/* * 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 copyrightD * 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.Text; using OMV = OpenMetaverse; using OpenSim.Framework; using OpenSim.Region.Physics.Manager; namespace OpenSim.Region.Physics.BulletSPlugin { /* * Class to wrap all objects. * The rest of BulletSim doesn't need to keep checking for avatars or prims * unless the difference is significant. * * Variables in the physicsl objects are in three forms: * VariableName: used by the simulator and performs taint operations, etc * RawVariableName: direct reference to the BulletSim storage for the variable value * ForceVariableName: direct reference (store and fetch) to the value in the physics engine. * The last one should only be referenced in taint-time. */ /* * As of 20121221, the following are the call sequences (going down) for different script physical functions: * llApplyImpulse llApplyRotImpulse llSetTorque llSetForce * SOP.ApplyImpulse SOP.ApplyAngularImpulse SOP.SetAngularImpulse SOP.SetForce * SOG.ApplyImpulse SOG.ApplyAngularImpulse SOG.SetAngularImpulse * PA.AddForce PA.AddAngularForce PA.Torque = v PA.Force = v * BS.ApplyCentralForce BS.ApplyTorque */ // Flags used to denote which properties updates when making UpdateProperties calls to linksets, etc. public enum UpdatedProperties : uint { Position = 1 << 0, Orientation = 1 << 1, Velocity = 1 << 2, Acceleration = 1 << 3, RotationalVelocity = 1 << 4, EntPropUpdates = Position | Orientation | Velocity | Acceleration | RotationalVelocity, } public abstract class BSPhysObject : PhysicsActor { protected BSPhysObject() { } protected BSPhysObject(BSScene parentScene, uint localID, string name, string typeName) { IsInitialized = false; PhysScene = parentScene; LocalID = localID; PhysObjectName = name; Name = name; // PhysicsActor also has the name of the object. Someday consolidate. TypeName = typeName; // The collection of things that push me around PhysicalActors = new BSActorCollection(PhysScene); // We don't have any physical representation yet. PhysBody = new BulletBody(localID); PhysShape = new BSShapeNull(); UserSetCenterOfMassDisplacement = null; PrimAssetState = PrimAssetCondition.Unknown; // Initialize variables kept in base. // Beware that these cause taints to be queued whch can cause race conditions on startup. GravModifier = 1.0f; Gravity = new OMV.Vector3(0f, 0f, BSParam.Gravity); HoverActive = false; // Default material type. Also sets Friction, Restitution and Density. SetMaterial((int)MaterialAttributes.Material.Wood); CollisionCollection = new CollisionEventUpdate(); CollisionsLastReported = CollisionCollection; CollisionsLastTick = new CollisionEventUpdate(); CollisionsLastTickStep = -1; SubscribedEventsMs = 0; // Crazy values that will never be true CollidingStep = BSScene.NotASimulationStep; CollidingGroundStep = BSScene.NotASimulationStep; CollisionAccumulation = BSScene.NotASimulationStep; ColliderIsMoving = false; CollisionScore = 0; // All axis free. LockedLinearAxis = LockedAxisFree; LockedAngularAxis = LockedAxisFree; } // Tell the object to clean up. public virtual void Destroy() { PhysicalActors.Enable(false); PhysScene.TaintedObject(LocalID, "BSPhysObject.Destroy", delegate() { PhysicalActors.Dispose(); }); } public BSScene PhysScene { get; protected set; } // public override uint LocalID { get; set; } // Use the LocalID definition in PhysicsActor public string PhysObjectName { get; protected set; } public string TypeName { get; protected set; } // Set to 'true' when the object is completely initialized. // This mostly prevents property updates and collisions until the object is completely here. public bool IsInitialized { get; protected set; } // Set to 'true' if an object (mesh/linkset/sculpty) is not completely constructed. // This test is used to prevent some updates to the object when it only partially exists. // There are several reasons and object might be incomplete: // Its underlying mesh/sculpty is an asset which must be fetched from the asset store // It is a linkset who is being added to or removed from // It is changing state (static to physical, for instance) which requires rebuilding // This is a computed value based on the underlying physical object construction abstract public bool IsIncomplete { get; } // Return the object mass without calculating it or having side effects public abstract float RawMass { get; } // Set the raw mass but also update physical mass properties (inertia, ...) // 'inWorld' true if the object has already been added to the dynamic world. public abstract void UpdatePhysicalMassProperties(float mass, bool inWorld); // The gravity being applied to the object. A function of default grav, GravityModifier and Buoyancy. public virtual OMV.Vector3 Gravity { get; set; } // The last value calculated for the prim's inertia public OMV.Vector3 Inertia { get; set; } // Reference to the physical body (btCollisionObject) of this object public BulletBody PhysBody; // Reference to the physical shape (btCollisionShape) of this object public BSShape PhysShape; // The physical representation of the prim might require an asset fetch. // The asset state is first 'Unknown' then 'Waiting' then either 'Failed' or 'Fetched'. public enum PrimAssetCondition { Unknown, Waiting, FailedAssetFetch, FailedMeshing, Fetched } public PrimAssetCondition PrimAssetState { get; set; } public virtual bool AssetFailed() { return ( (this.PrimAssetState == PrimAssetCondition.FailedAssetFetch) || (this.PrimAssetState == PrimAssetCondition.FailedMeshing) ); } // The objects base shape information. Null if not a prim type shape. public PrimitiveBaseShape BaseShape { get; protected set; } // When the physical properties are updated, an EntityProperty holds the update values. // Keep the current and last EntityProperties to enable computation of differences // between the current update and the previous values. public EntityProperties CurrentEntityProperties { get; set; } public EntityProperties LastEntityProperties { get; set; } public virtual OMV.Vector3 Scale { get; set; } // It can be confusing for an actor to know if it should move or update an object // depeneding on the setting of 'selected', 'physical, ... // This flag is the true test -- if true, the object is being acted on in the physical world public abstract bool IsPhysicallyActive { get; } // Detailed state of the object. public abstract bool IsSolid { get; } public abstract bool IsStatic { get; } public abstract bool IsSelected { get; } public abstract bool IsVolumeDetect { get; } // Materialness public MaterialAttributes.Material Material { get; private set; } public override void SetMaterial(int material) { Material = (MaterialAttributes.Material)material; // Setting the material sets the material attributes also. // TODO: decide if this is necessary -- the simulator does this. MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, false); Friction = matAttrib.friction; Restitution = matAttrib.restitution; Density = matAttrib.density; // DetailLog("{0},{1}.SetMaterial,Mat={2},frict={3},rest={4},den={5}", LocalID, TypeName, Material, Friction, Restitution, Density); } public override float Density { get { return base.Density; } set { DetailLog("{0},BSPhysObject.Density,set,den={1}", LocalID, value); base.Density = value; } } // Stop all physical motion. public abstract void ZeroMotion(bool inTaintTime); public abstract void ZeroAngularMotion(bool inTaintTime); // Update the physical location and motion of the object. Called with data from Bullet. public abstract void UpdateProperties(EntityProperties entprop); public virtual OMV.Vector3 RawPosition { get; set; } public abstract OMV.Vector3 ForcePosition { get; set; } public virtual OMV.Quaternion RawOrientation { get; set; } public abstract OMV.Quaternion ForceOrientation { get; set; } public virtual OMV.Vector3 RawVelocity { get; set; } public abstract OMV.Vector3 ForceVelocity { get; set; } public OMV.Vector3 RawForce { get; set; } public OMV.Vector3 RawTorque { get; set; } public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { AddAngularForce(force, pushforce, false); } public abstract void AddAngularForce(OMV.Vector3 force, bool pushforce, bool inTaintTime); public abstract void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime); public abstract OMV.Vector3 ForceRotationalVelocity { get; set; } public abstract float ForceBuoyancy { get; set; } public virtual bool ForceBodyShapeRebuild(bool inTaintTime) { return false; } public override bool PIDActive { get { return MoveToTargetActive; } set { MoveToTargetActive = value; } } public override OMV.Vector3 PIDTarget { set { MoveToTargetTarget = value; } } public override float PIDTau { set { MoveToTargetTau = value; } } public bool MoveToTargetActive { get; set; } public OMV.Vector3 MoveToTargetTarget { get; set; } public float MoveToTargetTau { get; set; } // Used for llSetHoverHeight and maybe vehicle height. Hover Height will override MoveTo target's Z public override bool PIDHoverActive { set { HoverActive = value; } } public override float PIDHoverHeight { set { HoverHeight = value; } } public override PIDHoverType PIDHoverType { set { HoverType = value; } } public override float PIDHoverTau { set { HoverTau = value; } } public bool HoverActive { get; set; } public float HoverHeight { get; set; } public PIDHoverType HoverType { get; set; } public float HoverTau { get; set; } // For RotLookAt public override OMV.Quaternion APIDTarget { set { return; } } public override bool APIDActive { set { return; } } public override float APIDStrength { set { return; } } public override float APIDDamping { set { return; } } // The current velocity forward public virtual float ForwardSpeed { get { OMV.Vector3 characterOrientedVelocity = RawVelocity * OMV.Quaternion.Inverse(OMV.Quaternion.Normalize(RawOrientation)); return characterOrientedVelocity.X; } } // The forward speed we are trying to achieve (TargetVelocity) public virtual float TargetVelocitySpeed { get { OMV.Vector3 characterOrientedVelocity = TargetVelocity * OMV.Quaternion.Inverse(OMV.Quaternion.Normalize(RawOrientation)); return characterOrientedVelocity.X; } } // The user can optionally set the center of mass. The user's setting will override any // computed center-of-mass (like in linksets). // Note this is a displacement from the root's coordinates. Zero means use the root prim as center-of-mass. public OMV.Vector3? UserSetCenterOfMassDisplacement { get; set; } public OMV.Vector3 LockedLinearAxis; // zero means locked. one means free. public OMV.Vector3 LockedAngularAxis; // zero means locked. one means free. public const float FreeAxis = 1f; public const float LockedAxis = 0f; public readonly OMV.Vector3 LockedAxisFree = new OMV.Vector3(FreeAxis, FreeAxis, FreeAxis); // All axis are free // If an axis is locked (flagged above) then the limits of that axis are specified here. // Linear axis limits are relative to the object's starting coordinates. // Angular limits are limited to -PI to +PI public OMV.Vector3 LockedLinearAxisLow; public OMV.Vector3 LockedLinearAxisHigh; public OMV.Vector3 LockedAngularAxisLow; public OMV.Vector3 LockedAngularAxisHigh; // Enable physical actions. Bullet will keep sleeping non-moving physical objects so // they need waking up when parameters are changed. // Called in taint-time!! public void ActivateIfPhysical(bool forceIt) { if (PhysBody.HasPhysicalBody) { if (IsPhysical) { // Physical objects might need activating PhysScene.PE.Activate(PhysBody, forceIt); } else { // Clear the collision cache since we've changed some properties. PhysScene.PE.ClearCollisionProxyCache(PhysScene.World, PhysBody); } } } // 'actors' act on the physical object to change or constrain its motion. These can range from // hovering to complex vehicle motion. // May be called at non-taint time as this just adds the actor to the action list and the real // work is done during the simulation step. // Note that, if the actor is already in the list and we are disabling same, the actor is just left // in the list disabled. public delegate BSActor CreateActor(); public void EnableActor(bool enableActor, string actorName, CreateActor creator) { lock (PhysicalActors) { BSActor theActor; if (PhysicalActors.TryGetActor(actorName, out theActor)) { // The actor already exists so just turn it on or off DetailLog("{0},BSPhysObject.EnableActor,enablingExistingActor,name={1},enable={2}", LocalID, actorName, enableActor); theActor.Enabled = enableActor; } else { // The actor does not exist. If it should, create it. if (enableActor) { DetailLog("{0},BSPhysObject.EnableActor,creatingActor,name={1}", LocalID, actorName); theActor = creator(); PhysicalActors.Add(actorName, theActor); theActor.Enabled = true; } else { DetailLog("{0},BSPhysObject.EnableActor,notCreatingActorSinceNotEnabled,name={1}", LocalID, actorName); } } } } #region Collisions // Requested number of milliseconds between collision events. Zero means disabled. protected int SubscribedEventsMs { get; set; } // Given subscription, the time that a collision may be passed up protected int NextCollisionOkTime { get; set; } // The simulation step that last had a collision protected long CollidingStep { get; set; } // The simulation step that last had a collision with the ground protected long CollidingGroundStep { get; set; } // The simulation step that last collided with an object protected long CollidingObjectStep { get; set; } // The collision flags we think are set in Bullet protected CollisionFlags CurrentCollisionFlags { get; set; } // On a collision, check the collider and remember if the last collider was moving // Used to modify the standing of avatars (avatars on stationary things stand still) public bool ColliderIsMoving; // 'true' if the last collider was a volume detect object public bool ColliderIsVolumeDetect; // Used by BSCharacter to manage standing (and not slipping) public bool IsStationary; // Count of collisions for this object protected long CollisionAccumulation { get; set; } public override bool IsColliding { get { return (CollidingStep == PhysScene.SimulationStep); } set { if (value) CollidingStep = PhysScene.SimulationStep; else CollidingStep = BSScene.NotASimulationStep; } } // Complex objects (like linksets) need to know if there is a collision on any part of // their shape. 'IsColliding' has an existing definition of reporting a collision on // only this specific prim or component of linksets. // 'HasSomeCollision' is defined as reporting if there is a collision on any part of // the complex body that this prim is the root of. public virtual bool HasSomeCollision { get { return IsColliding; } set { IsColliding = value; } } public override bool CollidingGround { get { return (CollidingGroundStep == PhysScene.SimulationStep); } set { if (value) CollidingGroundStep = PhysScene.SimulationStep; else CollidingGroundStep = BSScene.NotASimulationStep; } } public override bool CollidingObj { get { return (CollidingObjectStep == PhysScene.SimulationStep); } set { if (value) CollidingObjectStep = PhysScene.SimulationStep; else CollidingObjectStep = BSScene.NotASimulationStep; } } // The collisions that have been collected for the next collision reporting (throttled by subscription) protected CollisionEventUpdate CollisionCollection; // This is the collision collection last reported to the Simulator. public CollisionEventUpdate CollisionsLastReported; // Remember the collisions recorded in the last tick for fancy collision checking // (like a BSCharacter walking up stairs). public CollisionEventUpdate CollisionsLastTick; private long CollisionsLastTickStep = -1; // The simulation step is telling this object about a collision. // Return 'true' if a collision was processed and should be sent up. // Return 'false' if this object is not enabled/subscribed/appropriate for or has already seen this collision. // Called at taint time from within the Step() function public delegate bool CollideCall(uint collidingWith, BSPhysObject collidee, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth); public virtual bool Collide(uint collidingWith, BSPhysObject collidee, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) { bool ret = false; // The following lines make IsColliding(), CollidingGround() and CollidingObj work CollidingStep = PhysScene.SimulationStep; if (collidingWith <= PhysScene.TerrainManager.HighestTerrainID) { CollidingGroundStep = PhysScene.SimulationStep; } else { CollidingObjectStep = PhysScene.SimulationStep; } CollisionAccumulation++; // For movement tests, remember if we are colliding with an object that is moving. ColliderIsMoving = collidee != null ? (collidee.RawVelocity != OMV.Vector3.Zero) : false; ColliderIsVolumeDetect = collidee != null ? (collidee.IsVolumeDetect) : false; // Make a collection of the collisions that happened the last simulation tick. // This is different than the collection created for sending up to the simulator as it is cleared every tick. if (CollisionsLastTickStep != PhysScene.SimulationStep) { CollisionsLastTick = new CollisionEventUpdate(); CollisionsLastTickStep = PhysScene.SimulationStep; } CollisionsLastTick.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); // If someone has subscribed for collision events log the collision so it will be reported up if (SubscribedEvents()) { lock (PhysScene.CollisionLock) { CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); } DetailLog("{0},{1}.Collison.AddCollider,call,with={2},point={3},normal={4},depth={5},colliderMoving={6}", LocalID, TypeName, collidingWith, contactPoint, contactNormal, pentrationDepth, ColliderIsMoving); ret = true; } return ret; } // Send the collected collisions into the simulator. // Called at taint time from within the Step() function thus no locking problems // with CollisionCollection and ObjectsWithNoMoreCollisions. // Called with BSScene.CollisionLock locked to protect the collision lists. // Return 'true' if there were some actual collisions passed up public virtual bool SendCollisions() { bool ret = true; // If no collisions this call but there were collisions last call, force the collision // event to be happen right now so quick collision_end. bool force = (CollisionCollection.Count == 0 && CollisionsLastReported.Count != 0); // throttle the collisions to the number of milliseconds specified in the subscription if (force || (PhysScene.SimulationNowTime >= NextCollisionOkTime)) { NextCollisionOkTime = PhysScene.SimulationNowTime + SubscribedEventsMs; // We are called if we previously had collisions. If there are no collisions // this time, send up one last empty event so OpenSim can sense collision end. if (CollisionCollection.Count == 0) { // If I have no collisions this time, remove me from the list of objects with collisions. ret = false; } DetailLog("{0},{1}.SendCollisionUpdate,call,numCollisions={2}", LocalID, TypeName, CollisionCollection.Count); base.SendCollisionUpdate(CollisionCollection); // Remember the collisions from this tick for some collision specific processing. CollisionsLastReported = CollisionCollection; // The CollisionCollection instance is passed around in the simulator. // Make sure we don't have a handle to that one and that a new one is used for next time. // This fixes an interesting 'gotcha'. If we call CollisionCollection.Clear() here, // a race condition is created for the other users of this instance. CollisionCollection = new CollisionEventUpdate(); } return ret; } // Subscribe for collision events. // Parameter is the millisecond rate the caller wishes collision events to occur. public override void SubscribeEvents(int ms) { // DetailLog("{0},{1}.SubscribeEvents,subscribing,ms={2}", LocalID, TypeName, ms); SubscribedEventsMs = ms; if (ms > 0) { // make sure first collision happens NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs); PhysScene.TaintedObject(LocalID, TypeName+".SubscribeEvents", delegate() { if (PhysBody.HasPhysicalBody) CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); }); } else { // Subscribing for zero or less is the same as unsubscribing UnSubscribeEvents(); } } public override void UnSubscribeEvents() { // DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName); SubscribedEventsMs = 0; PhysScene.TaintedObject(LocalID, TypeName+".UnSubscribeEvents", delegate() { // Make sure there is a body there because sometimes destruction happens in an un-ideal order. if (PhysBody.HasPhysicalBody) CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); }); } // Return 'true' if the simulator wants collision events public override bool SubscribedEvents() { return (SubscribedEventsMs > 0); } // Because 'CollisionScore' is called many times while sorting, it should not be recomputed // each time called. So this is built to be light weight for each collision and to do // all the processing when the user asks for the info. public void ComputeCollisionScore() { // Scale the collision count by the time since the last collision. // The "+1" prevents dividing by zero. long timeAgo = PhysScene.SimulationStep - CollidingStep + 1; CollisionScore = CollisionAccumulation / timeAgo; } public override float CollisionScore { get; set; } #endregion // Collisions #region Per Simulation Step actions public BSActorCollection PhysicalActors; // When an update to the physical properties happens, this event is fired to let // different actors to modify the update before it is passed around public delegate void PreUpdatePropertyAction(ref EntityProperties entprop); public event PreUpdatePropertyAction OnPreUpdateProperty; protected void TriggerPreUpdatePropertyAction(ref EntityProperties entprop) { PreUpdatePropertyAction actions = OnPreUpdateProperty; if (actions != null) actions(ref entprop); } #endregion // Per Simulation Step actions // High performance detailed logging routine used by the physical objects. protected void DetailLog(string msg, params Object[] args) { if (PhysScene.PhysicsLogging.Enabled) PhysScene.DetailLog(msg, args); } } }