diff options
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 238 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 10 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | 42 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | 138 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 232 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 60 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs | 57 |
7 files changed, 361 insertions, 416 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 526dbad..57d5726 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -28,7 +28,7 @@ using System; | |||
28 | using System.Collections.Generic; | 28 | using System.Collections.Generic; |
29 | using System.Reflection; | 29 | using System.Reflection; |
30 | using log4net; | 30 | using log4net; |
31 | using OpenMetaverse; | 31 | using OMV = OpenMetaverse; |
32 | using OpenSim.Framework; | 32 | using OpenSim.Framework; |
33 | using OpenSim.Region.Physics.Manager; | 33 | using OpenSim.Region.Physics.Manager; |
34 | 34 | ||
@@ -39,25 +39,24 @@ public class BSCharacter : BSPhysObject | |||
39 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 39 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
40 | private static readonly string LogHeader = "[BULLETS CHAR]"; | 40 | private static readonly string LogHeader = "[BULLETS CHAR]"; |
41 | 41 | ||
42 | public BSScene Scene { get; private set; } | ||
43 | private String _avName; | 42 | private String _avName; |
44 | // private bool _stopped; | 43 | // private bool _stopped; |
45 | private Vector3 _size; | 44 | private OMV.Vector3 _size; |
46 | private Vector3 _scale; | 45 | private OMV.Vector3 _scale; |
47 | private PrimitiveBaseShape _pbs; | 46 | private PrimitiveBaseShape _pbs; |
48 | private uint _localID = 0; | 47 | private uint _localID = 0; |
49 | private bool _grabbed; | 48 | private bool _grabbed; |
50 | private bool _selected; | 49 | private bool _selected; |
51 | private Vector3 _position; | 50 | private OMV.Vector3 _position; |
52 | private float _mass; | 51 | private float _mass; |
53 | public float _density; | 52 | public float _density; |
54 | public float _avatarVolume; | 53 | public float _avatarVolume; |
55 | private Vector3 _force; | 54 | private OMV.Vector3 _force; |
56 | private Vector3 _velocity; | 55 | private OMV.Vector3 _velocity; |
57 | private Vector3 _torque; | 56 | private OMV.Vector3 _torque; |
58 | private float _collisionScore; | 57 | private float _collisionScore; |
59 | private Vector3 _acceleration; | 58 | private OMV.Vector3 _acceleration; |
60 | private Quaternion _orientation; | 59 | private OMV.Quaternion _orientation; |
61 | private int _physicsActorType; | 60 | private int _physicsActorType; |
62 | private bool _isPhysical; | 61 | private bool _isPhysical; |
63 | private bool _flying; | 62 | private bool _flying; |
@@ -69,18 +68,14 @@ public class BSCharacter : BSPhysObject | |||
69 | private long _collidingGroundStep; | 68 | private long _collidingGroundStep; |
70 | private bool _collidingObj; | 69 | private bool _collidingObj; |
71 | private bool _floatOnWater; | 70 | private bool _floatOnWater; |
72 | private Vector3 _rotationalVelocity; | 71 | private OMV.Vector3 _rotationalVelocity; |
73 | private bool _kinematic; | 72 | private bool _kinematic; |
74 | private float _buoyancy; | 73 | private float _buoyancy; |
75 | 74 | ||
76 | public override BulletBody BSBody { get; set; } | ||
77 | public override BulletShape BSShape { get; set; } | ||
78 | public override BSLinkset Linkset { get; set; } | ||
79 | |||
80 | private int _subscribedEventsMs = 0; | 75 | private int _subscribedEventsMs = 0; |
81 | private int _nextCollisionOkTime = 0; | 76 | private int _nextCollisionOkTime = 0; |
82 | 77 | ||
83 | private Vector3 _PIDTarget; | 78 | private OMV.Vector3 _PIDTarget; |
84 | private bool _usePID; | 79 | private bool _usePID; |
85 | private float _PIDTau; | 80 | private float _PIDTau; |
86 | private bool _useHoverPID; | 81 | private bool _useHoverPID; |
@@ -88,26 +83,24 @@ public class BSCharacter : BSPhysObject | |||
88 | private PIDHoverType _PIDHoverType; | 83 | private PIDHoverType _PIDHoverType; |
89 | private float _PIDHoverTao; | 84 | private float _PIDHoverTao; |
90 | 85 | ||
91 | public BSCharacter(uint localID, String avName, BSScene parent_scene, Vector3 pos, Vector3 size, bool isFlying) | 86 | public BSCharacter(uint localID, String avName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, bool isFlying) |
92 | { | 87 | { |
88 | base.BaseInitialize(parent_scene); | ||
93 | _localID = localID; | 89 | _localID = localID; |
94 | _avName = avName; | 90 | _avName = avName; |
95 | Scene = parent_scene; | ||
96 | _physicsActorType = (int)ActorTypes.Agent; | 91 | _physicsActorType = (int)ActorTypes.Agent; |
97 | _position = pos; | 92 | _position = pos; |
98 | _size = size; | 93 | _size = size; |
99 | _flying = isFlying; | 94 | _flying = isFlying; |
100 | _orientation = Quaternion.Identity; | 95 | _orientation = OMV.Quaternion.Identity; |
101 | _velocity = Vector3.Zero; | 96 | _velocity = OMV.Vector3.Zero; |
102 | _buoyancy = ComputeBuoyancyFromFlying(isFlying); | 97 | _buoyancy = ComputeBuoyancyFromFlying(isFlying); |
103 | // The dimensions of the avatar capsule are kept in the scale. | 98 | // The dimensions of the avatar capsule are kept in the scale. |
104 | // Physics creates a unit capsule which is scaled by the physics engine. | 99 | // Physics creates a unit capsule which is scaled by the physics engine. |
105 | _scale = new Vector3(Scene.Params.avatarCapsuleRadius, Scene.Params.avatarCapsuleRadius, size.Z); | 100 | _scale = new OMV.Vector3(PhysicsScene.Params.avatarCapsuleRadius, PhysicsScene.Params.avatarCapsuleRadius, size.Z); |
106 | _density = Scene.Params.avatarDensity; | 101 | _density = PhysicsScene.Params.avatarDensity; |
107 | ComputeAvatarVolumeAndMass(); // set _avatarVolume and _mass based on capsule size, _density and _scale | 102 | ComputeAvatarVolumeAndMass(); // set _avatarVolume and _mass based on capsule size, _density and _scale |
108 | 103 | ||
109 | Linkset = new BSLinkset(Scene, this); | ||
110 | |||
111 | ShapeData shapeData = new ShapeData(); | 104 | ShapeData shapeData = new ShapeData(); |
112 | shapeData.ID = _localID; | 105 | shapeData.ID = _localID; |
113 | shapeData.Type = ShapeData.PhysicsShapeType.SHAPE_AVATAR; | 106 | shapeData.Type = ShapeData.PhysicsShapeType.SHAPE_AVATAR; |
@@ -118,19 +111,19 @@ public class BSCharacter : BSPhysObject | |||
118 | shapeData.Mass = _mass; | 111 | shapeData.Mass = _mass; |
119 | shapeData.Buoyancy = _buoyancy; | 112 | shapeData.Buoyancy = _buoyancy; |
120 | shapeData.Static = ShapeData.numericFalse; | 113 | shapeData.Static = ShapeData.numericFalse; |
121 | shapeData.Friction = Scene.Params.avatarFriction; | 114 | shapeData.Friction = PhysicsScene.Params.avatarFriction; |
122 | shapeData.Restitution = Scene.Params.avatarRestitution; | 115 | shapeData.Restitution = PhysicsScene.Params.avatarRestitution; |
123 | 116 | ||
124 | // do actual create at taint time | 117 | // do actual create at taint time |
125 | Scene.TaintedObject("BSCharacter.create", delegate() | 118 | PhysicsScene.TaintedObject("BSCharacter.create", delegate() |
126 | { | 119 | { |
127 | DetailLog("{0},BSCharacter.create", _localID); | 120 | DetailLog("{0},BSCharacter.create", _localID); |
128 | BulletSimAPI.CreateObject(Scene.WorldID, shapeData); | 121 | BulletSimAPI.CreateObject(PhysicsScene.WorldID, shapeData); |
129 | 122 | ||
130 | // Set the buoyancy for flying. This will be refactored when all the settings happen in C# | 123 | // Set the buoyancy for flying. This will be refactored when all the settings happen in C# |
131 | BulletSimAPI.SetObjectBuoyancy(Scene.WorldID, LocalID, _buoyancy); | 124 | BulletSimAPI.SetObjectBuoyancy(PhysicsScene.WorldID, LocalID, _buoyancy); |
132 | 125 | ||
133 | BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(Scene.World.Ptr, LocalID)); | 126 | BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(PhysicsScene.World.Ptr, LocalID)); |
134 | }); | 127 | }); |
135 | 128 | ||
136 | return; | 129 | return; |
@@ -140,9 +133,9 @@ public class BSCharacter : BSPhysObject | |||
140 | public override void Destroy() | 133 | public override void Destroy() |
141 | { | 134 | { |
142 | DetailLog("{0},BSCharacter.Destroy", LocalID); | 135 | DetailLog("{0},BSCharacter.Destroy", LocalID); |
143 | Scene.TaintedObject("BSCharacter.destroy", delegate() | 136 | PhysicsScene.TaintedObject("BSCharacter.destroy", delegate() |
144 | { | 137 | { |
145 | BulletSimAPI.DestroyObject(Scene.WorldID, _localID); | 138 | BulletSimAPI.DestroyObject(PhysicsScene.WorldID, _localID); |
146 | }); | 139 | }); |
147 | } | 140 | } |
148 | 141 | ||
@@ -154,11 +147,11 @@ public class BSCharacter : BSPhysObject | |||
154 | public override bool Stopped { | 147 | public override bool Stopped { |
155 | get { return false; } | 148 | get { return false; } |
156 | } | 149 | } |
157 | public override Vector3 Size { | 150 | public override OMV.Vector3 Size { |
158 | get | 151 | get |
159 | { | 152 | { |
160 | // Avatar capsule size is kept in the scale parameter. | 153 | // Avatar capsule size is kept in the scale parameter. |
161 | return new Vector3(_scale.X * 2, _scale.Y * 2, _scale.Z); | 154 | return new OMV.Vector3(_scale.X * 2, _scale.Y * 2, _scale.Z); |
162 | } | 155 | } |
163 | 156 | ||
164 | set { | 157 | set { |
@@ -171,9 +164,9 @@ public class BSCharacter : BSPhysObject | |||
171 | 164 | ||
172 | ComputeAvatarVolumeAndMass(); | 165 | ComputeAvatarVolumeAndMass(); |
173 | 166 | ||
174 | Scene.TaintedObject("BSCharacter.setSize", delegate() | 167 | PhysicsScene.TaintedObject("BSCharacter.setSize", delegate() |
175 | { | 168 | { |
176 | BulletSimAPI.SetObjectScaleMass(Scene.WorldID, LocalID, _scale, _mass, true); | 169 | BulletSimAPI.SetObjectScaleMass(PhysicsScene.WorldID, LocalID, _scale, _mass, true); |
177 | }); | 170 | }); |
178 | 171 | ||
179 | } | 172 | } |
@@ -198,9 +191,27 @@ public class BSCharacter : BSPhysObject | |||
198 | public override void CrossingFailure() { return; } | 191 | public override void CrossingFailure() { return; } |
199 | public override void link(PhysicsActor obj) { return; } | 192 | public override void link(PhysicsActor obj) { return; } |
200 | public override void delink() { return; } | 193 | public override void delink() { return; } |
201 | public override void LockAngularMotion(Vector3 axis) { return; } | ||
202 | 194 | ||
203 | public override Vector3 Position { | 195 | // Set motion values to zero. |
196 | // Do it to the properties so the values get set in the physics engine. | ||
197 | // Push the setting of the values to the viewer. | ||
198 | // Called at taint time! | ||
199 | public override void ZeroMotion() | ||
200 | { | ||
201 | _velocity = OMV.Vector3.Zero; | ||
202 | _acceleration = OMV.Vector3.Zero; | ||
203 | _rotationalVelocity = OMV.Vector3.Zero; | ||
204 | |||
205 | // Zero some other properties directly into the physics engine | ||
206 | BulletSimAPI.SetLinearVelocity2(BSBody.Ptr, OMV.Vector3.Zero); | ||
207 | BulletSimAPI.SetAngularVelocity2(BSBody.Ptr, OMV.Vector3.Zero); | ||
208 | BulletSimAPI.SetInterpolationVelocity2(BSBody.Ptr, OMV.Vector3.Zero, OMV.Vector3.Zero); | ||
209 | BulletSimAPI.ClearForces2(BSBody.Ptr); | ||
210 | } | ||
211 | |||
212 | public override void LockAngularMotion(OMV.Vector3 axis) { return; } | ||
213 | |||
214 | public override OMV.Vector3 Position { | ||
204 | get { | 215 | get { |
205 | // _position = BulletSimAPI.GetObjectPosition(Scene.WorldID, _localID); | 216 | // _position = BulletSimAPI.GetObjectPosition(Scene.WorldID, _localID); |
206 | return _position; | 217 | return _position; |
@@ -209,10 +220,10 @@ public class BSCharacter : BSPhysObject | |||
209 | _position = value; | 220 | _position = value; |
210 | PositionSanityCheck(); | 221 | PositionSanityCheck(); |
211 | 222 | ||
212 | Scene.TaintedObject("BSCharacter.setPosition", delegate() | 223 | PhysicsScene.TaintedObject("BSCharacter.setPosition", delegate() |
213 | { | 224 | { |
214 | DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 225 | DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
215 | BulletSimAPI.SetObjectTranslation(Scene.WorldID, _localID, _position, _orientation); | 226 | BulletSimAPI.SetObjectTranslation(PhysicsScene.WorldID, _localID, _position, _orientation); |
216 | }); | 227 | }); |
217 | } | 228 | } |
218 | } | 229 | } |
@@ -225,7 +236,7 @@ public class BSCharacter : BSPhysObject | |||
225 | bool ret = false; | 236 | bool ret = false; |
226 | 237 | ||
227 | // If below the ground, move the avatar up | 238 | // If below the ground, move the avatar up |
228 | float terrainHeight = Scene.TerrainManager.GetTerrainHeightAtXYZ(_position); | 239 | float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position); |
229 | if (Position.Z < terrainHeight) | 240 | if (Position.Z < terrainHeight) |
230 | { | 241 | { |
231 | DetailLog("{0},BSCharacter.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, _position, terrainHeight); | 242 | DetailLog("{0},BSCharacter.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, _position, terrainHeight); |
@@ -247,10 +258,10 @@ public class BSCharacter : BSPhysObject | |||
247 | { | 258 | { |
248 | // The new position value must be pushed into the physics engine but we can't | 259 | // The new position value must be pushed into the physics engine but we can't |
249 | // just assign to "Position" because of potential call loops. | 260 | // just assign to "Position" because of potential call loops. |
250 | Scene.TaintedObject("BSCharacter.PositionSanityCheck", delegate() | 261 | PhysicsScene.TaintedObject("BSCharacter.PositionSanityCheck", delegate() |
251 | { | 262 | { |
252 | DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 263 | DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
253 | BulletSimAPI.SetObjectTranslation(Scene.WorldID, _localID, _position, _orientation); | 264 | BulletSimAPI.SetObjectTranslation(PhysicsScene.WorldID, _localID, _position, _orientation); |
254 | }); | 265 | }); |
255 | ret = true; | 266 | ret = true; |
256 | } | 267 | } |
@@ -266,15 +277,15 @@ public class BSCharacter : BSPhysObject | |||
266 | // used when we only want this prim's mass and not the linkset thing | 277 | // used when we only want this prim's mass and not the linkset thing |
267 | public override float MassRaw { get {return _mass; } } | 278 | public override float MassRaw { get {return _mass; } } |
268 | 279 | ||
269 | public override Vector3 Force { | 280 | public override OMV.Vector3 Force { |
270 | get { return _force; } | 281 | get { return _force; } |
271 | set { | 282 | set { |
272 | _force = value; | 283 | _force = value; |
273 | // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force); | 284 | // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force); |
274 | Scene.TaintedObject("BSCharacter.SetForce", delegate() | 285 | PhysicsScene.TaintedObject("BSCharacter.SetForce", delegate() |
275 | { | 286 | { |
276 | DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force); | 287 | DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force); |
277 | BulletSimAPI.SetObjectForce(Scene.WorldID, LocalID, _force); | 288 | BulletSimAPI.SetObjectForce(PhysicsScene.WorldID, LocalID, _force); |
278 | }); | 289 | }); |
279 | } | 290 | } |
280 | } | 291 | } |
@@ -284,28 +295,28 @@ public class BSCharacter : BSPhysObject | |||
284 | set { return; } | 295 | set { return; } |
285 | } | 296 | } |
286 | public override void VehicleFloatParam(int param, float value) { } | 297 | public override void VehicleFloatParam(int param, float value) { } |
287 | public override void VehicleVectorParam(int param, Vector3 value) {} | 298 | public override void VehicleVectorParam(int param, OMV.Vector3 value) {} |
288 | public override void VehicleRotationParam(int param, Quaternion rotation) { } | 299 | public override void VehicleRotationParam(int param, OMV.Quaternion rotation) { } |
289 | public override void VehicleFlags(int param, bool remove) { } | 300 | public override void VehicleFlags(int param, bool remove) { } |
290 | 301 | ||
291 | // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more | 302 | // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more |
292 | public override void SetVolumeDetect(int param) { return; } | 303 | public override void SetVolumeDetect(int param) { return; } |
293 | 304 | ||
294 | public override Vector3 GeometricCenter { get { return Vector3.Zero; } } | 305 | public override OMV.Vector3 GeometricCenter { get { return OMV.Vector3.Zero; } } |
295 | public override Vector3 CenterOfMass { get { return Vector3.Zero; } } | 306 | public override OMV.Vector3 CenterOfMass { get { return OMV.Vector3.Zero; } } |
296 | public override Vector3 Velocity { | 307 | public override OMV.Vector3 Velocity { |
297 | get { return _velocity; } | 308 | get { return _velocity; } |
298 | set { | 309 | set { |
299 | _velocity = value; | 310 | _velocity = value; |
300 | // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity); | 311 | // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity); |
301 | Scene.TaintedObject("BSCharacter.setVelocity", delegate() | 312 | PhysicsScene.TaintedObject("BSCharacter.setVelocity", delegate() |
302 | { | 313 | { |
303 | DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity); | 314 | DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity); |
304 | BulletSimAPI.SetObjectVelocity(Scene.WorldID, _localID, _velocity); | 315 | BulletSimAPI.SetObjectVelocity(PhysicsScene.WorldID, _localID, _velocity); |
305 | }); | 316 | }); |
306 | } | 317 | } |
307 | } | 318 | } |
308 | public override Vector3 Torque { | 319 | public override OMV.Vector3 Torque { |
309 | get { return _torque; } | 320 | get { return _torque; } |
310 | set { _torque = value; | 321 | set { _torque = value; |
311 | } | 322 | } |
@@ -315,19 +326,19 @@ public class BSCharacter : BSPhysObject | |||
315 | set { _collisionScore = value; | 326 | set { _collisionScore = value; |
316 | } | 327 | } |
317 | } | 328 | } |
318 | public override Vector3 Acceleration { | 329 | public override OMV.Vector3 Acceleration { |
319 | get { return _acceleration; } | 330 | get { return _acceleration; } |
320 | set { _acceleration = value; } | 331 | set { _acceleration = value; } |
321 | } | 332 | } |
322 | public override Quaternion Orientation { | 333 | public override OMV.Quaternion Orientation { |
323 | get { return _orientation; } | 334 | get { return _orientation; } |
324 | set { | 335 | set { |
325 | _orientation = value; | 336 | _orientation = value; |
326 | // m_log.DebugFormat("{0}: set orientation to {1}", LogHeader, _orientation); | 337 | // m_log.DebugFormat("{0}: set orientation to {1}", LogHeader, _orientation); |
327 | Scene.TaintedObject("BSCharacter.setOrientation", delegate() | 338 | PhysicsScene.TaintedObject("BSCharacter.setOrientation", delegate() |
328 | { | 339 | { |
329 | // _position = BulletSimAPI.GetObjectPosition(Scene.WorldID, _localID); | 340 | // _position = BulletSimAPI.GetObjectPosition(Scene.WorldID, _localID); |
330 | BulletSimAPI.SetObjectTranslation(Scene.WorldID, _localID, _position, _orientation); | 341 | BulletSimAPI.SetObjectTranslation(PhysicsScene.WorldID, _localID, _position, _orientation); |
331 | }); | 342 | }); |
332 | } | 343 | } |
333 | } | 344 | } |
@@ -364,11 +375,11 @@ public class BSCharacter : BSPhysObject | |||
364 | set { _throttleUpdates = value; } | 375 | set { _throttleUpdates = value; } |
365 | } | 376 | } |
366 | public override bool IsColliding { | 377 | public override bool IsColliding { |
367 | get { return (_collidingStep == Scene.SimulationStep); } | 378 | get { return (_collidingStep == PhysicsScene.SimulationStep); } |
368 | set { _isColliding = value; } | 379 | set { _isColliding = value; } |
369 | } | 380 | } |
370 | public override bool CollidingGround { | 381 | public override bool CollidingGround { |
371 | get { return (_collidingGroundStep == Scene.SimulationStep); } | 382 | get { return (_collidingGroundStep == PhysicsScene.SimulationStep); } |
372 | set { _collidingGround = value; } | 383 | set { _collidingGround = value; } |
373 | } | 384 | } |
374 | public override bool CollidingObj { | 385 | public override bool CollidingObj { |
@@ -378,7 +389,7 @@ public class BSCharacter : BSPhysObject | |||
378 | public override bool FloatOnWater { | 389 | public override bool FloatOnWater { |
379 | set { _floatOnWater = value; } | 390 | set { _floatOnWater = value; } |
380 | } | 391 | } |
381 | public override Vector3 RotationalVelocity { | 392 | public override OMV.Vector3 RotationalVelocity { |
382 | get { return _rotationalVelocity; } | 393 | get { return _rotationalVelocity; } |
383 | set { _rotationalVelocity = value; } | 394 | set { _rotationalVelocity = value; } |
384 | } | 395 | } |
@@ -390,16 +401,16 @@ public class BSCharacter : BSPhysObject | |||
390 | public override float Buoyancy { | 401 | public override float Buoyancy { |
391 | get { return _buoyancy; } | 402 | get { return _buoyancy; } |
392 | set { _buoyancy = value; | 403 | set { _buoyancy = value; |
393 | Scene.TaintedObject("BSCharacter.setBuoyancy", delegate() | 404 | PhysicsScene.TaintedObject("BSCharacter.setBuoyancy", delegate() |
394 | { | 405 | { |
395 | DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | 406 | DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy); |
396 | BulletSimAPI.SetObjectBuoyancy(Scene.WorldID, LocalID, _buoyancy); | 407 | BulletSimAPI.SetObjectBuoyancy(PhysicsScene.WorldID, LocalID, _buoyancy); |
397 | }); | 408 | }); |
398 | } | 409 | } |
399 | } | 410 | } |
400 | 411 | ||
401 | // Used for MoveTo | 412 | // Used for MoveTo |
402 | public override Vector3 PIDTarget { | 413 | public override OMV.Vector3 PIDTarget { |
403 | set { _PIDTarget = value; } | 414 | set { _PIDTarget = value; } |
404 | } | 415 | } |
405 | public override bool PIDActive { | 416 | public override bool PIDActive { |
@@ -425,19 +436,19 @@ public class BSCharacter : BSPhysObject | |||
425 | } | 436 | } |
426 | 437 | ||
427 | // For RotLookAt | 438 | // For RotLookAt |
428 | public override Quaternion APIDTarget { set { return; } } | 439 | public override OMV.Quaternion APIDTarget { set { return; } } |
429 | public override bool APIDActive { set { return; } } | 440 | public override bool APIDActive { set { return; } } |
430 | public override float APIDStrength { set { return; } } | 441 | public override float APIDStrength { set { return; } } |
431 | public override float APIDDamping { set { return; } } | 442 | public override float APIDDamping { set { return; } } |
432 | 443 | ||
433 | public override void AddForce(Vector3 force, bool pushforce) { | 444 | public override void AddForce(OMV.Vector3 force, bool pushforce) { |
434 | if (force.IsFinite()) | 445 | if (force.IsFinite()) |
435 | { | 446 | { |
436 | _force.X += force.X; | 447 | _force.X += force.X; |
437 | _force.Y += force.Y; | 448 | _force.Y += force.Y; |
438 | _force.Z += force.Z; | 449 | _force.Z += force.Z; |
439 | // m_log.DebugFormat("{0}: AddForce. adding={1}, newForce={2}", LogHeader, force, _force); | 450 | // m_log.DebugFormat("{0}: AddForce. adding={1}, newForce={2}", LogHeader, force, _force); |
440 | Scene.TaintedObject("BSCharacter.AddForce", delegate() | 451 | PhysicsScene.TaintedObject("BSCharacter.AddForce", delegate() |
441 | { | 452 | { |
442 | DetailLog("{0},BSCharacter.setAddForce,taint,addedForce={1}", LocalID, _force); | 453 | DetailLog("{0},BSCharacter.setAddForce,taint,addedForce={1}", LocalID, _force); |
443 | BulletSimAPI.SetObjectForce2(BSBody.Ptr, _force); | 454 | BulletSimAPI.SetObjectForce2(BSBody.Ptr, _force); |
@@ -450,42 +461,9 @@ public class BSCharacter : BSPhysObject | |||
450 | //m_lastUpdateSent = false; | 461 | //m_lastUpdateSent = false; |
451 | } | 462 | } |
452 | 463 | ||
453 | public override void AddAngularForce(Vector3 force, bool pushforce) { | 464 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { |
454 | } | ||
455 | public override void SetMomentum(Vector3 momentum) { | ||
456 | } | ||
457 | |||
458 | // Turn on collision events at a rate no faster than one every the given milliseconds | ||
459 | public override void SubscribeEvents(int ms) { | ||
460 | _subscribedEventsMs = ms; | ||
461 | if (ms > 0) | ||
462 | { | ||
463 | // make sure first collision happens | ||
464 | _nextCollisionOkTime = Util.EnvironmentTickCount() - _subscribedEventsMs; | ||
465 | |||
466 | Scene.TaintedObject("BSCharacter.SubscribeEvents", delegate() | ||
467 | { | ||
468 | BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
469 | }); | ||
470 | } | ||
471 | } | 465 | } |
472 | 466 | public override void SetMomentum(OMV.Vector3 momentum) { | |
473 | public override void ZeroMotion() | ||
474 | { | ||
475 | return; | ||
476 | } | ||
477 | |||
478 | // Stop collision events | ||
479 | public override void UnSubscribeEvents() { | ||
480 | _subscribedEventsMs = 0; | ||
481 | Scene.TaintedObject("BSCharacter.UnSubscribeEvents", delegate() | ||
482 | { | ||
483 | BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
484 | }); | ||
485 | } | ||
486 | // Return 'true' if someone has subscribed to events | ||
487 | public override bool SubscribedEvents() { | ||
488 | return (_subscribedEventsMs > 0); | ||
489 | } | 467 | } |
490 | 468 | ||
491 | // set _avatarVolume and _mass based on capsule size, _density and _scale | 469 | // set _avatarVolume and _mass based on capsule size, _density and _scale |
@@ -520,67 +498,15 @@ public class BSCharacter : BSPhysObject | |||
520 | // Do some sanity checking for the avatar. Make sure it's above ground and inbounds. | 498 | // Do some sanity checking for the avatar. Make sure it's above ground and inbounds. |
521 | PositionSanityCheck2(); | 499 | PositionSanityCheck2(); |
522 | 500 | ||
523 | float heightHere = Scene.TerrainManager.GetTerrainHeightAtXYZ(_position); // only for debug | 501 | float heightHere = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position); // only for debug |
524 | DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5},terrain={6}", | 502 | DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5},terrain={6}", |
525 | LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity, heightHere); | 503 | LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity, heightHere); |
526 | } | 504 | } |
527 | 505 | ||
528 | // Called by the scene when a collision with this object is reported | ||
529 | // The collision, if it should be reported to the character, is placed in a collection | ||
530 | // that will later be sent to the simulator when SendCollisions() is called. | ||
531 | CollisionEventUpdate collisionCollection = null; | ||
532 | public override bool Collide(uint collidingWith, BSPhysObject collidee, Vector3 contactPoint, Vector3 contactNormal, float pentrationDepth) | ||
533 | { | ||
534 | bool ret = false; | ||
535 | |||
536 | // The following makes IsColliding() and IsCollidingGround() work | ||
537 | _collidingStep = Scene.SimulationStep; | ||
538 | if (collidingWith <= Scene.TerrainManager.HighestTerrainID) | ||
539 | { | ||
540 | _collidingGroundStep = Scene.SimulationStep; | ||
541 | } | ||
542 | // DetailLog("{0},BSCharacter.Collison,call,with={1}", LocalID, collidingWith); | ||
543 | |||
544 | // throttle collisions to the rate specified in the subscription | ||
545 | if (SubscribedEvents()) { | ||
546 | int nowTime = Scene.SimulationNowTime; | ||
547 | if (nowTime >= _nextCollisionOkTime) { | ||
548 | _nextCollisionOkTime = nowTime + _subscribedEventsMs; | ||
549 | |||
550 | if (collisionCollection == null) | ||
551 | collisionCollection = new CollisionEventUpdate(); | ||
552 | collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); | ||
553 | ret = true; | ||
554 | } | ||
555 | } | ||
556 | return ret; | ||
557 | } | ||
558 | |||
559 | public override void SendCollisions() | ||
560 | { | ||
561 | /* | ||
562 | if (collisionCollection != null && collisionCollection.Count > 0) | ||
563 | { | ||
564 | base.SendCollisionUpdate(collisionCollection); | ||
565 | collisionCollection = null; | ||
566 | } | ||
567 | */ | ||
568 | // Kludge to make a collision call even if there are no collisions. | ||
569 | // This causes the avatar animation to get updated. | ||
570 | if (collisionCollection == null) | ||
571 | collisionCollection = new CollisionEventUpdate(); | ||
572 | base.SendCollisionUpdate(collisionCollection); | ||
573 | // If there were any collisions in the collection, make sure we don't use the | ||
574 | // same instance next time. | ||
575 | if (collisionCollection.Count > 0) | ||
576 | collisionCollection = null; | ||
577 | // End kludge | ||
578 | } | ||
579 | |||
580 | // Invoke the detailed logger and output something if it's enabled. | 506 | // Invoke the detailed logger and output something if it's enabled. |
581 | private void DetailLog(string msg, params Object[] args) | 507 | private void DetailLog(string msg, params Object[] args) |
582 | { | 508 | { |
583 | Scene.PhysicsLogging.Write(msg, args); | 509 | PhysicsScene.PhysicsLogging.Write(msg, args); |
584 | } | 510 | } |
585 | } | 511 | } |
586 | } | 512 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 61006f0..2da2331 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -539,7 +539,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
539 | // add Gravity and Buoyancy | 539 | // add Gravity and Buoyancy |
540 | // There is some gravity, make a gravity force vector that is applied after object velocity. | 540 | // There is some gravity, make a gravity force vector that is applied after object velocity. |
541 | // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; | 541 | // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; |
542 | Vector3 grav = m_prim.Scene.DefaultGravity * (m_prim.Mass * (1f - m_VehicleBuoyancy)); | 542 | Vector3 grav = m_prim.PhysicsScene.DefaultGravity * (m_prim.Mass * (1f - m_VehicleBuoyancy)); |
543 | 543 | ||
544 | /* | 544 | /* |
545 | * RA: Not sure why one would do this | 545 | * RA: Not sure why one would do this |
@@ -552,7 +552,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
552 | // Vector3 accel = new Vector3(-(m_dir.X - m_lastLinearVelocityVector.X / 0.1f), -(m_dir.Y - m_lastLinearVelocityVector.Y / 0.1f), m_dir.Z - m_lastLinearVelocityVector.Z / 0.1f); | 552 | // Vector3 accel = new Vector3(-(m_dir.X - m_lastLinearVelocityVector.X / 0.1f), -(m_dir.Y - m_lastLinearVelocityVector.Y / 0.1f), m_dir.Z - m_lastLinearVelocityVector.Z / 0.1f); |
553 | 553 | ||
554 | // If below the terrain, move us above the ground a little. | 554 | // If below the terrain, move us above the ground a little. |
555 | float terrainHeight = m_prim.Scene.TerrainManager.GetTerrainHeightAtXYZ(pos); | 555 | float terrainHeight = m_prim.PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos); |
556 | // Taking the rotated size doesn't work here because m_prim.Size is the size of the root prim and not the linkset. | 556 | // Taking the rotated size doesn't work here because m_prim.Size is the size of the root prim and not the linkset. |
557 | // Need to add a m_prim.LinkSet.Size similar to m_prim.LinkSet.Mass. | 557 | // Need to add a m_prim.LinkSet.Size similar to m_prim.LinkSet.Mass. |
558 | // Vector3 rotatedSize = m_prim.Size * m_prim.Orientation; | 558 | // Vector3 rotatedSize = m_prim.Size * m_prim.Orientation; |
@@ -570,7 +570,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
570 | // We should hover, get the target height | 570 | // We should hover, get the target height |
571 | if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0) | 571 | if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0) |
572 | { | 572 | { |
573 | m_VhoverTargetHeight = m_prim.Scene.GetWaterLevelAtXYZ(pos) + m_VhoverHeight; | 573 | m_VhoverTargetHeight = m_prim.PhysicsScene.GetWaterLevelAtXYZ(pos) + m_VhoverHeight; |
574 | } | 574 | } |
575 | if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0) | 575 | if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0) |
576 | { | 576 | { |
@@ -849,8 +849,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
849 | // Invoke the detailed logger and output something if it's enabled. | 849 | // Invoke the detailed logger and output something if it's enabled. |
850 | private void VDetailLog(string msg, params Object[] args) | 850 | private void VDetailLog(string msg, params Object[] args) |
851 | { | 851 | { |
852 | if (m_prim.Scene.VehicleLoggingEnabled) | 852 | if (m_prim.PhysicsScene.VehicleLoggingEnabled) |
853 | m_prim.Scene.PhysicsLogging.Write(msg, args); | 853 | m_prim.PhysicsScene.PhysicsLogging.Write(msg, args); |
854 | } | 854 | } |
855 | } | 855 | } |
856 | } | 856 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index 7e784eb..005a758 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | |||
@@ -36,11 +36,9 @@ public class BSLinkset | |||
36 | { | 36 | { |
37 | private static string LogHeader = "[BULLETSIM LINKSET]"; | 37 | private static string LogHeader = "[BULLETSIM LINKSET]"; |
38 | 38 | ||
39 | private BSPhysObject m_linksetRoot; | 39 | public BSPhysObject LinksetRoot { get; protected set; } |
40 | public BSPhysObject LinksetRoot { get { return m_linksetRoot; } } | ||
41 | 40 | ||
42 | private BSScene m_physicsScene; | 41 | public BSScene PhysicsScene { get; private set; } |
43 | public BSScene PhysicsScene { get { return m_physicsScene; } } | ||
44 | 42 | ||
45 | static int m_nextLinksetID = 1; | 43 | static int m_nextLinksetID = 1; |
46 | public int LinksetID { get; private set; } | 44 | public int LinksetID { get; private set; } |
@@ -81,8 +79,8 @@ public class BSLinkset | |||
81 | // We create LOTS of linksets. | 79 | // We create LOTS of linksets. |
82 | if (m_nextLinksetID < 0) | 80 | if (m_nextLinksetID < 0) |
83 | m_nextLinksetID = 1; | 81 | m_nextLinksetID = 1; |
84 | m_physicsScene = scene; | 82 | PhysicsScene = scene; |
85 | m_linksetRoot = parent; | 83 | LinksetRoot = parent; |
86 | m_children = new List<BSPhysObject>(); | 84 | m_children = new List<BSPhysObject>(); |
87 | m_mass = parent.MassRaw; | 85 | m_mass = parent.MassRaw; |
88 | } | 86 | } |
@@ -131,7 +129,7 @@ public class BSLinkset | |||
131 | // Return 'true' if the passed object is the root object of this linkset | 129 | // Return 'true' if the passed object is the root object of this linkset |
132 | public bool IsRoot(BSPhysObject requestor) | 130 | public bool IsRoot(BSPhysObject requestor) |
133 | { | 131 | { |
134 | return (requestor.LocalID == m_linksetRoot.LocalID); | 132 | return (requestor.LocalID == LinksetRoot.LocalID); |
135 | } | 133 | } |
136 | 134 | ||
137 | public int NumberOfChildren { get { return m_children.Count; } } | 135 | public int NumberOfChildren { get { return m_children.Count; } } |
@@ -159,7 +157,7 @@ public class BSLinkset | |||
159 | 157 | ||
160 | private float ComputeLinksetMass() | 158 | private float ComputeLinksetMass() |
161 | { | 159 | { |
162 | float mass = m_linksetRoot.MassRaw; | 160 | float mass = LinksetRoot.MassRaw; |
163 | foreach (BSPhysObject bp in m_children) | 161 | foreach (BSPhysObject bp in m_children) |
164 | { | 162 | { |
165 | mass += bp.MassRaw; | 163 | mass += bp.MassRaw; |
@@ -169,8 +167,8 @@ public class BSLinkset | |||
169 | 167 | ||
170 | private OMV.Vector3 ComputeLinksetCenterOfMass() | 168 | private OMV.Vector3 ComputeLinksetCenterOfMass() |
171 | { | 169 | { |
172 | OMV.Vector3 com = m_linksetRoot.Position * m_linksetRoot.MassRaw; | 170 | OMV.Vector3 com = LinksetRoot.Position * LinksetRoot.MassRaw; |
173 | float totalMass = m_linksetRoot.MassRaw; | 171 | float totalMass = LinksetRoot.MassRaw; |
174 | 172 | ||
175 | lock (m_linksetActivityLock) | 173 | lock (m_linksetActivityLock) |
176 | { | 174 | { |
@@ -188,7 +186,7 @@ public class BSLinkset | |||
188 | 186 | ||
189 | private OMV.Vector3 ComputeLinksetGeometricCenter() | 187 | private OMV.Vector3 ComputeLinksetGeometricCenter() |
190 | { | 188 | { |
191 | OMV.Vector3 com = m_linksetRoot.Position; | 189 | OMV.Vector3 com = LinksetRoot.Position; |
192 | 190 | ||
193 | lock (m_linksetActivityLock) | 191 | lock (m_linksetActivityLock) |
194 | { | 192 | { |
@@ -256,7 +254,7 @@ public class BSLinkset | |||
256 | foreach (BSPhysObject child in m_children) | 254 | foreach (BSPhysObject child in m_children) |
257 | { | 255 | { |
258 | BSConstraint constrain; | 256 | BSConstraint constrain; |
259 | if (m_physicsScene.Constraints.TryGetConstraint(LinksetRoot.BSBody, child.BSBody, out constrain)) | 257 | if (PhysicsScene.Constraints.TryGetConstraint(LinksetRoot.BSBody, child.BSBody, out constrain)) |
260 | { | 258 | { |
261 | // DetailLog("{0},BSLinkset.RecomputeLinksetConstraintVariables,taint,child={1},mass={2},A={3},B={4}", | 259 | // DetailLog("{0},BSLinkset.RecomputeLinksetConstraintVariables,taint,child={1},mass={2},A={3},B={4}", |
262 | // LinksetRoot.LocalID, child.LocalID, linksetMass, constrain.Body1.ID, constrain.Body2.ID); | 260 | // LinksetRoot.LocalID, child.LocalID, linksetMass, constrain.Body1.ID, constrain.Body2.ID); |
@@ -306,9 +304,9 @@ public class BSLinkset | |||
306 | 304 | ||
307 | BSPhysObject rootx = LinksetRoot; // capture the root as of now | 305 | BSPhysObject rootx = LinksetRoot; // capture the root as of now |
308 | BSPhysObject childx = child; | 306 | BSPhysObject childx = child; |
309 | m_physicsScene.TaintedObject("AddChildToLinkset", delegate() | 307 | PhysicsScene.TaintedObject("AddChildToLinkset", delegate() |
310 | { | 308 | { |
311 | DetailLog("{0},AddChildToLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); | 309 | DetailLog("{0},AddChildToLinkset,taint,child={1}", LinksetRoot.LocalID, child.LocalID); |
312 | PhysicallyLinkAChildToRoot(rootx, childx); // build the physical binding between me and the child | 310 | PhysicallyLinkAChildToRoot(rootx, childx); // build the physical binding between me and the child |
313 | }); | 311 | }); |
314 | } | 312 | } |
@@ -322,7 +320,7 @@ public class BSLinkset | |||
322 | // has to be updated also (like pointer to prim's parent). | 320 | // has to be updated also (like pointer to prim's parent). |
323 | private void RemoveChildFromOtherLinkset(BSPhysObject pchild) | 321 | private void RemoveChildFromOtherLinkset(BSPhysObject pchild) |
324 | { | 322 | { |
325 | pchild.Linkset = new BSLinkset(m_physicsScene, pchild); | 323 | pchild.Linkset = new BSLinkset(PhysicsScene, pchild); |
326 | RemoveChildFromLinkset(pchild); | 324 | RemoveChildFromLinkset(pchild); |
327 | } | 325 | } |
328 | 326 | ||
@@ -334,9 +332,9 @@ public class BSLinkset | |||
334 | { | 332 | { |
335 | BSPhysObject rootx = LinksetRoot; // capture the root as of now | 333 | BSPhysObject rootx = LinksetRoot; // capture the root as of now |
336 | BSPhysObject childx = child; | 334 | BSPhysObject childx = child; |
337 | m_physicsScene.TaintedObject("RemoveChildFromLinkset", delegate() | 335 | PhysicsScene.TaintedObject("RemoveChildFromLinkset", delegate() |
338 | { | 336 | { |
339 | DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); | 337 | DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", LinksetRoot.LocalID, child.LocalID); |
340 | 338 | ||
341 | PhysicallyUnlinkAChildFromRoot(rootx, childx); | 339 | PhysicallyUnlinkAChildFromRoot(rootx, childx); |
342 | RecomputeLinksetConstraintVariables(); | 340 | RecomputeLinksetConstraintVariables(); |
@@ -370,7 +368,7 @@ public class BSLinkset | |||
370 | DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2},rLoc={3},cLoc={4},midLoc={5}", | 368 | DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2},rLoc={3},cLoc={4},midLoc={5}", |
371 | rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID, rootPrim.Position, childPrim.Position, midPoint); | 369 | rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID, rootPrim.Position, childPrim.Position, midPoint); |
372 | BS6DofConstraint constrain = new BS6DofConstraint( | 370 | BS6DofConstraint constrain = new BS6DofConstraint( |
373 | m_physicsScene.World, rootPrim.BSBody, childPrim.BSBody, | 371 | PhysicsScene.World, rootPrim.BSBody, childPrim.BSBody, |
374 | midPoint, | 372 | midPoint, |
375 | true, | 373 | true, |
376 | true | 374 | true |
@@ -408,7 +406,7 @@ public class BSLinkset | |||
408 | // ================================================================================== | 406 | // ================================================================================== |
409 | */ | 407 | */ |
410 | 408 | ||
411 | m_physicsScene.Constraints.AddConstraint(constrain); | 409 | PhysicsScene.Constraints.AddConstraint(constrain); |
412 | 410 | ||
413 | // zero linear and angular limits makes the objects unable to move in relation to each other | 411 | // zero linear and angular limits makes the objects unable to move in relation to each other |
414 | constrain.SetLinearLimits(OMV.Vector3.Zero, OMV.Vector3.Zero); | 412 | constrain.SetLinearLimits(OMV.Vector3.Zero, OMV.Vector3.Zero); |
@@ -435,7 +433,7 @@ public class BSLinkset | |||
435 | DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID); | 433 | DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID); |
436 | 434 | ||
437 | // Find the constraint for this link and get rid of it from the overall collection and from my list | 435 | // Find the constraint for this link and get rid of it from the overall collection and from my list |
438 | m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.BSBody, childPrim.BSBody); | 436 | PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.BSBody, childPrim.BSBody); |
439 | 437 | ||
440 | // Make the child refresh its location | 438 | // Make the child refresh its location |
441 | BulletSimAPI.PushUpdate2(childPrim.BSBody.Ptr); | 439 | BulletSimAPI.PushUpdate2(childPrim.BSBody.Ptr); |
@@ -447,13 +445,13 @@ public class BSLinkset | |||
447 | { | 445 | { |
448 | DetailLog("{0},PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID); | 446 | DetailLog("{0},PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID); |
449 | 447 | ||
450 | m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.BSBody); | 448 | PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.BSBody); |
451 | } | 449 | } |
452 | 450 | ||
453 | // Invoke the detailed logger and output something if it's enabled. | 451 | // Invoke the detailed logger and output something if it's enabled. |
454 | private void DetailLog(string msg, params Object[] args) | 452 | private void DetailLog(string msg, params Object[] args) |
455 | { | 453 | { |
456 | m_physicsScene.PhysicsLogging.Write(msg, args); | 454 | PhysicsScene.PhysicsLogging.Write(msg, args); |
457 | } | 455 | } |
458 | 456 | ||
459 | } | 457 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index 3fe71e1..242aa80 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |||
@@ -39,26 +39,150 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
39 | // unless the difference is significant. | 39 | // unless the difference is significant. |
40 | public abstract class BSPhysObject : PhysicsActor | 40 | public abstract class BSPhysObject : PhysicsActor |
41 | { | 41 | { |
42 | public abstract BSLinkset Linkset { get; set; } | 42 | protected void BaseInitialize(BSScene parentScene) |
43 | { | ||
44 | PhysicsScene = parentScene; | ||
45 | Linkset = new BSLinkset(PhysicsScene, this); | ||
43 | 46 | ||
44 | public abstract bool Collide(uint collidingWith, BSPhysObject collidee, | 47 | CollisionCollection = new CollisionEventUpdate(); |
45 | OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth); | 48 | SubscribedEventsMs = 0; |
46 | public abstract void SendCollisions(); | 49 | CollidingStep = 0; |
50 | CollidingGroundStep = 0; | ||
51 | } | ||
47 | 52 | ||
48 | // Return the object mass without calculating it or side effects | 53 | public BSScene PhysicsScene { get; protected set; } |
54 | |||
55 | public BSLinkset Linkset { get; set; } | ||
56 | |||
57 | // Return the object mass without calculating it or having side effects | ||
49 | public abstract float MassRaw { get; } | 58 | public abstract float MassRaw { get; } |
50 | 59 | ||
51 | // Reference to the physical body (btCollisionObject) of this object | 60 | // Reference to the physical body (btCollisionObject) of this object |
52 | public abstract BulletBody BSBody { get; set; } | 61 | public BulletBody BSBody { get; protected set; } |
53 | // Reference to the physical shape (btCollisionShape) of this object | 62 | // Reference to the physical shape (btCollisionShape) of this object |
54 | public abstract BulletShape BSShape { get; set; } | 63 | public BulletShape BSShape { get; protected set; } |
55 | 64 | ||
65 | // Stop all physical motion. | ||
56 | public abstract void ZeroMotion(); | 66 | public abstract void ZeroMotion(); |
57 | 67 | ||
68 | // Step the vehicle simulation for this object. A NOOP if the vehicle was not configured. | ||
58 | public virtual void StepVehicle(float timeStep) { } | 69 | public virtual void StepVehicle(float timeStep) { } |
59 | 70 | ||
71 | // Update the physical location and motion of the object. Called with data from Bullet. | ||
60 | public abstract void UpdateProperties(EntityProperties entprop); | 72 | public abstract void UpdateProperties(EntityProperties entprop); |
61 | 73 | ||
74 | // Tell the object to clean up. | ||
62 | public abstract void Destroy(); | 75 | public abstract void Destroy(); |
76 | |||
77 | #region Collisions | ||
78 | |||
79 | // Requested number of milliseconds between collision events. Zero means disabled. | ||
80 | protected int SubscribedEventsMs { get; set; } | ||
81 | // Given subscription, the time that a collision may be passed up | ||
82 | protected int NextCollisionOkTime { get; set; } | ||
83 | // The simulation step that last had a collision | ||
84 | protected long CollidingStep { get; set; } | ||
85 | // The simulation step that last had a collision with the ground | ||
86 | protected long CollidingGroundStep { get; set; } | ||
87 | // The collision flags we think are set in Bullet | ||
88 | protected CollisionFlags CurrentCollisionFlags { get; set; } | ||
89 | |||
90 | // The collisions that have been collected this tick | ||
91 | protected CollisionEventUpdate CollisionCollection; | ||
92 | |||
93 | // The simulation step is telling this object about a collision. | ||
94 | // Return 'true' if a collision was processed and should be sent up. | ||
95 | // Called at taint time from within the Step() function | ||
96 | public virtual bool Collide(uint collidingWith, BSPhysObject collidee, | ||
97 | OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) | ||
98 | { | ||
99 | bool ret = false; | ||
100 | |||
101 | // The following lines make IsColliding() and IsCollidingGround() work | ||
102 | CollidingStep = PhysicsScene.SimulationStep; | ||
103 | if (collidingWith <= PhysicsScene.TerrainManager.HighestTerrainID) | ||
104 | { | ||
105 | CollidingGroundStep = PhysicsScene.SimulationStep; | ||
106 | } | ||
107 | |||
108 | // prims in the same linkset cannot collide with each other | ||
109 | if (collidee != null && (this.Linkset.LinksetID == collidee.Linkset.LinksetID)) | ||
110 | { | ||
111 | return ret; | ||
112 | } | ||
113 | |||
114 | PhysicsScene.PhysicsLogging.Write("{0},BSPhysObject.Collison,call,with={1}", LocalID, collidingWith); | ||
115 | |||
116 | // if someone has subscribed for collision events.... | ||
117 | if (SubscribedEvents()) { | ||
118 | CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); | ||
119 | PhysicsScene.PhysicsLogging.Write("{0},BSPhysObject.Collison.AddCollider,call,with={1},point={2},normal={3},depth={4},next={5}", | ||
120 | LocalID, collidingWith, contactPoint, contactNormal, pentrationDepth, NextCollisionOkTime.ToString("yyyyMMddHHmmssfff")); | ||
121 | ret = true; | ||
122 | } | ||
123 | return ret; | ||
124 | } | ||
125 | |||
126 | // Routine to send the collected collisions into the simulator. | ||
127 | // Also handles removal of this from the collection of objects with collisions if | ||
128 | // there are no collisions from this object. Mechanism is create one last | ||
129 | // collision event to make collision_end work. | ||
130 | public virtual void SendCollisions() | ||
131 | { | ||
132 | // throttle the collisions to the number of milliseconds specified in the subscription | ||
133 | int nowTime = PhysicsScene.SimulationNowTime; | ||
134 | if (nowTime >= NextCollisionOkTime) | ||
135 | { | ||
136 | NextCollisionOkTime = nowTime + SubscribedEventsMs; | ||
137 | |||
138 | // We are called if we previously had collisions. If there are no collisions | ||
139 | // this time, send up one last empty event so OpenSim can sense collision end. | ||
140 | if (CollisionCollection.Count == 0) | ||
141 | PhysicsScene.ObjectsWithNoMoreCollisions.Add(this); | ||
142 | |||
143 | base.SendCollisionUpdate(CollisionCollection); | ||
144 | |||
145 | // The collisionCollection structure is passed around in the simulator. | ||
146 | // Make sure we don't have a handle to that one and that a new one is used next time. | ||
147 | CollisionCollection = new CollisionEventUpdate(); | ||
148 | } | ||
149 | } | ||
150 | |||
151 | // Subscribe for collision events. | ||
152 | // Parameter is the millisecond rate the caller wishes collision events to occur. | ||
153 | public override void SubscribeEvents(int ms) { | ||
154 | SubscribedEventsMs = ms; | ||
155 | if (ms > 0) | ||
156 | { | ||
157 | // make sure first collision happens | ||
158 | NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs); | ||
159 | PhysicsScene.PhysicsLogging.Write("{0},SubscribeEvents,call,ms={1},nextOKTime={2}", | ||
160 | LocalID, SubscribedEventsMs, NextCollisionOkTime.ToString("yyyyMMddHHmmssfff")); | ||
161 | |||
162 | PhysicsScene.TaintedObject("BSPhysObject.SubscribeEvents", delegate() | ||
163 | { | ||
164 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
165 | }); | ||
166 | } | ||
167 | else | ||
168 | { | ||
169 | // Subscribing for zero or less is the same as unsubscribing | ||
170 | UnSubscribeEvents(); | ||
171 | } | ||
172 | } | ||
173 | public override void UnSubscribeEvents() { | ||
174 | SubscribedEventsMs = 0; | ||
175 | PhysicsScene.PhysicsLogging.Write("{0},UnSubscribeEvents,call", LocalID); | ||
176 | PhysicsScene.TaintedObject("BSPhysObject.UnSubscribeEvents", delegate() | ||
177 | { | ||
178 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
179 | }); | ||
180 | } | ||
181 | // Return 'true' if the simulator wants collision events | ||
182 | public override bool SubscribedEvents() { | ||
183 | return (SubscribedEventsMs > 0); | ||
184 | } | ||
185 | |||
186 | #endregion // Collisions | ||
63 | } | 187 | } |
64 | } | 188 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 26a581f..29f27e8 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -49,8 +49,6 @@ public sealed class BSPrim : BSPhysObject | |||
49 | private ulong _hullKey; | 49 | private ulong _hullKey; |
50 | private List<ConvexResult> _hulls; | 50 | private List<ConvexResult> _hulls; |
51 | 51 | ||
52 | private BSScene _scene; | ||
53 | public BSScene Scene { get { return _scene; } } | ||
54 | private String _avName; | 52 | private String _avName; |
55 | private uint _localID = 0; | 53 | private uint _localID = 0; |
56 | 54 | ||
@@ -87,18 +85,6 @@ public sealed class BSPrim : BSPhysObject | |||
87 | private bool _kinematic; | 85 | private bool _kinematic; |
88 | private float _buoyancy; | 86 | private float _buoyancy; |
89 | 87 | ||
90 | // Membership in a linkset is controlled by this class. | ||
91 | public override BSLinkset Linkset { get; set; } | ||
92 | |||
93 | private int _subscribedEventsMs = 0; | ||
94 | private int _nextCollisionOkTime = 0; | ||
95 | long _collidingStep; | ||
96 | long _collidingGroundStep; | ||
97 | CollisionFlags m_currentCollisionFlags = 0; | ||
98 | |||
99 | public override BulletBody BSBody { get; set; } | ||
100 | public override BulletShape BSShape { get; set; } | ||
101 | |||
102 | private BSDynamics _vehicle; | 88 | private BSDynamics _vehicle; |
103 | 89 | ||
104 | private OMV.Vector3 _PIDTarget; | 90 | private OMV.Vector3 _PIDTarget; |
@@ -113,10 +99,10 @@ public sealed class BSPrim : BSPhysObject | |||
113 | OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) | 99 | OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) |
114 | { | 100 | { |
115 | // m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID); | 101 | // m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID); |
102 | base.BaseInitialize(parent_scene); | ||
116 | _localID = localID; | 103 | _localID = localID; |
117 | _avName = primName; | 104 | _avName = primName; |
118 | _physicsActorType = (int)ActorTypes.Prim; | 105 | _physicsActorType = (int)ActorTypes.Prim; |
119 | _scene = parent_scene; | ||
120 | _position = pos; | 106 | _position = pos; |
121 | _size = size; | 107 | _size = size; |
122 | _scale = new OMV.Vector3(1f, 1f, 1f); // the scale will be set by CreateGeom depending on object type | 108 | _scale = new OMV.Vector3(1f, 1f, 1f); // the scale will be set by CreateGeom depending on object type |
@@ -129,25 +115,23 @@ public sealed class BSPrim : BSPhysObject | |||
129 | _pbs = pbs; | 115 | _pbs = pbs; |
130 | _isPhysical = pisPhysical; | 116 | _isPhysical = pisPhysical; |
131 | _isVolumeDetect = false; | 117 | _isVolumeDetect = false; |
132 | _subscribedEventsMs = 0; | 118 | _friction = PhysicsScene.Params.defaultFriction; // TODO: compute based on object material |
133 | _friction = _scene.Params.defaultFriction; // TODO: compute based on object material | 119 | _density = PhysicsScene.Params.defaultDensity; // TODO: compute based on object material |
134 | _density = _scene.Params.defaultDensity; // TODO: compute based on object material | 120 | _restitution = PhysicsScene.Params.defaultRestitution; |
135 | _restitution = _scene.Params.defaultRestitution; | 121 | _vehicle = new BSDynamics(PhysicsScene, this); // add vehicleness |
136 | Linkset = new BSLinkset(Scene, this); // a linkset of one | ||
137 | _vehicle = new BSDynamics(Scene, this); // add vehicleness | ||
138 | _mass = CalculateMass(); | 122 | _mass = CalculateMass(); |
139 | DetailLog("{0},BSPrim.constructor,call", LocalID); | 123 | DetailLog("{0},BSPrim.constructor,call", LocalID); |
140 | // do the actual object creation at taint time | 124 | // do the actual object creation at taint time |
141 | _scene.TaintedObject("BSPrim.create", delegate() | 125 | PhysicsScene.TaintedObject("BSPrim.create", delegate() |
142 | { | 126 | { |
143 | CreateGeomAndObject(true); | 127 | CreateGeomAndObject(true); |
144 | 128 | ||
145 | // Get the pointer to the physical body for this object. | 129 | // Get the pointer to the physical body for this object. |
146 | // At the moment, we're still letting BulletSim manage the creation and destruction | 130 | // At the moment, we're still letting BulletSim manage the creation and destruction |
147 | // of the object. Someday we'll move that into the C# code. | 131 | // of the object. Someday we'll move that into the C# code. |
148 | BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID)); | 132 | BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(PhysicsScene.World.Ptr, LocalID)); |
149 | BSShape = new BulletShape(BulletSimAPI.GetCollisionShape2(BSBody.Ptr)); | 133 | BSShape = new BulletShape(BulletSimAPI.GetCollisionShape2(BSBody.Ptr)); |
150 | m_currentCollisionFlags = BulletSimAPI.GetCollisionFlags2(BSBody.Ptr); | 134 | CurrentCollisionFlags = BulletSimAPI.GetCollisionFlags2(BSBody.Ptr); |
151 | }); | 135 | }); |
152 | } | 136 | } |
153 | 137 | ||
@@ -168,11 +152,11 @@ public sealed class BSPrim : BSPhysObject | |||
168 | // Undo any vehicle properties | 152 | // Undo any vehicle properties |
169 | this.VehicleType = (int)Vehicle.TYPE_NONE; | 153 | this.VehicleType = (int)Vehicle.TYPE_NONE; |
170 | 154 | ||
171 | _scene.TaintedObject("BSPrim.destroy", delegate() | 155 | PhysicsScene.TaintedObject("BSPrim.destroy", delegate() |
172 | { | 156 | { |
173 | DetailLog("{0},BSPrim.Destroy,taint,", LocalID); | 157 | DetailLog("{0},BSPrim.Destroy,taint,", LocalID); |
174 | // everything in the C# world will get garbage collected. Tell the C++ world to free stuff. | 158 | // everything in the C# world will get garbage collected. Tell the C++ world to free stuff. |
175 | BulletSimAPI.DestroyObject(_scene.WorldID, LocalID); | 159 | BulletSimAPI.DestroyObject(PhysicsScene.WorldID, LocalID); |
176 | }); | 160 | }); |
177 | } | 161 | } |
178 | 162 | ||
@@ -183,7 +167,7 @@ public sealed class BSPrim : BSPhysObject | |||
183 | get { return _size; } | 167 | get { return _size; } |
184 | set { | 168 | set { |
185 | _size = value; | 169 | _size = value; |
186 | _scene.TaintedObject("BSPrim.setSize", delegate() | 170 | PhysicsScene.TaintedObject("BSPrim.setSize", delegate() |
187 | { | 171 | { |
188 | _mass = CalculateMass(); // changing size changes the mass | 172 | _mass = CalculateMass(); // changing size changes the mass |
189 | // Since _size changed, the mesh needs to be rebuilt. If rebuilt, all the correct | 173 | // Since _size changed, the mesh needs to be rebuilt. If rebuilt, all the correct |
@@ -196,7 +180,7 @@ public sealed class BSPrim : BSPhysObject | |||
196 | public override PrimitiveBaseShape Shape { | 180 | public override PrimitiveBaseShape Shape { |
197 | set { | 181 | set { |
198 | _pbs = value; | 182 | _pbs = value; |
199 | _scene.TaintedObject("BSPrim.setShape", delegate() | 183 | PhysicsScene.TaintedObject("BSPrim.setShape", delegate() |
200 | { | 184 | { |
201 | _mass = CalculateMass(); // changing the shape changes the mass | 185 | _mass = CalculateMass(); // changing the shape changes the mass |
202 | CreateGeomAndObject(false); | 186 | CreateGeomAndObject(false); |
@@ -214,7 +198,7 @@ public sealed class BSPrim : BSPhysObject | |||
214 | public override bool Selected { | 198 | public override bool Selected { |
215 | set { | 199 | set { |
216 | _isSelected = value; | 200 | _isSelected = value; |
217 | _scene.TaintedObject("BSPrim.setSelected", delegate() | 201 | PhysicsScene.TaintedObject("BSPrim.setSelected", delegate() |
218 | { | 202 | { |
219 | SetObjectDynamic(); | 203 | SetObjectDynamic(); |
220 | }); | 204 | }); |
@@ -283,13 +267,13 @@ public sealed class BSPrim : BSPhysObject | |||
283 | _position = BulletSimAPI.GetPosition2(BSBody.Ptr); | 267 | _position = BulletSimAPI.GetPosition2(BSBody.Ptr); |
284 | 268 | ||
285 | // don't do the GetObjectPosition for root elements because this function is called a zillion times | 269 | // don't do the GetObjectPosition for root elements because this function is called a zillion times |
286 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | 270 | // _position = BulletSimAPI.GetObjectPosition(Scene.WorldID, _localID); |
287 | return _position; | 271 | return _position; |
288 | } | 272 | } |
289 | set { | 273 | set { |
290 | _position = value; | 274 | _position = value; |
291 | // TODO: what does it mean to set the position of a child prim?? Rebuild the constraint? | 275 | // TODO: what does it mean to set the position of a child prim?? Rebuild the constraint? |
292 | _scene.TaintedObject("BSPrim.setPosition", delegate() | 276 | PhysicsScene.TaintedObject("BSPrim.setPosition", delegate() |
293 | { | 277 | { |
294 | DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 278 | DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
295 | BulletSimAPI.SetTranslation2(BSBody.Ptr, _position, _orientation); | 279 | BulletSimAPI.SetTranslation2(BSBody.Ptr, _position, _orientation); |
@@ -327,7 +311,7 @@ public sealed class BSPrim : BSPhysObject | |||
327 | get { return _force; } | 311 | get { return _force; } |
328 | set { | 312 | set { |
329 | _force = value; | 313 | _force = value; |
330 | _scene.TaintedObject("BSPrim.setForce", delegate() | 314 | PhysicsScene.TaintedObject("BSPrim.setForce", delegate() |
331 | { | 315 | { |
332 | DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); | 316 | DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); |
333 | BulletSimAPI.SetObjectForce2(BSBody.Ptr, _force); | 317 | BulletSimAPI.SetObjectForce2(BSBody.Ptr, _force); |
@@ -342,40 +326,40 @@ public sealed class BSPrim : BSPhysObject | |||
342 | set { | 326 | set { |
343 | Vehicle type = (Vehicle)value; | 327 | Vehicle type = (Vehicle)value; |
344 | BSPrim vehiclePrim = this; | 328 | BSPrim vehiclePrim = this; |
345 | _scene.TaintedObject("setVehicleType", delegate() | 329 | PhysicsScene.TaintedObject("setVehicleType", delegate() |
346 | { | 330 | { |
347 | // Done at taint time so we're sure the physics engine is not using the variables | 331 | // Done at taint time so we're sure the physics engine is not using the variables |
348 | // Vehicle code changes the parameters for this vehicle type. | 332 | // Vehicle code changes the parameters for this vehicle type. |
349 | _vehicle.ProcessTypeChange(type); | 333 | _vehicle.ProcessTypeChange(type); |
350 | // Tell the scene about the vehicle so it will get processing each frame. | 334 | // Tell the scene about the vehicle so it will get processing each frame. |
351 | _scene.VehicleInSceneTypeChanged(this, type); | 335 | PhysicsScene.VehicleInSceneTypeChanged(this, type); |
352 | }); | 336 | }); |
353 | } | 337 | } |
354 | } | 338 | } |
355 | public override void VehicleFloatParam(int param, float value) | 339 | public override void VehicleFloatParam(int param, float value) |
356 | { | 340 | { |
357 | _scene.TaintedObject("BSPrim.VehicleFloatParam", delegate() | 341 | PhysicsScene.TaintedObject("BSPrim.VehicleFloatParam", delegate() |
358 | { | 342 | { |
359 | _vehicle.ProcessFloatVehicleParam((Vehicle)param, value); | 343 | _vehicle.ProcessFloatVehicleParam((Vehicle)param, value); |
360 | }); | 344 | }); |
361 | } | 345 | } |
362 | public override void VehicleVectorParam(int param, OMV.Vector3 value) | 346 | public override void VehicleVectorParam(int param, OMV.Vector3 value) |
363 | { | 347 | { |
364 | _scene.TaintedObject("BSPrim.VehicleVectorParam", delegate() | 348 | PhysicsScene.TaintedObject("BSPrim.VehicleVectorParam", delegate() |
365 | { | 349 | { |
366 | _vehicle.ProcessVectorVehicleParam((Vehicle)param, value); | 350 | _vehicle.ProcessVectorVehicleParam((Vehicle)param, value); |
367 | }); | 351 | }); |
368 | } | 352 | } |
369 | public override void VehicleRotationParam(int param, OMV.Quaternion rotation) | 353 | public override void VehicleRotationParam(int param, OMV.Quaternion rotation) |
370 | { | 354 | { |
371 | _scene.TaintedObject("BSPrim.VehicleRotationParam", delegate() | 355 | PhysicsScene.TaintedObject("BSPrim.VehicleRotationParam", delegate() |
372 | { | 356 | { |
373 | _vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation); | 357 | _vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation); |
374 | }); | 358 | }); |
375 | } | 359 | } |
376 | public override void VehicleFlags(int param, bool remove) | 360 | public override void VehicleFlags(int param, bool remove) |
377 | { | 361 | { |
378 | _scene.TaintedObject("BSPrim.VehicleFlags", delegate() | 362 | PhysicsScene.TaintedObject("BSPrim.VehicleFlags", delegate() |
379 | { | 363 | { |
380 | _vehicle.ProcessVehicleFlags(param, remove); | 364 | _vehicle.ProcessVehicleFlags(param, remove); |
381 | }); | 365 | }); |
@@ -393,8 +377,9 @@ public sealed class BSPrim : BSPhysObject | |||
393 | public override void SetVolumeDetect(int param) { | 377 | public override void SetVolumeDetect(int param) { |
394 | bool newValue = (param != 0); | 378 | bool newValue = (param != 0); |
395 | _isVolumeDetect = newValue; | 379 | _isVolumeDetect = newValue; |
396 | _scene.TaintedObject("BSPrim.SetVolumeDetect", delegate() | 380 | PhysicsScene.TaintedObject("BSPrim.SetVolumeDetect", delegate() |
397 | { | 381 | { |
382 | DetailLog("{0},setVolumeDetect,taint,volDetect={1}", LocalID, _isVolumeDetect); | ||
398 | SetObjectDynamic(); | 383 | SetObjectDynamic(); |
399 | }); | 384 | }); |
400 | return; | 385 | return; |
@@ -404,7 +389,7 @@ public sealed class BSPrim : BSPhysObject | |||
404 | get { return _velocity; } | 389 | get { return _velocity; } |
405 | set { | 390 | set { |
406 | _velocity = value; | 391 | _velocity = value; |
407 | _scene.TaintedObject("BSPrim.setVelocity", delegate() | 392 | PhysicsScene.TaintedObject("BSPrim.setVelocity", delegate() |
408 | { | 393 | { |
409 | DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); | 394 | DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); |
410 | BulletSimAPI.SetLinearVelocity2(BSBody.Ptr, _velocity); | 395 | BulletSimAPI.SetLinearVelocity2(BSBody.Ptr, _velocity); |
@@ -438,9 +423,9 @@ public sealed class BSPrim : BSPhysObject | |||
438 | set { | 423 | set { |
439 | _orientation = value; | 424 | _orientation = value; |
440 | // TODO: what does it mean if a child in a linkset changes its orientation? Rebuild the constraint? | 425 | // TODO: what does it mean if a child in a linkset changes its orientation? Rebuild the constraint? |
441 | _scene.TaintedObject("BSPrim.setOrientation", delegate() | 426 | PhysicsScene.TaintedObject("BSPrim.setOrientation", delegate() |
442 | { | 427 | { |
443 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | 428 | // _position = BulletSimAPI.GetObjectPosition(Scene.WorldID, _localID); |
444 | DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 429 | DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
445 | BulletSimAPI.SetTranslation2(BSBody.Ptr, _position, _orientation); | 430 | BulletSimAPI.SetTranslation2(BSBody.Ptr, _position, _orientation); |
446 | }); | 431 | }); |
@@ -454,8 +439,9 @@ public sealed class BSPrim : BSPhysObject | |||
454 | get { return _isPhysical; } | 439 | get { return _isPhysical; } |
455 | set { | 440 | set { |
456 | _isPhysical = value; | 441 | _isPhysical = value; |
457 | _scene.TaintedObject("BSPrim.setIsPhysical", delegate() | 442 | PhysicsScene.TaintedObject("BSPrim.setIsPhysical", delegate() |
458 | { | 443 | { |
444 | DetailLog("{0},setIsPhysical,taint,isPhys={1}", LocalID, _isPhysical); | ||
459 | SetObjectDynamic(); | 445 | SetObjectDynamic(); |
460 | }); | 446 | }); |
461 | } | 447 | } |
@@ -493,9 +479,9 @@ public sealed class BSPrim : BSPhysObject | |||
493 | // Bullet wants static objects to have a mass of zero | 479 | // Bullet wants static objects to have a mass of zero |
494 | float mass = IsStatic ? 0f : _mass; | 480 | float mass = IsStatic ? 0f : _mass; |
495 | 481 | ||
496 | BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass); | 482 | BulletSimAPI.SetObjectProperties(Scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass); |
497 | */ | 483 | */ |
498 | BulletSimAPI.RemoveObjectFromWorld2(Scene.World.Ptr, BSBody.Ptr); | 484 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.Ptr, BSBody.Ptr); |
499 | 485 | ||
500 | // Set up the object physicalness (does gravity and collisions move this object) | 486 | // Set up the object physicalness (does gravity and collisions move this object) |
501 | MakeDynamic(IsStatic); | 487 | MakeDynamic(IsStatic); |
@@ -506,15 +492,15 @@ public sealed class BSPrim : BSPhysObject | |||
506 | // Arrange for collisions events if the simulator wants them | 492 | // Arrange for collisions events if the simulator wants them |
507 | EnableCollisions(SubscribedEvents()); | 493 | EnableCollisions(SubscribedEvents()); |
508 | 494 | ||
509 | BulletSimAPI.AddObjectToWorld2(Scene.World.Ptr, BSBody.Ptr); | 495 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.Ptr, BSBody.Ptr); |
510 | 496 | ||
511 | // Recompute any linkset parameters. | 497 | // Recompute any linkset parameters. |
512 | // When going from non-physical to physical, this re-enables the constraints that | 498 | // When going from non-physical to physical, this re-enables the constraints that |
513 | // had been automatically disabled when the mass was set to zero. | 499 | // had been automatically disabled when the mass was set to zero. |
514 | Linkset.Refresh(this); | 500 | Linkset.Refresh(this); |
515 | 501 | ||
516 | DetailLog("{0},BSPrim.UpdatePhysicalParameters,taint,static={1},solid={2},mass={3}, cf={4}", | 502 | DetailLog("{0},BSPrim.UpdatePhysicalParameters,taint,static={1},solid={2},mass={3},collide={4},cf={5}", |
517 | LocalID, IsStatic, IsSolid, _mass, m_currentCollisionFlags); | 503 | LocalID, IsStatic, IsSolid, _mass, SubscribedEvents(), CurrentCollisionFlags); |
518 | } | 504 | } |
519 | 505 | ||
520 | // "Making dynamic" means changing to and from static. | 506 | // "Making dynamic" means changing to and from static. |
@@ -527,7 +513,7 @@ public sealed class BSPrim : BSPhysObject | |||
527 | if (makeStatic) | 513 | if (makeStatic) |
528 | { | 514 | { |
529 | // Become a Bullet 'static' object type | 515 | // Become a Bullet 'static' object type |
530 | m_currentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_STATIC_OBJECT); | 516 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_STATIC_OBJECT); |
531 | // Stop all movement | 517 | // Stop all movement |
532 | BulletSimAPI.ClearAllForces2(BSBody.Ptr); | 518 | BulletSimAPI.ClearAllForces2(BSBody.Ptr); |
533 | // Center of mass is at the center of the object | 519 | // Center of mass is at the center of the object |
@@ -539,16 +525,17 @@ public sealed class BSPrim : BSPhysObject | |||
539 | // There can be special things needed for implementing linksets | 525 | // There can be special things needed for implementing linksets |
540 | Linkset.MakeStatic(this); | 526 | Linkset.MakeStatic(this); |
541 | // The activation state is 'sleeping' so Bullet will not try to act on it | 527 | // The activation state is 'sleeping' so Bullet will not try to act on it |
542 | BulletSimAPI.ForceActivationState2(BSBody.Ptr, ActivationState.ISLAND_SLEEPING); | 528 | // BulletSimAPI.ForceActivationState2(BSBody.Ptr, ActivationState.ISLAND_SLEEPING); |
529 | BulletSimAPI.ForceActivationState2(BSBody.Ptr, ActivationState.DISABLE_SIMULATION); | ||
543 | } | 530 | } |
544 | else | 531 | else |
545 | { | 532 | { |
546 | // Not a Bullet static object | 533 | // Not a Bullet static object |
547 | m_currentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_STATIC_OBJECT); | 534 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_STATIC_OBJECT); |
548 | 535 | ||
549 | // Set various physical properties so internal things will get computed correctly as they are set | 536 | // Set various physical properties so internal dynamic properties will get computed correctly as they are set |
550 | BulletSimAPI.SetFriction2(BSBody.Ptr, Scene.Params.defaultFriction); | 537 | BulletSimAPI.SetFriction2(BSBody.Ptr, PhysicsScene.Params.defaultFriction); |
551 | BulletSimAPI.SetRestitution2(BSBody.Ptr, Scene.Params.defaultRestitution); | 538 | BulletSimAPI.SetRestitution2(BSBody.Ptr, PhysicsScene.Params.defaultRestitution); |
552 | // per http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=3382 | 539 | // per http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=3382 |
553 | BulletSimAPI.SetInterpolationLinearVelocity2(BSBody.Ptr, OMV.Vector3.Zero); | 540 | BulletSimAPI.SetInterpolationLinearVelocity2(BSBody.Ptr, OMV.Vector3.Zero); |
554 | BulletSimAPI.SetInterpolationAngularVelocity2(BSBody.Ptr, OMV.Vector3.Zero); | 541 | BulletSimAPI.SetInterpolationAngularVelocity2(BSBody.Ptr, OMV.Vector3.Zero); |
@@ -562,10 +549,10 @@ public sealed class BSPrim : BSPhysObject | |||
562 | BulletSimAPI.UpdateInertiaTensor2(BSBody.Ptr); | 549 | BulletSimAPI.UpdateInertiaTensor2(BSBody.Ptr); |
563 | 550 | ||
564 | // Various values for simulation limits | 551 | // Various values for simulation limits |
565 | BulletSimAPI.SetDamping2(BSBody.Ptr, Scene.Params.linearDamping, Scene.Params.angularDamping); | 552 | BulletSimAPI.SetDamping2(BSBody.Ptr, PhysicsScene.Params.linearDamping, PhysicsScene.Params.angularDamping); |
566 | BulletSimAPI.SetDeactivationTime2(BSBody.Ptr, Scene.Params.deactivationTime); | 553 | BulletSimAPI.SetDeactivationTime2(BSBody.Ptr, PhysicsScene.Params.deactivationTime); |
567 | BulletSimAPI.SetSleepingThresholds2(BSBody.Ptr, Scene.Params.linearSleepingThreshold, Scene.Params.angularSleepingThreshold); | 554 | BulletSimAPI.SetSleepingThresholds2(BSBody.Ptr, PhysicsScene.Params.linearSleepingThreshold, PhysicsScene.Params.angularSleepingThreshold); |
568 | BulletSimAPI.SetContactProcessingThreshold2(BSBody.Ptr, Scene.Params.contactProcessingThreshold); | 555 | BulletSimAPI.SetContactProcessingThreshold2(BSBody.Ptr, PhysicsScene.Params.contactProcessingThreshold); |
569 | 556 | ||
570 | // There can be special things needed for implementing linksets | 557 | // There can be special things needed for implementing linksets |
571 | Linkset.MakeDynamic(this); | 558 | Linkset.MakeDynamic(this); |
@@ -581,11 +568,11 @@ public sealed class BSPrim : BSPhysObject | |||
581 | if (makeSolid) | 568 | if (makeSolid) |
582 | { | 569 | { |
583 | // Easy in Bullet -- just remove the object flag that controls collision response | 570 | // Easy in Bullet -- just remove the object flag that controls collision response |
584 | m_currentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); | 571 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); |
585 | } | 572 | } |
586 | else | 573 | else |
587 | { | 574 | { |
588 | m_currentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); | 575 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); |
589 | } | 576 | } |
590 | } | 577 | } |
591 | 578 | ||
@@ -594,11 +581,11 @@ public sealed class BSPrim : BSPhysObject | |||
594 | { | 581 | { |
595 | if (wantsCollisionEvents) | 582 | if (wantsCollisionEvents) |
596 | { | 583 | { |
597 | m_currentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 584 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
598 | } | 585 | } |
599 | else | 586 | else |
600 | { | 587 | { |
601 | m_currentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 588 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
602 | } | 589 | } |
603 | } | 590 | } |
604 | 591 | ||
@@ -618,11 +605,11 @@ public sealed class BSPrim : BSPhysObject | |||
618 | set { _throttleUpdates = value; } | 605 | set { _throttleUpdates = value; } |
619 | } | 606 | } |
620 | public override bool IsColliding { | 607 | public override bool IsColliding { |
621 | get { return (_collidingStep == _scene.SimulationStep); } | 608 | get { return (CollidingStep == PhysicsScene.SimulationStep); } |
622 | set { _isColliding = value; } | 609 | set { _isColliding = value; } |
623 | } | 610 | } |
624 | public override bool CollidingGround { | 611 | public override bool CollidingGround { |
625 | get { return (_collidingGroundStep == _scene.SimulationStep); } | 612 | get { return (CollidingGroundStep == PhysicsScene.SimulationStep); } |
626 | set { _collidingGround = value; } | 613 | set { _collidingGround = value; } |
627 | } | 614 | } |
628 | public override bool CollidingObj { | 615 | public override bool CollidingObj { |
@@ -656,7 +643,7 @@ public sealed class BSPrim : BSPhysObject | |||
656 | set { | 643 | set { |
657 | _rotationalVelocity = value; | 644 | _rotationalVelocity = value; |
658 | // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); | 645 | // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); |
659 | _scene.TaintedObject("BSPrim.setRotationalVelocity", delegate() | 646 | PhysicsScene.TaintedObject("BSPrim.setRotationalVelocity", delegate() |
660 | { | 647 | { |
661 | DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); | 648 | DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); |
662 | BulletSimAPI.SetAngularVelocity2(BSBody.Ptr, _rotationalVelocity); | 649 | BulletSimAPI.SetAngularVelocity2(BSBody.Ptr, _rotationalVelocity); |
@@ -673,13 +660,13 @@ public sealed class BSPrim : BSPhysObject | |||
673 | get { return _buoyancy; } | 660 | get { return _buoyancy; } |
674 | set { | 661 | set { |
675 | _buoyancy = value; | 662 | _buoyancy = value; |
676 | _scene.TaintedObject("BSPrim.setBuoyancy", delegate() | 663 | PhysicsScene.TaintedObject("BSPrim.setBuoyancy", delegate() |
677 | { | 664 | { |
678 | DetailLog("{0},BSPrim.SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | 665 | DetailLog("{0},BSPrim.SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy); |
679 | // Buoyancy is faked by changing the gravity applied to the object | 666 | // Buoyancy is faked by changing the gravity applied to the object |
680 | float grav = Scene.Params.gravity * (1f - _buoyancy); | 667 | float grav = PhysicsScene.Params.gravity * (1f - _buoyancy); |
681 | BulletSimAPI.SetGravity2(BSBody.Ptr, new OMV.Vector3(0f, 0f, grav)); | 668 | BulletSimAPI.SetGravity2(BSBody.Ptr, new OMV.Vector3(0f, 0f, grav)); |
682 | // BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy); | 669 | // BulletSimAPI.SetObjectBuoyancy(Scene.WorldID, _localID, _buoyancy); |
683 | }); | 670 | }); |
684 | } | 671 | } |
685 | } | 672 | } |
@@ -730,7 +717,7 @@ public sealed class BSPrim : BSPhysObject | |||
730 | m_log.WarnFormat("{0}: Got a NaN force applied to a prim. LocalID={1}", LogHeader, LocalID); | 717 | m_log.WarnFormat("{0}: Got a NaN force applied to a prim. LocalID={1}", LogHeader, LocalID); |
731 | return; | 718 | return; |
732 | } | 719 | } |
733 | _scene.TaintedObject("BSPrim.AddForce", delegate() | 720 | PhysicsScene.TaintedObject("BSPrim.AddForce", delegate() |
734 | { | 721 | { |
735 | OMV.Vector3 fSum = OMV.Vector3.Zero; | 722 | OMV.Vector3 fSum = OMV.Vector3.Zero; |
736 | lock (m_accumulatedForces) | 723 | lock (m_accumulatedForces) |
@@ -754,30 +741,6 @@ public sealed class BSPrim : BSPhysObject | |||
754 | public override void SetMomentum(OMV.Vector3 momentum) { | 741 | public override void SetMomentum(OMV.Vector3 momentum) { |
755 | DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum); | 742 | DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum); |
756 | } | 743 | } |
757 | public override void SubscribeEvents(int ms) { | ||
758 | _subscribedEventsMs = ms; | ||
759 | if (ms > 0) | ||
760 | { | ||
761 | // make sure first collision happens | ||
762 | _nextCollisionOkTime = Util.EnvironmentTickCount() - _subscribedEventsMs; | ||
763 | |||
764 | Scene.TaintedObject("BSPrim.SubscribeEvents", delegate() | ||
765 | { | ||
766 | m_currentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
767 | }); | ||
768 | } | ||
769 | } | ||
770 | public override void UnSubscribeEvents() { | ||
771 | _subscribedEventsMs = 0; | ||
772 | Scene.TaintedObject("BSPrim.UnSubscribeEvents", delegate() | ||
773 | { | ||
774 | m_currentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
775 | }); | ||
776 | } | ||
777 | public override bool SubscribedEvents() { | ||
778 | return (_subscribedEventsMs > 0); | ||
779 | } | ||
780 | |||
781 | #region Mass Calculation | 744 | #region Mass Calculation |
782 | 745 | ||
783 | private float CalculateMass() | 746 | private float CalculateMass() |
@@ -1071,8 +1034,8 @@ public sealed class BSPrim : BSPhysObject | |||
1071 | if (returnMass <= 0) | 1034 | if (returnMass <= 0) |
1072 | returnMass = 0.0001f; | 1035 | returnMass = 0.0001f; |
1073 | 1036 | ||
1074 | if (returnMass > _scene.MaximumObjectMass) | 1037 | if (returnMass > PhysicsScene.MaximumObjectMass) |
1075 | returnMass = _scene.MaximumObjectMass; | 1038 | returnMass = PhysicsScene.MaximumObjectMass; |
1076 | 1039 | ||
1077 | return returnMass; | 1040 | return returnMass; |
1078 | }// end CalculateMass | 1041 | }// end CalculateMass |
@@ -1090,7 +1053,7 @@ public sealed class BSPrim : BSPhysObject | |||
1090 | bool haveShape = false; | 1053 | bool haveShape = false; |
1091 | 1054 | ||
1092 | // If the prim attributes are simple, this could be a simple Bullet native shape | 1055 | // If the prim attributes are simple, this could be a simple Bullet native shape |
1093 | if ((_pbs.SculptEntry && !Scene.ShouldMeshSculptedPrim) | 1056 | if ((_pbs.SculptEntry && !PhysicsScene.ShouldMeshSculptedPrim) |
1094 | || (_pbs.ProfileBegin == 0 && _pbs.ProfileEnd == 0 | 1057 | || (_pbs.ProfileBegin == 0 && _pbs.ProfileEnd == 0 |
1095 | && _pbs.ProfileHollow == 0 | 1058 | && _pbs.ProfileHollow == 0 |
1096 | && _pbs.PathTwist == 0 && _pbs.PathTwistBegin == 0 | 1059 | && _pbs.PathTwist == 0 && _pbs.PathTwistBegin == 0 |
@@ -1156,12 +1119,12 @@ public sealed class BSPrim : BSPhysObject | |||
1156 | private bool CreateGeomMesh() | 1119 | private bool CreateGeomMesh() |
1157 | { | 1120 | { |
1158 | // level of detail based on size and type of the object | 1121 | // level of detail based on size and type of the object |
1159 | float lod = _scene.MeshLOD; | 1122 | float lod = PhysicsScene.MeshLOD; |
1160 | if (_pbs.SculptEntry) | 1123 | if (_pbs.SculptEntry) |
1161 | lod = _scene.SculptLOD; | 1124 | lod = PhysicsScene.SculptLOD; |
1162 | float maxAxis = Math.Max(_size.X, Math.Max(_size.Y, _size.Z)); | 1125 | float maxAxis = Math.Max(_size.X, Math.Max(_size.Y, _size.Z)); |
1163 | if (maxAxis > _scene.MeshMegaPrimThreshold) | 1126 | if (maxAxis > PhysicsScene.MeshMegaPrimThreshold) |
1164 | lod = _scene.MeshMegaPrimLOD; | 1127 | lod = PhysicsScene.MeshMegaPrimLOD; |
1165 | 1128 | ||
1166 | ulong newMeshKey = (ulong)_pbs.GetMeshKey(_size, lod); | 1129 | ulong newMeshKey = (ulong)_pbs.GetMeshKey(_size, lod); |
1167 | // m_log.DebugFormat("{0}: CreateGeomMesh: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _meshKey, newMeshKey); | 1130 | // m_log.DebugFormat("{0}: CreateGeomMesh: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _meshKey, newMeshKey); |
@@ -1175,14 +1138,14 @@ public sealed class BSPrim : BSPhysObject | |||
1175 | { | 1138 | { |
1176 | // m_log.DebugFormat("{0}: CreateGeom: deleting old mesh. lID={1}, Key={2}", LogHeader, _localID, _meshKey); | 1139 | // m_log.DebugFormat("{0}: CreateGeom: deleting old mesh. lID={1}, Key={2}", LogHeader, _localID, _meshKey); |
1177 | DetailLog("{0},BSPrim.CreateGeomMesh,deleteOld,key={1}", LocalID, _meshKey); | 1140 | DetailLog("{0},BSPrim.CreateGeomMesh,deleteOld,key={1}", LocalID, _meshKey); |
1178 | BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey); | 1141 | BulletSimAPI.DestroyMesh(PhysicsScene.WorldID, _meshKey); |
1179 | _mesh = null; | 1142 | _mesh = null; |
1180 | _meshKey = 0; | 1143 | _meshKey = 0; |
1181 | } | 1144 | } |
1182 | 1145 | ||
1183 | _meshKey = newMeshKey; | 1146 | _meshKey = newMeshKey; |
1184 | // always pass false for physicalness as this creates some sort of bounding box which we don't need | 1147 | // always pass false for physicalness as this creates some sort of bounding box which we don't need |
1185 | _mesh = _scene.mesher.CreateMesh(_avName, _pbs, _size, lod, false); | 1148 | _mesh = PhysicsScene.mesher.CreateMesh(_avName, _pbs, _size, lod, false); |
1186 | 1149 | ||
1187 | int[] indices = _mesh.getIndexListAsInt(); | 1150 | int[] indices = _mesh.getIndexListAsInt(); |
1188 | List<OMV.Vector3> vertices = _mesh.getVertexList(); | 1151 | List<OMV.Vector3> vertices = _mesh.getVertexList(); |
@@ -1198,7 +1161,7 @@ public sealed class BSPrim : BSPhysObject | |||
1198 | 1161 | ||
1199 | // m_log.DebugFormat("{0}: CreateGeomMesh: calling CreateMesh. lid={1}, key={2}, indices={3}, vertices={4}", | 1162 | // m_log.DebugFormat("{0}: CreateGeomMesh: calling CreateMesh. lid={1}, key={2}, indices={3}, vertices={4}", |
1200 | // LogHeader, _localID, _meshKey, indices.Length, vertices.Count); | 1163 | // LogHeader, _localID, _meshKey, indices.Length, vertices.Count); |
1201 | BulletSimAPI.CreateMesh(_scene.WorldID, _meshKey, indices.GetLength(0), indices, | 1164 | BulletSimAPI.CreateMesh(PhysicsScene.WorldID, _meshKey, indices.GetLength(0), indices, |
1202 | vertices.Count, verticesAsFloats); | 1165 | vertices.Count, verticesAsFloats); |
1203 | 1166 | ||
1204 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_MESH; | 1167 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_MESH; |
@@ -1211,7 +1174,7 @@ public sealed class BSPrim : BSPhysObject | |||
1211 | // Returns 'true' of a mesh was actually rebuild (we could also have one of these specs). | 1174 | // Returns 'true' of a mesh was actually rebuild (we could also have one of these specs). |
1212 | private bool CreateGeomHull() | 1175 | private bool CreateGeomHull() |
1213 | { | 1176 | { |
1214 | float lod = _pbs.SculptEntry ? _scene.SculptLOD : _scene.MeshLOD; | 1177 | float lod = _pbs.SculptEntry ? PhysicsScene.SculptLOD : PhysicsScene.MeshLOD; |
1215 | ulong newHullKey = (ulong)_pbs.GetMeshKey(_size, lod); | 1178 | ulong newHullKey = (ulong)_pbs.GetMeshKey(_size, lod); |
1216 | // m_log.DebugFormat("{0}: CreateGeomHull: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _hullKey, newHullKey); | 1179 | // m_log.DebugFormat("{0}: CreateGeomHull: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _hullKey, newHullKey); |
1217 | 1180 | ||
@@ -1225,7 +1188,7 @@ public sealed class BSPrim : BSPhysObject | |||
1225 | { | 1188 | { |
1226 | // m_log.DebugFormat("{0}: CreateGeom: deleting old hull. Key={1}", LogHeader, _hullKey); | 1189 | // m_log.DebugFormat("{0}: CreateGeom: deleting old hull. Key={1}", LogHeader, _hullKey); |
1227 | DetailLog("{0},BSPrim.CreateGeomHull,deleteOldHull,key={1}", LocalID, _hullKey); | 1190 | DetailLog("{0},BSPrim.CreateGeomHull,deleteOldHull,key={1}", LocalID, _hullKey); |
1228 | BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey); | 1191 | BulletSimAPI.DestroyHull(PhysicsScene.WorldID, _hullKey); |
1229 | _hullKey = 0; | 1192 | _hullKey = 0; |
1230 | } | 1193 | } |
1231 | 1194 | ||
@@ -1314,7 +1277,7 @@ public sealed class BSPrim : BSPhysObject | |||
1314 | 1277 | ||
1315 | // create the hull definition in Bullet | 1278 | // create the hull definition in Bullet |
1316 | // m_log.DebugFormat("{0}: CreateGeom: calling CreateHull. lid={1}, key={2}, hulls={3}", LogHeader, _localID, _hullKey, hullCount); | 1279 | // m_log.DebugFormat("{0}: CreateGeom: calling CreateHull. lid={1}, key={2}, hulls={3}", LogHeader, _localID, _hullKey, hullCount); |
1317 | BulletSimAPI.CreateHull(_scene.WorldID, _hullKey, hullCount, convHulls); | 1280 | BulletSimAPI.CreateHull(PhysicsScene.WorldID, _hullKey, hullCount, convHulls); |
1318 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_HULL; | 1281 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_HULL; |
1319 | // meshes are already scaled by the meshmerizer | 1282 | // meshes are already scaled by the meshmerizer |
1320 | _scale = new OMV.Vector3(1f, 1f, 1f); | 1283 | _scale = new OMV.Vector3(1f, 1f, 1f); |
@@ -1354,10 +1317,10 @@ public sealed class BSPrim : BSPhysObject | |||
1354 | ShapeData shape; | 1317 | ShapeData shape; |
1355 | FillShapeInfo(out shape); | 1318 | FillShapeInfo(out shape); |
1356 | // m_log.DebugFormat("{0}: CreateObject: lID={1}, shape={2}", LogHeader, _localID, shape.Type); | 1319 | // m_log.DebugFormat("{0}: CreateObject: lID={1}, shape={2}", LogHeader, _localID, shape.Type); |
1357 | bool ret = BulletSimAPI.CreateObject(_scene.WorldID, shape); | 1320 | bool ret = BulletSimAPI.CreateObject(PhysicsScene.WorldID, shape); |
1358 | 1321 | ||
1359 | // the CreateObject() may have recreated the rigid body. Make sure we have the latest address. | 1322 | // the CreateObject() may have recreated the rigid body. Make sure we have the latest address. |
1360 | BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID)); | 1323 | BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(PhysicsScene.World.Ptr, LocalID)); |
1361 | BSShape = new BulletShape(BulletSimAPI.GetCollisionShape2(BSBody.Ptr)); | 1324 | BSShape = new BulletShape(BulletSimAPI.GetCollisionShape2(BSBody.Ptr)); |
1362 | 1325 | ||
1363 | return ret; | 1326 | return ret; |
@@ -1490,61 +1453,10 @@ public sealed class BSPrim : BSPhysObject | |||
1490 | } | 1453 | } |
1491 | */ | 1454 | */ |
1492 | } | 1455 | } |
1493 | |||
1494 | // I've collided with something | ||
1495 | // Called at taint time from within the Step() function | ||
1496 | CollisionEventUpdate collisionCollection; | ||
1497 | public override bool Collide(uint collidingWith, BSPhysObject collidee, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) | ||
1498 | { | ||
1499 | bool ret = false; | ||
1500 | |||
1501 | // The following lines make IsColliding() and IsCollidingGround() work | ||
1502 | _collidingStep = Scene.SimulationStep; | ||
1503 | if (collidingWith <= Scene.TerrainManager.HighestTerrainID) | ||
1504 | { | ||
1505 | _collidingGroundStep = Scene.SimulationStep; | ||
1506 | } | ||
1507 | |||
1508 | // DetailLog("{0},BSPrim.Collison,call,with={1}", LocalID, collidingWith); | ||
1509 | |||
1510 | // prims in the same linkset cannot collide with each other | ||
1511 | if (collidee != null && (this.Linkset.LinksetID == collidee.Linkset.LinksetID)) | ||
1512 | { | ||
1513 | return ret; | ||
1514 | } | ||
1515 | |||
1516 | // if someone has subscribed for collision events.... | ||
1517 | if (SubscribedEvents()) { | ||
1518 | // throttle the collisions to the number of milliseconds specified in the subscription | ||
1519 | int nowTime = Scene.SimulationNowTime; | ||
1520 | if (nowTime >= _nextCollisionOkTime) { | ||
1521 | _nextCollisionOkTime = nowTime + _subscribedEventsMs; | ||
1522 | |||
1523 | if (collisionCollection == null) | ||
1524 | collisionCollection = new CollisionEventUpdate(); | ||
1525 | collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); | ||
1526 | ret = true; | ||
1527 | } | ||
1528 | } | ||
1529 | return ret; | ||
1530 | } | ||
1531 | |||
1532 | // The scene is telling us it's time to pass our collected collisions into the simulator | ||
1533 | public override void SendCollisions() | ||
1534 | { | ||
1535 | if (collisionCollection != null && collisionCollection.Count > 0) | ||
1536 | { | ||
1537 | base.SendCollisionUpdate(collisionCollection); | ||
1538 | // The collisionCollection structure is passed around in the simulator. | ||
1539 | // Make sure we don't have a handle to that one and that a new one is used next time. | ||
1540 | collisionCollection = null; | ||
1541 | } | ||
1542 | } | ||
1543 | |||
1544 | // Invoke the detailed logger and output something if it's enabled. | 1456 | // Invoke the detailed logger and output something if it's enabled. |
1545 | private void DetailLog(string msg, params Object[] args) | 1457 | private void DetailLog(string msg, params Object[] args) |
1546 | { | 1458 | { |
1547 | Scene.PhysicsLogging.Write(msg, args); | 1459 | PhysicsScene.PhysicsLogging.Write(msg, args); |
1548 | } | 1460 | } |
1549 | } | 1461 | } |
1550 | } | 1462 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 52997dd..dabced5 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -75,10 +75,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
75 | 75 | ||
76 | public Dictionary<uint, BSPhysObject> PhysObjects = new Dictionary<uint, BSPhysObject>(); | 76 | public Dictionary<uint, BSPhysObject> PhysObjects = new Dictionary<uint, BSPhysObject>(); |
77 | 77 | ||
78 | private HashSet<BSPhysObject> m_objectsWithCollisions = new HashSet<BSPhysObject>(); | 78 | public HashSet<BSPhysObject> ObjectsWithCollisions = new HashSet<BSPhysObject>(); |
79 | // Following is a kludge and can be removed when avatar animation updating is | 79 | public HashSet<BSPhysObject> ObjectsWithNoMoreCollisions = new HashSet<BSPhysObject>(); |
80 | // moved to a better place. | 80 | // Keep track of all the avatars so we can send them a collision event |
81 | private HashSet<BSPhysObject> m_avatarsWithCollisions = new HashSet<BSPhysObject>(); | 81 | // every tick so OpenSim will update its animation. |
82 | private HashSet<BSPhysObject> m_avatars = new HashSet<BSPhysObject>(); | ||
82 | 83 | ||
83 | // List of all the objects that have vehicle properties and should be called | 84 | // List of all the objects that have vehicle properties and should be called |
84 | // to update each physics step. | 85 | // to update each physics step. |
@@ -379,7 +380,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
379 | // TODO: Remove kludge someday. | 380 | // TODO: Remove kludge someday. |
380 | // We must generate a collision for avatars whether they collide or not. | 381 | // We must generate a collision for avatars whether they collide or not. |
381 | // This is required by OpenSim to update avatar animations, etc. | 382 | // This is required by OpenSim to update avatar animations, etc. |
382 | lock (m_avatarsWithCollisions) m_avatarsWithCollisions.Add(actor); | 383 | lock (m_avatars) m_avatars.Add(actor); |
383 | 384 | ||
384 | return actor; | 385 | return actor; |
385 | } | 386 | } |
@@ -397,7 +398,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
397 | { | 398 | { |
398 | lock (PhysObjects) PhysObjects.Remove(actor.LocalID); | 399 | lock (PhysObjects) PhysObjects.Remove(actor.LocalID); |
399 | // Remove kludge someday | 400 | // Remove kludge someday |
400 | lock (m_avatarsWithCollisions) m_avatarsWithCollisions.Remove(bsactor); | 401 | lock (m_avatars) m_avatars.Remove(bsactor); |
401 | } | 402 | } |
402 | catch (Exception e) | 403 | catch (Exception e) |
403 | { | 404 | { |
@@ -464,6 +465,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
464 | int collidersCount = 0; | 465 | int collidersCount = 0; |
465 | IntPtr collidersPtr; | 466 | IntPtr collidersPtr; |
466 | 467 | ||
468 | int beforeTime = 0; | ||
469 | int simTime = 0; | ||
470 | |||
467 | // prevent simulation until we've been initialized | 471 | // prevent simulation until we've been initialized |
468 | if (!m_initialized) return 5.0f; | 472 | if (!m_initialized) return 5.0f; |
469 | 473 | ||
@@ -481,10 +485,14 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
481 | int numSubSteps = 0; | 485 | int numSubSteps = 0; |
482 | try | 486 | try |
483 | { | 487 | { |
488 | if (PhysicsLogging.Enabled) beforeTime = Util.EnvironmentTickCount(); | ||
489 | |||
484 | numSubSteps = BulletSimAPI.PhysicsStep(WorldID, timeStep, m_maxSubSteps, m_fixedTimeStep, | 490 | numSubSteps = BulletSimAPI.PhysicsStep(WorldID, timeStep, m_maxSubSteps, m_fixedTimeStep, |
485 | out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr); | 491 | out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr); |
486 | DetailLog("{0},Simulate,call, nTaints= {1}, substeps={2}, updates={3}, colliders={4}", | 492 | |
487 | DetailLogZero, numTaints, numSubSteps, updatedEntityCount, collidersCount); | 493 | if (PhysicsLogging.Enabled) simTime = Util.EnvironmentTickCountSubtract(beforeTime); |
494 | DetailLog("{0},Simulate,call, nTaints={1}, simTime={2}, substeps={3}, updates={4}, colliders={5}", | ||
495 | DetailLogZero, numTaints, simTime, numSubSteps, updatedEntityCount, collidersCount); | ||
488 | } | 496 | } |
489 | catch (Exception e) | 497 | catch (Exception e) |
490 | { | 498 | { |
@@ -502,12 +510,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
502 | // Get a value for 'now' so all the collision and update routines don't have to get their own | 510 | // Get a value for 'now' so all the collision and update routines don't have to get their own |
503 | SimulationNowTime = Util.EnvironmentTickCount(); | 511 | SimulationNowTime = Util.EnvironmentTickCount(); |
504 | 512 | ||
505 | // This is a kludge to get avatar movement updates. | ||
506 | // ODE sends collisions for avatars even if there are have been no collisions. This updates | ||
507 | // avatar animations and stuff. | ||
508 | // If you fix avatar animation updates, remove this overhead and let normal collision processing happen. | ||
509 | m_objectsWithCollisions = new HashSet<BSPhysObject>(m_avatarsWithCollisions); | ||
510 | |||
511 | // If there were collisions, process them by sending the event to the prim. | 513 | // If there were collisions, process them by sending the event to the prim. |
512 | // Collisions must be processed before updates. | 514 | // Collisions must be processed before updates. |
513 | if (collidersCount > 0) | 515 | if (collidersCount > 0) |
@@ -523,11 +525,31 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
523 | } | 525 | } |
524 | } | 526 | } |
525 | 527 | ||
528 | // This is a kludge to get avatar movement updates. | ||
529 | // ODE sends collisions for avatars even if there are have been no collisions. This updates | ||
530 | // avatar animations and stuff. | ||
531 | // If you fix avatar animation updates, remove this overhead and let normal collision processing happen. | ||
532 | foreach (BSPhysObject bsp in m_avatars) | ||
533 | bsp.SendCollisions(); | ||
534 | |||
526 | // The above SendCollision's batch up the collisions on the objects. | 535 | // The above SendCollision's batch up the collisions on the objects. |
527 | // Now push the collisions into the simulator. | 536 | // Now push the collisions into the simulator. |
528 | foreach (BSPhysObject bsp in m_objectsWithCollisions) | 537 | // If the object is done colliding, it will add itself to the ObjectsWithNoMoreCollisions list. |
529 | bsp.SendCollisions(); | 538 | if (ObjectsWithCollisions.Count > 0) |
530 | m_objectsWithCollisions.Clear(); | 539 | { |
540 | foreach (BSPhysObject bsp in ObjectsWithCollisions) | ||
541 | if (!m_avatars.Contains(bsp)) // don't call avatars twice | ||
542 | bsp.SendCollisions(); | ||
543 | } | ||
544 | |||
545 | // Objects that are done colliding are removed from the ObjectsWithCollisions list. | ||
546 | // This can't be done by SendCollisions because it is inside an iteration of ObjectWithCollisions. | ||
547 | if (ObjectsWithNoMoreCollisions.Count > 0) | ||
548 | { | ||
549 | foreach (BSPhysObject po in ObjectsWithNoMoreCollisions) | ||
550 | ObjectsWithCollisions.Remove(po); | ||
551 | ObjectsWithNoMoreCollisions.Clear(); | ||
552 | } | ||
531 | 553 | ||
532 | // If any of the objects had updated properties, tell the object it has been changed by the physics engine | 554 | // If any of the objects had updated properties, tell the object it has been changed by the physics engine |
533 | if (updatedEntityCount > 0) | 555 | if (updatedEntityCount > 0) |
@@ -555,7 +577,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
555 | // The physics engine returns the number of milliseconds it simulated this call. | 577 | // The physics engine returns the number of milliseconds it simulated this call. |
556 | // These are summed and normalized to one second and divided by 1000 to give the reported physics FPS. | 578 | // These are summed and normalized to one second and divided by 1000 to give the reported physics FPS. |
557 | // Since Bullet normally does 5 or 6 substeps, this will normally sum to about 60 FPS. | 579 | // Since Bullet normally does 5 or 6 substeps, this will normally sum to about 60 FPS. |
558 | return numSubSteps * m_fixedTimeStep; | 580 | return numSubSteps * m_fixedTimeStep * 1000; |
559 | } | 581 | } |
560 | 582 | ||
561 | // Something has collided | 583 | // Something has collided |
@@ -583,7 +605,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
583 | if (collider.Collide(collidingWith, collidee, collidePoint, collideNormal, penetration)) | 605 | if (collider.Collide(collidingWith, collidee, collidePoint, collideNormal, penetration)) |
584 | { | 606 | { |
585 | // If a collision was posted, remember to send it to the simulator | 607 | // If a collision was posted, remember to send it to the simulator |
586 | m_objectsWithCollisions.Add(collider); | 608 | ObjectsWithCollisions.Add(collider); |
587 | } | 609 | } |
588 | 610 | ||
589 | return; | 611 | return; |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs index 9221cdb..4d2d962 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs | |||
@@ -249,7 +249,16 @@ public enum CollisionFlags : uint | |||
249 | BS_PHYSICAL_OBJECT = 1 << 13, | 249 | BS_PHYSICAL_OBJECT = 1 << 13, |
250 | BS_TERRAIN_OBJECT = 1 << 14, | 250 | BS_TERRAIN_OBJECT = 1 << 14, |
251 | BS_NONE = 0, | 251 | BS_NONE = 0, |
252 | BS_ALL = 0xFFFFFFFF | 252 | BS_ALL = 0xFFFFFFFF, |
253 | |||
254 | // These are the collision flags switched depending on physical state. | ||
255 | // The other flags are used for other things and should not be fooled with. | ||
256 | BS_ACTIVE = CF_STATIC_OBJECT | ||
257 | | CF_KINEMATIC_OBJECT | ||
258 | | CF_NO_CONTACT_RESPONSE | ||
259 | | BS_VOLUME_DETECT_OBJECT | ||
260 | | BS_PHANTOM_OBJECT | ||
261 | | BS_PHYSICAL_OBJECT, | ||
253 | }; | 262 | }; |
254 | 263 | ||
255 | // Values for collisions groups and masks | 264 | // Values for collisions groups and masks |
@@ -270,52 +279,6 @@ public enum CollisionFilterGroups : uint | |||
270 | SolidFilter = 1 << 13, | 279 | SolidFilter = 1 << 13, |
271 | }; | 280 | }; |
272 | 281 | ||
273 | // For each type, we first clear and then set the collision flags | ||
274 | public enum ClearCollisionFlag : uint | ||
275 | { | ||
276 | Terrain = CollisionFlags.BS_ALL, | ||
277 | Phantom = CollisionFlags.BS_ALL, | ||
278 | VolumeDetect = CollisionFlags.BS_ALL, | ||
279 | PhysicalObject = CollisionFlags.BS_ALL, | ||
280 | StaticObject = CollisionFlags.BS_ALL | ||
281 | } | ||
282 | |||
283 | public enum SetCollisionFlag : uint | ||
284 | { | ||
285 | Terrain = CollisionFlags.CF_STATIC_OBJECT | ||
286 | | CollisionFlags.BS_TERRAIN_OBJECT, | ||
287 | Phantom = CollisionFlags.CF_STATIC_OBJECT | ||
288 | | CollisionFlags.BS_PHANTOM_OBJECT | ||
289 | | CollisionFlags.CF_NO_CONTACT_RESPONSE, | ||
290 | VolumeDetect = CollisionFlags.CF_STATIC_OBJECT | ||
291 | | CollisionFlags.BS_VOLUME_DETECT_OBJECT | ||
292 | | CollisionFlags.CF_NO_CONTACT_RESPONSE, | ||
293 | PhysicalObject = CollisionFlags.BS_PHYSICAL_OBJECT, | ||
294 | StaticObject = CollisionFlags.CF_STATIC_OBJECT, | ||
295 | } | ||
296 | |||
297 | // Collision filters used for different types of objects | ||
298 | public enum SetCollisionFilter : uint | ||
299 | { | ||
300 | Terrain = CollisionFilterGroups.AllFilter, | ||
301 | Phantom = CollisionFilterGroups.GroundPlaneFilter | ||
302 | | CollisionFilterGroups.TerrainFilter, | ||
303 | VolumeDetect = CollisionFilterGroups.AllFilter, | ||
304 | PhysicalObject = CollisionFilterGroups.AllFilter, | ||
305 | StaticObject = CollisionFilterGroups.AllFilter, | ||
306 | } | ||
307 | |||
308 | // Collision masks used for different types of objects | ||
309 | public enum SetCollisionMask : uint | ||
310 | { | ||
311 | Terrain = CollisionFilterGroups.AllFilter, | ||
312 | Phantom = CollisionFilterGroups.GroundPlaneFilter | ||
313 | | CollisionFilterGroups.TerrainFilter, | ||
314 | VolumeDetect = CollisionFilterGroups.AllFilter, | ||
315 | PhysicalObject = CollisionFilterGroups.AllFilter, | ||
316 | StaticObject = CollisionFilterGroups.AllFilter | ||
317 | } | ||
318 | |||
319 | // CFM controls the 'hardness' of the constraint. 0=fixed, 0..1=violatable. Default=0 | 282 | // CFM controls the 'hardness' of the constraint. 0=fixed, 0..1=violatable. Default=0 |
320 | // ERP controls amount of correction per tick. Usable range=0.1..0.8. Default=0.2. | 283 | // ERP controls amount of correction per tick. Usable range=0.1..0.8. Default=0.2. |
321 | public enum ConstraintParams : int | 284 | public enum ConstraintParams : int |