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authorRobert Adams2012-09-18 08:39:52 -0700
committerRobert Adams2012-09-27 22:01:11 -0700
commitee7cda261cbbc9dcd558c35eabc070cc0bf45644 (patch)
treef30f9c9baf15ef6988983e53bf3141749eab75f9 /OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
parentComment out unused RestPlugins text in OpenSimDefaults.ini (diff)
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BulletSim: move a bunch of common logic out of BSPrim and BSCharacter
and into the parent class BSPhysObject. Rework collision logic to enable extra collision after done colliding. Rename 'Scene' to 'PhysicsScene' to differentiate it from the simulator 'Scene'.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs138
1 files changed, 131 insertions, 7 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
index 3fe71e1..242aa80 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
@@ -39,26 +39,150 @@ namespace OpenSim.Region.Physics.BulletSPlugin
39// unless the difference is significant. 39// unless the difference is significant.
40public abstract class BSPhysObject : PhysicsActor 40public abstract class BSPhysObject : PhysicsActor
41{ 41{
42 public abstract BSLinkset Linkset { get; set; } 42 protected void BaseInitialize(BSScene parentScene)
43 {
44 PhysicsScene = parentScene;
45 Linkset = new BSLinkset(PhysicsScene, this);
43 46
44 public abstract bool Collide(uint collidingWith, BSPhysObject collidee, 47 CollisionCollection = new CollisionEventUpdate();
45 OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth); 48 SubscribedEventsMs = 0;
46 public abstract void SendCollisions(); 49 CollidingStep = 0;
50 CollidingGroundStep = 0;
51 }
47 52
48 // Return the object mass without calculating it or side effects 53 public BSScene PhysicsScene { get; protected set; }
54
55 public BSLinkset Linkset { get; set; }
56
57 // Return the object mass without calculating it or having side effects
49 public abstract float MassRaw { get; } 58 public abstract float MassRaw { get; }
50 59
51 // Reference to the physical body (btCollisionObject) of this object 60 // Reference to the physical body (btCollisionObject) of this object
52 public abstract BulletBody BSBody { get; set; } 61 public BulletBody BSBody { get; protected set; }
53 // Reference to the physical shape (btCollisionShape) of this object 62 // Reference to the physical shape (btCollisionShape) of this object
54 public abstract BulletShape BSShape { get; set; } 63 public BulletShape BSShape { get; protected set; }
55 64
65 // Stop all physical motion.
56 public abstract void ZeroMotion(); 66 public abstract void ZeroMotion();
57 67
68 // Step the vehicle simulation for this object. A NOOP if the vehicle was not configured.
58 public virtual void StepVehicle(float timeStep) { } 69 public virtual void StepVehicle(float timeStep) { }
59 70
71 // Update the physical location and motion of the object. Called with data from Bullet.
60 public abstract void UpdateProperties(EntityProperties entprop); 72 public abstract void UpdateProperties(EntityProperties entprop);
61 73
74 // Tell the object to clean up.
62 public abstract void Destroy(); 75 public abstract void Destroy();
76
77 #region Collisions
78
79 // Requested number of milliseconds between collision events. Zero means disabled.
80 protected int SubscribedEventsMs { get; set; }
81 // Given subscription, the time that a collision may be passed up
82 protected int NextCollisionOkTime { get; set; }
83 // The simulation step that last had a collision
84 protected long CollidingStep { get; set; }
85 // The simulation step that last had a collision with the ground
86 protected long CollidingGroundStep { get; set; }
87 // The collision flags we think are set in Bullet
88 protected CollisionFlags CurrentCollisionFlags { get; set; }
89
90 // The collisions that have been collected this tick
91 protected CollisionEventUpdate CollisionCollection;
92
93 // The simulation step is telling this object about a collision.
94 // Return 'true' if a collision was processed and should be sent up.
95 // Called at taint time from within the Step() function
96 public virtual bool Collide(uint collidingWith, BSPhysObject collidee,
97 OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
98 {
99 bool ret = false;
100
101 // The following lines make IsColliding() and IsCollidingGround() work
102 CollidingStep = PhysicsScene.SimulationStep;
103 if (collidingWith <= PhysicsScene.TerrainManager.HighestTerrainID)
104 {
105 CollidingGroundStep = PhysicsScene.SimulationStep;
106 }
107
108 // prims in the same linkset cannot collide with each other
109 if (collidee != null && (this.Linkset.LinksetID == collidee.Linkset.LinksetID))
110 {
111 return ret;
112 }
113
114 PhysicsScene.PhysicsLogging.Write("{0},BSPhysObject.Collison,call,with={1}", LocalID, collidingWith);
115
116 // if someone has subscribed for collision events....
117 if (SubscribedEvents()) {
118 CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
119 PhysicsScene.PhysicsLogging.Write("{0},BSPhysObject.Collison.AddCollider,call,with={1},point={2},normal={3},depth={4},next={5}",
120 LocalID, collidingWith, contactPoint, contactNormal, pentrationDepth, NextCollisionOkTime.ToString("yyyyMMddHHmmssfff"));
121 ret = true;
122 }
123 return ret;
124 }
125
126 // Routine to send the collected collisions into the simulator.
127 // Also handles removal of this from the collection of objects with collisions if
128 // there are no collisions from this object. Mechanism is create one last
129 // collision event to make collision_end work.
130 public virtual void SendCollisions()
131 {
132 // throttle the collisions to the number of milliseconds specified in the subscription
133 int nowTime = PhysicsScene.SimulationNowTime;
134 if (nowTime >= NextCollisionOkTime)
135 {
136 NextCollisionOkTime = nowTime + SubscribedEventsMs;
137
138 // We are called if we previously had collisions. If there are no collisions
139 // this time, send up one last empty event so OpenSim can sense collision end.
140 if (CollisionCollection.Count == 0)
141 PhysicsScene.ObjectsWithNoMoreCollisions.Add(this);
142
143 base.SendCollisionUpdate(CollisionCollection);
144
145 // The collisionCollection structure is passed around in the simulator.
146 // Make sure we don't have a handle to that one and that a new one is used next time.
147 CollisionCollection = new CollisionEventUpdate();
148 }
149 }
150
151 // Subscribe for collision events.
152 // Parameter is the millisecond rate the caller wishes collision events to occur.
153 public override void SubscribeEvents(int ms) {
154 SubscribedEventsMs = ms;
155 if (ms > 0)
156 {
157 // make sure first collision happens
158 NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs);
159 PhysicsScene.PhysicsLogging.Write("{0},SubscribeEvents,call,ms={1},nextOKTime={2}",
160 LocalID, SubscribedEventsMs, NextCollisionOkTime.ToString("yyyyMMddHHmmssfff"));
161
162 PhysicsScene.TaintedObject("BSPhysObject.SubscribeEvents", delegate()
163 {
164 CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
165 });
166 }
167 else
168 {
169 // Subscribing for zero or less is the same as unsubscribing
170 UnSubscribeEvents();
171 }
172 }
173 public override void UnSubscribeEvents() {
174 SubscribedEventsMs = 0;
175 PhysicsScene.PhysicsLogging.Write("{0},UnSubscribeEvents,call", LocalID);
176 PhysicsScene.TaintedObject("BSPhysObject.UnSubscribeEvents", delegate()
177 {
178 CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
179 });
180 }
181 // Return 'true' if the simulator wants collision events
182 public override bool SubscribedEvents() {
183 return (SubscribedEventsMs > 0);
184 }
185
186 #endregion // Collisions
63} 187}
64} 188}