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authorteravus2012-11-15 10:05:16 -0500
committerteravus2012-11-15 10:05:16 -0500
commite9153e1d1aae50024d8cd05fe14a9bce34343a0e (patch)
treebc111d34f95a26b99c7e34d9e495dc14d1802cc3 /OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
parentMerge master into teravuswork (diff)
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Revert "Merge master into teravuswork", it should have been avination, not master.
This reverts commit dfac269032300872c4d0dc507f4f9062d102b0f4, reversing changes made to 619c39e5144f15aca129d6d999bcc5c34133ee64.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs248
1 files changed, 0 insertions, 248 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
deleted file mode 100755
index 7127aaf..0000000
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
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@@ -1,248 +0,0 @@
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 */
27using System;
28using System.Collections.Generic;
29using System.Text;
30
31using OMV = OpenMetaverse;
32using OpenSim.Framework;
33using OpenSim.Region.Physics.Manager;
34
35namespace OpenSim.Region.Physics.BulletSPlugin
36{
37// Class to wrap all objects.
38// The rest of BulletSim doesn't need to keep checking for avatars or prims
39// unless the difference is significant.
40public abstract class BSPhysObject : PhysicsActor
41{
42 protected void BaseInitialize(BSScene parentScene, uint localID, string name, string typeName)
43 {
44 PhysicsScene = parentScene;
45 LocalID = localID;
46 PhysObjectName = name;
47 TypeName = typeName;
48
49 Linkset = BSLinkset.Factory(PhysicsScene, this);
50 LastAssetBuildFailed = false;
51
52 CollisionCollection = new CollisionEventUpdate();
53 SubscribedEventsMs = 0;
54 CollidingStep = 0;
55 CollidingGroundStep = 0;
56 }
57
58 public BSScene PhysicsScene { get; protected set; }
59 // public override uint LocalID { get; set; } // Use the LocalID definition in PhysicsActor
60 public string PhysObjectName { get; protected set; }
61 public string TypeName { get; protected set; }
62
63 public BSLinkset Linkset { get; set; }
64
65 // Return the object mass without calculating it or having side effects
66 public abstract float RawMass { get; }
67 // Set the raw mass but also update physical mass properties (inertia, ...)
68 public abstract void UpdatePhysicalMassProperties(float mass);
69
70 // Reference to the physical body (btCollisionObject) of this object
71 public BulletBody PhysBody;
72 // Reference to the physical shape (btCollisionShape) of this object
73 public BulletShape PhysShape;
74
75 // 'true' if the mesh's underlying asset failed to build.
76 // This will keep us from looping after the first time the build failed.
77 public bool LastAssetBuildFailed { get; set; }
78
79 // The objects base shape information. Null if not a prim type shape.
80 public PrimitiveBaseShape BaseShape { get; protected set; }
81 // Some types of objects have preferred physical representations.
82 // Returns SHAPE_UNKNOWN if there is no preference.
83 public virtual ShapeData.PhysicsShapeType PreferredPhysicalShape
84 {
85 get { return ShapeData.PhysicsShapeType.SHAPE_UNKNOWN; }
86 }
87
88 // When the physical properties are updated, an EntityProperty holds the update values.
89 // Keep the current and last EntityProperties to enable computation of differences
90 // between the current update and the previous values.
91 public EntityProperties CurrentEntityProperties { get; set; }
92 public EntityProperties LastEntityProperties { get; set; }
93
94 public abstract OMV.Vector3 Scale { get; set; }
95 public abstract bool IsSolid { get; }
96 public abstract bool IsStatic { get; }
97
98 // Stop all physical motion.
99 public abstract void ZeroMotion();
100
101 // Step the vehicle simulation for this object. A NOOP if the vehicle was not configured.
102 public virtual void StepVehicle(float timeStep) { }
103
104 // Update the physical location and motion of the object. Called with data from Bullet.
105 public abstract void UpdateProperties(EntityProperties entprop);
106
107 // Tell the object to clean up.
108 public abstract void Destroy();
109
110 public abstract OMV.Vector3 RawPosition { get; set; }
111 public abstract OMV.Vector3 ForcePosition { get; set; }
112
113 public abstract OMV.Quaternion RawOrientation { get; set; }
114 public abstract OMV.Quaternion ForceOrientation { get; set; }
115
116 public abstract OMV.Vector3 ForceVelocity { get; set; }
117
118 public abstract OMV.Vector3 ForceRotationalVelocity { get; set; }
119
120 public abstract float ForceBuoyancy { get; set; }
121
122 public virtual bool ForceBodyShapeRebuild(bool inTaintTime) { return false; }
123
124 #region Collisions
125
126 // Requested number of milliseconds between collision events. Zero means disabled.
127 protected int SubscribedEventsMs { get; set; }
128 // Given subscription, the time that a collision may be passed up
129 protected int NextCollisionOkTime { get; set; }
130 // The simulation step that last had a collision
131 protected long CollidingStep { get; set; }
132 // The simulation step that last had a collision with the ground
133 protected long CollidingGroundStep { get; set; }
134 // The collision flags we think are set in Bullet
135 protected CollisionFlags CurrentCollisionFlags { get; set; }
136
137 // The collisions that have been collected this tick
138 protected CollisionEventUpdate CollisionCollection;
139
140 // The simulation step is telling this object about a collision.
141 // Return 'true' if a collision was processed and should be sent up.
142 // Called at taint time from within the Step() function
143 public virtual bool Collide(uint collidingWith, BSPhysObject collidee,
144 OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
145 {
146 bool ret = false;
147
148 // The following lines make IsColliding() and IsCollidingGround() work
149 CollidingStep = PhysicsScene.SimulationStep;
150 if (collidingWith <= PhysicsScene.TerrainManager.HighestTerrainID)
151 {
152 CollidingGroundStep = PhysicsScene.SimulationStep;
153 }
154
155 // prims in the same linkset cannot collide with each other
156 if (collidee != null && (this.Linkset.LinksetID == collidee.Linkset.LinksetID))
157 {
158 return ret;
159 }
160
161 // if someone has subscribed for collision events....
162 if (SubscribedEvents()) {
163 CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
164 DetailLog("{0},{1}.Collison.AddCollider,call,with={2},point={3},normal={4},depth={5}",
165 LocalID, TypeName, collidingWith, contactPoint, contactNormal, pentrationDepth);
166
167 ret = true;
168 }
169 return ret;
170 }
171
172 // Send the collected collisions into the simulator.
173 // Called at taint time from within the Step() function thus no locking problems
174 // with CollisionCollection and ObjectsWithNoMoreCollisions.
175 // Return 'true' if there were some actual collisions passed up
176 public virtual bool SendCollisions()
177 {
178 bool ret = true;
179 // If the 'no collision' call, force it to happen right now so quick collision_end
180 bool force = CollisionCollection.Count == 0;
181
182 // throttle the collisions to the number of milliseconds specified in the subscription
183 if (force || (PhysicsScene.SimulationNowTime >= NextCollisionOkTime))
184 {
185 NextCollisionOkTime = PhysicsScene.SimulationNowTime + SubscribedEventsMs;
186
187 // We are called if we previously had collisions. If there are no collisions
188 // this time, send up one last empty event so OpenSim can sense collision end.
189 if (CollisionCollection.Count == 0)
190 {
191 // If I have no collisions this time, remove me from the list of objects with collisions.
192 ret = false;
193 }
194
195 // DetailLog("{0},{1}.SendCollisionUpdate,call,numCollisions={2}", LocalID, TypeName, CollisionCollection.Count);
196 base.SendCollisionUpdate(CollisionCollection);
197
198 // The collisionCollection structure is passed around in the simulator.
199 // Make sure we don't have a handle to that one and that a new one is used for next time.
200 CollisionCollection = new CollisionEventUpdate();
201 }
202 return ret;
203 }
204
205 // Subscribe for collision events.
206 // Parameter is the millisecond rate the caller wishes collision events to occur.
207 public override void SubscribeEvents(int ms) {
208 // DetailLog("{0},{1}.SubscribeEvents,subscribing,ms={2}", LocalID, TypeName, ms);
209 SubscribedEventsMs = ms;
210 if (ms > 0)
211 {
212 // make sure first collision happens
213 NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs);
214
215 PhysicsScene.TaintedObject(TypeName+".SubscribeEvents", delegate()
216 {
217 CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
218 });
219 }
220 else
221 {
222 // Subscribing for zero or less is the same as unsubscribing
223 UnSubscribeEvents();
224 }
225 }
226 public override void UnSubscribeEvents() {
227 // DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName);
228 SubscribedEventsMs = 0;
229 PhysicsScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate()
230 {
231 CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
232 });
233 }
234 // Return 'true' if the simulator wants collision events
235 public override bool SubscribedEvents() {
236 return (SubscribedEventsMs > 0);
237 }
238
239 #endregion // Collisions
240
241 // High performance detailed logging routine used by the physical objects.
242 protected void DetailLog(string msg, params Object[] args)
243 {
244 if (PhysicsScene.PhysicsLogging.Enabled)
245 PhysicsScene.DetailLog(msg, args);
246 }
247}
248}