/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using System; using System.Collections.Generic; using System.Reflection; using System.Runtime.InteropServices; using System.Threading; using log4net; using OpenMetaverse; using BulletDotNET; using OpenSim.Framework; using OpenSim.Region.Physics.Manager; namespace OpenSim.Region.Physics.BulletDotNETPlugin { public class BulletDotNETPrim : PhysicsActor { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private Vector3 _position; private Vector3 m_zeroPosition; private Vector3 _velocity; private Vector3 _torque; private Vector3 m_lastVelocity; private Vector3 m_lastposition; private Quaternion m_lastorientation = Quaternion.Identity; private Vector3 m_rotationalVelocity; private Vector3 _size; private Vector3 _acceleration; // private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f); private Quaternion _orientation; private Vector3 m_taintposition; private Vector3 m_taintsize; private Vector3 m_taintVelocity; private Vector3 m_taintTorque; private Quaternion m_taintrot; private Vector3 m_angularlock = Vector3.One; private Vector3 m_taintAngularLock = Vector3.One; // private btGeneric6DofConstraint Amotor; private Vector3 m_PIDTarget; private float m_PIDTau; private float m_PIDHoverHeight; private float m_PIDHoverTau; private bool m_useHoverPID; private PIDHoverType m_PIDHoverType = PIDHoverType.Ground; private float m_targetHoverHeight; private float m_groundHeight; private float m_waterHeight; private float PID_D = 35f; private float PID_G = 25f; // private float m_tensor = 5f; // private int body_autodisable_frames = 20; private IMesh primMesh; private bool m_usePID; private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom | CollisionCategories.Space | CollisionCategories.Body | CollisionCategories.Character ); private bool m_taintshape; private bool m_taintPhysics; // private bool m_collidesLand = true; private bool m_collidesWater; public bool m_returnCollisions; // Default we're a Geometry // private CollisionCategories m_collisionCategories = (CollisionCategories.Geom); // Default, Collide with Other Geometries, spaces and Bodies // private CollisionCategories m_collisionFlags = m_default_collisionFlags; public bool m_taintremove; public bool m_taintdisable; public bool m_disabled; public bool m_taintadd; public bool m_taintselected; public bool m_taintCollidesWater; public uint m_localID; //public GCHandle gc; // private CollisionLocker ode; private bool m_taintforce; private bool m_taintaddangularforce; private Vector3 m_force; private List m_forcelist = new List(); private List m_angularforcelist = new List(); private IMesh _mesh; private PrimitiveBaseShape _pbs; private BulletDotNETScene _parent_scene; public btCollisionShape prim_geom; public IntPtr _triMeshData; private PhysicsActor _parent; private PhysicsActor m_taintparent; private List childrenPrim = new List(); private bool iscolliding; private bool m_isphysical; private bool m_isSelected; internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively private bool m_throttleUpdates; // private int throttleCounter; public int m_interpenetrationcount; public float m_collisionscore; public int m_roundsUnderMotionThreshold; private int m_crossingfailures; public float m_buoyancy; public bool outofBounds; private float m_density = 10.000006836f; // Aluminum g/cm3; public bool _zeroFlag; private bool m_lastUpdateSent; private String m_primName; private Vector3 _target_velocity; public int m_eventsubscription; // private CollisionEventUpdate CollisionEventsThisFrame = null; public volatile bool childPrim; private btVector3 tempPosition1; private btVector3 tempPosition2; private btVector3 tempPosition3; private btVector3 tempSize1; private btVector3 tempSize2; private btVector3 tempLinearVelocity1; private btVector3 tempLinearVelocity2; private btVector3 tempAngularVelocity1; private btVector3 tempAngularVelocity2; private btVector3 tempInertia1; private btVector3 tempInertia2; private btVector3 tempAddForce; private btQuaternion tempOrientation1; private btQuaternion tempOrientation2; private btMotionState tempMotionState1; private btMotionState tempMotionState2; private btMotionState tempMotionState3; private btTransform tempTransform1; private btTransform tempTransform2; private btTransform tempTransform3; private btTransform tempTransform4; private btTriangleIndexVertexArray btshapeArray; private btVector3 AxisLockAngleHigh; private btVector3 AxisLockLinearLow; private btVector3 AxisLockLinearHigh; private bool forceenable = false; private btGeneric6DofConstraint m_aMotor; public btRigidBody Body; public BulletDotNETPrim(String primName, BulletDotNETScene parent_scene, Vector3 pos, Vector3 size, Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical) { tempPosition1 = new btVector3(0, 0, 0); tempPosition2 = new btVector3(0, 0, 0); tempPosition3 = new btVector3(0, 0, 0); tempSize1 = new btVector3(0, 0, 0); tempSize2 = new btVector3(0, 0, 0); tempLinearVelocity1 = new btVector3(0, 0, 0); tempLinearVelocity2 = new btVector3(0, 0, 0); tempAngularVelocity1 = new btVector3(0, 0, 0); tempAngularVelocity2 = new btVector3(0, 0, 0); tempInertia1 = new btVector3(0, 0, 0); tempInertia2 = new btVector3(0, 0, 0); tempOrientation1 = new btQuaternion(0, 0, 0, 1); tempOrientation2 = new btQuaternion(0, 0, 0, 1); _parent_scene = parent_scene; tempTransform1 = new btTransform(_parent_scene.QuatIdentity, _parent_scene.VectorZero); tempTransform2 = new btTransform(_parent_scene.QuatIdentity, _parent_scene.VectorZero); ; tempTransform3 = new btTransform(_parent_scene.QuatIdentity, _parent_scene.VectorZero); ; tempTransform4 = new btTransform(_parent_scene.QuatIdentity, _parent_scene.VectorZero); ; tempMotionState1 = new btDefaultMotionState(_parent_scene.TransZero); tempMotionState2 = new btDefaultMotionState(_parent_scene.TransZero); tempMotionState3 = new btDefaultMotionState(_parent_scene.TransZero); AxisLockLinearLow = new btVector3(-1 * (int)Constants.RegionSize, -1 * (int)Constants.RegionSize, -1 * (int)Constants.RegionSize); int regionsize = (int)Constants.RegionSize; if (regionsize == 256) regionsize = 512; AxisLockLinearHigh = new btVector3((int)Constants.RegionSize, (int)Constants.RegionSize, (int)Constants.RegionSize); _target_velocity = Vector3.Zero; _velocity = Vector3.Zero; _position = pos; m_taintposition = pos; PID_D = parent_scene.bodyPIDD; PID_G = parent_scene.bodyPIDG; m_density = parent_scene.geomDefaultDensity; // m_tensor = parent_scene.bodyMotorJointMaxforceTensor; // body_autodisable_frames = parent_scene.bodyFramesAutoDisable; prim_geom = null; Body = null; if (size.X <= 0) size.X = 0.01f; if (size.Y <= 0) size.Y = 0.01f; if (size.Z <= 0) size.Z = 0.01f; _size = size; m_taintsize = _size; _acceleration = Vector3.Zero; m_rotationalVelocity = Vector3.Zero; _orientation = rotation; m_taintrot = _orientation; _mesh = mesh; _pbs = pbs; _parent_scene = parent_scene; if (pos.Z < 0) m_isphysical = false; else { m_isphysical = pisPhysical; // If we're physical, we need to be in the master space for now. // linksets *should* be in a space together.. but are not currently } m_primName = primName; m_taintadd = true; _parent_scene.AddPhysicsActorTaint(this); } #region PhysicsActor overrides public override bool Stopped { get { return _zeroFlag; } } public override Vector3 Size { get { return _size; } set { _size = value; } } public override PrimitiveBaseShape Shape { set { _pbs = value; m_taintshape = true; } } public override uint LocalID { set { //m_log.Info("[PHYSICS]: Setting TrackerID: " + value); m_localID = value; } } public override bool Grabbed { set { return; } } public override bool Selected { set { // This only makes the object not collidable if the object // is physical or the object is modified somehow *IN THE FUTURE* // without this, if an avatar selects prim, they can walk right // through it while it's selected m_collisionscore = 0; if ((m_isphysical && !_zeroFlag) || !value) { m_taintselected = value; _parent_scene.AddPhysicsActorTaint(this); } else { m_taintselected = value; m_isSelected = value; } } } public override void CrossingFailure() { m_crossingfailures++; if (m_crossingfailures > _parent_scene.geomCrossingFailuresBeforeOutofbounds) { base.RaiseOutOfBounds(_position); return; } else if (m_crossingfailures == _parent_scene.geomCrossingFailuresBeforeOutofbounds) { m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName); } } public override void link(PhysicsActor obj) { m_taintparent = obj; } public override void delink() { m_taintparent = null; } public override void LockAngularMotion(Vector3 axis) { m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z); m_taintAngularLock = axis; } public override Vector3 Position { get { return _position; } set { _position = value; //m_log.Info("[PHYSICS]: " + _position.ToString()); } } public override float Mass { get { return CalculateMass(); } } public override Vector3 Force { //get { return Vector3.Zero; } get { return m_force; } set { m_force = value; } } public override int VehicleType { get { return 0; } set { return; } } public override void VehicleFloatParam(int param, float value) { //TODO: } public override void VehicleVectorParam(int param, Vector3 value) { //TODO: } public override void VehicleRotationParam(int param, Quaternion rotation) { //TODO: } public override void VehicleFlagsSet(int flags) { } public override void VehicleFlagsRemove(int flags) { } public override void VehicleFlags(int param, bool remove) { } public override void SetVolumeDetect(int param) { //TODO: GhostObject m_isVolumeDetect = (param != 0); } public override Vector3 GeometricCenter { get { return Vector3.Zero; } } public override Vector3 CenterOfMass { get { return Vector3.Zero; } } public override Vector3 Velocity { get { // Averate previous velocity with the new one so // client object interpolation works a 'little' better Vector3 returnVelocity; returnVelocity.X = (m_lastVelocity.X + _velocity.X) / 2; returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y) / 2; returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z) / 2; return returnVelocity; } set { _velocity = value; m_taintVelocity = value; _parent_scene.AddPhysicsActorTaint(this); } } public override Vector3 Torque { get { if (!m_isphysical || Body.Handle == IntPtr.Zero) return Vector3.Zero; return _torque; } set { m_taintTorque = value; _parent_scene.AddPhysicsActorTaint(this); } } public override float CollisionScore { get { return m_collisionscore; } set { m_collisionscore = value; } } public override Vector3 Acceleration { get { return _acceleration; } } public override Quaternion Orientation { get { return _orientation; } set { _orientation = value; } } public override int PhysicsActorType { get { return (int)ActorTypes.Prim; } set { return; } } public override bool IsPhysical { get { return m_isphysical; } set { m_isphysical = value; } } public override bool Flying { // no flying prims for you get { return false; } set { } } public override bool SetAlwaysRun { get { return false; } set { return; } } public override bool ThrottleUpdates { get { return m_throttleUpdates; } set { m_throttleUpdates = value; } } public override bool IsColliding { get { return iscolliding; } set { iscolliding = value; } } public override bool CollidingGround { get { return false; } set { return; } } public override bool CollidingObj { get { return false; } set { return; } } public override bool FloatOnWater { set { m_taintCollidesWater = value; _parent_scene.AddPhysicsActorTaint(this); } } public override Vector3 RotationalVelocity { get { Vector3 pv = Vector3.Zero; if (_zeroFlag) return pv; m_lastUpdateSent = false; if (m_rotationalVelocity.ApproxEquals(pv, 0.2f)) return pv; return m_rotationalVelocity; } set { m_rotationalVelocity = value; } } public override bool Kinematic { get { return false; } set { } } public override float Buoyancy { get { return m_buoyancy; } set { m_buoyancy = value; } } public override Vector3 PIDTarget { set { m_PIDTarget = value; ; } } public override bool PIDActive { set { m_usePID = value; } } public override float PIDTau { set { m_PIDTau = value; } } public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } public override bool PIDHoverActive { set { m_useHoverPID = value; } } public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } public override float PIDHoverTau { set { m_PIDHoverTau = value; } } public override Quaternion APIDTarget { set { return; } } public override bool APIDActive { set { return; } } public override float APIDStrength { set { return; } } public override float APIDDamping { set { return; } } public override void AddForce(Vector3 force, bool pushforce) { m_forcelist.Add(force); m_taintforce = true; //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString()); } public override void AddAngularForce(Vector3 force, bool pushforce) { m_angularforcelist.Add(force); m_taintaddangularforce = true; } public override void SetMomentum(Vector3 momentum) { } public override void SubscribeEvents(int ms) { m_eventsubscription = ms; _parent_scene.addCollisionEventReporting(this); } public override void UnSubscribeEvents() { _parent_scene.remCollisionEventReporting(this); m_eventsubscription = 0; } public override bool SubscribedEvents() { return (m_eventsubscription > 0); } #endregion internal void Dispose() { //TODO: DisableAxisMotor(); DisposeOfBody(); SetCollisionShape(null); if (tempMotionState3 != null && tempMotionState3.Handle != IntPtr.Zero) { tempMotionState3.Dispose(); tempMotionState3 = null; } if (tempMotionState2 != null && tempMotionState2.Handle != IntPtr.Zero) { tempMotionState2.Dispose(); tempMotionState2 = null; } if (tempMotionState1 != null && tempMotionState1.Handle != IntPtr.Zero) { tempMotionState1.Dispose(); tempMotionState1 = null; } if (tempTransform4 != null && tempTransform4.Handle != IntPtr.Zero) { tempTransform4.Dispose(); tempTransform4 = null; } if (tempTransform3 != null && tempTransform3.Handle != IntPtr.Zero) { tempTransform3.Dispose(); tempTransform3 = null; } if (tempTransform2 != null && tempTransform2.Handle != IntPtr.Zero) { tempTransform2.Dispose(); tempTransform2 = null; } if (tempTransform1 != null && tempTransform1.Handle != IntPtr.Zero) { tempTransform1.Dispose(); tempTransform1 = null; } if (tempOrientation2 != null && tempOrientation2.Handle != IntPtr.Zero) { tempOrientation2.Dispose(); tempOrientation2 = null; } if (tempOrientation1 != null && tempOrientation1.Handle != IntPtr.Zero) { tempOrientation1.Dispose(); tempOrientation1 = null; } if (tempInertia1 != null && tempInertia1.Handle != IntPtr.Zero) { tempInertia1.Dispose(); tempInertia1 = null; } if (tempInertia2 != null && tempInertia2.Handle != IntPtr.Zero) { tempInertia2.Dispose(); tempInertia1 = null; } if (tempAngularVelocity2 != null && tempAngularVelocity2.Handle != IntPtr.Zero) { tempAngularVelocity2.Dispose(); tempAngularVelocity2 = null; } if (tempAngularVelocity1 != null && tempAngularVelocity1.Handle != IntPtr.Zero) { tempAngularVelocity1.Dispose(); tempAngularVelocity1 = null; } if (tempLinearVelocity2 != null && tempLinearVelocity2.Handle != IntPtr.Zero) { tempLinearVelocity2.Dispose(); tempLinearVelocity2 = null; } if (tempLinearVelocity1 != null && tempLinearVelocity1.Handle != IntPtr.Zero) { tempLinearVelocity1.Dispose(); tempLinearVelocity1 = null; } if (tempSize2 != null && tempSize2.Handle != IntPtr.Zero) { tempSize2.Dispose(); tempSize2 = null; } if (tempSize1 != null && tempSize1.Handle != IntPtr.Zero) { tempSize1.Dispose(); tempSize1 = null; } if (tempPosition3 != null && tempPosition3.Handle != IntPtr.Zero) { tempPosition3.Dispose(); tempPosition3 = null; } if (tempPosition2 != null && tempPosition2.Handle != IntPtr.Zero) { tempPosition2.Dispose(); tempPosition2 = null; } if (tempPosition1 != null && tempPosition1.Handle != IntPtr.Zero) { tempPosition1.Dispose(); tempPosition1 = null; } if (AxisLockLinearLow != null && AxisLockLinearLow.Handle != IntPtr.Zero) { AxisLockLinearLow.Dispose(); AxisLockLinearLow = null; } if (AxisLockLinearHigh != null && AxisLockLinearHigh.Handle != IntPtr.Zero) { AxisLockLinearHigh.Dispose(); AxisLockLinearHigh = null; } } public void ProcessTaints(float timestep) { if (m_taintadd) { m_log.Debug("[PHYSICS]: TaintAdd"); changeadd(timestep); } if (prim_geom == null) { CreateGeom(IntPtr.Zero, primMesh); if (IsPhysical) SetBody(Mass); else SetBody(0); m_log.Debug("[PHYSICS]: GEOM_DOESNT_EXSIT"); } if (prim_geom.Handle == IntPtr.Zero) { CreateGeom(IntPtr.Zero, primMesh); if (IsPhysical) SetBody(Mass); else SetBody(0); m_log.Debug("[PHYSICS]: GEOM_DOESNT_EXSIT"); } if (!_position.ApproxEquals(m_taintposition, 0f)) { m_log.Debug("[PHYSICS]: TaintMove"); changemove(timestep); } if (m_taintrot != _orientation) { m_log.Debug("[PHYSICS]: TaintRotate"); rotate(timestep); } // if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent)) { m_log.Debug("[PHYSICS]: TaintPhysics"); changePhysicsStatus(timestep); } // if (!_size.ApproxEquals(m_taintsize, 0f)) { m_log.Debug("[PHYSICS]: TaintSize"); changesize(timestep); } // if (m_taintshape) { m_log.Debug("[PHYSICS]: TaintShape"); changeshape(timestep); } // if (m_taintforce) { m_log.Debug("[PHYSICS]: TaintForce"); changeAddForce(timestep); } if (m_taintaddangularforce) { m_log.Debug("[PHYSICS]: TaintAngularForce"); changeAddAngularForce(timestep); } if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f)) { m_log.Debug("[PHYSICS]: TaintTorque"); changeSetTorque(timestep); } if (m_taintdisable) { m_log.Debug("[PHYSICS]: TaintDisable"); changedisable(timestep); } if (m_taintselected != m_isSelected) { m_log.Debug("[PHYSICS]: TaintSelected"); changeSelectedStatus(timestep); } if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f)) { m_log.Debug("[PHYSICS]: TaintVelocity"); changevelocity(timestep); } if (m_taintparent != _parent) { m_log.Debug("[PHYSICS]: TaintLink"); changelink(timestep); } if (m_taintCollidesWater != m_collidesWater) { changefloatonwater(timestep); } if (!m_angularlock.ApproxEquals(m_taintAngularLock, 0)) { m_log.Debug("[PHYSICS]: TaintAngularLock"); changeAngularLock(timestep); } if (m_taintremove) { DisposeOfBody(); Dispose(); } } #region Physics Scene Change Action routines private void changeadd(float timestep) { //SetCollisionShape(null); // Construction of new prim if (Body != null) { if (Body.Handle != IntPtr.Zero) { DisableAxisMotor(); _parent_scene.removeFromWorld(this, Body); //Body.Dispose(); } //Body = null; // TODO: dispose parts that make up body } if (_parent_scene.needsMeshing(_pbs)) { // Don't need to re-enable body.. it's done in SetMesh float meshlod = _parent_scene.meshSculptLOD; if (IsPhysical) meshlod = _parent_scene.MeshSculptphysicalLOD; IMesh mesh = _parent_scene.mesher.CreateMesh(SOPName, _pbs, _size, meshlod, IsPhysical); // createmesh returns null when it doesn't mesh. CreateGeom(IntPtr.Zero, mesh); } else { _mesh = null; CreateGeom(IntPtr.Zero, null); } if (IsPhysical) SetBody(Mass); else SetBody(0); //changeSelectedStatus(timestep); m_taintadd = false; } private void changemove(float timestep) { m_log.Debug("[PHYSICS]: _________ChangeMove"); if (!m_isphysical) { tempTransform2 = Body.getWorldTransform(); btQuaternion quat = tempTransform2.getRotation(); tempPosition2.setValue(_position.X, _position.Y, _position.Z); tempTransform2.Dispose(); tempTransform2 = new btTransform(quat, tempPosition2); Body.setWorldTransform(tempTransform2); changeSelectedStatus(timestep); resetCollisionAccounting(); } else { if (Body != null) { if (Body.Handle != IntPtr.Zero) { DisableAxisMotor(); _parent_scene.removeFromWorld(this, Body); //Body.Dispose(); } //Body = null; // TODO: dispose parts that make up body } /* if (_parent_scene.needsMeshing(_pbs)) { // Don't need to re-enable body.. it's done in SetMesh float meshlod = _parent_scene.meshSculptLOD; if (IsPhysical) meshlod = _parent_scene.MeshSculptphysicalLOD; IMesh mesh = _parent_scene.mesher.CreateMesh(SOPName, _pbs, _size, meshlod, IsPhysical); // createmesh returns null when it doesn't mesh. CreateGeom(IntPtr.Zero, mesh); } else { _mesh = null; CreateGeom(IntPtr.Zero, null); } SetCollisionShape(prim_geom); */ if (m_isphysical) SetBody(Mass); else SetBody(0); changeSelectedStatus(timestep); resetCollisionAccounting(); } m_taintposition = _position; } private void rotate(float timestep) { m_log.Debug("[PHYSICS]: _________ChangeRotate"); tempTransform2 = Body.getWorldTransform(); tempOrientation2 = new btQuaternion(_orientation.X, _orientation.Y, _orientation.Z, _orientation.W); tempTransform2.setRotation(tempOrientation2); Body.setWorldTransform(tempTransform2); resetCollisionAccounting(); m_taintrot = _orientation; } private void changePhysicsStatus(float timestep) { if (Body != null) { if (Body.Handle != IntPtr.Zero) { DisableAxisMotor(); _parent_scene.removeFromWorld(this, Body); //Body.Dispose(); } //Body = null; // TODO: dispose parts that make up body } m_log.Debug("[PHYSICS]: _________ChangePhysics"); ProcessGeomCreation(); if (m_isphysical) SetBody(Mass); else SetBody(0); changeSelectedStatus(timestep); resetCollisionAccounting(); m_taintPhysics = m_isphysical; } internal void ProcessGeomCreation() { if (_parent_scene.needsMeshing(_pbs)) { ProcessGeomCreationAsTriMesh(Vector3.Zero, Quaternion.Identity); // createmesh returns null when it doesn't mesh. CreateGeom(IntPtr.Zero, _mesh); } else { _mesh = null; CreateGeom(IntPtr.Zero, null); } SetCollisionShape(prim_geom); } internal bool NeedsMeshing() { return _parent_scene.needsMeshing(_pbs); } internal void ProcessGeomCreationAsTriMesh(Vector3 positionOffset, Quaternion orientation) { // Don't need to re-enable body.. it's done in SetMesh float meshlod = _parent_scene.meshSculptLOD; if (IsPhysical) meshlod = _parent_scene.MeshSculptphysicalLOD; IMesh mesh = _parent_scene.mesher.CreateMesh(SOPName, _pbs, _size, meshlod, IsPhysical); if (!positionOffset.ApproxEquals(Vector3.Zero, 0.001f) || orientation != Quaternion.Identity) { float[] xyz = new float[3]; xyz[0] = positionOffset.X; xyz[1] = positionOffset.Y; xyz[2] = positionOffset.Z; Matrix4 m4 = Matrix4.CreateFromQuaternion(orientation); float[,] matrix = new float[3, 3]; matrix[0, 0] = m4.M11; matrix[0, 1] = m4.M12; matrix[0, 2] = m4.M13; matrix[1, 0] = m4.M21; matrix[1, 1] = m4.M22; matrix[1, 2] = m4.M23; matrix[2, 0] = m4.M31; matrix[2, 1] = m4.M32; matrix[2, 2] = m4.M33; mesh.TransformLinear(matrix, xyz); } _mesh = mesh; } private void changesize(float timestep) { if (Body != null) { if (Body.Handle != IntPtr.Zero) { DisableAxisMotor(); _parent_scene.removeFromWorld(this, Body); //Body.Dispose(); } //Body = null; // TODO: dispose parts that make up body } m_log.Debug("[PHYSICS]: _________ChangeSize"); SetCollisionShape(null); // Construction of new prim ProcessGeomCreation(); if (IsPhysical) SetBody(Mass); else SetBody(0); m_taintsize = _size; } private void changeshape(float timestep) { if (Body != null) { if (Body.Handle != IntPtr.Zero) { DisableAxisMotor(); _parent_scene.removeFromWorld(this, Body); //Body.Dispose(); } //Body = null; // TODO: dispose parts that make up body } // Cleanup of old prim geometry and Bodies if (IsPhysical && Body != null && Body.Handle != IntPtr.Zero) { if (childPrim) { if (_parent != null) { BulletDotNETPrim parent = (BulletDotNETPrim)_parent; parent.ChildDelink(this); } } else { //disableBody(); } } try { //SetCollisionShape(null); } catch (System.AccessViolationException) { //prim_geom = IntPtr.Zero; m_log.Error("[PHYSICS]: PrimGeom dead"); } // we don't need to do space calculation because the client sends a position update also. if (_size.X <= 0) _size.X = 0.01f; if (_size.Y <= 0) _size.Y = 0.01f; if (_size.Z <= 0) _size.Z = 0.01f; // Construction of new prim ProcessGeomCreation(); tempPosition1.setValue(_position.X, _position.Y, _position.Z); if (tempOrientation1.Handle != IntPtr.Zero) tempOrientation1.Dispose(); tempOrientation1 = new btQuaternion(_orientation.X, Orientation.Y, _orientation.Z, _orientation.W); if (tempTransform1 != null && tempTransform1.Handle != IntPtr.Zero) tempTransform1.Dispose(); tempTransform1 = new btTransform(tempOrientation1, tempPosition1); //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z); if (IsPhysical) { SetBody(Mass); // Re creates body on size. // EnableBody also does setMass() } else { SetBody(0); } changeSelectedStatus(timestep); if (childPrim) { if (_parent is BulletDotNETPrim) { BulletDotNETPrim parent = (BulletDotNETPrim)_parent; parent.ChildSetGeom(this); } } resetCollisionAccounting(); m_taintshape = false; } private void resetCollisionAccounting() { m_collisionscore = 0; } private void ChildSetGeom(BulletDotNETPrim bulletDotNETPrim) { // TODO: throw new NotImplementedException(); } private void changeAddForce(float timestep) { if (!m_isSelected) { lock (m_forcelist) { //m_log.Info("[PHYSICS]: dequeing forcelist"); if (IsPhysical) { Vector3 iforce = Vector3.Zero; for (int i = 0; i < m_forcelist.Count; i++) { iforce = iforce + m_forcelist[i]; } if (Body != null && Body.Handle != IntPtr.Zero) { if (tempAddForce != null && tempAddForce.Handle != IntPtr.Zero) tempAddForce.Dispose(); enableBodySoft(); tempAddForce = new btVector3(iforce.X, iforce.Y, iforce.Z); Body.applyCentralImpulse(tempAddForce); } } m_forcelist.Clear(); } m_collisionscore = 0; m_interpenetrationcount = 0; } m_taintforce = false; } private void changeAddAngularForce(float timestep) { if (!m_isSelected) { lock (m_angularforcelist) { //m_log.Info("[PHYSICS]: dequeing forcelist"); if (IsPhysical) { Vector3 iforce = Vector3.Zero; for (int i = 0; i < m_angularforcelist.Count; i++) { iforce = iforce + m_angularforcelist[i]; } if (Body != null && Body.Handle != IntPtr.Zero) { if (tempAddForce != null && tempAddForce.Handle != IntPtr.Zero) tempAddForce.Dispose(); enableBodySoft(); tempAddForce = new btVector3(iforce.X, iforce.Y, iforce.Z); Body.applyTorqueImpulse(tempAddForce); } } m_angularforcelist.Clear(); } m_collisionscore = 0; m_interpenetrationcount = 0; } m_taintaddangularforce = false; } private void changeSetTorque(float timestep) { if (!m_isSelected) { if (IsPhysical) { if (Body != null && Body.Handle != IntPtr.Zero) { tempAngularVelocity2.setValue(m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z); Body.applyTorque(tempAngularVelocity2); } } } m_taintTorque = Vector3.Zero; } private void changedisable(float timestep) { // TODO: throw new NotImplementedException(); } private void changeSelectedStatus(float timestep) { // TODO: throw new NotImplementedException(); if (m_taintselected) { Body.setCollisionFlags((int)ContactFlags.CF_NO_CONTACT_RESPONSE); disableBodySoft(); } else { Body.setCollisionFlags(0 | (int)ContactFlags.CF_CUSTOM_MATERIAL_CALLBACK); enableBodySoft(); } m_isSelected = m_taintselected; } private void changevelocity(float timestep) { if (!m_isSelected) { if (IsPhysical) { if (Body != null && Body.Handle != IntPtr.Zero) { tempLinearVelocity2.setValue(m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z); Body.setLinearVelocity(tempLinearVelocity2); } } //resetCollisionAccounting(); } m_taintVelocity = Vector3.Zero; } private void changelink(float timestep) { if (IsPhysical) { // Construction of new prim if (Body != null) { if (Body.Handle != IntPtr.Zero) { DisableAxisMotor(); _parent_scene.removeFromWorld(this, Body); //Body.Dispose(); } //Body = null; // TODO: dispose parts that make up body } if (_parent == null && m_taintparent != null) { if (m_taintparent is BulletDotNETPrim) { BulletDotNETPrim obj = (BulletDotNETPrim)m_taintparent; obj.ParentPrim(this); childPrim = true; } } else if (_parent != null && m_taintparent == null) { if (_parent is BulletDotNETPrim) { BulletDotNETPrim obj = (BulletDotNETPrim)_parent; obj.ChildDelink(obj); childPrim = false; } } if (m_taintparent != null) { Vector3 taintparentPosition = m_taintparent.Position; taintparentPosition.Z = m_taintparent.Position.Z + 0.02f; m_taintparent.Position = taintparentPosition; _parent_scene.AddPhysicsActorTaint(m_taintparent); } } _parent = m_taintparent; m_taintPhysics = m_isphysical; } private void changefloatonwater(float timestep) { // TODO: throw new NotImplementedException(); } private void changeAngularLock(float timestep) { if (IsPhysical && Body != null && Body.Handle != IntPtr.Zero) { if (_parent == null) { if (!m_taintAngularLock.ApproxEquals(Vector3.One, 0f)) { //d.BodySetFiniteRotationMode(Body, 0); //d.BodySetFiniteRotationAxis(Body,m_taintAngularLock.X,m_taintAngularLock.Y,m_taintAngularLock.Z); EnableAxisMotor(m_taintAngularLock); } else { DisableAxisMotor(); } } } m_angularlock = m_taintAngularLock; } #endregion internal void Move(float timestep) { //TODO: float fx = 0; float fy = 0; float fz = 0; if (IsPhysical && Body != null && Body.Handle != IntPtr.Zero && !m_isSelected) { float m_mass = CalculateMass(); fz = 0f; //m_log.Info(m_collisionFlags.ToString()); if (m_buoyancy != 0) { if (m_buoyancy > 0) { fz = (((-1 * _parent_scene.gravityz) * m_buoyancy) * m_mass) * 0.035f; //d.Vector3 l_velocity = d.BodyGetLinearVel(Body); //m_log.Info("Using Buoyancy: " + buoyancy + " G: " + (_parent_scene.gravityz * m_buoyancy) + "mass:" + m_mass + " Pos: " + Position.ToString()); } else { fz = (-1 * (((-1 * _parent_scene.gravityz) * (-1 * m_buoyancy)) * m_mass) * 0.035f); } } if (m_usePID) { PID_D = 61f; PID_G = 65f; //if (!d.BodyIsEnabled(Body)) //d.BodySetForce(Body, 0f, 0f, 0f); // If we're using the PID controller, then we have no gravity fz = ((-1 * _parent_scene.gravityz) * m_mass) * 1.025f; // no lock; for now it's only called from within Simulate() // If the PID Controller isn't active then we set our force // calculating base velocity to the current position if ((m_PIDTau < 1) && (m_PIDTau != 0)) { //PID_G = PID_G / m_PIDTau; m_PIDTau = 1; } if ((PID_G - m_PIDTau) <= 0) { PID_G = m_PIDTau + 1; } // TODO: NEED btVector3 for Linear Velocity // NEED btVector3 for Position Vector3 pos = _position; //TODO: Insert values gotten from bullet Vector3 vel = _velocity; _target_velocity = new Vector3( (m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep), (m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep), (m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep) ); if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f)) { /* TODO: Do Bullet equiv * d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z); d.BodySetLinearVel(Body, 0, 0, 0); d.BodyAddForce(Body, 0, 0, fz); return; */ } else { _zeroFlag = false; fx = ((_target_velocity.X) - vel.X) * (PID_D); fy = ((_target_velocity.Y) - vel.Y) * (PID_D); fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass); } } if (m_useHoverPID && !m_usePID) { // If we're using the PID controller, then we have no gravity fz = (-1 * _parent_scene.gravityz) * m_mass; // no lock; for now it's only called from within Simulate() // If the PID Controller isn't active then we set our force // calculating base velocity to the current position if ((m_PIDTau < 1)) { PID_G = PID_G / m_PIDTau; } if ((PID_G - m_PIDTau) <= 0) { PID_G = m_PIDTau + 1; } Vector3 pos = Vector3.Zero; //TODO: Insert values gotten from bullet Vector3 vel = Vector3.Zero; // determine what our target height really is based on HoverType switch (m_PIDHoverType) { case PIDHoverType.Absolute: m_targetHoverHeight = m_PIDHoverHeight; break; case PIDHoverType.Ground: m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y); m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight; break; case PIDHoverType.GroundAndWater: m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y); m_waterHeight = _parent_scene.GetWaterLevel(); if (m_groundHeight > m_waterHeight) { m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight; } else { m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight; } break; case PIDHoverType.Water: m_waterHeight = _parent_scene.GetWaterLevel(); m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight; break; } _target_velocity = new Vector3(0.0f, 0.0f, (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep) ); // if velocity is zero, use position control; otherwise, velocity control if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f)) { /* TODO: Do Bullet Equiv d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight); d.BodySetLinearVel(Body, vel.X, vel.Y, 0); d.BodyAddForce(Body, 0, 0, fz); */ if (Body != null && Body.Handle != IntPtr.Zero) { Body.setLinearVelocity(_parent_scene.VectorZero); Body.clearForces(); } return; } else { _zeroFlag = false; // We're flying and colliding with something fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass); } } fx *= m_mass; fy *= m_mass; //fz *= m_mass; fx += m_force.X; fy += m_force.Y; fz += m_force.Z; //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString()); if (fx != 0 || fy != 0 || fz != 0) { /* * TODO: Do Bullet Equiv if (!d.BodyIsEnabled(Body)) { d.BodySetLinearVel(Body, 0f, 0f, 0f); d.BodySetForce(Body, 0, 0, 0); enableBodySoft(); } */ // 35x10 = 350n times the mass per second applied maximum. float nmax = 35f * m_mass; float nmin = -35f * m_mass; if (fx > nmax) fx = nmax; if (fx < nmin) fx = nmin; if (fy > nmax) fy = nmax; if (fy < nmin) fy = nmin; // TODO: Do Bullet Equiv // d.BodyAddForce(Body, fx, fy, fz); if (Body != null && Body.Handle != IntPtr.Zero) { Body.activate(true); if (tempAddForce != null && tempAddForce.Handle != IntPtr.Zero) tempAddForce.Dispose(); tempAddForce = new btVector3(fx * 0.01f, fy * 0.01f, fz * 0.01f); Body.applyCentralImpulse(tempAddForce); } } } else { if (m_zeroPosition == null) m_zeroPosition = Vector3.Zero; m_zeroPosition = _position; return; } } #region Mass Calculation private float CalculateMass() { float volume = 0; // No material is passed to the physics engines yet.. soo.. // we're using the m_density constant in the class definition float returnMass = 0; switch (_pbs.ProfileShape) { case ProfileShape.Square: // Profile Volume volume = _size.X * _size.Y * _size.Z; // If the user has 'hollowed out' // ProfileHollow is one of those 0 to 50000 values :P // we like percentages better.. so turning into a percentage if (((float)_pbs.ProfileHollow / 50000f) > 0.0) { float hollowAmount = (float)_pbs.ProfileHollow / 50000f; // calculate the hollow volume by it's shape compared to the prim shape float hollowVolume = 0; switch (_pbs.HollowShape) { case HollowShape.Square: case HollowShape.Same: // Cube Hollow volume calculation float hollowsizex = _size.X * hollowAmount; float hollowsizey = _size.Y * hollowAmount; float hollowsizez = _size.Z * hollowAmount; hollowVolume = hollowsizex * hollowsizey * hollowsizez; break; case HollowShape.Circle: // Hollow shape is a perfect cyllinder in respect to the cube's scale // Cyllinder hollow volume calculation float hRadius = _size.X / 2; float hLength = _size.Z; // pi * r2 * h hollowVolume = ((float)(Math.PI * Math.Pow(hRadius, 2) * hLength) * hollowAmount); break; case HollowShape.Triangle: // Equilateral Triangular Prism volume hollow calculation // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y float aLength = _size.Y; // 1/2 abh hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount); break; default: hollowVolume = 0; break; } volume = volume - hollowVolume; } break; case ProfileShape.Circle: if (_pbs.PathCurve == (byte)Extrusion.Straight) { // Cylinder float volume1 = (float)(Math.PI * Math.Pow(_size.X / 2, 2) * _size.Z); float volume2 = (float)(Math.PI * Math.Pow(_size.Y / 2, 2) * _size.Z); // Approximating the cylinder's irregularity. if (volume1 > volume2) { volume = (float)volume1 - (volume1 - volume2); } else if (volume2 > volume1) { volume = (float)volume2 - (volume2 - volume1); } else { // Regular cylinder volume = volume1; } } else { // We don't know what the shape is yet, so use default volume = _size.X * _size.Y * _size.Z; } // If the user has 'hollowed out' // ProfileHollow is one of those 0 to 50000 values :P // we like percentages better.. so turning into a percentage if (((float)_pbs.ProfileHollow / 50000f) > 0.0) { float hollowAmount = (float)_pbs.ProfileHollow / 50000f; // calculate the hollow volume by it's shape compared to the prim shape float hollowVolume = 0; switch (_pbs.HollowShape) { case HollowShape.Same: case HollowShape.Circle: // Hollow shape is a perfect cyllinder in respect to the cube's scale // Cyllinder hollow volume calculation float hRadius = _size.X / 2; float hLength = _size.Z; // pi * r2 * h hollowVolume = ((float)(Math.PI * Math.Pow(hRadius, 2) * hLength) * hollowAmount); break; case HollowShape.Square: // Cube Hollow volume calculation float hollowsizex = _size.X * hollowAmount; float hollowsizey = _size.Y * hollowAmount; float hollowsizez = _size.Z * hollowAmount; hollowVolume = hollowsizex * hollowsizey * hollowsizez; break; case HollowShape.Triangle: // Equilateral Triangular Prism volume hollow calculation // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y float aLength = _size.Y; // 1/2 abh hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount); break; default: hollowVolume = 0; break; } volume = volume - hollowVolume; } break; case ProfileShape.HalfCircle: if (_pbs.PathCurve == (byte)Extrusion.Curve1) { if (_size.X == _size.Y && _size.Z == _size.X) { // regular sphere // v = 4/3 * pi * r^3 float sradius3 = (float)Math.Pow((_size.X / 2), 3); volume = (float)((4 / 3f) * Math.PI * sradius3); } else { // we treat this as a box currently volume = _size.X * _size.Y * _size.Z; } } else { // We don't know what the shape is yet, so use default volume = _size.X * _size.Y * _size.Z; } break; case ProfileShape.EquilateralTriangle: /* v = (abs((xB*yA-xA*yB)+(xC*yB-xB*yC)+(xA*yC-xC*yA))/2) * h // seed mesh Vertex MM = new Vertex(-0.25f, -0.45f, 0.0f); Vertex PM = new Vertex(+0.5f, 0f, 0.0f); Vertex PP = new Vertex(-0.25f, +0.45f, 0.0f); */ float xA = -0.25f * _size.X; float yA = -0.45f * _size.Y; float xB = 0.5f * _size.X; float yB = 0; float xC = -0.25f * _size.X; float yC = 0.45f * _size.Y; volume = (float)((Math.Abs((xB * yA - xA * yB) + (xC * yB - xB * yC) + (xA * yC - xC * yA)) / 2) * _size.Z); // If the user has 'hollowed out' // ProfileHollow is one of those 0 to 50000 values :P // we like percentages better.. so turning into a percentage float fhollowFactor = ((float)_pbs.ProfileHollow / 1.9f); if (((float)fhollowFactor / 50000f) > 0.0) { float hollowAmount = (float)fhollowFactor / 50000f; // calculate the hollow volume by it's shape compared to the prim shape float hollowVolume = 0; switch (_pbs.HollowShape) { case HollowShape.Same: case HollowShape.Triangle: // Equilateral Triangular Prism volume hollow calculation // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y float aLength = _size.Y; // 1/2 abh hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount); break; case HollowShape.Square: // Cube Hollow volume calculation float hollowsizex = _size.X * hollowAmount; float hollowsizey = _size.Y * hollowAmount; float hollowsizez = _size.Z * hollowAmount; hollowVolume = hollowsizex * hollowsizey * hollowsizez; break; case HollowShape.Circle: // Hollow shape is a perfect cyllinder in respect to the cube's scale // Cyllinder hollow volume calculation float hRadius = _size.X / 2; float hLength = _size.Z; // pi * r2 * h hollowVolume = ((float)((Math.PI * Math.Pow(hRadius, 2) * hLength) / 2) * hollowAmount); break; default: hollowVolume = 0; break; } volume = volume - hollowVolume; } break; default: // we don't have all of the volume formulas yet so // use the common volume formula for all volume = _size.X * _size.Y * _size.Z; break; } // Calculate Path cut effect on volume // Not exact, in the triangle hollow example // They should never be zero or less then zero.. // we'll ignore it if it's less then zero // ProfileEnd and ProfileBegin are values // from 0 to 50000 // Turning them back into percentages so that I can cut that percentage off the volume float PathCutEndAmount = _pbs.ProfileEnd; float PathCutStartAmount = _pbs.ProfileBegin; if (((PathCutStartAmount + PathCutEndAmount) / 50000f) > 0.0f) { float pathCutAmount = ((PathCutStartAmount + PathCutEndAmount) / 50000f); // Check the return amount for sanity if (pathCutAmount >= 0.99f) pathCutAmount = 0.99f; volume = volume - (volume * pathCutAmount); } UInt16 taperX = _pbs.PathScaleX; UInt16 taperY = _pbs.PathScaleY; float taperFactorX = 0; float taperFactorY = 0; // Mass = density * volume if (taperX != 100) { if (taperX > 100) { taperFactorX = 1.0f - ((float)taperX / 200); //m_log.Warn("taperTopFactorX: " + extr.taperTopFactorX.ToString()); } else { taperFactorX = 1.0f - ((100 - (float)taperX) / 100); //m_log.Warn("taperBotFactorX: " + extr.taperBotFactorX.ToString()); } volume = (float)volume * ((taperFactorX / 3f) + 0.001f); } if (taperY != 100) { if (taperY > 100) { taperFactorY = 1.0f - ((float)taperY / 200); //m_log.Warn("taperTopFactorY: " + extr.taperTopFactorY.ToString()); } else { taperFactorY = 1.0f - ((100 - (float)taperY) / 100); //m_log.Warn("taperBotFactorY: " + extr.taperBotFactorY.ToString()); } volume = (float)volume * ((taperFactorY / 3f) + 0.001f); } returnMass = m_density * volume; if (returnMass <= 0) returnMass = 0.0001f;//ckrinke: Mass must be greater then zero. // Recursively calculate mass bool HasChildPrim = false; lock (childrenPrim) { if (childrenPrim.Count > 0) { HasChildPrim = true; } } if (HasChildPrim) { BulletDotNETPrim[] childPrimArr = new BulletDotNETPrim[0]; lock (childrenPrim) childPrimArr = childrenPrim.ToArray(); for (int i = 0; i < childPrimArr.Length; i++) { if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove) returnMass += childPrimArr[i].CalculateMass(); // failsafe, this shouldn't happen but with OpenSim, you never know :) if (i > 256) break; } } return returnMass; } #endregion public void CreateGeom(IntPtr m_targetSpace, IMesh p_mesh) { m_log.Debug("[PHYSICS]: _________CreateGeom"); if (p_mesh != null) { //_mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical); _mesh = p_mesh; setMesh(_parent_scene, _mesh); } else { if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1) { if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z) { if (((_size.X / 2f) > 0f)) { //SetGeom to a Regular Sphere if (tempSize1 == null) tempSize1 = new btVector3(0, 0, 0); tempSize1.setValue(_size.X * 0.5f, _size.Y * 0.5f, _size.Z * 0.5f); SetCollisionShape(new btSphereShape(_size.X * 0.5f)); } else { // uses halfextents if (tempSize1 == null) tempSize1 = new btVector3(0, 0, 0); tempSize1.setValue(_size.X * 0.5f, _size.Y * 0.5f, _size.Z * 0.5f); SetCollisionShape(new btBoxShape(tempSize1)); } } else { // uses halfextents if (tempSize1 == null) tempSize1 = new btVector3(0, 0, 0); tempSize1.setValue(_size.X * 0.5f, _size.Y * 0.5f, _size.Z * 0.5f); SetCollisionShape(new btBoxShape(tempSize1)); } } else { if (tempSize1 == null) tempSize1 = new btVector3(0, 0, 0); // uses halfextents tempSize1.setValue(_size.X * 0.5f, _size.Y * 0.5f, _size.Z * 0.5f); SetCollisionShape(new btBoxShape(tempSize1)); } } } private void setMesh(BulletDotNETScene _parent_scene, IMesh mesh) { // TODO: Set Collision Body Mesh // This sleeper is there to moderate how long it takes between // setting up the mesh and pre-processing it when we get rapid fire mesh requests on a single object m_log.Debug("_________SetMesh"); Thread.Sleep(10); //Kill Body so that mesh can re-make the geom if (IsPhysical && Body != null && Body.Handle != IntPtr.Zero) { if (childPrim) { if (_parent != null) { BulletDotNETPrim parent = (BulletDotNETPrim)_parent; parent.ChildDelink(this); } } else { //disableBody(); } } //IMesh oldMesh = primMesh; //primMesh = mesh; //float[] vertexList = primMesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory //int[] indexList = primMesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage ////Array.Reverse(indexList); //primMesh.releaseSourceMeshData(); // free up the original mesh data to save memory IMesh oldMesh = primMesh; primMesh = mesh; float[] vertexList = mesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory int[] indexList = mesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage //Array.Reverse(indexList); mesh.releaseSourceMeshData(); // free up the original mesh data to save memory int VertexCount = vertexList.GetLength(0) / 3; int IndexCount = indexList.GetLength(0); if (btshapeArray != null && btshapeArray.Handle != IntPtr.Zero) btshapeArray.Dispose(); //Array.Reverse(indexList); btshapeArray = new btTriangleIndexVertexArray(IndexCount / 3, indexList, (3 * sizeof(int)), VertexCount, vertexList, 3 * sizeof(float)); SetCollisionShape(new btGImpactMeshShape(btshapeArray)); //((btGImpactMeshShape) prim_geom).updateBound(); ((btGImpactMeshShape)prim_geom).setLocalScaling(new btVector3(1, 1, 1)); ((btGImpactMeshShape)prim_geom).updateBound(); _parent_scene.SetUsingGImpact(); //if (oldMesh != null) //{ // oldMesh.releasePinned(); // oldMesh = null; //} } private void SetCollisionShape(btCollisionShape shape) { /* if (shape == null) m_log.Debug("[PHYSICS]:SetShape!Null"); else m_log.Debug("[PHYSICS]:SetShape!"); if (Body != null) { DisposeOfBody(); } if (prim_geom != null) { prim_geom.Dispose(); prim_geom = null; } */ prim_geom = shape; //Body.set } public void SetBody(float mass) { if (!IsPhysical || childrenPrim.Count == 0) { if (tempMotionState1 != null && tempMotionState1.Handle != IntPtr.Zero) tempMotionState1.Dispose(); if (tempTransform2 != null && tempTransform2.Handle != IntPtr.Zero) tempTransform2.Dispose(); if (tempOrientation2 != null && tempOrientation2.Handle != IntPtr.Zero) tempOrientation2.Dispose(); if (tempPosition2 != null && tempPosition2.Handle != IntPtr.Zero) tempPosition2.Dispose(); tempOrientation2 = new btQuaternion(_orientation.X, _orientation.Y, _orientation.Z, _orientation.W); tempPosition2 = new btVector3(_position.X, _position.Y, _position.Z); tempTransform2 = new btTransform(tempOrientation2, tempPosition2); tempMotionState1 = new btDefaultMotionState(tempTransform2, _parent_scene.TransZero); if (tempInertia1 != null && tempInertia1.Handle != IntPtr.Zero) tempInertia1.Dispose(); tempInertia1 = new btVector3(0, 0, 0); prim_geom.calculateLocalInertia(mass, tempInertia1); if (mass != 0) _parent_scene.addActivePrim(this); else _parent_scene.remActivePrim(this); // Body = new btRigidBody(mass, tempMotionState1, prim_geom); //else Body = new btRigidBody(mass, tempMotionState1, prim_geom, tempInertia1); if (prim_geom is btGImpactMeshShape) { ((btGImpactMeshShape)prim_geom).setLocalScaling(new btVector3(1, 1, 1)); ((btGImpactMeshShape)prim_geom).updateBound(); } //Body.setCollisionFlags(Body.getCollisionFlags() | (int)ContactFlags.CF_CUSTOM_MATERIAL_CALLBACK); //Body.setUserPointer((IntPtr) (int)m_localID); _parent_scene.AddPrimToScene(this); } else { // bool hasTrimesh = false; lock (childrenPrim) { foreach (BulletDotNETPrim chld in childrenPrim) { if (chld == null) continue; // if (chld.NeedsMeshing()) // hasTrimesh = true; } } //if (hasTrimesh) //{ ProcessGeomCreationAsTriMesh(Vector3.Zero, Quaternion.Identity); // createmesh returns null when it doesn't mesh. /* if (_mesh is Mesh) { } else { m_log.Warn("[PHYSICS]: Can't link a OpenSim.Region.Physics.Meshing.Mesh object"); return; } */ foreach (BulletDotNETPrim chld in childrenPrim) { if (chld == null) continue; Vector3 offset = chld.Position - Position; Vector3 pos = new Vector3(offset.X, offset.Y, offset.Z); pos *= Quaternion.Inverse(Orientation); //pos *= Orientation; offset = pos; chld.ProcessGeomCreationAsTriMesh(offset, chld.Orientation); _mesh.Append(chld._mesh); } setMesh(_parent_scene, _mesh); //} if (tempMotionState1 != null && tempMotionState1.Handle != IntPtr.Zero) tempMotionState1.Dispose(); if (tempTransform2 != null && tempTransform2.Handle != IntPtr.Zero) tempTransform2.Dispose(); if (tempOrientation2 != null && tempOrientation2.Handle != IntPtr.Zero) tempOrientation2.Dispose(); if (tempPosition2 != null && tempPosition2.Handle != IntPtr.Zero) tempPosition2.Dispose(); tempOrientation2 = new btQuaternion(_orientation.X, _orientation.Y, _orientation.Z, _orientation.W); tempPosition2 = new btVector3(_position.X, _position.Y, _position.Z); tempTransform2 = new btTransform(tempOrientation2, tempPosition2); tempMotionState1 = new btDefaultMotionState(tempTransform2, _parent_scene.TransZero); if (tempInertia1 != null && tempInertia1.Handle != IntPtr.Zero) tempInertia1.Dispose(); tempInertia1 = new btVector3(0, 0, 0); prim_geom.calculateLocalInertia(mass, tempInertia1); if (mass != 0) _parent_scene.addActivePrim(this); else _parent_scene.remActivePrim(this); // Body = new btRigidBody(mass, tempMotionState1, prim_geom); //else Body = new btRigidBody(mass, tempMotionState1, prim_geom, tempInertia1); if (prim_geom is btGImpactMeshShape) { ((btGImpactMeshShape)prim_geom).setLocalScaling(new btVector3(1, 1, 1)); ((btGImpactMeshShape)prim_geom).updateBound(); } _parent_scene.AddPrimToScene(this); } if (IsPhysical) changeAngularLock(0); } private void DisposeOfBody() { if (Body != null) { if (Body.Handle != IntPtr.Zero) { DisableAxisMotor(); _parent_scene.removeFromWorld(this, Body); Body.Dispose(); } Body = null; // TODO: dispose parts that make up body } } private void ChildDelink(BulletDotNETPrim pPrim) { // Okay, we have a delinked child.. need to rebuild the body. lock (childrenPrim) { foreach (BulletDotNETPrim prm in childrenPrim) { prm.childPrim = true; prm.disableBody(); } } disableBody(); lock (childrenPrim) { childrenPrim.Remove(pPrim); } if (Body != null && Body.Handle != IntPtr.Zero) { _parent_scene.remActivePrim(this); } lock (childrenPrim) { foreach (BulletDotNETPrim prm in childrenPrim) { ParentPrim(prm); } } } internal void ParentPrim(BulletDotNETPrim prm) { if (prm == null) return; lock (childrenPrim) { if (!childrenPrim.Contains(prm)) { childrenPrim.Add(prm); } } } public void disableBody() { //this kills the body so things like 'mesh' can re-create it. /* lock (this) { if (!childPrim) { if (Body != null && Body.Handle != IntPtr.Zero) { _parent_scene.remActivePrim(this); m_collisionCategories &= ~CollisionCategories.Body; m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land); if (prim_geom != null && prim_geom.Handle != IntPtr.Zero) { // TODO: Set Category bits and Flags } // TODO: destroy body DisposeOfBody(); lock (childrenPrim) { if (childrenPrim.Count > 0) { foreach (BulletDotNETPrim prm in childrenPrim) { _parent_scene.remActivePrim(prm); prm.DisposeOfBody(); prm.SetCollisionShape(null); } } } DisposeOfBody(); } } else { _parent_scene.remActivePrim(this); m_collisionCategories &= ~CollisionCategories.Body; m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land); if (prim_geom != null && prim_geom.Handle != IntPtr.Zero) { // TODO: Set Category bits and Flags } DisposeOfBody(); } } */ DisableAxisMotor(); m_disabled = true; m_collisionscore = 0; } public void disableBodySoft() { m_disabled = true; if (m_isphysical && Body.Handle != IntPtr.Zero) { Body.clearForces(); Body.forceActivationState(0); } } public void enableBodySoft() { if (!childPrim) { if (m_isphysical && Body.Handle != IntPtr.Zero) { Body.clearForces(); Body.forceActivationState(4); forceenable = true; } m_disabled = false; } } public void enableBody() { if (!childPrim) { //SetCollisionShape(prim_geom); if (IsPhysical) SetBody(Mass); else SetBody(0); // TODO: Set Collision Category Bits and Flags // TODO: Set Auto Disable data m_interpenetrationcount = 0; m_collisionscore = 0; m_disabled = false; // The body doesn't already have a finite rotation mode set here if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null) { // TODO: Create Angular Motor on Axis Lock! } _parent_scene.addActivePrim(this); } } public void UpdatePositionAndVelocity() { if (!m_isSelected) { if (_parent == null) { Vector3 pv = Vector3.Zero; bool lastZeroFlag = _zeroFlag; if (tempPosition3 != null && tempPosition3.Handle != IntPtr.Zero) tempPosition3.Dispose(); if (tempTransform3 != null && tempTransform3.Handle != IntPtr.Zero) tempTransform3.Dispose(); if (tempOrientation2 != null && tempOrientation2.Handle != IntPtr.Zero) tempOrientation2.Dispose(); if (tempAngularVelocity1 != null && tempAngularVelocity1.Handle != IntPtr.Zero) tempAngularVelocity1.Dispose(); if (tempLinearVelocity1 != null && tempLinearVelocity1.Handle != IntPtr.Zero) tempLinearVelocity1.Dispose(); tempTransform3 = Body.getInterpolationWorldTransform(); tempPosition3 = tempTransform3.getOrigin(); // vec tempOrientation2 = tempTransform3.getRotation(); // ori tempAngularVelocity1 = Body.getInterpolationAngularVelocity(); //rotvel tempLinearVelocity1 = Body.getInterpolationLinearVelocity(); // vel _torque = new Vector3(tempAngularVelocity1.getX(), tempAngularVelocity1.getX(), tempAngularVelocity1.getZ()); Vector3 l_position = Vector3.Zero; Quaternion l_orientation = Quaternion.Identity; m_lastposition = _position; m_lastorientation = _orientation; l_position.X = tempPosition3.getX(); l_position.Y = tempPosition3.getY(); l_position.Z = tempPosition3.getZ(); l_orientation.X = tempOrientation2.getX(); l_orientation.Y = tempOrientation2.getY(); l_orientation.Z = tempOrientation2.getZ(); l_orientation.W = tempOrientation2.getW(); if (l_position.X > ((int)Constants.RegionSize - 0.05f) || l_position.X < 0f || l_position.Y > ((int)Constants.RegionSize - 0.05f) || l_position.Y < 0f) { //base.RaiseOutOfBounds(l_position); if (m_crossingfailures < _parent_scene.geomCrossingFailuresBeforeOutofbounds) { _position = l_position; //_parent_scene.remActivePrim(this); if (_parent == null) base.RequestPhysicsterseUpdate(); return; } else { if (_parent == null) base.RaiseOutOfBounds(l_position); return; } } if (l_position.Z < -200000f) { // This is so prim that get lost underground don't fall forever and suck up // // Sim resources and memory. // Disables the prim's movement physics.... // It's a hack and will generate a console message if it fails. //IsPhysical = false; //if (_parent == null) //base.RaiseOutOfBounds(_position); _acceleration.X = 0; _acceleration.Y = 0; _acceleration.Z = 0; _velocity.X = 0; _velocity.Y = 0; _velocity.Z = 0; m_rotationalVelocity.X = 0; m_rotationalVelocity.Y = 0; m_rotationalVelocity.Z = 0; if (_parent == null) base.RequestPhysicsterseUpdate(); m_throttleUpdates = false; // throttleCounter = 0; _zeroFlag = true; //outofBounds = true; } if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02) && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02) && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02) && (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation)) < 0.01)) { _zeroFlag = true; m_throttleUpdates = false; } else { //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString()); _zeroFlag = false; } if (_zeroFlag) { _velocity.X = 0.0f; _velocity.Y = 0.0f; _velocity.Z = 0.0f; _acceleration.X = 0; _acceleration.Y = 0; _acceleration.Z = 0; //_orientation.w = 0f; //_orientation.X = 0f; //_orientation.Y = 0f; //_orientation.Z = 0f; m_rotationalVelocity.X = 0; m_rotationalVelocity.Y = 0; m_rotationalVelocity.Z = 0; if (!m_lastUpdateSent) { m_throttleUpdates = false; // throttleCounter = 0; m_rotationalVelocity = pv; if (_parent == null) base.RequestPhysicsterseUpdate(); m_lastUpdateSent = true; } } else { if (lastZeroFlag != _zeroFlag) { if (_parent == null) base.RequestPhysicsterseUpdate(); } m_lastVelocity = _velocity; _position = l_position; _velocity.X = tempLinearVelocity1.getX(); _velocity.Y = tempLinearVelocity1.getY(); _velocity.Z = tempLinearVelocity1.getZ(); _acceleration = ((_velocity - m_lastVelocity) / 0.1f); _acceleration = new Vector3(_velocity.X - m_lastVelocity.X / 0.1f, _velocity.Y - m_lastVelocity.Y / 0.1f, _velocity.Z - m_lastVelocity.Z / 0.1f); //m_log.Info("[PHYSICS]: V1: " + _velocity + " V2: " + m_lastVelocity + " Acceleration: " + _acceleration.ToString()); if (_velocity.ApproxEquals(pv, 0.5f)) { m_rotationalVelocity = pv; } else { m_rotationalVelocity = new Vector3(tempAngularVelocity1.getX(), tempAngularVelocity1.getY(), tempAngularVelocity1.getZ()); } //m_log.Debug("ODE: " + m_rotationalVelocity.ToString()); _orientation.X = l_orientation.X; _orientation.Y = l_orientation.Y; _orientation.Z = l_orientation.Z; _orientation.W = l_orientation.W; m_lastUpdateSent = false; //if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate) //{ if (_parent == null) base.RequestPhysicsterseUpdate(); // } // else // { // throttleCounter++; //} } m_lastposition = l_position; if (forceenable) { Body.forceActivationState(1); forceenable = false; } } else { // Not a body.. so Make sure the client isn't interpolating _velocity.X = 0; _velocity.Y = 0; _velocity.Z = 0; _acceleration.X = 0; _acceleration.Y = 0; _acceleration.Z = 0; m_rotationalVelocity.X = 0; m_rotationalVelocity.Y = 0; m_rotationalVelocity.Z = 0; _zeroFlag = true; } } } internal void setPrimForRemoval() { m_taintremove = true; } internal void EnableAxisMotor(Vector3 axislock) { if (m_aMotor != null) DisableAxisMotor(); if (Body == null) return; if (Body.Handle == IntPtr.Zero) return; if (AxisLockAngleHigh != null && AxisLockAngleHigh.Handle != IntPtr.Zero) AxisLockAngleHigh.Dispose(); m_aMotor = new btGeneric6DofConstraint(Body, _parent_scene.TerrainBody, _parent_scene.TransZero, _parent_scene.TransZero, false); float endNoLock = (360 * Utils.DEG_TO_RAD); AxisLockAngleHigh = new btVector3((axislock.X == 0) ? 0 : endNoLock, (axislock.Y == 0) ? 0 : endNoLock, (axislock.Z == 0) ? 0 : endNoLock); m_aMotor.setAngularLowerLimit(_parent_scene.VectorZero); m_aMotor.setAngularUpperLimit(AxisLockAngleHigh); m_aMotor.setLinearLowerLimit(AxisLockLinearLow); m_aMotor.setLinearUpperLimit(AxisLockLinearHigh); _parent_scene.getBulletWorld().addConstraint((btTypedConstraint)m_aMotor); //m_aMotor. } internal void DisableAxisMotor() { if (m_aMotor != null && m_aMotor.Handle != IntPtr.Zero) { _parent_scene.getBulletWorld().removeConstraint(m_aMotor); m_aMotor.Dispose(); m_aMotor = null; } } } }