ret = (object)index; | ||
1710 | } | ||
1711 | } | ||
1712 | catch (Exception e) | ||
1713 | { | ||
1714 | m_log.WarnFormat("{0} SetSxisLockLimitsExtension exception in object {1}: {2}", LogHeader, this.Name, e); | ||
1715 | ret = null; | ||
1716 | } | ||
1717 | return ret; // not implemented yet | ||
1718 | } | ||
1719 | |||
1720 | // Set the locking parameters. | ||
1721 | // If an axis is locked, the limits for the axis are set to zero, | ||
1722 | // If the axis is being constrained, the high and low value are passed and set. | ||
1723 | // When done here, LockedXXXAxis flags are set and LockedXXXAxixLow/High are set to the range. | ||
1724 | protected void ApplyAxisLimits(int funct, float low, float high) | ||
1725 | { | ||
1726 | DetailLog("{0} ApplyAxisLimits. op={1}, low={2}, high={3}", LocalID, funct, low, high); | ||
1727 | float linearMax = 23000f; | ||
1728 | float angularMax = (float)Math.PI; | ||
1729 | |||
1730 | switch (funct) | ||
1731 | { | ||
1732 | case ExtendedPhysics.PHYS_AXIS_LOCK_LINEAR: | ||
1733 | this.LockedLinearAxis = new OMV.Vector3(LockedAxis, LockedAxis, LockedAxis); | ||
1734 | this.LockedLinearAxisLow = OMV.Vector3.Zero; | ||
1735 | this.LockedLinearAxisHigh = OMV.Vector3.Zero; | ||
1736 | break; | ||
1737 | case ExtendedPhysics.PHYS_AXIS_LOCK_LINEAR_X: | ||
1738 | this.LockedLinearAxis.X = LockedAxis; | ||
1739 | this.LockedLinearAxisLow.X = 0f; | ||
1740 | this.LockedLinearAxisHigh.X = 0f; | ||
1741 | break; | ||
1742 | case ExtendedPhysics.PHYS_AXIS_LIMIT_LINEAR_X: | ||
1743 | this.LockedLinearAxis.X = LockedAxis; | ||
1744 | this.LockedLinearAxisLow.X = Util.Clip(low, -linearMax, linearMax); | ||
1745 | this.LockedLinearAxisHigh.X = Util.Clip(high, -linearMax, linearMax); | ||
1746 | break; | ||
1747 | case ExtendedPhysics.PHYS_AXIS_LOCK_LINEAR_Y: | ||
1748 | this.LockedLinearAxis.Y = LockedAxis; | ||
1749 | this.LockedLinearAxisLow.Y = 0f; | ||
1750 | this.LockedLinearAxisHigh.Y = 0f; | ||
1751 | break; | ||
1752 | case ExtendedPhysics.PHYS_AXIS_LIMIT_LINEAR_Y: | ||
1753 | this.LockedLinearAxis.Y = LockedAxis; | ||
1754 | this.LockedLinearAxisLow.Y = Util.Clip(low, -linearMax, linearMax); | ||
1755 | this.LockedLinearAxisHigh.Y = Util.Clip(high, -linearMax, linearMax); | ||
1756 | break; | ||
1757 | case ExtendedPhysics.PHYS_AXIS_LOCK_LINEAR_Z: | ||
1758 | this.LockedLinearAxis.Z = LockedAxis; | ||
1759 | this.LockedLinearAxisLow.Z = 0f; | ||
1760 | this.LockedLinearAxisHigh.Z = 0f; | ||
1761 | break; | ||
1762 | case ExtendedPhysics.PHYS_AXIS_LIMIT_LINEAR_Z: | ||
1763 | this.LockedLinearAxis.Z = LockedAxis; | ||
1764 | this.LockedLinearAxisLow.Z = Util.Clip(low, -linearMax, linearMax); | ||
1765 | this.LockedLinearAxisHigh.Z = Util.Clip(high, -linearMax, linearMax); | ||
1766 | break; | ||
1767 | case ExtendedPhysics.PHYS_AXIS_LOCK_ANGULAR: | ||
1768 | this.LockedAngularAxis = new OMV.Vector3(LockedAxis, LockedAxis, LockedAxis); | ||
1769 | this.LockedAngularAxisLow = OMV.Vector3.Zero; | ||
1770 | this.LockedAngularAxisHigh = OMV.Vector3.Zero; | ||
1771 | break; | ||
1772 | case ExtendedPhysics.PHYS_AXIS_LOCK_ANGULAR_X: | ||
1773 | this.LockedAngularAxis.X = LockedAxis; | ||
1774 | this.LockedAngularAxisLow.X = 0; | ||
1775 | this.LockedAngularAxisHigh.X = 0; | ||
1776 | break; | ||
1777 | case ExtendedPhysics.PHYS_AXIS_LIMIT_ANGULAR_X: | ||
1778 | this.LockedAngularAxis.X = LockedAxis; | ||
1779 | this.LockedAngularAxisLow.X = Util.Clip(low, -angularMax, angularMax); | ||
1780 | this.LockedAngularAxisHigh.X = Util.Clip(high, -angularMax, angularMax); | ||
1781 | break; | ||
1782 | case ExtendedPhysics.PHYS_AXIS_LOCK_ANGULAR_Y: | ||
1783 | this.LockedAngularAxis.Y = LockedAxis; | ||
1784 | this.LockedAngularAxisLow.Y = 0; | ||
1785 | this.LockedAngularAxisHigh.Y = 0; | ||
1786 | break; | ||
1787 | case ExtendedPhysics.PHYS_AXIS_LIMIT_ANGULAR_Y: | ||
1788 | this.LockedAngularAxis.Y = LockedAxis; | ||
1789 | this.LockedAngularAxisLow.Y = Util.Clip(low, -angularMax, angularMax); | ||
1790 | this.LockedAngularAxisHigh.Y = Util.Clip(high, -angularMax, angularMax); | ||
1791 | break; | ||
1792 | case ExtendedPhysics.PHYS_AXIS_LOCK_ANGULAR_Z: | ||
1793 | this.LockedAngularAxis.Z = LockedAxis; | ||
1794 | this.LockedAngularAxisLow.Z = 0; | ||
1795 | this.LockedAngularAxisHigh.Z = 0; | ||
1796 | break; | ||
1797 | case ExtendedPhysics.PHYS_AXIS_LIMIT_ANGULAR_Z: | ||
1798 | this.LockedAngularAxis.Z = LockedAxis; | ||
1799 | this.LockedAngularAxisLow.Z = Util.Clip(low, -angularMax, angularMax); | ||
1800 | this.LockedAngularAxisHigh.Z = Util.Clip(high, -angularMax, angularMax); | ||
1801 | break; | ||
1802 | case ExtendedPhysics.PHYS_AXIS_UNLOCK_LINEAR: | ||
1803 | this.LockedLinearAxis = LockedAxisFree; | ||
1804 | this.LockedLinearAxisLow = new OMV.Vector3(-linearMax, -linearMax, -linearMax); | ||
1805 | this.LockedLinearAxisHigh = new OMV.Vector3(linearMax, linearMax, linearMax); | ||
1806 | break; | ||
1807 | case ExtendedPhysics.PHYS_AXIS_UNLOCK_LINEAR_X: | ||
1808 | this.LockedLinearAxis.X = FreeAxis; | ||
1809 | this.LockedLinearAxisLow.X = -linearMax; | ||
1810 | this.LockedLinearAxisHigh.X = linearMax; | ||
1811 | break; | ||
1812 | case ExtendedPhysics.PHYS_AXIS_UNLOCK_LINEAR_Y: | ||
1813 | this.LockedLinearAxis.Y = FreeAxis; | ||
1814 | this.LockedLinearAxisLow.Y = -linearMax; | ||
1815 | this.LockedLinearAxisHigh.Y = linearMax; | ||
1816 | break; | ||
1817 | case ExtendedPhysics.PHYS_AXIS_UNLOCK_LINEAR_Z: | ||
1818 | this.LockedLinearAxis.Z = FreeAxis; | ||
1819 | this.LockedLinearAxisLow.Z = -linearMax; | ||
1820 | this.LockedLinearAxisHigh.Z = linearMax; | ||
1821 | break; | ||
1822 | case ExtendedPhysics.PHYS_AXIS_UNLOCK_ANGULAR: | ||
1823 | this.LockedAngularAxis = LockedAxisFree; | ||
1824 | this.LockedAngularAxisLow = new OMV.Vector3(-angularMax, -angularMax, -angularMax); | ||
1825 | this.LockedAngularAxisHigh = new OMV.Vector3(angularMax, angularMax, angularMax); | ||
1826 | break; | ||
1827 | case ExtendedPhysics.PHYS_AXIS_UNLOCK_ANGULAR_X: | ||
1828 | this.LockedAngularAxis.X = FreeAxis; | ||
1829 | this.LockedAngularAxisLow.X = -angularMax; | ||
1830 | this.LockedAngularAxisHigh.X = angularMax; | ||
1831 | break; | ||
1832 | case ExtendedPhysics.PHYS_AXIS_UNLOCK_ANGULAR_Y: | ||
1833 | this.LockedAngularAxis.Y = FreeAxis; | ||
1834 | this.LockedAngularAxisLow.Y = -angularMax; | ||
1835 | this.LockedAngularAxisHigh.Y = angularMax; | ||
1836 | break; | ||
1837 | case ExtendedPhysics.PHYS_AXIS_UNLOCK_ANGULAR_Z: | ||
1838 | this.LockedAngularAxis.Z = FreeAxis; | ||
1839 | this.LockedAngularAxisLow.Z = -angularMax; | ||
1840 | this.LockedAngularAxisHigh.Z = angularMax; | ||
1841 | break; | ||
1842 | case ExtendedPhysics.PHYS_AXIS_UNLOCK: | ||
1843 | ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_UNLOCK_LINEAR, 0f, 0f); | ||
1844 | ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_UNLOCK_ANGULAR, 0f, 0f); | ||
1845 | break; | ||
1846 | default: | ||
1847 | break; | ||
1848 | } | ||
1849 | return; | ||
1850 | } | ||
1851 | #endregion // Extension | ||
1852 | |||
1853 | // The physics engine says that properties have updated. Update same and inform | ||
1854 | // the world that things have changed. | ||
1855 | // NOTE: BSPrim.UpdateProperties is overloaded by BSPrimLinkable which modifies updates from root and children prims. | ||
1856 | // NOTE: BSPrim.UpdateProperties is overloaded by BSPrimDisplaced which handles mapping physical position to simulator position. | ||
1857 | public override void UpdateProperties(EntityProperties entprop) | ||
1858 | { | ||
1859 | // Let anyone (like the actors) modify the updated properties before they are pushed into the object and the simulator. | ||
1860 | TriggerPreUpdatePropertyAction(ref entprop); | ||
1861 | |||
1862 | // DetailLog("{0},BSPrim.UpdateProperties,entry,entprop={1}", LocalID, entprop); // DEBUG DEBUG | ||
1863 | |||
1864 | // Assign directly to the local variables so the normal set actions do not happen | ||
1865 | RawPosition = entprop.Position; | ||
1866 | RawOrientation = entprop.Rotation; | ||
1867 | // DEBUG DEBUG DEBUG -- smooth velocity changes a bit. The simulator seems to be | ||
1868 | // very sensitive to velocity changes. | ||
1869 | if (entprop.Velocity == OMV.Vector3.Zero || !entprop.Velocity.ApproxEquals(RawVelocity, BSParam.UpdateVelocityChangeThreshold)) | ||
1870 | RawVelocity = entprop.Velocity; | ||
1871 | _acceleration = entprop.Acceleration; | ||
1872 | _rotationalVelocity = entprop.RotationalVelocity; | ||
1873 | |||
1874 | // DetailLog("{0},BSPrim.UpdateProperties,afterAssign,entprop={1}", LocalID, entprop); // DEBUG DEBUG | ||
1875 | |||
1876 | // The sanity check can change the velocity and/or position. | ||
1877 | if (PositionSanityCheck(true /* inTaintTime */ )) | ||
1878 | { | ||
1879 | entprop.Position = RawPosition; | ||
1880 | entprop.Velocity = RawVelocity; | ||
1881 | entprop.RotationalVelocity = _rotationalVelocity; | ||
1882 | entprop.Acceleration = _acceleration; | ||
1883 | } | ||
1884 | |||
1885 | OMV.Vector3 direction = OMV.Vector3.UnitX * RawOrientation; // DEBUG DEBUG DEBUG | ||
1886 | DetailLog("{0},BSPrim.UpdateProperties,call,entProp={1},dir={2}", LocalID, entprop, direction); | ||
1887 | |||
1888 | // remember the current and last set values | ||
1889 | LastEntityProperties = CurrentEntityProperties; | ||
1890 | CurrentEntityProperties = entprop; | ||
1891 | |||
1892 | PhysScene.PostUpdate(this); | ||
1893 | } | ||
1894 | } | ||
1895 | } | ||
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSPrimDisplaced.cs b/OpenSim/Region/PhysicsModules/BulletS/BSPrimDisplaced.cs new file mode 100755 index 0000000..d8ed56b --- /dev/null +++ b/OpenSim/Region/PhysicsModules/BulletS/BSPrimDisplaced.cs | |||
@@ -0,0 +1,182 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Reflection; | ||
31 | using System.Runtime.InteropServices; | ||
32 | using OpenMetaverse; | ||
33 | using OpenSim.Framework; | ||
34 | using OpenSim.Region.PhysicsModules.SharedBase; | ||
35 | |||
36 | using OMV = OpenMetaverse; | ||
37 | |||
38 | namespace OpenSim.Region.PhysicsModule.BulletS | ||
39 | { | ||
40 | public class BSPrimDisplaced : BSPrim | ||
41 | { | ||
42 | // The purpose of this subclass is to do any mapping between what the simulator thinks | ||
43 | // the prim position and orientation is and what the physical position/orientation. | ||
44 | // This difference happens because Bullet assumes the center-of-mass is the <0,0,0> | ||
45 | // of the prim/linkset. The simulator, on the other hand, tracks the location of | ||
46 | // the prim/linkset by the location of the root prim. So, if center-of-mass is anywhere | ||
47 | // but the origin of the root prim, the physical origin is displaced from the simulator origin. | ||
48 | // | ||
49 | // This routine works by capturing ForcePosition and | ||
50 | // adjusting the simulator values (being set) into the physical values. | ||
51 | // The conversion is also done in the opposite direction (physical origin -> simulator origin). | ||
52 | // | ||
53 | // The updateParameter call is also captured and the values from the physics engine | ||
54 | // are converted into simulator origin values before being passed to the base | ||
55 | // class. | ||
56 | |||
57 | // PositionDisplacement is the vehicle relative distance from the root prim position to the center-of-mass. | ||
58 | public virtual OMV.Vector3 PositionDisplacement { get; set; } | ||
59 | |||
60 | public BSPrimDisplaced(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, | ||
61 | OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) | ||
62 | : base(localID, primName, parent_scene, pos, size, rotation, pbs, pisPhysical) | ||
63 | { | ||
64 | ClearDisplacement(); | ||
65 | } | ||
66 | |||
67 | // Clears any center-of-mass displacement introduced by linksets, etc. | ||
68 | // Does not clear the displacement set by the user. | ||
69 | public void ClearDisplacement() | ||
70 | { | ||
71 | if (UserSetCenterOfMassDisplacement.HasValue) | ||
72 | PositionDisplacement = (OMV.Vector3)UserSetCenterOfMassDisplacement; | ||
73 | else | ||
74 | PositionDisplacement = OMV.Vector3.Zero; | ||
75 | } | ||
76 | |||
77 | // Set this sets and computes the displacement from the passed prim to the center-of-mass. | ||
78 | // A user set value for center-of-mass overrides whatever might be passed in here. | ||
79 | // The displacement is in local coordinates (relative to root prim in linkset oriented coordinates). | ||
80 | // Returns the relative offset from the root position to the center-of-mass. | ||
81 | // Called at taint time. | ||
82 | public virtual Vector3 SetEffectiveCenterOfMassDisplacement(Vector3 centerOfMassDisplacement) | ||
83 | { | ||
84 | PhysScene.AssertInTaintTime("BSPrimDisplaced.SetEffectiveCenterOfMassDisplacement"); | ||
85 | Vector3 comDisp; | ||
86 | if (UserSetCenterOfMassDisplacement.HasValue) | ||
87 | comDisp = (OMV.Vector3)UserSetCenterOfMassDisplacement; | ||
88 | else | ||
89 | comDisp = centerOfMassDisplacement; | ||
90 | |||
91 | // Eliminate any jitter caused be very slight differences in masses and positions | ||
92 | if (comDisp.ApproxEquals(Vector3.Zero, 0.01f) ) | ||
93 | comDisp = Vector3.Zero; | ||
94 | |||
95 | DetailLog("{0},BSPrimDisplaced.SetEffectiveCenterOfMassDisplacement,userSet={1},comDisp={2}", | ||
96 | LocalID, UserSetCenterOfMassDisplacement.HasValue, comDisp); | ||
97 | if ( !comDisp.ApproxEquals(PositionDisplacement, 0.01f) ) | ||
98 | { | ||
99 | // Displacement setting is changing. | ||
100 | // The relationship between the physical object and simulated object must be aligned. | ||
101 | PositionDisplacement = comDisp; | ||
102 | this.ForcePosition = RawPosition; | ||
103 | } | ||
104 | |||
105 | return PositionDisplacement; | ||
106 | } | ||
107 | |||
108 | // 'ForcePosition' is the one way to set the physical position of the body in the physics engine. | ||
109 | // Displace the simulator idea of position (center of root prim) to the physical position. | ||
110 | public override Vector3 ForcePosition | ||
111 | { | ||
112 | get { | ||
113 | OMV.Vector3 physPosition = PhysScene.PE.GetPosition(PhysBody); | ||
114 | if (PositionDisplacement != OMV.Vector3.Zero) | ||
115 | { | ||
116 | // If there is some displacement, return the physical position (center-of-mass) | ||
117 | // location minus the displacement to give the center of the root prim. | ||
118 | OMV.Vector3 displacement = PositionDisplacement * ForceOrientation; | ||
119 | DetailLog("{0},BSPrimDisplaced.ForcePosition,get,physPos={1},disp={2},simPos={3}", | ||
120 | LocalID, physPosition, displacement, physPosition - displacement); | ||
121 | physPosition -= displacement; | ||
122 | } | ||
123 | RawPosition = physPosition; | ||
124 | return physPosition; | ||
125 | } | ||
126 | set | ||
127 | { | ||
128 | if (PositionDisplacement != OMV.Vector3.Zero) | ||
129 | { | ||
130 | // This value is the simulator's idea of where the prim is: the center of the root prim | ||
131 | RawPosition = value; | ||
132 | |||
133 | // Move the passed root prim postion to the center-of-mass position and set in the physics engine. | ||
134 | OMV.Vector3 displacement = PositionDisplacement * RawOrientation; | ||
135 | OMV.Vector3 displacedPos = RawPosition + displacement; | ||
136 | DetailLog("{0},BSPrimDisplaced.ForcePosition,set,simPos={1},disp={2},physPos={3}", | ||
137 | LocalID, RawPosition, displacement, displacedPos); | ||
138 | if (PhysBody.HasPhysicalBody) | ||
139 | { | ||
140 | PhysScene.PE.SetTranslation(PhysBody, displacedPos, RawOrientation); | ||
141 | ActivateIfPhysical(false); | ||
142 | } | ||
143 | } | ||
144 | else | ||
145 | { | ||
146 | base.ForcePosition = value; | ||
147 | } | ||
148 | } | ||
149 | } | ||
150 | |||
151 | // These are also overridden by BSPrimLinkable if the prim can be part of a linkset | ||
152 | public override OMV.Vector3 CenterOfMass | ||
153 | { | ||
154 | get { return RawPosition; } | ||
155 | } | ||
156 | |||
157 | public override OMV.Vector3 GeometricCenter | ||
158 | { | ||
159 | get { return RawPosition; } | ||
160 | } | ||
161 | |||
162 | public override void UpdateProperties(EntityProperties entprop) | ||
163 | { | ||
164 | // Undo any center-of-mass displacement that might have been done. | ||
165 | if (PositionDisplacement != OMV.Vector3.Zero) | ||
166 | { | ||
167 | // The origional shape was offset from 'zero' by PositionDisplacement. | ||
168 | // These physical location must be back converted to be centered around the displaced | ||
169 | // root shape. | ||
170 | |||
171 | // Move the returned center-of-mass location to the root prim location. | ||
172 | OMV.Vector3 displacement = PositionDisplacement * entprop.Rotation; | ||
173 | OMV.Vector3 displacedPos = entprop.Position - displacement; | ||
174 | DetailLog("{0},BSPrimDisplaced.UpdateProperties,physPos={1},disp={2},simPos={3}", | ||
175 | LocalID, entprop.Position, displacement, displacedPos); | ||
176 | entprop.Position = displacedPos; | ||
177 | } | ||
178 | |||
179 | base.UpdateProperties(entprop); | ||
180 | } | ||
181 | } | ||
182 | } | ||
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSPrimLinkable.cs b/OpenSim/Region/PhysicsModules/BulletS/BSPrimLinkable.cs new file mode 100755 index 0000000..55b5da0 --- /dev/null +++ b/OpenSim/Region/PhysicsModules/BulletS/BSPrimLinkable.cs | |||
@@ -0,0 +1,349 @@ | |||
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.Linq; | ||
30 | using System.Text; | ||
31 | |||
32 | using OpenSim.Framework; | ||
33 | |||
34 | using OMV = OpenMetaverse; | ||
35 | |||
36 | namespace OpenSim.Region.PhysicsModule.BulletS | ||
37 | { | ||
38 | public class BSPrimLinkable : BSPrimDisplaced | ||
39 | { | ||
40 | // The purpose of this subclass is to add linkset functionality to the prim. This overrides | ||
41 | // operations necessary for keeping the linkset created and, additionally, this | ||
42 | // calls the linkset implementation for its creation and management. | ||
43 | |||
44 | #pragma warning disable 414 | ||
45 | private static readonly string LogHeader = "[BULLETS PRIMLINKABLE]"; | ||
46 | #pragma warning restore 414 | ||
47 | |||
48 | // This adds the overrides for link() and delink() so the prim is linkable. | ||
49 | |||
50 | public BSLinkset Linkset { get; set; } | ||
51 | // The index of this child prim. | ||
52 | public int LinksetChildIndex { get; set; } | ||
53 | |||
54 | public BSLinkset.LinksetImplementation LinksetType { get; set; } | ||
55 | |||
56 | public BSPrimLinkable(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, | ||
57 | OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) | ||
58 | : base(localID, primName, parent_scene, pos, size, rotation, pbs, pisPhysical) | ||
59 | { | ||
60 | // Default linkset implementation for this prim | ||
61 | LinksetType = (BSLinkset.LinksetImplementation)BSParam.LinksetImplementation; | ||
62 | |||
63 | Linkset = BSLinkset.Factory(PhysScene, this); | ||
64 | |||
65 | Linkset.Refresh(this); | ||
66 | } | ||
67 | |||
68 | public override void Destroy() | ||
69 | { | ||
70 | Linkset = Linkset.RemoveMeFromLinkset(this, false /* inTaintTime */); | ||
71 | base.Destroy(); | ||
72 | } | ||
73 | |||
74 | public override void link(OpenSim.Region.PhysicsModules.SharedBase.PhysicsActor obj) | ||
75 | { | ||
76 | BSPrimLinkable parent = obj as BSPrimLinkable; | ||
77 | if (parent != null) | ||
78 | { | ||
79 | BSPhysObject parentBefore = Linkset.LinksetRoot; // DEBUG | ||
80 | int childrenBefore = Linkset.NumberOfChildren; // DEBUG | ||
81 | |||
82 | Linkset = parent.Linkset.AddMeToLinkset(this); | ||
83 | |||
84 | DetailLog("{0},BSPrimLinkable.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}", | ||
85 | LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren); | ||
86 | } | ||
87 | return; | ||
88 | } | ||
89 | |||
90 | public override void delink() | ||
91 | { | ||
92 | // TODO: decide if this parent checking needs to happen at taint time | ||
93 | // Race condition here: if link() and delink() in same simulation tick, the delink will not happen | ||
94 | |||
95 | BSPhysObject parentBefore = Linkset.LinksetRoot; // DEBUG | ||
96 | int childrenBefore = Linkset.NumberOfChildren; // DEBUG | ||
97 | |||
98 | Linkset = Linkset.RemoveMeFromLinkset(this, false /* inTaintTime*/); | ||
99 | |||
100 | DetailLog("{0},BSPrimLinkable.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ", | ||
101 | LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren); | ||
102 | return; | ||
103 | } | ||
104 | |||
105 | // When simulator changes position, this might be moving a child of the linkset. | ||
106 | public override OMV.Vector3 Position | ||
107 | { | ||
108 | get { return base.Position; } | ||
109 | set | ||
110 | { | ||
111 | base.Position = value; | ||
112 | PhysScene.TaintedObject(LocalID, "BSPrimLinkable.setPosition", delegate() | ||
113 | { | ||
114 | Linkset.UpdateProperties(UpdatedProperties.Position, this); | ||
115 | }); | ||
116 | } | ||
117 | } | ||
118 | |||
119 | // When simulator changes orientation, this might be moving a child of the linkset. | ||
120 | public override OMV.Quaternion Orientation | ||
121 | { | ||
122 | get { return base.Orientation; } | ||
123 | set | ||
124 | { | ||
125 | base.Orientation = value; | ||
126 | PhysScene.TaintedObject(LocalID, "BSPrimLinkable.setOrientation", delegate() | ||
127 | { | ||
128 | Linkset.UpdateProperties(UpdatedProperties.Orientation, this); | ||
129 | }); | ||
130 | } | ||
131 | } | ||
132 | |||
133 | public override float TotalMass | ||
134 | { | ||
135 | get { return Linkset.LinksetMass; } | ||
136 | } | ||
137 | |||
138 | public override OMV.Vector3 CenterOfMass | ||
139 | { | ||
140 | get { return Linkset.CenterOfMass; } | ||
141 | } | ||
142 | |||
143 | public override OMV.Vector3 GeometricCenter | ||
144 | { | ||
145 | get { return Linkset.GeometricCenter; } | ||
146 | } | ||
147 | |||
148 | // Refresh the linkset structure and parameters when the prim's physical parameters are changed. | ||
149 | public override void UpdatePhysicalParameters() | ||
150 | { | ||
151 | base.UpdatePhysicalParameters(); | ||
152 | // Recompute any linkset parameters. | ||
153 | // When going from non-physical to physical, this re-enables the constraints that | ||
154 | // had been automatically disabled when the mass was set to zero. | ||
155 | // For compound based linksets, this enables and disables interactions of the children. | ||
156 | if (Linkset != null) // null can happen during initialization | ||
157 | Linkset.Refresh(this); | ||
158 | } | ||
159 | |||
160 | // When the prim is made dynamic or static, the linkset needs to change. | ||
161 | protected override void MakeDynamic(bool makeStatic) | ||
162 | { | ||
163 | base.MakeDynamic(makeStatic); | ||
164 | if (Linkset != null) // null can happen during initialization | ||
165 | { | ||
166 | if (makeStatic) | ||
167 | Linkset.MakeStatic(this); | ||
168 | else | ||
169 | Linkset.MakeDynamic(this); | ||
170 | } | ||
171 | } | ||
172 | |||
173 | // Body is being taken apart. Remove physical dependencies and schedule a rebuild. | ||
174 | protected override void RemoveDependencies() | ||
175 | { | ||
176 | Linkset.RemoveDependencies(this); | ||
177 | base.RemoveDependencies(); | ||
178 | } | ||
179 | |||
180 | // Called after a simulation step for the changes in physical object properties. | ||
181 | // Do any filtering/modification needed for linksets. | ||
182 | public override void UpdateProperties(EntityProperties entprop) | ||
183 | { | ||
184 | if (Linkset.IsRoot(this) || Linkset.ShouldReportPropertyUpdates(this)) | ||
185 | { | ||
186 | // Properties are only updated for the roots of a linkset. | ||
187 | // TODO: this will have to change when linksets are articulated. | ||
188 | base.UpdateProperties(entprop); | ||
189 | } | ||
190 | /* | ||
191 | else | ||
192 | { | ||
193 | // For debugging, report the movement of children | ||
194 | DetailLog("{0},BSPrim.UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}", | ||
195 | LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, | ||
196 | entprop.Acceleration, entprop.RotationalVelocity); | ||
197 | } | ||
198 | */ | ||
199 | // The linkset might like to know about changing locations | ||
200 | Linkset.UpdateProperties(UpdatedProperties.EntPropUpdates, this); | ||
201 | } | ||
202 | |||
203 | // Called after a simulation step to post a collision with this object. | ||
204 | // This returns 'true' if the collision has been queued and the SendCollisions call must | ||
205 | // be made at the end of the simulation step. | ||
206 | public override bool Collide(uint collidingWith, BSPhysObject collidee, | ||
207 | OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) | ||
208 | { | ||
209 | bool ret = false; | ||
210 | // Ask the linkset if it wants to handle the collision | ||
211 | if (!Linkset.HandleCollide(collidingWith, collidee, contactPoint, contactNormal, pentrationDepth)) | ||
212 | { | ||
213 | // The linkset didn't handle it so pass the collision through normal processing | ||
214 | ret = base.Collide(collidingWith, collidee, contactPoint, contactNormal, pentrationDepth); | ||
215 | } | ||
216 | return ret; | ||
217 | } | ||
218 | |||
219 | // A linkset reports any collision on any part of the linkset. | ||
220 | public long SomeCollisionSimulationStep = 0; | ||
221 | public override bool HasSomeCollision | ||
222 | { | ||
223 | get | ||
224 | { | ||
225 | return (SomeCollisionSimulationStep == PhysScene.SimulationStep) || base.IsColliding; | ||
226 | } | ||
227 | set | ||
228 | { | ||
229 | if (value) | ||
230 | SomeCollisionSimulationStep = PhysScene.SimulationStep; | ||
231 | else | ||
232 | SomeCollisionSimulationStep = 0; | ||
233 | |||
234 | base.HasSomeCollision = value; | ||
235 | } | ||
236 | } | ||
237 | |||
238 | // Convert the existing linkset of this prim into a new type. | ||
239 | public bool ConvertLinkset(BSLinkset.LinksetImplementation newType) | ||
240 | { | ||
241 | bool ret = false; | ||
242 | if (LinksetType != newType) | ||
243 | { | ||
244 | DetailLog("{0},BSPrimLinkable.ConvertLinkset,oldT={1},newT={2}", LocalID, LinksetType, newType); | ||
245 | |||
246 | // Set the implementation type first so the call to BSLinkset.Factory gets the new type. | ||
247 | this.LinksetType = newType; | ||
248 | |||
249 | BSLinkset oldLinkset = this.Linkset; | ||
250 | BSLinkset newLinkset = BSLinkset.Factory(PhysScene, this); | ||
251 | |||
252 | this.Linkset = newLinkset; | ||
253 | |||
254 | // Pick up any physical dependencies this linkset might have in the physics engine. | ||
255 | oldLinkset.RemoveDependencies(this); | ||
256 | |||
257 | // Create a list of the children (mainly because can't interate through a list that's changing) | ||
258 | List<BSPrimLinkable> children = new List<BSPrimLinkable>(); | ||
259 | oldLinkset.ForEachMember((child) => | ||
260 | { | ||
261 | if (!oldLinkset.IsRoot(child)) | ||
262 | children.Add(child); | ||
263 | return false; // 'false' says to continue to next member | ||
264 | }); | ||
265 | |||
266 | // Remove the children from the old linkset and add to the new (will be a new instance from the factory) | ||
267 | foreach (BSPrimLinkable child in children) | ||
268 | { | ||
269 | oldLinkset.RemoveMeFromLinkset(child, true /*inTaintTime*/); | ||
270 | } | ||
271 | foreach (BSPrimLinkable child in children) | ||
272 | { | ||
273 | newLinkset.AddMeToLinkset(child); | ||
274 | child.Linkset = newLinkset; | ||
275 | } | ||
276 | |||
277 | // Force the shape and linkset to get reconstructed | ||
278 | newLinkset.Refresh(this); | ||
279 | this.ForceBodyShapeRebuild(true /* inTaintTime */); | ||
280 | } | ||
281 | return ret; | ||
282 | } | ||
283 | |||
284 | #region Extension | ||
285 | public override object Extension(string pFunct, params object[] pParams) | ||
286 | { | ||
287 | DetailLog("{0} BSPrimLinkable.Extension,op={1},nParam={2}", LocalID, pFunct, pParams.Length); | ||
288 | object ret = null; | ||
289 | switch (pFunct) | ||
290 | { | ||
291 | // physGetLinksetType(); | ||
292 | // pParams = [ BSPhysObject root, null ] | ||
293 | case ExtendedPhysics.PhysFunctGetLinksetType: | ||
294 | { | ||
295 | ret = (object)LinksetType; | ||
296 | DetailLog("{0},BSPrimLinkable.Extension.physGetLinksetType,type={1}", LocalID, ret); | ||
297 | break; | ||
298 | } | ||
299 | // physSetLinksetType(type); | ||
300 | // pParams = [ BSPhysObject root, null, integer type ] | ||
301 | case ExtendedPhysics.PhysFunctSetLinksetType: | ||
302 | { | ||
303 | if (pParams.Length > 2) | ||
304 | { | ||
305 | BSLinkset.LinksetImplementation linksetType = (BSLinkset.LinksetImplementation)pParams[2]; | ||
306 | if (Linkset.IsRoot(this)) | ||
307 | { | ||
308 | PhysScene.TaintedObject(LocalID, "BSPrim.PhysFunctSetLinksetType", delegate() | ||
309 | { | ||
310 | // Cause the linkset type to change | ||
311 | DetailLog("{0},BSPrimLinkable.Extension.physSetLinksetType, oldType={1},newType={2}", | ||
312 | LocalID, Linkset.LinksetImpl, linksetType); | ||
313 | ConvertLinkset(linksetType); | ||
314 | }); | ||
315 | } | ||
316 | ret = (object)(int)linksetType; | ||
317 | } | ||
318 | break; | ||
319 | } | ||
320 | // physChangeLinkType(linknum, typeCode); | ||
321 | // pParams = [ BSPhysObject root, BSPhysObject child, integer linkType ] | ||
322 | case ExtendedPhysics.PhysFunctChangeLinkType: | ||
323 | { | ||
324 | ret = Linkset.Extension(pFunct, pParams); | ||
325 | break; | ||
326 | } | ||
327 | // physGetLinkType(linknum); | ||
328 | // pParams = [ BSPhysObject root, BSPhysObject child ] | ||
329 | case ExtendedPhysics.PhysFunctGetLinkType: | ||
330 | { | ||
331 | ret = Linkset.Extension(pFunct, pParams); | ||
332 | break; | ||
333 | } | ||
334 | // physChangeLinkParams(linknum, [code, value, code, value, ...]); | ||
335 | // pParams = [ BSPhysObject root, BSPhysObject child, object[] [ string op, object opParam, string op, object opParam, ... ] ] | ||
336 | case ExtendedPhysics.PhysFunctChangeLinkParams: | ||
337 | { | ||
338 | ret = Linkset.Extension(pFunct, pParams); | ||
339 | break; | ||
340 | } | ||
341 | default: | ||
342 | ret = base.Extension(pFunct, pParams); | ||
343 | break; | ||
344 | } | ||
345 | return ret; | ||
346 | } | ||
347 | #endregion // Extension | ||
348 | } | ||
349 | } | ||
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSScene.cs b/OpenSim/Region/PhysicsModules/BulletS/BSScene.cs new file mode 100644 index 0000000..452ce55 --- /dev/null +++ b/OpenSim/Region/PhysicsModules/BulletS/BSScene.cs | |||
@@ -0,0 +1,1333 @@ | |||
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.Linq; | ||
30 | using System.Reflection; | ||
31 | using System.Runtime.InteropServices; | ||
32 | using System.Text; | ||
33 | using System.Threading; | ||
34 | using OpenSim.Framework; | ||
35 | using OpenSim.Framework.Monitoring; | ||
36 | using OpenSim.Region.Framework.Scenes; | ||
37 | using OpenSim.Region.Framework.Interfaces; | ||
38 | using OpenSim.Region.PhysicsModules.SharedBase; | ||
39 | using Nini.Config; | ||
40 | using log4net; | ||
41 | using OpenMetaverse; | ||
42 | using Mono.Addins; | ||
43 | |||
44 | namespace OpenSim.Region.PhysicsModule.BulletS | ||
45 | { | ||
46 | [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "BulletSPhysicsScene")] | ||
47 | public sealed class BSScene : PhysicsScene, IPhysicsParameters, INonSharedRegionModule | ||
48 | { | ||
49 | internal static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); | ||
50 | internal static readonly string LogHeader = "[BULLETS SCENE]"; | ||
51 | |||
52 | private bool m_Enabled = false; | ||
53 | private IConfigSource m_Config; | ||
54 | |||
55 | // The name of the region we're working for. | ||
56 | public string RegionName { get; private set; } | ||
57 | |||
58 | public string BulletSimVersion = "?"; | ||
59 | |||
60 | // The handle to the underlying managed or unmanaged version of Bullet being used. | ||
61 | public string BulletEngineName { get; private set; } | ||
62 | public BSAPITemplate PE; | ||
63 | |||
64 | // If the physics engine is running on a separate thread | ||
65 | public Thread m_physicsThread; | ||
66 | |||
67 | public Dictionary<uint, BSPhysObject> PhysObjects; | ||
68 | public BSShapeCollection Shapes; | ||
69 | |||
70 | // Keeping track of the objects with collisions so we can report begin and end of a collision | ||
71 | public HashSet<BSPhysObject> ObjectsWithCollisions = new HashSet<BSPhysObject>(); | ||
72 | public HashSet<BSPhysObject> ObjectsWithNoMoreCollisions = new HashSet<BSPhysObject>(); | ||
73 | |||
74 | // All the collision processing is protected with this lock object | ||
75 | public Object CollisionLock = new Object(); | ||
76 | |||
77 | // Properties are updated here | ||
78 | public Object UpdateLock = new Object(); | ||
79 | public HashSet<BSPhysObject> ObjectsWithUpdates = new HashSet<BSPhysObject>(); | ||
80 | |||
81 | // Keep track of all the avatars so we can send them a collision event | ||
82 | // every tick so OpenSim will update its animation. | ||
83 | private HashSet<BSPhysObject> AvatarsInScene = new HashSet<BSPhysObject>(); | ||
84 | private Object AvatarsInSceneLock = new Object(); | ||
85 | |||
86 | // let my minuions use my logger | ||
87 | public ILog Logger { get { return m_log; } } | ||
88 | |||
89 | public IMesher mesher; | ||
90 | public uint WorldID { get; private set; } | ||
91 | public BulletWorld World { get; private set; } | ||
92 | |||
93 | // All the constraints that have been allocated in this instance. | ||
94 | public BSConstraintCollection Constraints { get; private set; } | ||
95 | |||
96 | // Simulation parameters | ||
97 | //internal float m_physicsStepTime; // if running independently, the interval simulated by default | ||
98 | |||
99 | internal int m_maxSubSteps; | ||
100 | internal float m_fixedTimeStep; | ||
101 | |||
102 | internal float m_simulatedTime; // the time simulated previously. Used for physics framerate calc. | ||
103 | |||
104 | internal long m_simulationStep = 0; // The current simulation step. | ||
105 | public long SimulationStep { get { return m_simulationStep; } } | ||
106 | // A number to use for SimulationStep that is probably not any step value | ||
107 | // Used by the collision code (which remembers the step when a collision happens) to remember not any simulation step. | ||
108 | public static long NotASimulationStep = -1234; | ||
109 | |||
110 | internal float LastTimeStep { get; private set; } // The simulation time from the last invocation of Simulate() | ||
111 | |||
112 | internal float NominalFrameRate { get; set; } // Parameterized ideal frame rate that simulation is scaled to | ||
113 | |||
114 | // Physical objects can register for prestep or poststep events | ||
115 | public delegate void PreStepAction(float timeStep); | ||
116 | public delegate void PostStepAction(float timeStep); | ||
117 | public event PreStepAction BeforeStep; | ||
118 | public event PostStepAction AfterStep; | ||
119 | |||
120 | // A value of the time 'now' so all the collision and update routines do not have to get their own | ||
121 | // Set to 'now' just before all the prims and actors are called for collisions and updates | ||
122 | public int SimulationNowTime { get; private set; } | ||
123 | |||
124 | // True if initialized and ready to do simulation steps | ||
125 | private bool m_initialized = false; | ||
126 | |||
127 | // Flag which is true when processing taints. | ||
128 | // Not guaranteed to be correct all the time (don't depend on this) but good for debugging. | ||
129 | public bool InTaintTime { get; private set; } | ||
130 | |||
131 | // Pinned memory used to pass step information between managed and unmanaged | ||
132 | internal int m_maxCollisionsPerFrame; | ||
133 | internal CollisionDesc[] m_collisionArray; | ||
134 | |||
135 | internal int m_maxUpdatesPerFrame; | ||
136 | internal EntityProperties[] m_updateArray; | ||
137 | |||
138 | /// <summary> | ||
139 | /// Used to control physics simulation timing if Bullet is running on its own thread. | ||
140 | /// </summary> | ||
141 | private ManualResetEvent m_updateWaitEvent; | ||
142 | |||
143 | public const uint TERRAIN_ID = 0; // OpenSim senses terrain with a localID of zero | ||
144 | public const uint GROUNDPLANE_ID = 1; | ||
145 | public const uint CHILDTERRAIN_ID = 2; // Terrain allocated based on our mega-prim childre start here | ||
146 | |||
147 | public float SimpleWaterLevel { get; set; } | ||
148 | public BSTerrainManager TerrainManager { get; private set; } | ||
149 | |||
150 | public ConfigurationParameters Params | ||
151 | { | ||
152 | get { return UnmanagedParams[0]; } | ||
153 | } | ||
154 | public Vector3 DefaultGravity | ||
155 | { | ||
156 | get { return new Vector3(0f, 0f, Params.gravity); } | ||
157 | } | ||
158 | // Just the Z value of the gravity | ||
159 | public float DefaultGravityZ | ||
160 | { | ||
161 | get { return Params.gravity; } | ||
162 | } | ||
163 | |||
164 | // When functions in the unmanaged code must be called, it is only | ||
165 | // done at a known time just before the simulation step. The taint | ||
166 | // system saves all these function calls and executes them in | ||
167 | // order before the simulation. | ||
168 | public delegate void TaintCallback(); | ||
169 | private struct TaintCallbackEntry | ||
170 | { | ||
171 | public String originator; | ||
172 | public String ident; | ||
173 | public TaintCallback callback; | ||
174 | public TaintCallbackEntry(string pIdent, TaintCallback pCallBack) | ||
175 | { | ||
176 | originator = BSScene.DetailLogZero; | ||
177 | ident = pIdent; | ||
178 | callback = pCallBack; | ||
179 | } | ||
180 | public TaintCallbackEntry(string pOrigin, string pIdent, TaintCallback pCallBack) | ||
181 | { | ||
182 | originator = pOrigin; | ||
183 | ident = pIdent; | ||
184 | callback = pCallBack; | ||
185 | } | ||
186 | } | ||
187 | private Object _taintLock = new Object(); // lock for using the next object | ||
188 | private List<TaintCallbackEntry> _taintOperations; | ||
189 | private Dictionary<string, TaintCallbackEntry> _postTaintOperations; | ||
190 | private List<TaintCallbackEntry> _postStepOperations; | ||
191 | |||
192 | // A pointer to an instance if this structure is passed to the C++ code | ||
193 | // Used to pass basic configuration values to the unmanaged code. | ||
194 | internal ConfigurationParameters[] UnmanagedParams; | ||
195 | |||
196 | // Sometimes you just have to log everything. | ||
197 | public LogWriter PhysicsLogging; | ||
198 | private bool m_physicsLoggingEnabled; | ||
199 | private string m_physicsLoggingDir; | ||
200 | private string m_physicsLoggingPrefix; | ||
201 | private int m_physicsLoggingFileMinutes; | ||
202 | private bool m_physicsLoggingDoFlush; | ||
203 | private bool m_physicsPhysicalDumpEnabled; | ||
204 | public int PhysicsMetricDumpFrames { get; set; } | ||
205 | // 'true' of the vehicle code is to log lots of details | ||
206 | public bool VehicleLoggingEnabled { get; private set; } | ||
207 | public bool VehiclePhysicalLoggingEnabled { get; private set; } | ||
208 | |||
209 | #region INonSharedRegionModule | ||
210 | public string Name | ||
211 | { | ||
212 | get { return "BulletSim"; } | ||
213 | } | ||
214 | |||
215 | public Type ReplaceableInterface | ||
216 | { | ||
217 | get { return null; } | ||
218 | } | ||
219 | |||
220 | public void Initialise(IConfigSource source) | ||
221 | { | ||
222 | // TODO: Move this out of Startup | ||
223 | IConfig config = source.Configs["Startup"]; | ||
224 | if (config != null) | ||
225 | { | ||
226 | string physics = config.GetString("physics", string.Empty); | ||
227 | if (physics == Name) | ||
228 | { | ||
229 | m_Enabled = true; | ||
230 | m_Config = source; | ||
231 | } | ||
232 | } | ||
233 | |||
234 | } | ||
235 | |||
236 | public void Close() | ||
237 | { | ||
238 | } | ||
239 | |||
240 | public void AddRegion(Scene scene) | ||
241 | { | ||
242 | if (!m_Enabled) | ||
243 | return; | ||
244 | |||
245 | EngineType = Name; | ||
246 | RegionName = scene.RegionInfo.RegionName; | ||
247 | PhysicsSceneName = EngineType + "/" + RegionName; | ||
248 | |||
249 | scene.RegisterModuleInterface<PhysicsScene>(this); | ||
250 | Vector3 extent = new Vector3(scene.RegionInfo.RegionSizeX, scene.RegionInfo.RegionSizeY, scene.RegionInfo.RegionSizeZ); | ||
251 | Initialise(m_Config, extent); | ||
252 | |||
253 | base.Initialise(scene.PhysicsRequestAsset, | ||
254 | (scene.Heightmap != null ? scene.Heightmap.GetFloatsSerialised() : new float[scene.RegionInfo.RegionSizeX * scene.RegionInfo.RegionSizeY]), | ||
255 | (float)scene.RegionInfo.RegionSettings.WaterHeight); | ||
256 | |||
257 | } | ||
258 | |||
259 | public void RemoveRegion(Scene scene) | ||
260 | { | ||
261 | if (!m_Enabled) | ||
262 | return; | ||
263 | } | ||
264 | |||
265 | public void RegionLoaded(Scene scene) | ||
266 | { | ||
267 | if (!m_Enabled) | ||
268 | return; | ||
269 | |||
270 | mesher = scene.RequestModuleInterface<IMesher>(); | ||
271 | if (mesher == null) | ||
272 | m_log.WarnFormat("{0} No mesher. Things will not work well.", LogHeader); | ||
273 | |||
274 | scene.PhysicsEnabled = true; | ||
275 | } | ||
276 | #endregion | ||
277 | |||
278 | #region Initialization | ||
279 | |||
280 | private void Initialise(IConfigSource config, Vector3 regionExtent) | ||
281 | { | ||
282 | _taintOperations = new List<TaintCallbackEntry>(); | ||
283 | _postTaintOperations = new Dictionary<string, TaintCallbackEntry>(); | ||
284 | _postStepOperations = new List<TaintCallbackEntry>(); | ||
285 | PhysObjects = new Dictionary<uint, BSPhysObject>(); | ||
286 | Shapes = new BSShapeCollection(this); | ||
287 | |||
288 | m_simulatedTime = 0f; | ||
289 | LastTimeStep = 0.1f; | ||
290 | |||
291 | // Allocate pinned memory to pass parameters. | ||
292 | UnmanagedParams = new ConfigurationParameters[1]; | ||
293 | |||
294 | // Set default values for physics parameters plus any overrides from the ini file | ||
295 | GetInitialParameterValues(config); | ||
296 | |||
297 | // Force some parameters to values depending on other configurations | ||
298 | // Only use heightmap terrain implementation if terrain larger than legacy size | ||
299 | if ((uint)regionExtent.X > Constants.RegionSize || (uint)regionExtent.Y > Constants.RegionSize) | ||
300 | { | ||
301 | m_log.WarnFormat("{0} Forcing terrain implementation to heightmap for large region", LogHeader); | ||
302 | BSParam.TerrainImplementation = (float)BSTerrainPhys.TerrainImplementation.Heightmap; | ||
303 | } | ||
304 | |||
305 | // Get the connection to the physics engine (could be native or one of many DLLs) | ||
306 | PE = SelectUnderlyingBulletEngine(BulletEngineName); | ||
307 | |||
308 | // Enable very detailed logging. | ||
309 | // By creating an empty logger when not logging, the log message invocation code | ||
310 | // can be left in and every call doesn't have to check for null. | ||
311 | if (m_physicsLoggingEnabled) | ||
312 | { | ||
313 | PhysicsLogging = new LogWriter(m_physicsLoggingDir, m_physicsLoggingPrefix, m_physicsLoggingFileMinutes, m_physicsLoggingDoFlush); | ||
314 | PhysicsLogging.ErrorLogger = m_log; // for DEBUG. Let's the logger output its own error messages. | ||
315 | } | ||
316 | else | ||
317 | { | ||
318 | PhysicsLogging = new LogWriter(); | ||
319 | } | ||
320 | |||
321 | // Allocate memory for returning of the updates and collisions from the physics engine | ||
322 | m_collisionArray = new CollisionDesc[m_maxCollisionsPerFrame]; | ||
323 | m_updateArray = new EntityProperties[m_maxUpdatesPerFrame]; | ||
324 | |||
325 | // The bounding box for the simulated world. The origin is 0,0,0 unless we're | ||
326 | // a child in a mega-region. | ||
327 | // Bullet actually doesn't care about the extents of the simulated | ||
328 | // area. It tracks active objects no matter where they are. | ||
329 | Vector3 worldExtent = regionExtent; | ||
330 | |||
331 | World = PE.Initialize(worldExtent, Params, m_maxCollisionsPerFrame, ref m_collisionArray, m_maxUpdatesPerFrame, ref m_updateArray); | ||
332 | |||
333 | Constraints = new BSConstraintCollection(World); | ||
334 | |||
335 | TerrainManager = new BSTerrainManager(this, worldExtent); | ||
336 | TerrainManager.CreateInitialGroundPlaneAndTerrain(); | ||
337 | |||
338 | // Put some informational messages into the log file. | ||
339 | m_log.InfoFormat("{0} Linksets implemented with {1}", LogHeader, (BSLinkset.LinksetImplementation)BSParam.LinksetImplementation); | ||
340 | |||
341 | InTaintTime = false; | ||
342 | m_initialized = true; | ||
343 | |||
344 | // If the physics engine runs on its own thread, start same. | ||
345 | if (BSParam.UseSeparatePhysicsThread) | ||
346 | { | ||
347 | // The physics simulation should happen independently of the heartbeat loop | ||
348 | m_physicsThread | ||
349 | = WorkManager.StartThread( | ||
350 | BulletSPluginPhysicsThread, | ||
351 | string.Format("{0} ({1})", BulletEngineName, RegionName), | ||
352 | ThreadPriority.Normal, | ||
353 | true, | ||
354 | true); | ||
355 | } | ||
356 | } | ||
357 | |||
358 | // All default parameter values are set here. There should be no values set in the | ||
359 | // variable definitions. | ||
360 | private void GetInitialParameterValues(IConfigSource config) | ||
361 | { | ||
362 | ConfigurationParameters parms = new ConfigurationParameters(); | ||
363 | UnmanagedParams[0] = parms; | ||
364 | |||
365 | BSParam.SetParameterDefaultValues(this); | ||
366 | |||
367 | if (config != null) | ||
368 | { | ||
369 | // If there are specifications in the ini file, use those values | ||
370 | IConfig pConfig = config.Configs["BulletSim"]; | ||
371 | if (pConfig != null) | ||
372 | { | ||
373 | BSParam.SetParameterConfigurationValues(this, pConfig); | ||
374 | |||
375 | // There are two Bullet implementations to choose from | ||
376 | BulletEngineName = pConfig.GetString("BulletEngine", "BulletUnmanaged"); | ||
377 | |||
378 | // Very detailed logging for physics debugging | ||
379 | // TODO: the boolean values can be moved to the normal parameter processing. | ||
380 | m_physicsLoggingEnabled = pConfig.GetBoolean("PhysicsLoggingEnabled", false); | ||
381 | m_physicsLoggingDir = pConfig.GetString("PhysicsLoggingDir", "."); | ||
382 | m_physicsLoggingPrefix = pConfig.GetString("PhysicsLoggingPrefix", "physics-%REGIONNAME%-"); | ||
383 | m_physicsLoggingFileMinutes = pConfig.GetInt("PhysicsLoggingFileMinutes", 5); | ||
384 | m_physicsLoggingDoFlush = pConfig.GetBoolean("PhysicsLoggingDoFlush", false); | ||
385 | m_physicsPhysicalDumpEnabled = pConfig.GetBoolean("PhysicsPhysicalDumpEnabled", false); | ||
386 | // Very detailed logging for vehicle debugging | ||
387 | VehicleLoggingEnabled = pConfig.GetBoolean("VehicleLoggingEnabled", false); | ||
388 | VehiclePhysicalLoggingEnabled = pConfig.GetBoolean("VehiclePhysicalLoggingEnabled", false); | ||
389 | |||
390 | // Do any replacements in the parameters | ||
391 | m_physicsLoggingPrefix = m_physicsLoggingPrefix.Replace("%REGIONNAME%", RegionName); | ||
392 | } | ||
393 | else | ||
394 | { | ||
395 | // Nothing in the configuration INI file so assume unmanaged and other defaults. | ||
396 | BulletEngineName = "BulletUnmanaged"; | ||
397 | m_physicsLoggingEnabled = false; | ||
398 | VehicleLoggingEnabled = false; | ||
399 | } | ||
400 | |||
401 | // The material characteristics. | ||
402 | BSMaterials.InitializeFromDefaults(Params); | ||
403 | if (pConfig != null) | ||
404 | { | ||
405 | // Let the user add new and interesting material property values. | ||
406 | BSMaterials.InitializefromParameters(pConfig); | ||
407 | } | ||
408 | } | ||
409 | } | ||
410 | |||
411 | // A helper function that handles a true/false parameter and returns the proper float number encoding | ||
412 | float ParamBoolean(IConfig config, string parmName, float deflt) | ||
413 | { | ||
414 | float ret = deflt; | ||
415 | if (config.Contains(parmName)) | ||
416 | { | ||
417 | ret = ConfigurationParameters.numericFalse; | ||
418 | if (config.GetBoolean(parmName, false)) | ||
419 | { | ||
420 | ret = ConfigurationParameters.numericTrue; | ||
421 | } | ||
422 | } | ||
423 | return ret; | ||
424 | } | ||
425 | |||
426 | // Select the connection to the actual Bullet implementation. | ||
427 | // The main engine selection is the engineName up to the first hypen. | ||
428 | // So "Bullet-2.80-OpenCL-Intel" specifies the 'bullet' class here and the whole name | ||
429 | // is passed to the engine to do its special selection, etc. | ||
430 | private BSAPITemplate SelectUnderlyingBulletEngine(string engineName) | ||
431 | { | ||
432 | // For the moment, do a simple switch statement. | ||
433 | // Someday do fancyness with looking up the interfaces in the assembly. | ||
434 | BSAPITemplate ret = null; | ||
435 | |||
436 | string selectionName = engineName.ToLower(); | ||
437 | int hyphenIndex = engineName.IndexOf("-"); | ||
438 | if (hyphenIndex > 0) | ||
439 | selectionName = engineName.ToLower().Substring(0, hyphenIndex - 1); | ||
440 | |||
441 | switch (selectionName) | ||
442 | { | ||
443 | case "bullet": | ||
444 | case "bulletunmanaged": | ||
445 | ret = new BSAPIUnman(engineName, this); | ||
446 | break; | ||
447 | case "bulletxna": | ||
448 | ret = new BSAPIXNA(engineName, this); | ||
449 | // Disable some features that are not implemented in BulletXNA | ||
450 | m_log.InfoFormat("{0} Disabling some physics features not implemented by BulletXNA", LogHeader); | ||
451 | m_log.InfoFormat("{0} Disabling ShouldUseBulletHACD", LogHeader); | ||
452 | BSParam.ShouldUseBulletHACD = false; | ||
453 | m_log.InfoFormat("{0} Disabling ShouldUseSingleConvexHullForPrims", LogHeader); | ||
454 | BSParam.ShouldUseSingleConvexHullForPrims = false; | ||
455 | m_log.InfoFormat("{0} Disabling ShouldUseGImpactShapeForPrims", LogHeader); | ||
456 | BSParam.ShouldUseGImpactShapeForPrims = false; | ||
457 | m_log.InfoFormat("{0} Setting terrain implimentation to Heightmap", LogHeader); | ||
458 | BSParam.TerrainImplementation = (float)BSTerrainPhys.TerrainImplementation.Heightmap; | ||
459 | break; | ||
460 | } | ||
461 | |||
462 | if (ret == null) | ||
463 | { | ||
464 | m_log.ErrorFormat("{0} COULD NOT SELECT BULLET ENGINE: '[BulletSim]PhysicsEngine' must be either 'BulletUnmanaged-*' or 'BulletXNA-*'", LogHeader); | ||
465 | } | ||
466 | else | ||
467 | { | ||
468 | m_log.InfoFormat("{0} Selected bullet engine {1} -> {2}/{3}", LogHeader, engineName, ret.BulletEngineName, ret.BulletEngineVersion); | ||
469 | } | ||
470 | |||
471 | return ret; | ||
472 | } | ||
473 | |||
474 | public override void Dispose() | ||
475 | { | ||
476 | // m_log.DebugFormat("{0}: Dispose()", LogHeader); | ||
477 | |||
478 | // make sure no stepping happens while we're deleting stuff | ||
479 | m_initialized = false; | ||
480 | |||
481 | lock (PhysObjects) | ||
482 | { | ||
483 | foreach (KeyValuePair<uint, BSPhysObject> kvp in PhysObjects) | ||
484 | { | ||
485 | kvp.Value.Destroy(); | ||
486 | } | ||
487 | PhysObjects.Clear(); | ||
488 | } | ||
489 | |||
490 | // Now that the prims are all cleaned up, there should be no constraints left | ||
491 | if (Constraints != null) | ||
492 | { | ||
493 | Constraints.Dispose(); | ||
494 | Constraints = null; | ||
495 | } | ||
496 | |||
497 | if (Shapes != null) | ||
498 | { | ||
499 | Shapes.Dispose(); | ||
500 | Shapes = null; | ||
501 | } | ||
502 | |||
503 | if (TerrainManager != null) | ||
504 | { | ||
505 | TerrainManager.ReleaseGroundPlaneAndTerrain(); | ||
506 | TerrainManager.Dispose(); | ||
507 | TerrainManager = null; | ||
508 | } | ||
509 | |||
510 | // Anything left in the unmanaged code should be cleaned out | ||
511 | PE.Shutdown(World); | ||
512 | |||
513 | // Not logging any more | ||
514 | PhysicsLogging.Close(); | ||
515 | } | ||
516 | #endregion // Construction and Initialization | ||
517 | |||
518 | #region Prim and Avatar addition and removal | ||
519 | |||
520 | public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying) | ||
521 | { | ||
522 | m_log.ErrorFormat("{0}: CALL TO AddAvatar in BSScene. NOT IMPLEMENTED", LogHeader); | ||
523 | return null; | ||
524 | } | ||
525 | |||
526 | public override PhysicsActor AddAvatar(uint localID, string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying) | ||
527 | { | ||
528 | // m_log.DebugFormat("{0}: AddAvatar: {1}", LogHeader, avName); | ||
529 | |||
530 | if (!m_initialized) return null; | ||
531 | |||
532 | BSCharacter actor = new BSCharacter(localID, avName, this, position, velocity, size, isFlying); | ||
533 | lock (PhysObjects) | ||
534 | PhysObjects.Add(localID, actor); | ||
535 | |||
536 | // TODO: Remove kludge someday. | ||
537 | // We must generate a collision for avatars whether they collide or not. | ||
538 | // This is required by OpenSim to update avatar animations, etc. | ||
539 | lock (AvatarsInSceneLock) | ||
540 | AvatarsInScene.Add(actor); | ||
541 | |||
542 | return actor; | ||
543 | } | ||
544 | |||
545 | public override void RemoveAvatar(PhysicsActor actor) | ||
546 | { | ||
547 | // m_log.DebugFormat("{0}: RemoveAvatar", LogHeader); | ||
548 | |||
549 | if (!m_initialized) return; | ||
550 | |||
551 | BSCharacter bsactor = actor as BSCharacter; | ||
552 | if (bsactor != null) | ||
553 | { | ||
554 | try | ||
555 | { | ||
556 | lock (PhysObjects) | ||
557 | PhysObjects.Remove(bsactor.LocalID); | ||
558 | // Remove kludge someday | ||
559 | lock (AvatarsInSceneLock) | ||
560 | AvatarsInScene.Remove(bsactor); | ||
561 | } | ||
562 | catch (Exception e) | ||
563 | { | ||
564 | m_log.WarnFormat("{0}: Attempt to remove avatar that is not in physics scene: {1}", LogHeader, e); | ||
565 | } | ||
566 | bsactor.Destroy(); | ||
567 | // bsactor.dispose(); | ||
568 | } | ||
569 | else | ||
570 | { | ||
571 | m_log.ErrorFormat("{0}: Requested to remove avatar that is not a BSCharacter. ID={1}, type={2}", | ||
572 | LogHeader, actor.LocalID, actor.GetType().Name); | ||
573 | } | ||
574 | } | ||
575 | |||
576 | public override void RemovePrim(PhysicsActor prim) | ||
577 | { | ||
578 | if (!m_initialized) return; | ||
579 | |||
580 | BSPhysObject bsprim = prim as BSPhysObject; | ||
581 | if (bsprim != null) | ||
582 | { | ||
583 | DetailLog("{0},RemovePrim,call", bsprim.LocalID); | ||
584 | // m_log.DebugFormat("{0}: RemovePrim. id={1}/{2}", LogHeader, bsprim.Name, bsprim.LocalID); | ||
585 | try | ||
586 | { | ||
587 | lock (PhysObjects) PhysObjects.Remove(bsprim.LocalID); | ||
588 | } | ||
589 | catch (Exception e) | ||
590 | { | ||
591 | m_log.ErrorFormat("{0}: Attempt to remove prim that is not in physics scene: {1}", LogHeader, e); | ||
592 | } | ||
593 | bsprim.Destroy(); | ||
594 | // bsprim.dispose(); | ||
595 | } | ||
596 | else | ||
597 | { | ||
598 | m_log.ErrorFormat("{0}: Attempt to remove prim that is not a BSPrim type.", LogHeader); | ||
599 | } | ||
600 | } | ||
601 | |||
602 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, | ||
603 | Vector3 size, Quaternion rotation, bool isPhysical, uint localID) | ||
604 | { | ||
605 | // m_log.DebugFormat("{0}: AddPrimShape2: {1}", LogHeader, primName); | ||
606 | |||
607 | if (!m_initialized) return null; | ||
608 | |||
609 | // DetailLog("{0},BSScene.AddPrimShape,call", localID); | ||
610 | |||
611 | BSPhysObject prim = new BSPrimLinkable(localID, primName, this, position, size, rotation, pbs, isPhysical); | ||
612 | lock (PhysObjects) PhysObjects.Add(localID, prim); | ||
613 | return prim; | ||
614 | } | ||
615 | |||
616 | // This is a call from the simulator saying that some physical property has been updated. | ||
617 | // The BulletSim driver senses the changing of relevant properties so this taint | ||
618 | // information call is not needed. | ||
619 | public override void AddPhysicsActorTaint(PhysicsActor prim) { } | ||
620 | |||
621 | #endregion // Prim and Avatar addition and removal | ||
622 | |||
623 | #region Simulation | ||
624 | |||
625 | // Call from the simulator to send physics information to the simulator objects. | ||
626 | // This pushes all the collision and property update events into the objects in | ||
627 | // the simulator and, since it is on the heartbeat thread, there is an implicit | ||
628 | // locking of those data structures from other heartbeat events. | ||
629 | // If the physics engine is running on a separate thread, the update information | ||
630 | // will be in the ObjectsWithCollions and ObjectsWithUpdates structures. | ||
631 | public override float Simulate(float timeStep) | ||
632 | { | ||
633 | if (!BSParam.UseSeparatePhysicsThread) | ||
634 | { | ||
635 | DoPhysicsStep(timeStep); | ||
636 | } | ||
637 | return SendUpdatesToSimulator(timeStep); | ||
638 | } | ||
639 | |||
640 | // Call the physics engine to do one 'timeStep' and collect collisions and updates | ||
641 | // into ObjectsWithCollisions and ObjectsWithUpdates data structures. | ||
642 | private void DoPhysicsStep(float timeStep) | ||
643 | { | ||
644 | // prevent simulation until we've been initialized | ||
645 | if (!m_initialized) return; | ||
646 | |||
647 | LastTimeStep = timeStep; | ||
648 | |||
649 | int updatedEntityCount = 0; | ||
650 | int collidersCount = 0; | ||
651 | |||
652 | int beforeTime = Util.EnvironmentTickCount(); | ||
653 | int simTime = 0; | ||
654 | |||
655 | int numTaints = _taintOperations.Count; | ||
656 | InTaintTime = true; // Only used for debugging so locking is not necessary. | ||
657 | |||
658 | // update the prim states while we know the physics engine is not busy | ||
659 | ProcessTaints(); | ||
660 | |||
661 | // Some of the physical objects requre individual, pre-step calls | ||
662 | // (vehicles and avatar movement, in particular) | ||
663 | TriggerPreStepEvent(timeStep); | ||
664 | |||
665 | // the prestep actions might have added taints | ||
666 | numTaints += _taintOperations.Count; | ||
667 | ProcessTaints(); | ||
668 | |||
669 | InTaintTime = false; // Only used for debugging so locking is not necessary. | ||
670 | |||
671 | // The following causes the unmanaged code to output ALL the values found in ALL the objects in the world. | ||
672 | // Only enable this in a limited test world with few objects. | ||
673 | if (m_physicsPhysicalDumpEnabled) | ||
674 | PE.DumpAllInfo(World); | ||
675 | |||
676 | // step the physical world one interval | ||
677 | m_simulationStep++; | ||
678 | int numSubSteps = 0; | ||
679 | try | ||
680 | { | ||
681 | numSubSteps = PE.PhysicsStep(World, timeStep, m_maxSubSteps, m_fixedTimeStep, out updatedEntityCount, out collidersCount); | ||
682 | |||
683 | } | ||
684 | catch (Exception e) | ||
685 | { | ||
686 | m_log.WarnFormat("{0},PhysicsStep Exception: nTaints={1}, substeps={2}, updates={3}, colliders={4}, e={5}", | ||
687 | LogHeader, numTaints, numSubSteps, updatedEntityCount, collidersCount, e); | ||
688 | DetailLog("{0},PhysicsStepException,call, nTaints={1}, substeps={2}, updates={3}, colliders={4}", | ||
689 | DetailLogZero, numTaints, numSubSteps, updatedEntityCount, collidersCount); | ||
690 | updatedEntityCount = 0; | ||
691 | collidersCount = 0; | ||
692 | } | ||
693 | |||
694 | // Make the physics engine dump useful statistics periodically | ||
695 | if (PhysicsMetricDumpFrames != 0 && ((m_simulationStep % PhysicsMetricDumpFrames) == 0)) | ||
696 | PE.DumpPhysicsStatistics(World); | ||
697 | |||
698 | // Get a value for 'now' so all the collision and update routines don't have to get their own. | ||
699 | SimulationNowTime = Util.EnvironmentTickCount(); | ||
700 | |||
701 | // Send collision information to the colliding objects. The objects decide if the collision | ||
702 | // is 'real' (like linksets don't collide with themselves) and the individual objects | ||
703 | // know if the simulator has subscribed to collisions. | ||
704 | lock (CollisionLock) | ||
705 | { | ||
706 | if (collidersCount > 0) | ||
707 | { | ||
708 | lock (PhysObjects) | ||
709 | { | ||
710 | for (int ii = 0; ii < collidersCount; ii++) | ||
711 | { | ||
712 | uint cA = m_collisionArray[ii].aID; | ||
713 | uint cB = m_collisionArray[ii].bID; | ||
714 | Vector3 point = m_collisionArray[ii].point; | ||
715 | Vector3 normal = m_collisionArray[ii].normal; | ||
716 | float penetration = m_collisionArray[ii].penetration; | ||
717 | SendCollision(cA, cB, point, normal, penetration); | ||
718 | SendCollision(cB, cA, point, -normal, penetration); | ||
719 | } | ||
720 | } | ||
721 | } | ||
722 | } | ||
723 | |||
724 | // If any of the objects had updated properties, tell the managed objects about the update | ||
725 | // and remember that there was a change so it will be passed to the simulator. | ||
726 | lock (UpdateLock) | ||
727 | { | ||
728 | if (updatedEntityCount > 0) | ||
729 | { | ||
730 | lock (PhysObjects) | ||
731 | { | ||
732 | for (int ii = 0; ii < updatedEntityCount; ii++) | ||
733 | { | ||
734 | EntityProperties entprop = m_updateArray[ii]; | ||
735 | BSPhysObject pobj; | ||
736 | if (PhysObjects.TryGetValue(entprop.ID, out pobj)) | ||
737 | { | ||
738 | if (pobj.IsInitialized) | ||
739 | pobj.UpdateProperties(entprop); | ||
740 | } | ||
741 | } | ||
742 | } | ||
743 | } | ||
744 | } | ||
745 | |||
746 | // Some actors want to know when the simulation step is complete. | ||
747 | TriggerPostStepEvent(timeStep); | ||
748 | |||
749 | simTime = Util.EnvironmentTickCountSubtract(beforeTime); | ||
750 | if (PhysicsLogging.Enabled) | ||
751 | { | ||
752 | DetailLog("{0},DoPhysicsStep,complete,frame={1}, nTaints={2}, simTime={3}, substeps={4}, updates={5}, colliders={6}, objWColl={7}", | ||
753 | DetailLogZero, m_simulationStep, numTaints, simTime, numSubSteps, | ||
754 | updatedEntityCount, collidersCount, ObjectsWithCollisions.Count); | ||
755 | } | ||
756 | |||
757 | // The following causes the unmanaged code to output ALL the values found in ALL the objects in the world. | ||
758 | // Only enable this in a limited test world with few objects. | ||
759 | if (m_physicsPhysicalDumpEnabled) | ||
760 | PE.DumpAllInfo(World); | ||
761 | |||
762 | // The physics engine returns the number of milliseconds it simulated this call. | ||
763 | // These are summed and normalized to one second and divided by 1000 to give the reported physics FPS. | ||
764 | // Multiply by a fixed nominal frame rate to give a rate similar to the simulator (usually 55). | ||
765 | m_simulatedTime += (float)numSubSteps * m_fixedTimeStep * 1000f * NominalFrameRate; | ||
766 | } | ||
767 | |||
768 | // Called by a BSPhysObject to note that it has changed properties and this information | ||
769 | // should be passed up to the simulator at the proper time. | ||
770 | // Note: this is called by the BSPhysObject from invocation via DoPhysicsStep() above so | ||
771 | // this is is under UpdateLock. | ||
772 | public void PostUpdate(BSPhysObject updatee) | ||
773 | { | ||
774 | lock (UpdateLock) | ||
775 | { | ||
776 | ObjectsWithUpdates.Add(updatee); | ||
777 | } | ||
778 | } | ||
779 | |||
780 | // The simulator thinks it is physics time so return all the collisions and position | ||
781 | // updates that were collected in actual physics simulation. | ||
782 | private float SendUpdatesToSimulator(float timeStep) | ||
783 | { | ||
784 | if (!m_initialized) return 5.0f; | ||
785 | |||
786 | DetailLog("{0},SendUpdatesToSimulator,collisions={1},updates={2},simedTime={3}", | ||
787 | BSScene.DetailLogZero, ObjectsWithCollisions.Count, ObjectsWithUpdates.Count, m_simulatedTime); | ||
788 | // Push the collisions into the simulator. | ||
789 | lock (CollisionLock) | ||
790 | { | ||
791 | if (ObjectsWithCollisions.Count > 0) | ||
792 | { | ||
793 | foreach (BSPhysObject bsp in ObjectsWithCollisions) | ||
794 | if (!bsp.SendCollisions()) | ||
795 | { | ||
796 | // If the object is done colliding, see that it's removed from the colliding list | ||
797 | ObjectsWithNoMoreCollisions.Add(bsp); | ||
798 | } | ||
799 | } | ||
800 | |||
801 | // This is a kludge to get avatar movement updates. | ||
802 | // The simulator expects collisions for avatars even if there are have been no collisions. | ||
803 | // The event updates avatar animations and stuff. | ||
804 | // If you fix avatar animation updates, remove this overhead and let normal collision processing happen. | ||
805 | // Note that we get a copy of the list to search because SendCollision() can take a while. | ||
806 | HashSet<BSPhysObject> tempAvatarsInScene; | ||
807 | lock (AvatarsInSceneLock) | ||
808 | { | ||
809 | tempAvatarsInScene = new HashSet<BSPhysObject>(AvatarsInScene); | ||
810 | } | ||
811 | foreach (BSPhysObject actor in tempAvatarsInScene) | ||
812 | { | ||
813 | if (!ObjectsWithCollisions.Contains(actor)) // don't call avatars twice | ||
814 | actor.SendCollisions(); | ||
815 | } | ||
816 | tempAvatarsInScene = null; | ||
817 | |||
818 | // Objects that are done colliding are removed from the ObjectsWithCollisions list. | ||
819 | // Not done above because it is inside an iteration of ObjectWithCollisions. | ||
820 | // This complex collision processing is required to create an empty collision | ||
821 | // event call after all real collisions have happened on an object. This allows | ||
822 | // the simulator to generate the 'collision end' event. | ||
823 | if (ObjectsWithNoMoreCollisions.Count > 0) | ||
824 | { | ||
825 | foreach (BSPhysObject po in ObjectsWithNoMoreCollisions) | ||
826 | ObjectsWithCollisions.Remove(po); | ||
827 | ObjectsWithNoMoreCollisions.Clear(); | ||
828 | } | ||
829 | } | ||
830 | |||
831 | // Call the simulator for each object that has physics property updates. | ||
832 | HashSet<BSPhysObject> updatedObjects = null; | ||
833 | lock (UpdateLock) | ||
834 | { | ||
835 | if (ObjectsWithUpdates.Count > 0) | ||
836 | { | ||
837 | updatedObjects = ObjectsWithUpdates; | ||
838 | ObjectsWithUpdates = new HashSet<BSPhysObject>(); | ||
839 | } | ||
840 | } | ||
841 | if (updatedObjects != null) | ||
842 | { | ||
843 | foreach (BSPhysObject obj in updatedObjects) | ||
844 | { | ||
845 | obj.RequestPhysicsterseUpdate(); | ||
846 | } | ||
847 | updatedObjects.Clear(); | ||
848 | } | ||
849 | |||
850 | // Return the framerate simulated to give the above returned results. | ||
851 | // (Race condition here but this is just bookkeeping so rare mistakes do not merit a lock). | ||
852 | float simTime = m_simulatedTime; | ||
853 | m_simulatedTime = 0f; | ||
854 | return simTime; | ||
855 | } | ||
856 | |||
857 | // Something has collided | ||
858 | private void SendCollision(uint localID, uint collidingWith, Vector3 collidePoint, Vector3 collideNormal, float penetration) | ||
859 | { | ||
860 | if (localID <= TerrainManager.HighestTerrainID) | ||
861 | { | ||
862 | return; // don't send collisions to the terrain | ||
863 | } | ||
864 | |||
865 | BSPhysObject collider; | ||
866 | // NOTE that PhysObjects was locked before the call to SendCollision(). | ||
867 | if (!PhysObjects.TryGetValue(localID, out collider)) | ||
868 | { | ||
869 | // If the object that is colliding cannot be found, just ignore the collision. | ||
870 | DetailLog("{0},BSScene.SendCollision,colliderNotInObjectList,id={1},with={2}", DetailLogZero, localID, collidingWith); | ||
871 | return; | ||
872 | } | ||
873 | |||
874 | // Note: the terrain is not in the physical object list so 'collidee' can be null when Collide() is called. | ||
875 | BSPhysObject collidee = null; | ||
876 | PhysObjects.TryGetValue(collidingWith, out collidee); | ||
877 | |||
878 | // DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith); | ||
879 | |||
880 | if (collider.IsInitialized) | ||
881 | { | ||
882 | if (collider.Collide(collidingWith, collidee, collidePoint, collideNormal, penetration)) | ||
883 | { | ||
884 | // If a collision was 'good', remember to send it to the simulator | ||
885 | lock (CollisionLock) | ||
886 | { | ||
887 | ObjectsWithCollisions.Add(collider); | ||
888 | } | ||
889 | } | ||
890 | } | ||
891 | |||
892 | return; | ||
893 | } | ||
894 | |||
895 | public void BulletSPluginPhysicsThread() | ||
896 | { | ||
897 | Thread.CurrentThread.Priority = ThreadPriority.Highest; | ||
898 | m_updateWaitEvent = new ManualResetEvent(false); | ||
899 | |||
900 | while (m_initialized) | ||
901 | { | ||
902 | int beginSimulationRealtimeMS = Util.EnvironmentTickCount(); | ||
903 | |||
904 | if (BSParam.Active) | ||
905 | DoPhysicsStep(BSParam.PhysicsTimeStep); | ||
906 | |||
907 | int simulationRealtimeMS = Util.EnvironmentTickCountSubtract(beginSimulationRealtimeMS); | ||
908 | int simulationTimeVsRealtimeDifferenceMS = ((int)(BSParam.PhysicsTimeStep*1000f)) - simulationRealtimeMS; | ||
909 | |||
910 | if (simulationTimeVsRealtimeDifferenceMS > 0) | ||
911 | { | ||
912 | // The simulation of the time interval took less than realtime. | ||
913 | // Do a wait for the rest of realtime. | ||
914 | m_updateWaitEvent.WaitOne(simulationTimeVsRealtimeDifferenceMS); | ||
915 | //Thread.Sleep(simulationTimeVsRealtimeDifferenceMS); | ||
916 | } | ||
917 | else | ||
918 | { | ||
919 | // The simulation took longer than realtime. | ||
920 | // Do some scaling of simulation time. | ||
921 | // TODO. | ||
922 | DetailLog("{0},BulletSPluginPhysicsThread,longerThanRealtime={1}", BSScene.DetailLogZero, simulationTimeVsRealtimeDifferenceMS); | ||
923 | } | ||
924 | |||
925 | Watchdog.UpdateThread(); | ||
926 | } | ||
927 | |||
928 | Watchdog.RemoveThread(); | ||
929 | } | ||
930 | |||
931 | #endregion // Simulation | ||
932 | |||
933 | public override void GetResults() { } | ||
934 | |||
935 | #region Terrain | ||
936 | |||
937 | public override void SetTerrain(float[] heightMap) { | ||
938 | TerrainManager.SetTerrain(heightMap); | ||
939 | } | ||
940 | |||
941 | public override void SetWaterLevel(float baseheight) | ||
942 | { | ||
943 | SimpleWaterLevel = baseheight; | ||
944 | } | ||
945 | |||
946 | public override void DeleteTerrain() | ||
947 | { | ||
948 | // m_log.DebugFormat("{0}: DeleteTerrain()", LogHeader); | ||
949 | } | ||
950 | |||
951 | // Although no one seems to check this, I do support combining. | ||
952 | public override bool SupportsCombining() | ||
953 | { | ||
954 | return TerrainManager.SupportsCombining(); | ||
955 | } | ||
956 | // This call says I am a child to region zero in a mega-region. 'pScene' is that | ||
957 | // of region zero, 'offset' is my offset from regions zero's origin, and | ||
958 | // 'extents' is the largest XY that is handled in my region. | ||
959 | public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) | ||
960 | { | ||
961 | TerrainManager.Combine(pScene, offset, extents); | ||
962 | } | ||
963 | |||
964 | // Unhook all the combining that I know about. | ||
965 | public override void UnCombine(PhysicsScene pScene) | ||
966 | { | ||
967 | TerrainManager.UnCombine(pScene); | ||
968 | } | ||
969 | |||
970 | #endregion // Terrain | ||
971 | |||
972 | public override Dictionary<uint, float> GetTopColliders() | ||
973 | { | ||
974 | Dictionary<uint, float> topColliders; | ||
975 | |||
976 | lock (PhysObjects) | ||
977 | { | ||
978 | foreach (KeyValuePair<uint, BSPhysObject> kvp in PhysObjects) | ||
979 | { | ||
980 | kvp.Value.ComputeCollisionScore(); | ||
981 | } | ||
982 | |||
983 | List<BSPhysObject> orderedPrims = new List<BSPhysObject>(PhysObjects.Values); | ||
984 | orderedPrims.OrderByDescending(p => p.CollisionScore); | ||
985 | topColliders = orderedPrims.Take(25).ToDictionary(p => p.LocalID, p => p.CollisionScore); | ||
986 | } | ||
987 | |||
988 | return topColliders; | ||
989 | } | ||
990 | |||
991 | public override bool IsThreaded { get { return false; } } | ||
992 | |||
993 | #region Extensions | ||
994 | public override object Extension(string pFunct, params object[] pParams) | ||
995 | { | ||
996 | DetailLog("{0} BSScene.Extension,op={1}", DetailLogZero, pFunct); | ||
997 | return base.Extension(pFunct, pParams); | ||
998 | } | ||
999 | #endregion // Extensions | ||
1000 | |||
1001 | public static string PrimitiveBaseShapeToString(PrimitiveBaseShape pbs) | ||
1002 | { | ||
1003 | float pathShearX = pbs.PathShearX < 128 ? (float)pbs.PathShearX * 0.01f : (float)(pbs.PathShearX - 256) * 0.01f; | ||
1004 | float pathShearY = pbs.PathShearY < 128 ? (float)pbs.PathShearY * 0.01f : (float)(pbs.PathShearY - 256) * 0.01f; | ||
1005 | float pathBegin = (float)pbs.PathBegin * 2.0e-5f; | ||
1006 | float pathEnd = 1.0f - (float)pbs.PathEnd * 2.0e-5f; | ||
1007 | float pathScaleX = (float)(200 - pbs.PathScaleX) * 0.01f; | ||
1008 | float pathScaleY = (float)(200 - pbs.PathScaleY) * 0.01f; | ||
1009 | float pathTaperX = pbs.PathTaperX * 0.01f; | ||
1010 | float pathTaperY = pbs.PathTaperY * 0.01f; | ||
1011 | |||
1012 | float profileBegin = (float)pbs.ProfileBegin * 2.0e-5f; | ||
1013 | float profileEnd = 1.0f - (float)pbs.ProfileEnd * 2.0e-5f; | ||
1014 | float profileHollow = (float)pbs.ProfileHollow * 2.0e-5f; | ||
1015 | if (profileHollow > 0.95f) | ||
1016 | profileHollow = 0.95f; | ||
1017 | |||
1018 | StringBuilder buff = new StringBuilder(); | ||
1019 | buff.Append("shape="); | ||
1020 | buff.Append(((ProfileShape)pbs.ProfileShape).ToString()); | ||
1021 | buff.Append(","); | ||
1022 | buff.Append("hollow="); | ||
1023 | buff.Append(((HollowShape)pbs.HollowShape).ToString()); | ||
1024 | buff.Append(","); | ||
1025 | buff.Append("pathCurve="); | ||
1026 | buff.Append(((Extrusion)pbs.PathCurve).ToString()); | ||
1027 | buff.Append(","); | ||
1028 | buff.Append("profCurve="); | ||
1029 | buff.Append(((Extrusion)pbs.ProfileCurve).ToString()); | ||
1030 | buff.Append(","); | ||
1031 | buff.Append("profHollow="); | ||
1032 | buff.Append(profileHollow.ToString()); | ||
1033 | buff.Append(","); | ||
1034 | buff.Append("pathBegEnd="); | ||
1035 | buff.Append(pathBegin.ToString()); | ||
1036 | buff.Append("/"); | ||
1037 | buff.Append(pathEnd.ToString()); | ||
1038 | buff.Append(","); | ||
1039 | buff.Append("profileBegEnd="); | ||
1040 | buff.Append(profileBegin.ToString()); | ||
1041 | buff.Append("/"); | ||
1042 | buff.Append(profileEnd.ToString()); | ||
1043 | buff.Append(","); | ||
1044 | buff.Append("scaleXY="); | ||
1045 | buff.Append(pathScaleX.ToString()); | ||
1046 | buff.Append("/"); | ||
1047 | buff.Append(pathScaleY.ToString()); | ||
1048 | buff.Append(","); | ||
1049 | buff.Append("shearXY="); | ||
1050 | buff.Append(pathShearX.ToString()); | ||
1051 | buff.Append("/"); | ||
1052 | buff.Append(pathShearY.ToString()); | ||
1053 | buff.Append(","); | ||
1054 | buff.Append("taperXY="); | ||
1055 | buff.Append(pbs.PathTaperX.ToString()); | ||
1056 | buff.Append("/"); | ||
1057 | buff.Append(pbs.PathTaperY.ToString()); | ||
1058 | buff.Append(","); | ||
1059 | buff.Append("skew="); | ||
1060 | buff.Append(pbs.PathSkew.ToString()); | ||
1061 | buff.Append(","); | ||
1062 | buff.Append("twist/Beg="); | ||
1063 | buff.Append(pbs.PathTwist.ToString()); | ||
1064 | buff.Append("/"); | ||
1065 | buff.Append(pbs.PathTwistBegin.ToString()); | ||
1066 | |||
1067 | return buff.ToString(); | ||
1068 | } | ||
1069 | |||
1070 | #region Taints | ||
1071 | // The simulation execution order is: | ||
1072 | // Simulate() | ||
1073 | // DoOneTimeTaints | ||
1074 | // TriggerPreStepEvent | ||
1075 | // DoOneTimeTaints | ||
1076 | // Step() | ||
1077 | // ProcessAndSendToSimulatorCollisions | ||
1078 | // ProcessAndSendToSimulatorPropertyUpdates | ||
1079 | // TriggerPostStepEvent | ||
1080 | |||
1081 | // Calls to the PhysicsActors can't directly call into the physics engine | ||
1082 | // because it might be busy. We delay changes to a known time. | ||
1083 | // We rely on C#'s closure to save and restore the context for the delegate. | ||
1084 | public void TaintedObject(string pOriginator, string pIdent, TaintCallback pCallback) | ||
1085 | { | ||
1086 | TaintedObject(false /*inTaintTime*/, pOriginator, pIdent, pCallback); | ||
1087 | } | ||
1088 | public void TaintedObject(uint pOriginator, String pIdent, TaintCallback pCallback) | ||
1089 | { | ||
1090 | TaintedObject(false /*inTaintTime*/, m_physicsLoggingEnabled ? pOriginator.ToString() : BSScene.DetailLogZero, pIdent, pCallback); | ||
1091 | } | ||
1092 | public void TaintedObject(bool inTaintTime, String pIdent, TaintCallback pCallback) | ||
1093 | { | ||
1094 | TaintedObject(inTaintTime, BSScene.DetailLogZero, pIdent, pCallback); | ||
1095 | } | ||
1096 | public void TaintedObject(bool inTaintTime, uint pOriginator, String pIdent, TaintCallback pCallback) | ||
1097 | { | ||
1098 | TaintedObject(inTaintTime, m_physicsLoggingEnabled ? pOriginator.ToString() : BSScene.DetailLogZero, pIdent, pCallback); | ||
1099 | } | ||
1100 | // Sometimes a potentially tainted operation can be used in and out of taint time. | ||
1101 | // This routine executes the command immediately if in taint-time otherwise it is queued. | ||
1102 | public void TaintedObject(bool inTaintTime, string pOriginator, string pIdent, TaintCallback pCallback) | ||
1103 | { | ||
1104 | if (!m_initialized) return; | ||
1105 | |||
1106 | if (inTaintTime) | ||
1107 | pCallback(); | ||
1108 | else | ||
1109 | { | ||
1110 | lock (_taintLock) | ||
1111 | { | ||
1112 | _taintOperations.Add(new TaintCallbackEntry(pOriginator, pIdent, pCallback)); | ||
1113 | } | ||
1114 | } | ||
1115 | } | ||
1116 | |||
1117 | private void TriggerPreStepEvent(float timeStep) | ||
1118 | { | ||
1119 | PreStepAction actions = BeforeStep; | ||
1120 | if (actions != null) | ||
1121 | actions(timeStep); | ||
1122 | |||
1123 | } | ||
1124 | |||
1125 | private void TriggerPostStepEvent(float timeStep) | ||
1126 | { | ||
1127 | PostStepAction actions = AfterStep; | ||
1128 | if (actions != null) | ||
1129 | actions(timeStep); | ||
1130 | |||
1131 | } | ||
1132 | |||
1133 | // When someone tries to change a property on a BSPrim or BSCharacter, the object queues | ||
1134 | // a callback into itself to do the actual property change. That callback is called | ||
1135 | // here just before the physics engine is called to step the simulation. | ||
1136 | public void ProcessTaints() | ||
1137 | { | ||
1138 | ProcessRegularTaints(); | ||
1139 | ProcessPostTaintTaints(); | ||
1140 | } | ||
1141 | |||
1142 | private void ProcessRegularTaints() | ||
1143 | { | ||
1144 | if (m_initialized && _taintOperations.Count > 0) // save allocating new list if there is nothing to process | ||
1145 | { | ||
1146 | // swizzle a new list into the list location so we can process what's there | ||
1147 | List<TaintCallbackEntry> oldList; | ||
1148 | lock (_taintLock) | ||
1149 | { | ||
1150 | oldList = _taintOperations; | ||
1151 | _taintOperations = new List<TaintCallbackEntry>(); | ||
1152 | } | ||
1153 | |||
1154 | foreach (TaintCallbackEntry tcbe in oldList) | ||
1155 | { | ||
1156 | try | ||
1157 | { | ||
1158 | DetailLog("{0},BSScene.ProcessTaints,doTaint,id={1}", tcbe.originator, tcbe.ident); // DEBUG DEBUG DEBUG | ||
1159 | tcbe.callback(); | ||
1160 | } | ||
1161 | catch (Exception e) | ||
1162 | { | ||
1163 | m_log.ErrorFormat("{0}: ProcessTaints: {1}: Exception: {2}", LogHeader, tcbe.ident, e); | ||
1164 | } | ||
1165 | } | ||
1166 | oldList.Clear(); | ||
1167 | } | ||
1168 | } | ||
1169 | |||
1170 | // Schedule an update to happen after all the regular taints are processed. | ||
1171 | // Note that new requests for the same operation ("ident") for the same object ("ID") | ||
1172 | // will replace any previous operation by the same object. | ||
1173 | public void PostTaintObject(String ident, uint ID, TaintCallback callback) | ||
1174 | { | ||
1175 | string IDAsString = ID.ToString(); | ||
1176 | string uniqueIdent = ident + "-" + IDAsString; | ||
1177 | lock (_taintLock) | ||
1178 | { | ||
1179 | _postTaintOperations[uniqueIdent] = new TaintCallbackEntry(IDAsString, uniqueIdent, callback); | ||
1180 | } | ||
1181 | |||
1182 | return; | ||
1183 | } | ||
1184 | |||
1185 | // Taints that happen after the normal taint processing but before the simulation step. | ||
1186 | private void ProcessPostTaintTaints() | ||
1187 | { | ||
1188 | if (m_initialized && _postTaintOperations.Count > 0) | ||
1189 | { | ||
1190 | Dictionary<string, TaintCallbackEntry> oldList; | ||
1191 | lock (_taintLock) | ||
1192 | { | ||
1193 | oldList = _postTaintOperations; | ||
1194 | _postTaintOperations = new Dictionary<string, TaintCallbackEntry>(); | ||
1195 | } | ||
1196 | |||
1197 | foreach (KeyValuePair<string,TaintCallbackEntry> kvp in oldList) | ||
1198 | { | ||
1199 | try | ||
1200 | { | ||
1201 | DetailLog("{0},BSScene.ProcessPostTaintTaints,doTaint,id={1}", DetailLogZero, kvp.Key); // DEBUG DEBUG DEBUG | ||
1202 | kvp.Value.callback(); | ||
1203 | } | ||
1204 | catch (Exception e) | ||
1205 | { | ||
1206 | m_log.ErrorFormat("{0}: ProcessPostTaintTaints: {1}: Exception: {2}", LogHeader, kvp.Key, e); | ||
1207 | } | ||
1208 | } | ||
1209 | oldList.Clear(); | ||
1210 | } | ||
1211 | } | ||
1212 | |||
1213 | // Only used for debugging. Does not change state of anything so locking is not necessary. | ||
1214 | public bool AssertInTaintTime(string whereFrom) | ||
1215 | { | ||
1216 | if (!InTaintTime) | ||
1217 | { | ||
1218 | DetailLog("{0},BSScene.AssertInTaintTime,NOT IN TAINT TIME,Region={1},Where={2}", DetailLogZero, RegionName, whereFrom); | ||
1219 | m_log.ErrorFormat("{0} NOT IN TAINT TIME!! Region={1}, Where={2}", LogHeader, RegionName, whereFrom); | ||
1220 | // Util.PrintCallStack(DetailLog); | ||
1221 | } | ||
1222 | return InTaintTime; | ||
1223 | } | ||
1224 | |||
1225 | #endregion // Taints | ||
1226 | |||
1227 | #region IPhysicsParameters | ||
1228 | // Get the list of parameters this physics engine supports | ||
1229 | public PhysParameterEntry[] GetParameterList() | ||
1230 | { | ||
1231 | BSParam.BuildParameterTable(); | ||
1232 | return BSParam.SettableParameters; | ||
1233 | } | ||
1234 | |||
1235 | // Set parameter on a specific or all instances. | ||
1236 | // Return 'false' if not able to set the parameter. | ||
1237 | // Setting the value in the m_params block will change the value the physics engine | ||
1238 | // will use the next time since it's pinned and shared memory. | ||
1239 | // Some of the values require calling into the physics engine to get the new | ||
1240 | // value activated ('terrainFriction' for instance). | ||
1241 | public bool SetPhysicsParameter(string parm, string val, uint localID) | ||
1242 | { | ||
1243 | bool ret = false; | ||
1244 | |||
1245 | BSParam.ParameterDefnBase theParam; | ||
1246 | if (BSParam.TryGetParameter(parm, out theParam)) | ||
1247 | { | ||
1248 | // Set the value in the C# code | ||
1249 | theParam.SetValue(this, val); | ||
1250 | |||
1251 | // Optionally set the parameter in the unmanaged code | ||
1252 | if (theParam.HasSetOnObject) | ||
1253 | { | ||
1254 | // update all the localIDs specified | ||
1255 | // If the local ID is APPLY_TO_NONE, just change the default value | ||
1256 | // If the localID is APPLY_TO_ALL change the default value and apply the new value to all the lIDs | ||
1257 | // If the localID is a specific object, apply the parameter change to only that object | ||
1258 | List<uint> objectIDs = new List<uint>(); | ||
1259 | switch (localID) | ||
1260 | { | ||
1261 | case PhysParameterEntry.APPLY_TO_NONE: | ||
1262 | // This will cause a call into the physical world if some operation is specified (SetOnObject). | ||
1263 | objectIDs.Add(TERRAIN_ID); | ||
1264 | TaintedUpdateParameter(parm, objectIDs, val); | ||
1265 | break; | ||
1266 | case PhysParameterEntry.APPLY_TO_ALL: | ||
1267 | lock (PhysObjects) objectIDs = new List<uint>(PhysObjects.Keys); | ||
1268 | TaintedUpdateParameter(parm, objectIDs, val); | ||
1269 | break; | ||
1270 | default: | ||
1271 | // setting only one localID | ||
1272 | objectIDs.Add(localID); | ||
1273 | TaintedUpdateParameter(parm, objectIDs, val); | ||
1274 | break; | ||
1275 | } | ||
1276 | } | ||
1277 | |||
1278 | ret = true; | ||
1279 | } | ||
1280 | return ret; | ||
1281 | } | ||
1282 | |||
1283 | // schedule the actual updating of the paramter to when the phys engine is not busy | ||
1284 | private void TaintedUpdateParameter(string parm, List<uint> lIDs, string val) | ||
1285 | { | ||
1286 | string xval = val; | ||
1287 | List<uint> xlIDs = lIDs; | ||
1288 | string xparm = parm; | ||
1289 | TaintedObject(DetailLogZero, "BSScene.UpdateParameterSet", delegate() { | ||
1290 | BSParam.ParameterDefnBase thisParam; | ||
1291 | if (BSParam.TryGetParameter(xparm, out thisParam)) | ||
1292 | { | ||
1293 | if (thisParam.HasSetOnObject) | ||
1294 | { | ||
1295 | foreach (uint lID in xlIDs) | ||
1296 | { | ||
1297 | BSPhysObject theObject = null; | ||
1298 | if (PhysObjects.TryGetValue(lID, out theObject)) | ||
1299 | thisParam.SetOnObject(this, theObject); | ||
1300 | } | ||
1301 | } | ||
1302 | } | ||
1303 | }); | ||
1304 | } | ||
1305 | |||
1306 | // Get parameter. | ||
1307 | // Return 'false' if not able to get the parameter. | ||
1308 | public bool GetPhysicsParameter(string parm, out string value) | ||
1309 | { | ||
1310 | string val = String.Empty; | ||
1311 | bool ret = false; | ||
1312 | BSParam.ParameterDefnBase theParam; | ||
1313 | if (BSParam.TryGetParameter(parm, out theParam)) | ||
1314 | { | ||
1315 | val = theParam.GetValue(this); | ||
1316 | ret = true; | ||
1317 | } | ||
1318 | value = val; | ||
1319 | return ret; | ||
1320 | } | ||
1321 | |||
1322 | #endregion IPhysicsParameters | ||
1323 | |||
1324 | // Invoke the detailed logger and output something if it's enabled. | ||
1325 | public void DetailLog(string msg, params Object[] args) | ||
1326 | { | ||
1327 | PhysicsLogging.Write(msg, args); | ||
1328 | } | ||
1329 | // Used to fill in the LocalID when there isn't one. It's the correct number of characters. | ||
1330 | public const string DetailLogZero = "0000000000"; | ||
1331 | |||
1332 | } | ||
1333 | } | ||
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSShapeCollection.cs b/OpenSim/Region/PhysicsModules/BulletS/BSShapeCollection.cs new file mode 100755 index 0000000..b100273 --- /dev/null +++ b/OpenSim/Region/PhysicsModules/BulletS/BSShapeCollection.cs | |||
@@ -0,0 +1,425 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | using System; | ||
28 | using System.Collections.Generic; | ||
29 | using System.Text; | ||
30 | using OMV = OpenMetaverse; | ||
31 | using OpenSim.Framework; | ||
32 | using OpenSim.Region.PhysicsModules.SharedBase; | ||
33 | using OpenSim.Region.PhysicsModule.ConvexDecompositionDotNet; | ||
34 | |||
35 | namespace OpenSim.Region.PhysicsModule.BulletS | ||
36 | { | ||
37 | public sealed class BSShapeCollection : IDisposable | ||
38 | { | ||
39 | #pragma warning disable 414 | ||
40 | private static string LogHeader = "[BULLETSIM SHAPE COLLECTION]"; | ||
41 | #pragma warning restore 414 | ||
42 | |||
43 | private BSScene m_physicsScene { get; set; } | ||
44 | |||
45 | private Object m_collectionActivityLock = new Object(); | ||
46 | |||
47 | private bool DDetail = false; | ||
48 | |||
49 | public BSShapeCollection(BSScene physScene) | ||
50 | { | ||
51 | m_physicsScene = physScene; | ||
52 | // Set the next to 'true' for very detailed shape update detailed logging (detailed details?) | ||
53 | // While detailed debugging is still active, this is better than commenting out all the | ||
54 | // DetailLog statements. When debugging slows down, this and the protected logging | ||
55 | // statements can be commented/removed. | ||
56 | DDetail = true; | ||
57 | } | ||
58 | |||
59 | public void Dispose() | ||
60 | { | ||
61 | // TODO!!!!!!!!! | ||
62 | } | ||
63 | |||
64 | // Callbacks called just before either the body or shape is destroyed. | ||
65 | // Mostly used for changing bodies out from under Linksets. | ||
66 | // Useful for other cases where parameters need saving. | ||
67 | // Passing 'null' says no callback. | ||
68 | public delegate void PhysicalDestructionCallback(BulletBody pBody, BulletShape pShape); | ||
69 | |||
70 | // Called to update/change the body and shape for an object. | ||
71 | // The object has some shape and body on it. Here we decide if that is the correct shape | ||
72 | // for the current state of the object (static/dynamic/...). | ||
73 | // If bodyCallback is not null, it is called if either the body or the shape are changed | ||
74 | // so dependencies (like constraints) can be removed before the physical object is dereferenced. | ||
75 | // Return 'true' if either the body or the shape changed. | ||
76 | // Called at taint-time. | ||
77 | public bool GetBodyAndShape(bool forceRebuild, BulletWorld sim, BSPhysObject prim, PhysicalDestructionCallback bodyCallback) | ||
78 | { | ||
79 | m_physicsScene.AssertInTaintTime("BSShapeCollection.GetBodyAndShape"); | ||
80 | |||
81 | bool ret = false; | ||
82 | |||
83 | // This lock could probably be pushed down lower but building shouldn't take long | ||
84 | lock (m_collectionActivityLock) | ||
85 | { | ||
86 | // Do we have the correct geometry for this type of object? | ||
87 | // Updates prim.BSShape with information/pointers to shape. | ||
88 | // Returns 'true' of BSShape is changed to a new shape. | ||
89 | bool newGeom = CreateGeom(forceRebuild, prim, bodyCallback); | ||
90 | // If we had to select a new shape geometry for the object, | ||
91 | // rebuild the body around it. | ||
92 | // Updates prim.BSBody with information/pointers to requested body | ||
93 | // Returns 'true' if BSBody was changed. | ||
94 | bool newBody = CreateBody((newGeom || forceRebuild), prim, m_physicsScene.World, bodyCallback); | ||
95 | ret = newGeom || newBody; | ||
96 | } | ||
97 | DetailLog("{0},BSShapeCollection.GetBodyAndShape,taintExit,force={1},ret={2},body={3},shape={4}", | ||
98 | prim.LocalID, forceRebuild, ret, prim.PhysBody, prim.PhysShape); | ||
99 | |||
100 | return ret; | ||
101 | } | ||
102 | |||
103 | public bool GetBodyAndShape(bool forceRebuild, BulletWorld sim, BSPhysObject prim) | ||
104 | { | ||
105 | return GetBodyAndShape(forceRebuild, sim, prim, null); | ||
106 | } | ||
107 | |||
108 | // If the existing prim's shape is to be replaced, remove the tie to the existing shape | ||
109 | // before replacing it. | ||
110 | private void DereferenceExistingShape(BSPhysObject prim, PhysicalDestructionCallback shapeCallback) | ||
111 | { | ||
112 | if (prim.PhysShape.HasPhysicalShape) | ||
113 | { | ||
114 | if (shapeCallback != null) | ||
115 | shapeCallback(prim.PhysBody, prim.PhysShape.physShapeInfo); | ||
116 | prim.PhysShape.Dereference(m_physicsScene); | ||
117 | } | ||
118 | prim.PhysShape = new BSShapeNull(); | ||
119 | } | ||
120 | |||
121 | // Create the geometry information in Bullet for later use. | ||
122 | // The objects needs a hull if it's physical otherwise a mesh is enough. | ||
123 | // if 'forceRebuild' is true, the geometry is unconditionally rebuilt. For meshes and hulls, | ||
124 | // shared geometries will be used. If the parameters of the existing shape are the same | ||
125 | // as this request, the shape is not rebuilt. | ||
126 | // Info in prim.BSShape is updated to the new shape. | ||
127 | // Returns 'true' if the geometry was rebuilt. | ||
128 | // Called at taint-time! | ||
129 | public const int AvatarShapeCapsule = 0; | ||
130 | public const int AvatarShapeCube = 1; | ||
131 | public const int AvatarShapeOvoid = 2; | ||
132 | public const int AvatarShapeMesh = 3; | ||
133 | private bool CreateGeom(bool forceRebuild, BSPhysObject prim, PhysicalDestructionCallback shapeCallback) | ||
134 | { | ||
135 | bool ret = false; | ||
136 | bool haveShape = false; | ||
137 | bool nativeShapePossible = true; | ||
138 | PrimitiveBaseShape pbs = prim.BaseShape; | ||
139 | |||
140 | // Kludge to create the capsule for the avatar. | ||
141 | // TDOD: Remove/redo this when BSShapeAvatar is working!! | ||
142 | BSCharacter theChar = prim as BSCharacter; | ||
143 | if (theChar != null) | ||
144 | { | ||
145 | DereferenceExistingShape(prim, shapeCallback); | ||
146 | switch (BSParam.AvatarShape) | ||
147 | { | ||
148 | case AvatarShapeCapsule: | ||
149 | prim.PhysShape = BSShapeNative.GetReference(m_physicsScene, prim, | ||
150 | BSPhysicsShapeType.SHAPE_CAPSULE, FixedShapeKey.KEY_CAPSULE); | ||
151 | ret = true; | ||
152 | haveShape = true; | ||
153 | break; | ||
154 | case AvatarShapeCube: | ||
155 | prim.PhysShape = BSShapeNative.GetReference(m_physicsScene, prim, | ||
156 | BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_CAPSULE); | ||
157 | ret = true; | ||
158 | haveShape = true; | ||
159 | break; | ||
160 | case AvatarShapeOvoid: | ||
161 | // Saddly, Bullet doesn't scale spheres so this doesn't work as an avatar shape | ||
162 | prim.PhysShape = BSShapeNative.GetReference(m_physicsScene, prim, | ||
163 | BSPhysicsShapeType.SHAPE_SPHERE, FixedShapeKey.KEY_CAPSULE); | ||
164 | ret = true; | ||
165 | haveShape = true; | ||
166 | break; | ||
167 | case AvatarShapeMesh: | ||
168 | break; | ||
169 | default: | ||
170 | break; | ||
171 | } | ||
172 | } | ||
173 | |||
174 | // If the prim attributes are simple, this could be a simple Bullet native shape | ||
175 | // Native shapes work whether to object is static or physical. | ||
176 | if (!haveShape | ||
177 | && nativeShapePossible | ||
178 | && pbs != null | ||
179 | && PrimHasNoCuts(pbs) | ||
180 | && ( !pbs.SculptEntry || (pbs.SculptEntry && !BSParam.ShouldMeshSculptedPrim) ) | ||
181 | ) | ||
182 | { | ||
183 | // Get the scale of any existing shape so we can see if the new shape is same native type and same size. | ||
184 | OMV.Vector3 scaleOfExistingShape = OMV.Vector3.Zero; | ||
185 | if (prim.PhysShape.HasPhysicalShape) | ||
186 | scaleOfExistingShape = m_physicsScene.PE.GetLocalScaling(prim.PhysShape.physShapeInfo); | ||
187 | |||
188 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,maybeNative,force={1},primScale={2},primSize={3},primShape={4}", | ||
189 | prim.LocalID, forceRebuild, prim.Scale, prim.Size, prim.PhysShape.physShapeInfo.shapeType); | ||
190 | |||
191 | // It doesn't look like Bullet scales native spheres so make sure the scales are all equal | ||
192 | if ((pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1) | ||
193 | && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z) | ||
194 | { | ||
195 | haveShape = true; | ||
196 | if (forceRebuild | ||
197 | || prim.PhysShape.ShapeType != BSPhysicsShapeType.SHAPE_SPHERE | ||
198 | ) | ||
199 | { | ||
200 | DereferenceExistingShape(prim, shapeCallback); | ||
201 | prim.PhysShape = BSShapeNative.GetReference(m_physicsScene, prim, | ||
202 | BSPhysicsShapeType.SHAPE_SPHERE, FixedShapeKey.KEY_SPHERE); | ||
203 | ret = true; | ||
204 | } | ||
205 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},rebuilt={2},shape={3}", | ||
206 | prim.LocalID, forceRebuild, ret, prim.PhysShape); | ||
207 | } | ||
208 | // If we didn't make a sphere, maybe a box will work. | ||
209 | if (!haveShape && pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight) | ||
210 | { | ||
211 | haveShape = true; | ||
212 | if (forceRebuild | ||
213 | || prim.Scale != scaleOfExistingShape | ||
214 | || prim.PhysShape.ShapeType != BSPhysicsShapeType.SHAPE_BOX | ||
215 | ) | ||
216 | { | ||
217 | DereferenceExistingShape(prim, shapeCallback); | ||
218 | prim.PhysShape = BSShapeNative.GetReference(m_physicsScene, prim, | ||
219 | BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX); | ||
220 | ret = true; | ||
221 | } | ||
222 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},rebuilt={2},shape={3}", | ||
223 | prim.LocalID, forceRebuild, ret, prim.PhysShape); | ||
224 | } | ||
225 | } | ||
226 | |||
227 | // If a simple shape is not happening, create a mesh and possibly a hull. | ||
228 | if (!haveShape && pbs != null) | ||
229 | { | ||
230 | ret = CreateGeomMeshOrHull(prim, shapeCallback); | ||
231 | } | ||
232 | |||
233 | return ret; | ||
234 | } | ||
235 | |||
236 | // return 'true' if this shape description does not include any cutting or twisting. | ||
237 | public static bool PrimHasNoCuts(PrimitiveBaseShape pbs) | ||
238 | { | ||
239 | return pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0 | ||
240 | && pbs.ProfileHollow == 0 | ||
241 | && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0 | ||
242 | && pbs.PathBegin == 0 && pbs.PathEnd == 0 | ||
243 | && pbs.PathTaperX == 0 && pbs.PathTaperY == 0 | ||
244 | && pbs.PathScaleX == 100 && pbs.PathScaleY == 100 | ||
245 | && pbs.PathShearX == 0 && pbs.PathShearY == 0; | ||
246 | } | ||
247 | |||
248 | // return 'true' if the prim's shape was changed. | ||
249 | private bool CreateGeomMeshOrHull(BSPhysObject prim, PhysicalDestructionCallback shapeCallback) | ||
250 | { | ||
251 | |||
252 | bool ret = false; | ||
253 | // Note that if it's a native shape, the check for physical/non-physical is not | ||
254 | // made. Native shapes work in either case. | ||
255 | if (prim.IsPhysical && BSParam.ShouldUseHullsForPhysicalObjects) | ||
256 | { | ||
257 | // Use a simple, single mesh convex hull shape if the object is simple enough | ||
258 | BSShape potentialHull = null; | ||
259 | |||
260 | PrimitiveBaseShape pbs = prim.BaseShape; | ||
261 | // Use a simple, one section convex shape for prims that are probably convex (no cuts or twists) | ||
262 | if (BSParam.ShouldUseSingleConvexHullForPrims | ||
263 | && pbs != null | ||
264 | && !pbs.SculptEntry | ||
265 | && PrimHasNoCuts(pbs) | ||
266 | ) | ||
267 | { | ||
268 | potentialHull = BSShapeConvexHull.GetReference(m_physicsScene, false /* forceRebuild */, prim); | ||
269 | } | ||
270 | // Use the GImpact shape if it is a prim that has some concaveness | ||
271 | if (potentialHull == null | ||
272 | && BSParam.ShouldUseGImpactShapeForPrims | ||
273 | && pbs != null | ||
274 | && !pbs.SculptEntry | ||
275 | ) | ||
276 | { | ||
277 | potentialHull = BSShapeGImpact.GetReference(m_physicsScene, false /* forceRebuild */, prim); | ||
278 | } | ||
279 | // If not any of the simple cases, just make a hull | ||
280 | if (potentialHull == null) | ||
281 | { | ||
282 | potentialHull = BSShapeHull.GetReference(m_physicsScene, false /*forceRebuild*/, prim); | ||
283 | } | ||
284 | |||
285 | // If the current shape is not what is on the prim at the moment, time to change. | ||
286 | if (!prim.PhysShape.HasPhysicalShape | ||
287 | || potentialHull.ShapeType != prim.PhysShape.ShapeType | ||
288 | || potentialHull.physShapeInfo.shapeKey != prim.PhysShape.physShapeInfo.shapeKey) | ||
289 | { | ||
290 | DereferenceExistingShape(prim, shapeCallback); | ||
291 | prim.PhysShape = potentialHull; | ||
292 | ret = true; | ||
293 | } | ||
294 | else | ||
295 | { | ||
296 | // The current shape on the prim is the correct one. We don't need the potential reference. | ||
297 | potentialHull.Dereference(m_physicsScene); | ||
298 | } | ||
299 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,hull,shape={1}", prim.LocalID, prim.PhysShape); | ||
300 | } | ||
301 | else | ||
302 | { | ||
303 | // Non-physical objects should be just meshes. | ||
304 | BSShape potentialMesh = BSShapeMesh.GetReference(m_physicsScene, false /*forceRebuild*/, prim); | ||
305 | // If the current shape is not what is on the prim at the moment, time to change. | ||
306 | if (!prim.PhysShape.HasPhysicalShape | ||
307 | || potentialMesh.ShapeType != prim.PhysShape.ShapeType | ||
308 | || potentialMesh.physShapeInfo.shapeKey != prim.PhysShape.physShapeInfo.shapeKey) | ||
309 | { | ||
310 | DereferenceExistingShape(prim, shapeCallback); | ||
311 | prim.PhysShape = potentialMesh; | ||
312 | ret = true; | ||
313 | } | ||
314 | else | ||
315 | { | ||
316 | // We don't need this reference to the mesh that is already being using. | ||
317 | potentialMesh.Dereference(m_physicsScene); | ||
318 | } | ||
319 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,mesh,shape={1}", prim.LocalID, prim.PhysShape); | ||
320 | } | ||
321 | return ret; | ||
322 | } | ||
323 | |||
324 | // Track another user of a body. | ||
325 | // We presume the caller has allocated the body. | ||
326 | // Bodies only have one user so the body is just put into the world if not already there. | ||
327 | private void ReferenceBody(BulletBody body) | ||
328 | { | ||
329 | lock (m_collectionActivityLock) | ||
330 | { | ||
331 | if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceBody,newBody,body={1}", body.ID, body); | ||
332 | if (!m_physicsScene.PE.IsInWorld(m_physicsScene.World, body)) | ||
333 | { | ||
334 | m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, body); | ||
335 | if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceBody,addedToWorld,ref={1}", body.ID, body); | ||
336 | } | ||
337 | } | ||
338 | } | ||
339 | |||
340 | // Release the usage of a body. | ||
341 | // Called when releasing use of a BSBody. BSShape is handled separately. | ||
342 | // Called in taint time. | ||
343 | public void DereferenceBody(BulletBody body, PhysicalDestructionCallback bodyCallback ) | ||
344 | { | ||
345 | if (!body.HasPhysicalBody) | ||
346 | return; | ||
347 | |||
348 | m_physicsScene.AssertInTaintTime("BSShapeCollection.DereferenceBody"); | ||
349 | |||
350 | lock (m_collectionActivityLock) | ||
351 | { | ||
352 | if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceBody,DestroyingBody,body={1}", body.ID, body); | ||
353 | // If the caller needs to know the old body is going away, pass the event up. | ||
354 | if (bodyCallback != null) | ||
355 | bodyCallback(body, null); | ||
356 | |||
357 | // Removing an object not in the world is a NOOP | ||
358 | m_physicsScene.PE.RemoveObjectFromWorld(m_physicsScene.World, body); | ||
359 | |||
360 | // Zero any reference to the shape so it is not freed when the body is deleted. | ||
361 | m_physicsScene.PE.SetCollisionShape(m_physicsScene.World, body, null); | ||
362 | |||
363 | m_physicsScene.PE.DestroyObject(m_physicsScene.World, body); | ||
364 | } | ||
365 | } | ||
366 | |||
367 | // Create a body object in Bullet. | ||
368 | // Updates prim.BSBody with the information about the new body if one is created. | ||
369 | // Returns 'true' if an object was actually created. | ||
370 | // Called at taint-time. | ||
371 | private bool CreateBody(bool forceRebuild, BSPhysObject prim, BulletWorld sim, PhysicalDestructionCallback bodyCallback) | ||
372 | { | ||
373 | bool ret = false; | ||
374 | |||
375 | // the mesh, hull or native shape must have already been created in Bullet | ||
376 | bool mustRebuild = !prim.PhysBody.HasPhysicalBody; | ||
377 | |||
378 | // If there is an existing body, verify it's of an acceptable type. | ||
379 | // If not a solid object, body is a GhostObject. Otherwise a RigidBody. | ||
380 | if (!mustRebuild) | ||
381 | { | ||
382 | CollisionObjectTypes bodyType = (CollisionObjectTypes)m_physicsScene.PE.GetBodyType(prim.PhysBody); | ||
383 | if (prim.IsSolid && bodyType != CollisionObjectTypes.CO_RIGID_BODY | ||
384 | || !prim.IsSolid && bodyType != CollisionObjectTypes.CO_GHOST_OBJECT) | ||
385 | { | ||
386 | // If the collisionObject is not the correct type for solidness, rebuild what's there | ||
387 | mustRebuild = true; | ||
388 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateBody,forceRebuildBecauseChangingBodyType,bodyType={1}", prim.LocalID, bodyType); | ||
389 | } | ||
390 | } | ||
391 | |||
392 | if (mustRebuild || forceRebuild) | ||
393 | { | ||
394 | // Free any old body | ||
395 | DereferenceBody(prim.PhysBody, bodyCallback); | ||
396 | |||
397 | BulletBody aBody; | ||
398 | if (prim.IsSolid) | ||
399 | { | ||
400 | aBody = m_physicsScene.PE.CreateBodyFromShape(sim, prim.PhysShape.physShapeInfo, prim.LocalID, prim.RawPosition, prim.RawOrientation); | ||
401 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateBody,rigid,body={1}", prim.LocalID, aBody); | ||
402 | } | ||
403 | else | ||
404 | { | ||
405 | aBody = m_physicsScene.PE.CreateGhostFromShape(sim, prim.PhysShape.physShapeInfo, prim.LocalID, prim.RawPosition, prim.RawOrientation); | ||
406 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateBody,ghost,body={1}", prim.LocalID, aBody); | ||
407 | } | ||
408 | |||
409 | ReferenceBody(aBody); | ||
410 | |||
411 | prim.PhysBody = aBody; | ||
412 | |||
413 | ret = true; | ||
414 | } | ||
415 | |||
416 | return ret; | ||
417 | } | ||
418 | |||
419 | private void DetailLog(string msg, params Object[] args) | ||
420 | { | ||
421 | if (m_physicsScene.PhysicsLogging.Enabled) | ||
422 | m_physicsScene.DetailLog(msg, args); | ||
423 | } | ||
424 | } | ||
425 | } | ||
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSShapes.cs b/OpenSim/Region/PhysicsModules/BulletS/BSShapes.cs new file mode 100755 index 0000000..086a412 --- /dev/null +++ b/OpenSim/Region/PhysicsModules/BulletS/BSShapes.cs | |||
@@ -0,0 +1,1463 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Text; | ||
31 | |||
32 | using OpenSim.Framework; | ||
33 | using OpenSim.Region.PhysicsModules.SharedBase; | ||
34 | using OpenSim.Region.PhysicsModules.Meshing; | ||
35 | using OpenSim.Region.PhysicsModule.ConvexDecompositionDotNet; | ||
36 | |||
37 | using OMV = OpenMetaverse; | ||
38 | |||
39 | namespace OpenSim.Region.PhysicsModule.BulletS | ||
40 | { | ||
41 | // Information class that holds stats for the shape. Which values mean | ||
42 | // something depends on the type of shape. | ||
43 | // This information is used for debugging and stats and is not used | ||
44 | // for operational things. | ||
45 | public class ShapeInfoInfo | ||
46 | { | ||
47 | public int Vertices { get; set; } | ||
48 | private int m_hullCount; | ||
49 | private int[] m_verticesPerHull; | ||
50 | public ShapeInfoInfo() | ||
51 | { | ||
52 | Vertices = 0; | ||
53 | m_hullCount = 0; | ||
54 | m_verticesPerHull = null; | ||
55 | } | ||
56 | public int HullCount | ||
57 | { | ||
58 | set | ||
59 | { | ||
60 | m_hullCount = value; | ||
61 | m_verticesPerHull = new int[m_hullCount]; | ||
62 | Array.Clear(m_verticesPerHull, 0, m_hullCount); | ||
63 | } | ||
64 | get { return m_hullCount; } | ||
65 | } | ||
66 | public void SetVerticesPerHull(int hullNum, int vertices) | ||
67 | { | ||
68 | if (m_verticesPerHull != null && hullNum < m_verticesPerHull.Length) | ||
69 | { | ||
70 | m_verticesPerHull[hullNum] = vertices; | ||
71 | } | ||
72 | } | ||
73 | public int GetVerticesPerHull(int hullNum) | ||
74 | { | ||
75 | if (m_verticesPerHull != null && hullNum < m_verticesPerHull.Length) | ||
76 | { | ||
77 | return m_verticesPerHull[hullNum]; | ||
78 | } | ||
79 | return 0; | ||
80 | } | ||
81 | public override string ToString() | ||
82 | { | ||
83 | StringBuilder buff = new StringBuilder(); | ||
84 | // buff.Append("ShapeInfo=<"); | ||
85 | buff.Append("<"); | ||
86 | if (Vertices > 0) | ||
87 | { | ||
88 | buff.Append("verts="); | ||
89 | buff.Append(Vertices.ToString()); | ||
90 | } | ||
91 | |||
92 | if (Vertices > 0 && HullCount > 0) buff.Append(","); | ||
93 | |||
94 | if (HullCount > 0) | ||
95 | { | ||
96 | buff.Append("nHulls="); | ||
97 | buff.Append(HullCount.ToString()); | ||
98 | buff.Append(","); | ||
99 | buff.Append("hullVerts="); | ||
100 | for (int ii = 0; ii < HullCount; ii++) | ||
101 | { | ||
102 | if (ii != 0) buff.Append(","); | ||
103 | buff.Append(GetVerticesPerHull(ii).ToString()); | ||
104 | } | ||
105 | } | ||
106 | buff.Append(">"); | ||
107 | return buff.ToString(); | ||
108 | } | ||
109 | } | ||
110 | |||
111 | public abstract class BSShape | ||
112 | { | ||
113 | private static string LogHeader = "[BULLETSIM SHAPE]"; | ||
114 | |||
115 | public int referenceCount { get; set; } | ||
116 | public DateTime lastReferenced { get; set; } | ||
117 | public BulletShape physShapeInfo { get; set; } | ||
118 | public ShapeInfoInfo shapeInfo { get; private set; } | ||
119 | |||
120 | public BSShape() | ||
121 | { | ||
122 | referenceCount = 1; | ||
123 | lastReferenced = DateTime.Now; | ||
124 | physShapeInfo = new BulletShape(); | ||
125 | shapeInfo = new ShapeInfoInfo(); | ||
126 | } | ||
127 | public BSShape(BulletShape pShape) | ||
128 | { | ||
129 | referenceCount = 1; | ||
130 | lastReferenced = DateTime.Now; | ||
131 | physShapeInfo = pShape; | ||
132 | shapeInfo = new ShapeInfoInfo(); | ||
133 | } | ||
134 | |||
135 | // Get another reference to this shape. | ||
136 | public abstract BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim); | ||
137 | |||
138 | // Called when this shape is being used again. | ||
139 | // Used internally. External callers should call instance.GetReference() to properly copy/reference | ||
140 | // the shape. | ||
141 | protected virtual void IncrementReference() | ||
142 | { | ||
143 | referenceCount++; | ||
144 | lastReferenced = DateTime.Now; | ||
145 | } | ||
146 | |||
147 | // Called when this shape is done being used. | ||
148 | protected virtual void DecrementReference() | ||
149 | { | ||
150 | referenceCount--; | ||
151 | lastReferenced = DateTime.Now; | ||
152 | } | ||
153 | |||
154 | // Release the use of a physical shape. | ||
155 | public abstract void Dereference(BSScene physicsScene); | ||
156 | |||
157 | // Return 'true' if there is an allocated physics physical shape under this class instance. | ||
158 | public virtual bool HasPhysicalShape | ||
159 | { | ||
160 | get | ||
161 | { | ||
162 | if (physShapeInfo != null) | ||
163 | return physShapeInfo.HasPhysicalShape; | ||
164 | return false; | ||
165 | } | ||
166 | } | ||
167 | public virtual BSPhysicsShapeType ShapeType | ||
168 | { | ||
169 | get | ||
170 | { | ||
171 | BSPhysicsShapeType ret = BSPhysicsShapeType.SHAPE_UNKNOWN; | ||
172 | if (physShapeInfo != null && physShapeInfo.HasPhysicalShape) | ||
173 | ret = physShapeInfo.shapeType; | ||
174 | return ret; | ||
175 | } | ||
176 | } | ||
177 | |||
178 | // Returns a string for debugging that uniquily identifies the memory used by this instance | ||
179 | public virtual string AddrString | ||
180 | { | ||
181 | get | ||
182 | { | ||
183 | if (physShapeInfo != null) | ||
184 | return physShapeInfo.AddrString; | ||
185 | return "unknown"; | ||
186 | } | ||
187 | } | ||
188 | |||
189 | public override string ToString() | ||
190 | { | ||
191 | StringBuilder buff = new StringBuilder(); | ||
192 | if (physShapeInfo == null) | ||
193 | { | ||
194 | buff.Append("<noPhys"); | ||
195 | } | ||
196 | else | ||
197 | { | ||
198 | buff.Append("<phy="); | ||
199 | buff.Append(physShapeInfo.ToString()); | ||
200 | } | ||
201 | buff.Append(",c="); | ||
202 | buff.Append(referenceCount.ToString()); | ||
203 | buff.Append(">"); | ||
204 | return buff.ToString(); | ||
205 | } | ||
206 | |||
207 | #region Common shape routines | ||
208 | // Create a hash of all the shape parameters to be used as a key for this particular shape. | ||
209 | public static System.UInt64 ComputeShapeKey(OMV.Vector3 size, PrimitiveBaseShape pbs, out float retLod) | ||
210 | { | ||
211 | // level of detail based on size and type of the object | ||
212 | float lod = BSParam.MeshLOD; | ||
213 | if (pbs.SculptEntry) | ||
214 | lod = BSParam.SculptLOD; | ||
215 | |||
216 | // Mega prims usually get more detail because one can interact with shape approximations at this size. | ||
217 | float maxAxis = Math.Max(size.X, Math.Max(size.Y, size.Z)); | ||
218 | if (maxAxis > BSParam.MeshMegaPrimThreshold) | ||
219 | lod = BSParam.MeshMegaPrimLOD; | ||
220 | |||
221 | retLod = lod; | ||
222 | return pbs.GetMeshKey(size, lod); | ||
223 | } | ||
224 | |||
225 | // The creation of a mesh or hull can fail if an underlying asset is not available. | ||
226 | // There are two cases: 1) the asset is not in the cache and it needs to be fetched; | ||
227 | // and 2) the asset cannot be converted (like failed decompression of JPEG2000s). | ||
228 | // The first case causes the asset to be fetched. The second case requires | ||
229 | // us to not loop forever. | ||
230 | // Called after creating a physical mesh or hull. If the physical shape was created, | ||
231 | // just return. | ||
232 | public static BulletShape VerifyMeshCreated(BSScene physicsScene, BulletShape newShape, BSPhysObject prim) | ||
233 | { | ||
234 | // If the shape was successfully created, nothing more to do | ||
235 | if (newShape.HasPhysicalShape) | ||
236 | return newShape; | ||
237 | |||
238 | // VerifyMeshCreated is called after trying to create the mesh. If we think the asset had been | ||
239 | // fetched but we end up here again, the meshing of the asset must have failed. | ||
240 | // Prevent trying to keep fetching the mesh by declaring failure. | ||
241 | if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched) | ||
242 | { | ||
243 | prim.PrimAssetState = BSPhysObject.PrimAssetCondition.FailedMeshing; | ||
244 | physicsScene.Logger.WarnFormat("{0} Fetched asset would not mesh. prim={1}, texture={2}", | ||
245 | LogHeader, UsefulPrimInfo(physicsScene, prim), prim.BaseShape.SculptTexture); | ||
246 | physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,setFailed,prim={1},tex={2}", | ||
247 | prim.LocalID, UsefulPrimInfo(physicsScene, prim), prim.BaseShape.SculptTexture); | ||
248 | } | ||
249 | else | ||
250 | { | ||
251 | // If this mesh has an underlying asset and we have not failed getting it before, fetch the asset | ||
252 | if (prim.BaseShape.SculptEntry | ||
253 | && !prim.AssetFailed() | ||
254 | && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Waiting | ||
255 | && prim.BaseShape.SculptTexture != OMV.UUID.Zero | ||
256 | ) | ||
257 | { | ||
258 | physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,fetchAsset,objNam={1},tex={2}", | ||
259 | prim.LocalID, prim.PhysObjectName, prim.BaseShape.SculptTexture); | ||
260 | // Multiple requestors will know we're waiting for this asset | ||
261 | prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Waiting; | ||
262 | |||
263 | BSPhysObject xprim = prim; | ||
264 | RequestAssetDelegate assetProvider = physicsScene.RequestAssetMethod; | ||
265 | if (assetProvider != null) | ||
266 | { | ||
267 | BSPhysObject yprim = xprim; // probably not necessary, but, just in case. | ||
268 | assetProvider(yprim.BaseShape.SculptTexture, delegate(AssetBase asset) | ||
269 | { | ||
270 | // physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,assetProviderCallback", xprim.LocalID); | ||
271 | bool assetFound = false; | ||
272 | string mismatchIDs = String.Empty; // DEBUG DEBUG | ||
273 | if (asset != null && yprim.BaseShape.SculptEntry) | ||
274 | { | ||
275 | if (yprim.BaseShape.SculptTexture.ToString() == asset.ID) | ||
276 | { | ||
277 | yprim.BaseShape.SculptData = asset.Data; | ||
278 | // This will cause the prim to see that the filler shape is not the right | ||
279 | // one and try again to build the object. | ||
280 | // No race condition with the normal shape setting since the rebuild is at taint time. | ||
281 | yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Fetched; | ||
282 | yprim.ForceBodyShapeRebuild(false /* inTaintTime */); | ||
283 | assetFound = true; | ||
284 | } | ||
285 | else | ||
286 | { | ||
287 | mismatchIDs = yprim.BaseShape.SculptTexture.ToString() + "/" + asset.ID; | ||
288 | } | ||
289 | } | ||
290 | if (!assetFound) | ||
291 | { | ||
292 | yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.FailedAssetFetch; | ||
293 | } | ||
294 | physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,fetchAssetCallback,found={1},isSculpt={2},ids={3}", | ||
295 | yprim.LocalID, assetFound, yprim.BaseShape.SculptEntry, mismatchIDs ); | ||
296 | }); | ||
297 | } | ||
298 | else | ||
299 | { | ||
300 | xprim.PrimAssetState = BSPhysObject.PrimAssetCondition.FailedAssetFetch; | ||
301 | physicsScene.Logger.ErrorFormat("{0} Physical object requires asset but no asset provider. Name={1}", | ||
302 | LogHeader, physicsScene.PhysicsSceneName); | ||
303 | } | ||
304 | } | ||
305 | else | ||
306 | { | ||
307 | if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedAssetFetch) | ||
308 | { | ||
309 | physicsScene.Logger.WarnFormat("{0} Mesh failed to fetch asset. prim={1}, texture={2}", | ||
310 | LogHeader, UsefulPrimInfo(physicsScene, prim), prim.BaseShape.SculptTexture); | ||
311 | physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,wasFailed,prim={1},tex={2}", | ||
312 | prim.LocalID, UsefulPrimInfo(physicsScene, prim), prim.BaseShape.SculptTexture); | ||
313 | } | ||
314 | if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedMeshing) | ||
315 | { | ||
316 | physicsScene.Logger.WarnFormat("{0} Mesh asset would not mesh. prim={1}, texture={2}", | ||
317 | LogHeader, UsefulPrimInfo(physicsScene, prim), prim.BaseShape.SculptTexture); | ||
318 | physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,wasFailedMeshing,prim={1},tex={2}", | ||
319 | prim.LocalID, UsefulPrimInfo(physicsScene, prim), prim.BaseShape.SculptTexture); | ||
320 | } | ||
321 | } | ||
322 | } | ||
323 | |||
324 | // While we wait for the mesh defining asset to be loaded, stick in a simple box for the object. | ||
325 | BSShape fillShape = BSShapeNative.GetReference(physicsScene, prim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX); | ||
326 | physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,boxTempShape", prim.LocalID); | ||
327 | |||
328 | return fillShape.physShapeInfo; | ||
329 | } | ||
330 | |||
331 | public static String UsefulPrimInfo(BSScene pScene, BSPhysObject prim) | ||
332 | { | ||
333 | StringBuilder buff = new StringBuilder(prim.PhysObjectName); | ||
334 | buff.Append("/pos="); | ||
335 | buff.Append(prim.RawPosition.ToString()); | ||
336 | if (pScene != null) | ||
337 | { | ||
338 | buff.Append("/rgn="); | ||
339 | buff.Append(pScene.PhysicsSceneName); | ||
340 | } | ||
341 | return buff.ToString(); | ||
342 | } | ||
343 | |||
344 | #endregion // Common shape routines | ||
345 | } | ||
346 | |||
347 | // ============================================================================================================ | ||
348 | public class BSShapeNull : BSShape | ||
349 | { | ||
350 | public BSShapeNull() : base() | ||
351 | { | ||
352 | } | ||
353 | public static BSShape GetReference() { return new BSShapeNull(); } | ||
354 | public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim) { return new BSShapeNull(); } | ||
355 | public override void Dereference(BSScene physicsScene) { /* The magic of garbage collection will make this go away */ } | ||
356 | } | ||
357 | |||
358 | // ============================================================================================================ | ||
359 | // BSShapeNative is a wrapper for a Bullet 'native' shape -- cube and sphere. | ||
360 | // They are odd in that they don't allocate meshes but are computated/procedural. | ||
361 | // This means allocation and freeing is different than meshes. | ||
362 | public class BSShapeNative : BSShape | ||
363 | { | ||
364 | private static string LogHeader = "[BULLETSIM SHAPE NATIVE]"; | ||
365 | public BSShapeNative(BulletShape pShape) : base(pShape) | ||
366 | { | ||
367 | } | ||
368 | |||
369 | public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim, | ||
370 | BSPhysicsShapeType shapeType, FixedShapeKey shapeKey) | ||
371 | { | ||
372 | // Native shapes are not shared and are always built anew. | ||
373 | return new BSShapeNative(CreatePhysicalNativeShape(physicsScene, prim, shapeType, shapeKey)); | ||
374 | } | ||
375 | |||
376 | public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim) | ||
377 | { | ||
378 | // Native shapes are not shared so we return a new shape. | ||
379 | BSShape ret = null; | ||
380 | lock (physShapeInfo) | ||
381 | { | ||
382 | ret = new BSShapeNative(CreatePhysicalNativeShape(pPhysicsScene, pPrim, | ||
383 | physShapeInfo.shapeType, (FixedShapeKey)physShapeInfo.shapeKey)); | ||
384 | } | ||
385 | return ret; | ||
386 | } | ||
387 | |||
388 | // Make this reference to the physical shape go away since native shapes are not shared. | ||
389 | public override void Dereference(BSScene physicsScene) | ||
390 | { | ||
391 | // Native shapes are not tracked and are released immediately | ||
392 | lock (physShapeInfo) | ||
393 | { | ||
394 | if (physShapeInfo.HasPhysicalShape) | ||
395 | { | ||
396 | physicsScene.DetailLog("{0},BSShapeNative.Dereference,deleteNativeShape,shape={1}", BSScene.DetailLogZero, this); | ||
397 | physicsScene.PE.DeleteCollisionShape(physicsScene.World, physShapeInfo); | ||
398 | } | ||
399 | physShapeInfo.Clear(); | ||
400 | // Garbage collection will free up this instance. | ||
401 | } | ||
402 | } | ||
403 | |||
404 | private static BulletShape CreatePhysicalNativeShape(BSScene physicsScene, BSPhysObject prim, | ||
405 | BSPhysicsShapeType shapeType, FixedShapeKey shapeKey) | ||
406 | { | ||
407 | BulletShape newShape; | ||
408 | |||
409 | ShapeData nativeShapeData = new ShapeData(); | ||
410 | nativeShapeData.Type = shapeType; | ||
411 | nativeShapeData.ID = prim.LocalID; | ||
412 | nativeShapeData.Scale = prim.Scale; | ||
413 | nativeShapeData.Size = prim.Scale; | ||
414 | nativeShapeData.MeshKey = (ulong)shapeKey; | ||
415 | nativeShapeData.HullKey = (ulong)shapeKey; | ||
416 | |||
417 | if (shapeType == BSPhysicsShapeType.SHAPE_CAPSULE) | ||
418 | { | ||
419 | newShape = physicsScene.PE.BuildCapsuleShape(physicsScene.World, 1f, 1f, prim.Scale); | ||
420 | physicsScene.DetailLog("{0},BSShapeNative,capsule,scale={1}", prim.LocalID, prim.Scale); | ||
421 | } | ||
422 | else | ||
423 | { | ||
424 | newShape = physicsScene.PE.BuildNativeShape(physicsScene.World, nativeShapeData); | ||
425 | } | ||
426 | if (!newShape.HasPhysicalShape) | ||
427 | { | ||
428 | physicsScene.Logger.ErrorFormat("{0} BuildPhysicalNativeShape failed. ID={1}, shape={2}", | ||
429 | LogHeader, prim.LocalID, shapeType); | ||
430 | } | ||
431 | newShape.shapeType = shapeType; | ||
432 | newShape.isNativeShape = true; | ||
433 | newShape.shapeKey = (UInt64)shapeKey; | ||
434 | return newShape; | ||
435 | } | ||
436 | |||
437 | } | ||
438 | |||
439 | // ============================================================================================================ | ||
440 | // BSShapeMesh is a simple mesh. | ||
441 | public class BSShapeMesh : BSShape | ||
442 | { | ||
443 | private static string LogHeader = "[BULLETSIM SHAPE MESH]"; | ||
444 | public static Dictionary<System.UInt64, BSShapeMesh> Meshes = new Dictionary<System.UInt64, BSShapeMesh>(); | ||
445 | |||
446 | public BSShapeMesh(BulletShape pShape) : base(pShape) | ||
447 | { | ||
448 | } | ||
449 | public static BSShape GetReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) | ||
450 | { | ||
451 | float lod; | ||
452 | System.UInt64 newMeshKey = BSShape.ComputeShapeKey(prim.Size, prim.BaseShape, out lod); | ||
453 | |||
454 | BSShapeMesh retMesh = null; | ||
455 | lock (Meshes) | ||
456 | { | ||
457 | if (Meshes.TryGetValue(newMeshKey, out retMesh)) | ||
458 | { | ||
459 | // The mesh has already been created. Return a new reference to same. | ||
460 | retMesh.IncrementReference(); | ||
461 | } | ||
462 | else | ||
463 | { | ||
464 | retMesh = new BSShapeMesh(new BulletShape()); | ||
465 | // An instance of this mesh has not been created. Build and remember same. | ||
466 | BulletShape newShape = retMesh.CreatePhysicalMesh(physicsScene, prim, newMeshKey, prim.BaseShape, prim.Size, lod); | ||
467 | |||
468 | // Check to see if mesh was created (might require an asset). | ||
469 | newShape = VerifyMeshCreated(physicsScene, newShape, prim); | ||
470 | if (!newShape.isNativeShape || prim.AssetFailed() ) | ||
471 | { | ||
472 | // If a mesh was what was created, remember the built shape for later sharing. | ||
473 | // Also note that if meshing failed we put it in the mesh list as there is nothing else to do about the mesh. | ||
474 | Meshes.Add(newMeshKey, retMesh); | ||
475 | } | ||
476 | |||
477 | retMesh.physShapeInfo = newShape; | ||
478 | } | ||
479 | } | ||
480 | physicsScene.DetailLog("{0},BSShapeMesh,getReference,mesh={1},size={2},lod={3}", prim.LocalID, retMesh, prim.Size, lod); | ||
481 | return retMesh; | ||
482 | } | ||
483 | public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim) | ||
484 | { | ||
485 | BSShape ret = null; | ||
486 | // If the underlying shape is native, the actual shape has not been build (waiting for asset) | ||
487 | // and we must create a copy of the native shape since they are never shared. | ||
488 | if (physShapeInfo.HasPhysicalShape && physShapeInfo.isNativeShape) | ||
489 | { | ||
490 | // TODO: decide when the native shapes should be freed. Check in Dereference? | ||
491 | ret = BSShapeNative.GetReference(pPhysicsScene, pPrim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX); | ||
492 | } | ||
493 | else | ||
494 | { | ||
495 | // Another reference to this shape is just counted. | ||
496 | IncrementReference(); | ||
497 | ret = this; | ||
498 | } | ||
499 | return ret; | ||
500 | } | ||
501 | public override void Dereference(BSScene physicsScene) | ||
502 | { | ||
503 | lock (Meshes) | ||
504 | { | ||
505 | this.DecrementReference(); | ||
506 | physicsScene.DetailLog("{0},BSShapeMesh.Dereference,shape={1}", BSScene.DetailLogZero, this); | ||
507 | // TODO: schedule aging and destruction of unused meshes. | ||
508 | } | ||
509 | } | ||
510 | // Loop through all the known meshes and return the description based on the physical address. | ||
511 | public static bool TryGetMeshByPtr(BulletShape pShape, out BSShapeMesh outMesh) | ||
512 | { | ||
513 | bool ret = false; | ||
514 | BSShapeMesh foundDesc = null; | ||
515 | lock (Meshes) | ||
516 | { | ||
517 | foreach (BSShapeMesh sm in Meshes.Values) | ||
518 | { | ||
519 | if (sm.physShapeInfo.ReferenceSame(pShape)) | ||
520 | { | ||
521 | foundDesc = sm; | ||
522 | ret = true; | ||
523 | break; | ||
524 | } | ||
525 | |||
526 | } | ||
527 | } | ||
528 | outMesh = foundDesc; | ||
529 | return ret; | ||
530 | } | ||
531 | |||
532 | public delegate BulletShape CreateShapeCall(BulletWorld world, int indicesCount, int[] indices, int verticesCount, float[] vertices ); | ||
533 | private BulletShape CreatePhysicalMesh(BSScene physicsScene, BSPhysObject prim, System.UInt64 newMeshKey, | ||
534 | PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) | ||
535 | { | ||
536 | return BSShapeMesh.CreatePhysicalMeshShape(physicsScene, prim, newMeshKey, pbs, size, lod, | ||
537 | (w, iC, i, vC, v) => | ||
538 | { | ||
539 | shapeInfo.Vertices = vC; | ||
540 | return physicsScene.PE.CreateMeshShape(w, iC, i, vC, v); | ||
541 | }); | ||
542 | } | ||
543 | |||
544 | // Code that uses the mesher to create the index/vertices info for a trimesh shape. | ||
545 | // This is used by the passed 'makeShape' call to create the Bullet mesh shape. | ||
546 | // The actual build call is passed so this logic can be used by several of the shapes that use a | ||
547 | // simple mesh as their base shape. | ||
548 | public static BulletShape CreatePhysicalMeshShape(BSScene physicsScene, BSPhysObject prim, System.UInt64 newMeshKey, | ||
549 | PrimitiveBaseShape pbs, OMV.Vector3 size, float lod, CreateShapeCall makeShape) | ||
550 | { | ||
551 | BulletShape newShape = new BulletShape(); | ||
552 | |||
553 | IMesh meshData = null; | ||
554 | lock (physicsScene.mesher) | ||
555 | { | ||
556 | meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, | ||
557 | false, // say it is not physical so a bounding box is not built | ||
558 | false // do not cache the mesh and do not use previously built versions | ||
559 | ); | ||
560 | } | ||
561 | |||
562 | if (meshData != null) | ||
563 | { | ||
564 | if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched) | ||
565 | { | ||
566 | // Release the fetched asset data once it has been used. | ||
567 | pbs.SculptData = new byte[0]; | ||
568 | prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Unknown; | ||
569 | } | ||
570 | |||
571 | int[] indices = meshData.getIndexListAsInt(); | ||
572 | int realIndicesIndex = indices.Length; | ||
573 | float[] verticesAsFloats = meshData.getVertexListAsFloat(); | ||
574 | |||
575 | if (BSParam.ShouldRemoveZeroWidthTriangles) | ||
576 | { | ||
577 | // Remove degenerate triangles. These are triangles with two of the vertices | ||
578 | // are the same. This is complicated by the problem that vertices are not | ||
579 | // made unique in sculpties so we have to compare the values in the vertex. | ||
580 | realIndicesIndex = 0; | ||
581 | for (int tri = 0; tri < indices.Length; tri += 3) | ||
582 | { | ||
583 | // Compute displacements into vertex array for each vertex of the triangle | ||
584 | int v1 = indices[tri + 0] * 3; | ||
585 | int v2 = indices[tri + 1] * 3; | ||
586 | int v3 = indices[tri + 2] * 3; | ||
587 | // Check to see if any two of the vertices are the same | ||
588 | if (!( ( verticesAsFloats[v1 + 0] == verticesAsFloats[v2 + 0] | ||
589 | && verticesAsFloats[v1 + 1] == verticesAsFloats[v2 + 1] | ||
590 | && verticesAsFloats[v1 + 2] == verticesAsFloats[v2 + 2]) | ||
591 | || ( verticesAsFloats[v2 + 0] == verticesAsFloats[v3 + 0] | ||
592 | && verticesAsFloats[v2 + 1] == verticesAsFloats[v3 + 1] | ||
593 | && verticesAsFloats[v2 + 2] == verticesAsFloats[v3 + 2]) | ||
594 | || ( verticesAsFloats[v1 + 0] == verticesAsFloats[v3 + 0] | ||
595 | && verticesAsFloats[v1 + 1] == verticesAsFloats[v3 + 1] | ||
596 | && verticesAsFloats[v1 + 2] == verticesAsFloats[v3 + 2]) ) | ||
597 | ) | ||
598 | { | ||
599 | // None of the vertices of the triangles are the same. This is a good triangle; | ||
600 | indices[realIndicesIndex + 0] = indices[tri + 0]; | ||
601 | indices[realIndicesIndex + 1] = indices[tri + 1]; | ||
602 | indices[realIndicesIndex + 2] = indices[tri + 2]; | ||
603 | realIndicesIndex += 3; | ||
604 | } | ||
605 | } | ||
606 | } | ||
607 | physicsScene.DetailLog("{0},BSShapeMesh.CreatePhysicalMesh,key={1},origTri={2},realTri={3},numVerts={4}", | ||
608 | BSScene.DetailLogZero, newMeshKey.ToString("X"), indices.Length / 3, realIndicesIndex / 3, verticesAsFloats.Length / 3); | ||
609 | |||
610 | if (realIndicesIndex != 0) | ||
611 | { | ||
612 | newShape = makeShape(physicsScene.World, realIndicesIndex, indices, verticesAsFloats.Length / 3, verticesAsFloats); | ||
613 | } | ||
614 | else | ||
615 | { | ||
616 | // Force the asset condition to 'failed' so we won't try to keep fetching and processing this mesh. | ||
617 | prim.PrimAssetState = BSPhysObject.PrimAssetCondition.FailedMeshing; | ||
618 | physicsScene.Logger.DebugFormat("{0} All mesh triangles degenerate. Prim={1}", LogHeader, UsefulPrimInfo(physicsScene, prim) ); | ||
619 | physicsScene.DetailLog("{0},BSShapeMesh.CreatePhysicalMesh,allDegenerate,key={1}", prim.LocalID, newMeshKey); | ||
620 | } | ||
621 | } | ||
622 | newShape.shapeKey = newMeshKey; | ||
623 | |||
624 | return newShape; | ||
625 | } | ||
626 | } | ||
627 | |||
628 | // ============================================================================================================ | ||
629 | // BSShapeHull is a physical shape representation htat is made up of many convex hulls. | ||
630 | // The convex hulls are either supplied with the asset or are approximated by one of the | ||
631 | // convex hull creation routines (in OpenSim or in Bullet). | ||
632 | public class BSShapeHull : BSShape | ||
633 | { | ||
634 | #pragma warning disable 414 | ||
635 | private static string LogHeader = "[BULLETSIM SHAPE HULL]"; | ||
636 | #pragma warning restore 414 | ||
637 | |||
638 | public static Dictionary<System.UInt64, BSShapeHull> Hulls = new Dictionary<System.UInt64, BSShapeHull>(); | ||
639 | |||
640 | |||
641 | public BSShapeHull(BulletShape pShape) : base(pShape) | ||
642 | { | ||
643 | } | ||
644 | public static BSShape GetReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) | ||
645 | { | ||
646 | float lod; | ||
647 | System.UInt64 newHullKey = BSShape.ComputeShapeKey(prim.Size, prim.BaseShape, out lod); | ||
648 | |||
649 | BSShapeHull retHull = null; | ||
650 | lock (Hulls) | ||
651 | { | ||
652 | if (Hulls.TryGetValue(newHullKey, out retHull)) | ||
653 | { | ||
654 | // The mesh has already been created. Return a new reference to same. | ||
655 | retHull.IncrementReference(); | ||
656 | } | ||
657 | else | ||
658 | { | ||
659 | retHull = new BSShapeHull(new BulletShape()); | ||
660 | // An instance of this mesh has not been created. Build and remember same. | ||
661 | BulletShape newShape = retHull.CreatePhysicalHull(physicsScene, prim, newHullKey, prim.BaseShape, prim.Size, lod); | ||
662 | |||
663 | // Check to see if hull was created (might require an asset). | ||
664 | newShape = VerifyMeshCreated(physicsScene, newShape, prim); | ||
665 | if (!newShape.isNativeShape || prim.AssetFailed()) | ||
666 | { | ||
667 | // If a mesh was what was created, remember the built shape for later sharing. | ||
668 | Hulls.Add(newHullKey, retHull); | ||
669 | } | ||
670 | retHull.physShapeInfo = newShape; | ||
671 | } | ||
672 | } | ||
673 | physicsScene.DetailLog("{0},BSShapeHull,getReference,hull={1},size={2},lod={3}", prim.LocalID, retHull, prim.Size, lod); | ||
674 | return retHull; | ||
675 | } | ||
676 | public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim) | ||
677 | { | ||
678 | BSShape ret = null; | ||
679 | // If the underlying shape is native, the actual shape has not been build (waiting for asset) | ||
680 | // and we must create a copy of the native shape since they are never shared. | ||
681 | if (physShapeInfo.HasPhysicalShape && physShapeInfo.isNativeShape) | ||
682 | { | ||
683 | // TODO: decide when the native shapes should be freed. Check in Dereference? | ||
684 | ret = BSShapeNative.GetReference(pPhysicsScene, pPrim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX); | ||
685 | } | ||
686 | else | ||
687 | { | ||
688 | // Another reference to this shape is just counted. | ||
689 | IncrementReference(); | ||
690 | ret = this; | ||
691 | } | ||
692 | return ret; | ||
693 | } | ||
694 | public override void Dereference(BSScene physicsScene) | ||
695 | { | ||
696 | lock (Hulls) | ||
697 | { | ||
698 | this.DecrementReference(); | ||
699 | physicsScene.DetailLog("{0},BSShapeHull.Dereference,shape={1}", BSScene.DetailLogZero, this); | ||
700 | // TODO: schedule aging and destruction of unused meshes. | ||
701 | } | ||
702 | } | ||
703 | |||
704 | List<ConvexResult> m_hulls; | ||
705 | private BulletShape CreatePhysicalHull(BSScene physicsScene, BSPhysObject prim, System.UInt64 newHullKey, | ||
706 | PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) | ||
707 | { | ||
708 | BulletShape newShape = new BulletShape(); | ||
709 | |||
710 | IMesh meshData = null; | ||
711 | List<List<OMV.Vector3>> allHulls = null; | ||
712 | lock (physicsScene.mesher) | ||
713 | { | ||
714 | // Pass true for physicalness as this prevents the creation of bounding box which is not needed | ||
715 | meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, true /* isPhysical */, false /* shouldCache */); | ||
716 | |||
717 | // If we should use the asset's hull info, fetch it out of the locked mesher | ||
718 | if (meshData != null && BSParam.ShouldUseAssetHulls) | ||
719 | { | ||
720 | Meshmerizer realMesher = physicsScene.mesher as Meshmerizer; | ||
721 | if (realMesher != null) | ||
722 | { | ||
723 | allHulls = realMesher.GetConvexHulls(size); | ||
724 | } | ||
725 | if (allHulls == null) | ||
726 | { | ||
727 | physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,assetHulls,noAssetHull", prim.LocalID); | ||
728 | } | ||
729 | } | ||
730 | } | ||
731 | |||
732 | // If there is hull data in the mesh asset, build the hull from that | ||
733 | if (allHulls != null && BSParam.ShouldUseAssetHulls) | ||
734 | { | ||
735 | int hullCount = allHulls.Count; | ||
736 | shapeInfo.HullCount = hullCount; | ||
737 | int totalVertices = 1; // include one for the count of the hulls | ||
738 | // Using the structure described for HACD hulls, create the memory sturcture | ||
739 | // to pass the hull data to the creater. | ||
740 | foreach (List<OMV.Vector3> hullVerts in allHulls) | ||
741 | { | ||
742 | totalVertices += 4; // add four for the vertex count and centroid | ||
743 | totalVertices += hullVerts.Count * 3; // one vertex is three dimensions | ||
744 | } | ||
745 | float[] convHulls = new float[totalVertices]; | ||
746 | |||
747 | convHulls[0] = (float)hullCount; | ||
748 | int jj = 1; | ||
749 | int hullIndex = 0; | ||
750 | foreach (List<OMV.Vector3> hullVerts in allHulls) | ||
751 | { | ||
752 | convHulls[jj + 0] = hullVerts.Count; | ||
753 | convHulls[jj + 1] = 0f; // centroid x,y,z | ||
754 | convHulls[jj + 2] = 0f; | ||
755 | convHulls[jj + 3] = 0f; | ||
756 | jj += 4; | ||
757 | foreach (OMV.Vector3 oneVert in hullVerts) | ||
758 | { | ||
759 | convHulls[jj + 0] = oneVert.X; | ||
760 | convHulls[jj + 1] = oneVert.Y; | ||
761 | convHulls[jj + 2] = oneVert.Z; | ||
762 | jj += 3; | ||
763 | } | ||
764 | shapeInfo.SetVerticesPerHull(hullIndex, hullVerts.Count); | ||
765 | hullIndex++; | ||
766 | } | ||
767 | |||
768 | // create the hull data structure in Bullet | ||
769 | newShape = physicsScene.PE.CreateHullShape(physicsScene.World, hullCount, convHulls); | ||
770 | |||
771 | physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,assetHulls,hulls={1},totVert={2},shape={3}", | ||
772 | prim.LocalID, hullCount, totalVertices, newShape); | ||
773 | } | ||
774 | |||
775 | // If no hull specified in the asset and we should use Bullet's HACD approximation... | ||
776 | if (!newShape.HasPhysicalShape && BSParam.ShouldUseBulletHACD) | ||
777 | { | ||
778 | // Build the hull shape from an existing mesh shape. | ||
779 | // The mesh should have already been created in Bullet. | ||
780 | physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,bulletHACD,entry", prim.LocalID); | ||
781 | BSShape meshShape = BSShapeMesh.GetReference(physicsScene, true, prim); | ||
782 | |||
783 | if (meshShape.physShapeInfo.HasPhysicalShape) | ||
784 | { | ||
785 | HACDParams parms = new HACDParams(); | ||
786 | parms.maxVerticesPerHull = BSParam.BHullMaxVerticesPerHull; | ||
787 | parms.minClusters = BSParam.BHullMinClusters; | ||
788 | parms.compacityWeight = BSParam.BHullCompacityWeight; | ||
789 | parms.volumeWeight = BSParam.BHullVolumeWeight; | ||
790 | parms.concavity = BSParam.BHullConcavity; | ||
791 | parms.addExtraDistPoints = BSParam.NumericBool(BSParam.BHullAddExtraDistPoints); | ||
792 | parms.addNeighboursDistPoints = BSParam.NumericBool(BSParam.BHullAddNeighboursDistPoints); | ||
793 | parms.addFacesPoints = BSParam.NumericBool(BSParam.BHullAddFacesPoints); | ||
794 | parms.shouldAdjustCollisionMargin = BSParam.NumericBool(BSParam.BHullShouldAdjustCollisionMargin); | ||
795 | parms.whichHACD = 0; // Use the HACD routine that comes with Bullet | ||
796 | |||
797 | physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,beforeCall", prim.LocalID, newShape.HasPhysicalShape); | ||
798 | newShape = physicsScene.PE.BuildHullShapeFromMesh(physicsScene.World, meshShape.physShapeInfo, parms); | ||
799 | physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,shape={1}", prim.LocalID, newShape); | ||
800 | |||
801 | // Now done with the mesh shape. | ||
802 | shapeInfo.HullCount = 1; | ||
803 | BSShapeMesh maybeMesh = meshShape as BSShapeMesh; | ||
804 | if (maybeMesh != null) | ||
805 | shapeInfo.SetVerticesPerHull(0, maybeMesh.shapeInfo.Vertices); | ||
806 | meshShape.Dereference(physicsScene); | ||
807 | } | ||
808 | physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,bulletHACD,exit,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); | ||
809 | } | ||
810 | |||
811 | // If no other hull specifications, use our HACD hull approximation. | ||
812 | if (!newShape.HasPhysicalShape && meshData != null) | ||
813 | { | ||
814 | if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched) | ||
815 | { | ||
816 | // Release the fetched asset data once it has been used. | ||
817 | pbs.SculptData = new byte[0]; | ||
818 | prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Unknown; | ||
819 | } | ||
820 | |||
821 | int[] indices = meshData.getIndexListAsInt(); | ||
822 | List<OMV.Vector3> vertices = meshData.getVertexList(); | ||
823 | |||
824 | //format conversion from IMesh format to DecompDesc format | ||
825 | List<int> convIndices = new List<int>(); | ||
826 | List<float3> convVertices = new List<float3>(); | ||
827 | for (int ii = 0; ii < indices.GetLength(0); ii++) | ||
828 | { | ||
829 | convIndices.Add(indices[ii]); | ||
830 | } | ||
831 | foreach (OMV.Vector3 vv in vertices) | ||
832 | { | ||
833 | convVertices.Add(new float3(vv.X, vv.Y, vv.Z)); | ||
834 | } | ||
835 | |||
836 | uint maxDepthSplit = (uint)BSParam.CSHullMaxDepthSplit; | ||
837 | if (BSParam.CSHullMaxDepthSplit != BSParam.CSHullMaxDepthSplitForSimpleShapes) | ||
838 | { | ||
839 | // Simple primitive shapes we know are convex so they are better implemented with | ||
840 | // fewer hulls. | ||
841 | // Check for simple shape (prim without cuts) and reduce split parameter if so. | ||
842 | if (BSShapeCollection.PrimHasNoCuts(pbs)) | ||
843 | { | ||
844 | maxDepthSplit = (uint)BSParam.CSHullMaxDepthSplitForSimpleShapes; | ||
845 | } | ||
846 | } | ||
847 | |||
848 | // setup and do convex hull conversion | ||
849 | m_hulls = new List<ConvexResult>(); | ||
850 | DecompDesc dcomp = new DecompDesc(); | ||
851 | dcomp.mIndices = convIndices; | ||
852 | dcomp.mVertices = convVertices; | ||
853 | dcomp.mDepth = maxDepthSplit; | ||
854 | dcomp.mCpercent = BSParam.CSHullConcavityThresholdPercent; | ||
855 | dcomp.mPpercent = BSParam.CSHullVolumeConservationThresholdPercent; | ||
856 | dcomp.mMaxVertices = (uint)BSParam.CSHullMaxVertices; | ||
857 | dcomp.mSkinWidth = BSParam.CSHullMaxSkinWidth; | ||
858 | ConvexBuilder convexBuilder = new ConvexBuilder(HullReturn); | ||
859 | // create the hull into the _hulls variable | ||
860 | convexBuilder.process(dcomp); | ||
861 | |||
862 | physicsScene.DetailLog("{0},BSShapeCollection.CreatePhysicalHull,key={1},inVert={2},inInd={3},split={4},hulls={5}", | ||
863 | BSScene.DetailLogZero, newHullKey, indices.GetLength(0), vertices.Count, maxDepthSplit, m_hulls.Count); | ||
864 | |||
865 | // Convert the vertices and indices for passing to unmanaged. | ||
866 | // The hull information is passed as a large floating point array. | ||
867 | // The format is: | ||
868 | // convHulls[0] = number of hulls | ||
869 | // convHulls[1] = number of vertices in first hull | ||
870 | // convHulls[2] = hull centroid X coordinate | ||
871 | // convHulls[3] = hull centroid Y coordinate | ||
872 | // convHulls[4] = hull centroid Z coordinate | ||
873 | // convHulls[5] = first hull vertex X | ||
874 | // convHulls[6] = first hull vertex Y | ||
875 | // convHulls[7] = first hull vertex Z | ||
876 | // convHulls[8] = second hull vertex X | ||
877 | // ... | ||
878 | // convHulls[n] = number of vertices in second hull | ||
879 | // convHulls[n+1] = second hull centroid X coordinate | ||
880 | // ... | ||
881 | // | ||
882 | // TODO: is is very inefficient. Someday change the convex hull generator to return | ||
883 | // data structures that do not need to be converted in order to pass to Bullet. | ||
884 | // And maybe put the values directly into pinned memory rather than marshaling. | ||
885 | int hullCount = m_hulls.Count; | ||
886 | int totalVertices = 1; // include one for the count of the hulls | ||
887 | foreach (ConvexResult cr in m_hulls) | ||
888 | { | ||
889 | totalVertices += 4; // add four for the vertex count and centroid | ||
890 | totalVertices += cr.HullIndices.Count * 3; // we pass just triangles | ||
891 | } | ||
892 | float[] convHulls = new float[totalVertices]; | ||
893 | |||
894 | convHulls[0] = (float)hullCount; | ||
895 | int jj = 1; | ||
896 | foreach (ConvexResult cr in m_hulls) | ||
897 | { | ||
898 | // copy vertices for index access | ||
899 | float3[] verts = new float3[cr.HullVertices.Count]; | ||
900 | int kk = 0; | ||
901 | foreach (float3 ff in cr.HullVertices) | ||
902 | { | ||
903 | verts[kk++] = ff; | ||
904 | } | ||
905 | |||
906 | // add to the array one hull's worth of data | ||
907 | convHulls[jj++] = cr.HullIndices.Count; | ||
908 | convHulls[jj++] = 0f; // centroid x,y,z | ||
909 | convHulls[jj++] = 0f; | ||
910 | convHulls[jj++] = 0f; | ||
911 | foreach (int ind in cr.HullIndices) | ||
912 | { | ||
913 | convHulls[jj++] = verts[ind].x; | ||
914 | convHulls[jj++] = verts[ind].y; | ||
915 | convHulls[jj++] = verts[ind].z; | ||
916 | } | ||
917 | } | ||
918 | // create the hull data structure in Bullet | ||
919 | newShape = physicsScene.PE.CreateHullShape(physicsScene.World, hullCount, convHulls); | ||
920 | } | ||
921 | newShape.shapeKey = newHullKey; | ||
922 | return newShape; | ||
923 | } | ||
924 | // Callback from convex hull creater with a newly created hull. | ||
925 | // Just add it to our collection of hulls for this shape. | ||
926 | private void HullReturn(ConvexResult result) | ||
927 | { | ||
928 | m_hulls.Add(result); | ||
929 | return; | ||
930 | } | ||
931 | // Loop through all the known hulls and return the description based on the physical address. | ||
932 | public static bool TryGetHullByPtr(BulletShape pShape, out BSShapeHull outHull) | ||
933 | { | ||
934 | bool ret = false; | ||
935 | BSShapeHull foundDesc = null; | ||
936 | lock (Hulls) | ||
937 | { | ||
938 | foreach (BSShapeHull sh in Hulls.Values) | ||
939 | { | ||
940 | if (sh.physShapeInfo.ReferenceSame(pShape)) | ||
941 | { | ||
942 | foundDesc = sh; | ||
943 | ret = true; | ||
944 | break; | ||
945 | } | ||
946 | |||
947 | } | ||
948 | } | ||
949 | outHull = foundDesc; | ||
950 | return ret; | ||
951 | } | ||
952 | } | ||
953 | |||
954 | // ============================================================================================================ | ||
955 | // BSShapeCompound is a wrapper for the Bullet compound shape which is built from multiple, separate | ||
956 | // meshes. Used by BulletSim for complex shapes like linksets. | ||
957 | public class BSShapeCompound : BSShape | ||
958 | { | ||
959 | private static string LogHeader = "[BULLETSIM SHAPE COMPOUND]"; | ||
960 | public static Dictionary<string, BSShapeCompound> CompoundShapes = new Dictionary<string, BSShapeCompound>(); | ||
961 | |||
962 | public BSShapeCompound(BulletShape pShape) : base(pShape) | ||
963 | { | ||
964 | } | ||
965 | public static BSShape GetReference(BSScene physicsScene) | ||
966 | { | ||
967 | // Base compound shapes are not shared so this returns a raw shape. | ||
968 | // A built compound shape can be reused in linksets. | ||
969 | BSShapeCompound ret = new BSShapeCompound(CreatePhysicalCompoundShape(physicsScene)); | ||
970 | CompoundShapes.Add(ret.AddrString, ret); | ||
971 | return ret; | ||
972 | } | ||
973 | public override BSShape GetReference(BSScene physicsScene, BSPhysObject prim) | ||
974 | { | ||
975 | // Calling this reference means we want another handle to an existing compound shape | ||
976 | // (usually linksets) so return this copy. | ||
977 | IncrementReference(); | ||
978 | return this; | ||
979 | } | ||
980 | // Dereferencing a compound shape releases the hold on all the child shapes. | ||
981 | public override void Dereference(BSScene physicsScene) | ||
982 | { | ||
983 | lock (physShapeInfo) | ||
984 | { | ||
985 | this.DecrementReference(); | ||
986 | physicsScene.DetailLog("{0},BSShapeCompound.Dereference,shape={1}", BSScene.DetailLogZero, this); | ||
987 | if (referenceCount <= 0) | ||
988 | { | ||
989 | if (!physicsScene.PE.IsCompound(physShapeInfo)) | ||
990 | { | ||
991 | // Failed the sanity check!! | ||
992 | physicsScene.Logger.ErrorFormat("{0} Attempt to free a compound shape that is not compound!! type={1}, ptr={2}", | ||
993 | LogHeader, physShapeInfo.shapeType, physShapeInfo.AddrString); | ||
994 | physicsScene.DetailLog("{0},BSShapeCollection.DereferenceCompound,notACompoundShape,type={1},ptr={2}", | ||
995 | BSScene.DetailLogZero, physShapeInfo.shapeType, physShapeInfo.AddrString); | ||
996 | return; | ||
997 | } | ||
998 | |||
999 | int numChildren = physicsScene.PE.GetNumberOfCompoundChildren(physShapeInfo); | ||
1000 | physicsScene.DetailLog("{0},BSShapeCollection.DereferenceCompound,shape={1},children={2}", | ||
1001 | BSScene.DetailLogZero, physShapeInfo, numChildren); | ||
1002 | |||
1003 | // Loop through all the children dereferencing each. | ||
1004 | for (int ii = numChildren - 1; ii >= 0; ii--) | ||
1005 | { | ||
1006 | BulletShape childShape = physicsScene.PE.RemoveChildShapeFromCompoundShapeIndex(physShapeInfo, ii); | ||
1007 | DereferenceAnonCollisionShape(physicsScene, childShape); | ||
1008 | } | ||
1009 | |||
1010 | lock (CompoundShapes) | ||
1011 | CompoundShapes.Remove(physShapeInfo.AddrString); | ||
1012 | physicsScene.PE.DeleteCollisionShape(physicsScene.World, physShapeInfo); | ||
1013 | } | ||
1014 | } | ||
1015 | } | ||
1016 | public static bool TryGetCompoundByPtr(BulletShape pShape, out BSShapeCompound outCompound) | ||
1017 | { | ||
1018 | lock (CompoundShapes) | ||
1019 | { | ||
1020 | string addr = pShape.AddrString; | ||
1021 | return CompoundShapes.TryGetValue(addr, out outCompound); | ||
1022 | } | ||
1023 | } | ||
1024 | private static BulletShape CreatePhysicalCompoundShape(BSScene physicsScene) | ||
1025 | { | ||
1026 | BulletShape cShape = physicsScene.PE.CreateCompoundShape(physicsScene.World, false); | ||
1027 | return cShape; | ||
1028 | } | ||
1029 | // Sometimes we have a pointer to a collision shape but don't know what type it is. | ||
1030 | // Figure out type and call the correct dereference routine. | ||
1031 | // Called at taint-time. | ||
1032 | private void DereferenceAnonCollisionShape(BSScene physicsScene, BulletShape pShape) | ||
1033 | { | ||
1034 | // TODO: figure a better way to go through all the shape types and find a possible instance. | ||
1035 | physicsScene.DetailLog("{0},BSShapeCompound.DereferenceAnonCollisionShape,shape={1}", | ||
1036 | BSScene.DetailLogZero, pShape); | ||
1037 | BSShapeMesh meshDesc; | ||
1038 | if (BSShapeMesh.TryGetMeshByPtr(pShape, out meshDesc)) | ||
1039 | { | ||
1040 | meshDesc.Dereference(physicsScene); | ||
1041 | // physicsScene.DetailLog("{0},BSShapeCompound.DereferenceAnonCollisionShape,foundMesh,shape={1}", BSScene.DetailLogZero, pShape); | ||
1042 | } | ||
1043 | else | ||
1044 | { | ||
1045 | BSShapeHull hullDesc; | ||
1046 | if (BSShapeHull.TryGetHullByPtr(pShape, out hullDesc)) | ||
1047 | { | ||
1048 | hullDesc.Dereference(physicsScene); | ||
1049 | // physicsScene.DetailLog("{0},BSShapeCompound.DereferenceAnonCollisionShape,foundHull,shape={1}", BSScene.DetailLogZero, pShape); | ||
1050 | } | ||
1051 | else | ||
1052 | { | ||
1053 | BSShapeConvexHull chullDesc; | ||
1054 | if (BSShapeConvexHull.TryGetConvexHullByPtr(pShape, out chullDesc)) | ||
1055 | { | ||
1056 | chullDesc.Dereference(physicsScene); | ||
1057 | // physicsScene.DetailLog("{0},BSShapeCompound.DereferenceAnonCollisionShape,foundConvexHull,shape={1}", BSScene.DetailLogZero, pShape); | ||
1058 | } | ||
1059 | else | ||
1060 | { | ||
1061 | BSShapeGImpact gImpactDesc; | ||
1062 | if (BSShapeGImpact.TryGetGImpactByPtr(pShape, out gImpactDesc)) | ||
1063 | { | ||
1064 | gImpactDesc.Dereference(physicsScene); | ||
1065 | // physicsScene.DetailLog("{0},BSShapeCompound.DereferenceAnonCollisionShape,foundgImpact,shape={1}", BSScene.DetailLogZero, pShape); | ||
1066 | } | ||
1067 | else | ||
1068 | { | ||
1069 | // Didn't find it in the lists of specific types. It could be compound. | ||
1070 | BSShapeCompound compoundDesc; | ||
1071 | if (BSShapeCompound.TryGetCompoundByPtr(pShape, out compoundDesc)) | ||
1072 | { | ||
1073 | compoundDesc.Dereference(physicsScene); | ||
1074 | // physicsScene.DetailLog("{0},BSShapeCompound.DereferenceAnonCollisionShape,recursiveCompoundShape,shape={1}", BSScene.DetailLogZero, pShape); | ||
1075 | } | ||
1076 | else | ||
1077 | { | ||
1078 | // If none of the above, maybe it is a simple native shape. | ||
1079 | if (physicsScene.PE.IsNativeShape(pShape)) | ||
1080 | { | ||
1081 | // physicsScene.DetailLog("{0},BSShapeCompound.DereferenceAnonCollisionShape,assumingNative,shape={1}", BSScene.DetailLogZero, pShape); | ||
1082 | BSShapeNative nativeShape = new BSShapeNative(pShape); | ||
1083 | nativeShape.Dereference(physicsScene); | ||
1084 | } | ||
1085 | else | ||
1086 | { | ||
1087 | physicsScene.Logger.WarnFormat("{0} DereferenceAnonCollisionShape. Did not find shape. {1}", | ||
1088 | LogHeader, pShape); | ||
1089 | } | ||
1090 | } | ||
1091 | } | ||
1092 | } | ||
1093 | } | ||
1094 | } | ||
1095 | } | ||
1096 | } | ||
1097 | |||
1098 | // ============================================================================================================ | ||
1099 | // BSShapeConvexHull is a wrapper for a Bullet single convex hull. A BSShapeHull contains multiple convex | ||
1100 | // hull shapes. This is used for simple prims that are convex and thus can be made into a simple | ||
1101 | // collision shape (a single hull). More complex physical shapes will be BSShapeHull's. | ||
1102 | public class BSShapeConvexHull : BSShape | ||
1103 | { | ||
1104 | #pragma warning disable 414 | ||
1105 | private static string LogHeader = "[BULLETSIM SHAPE CONVEX HULL]"; | ||
1106 | #pragma warning restore 414 | ||
1107 | |||
1108 | public static Dictionary<System.UInt64, BSShapeConvexHull> ConvexHulls = new Dictionary<System.UInt64, BSShapeConvexHull>(); | ||
1109 | |||
1110 | public BSShapeConvexHull(BulletShape pShape) : base(pShape) | ||
1111 | { | ||
1112 | } | ||
1113 | public static BSShape GetReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) | ||
1114 | { | ||
1115 | float lod; | ||
1116 | System.UInt64 newMeshKey = BSShape.ComputeShapeKey(prim.Size, prim.BaseShape, out lod); | ||
1117 | |||
1118 | physicsScene.DetailLog("{0},BSShapeConvexHull,getReference,newKey={1},size={2},lod={3}", | ||
1119 | prim.LocalID, newMeshKey.ToString("X"), prim.Size, lod); | ||
1120 | |||
1121 | BSShapeConvexHull retConvexHull = null; | ||
1122 | lock (ConvexHulls) | ||
1123 | { | ||
1124 | if (ConvexHulls.TryGetValue(newMeshKey, out retConvexHull)) | ||
1125 | { | ||
1126 | // The mesh has already been created. Return a new reference to same. | ||
1127 | retConvexHull.IncrementReference(); | ||
1128 | } | ||
1129 | else | ||
1130 | { | ||
1131 | retConvexHull = new BSShapeConvexHull(new BulletShape()); | ||
1132 | BulletShape convexShape = null; | ||
1133 | |||
1134 | // Get a handle to a mesh to build the hull from | ||
1135 | BSShape baseMesh = BSShapeMesh.GetReference(physicsScene, false /* forceRebuild */, prim); | ||
1136 | if (baseMesh.physShapeInfo.isNativeShape) | ||
1137 | { | ||
1138 | // We get here if the mesh was not creatable. Could be waiting for an asset from the disk. | ||
1139 | // In the short term, we return the native shape and a later ForceBodyShapeRebuild should | ||
1140 | // get back to this code with a buildable mesh. | ||
1141 | // TODO: not sure the temp native shape is freed when the mesh is rebuilt. When does this get freed? | ||
1142 | convexShape = baseMesh.physShapeInfo; | ||
1143 | } | ||
1144 | else | ||
1145 | { | ||
1146 | convexShape = physicsScene.PE.BuildConvexHullShapeFromMesh(physicsScene.World, baseMesh.physShapeInfo); | ||
1147 | convexShape.shapeKey = newMeshKey; | ||
1148 | ConvexHulls.Add(convexShape.shapeKey, retConvexHull); | ||
1149 | physicsScene.DetailLog("{0},BSShapeConvexHull.GetReference,addingNewlyCreatedShape,shape={1}", | ||
1150 | BSScene.DetailLogZero, convexShape); | ||
1151 | } | ||
1152 | |||
1153 | // Done with the base mesh | ||
1154 | baseMesh.Dereference(physicsScene); | ||
1155 | |||
1156 | retConvexHull.physShapeInfo = convexShape; | ||
1157 | } | ||
1158 | } | ||
1159 | return retConvexHull; | ||
1160 | } | ||
1161 | public override BSShape GetReference(BSScene physicsScene, BSPhysObject prim) | ||
1162 | { | ||
1163 | // Calling this reference means we want another handle to an existing shape | ||
1164 | // (usually linksets) so return this copy. | ||
1165 | IncrementReference(); | ||
1166 | return this; | ||
1167 | } | ||
1168 | // Dereferencing a compound shape releases the hold on all the child shapes. | ||
1169 | public override void Dereference(BSScene physicsScene) | ||
1170 | { | ||
1171 | lock (ConvexHulls) | ||
1172 | { | ||
1173 | this.DecrementReference(); | ||
1174 | physicsScene.DetailLog("{0},BSShapeConvexHull.Dereference,shape={1}", BSScene.DetailLogZero, this); | ||
1175 | // TODO: schedule aging and destruction of unused meshes. | ||
1176 | } | ||
1177 | } | ||
1178 | // Loop through all the known hulls and return the description based on the physical address. | ||
1179 | public static bool TryGetConvexHullByPtr(BulletShape pShape, out BSShapeConvexHull outHull) | ||
1180 | { | ||
1181 | bool ret = false; | ||
1182 | BSShapeConvexHull foundDesc = null; | ||
1183 | lock (ConvexHulls) | ||
1184 | { | ||
1185 | foreach (BSShapeConvexHull sh in ConvexHulls.Values) | ||
1186 | { | ||
1187 | if (sh.physShapeInfo.ReferenceSame(pShape)) | ||
1188 | { | ||
1189 | foundDesc = sh; | ||
1190 | ret = true; | ||
1191 | break; | ||
1192 | } | ||
1193 | |||
1194 | } | ||
1195 | } | ||
1196 | outHull = foundDesc; | ||
1197 | return ret; | ||
1198 | } | ||
1199 | } | ||
1200 | // ============================================================================================================ | ||
1201 | // BSShapeGImpact is a wrapper for the Bullet GImpact shape which is a collision mesh shape that | ||
1202 | // can handle concave as well as convex shapes. Much slower computationally but creates smoother | ||
1203 | // shapes than multiple convex hull approximations. | ||
1204 | public class BSShapeGImpact : BSShape | ||
1205 | { | ||
1206 | #pragma warning disable 414 | ||
1207 | private static string LogHeader = "[BULLETSIM SHAPE GIMPACT]"; | ||
1208 | #pragma warning restore 414 | ||
1209 | |||
1210 | public static Dictionary<System.UInt64, BSShapeGImpact> GImpacts = new Dictionary<System.UInt64, BSShapeGImpact>(); | ||
1211 | |||
1212 | public BSShapeGImpact(BulletShape pShape) : base(pShape) | ||
1213 | { | ||
1214 | } | ||
1215 | public static BSShape GetReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) | ||
1216 | { | ||
1217 | float lod; | ||
1218 | System.UInt64 newMeshKey = BSShape.ComputeShapeKey(prim.Size, prim.BaseShape, out lod); | ||
1219 | |||
1220 | physicsScene.DetailLog("{0},BSShapeGImpact,getReference,newKey={1},size={2},lod={3}", | ||
1221 | prim.LocalID, newMeshKey.ToString("X"), prim.Size, lod); | ||
1222 | |||
1223 | BSShapeGImpact retGImpact = null; | ||
1224 | lock (GImpacts) | ||
1225 | { | ||
1226 | if (GImpacts.TryGetValue(newMeshKey, out retGImpact)) | ||
1227 | { | ||
1228 | // The mesh has already been created. Return a new reference to same. | ||
1229 | retGImpact.IncrementReference(); | ||
1230 | } | ||
1231 | else | ||
1232 | { | ||
1233 | retGImpact = new BSShapeGImpact(new BulletShape()); | ||
1234 | BulletShape newShape = retGImpact.CreatePhysicalGImpact(physicsScene, prim, newMeshKey, prim.BaseShape, prim.Size, lod); | ||
1235 | |||
1236 | // Check to see if mesh was created (might require an asset). | ||
1237 | newShape = VerifyMeshCreated(physicsScene, newShape, prim); | ||
1238 | newShape.shapeKey = newMeshKey; | ||
1239 | if (!newShape.isNativeShape || prim.AssetFailed()) | ||
1240 | { | ||
1241 | // If a mesh was what was created, remember the built shape for later sharing. | ||
1242 | // Also note that if meshing failed we put it in the mesh list as there is nothing | ||
1243 | // else to do about the mesh. | ||
1244 | GImpacts.Add(newMeshKey, retGImpact); | ||
1245 | } | ||
1246 | |||
1247 | retGImpact.physShapeInfo = newShape; | ||
1248 | } | ||
1249 | } | ||
1250 | return retGImpact; | ||
1251 | } | ||
1252 | |||
1253 | private BulletShape CreatePhysicalGImpact(BSScene physicsScene, BSPhysObject prim, System.UInt64 newMeshKey, | ||
1254 | PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) | ||
1255 | { | ||
1256 | return BSShapeMesh.CreatePhysicalMeshShape(physicsScene, prim, newMeshKey, pbs, size, lod, | ||
1257 | (w, iC, i, vC, v) => | ||
1258 | { | ||
1259 | shapeInfo.Vertices = vC; | ||
1260 | return physicsScene.PE.CreateGImpactShape(w, iC, i, vC, v); | ||
1261 | }); | ||
1262 | } | ||
1263 | |||
1264 | public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim) | ||
1265 | { | ||
1266 | BSShape ret = null; | ||
1267 | // If the underlying shape is native, the actual shape has not been build (waiting for asset) | ||
1268 | // and we must create a copy of the native shape since they are never shared. | ||
1269 | if (physShapeInfo.HasPhysicalShape && physShapeInfo.isNativeShape) | ||
1270 | { | ||
1271 | // TODO: decide when the native shapes should be freed. Check in Dereference? | ||
1272 | ret = BSShapeNative.GetReference(pPhysicsScene, pPrim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX); | ||
1273 | } | ||
1274 | else | ||
1275 | { | ||
1276 | // Another reference to this shape is just counted. | ||
1277 | IncrementReference(); | ||
1278 | ret = this; | ||
1279 | } | ||
1280 | return ret; | ||
1281 | } | ||
1282 | // Dereferencing a compound shape releases the hold on all the child shapes. | ||
1283 | public override void Dereference(BSScene physicsScene) | ||
1284 | { | ||
1285 | lock (GImpacts) | ||
1286 | { | ||
1287 | this.DecrementReference(); | ||
1288 | physicsScene.DetailLog("{0},BSShapeGImpact.Dereference,shape={1}", BSScene.DetailLogZero, this); | ||
1289 | // TODO: schedule aging and destruction of unused meshes. | ||
1290 | } | ||
1291 | } | ||
1292 | // Loop through all the known hulls and return the description based on the physical address. | ||
1293 | public static bool TryGetGImpactByPtr(BulletShape pShape, out BSShapeGImpact outHull) | ||
1294 | { | ||
1295 | bool ret = false; | ||
1296 | BSShapeGImpact foundDesc = null; | ||
1297 | lock (GImpacts) | ||
1298 | { | ||
1299 | foreach (BSShapeGImpact sh in GImpacts.Values) | ||
1300 | { | ||
1301 | if (sh.physShapeInfo.ReferenceSame(pShape)) | ||
1302 | { | ||
1303 | foundDesc = sh; | ||
1304 | ret = true; | ||
1305 | break; | ||
1306 | } | ||
1307 | |||
1308 | } | ||
1309 | } | ||
1310 | outHull = foundDesc; | ||
1311 | return ret; | ||
1312 | } | ||
1313 | } | ||
1314 | |||
1315 | // ============================================================================================================ | ||
1316 | // BSShapeAvatar is a specialized mesh shape for avatars. | ||
1317 | public class BSShapeAvatar : BSShape | ||
1318 | { | ||
1319 | #pragma warning disable 414 | ||
1320 | private static string LogHeader = "[BULLETSIM SHAPE AVATAR]"; | ||
1321 | #pragma warning restore 414 | ||
1322 | |||
1323 | public BSShapeAvatar() | ||
1324 | : base() | ||
1325 | { | ||
1326 | } | ||
1327 | public static BSShape GetReference(BSPhysObject prim) | ||
1328 | { | ||
1329 | return new BSShapeNull(); | ||
1330 | } | ||
1331 | public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim) | ||
1332 | { | ||
1333 | return new BSShapeNull(); | ||
1334 | } | ||
1335 | public override void Dereference(BSScene physicsScene) { } | ||
1336 | |||
1337 | // From the front: | ||
1338 | // A---A | ||
1339 | // / \ | ||
1340 | // B-------B | ||
1341 | // / \ +Z | ||
1342 | // C-----------C | | ||
1343 | // \ / -Y --+-- +Y | ||
1344 | // \ / | | ||
1345 | // \ / -Z | ||
1346 | // D-----D | ||
1347 | // \ / | ||
1348 | // E-E | ||
1349 | |||
1350 | // From the top A and E are just lines. | ||
1351 | // B, C and D are hexagons: | ||
1352 | // | ||
1353 | // C1--C2 +X | ||
1354 | // / \ | | ||
1355 | // C0 C3 -Y --+-- +Y | ||
1356 | // \ / | | ||
1357 | // C5--C4 -X | ||
1358 | |||
1359 | // Zero goes directly through the middle so the offsets are from that middle axis | ||
1360 | // and up and down from a middle horizon (A and E are the same distance from the zero). | ||
1361 | // The height, width and depth is one. All scaling is done by the simulator. | ||
1362 | |||
1363 | // Z component -- how far the level is from the middle zero | ||
1364 | private const float Aup = 0.5f; | ||
1365 | private const float Bup = 0.4f; | ||
1366 | private const float Cup = 0.3f; | ||
1367 | private const float Dup = -0.4f; | ||
1368 | private const float Eup = -0.5f; | ||
1369 | |||
1370 | // Y component -- distance from center to x0 and x3 | ||
1371 | private const float Awid = 0.25f; | ||
1372 | private const float Bwid = 0.3f; | ||
1373 | private const float Cwid = 0.5f; | ||
1374 | private const float Dwid = 0.3f; | ||
1375 | private const float Ewid = 0.2f; | ||
1376 | |||
1377 | // Y component -- distance from center to x1, x2, x4 and x5 | ||
1378 | private const float Afwid = 0.0f; | ||
1379 | private const float Bfwid = 0.2f; | ||
1380 | private const float Cfwid = 0.4f; | ||
1381 | private const float Dfwid = 0.2f; | ||
1382 | private const float Efwid = 0.0f; | ||
1383 | |||
1384 | // X component -- distance from zero to the front or back of a level | ||
1385 | private const float Adep = 0f; | ||
1386 | private const float Bdep = 0.3f; | ||
1387 | private const float Cdep = 0.5f; | ||
1388 | private const float Ddep = 0.2f; | ||
1389 | private const float Edep = 0f; | ||
1390 | |||
1391 | private OMV.Vector3[] avatarVertices = { | ||
1392 | new OMV.Vector3( 0.0f, -Awid, Aup), // A0 | ||
1393 | new OMV.Vector3( 0.0f, +Awid, Aup), // A3 | ||
1394 | |||
1395 | new OMV.Vector3( 0.0f, -Bwid, Bup), // B0 | ||
1396 | new OMV.Vector3(+Bdep, -Bfwid, Bup), // B1 | ||
1397 | new OMV.Vector3(+Bdep, +Bfwid, Bup), // B2 | ||
1398 | new OMV.Vector3( 0.0f, +Bwid, Bup), // B3 | ||
1399 | new OMV.Vector3(-Bdep, +Bfwid, Bup), // B4 | ||
1400 | new OMV.Vector3(-Bdep, -Bfwid, Bup), // B5 | ||
1401 | |||
1402 | new OMV.Vector3( 0.0f, -Cwid, Cup), // C0 | ||
1403 | new OMV.Vector3(+Cdep, -Cfwid, Cup), // C1 | ||
1404 | new OMV.Vector3(+Cdep, +Cfwid, Cup), // C2 | ||
1405 | new OMV.Vector3( 0.0f, +Cwid, Cup), // C3 | ||
1406 | new OMV.Vector3(-Cdep, +Cfwid, Cup), // C4 | ||
1407 | new OMV.Vector3(-Cdep, -Cfwid, Cup), // C5 | ||
1408 | |||
1409 | new OMV.Vector3( 0.0f, -Dwid, Dup), // D0 | ||
1410 | new OMV.Vector3(+Ddep, -Dfwid, Dup), // D1 | ||
1411 | new OMV.Vector3(+Ddep, +Dfwid, Dup), // D2 | ||
1412 | new OMV.Vector3( 0.0f, +Dwid, Dup), // D3 | ||
1413 | new OMV.Vector3(-Ddep, +Dfwid, Dup), // D4 | ||
1414 | new OMV.Vector3(-Ddep, -Dfwid, Dup), // D5 | ||
1415 | |||
1416 | new OMV.Vector3( 0.0f, -Ewid, Eup), // E0 | ||
1417 | new OMV.Vector3( 0.0f, +Ewid, Eup), // E3 | ||
1418 | }; | ||
1419 | |||
1420 | // Offsets of the vertices in the vertices array | ||
1421 | private enum Ind : int | ||
1422 | { | ||
1423 | A0, A3, | ||
1424 | B0, B1, B2, B3, B4, B5, | ||
1425 | C0, C1, C2, C3, C4, C5, | ||
1426 | D0, D1, D2, D3, D4, D5, | ||
1427 | E0, E3 | ||
1428 | } | ||
1429 | |||
1430 | // Comments specify trianges and quads in clockwise direction | ||
1431 | private Ind[] avatarIndices = { | ||
1432 | Ind.A0, Ind.B0, Ind.B1, // A0,B0,B1 | ||
1433 | Ind.A0, Ind.B1, Ind.B2, Ind.B2, Ind.A3, Ind.A0, // A0,B1,B2,A3 | ||
1434 | Ind.A3, Ind.B2, Ind.B3, // A3,B2,B3 | ||
1435 | Ind.A3, Ind.B3, Ind.B4, // A3,B3,B4 | ||
1436 | Ind.A3, Ind.B4, Ind.B5, Ind.B5, Ind.A0, Ind.A3, // A3,B4,B5,A0 | ||
1437 | Ind.A0, Ind.B5, Ind.B0, // A0,B5,B0 | ||
1438 | |||
1439 | Ind.B0, Ind.C0, Ind.C1, Ind.C1, Ind.B1, Ind.B0, // B0,C0,C1,B1 | ||
1440 | Ind.B1, Ind.C1, Ind.C2, Ind.C2, Ind.B2, Ind.B1, // B1,C1,C2,B2 | ||
1441 | Ind.B2, Ind.C2, Ind.C3, Ind.C3, Ind.B3, Ind.B2, // B2,C2,C3,B3 | ||
1442 | Ind.B3, Ind.C3, Ind.C4, Ind.C4, Ind.B4, Ind.B3, // B3,C3,C4,B4 | ||
1443 | Ind.B4, Ind.C4, Ind.C5, Ind.C5, Ind.B5, Ind.B4, // B4,C4,C5,B5 | ||
1444 | Ind.B5, Ind.C5, Ind.C0, Ind.C0, Ind.B0, Ind.B5, // B5,C5,C0,B0 | ||
1445 | |||
1446 | Ind.C0, Ind.D0, Ind.D1, Ind.D1, Ind.C1, Ind.C0, // C0,D0,D1,C1 | ||
1447 | Ind.C1, Ind.D1, Ind.D2, Ind.D2, Ind.C2, Ind.C1, // C1,D1,D2,C2 | ||
1448 | Ind.C2, Ind.D2, Ind.D3, Ind.D3, Ind.C3, Ind.C2, // C2,D2,D3,C3 | ||
1449 | Ind.C3, Ind.D3, Ind.D4, Ind.D4, Ind.C4, Ind.C3, // C3,D3,D4,C4 | ||
1450 | Ind.C4, Ind.D4, Ind.D5, Ind.D5, Ind.C5, Ind.C4, // C4,D4,D5,C5 | ||
1451 | Ind.C5, Ind.D5, Ind.D0, Ind.D0, Ind.C0, Ind.C5, // C5,D5,D0,C0 | ||
1452 | |||
1453 | Ind.E0, Ind.D0, Ind.D1, // E0,D0,D1 | ||
1454 | Ind.E0, Ind.D1, Ind.D2, Ind.D2, Ind.E3, Ind.E0, // E0,D1,D2,E3 | ||
1455 | Ind.E3, Ind.D2, Ind.D3, // E3,D2,D3 | ||
1456 | Ind.E3, Ind.D3, Ind.D4, // E3,D3,D4 | ||
1457 | Ind.E3, Ind.D4, Ind.D5, Ind.D5, Ind.E0, Ind.E3, // E3,D4,D5,E0 | ||
1458 | Ind.E0, Ind.D5, Ind.D0, // E0,D5,D0 | ||
1459 | |||
1460 | }; | ||
1461 | |||
1462 | } | ||
1463 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs b/OpenSim/Region/PhysicsModules/BulletS/BSTerrainHeightmap.cs index e4fecc3..42fc11b 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs +++ b/OpenSim/Region/PhysicsModules/BulletS/BSTerrainHeightmap.cs | |||
@@ -30,15 +30,14 @@ using System.Text; | |||
30 | 30 | ||
31 | using OpenSim.Framework; | 31 | using OpenSim.Framework; |
32 | using OpenSim.Region.Framework; | 32 | using OpenSim.Region.Framework; |
33 | using OpenSim.Region.CoreModules; | 33 | using OpenSim.Region.PhysicsModules.SharedBase; |
34 | using OpenSim.Region.Physics.Manager; | ||
35 | 34 | ||
36 | using Nini.Config; | 35 | using Nini.Config; |
37 | using log4net; | 36 | using log4net; |
38 | 37 | ||
39 | using OpenMetaverse; | 38 | using OpenMetaverse; |
40 | 39 | ||
41 | namespace OpenSim.Region.Physics.BulletSPlugin | 40 | namespace OpenSim.Region.PhysicsModule.BulletS |
42 | { | 41 | { |
43 | public sealed class BSTerrainHeightmap : BSTerrainPhys | 42 | public sealed class BSTerrainHeightmap : BSTerrainPhys |
44 | { | 43 | { |
@@ -58,7 +57,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys | |||
58 | { | 57 | { |
59 | initialMap[ii] = BSTerrainManager.HEIGHT_INITIALIZATION; | 58 | initialMap[ii] = BSTerrainManager.HEIGHT_INITIALIZATION; |
60 | } | 59 | } |
61 | m_mapInfo = new BulletHMapInfo(id, initialMap); | 60 | m_mapInfo = new BulletHMapInfo(id, initialMap, regionSize.X, regionSize.Y); |
62 | m_mapInfo.minCoords = minTerrainCoords; | 61 | m_mapInfo.minCoords = minTerrainCoords; |
63 | m_mapInfo.maxCoords = maxTerrainCoords; | 62 | m_mapInfo.maxCoords = maxTerrainCoords; |
64 | m_mapInfo.terrainRegionBase = TerrainBase; | 63 | m_mapInfo.terrainRegionBase = TerrainBase; |
@@ -68,11 +67,11 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys | |||
68 | 67 | ||
69 | // This minCoords and maxCoords passed in give the size of the terrain (min and max Z | 68 | // This minCoords and maxCoords passed in give the size of the terrain (min and max Z |
70 | // are the high and low points of the heightmap). | 69 | // are the high and low points of the heightmap). |
71 | public BSTerrainHeightmap(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap, | 70 | public BSTerrainHeightmap(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap, |
72 | Vector3 minCoords, Vector3 maxCoords) | 71 | Vector3 minCoords, Vector3 maxCoords) |
73 | : base(physicsScene, regionBase, id) | 72 | : base(physicsScene, regionBase, id) |
74 | { | 73 | { |
75 | m_mapInfo = new BulletHMapInfo(id, initialMap); | 74 | m_mapInfo = new BulletHMapInfo(id, initialMap, maxCoords.X - minCoords.X, maxCoords.Y - minCoords.Y); |
76 | m_mapInfo.minCoords = minCoords; | 75 | m_mapInfo.minCoords = minCoords; |
77 | m_mapInfo.maxCoords = maxCoords; | 76 | m_mapInfo.maxCoords = maxCoords; |
78 | m_mapInfo.minZ = minCoords.Z; | 77 | m_mapInfo.minZ = minCoords.Z; |
@@ -92,7 +91,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys | |||
92 | private void BuildHeightmapTerrain() | 91 | private void BuildHeightmapTerrain() |
93 | { | 92 | { |
94 | // Create the terrain shape from the mapInfo | 93 | // Create the terrain shape from the mapInfo |
95 | m_mapInfo.terrainShape = PhysicsScene.PE.CreateTerrainShape( m_mapInfo.ID, | 94 | m_mapInfo.terrainShape = m_physicsScene.PE.CreateTerrainShape( m_mapInfo.ID, |
96 | new Vector3(m_mapInfo.sizeX, m_mapInfo.sizeY, 0), m_mapInfo.minZ, m_mapInfo.maxZ, | 95 | new Vector3(m_mapInfo.sizeX, m_mapInfo.sizeY, 0), m_mapInfo.minZ, m_mapInfo.maxZ, |
97 | m_mapInfo.heightMap, 1f, BSParam.TerrainCollisionMargin); | 96 | m_mapInfo.heightMap, 1f, BSParam.TerrainCollisionMargin); |
98 | 97 | ||
@@ -103,26 +102,25 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys | |||
103 | centerPos.Y = m_mapInfo.minCoords.Y + (m_mapInfo.sizeY / 2f); | 102 | centerPos.Y = m_mapInfo.minCoords.Y + (m_mapInfo.sizeY / 2f); |
104 | centerPos.Z = m_mapInfo.minZ + ((m_mapInfo.maxZ - m_mapInfo.minZ) / 2f); | 103 | centerPos.Z = m_mapInfo.minZ + ((m_mapInfo.maxZ - m_mapInfo.minZ) / 2f); |
105 | 104 | ||
106 | m_mapInfo.terrainBody = PhysicsScene.PE.CreateBodyWithDefaultMotionState(m_mapInfo.terrainShape, | 105 | m_mapInfo.terrainBody = m_physicsScene.PE.CreateBodyWithDefaultMotionState(m_mapInfo.terrainShape, |
107 | m_mapInfo.ID, centerPos, Quaternion.Identity); | 106 | m_mapInfo.ID, centerPos, Quaternion.Identity); |
108 | 107 | ||
109 | // Set current terrain attributes | 108 | // Set current terrain attributes |
110 | PhysicsScene.PE.SetFriction(m_mapInfo.terrainBody, BSParam.TerrainFriction); | 109 | m_physicsScene.PE.SetFriction(m_mapInfo.terrainBody, BSParam.TerrainFriction); |
111 | PhysicsScene.PE.SetHitFraction(m_mapInfo.terrainBody, BSParam.TerrainHitFraction); | 110 | m_physicsScene.PE.SetHitFraction(m_mapInfo.terrainBody, BSParam.TerrainHitFraction); |
112 | PhysicsScene.PE.SetRestitution(m_mapInfo.terrainBody, BSParam.TerrainRestitution); | 111 | m_physicsScene.PE.SetRestitution(m_mapInfo.terrainBody, BSParam.TerrainRestitution); |
113 | PhysicsScene.PE.SetCollisionFlags(m_mapInfo.terrainBody, CollisionFlags.CF_STATIC_OBJECT); | 112 | m_physicsScene.PE.SetCollisionFlags(m_mapInfo.terrainBody, CollisionFlags.CF_STATIC_OBJECT); |
113 | |||
114 | m_mapInfo.terrainBody.collisionType = CollisionType.Terrain; | ||
114 | 115 | ||
115 | // Return the new terrain to the world of physical objects | 116 | // Return the new terrain to the world of physical objects |
116 | PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, m_mapInfo.terrainBody); | 117 | m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, m_mapInfo.terrainBody); |
117 | 118 | ||
118 | // redo its bounding box now that it is in the world | 119 | // redo its bounding box now that it is in the world |
119 | PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, m_mapInfo.terrainBody); | 120 | m_physicsScene.PE.UpdateSingleAabb(m_physicsScene.World, m_mapInfo.terrainBody); |
120 | |||
121 | m_mapInfo.terrainBody.collisionType = CollisionType.Terrain; | ||
122 | m_mapInfo.terrainBody.ApplyCollisionMask(PhysicsScene); | ||
123 | 121 | ||
124 | // Make it so the terrain will not move or be considered for movement. | 122 | // Make it so the terrain will not move or be considered for movement. |
125 | PhysicsScene.PE.ForceActivationState(m_mapInfo.terrainBody, ActivationState.DISABLE_SIMULATION); | 123 | m_physicsScene.PE.ForceActivationState(m_mapInfo.terrainBody, ActivationState.DISABLE_SIMULATION); |
126 | 124 | ||
127 | return; | 125 | return; |
128 | } | 126 | } |
@@ -134,9 +132,9 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys | |||
134 | { | 132 | { |
135 | if (m_mapInfo.terrainBody.HasPhysicalBody) | 133 | if (m_mapInfo.terrainBody.HasPhysicalBody) |
136 | { | 134 | { |
137 | PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, m_mapInfo.terrainBody); | 135 | m_physicsScene.PE.RemoveObjectFromWorld(m_physicsScene.World, m_mapInfo.terrainBody); |
138 | // Frees both the body and the shape. | 136 | // Frees both the body and the shape. |
139 | PhysicsScene.PE.DestroyObject(PhysicsScene.World, m_mapInfo.terrainBody); | 137 | m_physicsScene.PE.DestroyObject(m_physicsScene.World, m_mapInfo.terrainBody); |
140 | } | 138 | } |
141 | } | 139 | } |
142 | m_mapInfo = null; | 140 | m_mapInfo = null; |
@@ -155,7 +153,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys | |||
155 | catch | 153 | catch |
156 | { | 154 | { |
157 | // Sometimes they give us wonky values of X and Y. Give a warning and return something. | 155 | // Sometimes they give us wonky values of X and Y. Give a warning and return something. |
158 | PhysicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, pos={2}", | 156 | m_physicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, pos={2}", |
159 | LogHeader, m_mapInfo.terrainRegionBase, pos); | 157 | LogHeader, m_mapInfo.terrainRegionBase, pos); |
160 | ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET; | 158 | ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET; |
161 | } | 159 | } |
@@ -165,7 +163,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys | |||
165 | // The passed position is relative to the base of the region. | 163 | // The passed position is relative to the base of the region. |
166 | public override float GetWaterLevelAtXYZ(Vector3 pos) | 164 | public override float GetWaterLevelAtXYZ(Vector3 pos) |
167 | { | 165 | { |
168 | return PhysicsScene.SimpleWaterLevel; | 166 | return m_physicsScene.SimpleWaterLevel; |
169 | } | 167 | } |
170 | } | 168 | } |
171 | } | 169 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/PhysicsModules/BulletS/BSTerrainManager.cs index 2e9db39..d11baa6 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs +++ b/OpenSim/Region/PhysicsModules/BulletS/BSTerrainManager.cs | |||
@@ -1,4 +1,4 @@ | |||
1 | /* | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ | 2 | * Copyright (c) Contributors, http://opensimulator.org/ |
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | 3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
4 | * | 4 | * |
@@ -30,15 +30,14 @@ using System.Text; | |||
30 | 30 | ||
31 | using OpenSim.Framework; | 31 | using OpenSim.Framework; |
32 | using OpenSim.Region.Framework; | 32 | using OpenSim.Region.Framework; |
33 | using OpenSim.Region.CoreModules; | 33 | using OpenSim.Region.PhysicsModules.SharedBase; |
34 | using OpenSim.Region.Physics.Manager; | ||
35 | 34 | ||
36 | using Nini.Config; | 35 | using Nini.Config; |
37 | using log4net; | 36 | using log4net; |
38 | 37 | ||
39 | using OpenMetaverse; | 38 | using OpenMetaverse; |
40 | 39 | ||
41 | namespace OpenSim.Region.Physics.BulletSPlugin | 40 | namespace OpenSim.Region.PhysicsModule.BulletS |
42 | { | 41 | { |
43 | 42 | ||
44 | // The physical implementation of the terrain is wrapped in this class. | 43 | // The physical implementation of the terrain is wrapped in this class. |
@@ -50,14 +49,14 @@ public abstract class BSTerrainPhys : IDisposable | |||
50 | Mesh = 1 | 49 | Mesh = 1 |
51 | } | 50 | } |
52 | 51 | ||
53 | public BSScene PhysicsScene { get; private set; } | 52 | protected BSScene m_physicsScene { get; private set; } |
54 | // Base of the region in world coordinates. Coordinates inside the region are relative to this. | 53 | // Base of the region in world coordinates. Coordinates inside the region are relative to this. |
55 | public Vector3 TerrainBase { get; private set; } | 54 | public Vector3 TerrainBase { get; private set; } |
56 | public uint ID { get; private set; } | 55 | public uint ID { get; private set; } |
57 | 56 | ||
58 | public BSTerrainPhys(BSScene physicsScene, Vector3 regionBase, uint id) | 57 | public BSTerrainPhys(BSScene physicsScene, Vector3 regionBase, uint id) |
59 | { | 58 | { |
60 | PhysicsScene = physicsScene; | 59 | m_physicsScene = physicsScene; |
61 | TerrainBase = regionBase; | 60 | TerrainBase = regionBase; |
62 | ID = id; | 61 | ID = id; |
63 | } | 62 | } |
@@ -86,7 +85,7 @@ public sealed class BSTerrainManager : IDisposable | |||
86 | public Vector3 DefaultRegionSize = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight); | 85 | public Vector3 DefaultRegionSize = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight); |
87 | 86 | ||
88 | // The scene that I am part of | 87 | // The scene that I am part of |
89 | private BSScene PhysicsScene { get; set; } | 88 | private BSScene m_physicsScene { get; set; } |
90 | 89 | ||
91 | // The ground plane created to keep thing from falling to infinity. | 90 | // The ground plane created to keep thing from falling to infinity. |
92 | private BulletBody m_groundPlane; | 91 | private BulletBody m_groundPlane; |
@@ -111,9 +110,11 @@ public sealed class BSTerrainManager : IDisposable | |||
111 | private Vector3 m_worldMax; | 110 | private Vector3 m_worldMax; |
112 | private PhysicsScene MegaRegionParentPhysicsScene { get; set; } | 111 | private PhysicsScene MegaRegionParentPhysicsScene { get; set; } |
113 | 112 | ||
114 | public BSTerrainManager(BSScene physicsScene) | 113 | public BSTerrainManager(BSScene physicsScene, Vector3 regionSize) |
115 | { | 114 | { |
116 | PhysicsScene = physicsScene; | 115 | m_physicsScene = physicsScene; |
116 | DefaultRegionSize = regionSize; | ||
117 | |||
117 | m_terrains = new Dictionary<Vector3,BSTerrainPhys>(); | 118 | m_terrains = new Dictionary<Vector3,BSTerrainPhys>(); |
118 | 119 | ||
119 | // Assume one region of default size | 120 | // Assume one region of default size |
@@ -132,32 +133,39 @@ public sealed class BSTerrainManager : IDisposable | |||
132 | // safe to call Bullet in real time. We hope no one is moving prims around yet. | 133 | // safe to call Bullet in real time. We hope no one is moving prims around yet. |
133 | public void CreateInitialGroundPlaneAndTerrain() | 134 | public void CreateInitialGroundPlaneAndTerrain() |
134 | { | 135 | { |
136 | DetailLog("{0},BSTerrainManager.CreateInitialGroundPlaneAndTerrain,region={1}", BSScene.DetailLogZero, m_physicsScene.RegionName); | ||
135 | // The ground plane is here to catch things that are trying to drop to negative infinity | 137 | // The ground plane is here to catch things that are trying to drop to negative infinity |
136 | BulletShape groundPlaneShape = PhysicsScene.PE.CreateGroundPlaneShape(BSScene.GROUNDPLANE_ID, 1f, BSParam.TerrainCollisionMargin); | 138 | BulletShape groundPlaneShape = m_physicsScene.PE.CreateGroundPlaneShape(BSScene.GROUNDPLANE_ID, 1f, BSParam.TerrainCollisionMargin); |
137 | m_groundPlane = PhysicsScene.PE.CreateBodyWithDefaultMotionState(groundPlaneShape, | 139 | Vector3 groundPlaneAltitude = new Vector3(0f, 0f, BSParam.TerrainGroundPlane); |
138 | BSScene.GROUNDPLANE_ID, Vector3.Zero, Quaternion.Identity); | 140 | m_groundPlane = m_physicsScene.PE.CreateBodyWithDefaultMotionState(groundPlaneShape, |
141 | BSScene.GROUNDPLANE_ID, groundPlaneAltitude, Quaternion.Identity); | ||
139 | 142 | ||
140 | PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, m_groundPlane); | ||
141 | PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, m_groundPlane); | ||
142 | // Ground plane does not move | ||
143 | PhysicsScene.PE.ForceActivationState(m_groundPlane, ActivationState.DISABLE_SIMULATION); | ||
144 | // Everything collides with the ground plane. | 143 | // Everything collides with the ground plane. |
145 | m_groundPlane.collisionType = CollisionType.Groundplane; | 144 | m_groundPlane.collisionType = CollisionType.Groundplane; |
146 | m_groundPlane.ApplyCollisionMask(PhysicsScene); | ||
147 | 145 | ||
148 | // Build an initial terrain and put it in the world. This quickly gets replaced by the real region terrain. | 146 | m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, m_groundPlane); |
149 | BSTerrainPhys initialTerrain = new BSTerrainHeightmap(PhysicsScene, Vector3.Zero, BSScene.TERRAIN_ID, DefaultRegionSize); | 147 | m_physicsScene.PE.UpdateSingleAabb(m_physicsScene.World, m_groundPlane); |
150 | m_terrains.Add(Vector3.Zero, initialTerrain); | 148 | |
149 | // Ground plane does not move | ||
150 | m_physicsScene.PE.ForceActivationState(m_groundPlane, ActivationState.DISABLE_SIMULATION); | ||
151 | |||
152 | BSTerrainPhys initialTerrain = new BSTerrainHeightmap(m_physicsScene, Vector3.Zero, BSScene.TERRAIN_ID, DefaultRegionSize); | ||
153 | lock (m_terrains) | ||
154 | { | ||
155 | // Build an initial terrain and put it in the world. This quickly gets replaced by the real region terrain. | ||
156 | m_terrains.Add(Vector3.Zero, initialTerrain); | ||
157 | } | ||
151 | } | 158 | } |
152 | 159 | ||
153 | // Release all the terrain structures we might have allocated | 160 | // Release all the terrain structures we might have allocated |
154 | public void ReleaseGroundPlaneAndTerrain() | 161 | public void ReleaseGroundPlaneAndTerrain() |
155 | { | 162 | { |
163 | DetailLog("{0},BSTerrainManager.ReleaseGroundPlaneAndTerrain,region={1}", BSScene.DetailLogZero, m_physicsScene.RegionName); | ||
156 | if (m_groundPlane.HasPhysicalBody) | 164 | if (m_groundPlane.HasPhysicalBody) |
157 | { | 165 | { |
158 | if (PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, m_groundPlane)) | 166 | if (m_physicsScene.PE.RemoveObjectFromWorld(m_physicsScene.World, m_groundPlane)) |
159 | { | 167 | { |
160 | PhysicsScene.PE.DestroyObject(PhysicsScene.World, m_groundPlane); | 168 | m_physicsScene.PE.DestroyObject(m_physicsScene.World, m_groundPlane); |
161 | } | 169 | } |
162 | m_groundPlane.Clear(); | 170 | m_groundPlane.Clear(); |
163 | } | 171 | } |
@@ -183,7 +191,7 @@ public sealed class BSTerrainManager : IDisposable | |||
183 | float[] localHeightMap = heightMap; | 191 | float[] localHeightMap = heightMap; |
184 | // If there are multiple requests for changes to the same terrain between ticks, | 192 | // If there are multiple requests for changes to the same terrain between ticks, |
185 | // only do that last one. | 193 | // only do that last one. |
186 | PhysicsScene.PostTaintObject("TerrainManager.SetTerrain-"+ m_worldOffset.ToString(), 0, delegate() | 194 | m_physicsScene.PostTaintObject("TerrainManager.SetTerrain-"+ m_worldOffset.ToString(), 0, delegate() |
187 | { | 195 | { |
188 | if (m_worldOffset != Vector3.Zero && MegaRegionParentPhysicsScene != null) | 196 | if (m_worldOffset != Vector3.Zero && MegaRegionParentPhysicsScene != null) |
189 | { | 197 | { |
@@ -193,11 +201,9 @@ public sealed class BSTerrainManager : IDisposable | |||
193 | // the terrain is added to our parent | 201 | // the terrain is added to our parent |
194 | if (MegaRegionParentPhysicsScene is BSScene) | 202 | if (MegaRegionParentPhysicsScene is BSScene) |
195 | { | 203 | { |
196 | DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}", | 204 | DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}", BSScene.DetailLogZero, m_worldOffset, m_worldMax); |
197 | BSScene.DetailLogZero, m_worldOffset, m_worldMax); | 205 | ((BSScene)MegaRegionParentPhysicsScene).TerrainManager.AddMegaRegionChildTerrain( |
198 | ((BSScene)MegaRegionParentPhysicsScene).TerrainManager.UpdateTerrain( | 206 | BSScene.CHILDTERRAIN_ID, localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize); |
199 | BSScene.CHILDTERRAIN_ID, localHeightMap, | ||
200 | m_worldOffset, m_worldOffset + DefaultRegionSize, true); | ||
201 | } | 207 | } |
202 | } | 208 | } |
203 | else | 209 | else |
@@ -205,27 +211,34 @@ public sealed class BSTerrainManager : IDisposable | |||
205 | // If not doing the mega-prim thing, just change the terrain | 211 | // If not doing the mega-prim thing, just change the terrain |
206 | DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero); | 212 | DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero); |
207 | 213 | ||
208 | UpdateTerrain(BSScene.TERRAIN_ID, localHeightMap, | 214 | UpdateTerrain(BSScene.TERRAIN_ID, localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize); |
209 | m_worldOffset, m_worldOffset + DefaultRegionSize, true); | ||
210 | } | 215 | } |
211 | }); | 216 | }); |
212 | } | 217 | } |
213 | 218 | ||
214 | // If called with no mapInfo for the terrain, this will create a new mapInfo and terrain | 219 | // Another region is calling this region and passing a terrain. |
220 | // A region that is not the mega-region root will pass its terrain to the root region so the root region | ||
221 | // physics engine will have all the terrains. | ||
222 | private void AddMegaRegionChildTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords) | ||
223 | { | ||
224 | // Since we are called by another region's thread, the action must be rescheduled onto our processing thread. | ||
225 | m_physicsScene.PostTaintObject("TerrainManager.AddMegaRegionChild" + minCoords.ToString(), id, delegate() | ||
226 | { | ||
227 | UpdateTerrain(id, heightMap, minCoords, maxCoords); | ||
228 | }); | ||
229 | } | ||
230 | |||
231 | // If called for terrain has has not been previously allocated, a new terrain will be built | ||
215 | // based on the passed information. The 'id' should be either the terrain id or | 232 | // based on the passed information. The 'id' should be either the terrain id or |
216 | // BSScene.CHILDTERRAIN_ID. If the latter, a new child terrain ID will be allocated and used. | 233 | // BSScene.CHILDTERRAIN_ID. If the latter, a new child terrain ID will be allocated and used. |
217 | // The latter feature is for creating child terrains for mega-regions. | 234 | // The latter feature is for creating child terrains for mega-regions. |
218 | // If called with a mapInfo in m_heightMaps and there is an existing terrain body, a new | 235 | // If there is an existing terrain body, a new |
219 | // terrain shape is created and added to the body. | 236 | // terrain shape is created and added to the body. |
220 | // This call is most often used to update the heightMap and parameters of the terrain. | 237 | // This call is most often used to update the heightMap and parameters of the terrain. |
221 | // (The above does suggest that some simplification/refactoring is in order.) | 238 | // (The above does suggest that some simplification/refactoring is in order.) |
222 | // Called during taint-time. | 239 | // Called during taint-time. |
223 | private void UpdateTerrain(uint id, float[] heightMap, | 240 | private void UpdateTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords) |
224 | Vector3 minCoords, Vector3 maxCoords, bool inTaintTime) | ||
225 | { | 241 | { |
226 | DetailLog("{0},BSTerrainManager.UpdateTerrain,call,minC={1},maxC={2},inTaintTime={3}", | ||
227 | BSScene.DetailLogZero, minCoords, maxCoords, inTaintTime); | ||
228 | |||
229 | // Find high and low points of passed heightmap. | 242 | // Find high and low points of passed heightmap. |
230 | // The min and max passed in is usually the area objects can be in (maximum | 243 | // The min and max passed in is usually the area objects can be in (maximum |
231 | // object height, for instance). The terrain wants the bounding box for the | 244 | // object height, for instance). The terrain wants the bounding box for the |
@@ -245,6 +258,9 @@ public sealed class BSTerrainManager : IDisposable | |||
245 | minCoords.Z = minZ; | 258 | minCoords.Z = minZ; |
246 | maxCoords.Z = maxZ; | 259 | maxCoords.Z = maxZ; |
247 | 260 | ||
261 | DetailLog("{0},BSTerrainManager.UpdateTerrain,call,id={1},minC={2},maxC={3}", | ||
262 | BSScene.DetailLogZero, id, minCoords, maxCoords); | ||
263 | |||
248 | Vector3 terrainRegionBase = new Vector3(minCoords.X, minCoords.Y, 0f); | 264 | Vector3 terrainRegionBase = new Vector3(minCoords.X, minCoords.Y, 0f); |
249 | 265 | ||
250 | lock (m_terrains) | 266 | lock (m_terrains) |
@@ -253,8 +269,8 @@ public sealed class BSTerrainManager : IDisposable | |||
253 | if (m_terrains.TryGetValue(terrainRegionBase, out terrainPhys)) | 269 | if (m_terrains.TryGetValue(terrainRegionBase, out terrainPhys)) |
254 | { | 270 | { |
255 | // There is already a terrain in this spot. Free the old and build the new. | 271 | // There is already a terrain in this spot. Free the old and build the new. |
256 | DetailLog("{0},UpdateTerrain:UpdateExisting,call,id={1},base={2},minC={3},maxC={4}", | 272 | DetailLog("{0},BSTerrainManager.UpdateTerrain:UpdateExisting,call,id={1},base={2},minC={3},maxC={4}", |
257 | BSScene.DetailLogZero, id, terrainRegionBase, minCoords, minCoords); | 273 | BSScene.DetailLogZero, id, terrainRegionBase, minCoords, maxCoords); |
258 | 274 | ||
259 | // Remove old terrain from the collection | 275 | // Remove old terrain from the collection |
260 | m_terrains.Remove(terrainRegionBase); | 276 | m_terrains.Remove(terrainRegionBase); |
@@ -263,6 +279,7 @@ public sealed class BSTerrainManager : IDisposable | |||
263 | 279 | ||
264 | if (MegaRegionParentPhysicsScene == null) | 280 | if (MegaRegionParentPhysicsScene == null) |
265 | { | 281 | { |
282 | // This terrain is not part of the mega-region scheme. Create vanilla terrain. | ||
266 | BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords); | 283 | BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords); |
267 | m_terrains.Add(terrainRegionBase, newTerrainPhys); | 284 | m_terrains.Add(terrainRegionBase, newTerrainPhys); |
268 | 285 | ||
@@ -291,8 +308,8 @@ public sealed class BSTerrainManager : IDisposable | |||
291 | if (newTerrainID >= BSScene.CHILDTERRAIN_ID) | 308 | if (newTerrainID >= BSScene.CHILDTERRAIN_ID) |
292 | newTerrainID = ++m_terrainCount; | 309 | newTerrainID = ++m_terrainCount; |
293 | 310 | ||
294 | DetailLog("{0},UpdateTerrain:NewTerrain,taint,newID={1},minCoord={2},maxCoord={3}", | 311 | DetailLog("{0},BSTerrainManager.UpdateTerrain:NewTerrain,taint,newID={1},minCoord={2},maxCoord={3}", |
295 | BSScene.DetailLogZero, newTerrainID, minCoords, minCoords); | 312 | BSScene.DetailLogZero, newTerrainID, minCoords, maxCoords); |
296 | BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords); | 313 | BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords); |
297 | m_terrains.Add(terrainRegionBase, newTerrainPhys); | 314 | m_terrains.Add(terrainRegionBase, newTerrainPhys); |
298 | 315 | ||
@@ -304,26 +321,26 @@ public sealed class BSTerrainManager : IDisposable | |||
304 | // TODO: redo terrain implementation selection to allow other base types than heightMap. | 321 | // TODO: redo terrain implementation selection to allow other base types than heightMap. |
305 | private BSTerrainPhys BuildPhysicalTerrain(Vector3 terrainRegionBase, uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords) | 322 | private BSTerrainPhys BuildPhysicalTerrain(Vector3 terrainRegionBase, uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords) |
306 | { | 323 | { |
307 | PhysicsScene.Logger.DebugFormat("{0} Terrain for {1}/{2} created with {3}", | 324 | m_physicsScene.Logger.DebugFormat("{0} Terrain for {1}/{2} created with {3}", |
308 | LogHeader, PhysicsScene.RegionName, terrainRegionBase, | 325 | LogHeader, m_physicsScene.RegionName, terrainRegionBase, |
309 | (BSTerrainPhys.TerrainImplementation)BSParam.TerrainImplementation); | 326 | (BSTerrainPhys.TerrainImplementation)BSParam.TerrainImplementation); |
310 | BSTerrainPhys newTerrainPhys = null; | 327 | BSTerrainPhys newTerrainPhys = null; |
311 | switch ((int)BSParam.TerrainImplementation) | 328 | switch ((int)BSParam.TerrainImplementation) |
312 | { | 329 | { |
313 | case (int)BSTerrainPhys.TerrainImplementation.Heightmap: | 330 | case (int)BSTerrainPhys.TerrainImplementation.Heightmap: |
314 | newTerrainPhys = new BSTerrainHeightmap(PhysicsScene, terrainRegionBase, id, | 331 | newTerrainPhys = new BSTerrainHeightmap(m_physicsScene, terrainRegionBase, id, |
315 | heightMap, minCoords, maxCoords); | 332 | heightMap, minCoords, maxCoords); |
316 | break; | 333 | break; |
317 | case (int)BSTerrainPhys.TerrainImplementation.Mesh: | 334 | case (int)BSTerrainPhys.TerrainImplementation.Mesh: |
318 | newTerrainPhys = new BSTerrainMesh(PhysicsScene, terrainRegionBase, id, | 335 | newTerrainPhys = new BSTerrainMesh(m_physicsScene, terrainRegionBase, id, |
319 | heightMap, minCoords, maxCoords); | 336 | heightMap, minCoords, maxCoords); |
320 | break; | 337 | break; |
321 | default: | 338 | default: |
322 | PhysicsScene.Logger.ErrorFormat("{0} Bad terrain implementation specified. Type={1}/{2},Region={3}/{4}", | 339 | m_physicsScene.Logger.ErrorFormat("{0} Bad terrain implementation specified. Type={1}/{2},Region={3}/{4}", |
323 | LogHeader, | 340 | LogHeader, |
324 | (int)BSParam.TerrainImplementation, | 341 | (int)BSParam.TerrainImplementation, |
325 | BSParam.TerrainImplementation, | 342 | BSParam.TerrainImplementation, |
326 | PhysicsScene.RegionName, terrainRegionBase); | 343 | m_physicsScene.RegionName, terrainRegionBase); |
327 | break; | 344 | break; |
328 | } | 345 | } |
329 | return newTerrainPhys; | 346 | return newTerrainPhys; |
@@ -337,6 +354,64 @@ public sealed class BSTerrainManager : IDisposable | |||
337 | return GetTerrainPhysicalAtXYZ(pos, out physTerrain, out terrainBaseXYZ); | 354 | return GetTerrainPhysicalAtXYZ(pos, out physTerrain, out terrainBaseXYZ); |
338 | } | 355 | } |
339 | 356 | ||
357 | // Return a new position that is over known terrain if the position is outside our terrain. | ||
358 | public Vector3 ClampPositionIntoKnownTerrain(Vector3 pPos) | ||
359 | { | ||
360 | float edgeEpsilon = 0.1f; | ||
361 | |||
362 | Vector3 ret = pPos; | ||
363 | |||
364 | // First, base addresses are never negative so correct for that possible problem. | ||
365 | if (ret.X < 0f || ret.Y < 0f) | ||
366 | { | ||
367 | ret.X = Util.Clamp<float>(ret.X, 0f, 1000000f); | ||
368 | ret.Y = Util.Clamp<float>(ret.Y, 0f, 1000000f); | ||
369 | DetailLog("{0},BSTerrainManager.ClampPositionToKnownTerrain,zeroingNegXorY,oldPos={1},newPos={2}", | ||
370 | BSScene.DetailLogZero, pPos, ret); | ||
371 | } | ||
372 | |||
373 | // Can't do this function if we don't know about any terrain. | ||
374 | if (m_terrains.Count == 0) | ||
375 | return ret; | ||
376 | |||
377 | int loopPrevention = 10; | ||
378 | Vector3 terrainBaseXYZ; | ||
379 | BSTerrainPhys physTerrain; | ||
380 | while (!GetTerrainPhysicalAtXYZ(ret, out physTerrain, out terrainBaseXYZ)) | ||
381 | { | ||
382 | // The passed position is not within a known terrain area. | ||
383 | // NOTE that GetTerrainPhysicalAtXYZ will set 'terrainBaseXYZ' to the base of the unfound region. | ||
384 | |||
385 | // Must be off the top of a region. Find an adjacent region to move into. | ||
386 | // The returned terrain is always 'lower'. That is, closer to <0,0>. | ||
387 | Vector3 adjacentTerrainBase = FindAdjacentTerrainBase(terrainBaseXYZ); | ||
388 | |||
389 | if (adjacentTerrainBase.X < terrainBaseXYZ.X) | ||
390 | { | ||
391 | // moving down into a new region in the X dimension. New position will be the max in the new base. | ||
392 | ret.X = adjacentTerrainBase.X + DefaultRegionSize.X - edgeEpsilon; | ||
393 | } | ||
394 | if (adjacentTerrainBase.Y < terrainBaseXYZ.Y) | ||
395 | { | ||
396 | // moving down into a new region in the X dimension. New position will be the max in the new base. | ||
397 | ret.Y = adjacentTerrainBase.Y + DefaultRegionSize.Y - edgeEpsilon; | ||
398 | } | ||
399 | DetailLog("{0},BSTerrainManager.ClampPositionToKnownTerrain,findingAdjacentRegion,adjacentRegBase={1},oldPos={2},newPos={3}", | ||
400 | BSScene.DetailLogZero, adjacentTerrainBase, pPos, ret); | ||
401 | |||
402 | if (loopPrevention-- < 0f) | ||
403 | { | ||
404 | // The 'while' is a little dangerous so this prevents looping forever if the | ||
405 | // mapping of the terrains ever gets messed up (like nothing at <0,0>) or | ||
406 | // the list of terrains is in transition. | ||
407 | DetailLog("{0},BSTerrainManager.ClampPositionToKnownTerrain,suppressingFindAdjacentRegionLoop", BSScene.DetailLogZero); | ||
408 | break; | ||
409 | } | ||
410 | } | ||
411 | |||
412 | return ret; | ||
413 | } | ||
414 | |||
340 | // Given an X and Y, find the height of the terrain. | 415 | // Given an X and Y, find the height of the terrain. |
341 | // Since we could be handling multiple terrains for a mega-region, | 416 | // Since we could be handling multiple terrains for a mega-region, |
342 | // the base of the region is calcuated assuming all regions are | 417 | // the base of the region is calcuated assuming all regions are |
@@ -368,8 +443,8 @@ public sealed class BSTerrainManager : IDisposable | |||
368 | } | 443 | } |
369 | else | 444 | else |
370 | { | 445 | { |
371 | PhysicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}", | 446 | m_physicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}", |
372 | LogHeader, PhysicsScene.RegionName, tX, tY); | 447 | LogHeader, m_physicsScene.RegionName, tX, tY); |
373 | DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXYZ,terrainNotFound,pos={1},base={2}", | 448 | DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXYZ,terrainNotFound,pos={1},base={2}", |
374 | BSScene.DetailLogZero, pos, terrainBaseXYZ); | 449 | BSScene.DetailLogZero, pos, terrainBaseXYZ); |
375 | } | 450 | } |
@@ -390,8 +465,8 @@ public sealed class BSTerrainManager : IDisposable | |||
390 | } | 465 | } |
391 | else | 466 | else |
392 | { | 467 | { |
393 | PhysicsScene.Logger.ErrorFormat("{0} GetWaterHeightAtXY: terrain not found: pos={1}, terrainBase={2}, height={3}", | 468 | m_physicsScene.Logger.ErrorFormat("{0} GetWaterHeightAtXY: terrain not found: pos={1}, terrainBase={2}, height={3}", |
394 | LogHeader, PhysicsScene.RegionName, pos, terrainBaseXYZ, ret); | 469 | LogHeader, m_physicsScene.RegionName, pos, terrainBaseXYZ, ret); |
395 | } | 470 | } |
396 | return ret; | 471 | return ret; |
397 | } | 472 | } |
@@ -400,18 +475,69 @@ public sealed class BSTerrainManager : IDisposable | |||
400 | // the descriptor class and the 'base' fo the addresses therein. | 475 | // the descriptor class and the 'base' fo the addresses therein. |
401 | private bool GetTerrainPhysicalAtXYZ(Vector3 pos, out BSTerrainPhys outPhysTerrain, out Vector3 outTerrainBase) | 476 | private bool GetTerrainPhysicalAtXYZ(Vector3 pos, out BSTerrainPhys outPhysTerrain, out Vector3 outTerrainBase) |
402 | { | 477 | { |
403 | int offsetX = ((int)(pos.X / (int)DefaultRegionSize.X)) * (int)DefaultRegionSize.X; | 478 | bool ret = false; |
404 | int offsetY = ((int)(pos.Y / (int)DefaultRegionSize.Y)) * (int)DefaultRegionSize.Y; | 479 | |
405 | Vector3 terrainBaseXYZ = new Vector3(offsetX, offsetY, 0f); | 480 | Vector3 terrainBaseXYZ = Vector3.Zero; |
481 | if (pos.X < 0f || pos.Y < 0f) | ||
482 | { | ||
483 | // We don't handle negative addresses so just make up a base that will not be found. | ||
484 | terrainBaseXYZ = new Vector3(-DefaultRegionSize.X, -DefaultRegionSize.Y, 0f); | ||
485 | } | ||
486 | else | ||
487 | { | ||
488 | int offsetX = ((int)(pos.X / (int)DefaultRegionSize.X)) * (int)DefaultRegionSize.X; | ||
489 | int offsetY = ((int)(pos.Y / (int)DefaultRegionSize.Y)) * (int)DefaultRegionSize.Y; | ||
490 | terrainBaseXYZ = new Vector3(offsetX, offsetY, 0f); | ||
491 | } | ||
406 | 492 | ||
407 | BSTerrainPhys physTerrain = null; | 493 | BSTerrainPhys physTerrain = null; |
408 | lock (m_terrains) | 494 | lock (m_terrains) |
409 | { | 495 | { |
410 | m_terrains.TryGetValue(terrainBaseXYZ, out physTerrain); | 496 | ret = m_terrains.TryGetValue(terrainBaseXYZ, out physTerrain); |
411 | } | 497 | } |
412 | outTerrainBase = terrainBaseXYZ; | 498 | outTerrainBase = terrainBaseXYZ; |
413 | outPhysTerrain = physTerrain; | 499 | outPhysTerrain = physTerrain; |
414 | return (physTerrain != null); | 500 | return ret; |
501 | } | ||
502 | |||
503 | // Given a terrain base, return a terrain base for a terrain that is closer to <0,0> than | ||
504 | // this one. Usually used to return an out of bounds object to a known place. | ||
505 | private Vector3 FindAdjacentTerrainBase(Vector3 pTerrainBase) | ||
506 | { | ||
507 | Vector3 ret = pTerrainBase; | ||
508 | |||
509 | // Can't do this function if we don't know about any terrain. | ||
510 | if (m_terrains.Count == 0) | ||
511 | return ret; | ||
512 | |||
513 | // Just some sanity | ||
514 | ret.X = Util.Clamp<float>(ret.X, 0f, 1000000f); | ||
515 | ret.Y = Util.Clamp<float>(ret.Y, 0f, 1000000f); | ||
516 | ret.Z = 0f; | ||
517 | |||
518 | lock (m_terrains) | ||
519 | { | ||
520 | // Once down to the <0,0> region, we have to be done. | ||
521 | while (ret.X > 0f || ret.Y > 0f) | ||
522 | { | ||
523 | if (ret.X > 0f) | ||
524 | { | ||
525 | ret.X = Math.Max(0f, ret.X - DefaultRegionSize.X); | ||
526 | DetailLog("{0},BSTerrainManager.FindAdjacentTerrainBase,reducingX,terrainBase={1}", BSScene.DetailLogZero, ret); | ||
527 | if (m_terrains.ContainsKey(ret)) | ||
528 | break; | ||
529 | } | ||
530 | if (ret.Y > 0f) | ||
531 | { | ||
532 | ret.Y = Math.Max(0f, ret.Y - DefaultRegionSize.Y); | ||
533 | DetailLog("{0},BSTerrainManager.FindAdjacentTerrainBase,reducingY,terrainBase={1}", BSScene.DetailLogZero, ret); | ||
534 | if (m_terrains.ContainsKey(ret)) | ||
535 | break; | ||
536 | } | ||
537 | } | ||
538 | } | ||
539 | |||
540 | return ret; | ||
415 | } | 541 | } |
416 | 542 | ||
417 | // Although no one seems to check this, I do support combining. | 543 | // Although no one seems to check this, I do support combining. |
@@ -452,7 +578,7 @@ public sealed class BSTerrainManager : IDisposable | |||
452 | 578 | ||
453 | private void DetailLog(string msg, params Object[] args) | 579 | private void DetailLog(string msg, params Object[] args) |
454 | { | 580 | { |
455 | PhysicsScene.PhysicsLogging.Write(msg, args); | 581 | m_physicsScene.PhysicsLogging.Write(msg, args); |
456 | } | 582 | } |
457 | } | 583 | } |
458 | } | 584 | } |
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSTerrainMesh.cs b/OpenSim/Region/PhysicsModules/BulletS/BSTerrainMesh.cs new file mode 100755 index 0000000..cd59b65 --- /dev/null +++ b/OpenSim/Region/PhysicsModules/BulletS/BSTerrainMesh.cs | |||
@@ -0,0 +1,440 @@ | |||
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.PhysicsModules.SharedBase; | ||
34 | |||
35 | using Nini.Config; | ||
36 | using log4net; | ||
37 | |||
38 | using OpenMetaverse; | ||
39 | |||
40 | namespace OpenSim.Region.PhysicsModule.BulletS | ||
41 | { | ||
42 | public sealed class BSTerrainMesh : BSTerrainPhys | ||
43 | { | ||
44 | static string LogHeader = "[BULLETSIM TERRAIN MESH]"; | ||
45 | |||
46 | private float[] m_savedHeightMap; | ||
47 | int m_sizeX; | ||
48 | int m_sizeY; | ||
49 | |||
50 | BulletShape m_terrainShape; | ||
51 | BulletBody m_terrainBody; | ||
52 | |||
53 | public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, Vector3 regionSize) | ||
54 | : base(physicsScene, regionBase, id) | ||
55 | { | ||
56 | } | ||
57 | |||
58 | public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id /* parameters for making mesh */) | ||
59 | : base(physicsScene, regionBase, id) | ||
60 | { | ||
61 | } | ||
62 | |||
63 | // Create terrain mesh from a heightmap. | ||
64 | public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap, | ||
65 | Vector3 minCoords, Vector3 maxCoords) | ||
66 | : base(physicsScene, regionBase, id) | ||
67 | { | ||
68 | int indicesCount; | ||
69 | int[] indices; | ||
70 | int verticesCount; | ||
71 | float[] vertices; | ||
72 | |||
73 | m_savedHeightMap = initialMap; | ||
74 | |||
75 | m_sizeX = (int)(maxCoords.X - minCoords.X); | ||
76 | m_sizeY = (int)(maxCoords.Y - minCoords.Y); | ||
77 | |||
78 | bool meshCreationSuccess = false; | ||
79 | if (BSParam.TerrainMeshMagnification == 1) | ||
80 | { | ||
81 | // If a magnification of one, use the old routine that is tried and true. | ||
82 | meshCreationSuccess = BSTerrainMesh.ConvertHeightmapToMesh(m_physicsScene, | ||
83 | initialMap, m_sizeX, m_sizeY, // input size | ||
84 | Vector3.Zero, // base for mesh | ||
85 | out indicesCount, out indices, out verticesCount, out vertices); | ||
86 | } | ||
87 | else | ||
88 | { | ||
89 | // Other magnifications use the newer routine | ||
90 | meshCreationSuccess = BSTerrainMesh.ConvertHeightmapToMesh2(m_physicsScene, | ||
91 | initialMap, m_sizeX, m_sizeY, // input size | ||
92 | BSParam.TerrainMeshMagnification, | ||
93 | physicsScene.TerrainManager.DefaultRegionSize, | ||
94 | Vector3.Zero, // base for mesh | ||
95 | out indicesCount, out indices, out verticesCount, out vertices); | ||
96 | } | ||
97 | if (!meshCreationSuccess) | ||
98 | { | ||
99 | // DISASTER!! | ||
100 | m_physicsScene.DetailLog("{0},BSTerrainMesh.create,failedConversionOfHeightmap,id={1}", BSScene.DetailLogZero, ID); | ||
101 | m_physicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh! base={1}", LogHeader, TerrainBase); | ||
102 | // Something is very messed up and a crash is in our future. | ||
103 | return; | ||
104 | } | ||
105 | |||
106 | m_physicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,id={1},indices={2},indSz={3},vertices={4},vertSz={5}", | ||
107 | BSScene.DetailLogZero, ID, indicesCount, indices.Length, verticesCount, vertices.Length); | ||
108 | |||
109 | m_terrainShape = m_physicsScene.PE.CreateMeshShape(m_physicsScene.World, indicesCount, indices, verticesCount, vertices); | ||
110 | if (!m_terrainShape.HasPhysicalShape) | ||
111 | { | ||
112 | // DISASTER!! | ||
113 | m_physicsScene.DetailLog("{0},BSTerrainMesh.create,failedCreationOfShape,id={1}", BSScene.DetailLogZero, ID); | ||
114 | m_physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain mesh! base={1}", LogHeader, TerrainBase); | ||
115 | // Something is very messed up and a crash is in our future. | ||
116 | return; | ||
117 | } | ||
118 | |||
119 | Vector3 pos = regionBase; | ||
120 | Quaternion rot = Quaternion.Identity; | ||
121 | |||
122 | m_terrainBody = m_physicsScene.PE.CreateBodyWithDefaultMotionState(m_terrainShape, ID, pos, rot); | ||
123 | if (!m_terrainBody.HasPhysicalBody) | ||
124 | { | ||
125 | // DISASTER!! | ||
126 | m_physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain body! base={1}", LogHeader, TerrainBase); | ||
127 | // Something is very messed up and a crash is in our future. | ||
128 | return; | ||
129 | } | ||
130 | physicsScene.PE.SetShapeCollisionMargin(m_terrainShape, BSParam.TerrainCollisionMargin); | ||
131 | |||
132 | // Set current terrain attributes | ||
133 | m_physicsScene.PE.SetFriction(m_terrainBody, BSParam.TerrainFriction); | ||
134 | m_physicsScene.PE.SetHitFraction(m_terrainBody, BSParam.TerrainHitFraction); | ||
135 | m_physicsScene.PE.SetRestitution(m_terrainBody, BSParam.TerrainRestitution); | ||
136 | m_physicsScene.PE.SetContactProcessingThreshold(m_terrainBody, BSParam.TerrainContactProcessingThreshold); | ||
137 | m_physicsScene.PE.SetCollisionFlags(m_terrainBody, CollisionFlags.CF_STATIC_OBJECT); | ||
138 | |||
139 | // Static objects are not very massive. | ||
140 | m_physicsScene.PE.SetMassProps(m_terrainBody, 0f, Vector3.Zero); | ||
141 | |||
142 | // Put the new terrain to the world of physical objects | ||
143 | m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, m_terrainBody); | ||
144 | |||
145 | // Redo its bounding box now that it is in the world | ||
146 | m_physicsScene.PE.UpdateSingleAabb(m_physicsScene.World, m_terrainBody); | ||
147 | |||
148 | m_terrainBody.collisionType = CollisionType.Terrain; | ||
149 | m_terrainBody.ApplyCollisionMask(m_physicsScene); | ||
150 | |||
151 | if (BSParam.UseSingleSidedMeshes) | ||
152 | { | ||
153 | m_physicsScene.DetailLog("{0},BSTerrainMesh.settingCustomMaterial,id={1}", BSScene.DetailLogZero, id); | ||
154 | m_physicsScene.PE.AddToCollisionFlags(m_terrainBody, CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK); | ||
155 | } | ||
156 | |||
157 | // Make it so the terrain will not move or be considered for movement. | ||
158 | m_physicsScene.PE.ForceActivationState(m_terrainBody, ActivationState.DISABLE_SIMULATION); | ||
159 | } | ||
160 | |||
161 | public override void Dispose() | ||
162 | { | ||
163 | if (m_terrainBody.HasPhysicalBody) | ||
164 | { | ||
165 | m_physicsScene.PE.RemoveObjectFromWorld(m_physicsScene.World, m_terrainBody); | ||
166 | // Frees both the body and the shape. | ||
167 | m_physicsScene.PE.DestroyObject(m_physicsScene.World, m_terrainBody); | ||
168 | m_terrainBody.Clear(); | ||
169 | m_terrainShape.Clear(); | ||
170 | } | ||
171 | } | ||
172 | |||
173 | public override float GetTerrainHeightAtXYZ(Vector3 pos) | ||
174 | { | ||
175 | // For the moment use the saved heightmap to get the terrain height. | ||
176 | // TODO: raycast downward to find the true terrain below the position. | ||
177 | float ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET; | ||
178 | |||
179 | int mapIndex = (int)pos.Y * m_sizeY + (int)pos.X; | ||
180 | try | ||
181 | { | ||
182 | ret = m_savedHeightMap[mapIndex]; | ||
183 | } | ||
184 | catch | ||
185 | { | ||
186 | // Sometimes they give us wonky values of X and Y. Give a warning and return something. | ||
187 | m_physicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, pos={2}", | ||
188 | LogHeader, TerrainBase, pos); | ||
189 | ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET; | ||
190 | } | ||
191 | return ret; | ||
192 | } | ||
193 | |||
194 | // The passed position is relative to the base of the region. | ||
195 | public override float GetWaterLevelAtXYZ(Vector3 pos) | ||
196 | { | ||
197 | return m_physicsScene.SimpleWaterLevel; | ||
198 | } | ||
199 | |||
200 | // Convert the passed heightmap to mesh information suitable for CreateMeshShape2(). | ||
201 | // Return 'true' if successfully created. | ||
202 | public static bool ConvertHeightmapToMesh( BSScene physicsScene, | ||
203 | float[] heightMap, int sizeX, int sizeY, // parameters of incoming heightmap | ||
204 | Vector3 extentBase, // base to be added to all vertices | ||
205 | out int indicesCountO, out int[] indicesO, | ||
206 | out int verticesCountO, out float[] verticesO) | ||
207 | { | ||
208 | bool ret = false; | ||
209 | |||
210 | int indicesCount = 0; | ||
211 | int verticesCount = 0; | ||
212 | int[] indices = new int[0]; | ||
213 | float[] vertices = new float[0]; | ||
214 | |||
215 | // Simple mesh creation which assumes magnification == 1. | ||
216 | // TODO: do a more general solution that scales, adds new vertices and smoothes the result. | ||
217 | |||
218 | // Create an array of vertices that is sizeX+1 by sizeY+1 (note the loop | ||
219 | // from zero to <= sizeX). The triangle indices are then generated as two triangles | ||
220 | // per heightmap point. There are sizeX by sizeY of these squares. The extra row and | ||
221 | // column of vertices are used to complete the triangles of the last row and column | ||
222 | // of the heightmap. | ||
223 | try | ||
224 | { | ||
225 | // One vertice per heightmap value plus the vertices off the side and bottom edge. | ||
226 | int totalVertices = (sizeX + 1) * (sizeY + 1); | ||
227 | vertices = new float[totalVertices * 3]; | ||
228 | int totalIndices = sizeX * sizeY * 6; | ||
229 | indices = new int[totalIndices]; | ||
230 | |||
231 | if (physicsScene != null) | ||
232 | physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,totVert={1},totInd={2},extentBase={3}", | ||
233 | BSScene.DetailLogZero, totalVertices, totalIndices, extentBase); | ||
234 | float minHeight = float.MaxValue; | ||
235 | // Note that sizeX+1 vertices are created since there is land between this and the next region. | ||
236 | for (int yy = 0; yy <= sizeY; yy++) | ||
237 | { | ||
238 | for (int xx = 0; xx <= sizeX; xx++) // Hint: the "<=" means we go around sizeX + 1 times | ||
239 | { | ||
240 | int offset = yy * sizeX + xx; | ||
241 | // Extend the height with the height from the last row or column | ||
242 | if (yy == sizeY) offset -= sizeX; | ||
243 | if (xx == sizeX) offset -= 1; | ||
244 | float height = heightMap[offset]; | ||
245 | minHeight = Math.Min(minHeight, height); | ||
246 | vertices[verticesCount + 0] = (float)xx + extentBase.X; | ||
247 | vertices[verticesCount + 1] = (float)yy + extentBase.Y; | ||
248 | vertices[verticesCount + 2] = height + extentBase.Z; | ||
249 | verticesCount += 3; | ||
250 | } | ||
251 | } | ||
252 | verticesCount = verticesCount / 3; | ||
253 | |||
254 | for (int yy = 0; yy < sizeY; yy++) | ||
255 | { | ||
256 | for (int xx = 0; xx < sizeX; xx++) | ||
257 | { | ||
258 | int offset = yy * (sizeX + 1) + xx; | ||
259 | // Each vertices is presumed to be the upper left corner of a box of two triangles | ||
260 | indices[indicesCount + 0] = offset; | ||
261 | indices[indicesCount + 1] = offset + 1; | ||
262 | indices[indicesCount + 2] = offset + sizeX + 1; // accounting for the extra column | ||
263 | indices[indicesCount + 3] = offset + 1; | ||
264 | indices[indicesCount + 4] = offset + sizeX + 2; | ||
265 | indices[indicesCount + 5] = offset + sizeX + 1; | ||
266 | indicesCount += 6; | ||
267 | } | ||
268 | } | ||
269 | |||
270 | ret = true; | ||
271 | } | ||
272 | catch (Exception e) | ||
273 | { | ||
274 | if (physicsScene != null) | ||
275 | physicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh. For={1}/{2}, e={3}", | ||
276 | LogHeader, physicsScene.RegionName, extentBase, e); | ||
277 | } | ||
278 | |||
279 | indicesCountO = indicesCount; | ||
280 | indicesO = indices; | ||
281 | verticesCountO = verticesCount; | ||
282 | verticesO = vertices; | ||
283 | |||
284 | return ret; | ||
285 | } | ||
286 | |||
287 | private class HeightMapGetter | ||
288 | { | ||
289 | private float[] m_heightMap; | ||
290 | private int m_sizeX; | ||
291 | private int m_sizeY; | ||
292 | public HeightMapGetter(float[] pHeightMap, int pSizeX, int pSizeY) | ||
293 | { | ||
294 | m_heightMap = pHeightMap; | ||
295 | m_sizeX = pSizeX; | ||
296 | m_sizeY = pSizeY; | ||
297 | } | ||
298 | // The heightmap is extended as an infinite plane at the last height | ||
299 | public float GetHeight(int xx, int yy) | ||
300 | { | ||
301 | int offset = 0; | ||
302 | // Extend the height with the height from the last row or column | ||
303 | if (yy >= m_sizeY) | ||
304 | if (xx >= m_sizeX) | ||
305 | offset = (m_sizeY - 1) * m_sizeX + (m_sizeX - 1); | ||
306 | else | ||
307 | offset = (m_sizeY - 1) * m_sizeX + xx; | ||
308 | else | ||
309 | if (xx >= m_sizeX) | ||
310 | offset = yy * m_sizeX + (m_sizeX - 1); | ||
311 | else | ||
312 | offset = yy * m_sizeX + xx; | ||
313 | |||
314 | return m_heightMap[offset]; | ||
315 | } | ||
316 | } | ||
317 | |||
318 | // Convert the passed heightmap to mesh information suitable for CreateMeshShape2(). | ||
319 | // Version that handles magnification. | ||
320 | // Return 'true' if successfully created. | ||
321 | public static bool ConvertHeightmapToMesh2( BSScene physicsScene, | ||
322 | float[] heightMap, int sizeX, int sizeY, // parameters of incoming heightmap | ||
323 | int magnification, // number of vertices per heighmap step | ||
324 | Vector3 extent, // dimensions of the output mesh | ||
325 | Vector3 extentBase, // base to be added to all vertices | ||
326 | out int indicesCountO, out int[] indicesO, | ||
327 | out int verticesCountO, out float[] verticesO) | ||
328 | { | ||
329 | bool ret = false; | ||
330 | |||
331 | int indicesCount = 0; | ||
332 | int verticesCount = 0; | ||
333 | int[] indices = new int[0]; | ||
334 | float[] vertices = new float[0]; | ||
335 | |||
336 | HeightMapGetter hmap = new HeightMapGetter(heightMap, sizeX, sizeY); | ||
337 | |||
338 | // The vertices dimension of the output mesh | ||
339 | int meshX = sizeX * magnification; | ||
340 | int meshY = sizeY * magnification; | ||
341 | // The output size of one mesh step | ||
342 | float meshXStep = extent.X / meshX; | ||
343 | float meshYStep = extent.Y / meshY; | ||
344 | |||
345 | // Create an array of vertices that is meshX+1 by meshY+1 (note the loop | ||
346 | // from zero to <= meshX). The triangle indices are then generated as two triangles | ||
347 | // per heightmap point. There are meshX by meshY of these squares. The extra row and | ||
348 | // column of vertices are used to complete the triangles of the last row and column | ||
349 | // of the heightmap. | ||
350 | try | ||
351 | { | ||
352 | // Vertices for the output heightmap plus one on the side and bottom to complete triangles | ||
353 | int totalVertices = (meshX + 1) * (meshY + 1); | ||
354 | vertices = new float[totalVertices * 3]; | ||
355 | int totalIndices = meshX * meshY * 6; | ||
356 | indices = new int[totalIndices]; | ||
357 | |||
358 | if (physicsScene != null) | ||
359 | physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh2,inSize={1},outSize={2},totVert={3},totInd={4},extentBase={5}", | ||
360 | BSScene.DetailLogZero, new Vector2(sizeX, sizeY), new Vector2(meshX, meshY), | ||
361 | totalVertices, totalIndices, extentBase); | ||
362 | |||
363 | float minHeight = float.MaxValue; | ||
364 | // Note that sizeX+1 vertices are created since there is land between this and the next region. | ||
365 | // Loop through the output vertices and compute the mediun height in between the input vertices | ||
366 | for (int yy = 0; yy <= meshY; yy++) | ||
367 | { | ||
368 | for (int xx = 0; xx <= meshX; xx++) // Hint: the "<=" means we go around sizeX + 1 times | ||
369 | { | ||
370 | float offsetY = (float)yy * (float)sizeY / (float)meshY; // The Y that is closest to the mesh point | ||
371 | int stepY = (int)offsetY; | ||
372 | float fractionalY = offsetY - (float)stepY; | ||
373 | float offsetX = (float)xx * (float)sizeX / (float)meshX; // The X that is closest to the mesh point | ||
374 | int stepX = (int)offsetX; | ||
375 | float fractionalX = offsetX - (float)stepX; | ||
376 | |||
377 | // physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh2,xx={1},yy={2},offX={3},stepX={4},fractX={5},offY={6},stepY={7},fractY={8}", | ||
378 | // BSScene.DetailLogZero, xx, yy, offsetX, stepX, fractionalX, offsetY, stepY, fractionalY); | ||
379 | |||
380 | // get the four corners of the heightmap square the mesh point is in | ||
381 | float heightUL = hmap.GetHeight(stepX , stepY ); | ||
382 | float heightUR = hmap.GetHeight(stepX + 1, stepY ); | ||
383 | float heightLL = hmap.GetHeight(stepX , stepY + 1); | ||
384 | float heightLR = hmap.GetHeight(stepX + 1, stepY + 1); | ||
385 | |||
386 | // bilinear interplolation | ||
387 | float height = heightUL * (1 - fractionalX) * (1 - fractionalY) | ||
388 | + heightUR * fractionalX * (1 - fractionalY) | ||
389 | + heightLL * (1 - fractionalX) * fractionalY | ||
390 | + heightLR * fractionalX * fractionalY; | ||
391 | |||
392 | // physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh2,heightUL={1},heightUR={2},heightLL={3},heightLR={4},heightMap={5}", | ||
393 | // BSScene.DetailLogZero, heightUL, heightUR, heightLL, heightLR, height); | ||
394 | |||
395 | minHeight = Math.Min(minHeight, height); | ||
396 | |||
397 | vertices[verticesCount + 0] = (float)xx * meshXStep + extentBase.X; | ||
398 | vertices[verticesCount + 1] = (float)yy * meshYStep + extentBase.Y; | ||
399 | vertices[verticesCount + 2] = height + extentBase.Z; | ||
400 | verticesCount += 3; | ||
401 | } | ||
402 | } | ||
403 | // The number of vertices generated | ||
404 | verticesCount /= 3; | ||
405 | |||
406 | // Loop through all the heightmap squares and create indices for the two triangles for that square | ||
407 | for (int yy = 0; yy < meshY; yy++) | ||
408 | { | ||
409 | for (int xx = 0; xx < meshX; xx++) | ||
410 | { | ||
411 | int offset = yy * (meshX + 1) + xx; | ||
412 | // Each vertices is presumed to be the upper left corner of a box of two triangles | ||
413 | indices[indicesCount + 0] = offset; | ||
414 | indices[indicesCount + 1] = offset + 1; | ||
415 | indices[indicesCount + 2] = offset + meshX + 1; // accounting for the extra column | ||
416 | indices[indicesCount + 3] = offset + 1; | ||
417 | indices[indicesCount + 4] = offset + meshX + 2; | ||
418 | indices[indicesCount + 5] = offset + meshX + 1; | ||
419 | indicesCount += 6; | ||
420 | } | ||
421 | } | ||
422 | |||
423 | ret = true; | ||
424 | } | ||
425 | catch (Exception e) | ||
426 | { | ||
427 | if (physicsScene != null) | ||
428 | physicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh. For={1}/{2}, e={3}", | ||
429 | LogHeader, physicsScene.RegionName, extentBase, e); | ||
430 | } | ||
431 | |||
432 | indicesCountO = indicesCount; | ||
433 | indicesO = indices; | ||
434 | verticesCountO = verticesCount; | ||
435 | verticesO = vertices; | ||
436 | |||
437 | return ret; | ||
438 | } | ||
439 | } | ||
440 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs b/OpenSim/Region/PhysicsModules/BulletS/BulletSimData.cs index 662dd68..3329395 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs +++ b/OpenSim/Region/PhysicsModules/BulletS/BulletSimData.cs | |||
@@ -29,7 +29,7 @@ using System.Collections.Generic; | |||
29 | using System.Text; | 29 | using System.Text; |
30 | using OMV = OpenMetaverse; | 30 | using OMV = OpenMetaverse; |
31 | 31 | ||
32 | namespace OpenSim.Region.Physics.BulletSPlugin | 32 | namespace OpenSim.Region.PhysicsModule.BulletS |
33 | { | 33 | { |
34 | // Classes to allow some type checking for the API | 34 | // Classes to allow some type checking for the API |
35 | // These hold pointers to allocated objects in the unmanaged space. | 35 | // These hold pointers to allocated objects in the unmanaged space. |
@@ -104,18 +104,20 @@ public class BulletShape | |||
104 | { | 104 | { |
105 | public BulletShape() | 105 | public BulletShape() |
106 | { | 106 | { |
107 | type = BSPhysicsShapeType.SHAPE_UNKNOWN; | 107 | shapeType = BSPhysicsShapeType.SHAPE_UNKNOWN; |
108 | shapeKey = (System.UInt64)FixedShapeKey.KEY_NONE; | 108 | shapeKey = (System.UInt64)FixedShapeKey.KEY_NONE; |
109 | isNativeShape = false; | 109 | isNativeShape = false; |
110 | } | 110 | } |
111 | public BSPhysicsShapeType type; | 111 | public BSPhysicsShapeType shapeType; |
112 | public System.UInt64 shapeKey; | 112 | public System.UInt64 shapeKey; |
113 | public bool isNativeShape; | 113 | public bool isNativeShape; |
114 | 114 | ||
115 | public virtual void Clear() { } | 115 | public virtual void Clear() { } |
116 | public virtual bool HasPhysicalShape { get { return false; } } | 116 | public virtual bool HasPhysicalShape { get { return false; } } |
117 | |||
117 | // Make another reference to this physical object. | 118 | // Make another reference to this physical object. |
118 | public virtual BulletShape Clone() { return new BulletShape(); } | 119 | public virtual BulletShape Clone() { return new BulletShape(); } |
120 | |||
119 | // Return 'true' if this and other refer to the same physical object | 121 | // Return 'true' if this and other refer to the same physical object |
120 | public virtual bool ReferenceSame(BulletShape xx) { return false; } | 122 | public virtual bool ReferenceSame(BulletShape xx) { return false; } |
121 | 123 | ||
@@ -131,7 +133,7 @@ public class BulletShape | |||
131 | buff.Append("<p="); | 133 | buff.Append("<p="); |
132 | buff.Append(AddrString); | 134 | buff.Append(AddrString); |
133 | buff.Append(",s="); | 135 | buff.Append(",s="); |
134 | buff.Append(type.ToString()); | 136 | buff.Append(shapeType.ToString()); |
135 | buff.Append(",k="); | 137 | buff.Append(",k="); |
136 | buff.Append(shapeKey.ToString("X")); | 138 | buff.Append(shapeKey.ToString("X")); |
137 | buff.Append(",n="); | 139 | buff.Append(",n="); |
@@ -163,14 +165,15 @@ public class BulletConstraint | |||
163 | // than making copies. | 165 | // than making copies. |
164 | public class BulletHMapInfo | 166 | public class BulletHMapInfo |
165 | { | 167 | { |
166 | public BulletHMapInfo(uint id, float[] hm) { | 168 | public BulletHMapInfo(uint id, float[] hm, float pSizeX, float pSizeY) { |
167 | ID = id; | 169 | ID = id; |
168 | heightMap = hm; | 170 | heightMap = hm; |
169 | terrainRegionBase = OMV.Vector3.Zero; | 171 | terrainRegionBase = OMV.Vector3.Zero; |
170 | minCoords = new OMV.Vector3(100f, 100f, 25f); | 172 | minCoords = new OMV.Vector3(100f, 100f, 25f); |
171 | maxCoords = new OMV.Vector3(101f, 101f, 26f); | 173 | maxCoords = new OMV.Vector3(101f, 101f, 26f); |
172 | minZ = maxZ = 0f; | 174 | minZ = maxZ = 0f; |
173 | sizeX = sizeY = 256f; | 175 | sizeX = pSizeX; |
176 | sizeY = pSizeY; | ||
174 | } | 177 | } |
175 | public uint ID; | 178 | public uint ID; |
176 | public float[] heightMap; | 179 | public float[] heightMap; |
@@ -187,6 +190,7 @@ public class BulletHMapInfo | |||
187 | public enum CollisionType | 190 | public enum CollisionType |
188 | { | 191 | { |
189 | Avatar, | 192 | Avatar, |
193 | PhantomToOthersAvatar, // An avatar that it phantom to other avatars but not to anything else | ||
190 | Groundplane, | 194 | Groundplane, |
191 | Terrain, | 195 | Terrain, |
192 | Static, | 196 | Static, |
@@ -215,45 +219,55 @@ public static class BulletSimData | |||
215 | { | 219 | { |
216 | 220 | ||
217 | // Map of collisionTypes to flags for collision groups and masks. | 221 | // Map of collisionTypes to flags for collision groups and masks. |
222 | // An object's 'group' is the collison groups this object belongs to | ||
223 | // An object's 'filter' is the groups another object has to belong to in order to collide with me | ||
224 | // A collision happens if ((obj1.group & obj2.filter) != 0) || ((obj2.group & obj1.filter) != 0) | ||
225 | // | ||
218 | // As mentioned above, don't use the CollisionFilterGroups definitions directly in the code | 226 | // As mentioned above, don't use the CollisionFilterGroups definitions directly in the code |
219 | // but, instead, use references to this dictionary. Finding and debugging | 227 | // but, instead, use references to this dictionary. Finding and debugging |
220 | // collision flag problems will be made easier. | 228 | // collision flag problems will be made easier. |
221 | public static Dictionary<CollisionType, CollisionTypeFilterGroup> CollisionTypeMasks | 229 | public static Dictionary<CollisionType, CollisionTypeFilterGroup> CollisionTypeMasks |
222 | = new Dictionary<CollisionType, CollisionTypeFilterGroup>() | 230 | = new Dictionary<CollisionType, CollisionTypeFilterGroup>() |
223 | { | 231 | { |
224 | { CollisionType.Avatar, | 232 | { CollisionType.Avatar, |
225 | new CollisionTypeFilterGroup(CollisionType.Avatar, | 233 | new CollisionTypeFilterGroup(CollisionType.Avatar, |
226 | (uint)CollisionFilterGroups.BCharacterGroup, | 234 | (uint)CollisionFilterGroups.BCharacterGroup, |
227 | (uint)CollisionFilterGroups.BAllGroup) | 235 | (uint)(CollisionFilterGroups.BAllGroup)) |
228 | }, | 236 | }, |
229 | { CollisionType.Groundplane, | 237 | { CollisionType.PhantomToOthersAvatar, |
230 | new CollisionTypeFilterGroup(CollisionType.Groundplane, | 238 | new CollisionTypeFilterGroup(CollisionType.PhantomToOthersAvatar, |
231 | (uint)CollisionFilterGroups.BGroundPlaneGroup, | 239 | (uint)CollisionFilterGroups.BCharacterGroup, |
232 | (uint)CollisionFilterGroups.BAllGroup) | 240 | (uint)(CollisionFilterGroups.BAllGroup & ~CollisionFilterGroups.BCharacterGroup)) |
241 | }, | ||
242 | { CollisionType.Groundplane, | ||
243 | new CollisionTypeFilterGroup(CollisionType.Groundplane, | ||
244 | (uint)CollisionFilterGroups.BGroundPlaneGroup, | ||
245 | // (uint)CollisionFilterGroups.BAllGroup) | ||
246 | (uint)(CollisionFilterGroups.BCharacterGroup | CollisionFilterGroups.BSolidGroup)) | ||
233 | }, | 247 | }, |
234 | { CollisionType.Terrain, | 248 | { CollisionType.Terrain, |
235 | new CollisionTypeFilterGroup(CollisionType.Terrain, | 249 | new CollisionTypeFilterGroup(CollisionType.Terrain, |
236 | (uint)CollisionFilterGroups.BTerrainGroup, | 250 | (uint)CollisionFilterGroups.BTerrainGroup, |
237 | (uint)(CollisionFilterGroups.BAllGroup & ~CollisionFilterGroups.BStaticGroup)) | 251 | (uint)(CollisionFilterGroups.BAllGroup & ~CollisionFilterGroups.BStaticGroup)) |
238 | }, | 252 | }, |
239 | { CollisionType.Static, | 253 | { CollisionType.Static, |
240 | new CollisionTypeFilterGroup(CollisionType.Static, | 254 | new CollisionTypeFilterGroup(CollisionType.Static, |
241 | (uint)CollisionFilterGroups.BStaticGroup, | 255 | (uint)CollisionFilterGroups.BStaticGroup, |
242 | (uint)(CollisionFilterGroups.BCharacterGroup | CollisionFilterGroups.BSolidGroup)) | 256 | (uint)(CollisionFilterGroups.BCharacterGroup | CollisionFilterGroups.BSolidGroup)) |
243 | }, | 257 | }, |
244 | { CollisionType.Dynamic, | 258 | { CollisionType.Dynamic, |
245 | new CollisionTypeFilterGroup(CollisionType.Dynamic, | 259 | new CollisionTypeFilterGroup(CollisionType.Dynamic, |
246 | (uint)CollisionFilterGroups.BSolidGroup, | 260 | (uint)CollisionFilterGroups.BSolidGroup, |
247 | (uint)(CollisionFilterGroups.BAllGroup)) | 261 | (uint)(CollisionFilterGroups.BAllGroup)) |
248 | }, | 262 | }, |
249 | { CollisionType.VolumeDetect, | 263 | { CollisionType.VolumeDetect, |
250 | new CollisionTypeFilterGroup(CollisionType.VolumeDetect, | 264 | new CollisionTypeFilterGroup(CollisionType.VolumeDetect, |
251 | (uint)CollisionFilterGroups.BSensorTrigger, | 265 | (uint)CollisionFilterGroups.BSensorTrigger, |
252 | (uint)(~CollisionFilterGroups.BSensorTrigger)) | 266 | (uint)(~CollisionFilterGroups.BSensorTrigger)) |
253 | }, | 267 | }, |
254 | { CollisionType.LinksetChild, | 268 | { CollisionType.LinksetChild, |
255 | new CollisionTypeFilterGroup(CollisionType.LinksetChild, | 269 | new CollisionTypeFilterGroup(CollisionType.LinksetChild, |
256 | (uint)CollisionFilterGroups.BLinksetChildGroup, | 270 | (uint)CollisionFilterGroups.BLinksetChildGroup, |
257 | (uint)(CollisionFilterGroups.BNoneGroup)) | 271 | (uint)(CollisionFilterGroups.BNoneGroup)) |
258 | // (uint)(CollisionFilterGroups.BCharacterGroup | CollisionFilterGroups.BSolidGroup)) | 272 | // (uint)(CollisionFilterGroups.BCharacterGroup | CollisionFilterGroups.BSolidGroup)) |
259 | }, | 273 | }, |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/PhysicsModules/BulletS/BulletSimTODO.txt index a8a4ff5..0453376 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt +++ b/OpenSim/Region/PhysicsModules/BulletS/BulletSimTODO.txt | |||
@@ -1,93 +1,107 @@ | |||
1 | CURRENT PRIORITIES | 1 | CURRENT PROBLEMS TO FIX AND/OR LOOK AT |
2 | ================================================= | 2 | ================================================= |
3 | Redo BulletSimAPI to allow native C# implementation of Bullet option. | 3 | Vehicle buoyancy. Computed correctly? Possibly creating very large effective mass. |
4 | Avatar movement | 4 | Interaction of llSetBuoyancy and vehicle buoyancy. Should be additive? |
5 | flying into a wall doesn't stop avatar who keeps appearing to move through the obstacle | 5 | Negative buoyancy computed correctly |
6 | walking up stairs is not calibrated correctly (stairs out of Kepler cabin) | 6 | Center-of-gravity |
7 | avatar capsule rotation completed | 7 | Computation of mesh mass. How done? How should it be done? |
8 | llMoveToTarget | ||
9 | Enable vehicle border crossings (at least as poorly as ODE) | 8 | Enable vehicle border crossings (at least as poorly as ODE) |
10 | Terrain skirts | 9 | Terrain skirts |
11 | Avatar created in previous region and not new region when crossing border | 10 | Avatar created in previous region and not new region when crossing border |
12 | Vehicle recreated in new sim at small Z value (offset from root value?) (DONE) | 11 | Vehicle recreated in new sim at small Z value (offset from root value?) (DONE) |
13 | Vehicle movement on terrain smoothness | 12 | User settable terrain mesh |
13 | Allow specifying as convex or concave and use different getHeight functions depending | ||
14 | Boats, when turning nose down into the water | ||
15 | Acts like rotation around Z is also effecting rotation around X and Y | ||
16 | Deleting a linkset while standing on the root will leave the physical shape of the root behind. | ||
17 | Not sure if it is because standing on it. Done with large prim linksets. | ||
18 | Linkset child rotations. | ||
19 | Nebadon spiral tube has middle sections which are rotated wrong. | ||
20 | Select linked spiral tube. Delink and note where the middle section ends up. | ||
21 | Teravus llMoveToTarget script debug | ||
22 | Mixing of hover, buoyancy/gravity, moveToTarget, into one force | ||
23 | Setting hover height to zero disables hover even if hover flags are on (from SL wiki) | ||
24 | limitMotorUp calibration (more down?) | ||
25 | llRotLookAt | ||
26 | llLookAt | ||
27 | Convert to avatar mesh capsule. Include rotation of capsule. | ||
14 | Vehicle script tuning/debugging | 28 | Vehicle script tuning/debugging |
15 | Avanti speed script | 29 | Avanti speed script |
16 | Weapon shooter script | 30 | Weapon shooter script |
17 | limitMotorUp calibration (more down?) | 31 | Move material definitions (friction, ...) into simulator. |
18 | Boats float low in the water | 32 | osGetPhysicsEngineVerion() and create a version code for the C++ DLL |
19 | Add material densities to the material types. | 33 | One sided meshes? Should terrain be built into a closed shape? |
20 | 34 | When meshes get partially wedged into the terrain, they cannot push themselves out. | |
21 | CRASHES | 35 | It is possible that Bullet processes collisions whether entering or leaving a mesh. |
22 | ================================================= | 36 | Ref: http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4869 |
23 | 20121129.1411: editting/moving phys object across region boundries causes crash | 37 | Small physical objects do not interact correctly |
24 | getPos-> btRigidBody::upcast -> getBodyType -> BOOM | 38 | Create chain of .5x.5x.1 torui and make all but top physical so to hang. |
25 | 20121128.1600: mesh object not rezzing (no physics mesh). | 39 | The chain will fall apart and pairs will dance around on ground |
26 | Causes many errors. Doesn't stop after first error with box shape. | 40 | Chains of 1x1x.2 will stay connected but will dance. |
27 | Eventually crashes when deleting the object. | 41 | Chains above 2x2x.4 are more stable and get stablier as torui get larger. |
28 | 20121206.1434: rez Sam-pan into OSGrid BulletSim11 region | ||
29 | Immediate simulator crash. Mono does not output any stacktrace and | ||
30 | log just stops after reporting taint-time linking of the linkset. | ||
31 | 42 | ||
32 | VEHICLES TODO LIST: | 43 | VEHICLES TODO LIST: |
33 | ================================================= | 44 | ================================================= |
34 | Angular motor direction is global coordinates rather than local coordinates | 45 | LINEAR_MOTOR_DIRECTION values should be clamped to reasonable numbers. |
35 | Border crossing with linked vehicle causes crash | 46 | What are the limits in SL? |
36 | Vehicles (Move smoothly) | 47 | Same for other velocity settings. |
37 | Add vehicle collisions so IsColliding is properly reported. | 48 | UBit improvements to remove rubber-banding of avatars sitting on vehicle child prims: |
38 | Needed for banking, limitMotorUp, movementLimiting, ... | 49 | https://github.com/UbitUmarov/Ubit-opensim |
39 | VehicleAddForce is not scaled by the simulation step but it is only | ||
40 | applied for one step. Should it be scaled? | ||
41 | Some vehicles should not be able to turn if no speed or off ground. | 50 | Some vehicles should not be able to turn if no speed or off ground. |
42 | Cannot edit/move a vehicle being ridden: it jumps back to the origional position. | 51 | Cannot edit/move a vehicle being ridden: it jumps back to the origional position. |
43 | Neb car jiggling left and right | 52 | Neb car jiggling left and right |
44 | Happens on terrain and any other mesh object. Flat cubes are much smoother. | 53 | Happens on terrain and any other mesh object. Flat cubes are much smoother. |
45 | This has been reduced but not eliminated. | 54 | This has been reduced but not eliminated. |
46 | Implement referenceFrame for all the motion routines. | 55 | Implement referenceFrame for all the motion routines. |
47 | Angular motion around Z moves the vehicle in world Z and not vehicle Z in ODE. | ||
48 | Verify that angular motion specified around Z moves in the vehicle coordinates. | ||
49 | Verify llGetVel() is returning a smooth and good value for vehicle movement. | 56 | Verify llGetVel() is returning a smooth and good value for vehicle movement. |
50 | llGetVel() should return the root's velocity if requested in a child prim. | 57 | llGetVel() should return the root's velocity if requested in a child prim. |
51 | Implement function efficiency for lineaar and angular motion. | 58 | Implement function efficiency for lineaar and angular motion. |
52 | After getting off a vehicle, the root prim is phantom (can be walked through) | ||
53 | Need to force a position update for the root prim after compound shape destruction | ||
54 | Linkset explosion after three "rides" on Nebadon lite vehicle (LinksetConstraint) | 59 | Linkset explosion after three "rides" on Nebadon lite vehicle (LinksetConstraint) |
55 | For limitMotorUp, use raycast down to find if vehicle is in the air. | ||
56 | Remove vehicle angular velocity zeroing in BSPrim.UpdateProperties(). | 60 | Remove vehicle angular velocity zeroing in BSPrim.UpdateProperties(). |
57 | A kludge that isn't fixing the real problem of Bullet adding extra motion. | 61 | A kludge that isn't fixing the real problem of Bullet adding extra motion. |
58 | Incorporate inter-relationship of angular corrections. For instance, angularDeflection | 62 | Incorporate inter-relationship of angular corrections. For instance, angularDeflection |
59 | and angularMotorUp will compute same X or Y correction. When added together | 63 | and angularMotorUp will compute same X or Y correction. When added together |
60 | creates over-correction and over-shoot and wabbling. | 64 | creates over-correction and over-shoot and wabbling. |
65 | Vehicle attributes are not restored when a vehicle is rezzed on region creation | ||
66 | Create vehicle, setup vehicle properties, restart region, vehicle is not reinitialized. | ||
67 | What to do if vehicle and prim buoyancy differ? | ||
61 | 68 | ||
62 | BULLETSIM TODO LIST: | 69 | GENERAL TODO LIST: |
63 | ================================================= | 70 | ================================================= |
71 | Resitution of a prim works on another prim but not on terrain. | ||
72 | The dropped prim doesn't bounce properly on the terrain. | ||
73 | Add a sanity check for PIDTarget location. | ||
74 | Level-of-detail for mesh creation. Prims with circular interiors require lod of 32. | ||
75 | Is much saved with lower LODs? At the moment, all set to 32. | ||
76 | Collisions are inconsistant: arrows are supposed to hit and report collision. Often don't. | ||
77 | If arrow show at prim, collision reported about 1/3 of time. If collision reported, | ||
78 | both arrow and prim report it. The arrow bounces off the prim 9 out of 10 times. | ||
79 | Shooting 5m sphere "arrows" at 60m/s. | ||
80 | llMoveToTarget objects are not effected by gravity until target is removed. | ||
81 | Compute CCD parameters based on body size | ||
82 | Can solver iterations be changed per body/shape? Can be for constraints but what | ||
83 | about regular vehicles? | ||
84 | Implement llSetPhysicalMaterial. | ||
85 | extend it with Center-of-mass, rolling friction, density | ||
86 | Implement llSetForceAndTorque. | ||
87 | Change BSPrim.moveToTarget to used forces rather than changing position | ||
88 | Changing position allows one to move through walls | ||
64 | Implement an avatar mesh shape. The Bullet capsule is way too limited. | 89 | Implement an avatar mesh shape. The Bullet capsule is way too limited. |
65 | Consider just hand creating a vertex/index array in a new BSShapeAvatar. | 90 | Consider just hand creating a vertex/index array in a new BSShapeAvatar. |
91 | Verify/fix phantom, volume-detect objects do not fall to infinity. Should stop at terrain. | ||
66 | Revisit CollisionMargin. Builders notice the 0.04 spacing between prims. | 92 | Revisit CollisionMargin. Builders notice the 0.04 spacing between prims. |
67 | Duplicating a physical prim causes old prim to jump away | 93 | Duplicating a physical prim causes old prim to jump away |
68 | Dup a phys prim and the original become unselected and thus interacts w/ selected prim. | 94 | Dup a phys prim and the original become unselected and thus interacts w/ selected prim. |
69 | Scenes with hundred of thousands of static objects take a lot of physics CPU time. | 95 | Scenes with hundred of thousands of static objects take a lot of physics CPU time. |
70 | BSPrim.Force should set a continious force on the prim. The force should be | ||
71 | applied each tick. Some limits? | ||
72 | Gun sending shooter flying. | 96 | Gun sending shooter flying. |
73 | Collision margin (gap between physical objects lying on each other) | 97 | Collision margin (gap between physical objects lying on each other) |
74 | Boundry checking (crashes related to crossing boundry) | 98 | Boundry checking (crashes related to crossing boundry) |
75 | Add check for border edge position for avatars and objects. | 99 | Add check for border edge position for avatars and objects. |
76 | Verify the events are created for border crossings. | 100 | Verify the events are created for border crossings. |
77 | Avatar rotation (check out changes to ScenePresence for physical rotation) | ||
78 | Avatar running (what does phys engine need to do?) | ||
79 | Small physical objects do not interact correctly | ||
80 | Create chain of .5x.5x.1 torui and make all but top physical so to hang. | ||
81 | The chain will fall apart and pairs will dance around on ground | ||
82 | Chains of 1x1x.2 will stay connected but will dance. | ||
83 | Chains above 2x2x.4 are more stable and get stablier as torui get larger. | ||
84 | Add PID motor for avatar movement (slow to stop, ...) | ||
85 | setForce should set a constant force. Different than AddImpulse. | ||
86 | Implement raycast. | ||
87 | Implement ShapeCollection.Dispose() | 101 | Implement ShapeCollection.Dispose() |
88 | Implement water as a plain so raycasting and collisions can happen with same. | 102 | Implement water as a plain or mesh so raycasting and collisions can happen with same. |
89 | Add osGetPhysicsEngineName() so scripters can tell whether BulletSim or ODE | 103 | Add collision penetration return |
90 | Also osGetPhysicsEngineVerion() maybe. | 104 | Add field passed back by BulletSim.dll and fill with info in ManifoldConstact.GetDistance() |
91 | Linkset.Position and Linkset.Orientation requre rewrite to properly return | 105 | Linkset.Position and Linkset.Orientation requre rewrite to properly return |
92 | child position. LinksetConstraint acts like it's at taint time!! | 106 | child position. LinksetConstraint acts like it's at taint time!! |
93 | Implement LockAngularMotion -- implements llSetStatus(ROTATE_AXIS_*, T/F) | 107 | Implement LockAngularMotion -- implements llSetStatus(ROTATE_AXIS_*, T/F) |
@@ -99,14 +113,17 @@ Selecting and deselecting physical objects causes CPU processing time to jump | |||
99 | Re-implement buoyancy as a separate force on the object rather than diddling gravity. | 113 | Re-implement buoyancy as a separate force on the object rather than diddling gravity. |
100 | Register a pre-step event to add the force. | 114 | Register a pre-step event to add the force. |
101 | More efficient memory usage when passing hull information from BSPrim to BulletSim | 115 | More efficient memory usage when passing hull information from BSPrim to BulletSim |
102 | Avatar movement motor check for zero or small movement. Somehow suppress small movements | ||
103 | when avatar has stopped and is just standing. Simple test for near zero has | ||
104 | the problem of preventing starting up (increase from zero) especially when falling. | ||
105 | Physical and phantom will drop through the terrain | 116 | Physical and phantom will drop through the terrain |
106 | 117 | ||
107 | 118 | ||
108 | LINKSETS | 119 | LINKSETS |
109 | ====================================================== | 120 | ====================================================== |
121 | Child prims do not report collisions | ||
122 | Allow children of a linkset to be phantom: | ||
123 | http://opensim-dev.2196679.n2.nabble.com/Setting-a-single-child-prim-to-Phantom-tp7578513.html | ||
124 | Add OS_STATUS_PHANTOM_PRIM to llSetLinkPrimitaveParamsFast. | ||
125 | Editing a child of a linkset causes the child to go phantom | ||
126 | Move a child prim once when it is physical and can never move it again without it going phantom | ||
110 | Offset the center of the linkset to be the geometric center of all the prims | 127 | Offset the center of the linkset to be the geometric center of all the prims |
111 | Not quite the same as the center-of-gravity | 128 | Not quite the same as the center-of-gravity |
112 | Linksets should allow collisions to individual children | 129 | Linksets should allow collisions to individual children |
@@ -117,11 +134,9 @@ LinksetCompound: when one of the children changes orientation (like tires | |||
117 | Verify/think through scripts in children of linksets. What do they reference | 134 | Verify/think through scripts in children of linksets. What do they reference |
118 | and return when getting position, velocity, ... | 135 | and return when getting position, velocity, ... |
119 | Confirm constraint linksets still work after making all the changes for compound linksets. | 136 | Confirm constraint linksets still work after making all the changes for compound linksets. |
137 | Use PostTaint callback to do rebuilds for constraint linksets to reduce rebuilding | ||
120 | Add 'changed' flag or similar to reduce the number of times a linkset is rebuilt. | 138 | Add 'changed' flag or similar to reduce the number of times a linkset is rebuilt. |
121 | For compound linksets, add ability to remove or reposition individual child shapes. | 139 | For compound linksets, add ability to remove or reposition individual child shapes. |
122 | Disable activity of passive linkset children. | ||
123 | Since the linkset is a compound object, the old prims are left lying | ||
124 | around and need to be phantomized so they don't collide, ... | ||
125 | Speed up creation of large physical linksets | 140 | Speed up creation of large physical linksets |
126 | For instance, sitting in Neb's car (130 prims) takes several seconds to become physical. | 141 | For instance, sitting in Neb's car (130 prims) takes several seconds to become physical. |
127 | REALLY bad for very large physical linksets (freezes the sim for many seconds). | 142 | REALLY bad for very large physical linksets (freezes the sim for many seconds). |
@@ -131,25 +146,27 @@ Eliminate collisions between objects in a linkset. (LinksetConstraint) | |||
131 | 146 | ||
132 | MORE | 147 | MORE |
133 | ====================================================== | 148 | ====================================================== |
134 | Test avatar walking up stairs. How does compare with SL. | 149 | Compute avatar size and scale correctly. Now it is a bit off from the capsule size. |
135 | Radius of the capsule affects ability to climb edges. | 150 | Create tests for different interface components |
151 | Have test objects/scripts measure themselves and turn color if correct/bad | ||
152 | Test functions in SL and calibrate correctness there | ||
153 | Create auto rezzer and tracker to run through the tests | ||
154 | Do we need to do convex hulls all the time? Can complex meshes be left meshes? | ||
155 | There is some problem with meshes and collisions | ||
156 | Hulls are not as detailed as meshes. Hulled vehicles insides are different shape. | ||
136 | Debounce avatar contact so legs don't keep folding up when standing. | 157 | Debounce avatar contact so legs don't keep folding up when standing. |
137 | Implement LSL physics controls. Like STATUS_ROTATE_X. | ||
138 | Add border extensions to terrain to help region crossings and objects leaving region. | 158 | Add border extensions to terrain to help region crossings and objects leaving region. |
139 | Use a different capsule shape for avatar when sitting | 159 | Use a different capsule shape for avatar when sitting |
140 | LL uses a pyrimidal shape scaled by the avatar's bounding box | 160 | LL uses a pyrimidal shape scaled by the avatar's bounding box |
141 | http://wiki.secondlife.com/wiki/File:Avmeshforms.png | 161 | http://wiki.secondlife.com/wiki/File:Avmeshforms.png |
142 | |||
143 | Performance test with lots of avatars. Can BulletSim support a thousand? | 162 | Performance test with lots of avatars. Can BulletSim support a thousand? |
144 | Optimize collisions in C++: only send up to the object subscribed to collisions. | 163 | Optimize collisions in C++: only send up to the object subscribed to collisions. |
145 | Use collision subscription and remove the collsion(A,B) and collision(B,A) | 164 | Use collision subscription and remove the collsion(A,B) and collision(B,A) |
146 | Check whether SimMotionState needs large if statement (see TODO). | 165 | Check whether SimMotionState needs large if statement (see TODO). |
147 | |||
148 | Implement 'top colliders' info. | 166 | Implement 'top colliders' info. |
149 | Avatar jump | 167 | Avatar jump |
150 | Performance measurement and changes to make quicker. | 168 | Performance measurement and changes to make quicker. |
151 | Implement detailed physics stats (GetStats()). | 169 | Implement detailed physics stats (GetStats()). |
152 | |||
153 | Measure performance improvement from hulls | 170 | Measure performance improvement from hulls |
154 | Test not using ghost objects for volume detect implementation. | 171 | Test not using ghost objects for volume detect implementation. |
155 | Performance of closures and delegates for taint processing | 172 | Performance of closures and delegates for taint processing |
@@ -157,9 +174,7 @@ Performance of closures and delegates for taint processing | |||
157 | Is any slowdown introduced by the existing implementation significant? | 174 | Is any slowdown introduced by the existing implementation significant? |
158 | Is there are more efficient method of implementing pre and post step actions? | 175 | Is there are more efficient method of implementing pre and post step actions? |
159 | See http://www.codeproject.com/Articles/29922/Weak-Events-in-C | 176 | See http://www.codeproject.com/Articles/29922/Weak-Events-in-C |
160 | |||
161 | Physics Arena central pyramid: why is one side permiable? | 177 | Physics Arena central pyramid: why is one side permiable? |
162 | |||
163 | In SL, perfect spheres don't seem to have rolling friction. Add special case. | 178 | In SL, perfect spheres don't seem to have rolling friction. Add special case. |
164 | Enforce physical parameter min/max: | 179 | Enforce physical parameter min/max: |
165 | Gravity: [-1, 28] | 180 | Gravity: [-1, 28] |
@@ -168,6 +183,7 @@ Enforce physical parameter min/max: | |||
168 | Restitution [0, 1] | 183 | Restitution [0, 1] |
169 | http://wiki.secondlife.com/wiki/Physics_Material_Settings_test | 184 | http://wiki.secondlife.com/wiki/Physics_Material_Settings_test |
170 | Avatar attachments have no mass? http://forums-archive.secondlife.com/54/f0/31796/1.html | 185 | Avatar attachments have no mass? http://forums-archive.secondlife.com/54/f0/31796/1.html |
186 | Keep avatar scaling correct. http://pennycow.blogspot.fr/2011/07/matter-of-scale.html | ||
171 | 187 | ||
172 | INTERNAL IMPROVEMENT/CLEANUP | 188 | INTERNAL IMPROVEMENT/CLEANUP |
173 | ================================================= | 189 | ================================================= |
@@ -190,22 +206,19 @@ Generalize Dynamics and PID with standardized motors. | |||
190 | Generalize Linkset and vehicles into PropertyManagers | 206 | Generalize Linkset and vehicles into PropertyManagers |
191 | Methods for Refresh, RemoveBodyDependencies, RestoreBodyDependencies | 207 | Methods for Refresh, RemoveBodyDependencies, RestoreBodyDependencies |
192 | Potentially add events for shape destruction, etc. | 208 | Potentially add events for shape destruction, etc. |
193 | Complete implemention of preStepActions | 209 | Better mechanism for resetting linkset set and vehicle parameters when body rebuilt. |
194 | Replace vehicle step call with prestep event. | 210 | BSPrim.CreateGeomAndObject is kludgy with the callbacks, etc. |
195 | Is there a need for postStepActions? postStepTaints? | ||
196 | Implement linkset by setting position of children when root updated. (LinksetManual) | 211 | Implement linkset by setting position of children when root updated. (LinksetManual) |
197 | Linkset implementation using manual prim movement. | 212 | Linkset implementation using manual prim movement. |
198 | LinkablePrim class? Would that simplify/centralize the linkset logic? | 213 | LinkablePrim class? Would that simplify/centralize the linkset logic? |
199 | BSScene.UpdateParameterSet() is broken. How to set params on objects? | 214 | BSScene.UpdateParameterSet() is broken. How to set params on objects? |
200 | Remove HeightmapInfo from terrain specification | ||
201 | Since C++ code does not need terrain height, this structure et al are not needed. | ||
202 | Add floating motor for BS_FLOATS_ON_WATER so prim and avatar will | 215 | Add floating motor for BS_FLOATS_ON_WATER so prim and avatar will |
203 | bob at the water level. BSPrim.PositionSanityCheck(). | 216 | bob at the water level. BSPrim.PositionSanityCheck() |
204 | Should taints check for existance or activeness of target? | 217 | Should taints check for existance or activeness of target? |
205 | When destroying linksets/etc, taints can be generated for objects that are | 218 | When destroying linksets/etc, taints can be generated for objects that are |
206 | actually gone when the taint happens. Crashes don't happen because the taint closure | 219 | actually gone when the taint happens. Crashes don't happen because the taint closure |
207 | keeps the object from being freed, but that is just an accident. | 220 | keeps the object from being freed, but that is just an accident. |
208 | Possibly have and 'active' flag that is checked by the taint processor? | 221 | Possibly have an 'active' flag that is checked by the taint processor? |
209 | Parameters for physics logging should be moved from BSScene to BSParam (at least boolean ones) | 222 | Parameters for physics logging should be moved from BSScene to BSParam (at least boolean ones) |
210 | Can some of the physical wrapper classes (BulletBody, BulletWorld, BulletShape) be 'sealed'? | 223 | Can some of the physical wrapper classes (BulletBody, BulletWorld, BulletShape) be 'sealed'? |
211 | There are TOO MANY interfaces from BulletSim core to Bullet itself | 224 | There are TOO MANY interfaces from BulletSim core to Bullet itself |
@@ -270,3 +283,97 @@ llSetBuoyancy() (DONE) | |||
270 | (Resolution: Bullet resets object gravity when added to world. Moved set gravity) | 283 | (Resolution: Bullet resets object gravity when added to world. Moved set gravity) |
271 | Avatar density is WAY off. Compare and calibrate with what's in SL. (DONE) | 284 | Avatar density is WAY off. Compare and calibrate with what's in SL. (DONE) |
272 | (Resolution: set default density to 3.5 (from 60) which is closer to SL) | 285 | (Resolution: set default density to 3.5 (from 60) which is closer to SL) |
286 | Redo BulletSimAPI to allow native C# implementation of Bullet option (DONE) | ||
287 | (Resolution: added BSAPITemplate and then interfaces for C++ Bullet and C# BulletXNA | ||
288 | Meshes rendering as bounding boxes (DONE) | ||
289 | (Resolution: Added test for mesh/sculpties in native shapes so it didn't think it was a box) | ||
290 | llMoveToTarget (Resolution: added simple motor to update the position.) | ||
291 | Angular motor direction is global coordinates rather than local coordinates (DONE) | ||
292 | Add vehicle collisions so IsColliding is properly reported. (DONE) | ||
293 | Needed for banking, limitMotorUp, movementLimiting, ... | ||
294 | (Resolution: added CollisionFlags.BS_VEHICLE_COLLISION and code to use it) | ||
295 | VehicleAddForce is not scaled by the simulation step but it is only | ||
296 | applied for one step. Should it be scaled? (DONE) | ||
297 | (Resolution: use force for timed things, Impulse for immediate, non-timed things) | ||
298 | Complete implemention of preStepActions (DONE) | ||
299 | Replace vehicle step call with prestep event. | ||
300 | Is there a need for postStepActions? postStepTaints? | ||
301 | Disable activity of passive linkset children. (DONE) | ||
302 | Since the linkset is a compound object, the old prims are left lying | ||
303 | around and need to be phantomized so they don't collide, ... | ||
304 | Remove HeightmapInfo from terrain specification (DONE) | ||
305 | Since C++ code does not need terrain height, this structure et al are not needed. | ||
306 | Surfboard go wonky when turning (DONE) | ||
307 | Angular motor direction is global coordinates rather than local coordinates? | ||
308 | (Resolution: made angular motor direction correct coordinate system) | ||
309 | Mantis 6040 script http://opensimulator.org/mantis/view.php?id=6040 (DONE) | ||
310 | Msg Kayaker on OSGrid when working | ||
311 | (Resolution: LINEAR_DIRECTION is in vehicle coords. Test script does the | ||
312 | same in SL as in OS/BulletSim) | ||
313 | Boats float low in the water (DONE) | ||
314 | Boats floating at proper level (DONE) | ||
315 | When is force introduced by SetForce removed? The prestep action could go forever. (DONE) | ||
316 | (Resolution: setForce registers a prestep action which keeps applying the force) | ||
317 | Child movement in linkset (don't rebuild linkset) (DONE 20130122)) | ||
318 | Avatar standing on a moving object should start to move with the object. (DONE 20130125) | ||
319 | Angular motion around Z moves the vehicle in world Z and not vehicle Z in ODE. | ||
320 | Verify that angular motion specified around Z moves in the vehicle coordinates. | ||
321 | DONE 20130120: BulletSim properly applies force in vehicle relative coordinates. | ||
322 | Nebadon vehicles turning funny in arena (DONE) | ||
323 | Lock axis (DONE 20130401) | ||
324 | Terrain detail: double terrain mesh detail (DONE) | ||
325 | Use the HACD convex hull routine in Bullet rather than the C# version. | ||
326 | Speed up hullifying large meshes. (DONE) | ||
327 | Vehicle ride, get up, ride again. Second time vehicle does not act correctly. | ||
328 | Have to rez new vehicle and delete the old to fix situation. | ||
329 | (DONE 20130520: normalize rotations) | ||
330 | Hitting RESET on Nebadon's vehicle while riding causes vehicle to get into odd | ||
331 | position state where it will not settle onto ground properly, etc | ||
332 | (DONE 20130520: normalize rotations) | ||
333 | Two of Nebadon vehicles in a sim max the CPU. This is new. | ||
334 | (DONE 20130520: two problems: if asset failed to mesh, constantly refetched | ||
335 | asset; vehicle was sending too many messages to all linkset members) | ||
336 | Add material densities to the material types. (WILL NOT BE DONE: not how it is done) | ||
337 | Avatars walking up stairs (DONE) | ||
338 | Avatar movement | ||
339 | flying into a wall doesn't stop avatar who keeps appearing to move through the obstacle (DONE) | ||
340 | walking up stairs is not calibrated correctly (stairs out of Kepler cabin) (DONE) | ||
341 | avatar capsule rotation completed (NOT DONE - Bullet's capsule shape is not the solution) | ||
342 | After getting off a vehicle, the root prim is phantom (can be walked through) | ||
343 | Need to force a position update for the root prim after compound shape destruction | ||
344 | (DONE) | ||
345 | Explore btGImpactMeshShape as alternative to convex hulls for simplified physical objects. | ||
346 | Regular triangle meshes don't do physical collisions. | ||
347 | (DONE: discovered GImpact is VERY CPU intensive) | ||
348 | Script changing rotation of child prim while vehicle moving (eg turning wheel) causes | ||
349 | the wheel to appear to jump back. Looks like sending position from previous update. | ||
350 | (DONE: redo of compound linksets fixed problem) | ||
351 | Refarb compound linkset creation to create a pseudo-root for center-of-mass | ||
352 | Let children change their shape to physical indendently and just add shapes to compound | ||
353 | (DONE: redo of compound linkset fixed problem) | ||
354 | Vehicle angular vertical attraction (DONE: vegaslon code) | ||
355 | vehicle angular banking (DONE: vegaslon code) | ||
356 | Vehicle angular deflection (DONE: vegaslon code) | ||
357 | Preferred orientation angular correction fix | ||
358 | Vehicles (Move smoothly) | ||
359 | For limitMotorUp, use raycast down to find if vehicle is in the air. | ||
360 | (WILL NOT BE DONE: gravity does the job well enough) | ||
361 | BSPrim.Force should set a continious force on the prim. The force should be | ||
362 | applied each tick. Some limits? | ||
363 | (DONE: added physical actors. Implemented SetForce, SetTorque, ...) | ||
364 | Implement LSL physics controls. Like STATUS_ROTATE_X. (DONE) | ||
365 | Add osGetPhysicsEngineName() so scripters can tell whether BulletSim or ODE | ||
366 | Avatar rotation (check out changes to ScenePresence for physical rotation) (DONE) | ||
367 | Avatar running (what does phys engine need to do?) (DONE: multiplies run factor by walking force) | ||
368 | setForce should set a constant force. Different than AddImpulse. (DONE) | ||
369 | Add PID motor for avatar movement (slow to stop, ...) (WNBD: current works ok) | ||
370 | Avatar movement motor check for zero or small movement. Somehow suppress small movements | ||
371 | when avatar has stopped and is just standing. Simple test for near zero has | ||
372 | the problem of preventing starting up (increase from zero) especially when falling. | ||
373 | (DONE: avatar movement actor knows if standing on stationary object and zeros motion) | ||
374 | Can the 'inTaintTime' flag be cleaned up and used? For instance, a call to | ||
375 | BSScene.TaintedObject() could immediately execute the callback if already in taint time. | ||
376 | (DONE) | ||
377 | |||
378 | |||
379 | |||
diff --git a/OpenSim/Region/PhysicsModules/BulletS/ExtendedPhysics.cs b/OpenSim/Region/PhysicsModules/BulletS/ExtendedPhysics.cs new file mode 100755 index 0000000..2ba3c5a --- /dev/null +++ b/OpenSim/Region/PhysicsModules/BulletS/ExtendedPhysics.cs | |||
@@ -0,0 +1,622 @@ | |||
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.Linq; | ||
30 | using System.Reflection; | ||
31 | using System.Text; | ||
32 | using System.Threading; | ||
33 | |||
34 | using OpenSim.Framework; | ||
35 | using OpenSim.Region.Framework; | ||
36 | using OpenSim.Region.Framework.Interfaces; | ||
37 | using OpenSim.Region.Framework.Scenes; | ||
38 | using OpenSim.Region.PhysicsModules.SharedBase; | ||
39 | |||
40 | using Mono.Addins; | ||
41 | using Nini.Config; | ||
42 | using log4net; | ||
43 | using OpenMetaverse; | ||
44 | |||
45 | namespace OpenSim.Region.PhysicsModule.BulletS | ||
46 | { | ||
47 | [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule")] | ||
48 | public class ExtendedPhysics : INonSharedRegionModule | ||
49 | { | ||
50 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
51 | private static string LogHeader = "[EXTENDED PHYSICS]"; | ||
52 | |||
53 | // ============================================================= | ||
54 | // Since BulletSim is a plugin, this these values aren't defined easily in one place. | ||
55 | // This table must correspond to an identical table in BSScene. | ||
56 | |||
57 | // Per scene functions. See BSScene. | ||
58 | |||
59 | // Per avatar functions. See BSCharacter. | ||
60 | |||
61 | // Per prim functions. See BSPrim. | ||
62 | public const string PhysFunctGetLinksetType = "BulletSim.GetLinksetType"; | ||
63 | public const string PhysFunctSetLinksetType = "BulletSim.SetLinksetType"; | ||
64 | public const string PhysFunctChangeLinkFixed = "BulletSim.ChangeLinkFixed"; | ||
65 | public const string PhysFunctChangeLinkType = "BulletSim.ChangeLinkType"; | ||
66 | public const string PhysFunctGetLinkType = "BulletSim.GetLinkType"; | ||
67 | public const string PhysFunctChangeLinkParams = "BulletSim.ChangeLinkParams"; | ||
68 | public const string PhysFunctAxisLockLimits = "BulletSim.AxisLockLimits"; | ||
69 | |||
70 | // ============================================================= | ||
71 | |||
72 | private IConfig Configuration { get; set; } | ||
73 | private bool Enabled { get; set; } | ||
74 | private Scene BaseScene { get; set; } | ||
75 | private IScriptModuleComms Comms { get; set; } | ||
76 | |||
77 | #region INonSharedRegionModule | ||
78 | |||
79 | public string Name { get { return this.GetType().Name; } } | ||
80 | |||
81 | public void Initialise(IConfigSource config) | ||
82 | { | ||
83 | BaseScene = null; | ||
84 | Enabled = false; | ||
85 | Configuration = null; | ||
86 | Comms = null; | ||
87 | |||
88 | try | ||
89 | { | ||
90 | if ((Configuration = config.Configs["ExtendedPhysics"]) != null) | ||
91 | { | ||
92 | Enabled = Configuration.GetBoolean("Enabled", Enabled); | ||
93 | } | ||
94 | } | ||
95 | catch (Exception e) | ||
96 | { | ||
97 | m_log.ErrorFormat("{0} Initialization error: {0}", LogHeader, e); | ||
98 | } | ||
99 | |||
100 | m_log.InfoFormat("{0} module {1} enabled", LogHeader, (Enabled ? "is" : "is not")); | ||
101 | } | ||
102 | |||
103 | public void Close() | ||
104 | { | ||
105 | if (BaseScene != null) | ||
106 | { | ||
107 | BaseScene.EventManager.OnObjectAddedToScene -= EventManager_OnObjectAddedToScene; | ||
108 | BaseScene.EventManager.OnSceneObjectPartUpdated -= EventManager_OnSceneObjectPartUpdated; | ||
109 | BaseScene = null; | ||
110 | } | ||
111 | } | ||
112 | |||
113 | public void AddRegion(Scene scene) | ||
114 | { | ||
115 | } | ||
116 | |||
117 | public void RemoveRegion(Scene scene) | ||
118 | { | ||
119 | if (BaseScene != null && BaseScene == scene) | ||
120 | { | ||
121 | Close(); | ||
122 | } | ||
123 | } | ||
124 | |||
125 | public void RegionLoaded(Scene scene) | ||
126 | { | ||
127 | if (!Enabled) return; | ||
128 | |||
129 | BaseScene = scene; | ||
130 | |||
131 | Comms = BaseScene.RequestModuleInterface<IScriptModuleComms>(); | ||
132 | if (Comms == null) | ||
133 | { | ||
134 | m_log.WarnFormat("{0} ScriptModuleComms interface not defined", LogHeader); | ||
135 | Enabled = false; | ||
136 | |||
137 | return; | ||
138 | } | ||
139 | |||
140 | // Register as LSL functions all the [ScriptInvocation] marked methods. | ||
141 | Comms.RegisterScriptInvocations(this); | ||
142 | Comms.RegisterConstants(this); | ||
143 | |||
144 | // When an object is modified, we might need to update its extended physics parameters | ||
145 | BaseScene.EventManager.OnObjectAddedToScene += EventManager_OnObjectAddedToScene; | ||
146 | BaseScene.EventManager.OnSceneObjectPartUpdated += EventManager_OnSceneObjectPartUpdated; | ||
147 | |||
148 | } | ||
149 | |||
150 | public Type ReplaceableInterface { get { return null; } } | ||
151 | |||
152 | #endregion // INonSharedRegionModule | ||
153 | |||
154 | private void EventManager_OnObjectAddedToScene(SceneObjectGroup obj) | ||
155 | { | ||
156 | } | ||
157 | |||
158 | // Event generated when some property of a prim changes. | ||
159 | private void EventManager_OnSceneObjectPartUpdated(SceneObjectPart sop, bool isFullUpdate) | ||
160 | { | ||
161 | } | ||
162 | |||
163 | [ScriptConstant] | ||
164 | public const int PHYS_CENTER_OF_MASS = 1 << 0; | ||
165 | |||
166 | [ScriptInvocation] | ||
167 | public string physGetEngineType(UUID hostID, UUID scriptID) | ||
168 | { | ||
169 | string ret = string.Empty; | ||
170 | |||
171 | if (BaseScene.PhysicsScene != null) | ||
172 | { | ||
173 | ret = BaseScene.PhysicsScene.EngineType; | ||
174 | } | ||
175 | |||
176 | return ret; | ||
177 | } | ||
178 | |||
179 | // Code for specifying params. | ||
180 | // The choice if 14700 is arbitrary and only serves to catch parameter code misuse. | ||
181 | [ScriptConstant] | ||
182 | public const int PHYS_AXIS_LOCK_LINEAR = 14700; | ||
183 | [ScriptConstant] | ||
184 | public const int PHYS_AXIS_LOCK_LINEAR_X = 14701; | ||
185 | [ScriptConstant] | ||
186 | public const int PHYS_AXIS_LIMIT_LINEAR_X = 14702; | ||
187 | [ScriptConstant] | ||
188 | public const int PHYS_AXIS_LOCK_LINEAR_Y = 14703; | ||
189 | [ScriptConstant] | ||
190 | public const int PHYS_AXIS_LIMIT_LINEAR_Y = 14704; | ||
191 | [ScriptConstant] | ||
192 | public const int PHYS_AXIS_LOCK_LINEAR_Z = 14705; | ||
193 | [ScriptConstant] | ||
194 | public const int PHYS_AXIS_LIMIT_LINEAR_Z = 14706; | ||
195 | [ScriptConstant] | ||
196 | public const int PHYS_AXIS_LOCK_ANGULAR = 14707; | ||
197 | [ScriptConstant] | ||
198 | public const int PHYS_AXIS_LOCK_ANGULAR_X = 14708; | ||
199 | [ScriptConstant] | ||
200 | public const int PHYS_AXIS_LIMIT_ANGULAR_X = 14709; | ||
201 | [ScriptConstant] | ||
202 | public const int PHYS_AXIS_LOCK_ANGULAR_Y = 14710; | ||
203 | [ScriptConstant] | ||
204 | public const int PHYS_AXIS_LIMIT_ANGULAR_Y = 14711; | ||
205 | [ScriptConstant] | ||
206 | public const int PHYS_AXIS_LOCK_ANGULAR_Z = 14712; | ||
207 | [ScriptConstant] | ||
208 | public const int PHYS_AXIS_LIMIT_ANGULAR_Z = 14713; | ||
209 | [ScriptConstant] | ||
210 | public const int PHYS_AXIS_UNLOCK_LINEAR = 14714; | ||
211 | [ScriptConstant] | ||
212 | public const int PHYS_AXIS_UNLOCK_LINEAR_X = 14715; | ||
213 | [ScriptConstant] | ||
214 | public const int PHYS_AXIS_UNLOCK_LINEAR_Y = 14716; | ||
215 | [ScriptConstant] | ||
216 | public const int PHYS_AXIS_UNLOCK_LINEAR_Z = 14717; | ||
217 | [ScriptConstant] | ||
218 | public const int PHYS_AXIS_UNLOCK_ANGULAR = 14718; | ||
219 | [ScriptConstant] | ||
220 | public const int PHYS_AXIS_UNLOCK_ANGULAR_X = 14719; | ||
221 | [ScriptConstant] | ||
222 | public const int PHYS_AXIS_UNLOCK_ANGULAR_Y = 14720; | ||
223 | [ScriptConstant] | ||
224 | public const int PHYS_AXIS_UNLOCK_ANGULAR_Z = 14721; | ||
225 | [ScriptConstant] | ||
226 | public const int PHYS_AXIS_UNLOCK = 14722; | ||
227 | // physAxisLockLimits() | ||
228 | [ScriptInvocation] | ||
229 | public int physAxisLock(UUID hostID, UUID scriptID, object[] parms) | ||
230 | { | ||
231 | int ret = -1; | ||
232 | if (!Enabled) return ret; | ||
233 | |||
234 | PhysicsActor rootPhysActor; | ||
235 | if (GetRootPhysActor(hostID, out rootPhysActor)) | ||
236 | { | ||
237 | object[] parms2 = AddToBeginningOfArray(rootPhysActor, null, parms); | ||
238 | ret = MakeIntError(rootPhysActor.Extension(PhysFunctAxisLockLimits, parms2)); | ||
239 | } | ||
240 | |||
241 | return ret; | ||
242 | } | ||
243 | |||
244 | [ScriptConstant] | ||
245 | public const int PHYS_LINKSET_TYPE_CONSTRAINT = 0; | ||
246 | [ScriptConstant] | ||
247 | public const int PHYS_LINKSET_TYPE_COMPOUND = 1; | ||
248 | [ScriptConstant] | ||
249 | public const int PHYS_LINKSET_TYPE_MANUAL = 2; | ||
250 | |||
251 | [ScriptInvocation] | ||
252 | public int physSetLinksetType(UUID hostID, UUID scriptID, int linksetType) | ||
253 | { | ||
254 | int ret = -1; | ||
255 | if (!Enabled) return ret; | ||
256 | |||
257 | // The part that is requesting the change. | ||
258 | SceneObjectPart requestingPart = BaseScene.GetSceneObjectPart(hostID); | ||
259 | |||
260 | if (requestingPart != null) | ||
261 | { | ||
262 | // The change is always made to the root of a linkset. | ||
263 | SceneObjectGroup containingGroup = requestingPart.ParentGroup; | ||
264 | SceneObjectPart rootPart = containingGroup.RootPart; | ||
265 | |||
266 | if (rootPart != null) | ||
267 | { | ||
268 | PhysicsActor rootPhysActor = rootPart.PhysActor; | ||
269 | if (rootPhysActor != null) | ||
270 | { | ||
271 | if (rootPhysActor.IsPhysical) | ||
272 | { | ||
273 | // Change a physical linkset by making non-physical, waiting for one heartbeat so all | ||
274 | // the prim and linkset state is updated, changing the type and making the | ||
275 | // linkset physical again. | ||
276 | containingGroup.ScriptSetPhysicsStatus(false); | ||
277 | Thread.Sleep(150); // longer than one heartbeat tick | ||
278 | |||
279 | // A kludge for the moment. | ||
280 | // Since compound linksets move the children but don't generate position updates to the | ||
281 | // simulator, it is possible for compound linkset children to have out-of-sync simulator | ||
282 | // and physical positions. The following causes the simulator to push the real child positions | ||
283 | // down into the physics engine to get everything synced. | ||
284 | containingGroup.UpdateGroupPosition(containingGroup.AbsolutePosition); | ||
285 | containingGroup.UpdateGroupRotationR(containingGroup.GroupRotation); | ||
286 | |||
287 | object[] parms2 = { rootPhysActor, null, linksetType }; | ||
288 | ret = MakeIntError(rootPhysActor.Extension(PhysFunctSetLinksetType, parms2)); | ||
289 | Thread.Sleep(150); // longer than one heartbeat tick | ||
290 | |||
291 | containingGroup.ScriptSetPhysicsStatus(true); | ||
292 | } | ||
293 | else | ||
294 | { | ||
295 | // Non-physical linksets don't have a physical instantiation so there is no state to | ||
296 | // worry about being updated. | ||
297 | object[] parms2 = { rootPhysActor, null, linksetType }; | ||
298 | ret = MakeIntError(rootPhysActor.Extension(PhysFunctSetLinksetType, parms2)); | ||
299 | } | ||
300 | } | ||
301 | else | ||
302 | { | ||
303 | m_log.WarnFormat("{0} physSetLinksetType: root part does not have a physics actor. rootName={1}, hostID={2}", | ||
304 | LogHeader, rootPart.Name, hostID); | ||
305 | } | ||
306 | } | ||
307 | else | ||
308 | { | ||
309 | m_log.WarnFormat("{0} physSetLinksetType: root part does not exist. RequestingPartName={1}, hostID={2}", | ||
310 | LogHeader, requestingPart.Name, hostID); | ||
311 | } | ||
312 | } | ||
313 | else | ||
314 | { | ||
315 | m_log.WarnFormat("{0} physSetLinsetType: cannot find script object in scene. hostID={1}", LogHeader, hostID); | ||
316 | } | ||
317 | return ret; | ||
318 | } | ||
319 | |||
320 | [ScriptInvocation] | ||
321 | public int physGetLinksetType(UUID hostID, UUID scriptID) | ||
322 | { | ||
323 | int ret = -1; | ||
324 | if (!Enabled) return ret; | ||
325 | |||
326 | PhysicsActor rootPhysActor; | ||
327 | if (GetRootPhysActor(hostID, out rootPhysActor)) | ||
328 | { | ||
329 | object[] parms2 = { rootPhysActor, null }; | ||
330 | ret = MakeIntError(rootPhysActor.Extension(PhysFunctGetLinksetType, parms2)); | ||
331 | } | ||
332 | else | ||
333 | { | ||
334 | m_log.WarnFormat("{0} physGetLinsetType: cannot find script object in scene. hostID={1}", LogHeader, hostID); | ||
335 | } | ||
336 | return ret; | ||
337 | } | ||
338 | |||
339 | [ScriptConstant] | ||
340 | public const int PHYS_LINK_TYPE_FIXED = 1234; | ||
341 | [ScriptConstant] | ||
342 | public const int PHYS_LINK_TYPE_HINGE = 4; | ||
343 | [ScriptConstant] | ||
344 | public const int PHYS_LINK_TYPE_SPRING = 9; | ||
345 | [ScriptConstant] | ||
346 | public const int PHYS_LINK_TYPE_6DOF = 6; | ||
347 | [ScriptConstant] | ||
348 | public const int PHYS_LINK_TYPE_SLIDER = 7; | ||
349 | |||
350 | // physChangeLinkType(integer linkNum, integer typeCode) | ||
351 | [ScriptInvocation] | ||
352 | public int physChangeLinkType(UUID hostID, UUID scriptID, int linkNum, int typeCode) | ||
353 | { | ||
354 | int ret = -1; | ||
355 | if (!Enabled) return ret; | ||
356 | |||
357 | PhysicsActor rootPhysActor; | ||
358 | PhysicsActor childPhysActor; | ||
359 | |||
360 | if (GetRootAndChildPhysActors(hostID, linkNum, out rootPhysActor, out childPhysActor)) | ||
361 | { | ||
362 | object[] parms2 = { rootPhysActor, childPhysActor, typeCode }; | ||
363 | ret = MakeIntError(rootPhysActor.Extension(PhysFunctChangeLinkType, parms2)); | ||
364 | } | ||
365 | |||
366 | return ret; | ||
367 | } | ||
368 | |||
369 | // physGetLinkType(integer linkNum) | ||
370 | [ScriptInvocation] | ||
371 | public int physGetLinkType(UUID hostID, UUID scriptID, int linkNum) | ||
372 | { | ||
373 | int ret = -1; | ||
374 | if (!Enabled) return ret; | ||
375 | |||
376 | PhysicsActor rootPhysActor; | ||
377 | PhysicsActor childPhysActor; | ||
378 | |||
379 | if (GetRootAndChildPhysActors(hostID, linkNum, out rootPhysActor, out childPhysActor)) | ||
380 | { | ||
381 | object[] parms2 = { rootPhysActor, childPhysActor }; | ||
382 | ret = MakeIntError(rootPhysActor.Extension(PhysFunctGetLinkType, parms2)); | ||
383 | } | ||
384 | |||
385 | return ret; | ||
386 | } | ||
387 | |||
388 | // physChangeLinkFixed(integer linkNum) | ||
389 | // Change the link between the root and the linkNum into a fixed, static physical connection. | ||
390 | [ScriptInvocation] | ||
391 | public int physChangeLinkFixed(UUID hostID, UUID scriptID, int linkNum) | ||
392 | { | ||
393 | int ret = -1; | ||
394 | if (!Enabled) return ret; | ||
395 | |||
396 | PhysicsActor rootPhysActor; | ||
397 | PhysicsActor childPhysActor; | ||
398 | |||
399 | if (GetRootAndChildPhysActors(hostID, linkNum, out rootPhysActor, out childPhysActor)) | ||
400 | { | ||
401 | object[] parms2 = { rootPhysActor, childPhysActor , PHYS_LINK_TYPE_FIXED }; | ||
402 | ret = MakeIntError(rootPhysActor.Extension(PhysFunctChangeLinkType, parms2)); | ||
403 | } | ||
404 | |||
405 | return ret; | ||
406 | } | ||
407 | |||
408 | // Code for specifying params. | ||
409 | // The choice if 14400 is arbitrary and only serves to catch parameter code misuse. | ||
410 | public const int PHYS_PARAM_MIN = 14401; | ||
411 | |||
412 | [ScriptConstant] | ||
413 | public const int PHYS_PARAM_FRAMEINA_LOC = 14401; | ||
414 | [ScriptConstant] | ||
415 | public const int PHYS_PARAM_FRAMEINA_ROT = 14402; | ||
416 | [ScriptConstant] | ||
417 | public const int PHYS_PARAM_FRAMEINB_LOC = 14403; | ||
418 | [ScriptConstant] | ||
419 | public const int PHYS_PARAM_FRAMEINB_ROT = 14404; | ||
420 | [ScriptConstant] | ||
421 | public const int PHYS_PARAM_LINEAR_LIMIT_LOW = 14405; | ||
422 | [ScriptConstant] | ||
423 | public const int PHYS_PARAM_LINEAR_LIMIT_HIGH = 14406; | ||
424 | [ScriptConstant] | ||
425 | public const int PHYS_PARAM_ANGULAR_LIMIT_LOW = 14407; | ||
426 | [ScriptConstant] | ||
427 | public const int PHYS_PARAM_ANGULAR_LIMIT_HIGH = 14408; | ||
428 | [ScriptConstant] | ||
429 | public const int PHYS_PARAM_USE_FRAME_OFFSET = 14409; | ||
430 | [ScriptConstant] | ||
431 | public const int PHYS_PARAM_ENABLE_TRANSMOTOR = 14410; | ||
432 | [ScriptConstant] | ||
433 | public const int PHYS_PARAM_TRANSMOTOR_MAXVEL = 14411; | ||
434 | [ScriptConstant] | ||
435 | public const int PHYS_PARAM_TRANSMOTOR_MAXFORCE = 14412; | ||
436 | [ScriptConstant] | ||
437 | public const int PHYS_PARAM_CFM = 14413; | ||
438 | [ScriptConstant] | ||
439 | public const int PHYS_PARAM_ERP = 14414; | ||
440 | [ScriptConstant] | ||
441 | public const int PHYS_PARAM_SOLVER_ITERATIONS = 14415; | ||
442 | [ScriptConstant] | ||
443 | public const int PHYS_PARAM_SPRING_AXIS_ENABLE = 14416; | ||
444 | [ScriptConstant] | ||
445 | public const int PHYS_PARAM_SPRING_DAMPING = 14417; | ||
446 | [ScriptConstant] | ||
447 | public const int PHYS_PARAM_SPRING_STIFFNESS = 14418; | ||
448 | [ScriptConstant] | ||
449 | public const int PHYS_PARAM_LINK_TYPE = 14419; | ||
450 | [ScriptConstant] | ||
451 | public const int PHYS_PARAM_USE_LINEAR_FRAMEA = 14420; | ||
452 | [ScriptConstant] | ||
453 | public const int PHYS_PARAM_SPRING_EQUILIBRIUM_POINT = 14421; | ||
454 | |||
455 | public const int PHYS_PARAM_MAX = 14421; | ||
456 | |||
457 | // Used when specifying a parameter that has settings for the three linear and three angular axis | ||
458 | [ScriptConstant] | ||
459 | public const int PHYS_AXIS_ALL = -1; | ||
460 | [ScriptConstant] | ||
461 | public const int PHYS_AXIS_LINEAR_ALL = -2; | ||
462 | [ScriptConstant] | ||
463 | public const int PHYS_AXIS_ANGULAR_ALL = -3; | ||
464 | [ScriptConstant] | ||
465 | public const int PHYS_AXIS_LINEAR_X = 0; | ||
466 | [ScriptConstant] | ||
467 | public const int PHYS_AXIS_LINEAR_Y = 1; | ||
468 | [ScriptConstant] | ||
469 | public const int PHYS_AXIS_LINEAR_Z = 2; | ||
470 | [ScriptConstant] | ||
471 | public const int PHYS_AXIS_ANGULAR_X = 3; | ||
472 | [ScriptConstant] | ||
473 | public const int PHYS_AXIS_ANGULAR_Y = 4; | ||
474 | [ScriptConstant] | ||
475 | public const int PHYS_AXIS_ANGULAR_Z = 5; | ||
476 | |||
477 | // physChangeLinkParams(integer linkNum, [ PHYS_PARAM_*, value, PHYS_PARAM_*, value, ...]) | ||
478 | [ScriptInvocation] | ||
479 | public int physChangeLinkParams(UUID hostID, UUID scriptID, int linkNum, object[] parms) | ||
480 | { | ||
481 | int ret = -1; | ||
482 | if (!Enabled) return ret; | ||
483 | |||
484 | PhysicsActor rootPhysActor; | ||
485 | PhysicsActor childPhysActor; | ||
486 | |||
487 | if (GetRootAndChildPhysActors(hostID, linkNum, out rootPhysActor, out childPhysActor)) | ||
488 | { | ||
489 | object[] parms2 = AddToBeginningOfArray(rootPhysActor, childPhysActor, parms); | ||
490 | ret = MakeIntError(rootPhysActor.Extension(PhysFunctChangeLinkParams, parms2)); | ||
491 | } | ||
492 | |||
493 | return ret; | ||
494 | } | ||
495 | |||
496 | private bool GetRootPhysActor(UUID hostID, out PhysicsActor rootPhysActor) | ||
497 | { | ||
498 | SceneObjectGroup containingGroup; | ||
499 | SceneObjectPart rootPart; | ||
500 | return GetRootPhysActor(hostID, out containingGroup, out rootPart, out rootPhysActor); | ||
501 | } | ||
502 | |||
503 | private bool GetRootPhysActor(UUID hostID, out SceneObjectGroup containingGroup, out SceneObjectPart rootPart, out PhysicsActor rootPhysActor) | ||
504 | { | ||
505 | bool ret = false; | ||
506 | rootPhysActor = null; | ||
507 | containingGroup = null; | ||
508 | rootPart = null; | ||
509 | |||
510 | SceneObjectPart requestingPart; | ||
511 | |||
512 | requestingPart = BaseScene.GetSceneObjectPart(hostID); | ||
513 | if (requestingPart != null) | ||
514 | { | ||
515 | // The type is is always on the root of a linkset. | ||
516 | containingGroup = requestingPart.ParentGroup; | ||
517 | if (containingGroup != null && !containingGroup.IsDeleted) | ||
518 | { | ||
519 | rootPart = containingGroup.RootPart; | ||
520 | if (rootPart != null) | ||
521 | { | ||
522 | rootPhysActor = rootPart.PhysActor; | ||
523 | if (rootPhysActor != null) | ||
524 | { | ||
525 | ret = true; | ||
526 | } | ||
527 | else | ||
528 | { | ||
529 | m_log.WarnFormat("{0} GetRootAndChildPhysActors: Root part does not have a physics actor. rootName={1}, hostID={2}", | ||
530 | LogHeader, rootPart.Name, hostID); | ||
531 | } | ||
532 | } | ||
533 | else | ||
534 | { | ||
535 | m_log.WarnFormat("{0} GetRootAndChildPhysActors: Root part does not exist. RequestingPartName={1}, hostID={2}", | ||
536 | LogHeader, requestingPart.Name, hostID); | ||
537 | } | ||
538 | } | ||
539 | else | ||
540 | { | ||
541 | m_log.WarnFormat("{0} GetRootAndChildPhysActors: Containing group missing or deleted. hostID={1}", LogHeader, hostID); | ||
542 | } | ||
543 | } | ||
544 | else | ||
545 | { | ||
546 | m_log.WarnFormat("{0} GetRootAndChildPhysActors: cannot find script object in scene. hostID={1}", LogHeader, hostID); | ||
547 | } | ||
548 | |||
549 | return ret; | ||
550 | } | ||
551 | |||
552 | // Find the root and child PhysActors based on the linkNum. | ||
553 | // Return 'true' if both are found and returned. | ||
554 | private bool GetRootAndChildPhysActors(UUID hostID, int linkNum, out PhysicsActor rootPhysActor, out PhysicsActor childPhysActor) | ||
555 | { | ||
556 | bool ret = false; | ||
557 | rootPhysActor = null; | ||
558 | childPhysActor = null; | ||
559 | |||
560 | SceneObjectGroup containingGroup; | ||
561 | SceneObjectPart rootPart; | ||
562 | |||
563 | if (GetRootPhysActor(hostID, out containingGroup, out rootPart, out rootPhysActor)) | ||
564 | { | ||
565 | SceneObjectPart linkPart = containingGroup.GetLinkNumPart(linkNum); | ||
566 | if (linkPart != null) | ||
567 | { | ||
568 | childPhysActor = linkPart.PhysActor; | ||
569 | if (childPhysActor != null) | ||
570 | { | ||
571 | ret = true; | ||
572 | } | ||
573 | else | ||
574 | { | ||
575 | m_log.WarnFormat("{0} GetRootAndChildPhysActors: Link part has no physical actor. rootName={1}, hostID={2}, linknum={3}", | ||
576 | LogHeader, rootPart.Name, hostID, linkNum); | ||
577 | } | ||
578 | } | ||
579 | else | ||
580 | { | ||
581 | m_log.WarnFormat("{0} GetRootAndChildPhysActors: Could not find linknum part. rootName={1}, hostID={2}, linknum={3}", | ||
582 | LogHeader, rootPart.Name, hostID, linkNum); | ||
583 | } | ||
584 | } | ||
585 | else | ||
586 | { | ||
587 | m_log.WarnFormat("{0} GetRootAndChildPhysActors: Root part does not have a physics actor. rootName={1}, hostID={2}", | ||
588 | LogHeader, rootPart.Name, hostID); | ||
589 | } | ||
590 | |||
591 | return ret; | ||
592 | } | ||
593 | |||
594 | // Return an array of objects with the passed object as the first object of a new array | ||
595 | private object[] AddToBeginningOfArray(object firstOne, object secondOne, object[] prevArray) | ||
596 | { | ||
597 | object[] newArray = new object[2 + prevArray.Length]; | ||
598 | newArray[0] = firstOne; | ||
599 | newArray[1] = secondOne; | ||
600 | prevArray.CopyTo(newArray, 2); | ||
601 | return newArray; | ||
602 | } | ||
603 | |||
604 | // Extension() returns an object. Convert that object into the integer error we expect to return. | ||
605 | private int MakeIntError(object extensionRet) | ||
606 | { | ||
607 | int ret = -1; | ||
608 | if (extensionRet != null) | ||
609 | { | ||
610 | try | ||
611 | { | ||
612 | ret = (int)extensionRet; | ||
613 | } | ||
614 | catch | ||
615 | { | ||
616 | ret = -1; | ||
617 | } | ||
618 | } | ||
619 | return ret; | ||
620 | } | ||
621 | } | ||
622 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/Properties/AssemblyInfo.cs b/OpenSim/Region/PhysicsModules/BulletS/Properties/AssemblyInfo.cs index 0d1db3b..698be39 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/Properties/AssemblyInfo.cs +++ b/OpenSim/Region/PhysicsModules/BulletS/Properties/AssemblyInfo.cs | |||
@@ -1,6 +1,7 @@ | |||
1 | using System.Reflection; | 1 | using System.Reflection; |
2 | using System.Runtime.CompilerServices; | 2 | using System.Runtime.CompilerServices; |
3 | using System.Runtime.InteropServices; | 3 | using System.Runtime.InteropServices; |
4 | using Mono.Addins; | ||
4 | 5 | ||
5 | // General Information about an assembly is controlled through the following | 6 | // General Information about an assembly is controlled through the following |
6 | // set of attributes. Change these attribute values to modify the information | 7 | // set of attributes. Change these attribute values to modify the information |
@@ -29,5 +30,7 @@ using System.Runtime.InteropServices; | |||
29 | // Build Number | 30 | // Build Number |
30 | // Revision | 31 | // Revision |
31 | // | 32 | // |
32 | [assembly: AssemblyVersion("0.7.5.*")] | 33 | [assembly: AssemblyVersion("0.8.3.*")] |
33 | [assembly: AssemblyFileVersion("1.0.0.0")] | 34 | |
35 | [assembly: Addin("OpenSim.Region.PhysicsModule.BulletS", OpenSim.VersionInfo.VersionNumber)] | ||
36 | [assembly: AddinDependency("OpenSim.Region.Framework", OpenSim.VersionInfo.VersionNumber)] | ||
diff --git a/OpenSim/Region/PhysicsModules/BulletS/Tests/BasicVehicles.cs b/OpenSim/Region/PhysicsModules/BulletS/Tests/BasicVehicles.cs new file mode 100755 index 0000000..35eba29 --- /dev/null +++ b/OpenSim/Region/PhysicsModules/BulletS/Tests/BasicVehicles.cs | |||
@@ -0,0 +1,156 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Linq; | ||
31 | using System.Text; | ||
32 | |||
33 | using NUnit.Framework; | ||
34 | using log4net; | ||
35 | |||
36 | using OpenSim.Framework; | ||
37 | using OpenSim.Region.PhysicsModule.BulletS; | ||
38 | using OpenSim.Region.PhysicsModules.SharedBase; | ||
39 | using OpenSim.Tests.Common; | ||
40 | |||
41 | using OpenMetaverse; | ||
42 | |||
43 | namespace OpenSim.Region.PhysicsModule.BulletS.Tests | ||
44 | { | ||
45 | [TestFixture] | ||
46 | public class BasicVehicles : OpenSimTestCase | ||
47 | { | ||
48 | // Documentation on attributes: http://www.nunit.org/index.php?p=attributes&r=2.6.1 | ||
49 | // Documentation on assertions: http://www.nunit.org/index.php?p=assertions&r=2.6.1 | ||
50 | |||
51 | BSScene PhysicsScene { get; set; } | ||
52 | BSPrim TestVehicle { get; set; } | ||
53 | Vector3 TestVehicleInitPosition { get; set; } | ||
54 | float simulationTimeStep = 0.089f; | ||
55 | |||
56 | [TestFixtureSetUp] | ||
57 | public void Init() | ||
58 | { | ||
59 | Dictionary<string, string> engineParams = new Dictionary<string, string>(); | ||
60 | engineParams.Add("VehicleEnableAngularVerticalAttraction", "true"); | ||
61 | engineParams.Add("VehicleAngularVerticalAttractionAlgorithm", "1"); | ||
62 | PhysicsScene = BulletSimTestsUtil.CreateBasicPhysicsEngine(engineParams); | ||
63 | |||
64 | PrimitiveBaseShape pbs = PrimitiveBaseShape.CreateSphere(); | ||
65 | Vector3 pos = new Vector3(100.0f, 100.0f, 0f); | ||
66 | pos.Z = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos) + 2f; | ||
67 | TestVehicleInitPosition = pos; | ||
68 | Vector3 size = new Vector3(1f, 1f, 1f); | ||
69 | pbs.Scale = size; | ||
70 | Quaternion rot = Quaternion.Identity; | ||
71 | bool isPhys = false; | ||
72 | uint localID = 123; | ||
73 | |||
74 | PhysicsScene.AddPrimShape("testPrim", pbs, pos, size, rot, isPhys, localID); | ||
75 | TestVehicle = (BSPrim)PhysicsScene.PhysObjects[localID]; | ||
76 | // The actual prim shape creation happens at taint time | ||
77 | PhysicsScene.ProcessTaints(); | ||
78 | |||
79 | } | ||
80 | |||
81 | [TestFixtureTearDown] | ||
82 | public void TearDown() | ||
83 | { | ||
84 | if (PhysicsScene != null) | ||
85 | { | ||
86 | // The Dispose() will also free any physical objects in the scene | ||
87 | PhysicsScene.Dispose(); | ||
88 | PhysicsScene = null; | ||
89 | } | ||
90 | } | ||
91 | |||
92 | [TestCase(2f, 0.2f, 0.25f, 0.25f, 0.25f)] | ||
93 | [TestCase(2f, 0.2f, -0.25f, 0.25f, 0.25f)] | ||
94 | [TestCase(2f, 0.2f, 0.25f, -0.25f, 0.25f)] | ||
95 | [TestCase(2f, 0.2f, -0.25f, -0.25f, 0.25f)] | ||
96 | // [TestCase(2f, 0.2f, 0.785f, 0.0f, 0.25f) /*, "Leaning 45 degrees to the side" */] | ||
97 | // [TestCase(2f, 0.2f, 1.650f, 0.0f, 0.25f) /*, "Leaning more than 90 degrees to the side" */] | ||
98 | // [TestCase(2f, 0.2f, 2.750f, 0.0f, 0.25f) /*, "Almost upside down, tipped right" */] | ||
99 | // [TestCase(2f, 0.2f,-2.750f, 0.0f, 0.25f) /*, "Almost upside down, tipped left" */] | ||
100 | // [TestCase(2f, 0.2f, 0.0f, 0.785f, 0.25f) /*, "Tipped back 45 degrees" */] | ||
101 | // [TestCase(2f, 0.2f, 0.0f, 1.650f, 0.25f) /*, "Tipped back more than 90 degrees" */] | ||
102 | // [TestCase(2f, 0.2f, 0.0f, 2.750f, 0.25f) /*, "Almost upside down, tipped back" */] | ||
103 | // [TestCase(2f, 0.2f, 0.0f,-2.750f, 0.25f) /*, "Almost upside down, tipped forward" */] | ||
104 | public void AngularVerticalAttraction(float timeScale, float efficiency, float initRoll, float initPitch, float initYaw) | ||
105 | { | ||
106 | // Enough simulation steps to cover the timescale the operation should take | ||
107 | int simSteps = (int)(timeScale / simulationTimeStep) + 1; | ||
108 | |||
109 | // Tip the vehicle | ||
110 | Quaternion initOrientation = Quaternion.CreateFromEulers(initRoll, initPitch, initYaw); | ||
111 | TestVehicle.Orientation = initOrientation; | ||
112 | |||
113 | TestVehicle.Position = TestVehicleInitPosition; | ||
114 | |||
115 | // The vehicle controller is not enabled directly (by setting a vehicle type). | ||
116 | // Instead the appropriate values are set and calls are made just the parts of the | ||
117 | // controller we want to exercise. Stepping the physics engine then applies | ||
118 | // the actions of that one feature. | ||
119 | BSDynamics vehicleActor = TestVehicle.GetVehicleActor(true /* createIfNone */); | ||
120 | if (vehicleActor != null) | ||
121 | { | ||
122 | vehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, efficiency); | ||
123 | vehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_TIMESCALE, timeScale); | ||
124 | // vehicleActor.enableAngularVerticalAttraction = true; | ||
125 | |||
126 | TestVehicle.IsPhysical = true; | ||
127 | PhysicsScene.ProcessTaints(); | ||
128 | |||
129 | // Step the simulator a bunch of times and vertical attraction should orient the vehicle up | ||
130 | for (int ii = 0; ii < simSteps; ii++) | ||
131 | { | ||
132 | vehicleActor.ForgetKnownVehicleProperties(); | ||
133 | vehicleActor.ComputeAngularVerticalAttraction(); | ||
134 | vehicleActor.PushKnownChanged(); | ||
135 | |||
136 | PhysicsScene.Simulate(simulationTimeStep); | ||
137 | } | ||
138 | } | ||
139 | |||
140 | TestVehicle.IsPhysical = false; | ||
141 | PhysicsScene.ProcessTaints(); | ||
142 | |||
143 | // After these steps, the vehicle should be upright | ||
144 | /* | ||
145 | float finalRoll, finalPitch, finalYaw; | ||
146 | TestVehicle.Orientation.GetEulerAngles(out finalRoll, out finalPitch, out finalYaw); | ||
147 | Assert.That(finalRoll, Is.InRange(-0.01f, 0.01f)); | ||
148 | Assert.That(finalPitch, Is.InRange(-0.01f, 0.01f)); | ||
149 | Assert.That(finalYaw, Is.InRange(initYaw - 0.1f, initYaw + 0.1f)); | ||
150 | */ | ||
151 | |||
152 | Vector3 upPointer = Vector3.UnitZ * TestVehicle.Orientation; | ||
153 | Assert.That(upPointer.Z, Is.GreaterThan(0.99f)); | ||
154 | } | ||
155 | } | ||
156 | } \ No newline at end of file | ||
diff --git a/OpenSim/Framework/Communications/XMPP/XmppWriter.cs b/OpenSim/Region/PhysicsModules/BulletS/Tests/BulletSimTests.cs index 415d808..0be1f4c 100644..100755 --- a/OpenSim/Framework/Communications/XMPP/XmppWriter.cs +++ b/OpenSim/Region/PhysicsModules/BulletS/Tests/BulletSimTests.cs | |||
@@ -1,57 +1,56 @@ | |||
1 | /* | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ | 2 | * Copyright (c) Contributors, http://opensimulator.org/ |
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | 3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
4 | * | 4 | * |
5 | * Redistribution and use in source and binary forms, with or without | 5 | * Redistribution and use in source and binary forms, with or without |
6 | * modification, are permitted provided that the following conditions are met: | 6 | * modification, are permitted provided that the following conditions are met: |
7 | * * Redistributions of source code must retain the above copyright | 7 | * * Redistributions of source code must retain the above copyright |
8 | * notice, this list of conditions and the following disclaimer. | 8 | * notice, this list of conditions and the following disclaimer. |
9 | * * Redistributions in binary form must reproduce the above copyright | 9 | * * Redistributions in binary form must reproduce the above copyright |
10 | * notice, this list of conditions and the following disclaimer in the | 10 | * notice, this list of conditions and the following disclaimer in the |
11 | * documentation and/or other materials provided with the distribution. | 11 | * documentation and/or other materials provided with the distribution. |
12 | * * Neither the name of the OpenSimulator Project nor the | 12 | * * Neither the name of the OpenSimulator Project nor the |
13 | * names of its contributors may be used to endorse or promote products | 13 | * names of its contributors may be used to endorse or promote products |
14 | * derived from this software without specific prior written permission. | 14 | * derived from this software without specific prior written permission. |
15 | * | 15 | * |
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | 16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | 17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | 18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | 19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | 20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | 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 | 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 | 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 | 24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | 25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
26 | */ | 26 | */ |
27 | 27 | ||
28 | using System.IO; | 28 | using System; |
29 | using System.Text; | 29 | using System.Collections.Generic; |
30 | using System.Xml; | 30 | using System.Linq; |
31 | using IOStream = System.IO.Stream; | 31 | using System.Text; |
32 | 32 | ||
33 | namespace OpenSim.Framework.Communications.XMPP | 33 | using NUnit.Framework; |
34 | { | 34 | using log4net; |
35 | public class XMPPWriter: XmlTextWriter | 35 | |
36 | { | 36 | using OpenSim.Tests.Common; |
37 | public XMPPWriter(TextWriter textWriter) : base(textWriter) | 37 | |
38 | { | 38 | namespace OpenSim.Region.PhysicsModule.BulletS.Tests |
39 | } | 39 | { |
40 | 40 | [TestFixture] | |
41 | public XMPPWriter(IOStream stream) : this(stream, Util.UTF8) | 41 | public class BulletSimTests : OpenSimTestCase |
42 | { | 42 | { |
43 | } | 43 | // Documentation on attributes: http://www.nunit.org/index.php?p=attributes&r=2.6.1 |
44 | 44 | // Documentation on assertions: http://www.nunit.org/index.php?p=assertions&r=2.6.1 | |
45 | public XMPPWriter(IOStream stream, Encoding enc) : base(stream, enc) | 45 | |
46 | { | 46 | [TestFixtureSetUp] |
47 | } | 47 | public void Init() |
48 | 48 | { | |
49 | public override void WriteStartDocument() | 49 | } |
50 | { | 50 | |
51 | } | 51 | [TestFixtureTearDown] |
52 | 52 | public void TearDown() | |
53 | public override void WriteStartDocument(bool standalone) | 53 | { |
54 | { | 54 | } |
55 | } | 55 | } |
56 | } | 56 | } |
57 | } | ||
diff --git a/OpenSim/Region/PhysicsModules/BulletS/Tests/BulletSimTestsUtil.cs b/OpenSim/Region/PhysicsModules/BulletS/Tests/BulletSimTestsUtil.cs new file mode 100755 index 0000000..4eeea4d --- /dev/null +++ b/OpenSim/Region/PhysicsModules/BulletS/Tests/BulletSimTestsUtil.cs | |||
@@ -0,0 +1,109 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.IO; | ||
30 | using System.Collections.Generic; | ||
31 | using System.Text; | ||
32 | |||
33 | using Nini.Config; | ||
34 | |||
35 | using OpenSim.Framework; | ||
36 | using OpenSim.Region.PhysicsModules.SharedBase; | ||
37 | using OpenSim.Region.PhysicsModules.Meshing; | ||
38 | using OpenSim.Region.Framework.Interfaces; | ||
39 | |||
40 | using OpenMetaverse; | ||
41 | |||
42 | namespace OpenSim.Region.PhysicsModule.BulletS.Tests | ||
43 | { | ||
44 | // Utility functions for building up and tearing down the sample physics environments | ||
45 | public static class BulletSimTestsUtil | ||
46 | { | ||
47 | // 'engineName' is the Bullet engine to use. Either null (for unmanaged), "BulletUnmanaged" or "BulletXNA" | ||
48 | // 'params' is a set of keyValue pairs to set in the engine's configuration file (override defaults) | ||
49 | // May be 'null' if there are no overrides. | ||
50 | public static BSScene CreateBasicPhysicsEngine(Dictionary<string,string> paramOverrides) | ||
51 | { | ||
52 | IConfigSource openSimINI = new IniConfigSource(); | ||
53 | IConfig startupConfig = openSimINI.AddConfig("Startup"); | ||
54 | startupConfig.Set("physics", "BulletSim"); | ||
55 | startupConfig.Set("meshing", "Meshmerizer"); | ||
56 | startupConfig.Set("cacheSculptMaps", "false"); // meshmerizer shouldn't save maps | ||
57 | |||
58 | IConfig bulletSimConfig = openSimINI.AddConfig("BulletSim"); | ||
59 | // If the caller cares, specify the bullet engine otherwise it will default to "BulletUnmanaged". | ||
60 | // bulletSimConfig.Set("BulletEngine", "BulletUnmanaged"); | ||
61 | // bulletSimConfig.Set("BulletEngine", "BulletXNA"); | ||
62 | bulletSimConfig.Set("MeshSculptedPrim", "false"); | ||
63 | bulletSimConfig.Set("ForceSimplePrimMeshing", "true"); | ||
64 | if (paramOverrides != null) | ||
65 | { | ||
66 | foreach (KeyValuePair<string, string> kvp in paramOverrides) | ||
67 | { | ||
68 | bulletSimConfig.Set(kvp.Key, kvp.Value); | ||
69 | } | ||
70 | } | ||
71 | |||
72 | // If a special directory exists, put detailed logging therein. | ||
73 | // This allows local testing/debugging without having to worry that the build engine will output logs. | ||
74 | if (Directory.Exists("physlogs")) | ||
75 | { | ||
76 | bulletSimConfig.Set("PhysicsLoggingDir","./physlogs"); | ||
77 | bulletSimConfig.Set("PhysicsLoggingEnabled","True"); | ||
78 | bulletSimConfig.Set("PhysicsLoggingDoFlush","True"); | ||
79 | bulletSimConfig.Set("VehicleLoggingEnabled","True"); | ||
80 | } | ||
81 | |||
82 | Vector3 regionExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight); | ||
83 | |||
84 | RegionInfo info = new RegionInfo(); | ||
85 | info.RegionName = "BSTestRegion"; | ||
86 | info.RegionSizeX = info.RegionSizeY = info.RegionSizeZ = Constants.RegionSize; | ||
87 | OpenSim.Region.Framework.Scenes.Scene scene = new OpenSim.Region.Framework.Scenes.Scene(info); | ||
88 | |||
89 | IMesher mesher = new OpenSim.Region.PhysicsModules.Meshing.Meshmerizer(); | ||
90 | INonSharedRegionModule mod = mesher as INonSharedRegionModule; | ||
91 | mod.Initialise(openSimINI); | ||
92 | mod.AddRegion(scene); | ||
93 | mod.RegionLoaded(scene); | ||
94 | |||
95 | BSScene pScene = new BSScene(); | ||
96 | mod = (pScene as INonSharedRegionModule); | ||
97 | mod.Initialise(openSimINI); | ||
98 | mod.AddRegion(scene); | ||
99 | mod.RegionLoaded(scene); | ||
100 | |||
101 | // Since the asset requestor is not initialized, any mesh or sculptie will be a cube. | ||
102 | // In the future, add a fake asset fetcher to get meshes and sculpts. | ||
103 | // bsScene.RequestAssetMethod = ???; | ||
104 | |||
105 | return pScene; | ||
106 | } | ||
107 | |||
108 | } | ||
109 | } | ||
diff --git a/OpenSim/Region/PhysicsModules/BulletS/Tests/HullCreation.cs b/OpenSim/Region/PhysicsModules/BulletS/Tests/HullCreation.cs new file mode 100644 index 0000000..c0cf19a --- /dev/null +++ b/OpenSim/Region/PhysicsModules/BulletS/Tests/HullCreation.cs | |||
@@ -0,0 +1,205 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Linq; | ||
31 | using System.Text; | ||
32 | |||
33 | using NUnit.Framework; | ||
34 | using log4net; | ||
35 | |||
36 | using OpenSim.Framework; | ||
37 | using OpenSim.Region.PhysicsModule.BulletS; | ||
38 | using OpenSim.Region.PhysicsModules.SharedBase; | ||
39 | using OpenSim.Tests.Common; | ||
40 | |||
41 | using OpenMetaverse; | ||
42 | |||
43 | namespace OpenSim.Region.PhysicsModule.BulletS.Tests | ||
44 | { | ||
45 | [TestFixture] | ||
46 | public class HullCreation : OpenSimTestCase | ||
47 | { | ||
48 | // Documentation on attributes: http://www.nunit.org/index.php?p=attributes&r=2.6.1 | ||
49 | // Documentation on assertions: http://www.nunit.org/index.php?p=assertions&r=2.6.1 | ||
50 | |||
51 | BSScene PhysicsScene { get; set; } | ||
52 | Vector3 ObjectInitPosition; | ||
53 | |||
54 | [TestFixtureSetUp] | ||
55 | public void Init() | ||
56 | { | ||
57 | |||
58 | } | ||
59 | |||
60 | [TestFixtureTearDown] | ||
61 | public void TearDown() | ||
62 | { | ||
63 | if (PhysicsScene != null) | ||
64 | { | ||
65 | // The Dispose() will also free any physical objects in the scene | ||
66 | PhysicsScene.Dispose(); | ||
67 | PhysicsScene = null; | ||
68 | } | ||
69 | } | ||
70 | |||
71 | [TestCase(7, 2, 5f, 5f, 32, 0f)] /* default hull parameters */ | ||
72 | public void GeomHullConvexDecomp( int maxDepthSplit, | ||
73 | int maxDepthSplitForSimpleShapes, | ||
74 | float concavityThresholdPercent, | ||
75 | float volumeConservationThresholdPercent, | ||
76 | int maxVertices, | ||
77 | float maxSkinWidth) | ||
78 | { | ||
79 | // Setup the physics engine to use the C# version of convex decomp | ||
80 | Dictionary<string, string> engineParams = new Dictionary<string, string>(); | ||
81 | engineParams.Add("MeshSculptedPrim", "true"); // ShouldMeshSculptedPrim | ||
82 | engineParams.Add("ForceSimplePrimMeshing", "false"); // ShouldForceSimplePrimMeshing | ||
83 | engineParams.Add("UseHullsForPhysicalObjects", "true"); // ShouldUseHullsForPhysicalObjects | ||
84 | engineParams.Add("ShouldRemoveZeroWidthTriangles", "true"); | ||
85 | engineParams.Add("ShouldUseBulletHACD", "false"); | ||
86 | engineParams.Add("ShouldUseSingleConvexHullForPrims", "true"); | ||
87 | engineParams.Add("ShouldUseGImpactShapeForPrims", "false"); | ||
88 | engineParams.Add("ShouldUseAssetHulls", "true"); | ||
89 | |||
90 | engineParams.Add("CSHullMaxDepthSplit", maxDepthSplit.ToString()); | ||
91 | engineParams.Add("CSHullMaxDepthSplitForSimpleShapes", maxDepthSplitForSimpleShapes.ToString()); | ||
92 | engineParams.Add("CSHullConcavityThresholdPercent", concavityThresholdPercent.ToString()); | ||
93 | engineParams.Add("CSHullVolumeConservationThresholdPercent", volumeConservationThresholdPercent.ToString()); | ||
94 | engineParams.Add("CSHullMaxVertices", maxVertices.ToString()); | ||
95 | engineParams.Add("CSHullMaxSkinWidth", maxSkinWidth.ToString()); | ||
96 | |||
97 | PhysicsScene = BulletSimTestsUtil.CreateBasicPhysicsEngine(engineParams); | ||
98 | |||
99 | PrimitiveBaseShape pbs; | ||
100 | Vector3 pos; | ||
101 | Vector3 size; | ||
102 | Quaternion rot; | ||
103 | bool isPhys; | ||
104 | |||
105 | // Cylinder | ||
106 | pbs = PrimitiveBaseShape.CreateCylinder(); | ||
107 | pos = new Vector3(100.0f, 100.0f, 0f); | ||
108 | pos.Z = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos) + 10f; | ||
109 | ObjectInitPosition = pos; | ||
110 | size = new Vector3(2f, 2f, 2f); | ||
111 | pbs.Scale = size; | ||
112 | rot = Quaternion.Identity; | ||
113 | isPhys = true; | ||
114 | uint cylinderLocalID = 123; | ||
115 | PhysicsScene.AddPrimShape("testCylinder", pbs, pos, size, rot, isPhys, cylinderLocalID); | ||
116 | BSPrim primTypeCylinder = (BSPrim)PhysicsScene.PhysObjects[cylinderLocalID]; | ||
117 | |||
118 | // Hollow Cylinder | ||
119 | pbs = PrimitiveBaseShape.CreateCylinder(); | ||
120 | pbs.ProfileHollow = (ushort)(0.70f * 50000); | ||
121 | pos = new Vector3(110.0f, 110.0f, 0f); | ||
122 | pos.Z = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos) + 10f; | ||
123 | ObjectInitPosition = pos; | ||
124 | size = new Vector3(2f, 2f, 2f); | ||
125 | pbs.Scale = size; | ||
126 | rot = Quaternion.Identity; | ||
127 | isPhys = true; | ||
128 | uint hollowCylinderLocalID = 124; | ||
129 | PhysicsScene.AddPrimShape("testHollowCylinder", pbs, pos, size, rot, isPhys, hollowCylinderLocalID); | ||
130 | BSPrim primTypeHollowCylinder = (BSPrim)PhysicsScene.PhysObjects[hollowCylinderLocalID]; | ||
131 | |||
132 | // Torus | ||
133 | // ProfileCurve = Circle, PathCurve = Curve1 | ||
134 | pbs = PrimitiveBaseShape.CreateSphere(); | ||
135 | pbs.ProfileShape = (byte)ProfileShape.Circle; | ||
136 | pbs.PathCurve = (byte)Extrusion.Curve1; | ||
137 | pbs.PathScaleX = 100; // default hollow info as set in the viewer | ||
138 | pbs.PathScaleY = (int)(.25f / 0.01f) + 200; | ||
139 | pos = new Vector3(120.0f, 120.0f, 0f); | ||
140 | pos.Z = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos) + 10f; | ||
141 | ObjectInitPosition = pos; | ||
142 | size = new Vector3(2f, 4f, 4f); | ||
143 | pbs.Scale = size; | ||
144 | rot = Quaternion.Identity; | ||
145 | isPhys = true; | ||
146 | uint torusLocalID = 125; | ||
147 | PhysicsScene.AddPrimShape("testTorus", pbs, pos, size, rot, isPhys, torusLocalID); | ||
148 | BSPrim primTypeTorus = (BSPrim)PhysicsScene.PhysObjects[torusLocalID]; | ||
149 | |||
150 | // The actual prim shape creation happens at taint time | ||
151 | PhysicsScene.ProcessTaints(); | ||
152 | |||
153 | // Check out the created hull shapes and report their characteristics | ||
154 | ReportShapeGeom(primTypeCylinder); | ||
155 | ReportShapeGeom(primTypeHollowCylinder); | ||
156 | ReportShapeGeom(primTypeTorus); | ||
157 | } | ||
158 | |||
159 | [TestCase] | ||
160 | public void GeomHullBulletHACD() | ||
161 | { | ||
162 | // Cylinder | ||
163 | // Hollow Cylinder | ||
164 | // Torus | ||
165 | } | ||
166 | |||
167 | private void ReportShapeGeom(BSPrim prim) | ||
168 | { | ||
169 | if (prim != null) | ||
170 | { | ||
171 | if (prim.PhysShape.HasPhysicalShape) | ||
172 | { | ||
173 | BSShape physShape = prim.PhysShape; | ||
174 | string shapeType = physShape.GetType().ToString(); | ||
175 | switch (shapeType) | ||
176 | { | ||
177 | case "OpenSim.Region.Physics.BulletSPlugin.BSShapeNative": | ||
178 | BSShapeNative nShape = physShape as BSShapeNative; | ||
179 | prim.PhysScene.DetailLog("{0}, type={1}", prim.Name, shapeType); | ||
180 | break; | ||
181 | case "OpenSim.Region.Physics.BulletSPlugin.BSShapeMesh": | ||
182 | BSShapeMesh mShape = physShape as BSShapeMesh; | ||
183 | prim.PhysScene.DetailLog("{0}, mesh, shapeInfo={1}", prim.Name, mShape.shapeInfo); | ||
184 | break; | ||
185 | case "OpenSim.Region.Physics.BulletSPlugin.BSShapeHull": | ||
186 | // BSShapeHull hShape = physShape as BSShapeHull; | ||
187 | // prim.PhysScene.DetailLog("{0}, hull, shapeInfo={1}", prim.Name, hShape.shapeInfo); | ||
188 | break; | ||
189 | case "OpenSim.Region.Physics.BulletSPlugin.BSShapeConvexHull": | ||
190 | BSShapeConvexHull chShape = physShape as BSShapeConvexHull; | ||
191 | prim.PhysScene.DetailLog("{0}, convexHull, shapeInfo={1}", prim.Name, chShape.shapeInfo); | ||
192 | break; | ||
193 | case "OpenSim.Region.Physics.BulletSPlugin.BSShapeCompound": | ||
194 | BSShapeCompound cShape = physShape as BSShapeCompound; | ||
195 | prim.PhysScene.DetailLog("{0}, type={1}", prim.Name, shapeType); | ||
196 | break; | ||
197 | default: | ||
198 | prim.PhysScene.DetailLog("{0}, type={1}", prim.Name, shapeType); | ||
199 | break; | ||
200 | } | ||
201 | } | ||
202 | } | ||
203 | } | ||
204 | } | ||
205 | } \ No newline at end of file | ||
diff --git a/OpenSim/Region/Physics/ConvexDecompositionDotNet/CTri.cs b/OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/CTri.cs index 4d84c44..7ad689e 100644 --- a/OpenSim/Region/Physics/ConvexDecompositionDotNet/CTri.cs +++ b/OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/CTri.cs | |||
@@ -28,7 +28,7 @@ | |||
28 | using System; | 28 | using System; |
29 | using System.Collections.Generic; | 29 | using System.Collections.Generic; |
30 | 30 | ||
31 | namespace OpenSim.Region.Physics.ConvexDecompositionDotNet | 31 | namespace OpenSim.Region.PhysicsModule.ConvexDecompositionDotNet |
32 | { | 32 | { |
33 | public class Wpoint | 33 | public class Wpoint |
34 | { | 34 | { |
diff --git a/OpenSim/Region/Physics/ConvexDecompositionDotNet/Concavity.cs b/OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/Concavity.cs index cc6383a..4140d25 100644 --- a/OpenSim/Region/Physics/ConvexDecompositionDotNet/Concavity.cs +++ b/OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/Concavity.cs | |||
@@ -29,7 +29,7 @@ using System; | |||
29 | using System.Collections.Generic; | 29 | using System.Collections.Generic; |
30 | using System.Text; | 30 | using System.Text; |
31 | 31 | ||
32 | namespace OpenSim.Region.Physics.ConvexDecompositionDotNet | 32 | namespace OpenSim.Region.PhysicsModule.ConvexDecompositionDotNet |
33 | { | 33 | { |
34 | public static class Concavity | 34 | public static class Concavity |
35 | { | 35 | { |
diff --git a/OpenSim/Region/Physics/ConvexDecompositionDotNet/ConvexBuilder.cs b/OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/ConvexBuilder.cs index dfaede1..70c3a2b 100644 --- a/OpenSim/Region/Physics/ConvexDecompositionDotNet/ConvexBuilder.cs +++ b/OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/ConvexBuilder.cs | |||
@@ -29,7 +29,7 @@ using System; | |||
29 | using System.Collections.Generic; | 29 | using System.Collections.Generic; |
30 | using System.Diagnostics; | 30 | using System.Diagnostics; |
31 | 31 | ||
32 | namespace OpenSim.Region.Physics.ConvexDecompositionDotNet | 32 | namespace OpenSim.Region.PhysicsModule.ConvexDecompositionDotNet |
33 | { | 33 | { |
34 | public class DecompDesc | 34 | public class DecompDesc |
35 | { | 35 | { |
diff --git a/OpenSim/Region/Physics/ConvexDecompositionDotNet/ConvexDecomposition.cs b/OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/ConvexDecomposition.cs index 2e2bb70..5046bce 100644 --- a/OpenSim/Region/Physics/ConvexDecompositionDotNet/ConvexDecomposition.cs +++ b/OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/ConvexDecomposition.cs | |||
@@ -29,7 +29,7 @@ using System; | |||
29 | using System.Collections.Generic; | 29 | using System.Collections.Generic; |
30 | using System.Diagnostics; | 30 | using System.Diagnostics; |
31 | 31 | ||
32 | namespace OpenSim.Region.Physics.ConvexDecompositionDotNet | 32 | namespace OpenSim.Region.PhysicsModule.ConvexDecompositionDotNet |
33 | { | 33 | { |
34 | public delegate void ConvexDecompositionCallback(ConvexResult result); | 34 | public delegate void ConvexDecompositionCallback(ConvexResult result); |
35 | 35 | ||
diff --git a/OpenSim/Region/Physics/ConvexDecompositionDotNet/ConvexResult.cs b/OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/ConvexResult.cs index 87758b5..44e3e50 100644 --- a/OpenSim/Region/Physics/ConvexDecompositionDotNet/ConvexResult.cs +++ b/OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/ConvexResult.cs | |||
@@ -28,7 +28,7 @@ | |||
28 | using System; | 28 | using System; |
29 | using System.Collections.Generic; | 29 | using System.Collections.Generic; |
30 | 30 | ||
31 | namespace OpenSim.Region.Physics.ConvexDecompositionDotNet | 31 | namespace OpenSim.Region.PhysicsModule.ConvexDecompositionDotNet |
32 | { | 32 | { |
33 | public class ConvexResult | 33 | public class ConvexResult |
34 | { | 34 | { |
diff --git a/OpenSim/Region/Physics/ConvexDecompositionDotNet/HullClasses.cs b/OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/HullClasses.cs index d81df26..8a0164e 100644 --- a/OpenSim/Region/Physics/ConvexDecompositionDotNet/HullClasses.cs +++ b/OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/HullClasses.cs | |||
@@ -28,7 +28,7 @@ | |||
28 | using System; | 28 | using System; |
29 | using System.Collections.Generic; | 29 | using System.Collections.Generic; |
30 | 30 | ||
31 | namespace OpenSim.Region.Physics.ConvexDecompositionDotNet | 31 | namespace OpenSim.Region.PhysicsModule.ConvexDecompositionDotNet |
32 | { | 32 | { |
33 | public class HullResult | 33 | public class HullResult |
34 | { | 34 | { |
diff --git a/OpenSim/Region/Physics/ConvexDecompositionDotNet/HullTriangle.cs b/OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/HullTriangle.cs index 1119a75..d3f0052 100644 --- a/OpenSim/Region/Physics/ConvexDecompositionDotNet/HullTriangle.cs +++ b/OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/HullTriangle.cs | |||
@@ -29,7 +29,7 @@ using System; | |||
29 | using System.Collections.Generic; | 29 | using System.Collections.Generic; |
30 | using System.Diagnostics; | 30 | using System.Diagnostics; |
31 | 31 | ||
32 | namespace OpenSim.Region.Physics.ConvexDecompositionDotNet | 32 | namespace OpenSim.Region.PhysicsModule.ConvexDecompositionDotNet |
33 | { | 33 | { |
34 | public class HullTriangle : int3 | 34 | public class HullTriangle : int3 |
35 | { | 35 | { |
diff --git a/OpenSim/Region/Physics/ConvexDecompositionDotNet/HullUtils.cs b/OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/HullUtils.cs index c9ccfe2..3903254 100644 --- a/OpenSim/Region/Physics/ConvexDecompositionDotNet/HullUtils.cs +++ b/OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/HullUtils.cs | |||
@@ -29,7 +29,7 @@ using System; | |||
29 | using System.Collections.Generic; | 29 | using System.Collections.Generic; |
30 | using System.Diagnostics; | 30 | using System.Diagnostics; |
31 | 31 | ||
32 | namespace OpenSim.Region.Physics.ConvexDecompositionDotNet | 32 | namespace OpenSim.Region.PhysicsModule.ConvexDecompositionDotNet |
33 | { | 33 | { |
34 | public static class HullUtils | 34 | public static class HullUtils |
35 | { | 35 | { |
diff --git a/OpenSim/Region/Physics/ConvexDecompositionDotNet/LICENSE.txt b/OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/LICENSE.txt index 714ae89..714ae89 100644 --- a/OpenSim/Region/Physics/ConvexDecompositionDotNet/LICENSE.txt +++ b/OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/LICENSE.txt | |||
diff --git a/OpenSim/Region/Physics/ConvexDecompositionDotNet/Plane.cs b/OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/Plane.cs index d099676..da9ae0c 100644 --- a/OpenSim/Region/Physics/ConvexDecompositionDotNet/Plane.cs +++ b/OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/Plane.cs | |||
@@ -27,7 +27,7 @@ | |||
27 | 27 | ||
28 | using System; | 28 | using System; |
29 | 29 | ||
30 | namespace OpenSim.Region.Physics.ConvexDecompositionDotNet | 30 | namespace OpenSim.Region.PhysicsModule.ConvexDecompositionDotNet |
31 | { | 31 | { |
32 | public class Plane | 32 | public class Plane |
33 | { | 33 | { |
diff --git a/OpenSim/Region/Physics/ConvexDecompositionDotNet/PlaneTri.cs b/OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/PlaneTri.cs index 31f0182..42f7a22 100644 --- a/OpenSim/Region/Physics/ConvexDecompositionDotNet/PlaneTri.cs +++ b/OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/PlaneTri.cs | |||
@@ -29,7 +29,7 @@ using System; | |||
29 | using System.Collections.Generic; | 29 | using System.Collections.Generic; |
30 | using System.Diagnostics; | 30 | using System.Diagnostics; |
31 | 31 | ||
32 | namespace OpenSim.Region.Physics.ConvexDecompositionDotNet | 32 | namespace OpenSim.Region.PhysicsModule.ConvexDecompositionDotNet |
33 | { | 33 | { |
34 | public enum PlaneTriResult : int | 34 | public enum PlaneTriResult : int |
35 | { | 35 | { |
diff --git a/OpenSim/Region/Physics/ConvexDecompositionDotNet/Properties/AssemblyInfo.cs b/OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/Properties/AssemblyInfo.cs index 5ff945d..b9cd6f5 100644 --- a/OpenSim/Region/Physics/ConvexDecompositionDotNet/Properties/AssemblyInfo.cs +++ b/OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/Properties/AssemblyInfo.cs | |||
@@ -32,5 +32,5 @@ using System.Runtime.InteropServices; | |||
32 | // You can specify all the values or you can default the Build and Revision Numbers | 32 | // You can specify all the values or you can default the Build and Revision Numbers |
33 | // by using the '*' as shown below: | 33 | // by using the '*' as shown below: |
34 | // [assembly: AssemblyVersion("1.0.*")] | 34 | // [assembly: AssemblyVersion("1.0.*")] |
35 | [assembly: AssemblyVersion("0.7.5.*")] | 35 | [assembly: AssemblyVersion("0.8.3.*")] |
36 | [assembly: AssemblyFileVersion("1.0.0.0")] | 36 | |
diff --git a/OpenSim/Region/Physics/ConvexDecompositionDotNet/Quaternion.cs b/OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/Quaternion.cs index 0ba8f17..045f620 100644 --- a/OpenSim/Region/Physics/ConvexDecompositionDotNet/Quaternion.cs +++ b/OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/Quaternion.cs | |||
@@ -27,7 +27,7 @@ | |||
27 | 27 | ||
28 | using System; | 28 | using System; |
29 | 29 | ||
30 | namespace OpenSim.Region.Physics.ConvexDecompositionDotNet | 30 | namespace OpenSim.Region.PhysicsModule.ConvexDecompositionDotNet |
31 | { | 31 | { |
32 | public class Quaternion : float4 | 32 | public class Quaternion : float4 |
33 | { | 33 | { |
diff --git a/OpenSim/Region/Physics/ConvexDecompositionDotNet/README.txt b/OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/README.txt index fc53ae7..fc53ae7 100644 --- a/OpenSim/Region/Physics/ConvexDecompositionDotNet/README.txt +++ b/OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/README.txt | |||
diff --git a/OpenSim/Region/Physics/ConvexDecompositionDotNet/SplitPlane.cs b/OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/SplitPlane.cs index 9f06a9a..9f56bc5 100644 --- a/OpenSim/Region/Physics/ConvexDecompositionDotNet/SplitPlane.cs +++ b/OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/SplitPlane.cs | |||
@@ -28,7 +28,7 @@ | |||
28 | using System; | 28 | using System; |
29 | using System.Collections.Generic; | 29 | using System.Collections.Generic; |
30 | 30 | ||
31 | namespace OpenSim.Region.Physics.ConvexDecompositionDotNet | 31 | namespace OpenSim.Region.PhysicsModule.ConvexDecompositionDotNet |
32 | { | 32 | { |
33 | public class Rect3d | 33 | public class Rect3d |
34 | { | 34 | { |
diff --git a/OpenSim/Region/Physics/ConvexDecompositionDotNet/VertexLookup.cs b/OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/VertexLookup.cs index 6f17c9f..bfe11e5 100644 --- a/OpenSim/Region/Physics/ConvexDecompositionDotNet/VertexLookup.cs +++ b/OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/VertexLookup.cs | |||
@@ -28,7 +28,7 @@ | |||
28 | using System; | 28 | using System; |
29 | using System.Collections.Generic; | 29 | using System.Collections.Generic; |
30 | 30 | ||
31 | namespace OpenSim.Region.Physics.ConvexDecompositionDotNet | 31 | namespace OpenSim.Region.PhysicsModule.ConvexDecompositionDotNet |
32 | { | 32 | { |
33 | public class VertexPool | 33 | public class VertexPool |
34 | { | 34 | { |
diff --git a/OpenSim/Region/Physics/ConvexDecompositionDotNet/float2.cs b/OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/float2.cs index ce88fc8..e7358c1 100644 --- a/OpenSim/Region/Physics/ConvexDecompositionDotNet/float2.cs +++ b/OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/float2.cs | |||
@@ -27,7 +27,7 @@ | |||
27 | 27 | ||
28 | using System; | 28 | using System; |
29 | 29 | ||
30 | namespace OpenSim.Region.Physics.ConvexDecompositionDotNet | 30 | namespace OpenSim.Region.PhysicsModule.ConvexDecompositionDotNet |
31 | { | 31 | { |
32 | public class float2 | 32 | public class float2 |
33 | { | 33 | { |
diff --git a/OpenSim/Region/Physics/ConvexDecompositionDotNet/float3.cs b/OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/float3.cs index 4389114..fde9b32 100644 --- a/OpenSim/Region/Physics/ConvexDecompositionDotNet/float3.cs +++ b/OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/float3.cs | |||
@@ -27,7 +27,7 @@ | |||
27 | 27 | ||
28 | using System; | 28 | using System; |
29 | 29 | ||
30 | namespace OpenSim.Region.Physics.ConvexDecompositionDotNet | 30 | namespace OpenSim.Region.PhysicsModule.ConvexDecompositionDotNet |
31 | { | 31 | { |
32 | public class float3 : IEquatable<float3> | 32 | public class float3 : IEquatable<float3> |
33 | { | 33 | { |
diff --git a/OpenSim/Region/Physics/ConvexDecompositionDotNet/float3x3.cs b/OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/float3x3.cs index 76cf063..c420fde 100644 --- a/OpenSim/Region/Physics/ConvexDecompositionDotNet/float3x3.cs +++ b/OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/float3x3.cs | |||
@@ -29,7 +29,7 @@ using System; | |||
29 | using System.Collections.Generic; | 29 | using System.Collections.Generic; |
30 | using System.Diagnostics; | 30 | using System.Diagnostics; |
31 | 31 | ||
32 | namespace OpenSim.Region.Physics.ConvexDecompositionDotNet | 32 | namespace OpenSim.Region.PhysicsModule.ConvexDecompositionDotNet |
33 | { | 33 | { |
34 | public class float3x3 | 34 | public class float3x3 |
35 | { | 35 | { |
diff --git a/OpenSim/Region/Physics/ConvexDecompositionDotNet/float4.cs b/OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/float4.cs index fa60876..b2b6fd3 100644 --- a/OpenSim/Region/Physics/ConvexDecompositionDotNet/float4.cs +++ b/OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/float4.cs | |||
@@ -27,7 +27,7 @@ | |||
27 | 27 | ||
28 | using System; | 28 | using System; |
29 | 29 | ||
30 | namespace OpenSim.Region.Physics.ConvexDecompositionDotNet | 30 | namespace OpenSim.Region.PhysicsModule.ConvexDecompositionDotNet |
31 | { | 31 | { |
32 | public class float4 | 32 | public class float4 |
33 | { | 33 | { |
diff --git a/OpenSim/Region/Physics/ConvexDecompositionDotNet/float4x4.cs b/OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/float4x4.cs index 7d1592f..087eba7 100644 --- a/OpenSim/Region/Physics/ConvexDecompositionDotNet/float4x4.cs +++ b/OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/float4x4.cs | |||
@@ -30,7 +30,7 @@ using System.Collections.Generic; | |||
30 | using System.Linq; | 30 | using System.Linq; |
31 | using System.Text; | 31 | using System.Text; |
32 | 32 | ||
33 | namespace OpenSim.Region.Physics.ConvexDecompositionDotNet | 33 | namespace OpenSim.Region.PhysicsModule.ConvexDecompositionDotNet |
34 | { | 34 | { |
35 | public class float4x4 | 35 | public class float4x4 |
36 | { | 36 | { |
diff --git a/OpenSim/Region/Physics/ConvexDecompositionDotNet/int3.cs b/OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/int3.cs index 9c5760d..90624eb 100644 --- a/OpenSim/Region/Physics/ConvexDecompositionDotNet/int3.cs +++ b/OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/int3.cs | |||
@@ -27,7 +27,7 @@ | |||
27 | 27 | ||
28 | using System; | 28 | using System; |
29 | 29 | ||
30 | namespace OpenSim.Region.Physics.ConvexDecompositionDotNet | 30 | namespace OpenSim.Region.PhysicsModule.ConvexDecompositionDotNet |
31 | { | 31 | { |
32 | public class int3 | 32 | public class int3 |
33 | { | 33 | { |
diff --git a/OpenSim/Region/Physics/ConvexDecompositionDotNet/int4.cs b/OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/int4.cs index c2b32e5..e9320c0 100644 --- a/OpenSim/Region/Physics/ConvexDecompositionDotNet/int4.cs +++ b/OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/int4.cs | |||
@@ -27,7 +27,7 @@ | |||
27 | 27 | ||
28 | using System; | 28 | using System; |
29 | 29 | ||
30 | namespace OpenSim.Region.Physics.ConvexDecompositionDotNet | 30 | namespace OpenSim.Region.PhysicsModule.ConvexDecompositionDotNet |
31 | { | 31 | { |
32 | public class int4 | 32 | public class int4 |
33 | { | 33 | { |
diff --git a/OpenSim/Region/Physics/Meshing/HelperTypes.cs b/OpenSim/Region/PhysicsModules/Meshing/Meshmerizer/HelperTypes.cs index 8cd8dcf..34a925d 100644 --- a/OpenSim/Region/Physics/Meshing/HelperTypes.cs +++ b/OpenSim/Region/PhysicsModules/Meshing/Meshmerizer/HelperTypes.cs | |||
@@ -30,8 +30,8 @@ using System.Collections.Generic; | |||
30 | using System.Diagnostics; | 30 | using System.Diagnostics; |
31 | using System.Globalization; | 31 | using System.Globalization; |
32 | using OpenMetaverse; | 32 | using OpenMetaverse; |
33 | using OpenSim.Region.Physics.Manager; | 33 | using OpenSim.Region.PhysicsModules.SharedBase; |
34 | using OpenSim.Region.Physics.Meshing; | 34 | using OpenSim.Region.PhysicsModules.Meshing; |
35 | 35 | ||
36 | public class Vertex : IComparable<Vertex> | 36 | public class Vertex : IComparable<Vertex> |
37 | { | 37 | { |
diff --git a/OpenSim/Region/Physics/Meshing/Mesh.cs b/OpenSim/Region/PhysicsModules/Meshing/Meshmerizer/Mesh.cs index f781ff9..bf397ee 100644 --- a/OpenSim/Region/Physics/Meshing/Mesh.cs +++ b/OpenSim/Region/PhysicsModules/Meshing/Meshmerizer/Mesh.cs | |||
@@ -29,11 +29,11 @@ using System; | |||
29 | using System.Collections.Generic; | 29 | using System.Collections.Generic; |
30 | using System.IO; | 30 | using System.IO; |
31 | using System.Runtime.InteropServices; | 31 | using System.Runtime.InteropServices; |
32 | using OpenSim.Region.Physics.Manager; | 32 | using OpenSim.Region.PhysicsModules.SharedBase; |
33 | using PrimMesher; | 33 | using PrimMesher; |
34 | using OpenMetaverse; | 34 | using OpenMetaverse; |
35 | 35 | ||
36 | namespace OpenSim.Region.Physics.Meshing | 36 | namespace OpenSim.Region.PhysicsModules.Meshing |
37 | { | 37 | { |
38 | public class Mesh : IMesh | 38 | public class Mesh : IMesh |
39 | { | 39 | { |
@@ -152,7 +152,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
152 | return result; | 152 | return result; |
153 | } | 153 | } |
154 | 154 | ||
155 | private float[] getVertexListAsFloat() | 155 | public float[] getVertexListAsFloat() |
156 | { | 156 | { |
157 | if (m_vertices == null) | 157 | if (m_vertices == null) |
158 | throw new NotSupportedException(); | 158 | throw new NotSupportedException(); |
diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/PhysicsModules/Meshing/Meshmerizer/Meshmerizer.cs index 8145d61..4d25bf3 100644 --- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs +++ b/OpenSim/Region/PhysicsModules/Meshing/Meshmerizer/Meshmerizer.cs | |||
@@ -28,8 +28,12 @@ | |||
28 | 28 | ||
29 | using System; | 29 | using System; |
30 | using System.Collections.Generic; | 30 | using System.Collections.Generic; |
31 | using System.Reflection; | ||
32 | using System.IO; | ||
31 | using OpenSim.Framework; | 33 | using OpenSim.Framework; |
32 | using OpenSim.Region.Physics.Manager; | 34 | using OpenSim.Region.Framework.Scenes; |
35 | using OpenSim.Region.Framework.Interfaces; | ||
36 | using OpenSim.Region.PhysicsModules.SharedBase; | ||
33 | using OpenMetaverse; | 37 | using OpenMetaverse; |
34 | using OpenMetaverse.StructuredData; | 38 | using OpenMetaverse.StructuredData; |
35 | using System.Drawing; | 39 | using System.Drawing; |
@@ -38,32 +42,15 @@ using System.IO.Compression; | |||
38 | using PrimMesher; | 42 | using PrimMesher; |
39 | using log4net; | 43 | using log4net; |
40 | using Nini.Config; | 44 | using Nini.Config; |
41 | using System.Reflection; | 45 | using Mono.Addins; |
42 | using System.IO; | ||
43 | using ComponentAce.Compression.Libs.zlib; | ||
44 | 46 | ||
45 | namespace OpenSim.Region.Physics.Meshing | 47 | namespace OpenSim.Region.PhysicsModules.Meshing |
46 | { | 48 | { |
47 | public class MeshmerizerPlugin : IMeshingPlugin | 49 | [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "Meshmerizer")] |
48 | { | 50 | public class Meshmerizer : IMesher, INonSharedRegionModule |
49 | public MeshmerizerPlugin() | ||
50 | { | ||
51 | } | ||
52 | |||
53 | public string GetName() | ||
54 | { | ||
55 | return "Meshmerizer"; | ||
56 | } | ||
57 | |||
58 | public IMesher GetMesher(IConfigSource config) | ||
59 | { | ||
60 | return new Meshmerizer(config); | ||
61 | } | ||
62 | } | ||
63 | |||
64 | public class Meshmerizer : IMesher | ||
65 | { | 51 | { |
66 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 52 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
53 | private static string LogHeader = "[MESH]"; | ||
67 | 54 | ||
68 | // Setting baseDir to a path will enable the dumping of raw files | 55 | // Setting baseDir to a path will enable the dumping of raw files |
69 | // raw files can be imported by blender so a visual inspection of the results can be done | 56 | // raw files can be imported by blender so a visual inspection of the results can be done |
@@ -72,6 +59,10 @@ namespace OpenSim.Region.Physics.Meshing | |||
72 | #else | 59 | #else |
73 | private const string baseDir = null; //"rawFiles"; | 60 | private const string baseDir = null; //"rawFiles"; |
74 | #endif | 61 | #endif |
62 | private bool m_Enabled = false; | ||
63 | |||
64 | // If 'true', lots of DEBUG logging of asset parsing details | ||
65 | private bool debugDetail = false; | ||
75 | 66 | ||
76 | private bool cacheSculptMaps = true; | 67 | private bool cacheSculptMaps = true; |
77 | private string decodedSculptMapPath = null; | 68 | private string decodedSculptMapPath = null; |
@@ -79,29 +70,85 @@ namespace OpenSim.Region.Physics.Meshing | |||
79 | 70 | ||
80 | private float minSizeForComplexMesh = 0.2f; // prims with all dimensions smaller than this will have a bounding box mesh | 71 | private float minSizeForComplexMesh = 0.2f; // prims with all dimensions smaller than this will have a bounding box mesh |
81 | 72 | ||
82 | private Dictionary<ulong, Mesh> m_uniqueMeshes = new Dictionary<ulong, Mesh>(); | 73 | private List<List<Vector3>> mConvexHulls = null; |
74 | private List<Vector3> mBoundingHull = null; | ||
75 | |||
76 | // Mesh cache. Static so it can be shared across instances of this class | ||
77 | private static Dictionary<ulong, Mesh> m_uniqueMeshes = new Dictionary<ulong, Mesh>(); | ||
83 | 78 | ||
84 | public Meshmerizer(IConfigSource config) | 79 | #region INonSharedRegionModule |
80 | public string Name | ||
85 | { | 81 | { |
86 | IConfig start_config = config.Configs["Startup"]; | 82 | get { return "Meshmerizer"; } |
87 | IConfig mesh_config = config.Configs["Mesh"]; | 83 | } |
88 | 84 | ||
89 | decodedSculptMapPath = start_config.GetString("DecodedSculptMapPath","j2kDecodeCache"); | 85 | public Type ReplaceableInterface |
90 | cacheSculptMaps = start_config.GetBoolean("CacheSculptMaps", cacheSculptMaps); | 86 | { |
91 | if(mesh_config != null) | 87 | get { return null; } |
92 | useMeshiesPhysicsMesh = mesh_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh); | 88 | } |
93 | 89 | ||
94 | try | 90 | public void Initialise(IConfigSource source) |
95 | { | 91 | { |
96 | if (!Directory.Exists(decodedSculptMapPath)) | 92 | IConfig config = source.Configs["Startup"]; |
97 | Directory.CreateDirectory(decodedSculptMapPath); | 93 | if (config != null) |
98 | } | ||
99 | catch (Exception e) | ||
100 | { | 94 | { |
101 | m_log.WarnFormat("[SCULPT]: Unable to create {0} directory: ", decodedSculptMapPath, e.Message); | 95 | string mesher = config.GetString("meshing", string.Empty); |
96 | if (mesher == Name) | ||
97 | { | ||
98 | m_Enabled = true; | ||
99 | |||
100 | IConfig mesh_config = source.Configs["Mesh"]; | ||
101 | |||
102 | decodedSculptMapPath = config.GetString("DecodedSculptMapPath", "j2kDecodeCache"); | ||
103 | cacheSculptMaps = config.GetBoolean("CacheSculptMaps", cacheSculptMaps); | ||
104 | if (mesh_config != null) | ||
105 | { | ||
106 | useMeshiesPhysicsMesh = mesh_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh); | ||
107 | debugDetail = mesh_config.GetBoolean("LogMeshDetails", debugDetail); | ||
108 | } | ||
109 | |||
110 | try | ||
111 | { | ||
112 | if (!Directory.Exists(decodedSculptMapPath)) | ||
113 | Directory.CreateDirectory(decodedSculptMapPath); | ||
114 | } | ||
115 | catch (Exception e) | ||
116 | { | ||
117 | m_log.WarnFormat("[SCULPT]: Unable to create {0} directory: ", decodedSculptMapPath, e.Message); | ||
118 | } | ||
119 | |||
120 | } | ||
102 | } | 121 | } |
103 | } | 122 | } |
104 | 123 | ||
124 | public void Close() | ||
125 | { | ||
126 | } | ||
127 | |||
128 | public void AddRegion(Scene scene) | ||
129 | { | ||
130 | if (!m_Enabled) | ||
131 | return; | ||
132 | |||
133 | scene.RegisterModuleInterface<IMesher>(this); | ||
134 | } | ||
135 | |||
136 | public void RemoveRegion(Scene scene) | ||
137 | { | ||
138 | if (!m_Enabled) | ||
139 | return; | ||
140 | |||
141 | scene.UnregisterModuleInterface<IMesher>(this); | ||
142 | } | ||
143 | |||
144 | public void RegionLoaded(Scene scene) | ||
145 | { | ||
146 | if (!m_Enabled) | ||
147 | return; | ||
148 | } | ||
149 | #endregion | ||
150 | |||
151 | |||
105 | /// <summary> | 152 | /// <summary> |
106 | /// creates a simple box mesh of the specified size. This mesh is of very low vertex count and may | 153 | /// creates a simple box mesh of the specified size. This mesh is of very low vertex count and may |
107 | /// be useful as a backup proxy when level of detail is not needed or when more complex meshes fail | 154 | /// be useful as a backup proxy when level of detail is not needed or when more complex meshes fail |
@@ -319,6 +366,9 @@ namespace OpenSim.Region.Physics.Meshing | |||
319 | faces = new List<Face>(); | 366 | faces = new List<Face>(); |
320 | OSD meshOsd = null; | 367 | OSD meshOsd = null; |
321 | 368 | ||
369 | mConvexHulls = null; | ||
370 | mBoundingHull = null; | ||
371 | |||
322 | if (primShape.SculptData.Length <= 0) | 372 | if (primShape.SculptData.Length <= 0) |
323 | { | 373 | { |
324 | // XXX: At the moment we can not log here since ODEPrim, for instance, ends up triggering this | 374 | // XXX: At the moment we can not log here since ODEPrim, for instance, ends up triggering this |
@@ -355,9 +405,139 @@ namespace OpenSim.Region.Physics.Meshing | |||
355 | OSDMap physicsParms = null; | 405 | OSDMap physicsParms = null; |
356 | OSDMap map = (OSDMap)meshOsd; | 406 | OSDMap map = (OSDMap)meshOsd; |
357 | if (map.ContainsKey("physics_shape")) | 407 | if (map.ContainsKey("physics_shape")) |
408 | { | ||
358 | physicsParms = (OSDMap)map["physics_shape"]; // old asset format | 409 | physicsParms = (OSDMap)map["physics_shape"]; // old asset format |
410 | if (debugDetail) m_log.DebugFormat("{0} prim='{1}': using 'physics_shape' mesh data", LogHeader, primName); | ||
411 | } | ||
359 | else if (map.ContainsKey("physics_mesh")) | 412 | else if (map.ContainsKey("physics_mesh")) |
413 | { | ||
360 | physicsParms = (OSDMap)map["physics_mesh"]; // new asset format | 414 | physicsParms = (OSDMap)map["physics_mesh"]; // new asset format |
415 | if (debugDetail) m_log.DebugFormat("{0} prim='{1}':using 'physics_mesh' mesh data", LogHeader, primName); | ||
416 | } | ||
417 | else if (map.ContainsKey("medium_lod")) | ||
418 | { | ||
419 | physicsParms = (OSDMap)map["medium_lod"]; // if no physics mesh, try to fall back to medium LOD display mesh | ||
420 | if (debugDetail) m_log.DebugFormat("{0} prim='{1}':using 'medium_lod' mesh data", LogHeader, primName); | ||
421 | } | ||
422 | else if (map.ContainsKey("high_lod")) | ||
423 | { | ||
424 | physicsParms = (OSDMap)map["high_lod"]; // if all else fails, use highest LOD display mesh and hope it works :) | ||
425 | if (debugDetail) m_log.DebugFormat("{0} prim='{1}':using 'high_lod' mesh data", LogHeader, primName); | ||
426 | } | ||
427 | |||
428 | if (map.ContainsKey("physics_convex")) | ||
429 | { // pull this out also in case physics engine can use it | ||
430 | OSD convexBlockOsd = null; | ||
431 | try | ||
432 | { | ||
433 | OSDMap convexBlock = (OSDMap)map["physics_convex"]; | ||
434 | { | ||
435 | int convexOffset = convexBlock["offset"].AsInteger() + (int)start; | ||
436 | int convexSize = convexBlock["size"].AsInteger(); | ||
437 | |||
438 | byte[] convexBytes = new byte[convexSize]; | ||
439 | |||
440 | System.Buffer.BlockCopy(primShape.SculptData, convexOffset, convexBytes, 0, convexSize); | ||
441 | |||
442 | try | ||
443 | { | ||
444 | convexBlockOsd = DecompressOsd(convexBytes); | ||
445 | } | ||
446 | catch (Exception e) | ||
447 | { | ||
448 | m_log.ErrorFormat("{0} prim='{1}': exception decoding convex block: {2}", LogHeader, primName, e); | ||
449 | //return false; | ||
450 | } | ||
451 | } | ||
452 | |||
453 | if (convexBlockOsd != null && convexBlockOsd is OSDMap) | ||
454 | { | ||
455 | convexBlock = convexBlockOsd as OSDMap; | ||
456 | |||
457 | if (debugDetail) | ||
458 | { | ||
459 | string keys = LogHeader + " keys found in convexBlock: "; | ||
460 | foreach (KeyValuePair<string, OSD> kvp in convexBlock) | ||
461 | keys += "'" + kvp.Key + "' "; | ||
462 | m_log.Debug(keys); | ||
463 | } | ||
464 | |||
465 | Vector3 min = new Vector3(-0.5f, -0.5f, -0.5f); | ||
466 | if (convexBlock.ContainsKey("Min")) min = convexBlock["Min"].AsVector3(); | ||
467 | Vector3 max = new Vector3(0.5f, 0.5f, 0.5f); | ||
468 | if (convexBlock.ContainsKey("Max")) max = convexBlock["Max"].AsVector3(); | ||
469 | |||
470 | List<Vector3> boundingHull = null; | ||
471 | |||
472 | if (convexBlock.ContainsKey("BoundingVerts")) | ||
473 | { | ||
474 | byte[] boundingVertsBytes = convexBlock["BoundingVerts"].AsBinary(); | ||
475 | boundingHull = new List<Vector3>(); | ||
476 | for (int i = 0; i < boundingVertsBytes.Length; ) | ||
477 | { | ||
478 | ushort uX = Utils.BytesToUInt16(boundingVertsBytes, i); i += 2; | ||
479 | ushort uY = Utils.BytesToUInt16(boundingVertsBytes, i); i += 2; | ||
480 | ushort uZ = Utils.BytesToUInt16(boundingVertsBytes, i); i += 2; | ||
481 | |||
482 | Vector3 pos = new Vector3( | ||
483 | Utils.UInt16ToFloat(uX, min.X, max.X), | ||
484 | Utils.UInt16ToFloat(uY, min.Y, max.Y), | ||
485 | Utils.UInt16ToFloat(uZ, min.Z, max.Z) | ||
486 | ); | ||
487 | |||
488 | boundingHull.Add(pos); | ||
489 | } | ||
490 | |||
491 | mBoundingHull = boundingHull; | ||
492 | if (debugDetail) m_log.DebugFormat("{0} prim='{1}': parsed bounding hull. nVerts={2}", LogHeader, primName, mBoundingHull.Count); | ||
493 | } | ||
494 | |||
495 | if (convexBlock.ContainsKey("HullList")) | ||
496 | { | ||
497 | byte[] hullList = convexBlock["HullList"].AsBinary(); | ||
498 | |||
499 | byte[] posBytes = convexBlock["Positions"].AsBinary(); | ||
500 | |||
501 | List<List<Vector3>> hulls = new List<List<Vector3>>(); | ||
502 | int posNdx = 0; | ||
503 | |||
504 | foreach (byte cnt in hullList) | ||
505 | { | ||
506 | int count = cnt == 0 ? 256 : cnt; | ||
507 | List<Vector3> hull = new List<Vector3>(); | ||
508 | |||
509 | for (int i = 0; i < count; i++) | ||
510 | { | ||
511 | ushort uX = Utils.BytesToUInt16(posBytes, posNdx); posNdx += 2; | ||
512 | ushort uY = Utils.BytesToUInt16(posBytes, posNdx); posNdx += 2; | ||
513 | ushort uZ = Utils.BytesToUInt16(posBytes, posNdx); posNdx += 2; | ||
514 | |||
515 | Vector3 pos = new Vector3( | ||
516 | Utils.UInt16ToFloat(uX, min.X, max.X), | ||
517 | Utils.UInt16ToFloat(uY, min.Y, max.Y), | ||
518 | Utils.UInt16ToFloat(uZ, min.Z, max.Z) | ||
519 | ); | ||
520 | |||
521 | hull.Add(pos); | ||
522 | } | ||
523 | |||
524 | hulls.Add(hull); | ||
525 | } | ||
526 | |||
527 | mConvexHulls = hulls; | ||
528 | if (debugDetail) m_log.DebugFormat("{0} prim='{1}': parsed hulls. nHulls={2}", LogHeader, primName, mConvexHulls.Count); | ||
529 | } | ||
530 | else | ||
531 | { | ||
532 | if (debugDetail) m_log.DebugFormat("{0} prim='{1}' has physics_convex but no HullList", LogHeader, primName); | ||
533 | } | ||
534 | } | ||
535 | } | ||
536 | catch (Exception e) | ||
537 | { | ||
538 | m_log.WarnFormat("{0} exception decoding convex block: {1}", LogHeader, e); | ||
539 | } | ||
540 | } | ||
361 | 541 | ||
362 | if (physicsParms == null) | 542 | if (physicsParms == null) |
363 | { | 543 | { |
@@ -374,34 +554,14 @@ namespace OpenSim.Region.Physics.Meshing | |||
374 | OSD decodedMeshOsd = new OSD(); | 554 | OSD decodedMeshOsd = new OSD(); |
375 | byte[] meshBytes = new byte[physSize]; | 555 | byte[] meshBytes = new byte[physSize]; |
376 | System.Buffer.BlockCopy(primShape.SculptData, physOffset, meshBytes, 0, physSize); | 556 | System.Buffer.BlockCopy(primShape.SculptData, physOffset, meshBytes, 0, physSize); |
377 | // byte[] decompressed = new byte[physSize * 5]; | 557 | // byte[] decompressed = new byte[physSize * 5]; |
378 | try | 558 | try |
379 | { | 559 | { |
380 | using (MemoryStream inMs = new MemoryStream(meshBytes)) | 560 | decodedMeshOsd = DecompressOsd(meshBytes); |
381 | { | ||
382 | using (MemoryStream outMs = new MemoryStream()) | ||
383 | { | ||
384 | using (ZOutputStream zOut = new ZOutputStream(outMs)) | ||
385 | { | ||
386 | byte[] readBuffer = new byte[2048]; | ||
387 | int readLen = 0; | ||
388 | while ((readLen = inMs.Read(readBuffer, 0, readBuffer.Length)) > 0) | ||
389 | { | ||
390 | zOut.Write(readBuffer, 0, readLen); | ||
391 | } | ||
392 | zOut.Flush(); | ||
393 | outMs.Seek(0, SeekOrigin.Begin); | ||
394 | |||
395 | byte[] decompressedBuf = outMs.GetBuffer(); | ||
396 | |||
397 | decodedMeshOsd = OSDParser.DeserializeLLSDBinary(decompressedBuf); | ||
398 | } | ||
399 | } | ||
400 | } | ||
401 | } | 561 | } |
402 | catch (Exception e) | 562 | catch (Exception e) |
403 | { | 563 | { |
404 | m_log.Error("[MESH]: exception decoding physical mesh: " + e.ToString()); | 564 | m_log.ErrorFormat("{0} prim='{1}': exception decoding physical mesh: {2}", LogHeader, primName, e); |
405 | return false; | 565 | return false; |
406 | } | 566 | } |
407 | 567 | ||
@@ -410,7 +570,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
410 | // physics_shape is an array of OSDMaps, one for each submesh | 570 | // physics_shape is an array of OSDMaps, one for each submesh |
411 | if (decodedMeshOsd is OSDArray) | 571 | if (decodedMeshOsd is OSDArray) |
412 | { | 572 | { |
413 | // Console.WriteLine("decodedMeshOsd for {0} - {1}", primName, Util.GetFormattedXml(decodedMeshOsd)); | 573 | // Console.WriteLine("decodedMeshOsd for {0} - {1}", primName, Util.GetFormattedXml(decodedMeshOsd)); |
414 | 574 | ||
415 | decodedMeshOsdArray = (OSDArray)decodedMeshOsd; | 575 | decodedMeshOsdArray = (OSDArray)decodedMeshOsd; |
416 | foreach (OSD subMeshOsd in decodedMeshOsdArray) | 576 | foreach (OSD subMeshOsd in decodedMeshOsdArray) |
@@ -418,6 +578,9 @@ namespace OpenSim.Region.Physics.Meshing | |||
418 | if (subMeshOsd is OSDMap) | 578 | if (subMeshOsd is OSDMap) |
419 | AddSubMesh(subMeshOsd as OSDMap, size, coords, faces); | 579 | AddSubMesh(subMeshOsd as OSDMap, size, coords, faces); |
420 | } | 580 | } |
581 | if (debugDetail) | ||
582 | m_log.DebugFormat("{0} {1}: mesh decoded. offset={2}, size={3}, nCoords={4}, nFaces={5}", | ||
583 | LogHeader, primName, physOffset, physSize, coords.Count, faces.Count); | ||
421 | } | 584 | } |
422 | } | 585 | } |
423 | 586 | ||
@@ -425,6 +588,42 @@ namespace OpenSim.Region.Physics.Meshing | |||
425 | } | 588 | } |
426 | 589 | ||
427 | /// <summary> | 590 | /// <summary> |
591 | /// decompresses a gzipped OSD object | ||
592 | /// </summary> | ||
593 | /// <param name="decodedOsd"></param> the OSD object | ||
594 | /// <param name="meshBytes"></param> | ||
595 | /// <returns></returns> | ||
596 | private static OSD DecompressOsd(byte[] meshBytes) | ||
597 | { | ||
598 | OSD decodedOsd = null; | ||
599 | |||
600 | using (MemoryStream inMs = new MemoryStream(meshBytes)) | ||
601 | { | ||
602 | using (MemoryStream outMs = new MemoryStream()) | ||
603 | { | ||
604 | using (DeflateStream decompressionStream = new DeflateStream(inMs, CompressionMode.Decompress)) | ||
605 | { | ||
606 | byte[] readBuffer = new byte[2048]; | ||
607 | inMs.Read(readBuffer, 0, 2); // skip first 2 bytes in header | ||
608 | int readLen = 0; | ||
609 | |||
610 | while ((readLen = decompressionStream.Read(readBuffer, 0, readBuffer.Length)) > 0) | ||
611 | outMs.Write(readBuffer, 0, readLen); | ||
612 | |||
613 | outMs.Flush(); | ||
614 | |||
615 | outMs.Seek(0, SeekOrigin.Begin); | ||
616 | |||
617 | byte[] decompressedBuf = outMs.GetBuffer(); | ||
618 | |||
619 | decodedOsd = OSDParser.DeserializeLLSDBinary(decompressedBuf); | ||
620 | } | ||
621 | } | ||
622 | } | ||
623 | return decodedOsd; | ||
624 | } | ||
625 | |||
626 | /// <summary> | ||
428 | /// Generate the co-ords and faces necessary to construct a mesh from the sculpt data the accompanies a prim. | 627 | /// Generate the co-ords and faces necessary to construct a mesh from the sculpt data the accompanies a prim. |
429 | /// </summary> | 628 | /// </summary> |
430 | /// <param name="primName"></param> | 629 | /// <param name="primName"></param> |
@@ -469,10 +668,11 @@ namespace OpenSim.Region.Physics.Meshing | |||
469 | 668 | ||
470 | try | 669 | try |
471 | { | 670 | { |
472 | OpenMetaverse.Imaging.ManagedImage unusedData; | 671 | OpenMetaverse.Imaging.ManagedImage managedImage; |
473 | OpenMetaverse.Imaging.OpenJPEG.DecodeToImage(primShape.SculptData, out unusedData, out idata); | 672 | |
673 | OpenMetaverse.Imaging.OpenJPEG.DecodeToImage(primShape.SculptData, out managedImage); | ||
474 | 674 | ||
475 | if (idata == null) | 675 | if (managedImage == null) |
476 | { | 676 | { |
477 | // In some cases it seems that the decode can return a null bitmap without throwing | 677 | // In some cases it seems that the decode can return a null bitmap without throwing |
478 | // an exception | 678 | // an exception |
@@ -481,9 +681,12 @@ namespace OpenSim.Region.Physics.Meshing | |||
481 | return false; | 681 | return false; |
482 | } | 682 | } |
483 | 683 | ||
484 | unusedData = null; | 684 | if ((managedImage.Channels & OpenMetaverse.Imaging.ManagedImage.ImageChannels.Alpha) != 0) |
685 | managedImage.ConvertChannels(managedImage.Channels & ~OpenMetaverse.Imaging.ManagedImage.ImageChannels.Alpha); | ||
485 | 686 | ||
486 | //idata = CSJ2K.J2kImage.FromBytes(primShape.SculptData); | 687 | Bitmap imgData = OpenMetaverse.Imaging.LoadTGAClass.LoadTGA(new MemoryStream(managedImage.ExportTGA())); |
688 | idata = (Image)imgData; | ||
689 | managedImage = null; | ||
487 | 690 | ||
488 | if (cacheSculptMaps) | 691 | if (cacheSculptMaps) |
489 | { | 692 | { |
@@ -700,6 +903,45 @@ namespace OpenSim.Region.Physics.Meshing | |||
700 | return true; | 903 | return true; |
701 | } | 904 | } |
702 | 905 | ||
906 | /// <summary> | ||
907 | /// temporary prototype code - please do not use until the interface has been finalized! | ||
908 | /// </summary> | ||
909 | /// <param name="size">value to scale the hull points by</param> | ||
910 | /// <returns>a list of vertices in the bounding hull if it exists and has been successfully decoded, otherwise null</returns> | ||
911 | public List<Vector3> GetBoundingHull(Vector3 size) | ||
912 | { | ||
913 | if (mBoundingHull == null) | ||
914 | return null; | ||
915 | |||
916 | List<Vector3> verts = new List<Vector3>(); | ||
917 | foreach (var vert in mBoundingHull) | ||
918 | verts.Add(vert * size); | ||
919 | |||
920 | return verts; | ||
921 | } | ||
922 | |||
923 | /// <summary> | ||
924 | /// temporary prototype code - please do not use until the interface has been finalized! | ||
925 | /// </summary> | ||
926 | /// <param name="size">value to scale the hull points by</param> | ||
927 | /// <returns>a list of hulls if they exist and have been successfully decoded, otherwise null</returns> | ||
928 | public List<List<Vector3>> GetConvexHulls(Vector3 size) | ||
929 | { | ||
930 | if (mConvexHulls == null) | ||
931 | return null; | ||
932 | |||
933 | List<List<Vector3>> hulls = new List<List<Vector3>>(); | ||
934 | foreach (var hull in mConvexHulls) | ||
935 | { | ||
936 | List<Vector3> verts = new List<Vector3>(); | ||
937 | foreach (var vert in hull) | ||
938 | verts.Add(vert * size); | ||
939 | hulls.Add(verts); | ||
940 | } | ||
941 | |||
942 | return hulls; | ||
943 | } | ||
944 | |||
703 | public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod) | 945 | public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod) |
704 | { | 946 | { |
705 | return CreateMesh(primName, primShape, size, lod, false, true); | 947 | return CreateMesh(primName, primShape, size, lod, false, true); |
@@ -724,8 +966,11 @@ namespace OpenSim.Region.Physics.Meshing | |||
724 | if (shouldCache) | 966 | if (shouldCache) |
725 | { | 967 | { |
726 | key = primShape.GetMeshKey(size, lod); | 968 | key = primShape.GetMeshKey(size, lod); |
727 | if (m_uniqueMeshes.TryGetValue(key, out mesh)) | 969 | lock (m_uniqueMeshes) |
728 | return mesh; | 970 | { |
971 | if (m_uniqueMeshes.TryGetValue(key, out mesh)) | ||
972 | return mesh; | ||
973 | } | ||
729 | } | 974 | } |
730 | 975 | ||
731 | if (size.X < 0.01f) size.X = 0.01f; | 976 | if (size.X < 0.01f) size.X = 0.01f; |
@@ -751,11 +996,15 @@ namespace OpenSim.Region.Physics.Meshing | |||
751 | 996 | ||
752 | if (shouldCache) | 997 | if (shouldCache) |
753 | { | 998 | { |
754 | m_uniqueMeshes.Add(key, mesh); | 999 | lock (m_uniqueMeshes) |
1000 | { | ||
1001 | m_uniqueMeshes.Add(key, mesh); | ||
1002 | } | ||
755 | } | 1003 | } |
756 | } | 1004 | } |
757 | 1005 | ||
758 | return mesh; | 1006 | return mesh; |
759 | } | 1007 | } |
1008 | |||
760 | } | 1009 | } |
761 | } | 1010 | } |
diff --git a/OpenSim/Region/Physics/Meshing/PrimMesher.cs b/OpenSim/Region/PhysicsModules/Meshing/Meshmerizer/PrimMesher.cs index 4049ee1..4049ee1 100644 --- a/OpenSim/Region/Physics/Meshing/PrimMesher.cs +++ b/OpenSim/Region/PhysicsModules/Meshing/Meshmerizer/PrimMesher.cs | |||
diff --git a/OpenSim/Region/Physics/Meshing/SculptMap.cs b/OpenSim/Region/PhysicsModules/Meshing/Meshmerizer/SculptMap.cs index 740424e..740424e 100644 --- a/OpenSim/Region/Physics/Meshing/SculptMap.cs +++ b/OpenSim/Region/PhysicsModules/Meshing/Meshmerizer/SculptMap.cs | |||
diff --git a/OpenSim/Region/Physics/Meshing/SculptMesh.cs b/OpenSim/Region/PhysicsModules/Meshing/Meshmerizer/SculptMesh.cs index 4a7f3ad..4a7f3ad 100644 --- a/OpenSim/Region/Physics/Meshing/SculptMesh.cs +++ b/OpenSim/Region/PhysicsModules/Meshing/Meshmerizer/SculptMesh.cs | |||
diff --git a/OpenSim/Region/Physics/Meshing/Properties/AssemblyInfo.cs b/OpenSim/Region/PhysicsModules/Meshing/Properties/AssemblyInfo.cs index 4cc1731..b4bdb5a 100644 --- a/OpenSim/Region/Physics/Meshing/Properties/AssemblyInfo.cs +++ b/OpenSim/Region/PhysicsModules/Meshing/Properties/AssemblyInfo.cs | |||
@@ -1,11 +1,12 @@ | |||
1 | using System.Reflection; | 1 | using System.Reflection; |
2 | using System.Runtime.CompilerServices; | 2 | using System.Runtime.CompilerServices; |
3 | using System.Runtime.InteropServices; | 3 | using System.Runtime.InteropServices; |
4 | using Mono.Addins; | ||
4 | 5 | ||
5 | // General Information about an assembly is controlled through the following | 6 | // General Information about an assembly is controlled through the following |
6 | // set of attributes. Change these attribute values to modify the information | 7 | // set of attributes. Change these attribute values to modify the information |
7 | // associated with an assembly. | 8 | // associated with an assembly. |
8 | [assembly: AssemblyTitle("OpenSim.Region.Physics.Meshing")] | 9 | [assembly: AssemblyTitle("OpenSim.Region.PhysicsModules.Meshing")] |
9 | [assembly: AssemblyDescription("")] | 10 | [assembly: AssemblyDescription("")] |
10 | [assembly: AssemblyConfiguration("")] | 11 | [assembly: AssemblyConfiguration("")] |
11 | [assembly: AssemblyCompany("http://opensimulator.org")] | 12 | [assembly: AssemblyCompany("http://opensimulator.org")] |
@@ -29,5 +30,7 @@ using System.Runtime.InteropServices; | |||
29 | // Build Number | 30 | // Build Number |
30 | // Revision | 31 | // Revision |
31 | // | 32 | // |
32 | [assembly: AssemblyVersion("0.7.5.*")] | 33 | [assembly: AssemblyVersion("0.8.3.*")] |
33 | [assembly: AssemblyFileVersion("1.0.0.0")] | 34 | |
35 | [assembly: Addin("OpenSim.Region.PhysicsModules.Meshing", OpenSim.VersionInfo.VersionNumber)] | ||
36 | [assembly: AddinDependency("OpenSim.Region.Framework", OpenSim.VersionInfo.VersionNumber)] | ||
diff --git a/OpenSim/Region/Physics/Manager/ZeroMesher.cs b/OpenSim/Region/PhysicsModules/Meshing/ZeroMesher.cs index 270d2ec..0a3b3a4 100644 --- a/OpenSim/Region/Physics/Manager/ZeroMesher.cs +++ b/OpenSim/Region/PhysicsModules/Meshing/ZeroMesher.cs | |||
@@ -26,9 +26,15 @@ | |||
26 | */ | 26 | */ |
27 | 27 | ||
28 | using System; | 28 | using System; |
29 | using System.Reflection; | ||
29 | using OpenSim.Framework; | 30 | using OpenSim.Framework; |
31 | using OpenSim.Region.Framework.Scenes; | ||
32 | using OpenSim.Region.Framework.Interfaces; | ||
33 | using OpenSim.Region.PhysicsModules.SharedBase; | ||
30 | using OpenMetaverse; | 34 | using OpenMetaverse; |
31 | using Nini.Config; | 35 | using Nini.Config; |
36 | using Mono.Addins; | ||
37 | using log4net; | ||
32 | 38 | ||
33 | /* | 39 | /* |
34 | * This is the zero mesher. | 40 | * This is the zero mesher. |
@@ -41,27 +47,67 @@ using Nini.Config; | |||
41 | * it's always availabe and thus the default in case of configuration errors | 47 | * it's always availabe and thus the default in case of configuration errors |
42 | */ | 48 | */ |
43 | 49 | ||
44 | namespace OpenSim.Region.Physics.Manager | 50 | namespace OpenSim.Region.PhysicsModules.Meshing |
45 | { | 51 | { |
46 | public class ZeroMesherPlugin : IMeshingPlugin | 52 | |
53 | [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "ZeroMesher")] | ||
54 | public class ZeroMesher : IMesher, INonSharedRegionModule | ||
47 | { | 55 | { |
48 | public ZeroMesherPlugin() | 56 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
57 | private bool m_Enabled = false; | ||
58 | |||
59 | #region INonSharedRegionModule | ||
60 | public string Name | ||
49 | { | 61 | { |
62 | get { return "ZeroMesher"; } | ||
50 | } | 63 | } |
51 | 64 | ||
52 | public string GetName() | 65 | public Type ReplaceableInterface |
53 | { | 66 | { |
54 | return "ZeroMesher"; | 67 | get { return null; } |
55 | } | 68 | } |
56 | 69 | ||
57 | public IMesher GetMesher(IConfigSource config) | 70 | public void Initialise(IConfigSource source) |
58 | { | 71 | { |
59 | return new ZeroMesher(); | 72 | // TODO: Move this out of Startup |
73 | IConfig config = source.Configs["Startup"]; | ||
74 | if (config != null) | ||
75 | { | ||
76 | // This is the default Mesher | ||
77 | string mesher = config.GetString("meshing", Name); | ||
78 | if (mesher == Name) | ||
79 | m_Enabled = true; | ||
80 | } | ||
60 | } | 81 | } |
61 | } | ||
62 | 82 | ||
63 | public class ZeroMesher : IMesher | 83 | public void Close() |
64 | { | 84 | { |
85 | } | ||
86 | |||
87 | public void AddRegion(Scene scene) | ||
88 | { | ||
89 | if (!m_Enabled) | ||
90 | return; | ||
91 | |||
92 | scene.RegisterModuleInterface<IMesher>(this); | ||
93 | } | ||
94 | |||
95 | public void RemoveRegion(Scene scene) | ||
96 | { | ||
97 | if (!m_Enabled) | ||
98 | return; | ||
99 | |||
100 | scene.UnregisterModuleInterface<IMesher>(this); | ||
101 | } | ||
102 | |||
103 | public void RegionLoaded(Scene scene) | ||
104 | { | ||
105 | if (!m_Enabled) | ||
106 | return; | ||
107 | } | ||
108 | #endregion | ||
109 | |||
110 | #region IMesher | ||
65 | public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod) | 111 | public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod) |
66 | { | 112 | { |
67 | return CreateMesh(primName, primShape, size, lod, false, false); | 113 | return CreateMesh(primName, primShape, size, lod, false, false); |
@@ -79,5 +125,8 @@ namespace OpenSim.Region.Physics.Manager | |||
79 | 125 | ||
80 | return null; | 126 | return null; |
81 | } | 127 | } |
128 | #endregion | ||
129 | |||
130 | |||
82 | } | 131 | } |
83 | } | 132 | } |
diff --git a/OpenSim/Region/Physics/OdePlugin/AssemblyInfo.cs b/OpenSim/Region/PhysicsModules/Ode/AssemblyInfo.cs index 3c4f06a..7869739 100644 --- a/OpenSim/Region/Physics/OdePlugin/AssemblyInfo.cs +++ b/OpenSim/Region/PhysicsModules/Ode/AssemblyInfo.cs | |||
@@ -27,6 +27,7 @@ | |||
27 | 27 | ||
28 | using System.Reflection; | 28 | using System.Reflection; |
29 | using System.Runtime.InteropServices; | 29 | using System.Runtime.InteropServices; |
30 | using Mono.Addins; | ||
30 | 31 | ||
31 | // Information about this assembly is defined by the following | 32 | // Information about this assembly is defined by the following |
32 | // attributes. | 33 | // attributes. |
@@ -55,4 +56,7 @@ using System.Runtime.InteropServices; | |||
55 | // You can specify all values by your own or you can build default build and revision | 56 | // You can specify all values by your own or you can build default build and revision |
56 | // numbers with the '*' character (the default): | 57 | // numbers with the '*' character (the default): |
57 | 58 | ||
58 | [assembly : AssemblyVersion("0.7.5.*")] | 59 | [assembly : AssemblyVersion("0.8.2.*")] |
60 | |||
61 | [assembly: Addin("OpenSim.Region.PhysicsModule.ODE", OpenSim.VersionInfo.VersionNumber)] | ||
62 | [assembly: AddinDependency("OpenSim.Region.Framework", OpenSim.VersionInfo.VersionNumber)] | ||
diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/PhysicsModules/Ode/ODECharacter.cs index 319f6ab..b35c299 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs +++ b/OpenSim/Region/PhysicsModules/Ode/ODECharacter.cs | |||
@@ -31,10 +31,10 @@ using System.Reflection; | |||
31 | using OpenMetaverse; | 31 | using OpenMetaverse; |
32 | using Ode.NET; | 32 | using Ode.NET; |
33 | using OpenSim.Framework; | 33 | using OpenSim.Framework; |
34 | using OpenSim.Region.Physics.Manager; | 34 | using OpenSim.Region.PhysicsModules.SharedBase; |
35 | using log4net; | 35 | using log4net; |
36 | 36 | ||
37 | namespace OpenSim.Region.Physics.OdePlugin | 37 | namespace OpenSim.Region.PhysicsModule.ODE |
38 | { | 38 | { |
39 | /// <summary> | 39 | /// <summary> |
40 | /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves. | 40 | /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves. |
@@ -167,6 +167,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
167 | /// <param name="avName"></param> | 167 | /// <param name="avName"></param> |
168 | /// <param name="parent_scene"></param> | 168 | /// <param name="parent_scene"></param> |
169 | /// <param name="pos"></param> | 169 | /// <param name="pos"></param> |
170 | /// <param name="vel"></param> | ||
170 | /// <param name="size"></param> | 171 | /// <param name="size"></param> |
171 | /// <param name="pid_d"></param> | 172 | /// <param name="pid_d"></param> |
172 | /// <param name="pid_p"></param> | 173 | /// <param name="pid_p"></param> |
@@ -178,7 +179,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
178 | /// <param name="walk_divisor"></param> | 179 | /// <param name="walk_divisor"></param> |
179 | /// <param name="rundivisor"></param> | 180 | /// <param name="rundivisor"></param> |
180 | public OdeCharacter( | 181 | public OdeCharacter( |
181 | String avName, OdeScene parent_scene, Vector3 pos, Vector3 size, float pid_d, float pid_p, | 182 | String avName, OdeScene parent_scene, Vector3 pos, Vector3 vel, Vector3 size, float pid_d, float pid_p, |
182 | float capsule_radius, float tensor, float density, | 183 | float capsule_radius, float tensor, float density, |
183 | float walk_divisor, float rundivisor) | 184 | float walk_divisor, float rundivisor) |
184 | { | 185 | { |
@@ -210,6 +211,9 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
210 | m_log.WarnFormat("[ODE CHARACTER]: Got NaN Position on Character Create for {0}", avName); | 211 | m_log.WarnFormat("[ODE CHARACTER]: Got NaN Position on Character Create for {0}", avName); |
211 | } | 212 | } |
212 | 213 | ||
214 | _velocity = vel; | ||
215 | m_taintTargetVelocity = vel; | ||
216 | |||
213 | _parent_scene = parent_scene; | 217 | _parent_scene = parent_scene; |
214 | 218 | ||
215 | PID_D = pid_d; | 219 | PID_D = pid_d; |
@@ -500,12 +504,14 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
500 | { | 504 | { |
501 | m_pidControllerActive = true; | 505 | m_pidControllerActive = true; |
502 | 506 | ||
503 | m_tainted_CAPSULE_LENGTH = (size.Z * 1.15f) - CAPSULE_RADIUS * 2.0f; | 507 | m_tainted_CAPSULE_LENGTH = size.Z - CAPSULE_RADIUS * 2.0f; |
504 | // m_log.Info("[ODE CHARACTER]: " + CAPSULE_LENGTH); | 508 | |
509 | // m_log.InfoFormat("[ODE CHARACTER]: Size = {0}, Capsule Length = {1} (Capsule Radius = {2})", | ||
510 | // size, m_tainted_CAPSULE_LENGTH, CAPSULE_RADIUS); | ||
505 | } | 511 | } |
506 | else | 512 | else |
507 | { | 513 | { |
508 | m_log.WarnFormat("[ODE CHARACTER]: Got a NaN Size for {0} in {1}", Name, _parent_scene.Name); | 514 | m_log.WarnFormat("[ODE CHARACTER]: Got a NaN Size for {0} in {1}", Name, _parent_scene.PhysicsSceneName); |
509 | } | 515 | } |
510 | } | 516 | } |
511 | 517 | ||
@@ -890,42 +896,30 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
890 | // vec, _target_velocity, movementdivisor, vel); | 896 | // vec, _target_velocity, movementdivisor, vel); |
891 | } | 897 | } |
892 | 898 | ||
893 | if (m_iscolliding && !flying && _target_velocity.Z > 0.0f) | 899 | if (flying) |
894 | { | 900 | { |
895 | // We're colliding with something and we're not flying but we're moving | 901 | // This also acts as anti-gravity so that we hover when flying rather than fall. |
896 | // This means we're walking or running. | 902 | vec.Z = (_target_velocity.Z - vel.Z) * (PID_D); |
897 | d.Vector3 pos = d.BodyGetPosition(Body); | ||
898 | vec.Z = (_target_velocity.Z - vel.Z)*PID_D + (_zeroPosition.Z - pos.Z)*PID_P; | ||
899 | if (_target_velocity.X > 0) | ||
900 | { | ||
901 | vec.X = ((_target_velocity.X - vel.X) / 1.2f) * PID_D; | ||
902 | } | ||
903 | if (_target_velocity.Y > 0) | ||
904 | { | ||
905 | vec.Y = ((_target_velocity.Y - vel.Y) / 1.2f) * PID_D; | ||
906 | } | ||
907 | } | 903 | } |
908 | else if (!m_iscolliding && !flying) | 904 | else |
909 | { | 905 | { |
910 | // we're not colliding and we're not flying so that means we're falling! | 906 | if (m_iscolliding && _target_velocity.Z > 0.0f) |
911 | // m_iscolliding includes collisions with the ground. | ||
912 | |||
913 | // d.Vector3 pos = d.BodyGetPosition(Body); | ||
914 | if (_target_velocity.X > 0) | ||
915 | { | 907 | { |
908 | // We're colliding with something and we're not flying but we're moving | ||
909 | // This means we're walking or running. | ||
910 | d.Vector3 pos = d.BodyGetPosition(Body); | ||
911 | vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P; | ||
916 | vec.X = ((_target_velocity.X - vel.X) / 1.2f) * PID_D; | 912 | vec.X = ((_target_velocity.X - vel.X) / 1.2f) * PID_D; |
913 | vec.Y = ((_target_velocity.Y - vel.Y) / 1.2f) * PID_D; | ||
917 | } | 914 | } |
918 | if (_target_velocity.Y > 0) | 915 | else if (!m_iscolliding) |
919 | { | 916 | { |
917 | // we're not colliding and we're not flying so that means we're falling! | ||
918 | // m_iscolliding includes collisions with the ground. | ||
919 | vec.X = ((_target_velocity.X - vel.X) / 1.2f) * PID_D; | ||
920 | vec.Y = ((_target_velocity.Y - vel.Y) / 1.2f) * PID_D; | 920 | vec.Y = ((_target_velocity.Y - vel.Y) / 1.2f) * PID_D; |
921 | } | 921 | } |
922 | } | 922 | } |
923 | |||
924 | if (flying) | ||
925 | { | ||
926 | // This also acts as anti-gravity so that we hover when flying rather than fall. | ||
927 | vec.Z = (_target_velocity.Z - vel.Z) * (PID_D); | ||
928 | } | ||
929 | } | 923 | } |
930 | 924 | ||
931 | if (flying) | 925 | if (flying) |
@@ -1255,7 +1249,11 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1255 | } | 1249 | } |
1256 | 1250 | ||
1257 | public override Vector3 PIDTarget { set { return; } } | 1251 | public override Vector3 PIDTarget { set { return; } } |
1258 | public override bool PIDActive { set { return; } } | 1252 | public override bool PIDActive |
1253 | { | ||
1254 | get { return false; } | ||
1255 | set { return; } | ||
1256 | } | ||
1259 | public override float PIDTau { set { return; } } | 1257 | public override float PIDTau { set { return; } } |
1260 | 1258 | ||
1261 | public override float PIDHoverHeight { set { return; } } | 1259 | public override float PIDHoverHeight { set { return; } } |
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEDynamics.c_comments b/OpenSim/Region/PhysicsModules/Ode/ODEDynamics.c_comments index 1060aa6..1060aa6 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEDynamics.c_comments +++ b/OpenSim/Region/PhysicsModules/Ode/ODEDynamics.c_comments | |||
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEDynamics.cs b/OpenSim/Region/PhysicsModules/Ode/ODEDynamics.cs index 2342bfa..8f8e2bd 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEDynamics.cs +++ b/OpenSim/Region/PhysicsModules/Ode/ODEDynamics.cs | |||
@@ -46,9 +46,9 @@ using log4net; | |||
46 | using OpenMetaverse; | 46 | using OpenMetaverse; |
47 | using Ode.NET; | 47 | using Ode.NET; |
48 | using OpenSim.Framework; | 48 | using OpenSim.Framework; |
49 | using OpenSim.Region.Physics.Manager; | 49 | using OpenSim.Region.PhysicsModules.SharedBase; |
50 | 50 | ||
51 | namespace OpenSim.Region.Physics.OdePlugin | 51 | namespace OpenSim.Region.PhysicsModule.ODE |
52 | { | 52 | { |
53 | public class ODEDynamics | 53 | public class ODEDynamics |
54 | { | 54 | { |
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/PhysicsModules/Ode/ODEPrim.cs index 0d66496..0b9c45f 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs +++ b/OpenSim/Region/PhysicsModules/Ode/ODEPrim.cs | |||
@@ -50,9 +50,9 @@ using log4net; | |||
50 | using OpenMetaverse; | 50 | using OpenMetaverse; |
51 | using Ode.NET; | 51 | using Ode.NET; |
52 | using OpenSim.Framework; | 52 | using OpenSim.Framework; |
53 | using OpenSim.Region.Physics.Manager; | 53 | using OpenSim.Region.PhysicsModules.SharedBase; |
54 | 54 | ||
55 | namespace OpenSim.Region.Physics.OdePlugin | 55 | namespace OpenSim.Region.PhysicsModule.ODE |
56 | { | 56 | { |
57 | /// <summary> | 57 | /// <summary> |
58 | /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves. | 58 | /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves. |
@@ -108,14 +108,12 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
108 | private Vector3 m_taintAngularLock = Vector3.One; | 108 | private Vector3 m_taintAngularLock = Vector3.One; |
109 | private IntPtr Amotor = IntPtr.Zero; | 109 | private IntPtr Amotor = IntPtr.Zero; |
110 | 110 | ||
111 | private object m_assetsLock = new object(); | ||
112 | private bool m_assetFailed = false; | 111 | private bool m_assetFailed = false; |
113 | 112 | ||
114 | private Vector3 m_PIDTarget; | 113 | private Vector3 m_PIDTarget; |
115 | private float m_PIDTau; | 114 | private float m_PIDTau; |
116 | private float PID_D = 35f; | 115 | private float PID_D = 35f; |
117 | private float PID_G = 25f; | 116 | private float PID_G = 25f; |
118 | private bool m_usePID; | ||
119 | 117 | ||
120 | // KF: These next 7 params apply to llSetHoverHeight(float height, integer water, float tau), | 118 | // KF: These next 7 params apply to llSetHoverHeight(float height, integer water, float tau), |
121 | // and are for non-VEHICLES only. | 119 | // and are for non-VEHICLES only. |
@@ -447,7 +445,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
447 | m_disabled = false; | 445 | m_disabled = false; |
448 | 446 | ||
449 | // The body doesn't already have a finite rotation mode set here | 447 | // The body doesn't already have a finite rotation mode set here |
450 | if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0.0f)) && _parent == null) | 448 | if ((!m_angularlock.ApproxEquals(Vector3.One, 0.0f)) && _parent == null) |
451 | { | 449 | { |
452 | createAMotor(m_angularlock); | 450 | createAMotor(m_angularlock); |
453 | } | 451 | } |
@@ -787,6 +785,14 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
787 | } | 785 | } |
788 | } | 786 | } |
789 | 787 | ||
788 | private void setAngularVelocity(float x, float y, float z) | ||
789 | { | ||
790 | if (Body != (IntPtr)0) | ||
791 | { | ||
792 | d.BodySetAngularVel(Body, x, y, z); | ||
793 | } | ||
794 | } | ||
795 | |||
790 | /// <summary> | 796 | /// <summary> |
791 | /// Stop a prim from being subject to physics. | 797 | /// Stop a prim from being subject to physics. |
792 | /// </summary> | 798 | /// </summary> |
@@ -1115,7 +1121,7 @@ Console.WriteLine("ZProcessTaints for " + Name); | |||
1115 | { | 1121 | { |
1116 | d.Mass m2; | 1122 | d.Mass m2; |
1117 | d.MassSetZero(out m2); | 1123 | d.MassSetZero(out m2); |
1118 | d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z); | 1124 | d.MassSetBoxTotal(out m2, prm.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z); |
1119 | 1125 | ||
1120 | d.Quaternion quat = new d.Quaternion(); | 1126 | d.Quaternion quat = new d.Quaternion(); |
1121 | quat.W = prm._orientation.W; | 1127 | quat.W = prm._orientation.W; |
@@ -1178,11 +1184,6 @@ Console.WriteLine("ZProcessTaints for " + Name); | |||
1178 | prm.m_collisionscore = 0; | 1184 | prm.m_collisionscore = 0; |
1179 | prm.m_disabled = false; | 1185 | prm.m_disabled = false; |
1180 | 1186 | ||
1181 | // The body doesn't already have a finite rotation mode set here | ||
1182 | if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null) | ||
1183 | { | ||
1184 | prm.createAMotor(m_angularlock); | ||
1185 | } | ||
1186 | prm.Body = Body; | 1187 | prm.Body = Body; |
1187 | _parent_scene.ActivatePrim(prm); | 1188 | _parent_scene.ActivatePrim(prm); |
1188 | } | 1189 | } |
@@ -1229,7 +1230,7 @@ Console.WriteLine("ZProcessTaints for " + Name); | |||
1229 | m_disabled = false; | 1230 | m_disabled = false; |
1230 | 1231 | ||
1231 | // The body doesn't already have a finite rotation mode set here | 1232 | // The body doesn't already have a finite rotation mode set here |
1232 | if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null) | 1233 | if ((!m_angularlock.ApproxEquals(Vector3.One, 0f)) && _parent == null) |
1233 | { | 1234 | { |
1234 | createAMotor(m_angularlock); | 1235 | createAMotor(m_angularlock); |
1235 | } | 1236 | } |
@@ -1724,7 +1725,7 @@ Console.WriteLine(" JointCreateFixed"); | |||
1724 | // gravityz multiplier = 1 - m_buoyancy | 1725 | // gravityz multiplier = 1 - m_buoyancy |
1725 | fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; | 1726 | fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; |
1726 | 1727 | ||
1727 | if (m_usePID) | 1728 | if (PIDActive) |
1728 | { | 1729 | { |
1729 | //Console.WriteLine("PID " + Name); | 1730 | //Console.WriteLine("PID " + Name); |
1730 | // KF - this is for object move? eg. llSetPos() ? | 1731 | // KF - this is for object move? eg. llSetPos() ? |
@@ -1793,10 +1794,10 @@ Console.WriteLine(" JointCreateFixed"); | |||
1793 | 1794 | ||
1794 | fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass); | 1795 | fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass); |
1795 | } | 1796 | } |
1796 | } // end if (m_usePID) | 1797 | } // end if (PIDActive) |
1797 | 1798 | ||
1798 | // Hover PID Controller needs to be mutually exlusive to MoveTo PID controller | 1799 | // Hover PID Controller needs to be mutually exlusive to MoveTo PID controller |
1799 | if (m_useHoverPID && !m_usePID) | 1800 | if (m_useHoverPID && !PIDActive) |
1800 | { | 1801 | { |
1801 | //Console.WriteLine("Hover " + Name); | 1802 | //Console.WriteLine("Hover " + Name); |
1802 | 1803 | ||
@@ -2647,6 +2648,7 @@ Console.WriteLine(" JointCreateFixed"); | |||
2647 | if (value.IsFinite()) | 2648 | if (value.IsFinite()) |
2648 | { | 2649 | { |
2649 | m_rotationalVelocity = value; | 2650 | m_rotationalVelocity = value; |
2651 | setAngularVelocity(value.X, value.Y, value.Z); | ||
2650 | } | 2652 | } |
2651 | else | 2653 | else |
2652 | { | 2654 | { |
@@ -2867,7 +2869,7 @@ Console.WriteLine(" JointCreateFixed"); | |||
2867 | // it does make sense to do this for tiny little instabilities with physical prim, however 0.5m/frame is fairly large. | 2869 | // it does make sense to do this for tiny little instabilities with physical prim, however 0.5m/frame is fairly large. |
2868 | // reducing this to 0.02m/frame seems to help the angular rubberbanding quite a bit, however, to make sure it doesn't affect elevators and vehicles | 2870 | // reducing this to 0.02m/frame seems to help the angular rubberbanding quite a bit, however, to make sure it doesn't affect elevators and vehicles |
2869 | // adding these logical exclusion situations to maintain this where I think it was intended to be. | 2871 | // adding these logical exclusion situations to maintain this where I think it was intended to be. |
2870 | if (m_throttleUpdates || m_usePID || (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE) || (Amotor != IntPtr.Zero)) | 2872 | if (m_throttleUpdates || PIDActive || (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE) || (Amotor != IntPtr.Zero)) |
2871 | { | 2873 | { |
2872 | m_minvelocity = 0.5f; | 2874 | m_minvelocity = 0.5f; |
2873 | } | 2875 | } |
@@ -2948,7 +2950,7 @@ Console.WriteLine(" JointCreateFixed"); | |||
2948 | m_log.WarnFormat("[PHYSICS]: Got NaN PIDTarget from Scene on Object {0}", Name); | 2950 | m_log.WarnFormat("[PHYSICS]: Got NaN PIDTarget from Scene on Object {0}", Name); |
2949 | } | 2951 | } |
2950 | } | 2952 | } |
2951 | public override bool PIDActive { set { m_usePID = value; } } | 2953 | public override bool PIDActive { get; set; } |
2952 | public override float PIDTau { set { m_PIDTau = value; } } | 2954 | public override float PIDTau { set { m_PIDTau = value; } } |
2953 | 2955 | ||
2954 | public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } | 2956 | public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } |
@@ -3345,7 +3347,7 @@ Console.WriteLine(" JointCreateFixed"); | |||
3345 | RequestAssetDelegate assetProvider = _parent_scene.RequestAssetMethod; | 3347 | RequestAssetDelegate assetProvider = _parent_scene.RequestAssetMethod; |
3346 | if (assetProvider != null) | 3348 | if (assetProvider != null) |
3347 | assetProvider(_pbs.SculptTexture, MeshAssetReceived); | 3349 | assetProvider(_pbs.SculptTexture, MeshAssetReceived); |
3348 | }); | 3350 | }, null, "ODEPrim.CheckMeshAsset"); |
3349 | } | 3351 | } |
3350 | } | 3352 | } |
3351 | 3353 | ||
@@ -3373,7 +3375,7 @@ Console.WriteLine(" JointCreateFixed"); | |||
3373 | { | 3375 | { |
3374 | m_log.WarnFormat( | 3376 | m_log.WarnFormat( |
3375 | "[ODE PRIM]: Could not get mesh/sculpt asset {0} for {1} at {2} in {3}", | 3377 | "[ODE PRIM]: Could not get mesh/sculpt asset {0} for {1} at {2} in {3}", |
3376 | _pbs.SculptTexture, Name, _position, _parent_scene.Name); | 3378 | _pbs.SculptTexture, Name, _position, _parent_scene.PhysicsSceneName); |
3377 | } | 3379 | } |
3378 | } | 3380 | } |
3379 | } | 3381 | } |
diff --git a/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/PhysicsModules/Ode/ODERayCastRequestManager.cs index 8d7d3b3..8d610f7 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs +++ b/OpenSim/Region/PhysicsModules/Ode/ODERayCastRequestManager.cs | |||
@@ -31,11 +31,11 @@ using System.Reflection; | |||
31 | using System.Runtime.InteropServices; | 31 | using System.Runtime.InteropServices; |
32 | using System.Text; | 32 | using System.Text; |
33 | using OpenMetaverse; | 33 | using OpenMetaverse; |
34 | using OpenSim.Region.Physics.Manager; | 34 | using OpenSim.Region.PhysicsModules.SharedBase; |
35 | using Ode.NET; | 35 | using Ode.NET; |
36 | using log4net; | 36 | using log4net; |
37 | 37 | ||
38 | namespace OpenSim.Region.Physics.OdePlugin | 38 | namespace OpenSim.Region.PhysicsModule.ODE |
39 | { | 39 | { |
40 | /// <summary> | 40 | /// <summary> |
41 | /// Processes raycast requests as ODE is in a state to be able to do them. | 41 | /// Processes raycast requests as ODE is in a state to be able to do them. |
@@ -172,6 +172,13 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
172 | /// <param name="req"></param> | 172 | /// <param name="req"></param> |
173 | private void RayCast(ODERayCastRequest req) | 173 | private void RayCast(ODERayCastRequest req) |
174 | { | 174 | { |
175 | // NOTE: limit ray length or collisions will take all avaiable stack space | ||
176 | // this value may still be too large, depending on machine configuration | ||
177 | // of maximum stack | ||
178 | float len = req.length; | ||
179 | if (len > 250f) | ||
180 | len = 250f; | ||
181 | |||
175 | // Create the ray | 182 | // Create the ray |
176 | IntPtr ray = d.CreateRay(m_scene.space, req.length); | 183 | IntPtr ray = d.CreateRay(m_scene.space, req.length); |
177 | d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z); | 184 | d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z); |
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePhysicsJoint.cs b/OpenSim/Region/PhysicsModules/Ode/OdePhysicsJoint.cs index b4a3c48..2eb7ba6 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdePhysicsJoint.cs +++ b/OpenSim/Region/PhysicsModules/Ode/OdePhysicsJoint.cs | |||
@@ -29,10 +29,10 @@ using System; | |||
29 | using OpenMetaverse; | 29 | using OpenMetaverse; |
30 | using Ode.NET; | 30 | using Ode.NET; |
31 | using OpenSim.Framework; | 31 | using OpenSim.Framework; |
32 | using OpenSim.Region.Physics.Manager; | 32 | using OpenSim.Region.PhysicsModules.SharedBase; |
33 | using OpenSim.Region.Physics.OdePlugin; | 33 | using OpenSim.Region.PhysicsModule.ODE; |
34 | 34 | ||
35 | namespace OpenSim.Region.Physics.OdePlugin | 35 | namespace OpenSim.Region.PhysicsModule.ODE |
36 | { | 36 | { |
37 | class OdePhysicsJoint : PhysicsJoint | 37 | class OdePhysicsJoint : PhysicsJoint |
38 | { | 38 | { |
diff --git a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs b/OpenSim/Region/PhysicsModules/Ode/OdeScene.cs index d53bd90..8cc7f28 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs +++ b/OpenSim/Region/PhysicsModules/Ode/OdeScene.cs | |||
@@ -25,6 +25,12 @@ | |||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | 25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
26 | */ | 26 | */ |
27 | 27 | ||
28 | // changes for varsize regions | ||
29 | // note that raycasts need to have limited range | ||
30 | // (even in normal regions) | ||
31 | // or application thread stack may just blowup | ||
32 | // see RayCast(ODERayCastRequest req) | ||
33 | |||
28 | //#define USE_DRAWSTUFF | 34 | //#define USE_DRAWSTUFF |
29 | //#define SPAM | 35 | //#define SPAM |
30 | 36 | ||
@@ -38,15 +44,19 @@ using System.Runtime.InteropServices; | |||
38 | using System.Threading; | 44 | using System.Threading; |
39 | using log4net; | 45 | using log4net; |
40 | using Nini.Config; | 46 | using Nini.Config; |
47 | using Mono.Addins; | ||
41 | using Ode.NET; | 48 | using Ode.NET; |
42 | using OpenMetaverse; | 49 | using OpenMetaverse; |
43 | #if USE_DRAWSTUFF | 50 | #if USE_DRAWSTUFF |
44 | using Drawstuff.NET; | 51 | using Drawstuff.NET; |
45 | #endif | 52 | #endif |
46 | using OpenSim.Framework; | 53 | using OpenSim.Framework; |
47 | using OpenSim.Region.Physics.Manager; | 54 | using OpenSim.Region.PhysicsModules.SharedBase; |
55 | using OpenSim.Region.Framework.Scenes; | ||
56 | using OpenSim.Region.Framework.Interfaces; | ||
57 | |||
48 | 58 | ||
49 | namespace OpenSim.Region.Physics.OdePlugin | 59 | namespace OpenSim.Region.PhysicsModule.ODE |
50 | { | 60 | { |
51 | public enum StatusIndicators : int | 61 | public enum StatusIndicators : int |
52 | { | 62 | { |
@@ -101,9 +111,12 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
101 | Rubber = 6 | 111 | Rubber = 6 |
102 | } | 112 | } |
103 | 113 | ||
104 | public class OdeScene : PhysicsScene | 114 | [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "ODEPhysicsScene")] |
115 | public class OdeScene : PhysicsScene, INonSharedRegionModule | ||
105 | { | 116 | { |
106 | private readonly ILog m_log; | 117 | private readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString()); |
118 | private bool m_Enabled = false; | ||
119 | |||
107 | // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>(); | 120 | // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>(); |
108 | 121 | ||
109 | /// <summary> | 122 | /// <summary> |
@@ -263,8 +276,10 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
263 | 276 | ||
264 | private Random fluidRandomizer = new Random(Environment.TickCount); | 277 | private Random fluidRandomizer = new Random(Environment.TickCount); |
265 | 278 | ||
266 | private const uint m_regionWidth = Constants.RegionSize; | 279 | public bool m_suportCombine = true; |
267 | private const uint m_regionHeight = Constants.RegionSize; | 280 | |
281 | private uint m_regionWidth = Constants.RegionSize; | ||
282 | private uint m_regionHeight = Constants.RegionSize; | ||
268 | 283 | ||
269 | private float ODE_STEPSIZE = 0.0178f; | 284 | private float ODE_STEPSIZE = 0.0178f; |
270 | private float metersInSpace = 29.9f; | 285 | private float metersInSpace = 29.9f; |
@@ -288,9 +303,9 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
288 | private int framecount = 0; | 303 | private int framecount = 0; |
289 | //private int m_returncollisions = 10; | 304 | //private int m_returncollisions = 10; |
290 | 305 | ||
291 | private readonly IntPtr contactgroup; | 306 | private IntPtr contactgroup; |
292 | 307 | ||
293 | internal IntPtr WaterGeom; | 308 | // internal IntPtr WaterGeom; |
294 | 309 | ||
295 | private float nmTerrainContactFriction = 255.0f; | 310 | private float nmTerrainContactFriction = 255.0f; |
296 | private float nmTerrainContactBounce = 0.1f; | 311 | private float nmTerrainContactBounce = 0.1f; |
@@ -507,31 +522,116 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
507 | public d.Vector3 xyz = new d.Vector3(128.1640f, 128.3079f, 25.7600f); | 522 | public d.Vector3 xyz = new d.Vector3(128.1640f, 128.3079f, 25.7600f); |
508 | public d.Vector3 hpr = new d.Vector3(125.5000f, -17.0000f, 0.0000f); | 523 | public d.Vector3 hpr = new d.Vector3(125.5000f, -17.0000f, 0.0000f); |
509 | 524 | ||
510 | // TODO: unused: private uint heightmapWidth = m_regionWidth + 1; | ||
511 | // TODO: unused: private uint heightmapHeight = m_regionHeight + 1; | ||
512 | // TODO: unused: private uint heightmapWidthSamples; | ||
513 | // TODO: unused: private uint heightmapHeightSamples; | ||
514 | |||
515 | private volatile int m_global_contactcount = 0; | 525 | private volatile int m_global_contactcount = 0; |
516 | 526 | ||
517 | private Vector3 m_worldOffset = Vector3.Zero; | 527 | private Vector3 m_worldOffset = Vector3.Zero; |
518 | public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize); | 528 | public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize); |
519 | private PhysicsScene m_parentScene = null; | 529 | private PhysicsScene m_parentScene = null; |
520 | 530 | ||
531 | float spacesPerMeterX; | ||
532 | float spacesPerMeterY; | ||
533 | int spaceGridMaxX; | ||
534 | int spaceGridMaxY; | ||
535 | |||
521 | private ODERayCastRequestManager m_rayCastManager; | 536 | private ODERayCastRequestManager m_rayCastManager; |
522 | 537 | ||
538 | |||
539 | #region INonSharedRegionModule | ||
540 | public string Name | ||
541 | { | ||
542 | get { return "OpenDynamicsEngine"; } | ||
543 | } | ||
544 | |||
545 | public Type ReplaceableInterface | ||
546 | { | ||
547 | get { return null; } | ||
548 | } | ||
549 | |||
550 | public void Initialise(IConfigSource source) | ||
551 | { | ||
552 | // TODO: Move this out of Startup | ||
553 | IConfig config = source.Configs["Startup"]; | ||
554 | if (config != null) | ||
555 | { | ||
556 | string physics = config.GetString("physics", string.Empty); | ||
557 | if (physics == Name) | ||
558 | { | ||
559 | m_Enabled = true; | ||
560 | m_config = source; | ||
561 | |||
562 | // We do this so that OpenSimulator on Windows loads the correct native ODE library depending on whether | ||
563 | // it's running as a 32-bit process or a 64-bit one. By invoking LoadLibary here, later DLLImports | ||
564 | // will find it already loaded later on. | ||
565 | // | ||
566 | // This isn't necessary for other platforms (e.g. Mac OSX and Linux) since the DLL used can be | ||
567 | // controlled in Ode.NET.dll.config | ||
568 | if (Util.IsWindows()) | ||
569 | Util.LoadArchSpecificWindowsDll("ode.dll"); | ||
570 | |||
571 | // Initializing ODE only when a scene is created allows alternative ODE plugins to co-habit (according to | ||
572 | // http://opensimulator.org/mantis/view.php?id=2750). | ||
573 | d.InitODE(); | ||
574 | |||
575 | } | ||
576 | } | ||
577 | |||
578 | } | ||
579 | |||
580 | public void Close() | ||
581 | { | ||
582 | } | ||
583 | |||
584 | public void AddRegion(Scene scene) | ||
585 | { | ||
586 | if (!m_Enabled) | ||
587 | return; | ||
588 | |||
589 | EngineType = Name; | ||
590 | PhysicsSceneName = EngineType + "/" + scene.RegionInfo.RegionName; | ||
591 | |||
592 | scene.RegisterModuleInterface<PhysicsScene>(this); | ||
593 | Vector3 extent = new Vector3(scene.RegionInfo.RegionSizeX, scene.RegionInfo.RegionSizeY, scene.RegionInfo.RegionSizeZ); | ||
594 | Initialise(extent); | ||
595 | InitialiseFromConfig(m_config); | ||
596 | |||
597 | // This may not be that good since terrain may not be avaiable at this point | ||
598 | base.Initialise(scene.PhysicsRequestAsset, | ||
599 | (scene.Heightmap != null ? scene.Heightmap.GetFloatsSerialised() : new float[(int)(extent.X * extent.Y)]), | ||
600 | (float)scene.RegionInfo.RegionSettings.WaterHeight); | ||
601 | |||
602 | } | ||
603 | |||
604 | public void RemoveRegion(Scene scene) | ||
605 | { | ||
606 | if (!m_Enabled) | ||
607 | return; | ||
608 | } | ||
609 | |||
610 | public void RegionLoaded(Scene scene) | ||
611 | { | ||
612 | if (!m_Enabled) | ||
613 | return; | ||
614 | |||
615 | mesher = scene.RequestModuleInterface<IMesher>(); | ||
616 | if (mesher == null) | ||
617 | m_log.WarnFormat("[ODE SCENE]: No mesher in {0}. Things will not work well.", PhysicsSceneName); | ||
618 | } | ||
619 | #endregion | ||
620 | |||
523 | /// <summary> | 621 | /// <summary> |
524 | /// Initiailizes the scene | 622 | /// Initiailizes the scene |
525 | /// Sets many properties that ODE requires to be stable | 623 | /// Sets many properties that ODE requires to be stable |
526 | /// These settings need to be tweaked 'exactly' right or weird stuff happens. | 624 | /// These settings need to be tweaked 'exactly' right or weird stuff happens. |
527 | /// </summary> | 625 | /// </summary> |
528 | /// <param value="name">Name of the scene. Useful in debug messages.</param> | 626 | private void Initialise(Vector3 regionExtent) |
529 | public OdeScene(string name) | ||
530 | { | 627 | { |
531 | m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + name); | 628 | WorldExtents.X = regionExtent.X; |
532 | 629 | m_regionWidth = (uint)regionExtent.X; | |
533 | Name = name; | 630 | WorldExtents.Y = regionExtent.Y; |
534 | 631 | m_regionHeight = (uint)regionExtent.Y; | |
632 | |||
633 | m_suportCombine = false; | ||
634 | |||
535 | nearCallback = near; | 635 | nearCallback = near; |
536 | triCallback = TriCallback; | 636 | triCallback = TriCallback; |
537 | triArrayCallback = TriArrayCallback; | 637 | triArrayCallback = TriArrayCallback; |
@@ -550,7 +650,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
550 | viewthread.Start(); | 650 | viewthread.Start(); |
551 | #endif | 651 | #endif |
552 | 652 | ||
553 | _watermap = new float[258 * 258]; | 653 | // _watermap = new float[258 * 258]; |
554 | 654 | ||
555 | // Zero out the prim spaces array (we split our space into smaller spaces so | 655 | // Zero out the prim spaces array (we split our space into smaller spaces so |
556 | // we can hit test less. | 656 | // we can hit test less. |
@@ -571,12 +671,11 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
571 | } | 671 | } |
572 | #endif | 672 | #endif |
573 | 673 | ||
574 | // Initialize the mesh plugin | 674 | // Initialize from configs |
575 | public override void Initialise(IMesher meshmerizer, IConfigSource config) | 675 | private void InitialiseFromConfig(IConfigSource config) |
576 | { | 676 | { |
577 | InitializeExtraStats(); | 677 | InitializeExtraStats(); |
578 | 678 | ||
579 | mesher = meshmerizer; | ||
580 | m_config = config; | 679 | m_config = config; |
581 | // Defaults | 680 | // Defaults |
582 | 681 | ||
@@ -698,7 +797,31 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
698 | 797 | ||
699 | contacts = new d.ContactGeom[contactsPerCollision]; | 798 | contacts = new d.ContactGeom[contactsPerCollision]; |
700 | 799 | ||
701 | staticPrimspace = new IntPtr[(int)(300 / metersInSpace), (int)(300 / metersInSpace)]; | 800 | spacesPerMeterX = 1.0f / metersInSpace; |
801 | spacesPerMeterY = 1.0f / metersInSpace; | ||
802 | |||
803 | spaceGridMaxX = (int)(WorldExtents.X * spacesPerMeterX); | ||
804 | spaceGridMaxY = (int)(WorldExtents.Y * spacesPerMeterY); | ||
805 | |||
806 | // note: limit number of spaces | ||
807 | if (spaceGridMaxX > 24) | ||
808 | { | ||
809 | spaceGridMaxX = 24; | ||
810 | spacesPerMeterX = spaceGridMaxX / WorldExtents.X; | ||
811 | } | ||
812 | if (spaceGridMaxY > 24) | ||
813 | { | ||
814 | spaceGridMaxY = 24; | ||
815 | spacesPerMeterY = spaceGridMaxY / WorldExtents.Y ; | ||
816 | } | ||
817 | |||
818 | staticPrimspace = new IntPtr[spaceGridMaxX, spaceGridMaxY]; | ||
819 | |||
820 | // make this index limits | ||
821 | spaceGridMaxX--; | ||
822 | spaceGridMaxY--; | ||
823 | |||
824 | |||
702 | 825 | ||
703 | // Centeral contact friction and bounce | 826 | // Centeral contact friction and bounce |
704 | // ckrinke 11/10/08 Enabling soft_erp but not soft_cfm until I figure out why | 827 | // ckrinke 11/10/08 Enabling soft_erp but not soft_cfm until I figure out why |
@@ -1817,7 +1940,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1817 | } | 1940 | } |
1818 | catch (AccessViolationException) | 1941 | catch (AccessViolationException) |
1819 | { | 1942 | { |
1820 | m_log.ErrorFormat("[ODE SCENE]: Unable to space collide {0}", Name); | 1943 | m_log.ErrorFormat("[ODE SCENE]: Unable to space collide {0}", PhysicsSceneName); |
1821 | } | 1944 | } |
1822 | 1945 | ||
1823 | //float terrainheight = GetTerrainHeightAtXY(chr.Position.X, chr.Position.Y); | 1946 | //float terrainheight = GetTerrainHeightAtXY(chr.Position.X, chr.Position.Y); |
@@ -1882,6 +2005,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1882 | 2005 | ||
1883 | public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) | 2006 | public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) |
1884 | { | 2007 | { |
2008 | if (!m_suportCombine) | ||
2009 | return; | ||
1885 | m_worldOffset = offset; | 2010 | m_worldOffset = offset; |
1886 | WorldExtents = new Vector2(extents.X, extents.Y); | 2011 | WorldExtents = new Vector2(extents.X, extents.Y); |
1887 | m_parentScene = pScene; | 2012 | m_parentScene = pScene; |
@@ -1890,12 +2015,17 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1890 | // Recovered for use by fly height. Kitto Flora | 2015 | // Recovered for use by fly height. Kitto Flora |
1891 | internal float GetTerrainHeightAtXY(float x, float y) | 2016 | internal float GetTerrainHeightAtXY(float x, float y) |
1892 | { | 2017 | { |
1893 | int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize; | ||
1894 | int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize; | ||
1895 | |||
1896 | IntPtr heightFieldGeom = IntPtr.Zero; | 2018 | IntPtr heightFieldGeom = IntPtr.Zero; |
2019 | int offsetX = 0; | ||
2020 | int offsetY = 0; | ||
2021 | |||
2022 | if (m_suportCombine) | ||
2023 | { | ||
2024 | offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize; | ||
2025 | offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize; | ||
2026 | } | ||
1897 | 2027 | ||
1898 | if (RegionTerrain.TryGetValue(new Vector3(offsetX,offsetY,0), out heightFieldGeom)) | 2028 | if(RegionTerrain.TryGetValue(new Vector3(offsetX,offsetY,0), out heightFieldGeom)) |
1899 | { | 2029 | { |
1900 | if (heightFieldGeom != IntPtr.Zero) | 2030 | if (heightFieldGeom != IntPtr.Zero) |
1901 | { | 2031 | { |
@@ -1909,10 +2039,10 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1909 | (int)x < 0.001f || (int)y < 0.001f) | 2039 | (int)x < 0.001f || (int)y < 0.001f) |
1910 | return 0; | 2040 | return 0; |
1911 | 2041 | ||
1912 | x = x - offsetX; | 2042 | x = x - offsetX + 1f; |
1913 | y = y - offsetY; | 2043 | y = y - offsetY + 1f; |
1914 | 2044 | ||
1915 | index = (int)((int)x * ((int)Constants.RegionSize + 2) + (int)y); | 2045 | index = (int)((int)x * ((int)m_regionHeight +3) + (int)y); |
1916 | 2046 | ||
1917 | if (index < TerrainHeightFieldHeights[heightFieldGeom].Length) | 2047 | if (index < TerrainHeightFieldHeights[heightFieldGeom].Length) |
1918 | { | 2048 | { |
@@ -1968,16 +2098,11 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1968 | 2098 | ||
1969 | #region Add/Remove Entities | 2099 | #region Add/Remove Entities |
1970 | 2100 | ||
1971 | public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) | 2101 | public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying) |
1972 | { | 2102 | { |
1973 | Vector3 pos; | ||
1974 | pos.X = position.X; | ||
1975 | pos.Y = position.Y; | ||
1976 | pos.Z = position.Z; | ||
1977 | |||
1978 | OdeCharacter newAv | 2103 | OdeCharacter newAv |
1979 | = new OdeCharacter( | 2104 | = new OdeCharacter( |
1980 | avName, this, pos, size, avPIDD, avPIDP, | 2105 | avName, this, position, velocity, size, avPIDD, avPIDP, |
1981 | avCapRadius, avStandupTensor, avDensity, | 2106 | avCapRadius, avStandupTensor, avDensity, |
1982 | avMovementDivisorWalk, avMovementDivisorRun); | 2107 | avMovementDivisorWalk, avMovementDivisorRun); |
1983 | 2108 | ||
@@ -2751,16 +2876,16 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2751 | { | 2876 | { |
2752 | int[] returnint = new int[2]; | 2877 | int[] returnint = new int[2]; |
2753 | 2878 | ||
2754 | returnint[0] = (int) (pos.X/metersInSpace); | 2879 | returnint[0] = (int) (pos.X * spacesPerMeterX); |
2755 | 2880 | ||
2756 | if (returnint[0] > ((int) (259f/metersInSpace))) | 2881 | if (returnint[0] > spaceGridMaxX) |
2757 | returnint[0] = ((int) (259f/metersInSpace)); | 2882 | returnint[0] = spaceGridMaxX; |
2758 | if (returnint[0] < 0) | 2883 | if (returnint[0] < 0) |
2759 | returnint[0] = 0; | 2884 | returnint[0] = 0; |
2760 | 2885 | ||
2761 | returnint[1] = (int) (pos.Y/metersInSpace); | 2886 | returnint[1] = (int)(pos.Y * spacesPerMeterY); |
2762 | if (returnint[1] > ((int) (259f/metersInSpace))) | 2887 | if (returnint[1] > spaceGridMaxY) |
2763 | returnint[1] = ((int) (259f/metersInSpace)); | 2888 | returnint[1] = spaceGridMaxY; |
2764 | if (returnint[1] < 0) | 2889 | if (returnint[1] < 0) |
2765 | returnint[1] = 0; | 2890 | returnint[1] = 0; |
2766 | 2891 | ||
@@ -3086,7 +3211,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
3086 | { | 3211 | { |
3087 | m_log.ErrorFormat( | 3212 | m_log.ErrorFormat( |
3088 | "[ODE SCENE]: Removing physics character {0} {1} from physics scene {2} due to defect found when moving", | 3213 | "[ODE SCENE]: Removing physics character {0} {1} from physics scene {2} due to defect found when moving", |
3089 | actor.Name, actor.LocalID, Name); | 3214 | actor.Name, actor.LocalID, PhysicsSceneName); |
3090 | 3215 | ||
3091 | RemoveCharacter(actor); | 3216 | RemoveCharacter(actor); |
3092 | actor.DestroyOdeStructures(); | 3217 | actor.DestroyOdeStructures(); |
@@ -3202,7 +3327,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
3202 | { | 3327 | { |
3203 | m_log.ErrorFormat( | 3328 | m_log.ErrorFormat( |
3204 | "[ODE SCENE]: Removing physics character {0} {1} from physics scene {2} due to defect found when updating position and velocity", | 3329 | "[ODE SCENE]: Removing physics character {0} {1} from physics scene {2} due to defect found when updating position and velocity", |
3205 | actor.Name, actor.LocalID, Name); | 3330 | actor.Name, actor.LocalID, PhysicsSceneName); |
3206 | 3331 | ||
3207 | RemoveCharacter(actor); | 3332 | RemoveCharacter(actor); |
3208 | actor.DestroyOdeStructures(); | 3333 | actor.DestroyOdeStructures(); |
@@ -3514,273 +3639,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
3514 | get { return false; } | 3639 | get { return false; } |
3515 | } | 3640 | } |
3516 | 3641 | ||
3517 | #region ODE Specific Terrain Fixes | ||
3518 | private float[] ResizeTerrain512NearestNeighbour(float[] heightMap) | ||
3519 | { | ||
3520 | float[] returnarr = new float[262144]; | ||
3521 | float[,] resultarr = new float[(int)WorldExtents.X, (int)WorldExtents.Y]; | ||
3522 | |||
3523 | // Filling out the array into its multi-dimensional components | ||
3524 | for (int y = 0; y < WorldExtents.Y; y++) | ||
3525 | { | ||
3526 | for (int x = 0; x < WorldExtents.X; x++) | ||
3527 | { | ||
3528 | resultarr[y, x] = heightMap[y * (int)WorldExtents.Y + x]; | ||
3529 | } | ||
3530 | } | ||
3531 | |||
3532 | // Resize using Nearest Neighbour | ||
3533 | |||
3534 | // This particular way is quick but it only works on a multiple of the original | ||
3535 | |||
3536 | // The idea behind this method can be described with the following diagrams | ||
3537 | // second pass and third pass happen in the same loop really.. just separated | ||
3538 | // them to show what this does. | ||
3539 | |||
3540 | // First Pass | ||
3541 | // ResultArr: | ||
3542 | // 1,1,1,1,1,1 | ||
3543 | // 1,1,1,1,1,1 | ||
3544 | // 1,1,1,1,1,1 | ||
3545 | // 1,1,1,1,1,1 | ||
3546 | // 1,1,1,1,1,1 | ||
3547 | // 1,1,1,1,1,1 | ||
3548 | |||
3549 | // Second Pass | ||
3550 | // ResultArr2: | ||
3551 | // 1,,1,,1,,1,,1,,1, | ||
3552 | // ,,,,,,,,,, | ||
3553 | // 1,,1,,1,,1,,1,,1, | ||
3554 | // ,,,,,,,,,, | ||
3555 | // 1,,1,,1,,1,,1,,1, | ||
3556 | // ,,,,,,,,,, | ||
3557 | // 1,,1,,1,,1,,1,,1, | ||
3558 | // ,,,,,,,,,, | ||
3559 | // 1,,1,,1,,1,,1,,1, | ||
3560 | // ,,,,,,,,,, | ||
3561 | // 1,,1,,1,,1,,1,,1, | ||
3562 | |||
3563 | // Third pass fills in the blanks | ||
3564 | // ResultArr2: | ||
3565 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3566 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3567 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3568 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3569 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3570 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3571 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3572 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3573 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3574 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3575 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3576 | |||
3577 | // X,Y = . | ||
3578 | // X+1,y = ^ | ||
3579 | // X,Y+1 = * | ||
3580 | // X+1,Y+1 = # | ||
3581 | |||
3582 | // Filling in like this; | ||
3583 | // .* | ||
3584 | // ^# | ||
3585 | // 1st . | ||
3586 | // 2nd * | ||
3587 | // 3rd ^ | ||
3588 | // 4th # | ||
3589 | // on single loop. | ||
3590 | |||
3591 | float[,] resultarr2 = new float[512, 512]; | ||
3592 | for (int y = 0; y < WorldExtents.Y; y++) | ||
3593 | { | ||
3594 | for (int x = 0; x < WorldExtents.X; x++) | ||
3595 | { | ||
3596 | resultarr2[y * 2, x * 2] = resultarr[y, x]; | ||
3597 | |||
3598 | if (y < WorldExtents.Y) | ||
3599 | { | ||
3600 | resultarr2[(y * 2) + 1, x * 2] = resultarr[y, x]; | ||
3601 | } | ||
3602 | if (x < WorldExtents.X) | ||
3603 | { | ||
3604 | resultarr2[y * 2, (x * 2) + 1] = resultarr[y, x]; | ||
3605 | } | ||
3606 | if (x < WorldExtents.X && y < WorldExtents.Y) | ||
3607 | { | ||
3608 | resultarr2[(y * 2) + 1, (x * 2) + 1] = resultarr[y, x]; | ||
3609 | } | ||
3610 | } | ||
3611 | } | ||
3612 | |||
3613 | //Flatten out the array | ||
3614 | int i = 0; | ||
3615 | for (int y = 0; y < 512; y++) | ||
3616 | { | ||
3617 | for (int x = 0; x < 512; x++) | ||
3618 | { | ||
3619 | if (resultarr2[y, x] <= 0) | ||
3620 | returnarr[i] = 0.0000001f; | ||
3621 | else | ||
3622 | returnarr[i] = resultarr2[y, x]; | ||
3623 | |||
3624 | i++; | ||
3625 | } | ||
3626 | } | ||
3627 | |||
3628 | return returnarr; | ||
3629 | } | ||
3630 | |||
3631 | private float[] ResizeTerrain512Interpolation(float[] heightMap) | ||
3632 | { | ||
3633 | float[] returnarr = new float[262144]; | ||
3634 | float[,] resultarr = new float[512,512]; | ||
3635 | |||
3636 | // Filling out the array into its multi-dimensional components | ||
3637 | for (int y = 0; y < 256; y++) | ||
3638 | { | ||
3639 | for (int x = 0; x < 256; x++) | ||
3640 | { | ||
3641 | resultarr[y, x] = heightMap[y * 256 + x]; | ||
3642 | } | ||
3643 | } | ||
3644 | |||
3645 | // Resize using interpolation | ||
3646 | |||
3647 | // This particular way is quick but it only works on a multiple of the original | ||
3648 | |||
3649 | // The idea behind this method can be described with the following diagrams | ||
3650 | // second pass and third pass happen in the same loop really.. just separated | ||
3651 | // them to show what this does. | ||
3652 | |||
3653 | // First Pass | ||
3654 | // ResultArr: | ||
3655 | // 1,1,1,1,1,1 | ||
3656 | // 1,1,1,1,1,1 | ||
3657 | // 1,1,1,1,1,1 | ||
3658 | // 1,1,1,1,1,1 | ||
3659 | // 1,1,1,1,1,1 | ||
3660 | // 1,1,1,1,1,1 | ||
3661 | |||
3662 | // Second Pass | ||
3663 | // ResultArr2: | ||
3664 | // 1,,1,,1,,1,,1,,1, | ||
3665 | // ,,,,,,,,,, | ||
3666 | // 1,,1,,1,,1,,1,,1, | ||
3667 | // ,,,,,,,,,, | ||
3668 | // 1,,1,,1,,1,,1,,1, | ||
3669 | // ,,,,,,,,,, | ||
3670 | // 1,,1,,1,,1,,1,,1, | ||
3671 | // ,,,,,,,,,, | ||
3672 | // 1,,1,,1,,1,,1,,1, | ||
3673 | // ,,,,,,,,,, | ||
3674 | // 1,,1,,1,,1,,1,,1, | ||
3675 | |||
3676 | // Third pass fills in the blanks | ||
3677 | // ResultArr2: | ||
3678 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3679 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3680 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3681 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3682 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3683 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3684 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3685 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3686 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3687 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3688 | // 1,1,1,1,1,1,1,1,1,1,1,1 | ||
3689 | |||
3690 | // X,Y = . | ||
3691 | // X+1,y = ^ | ||
3692 | // X,Y+1 = * | ||
3693 | // X+1,Y+1 = # | ||
3694 | |||
3695 | // Filling in like this; | ||
3696 | // .* | ||
3697 | // ^# | ||
3698 | // 1st . | ||
3699 | // 2nd * | ||
3700 | // 3rd ^ | ||
3701 | // 4th # | ||
3702 | // on single loop. | ||
3703 | |||
3704 | float[,] resultarr2 = new float[512,512]; | ||
3705 | for (int y = 0; y < (int)Constants.RegionSize; y++) | ||
3706 | { | ||
3707 | for (int x = 0; x < (int)Constants.RegionSize; x++) | ||
3708 | { | ||
3709 | resultarr2[y*2, x*2] = resultarr[y, x]; | ||
3710 | |||
3711 | if (y < (int)Constants.RegionSize) | ||
3712 | { | ||
3713 | if (y + 1 < (int)Constants.RegionSize) | ||
3714 | { | ||
3715 | if (x + 1 < (int)Constants.RegionSize) | ||
3716 | { | ||
3717 | resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x] + | ||
3718 | resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4); | ||
3719 | } | ||
3720 | else | ||
3721 | { | ||
3722 | resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x])/2); | ||
3723 | } | ||
3724 | } | ||
3725 | else | ||
3726 | { | ||
3727 | resultarr2[(y*2) + 1, x*2] = resultarr[y, x]; | ||
3728 | } | ||
3729 | } | ||
3730 | if (x < (int)Constants.RegionSize) | ||
3731 | { | ||
3732 | if (x + 1 < (int)Constants.RegionSize) | ||
3733 | { | ||
3734 | if (y + 1 < (int)Constants.RegionSize) | ||
3735 | { | ||
3736 | resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] + | ||
3737 | resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4); | ||
3738 | } | ||
3739 | else | ||
3740 | { | ||
3741 | resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y, x + 1])/2); | ||
3742 | } | ||
3743 | } | ||
3744 | else | ||
3745 | { | ||
3746 | resultarr2[y*2, (x*2) + 1] = resultarr[y, x]; | ||
3747 | } | ||
3748 | } | ||
3749 | if (x < (int)Constants.RegionSize && y < (int)Constants.RegionSize) | ||
3750 | { | ||
3751 | if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize)) | ||
3752 | { | ||
3753 | resultarr2[(y*2) + 1, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] + | ||
3754 | resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4); | ||
3755 | } | ||
3756 | else | ||
3757 | { | ||
3758 | resultarr2[(y*2) + 1, (x*2) + 1] = resultarr[y, x]; | ||
3759 | } | ||
3760 | } | ||
3761 | } | ||
3762 | } | ||
3763 | //Flatten out the array | ||
3764 | int i = 0; | ||
3765 | for (int y = 0; y < 512; y++) | ||
3766 | { | ||
3767 | for (int x = 0; x < 512; x++) | ||
3768 | { | ||
3769 | if (Single.IsNaN(resultarr2[y, x]) || Single.IsInfinity(resultarr2[y, x])) | ||
3770 | { | ||
3771 | m_log.Warn("[ODE SCENE]: Non finite heightfield element detected. Setting it to 0"); | ||
3772 | resultarr2[y, x] = 0; | ||
3773 | } | ||
3774 | returnarr[i] = resultarr2[y, x]; | ||
3775 | i++; | ||
3776 | } | ||
3777 | } | ||
3778 | |||
3779 | return returnarr; | ||
3780 | } | ||
3781 | |||
3782 | #endregion | ||
3783 | |||
3784 | public override void SetTerrain(float[] heightMap) | 3642 | public override void SetTerrain(float[] heightMap) |
3785 | { | 3643 | { |
3786 | if (m_worldOffset != Vector3.Zero && m_parentScene != null) | 3644 | if (m_worldOffset != Vector3.Zero && m_parentScene != null) |
@@ -3799,73 +3657,67 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
3799 | private void SetTerrain(float[] heightMap, Vector3 pOffset) | 3657 | private void SetTerrain(float[] heightMap, Vector3 pOffset) |
3800 | { | 3658 | { |
3801 | int startTime = Util.EnvironmentTickCount(); | 3659 | int startTime = Util.EnvironmentTickCount(); |
3802 | m_log.DebugFormat("[ODE SCENE]: Setting terrain for {0} with offset {1}", Name, pOffset); | 3660 | m_log.DebugFormat("[ODE SCENE]: Setting terrain for {0} with offset {1}", PhysicsSceneName, pOffset); |
3803 | 3661 | ||
3804 | // this._heightmap[i] = (double)heightMap[i]; | 3662 | |
3805 | // dbm (danx0r) -- creating a buffer zone of one extra sample all around | ||
3806 | //_origheightmap = heightMap; | ||
3807 | |||
3808 | float[] _heightmap; | 3663 | float[] _heightmap; |
3809 | 3664 | ||
3810 | // zero out a heightmap array float array (single dimension [flattened])) | 3665 | // ok im lasy this are just a aliases |
3811 | //if ((int)Constants.RegionSize == 256) | 3666 | uint regionsizeX = m_regionWidth; |
3812 | // _heightmap = new float[514 * 514]; | 3667 | uint regionsizeY = m_regionHeight; |
3813 | //else | ||
3814 | 3668 | ||
3815 | _heightmap = new float[(((int)Constants.RegionSize + 2) * ((int)Constants.RegionSize + 2))]; | 3669 | // map is rotated |
3670 | uint heightmapWidth = regionsizeY + 2; | ||
3671 | uint heightmapHeight = regionsizeX + 2; | ||
3816 | 3672 | ||
3817 | uint heightmapWidth = Constants.RegionSize + 1; | 3673 | uint heightmapWidthSamples = heightmapWidth + 1; |
3818 | uint heightmapHeight = Constants.RegionSize + 1; | 3674 | uint heightmapHeightSamples = heightmapHeight + 1; |
3819 | 3675 | ||
3820 | uint heightmapWidthSamples; | 3676 | _heightmap = new float[heightmapWidthSamples * heightmapHeightSamples]; |
3821 | 3677 | ||
3822 | uint heightmapHeightSamples; | ||
3823 | |||
3824 | //if (((int)Constants.RegionSize) == 256) | ||
3825 | //{ | ||
3826 | // heightmapWidthSamples = 2 * (uint)Constants.RegionSize + 2; | ||
3827 | // heightmapHeightSamples = 2 * (uint)Constants.RegionSize + 2; | ||
3828 | // heightmapWidth++; | ||
3829 | // heightmapHeight++; | ||
3830 | //} | ||
3831 | //else | ||
3832 | //{ | ||
3833 | |||
3834 | heightmapWidthSamples = (uint)Constants.RegionSize + 1; | ||
3835 | heightmapHeightSamples = (uint)Constants.RegionSize + 1; | ||
3836 | //} | ||
3837 | 3678 | ||
3838 | const float scale = 1.0f; | 3679 | const float scale = 1.0f; |
3839 | const float offset = 0.0f; | 3680 | const float offset = 0.0f; |
3840 | const float thickness = 0.2f; | 3681 | const float thickness = 10f; |
3841 | const int wrap = 0; | 3682 | const int wrap = 0; |
3842 | 3683 | ||
3843 | int regionsize = (int) Constants.RegionSize + 2; | ||
3844 | //Double resolution | ||
3845 | //if (((int)Constants.RegionSize) == 256) | ||
3846 | // heightMap = ResizeTerrain512Interpolation(heightMap); | ||
3847 | 3684 | ||
3685 | float hfmin = float.MaxValue; | ||
3686 | float hfmax = float.MinValue; | ||
3687 | float val; | ||
3688 | uint xx; | ||
3689 | uint yy; | ||
3848 | 3690 | ||
3849 | // if (((int)Constants.RegionSize) == 256 && (int)Constants.RegionSize == 256) | 3691 | uint maxXX = regionsizeX - 1; |
3850 | // regionsize = 512; | 3692 | uint maxYY = regionsizeY - 1; |
3851 | 3693 | ||
3852 | float hfmin = 2000; | 3694 | // flipping map adding one margin all around so things don't fall in edges |
3853 | float hfmax = -2000; | 3695 | |
3854 | 3696 | uint xt = 0; | |
3855 | for (int x = 0; x < heightmapWidthSamples; x++) | 3697 | xx = 0; |
3698 | |||
3699 | |||
3700 | for (uint x = 0; x < heightmapWidthSamples; x++) | ||
3856 | { | 3701 | { |
3857 | for (int y = 0; y < heightmapHeightSamples; y++) | 3702 | if (x > 1 && xx < maxXX) |
3703 | xx++; | ||
3704 | yy = 0; | ||
3705 | for (uint y = 0; y < heightmapHeightSamples; y++) | ||
3858 | { | 3706 | { |
3859 | int xx = Util.Clip(x - 1, 0, regionsize - 1); | 3707 | if (y > 1 && y < maxYY) |
3860 | int yy = Util.Clip(y - 1, 0, regionsize - 1); | 3708 | yy += regionsizeX; |
3861 | 3709 | ||
3862 | 3710 | val = heightMap[yy + xx]; | |
3863 | float val= heightMap[yy * (int)Constants.RegionSize + xx]; | 3711 | if (val < 0.0f) |
3864 | _heightmap[x * ((int)Constants.RegionSize + 2) + y] = val; | 3712 | val = 0.0f; |
3865 | 3713 | _heightmap[xt + y] = val; | |
3866 | hfmin = (val < hfmin) ? val : hfmin; | 3714 | |
3867 | hfmax = (val > hfmax) ? val : hfmax; | 3715 | if (hfmin > val) |
3716 | hfmin = val; | ||
3717 | if (hfmax < val) | ||
3718 | hfmax = val; | ||
3868 | } | 3719 | } |
3720 | xt += heightmapHeightSamples; | ||
3869 | } | 3721 | } |
3870 | 3722 | ||
3871 | lock (OdeLock) | 3723 | lock (OdeLock) |
@@ -3886,9 +3738,11 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
3886 | 3738 | ||
3887 | } | 3739 | } |
3888 | IntPtr HeightmapData = d.GeomHeightfieldDataCreate(); | 3740 | IntPtr HeightmapData = d.GeomHeightfieldDataCreate(); |
3889 | d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0, heightmapWidth + 1, heightmapHeight + 1, | 3741 | d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0, |
3890 | (int)heightmapWidthSamples + 1, (int)heightmapHeightSamples + 1, scale, | 3742 | heightmapWidth, heightmapHeight, |
3891 | offset, thickness, wrap); | 3743 | (int)heightmapWidthSamples, (int)heightmapHeightSamples, |
3744 | scale, offset, thickness, wrap); | ||
3745 | |||
3892 | d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1); | 3746 | d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1); |
3893 | GroundGeom = d.CreateHeightfield(space, HeightmapData, 1); | 3747 | GroundGeom = d.CreateHeightfield(space, HeightmapData, 1); |
3894 | if (GroundGeom != IntPtr.Zero) | 3748 | if (GroundGeom != IntPtr.Zero) |
@@ -3903,17 +3757,15 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
3903 | 3757 | ||
3904 | Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f); | 3758 | Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f); |
3905 | Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f); | 3759 | Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f); |
3906 | //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1)); | ||
3907 | 3760 | ||
3908 | q1 = q1 * q2; | 3761 | q1 = q1 * q2; |
3909 | //q1 = q1 * q3; | ||
3910 | Vector3 v3; | 3762 | Vector3 v3; |
3911 | float angle; | 3763 | float angle; |
3912 | q1.GetAxisAngle(out v3, out angle); | 3764 | q1.GetAxisAngle(out v3, out angle); |
3913 | 3765 | ||
3914 | d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle); | 3766 | d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle); |
3915 | d.GeomSetRotation(GroundGeom, ref R); | 3767 | d.GeomSetRotation(GroundGeom, ref R); |
3916 | d.GeomSetPosition(GroundGeom, (pOffset.X + ((int)Constants.RegionSize * 0.5f)), (pOffset.Y + ((int)Constants.RegionSize * 0.5f)), 0); | 3768 | d.GeomSetPosition(GroundGeom, pOffset.X + regionsizeX * 0.5f, pOffset.Y + regionsizeY * 0.5f, 0f); |
3917 | IntPtr testGround = IntPtr.Zero; | 3769 | IntPtr testGround = IntPtr.Zero; |
3918 | if (RegionTerrain.TryGetValue(pOffset, out testGround)) | 3770 | if (RegionTerrain.TryGetValue(pOffset, out testGround)) |
3919 | { | 3771 | { |
@@ -3924,7 +3776,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
3924 | } | 3776 | } |
3925 | 3777 | ||
3926 | m_log.DebugFormat( | 3778 | m_log.DebugFormat( |
3927 | "[ODE SCENE]: Setting terrain for {0} took {1}ms", Name, Util.EnvironmentTickCountSubtract(startTime)); | 3779 | "[ODE SCENE]: Setting terrain for {0} took {1}ms", PhysicsSceneName, Util.EnvironmentTickCountSubtract(startTime)); |
3928 | } | 3780 | } |
3929 | 3781 | ||
3930 | public override void DeleteTerrain() | 3782 | public override void DeleteTerrain() |
@@ -3938,89 +3790,31 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
3938 | 3790 | ||
3939 | public override bool SupportsCombining() | 3791 | public override bool SupportsCombining() |
3940 | { | 3792 | { |
3941 | return true; | 3793 | return m_suportCombine; |
3942 | } | 3794 | } |
3943 | 3795 | ||
3944 | // public override void UnCombine(PhysicsScene pScene) | ||
3945 | // { | ||
3946 | // IntPtr localGround = IntPtr.Zero; | ||
3947 | //// float[] localHeightfield; | ||
3948 | // bool proceed = false; | ||
3949 | // List<IntPtr> geomDestroyList = new List<IntPtr>(); | ||
3950 | // | ||
3951 | // lock (OdeLock) | ||
3952 | // { | ||
3953 | // if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround)) | ||
3954 | // { | ||
3955 | // foreach (IntPtr geom in TerrainHeightFieldHeights.Keys) | ||
3956 | // { | ||
3957 | // if (geom == localGround) | ||
3958 | // { | ||
3959 | //// localHeightfield = TerrainHeightFieldHeights[geom]; | ||
3960 | // proceed = true; | ||
3961 | // } | ||
3962 | // else | ||
3963 | // { | ||
3964 | // geomDestroyList.Add(geom); | ||
3965 | // } | ||
3966 | // } | ||
3967 | // | ||
3968 | // if (proceed) | ||
3969 | // { | ||
3970 | // m_worldOffset = Vector3.Zero; | ||
3971 | // WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize); | ||
3972 | // m_parentScene = null; | ||
3973 | // | ||
3974 | // foreach (IntPtr g in geomDestroyList) | ||
3975 | // { | ||
3976 | // // removingHeightField needs to be done or the garbage collector will | ||
3977 | // // collect the terrain data before we tell ODE to destroy it causing | ||
3978 | // // memory corruption | ||
3979 | // if (TerrainHeightFieldHeights.ContainsKey(g)) | ||
3980 | // { | ||
3981 | //// float[] removingHeightField = TerrainHeightFieldHeights[g]; | ||
3982 | // TerrainHeightFieldHeights.Remove(g); | ||
3983 | // | ||
3984 | // if (RegionTerrain.ContainsKey(g)) | ||
3985 | // { | ||
3986 | // RegionTerrain.Remove(g); | ||
3987 | // } | ||
3988 | // | ||
3989 | // d.GeomDestroy(g); | ||
3990 | // //removingHeightField = new float[0]; | ||
3991 | // } | ||
3992 | // } | ||
3993 | // | ||
3994 | // } | ||
3995 | // else | ||
3996 | // { | ||
3997 | // m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data."); | ||
3998 | // } | ||
3999 | // } | ||
4000 | // } | ||
4001 | // } | ||
4002 | |||
4003 | public override void SetWaterLevel(float baseheight) | 3796 | public override void SetWaterLevel(float baseheight) |
4004 | { | 3797 | { |
4005 | waterlevel = baseheight; | 3798 | waterlevel = baseheight; |
4006 | randomizeWater(waterlevel); | 3799 | // randomizeWater(waterlevel); |
4007 | } | 3800 | } |
4008 | 3801 | ||
3802 | /* | ||
4009 | private void randomizeWater(float baseheight) | 3803 | private void randomizeWater(float baseheight) |
4010 | { | 3804 | { |
4011 | const uint heightmapWidth = m_regionWidth + 2; | 3805 | uint heightmapWidth = m_regionWidth + 2; |
4012 | const uint heightmapHeight = m_regionHeight + 2; | 3806 | uint heightmapHeight = m_regionHeight + 2; |
4013 | const uint heightmapWidthSamples = m_regionWidth + 2; | 3807 | uint heightmapWidthSamples = m_regionWidth + 2; |
4014 | const uint heightmapHeightSamples = m_regionHeight + 2; | 3808 | uint heightmapHeightSamples = m_regionHeight + 2; |
4015 | const float scale = 1.0f; | 3809 | float scale = 1.0f; |
4016 | const float offset = 0.0f; | 3810 | float offset = 0.0f; |
4017 | const float thickness = 2.9f; | 3811 | float thickness = 2.9f; |
4018 | const int wrap = 0; | 3812 | int wrap = 0; |
4019 | 3813 | ||
4020 | for (int i = 0; i < (258 * 258); i++) | 3814 | for (int i = 0; i < (258 * 258); i++) |
4021 | { | 3815 | { |
4022 | _watermap[i] = (baseheight-0.1f) + ((float)fluidRandomizer.Next(1,9) / 10f); | 3816 | _watermap[i] = (baseheight-0.1f) + ((float)fluidRandomizer.Next(1,9) / 10f); |
4023 | // m_log.Info((baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f)); | 3817 | // m_log.Info((baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f)); |
4024 | } | 3818 | } |
4025 | 3819 | ||
4026 | lock (OdeLock) | 3820 | lock (OdeLock) |
@@ -4031,8 +3825,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
4031 | } | 3825 | } |
4032 | IntPtr HeightmapData = d.GeomHeightfieldDataCreate(); | 3826 | IntPtr HeightmapData = d.GeomHeightfieldDataCreate(); |
4033 | d.GeomHeightfieldDataBuildSingle(HeightmapData, _watermap, 0, heightmapWidth, heightmapHeight, | 3827 | d.GeomHeightfieldDataBuildSingle(HeightmapData, _watermap, 0, heightmapWidth, heightmapHeight, |
4034 | (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale, | 3828 | (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale, |
4035 | offset, thickness, wrap); | 3829 | offset, thickness, wrap); |
4036 | d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight); | 3830 | d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight); |
4037 | WaterGeom = d.CreateHeightfield(space, HeightmapData, 1); | 3831 | WaterGeom = d.CreateHeightfield(space, HeightmapData, 1); |
4038 | if (WaterGeom != IntPtr.Zero) | 3832 | if (WaterGeom != IntPtr.Zero) |
@@ -4060,7 +3854,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
4060 | d.GeomSetPosition(WaterGeom, 128, 128, 0); | 3854 | d.GeomSetPosition(WaterGeom, 128, 128, 0); |
4061 | } | 3855 | } |
4062 | } | 3856 | } |
4063 | 3857 | */ | |
4064 | public override void Dispose() | 3858 | public override void Dispose() |
4065 | { | 3859 | { |
4066 | _worldInitialized = false; | 3860 | _worldInitialized = false; |
@@ -4095,8 +3889,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
4095 | lock (_prims) | 3889 | lock (_prims) |
4096 | { | 3890 | { |
4097 | List<OdePrim> orderedPrims = new List<OdePrim>(_prims); | 3891 | List<OdePrim> orderedPrims = new List<OdePrim>(_prims); |
4098 | orderedPrims.OrderByDescending(p => p.CollisionScore).Take(25); | 3892 | orderedPrims.OrderByDescending(p => p.CollisionScore); |
4099 | topColliders = orderedPrims.ToDictionary(p => p.LocalID, p => p.CollisionScore); | 3893 | topColliders = orderedPrims.Take(25).ToDictionary(p => p.LocalID, p => p.CollisionScore); |
4100 | 3894 | ||
4101 | foreach (OdePrim p in _prims) | 3895 | foreach (OdePrim p in _prims) |
4102 | p.CollisionScore = 0; | 3896 | p.CollisionScore = 0; |
diff --git a/OpenSim/Region/Physics/OdePlugin/Tests/ODETestClass.cs b/OpenSim/Region/PhysicsModules/Ode/Tests/ODETestClass.cs index 16404c6..6dc22bd 100644 --- a/OpenSim/Region/Physics/OdePlugin/Tests/ODETestClass.cs +++ b/OpenSim/Region/PhysicsModules/Ode/Tests/ODETestClass.cs | |||
@@ -30,51 +30,74 @@ using Nini.Config; | |||
30 | using NUnit.Framework; | 30 | using NUnit.Framework; |
31 | using OpenMetaverse; | 31 | using OpenMetaverse; |
32 | using OpenSim.Framework; | 32 | using OpenSim.Framework; |
33 | using OpenSim.Region.Physics.Manager; | 33 | using OpenSim.Region.PhysicsModules.SharedBase; |
34 | using OpenSim.Region.Physics.OdePlugin; | 34 | using OpenSim.Region.PhysicsModule.ODE; |
35 | using OpenSim.Region.Framework.Scenes; | ||
36 | using OpenSim.Region.Framework.Interfaces; | ||
35 | using OpenSim.Tests.Common; | 37 | using OpenSim.Tests.Common; |
36 | using log4net; | 38 | using log4net; |
37 | using System.Reflection; | 39 | using System.Reflection; |
38 | 40 | ||
39 | namespace OpenSim.Region.Physics.OdePlugin.Tests | 41 | namespace OpenSim.Region.PhysicsModule.ODE.Tests |
40 | { | 42 | { |
41 | [TestFixture] | 43 | [TestFixture] |
42 | public class ODETestClass : OpenSimTestCase | 44 | public class ODETestClass : OpenSimTestCase |
43 | { | 45 | { |
44 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 46 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
45 | 47 | ||
46 | private OpenSim.Region.Physics.OdePlugin.OdePlugin cbt; | 48 | //private OpenSim.Region.PhysicsModule.ODE.OdePlugin cbt; |
47 | private PhysicsScene ps; | 49 | private PhysicsScene pScene; |
48 | private IMeshingPlugin imp; | ||
49 | 50 | ||
50 | [SetUp] | 51 | [SetUp] |
51 | public void Initialize() | 52 | public void Initialize() |
52 | { | 53 | { |
53 | IConfigSource TopConfig = new IniConfigSource(); | 54 | IConfigSource openSimINI = new IniConfigSource(); |
54 | IConfig config = TopConfig.AddConfig("Startup"); | 55 | IConfig startupConfig = openSimINI.AddConfig("Startup"); |
55 | config.Set("DecodedSculptMapPath","j2kDecodeCache"); | 56 | startupConfig.Set("physics", "OpenDynamicsEngine"); |
57 | startupConfig.Set("DecodedSculptMapPath", "j2kDecodeCache"); | ||
58 | |||
59 | Vector3 regionExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight); | ||
60 | |||
61 | //PhysicsScene pScene = physicsPluginManager.GetPhysicsScene( | ||
62 | // "BulletSim", "Meshmerizer", openSimINI, "BSTestRegion", regionExtent); | ||
63 | RegionInfo info = new RegionInfo(); | ||
64 | info.RegionName = "ODETestRegion"; | ||
65 | info.RegionSizeX = info.RegionSizeY = info.RegionSizeZ = Constants.RegionSize; | ||
66 | OpenSim.Region.Framework.Scenes.Scene scene = new OpenSim.Region.Framework.Scenes.Scene(info); | ||
67 | |||
68 | //IMesher mesher = new OpenSim.Region.PhysicsModules.Meshing.Meshmerizer(); | ||
69 | //INonSharedRegionModule mod = mesher as INonSharedRegionModule; | ||
70 | //mod.Initialise(openSimINI); | ||
71 | //mod.AddRegion(scene); | ||
72 | //mod.RegionLoaded(scene); | ||
73 | |||
74 | pScene = new OdeScene(); | ||
75 | Console.WriteLine("HERE " + (pScene == null ? "Null" : "Not null")); | ||
76 | INonSharedRegionModule mod = (pScene as INonSharedRegionModule); | ||
77 | Console.WriteLine("HERE " + (mod == null ? "Null" : "Not null")); | ||
78 | mod.Initialise(openSimINI); | ||
79 | mod.AddRegion(scene); | ||
80 | mod.RegionLoaded(scene); | ||
56 | 81 | ||
57 | // Loading ODEPlugin | 82 | // Loading ODEPlugin |
58 | cbt = new OdePlugin(); | 83 | //cbt = new OdePlugin(); |
59 | // Loading Zero Mesher | ||
60 | imp = new ZeroMesherPlugin(); | ||
61 | // Getting Physics Scene | 84 | // Getting Physics Scene |
62 | ps = cbt.GetScene("test"); | 85 | //ps = cbt.GetScene("test"); |
63 | // Initializing Physics Scene. | 86 | // Initializing Physics Scene. |
64 | ps.Initialise(imp.GetMesher(TopConfig),null); | 87 | //ps.Initialise(imp.GetMesher(TopConfig), null, Vector3.Zero); |
65 | float[] _heightmap = new float[(int)Constants.RegionSize * (int)Constants.RegionSize]; | 88 | float[] _heightmap = new float[(int)Constants.RegionSize * (int)Constants.RegionSize]; |
66 | for (int i = 0; i < ((int)Constants.RegionSize * (int)Constants.RegionSize); i++) | 89 | for (int i = 0; i < ((int)Constants.RegionSize * (int)Constants.RegionSize); i++) |
67 | { | 90 | { |
68 | _heightmap[i] = 21f; | 91 | _heightmap[i] = 21f; |
69 | } | 92 | } |
70 | ps.SetTerrain(_heightmap); | 93 | pScene.SetTerrain(_heightmap); |
71 | } | 94 | } |
72 | 95 | ||
73 | [TearDown] | 96 | [TearDown] |
74 | public void Terminate() | 97 | public void Terminate() |
75 | { | 98 | { |
76 | ps.DeleteTerrain(); | 99 | pScene.DeleteTerrain(); |
77 | ps.Dispose(); | 100 | pScene.Dispose(); |
78 | 101 | ||
79 | } | 102 | } |
80 | 103 | ||
@@ -85,9 +108,9 @@ namespace OpenSim.Region.Physics.OdePlugin.Tests | |||
85 | Vector3 position = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 128f); | 108 | Vector3 position = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 128f); |
86 | Vector3 size = new Vector3(0.5f, 0.5f, 0.5f); | 109 | Vector3 size = new Vector3(0.5f, 0.5f, 0.5f); |
87 | Quaternion rot = Quaternion.Identity; | 110 | Quaternion rot = Quaternion.Identity; |
88 | PhysicsActor prim = ps.AddPrimShape("CoolShape", newcube, position, size, rot, true, 0); | 111 | PhysicsActor prim = pScene.AddPrimShape("CoolShape", newcube, position, size, rot, true, 0); |
89 | OdePrim oprim = (OdePrim)prim; | 112 | OdePrim oprim = (OdePrim)prim; |
90 | OdeScene pscene = (OdeScene) ps; | 113 | OdeScene pscene = (OdeScene)pScene; |
91 | 114 | ||
92 | Assert.That(oprim.m_taintadd); | 115 | Assert.That(oprim.m_taintadd); |
93 | 116 | ||
@@ -95,7 +118,7 @@ namespace OpenSim.Region.Physics.OdePlugin.Tests | |||
95 | 118 | ||
96 | for (int i = 0; i < 58; i++) | 119 | for (int i = 0; i < 58; i++) |
97 | { | 120 | { |
98 | ps.Simulate(0.133f); | 121 | pScene.Simulate(0.133f); |
99 | 122 | ||
100 | Assert.That(oprim.prim_geom != (IntPtr)0); | 123 | Assert.That(oprim.prim_geom != (IntPtr)0); |
101 | 124 | ||
@@ -119,9 +142,9 @@ namespace OpenSim.Region.Physics.OdePlugin.Tests | |||
119 | // Make sure we're not somewhere above the ground | 142 | // Make sure we're not somewhere above the ground |
120 | Assert.That(prim.Position.Z < 21.5f); | 143 | Assert.That(prim.Position.Z < 21.5f); |
121 | 144 | ||
122 | ps.RemovePrim(prim); | 145 | pScene.RemovePrim(prim); |
123 | Assert.That(oprim.m_taintremove); | 146 | Assert.That(oprim.m_taintremove); |
124 | ps.Simulate(0.133f); | 147 | pScene.Simulate(0.133f); |
125 | Assert.That(oprim.Body == (IntPtr)0); | 148 | Assert.That(oprim.Body == (IntPtr)0); |
126 | } | 149 | } |
127 | } | 150 | } |
diff --git a/OpenSim/Region/Physics/OdePlugin/drawstuff.cs b/OpenSim/Region/PhysicsModules/Ode/drawstuff.cs index 87ca446..87ca446 100644 --- a/OpenSim/Region/Physics/OdePlugin/drawstuff.cs +++ b/OpenSim/Region/PhysicsModules/Ode/drawstuff.cs | |||
diff --git a/OpenSim/Region/Physics/POSPlugin/AssemblyInfo.cs b/OpenSim/Region/PhysicsModules/POS/AssemblyInfo.cs index d07df02..e3a3e35 100644 --- a/OpenSim/Region/Physics/POSPlugin/AssemblyInfo.cs +++ b/OpenSim/Region/PhysicsModules/POS/AssemblyInfo.cs | |||
@@ -27,6 +27,7 @@ | |||
27 | 27 | ||
28 | using System.Reflection; | 28 | using System.Reflection; |
29 | using System.Runtime.InteropServices; | 29 | using System.Runtime.InteropServices; |
30 | using Mono.Addins; | ||
30 | 31 | ||
31 | // Information about this assembly is defined by the following | 32 | // Information about this assembly is defined by the following |
32 | // attributes. | 33 | // attributes. |
@@ -55,4 +56,7 @@ using System.Runtime.InteropServices; | |||
55 | // You can specify all values by your own or you can build default build and revision | 56 | // You can specify all values by your own or you can build default build and revision |
56 | // numbers with the '*' character (the default): | 57 | // numbers with the '*' character (the default): |
57 | 58 | ||
58 | [assembly : AssemblyVersion("0.7.5.*")] | 59 | [assembly : AssemblyVersion("0.8.2.*")] |
60 | |||
61 | [assembly: Addin("OpenSim.Region.PhysicsModule.POS", OpenSim.VersionInfo.VersionNumber)] | ||
62 | [assembly: AddinDependency("OpenSim.Region.Framework", OpenSim.VersionInfo.VersionNumber)] | ||
diff --git a/OpenSim/Region/Physics/POSPlugin/POSCharacter.cs b/OpenSim/Region/PhysicsModules/POS/POSCharacter.cs index ae534ea..32469d9 100644 --- a/OpenSim/Region/Physics/POSPlugin/POSCharacter.cs +++ b/OpenSim/Region/PhysicsModules/POS/POSCharacter.cs | |||
@@ -30,9 +30,9 @@ using System.Collections.Generic; | |||
30 | using Nini.Config; | 30 | using Nini.Config; |
31 | using OpenMetaverse; | 31 | using OpenMetaverse; |
32 | using OpenSim.Framework; | 32 | using OpenSim.Framework; |
33 | using OpenSim.Region.Physics.Manager; | 33 | using OpenSim.Region.PhysicsModules.SharedBase; |
34 | 34 | ||
35 | namespace OpenSim.Region.Physics.POSPlugin | 35 | namespace OpenSim.Region.PhysicsModule.POS |
36 | { | 36 | { |
37 | public class POSCharacter : PhysicsActor | 37 | public class POSCharacter : PhysicsActor |
38 | { | 38 | { |
@@ -273,9 +273,10 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
273 | set { return; } | 273 | set { return; } |
274 | } | 274 | } |
275 | 275 | ||
276 | public override bool PIDActive | 276 | public override bool PIDActive |
277 | { | 277 | { |
278 | set { return; } | 278 | get { return false; } |
279 | set { return; } | ||
279 | } | 280 | } |
280 | 281 | ||
281 | public override float PIDTau | 282 | public override float PIDTau |
diff --git a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs b/OpenSim/Region/PhysicsModules/POS/POSPrim.cs index e4fd7eb..8aae716 100644 --- a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs +++ b/OpenSim/Region/PhysicsModules/POS/POSPrim.cs | |||
@@ -30,9 +30,9 @@ using System.Collections.Generic; | |||
30 | using Nini.Config; | 30 | using Nini.Config; |
31 | using OpenMetaverse; | 31 | using OpenMetaverse; |
32 | using OpenSim.Framework; | 32 | using OpenSim.Framework; |
33 | using OpenSim.Region.Physics.Manager; | 33 | using OpenSim.Region.PhysicsModules.SharedBase; |
34 | 34 | ||
35 | namespace OpenSim.Region.Physics.POSPlugin | 35 | namespace OpenSim.Region.PhysicsModule.POS |
36 | { | 36 | { |
37 | public class POSPrim : PhysicsActor | 37 | public class POSPrim : PhysicsActor |
38 | { | 38 | { |
@@ -270,6 +270,7 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
270 | 270 | ||
271 | public override bool PIDActive | 271 | public override bool PIDActive |
272 | { | 272 | { |
273 | get { return false; } | ||
273 | set { return; } | 274 | set { return; } |
274 | } | 275 | } |
275 | 276 | ||
diff --git a/OpenSim/Region/Physics/POSPlugin/POSScene.cs b/OpenSim/Region/PhysicsModules/POS/POSScene.cs index 2f24a50..6375f18 100644 --- a/OpenSim/Region/Physics/POSPlugin/POSScene.cs +++ b/OpenSim/Region/PhysicsModules/POS/POSScene.cs | |||
@@ -29,34 +29,87 @@ using System; | |||
29 | using System.Collections.Generic; | 29 | using System.Collections.Generic; |
30 | using Nini.Config; | 30 | using Nini.Config; |
31 | using OpenMetaverse; | 31 | using OpenMetaverse; |
32 | using Mono.Addins; | ||
32 | using OpenSim.Framework; | 33 | using OpenSim.Framework; |
33 | using OpenSim.Region.Physics.Manager; | 34 | using OpenSim.Region.PhysicsModules.SharedBase; |
35 | using OpenSim.Region.Framework.Scenes; | ||
36 | using OpenSim.Region.Framework.Interfaces; | ||
34 | 37 | ||
35 | namespace OpenSim.Region.Physics.POSPlugin | 38 | namespace OpenSim.Region.PhysicsModule.POS |
36 | { | 39 | { |
37 | public class POSScene : PhysicsScene | 40 | [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "POSPhysicsScene")] |
41 | public class POSScene : PhysicsScene, INonSharedRegionModule | ||
38 | { | 42 | { |
39 | private List<POSCharacter> _characters = new List<POSCharacter>(); | 43 | private List<POSCharacter> _characters = new List<POSCharacter>(); |
40 | private List<POSPrim> _prims = new List<POSPrim>(); | 44 | private List<POSPrim> _prims = new List<POSPrim>(); |
41 | private float[] _heightMap; | 45 | private float[] _heightMap; |
42 | private const float gravity = -9.8f; | 46 | private const float gravity = -9.8f; |
43 | 47 | ||
48 | private bool m_Enabled = false; | ||
44 | //protected internal string sceneIdentifier; | 49 | //protected internal string sceneIdentifier; |
45 | 50 | ||
46 | public POSScene(String _sceneIdentifier) | 51 | #region INonSharedRegionModule |
52 | public string Name | ||
47 | { | 53 | { |
48 | //sceneIdentifier = _sceneIdentifier; | 54 | get { return "POS"; } |
49 | } | 55 | } |
50 | 56 | ||
51 | public override void Initialise(IMesher meshmerizer, IConfigSource config) | 57 | public Type ReplaceableInterface |
52 | { | 58 | { |
59 | get { return null; } | ||
53 | } | 60 | } |
54 | 61 | ||
62 | public void Initialise(IConfigSource source) | ||
63 | { | ||
64 | // TODO: Move this out of Startup | ||
65 | IConfig config = source.Configs["Startup"]; | ||
66 | if (config != null) | ||
67 | { | ||
68 | string physics = config.GetString("physics", string.Empty); | ||
69 | if (physics == Name) | ||
70 | m_Enabled = true; | ||
71 | } | ||
72 | |||
73 | } | ||
74 | |||
75 | public void Close() | ||
76 | { | ||
77 | } | ||
78 | |||
79 | public void AddRegion(Scene scene) | ||
80 | { | ||
81 | if (!m_Enabled) | ||
82 | return; | ||
83 | |||
84 | EngineType = Name; | ||
85 | PhysicsSceneName = EngineType + "/" + scene.RegionInfo.RegionName; | ||
86 | |||
87 | scene.RegisterModuleInterface<PhysicsScene>(this); | ||
88 | base.Initialise(scene.PhysicsRequestAsset, | ||
89 | (scene.Heightmap != null ? scene.Heightmap.GetFloatsSerialised() : new float[Constants.RegionSize * Constants.RegionSize]), | ||
90 | (float)scene.RegionInfo.RegionSettings.WaterHeight); | ||
91 | |||
92 | } | ||
93 | |||
94 | public void RemoveRegion(Scene scene) | ||
95 | { | ||
96 | if (!m_Enabled) | ||
97 | return; | ||
98 | } | ||
99 | |||
100 | public void RegionLoaded(Scene scene) | ||
101 | { | ||
102 | if (!m_Enabled) | ||
103 | return; | ||
104 | } | ||
105 | #endregion | ||
106 | |||
55 | public override void Dispose() | 107 | public override void Dispose() |
56 | { | 108 | { |
57 | } | 109 | } |
58 | 110 | ||
59 | public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) | 111 | public override PhysicsActor AddAvatar( |
112 | string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying) | ||
60 | { | 113 | { |
61 | POSCharacter act = new POSCharacter(); | 114 | POSCharacter act = new POSCharacter(); |
62 | act.Position = position; | 115 | act.Position = position; |
diff --git a/OpenSim/Region/Physics/Manager/AssemblyInfo.cs b/OpenSim/Region/PhysicsModules/SharedBase/AssemblyInfo.cs index 36b4235..33f60e4 100644 --- a/OpenSim/Region/Physics/Manager/AssemblyInfo.cs +++ b/OpenSim/Region/PhysicsModules/SharedBase/AssemblyInfo.cs | |||
@@ -55,4 +55,4 @@ using System.Runtime.InteropServices; | |||
55 | // You can specify all values by your own or you can build default build and revision | 55 | // You can specify all values by your own or you can build default build and revision |
56 | // numbers with the '*' character (the default): | 56 | // numbers with the '*' character (the default): |
57 | 57 | ||
58 | [assembly : AssemblyVersion("0.7.5.*")] | 58 | [assembly : AssemblyVersion("0.8.2.*")] |
diff --git a/OpenSim/Region/Physics/Manager/CollisionLocker.cs b/OpenSim/Region/PhysicsModules/SharedBase/CollisionLocker.cs index cace4e4..6e658b5 100644 --- a/OpenSim/Region/Physics/Manager/CollisionLocker.cs +++ b/OpenSim/Region/PhysicsModules/SharedBase/CollisionLocker.cs | |||
@@ -28,7 +28,7 @@ | |||
28 | using System; | 28 | using System; |
29 | using System.Collections.Generic; | 29 | using System.Collections.Generic; |
30 | 30 | ||
31 | namespace OpenSim.Region.Physics.Manager | 31 | namespace OpenSim.Region.PhysicsModules.SharedBase |
32 | { | 32 | { |
33 | public class CollisionLocker | 33 | public class CollisionLocker |
34 | { | 34 | { |
diff --git a/OpenSim/Region/Physics/Manager/IMesher.cs b/OpenSim/Region/PhysicsModules/SharedBase/IMesher.cs index 10c4bd3..5c75307 100644 --- a/OpenSim/Region/Physics/Manager/IMesher.cs +++ b/OpenSim/Region/PhysicsModules/SharedBase/IMesher.cs | |||
@@ -30,7 +30,7 @@ using System.Collections.Generic; | |||
30 | using OpenSim.Framework; | 30 | using OpenSim.Framework; |
31 | using OpenMetaverse; | 31 | using OpenMetaverse; |
32 | 32 | ||
33 | namespace OpenSim.Region.Physics.Manager | 33 | namespace OpenSim.Region.PhysicsModules.SharedBase |
34 | { | 34 | { |
35 | public interface IMesher | 35 | public interface IMesher |
36 | { | 36 | { |
@@ -59,6 +59,7 @@ namespace OpenSim.Region.Physics.Manager | |||
59 | List<Vector3> getVertexList(); | 59 | List<Vector3> getVertexList(); |
60 | int[] getIndexListAsInt(); | 60 | int[] getIndexListAsInt(); |
61 | int[] getIndexListAsIntLocked(); | 61 | int[] getIndexListAsIntLocked(); |
62 | float[] getVertexListAsFloat(); | ||
62 | float[] getVertexListAsFloatLocked(); | 63 | float[] getVertexListAsFloatLocked(); |
63 | void getIndexListAsPtrToIntArray(out IntPtr indices, out int triStride, out int indexCount); | 64 | void getIndexListAsPtrToIntArray(out IntPtr indices, out int triStride, out int indexCount); |
64 | void getVertexListAsPtrToFloatArray(out IntPtr vertexList, out int vertexStride, out int vertexCount); | 65 | void getVertexListAsPtrToFloatArray(out IntPtr vertexList, out int vertexStride, out int vertexCount); |
diff --git a/OpenSim/Region/Physics/Manager/IPhysicsParameters.cs b/OpenSim/Region/PhysicsModules/SharedBase/IPhysicsParameters.cs index b8676ba..fb0c9e2 100755 --- a/OpenSim/Region/Physics/Manager/IPhysicsParameters.cs +++ b/OpenSim/Region/PhysicsModules/SharedBase/IPhysicsParameters.cs | |||
@@ -30,7 +30,7 @@ using System.Collections.Generic; | |||
30 | using OpenSim.Framework; | 30 | using OpenSim.Framework; |
31 | using OpenMetaverse; | 31 | using OpenMetaverse; |
32 | 32 | ||
33 | namespace OpenSim.Region.Physics.Manager | 33 | namespace OpenSim.Region.PhysicsModules.SharedBase |
34 | { | 34 | { |
35 | public struct PhysParameterEntry | 35 | public struct PhysParameterEntry |
36 | { | 36 | { |
@@ -60,14 +60,14 @@ namespace OpenSim.Region.Physics.Manager | |||
60 | 60 | ||
61 | // Set parameter on a specific or all instances. | 61 | // Set parameter on a specific or all instances. |
62 | // Return 'false' if not able to set the parameter. | 62 | // Return 'false' if not able to set the parameter. |
63 | bool SetPhysicsParameter(string parm, float value, uint localID); | 63 | bool SetPhysicsParameter(string parm, string value, uint localID); |
64 | 64 | ||
65 | // Get parameter. | 65 | // Get parameter. |
66 | // Return 'false' if not able to get the parameter. | 66 | // Return 'false' if not able to get the parameter. |
67 | bool GetPhysicsParameter(string parm, out float value); | 67 | bool GetPhysicsParameter(string parm, out string value); |
68 | 68 | ||
69 | // Get parameter from a particular object | 69 | // Get parameter from a particular object |
70 | // TODO: | 70 | // TODO: |
71 | // bool GetPhysicsParameter(string parm, out float value, uint localID); | 71 | // bool GetPhysicsParameter(string parm, out string value, uint localID); |
72 | } | 72 | } |
73 | } | 73 | } |
diff --git a/OpenSim/Region/Physics/Manager/NullPhysicsScene.cs b/OpenSim/Region/PhysicsModules/SharedBase/NullPhysicsScene.cs index 1ccf46d..432708c 100644 --- a/OpenSim/Region/Physics/Manager/NullPhysicsScene.cs +++ b/OpenSim/Region/PhysicsModules/SharedBase/NullPhysicsScene.cs | |||
@@ -32,7 +32,7 @@ using Nini.Config; | |||
32 | using OpenSim.Framework; | 32 | using OpenSim.Framework; |
33 | using OpenMetaverse; | 33 | using OpenMetaverse; |
34 | 34 | ||
35 | namespace OpenSim.Region.Physics.Manager | 35 | namespace OpenSim.Region.PhysicsModules.SharedBase |
36 | { | 36 | { |
37 | class NullPhysicsScene : PhysicsScene | 37 | class NullPhysicsScene : PhysicsScene |
38 | { | 38 | { |
@@ -40,12 +40,8 @@ namespace OpenSim.Region.Physics.Manager | |||
40 | 40 | ||
41 | private static int m_workIndicator; | 41 | private static int m_workIndicator; |
42 | 42 | ||
43 | public override void Initialise(IMesher meshmerizer, IConfigSource config) | 43 | public override PhysicsActor AddAvatar( |
44 | { | 44 | string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying) |
45 | // Does nothing right now | ||
46 | } | ||
47 | |||
48 | public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) | ||
49 | { | 45 | { |
50 | m_log.InfoFormat("[PHYSICS]: NullPhysicsScene : AddAvatar({0})", position); | 46 | m_log.InfoFormat("[PHYSICS]: NullPhysicsScene : AddAvatar({0})", position); |
51 | return PhysicsActor.Null; | 47 | return PhysicsActor.Null; |
diff --git a/OpenSim/Region/Physics/Manager/PhysicsActor.cs b/OpenSim/Region/PhysicsModules/SharedBase/PhysicsActor.cs index d119791..c04ff58 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsActor.cs +++ b/OpenSim/Region/PhysicsModules/SharedBase/PhysicsActor.cs | |||
@@ -32,7 +32,7 @@ using System.Reflection; | |||
32 | using OpenSim.Framework; | 32 | using OpenSim.Framework; |
33 | using OpenMetaverse; | 33 | using OpenMetaverse; |
34 | 34 | ||
35 | namespace OpenSim.Region.Physics.Manager | 35 | namespace OpenSim.Region.PhysicsModules.SharedBase |
36 | { | 36 | { |
37 | public delegate void PositionUpdate(Vector3 position); | 37 | public delegate void PositionUpdate(Vector3 position); |
38 | public delegate void VelocityUpdate(Vector3 velocity); | 38 | public delegate void VelocityUpdate(Vector3 velocity); |
@@ -147,6 +147,8 @@ namespace OpenSim.Region.Physics.Manager | |||
147 | 147 | ||
148 | public abstract Vector3 Size { get; set; } | 148 | public abstract Vector3 Size { get; set; } |
149 | 149 | ||
150 | public virtual byte PhysicsShapeType { get; set; } | ||
151 | |||
150 | public abstract PrimitiveBaseShape Shape { set; } | 152 | public abstract PrimitiveBaseShape Shape { set; } |
151 | 153 | ||
152 | uint m_baseLocalID; | 154 | uint m_baseLocalID; |
@@ -218,9 +220,11 @@ namespace OpenSim.Region.Physics.Manager | |||
218 | handler(e); | 220 | handler(e); |
219 | } | 221 | } |
220 | 222 | ||
221 | public virtual void SetMaterial (int material) | 223 | public virtual void SetMaterial (int material) { } |
222 | { | 224 | public virtual float Density { get; set; } |
223 | } | 225 | public virtual float GravModifier { get; set; } |
226 | public virtual float Friction { get; set; } | ||
227 | public virtual float Restitution { get; set; } | ||
224 | 228 | ||
225 | /// <summary> | 229 | /// <summary> |
226 | /// Position of this actor. | 230 | /// Position of this actor. |
@@ -287,7 +291,7 @@ namespace OpenSim.Region.Physics.Manager | |||
287 | 291 | ||
288 | // Used for MoveTo | 292 | // Used for MoveTo |
289 | public abstract Vector3 PIDTarget { set; } | 293 | public abstract Vector3 PIDTarget { set; } |
290 | public abstract bool PIDActive { set;} | 294 | public abstract bool PIDActive { get; set; } |
291 | public abstract float PIDTau { set; } | 295 | public abstract float PIDTau { set; } |
292 | 296 | ||
293 | // Used for llSetHoverHeight and maybe vehicle height | 297 | // Used for llSetHoverHeight and maybe vehicle height |
@@ -309,6 +313,13 @@ namespace OpenSim.Region.Physics.Manager | |||
309 | public abstract void SubscribeEvents(int ms); | 313 | public abstract void SubscribeEvents(int ms); |
310 | public abstract void UnSubscribeEvents(); | 314 | public abstract void UnSubscribeEvents(); |
311 | public abstract bool SubscribedEvents(); | 315 | public abstract bool SubscribedEvents(); |
316 | |||
317 | // Extendable interface for new, physics engine specific operations | ||
318 | public virtual object Extension(string pFunct, params object[] pParams) | ||
319 | { | ||
320 | // A NOP of the physics engine does not implement this feature | ||
321 | return null; | ||
322 | } | ||
312 | } | 323 | } |
313 | 324 | ||
314 | public class NullPhysicsActor : PhysicsActor | 325 | public class NullPhysicsActor : PhysicsActor |
@@ -534,7 +545,13 @@ namespace OpenSim.Region.Physics.Manager | |||
534 | } | 545 | } |
535 | 546 | ||
536 | public override Vector3 PIDTarget { set { return; } } | 547 | public override Vector3 PIDTarget { set { return; } } |
537 | public override bool PIDActive { set { return; } } | 548 | |
549 | public override bool PIDActive | ||
550 | { | ||
551 | get { return false; } | ||
552 | set { return; } | ||
553 | } | ||
554 | |||
538 | public override float PIDTau { set { return; } } | 555 | public override float PIDTau { set { return; } } |
539 | 556 | ||
540 | public override float PIDHoverHeight { set { return; } } | 557 | public override float PIDHoverHeight { set { return; } } |
diff --git a/OpenSim/Region/Physics/Manager/PhysicsJoint.cs b/OpenSim/Region/PhysicsModules/SharedBase/PhysicsJoint.cs index b685d04..ce2bf05 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsJoint.cs +++ b/OpenSim/Region/PhysicsModules/SharedBase/PhysicsJoint.cs | |||
@@ -30,7 +30,7 @@ using System.Collections.Generic; | |||
30 | using OpenSim.Framework; | 30 | using OpenSim.Framework; |
31 | using OpenMetaverse; | 31 | using OpenMetaverse; |
32 | 32 | ||
33 | namespace OpenSim.Region.Physics.Manager | 33 | namespace OpenSim.Region.PhysicsModules.SharedBase |
34 | { | 34 | { |
35 | public enum PhysicsJointType : int | 35 | public enum PhysicsJointType : int |
36 | { | 36 | { |
diff --git a/OpenSim/Region/Physics/Manager/PhysicsScene.cs b/OpenSim/Region/PhysicsModules/SharedBase/PhysicsScene.cs index 488900e..32691fc 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsScene.cs +++ b/OpenSim/Region/PhysicsModules/SharedBase/PhysicsScene.cs | |||
@@ -25,14 +25,17 @@ | |||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | 25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
26 | */ | 26 | */ |
27 | 27 | ||
28 | using System; | ||
28 | using System.Collections.Generic; | 29 | using System.Collections.Generic; |
29 | using System.Reflection; | 30 | using System.Reflection; |
31 | |||
30 | using log4net; | 32 | using log4net; |
31 | using Nini.Config; | 33 | using Nini.Config; |
34 | |||
32 | using OpenSim.Framework; | 35 | using OpenSim.Framework; |
33 | using OpenMetaverse; | 36 | using OpenMetaverse; |
34 | 37 | ||
35 | namespace OpenSim.Region.Physics.Manager | 38 | namespace OpenSim.Region.PhysicsModules.SharedBase |
36 | { | 39 | { |
37 | public delegate void physicsCrash(); | 40 | public delegate void physicsCrash(); |
38 | 41 | ||
@@ -43,6 +46,35 @@ namespace OpenSim.Region.Physics.Manager | |||
43 | public delegate void JointDeactivated(PhysicsJoint joint); | 46 | public delegate void JointDeactivated(PhysicsJoint joint); |
44 | public delegate void JointErrorMessage(PhysicsJoint joint, string message); // this refers to an "error message due to a problem", not "amount of joint constraint violation" | 47 | public delegate void JointErrorMessage(PhysicsJoint joint, string message); // this refers to an "error message due to a problem", not "amount of joint constraint violation" |
45 | 48 | ||
49 | public enum RayFilterFlags : ushort | ||
50 | { | ||
51 | // the flags | ||
52 | water = 0x01, | ||
53 | land = 0x02, | ||
54 | agent = 0x04, | ||
55 | nonphysical = 0x08, | ||
56 | physical = 0x10, | ||
57 | phantom = 0x20, | ||
58 | volumedtc = 0x40, | ||
59 | |||
60 | // ray cast colision control (may only work for meshs) | ||
61 | ContactsUnImportant = 0x2000, | ||
62 | BackFaceCull = 0x4000, | ||
63 | ClosestHit = 0x8000, | ||
64 | |||
65 | // some combinations | ||
66 | LSLPhantom = phantom | volumedtc, | ||
67 | PrimsNonPhantom = nonphysical | physical, | ||
68 | PrimsNonPhantomAgents = nonphysical | physical | agent, | ||
69 | |||
70 | AllPrims = nonphysical | phantom | volumedtc | physical, | ||
71 | AllButLand = agent | nonphysical | physical | phantom | volumedtc, | ||
72 | |||
73 | ClosestAndBackCull = ClosestHit | BackFaceCull, | ||
74 | |||
75 | All = 0x3f | ||
76 | } | ||
77 | |||
46 | public delegate void RequestAssetDelegate(UUID assetID, AssetReceivedDelegate callback); | 78 | public delegate void RequestAssetDelegate(UUID assetID, AssetReceivedDelegate callback); |
47 | public delegate void AssetReceivedDelegate(AssetBase asset); | 79 | public delegate void AssetReceivedDelegate(AssetBase asset); |
48 | 80 | ||
@@ -62,13 +94,20 @@ namespace OpenSim.Region.Physics.Manager | |||
62 | // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 94 | // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
63 | 95 | ||
64 | /// <summary> | 96 | /// <summary> |
65 | /// Name of this scene. Useful in debug messages to distinguish one OdeScene instance from another. | 97 | /// A unique identifying string for this instance of the physics engine. |
98 | /// Useful in debug messages to distinguish one OdeScene instance from another. | ||
99 | /// Usually set to include the region name that the physics engine is acting for. | ||
100 | /// </summary> | ||
101 | public string PhysicsSceneName { get; protected set; } | ||
102 | |||
103 | /// <summary> | ||
104 | /// A string identifying the family of this physics engine. Most common values returned | ||
105 | /// are "OpenDynamicsEngine" and "BulletSim" but others are possible. | ||
66 | /// </summary> | 106 | /// </summary> |
67 | public string Name { get; protected set; } | 107 | public string EngineType { get; protected set; } |
68 | 108 | ||
69 | // The only thing that should register for this event is the SceneGraph | 109 | // The only thing that should register for this event is the SceneGraph |
70 | // Anything else could cause problems. | 110 | // Anything else could cause problems. |
71 | |||
72 | public event physicsCrash OnPhysicsCrash; | 111 | public event physicsCrash OnPhysicsCrash; |
73 | 112 | ||
74 | public static PhysicsScene Null | 113 | public static PhysicsScene Null |
@@ -78,6 +117,14 @@ namespace OpenSim.Region.Physics.Manager | |||
78 | 117 | ||
79 | public RequestAssetDelegate RequestAssetMethod { get; set; } | 118 | public RequestAssetDelegate RequestAssetMethod { get; set; } |
80 | 119 | ||
120 | protected void Initialise(RequestAssetDelegate m, float[] terrain, float waterHeight) | ||
121 | { | ||
122 | RequestAssetMethod = m; | ||
123 | SetTerrain(terrain); | ||
124 | SetWaterLevel(waterHeight); | ||
125 | |||
126 | } | ||
127 | |||
81 | public virtual void TriggerPhysicsBasedRestart() | 128 | public virtual void TriggerPhysicsBasedRestart() |
82 | { | 129 | { |
83 | physicsCrash handler = OnPhysicsCrash; | 130 | physicsCrash handler = OnPhysicsCrash; |
@@ -87,17 +134,17 @@ namespace OpenSim.Region.Physics.Manager | |||
87 | } | 134 | } |
88 | } | 135 | } |
89 | 136 | ||
90 | public abstract void Initialise(IMesher meshmerizer, IConfigSource config); | ||
91 | |||
92 | /// <summary> | 137 | /// <summary> |
93 | /// Add an avatar | 138 | /// Add an avatar |
94 | /// </summary> | 139 | /// </summary> |
95 | /// <param name="avName"></param> | 140 | /// <param name="avName"></param> |
96 | /// <param name="position"></param> | 141 | /// <param name="position"></param> |
142 | /// <param name="velocity"></param> | ||
97 | /// <param name="size"></param> | 143 | /// <param name="size"></param> |
98 | /// <param name="isFlying"></param> | 144 | /// <param name="isFlying"></param> |
99 | /// <returns></returns> | 145 | /// <returns></returns> |
100 | public abstract PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying); | 146 | public abstract PhysicsActor AddAvatar( |
147 | string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying); | ||
101 | 148 | ||
102 | /// <summary> | 149 | /// <summary> |
103 | /// Add an avatar | 150 | /// Add an avatar |
@@ -105,13 +152,18 @@ namespace OpenSim.Region.Physics.Manager | |||
105 | /// <param name="localID"></param> | 152 | /// <param name="localID"></param> |
106 | /// <param name="avName"></param> | 153 | /// <param name="avName"></param> |
107 | /// <param name="position"></param> | 154 | /// <param name="position"></param> |
155 | /// <param name="velocity"></param> | ||
108 | /// <param name="size"></param> | 156 | /// <param name="size"></param> |
109 | /// <param name="isFlying"></param> | 157 | /// <param name="isFlying"></param> |
110 | /// <returns></returns> | 158 | /// <returns></returns> |
111 | public virtual PhysicsActor AddAvatar(uint localID, string avName, Vector3 position, Vector3 size, bool isFlying) | 159 | public virtual PhysicsActor AddAvatar( |
160 | uint localID, string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying) | ||
112 | { | 161 | { |
113 | PhysicsActor ret = AddAvatar(avName, position, size, isFlying); | 162 | PhysicsActor ret = AddAvatar(avName, position, velocity, size, isFlying); |
114 | if (ret != null) ret.LocalID = localID; | 163 | |
164 | if (ret != null) | ||
165 | ret.LocalID = localID; | ||
166 | |||
115 | return ret; | 167 | return ret; |
116 | } | 168 | } |
117 | 169 | ||
@@ -130,6 +182,12 @@ namespace OpenSim.Region.Physics.Manager | |||
130 | public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, | 182 | public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, |
131 | Vector3 size, Quaternion rotation, bool isPhysical, uint localid); | 183 | Vector3 size, Quaternion rotation, bool isPhysical, uint localid); |
132 | 184 | ||
185 | public virtual PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, | ||
186 | Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, byte shapetype, uint localid) | ||
187 | { | ||
188 | return AddPrimShape(primName, pbs, position, size, rotation, isPhysical, localid); | ||
189 | } | ||
190 | |||
133 | public virtual float TimeDilation | 191 | public virtual float TimeDilation |
134 | { | 192 | { |
135 | get { return 1.0f; } | 193 | get { return 1.0f; } |
@@ -279,5 +337,22 @@ namespace OpenSim.Region.Physics.Manager | |||
279 | { | 337 | { |
280 | return new List<ContactResult>(); | 338 | return new List<ContactResult>(); |
281 | } | 339 | } |
340 | |||
341 | public virtual object RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter) | ||
342 | { | ||
343 | return null; | ||
344 | } | ||
345 | |||
346 | public virtual bool SupportsRaycastWorldFiltered() | ||
347 | { | ||
348 | return false; | ||
349 | } | ||
350 | |||
351 | // Extendable interface for new, physics engine specific operations | ||
352 | public virtual object Extension(string pFunct, params object[] pParams) | ||
353 | { | ||
354 | // A NOP if the extension thing is not implemented by the physics engine | ||
355 | return null; | ||
356 | } | ||
282 | } | 357 | } |
283 | } | 358 | } |
diff --git a/OpenSim/Region/Physics/Manager/PhysicsSensor.cs b/OpenSim/Region/PhysicsModules/SharedBase/PhysicsSensor.cs index f480d71..da9c96c 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsSensor.cs +++ b/OpenSim/Region/PhysicsModules/SharedBase/PhysicsSensor.cs | |||
@@ -29,7 +29,7 @@ using System; | |||
29 | using System.Timers; | 29 | using System.Timers; |
30 | using OpenMetaverse; | 30 | using OpenMetaverse; |
31 | 31 | ||
32 | namespace OpenSim.Region.Physics.Manager | 32 | namespace OpenSim.Region.PhysicsModules.SharedBase |
33 | { | 33 | { |
34 | [Flags] | 34 | [Flags] |
35 | public enum SenseType : uint | 35 | public enum SenseType : uint |
diff --git a/OpenSim/Region/Physics/Manager/PhysicsVector.cs b/OpenSim/Region/PhysicsModules/SharedBase/PhysicsVector.cs index f60a636..76a82fa 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsVector.cs +++ b/OpenSim/Region/PhysicsModules/SharedBase/PhysicsVector.cs | |||
@@ -27,7 +27,7 @@ | |||
27 | 27 | ||
28 | using System; | 28 | using System; |
29 | 29 | ||
30 | namespace OpenSim.Region.Physics.Manager | 30 | namespace OpenSim.Region.PhysicsModules.SharedBase |
31 | { | 31 | { |
32 | /*public class PhysicsVector | 32 | /*public class PhysicsVector |
33 | { | 33 | { |
diff --git a/OpenSim/Region/Physics/Manager/VehicleConstants.cs b/OpenSim/Region/PhysicsModules/SharedBase/VehicleConstants.cs index f0775c1..63a8cb8 100644 --- a/OpenSim/Region/Physics/Manager/VehicleConstants.cs +++ b/OpenSim/Region/PhysicsModules/SharedBase/VehicleConstants.cs | |||
@@ -27,7 +27,7 @@ | |||
27 | 27 | ||
28 | using System; | 28 | using System; |
29 | 29 | ||
30 | namespace OpenSim.Region.Physics.Manager | 30 | namespace OpenSim.Region.PhysicsModules.SharedBase |
31 | { | 31 | { |
32 | public enum Vehicle : int | 32 | public enum Vehicle : int |
33 | { | 33 | { |