diff options
Diffstat (limited to 'OpenSim/Region')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 124 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs | 3 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 9 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | 50 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | 60 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 86 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 371 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs | 464 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs | 115 |
9 files changed, 961 insertions, 321 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 1b23a36..747ae71 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -34,13 +34,12 @@ using OpenSim.Region.Physics.Manager; | |||
34 | 34 | ||
35 | namespace OpenSim.Region.Physics.BulletSPlugin | 35 | namespace OpenSim.Region.Physics.BulletSPlugin |
36 | { | 36 | { |
37 | public class BSCharacter : PhysicsActor | 37 | public class BSCharacter : BSPhysObject |
38 | { | 38 | { |
39 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 39 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
40 | private static readonly string LogHeader = "[BULLETS CHAR]"; | 40 | private static readonly string LogHeader = "[BULLETS CHAR]"; |
41 | 41 | ||
42 | private BSScene _scene; | 42 | public BSScene Scene { get; private set; } |
43 | public BSScene Scene { get { return _scene; } } | ||
44 | private String _avName; | 43 | private String _avName; |
45 | // private bool _stopped; | 44 | // private bool _stopped; |
46 | private Vector3 _size; | 45 | private Vector3 _size; |
@@ -74,11 +73,8 @@ public class BSCharacter : PhysicsActor | |||
74 | private bool _kinematic; | 73 | private bool _kinematic; |
75 | private float _buoyancy; | 74 | private float _buoyancy; |
76 | 75 | ||
77 | private BulletBody m_body; | 76 | public override BulletBody Body { get; set; } |
78 | public BulletBody Body { | 77 | public override BSLinkset Linkset { get; set; } |
79 | get { return m_body; } | ||
80 | set { m_body = value; } | ||
81 | } | ||
82 | 78 | ||
83 | private int _subscribedEventsMs = 0; | 79 | private int _subscribedEventsMs = 0; |
84 | private int _nextCollisionOkTime = 0; | 80 | private int _nextCollisionOkTime = 0; |
@@ -95,7 +91,7 @@ public class BSCharacter : PhysicsActor | |||
95 | { | 91 | { |
96 | _localID = localID; | 92 | _localID = localID; |
97 | _avName = avName; | 93 | _avName = avName; |
98 | _scene = parent_scene; | 94 | Scene = parent_scene; |
99 | _position = pos; | 95 | _position = pos; |
100 | _size = size; | 96 | _size = size; |
101 | _flying = isFlying; | 97 | _flying = isFlying; |
@@ -104,10 +100,12 @@ public class BSCharacter : PhysicsActor | |||
104 | _buoyancy = ComputeBuoyancyFromFlying(isFlying); | 100 | _buoyancy = ComputeBuoyancyFromFlying(isFlying); |
105 | // The dimensions of the avatar capsule are kept in the scale. | 101 | // The dimensions of the avatar capsule are kept in the scale. |
106 | // Physics creates a unit capsule which is scaled by the physics engine. | 102 | // Physics creates a unit capsule which is scaled by the physics engine. |
107 | _scale = new Vector3(_scene.Params.avatarCapsuleRadius, _scene.Params.avatarCapsuleRadius, size.Z); | 103 | _scale = new Vector3(Scene.Params.avatarCapsuleRadius, Scene.Params.avatarCapsuleRadius, size.Z); |
108 | _density = _scene.Params.avatarDensity; | 104 | _density = Scene.Params.avatarDensity; |
109 | ComputeAvatarVolumeAndMass(); // set _avatarVolume and _mass based on capsule size, _density and _scale | 105 | ComputeAvatarVolumeAndMass(); // set _avatarVolume and _mass based on capsule size, _density and _scale |
110 | 106 | ||
107 | Linkset = new BSLinkset(Scene, this); | ||
108 | |||
111 | ShapeData shapeData = new ShapeData(); | 109 | ShapeData shapeData = new ShapeData(); |
112 | shapeData.ID = _localID; | 110 | shapeData.ID = _localID; |
113 | shapeData.Type = ShapeData.PhysicsShapeType.SHAPE_AVATAR; | 111 | shapeData.Type = ShapeData.PhysicsShapeType.SHAPE_AVATAR; |
@@ -118,19 +116,19 @@ public class BSCharacter : PhysicsActor | |||
118 | shapeData.Mass = _mass; | 116 | shapeData.Mass = _mass; |
119 | shapeData.Buoyancy = _buoyancy; | 117 | shapeData.Buoyancy = _buoyancy; |
120 | shapeData.Static = ShapeData.numericFalse; | 118 | shapeData.Static = ShapeData.numericFalse; |
121 | shapeData.Friction = _scene.Params.avatarFriction; | 119 | shapeData.Friction = Scene.Params.avatarFriction; |
122 | shapeData.Restitution = _scene.Params.avatarRestitution; | 120 | shapeData.Restitution = Scene.Params.avatarRestitution; |
123 | 121 | ||
124 | // do actual create at taint time | 122 | // do actual create at taint time |
125 | _scene.TaintedObject("BSCharacter.create", delegate() | 123 | Scene.TaintedObject("BSCharacter.create", delegate() |
126 | { | 124 | { |
127 | DetailLog("{0},BSCharacter.create", _localID); | 125 | DetailLog("{0},BSCharacter.create", _localID); |
128 | BulletSimAPI.CreateObject(parent_scene.WorldID, shapeData); | 126 | BulletSimAPI.CreateObject(Scene.WorldID, shapeData); |
129 | 127 | ||
130 | // Set the buoyancy for flying. This will be refactored when all the settings happen in C# | 128 | // Set the buoyancy for flying. This will be refactored when all the settings happen in C# |
131 | BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, LocalID, _buoyancy); | 129 | BulletSimAPI.SetObjectBuoyancy(Scene.WorldID, LocalID, _buoyancy); |
132 | 130 | ||
133 | m_body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID)); | 131 | Body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(Scene.World.Ptr, LocalID)); |
134 | // avatars get all collisions no matter what (makes walking on ground and such work) | 132 | // avatars get all collisions no matter what (makes walking on ground and such work) |
135 | BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 133 | BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
136 | }); | 134 | }); |
@@ -139,12 +137,12 @@ public class BSCharacter : PhysicsActor | |||
139 | } | 137 | } |
140 | 138 | ||
141 | // called when this character is being destroyed and the resources should be released | 139 | // called when this character is being destroyed and the resources should be released |
142 | public void Destroy() | 140 | public override void Destroy() |
143 | { | 141 | { |
144 | DetailLog("{0},BSCharacter.Destroy", LocalID); | 142 | DetailLog("{0},BSCharacter.Destroy", LocalID); |
145 | _scene.TaintedObject("BSCharacter.destroy", delegate() | 143 | Scene.TaintedObject("BSCharacter.destroy", delegate() |
146 | { | 144 | { |
147 | BulletSimAPI.DestroyObject(_scene.WorldID, _localID); | 145 | BulletSimAPI.DestroyObject(Scene.WorldID, _localID); |
148 | }); | 146 | }); |
149 | } | 147 | } |
150 | 148 | ||
@@ -173,9 +171,9 @@ public class BSCharacter : PhysicsActor | |||
173 | 171 | ||
174 | ComputeAvatarVolumeAndMass(); | 172 | ComputeAvatarVolumeAndMass(); |
175 | 173 | ||
176 | _scene.TaintedObject("BSCharacter.setSize", delegate() | 174 | Scene.TaintedObject("BSCharacter.setSize", delegate() |
177 | { | 175 | { |
178 | BulletSimAPI.SetObjectScaleMass(_scene.WorldID, LocalID, _scale, _mass, true); | 176 | BulletSimAPI.SetObjectScaleMass(Scene.WorldID, LocalID, _scale, _mass, true); |
179 | }); | 177 | }); |
180 | 178 | ||
181 | } | 179 | } |
@@ -204,17 +202,17 @@ public class BSCharacter : PhysicsActor | |||
204 | 202 | ||
205 | public override Vector3 Position { | 203 | public override Vector3 Position { |
206 | get { | 204 | get { |
207 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | 205 | // _position = BulletSimAPI.GetObjectPosition(Scene.WorldID, _localID); |
208 | return _position; | 206 | return _position; |
209 | } | 207 | } |
210 | set { | 208 | set { |
211 | _position = value; | 209 | _position = value; |
212 | PositionSanityCheck(); | 210 | PositionSanityCheck(); |
213 | 211 | ||
214 | _scene.TaintedObject("BSCharacter.setPosition", delegate() | 212 | Scene.TaintedObject("BSCharacter.setPosition", delegate() |
215 | { | 213 | { |
216 | DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 214 | DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
217 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | 215 | BulletSimAPI.SetObjectTranslation(Scene.WorldID, _localID, _position, _orientation); |
218 | }); | 216 | }); |
219 | } | 217 | } |
220 | } | 218 | } |
@@ -227,16 +225,35 @@ public class BSCharacter : PhysicsActor | |||
227 | bool ret = false; | 225 | bool ret = false; |
228 | 226 | ||
229 | // If below the ground, move the avatar up | 227 | // If below the ground, move the avatar up |
230 | float terrainHeight = Scene.GetTerrainHeightAtXYZ(_position); | 228 | float terrainHeight = Scene.TerrainManager.GetTerrainHeightAtXYZ(_position); |
231 | if (_position.Z < terrainHeight) | 229 | if (Position.Z < terrainHeight) |
232 | { | 230 | { |
233 | DetailLog("{0},BSCharacter.PositionAdjustUnderGround,call,pos={1},orient={2}", LocalID, _position, _orientation); | 231 | DetailLog("{0},BSCharacter.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, _position, terrainHeight); |
234 | _position.Z = terrainHeight + 2.0f; | 232 | _position.Z = terrainHeight + 2.0f; |
235 | ret = true; | 233 | ret = true; |
236 | } | 234 | } |
237 | 235 | ||
238 | // TODO: check for out of bounds | 236 | // TODO: check for out of bounds |
237 | return ret; | ||
238 | } | ||
239 | 239 | ||
240 | // A version of the sanity check that also makes sure a new position value is | ||
241 | // pushed back to the physics engine. This routine would be used by anyone | ||
242 | // who is not already pushing the value. | ||
243 | private bool PositionSanityCheck2() | ||
244 | { | ||
245 | bool ret = false; | ||
246 | if (PositionSanityCheck()) | ||
247 | { | ||
248 | // 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. | ||
250 | Scene.TaintedObject("BSCharacter.PositionSanityCheck", delegate() | ||
251 | { | ||
252 | DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation); | ||
253 | BulletSimAPI.SetObjectTranslation(Scene.WorldID, _localID, _position, _orientation); | ||
254 | }); | ||
255 | ret = true; | ||
256 | } | ||
240 | return ret; | 257 | return ret; |
241 | } | 258 | } |
242 | 259 | ||
@@ -245,6 +262,10 @@ public class BSCharacter : PhysicsActor | |||
245 | return _mass; | 262 | return _mass; |
246 | } | 263 | } |
247 | } | 264 | } |
265 | |||
266 | // used when we only want this prim's mass and not the linkset thing | ||
267 | public override float MassRaw { get {return _mass; } } | ||
268 | |||
248 | public override Vector3 Force { | 269 | public override Vector3 Force { |
249 | get { return _force; } | 270 | get { return _force; } |
250 | set { | 271 | set { |
@@ -277,10 +298,10 @@ public class BSCharacter : PhysicsActor | |||
277 | set { | 298 | set { |
278 | _velocity = value; | 299 | _velocity = value; |
279 | // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity); | 300 | // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity); |
280 | _scene.TaintedObject("BSCharacter.setVelocity", delegate() | 301 | Scene.TaintedObject("BSCharacter.setVelocity", delegate() |
281 | { | 302 | { |
282 | DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity); | 303 | DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity); |
283 | BulletSimAPI.SetObjectVelocity(_scene.WorldID, _localID, _velocity); | 304 | BulletSimAPI.SetObjectVelocity(Scene.WorldID, _localID, _velocity); |
284 | }); | 305 | }); |
285 | } | 306 | } |
286 | } | 307 | } |
@@ -303,10 +324,10 @@ public class BSCharacter : PhysicsActor | |||
303 | set { | 324 | set { |
304 | _orientation = value; | 325 | _orientation = value; |
305 | // m_log.DebugFormat("{0}: set orientation to {1}", LogHeader, _orientation); | 326 | // m_log.DebugFormat("{0}: set orientation to {1}", LogHeader, _orientation); |
306 | _scene.TaintedObject("BSCharacter.setOrientation", delegate() | 327 | Scene.TaintedObject("BSCharacter.setOrientation", delegate() |
307 | { | 328 | { |
308 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | 329 | // _position = BulletSimAPI.GetObjectPosition(Scene.WorldID, _localID); |
309 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | 330 | BulletSimAPI.SetObjectTranslation(Scene.WorldID, _localID, _position, _orientation); |
310 | }); | 331 | }); |
311 | } | 332 | } |
312 | } | 333 | } |
@@ -343,11 +364,11 @@ public class BSCharacter : PhysicsActor | |||
343 | set { _throttleUpdates = value; } | 364 | set { _throttleUpdates = value; } |
344 | } | 365 | } |
345 | public override bool IsColliding { | 366 | public override bool IsColliding { |
346 | get { return (_collidingStep == _scene.SimulationStep); } | 367 | get { return (_collidingStep == Scene.SimulationStep); } |
347 | set { _isColliding = value; } | 368 | set { _isColliding = value; } |
348 | } | 369 | } |
349 | public override bool CollidingGround { | 370 | public override bool CollidingGround { |
350 | get { return (_collidingGroundStep == _scene.SimulationStep); } | 371 | get { return (_collidingGroundStep == Scene.SimulationStep); } |
351 | set { _collidingGround = value; } | 372 | set { _collidingGround = value; } |
352 | } | 373 | } |
353 | public override bool CollidingObj { | 374 | public override bool CollidingObj { |
@@ -369,10 +390,10 @@ public class BSCharacter : PhysicsActor | |||
369 | public override float Buoyancy { | 390 | public override float Buoyancy { |
370 | get { return _buoyancy; } | 391 | get { return _buoyancy; } |
371 | set { _buoyancy = value; | 392 | set { _buoyancy = value; |
372 | _scene.TaintedObject("BSCharacter.setBuoyancy", delegate() | 393 | Scene.TaintedObject("BSCharacter.setBuoyancy", delegate() |
373 | { | 394 | { |
374 | DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | 395 | DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy); |
375 | BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, LocalID, _buoyancy); | 396 | BulletSimAPI.SetObjectBuoyancy(Scene.WorldID, LocalID, _buoyancy); |
376 | }); | 397 | }); |
377 | } | 398 | } |
378 | } | 399 | } |
@@ -416,7 +437,7 @@ public class BSCharacter : PhysicsActor | |||
416 | _force.Y += force.Y; | 437 | _force.Y += force.Y; |
417 | _force.Z += force.Z; | 438 | _force.Z += force.Z; |
418 | // m_log.DebugFormat("{0}: AddForce. adding={1}, newForce={2}", LogHeader, force, _force); | 439 | // m_log.DebugFormat("{0}: AddForce. adding={1}, newForce={2}", LogHeader, force, _force); |
419 | _scene.TaintedObject("BSCharacter.AddForce", delegate() | 440 | Scene.TaintedObject("BSCharacter.AddForce", delegate() |
420 | { | 441 | { |
421 | DetailLog("{0},BSCharacter.setAddForce,taint,addedForce={1}", LocalID, _force); | 442 | DetailLog("{0},BSCharacter.setAddForce,taint,addedForce={1}", LocalID, _force); |
422 | BulletSimAPI.AddObjectForce2(Body.Ptr, _force); | 443 | BulletSimAPI.AddObjectForce2(Body.Ptr, _force); |
@@ -448,6 +469,12 @@ public class BSCharacter : PhysicsActor | |||
448 | }); | 469 | }); |
449 | } | 470 | } |
450 | } | 471 | } |
472 | |||
473 | public override void ZeroMotion() | ||
474 | { | ||
475 | return; | ||
476 | } | ||
477 | |||
451 | // Stop collision events | 478 | // Stop collision events |
452 | public override void UnSubscribeEvents() { | 479 | public override void UnSubscribeEvents() { |
453 | _subscribedEventsMs = 0; | 480 | _subscribedEventsMs = 0; |
@@ -481,7 +508,7 @@ public class BSCharacter : PhysicsActor | |||
481 | 508 | ||
482 | // The physics engine says that properties have updated. Update same and inform | 509 | // The physics engine says that properties have updated. Update same and inform |
483 | // the world that things have changed. | 510 | // the world that things have changed. |
484 | public void UpdateProperties(EntityProperties entprop) | 511 | public override void UpdateProperties(EntityProperties entprop) |
485 | { | 512 | { |
486 | _position = entprop.Position; | 513 | _position = entprop.Position; |
487 | _orientation = entprop.Rotation; | 514 | _orientation = entprop.Rotation; |
@@ -491,30 +518,33 @@ public class BSCharacter : PhysicsActor | |||
491 | // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. | 518 | // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. |
492 | // base.RequestPhysicsterseUpdate(); | 519 | // base.RequestPhysicsterseUpdate(); |
493 | 520 | ||
494 | DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", | 521 | // Do some sanity checking for the avatar. Make sure it's above ground and inbounds. |
495 | LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, | 522 | PositionSanityCheck2(); |
496 | entprop.Acceleration, entprop.RotationalVelocity); | 523 | |
524 | float heightHere = Scene.TerrainManager.GetTerrainHeightAtXYZ(_position); // only for debug | ||
525 | DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5},terrain={6}", | ||
526 | LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity, heightHere); | ||
497 | } | 527 | } |
498 | 528 | ||
499 | // Called by the scene when a collision with this object is reported | 529 | // Called by the scene when a collision with this object is reported |
500 | // The collision, if it should be reported to the character, is placed in a collection | 530 | // The collision, if it should be reported to the character, is placed in a collection |
501 | // that will later be sent to the simulator when SendCollisions() is called. | 531 | // that will later be sent to the simulator when SendCollisions() is called. |
502 | CollisionEventUpdate collisionCollection = null; | 532 | CollisionEventUpdate collisionCollection = null; |
503 | public void Collide(uint collidingWith, ActorTypes type, Vector3 contactPoint, Vector3 contactNormal, float pentrationDepth) | 533 | public override void Collide(uint collidingWith, BSPhysObject collidee, ActorTypes type, Vector3 contactPoint, Vector3 contactNormal, float pentrationDepth) |
504 | { | 534 | { |
505 | // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith); | 535 | // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith); |
506 | 536 | ||
507 | // The following makes IsColliding() and IsCollidingGround() work | 537 | // The following makes IsColliding() and IsCollidingGround() work |
508 | _collidingStep = _scene.SimulationStep; | 538 | _collidingStep = Scene.SimulationStep; |
509 | if (collidingWith == BSScene.TERRAIN_ID || collidingWith == BSScene.GROUNDPLANE_ID) | 539 | if (collidingWith == BSScene.TERRAIN_ID || collidingWith == BSScene.GROUNDPLANE_ID) |
510 | { | 540 | { |
511 | _collidingGroundStep = _scene.SimulationStep; | 541 | _collidingGroundStep = Scene.SimulationStep; |
512 | } | 542 | } |
513 | // DetailLog("{0},BSCharacter.Collison,call,with={1}", LocalID, collidingWith); | 543 | // DetailLog("{0},BSCharacter.Collison,call,with={1}", LocalID, collidingWith); |
514 | 544 | ||
515 | // throttle collisions to the rate specified in the subscription | 545 | // throttle collisions to the rate specified in the subscription |
516 | if (_subscribedEventsMs != 0) { | 546 | if (_subscribedEventsMs != 0) { |
517 | int nowTime = _scene.SimulationNowTime; | 547 | int nowTime = Scene.SimulationNowTime; |
518 | if (nowTime >= _nextCollisionOkTime) { | 548 | if (nowTime >= _nextCollisionOkTime) { |
519 | _nextCollisionOkTime = nowTime + _subscribedEventsMs; | 549 | _nextCollisionOkTime = nowTime + _subscribedEventsMs; |
520 | 550 | ||
@@ -525,7 +555,7 @@ public class BSCharacter : PhysicsActor | |||
525 | } | 555 | } |
526 | } | 556 | } |
527 | 557 | ||
528 | public void SendCollisions() | 558 | public override void SendCollisions() |
529 | { | 559 | { |
530 | /* | 560 | /* |
531 | if (collisionCollection != null && collisionCollection.Count > 0) | 561 | if (collisionCollection != null && collisionCollection.Count > 0) |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs index 25084d8..d9270d1 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs | |||
@@ -48,11 +48,10 @@ public abstract class BSConstraint : IDisposable | |||
48 | { | 48 | { |
49 | if (m_enabled) | 49 | if (m_enabled) |
50 | { | 50 | { |
51 | // BulletSimAPI.RemoveConstraint(m_world.ID, m_body1.ID, m_body2.ID); | 51 | m_enabled = false; |
52 | bool success = BulletSimAPI.DestroyConstraint2(m_world.Ptr, m_constraint.Ptr); | 52 | bool success = BulletSimAPI.DestroyConstraint2(m_world.Ptr, m_constraint.Ptr); |
53 | m_world.scene.DetailLog("{0},BSConstraint.Dispose,taint,body1={1},body2={2},success={3}", BSScene.DetailLogZero, m_body1.ID, m_body2.ID, success); | 53 | m_world.scene.DetailLog("{0},BSConstraint.Dispose,taint,body1={1},body2={2},success={3}", BSScene.DetailLogZero, m_body1.ID, m_body2.ID, success); |
54 | m_constraint.Ptr = System.IntPtr.Zero; | 54 | m_constraint.Ptr = System.IntPtr.Zero; |
55 | m_enabled = false; | ||
56 | } | 55 | } |
57 | } | 56 | } |
58 | 57 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index d7213fc..8169e99 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -465,6 +465,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
465 | } | 465 | } |
466 | }//end SetDefaultsForType | 466 | }//end SetDefaultsForType |
467 | 467 | ||
468 | // One step of the vehicle properties for the next 'pTimestep' seconds. | ||
468 | internal void Step(float pTimestep) | 469 | internal void Step(float pTimestep) |
469 | { | 470 | { |
470 | if (m_type == Vehicle.TYPE_NONE) return; | 471 | if (m_type == Vehicle.TYPE_NONE) return; |
@@ -592,9 +593,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
592 | } | 593 | } |
593 | 594 | ||
594 | // If below the terrain, move us above the ground a little. | 595 | // If below the terrain, move us above the ground a little. |
595 | if (pos.Z < m_prim.Scene.GetTerrainHeightAtXYZ(pos)) | 596 | if (pos.Z < m_prim.Scene.TerrainManager.GetTerrainHeightAtXYZ(pos)) |
596 | { | 597 | { |
597 | pos.Z = m_prim.Scene.GetTerrainHeightAtXYZ(pos) + 2; | 598 | pos.Z = m_prim.Scene.TerrainManager.GetTerrainHeightAtXYZ(pos) + 2; |
598 | m_prim.Position = pos; | 599 | m_prim.Position = pos; |
599 | VDetailLog("{0},MoveLinear,terrainHeight,pos={1}", m_prim.LocalID, pos); | 600 | VDetailLog("{0},MoveLinear,terrainHeight,pos={1}", m_prim.LocalID, pos); |
600 | } | 601 | } |
@@ -609,7 +610,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
609 | } | 610 | } |
610 | if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0) | 611 | if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0) |
611 | { | 612 | { |
612 | m_VhoverTargetHeight = m_prim.Scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight; | 613 | m_VhoverTargetHeight = m_prim.Scene.TerrainManager.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight; |
613 | } | 614 | } |
614 | if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0) | 615 | if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0) |
615 | { | 616 | { |
@@ -673,7 +674,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
673 | { | 674 | { |
674 | grav.Z = (float)(grav.Z * 1.125); | 675 | grav.Z = (float)(grav.Z * 1.125); |
675 | } | 676 | } |
676 | float terraintemp = m_prim.Scene.GetTerrainHeightAtXYZ(pos); | 677 | float terraintemp = m_prim.Scene.TerrainManager.GetTerrainHeightAtXYZ(pos); |
677 | float postemp = (pos.Z - terraintemp); | 678 | float postemp = (pos.Z - terraintemp); |
678 | if (postemp > 2.5f) | 679 | if (postemp > 2.5f) |
679 | { | 680 | { |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index 9e3f0db..b04e1b6 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | |||
@@ -36,8 +36,8 @@ public class BSLinkset | |||
36 | { | 36 | { |
37 | private static string LogHeader = "[BULLETSIM LINKSET]"; | 37 | private static string LogHeader = "[BULLETSIM LINKSET]"; |
38 | 38 | ||
39 | private BSPrim m_linksetRoot; | 39 | private BSPhysObject m_linksetRoot; |
40 | public BSPrim LinksetRoot { get { return m_linksetRoot; } } | 40 | public BSPhysObject LinksetRoot { get { return m_linksetRoot; } } |
41 | 41 | ||
42 | private BSScene m_physicsScene; | 42 | private BSScene m_physicsScene; |
43 | public BSScene PhysicsScene { get { return m_physicsScene; } } | 43 | public BSScene PhysicsScene { get { return m_physicsScene; } } |
@@ -46,7 +46,7 @@ public class BSLinkset | |||
46 | public int LinksetID { get; private set; } | 46 | public int LinksetID { get; private set; } |
47 | 47 | ||
48 | // The children under the root in this linkset | 48 | // The children under the root in this linkset |
49 | private List<BSPrim> m_children; | 49 | private List<BSPhysObject> m_children; |
50 | 50 | ||
51 | // We lock the diddling of linkset classes to prevent any badness. | 51 | // We lock the diddling of linkset classes to prevent any badness. |
52 | // This locks the modification of the instances of this class. Changes | 52 | // This locks the modification of the instances of this class. Changes |
@@ -74,7 +74,7 @@ public class BSLinkset | |||
74 | get { return ComputeLinksetGeometricCenter(); } | 74 | get { return ComputeLinksetGeometricCenter(); } |
75 | } | 75 | } |
76 | 76 | ||
77 | public BSLinkset(BSScene scene, BSPrim parent) | 77 | public BSLinkset(BSScene scene, BSPhysObject parent) |
78 | { | 78 | { |
79 | // A simple linkset of one (no children) | 79 | // A simple linkset of one (no children) |
80 | LinksetID = m_nextLinksetID++; | 80 | LinksetID = m_nextLinksetID++; |
@@ -83,14 +83,14 @@ public class BSLinkset | |||
83 | m_nextLinksetID = 1; | 83 | m_nextLinksetID = 1; |
84 | m_physicsScene = scene; | 84 | m_physicsScene = scene; |
85 | m_linksetRoot = parent; | 85 | m_linksetRoot = parent; |
86 | m_children = new List<BSPrim>(); | 86 | m_children = new List<BSPhysObject>(); |
87 | m_mass = parent.MassRaw; | 87 | m_mass = parent.MassRaw; |
88 | } | 88 | } |
89 | 89 | ||
90 | // Link to a linkset where the child knows the parent. | 90 | // Link to a linkset where the child knows the parent. |
91 | // Parent changing should not happen so do some sanity checking. | 91 | // Parent changing should not happen so do some sanity checking. |
92 | // We return the parent's linkset so the child can track its membership. | 92 | // We return the parent's linkset so the child can track its membership. |
93 | public BSLinkset AddMeToLinkset(BSPrim child) | 93 | public BSLinkset AddMeToLinkset(BSPhysObject child) |
94 | { | 94 | { |
95 | lock (m_linksetActivityLock) | 95 | lock (m_linksetActivityLock) |
96 | { | 96 | { |
@@ -102,7 +102,7 @@ public class BSLinkset | |||
102 | // Remove a child from a linkset. | 102 | // Remove a child from a linkset. |
103 | // Returns a new linkset for the child which is a linkset of one (just the | 103 | // Returns a new linkset for the child which is a linkset of one (just the |
104 | // orphened child). | 104 | // orphened child). |
105 | public BSLinkset RemoveMeFromLinkset(BSPrim child) | 105 | public BSLinkset RemoveMeFromLinkset(BSPhysObject child) |
106 | { | 106 | { |
107 | lock (m_linksetActivityLock) | 107 | lock (m_linksetActivityLock) |
108 | { | 108 | { |
@@ -129,7 +129,7 @@ public class BSLinkset | |||
129 | } | 129 | } |
130 | 130 | ||
131 | // Return 'true' if the passed object is the root object of this linkset | 131 | // Return 'true' if the passed object is the root object of this linkset |
132 | public bool IsRoot(BSPrim requestor) | 132 | public bool IsRoot(BSPhysObject requestor) |
133 | { | 133 | { |
134 | return (requestor.LocalID == m_linksetRoot.LocalID); | 134 | return (requestor.LocalID == m_linksetRoot.LocalID); |
135 | } | 135 | } |
@@ -140,12 +140,12 @@ public class BSLinkset | |||
140 | public bool HasAnyChildren { get { return (m_children.Count > 0); } } | 140 | public bool HasAnyChildren { get { return (m_children.Count > 0); } } |
141 | 141 | ||
142 | // Return 'true' if this child is in this linkset | 142 | // Return 'true' if this child is in this linkset |
143 | public bool HasChild(BSPrim child) | 143 | public bool HasChild(BSPhysObject child) |
144 | { | 144 | { |
145 | bool ret = false; | 145 | bool ret = false; |
146 | lock (m_linksetActivityLock) | 146 | lock (m_linksetActivityLock) |
147 | { | 147 | { |
148 | foreach (BSPrim bp in m_children) | 148 | foreach (BSPhysObject bp in m_children) |
149 | { | 149 | { |
150 | if (child.LocalID == bp.LocalID) | 150 | if (child.LocalID == bp.LocalID) |
151 | { | 151 | { |
@@ -160,7 +160,7 @@ public class BSLinkset | |||
160 | private float ComputeLinksetMass() | 160 | private float ComputeLinksetMass() |
161 | { | 161 | { |
162 | float mass = m_linksetRoot.MassRaw; | 162 | float mass = m_linksetRoot.MassRaw; |
163 | foreach (BSPrim bp in m_children) | 163 | foreach (BSPhysObject bp in m_children) |
164 | { | 164 | { |
165 | mass += bp.MassRaw; | 165 | mass += bp.MassRaw; |
166 | } | 166 | } |
@@ -174,7 +174,7 @@ public class BSLinkset | |||
174 | 174 | ||
175 | lock (m_linksetActivityLock) | 175 | lock (m_linksetActivityLock) |
176 | { | 176 | { |
177 | foreach (BSPrim bp in m_children) | 177 | foreach (BSPhysObject bp in m_children) |
178 | { | 178 | { |
179 | com += bp.Position * bp.MassRaw; | 179 | com += bp.Position * bp.MassRaw; |
180 | totalMass += bp.MassRaw; | 180 | totalMass += bp.MassRaw; |
@@ -192,7 +192,7 @@ public class BSLinkset | |||
192 | 192 | ||
193 | lock (m_linksetActivityLock) | 193 | lock (m_linksetActivityLock) |
194 | { | 194 | { |
195 | foreach (BSPrim bp in m_children) | 195 | foreach (BSPhysObject bp in m_children) |
196 | { | 196 | { |
197 | com += bp.Position * bp.MassRaw; | 197 | com += bp.Position * bp.MassRaw; |
198 | } | 198 | } |
@@ -204,7 +204,7 @@ public class BSLinkset | |||
204 | 204 | ||
205 | // When physical properties are changed the linkset needs to recalculate | 205 | // When physical properties are changed the linkset needs to recalculate |
206 | // its internal properties. | 206 | // its internal properties. |
207 | public void Refresh(BSPrim requestor) | 207 | public void Refresh(BSPhysObject requestor) |
208 | { | 208 | { |
209 | // If there are no children, there aren't any constraints to recompute | 209 | // If there are no children, there aren't any constraints to recompute |
210 | if (!HasAnyChildren) | 210 | if (!HasAnyChildren) |
@@ -230,7 +230,7 @@ public class BSLinkset | |||
230 | float linksetMass = LinksetMass; | 230 | float linksetMass = LinksetMass; |
231 | lock (m_linksetActivityLock) | 231 | lock (m_linksetActivityLock) |
232 | { | 232 | { |
233 | foreach (BSPrim child in m_children) | 233 | foreach (BSPhysObject child in m_children) |
234 | { | 234 | { |
235 | BSConstraint constrain; | 235 | BSConstraint constrain; |
236 | if (m_physicsScene.Constraints.TryGetConstraint(LinksetRoot.Body, child.Body, out constrain)) | 236 | if (m_physicsScene.Constraints.TryGetConstraint(LinksetRoot.Body, child.Body, out constrain)) |
@@ -255,14 +255,14 @@ public class BSLinkset | |||
255 | 255 | ||
256 | // I am the root of a linkset and a new child is being added | 256 | // I am the root of a linkset and a new child is being added |
257 | // Called while LinkActivity is locked. | 257 | // Called while LinkActivity is locked. |
258 | private void AddChildToLinkset(BSPrim child) | 258 | private void AddChildToLinkset(BSPhysObject child) |
259 | { | 259 | { |
260 | if (!HasChild(child)) | 260 | if (!HasChild(child)) |
261 | { | 261 | { |
262 | m_children.Add(child); | 262 | m_children.Add(child); |
263 | 263 | ||
264 | BSPrim rootx = LinksetRoot; // capture the root as of now | 264 | BSPhysObject rootx = LinksetRoot; // capture the root as of now |
265 | BSPrim childx = child; | 265 | BSPhysObject childx = child; |
266 | m_physicsScene.TaintedObject("AddChildToLinkset", delegate() | 266 | m_physicsScene.TaintedObject("AddChildToLinkset", delegate() |
267 | { | 267 | { |
268 | DetailLog("{0},AddChildToLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); | 268 | DetailLog("{0},AddChildToLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); |
@@ -277,7 +277,7 @@ public class BSLinkset | |||
277 | // it's still connected to the linkset. | 277 | // it's still connected to the linkset. |
278 | // Normal OpenSimulator operation will never do this because other SceneObjectPart information | 278 | // Normal OpenSimulator operation will never do this because other SceneObjectPart information |
279 | // has to be updated also (like pointer to prim's parent). | 279 | // has to be updated also (like pointer to prim's parent). |
280 | private void RemoveChildFromOtherLinkset(BSPrim pchild) | 280 | private void RemoveChildFromOtherLinkset(BSPhysObject pchild) |
281 | { | 281 | { |
282 | pchild.Linkset = new BSLinkset(m_physicsScene, pchild); | 282 | pchild.Linkset = new BSLinkset(m_physicsScene, pchild); |
283 | RemoveChildFromLinkset(pchild); | 283 | RemoveChildFromLinkset(pchild); |
@@ -285,12 +285,12 @@ public class BSLinkset | |||
285 | 285 | ||
286 | // I am the root of a linkset and one of my children is being removed. | 286 | // I am the root of a linkset and one of my children is being removed. |
287 | // Safe to call even if the child is not really in my linkset. | 287 | // Safe to call even if the child is not really in my linkset. |
288 | private void RemoveChildFromLinkset(BSPrim child) | 288 | private void RemoveChildFromLinkset(BSPhysObject child) |
289 | { | 289 | { |
290 | if (m_children.Remove(child)) | 290 | if (m_children.Remove(child)) |
291 | { | 291 | { |
292 | BSPrim rootx = LinksetRoot; // capture the root as of now | 292 | BSPhysObject rootx = LinksetRoot; // capture the root as of now |
293 | BSPrim childx = child; | 293 | BSPhysObject childx = child; |
294 | m_physicsScene.TaintedObject("RemoveChildFromLinkset", delegate() | 294 | m_physicsScene.TaintedObject("RemoveChildFromLinkset", delegate() |
295 | { | 295 | { |
296 | DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); | 296 | DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); |
@@ -310,7 +310,7 @@ public class BSLinkset | |||
310 | 310 | ||
311 | // Create a constraint between me (root of linkset) and the passed prim (the child). | 311 | // Create a constraint between me (root of linkset) and the passed prim (the child). |
312 | // Called at taint time! | 312 | // Called at taint time! |
313 | private void PhysicallyLinkAChildToRoot(BSPrim rootPrim, BSPrim childPrim) | 313 | private void PhysicallyLinkAChildToRoot(BSPhysObject rootPrim, BSPhysObject childPrim) |
314 | { | 314 | { |
315 | // Zero motion for children so they don't interpolate | 315 | // Zero motion for children so they don't interpolate |
316 | childPrim.ZeroMotion(); | 316 | childPrim.ZeroMotion(); |
@@ -383,7 +383,7 @@ public class BSLinkset | |||
383 | 383 | ||
384 | // Remove linkage between myself and a particular child | 384 | // Remove linkage between myself and a particular child |
385 | // Called at taint time! | 385 | // Called at taint time! |
386 | private void PhysicallyUnlinkAChildFromRoot(BSPrim rootPrim, BSPrim childPrim) | 386 | private void PhysicallyUnlinkAChildFromRoot(BSPhysObject rootPrim, BSPhysObject childPrim) |
387 | { | 387 | { |
388 | DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID); | 388 | DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID); |
389 | 389 | ||
@@ -396,7 +396,7 @@ public class BSLinkset | |||
396 | 396 | ||
397 | // Remove linkage between myself and any possible children I might have | 397 | // Remove linkage between myself and any possible children I might have |
398 | // Called at taint time! | 398 | // Called at taint time! |
399 | private void PhysicallyUnlinkAllChildrenFromRoot(BSPrim rootPrim) | 399 | private void PhysicallyUnlinkAllChildrenFromRoot(BSPhysObject rootPrim) |
400 | { | 400 | { |
401 | DetailLog("{0},PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID); | 401 | DetailLog("{0},PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID); |
402 | 402 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs new file mode 100755 index 0000000..ef463ca --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |||
@@ -0,0 +1,60 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | using System; | ||
28 | using System.Collections.Generic; | ||
29 | using System.Text; | ||
30 | |||
31 | using OMV = OpenMetaverse; | ||
32 | using OpenSim.Framework; | ||
33 | using OpenSim.Region.Physics.Manager; | ||
34 | |||
35 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
36 | { | ||
37 | // Class to wrap all objects. | ||
38 | // The rest of BulletSim doesn't need to keep checking for avatars or prims | ||
39 | // unless the difference is significant. | ||
40 | public abstract class BSPhysObject : PhysicsActor | ||
41 | { | ||
42 | public abstract BSLinkset Linkset { get; set; } | ||
43 | |||
44 | public abstract void Collide(uint collidingWith, BSPhysObject collidee, ActorTypes type, | ||
45 | OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth); | ||
46 | public abstract void SendCollisions(); | ||
47 | |||
48 | // Return the object mass without calculating it or side effects | ||
49 | public abstract float MassRaw { get; } | ||
50 | |||
51 | public abstract BulletBody Body { get; set; } | ||
52 | public abstract void ZeroMotion(); | ||
53 | |||
54 | public virtual void StepVehicle(float timeStep) { } | ||
55 | |||
56 | public abstract void UpdateProperties(EntityProperties entprop); | ||
57 | |||
58 | public abstract void Destroy(); | ||
59 | } | ||
60 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index d3f1e9c..6bfce5c 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -37,7 +37,7 @@ using OpenSim.Region.Physics.ConvexDecompositionDotNet; | |||
37 | namespace OpenSim.Region.Physics.BulletSPlugin | 37 | namespace OpenSim.Region.Physics.BulletSPlugin |
38 | { | 38 | { |
39 | [Serializable] | 39 | [Serializable] |
40 | public sealed class BSPrim : PhysicsActor | 40 | public sealed class BSPrim : BSPhysObject |
41 | { | 41 | { |
42 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 42 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
43 | private static readonly string LogHeader = "[BULLETS PRIM]"; | 43 | private static readonly string LogHeader = "[BULLETS PRIM]"; |
@@ -88,23 +88,14 @@ public sealed class BSPrim : PhysicsActor | |||
88 | private float _buoyancy; | 88 | private float _buoyancy; |
89 | 89 | ||
90 | // Membership in a linkset is controlled by this class. | 90 | // Membership in a linkset is controlled by this class. |
91 | private BSLinkset _linkset; | 91 | public override BSLinkset Linkset { get; set; } |
92 | public BSLinkset Linkset | ||
93 | { | ||
94 | get { return _linkset; } | ||
95 | set { _linkset = value; } | ||
96 | } | ||
97 | 92 | ||
98 | private int _subscribedEventsMs = 0; | 93 | private int _subscribedEventsMs = 0; |
99 | private int _nextCollisionOkTime = 0; | 94 | private int _nextCollisionOkTime = 0; |
100 | long _collidingStep; | 95 | long _collidingStep; |
101 | long _collidingGroundStep; | 96 | long _collidingGroundStep; |
102 | 97 | ||
103 | private BulletBody m_body; | 98 | public override BulletBody Body { get; set; } |
104 | public BulletBody Body { | ||
105 | get { return m_body; } | ||
106 | set { m_body = value; } | ||
107 | } | ||
108 | 99 | ||
109 | private BSDynamics _vehicle; | 100 | private BSDynamics _vehicle; |
110 | 101 | ||
@@ -139,7 +130,7 @@ public sealed class BSPrim : PhysicsActor | |||
139 | _friction = _scene.Params.defaultFriction; // TODO: compute based on object material | 130 | _friction = _scene.Params.defaultFriction; // TODO: compute based on object material |
140 | _density = _scene.Params.defaultDensity; // TODO: compute based on object material | 131 | _density = _scene.Params.defaultDensity; // TODO: compute based on object material |
141 | _restitution = _scene.Params.defaultRestitution; | 132 | _restitution = _scene.Params.defaultRestitution; |
142 | _linkset = new BSLinkset(Scene, this); // a linkset of one | 133 | Linkset = new BSLinkset(Scene, this); // a linkset of one |
143 | _vehicle = new BSDynamics(Scene, this); // add vehicleness | 134 | _vehicle = new BSDynamics(Scene, this); // add vehicleness |
144 | _mass = CalculateMass(); | 135 | _mass = CalculateMass(); |
145 | // do the actual object creation at taint time | 136 | // do the actual object creation at taint time |
@@ -151,23 +142,23 @@ public sealed class BSPrim : PhysicsActor | |||
151 | // Get the pointer to the physical body for this object. | 142 | // Get the pointer to the physical body for this object. |
152 | // At the moment, we're still letting BulletSim manage the creation and destruction | 143 | // At the moment, we're still letting BulletSim manage the creation and destruction |
153 | // of the object. Someday we'll move that into the C# code. | 144 | // of the object. Someday we'll move that into the C# code. |
154 | m_body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID)); | 145 | Body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID)); |
155 | }); | 146 | }); |
156 | } | 147 | } |
157 | 148 | ||
158 | // called when this prim is being destroyed and we should free all the resources | 149 | // called when this prim is being destroyed and we should free all the resources |
159 | public void Destroy() | 150 | public override void Destroy() |
160 | { | 151 | { |
161 | // m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID); | 152 | // m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID); |
162 | 153 | ||
163 | // Undo any links between me and any other object | 154 | // Undo any links between me and any other object |
164 | BSPrim parentBefore = _linkset.LinksetRoot; | 155 | BSPhysObject parentBefore = Linkset.LinksetRoot; |
165 | int childrenBefore = _linkset.NumberOfChildren; | 156 | int childrenBefore = Linkset.NumberOfChildren; |
166 | 157 | ||
167 | _linkset = _linkset.RemoveMeFromLinkset(this); | 158 | Linkset = Linkset.RemoveMeFromLinkset(this); |
168 | 159 | ||
169 | DetailLog("{0},BSPrim.Destroy,call,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}", | 160 | DetailLog("{0},BSPrim.Destroy,call,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}", |
170 | LocalID, parentBefore.LocalID, childrenBefore, _linkset.LinksetRoot.LocalID, _linkset.NumberOfChildren); | 161 | LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren); |
171 | 162 | ||
172 | // Undo any vehicle properties | 163 | // Undo any vehicle properties |
173 | this.VehicleType = (int)Vehicle.TYPE_NONE; | 164 | this.VehicleType = (int)Vehicle.TYPE_NONE; |
@@ -230,13 +221,13 @@ public sealed class BSPrim : PhysicsActor | |||
230 | BSPrim parent = obj as BSPrim; | 221 | BSPrim parent = obj as BSPrim; |
231 | if (parent != null) | 222 | if (parent != null) |
232 | { | 223 | { |
233 | BSPrim parentBefore = _linkset.LinksetRoot; | 224 | BSPhysObject parentBefore = Linkset.LinksetRoot; |
234 | int childrenBefore = _linkset.NumberOfChildren; | 225 | int childrenBefore = Linkset.NumberOfChildren; |
235 | 226 | ||
236 | _linkset = parent.Linkset.AddMeToLinkset(this); | 227 | Linkset = parent.Linkset.AddMeToLinkset(this); |
237 | 228 | ||
238 | DetailLog("{0},BSPrim.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}", | 229 | DetailLog("{0},BSPrim.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}", |
239 | LocalID, parentBefore.LocalID, childrenBefore, _linkset.LinksetRoot.LocalID, _linkset.NumberOfChildren); | 230 | LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren); |
240 | } | 231 | } |
241 | return; | 232 | return; |
242 | } | 233 | } |
@@ -246,13 +237,13 @@ public sealed class BSPrim : PhysicsActor | |||
246 | // TODO: decide if this parent checking needs to happen at taint time | 237 | // TODO: decide if this parent checking needs to happen at taint time |
247 | // Race condition here: if link() and delink() in same simulation tick, the delink will not happen | 238 | // Race condition here: if link() and delink() in same simulation tick, the delink will not happen |
248 | 239 | ||
249 | BSPrim parentBefore = _linkset.LinksetRoot; | 240 | BSPhysObject parentBefore = Linkset.LinksetRoot; |
250 | int childrenBefore = _linkset.NumberOfChildren; | 241 | int childrenBefore = Linkset.NumberOfChildren; |
251 | 242 | ||
252 | _linkset = _linkset.RemoveMeFromLinkset(this); | 243 | Linkset = Linkset.RemoveMeFromLinkset(this); |
253 | 244 | ||
254 | DetailLog("{0},BSPrim.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ", | 245 | DetailLog("{0},BSPrim.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ", |
255 | LocalID, parentBefore.LocalID, childrenBefore, _linkset.LinksetRoot.LocalID, _linkset.NumberOfChildren); | 246 | LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren); |
256 | return; | 247 | return; |
257 | } | 248 | } |
258 | 249 | ||
@@ -260,7 +251,7 @@ public sealed class BSPrim : PhysicsActor | |||
260 | // Do it to the properties so the values get set in the physics engine. | 251 | // Do it to the properties so the values get set in the physics engine. |
261 | // Push the setting of the values to the viewer. | 252 | // Push the setting of the values to the viewer. |
262 | // Called at taint time! | 253 | // Called at taint time! |
263 | public void ZeroMotion() | 254 | public override void ZeroMotion() |
264 | { | 255 | { |
265 | _velocity = OMV.Vector3.Zero; | 256 | _velocity = OMV.Vector3.Zero; |
266 | _acceleration = OMV.Vector3.Zero; | 257 | _acceleration = OMV.Vector3.Zero; |
@@ -281,7 +272,7 @@ public sealed class BSPrim : PhysicsActor | |||
281 | 272 | ||
282 | public override OMV.Vector3 Position { | 273 | public override OMV.Vector3 Position { |
283 | get { | 274 | get { |
284 | if (!_linkset.IsRoot(this)) | 275 | if (!Linkset.IsRoot(this)) |
285 | // child prims move around based on their parent. Need to get the latest location | 276 | // child prims move around based on their parent. Need to get the latest location |
286 | _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | 277 | _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); |
287 | 278 | ||
@@ -306,23 +297,23 @@ public sealed class BSPrim : PhysicsActor | |||
306 | { | 297 | { |
307 | get | 298 | get |
308 | { | 299 | { |
309 | return _linkset.LinksetMass; | 300 | return Linkset.LinksetMass; |
310 | } | 301 | } |
311 | } | 302 | } |
312 | 303 | ||
313 | // used when we only want this prim's mass and not the linkset thing | 304 | // used when we only want this prim's mass and not the linkset thing |
314 | public float MassRaw { get { return _mass; } } | 305 | public override float MassRaw { get { return _mass; } } |
315 | 306 | ||
316 | // Is this used? | 307 | // Is this used? |
317 | public override OMV.Vector3 CenterOfMass | 308 | public override OMV.Vector3 CenterOfMass |
318 | { | 309 | { |
319 | get { return _linkset.CenterOfMass; } | 310 | get { return Linkset.CenterOfMass; } |
320 | } | 311 | } |
321 | 312 | ||
322 | // Is this used? | 313 | // Is this used? |
323 | public override OMV.Vector3 GeometricCenter | 314 | public override OMV.Vector3 GeometricCenter |
324 | { | 315 | { |
325 | get { return _linkset.GeometricCenter; } | 316 | get { return Linkset.GeometricCenter; } |
326 | } | 317 | } |
327 | 318 | ||
328 | public override OMV.Vector3 Force { | 319 | public override OMV.Vector3 Force { |
@@ -386,7 +377,7 @@ public sealed class BSPrim : PhysicsActor | |||
386 | 377 | ||
387 | // Called each simulation step to advance vehicle characteristics. | 378 | // Called each simulation step to advance vehicle characteristics. |
388 | // Called from Scene when doing simulation step so we're in taint processing time. | 379 | // Called from Scene when doing simulation step so we're in taint processing time. |
389 | public void StepVehicle(float timeStep) | 380 | public override void StepVehicle(float timeStep) |
390 | { | 381 | { |
391 | if (IsPhysical) | 382 | if (IsPhysical) |
392 | _vehicle.Step(timeStep); | 383 | _vehicle.Step(timeStep); |
@@ -431,7 +422,7 @@ public sealed class BSPrim : PhysicsActor | |||
431 | } | 422 | } |
432 | public override OMV.Quaternion Orientation { | 423 | public override OMV.Quaternion Orientation { |
433 | get { | 424 | get { |
434 | if (!_linkset.IsRoot(this)) | 425 | if (!Linkset.IsRoot(this)) |
435 | { | 426 | { |
436 | // Children move around because tied to parent. Get a fresh value. | 427 | // Children move around because tied to parent. Get a fresh value. |
437 | _orientation = BulletSimAPI.GetObjectOrientation(_scene.WorldID, LocalID); | 428 | _orientation = BulletSimAPI.GetObjectOrientation(_scene.WorldID, LocalID); |
@@ -490,7 +481,7 @@ public sealed class BSPrim : PhysicsActor | |||
490 | BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass); | 481 | BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass); |
491 | 482 | ||
492 | // recompute any linkset parameters | 483 | // recompute any linkset parameters |
493 | _linkset.Refresh(this); | 484 | Linkset.Refresh(this); |
494 | 485 | ||
495 | CollisionFlags cf = BulletSimAPI.GetCollisionFlags2(Body.Ptr); | 486 | CollisionFlags cf = BulletSimAPI.GetCollisionFlags2(Body.Ptr); |
496 | DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, cf); | 487 | DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, cf); |
@@ -1299,7 +1290,7 @@ public sealed class BSPrim : PhysicsActor | |||
1299 | const float ACCELERATION_TOLERANCE = 0.01f; | 1290 | const float ACCELERATION_TOLERANCE = 0.01f; |
1300 | const float ROTATIONAL_VELOCITY_TOLERANCE = 0.01f; | 1291 | const float ROTATIONAL_VELOCITY_TOLERANCE = 0.01f; |
1301 | 1292 | ||
1302 | public void UpdateProperties(EntityProperties entprop) | 1293 | public override void UpdateProperties(EntityProperties entprop) |
1303 | { | 1294 | { |
1304 | /* | 1295 | /* |
1305 | UpdatedProperties changed = 0; | 1296 | UpdatedProperties changed = 0; |
@@ -1347,7 +1338,7 @@ public sealed class BSPrim : PhysicsActor | |||
1347 | // Don't check for damping here -- it's done in BulletSim and SceneObjectPart. | 1338 | // Don't check for damping here -- it's done in BulletSim and SceneObjectPart. |
1348 | 1339 | ||
1349 | // Updates only for individual prims and for the root object of a linkset. | 1340 | // Updates only for individual prims and for the root object of a linkset. |
1350 | if (_linkset.IsRoot(this)) | 1341 | if (Linkset.IsRoot(this)) |
1351 | { | 1342 | { |
1352 | // Assign to the local variables so the normal set action does not happen | 1343 | // Assign to the local variables so the normal set action does not happen |
1353 | _position = entprop.Position; | 1344 | _position = entprop.Position; |
@@ -1375,7 +1366,7 @@ public sealed class BSPrim : PhysicsActor | |||
1375 | // I've collided with something | 1366 | // I've collided with something |
1376 | // Called at taint time from within the Step() function | 1367 | // Called at taint time from within the Step() function |
1377 | CollisionEventUpdate collisionCollection; | 1368 | CollisionEventUpdate collisionCollection; |
1378 | public void Collide(uint collidingWith, ActorTypes type, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) | 1369 | public override void Collide(uint collidingWith, BSPhysObject collidee, ActorTypes type, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) |
1379 | { | 1370 | { |
1380 | // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith); | 1371 | // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith); |
1381 | 1372 | ||
@@ -1387,18 +1378,15 @@ public sealed class BSPrim : PhysicsActor | |||
1387 | } | 1378 | } |
1388 | 1379 | ||
1389 | // DetailLog("{0},BSPrim.Collison,call,with={1}", LocalID, collidingWith); | 1380 | // DetailLog("{0},BSPrim.Collison,call,with={1}", LocalID, collidingWith); |
1390 | BSPrim collidingWithPrim; | 1381 | |
1391 | if (_scene.Prims.TryGetValue(collidingWith, out collidingWithPrim)) | 1382 | // prims in the same linkset cannot collide with each other |
1383 | if (collidee != null && (this.Linkset.LinksetID == collidee.Linkset.LinksetID)) | ||
1392 | { | 1384 | { |
1393 | // prims in the same linkset cannot collide with each other | 1385 | return; |
1394 | if (this.Linkset.LinksetID == collidingWithPrim.Linkset.LinksetID) | ||
1395 | { | ||
1396 | return; | ||
1397 | } | ||
1398 | } | 1386 | } |
1399 | 1387 | ||
1400 | // if someone is subscribed to collision events.... | 1388 | // if someone has subscribed for collision events.... |
1401 | if (_subscribedEventsMs != 0) { | 1389 | if (SubscribedEvents()) { |
1402 | // throttle the collisions to the number of milliseconds specified in the subscription | 1390 | // throttle the collisions to the number of milliseconds specified in the subscription |
1403 | int nowTime = _scene.SimulationNowTime; | 1391 | int nowTime = _scene.SimulationNowTime; |
1404 | if (nowTime >= _nextCollisionOkTime) { | 1392 | if (nowTime >= _nextCollisionOkTime) { |
@@ -1412,7 +1400,7 @@ public sealed class BSPrim : PhysicsActor | |||
1412 | } | 1400 | } |
1413 | 1401 | ||
1414 | // The scene is telling us it's time to pass our collected collisions into the simulator | 1402 | // The scene is telling us it's time to pass our collected collisions into the simulator |
1415 | public void SendCollisions() | 1403 | public override void SendCollisions() |
1416 | { | 1404 | { |
1417 | if (collisionCollection != null && collisionCollection.Count > 0) | 1405 | if (collisionCollection != null && collisionCollection.Count > 0) |
1418 | { | 1406 | { |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 56924aa..4a468af 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -39,8 +39,6 @@ using log4net; | |||
39 | using OpenMetaverse; | 39 | using OpenMetaverse; |
40 | 40 | ||
41 | // TODOs for BulletSim (for BSScene, BSPrim, BSCharacter and BulletSim) | 41 | // TODOs for BulletSim (for BSScene, BSPrim, BSCharacter and BulletSim) |
42 | // Debug linkset | ||
43 | // Test with multiple regions in one simulator | ||
44 | // Adjust character capsule size when height is adjusted (ScenePresence.SetHeight) | 42 | // Adjust character capsule size when height is adjusted (ScenePresence.SetHeight) |
45 | // Test sculpties | 43 | // Test sculpties |
46 | // Compute physics FPS reasonably | 44 | // Compute physics FPS reasonably |
@@ -54,10 +52,8 @@ using OpenMetaverse; | |||
54 | // Use collision masks for collision with terrain and phantom objects | 52 | // Use collision masks for collision with terrain and phantom objects |
55 | // Check out llVolumeDetect. Must do something for that. | 53 | // Check out llVolumeDetect. Must do something for that. |
56 | // Should prim.link() and prim.delink() membership checking happen at taint time? | 54 | // Should prim.link() and prim.delink() membership checking happen at taint time? |
57 | // changing the position and orientation of a linked prim must rebuild the constraint with the root. | ||
58 | // Mesh sharing. Use meshHash to tell if we already have a hull of that shape and only create once | 55 | // Mesh sharing. Use meshHash to tell if we already have a hull of that shape and only create once |
59 | // Do attachments need to be handled separately? Need collision events. Do not collide with VolumeDetect | 56 | // Do attachments need to be handled separately? Need collision events. Do not collide with VolumeDetect |
60 | // Implement the genCollisions feature in BulletSim::SetObjectProperties (don't pass up unneeded collisions) | ||
61 | // Implement LockAngularMotion | 57 | // Implement LockAngularMotion |
62 | // Decide if clearing forces is the right thing to do when setting position (BulletSim::SetObjectTranslation) | 58 | // Decide if clearing forces is the right thing to do when setting position (BulletSim::SetObjectTranslation) |
63 | // Does NeedsMeshing() really need to exclude all the different shapes? | 59 | // Does NeedsMeshing() really need to exclude all the different shapes? |
@@ -78,27 +74,22 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
78 | 74 | ||
79 | public string BulletSimVersion = "?"; | 75 | public string BulletSimVersion = "?"; |
80 | 76 | ||
81 | private Dictionary<uint, BSCharacter> m_avatars = new Dictionary<uint, BSCharacter>(); | 77 | public Dictionary<uint, BSPhysObject> PhysObjects = new Dictionary<uint, BSPhysObject>(); |
82 | public Dictionary<uint, BSCharacter> Characters { get { return m_avatars; } } | ||
83 | |||
84 | private Dictionary<uint, BSPrim> m_prims = new Dictionary<uint, BSPrim>(); | ||
85 | public Dictionary<uint, BSPrim> Prims { get { return m_prims; } } | ||
86 | 78 | ||
79 | private HashSet<BSPhysObject> m_objectsWithCollisions = new HashSet<BSPhysObject>(); | ||
80 | // Following is a kludge and can be removed when avatar animation updating is | ||
81 | // moved to a better place. | ||
87 | private HashSet<BSCharacter> m_avatarsWithCollisions = new HashSet<BSCharacter>(); | 82 | private HashSet<BSCharacter> m_avatarsWithCollisions = new HashSet<BSCharacter>(); |
88 | private HashSet<BSPrim> m_primsWithCollisions = new HashSet<BSPrim>(); | ||
89 | |||
90 | private List<BSPrim> m_vehicles = new List<BSPrim>(); | ||
91 | 83 | ||
92 | private float[] m_heightMap; | 84 | // List of all the objects that have vehicle properties and should be called |
93 | private float m_waterLevel; | 85 | // to update each physics step. |
94 | private uint m_worldID; | 86 | private List<BSPhysObject> m_vehicles = new List<BSPhysObject>(); |
95 | public uint WorldID { get { return m_worldID; } } | ||
96 | 87 | ||
97 | // let my minuions use my logger | 88 | // let my minuions use my logger |
98 | public ILog Logger { get { return m_log; } } | 89 | public ILog Logger { get { return m_log; } } |
99 | 90 | ||
100 | private bool m_initialized = false; | 91 | // If non-zero, the number of simulation steps between calls to the physics |
101 | 92 | // engine to output detailed physics stats. Debug logging level must be on also. | |
102 | private int m_detailedStatsStep = 0; | 93 | private int m_detailedStatsStep = 0; |
103 | 94 | ||
104 | public IMesher mesher; | 95 | public IMesher mesher; |
@@ -108,29 +99,31 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
108 | public float MeshMegaPrimThreshold { get; private set; } | 99 | public float MeshMegaPrimThreshold { get; private set; } |
109 | public float SculptLOD { get; private set; } | 100 | public float SculptLOD { get; private set; } |
110 | 101 | ||
111 | private BulletSim m_worldSim; | 102 | public uint WorldID { get; private set; } |
112 | public BulletSim World | 103 | public BulletSim World { get; private set; } |
113 | { | ||
114 | get { return m_worldSim; } | ||
115 | } | ||
116 | private BSConstraintCollection m_constraintCollection; | ||
117 | public BSConstraintCollection Constraints | ||
118 | { | ||
119 | get { return m_constraintCollection; } | ||
120 | } | ||
121 | 104 | ||
105 | // All the constraints that have been allocated in this instance. | ||
106 | public BSConstraintCollection Constraints { get; private set; } | ||
107 | |||
108 | // Simulation parameters | ||
122 | private int m_maxSubSteps; | 109 | private int m_maxSubSteps; |
123 | private float m_fixedTimeStep; | 110 | private float m_fixedTimeStep; |
124 | private long m_simulationStep = 0; | 111 | private long m_simulationStep = 0; |
125 | public long SimulationStep { get { return m_simulationStep; } } | 112 | public long SimulationStep { get { return m_simulationStep; } } |
126 | 113 | ||
114 | // The length of the last timestep we were asked to simulate. | ||
115 | // This is used by the vehicle code. Since the vehicle code is called | ||
116 | // once per simulation step, its constants need to be scaled by this. | ||
127 | public float LastSimulatedTimestep { get; private set; } | 117 | public float LastSimulatedTimestep { get; private set; } |
128 | 118 | ||
129 | // A value of the time now so all the collision and update routines do not have to get their own | 119 | // A value of the time now so all the collision and update routines do not have to get their own |
130 | // Set to 'now' just before all the prims and actors are called for collisions and updates | 120 | // Set to 'now' just before all the prims and actors are called for collisions and updates |
131 | private int m_simulationNowTime; | 121 | public int SimulationNowTime { get; private set; } |
132 | public int SimulationNowTime { get { return m_simulationNowTime; } } | 122 | |
123 | // True if initialized and ready to do simulation steps | ||
124 | private bool m_initialized = false; | ||
133 | 125 | ||
126 | // Pinned memory used to pass step information between managed and unmanaged | ||
134 | private int m_maxCollisionsPerFrame; | 127 | private int m_maxCollisionsPerFrame; |
135 | private CollisionDesc[] m_collisionArray; | 128 | private CollisionDesc[] m_collisionArray; |
136 | private GCHandle m_collisionArrayPinnedHandle; | 129 | private GCHandle m_collisionArrayPinnedHandle; |
@@ -147,6 +140,10 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
147 | 140 | ||
148 | public const uint TERRAIN_ID = 0; // OpenSim senses terrain with a localID of zero | 141 | public const uint TERRAIN_ID = 0; // OpenSim senses terrain with a localID of zero |
149 | public const uint GROUNDPLANE_ID = 1; | 142 | public const uint GROUNDPLANE_ID = 1; |
143 | public const uint CHILDTERRAIN_ID = 2; // Terrain allocated based on our mega-prim childre start here | ||
144 | |||
145 | private float m_waterLevel; | ||
146 | public BSTerrainManager TerrainManager { get; private set; } | ||
150 | 147 | ||
151 | public ConfigurationParameters Params | 148 | public ConfigurationParameters Params |
152 | { | 149 | { |
@@ -157,12 +154,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
157 | get { return new Vector3(0f, 0f, Params.gravity); } | 154 | get { return new Vector3(0f, 0f, Params.gravity); } |
158 | } | 155 | } |
159 | 156 | ||
160 | private float m_maximumObjectMass; | 157 | public float MaximumObjectMass { get; private set; } |
161 | public float MaximumObjectMass | ||
162 | { | ||
163 | get { return m_maximumObjectMass; } | ||
164 | } | ||
165 | 158 | ||
159 | // When functions in the unmanaged code must be called, it is only | ||
160 | // done at a known time just before the simulation step. The taint | ||
161 | // system saves all these function calls and executes them in | ||
162 | // order before the simulation. | ||
166 | public delegate void TaintCallback(); | 163 | public delegate void TaintCallback(); |
167 | private struct TaintCallbackEntry | 164 | private struct TaintCallbackEntry |
168 | { | 165 | { |
@@ -178,6 +175,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
178 | private Object _taintLock = new Object(); | 175 | private Object _taintLock = new Object(); |
179 | 176 | ||
180 | // A pointer to an instance if this structure is passed to the C++ code | 177 | // A pointer to an instance if this structure is passed to the C++ code |
178 | // Used to pass basic configuration values to the unmanaged code. | ||
181 | ConfigurationParameters[] m_params; | 179 | ConfigurationParameters[] m_params; |
182 | GCHandle m_paramsHandle; | 180 | GCHandle m_paramsHandle; |
183 | 181 | ||
@@ -192,10 +190,10 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
192 | private string m_physicsLoggingDir; | 190 | private string m_physicsLoggingDir; |
193 | private string m_physicsLoggingPrefix; | 191 | private string m_physicsLoggingPrefix; |
194 | private int m_physicsLoggingFileMinutes; | 192 | private int m_physicsLoggingFileMinutes; |
193 | // 'true' of the vehicle code is to log lots of details | ||
194 | public bool VehicleLoggingEnabled { get; private set; } | ||
195 | 195 | ||
196 | private bool m_vehicleLoggingEnabled; | 196 | #region Construction and Initialization |
197 | public bool VehicleLoggingEnabled { get { return m_vehicleLoggingEnabled; } } | ||
198 | |||
199 | public BSScene(string identifier) | 197 | public BSScene(string identifier) |
200 | { | 198 | { |
201 | m_initialized = false; | 199 | m_initialized = false; |
@@ -218,6 +216,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
218 | m_updateArray = new EntityProperties[m_maxUpdatesPerFrame]; | 216 | m_updateArray = new EntityProperties[m_maxUpdatesPerFrame]; |
219 | m_updateArrayPinnedHandle = GCHandle.Alloc(m_updateArray, GCHandleType.Pinned); | 217 | m_updateArrayPinnedHandle = GCHandle.Alloc(m_updateArray, GCHandleType.Pinned); |
220 | 218 | ||
219 | mesher = meshmerizer; | ||
220 | _taintedObjects = new List<TaintCallbackEntry>(); | ||
221 | |||
221 | // Enable very detailed logging. | 222 | // Enable very detailed logging. |
222 | // By creating an empty logger when not logging, the log message invocation code | 223 | // By creating an empty logger when not logging, the log message invocation code |
223 | // can be left in and every call doesn't have to check for null. | 224 | // can be left in and every call doesn't have to check for null. |
@@ -230,38 +231,43 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
230 | PhysicsLogging = new Logging.LogWriter(); | 231 | PhysicsLogging = new Logging.LogWriter(); |
231 | } | 232 | } |
232 | 233 | ||
233 | // Get the version of the DLL | 234 | // If Debug logging level, enable logging from the unmanaged code |
234 | // TODO: this doesn't work yet. Something wrong with marshaling the returned string. | 235 | m_DebugLogCallbackHandle = null; |
235 | // BulletSimVersion = BulletSimAPI.GetVersion(); | ||
236 | // m_log.WarnFormat("{0}: BulletSim.dll version='{1}'", LogHeader, BulletSimVersion); | ||
237 | |||
238 | // if Debug, enable logging from the unmanaged code | ||
239 | if (m_log.IsDebugEnabled || PhysicsLogging.Enabled) | 236 | if (m_log.IsDebugEnabled || PhysicsLogging.Enabled) |
240 | { | 237 | { |
241 | m_log.DebugFormat("{0}: Initialize: Setting debug callback for unmanaged code", LogHeader); | 238 | m_log.DebugFormat("{0}: Initialize: Setting debug callback for unmanaged code", LogHeader); |
242 | if (PhysicsLogging.Enabled) | 239 | if (PhysicsLogging.Enabled) |
240 | // The handle is saved in a variable to make sure it doesn't get freed after this call | ||
243 | m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLoggerPhysLog); | 241 | m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLoggerPhysLog); |
244 | else | 242 | else |
245 | m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLogger); | 243 | m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLogger); |
246 | // the handle is saved in a variable to make sure it doesn't get freed after this call | ||
247 | BulletSimAPI.SetDebugLogCallback(m_DebugLogCallbackHandle); | ||
248 | } | 244 | } |
249 | 245 | ||
250 | _taintedObjects = new List<TaintCallbackEntry>(); | 246 | // Get the version of the DLL |
247 | // TODO: this doesn't work yet. Something wrong with marshaling the returned string. | ||
248 | // BulletSimVersion = BulletSimAPI.GetVersion(); | ||
249 | // m_log.WarnFormat("{0}: BulletSim.dll version='{1}'", LogHeader, BulletSimVersion); | ||
251 | 250 | ||
252 | mesher = meshmerizer; | 251 | // The bounding box for the simulated world. The origin is 0,0,0 unless we're |
253 | // The bounding box for the simulated world | 252 | // a child in a mega-region. |
253 | // Turns out that Bullet really doesn't care about the extents of the simulated | ||
254 | // area. It tracks active objects no matter where they are. | ||
254 | Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, 8192f); | 255 | Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, 8192f); |
255 | 256 | ||
256 | // m_log.DebugFormat("{0}: Initialize: Calling BulletSimAPI.Initialize.", LogHeader); | 257 | // m_log.DebugFormat("{0}: Initialize: Calling BulletSimAPI.Initialize.", LogHeader); |
257 | m_worldID = BulletSimAPI.Initialize(worldExtent, m_paramsHandle.AddrOfPinnedObject(), | 258 | WorldID = BulletSimAPI.Initialize(worldExtent, m_paramsHandle.AddrOfPinnedObject(), |
258 | m_maxCollisionsPerFrame, m_collisionArrayPinnedHandle.AddrOfPinnedObject(), | 259 | m_maxCollisionsPerFrame, m_collisionArrayPinnedHandle.AddrOfPinnedObject(), |
259 | m_maxUpdatesPerFrame, m_updateArrayPinnedHandle.AddrOfPinnedObject()); | 260 | m_maxUpdatesPerFrame, m_updateArrayPinnedHandle.AddrOfPinnedObject(), |
261 | m_DebugLogCallbackHandle); | ||
260 | 262 | ||
261 | // Initialization to support the transition to a new API which puts most of the logic | 263 | // Initialization to support the transition to a new API which puts most of the logic |
262 | // into the C# code so it is easier to modify and add to. | 264 | // into the C# code so it is easier to modify and add to. |
263 | m_worldSim = new BulletSim(m_worldID, this, BulletSimAPI.GetSimHandle2(m_worldID)); | 265 | World = new BulletSim(WorldID, this, BulletSimAPI.GetSimHandle2(WorldID)); |
264 | m_constraintCollection = new BSConstraintCollection(World); | 266 | |
267 | Constraints = new BSConstraintCollection(World); | ||
268 | |||
269 | TerrainManager = new BSTerrainManager(this); | ||
270 | TerrainManager.CreateInitialGroundPlaneAndTerrain(); | ||
265 | 271 | ||
266 | m_initialized = true; | 272 | m_initialized = true; |
267 | } | 273 | } |
@@ -289,7 +295,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
289 | m_physicsLoggingPrefix = pConfig.GetString("PhysicsLoggingPrefix", "physics-%REGIONNAME%-"); | 295 | m_physicsLoggingPrefix = pConfig.GetString("PhysicsLoggingPrefix", "physics-%REGIONNAME%-"); |
290 | m_physicsLoggingFileMinutes = pConfig.GetInt("PhysicsLoggingFileMinutes", 5); | 296 | m_physicsLoggingFileMinutes = pConfig.GetInt("PhysicsLoggingFileMinutes", 5); |
291 | // Very detailed logging for vehicle debugging | 297 | // Very detailed logging for vehicle debugging |
292 | m_vehicleLoggingEnabled = pConfig.GetBoolean("VehicleLoggingEnabled", false); | 298 | VehicleLoggingEnabled = pConfig.GetBoolean("VehicleLoggingEnabled", false); |
293 | 299 | ||
294 | // Do any replacements in the parameters | 300 | // Do any replacements in the parameters |
295 | m_physicsLoggingPrefix = m_physicsLoggingPrefix.Replace("%REGIONNAME%", RegionName); | 301 | m_physicsLoggingPrefix = m_physicsLoggingPrefix.Replace("%REGIONNAME%", RegionName); |
@@ -324,6 +330,38 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
324 | PhysicsLogging.Write("[BULLETS UNMANAGED]:" + msg); | 330 | PhysicsLogging.Write("[BULLETS UNMANAGED]:" + msg); |
325 | } | 331 | } |
326 | 332 | ||
333 | public override void Dispose() | ||
334 | { | ||
335 | // m_log.DebugFormat("{0}: Dispose()", LogHeader); | ||
336 | |||
337 | // make sure no stepping happens while we're deleting stuff | ||
338 | m_initialized = false; | ||
339 | |||
340 | TerrainManager.ReleaseGroundPlaneAndTerrain(); | ||
341 | |||
342 | foreach (KeyValuePair<uint, BSPhysObject> kvp in PhysObjects) | ||
343 | { | ||
344 | kvp.Value.Destroy(); | ||
345 | } | ||
346 | PhysObjects.Clear(); | ||
347 | |||
348 | // Now that the prims are all cleaned up, there should be no constraints left | ||
349 | if (Constraints != null) | ||
350 | { | ||
351 | Constraints.Dispose(); | ||
352 | Constraints = null; | ||
353 | } | ||
354 | |||
355 | // Anything left in the unmanaged code should be cleaned out | ||
356 | BulletSimAPI.Shutdown(WorldID); | ||
357 | |||
358 | // Not logging any more | ||
359 | PhysicsLogging.Close(); | ||
360 | } | ||
361 | #endregion // Construction and Initialization | ||
362 | |||
363 | #region Prim and Avatar addition and removal | ||
364 | |||
327 | public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) | 365 | public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) |
328 | { | 366 | { |
329 | m_log.ErrorFormat("{0}: CALL TO AddAvatar in BSScene. NOT IMPLEMENTED", LogHeader); | 367 | m_log.ErrorFormat("{0}: CALL TO AddAvatar in BSScene. NOT IMPLEMENTED", LogHeader); |
@@ -337,7 +375,13 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
337 | if (!m_initialized) return null; | 375 | if (!m_initialized) return null; |
338 | 376 | ||
339 | BSCharacter actor = new BSCharacter(localID, avName, this, position, size, isFlying); | 377 | BSCharacter actor = new BSCharacter(localID, avName, this, position, size, isFlying); |
340 | lock (m_avatars) m_avatars.Add(localID, actor); | 378 | lock (PhysObjects) PhysObjects.Add(localID, actor); |
379 | |||
380 | // TODO: Remove kludge someday. | ||
381 | // We must generate a collision for avatars whether they collide or not. | ||
382 | // This is required by OpenSim to update avatar animations, etc. | ||
383 | lock (m_avatarsWithCollisions) m_avatarsWithCollisions.Add(actor); | ||
384 | |||
341 | return actor; | 385 | return actor; |
342 | } | 386 | } |
343 | 387 | ||
@@ -352,7 +396,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
352 | { | 396 | { |
353 | try | 397 | try |
354 | { | 398 | { |
355 | lock (m_avatars) m_avatars.Remove(actor.LocalID); | 399 | lock (PhysObjects) PhysObjects.Remove(actor.LocalID); |
400 | // Remove kludge someday | ||
401 | lock (m_avatarsWithCollisions) m_avatarsWithCollisions.Remove(bsactor); | ||
356 | } | 402 | } |
357 | catch (Exception e) | 403 | catch (Exception e) |
358 | { | 404 | { |
@@ -374,7 +420,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
374 | // m_log.DebugFormat("{0}: RemovePrim. id={1}/{2}", LogHeader, bsprim.Name, bsprim.LocalID); | 420 | // m_log.DebugFormat("{0}: RemovePrim. id={1}/{2}", LogHeader, bsprim.Name, bsprim.LocalID); |
375 | try | 421 | try |
376 | { | 422 | { |
377 | lock (m_prims) m_prims.Remove(bsprim.LocalID); | 423 | lock (PhysObjects) PhysObjects.Remove(bsprim.LocalID); |
378 | } | 424 | } |
379 | catch (Exception e) | 425 | catch (Exception e) |
380 | { | 426 | { |
@@ -399,7 +445,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
399 | DetailLog("{0},AddPrimShape,call", localID); | 445 | DetailLog("{0},AddPrimShape,call", localID); |
400 | 446 | ||
401 | BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical); | 447 | BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical); |
402 | lock (m_prims) m_prims.Add(localID, prim); | 448 | lock (PhysObjects) PhysObjects.Add(localID, prim); |
403 | return prim; | 449 | return prim; |
404 | } | 450 | } |
405 | 451 | ||
@@ -408,6 +454,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
408 | // information call is not needed. | 454 | // information call is not needed. |
409 | public override void AddPhysicsActorTaint(PhysicsActor prim) { } | 455 | public override void AddPhysicsActorTaint(PhysicsActor prim) { } |
410 | 456 | ||
457 | #endregion // Prim and Avatar addition and removal | ||
458 | |||
459 | #region Simulation | ||
411 | // Simulate one timestep | 460 | // Simulate one timestep |
412 | public override float Simulate(float timeStep) | 461 | public override float Simulate(float timeStep) |
413 | { | 462 | { |
@@ -424,6 +473,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
424 | int simulateStartTime = Util.EnvironmentTickCount(); | 473 | int simulateStartTime = Util.EnvironmentTickCount(); |
425 | 474 | ||
426 | // update the prim states while we know the physics engine is not busy | 475 | // update the prim states while we know the physics engine is not busy |
476 | int numTaints = _taintedObjects.Count; | ||
427 | ProcessTaints(); | 477 | ProcessTaints(); |
428 | 478 | ||
429 | // Some of the prims operate with special vehicle properties | 479 | // Some of the prims operate with special vehicle properties |
@@ -435,14 +485,17 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
435 | int numSubSteps = 0; | 485 | int numSubSteps = 0; |
436 | try | 486 | try |
437 | { | 487 | { |
438 | numSubSteps = BulletSimAPI.PhysicsStep(m_worldID, timeStep, m_maxSubSteps, m_fixedTimeStep, | 488 | numSubSteps = BulletSimAPI.PhysicsStep(WorldID, timeStep, m_maxSubSteps, m_fixedTimeStep, |
439 | out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr); | 489 | out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr); |
440 | DetailLog("{0},Simulate,call, substeps={1}, updates={2}, colliders={3}", DetailLogZero, numSubSteps, updatedEntityCount, collidersCount); | 490 | DetailLog("{0},Simulate,call, nTaints= {1}, substeps={2}, updates={3}, colliders={4}", |
491 | DetailLogZero, numTaints, numSubSteps, updatedEntityCount, collidersCount); | ||
441 | } | 492 | } |
442 | catch (Exception e) | 493 | catch (Exception e) |
443 | { | 494 | { |
444 | m_log.WarnFormat("{0},PhysicsStep Exception: substeps={1}, updates={2}, colliders={3}, e={4}", LogHeader, numSubSteps, updatedEntityCount, collidersCount, e); | 495 | m_log.WarnFormat("{0},PhysicsStep Exception: nTaints={1}, substeps={2}, updates={3}, colliders={4}, e={5}", |
445 | // DetailLog("{0},PhysicsStepException,call, substeps={1}, updates={2}, colliders={3}", DetailLogZero, numSubSteps, updatedEntityCount, collidersCount); | 496 | LogHeader, numTaints, numSubSteps, updatedEntityCount, collidersCount, e); |
497 | DetailLog("{0},PhysicsStepException,call, nTaints={1}, substeps={2}, updates={3}, colliders={4}", | ||
498 | DetailLogZero, numTaints, numSubSteps, updatedEntityCount, collidersCount); | ||
446 | updatedEntityCount = 0; | 499 | updatedEntityCount = 0; |
447 | collidersCount = 0; | 500 | collidersCount = 0; |
448 | } | 501 | } |
@@ -451,7 +504,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
451 | // Don't have to use the pointers passed back since we know it is the same pinned memory we passed in | 504 | // Don't have to use the pointers passed back since we know it is the same pinned memory we passed in |
452 | 505 | ||
453 | // Get a value for 'now' so all the collision and update routines don't have to get their own | 506 | // Get a value for 'now' so all the collision and update routines don't have to get their own |
454 | m_simulationNowTime = Util.EnvironmentTickCount(); | 507 | SimulationNowTime = Util.EnvironmentTickCount(); |
455 | 508 | ||
456 | // If there were collisions, process them by sending the event to the prim. | 509 | // If there were collisions, process them by sending the event to the prim. |
457 | // Collisions must be processed before updates. | 510 | // Collisions must be processed before updates. |
@@ -470,19 +523,16 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
470 | 523 | ||
471 | // The above SendCollision's batch up the collisions on the objects. | 524 | // The above SendCollision's batch up the collisions on the objects. |
472 | // Now push the collisions into the simulator. | 525 | // Now push the collisions into the simulator. |
473 | foreach (BSPrim bsp in m_primsWithCollisions) | 526 | foreach (BSPhysObject bsp in m_objectsWithCollisions) |
474 | bsp.SendCollisions(); | 527 | bsp.SendCollisions(); |
475 | m_primsWithCollisions.Clear(); | 528 | m_objectsWithCollisions.Clear(); |
476 | 529 | ||
477 | // This is a kludge to get avatar movement updated. | 530 | // This is a kludge to get avatar movement updated. |
478 | // Don't send collisions only if there were collisions -- send everytime. | ||
479 | // ODE sends collisions even if there are none and this is used to update | 531 | // ODE sends collisions even if there are none and this is used to update |
480 | // avatar animations and stuff. | 532 | // avatar animations and stuff. |
481 | // foreach (BSCharacter bsc in m_avatarsWithCollisions) | 533 | foreach (BSPhysObject bpo in m_avatarsWithCollisions) |
482 | // bsc.SendCollisions(); | 534 | bpo.SendCollisions(); |
483 | foreach (KeyValuePair<uint, BSCharacter> kvp in m_avatars) | 535 | // m_avatarsWithCollisions.Clear(); |
484 | kvp.Value.SendCollisions(); | ||
485 | m_avatarsWithCollisions.Clear(); | ||
486 | 536 | ||
487 | // If any of the objects had updated properties, tell the object it has been changed by the physics engine | 537 | // If any of the objects had updated properties, tell the object it has been changed by the physics engine |
488 | if (updatedEntityCount > 0) | 538 | if (updatedEntityCount > 0) |
@@ -490,16 +540,10 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
490 | for (int ii = 0; ii < updatedEntityCount; ii++) | 540 | for (int ii = 0; ii < updatedEntityCount; ii++) |
491 | { | 541 | { |
492 | EntityProperties entprop = m_updateArray[ii]; | 542 | EntityProperties entprop = m_updateArray[ii]; |
493 | BSPrim prim; | 543 | BSPhysObject pobj; |
494 | if (m_prims.TryGetValue(entprop.ID, out prim)) | 544 | if (PhysObjects.TryGetValue(entprop.ID, out pobj)) |
495 | { | ||
496 | prim.UpdateProperties(entprop); | ||
497 | continue; | ||
498 | } | ||
499 | BSCharacter actor; | ||
500 | if (m_avatars.TryGetValue(entprop.ID, out actor)) | ||
501 | { | 545 | { |
502 | actor.UpdateProperties(entprop); | 546 | pobj.UpdateProperties(entprop); |
503 | continue; | 547 | continue; |
504 | } | 548 | } |
505 | } | 549 | } |
@@ -529,58 +573,47 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
529 | } | 573 | } |
530 | 574 | ||
531 | // Something has collided | 575 | // Something has collided |
532 | private void SendCollision(uint localID, uint collidingWith, Vector3 collidePoint, Vector3 collideNormal, float penitration) | 576 | private void SendCollision(uint localID, uint collidingWith, Vector3 collidePoint, Vector3 collideNormal, float penetration) |
533 | { | 577 | { |
534 | if (localID == TERRAIN_ID || localID == GROUNDPLANE_ID) | 578 | if (localID <= TerrainManager.HighestTerrainID) |
535 | { | 579 | { |
536 | return; // don't send collisions to the terrain | 580 | return; // don't send collisions to the terrain |
537 | } | 581 | } |
538 | 582 | ||
583 | BSPhysObject collider = PhysObjects[localID]; | ||
584 | // TODO: as of this code, terrain was not in the physical object list. | ||
585 | // When BSTerrain is created and it will be in the list, we can remove | ||
586 | // the possibility that it's not there and just fetch the collidee. | ||
587 | BSPhysObject collidee = null; | ||
588 | |||
539 | ActorTypes type = ActorTypes.Prim; | 589 | ActorTypes type = ActorTypes.Prim; |
540 | if (collidingWith == TERRAIN_ID || collidingWith == GROUNDPLANE_ID) | 590 | if (collidingWith <= TerrainManager.HighestTerrainID) |
591 | { | ||
541 | type = ActorTypes.Ground; | 592 | type = ActorTypes.Ground; |
542 | else if (m_avatars.ContainsKey(collidingWith)) | 593 | } |
543 | type = ActorTypes.Agent; | 594 | else |
595 | { | ||
596 | collidee = PhysObjects[collidingWith]; | ||
597 | if (collidee is BSCharacter) | ||
598 | type = ActorTypes.Agent; | ||
599 | } | ||
544 | 600 | ||
545 | // DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith); | 601 | // DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith); |
546 | 602 | ||
547 | BSPrim prim; | 603 | collider.Collide(collidingWith, collidee, type, collidePoint, collideNormal, penetration); |
548 | if (m_prims.TryGetValue(localID, out prim)) { | 604 | m_objectsWithCollisions.Add(collider); |
549 | prim.Collide(collidingWith, type, collidePoint, collideNormal, penitration); | 605 | |
550 | m_primsWithCollisions.Add(prim); | ||
551 | return; | ||
552 | } | ||
553 | BSCharacter actor; | ||
554 | if (m_avatars.TryGetValue(localID, out actor)) { | ||
555 | actor.Collide(collidingWith, type, collidePoint, collideNormal, penitration); | ||
556 | m_avatarsWithCollisions.Add(actor); | ||
557 | return; | ||
558 | } | ||
559 | return; | 606 | return; |
560 | } | 607 | } |
561 | 608 | ||
562 | public override void GetResults() { } | 609 | #endregion // Simulation |
563 | 610 | ||
564 | public override void SetTerrain(float[] heightMap) { | 611 | public override void GetResults() { } |
565 | m_heightMap = heightMap; | ||
566 | this.TaintedObject("BSScene.SetTerrain", delegate() | ||
567 | { | ||
568 | BulletSimAPI.SetHeightmap(m_worldID, m_heightMap); | ||
569 | }); | ||
570 | } | ||
571 | 612 | ||
572 | // Someday we will have complex terrain with caves and tunnels | 613 | #region Terrain |
573 | // For the moment, it's flat and convex | ||
574 | public float GetTerrainHeightAtXYZ(Vector3 loc) | ||
575 | { | ||
576 | return GetTerrainHeightAtXY(loc.X, loc.Y); | ||
577 | } | ||
578 | 614 | ||
579 | public float GetTerrainHeightAtXY(float tX, float tY) | 615 | public override void SetTerrain(float[] heightMap) { |
580 | { | 616 | TerrainManager.SetTerrain(heightMap); |
581 | if (tX < 0 || tX >= Constants.RegionSize || tY < 0 || tY >= Constants.RegionSize) | ||
582 | return 30; | ||
583 | return m_heightMap[((int)tX) * Constants.RegionSize + ((int)tY)]; | ||
584 | } | 617 | } |
585 | 618 | ||
586 | public override void SetWaterLevel(float baseheight) | 619 | public override void SetWaterLevel(float baseheight) |
@@ -598,39 +631,27 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
598 | // m_log.DebugFormat("{0}: DeleteTerrain()", LogHeader); | 631 | // m_log.DebugFormat("{0}: DeleteTerrain()", LogHeader); |
599 | } | 632 | } |
600 | 633 | ||
601 | public override void Dispose() | 634 | // Although no one seems to check this, I do support combining. |
635 | public override bool SupportsCombining() | ||
602 | { | 636 | { |
603 | // m_log.DebugFormat("{0}: Dispose()", LogHeader); | 637 | return TerrainManager.SupportsCombining(); |
604 | 638 | } | |
605 | // make sure no stepping happens while we're deleting stuff | 639 | // This call says I am a child to region zero in a mega-region. 'pScene' is that |
606 | m_initialized = false; | 640 | // of region zero, 'offset' is my offset from regions zero's origin, and |
607 | 641 | // 'extents' is the largest XY that is handled in my region. | |
608 | foreach (KeyValuePair<uint, BSCharacter> kvp in m_avatars) | 642 | public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) |
609 | { | 643 | { |
610 | kvp.Value.Destroy(); | 644 | TerrainManager.Combine(pScene, offset, extents); |
611 | } | 645 | } |
612 | m_avatars.Clear(); | ||
613 | |||
614 | foreach (KeyValuePair<uint, BSPrim> kvp in m_prims) | ||
615 | { | ||
616 | kvp.Value.Destroy(); | ||
617 | } | ||
618 | m_prims.Clear(); | ||
619 | |||
620 | // Now that the prims are all cleaned up, there should be no constraints left | ||
621 | if (m_constraintCollection != null) | ||
622 | { | ||
623 | m_constraintCollection.Dispose(); | ||
624 | m_constraintCollection = null; | ||
625 | } | ||
626 | |||
627 | // Anything left in the unmanaged code should be cleaned out | ||
628 | BulletSimAPI.Shutdown(WorldID); | ||
629 | 646 | ||
630 | // Not logging any more | 647 | // Unhook all the combining that I know about. |
631 | PhysicsLogging.Close(); | 648 | public override void UnCombine(PhysicsScene pScene) |
649 | { | ||
650 | TerrainManager.UnCombine(pScene); | ||
632 | } | 651 | } |
633 | 652 | ||
653 | #endregion // Terrain | ||
654 | |||
634 | public override Dictionary<uint, float> GetTopColliders() | 655 | public override Dictionary<uint, float> GetTopColliders() |
635 | { | 656 | { |
636 | return new Dictionary<uint, float>(); | 657 | return new Dictionary<uint, float>(); |
@@ -840,14 +861,14 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
840 | // no locking because only called when physics engine is not busy | 861 | // no locking because only called when physics engine is not busy |
841 | private void ProcessVehicles(float timeStep) | 862 | private void ProcessVehicles(float timeStep) |
842 | { | 863 | { |
843 | foreach (BSPrim prim in m_vehicles) | 864 | foreach (BSPhysObject pobj in m_vehicles) |
844 | { | 865 | { |
845 | prim.StepVehicle(timeStep); | 866 | pobj.StepVehicle(timeStep); |
846 | } | 867 | } |
847 | } | 868 | } |
848 | #endregion Vehicles | 869 | #endregion Vehicles |
849 | 870 | ||
850 | #region Parameters | 871 | #region INI and command line parameter processing |
851 | 872 | ||
852 | delegate void ParamUser(BSScene scene, IConfig conf, string paramName, float val); | 873 | delegate void ParamUser(BSScene scene, IConfig conf, string paramName, float val); |
853 | delegate float ParamGet(BSScene scene); | 874 | delegate float ParamGet(BSScene scene); |
@@ -950,9 +971,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
950 | (s,p,l,v) => { s.m_maxUpdatesPerFrame = (int)v; } ), | 971 | (s,p,l,v) => { s.m_maxUpdatesPerFrame = (int)v; } ), |
951 | new ParameterDefn("MaxObjectMass", "Maximum object mass (10000.01)", | 972 | new ParameterDefn("MaxObjectMass", "Maximum object mass (10000.01)", |
952 | 10000.01f, | 973 | 10000.01f, |
953 | (s,cf,p,v) => { s.m_maximumObjectMass = cf.GetFloat(p, v); }, | 974 | (s,cf,p,v) => { s.MaximumObjectMass = cf.GetFloat(p, v); }, |
954 | (s) => { return (float)s.m_maximumObjectMass; }, | 975 | (s) => { return (float)s.MaximumObjectMass; }, |
955 | (s,p,l,v) => { s.m_maximumObjectMass = v; } ), | 976 | (s,p,l,v) => { s.MaximumObjectMass = v; } ), |
956 | 977 | ||
957 | new ParameterDefn("PID_D", "Derivitive factor for motion smoothing", | 978 | new ParameterDefn("PID_D", "Derivitive factor for motion smoothing", |
958 | 2200f, | 979 | 2200f, |
@@ -996,42 +1017,42 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
996 | 0f, | 1017 | 0f, |
997 | (s,cf,p,v) => { s.m_params[0].linearDamping = cf.GetFloat(p, v); }, | 1018 | (s,cf,p,v) => { s.m_params[0].linearDamping = cf.GetFloat(p, v); }, |
998 | (s) => { return s.m_params[0].linearDamping; }, | 1019 | (s) => { return s.m_params[0].linearDamping; }, |
999 | (s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].linearDamping, p, l, v); } ), | 1020 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].linearDamping, p, l, v); } ), |
1000 | new ParameterDefn("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)", | 1021 | new ParameterDefn("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)", |
1001 | 0f, | 1022 | 0f, |
1002 | (s,cf,p,v) => { s.m_params[0].angularDamping = cf.GetFloat(p, v); }, | 1023 | (s,cf,p,v) => { s.m_params[0].angularDamping = cf.GetFloat(p, v); }, |
1003 | (s) => { return s.m_params[0].angularDamping; }, | 1024 | (s) => { return s.m_params[0].angularDamping; }, |
1004 | (s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].angularDamping, p, l, v); } ), | 1025 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].angularDamping, p, l, v); } ), |
1005 | new ParameterDefn("DeactivationTime", "Seconds before considering an object potentially static", | 1026 | new ParameterDefn("DeactivationTime", "Seconds before considering an object potentially static", |
1006 | 0.2f, | 1027 | 0.2f, |
1007 | (s,cf,p,v) => { s.m_params[0].deactivationTime = cf.GetFloat(p, v); }, | 1028 | (s,cf,p,v) => { s.m_params[0].deactivationTime = cf.GetFloat(p, v); }, |
1008 | (s) => { return s.m_params[0].deactivationTime; }, | 1029 | (s) => { return s.m_params[0].deactivationTime; }, |
1009 | (s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].deactivationTime, p, l, v); } ), | 1030 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].deactivationTime, p, l, v); } ), |
1010 | new ParameterDefn("LinearSleepingThreshold", "Seconds to measure linear movement before considering static", | 1031 | new ParameterDefn("LinearSleepingThreshold", "Seconds to measure linear movement before considering static", |
1011 | 0.8f, | 1032 | 0.8f, |
1012 | (s,cf,p,v) => { s.m_params[0].linearSleepingThreshold = cf.GetFloat(p, v); }, | 1033 | (s,cf,p,v) => { s.m_params[0].linearSleepingThreshold = cf.GetFloat(p, v); }, |
1013 | (s) => { return s.m_params[0].linearSleepingThreshold; }, | 1034 | (s) => { return s.m_params[0].linearSleepingThreshold; }, |
1014 | (s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].linearSleepingThreshold, p, l, v); } ), | 1035 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].linearSleepingThreshold, p, l, v); } ), |
1015 | new ParameterDefn("AngularSleepingThreshold", "Seconds to measure angular movement before considering static", | 1036 | new ParameterDefn("AngularSleepingThreshold", "Seconds to measure angular movement before considering static", |
1016 | 1.0f, | 1037 | 1.0f, |
1017 | (s,cf,p,v) => { s.m_params[0].angularSleepingThreshold = cf.GetFloat(p, v); }, | 1038 | (s,cf,p,v) => { s.m_params[0].angularSleepingThreshold = cf.GetFloat(p, v); }, |
1018 | (s) => { return s.m_params[0].angularSleepingThreshold; }, | 1039 | (s) => { return s.m_params[0].angularSleepingThreshold; }, |
1019 | (s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].angularSleepingThreshold, p, l, v); } ), | 1040 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].angularSleepingThreshold, p, l, v); } ), |
1020 | new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" , | 1041 | new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" , |
1021 | 0f, // set to zero to disable | 1042 | 0f, // set to zero to disable |
1022 | (s,cf,p,v) => { s.m_params[0].ccdMotionThreshold = cf.GetFloat(p, v); }, | 1043 | (s,cf,p,v) => { s.m_params[0].ccdMotionThreshold = cf.GetFloat(p, v); }, |
1023 | (s) => { return s.m_params[0].ccdMotionThreshold; }, | 1044 | (s) => { return s.m_params[0].ccdMotionThreshold; }, |
1024 | (s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].ccdMotionThreshold, p, l, v); } ), | 1045 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].ccdMotionThreshold, p, l, v); } ), |
1025 | new ParameterDefn("CcdSweptSphereRadius", "Continuious collision detection test radius" , | 1046 | new ParameterDefn("CcdSweptSphereRadius", "Continuious collision detection test radius" , |
1026 | 0f, | 1047 | 0f, |
1027 | (s,cf,p,v) => { s.m_params[0].ccdSweptSphereRadius = cf.GetFloat(p, v); }, | 1048 | (s,cf,p,v) => { s.m_params[0].ccdSweptSphereRadius = cf.GetFloat(p, v); }, |
1028 | (s) => { return s.m_params[0].ccdSweptSphereRadius; }, | 1049 | (s) => { return s.m_params[0].ccdSweptSphereRadius; }, |
1029 | (s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].ccdSweptSphereRadius, p, l, v); } ), | 1050 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].ccdSweptSphereRadius, p, l, v); } ), |
1030 | new ParameterDefn("ContactProcessingThreshold", "Distance between contacts before doing collision check" , | 1051 | new ParameterDefn("ContactProcessingThreshold", "Distance between contacts before doing collision check" , |
1031 | 0.1f, | 1052 | 0.1f, |
1032 | (s,cf,p,v) => { s.m_params[0].contactProcessingThreshold = cf.GetFloat(p, v); }, | 1053 | (s,cf,p,v) => { s.m_params[0].contactProcessingThreshold = cf.GetFloat(p, v); }, |
1033 | (s) => { return s.m_params[0].contactProcessingThreshold; }, | 1054 | (s) => { return s.m_params[0].contactProcessingThreshold; }, |
1034 | (s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].contactProcessingThreshold, p, l, v); } ), | 1055 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].contactProcessingThreshold, p, l, v); } ), |
1035 | 1056 | ||
1036 | new ParameterDefn("TerrainFriction", "Factor to reduce movement against terrain surface" , | 1057 | new ParameterDefn("TerrainFriction", "Factor to reduce movement against terrain surface" , |
1037 | 0.5f, | 1058 | 0.5f, |
@@ -1049,35 +1070,35 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1049 | (s) => { return s.m_params[0].terrainRestitution; }, | 1070 | (s) => { return s.m_params[0].terrainRestitution; }, |
1050 | (s,p,l,v) => { s.m_params[0].terrainRestitution = v; s.TaintedUpdateParameter(p,l,v); } ), | 1071 | (s,p,l,v) => { s.m_params[0].terrainRestitution = v; s.TaintedUpdateParameter(p,l,v); } ), |
1051 | new ParameterDefn("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation.", | 1072 | new ParameterDefn("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation.", |
1052 | 0.5f, | 1073 | 0.2f, |
1053 | (s,cf,p,v) => { s.m_params[0].avatarFriction = cf.GetFloat(p, v); }, | 1074 | (s,cf,p,v) => { s.m_params[0].avatarFriction = cf.GetFloat(p, v); }, |
1054 | (s) => { return s.m_params[0].avatarFriction; }, | 1075 | (s) => { return s.m_params[0].avatarFriction; }, |
1055 | (s,p,l,v) => { s.UpdateParameterAvatars(ref s.m_params[0].avatarFriction, p, l, v); } ), | 1076 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarFriction, p, l, v); } ), |
1056 | new ParameterDefn("AvatarDensity", "Density of an avatar. Changed on avatar recreation.", | 1077 | new ParameterDefn("AvatarDensity", "Density of an avatar. Changed on avatar recreation.", |
1057 | 60f, | 1078 | 60f, |
1058 | (s,cf,p,v) => { s.m_params[0].avatarDensity = cf.GetFloat(p, v); }, | 1079 | (s,cf,p,v) => { s.m_params[0].avatarDensity = cf.GetFloat(p, v); }, |
1059 | (s) => { return s.m_params[0].avatarDensity; }, | 1080 | (s) => { return s.m_params[0].avatarDensity; }, |
1060 | (s,p,l,v) => { s.UpdateParameterAvatars(ref s.m_params[0].avatarDensity, p, l, v); } ), | 1081 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarDensity, p, l, v); } ), |
1061 | new ParameterDefn("AvatarRestitution", "Bouncyness. Changed on avatar recreation.", | 1082 | new ParameterDefn("AvatarRestitution", "Bouncyness. Changed on avatar recreation.", |
1062 | 0f, | 1083 | 0f, |
1063 | (s,cf,p,v) => { s.m_params[0].avatarRestitution = cf.GetFloat(p, v); }, | 1084 | (s,cf,p,v) => { s.m_params[0].avatarRestitution = cf.GetFloat(p, v); }, |
1064 | (s) => { return s.m_params[0].avatarRestitution; }, | 1085 | (s) => { return s.m_params[0].avatarRestitution; }, |
1065 | (s,p,l,v) => { s.UpdateParameterAvatars(ref s.m_params[0].avatarRestitution, p, l, v); } ), | 1086 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarRestitution, p, l, v); } ), |
1066 | new ParameterDefn("AvatarCapsuleRadius", "Radius of space around an avatar", | 1087 | new ParameterDefn("AvatarCapsuleRadius", "Radius of space around an avatar", |
1067 | 0.37f, | 1088 | 0.37f, |
1068 | (s,cf,p,v) => { s.m_params[0].avatarCapsuleRadius = cf.GetFloat(p, v); }, | 1089 | (s,cf,p,v) => { s.m_params[0].avatarCapsuleRadius = cf.GetFloat(p, v); }, |
1069 | (s) => { return s.m_params[0].avatarCapsuleRadius; }, | 1090 | (s) => { return s.m_params[0].avatarCapsuleRadius; }, |
1070 | (s,p,l,v) => { s.UpdateParameterAvatars(ref s.m_params[0].avatarCapsuleRadius, p, l, v); } ), | 1091 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarCapsuleRadius, p, l, v); } ), |
1071 | new ParameterDefn("AvatarCapsuleHeight", "Default height of space around avatar", | 1092 | new ParameterDefn("AvatarCapsuleHeight", "Default height of space around avatar", |
1072 | 1.5f, | 1093 | 1.5f, |
1073 | (s,cf,p,v) => { s.m_params[0].avatarCapsuleHeight = cf.GetFloat(p, v); }, | 1094 | (s,cf,p,v) => { s.m_params[0].avatarCapsuleHeight = cf.GetFloat(p, v); }, |
1074 | (s) => { return s.m_params[0].avatarCapsuleHeight; }, | 1095 | (s) => { return s.m_params[0].avatarCapsuleHeight; }, |
1075 | (s,p,l,v) => { s.UpdateParameterAvatars(ref s.m_params[0].avatarCapsuleHeight, p, l, v); } ), | 1096 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarCapsuleHeight, p, l, v); } ), |
1076 | new ParameterDefn("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions", | 1097 | new ParameterDefn("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions", |
1077 | 0.1f, | 1098 | 0.1f, |
1078 | (s,cf,p,v) => { s.m_params[0].avatarContactProcessingThreshold = cf.GetFloat(p, v); }, | 1099 | (s,cf,p,v) => { s.m_params[0].avatarContactProcessingThreshold = cf.GetFloat(p, v); }, |
1079 | (s) => { return s.m_params[0].avatarContactProcessingThreshold; }, | 1100 | (s) => { return s.m_params[0].avatarContactProcessingThreshold; }, |
1080 | (s,p,l,v) => { s.UpdateParameterAvatars(ref s.m_params[0].avatarContactProcessingThreshold, p, l, v); } ), | 1101 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarContactProcessingThreshold, p, l, v); } ), |
1081 | 1102 | ||
1082 | 1103 | ||
1083 | new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)", | 1104 | new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)", |
@@ -1214,6 +1235,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1214 | 1235 | ||
1215 | private PhysParameterEntry[] SettableParameters = new PhysParameterEntry[1]; | 1236 | private PhysParameterEntry[] SettableParameters = new PhysParameterEntry[1]; |
1216 | 1237 | ||
1238 | // This creates an array in the correct format for returning the list of | ||
1239 | // parameters. This is used by the 'list' option of the 'physics' command. | ||
1217 | private void BuildParameterTable() | 1240 | private void BuildParameterTable() |
1218 | { | 1241 | { |
1219 | if (SettableParameters.Length < ParameterDefinitions.Length) | 1242 | if (SettableParameters.Length < ParameterDefinitions.Length) |
@@ -1264,18 +1287,10 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1264 | } | 1287 | } |
1265 | 1288 | ||
1266 | // check to see if we are updating a parameter for a particular or all of the prims | 1289 | // check to see if we are updating a parameter for a particular or all of the prims |
1267 | protected void UpdateParameterPrims(ref float loc, string parm, uint localID, float val) | 1290 | protected void UpdateParameterObject(ref float loc, string parm, uint localID, float val) |
1268 | { | ||
1269 | List<uint> operateOn; | ||
1270 | lock (m_prims) operateOn = new List<uint>(m_prims.Keys); | ||
1271 | UpdateParameterSet(operateOn, ref loc, parm, localID, val); | ||
1272 | } | ||
1273 | |||
1274 | // check to see if we are updating a parameter for a particular or all of the avatars | ||
1275 | protected void UpdateParameterAvatars(ref float loc, string parm, uint localID, float val) | ||
1276 | { | 1291 | { |
1277 | List<uint> operateOn; | 1292 | List<uint> operateOn; |
1278 | lock (m_avatars) operateOn = new List<uint>(m_avatars.Keys); | 1293 | lock (PhysObjects) operateOn = new List<uint>(PhysObjects.Keys); |
1279 | UpdateParameterSet(operateOn, ref loc, parm, localID, val); | 1294 | UpdateParameterSet(operateOn, ref loc, parm, localID, val); |
1280 | } | 1295 | } |
1281 | 1296 | ||
@@ -1298,7 +1313,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1298 | TaintedObject("BSScene.UpdateParameterSet", delegate() { | 1313 | TaintedObject("BSScene.UpdateParameterSet", delegate() { |
1299 | foreach (uint lID in objectIDs) | 1314 | foreach (uint lID in objectIDs) |
1300 | { | 1315 | { |
1301 | BulletSimAPI.UpdateParameter(m_worldID, lID, xparm, xval); | 1316 | BulletSimAPI.UpdateParameter(WorldID, lID, xparm, xval); |
1302 | } | 1317 | } |
1303 | }); | 1318 | }); |
1304 | break; | 1319 | break; |
@@ -1316,7 +1331,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1316 | string xparm = parm.ToLower(); | 1331 | string xparm = parm.ToLower(); |
1317 | float xval = val; | 1332 | float xval = val; |
1318 | TaintedObject("BSScene.TaintedUpdateParameter", delegate() { | 1333 | TaintedObject("BSScene.TaintedUpdateParameter", delegate() { |
1319 | BulletSimAPI.UpdateParameter(m_worldID, xlocalID, xparm, xval); | 1334 | BulletSimAPI.UpdateParameter(WorldID, xlocalID, xparm, xval); |
1320 | }); | 1335 | }); |
1321 | } | 1336 | } |
1322 | 1337 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs new file mode 100755 index 0000000..ab45f8f --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs | |||
@@ -0,0 +1,464 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | using System; | ||
28 | using System.Collections.Generic; | ||
29 | using System.Text; | ||
30 | |||
31 | using OpenSim.Framework; | ||
32 | using OpenSim.Region.Framework; | ||
33 | using OpenSim.Region.CoreModules; | ||
34 | using OpenSim.Region.Physics.Manager; | ||
35 | |||
36 | using Nini.Config; | ||
37 | using log4net; | ||
38 | |||
39 | using OpenMetaverse; | ||
40 | |||
41 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
42 | { | ||
43 | public class BSTerrainManager | ||
44 | { | ||
45 | static string LogHeader = "[BULLETSIM TERRAIN MANAGER]"; | ||
46 | |||
47 | // These height values are fractional so the odd values will be | ||
48 | // noticable when debugging. | ||
49 | public const float HEIGHT_INITIALIZATION = 24.987f; | ||
50 | public const float HEIGHT_INITIAL_LASTHEIGHT = 24.876f; | ||
51 | public const float HEIGHT_GETHEIGHT_RET = 24.765f; | ||
52 | |||
53 | // If the min and max height are equal, we reduce the min by this | ||
54 | // amount to make sure that a bounding box is built for the terrain. | ||
55 | public const float HEIGHT_EQUAL_FUDGE = 0.2f; | ||
56 | |||
57 | public const float TERRAIN_COLLISION_MARGIN = 0.0f; | ||
58 | |||
59 | // Until the whole simulator is changed to pass us the region size, we rely on constants. | ||
60 | public Vector3 DefaultRegionSize = new Vector3(Constants.RegionSize, Constants.RegionSize, 0f); | ||
61 | |||
62 | // The scene that I am part of | ||
63 | private BSScene m_physicsScene; | ||
64 | |||
65 | // The ground plane created to keep thing from falling to infinity. | ||
66 | private BulletBody m_groundPlane; | ||
67 | |||
68 | // If doing mega-regions, if we're region zero we will be managing multiple | ||
69 | // region terrains since region zero does the physics for the whole mega-region. | ||
70 | private Dictionary<Vector2, BulletHeightMapInfo> m_heightMaps; | ||
71 | |||
72 | // True of the terrain has been modified. | ||
73 | // Used to force recalculation of terrain height after terrain has been modified | ||
74 | private bool m_terrainModified; | ||
75 | |||
76 | // If we are doing mega-regions, terrains are added from TERRAIN_ID to m_terrainCount. | ||
77 | // This is incremented before assigning to new region so it is the last ID allocated. | ||
78 | private uint m_terrainCount = BSScene.CHILDTERRAIN_ID - 1; | ||
79 | public uint HighestTerrainID { get {return m_terrainCount; } } | ||
80 | |||
81 | // If doing mega-regions, this holds our offset from region zero of | ||
82 | // the mega-regions. "parentScene" points to the PhysicsScene of region zero. | ||
83 | private Vector3 m_worldOffset; | ||
84 | // If the parent region (region 0), this is the extent of the combined regions | ||
85 | // relative to the origin of region zero | ||
86 | private Vector3 m_worldMax; | ||
87 | private PhysicsScene m_parentScene; | ||
88 | |||
89 | public BSTerrainManager(BSScene physicsScene) | ||
90 | { | ||
91 | m_physicsScene = physicsScene; | ||
92 | m_heightMaps = new Dictionary<Vector2,BulletHeightMapInfo>(); | ||
93 | m_terrainModified = false; | ||
94 | |||
95 | // Assume one region of default size | ||
96 | m_worldOffset = Vector3.Zero; | ||
97 | m_worldMax = new Vector3(DefaultRegionSize.X, DefaultRegionSize.Y, 4096f); | ||
98 | m_parentScene = null; | ||
99 | } | ||
100 | |||
101 | // Create the initial instance of terrain and the underlying ground plane. | ||
102 | // The objects are allocated in the unmanaged space and the pointers are tracked | ||
103 | // by the managed code. | ||
104 | // The terrains and the groundPlane are not added to the list of PhysObjects. | ||
105 | // This is called from the initialization routine so we presume it is | ||
106 | // safe to call Bullet in real time. We hope no one is moving prims around yet. | ||
107 | public void CreateInitialGroundPlaneAndTerrain() | ||
108 | { | ||
109 | // The ground plane is here to catch things that are trying to drop to negative infinity | ||
110 | BulletShape groundPlaneShape = new BulletShape(BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f, TERRAIN_COLLISION_MARGIN)); | ||
111 | m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID, | ||
112 | BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.Ptr, Vector3.Zero, Quaternion.Identity)); | ||
113 | BulletSimAPI.AddObjectToWorld2(m_physicsScene.World.Ptr, m_groundPlane.Ptr); | ||
114 | |||
115 | Vector3 minTerrainCoords = new Vector3(0f, 0f, HEIGHT_INITIALIZATION - HEIGHT_EQUAL_FUDGE); | ||
116 | Vector3 maxTerrainCoords = new Vector3(DefaultRegionSize.X, DefaultRegionSize.Y, HEIGHT_INITIALIZATION); | ||
117 | int totalHeights = (int)maxTerrainCoords.X * (int)maxTerrainCoords.Y; | ||
118 | float[] initialMap = new float[totalHeights]; | ||
119 | for (int ii = 0; ii < totalHeights; ii++) | ||
120 | { | ||
121 | initialMap[ii] = HEIGHT_INITIALIZATION; | ||
122 | } | ||
123 | UpdateOrCreateTerrain(BSScene.TERRAIN_ID, initialMap, minTerrainCoords, maxTerrainCoords, true); | ||
124 | } | ||
125 | |||
126 | // Release all the terrain structures we might have allocated | ||
127 | public void ReleaseGroundPlaneAndTerrain() | ||
128 | { | ||
129 | if (m_groundPlane.Ptr != IntPtr.Zero) | ||
130 | { | ||
131 | if (BulletSimAPI.RemoveObjectFromWorld2(m_physicsScene.World.Ptr, m_groundPlane.Ptr)) | ||
132 | { | ||
133 | BulletSimAPI.DestroyObject2(m_physicsScene.World.Ptr, m_groundPlane.Ptr); | ||
134 | } | ||
135 | m_groundPlane.Ptr = IntPtr.Zero; | ||
136 | } | ||
137 | |||
138 | ReleaseTerrain(); | ||
139 | } | ||
140 | |||
141 | // Release all the terrain we have allocated | ||
142 | public void ReleaseTerrain() | ||
143 | { | ||
144 | foreach (KeyValuePair<Vector2, BulletHeightMapInfo> kvp in m_heightMaps) | ||
145 | { | ||
146 | if (BulletSimAPI.RemoveObjectFromWorld2(m_physicsScene.World.Ptr, kvp.Value.terrainBody.Ptr)) | ||
147 | { | ||
148 | BulletSimAPI.DestroyObject2(m_physicsScene.World.Ptr, kvp.Value.terrainBody.Ptr); | ||
149 | BulletSimAPI.ReleaseHeightMapInfo2(kvp.Value.Ptr); | ||
150 | } | ||
151 | } | ||
152 | m_heightMaps.Clear(); | ||
153 | } | ||
154 | |||
155 | // The simulator wants to set a new heightmap for the terrain. | ||
156 | public void SetTerrain(float[] heightMap) { | ||
157 | if (m_worldOffset != Vector3.Zero && m_parentScene != null) | ||
158 | { | ||
159 | // If a child of a mega-region, we shouldn't have any terrain allocated for us | ||
160 | ReleaseGroundPlaneAndTerrain(); | ||
161 | // If doing the mega-prim stuff and we are the child of the zero region, | ||
162 | // the terrain is added to our parent | ||
163 | if (m_parentScene is BSScene) | ||
164 | { | ||
165 | DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}", | ||
166 | BSScene.DetailLogZero, m_worldOffset, m_worldMax); | ||
167 | ((BSScene)m_parentScene).TerrainManager.UpdateOrCreateTerrain(BSScene.CHILDTERRAIN_ID, | ||
168 | heightMap, m_worldOffset, m_worldOffset+DefaultRegionSize, false); | ||
169 | } | ||
170 | } | ||
171 | else | ||
172 | { | ||
173 | // If not doing the mega-prim thing, just change the terrain | ||
174 | DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero); | ||
175 | |||
176 | UpdateOrCreateTerrain(BSScene.TERRAIN_ID, heightMap, m_worldOffset, m_worldOffset+DefaultRegionSize, false); | ||
177 | } | ||
178 | } | ||
179 | |||
180 | // If called with no mapInfo for the terrain, this will create a new mapInfo and terrain | ||
181 | // based on the passed information. The 'id' should be either the terrain id or | ||
182 | // BSScene.CHILDTERRAIN_ID. If the latter, a new child terrain ID will be allocated and used. | ||
183 | // The latter feature is for creating child terrains for mega-regions. | ||
184 | // If called with a mapInfo in m_heightMaps but the terrain has no body yet (mapInfo.terrainBody.Ptr == 0) | ||
185 | // then a new body and shape is created and the mapInfo is filled. | ||
186 | // This call is used for doing the initial terrain creation. | ||
187 | // If called with a mapInfo in m_heightMaps and there is an existing terrain body, a new | ||
188 | // terrain shape is created and added to the body. | ||
189 | // This call is most often used to update the heightMap and parameters of the terrain. | ||
190 | // The 'doNow' boolean says whether to do all the unmanaged activities right now (like when | ||
191 | // calling this routine from initialization or taint-time routines) or whether to delay | ||
192 | // all the unmanaged activities to taint-time. | ||
193 | private void UpdateOrCreateTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords, bool doNow) | ||
194 | { | ||
195 | DetailLog("{0},BSTerrainManager.UpdateOrCreateTerrain,call,minC={1},maxC={2},doNow={3}", | ||
196 | BSScene.DetailLogZero, minCoords, maxCoords, doNow); | ||
197 | |||
198 | float minZ = float.MaxValue; | ||
199 | float maxZ = float.MinValue; | ||
200 | Vector2 terrainRegionBase = new Vector2(minCoords.X, minCoords.Y); | ||
201 | |||
202 | int heightMapSize = heightMap.Length; | ||
203 | for (int ii = 0; ii < heightMapSize; ii++) | ||
204 | { | ||
205 | float height = heightMap[ii]; | ||
206 | if (height < minZ) minZ = height; | ||
207 | if (height > maxZ) maxZ = height; | ||
208 | } | ||
209 | |||
210 | // The shape of the terrain is from its base to its extents. | ||
211 | minCoords.Z = minZ; | ||
212 | maxCoords.Z = maxZ; | ||
213 | |||
214 | BulletHeightMapInfo mapInfo; | ||
215 | if (m_heightMaps.TryGetValue(terrainRegionBase, out mapInfo)) | ||
216 | { | ||
217 | // If this is terrain we know about, it's easy to update | ||
218 | |||
219 | mapInfo.heightMap = heightMap; | ||
220 | mapInfo.minCoords = minCoords; | ||
221 | mapInfo.maxCoords = maxCoords; | ||
222 | mapInfo.minZ = minZ; | ||
223 | mapInfo.maxZ = maxZ; | ||
224 | mapInfo.sizeX = maxCoords.X - minCoords.X; | ||
225 | mapInfo.sizeY = maxCoords.Y - minCoords.Y; | ||
226 | DetailLog("{0},UpdateOrCreateTerrain:UpdateExisting,call,terrainBase={1},minC={2}, maxC={3}, szX={4}, szY={5}", | ||
227 | BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY); | ||
228 | |||
229 | BSScene.TaintCallback rebuildOperation = delegate() | ||
230 | { | ||
231 | if (m_parentScene != null) | ||
232 | { | ||
233 | // It's possible that Combine() was called after this code was queued. | ||
234 | // If we are a child of combined regions, we don't create any terrain for us. | ||
235 | DetailLog("{0},UpdateOrCreateTerrain:AmACombineChild,taint", BSScene.DetailLogZero); | ||
236 | |||
237 | // Get rid of any terrain that may have been allocated for us. | ||
238 | ReleaseGroundPlaneAndTerrain(); | ||
239 | |||
240 | // I hate doing this, but just bail | ||
241 | return; | ||
242 | } | ||
243 | |||
244 | if (mapInfo.terrainBody.Ptr != IntPtr.Zero) | ||
245 | { | ||
246 | // Updating an existing terrain. | ||
247 | DetailLog("{0},UpdateOrCreateTerrain:UpdateExisting,taint,terrainBase={1},minC={2}, maxC={3}, szX={4}, szY={5}", | ||
248 | BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY); | ||
249 | |||
250 | // Remove from the dynamics world because we're going to mangle this object | ||
251 | BulletSimAPI.RemoveObjectFromWorld2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr); | ||
252 | |||
253 | // Get rid of the old terrain | ||
254 | BulletSimAPI.DestroyObject2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr); | ||
255 | BulletSimAPI.ReleaseHeightMapInfo2(mapInfo.Ptr); | ||
256 | mapInfo.Ptr = IntPtr.Zero; | ||
257 | |||
258 | /* | ||
259 | // NOTE: This routine is half here because I can't get the terrain shape replacement | ||
260 | // to work. In the short term, the above three lines completely delete the old | ||
261 | // terrain and the code below recreates one from scratch. | ||
262 | // Hopefully the Bullet community will help me out on this one. | ||
263 | |||
264 | // First, release the old collision shape (there is only one terrain) | ||
265 | BulletSimAPI.DeleteCollisionShape2(m_physicsScene.World.Ptr, mapInfo.terrainShape.Ptr); | ||
266 | |||
267 | // Fill the existing height map info with the new location and size information | ||
268 | BulletSimAPI.FillHeightMapInfo2(m_physicsScene.World.Ptr, mapInfo.Ptr, mapInfo.ID, | ||
269 | mapInfo.minCoords, mapInfo.maxCoords, mapInfo.heightMap, TERRAIN_COLLISION_MARGIN); | ||
270 | |||
271 | // Create a terrain shape based on the new info | ||
272 | mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(mapInfo.Ptr)); | ||
273 | |||
274 | // Stuff the shape into the existing terrain body | ||
275 | BulletSimAPI.SetBodyShape2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr, mapInfo.terrainShape.Ptr); | ||
276 | */ | ||
277 | } | ||
278 | // else | ||
279 | { | ||
280 | // Creating a new terrain. | ||
281 | DetailLog("{0},UpdateOrCreateTerrain:CreateNewTerrain,taint,baseX={1},baseY={2},minZ={3},maxZ={4}", | ||
282 | BSScene.DetailLogZero, mapInfo.minCoords.X, mapInfo.minCoords.Y, minZ, maxZ); | ||
283 | |||
284 | mapInfo.ID = id; | ||
285 | mapInfo.Ptr = BulletSimAPI.CreateHeightMapInfo2(m_physicsScene.World.Ptr, mapInfo.ID, | ||
286 | mapInfo.minCoords, mapInfo.maxCoords, mapInfo.heightMap, TERRAIN_COLLISION_MARGIN); | ||
287 | |||
288 | // The terrain object initial position is at the center of the object | ||
289 | Vector3 centerPos; | ||
290 | centerPos.X = minCoords.X + (mapInfo.sizeX / 2f); | ||
291 | centerPos.Y = minCoords.Y + (mapInfo.sizeY / 2f); | ||
292 | centerPos.Z = minZ + ((maxZ - minZ) / 2f); | ||
293 | |||
294 | // Create the terrain shape from the mapInfo | ||
295 | mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(mapInfo.Ptr)); | ||
296 | |||
297 | mapInfo.terrainBody = new BulletBody(mapInfo.ID, | ||
298 | BulletSimAPI.CreateBodyWithDefaultMotionState2(mapInfo.terrainShape.Ptr, | ||
299 | centerPos, Quaternion.Identity)); | ||
300 | } | ||
301 | |||
302 | // Make sure the entry is in the heightmap table | ||
303 | m_heightMaps[terrainRegionBase] = mapInfo; | ||
304 | |||
305 | // Set current terrain attributes | ||
306 | BulletSimAPI.SetFriction2(mapInfo.terrainBody.Ptr, m_physicsScene.Params.terrainFriction); | ||
307 | BulletSimAPI.SetHitFraction2(mapInfo.terrainBody.Ptr, m_physicsScene.Params.terrainHitFraction); | ||
308 | BulletSimAPI.SetRestitution2(mapInfo.terrainBody.Ptr, m_physicsScene.Params.terrainRestitution); | ||
309 | BulletSimAPI.SetCollisionFlags2(mapInfo.terrainBody.Ptr, CollisionFlags.CF_STATIC_OBJECT); | ||
310 | |||
311 | BulletSimAPI.SetMassProps2(mapInfo.terrainBody.Ptr, 0f, Vector3.Zero); | ||
312 | BulletSimAPI.UpdateInertiaTensor2(mapInfo.terrainBody.Ptr); | ||
313 | |||
314 | // Return the new terrain to the world of physical objects | ||
315 | BulletSimAPI.AddObjectToWorld2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr); | ||
316 | |||
317 | // redo its bounding box now that it is in the world | ||
318 | BulletSimAPI.UpdateSingleAabb2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr); | ||
319 | |||
320 | // Make sure the new shape is processed. | ||
321 | BulletSimAPI.Activate2(mapInfo.terrainBody.Ptr, true); | ||
322 | }; | ||
323 | |||
324 | // There is the option to do the changes now (we're already in 'taint time'), or | ||
325 | // to do the Bullet operations later. | ||
326 | if (doNow) | ||
327 | rebuildOperation(); | ||
328 | else | ||
329 | m_physicsScene.TaintedObject("BSScene.UpdateOrCreateTerrain:UpdateExisting", rebuildOperation); | ||
330 | } | ||
331 | else | ||
332 | { | ||
333 | // We don't know about this terrain so either we are creating a new terrain or | ||
334 | // our mega-prim child is giving us a new terrain to add to the phys world | ||
335 | |||
336 | // if this is a child terrain, calculate a unique terrain id | ||
337 | uint newTerrainID = id; | ||
338 | if (newTerrainID >= BSScene.CHILDTERRAIN_ID) | ||
339 | newTerrainID = ++m_terrainCount; | ||
340 | |||
341 | float[] heightMapX = heightMap; | ||
342 | Vector3 minCoordsX = minCoords; | ||
343 | Vector3 maxCoordsX = maxCoords; | ||
344 | |||
345 | DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,call,id={1}, minC={2}, maxC={3}", | ||
346 | BSScene.DetailLogZero, newTerrainID, minCoords, minCoords); | ||
347 | |||
348 | // Code that must happen at taint-time | ||
349 | BSScene.TaintCallback createOperation = delegate() | ||
350 | { | ||
351 | DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,taint,baseX={1},baseY={2}", BSScene.DetailLogZero, minCoords.X, minCoords.Y); | ||
352 | // Create a new mapInfo that will be filled with the new info | ||
353 | mapInfo = new BulletHeightMapInfo(id, heightMapX, | ||
354 | BulletSimAPI.CreateHeightMapInfo2(m_physicsScene.World.Ptr, newTerrainID, | ||
355 | minCoordsX, maxCoordsX, heightMapX, TERRAIN_COLLISION_MARGIN)); | ||
356 | // Put the unfilled heightmap info into the collection of same | ||
357 | m_heightMaps.Add(terrainRegionBase, mapInfo); | ||
358 | // Build the terrain | ||
359 | UpdateOrCreateTerrain(newTerrainID, heightMap, minCoords, maxCoords, true); | ||
360 | }; | ||
361 | |||
362 | // If already in taint-time, just call Bullet. Otherwise queue the operations for the safe time. | ||
363 | if (doNow) | ||
364 | createOperation(); | ||
365 | else | ||
366 | m_physicsScene.TaintedObject("BSScene.UpdateOrCreateTerrain:NewTerrain", createOperation); | ||
367 | } | ||
368 | } | ||
369 | |||
370 | // Someday we will have complex terrain with caves and tunnels | ||
371 | public float GetTerrainHeightAtXYZ(Vector3 loc) | ||
372 | { | ||
373 | // For the moment, it's flat and convex | ||
374 | return GetTerrainHeightAtXY(loc.X, loc.Y); | ||
375 | } | ||
376 | |||
377 | // Given an X and Y, find the height of the terrain. | ||
378 | // Since we could be handling multiple terrains for a mega-region, | ||
379 | // the base of the region is calcuated assuming all regions are | ||
380 | // the same size and that is the default. | ||
381 | // Once the heightMapInfo is found, we have all the information to | ||
382 | // compute the offset into the array. | ||
383 | private float lastHeightTX = 999999f; | ||
384 | private float lastHeightTY = 999999f; | ||
385 | private float lastHeight = HEIGHT_INITIAL_LASTHEIGHT; | ||
386 | public float GetTerrainHeightAtXY(float tX, float tY) | ||
387 | { | ||
388 | // You'd be surprized at the number of times this routine is called | ||
389 | // with the same parameters as last time. | ||
390 | if (!m_terrainModified && lastHeightTX == tX && lastHeightTY == tY) | ||
391 | return lastHeight; | ||
392 | |||
393 | lastHeightTX = tX; | ||
394 | lastHeightTY = tY; | ||
395 | float ret = HEIGHT_GETHEIGHT_RET; | ||
396 | |||
397 | int offsetX = ((int)(tX / (int)DefaultRegionSize.X)) * (int)DefaultRegionSize.X; | ||
398 | int offsetY = ((int)(tY / (int)DefaultRegionSize.Y)) * (int)DefaultRegionSize.Y; | ||
399 | Vector2 terrainBaseXY = new Vector2(offsetX, offsetY); | ||
400 | |||
401 | BulletHeightMapInfo mapInfo; | ||
402 | if (m_heightMaps.TryGetValue(terrainBaseXY, out mapInfo)) | ||
403 | { | ||
404 | float regionX = tX - offsetX; | ||
405 | float regionY = tY - offsetY; | ||
406 | if (regionX > mapInfo.sizeX) regionX = 0; | ||
407 | if (regionY > mapInfo.sizeY) regionY = 0; | ||
408 | int mapIndex = (int)regionY * (int)mapInfo.sizeY + (int)regionX; | ||
409 | ret = mapInfo.heightMap[mapIndex]; | ||
410 | m_terrainModified = false; | ||
411 | DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXY,bX={1},baseY={2},szX={3},szY={4},regX={5},regY={6},index={7},ht={8}", | ||
412 | BSScene.DetailLogZero, offsetX, offsetY, mapInfo.sizeX, mapInfo.sizeY, regionX, regionY, mapIndex, ret); | ||
413 | } | ||
414 | else | ||
415 | { | ||
416 | m_physicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}", | ||
417 | LogHeader, m_physicsScene.RegionName, tX, tY); | ||
418 | } | ||
419 | lastHeight = ret; | ||
420 | return ret; | ||
421 | } | ||
422 | |||
423 | // Although no one seems to check this, I do support combining. | ||
424 | public bool SupportsCombining() | ||
425 | { | ||
426 | return true; | ||
427 | } | ||
428 | |||
429 | // This routine is called two ways: | ||
430 | // One with 'offset' and 'pScene' zero and null but 'extents' giving the maximum | ||
431 | // extent of the combined regions. This is to inform the parent of the size | ||
432 | // of the combined regions. | ||
433 | // and one with 'offset' as the offset of the child region to the base region, | ||
434 | // 'pScene' pointing to the parent and 'extents' of zero. This informs the | ||
435 | // child of its relative base and new parent. | ||
436 | public void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) | ||
437 | { | ||
438 | m_worldOffset = offset; | ||
439 | m_worldMax = extents; | ||
440 | m_parentScene = pScene; | ||
441 | if (pScene != null) | ||
442 | { | ||
443 | // We are a child. | ||
444 | // We want m_worldMax to be the highest coordinate of our piece of terrain. | ||
445 | m_worldMax = offset + DefaultRegionSize; | ||
446 | } | ||
447 | DetailLog("{0},BSTerrainManager.Combine,offset={1},extents={2},wOffset={3},wMax={4}", | ||
448 | BSScene.DetailLogZero, offset, extents, m_worldOffset, m_worldMax); | ||
449 | } | ||
450 | |||
451 | // Unhook all the combining that I know about. | ||
452 | public void UnCombine(PhysicsScene pScene) | ||
453 | { | ||
454 | // Just like ODE, for the moment a NOP | ||
455 | DetailLog("{0},BSTerrainManager.UnCombine", BSScene.DetailLogZero); | ||
456 | } | ||
457 | |||
458 | |||
459 | private void DetailLog(string msg, params Object[] args) | ||
460 | { | ||
461 | m_physicsScene.PhysicsLogging.Write(msg, args); | ||
462 | } | ||
463 | } | ||
464 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs index 504bd3c..a0bad3a 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs | |||
@@ -33,15 +33,25 @@ using OpenMetaverse; | |||
33 | namespace OpenSim.Region.Physics.BulletSPlugin { | 33 | namespace OpenSim.Region.Physics.BulletSPlugin { |
34 | 34 | ||
35 | // Classes to allow some type checking for the API | 35 | // Classes to allow some type checking for the API |
36 | // These hold pointers to allocated objects in the unmanaged space. | ||
37 | |||
38 | // The physics engine controller class created at initialization | ||
36 | public struct BulletSim | 39 | public struct BulletSim |
37 | { | 40 | { |
38 | public BulletSim(uint id, BSScene bss, IntPtr xx) { ID = id; scene = bss; Ptr = xx; } | 41 | public BulletSim(uint worldId, BSScene bss, IntPtr xx) { worldID = worldId; scene = bss; Ptr = xx; } |
39 | public uint ID; | 42 | public uint worldID; |
40 | // The scene is only in here so very low level routines have a handle to print debug/error messages | 43 | // The scene is only in here so very low level routines have a handle to print debug/error messages |
41 | public BSScene scene; | 44 | public BSScene scene; |
42 | public IntPtr Ptr; | 45 | public IntPtr Ptr; |
43 | } | 46 | } |
44 | 47 | ||
48 | public struct BulletShape | ||
49 | { | ||
50 | public BulletShape(IntPtr xx) { Ptr = xx; } | ||
51 | public IntPtr Ptr; | ||
52 | } | ||
53 | |||
54 | // An allocated Bullet btRigidBody | ||
45 | public struct BulletBody | 55 | public struct BulletBody |
46 | { | 56 | { |
47 | public BulletBody(uint id, IntPtr xx) { ID = id; Ptr = xx; } | 57 | public BulletBody(uint id, IntPtr xx) { ID = id; Ptr = xx; } |
@@ -49,12 +59,41 @@ public struct BulletBody | |||
49 | public uint ID; | 59 | public uint ID; |
50 | } | 60 | } |
51 | 61 | ||
62 | // An allocated Bullet btConstraint | ||
52 | public struct BulletConstraint | 63 | public struct BulletConstraint |
53 | { | 64 | { |
54 | public BulletConstraint(IntPtr xx) { Ptr = xx; } | 65 | public BulletConstraint(IntPtr xx) { Ptr = xx; } |
55 | public IntPtr Ptr; | 66 | public IntPtr Ptr; |
56 | } | 67 | } |
57 | 68 | ||
69 | // An allocated HeightMapThing which hold various heightmap info | ||
70 | // Made a class rather than a struct so there would be only one | ||
71 | // instance of this and C# will pass around pointers rather | ||
72 | // than making copies. | ||
73 | public class BulletHeightMapInfo | ||
74 | { | ||
75 | public BulletHeightMapInfo(uint id, float[] hm, IntPtr xx) { | ||
76 | ID = id; | ||
77 | Ptr = xx; | ||
78 | heightMap = hm; | ||
79 | terrainRegionBase = new Vector2(0f, 0f); | ||
80 | minCoords = new Vector3(100f, 100f, 25f); | ||
81 | maxCoords = new Vector3(101f, 101f, 26f); | ||
82 | minZ = maxZ = 0f; | ||
83 | sizeX = sizeY = 256f; | ||
84 | } | ||
85 | public uint ID; | ||
86 | public IntPtr Ptr; | ||
87 | public float[] heightMap; | ||
88 | public Vector2 terrainRegionBase; | ||
89 | public Vector3 minCoords; | ||
90 | public Vector3 maxCoords; | ||
91 | public float sizeX, sizeY; | ||
92 | public float minZ, maxZ; | ||
93 | public BulletShape terrainShape; | ||
94 | public BulletBody terrainBody; | ||
95 | } | ||
96 | |||
58 | // =============================================================================== | 97 | // =============================================================================== |
59 | [StructLayout(LayoutKind.Sequential)] | 98 | [StructLayout(LayoutKind.Sequential)] |
60 | public struct ConvexHull | 99 | public struct ConvexHull |
@@ -221,6 +260,10 @@ public enum ConstraintParamAxis : int | |||
221 | // =============================================================================== | 260 | // =============================================================================== |
222 | static class BulletSimAPI { | 261 | static class BulletSimAPI { |
223 | 262 | ||
263 | // Link back to the managed code for outputting log messages | ||
264 | [UnmanagedFunctionPointer(CallingConvention.Cdecl)] | ||
265 | public delegate void DebugLogCallback([MarshalAs(UnmanagedType.LPStr)]string msg); | ||
266 | |||
224 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 267 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
225 | [return: MarshalAs(UnmanagedType.LPStr)] | 268 | [return: MarshalAs(UnmanagedType.LPStr)] |
226 | public static extern string GetVersion(); | 269 | public static extern string GetVersion(); |
@@ -228,7 +271,11 @@ public static extern string GetVersion(); | |||
228 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 271 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
229 | public static extern uint Initialize(Vector3 maxPosition, IntPtr parms, | 272 | public static extern uint Initialize(Vector3 maxPosition, IntPtr parms, |
230 | int maxCollisions, IntPtr collisionArray, | 273 | int maxCollisions, IntPtr collisionArray, |
231 | int maxUpdates, IntPtr updateArray); | 274 | int maxUpdates, IntPtr updateArray, |
275 | DebugLogCallback logRoutine); | ||
276 | |||
277 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
278 | public static extern void CreateInitialGroundPlaneAndTerrain(uint worldID); | ||
232 | 279 | ||
233 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 280 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
234 | public static extern void SetHeightmap(uint worldID, [MarshalAs(UnmanagedType.LPArray)] float[] heightMap); | 281 | public static extern void SetHeightmap(uint worldID, [MarshalAs(UnmanagedType.LPArray)] float[] heightMap); |
@@ -342,8 +389,6 @@ public static extern Vector3 RecoverFromPenetration(uint worldID, uint id); | |||
342 | public static extern void DumpBulletStatistics(); | 389 | public static extern void DumpBulletStatistics(); |
343 | 390 | ||
344 | // Log a debug message | 391 | // Log a debug message |
345 | [UnmanagedFunctionPointer(CallingConvention.Cdecl)] | ||
346 | public delegate void DebugLogCallback([MarshalAs(UnmanagedType.LPStr)]string msg); | ||
347 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 392 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
348 | public static extern void SetDebugLogCallback(DebugLogCallback callback); | 393 | public static extern void SetDebugLogCallback(DebugLogCallback callback); |
349 | 394 | ||
@@ -377,7 +422,7 @@ public static extern IntPtr Initialize2(Vector3 maxPosition, IntPtr parms, | |||
377 | public static extern bool UpdateParameter2(IntPtr world, uint localID, String parm, float value); | 422 | public static extern bool UpdateParameter2(IntPtr world, uint localID, String parm, float value); |
378 | 423 | ||
379 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 424 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
380 | public static extern void SetHeightmap2(IntPtr world, float[] heightmap); | 425 | public static extern void SetHeightMap2(IntPtr world, float[] heightmap); |
381 | 426 | ||
382 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 427 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
383 | public static extern void Shutdown2(IntPtr sim); | 428 | public static extern void Shutdown2(IntPtr sim); |
@@ -392,24 +437,54 @@ public static extern int PhysicsStep2(IntPtr world, float timeStep, int maxSubSt | |||
392 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 437 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
393 | public static extern bool PushUpdate2(IntPtr obj); | 438 | public static extern bool PushUpdate2(IntPtr obj); |
394 | 439 | ||
395 | /* | 440 | // ===================================================================================== |
396 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 441 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
397 | public static extern IntPtr CreateMesh2(IntPtr world, int indicesCount, int* indices, int verticesCount, float* vertices ); | 442 | public static extern IntPtr CreateMeshShape2(IntPtr world, |
443 | int indicesCount, [MarshalAs(UnmanagedType.LPArray)] int[] indices, | ||
444 | int verticesCount, [MarshalAs(UnmanagedType.LPArray)] float[] vertices ); | ||
398 | 445 | ||
399 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 446 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
400 | public static extern bool BuildHull2(IntPtr world, IntPtr mesh); | 447 | public static extern IntPtr CreateHullShape2(IntPtr world, |
448 | int hullCount, [MarshalAs(UnmanagedType.LPArray)] float[] hulls); | ||
401 | 449 | ||
402 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 450 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
403 | public static extern bool ReleaseHull2(IntPtr world, IntPtr mesh); | 451 | public static extern IntPtr BuildHullShape2(IntPtr world, IntPtr meshShape); |
404 | 452 | ||
405 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 453 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
406 | public static extern bool DestroyMesh2(IntPtr world, IntPtr mesh); | 454 | public static extern IntPtr BuildNativeShape2(IntPtr world, |
455 | float shapeType, float collisionMargin, Vector3 scale); | ||
407 | 456 | ||
408 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 457 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
409 | public static extern IntPtr CreateObject2(IntPtr world, ShapeData shapeData); | 458 | public static extern bool DeleteCollisionShape2(IntPtr world, IntPtr shape); |
410 | */ | ||
411 | 459 | ||
412 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 460 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
461 | public static extern IntPtr CreateBodyFromShape2(IntPtr sim, IntPtr shape, Vector3 pos, Quaternion rot); | ||
462 | |||
463 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
464 | public static extern IntPtr CreateBodyWithDefaultMotionState2(IntPtr shape, Vector3 pos, Quaternion rot); | ||
465 | |||
466 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
467 | public static extern bool SetBodyShape2(IntPtr sim, IntPtr obj, IntPtr shape); | ||
468 | // ===================================================================================== | ||
469 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
470 | public static extern IntPtr CreateHeightMapInfo2(IntPtr sim, uint id, Vector3 minCoords, Vector3 maxCoords, | ||
471 | [MarshalAs(UnmanagedType.LPArray)] float[] heightMap, float collisionMargin); | ||
472 | |||
473 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
474 | public static extern IntPtr FillHeightMapInfo2(IntPtr sim, IntPtr mapInfo, uint id, Vector3 minCoords, Vector3 maxCoords, | ||
475 | [MarshalAs(UnmanagedType.LPArray)] float[] heightMap, float collisionMargin); | ||
476 | |||
477 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
478 | public static extern bool ReleaseHeightMapInfo2(IntPtr heightMapInfo); | ||
479 | |||
480 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
481 | public static extern IntPtr CreateGroundPlaneShape2(uint id, float height, float collisionMargin); | ||
482 | |||
483 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
484 | public static extern IntPtr CreateTerrainShape2(IntPtr mapInfo); | ||
485 | |||
486 | // ===================================================================================== | ||
487 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
413 | public static extern IntPtr Create6DofConstraint2(IntPtr world, IntPtr obj1, IntPtr obj2, | 488 | public static extern IntPtr Create6DofConstraint2(IntPtr world, IntPtr obj1, IntPtr obj2, |
414 | Vector3 frame1loc, Quaternion frame1rot, | 489 | Vector3 frame1loc, Quaternion frame1rot, |
415 | Vector3 frame2loc, Quaternion frame2rot, | 490 | Vector3 frame2loc, Quaternion frame2rot, |
@@ -460,11 +535,16 @@ public static extern bool SetConstraintParam2(IntPtr constrain, ConstraintParams | |||
460 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 535 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
461 | public static extern bool DestroyConstraint2(IntPtr world, IntPtr constrain); | 536 | public static extern bool DestroyConstraint2(IntPtr world, IntPtr constrain); |
462 | 537 | ||
538 | // ===================================================================================== | ||
463 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 539 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
464 | public static extern Vector3 AddObjectToWorld2(IntPtr world, IntPtr obj); | 540 | public static extern bool AddObjectToWorld2(IntPtr world, IntPtr obj); |
465 | 541 | ||
466 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 542 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
467 | public static extern Vector3 RemoveObjectFromWorld2(IntPtr world, IntPtr obj); | 543 | public static extern bool RemoveObjectFromWorld2(IntPtr world, IntPtr obj); |
544 | |||
545 | // ===================================================================================== | ||
546 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
547 | public static extern void Activate2(IntPtr obj, bool forceActivation); | ||
468 | 548 | ||
469 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 549 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
470 | public static extern Vector3 GetPosition2(IntPtr obj); | 550 | public static extern Vector3 GetPosition2(IntPtr obj); |
@@ -509,6 +589,9 @@ public static extern bool SetContactProcessingThreshold2(IntPtr obj, float val); | |||
509 | public static extern bool SetFriction2(IntPtr obj, float val); | 589 | public static extern bool SetFriction2(IntPtr obj, float val); |
510 | 590 | ||
511 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 591 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
592 | public static extern bool SetHitFraction2(IntPtr obj, float val); | ||
593 | |||
594 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
512 | public static extern bool SetRestitution2(IntPtr obj, float val); | 595 | public static extern bool SetRestitution2(IntPtr obj, float val); |
513 | 596 | ||
514 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 597 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
@@ -551,7 +634,7 @@ public static extern bool SetMargin2(IntPtr obj, float val); | |||
551 | public static extern bool UpdateSingleAabb2(IntPtr world, IntPtr obj); | 634 | public static extern bool UpdateSingleAabb2(IntPtr world, IntPtr obj); |
552 | 635 | ||
553 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 636 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
554 | public static extern bool DestroyObject2(IntPtr world, uint id); | 637 | public static extern bool DestroyObject2(IntPtr world, IntPtr obj); |
555 | 638 | ||
556 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 639 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
557 | public static extern void DumpPhysicsStatistics2(IntPtr sim); | 640 | public static extern void DumpPhysicsStatistics2(IntPtr sim); |