diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | 336 |
1 files changed, 150 insertions, 186 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index 6bb88c7..cca887a 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |||
@@ -38,12 +38,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
38 | * Class to wrap all objects. | 38 | * Class to wrap all objects. |
39 | * The rest of BulletSim doesn't need to keep checking for avatars or prims | 39 | * The rest of BulletSim doesn't need to keep checking for avatars or prims |
40 | * unless the difference is significant. | 40 | * unless the difference is significant. |
41 | * | 41 | * |
42 | * Variables in the physicsl objects are in three forms: | 42 | * Variables in the physicsl objects are in three forms: |
43 | * VariableName: used by the simulator and performs taint operations, etc | 43 | * VariableName: used by the simulator and performs taint operations, etc |
44 | * RawVariableName: direct reference to the BulletSim storage for the variable value | 44 | * RawVariableName: direct reference to the BulletSim storage for the variable value |
45 | * ForceVariableName: direct reference (store and fetch) to the value in the physics engine. | 45 | * ForceVariableName: direct reference (store and fetch) to the value in the physics engine. |
46 | * The last two (and certainly the last one) should be referenced only in taint-time. | 46 | * The last one should only be referenced in taint-time. |
47 | */ | 47 | */ |
48 | 48 | ||
49 | /* | 49 | /* |
@@ -52,7 +52,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
52 | * SOP.ApplyImpulse SOP.ApplyAngularImpulse SOP.SetAngularImpulse SOP.SetForce | 52 | * SOP.ApplyImpulse SOP.ApplyAngularImpulse SOP.SetAngularImpulse SOP.SetForce |
53 | * SOG.ApplyImpulse SOG.ApplyAngularImpulse SOG.SetAngularImpulse | 53 | * SOG.ApplyImpulse SOG.ApplyAngularImpulse SOG.SetAngularImpulse |
54 | * PA.AddForce PA.AddAngularForce PA.Torque = v PA.Force = v | 54 | * PA.AddForce PA.AddAngularForce PA.Torque = v PA.Force = v |
55 | * BS.ApplyCentralForce BS.ApplyTorque | 55 | * BS.ApplyCentralForce BS.ApplyTorque |
56 | */ | 56 | */ |
57 | 57 | ||
58 | // Flags used to denote which properties updates when making UpdateProperties calls to linksets, etc. | 58 | // Flags used to denote which properties updates when making UpdateProperties calls to linksets, etc. |
@@ -72,19 +72,23 @@ public abstract class BSPhysObject : PhysicsActor | |||
72 | } | 72 | } |
73 | protected BSPhysObject(BSScene parentScene, uint localID, string name, string typeName) | 73 | protected BSPhysObject(BSScene parentScene, uint localID, string name, string typeName) |
74 | { | 74 | { |
75 | PhysicsScene = parentScene; | 75 | PhysScene = parentScene; |
76 | LocalID = localID; | 76 | LocalID = localID; |
77 | PhysObjectName = name; | 77 | PhysObjectName = name; |
78 | Name = name; // PhysicsActor also has the name of the object. Someday consolidate. | 78 | Name = name; // PhysicsActor also has the name of the object. Someday consolidate. |
79 | TypeName = typeName; | 79 | TypeName = typeName; |
80 | 80 | ||
81 | // The collection of things that push me around | ||
82 | PhysicalActors = new BSActorCollection(PhysScene); | ||
83 | |||
81 | // Initialize variables kept in base. | 84 | // Initialize variables kept in base. |
82 | GravModifier = 1.0f; | 85 | GravModifier = 1.0f; |
83 | Gravity = new OMV.Vector3(0f, 0f, BSParam.Gravity); | 86 | Gravity = new OMV.Vector3(0f, 0f, BSParam.Gravity); |
87 | HoverActive = false; | ||
84 | 88 | ||
85 | // We don't have any physical representation yet. | 89 | // We don't have any physical representation yet. |
86 | PhysBody = new BulletBody(localID); | 90 | PhysBody = new BulletBody(localID); |
87 | PhysShape = new BulletShape(); | 91 | PhysShape = new BSShapeNull(); |
88 | 92 | ||
89 | PrimAssetState = PrimAssetCondition.Unknown; | 93 | PrimAssetState = PrimAssetCondition.Unknown; |
90 | 94 | ||
@@ -92,7 +96,10 @@ public abstract class BSPhysObject : PhysicsActor | |||
92 | SetMaterial((int)MaterialAttributes.Material.Wood); | 96 | SetMaterial((int)MaterialAttributes.Material.Wood); |
93 | 97 | ||
94 | CollisionCollection = new CollisionEventUpdate(); | 98 | CollisionCollection = new CollisionEventUpdate(); |
95 | CollisionsLastTick = CollisionCollection; | 99 | CollisionsLastReported = CollisionCollection; |
100 | CollisionsLastTick = new CollisionEventUpdate(); | ||
101 | CollisionsLastTickStep = -1; | ||
102 | |||
96 | SubscribedEventsMs = 0; | 103 | SubscribedEventsMs = 0; |
97 | CollidingStep = 0; | 104 | CollidingStep = 0; |
98 | CollidingGroundStep = 0; | 105 | CollidingGroundStep = 0; |
@@ -101,17 +108,21 @@ public abstract class BSPhysObject : PhysicsActor | |||
101 | CollisionScore = 0; | 108 | CollisionScore = 0; |
102 | 109 | ||
103 | // All axis free. | 110 | // All axis free. |
104 | LockedAxis = LockedAxisFree; | 111 | LockedLinearAxis = LockedAxisFree; |
112 | LockedAngularAxis = LockedAxisFree; | ||
105 | } | 113 | } |
106 | 114 | ||
107 | // Tell the object to clean up. | 115 | // Tell the object to clean up. |
108 | public virtual void Destroy() | 116 | public virtual void Destroy() |
109 | { | 117 | { |
110 | UnRegisterAllPreStepActions(); | 118 | PhysicalActors.Enable(false); |
111 | UnRegisterAllPostStepActions(); | 119 | PhysScene.TaintedObject("BSPhysObject.Destroy", delegate() |
120 | { | ||
121 | PhysicalActors.Dispose(); | ||
122 | }); | ||
112 | } | 123 | } |
113 | 124 | ||
114 | public BSScene PhysicsScene { get; protected set; } | 125 | public BSScene PhysScene { get; protected set; } |
115 | // public override uint LocalID { get; set; } // Use the LocalID definition in PhysicsActor | 126 | // public override uint LocalID { get; set; } // Use the LocalID definition in PhysicsActor |
116 | public string PhysObjectName { get; protected set; } | 127 | public string PhysObjectName { get; protected set; } |
117 | public string TypeName { get; protected set; } | 128 | public string TypeName { get; protected set; } |
@@ -131,7 +142,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
131 | // Reference to the physical body (btCollisionObject) of this object | 142 | // Reference to the physical body (btCollisionObject) of this object |
132 | public BulletBody PhysBody; | 143 | public BulletBody PhysBody; |
133 | // Reference to the physical shape (btCollisionShape) of this object | 144 | // Reference to the physical shape (btCollisionShape) of this object |
134 | public BulletShape PhysShape; | 145 | public BSShape PhysShape; |
135 | 146 | ||
136 | // The physical representation of the prim might require an asset fetch. | 147 | // The physical representation of the prim might require an asset fetch. |
137 | // The asset state is first 'Unknown' then 'Waiting' then either 'Failed' or 'Fetched'. | 148 | // The asset state is first 'Unknown' then 'Waiting' then either 'Failed' or 'Fetched'. |
@@ -144,13 +155,6 @@ public abstract class BSPhysObject : PhysicsActor | |||
144 | // The objects base shape information. Null if not a prim type shape. | 155 | // The objects base shape information. Null if not a prim type shape. |
145 | public PrimitiveBaseShape BaseShape { get; protected set; } | 156 | public PrimitiveBaseShape BaseShape { get; protected set; } |
146 | 157 | ||
147 | // Some types of objects have preferred physical representations. | ||
148 | // Returns SHAPE_UNKNOWN if there is no preference. | ||
149 | public virtual BSPhysicsShapeType PreferredPhysicalShape | ||
150 | { | ||
151 | get { return BSPhysicsShapeType.SHAPE_UNKNOWN; } | ||
152 | } | ||
153 | |||
154 | // When the physical properties are updated, an EntityProperty holds the update values. | 158 | // When the physical properties are updated, an EntityProperty holds the update values. |
155 | // Keep the current and last EntityProperties to enable computation of differences | 159 | // Keep the current and last EntityProperties to enable computation of differences |
156 | // between the current update and the previous values. | 160 | // between the current update and the previous values. |
@@ -180,7 +184,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
180 | Friction = matAttrib.friction; | 184 | Friction = matAttrib.friction; |
181 | Restitution = matAttrib.restitution; | 185 | Restitution = matAttrib.restitution; |
182 | Density = matAttrib.density / BSParam.DensityScaleFactor; | 186 | Density = matAttrib.density / BSParam.DensityScaleFactor; |
183 | DetailLog("{0},{1}.SetMaterial,Mat={2},frict={3},rest={4},den={5}", LocalID, TypeName, Material, Friction, Restitution, Density); | 187 | // DetailLog("{0},{1}.SetMaterial,Mat={2},frict={3},rest={4},den={5}", LocalID, TypeName, Material, Friction, Restitution, Density); |
184 | } | 188 | } |
185 | 189 | ||
186 | // Stop all physical motion. | 190 | // Stop all physical motion. |
@@ -196,15 +200,48 @@ public abstract class BSPhysObject : PhysicsActor | |||
196 | public abstract OMV.Quaternion RawOrientation { get; set; } | 200 | public abstract OMV.Quaternion RawOrientation { get; set; } |
197 | public abstract OMV.Quaternion ForceOrientation { get; set; } | 201 | public abstract OMV.Quaternion ForceOrientation { get; set; } |
198 | 202 | ||
199 | public abstract OMV.Vector3 RawVelocity { get; set; } | 203 | public OMV.Vector3 RawVelocity { get; set; } |
200 | public abstract OMV.Vector3 ForceVelocity { get; set; } | 204 | public abstract OMV.Vector3 ForceVelocity { get; set; } |
201 | 205 | ||
206 | public OMV.Vector3 RawForce { get; set; } | ||
207 | public OMV.Vector3 RawTorque { get; set; } | ||
208 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce) | ||
209 | { | ||
210 | AddAngularForce(force, pushforce, false); | ||
211 | } | ||
212 | public abstract void AddAngularForce(OMV.Vector3 force, bool pushforce, bool inTaintTime); | ||
213 | |||
202 | public abstract OMV.Vector3 ForceRotationalVelocity { get; set; } | 214 | public abstract OMV.Vector3 ForceRotationalVelocity { get; set; } |
203 | 215 | ||
204 | public abstract float ForceBuoyancy { get; set; } | 216 | public abstract float ForceBuoyancy { get; set; } |
205 | 217 | ||
206 | public virtual bool ForceBodyShapeRebuild(bool inTaintTime) { return false; } | 218 | public virtual bool ForceBodyShapeRebuild(bool inTaintTime) { return false; } |
207 | 219 | ||
220 | public override bool PIDActive { set { MoveToTargetActive = value; } } | ||
221 | public override OMV.Vector3 PIDTarget { set { MoveToTargetTarget = value; } } | ||
222 | public override float PIDTau { set { MoveToTargetTau = value; } } | ||
223 | |||
224 | public bool MoveToTargetActive { get; set; } | ||
225 | public OMV.Vector3 MoveToTargetTarget { get; set; } | ||
226 | public float MoveToTargetTau { get; set; } | ||
227 | |||
228 | // Used for llSetHoverHeight and maybe vehicle height. Hover Height will override MoveTo target's Z | ||
229 | public override bool PIDHoverActive { set { HoverActive = value; } } | ||
230 | public override float PIDHoverHeight { set { HoverHeight = value; } } | ||
231 | public override PIDHoverType PIDHoverType { set { HoverType = value; } } | ||
232 | public override float PIDHoverTau { set { HoverTau = value; } } | ||
233 | |||
234 | public bool HoverActive { get; set; } | ||
235 | public float HoverHeight { get; set; } | ||
236 | public PIDHoverType HoverType { get; set; } | ||
237 | public float HoverTau { get; set; } | ||
238 | |||
239 | // For RotLookAt | ||
240 | public override OMV.Quaternion APIDTarget { set { return; } } | ||
241 | public override bool APIDActive { set { return; } } | ||
242 | public override float APIDStrength { set { return; } } | ||
243 | public override float APIDDamping { set { return; } } | ||
244 | |||
208 | // The current velocity forward | 245 | // The current velocity forward |
209 | public virtual float ForwardSpeed | 246 | public virtual float ForwardSpeed |
210 | { | 247 | { |
@@ -226,10 +263,58 @@ public abstract class BSPhysObject : PhysicsActor | |||
226 | 263 | ||
227 | // The user can optionally set the center of mass. The user's setting will override any | 264 | // The user can optionally set the center of mass. The user's setting will override any |
228 | // computed center-of-mass (like in linksets). | 265 | // computed center-of-mass (like in linksets). |
229 | public OMV.Vector3? UserSetCenterOfMass { get; set; } | 266 | // Note this is a displacement from the root's coordinates. Zero means use the root prim as center-of-mass. |
267 | public OMV.Vector3? UserSetCenterOfMassDisplacement { get; set; } | ||
268 | |||
269 | public OMV.Vector3 LockedLinearAxis { get; set; } // zero means locked. one means free. | ||
270 | public OMV.Vector3 LockedAngularAxis { get; set; } // zero means locked. one means free. | ||
271 | public const float FreeAxis = 1f; | ||
272 | public readonly OMV.Vector3 LockedAxisFree = new OMV.Vector3(FreeAxis, FreeAxis, FreeAxis); // All axis are free | ||
273 | |||
274 | // Enable physical actions. Bullet will keep sleeping non-moving physical objects so | ||
275 | // they need waking up when parameters are changed. | ||
276 | // Called in taint-time!! | ||
277 | public void ActivateIfPhysical(bool forceIt) | ||
278 | { | ||
279 | if (IsPhysical && PhysBody.HasPhysicalBody) | ||
280 | PhysScene.PE.Activate(PhysBody, forceIt); | ||
281 | } | ||
230 | 282 | ||
231 | public OMV.Vector3 LockedAxis { get; set; } // zero means locked. one means free. | 283 | // 'actors' act on the physical object to change or constrain its motion. These can range from |
232 | public readonly OMV.Vector3 LockedAxisFree = new OMV.Vector3(1f, 1f, 1f); // All axis are free | 284 | // hovering to complex vehicle motion. |
285 | // May be called at non-taint time as this just adds the actor to the action list and the real | ||
286 | // work is done during the simulation step. | ||
287 | // Note that, if the actor is already in the list and we are disabling same, the actor is just left | ||
288 | // in the list disabled. | ||
289 | public delegate BSActor CreateActor(); | ||
290 | public void EnableActor(bool enableActor, string actorName, CreateActor creator) | ||
291 | { | ||
292 | lock (PhysicalActors) | ||
293 | { | ||
294 | BSActor theActor; | ||
295 | if (PhysicalActors.TryGetActor(actorName, out theActor)) | ||
296 | { | ||
297 | // The actor already exists so just turn it on or off | ||
298 | DetailLog("{0},BSPhysObject.EnableActor,enablingExistingActor,name={1},enable={2}", LocalID, actorName, enableActor); | ||
299 | theActor.Enabled = enableActor; | ||
300 | } | ||
301 | else | ||
302 | { | ||
303 | // The actor does not exist. If it should, create it. | ||
304 | if (enableActor) | ||
305 | { | ||
306 | DetailLog("{0},BSPhysObject.EnableActor,creatingActor,name={1}", LocalID, actorName); | ||
307 | theActor = creator(); | ||
308 | PhysicalActors.Add(actorName, theActor); | ||
309 | theActor.Enabled = true; | ||
310 | } | ||
311 | else | ||
312 | { | ||
313 | DetailLog("{0},BSPhysObject.EnableActor,notCreatingActorSinceNotEnabled,name={1}", LocalID, actorName); | ||
314 | } | ||
315 | } | ||
316 | } | ||
317 | } | ||
233 | 318 | ||
234 | #region Collisions | 319 | #region Collisions |
235 | 320 | ||
@@ -247,45 +332,50 @@ public abstract class BSPhysObject : PhysicsActor | |||
247 | protected CollisionFlags CurrentCollisionFlags { get; set; } | 332 | protected CollisionFlags CurrentCollisionFlags { get; set; } |
248 | // On a collision, check the collider and remember if the last collider was moving | 333 | // On a collision, check the collider and remember if the last collider was moving |
249 | // Used to modify the standing of avatars (avatars on stationary things stand still) | 334 | // Used to modify the standing of avatars (avatars on stationary things stand still) |
250 | protected bool ColliderIsMoving; | 335 | public bool ColliderIsMoving; |
336 | // Used by BSCharacter to manage standing (and not slipping) | ||
337 | public bool IsStationary; | ||
251 | 338 | ||
252 | // Count of collisions for this object | 339 | // Count of collisions for this object |
253 | protected long CollisionAccumulation { get; set; } | 340 | protected long CollisionAccumulation { get; set; } |
254 | 341 | ||
255 | public override bool IsColliding { | 342 | public override bool IsColliding { |
256 | get { return (CollidingStep == PhysicsScene.SimulationStep); } | 343 | get { return (CollidingStep == PhysScene.SimulationStep); } |
257 | set { | 344 | set { |
258 | if (value) | 345 | if (value) |
259 | CollidingStep = PhysicsScene.SimulationStep; | 346 | CollidingStep = PhysScene.SimulationStep; |
260 | else | 347 | else |
261 | CollidingStep = 0; | 348 | CollidingStep = 0; |
262 | } | 349 | } |
263 | } | 350 | } |
264 | public override bool CollidingGround { | 351 | public override bool CollidingGround { |
265 | get { return (CollidingGroundStep == PhysicsScene.SimulationStep); } | 352 | get { return (CollidingGroundStep == PhysScene.SimulationStep); } |
266 | set | 353 | set |
267 | { | 354 | { |
268 | if (value) | 355 | if (value) |
269 | CollidingGroundStep = PhysicsScene.SimulationStep; | 356 | CollidingGroundStep = PhysScene.SimulationStep; |
270 | else | 357 | else |
271 | CollidingGroundStep = 0; | 358 | CollidingGroundStep = 0; |
272 | } | 359 | } |
273 | } | 360 | } |
274 | public override bool CollidingObj { | 361 | public override bool CollidingObj { |
275 | get { return (CollidingObjectStep == PhysicsScene.SimulationStep); } | 362 | get { return (CollidingObjectStep == PhysScene.SimulationStep); } |
276 | set { | 363 | set { |
277 | if (value) | 364 | if (value) |
278 | CollidingObjectStep = PhysicsScene.SimulationStep; | 365 | CollidingObjectStep = PhysScene.SimulationStep; |
279 | else | 366 | else |
280 | CollidingObjectStep = 0; | 367 | CollidingObjectStep = 0; |
281 | } | 368 | } |
282 | } | 369 | } |
283 | 370 | ||
284 | // The collisions that have been collected this tick | 371 | // The collisions that have been collected for the next collision reporting (throttled by subscription) |
285 | protected CollisionEventUpdate CollisionCollection; | 372 | protected CollisionEventUpdate CollisionCollection; |
286 | // Remember collisions from last tick for fancy collision based actions | 373 | // This is the collision collection last reported to the Simulator. |
374 | public CollisionEventUpdate CollisionsLastReported; | ||
375 | // Remember the collisions recorded in the last tick for fancy collision checking | ||
287 | // (like a BSCharacter walking up stairs). | 376 | // (like a BSCharacter walking up stairs). |
288 | protected CollisionEventUpdate CollisionsLastTick; | 377 | public CollisionEventUpdate CollisionsLastTick; |
378 | private long CollisionsLastTickStep = -1; | ||
289 | 379 | ||
290 | // The simulation step is telling this object about a collision. | 380 | // The simulation step is telling this object about a collision. |
291 | // Return 'true' if a collision was processed and should be sent up. | 381 | // Return 'true' if a collision was processed and should be sent up. |
@@ -297,14 +387,14 @@ public abstract class BSPhysObject : PhysicsActor | |||
297 | bool ret = false; | 387 | bool ret = false; |
298 | 388 | ||
299 | // The following lines make IsColliding(), CollidingGround() and CollidingObj work | 389 | // The following lines make IsColliding(), CollidingGround() and CollidingObj work |
300 | CollidingStep = PhysicsScene.SimulationStep; | 390 | CollidingStep = PhysScene.SimulationStep; |
301 | if (collidingWith <= PhysicsScene.TerrainManager.HighestTerrainID) | 391 | if (collidingWith <= PhysScene.TerrainManager.HighestTerrainID) |
302 | { | 392 | { |
303 | CollidingGroundStep = PhysicsScene.SimulationStep; | 393 | CollidingGroundStep = PhysScene.SimulationStep; |
304 | } | 394 | } |
305 | else | 395 | else |
306 | { | 396 | { |
307 | CollidingObjectStep = PhysicsScene.SimulationStep; | 397 | CollidingObjectStep = PhysScene.SimulationStep; |
308 | } | 398 | } |
309 | 399 | ||
310 | CollisionAccumulation++; | 400 | CollisionAccumulation++; |
@@ -312,6 +402,15 @@ public abstract class BSPhysObject : PhysicsActor | |||
312 | // For movement tests, remember if we are colliding with an object that is moving. | 402 | // For movement tests, remember if we are colliding with an object that is moving. |
313 | ColliderIsMoving = collidee != null ? (collidee.RawVelocity != OMV.Vector3.Zero) : false; | 403 | ColliderIsMoving = collidee != null ? (collidee.RawVelocity != OMV.Vector3.Zero) : false; |
314 | 404 | ||
405 | // Make a collection of the collisions that happened the last simulation tick. | ||
406 | // This is different than the collection created for sending up to the simulator as it is cleared every tick. | ||
407 | if (CollisionsLastTickStep != PhysScene.SimulationStep) | ||
408 | { | ||
409 | CollisionsLastTick = new CollisionEventUpdate(); | ||
410 | CollisionsLastTickStep = PhysScene.SimulationStep; | ||
411 | } | ||
412 | CollisionsLastTick.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); | ||
413 | |||
315 | // If someone has subscribed for collision events log the collision so it will be reported up | 414 | // If someone has subscribed for collision events log the collision so it will be reported up |
316 | if (SubscribedEvents()) { | 415 | if (SubscribedEvents()) { |
317 | CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); | 416 | CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); |
@@ -332,12 +431,12 @@ public abstract class BSPhysObject : PhysicsActor | |||
332 | bool ret = true; | 431 | bool ret = true; |
333 | 432 | ||
334 | // If the 'no collision' call, force it to happen right now so quick collision_end | 433 | // If the 'no collision' call, force it to happen right now so quick collision_end |
335 | bool force = (CollisionCollection.Count == 0 && CollisionsLastTick.Count != 0); | 434 | bool force = (CollisionCollection.Count == 0 && CollisionsLastReported.Count != 0); |
336 | 435 | ||
337 | // throttle the collisions to the number of milliseconds specified in the subscription | 436 | // throttle the collisions to the number of milliseconds specified in the subscription |
338 | if (force || (PhysicsScene.SimulationNowTime >= NextCollisionOkTime)) | 437 | if (force || (PhysScene.SimulationNowTime >= NextCollisionOkTime)) |
339 | { | 438 | { |
340 | NextCollisionOkTime = PhysicsScene.SimulationNowTime + SubscribedEventsMs; | 439 | NextCollisionOkTime = PhysScene.SimulationNowTime + SubscribedEventsMs; |
341 | 440 | ||
342 | // We are called if we previously had collisions. If there are no collisions | 441 | // We are called if we previously had collisions. If there are no collisions |
343 | // this time, send up one last empty event so OpenSim can sense collision end. | 442 | // this time, send up one last empty event so OpenSim can sense collision end. |
@@ -351,11 +450,11 @@ public abstract class BSPhysObject : PhysicsActor | |||
351 | base.SendCollisionUpdate(CollisionCollection); | 450 | base.SendCollisionUpdate(CollisionCollection); |
352 | 451 | ||
353 | // Remember the collisions from this tick for some collision specific processing. | 452 | // Remember the collisions from this tick for some collision specific processing. |
354 | CollisionsLastTick = CollisionCollection; | 453 | CollisionsLastReported = CollisionCollection; |
355 | 454 | ||
356 | // The CollisionCollection instance is passed around in the simulator. | 455 | // The CollisionCollection instance is passed around in the simulator. |
357 | // Make sure we don't have a handle to that one and that a new one is used for next time. | 456 | // Make sure we don't have a handle to that one and that a new one is used for next time. |
358 | // This fixes an interesting 'gotcha'. If we call CollisionCollection.Clear() here, | 457 | // This fixes an interesting 'gotcha'. If we call CollisionCollection.Clear() here, |
359 | // a race condition is created for the other users of this instance. | 458 | // a race condition is created for the other users of this instance. |
360 | CollisionCollection = new CollisionEventUpdate(); | 459 | CollisionCollection = new CollisionEventUpdate(); |
361 | } | 460 | } |
@@ -372,10 +471,10 @@ public abstract class BSPhysObject : PhysicsActor | |||
372 | // make sure first collision happens | 471 | // make sure first collision happens |
373 | NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs); | 472 | NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs); |
374 | 473 | ||
375 | PhysicsScene.TaintedObject(TypeName+".SubscribeEvents", delegate() | 474 | PhysScene.TaintedObject(TypeName+".SubscribeEvents", delegate() |
376 | { | 475 | { |
377 | if (PhysBody.HasPhysicalBody) | 476 | if (PhysBody.HasPhysicalBody) |
378 | CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 477 | CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
379 | }); | 478 | }); |
380 | } | 479 | } |
381 | else | 480 | else |
@@ -387,11 +486,11 @@ public abstract class BSPhysObject : PhysicsActor | |||
387 | public override void UnSubscribeEvents() { | 486 | public override void UnSubscribeEvents() { |
388 | // DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName); | 487 | // DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName); |
389 | SubscribedEventsMs = 0; | 488 | SubscribedEventsMs = 0; |
390 | PhysicsScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate() | 489 | PhysScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate() |
391 | { | 490 | { |
392 | // Make sure there is a body there because sometimes destruction happens in an un-ideal order. | 491 | // Make sure there is a body there because sometimes destruction happens in an un-ideal order. |
393 | if (PhysBody.HasPhysicalBody) | 492 | if (PhysBody.HasPhysicalBody) |
394 | CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 493 | CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
395 | }); | 494 | }); |
396 | } | 495 | } |
397 | // Return 'true' if the simulator wants collision events | 496 | // Return 'true' if the simulator wants collision events |
@@ -405,7 +504,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
405 | { | 504 | { |
406 | // Scale the collision count by the time since the last collision. | 505 | // Scale the collision count by the time since the last collision. |
407 | // The "+1" prevents dividing by zero. | 506 | // The "+1" prevents dividing by zero. |
408 | long timeAgo = PhysicsScene.SimulationStep - CollidingStep + 1; | 507 | long timeAgo = PhysScene.SimulationStep - CollidingStep + 1; |
409 | CollisionScore = CollisionAccumulation / timeAgo; | 508 | CollisionScore = CollisionAccumulation / timeAgo; |
410 | } | 509 | } |
411 | public override float CollisionScore { get; set; } | 510 | public override float CollisionScore { get; set; } |
@@ -413,103 +512,8 @@ public abstract class BSPhysObject : PhysicsActor | |||
413 | #endregion // Collisions | 512 | #endregion // Collisions |
414 | 513 | ||
415 | #region Per Simulation Step actions | 514 | #region Per Simulation Step actions |
416 | // There are some actions that must be performed for a physical object before each simulation step. | ||
417 | // These actions are optional so, rather than scanning all the physical objects and asking them | ||
418 | // if they have anything to do, a physical object registers for an event call before the step is performed. | ||
419 | // This bookkeeping makes it easy to add, remove and clean up after all these registrations. | ||
420 | private Dictionary<string, BSScene.PreStepAction> RegisteredPrestepActions = new Dictionary<string, BSScene.PreStepAction>(); | ||
421 | private Dictionary<string, BSScene.PostStepAction> RegisteredPoststepActions = new Dictionary<string, BSScene.PostStepAction>(); | ||
422 | protected void RegisterPreStepAction(string op, uint id, BSScene.PreStepAction actn) | ||
423 | { | ||
424 | string identifier = op + "-" + id.ToString(); | ||
425 | 515 | ||
426 | lock (RegisteredPrestepActions) | 516 | public BSActorCollection PhysicalActors; |
427 | { | ||
428 | // Clean out any existing action | ||
429 | UnRegisterPreStepAction(op, id); | ||
430 | RegisteredPrestepActions[identifier] = actn; | ||
431 | PhysicsScene.BeforeStep += actn; | ||
432 | } | ||
433 | DetailLog("{0},BSPhysObject.RegisterPreStepAction,id={1}", LocalID, identifier); | ||
434 | } | ||
435 | |||
436 | // Unregister a pre step action. Safe to call if the action has not been registered. | ||
437 | // Returns 'true' if an action was actually removed | ||
438 | protected bool UnRegisterPreStepAction(string op, uint id) | ||
439 | { | ||
440 | string identifier = op + "-" + id.ToString(); | ||
441 | bool removed = false; | ||
442 | lock (RegisteredPrestepActions) | ||
443 | { | ||
444 | if (RegisteredPrestepActions.ContainsKey(identifier)) | ||
445 | { | ||
446 | PhysicsScene.BeforeStep -= RegisteredPrestepActions[identifier]; | ||
447 | RegisteredPrestepActions.Remove(identifier); | ||
448 | removed = true; | ||
449 | } | ||
450 | } | ||
451 | DetailLog("{0},BSPhysObject.UnRegisterPreStepAction,id={1},removed={2}", LocalID, identifier, removed); | ||
452 | return removed; | ||
453 | } | ||
454 | |||
455 | protected void UnRegisterAllPreStepActions() | ||
456 | { | ||
457 | lock (RegisteredPrestepActions) | ||
458 | { | ||
459 | foreach (KeyValuePair<string, BSScene.PreStepAction> kvp in RegisteredPrestepActions) | ||
460 | { | ||
461 | PhysicsScene.BeforeStep -= kvp.Value; | ||
462 | } | ||
463 | RegisteredPrestepActions.Clear(); | ||
464 | } | ||
465 | DetailLog("{0},BSPhysObject.UnRegisterAllPreStepActions,", LocalID); | ||
466 | } | ||
467 | |||
468 | protected void RegisterPostStepAction(string op, uint id, BSScene.PostStepAction actn) | ||
469 | { | ||
470 | string identifier = op + "-" + id.ToString(); | ||
471 | |||
472 | lock (RegisteredPoststepActions) | ||
473 | { | ||
474 | // Clean out any existing action | ||
475 | UnRegisterPostStepAction(op, id); | ||
476 | RegisteredPoststepActions[identifier] = actn; | ||
477 | PhysicsScene.AfterStep += actn; | ||
478 | } | ||
479 | DetailLog("{0},BSPhysObject.RegisterPostStepAction,id={1}", LocalID, identifier); | ||
480 | } | ||
481 | |||
482 | // Unregister a pre step action. Safe to call if the action has not been registered. | ||
483 | // Returns 'true' if an action was actually removed. | ||
484 | protected bool UnRegisterPostStepAction(string op, uint id) | ||
485 | { | ||
486 | string identifier = op + "-" + id.ToString(); | ||
487 | bool removed = false; | ||
488 | lock (RegisteredPoststepActions) | ||
489 | { | ||
490 | if (RegisteredPoststepActions.ContainsKey(identifier)) | ||
491 | { | ||
492 | PhysicsScene.AfterStep -= RegisteredPoststepActions[identifier]; | ||
493 | RegisteredPoststepActions.Remove(identifier); | ||
494 | removed = true; | ||
495 | } | ||
496 | } | ||
497 | DetailLog("{0},BSPhysObject.UnRegisterPostStepAction,id={1},removed={2}", LocalID, identifier, removed); | ||
498 | return removed; | ||
499 | } | ||
500 | |||
501 | protected void UnRegisterAllPostStepActions() | ||
502 | { | ||
503 | lock (RegisteredPoststepActions) | ||
504 | { | ||
505 | foreach (KeyValuePair<string, BSScene.PostStepAction> kvp in RegisteredPoststepActions) | ||
506 | { | ||
507 | PhysicsScene.AfterStep -= kvp.Value; | ||
508 | } | ||
509 | RegisteredPoststepActions.Clear(); | ||
510 | } | ||
511 | DetailLog("{0},BSPhysObject.UnRegisterAllPostStepActions,", LocalID); | ||
512 | } | ||
513 | 517 | ||
514 | // When an update to the physical properties happens, this event is fired to let | 518 | // When an update to the physical properties happens, this event is fired to let |
515 | // different actors to modify the update before it is passed around | 519 | // different actors to modify the update before it is passed around |
@@ -522,53 +526,13 @@ public abstract class BSPhysObject : PhysicsActor | |||
522 | actions(ref entprop); | 526 | actions(ref entprop); |
523 | } | 527 | } |
524 | 528 | ||
525 | private Dictionary<string, PreUpdatePropertyAction> RegisteredPreUpdatePropertyActions = new Dictionary<string, PreUpdatePropertyAction>(); | ||
526 | public void RegisterPreUpdatePropertyAction(string identifier, PreUpdatePropertyAction actn) | ||
527 | { | ||
528 | lock (RegisteredPreUpdatePropertyActions) | ||
529 | { | ||
530 | // Clean out any existing action | ||
531 | UnRegisterPreUpdatePropertyAction(identifier); | ||
532 | RegisteredPreUpdatePropertyActions[identifier] = actn; | ||
533 | OnPreUpdateProperty += actn; | ||
534 | } | ||
535 | DetailLog("{0},BSPhysObject.RegisterPreUpdatePropertyAction,id={1}", LocalID, identifier); | ||
536 | } | ||
537 | public bool UnRegisterPreUpdatePropertyAction(string identifier) | ||
538 | { | ||
539 | bool removed = false; | ||
540 | lock (RegisteredPreUpdatePropertyActions) | ||
541 | { | ||
542 | if (RegisteredPreUpdatePropertyActions.ContainsKey(identifier)) | ||
543 | { | ||
544 | OnPreUpdateProperty -= RegisteredPreUpdatePropertyActions[identifier]; | ||
545 | RegisteredPreUpdatePropertyActions.Remove(identifier); | ||
546 | removed = true; | ||
547 | } | ||
548 | } | ||
549 | DetailLog("{0},BSPhysObject.UnRegisterPreUpdatePropertyAction,id={1},removed={2}", LocalID, identifier, removed); | ||
550 | return removed; | ||
551 | } | ||
552 | public void UnRegisterAllPreUpdatePropertyActions() | ||
553 | { | ||
554 | lock (RegisteredPreUpdatePropertyActions) | ||
555 | { | ||
556 | foreach (KeyValuePair<string, PreUpdatePropertyAction> kvp in RegisteredPreUpdatePropertyActions) | ||
557 | { | ||
558 | OnPreUpdateProperty -= kvp.Value; | ||
559 | } | ||
560 | RegisteredPreUpdatePropertyActions.Clear(); | ||
561 | } | ||
562 | DetailLog("{0},BSPhysObject.UnRegisterAllPreUpdatePropertyAction,", LocalID); | ||
563 | } | ||
564 | |||
565 | #endregion // Per Simulation Step actions | 529 | #endregion // Per Simulation Step actions |
566 | 530 | ||
567 | // High performance detailed logging routine used by the physical objects. | 531 | // High performance detailed logging routine used by the physical objects. |
568 | protected void DetailLog(string msg, params Object[] args) | 532 | protected void DetailLog(string msg, params Object[] args) |
569 | { | 533 | { |
570 | if (PhysicsScene.PhysicsLogging.Enabled) | 534 | if (PhysScene.PhysicsLogging.Enabled) |
571 | PhysicsScene.DetailLog(msg, args); | 535 | PhysScene.DetailLog(msg, args); |
572 | } | 536 | } |
573 | 537 | ||
574 | } | 538 | } |