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author | teravus | 2012-12-23 15:21:25 -0500 |
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committer | teravus | 2012-12-23 15:21:25 -0500 |
commit | 92e4f9f412046f8f7926c99c9e56c3a8b6b2edbf (patch) | |
tree | eabcbb758a7512222e84cb51b51b6822cdbf561b /OpenSim/Region/Physics/BulletSNPlugin/BulletSimData.cs | |
parent | Revert "Whitespace change to trigger bot" (diff) | |
download | opensim-SC_OLD-92e4f9f412046f8f7926c99c9e56c3a8b6b2edbf.zip opensim-SC_OLD-92e4f9f412046f8f7926c99c9e56c3a8b6b2edbf.tar.gz opensim-SC_OLD-92e4f9f412046f8f7926c99c9e56c3a8b6b2edbf.tar.bz2 opensim-SC_OLD-92e4f9f412046f8f7926c99c9e56c3a8b6b2edbf.tar.xz |
* Initial commit of BulletSimN (BulletSNPlugin). Purely C# implementation of BulletSim. This is designed to be /as close as possible/ to the BulletSim plugin while still being entirely in the managed space to make keeping it up to date easy as possible (no thinking work). This implementation is /slower/ then the c++ version just because it's fully managed, so it's not appropriate for huge sims, but it will run small ones OK. At the moment, it supports all known features of BulletSim. Think of it like.. POS but everything works. To use this plugin, set the physics plugin to BulletSimN.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSNPlugin/BulletSimData.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSNPlugin/BulletSimData.cs | 280 |
1 files changed, 280 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BulletSimData.cs b/OpenSim/Region/Physics/BulletSNPlugin/BulletSimData.cs new file mode 100644 index 0000000..a1ed8d8 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSNPlugin/BulletSimData.cs | |||
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1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | using System; | ||
28 | using System.Collections.Generic; | ||
29 | using System.Text; | ||
30 | using OMV = OpenMetaverse; | ||
31 | |||
32 | namespace OpenSim.Region.Physics.BulletSNPlugin | ||
33 | { | ||
34 | // Classes to allow some type checking for the API | ||
35 | // These hold pointers to allocated objects in the unmanaged space. | ||
36 | |||
37 | // The physics engine controller class created at initialization | ||
38 | public struct BulletSim | ||
39 | { | ||
40 | public BulletSim(uint worldId, BSScene bss, object xx) | ||
41 | { | ||
42 | ptr = xx; | ||
43 | worldID = worldId; | ||
44 | physicsScene = bss; | ||
45 | } | ||
46 | public object ptr; | ||
47 | public uint worldID; | ||
48 | // The scene is only in here so very low level routines have a handle to print debug/error messages | ||
49 | public BSScene physicsScene; | ||
50 | } | ||
51 | |||
52 | // An allocated Bullet btRigidBody | ||
53 | public struct BulletBody | ||
54 | { | ||
55 | public BulletBody(uint id) : this(id, null) | ||
56 | { | ||
57 | } | ||
58 | public BulletBody(uint id, object xx) | ||
59 | { | ||
60 | ID = id; | ||
61 | ptr = xx; | ||
62 | collisionType = CollisionType.Static; | ||
63 | } | ||
64 | public object ptr; | ||
65 | public uint ID; | ||
66 | public CollisionType collisionType; | ||
67 | |||
68 | public void Clear() | ||
69 | { | ||
70 | ptr = null; | ||
71 | } | ||
72 | public bool HasPhysicalBody { get { return ptr != null; } } | ||
73 | |||
74 | // Apply the specificed collision mask into the physical world | ||
75 | public void ApplyCollisionMask() | ||
76 | { | ||
77 | // Should assert the body has been added to the physical world. | ||
78 | // (The collision masks are stored in the collision proxy cache which only exists for | ||
79 | // a collision body that is in the world.) | ||
80 | BulletSimAPI.SetCollisionGroupMask2(ptr, | ||
81 | BulletSimData.CollisionTypeMasks[collisionType].group, | ||
82 | BulletSimData.CollisionTypeMasks[collisionType].mask); | ||
83 | } | ||
84 | |||
85 | public override string ToString() | ||
86 | { | ||
87 | StringBuilder buff = new StringBuilder(); | ||
88 | buff.Append("<id="); | ||
89 | buff.Append(ID.ToString()); | ||
90 | buff.Append(",p="); | ||
91 | buff.Append(ptr.ToString()); | ||
92 | buff.Append(",c="); | ||
93 | buff.Append(collisionType); | ||
94 | buff.Append(">"); | ||
95 | return buff.ToString(); | ||
96 | } | ||
97 | } | ||
98 | |||
99 | public struct BulletShape | ||
100 | { | ||
101 | public BulletShape(object xx) : this(xx, BSPhysicsShapeType.SHAPE_UNKNOWN) | ||
102 | { | ||
103 | } | ||
104 | public BulletShape(object xx, BSPhysicsShapeType typ) | ||
105 | { | ||
106 | ptr = xx; | ||
107 | type = typ; | ||
108 | shapeKey = (System.UInt64)FixedShapeKey.KEY_NONE; | ||
109 | isNativeShape = false; | ||
110 | } | ||
111 | public object ptr; | ||
112 | public BSPhysicsShapeType type; | ||
113 | public System.UInt64 shapeKey; | ||
114 | public bool isNativeShape; | ||
115 | |||
116 | public void Clear() | ||
117 | { | ||
118 | ptr = null; | ||
119 | } | ||
120 | public bool HasPhysicalShape { get { return ptr != null; } } | ||
121 | |||
122 | public override string ToString() | ||
123 | { | ||
124 | StringBuilder buff = new StringBuilder(); | ||
125 | buff.Append("<p="); | ||
126 | buff.Append(ptr.ToString()); | ||
127 | buff.Append(",s="); | ||
128 | buff.Append(type.ToString()); | ||
129 | buff.Append(",k="); | ||
130 | buff.Append(shapeKey.ToString("X")); | ||
131 | buff.Append(",n="); | ||
132 | buff.Append(isNativeShape.ToString()); | ||
133 | buff.Append(">"); | ||
134 | return buff.ToString(); | ||
135 | } | ||
136 | } | ||
137 | |||
138 | // An allocated Bullet btConstraint | ||
139 | public struct BulletConstraint | ||
140 | { | ||
141 | public BulletConstraint(object xx) | ||
142 | { | ||
143 | ptr = xx; | ||
144 | } | ||
145 | public object ptr; | ||
146 | |||
147 | public void Clear() | ||
148 | { | ||
149 | ptr = null; | ||
150 | } | ||
151 | public bool HasPhysicalConstraint { get { return ptr != null; } } | ||
152 | } | ||
153 | |||
154 | // An allocated HeightMapThing which holds various heightmap info. | ||
155 | // Made a class rather than a struct so there would be only one | ||
156 | // instance of this and C# will pass around pointers rather | ||
157 | // than making copies. | ||
158 | public class BulletHeightMapInfo | ||
159 | { | ||
160 | public BulletHeightMapInfo(uint id, float[] hm, object xx) { | ||
161 | ID = id; | ||
162 | Ptr = xx; | ||
163 | heightMap = hm; | ||
164 | terrainRegionBase = OMV.Vector3.Zero; | ||
165 | minCoords = new OMV.Vector3(100f, 100f, 25f); | ||
166 | maxCoords = new OMV.Vector3(101f, 101f, 26f); | ||
167 | minZ = maxZ = 0f; | ||
168 | sizeX = sizeY = 256f; | ||
169 | } | ||
170 | public uint ID; | ||
171 | public object Ptr; | ||
172 | public float[] heightMap; | ||
173 | public OMV.Vector3 terrainRegionBase; | ||
174 | public OMV.Vector3 minCoords; | ||
175 | public OMV.Vector3 maxCoords; | ||
176 | public float sizeX, sizeY; | ||
177 | public float minZ, maxZ; | ||
178 | public BulletShape terrainShape; | ||
179 | public BulletBody terrainBody; | ||
180 | |||
181 | public float collisionMargin { get; set; } | ||
182 | } | ||
183 | |||
184 | // The general class of collsion object. | ||
185 | public enum CollisionType | ||
186 | { | ||
187 | Avatar, | ||
188 | Groundplane, | ||
189 | Terrain, | ||
190 | Static, | ||
191 | Dynamic, | ||
192 | VolumeDetect, | ||
193 | // Linkset, // A linkset should be either Static or Dynamic | ||
194 | LinksetChild, | ||
195 | Unknown | ||
196 | }; | ||
197 | |||
198 | // Hold specification of group and mask collision flags for a CollisionType | ||
199 | public struct CollisionTypeFilterGroup | ||
200 | { | ||
201 | public CollisionTypeFilterGroup(CollisionType t, uint g, uint m) | ||
202 | { | ||
203 | type = t; | ||
204 | group = g; | ||
205 | mask = m; | ||
206 | } | ||
207 | public CollisionType type; | ||
208 | public uint group; | ||
209 | public uint mask; | ||
210 | }; | ||
211 | |||
212 | /* NOTE: old definitions kept for reference. Delete when things are working. | ||
213 | // The collsion filters and masked are defined in one place -- don't want them scattered | ||
214 | AvatarGroup = BCharacterGroup, | ||
215 | AvatarMask = BAllGroup, | ||
216 | ObjectGroup = BSolidGroup, | ||
217 | ObjectMask = BAllGroup, | ||
218 | StaticObjectGroup = BStaticGroup, | ||
219 | StaticObjectMask = AvatarGroup | ObjectGroup, // static things don't interact with much | ||
220 | LinksetGroup = BLinksetGroup, | ||
221 | LinksetMask = BAllGroup, | ||
222 | LinksetChildGroup = BLinksetChildGroup, | ||
223 | LinksetChildMask = BNoneGroup, // Linkset children disappear from the world | ||
224 | VolumeDetectGroup = BSensorTrigger, | ||
225 | VolumeDetectMask = ~BSensorTrigger, | ||
226 | TerrainGroup = BTerrainGroup, | ||
227 | TerrainMask = BAllGroup & ~BStaticGroup, // static objects on the ground don't collide | ||
228 | GroundPlaneGroup = BGroundPlaneGroup, | ||
229 | GroundPlaneMask = BAllGroup | ||
230 | */ | ||
231 | |||
232 | public static class BulletSimData | ||
233 | { | ||
234 | |||
235 | // Map of collisionTypes to flags for collision groups and masks. | ||
236 | // As mentioned above, don't use the CollisionFilterGroups definitions directly in the code | ||
237 | // but, instead, use references to this dictionary. Finding and debugging | ||
238 | // collision flag problems will be made easier. | ||
239 | public static Dictionary<CollisionType, CollisionTypeFilterGroup> CollisionTypeMasks | ||
240 | = new Dictionary<CollisionType, CollisionTypeFilterGroup>() | ||
241 | { | ||
242 | { CollisionType.Avatar, | ||
243 | new CollisionTypeFilterGroup(CollisionType.Avatar, | ||
244 | (uint)CollisionFilterGroups.BCharacterGroup, | ||
245 | (uint)CollisionFilterGroups.BAllGroup) | ||
246 | }, | ||
247 | { CollisionType.Groundplane, | ||
248 | new CollisionTypeFilterGroup(CollisionType.Groundplane, | ||
249 | (uint)CollisionFilterGroups.BGroundPlaneGroup, | ||
250 | (uint)CollisionFilterGroups.BAllGroup) | ||
251 | }, | ||
252 | { CollisionType.Terrain, | ||
253 | new CollisionTypeFilterGroup(CollisionType.Terrain, | ||
254 | (uint)CollisionFilterGroups.BTerrainGroup, | ||
255 | (uint)(CollisionFilterGroups.BAllGroup & ~CollisionFilterGroups.BStaticGroup)) | ||
256 | }, | ||
257 | { CollisionType.Static, | ||
258 | new CollisionTypeFilterGroup(CollisionType.Static, | ||
259 | (uint)CollisionFilterGroups.BStaticGroup, | ||
260 | (uint)(CollisionFilterGroups.BCharacterGroup | CollisionFilterGroups.BSolidGroup)) | ||
261 | }, | ||
262 | { CollisionType.Dynamic, | ||
263 | new CollisionTypeFilterGroup(CollisionType.Dynamic, | ||
264 | (uint)CollisionFilterGroups.BSolidGroup, | ||
265 | (uint)(CollisionFilterGroups.BAllGroup)) | ||
266 | }, | ||
267 | { CollisionType.VolumeDetect, | ||
268 | new CollisionTypeFilterGroup(CollisionType.VolumeDetect, | ||
269 | (uint)CollisionFilterGroups.BSensorTrigger, | ||
270 | (uint)(~CollisionFilterGroups.BSensorTrigger)) | ||
271 | }, | ||
272 | { CollisionType.LinksetChild, | ||
273 | new CollisionTypeFilterGroup(CollisionType.LinksetChild, | ||
274 | (uint)CollisionFilterGroups.BTerrainGroup, | ||
275 | (uint)(CollisionFilterGroups.BNoneGroup)) | ||
276 | }, | ||
277 | }; | ||
278 | |||
279 | } | ||
280 | } | ||