diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 95 |
1 files changed, 44 insertions, 51 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index b2947c6..d43448e 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -51,12 +51,8 @@ public class BSPrim : BSPhysObject | |||
51 | private bool _isSelected; | 51 | private bool _isSelected; |
52 | private bool _isVolumeDetect; | 52 | private bool _isVolumeDetect; |
53 | 53 | ||
54 | // _position is what the simulator thinks the positions of the prim is. | ||
55 | private OMV.Vector3 _position; | ||
56 | |||
57 | private float _mass; // the mass of this object | 54 | private float _mass; // the mass of this object |
58 | private OMV.Vector3 _acceleration; | 55 | private OMV.Vector3 _acceleration; |
59 | private OMV.Quaternion _orientation; | ||
60 | private int _physicsActorType; | 56 | private int _physicsActorType; |
61 | private bool _isPhysical; | 57 | private bool _isPhysical; |
62 | private bool _flying; | 58 | private bool _flying; |
@@ -88,10 +84,10 @@ public class BSPrim : BSPhysObject | |||
88 | { | 84 | { |
89 | // m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID); | 85 | // m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID); |
90 | _physicsActorType = (int)ActorTypes.Prim; | 86 | _physicsActorType = (int)ActorTypes.Prim; |
91 | _position = pos; | 87 | RawPosition = pos; |
92 | _size = size; | 88 | _size = size; |
93 | Scale = size; // prims are the size the user wants them to be (different for BSCharactes). | 89 | Scale = size; // prims are the size the user wants them to be (different for BSCharactes). |
94 | _orientation = rotation; | 90 | RawOrientation = rotation; |
95 | _buoyancy = 0f; | 91 | _buoyancy = 0f; |
96 | RawVelocity = OMV.Vector3.Zero; | 92 | RawVelocity = OMV.Vector3.Zero; |
97 | _rotationalVelocity = OMV.Vector3.Zero; | 93 | _rotationalVelocity = OMV.Vector3.Zero; |
@@ -270,46 +266,42 @@ public class BSPrim : BSPhysObject | |||
270 | return; | 266 | return; |
271 | } | 267 | } |
272 | 268 | ||
273 | public override OMV.Vector3 RawPosition | ||
274 | { | ||
275 | get { return _position; } | ||
276 | set { _position = value; } | ||
277 | } | ||
278 | public override OMV.Vector3 Position { | 269 | public override OMV.Vector3 Position { |
279 | get { | 270 | get { |
280 | // don't do the GetObjectPosition for root elements because this function is called a zillion times. | 271 | // don't do the GetObjectPosition for root elements because this function is called a zillion times. |
281 | // _position = ForcePosition; | 272 | // RawPosition = ForcePosition; |
282 | return _position; | 273 | return RawPosition; |
283 | } | 274 | } |
284 | set { | 275 | set { |
285 | // If the position must be forced into the physics engine, use ForcePosition. | 276 | // If the position must be forced into the physics engine, use ForcePosition. |
286 | // All positions are given in world positions. | 277 | // All positions are given in world positions. |
287 | if (_position == value) | 278 | if (RawPosition == value) |
288 | { | 279 | { |
289 | DetailLog("{0},BSPrim.setPosition,call,positionNotChanging,pos={1},orient={2}", LocalID, _position, _orientation); | 280 | DetailLog("{0},BSPrim.setPosition,call,positionNotChanging,pos={1},orient={2}", LocalID, RawPosition, RawOrientation); |
290 | return; | 281 | return; |
291 | } | 282 | } |
292 | _position = value; | 283 | RawPosition = value; |
293 | PositionSanityCheck(false); | 284 | PositionSanityCheck(false); |
294 | 285 | ||
295 | PhysScene.TaintedObject("BSPrim.setPosition", delegate() | 286 | PhysScene.TaintedObject("BSPrim.setPosition", delegate() |
296 | { | 287 | { |
297 | DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 288 | DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, RawPosition, RawOrientation); |
298 | ForcePosition = _position; | 289 | ForcePosition = RawPosition; |
299 | }); | 290 | }); |
300 | } | 291 | } |
301 | } | 292 | } |
302 | 293 | ||
294 | // NOTE: overloaded by BSPrimDisplaced to handle offset for center-of-gravity. | ||
303 | public override OMV.Vector3 ForcePosition { | 295 | public override OMV.Vector3 ForcePosition { |
304 | get { | 296 | get { |
305 | _position = PhysScene.PE.GetPosition(PhysBody); | 297 | RawPosition = PhysScene.PE.GetPosition(PhysBody); |
306 | return _position; | 298 | return RawPosition; |
307 | } | 299 | } |
308 | set { | 300 | set { |
309 | _position = value; | 301 | RawPosition = value; |
310 | if (PhysBody.HasPhysicalBody) | 302 | if (PhysBody.HasPhysicalBody) |
311 | { | 303 | { |
312 | PhysScene.PE.SetTranslation(PhysBody, _position, _orientation); | 304 | PhysScene.PE.SetTranslation(PhysBody, RawPosition, RawOrientation); |
313 | ActivateIfPhysical(false); | 305 | ActivateIfPhysical(false); |
314 | } | 306 | } |
315 | } | 307 | } |
@@ -343,10 +335,10 @@ public class BSPrim : BSPhysObject | |||
343 | float targetHeight = terrainHeight + (Size.Z / 2f); | 335 | float targetHeight = terrainHeight + (Size.Z / 2f); |
344 | // If the object is below ground it just has to be moved up because pushing will | 336 | // If the object is below ground it just has to be moved up because pushing will |
345 | // not get it through the terrain | 337 | // not get it through the terrain |
346 | _position.Z = targetHeight; | 338 | RawPosition = new OMV.Vector3(RawPosition.X, RawPosition.Y, targetHeight); |
347 | if (inTaintTime) | 339 | if (inTaintTime) |
348 | { | 340 | { |
349 | ForcePosition = _position; | 341 | ForcePosition = RawPosition; |
350 | } | 342 | } |
351 | // If we are throwing the object around, zero its other forces | 343 | // If we are throwing the object around, zero its other forces |
352 | ZeroMotion(inTaintTime); | 344 | ZeroMotion(inTaintTime); |
@@ -355,7 +347,7 @@ public class BSPrim : BSPhysObject | |||
355 | 347 | ||
356 | if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) | 348 | if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) |
357 | { | 349 | { |
358 | float waterHeight = PhysScene.TerrainManager.GetWaterLevelAtXYZ(_position); | 350 | float waterHeight = PhysScene.TerrainManager.GetWaterLevelAtXYZ(RawPosition); |
359 | // TODO: a floating motor so object will bob in the water | 351 | // TODO: a floating motor so object will bob in the water |
360 | if (Math.Abs(RawPosition.Z - waterHeight) > 0.1f) | 352 | if (Math.Abs(RawPosition.Z - waterHeight) > 0.1f) |
361 | { | 353 | { |
@@ -364,7 +356,7 @@ public class BSPrim : BSPhysObject | |||
364 | 356 | ||
365 | // Apply upforce and overcome gravity. | 357 | // Apply upforce and overcome gravity. |
366 | OMV.Vector3 correctionForce = upForce - PhysScene.DefaultGravity; | 358 | OMV.Vector3 correctionForce = upForce - PhysScene.DefaultGravity; |
367 | DetailLog("{0},BSPrim.PositionSanityCheck,applyForce,pos={1},upForce={2},correctionForce={3}", LocalID, _position, upForce, correctionForce); | 359 | DetailLog("{0},BSPrim.PositionSanityCheck,applyForce,pos={1},upForce={2},correctionForce={3}", LocalID, RawPosition, upForce, correctionForce); |
368 | AddForce(correctionForce, false, inTaintTime); | 360 | AddForce(correctionForce, false, inTaintTime); |
369 | ret = true; | 361 | ret = true; |
370 | } | 362 | } |
@@ -383,11 +375,11 @@ public class BSPrim : BSPhysObject | |||
383 | uint wayOutThere = Constants.RegionSize * Constants.RegionSize; | 375 | uint wayOutThere = Constants.RegionSize * Constants.RegionSize; |
384 | // There have been instances of objects getting thrown way out of bounds and crashing | 376 | // There have been instances of objects getting thrown way out of bounds and crashing |
385 | // the border crossing code. | 377 | // the border crossing code. |
386 | if ( _position.X < -Constants.RegionSize || _position.X > wayOutThere | 378 | if ( RawPosition.X < -Constants.RegionSize || RawPosition.X > wayOutThere |
387 | || _position.Y < -Constants.RegionSize || _position.Y > wayOutThere | 379 | || RawPosition.Y < -Constants.RegionSize || RawPosition.Y > wayOutThere |
388 | || _position.Z < -Constants.RegionSize || _position.Z > wayOutThere) | 380 | || RawPosition.Z < -Constants.RegionSize || RawPosition.Z > wayOutThere) |
389 | { | 381 | { |
390 | _position = new OMV.Vector3(10, 10, 50); | 382 | RawPosition = new OMV.Vector3(10, 10, 50); |
391 | ZeroMotion(inTaintTime); | 383 | ZeroMotion(inTaintTime); |
392 | ret = true; | 384 | ret = true; |
393 | } | 385 | } |
@@ -713,23 +705,19 @@ public class BSPrim : BSPhysObject | |||
713 | get { return _acceleration; } | 705 | get { return _acceleration; } |
714 | set { _acceleration = value; } | 706 | set { _acceleration = value; } |
715 | } | 707 | } |
716 | public override OMV.Quaternion RawOrientation | 708 | |
717 | { | ||
718 | get { return _orientation; } | ||
719 | set { _orientation = value; } | ||
720 | } | ||
721 | public override OMV.Quaternion Orientation { | 709 | public override OMV.Quaternion Orientation { |
722 | get { | 710 | get { |
723 | return _orientation; | 711 | return RawOrientation; |
724 | } | 712 | } |
725 | set { | 713 | set { |
726 | if (_orientation == value) | 714 | if (RawOrientation == value) |
727 | return; | 715 | return; |
728 | _orientation = value; | 716 | RawOrientation = value; |
729 | 717 | ||
730 | PhysScene.TaintedObject("BSPrim.setOrientation", delegate() | 718 | PhysScene.TaintedObject("BSPrim.setOrientation", delegate() |
731 | { | 719 | { |
732 | ForceOrientation = _orientation; | 720 | ForceOrientation = RawOrientation; |
733 | }); | 721 | }); |
734 | } | 722 | } |
735 | } | 723 | } |
@@ -738,14 +726,14 @@ public class BSPrim : BSPhysObject | |||
738 | { | 726 | { |
739 | get | 727 | get |
740 | { | 728 | { |
741 | _orientation = PhysScene.PE.GetOrientation(PhysBody); | 729 | RawOrientation = PhysScene.PE.GetOrientation(PhysBody); |
742 | return _orientation; | 730 | return RawOrientation; |
743 | } | 731 | } |
744 | set | 732 | set |
745 | { | 733 | { |
746 | _orientation = value; | 734 | RawOrientation = value; |
747 | if (PhysBody.HasPhysicalBody) | 735 | if (PhysBody.HasPhysicalBody) |
748 | PhysScene.PE.SetTranslation(PhysBody, _position, _orientation); | 736 | PhysScene.PE.SetTranslation(PhysBody, RawPosition, RawOrientation); |
749 | } | 737 | } |
750 | } | 738 | } |
751 | public override int PhysicsActorType { | 739 | public override int PhysicsActorType { |
@@ -802,6 +790,7 @@ public class BSPrim : BSPhysObject | |||
802 | // isSolid: other objects bounce off of this object | 790 | // isSolid: other objects bounce off of this object |
803 | // isVolumeDetect: other objects pass through but can generate collisions | 791 | // isVolumeDetect: other objects pass through but can generate collisions |
804 | // collisionEvents: whether this object returns collision events | 792 | // collisionEvents: whether this object returns collision events |
793 | // NOTE: overloaded by BSPrimLinkable to also update linkset physical parameters. | ||
805 | public virtual void UpdatePhysicalParameters() | 794 | public virtual void UpdatePhysicalParameters() |
806 | { | 795 | { |
807 | if (!PhysBody.HasPhysicalBody) | 796 | if (!PhysBody.HasPhysicalBody) |
@@ -888,7 +877,7 @@ public class BSPrim : BSPhysObject | |||
888 | // PhysicsScene.PE.ClearAllForces(BSBody); | 877 | // PhysicsScene.PE.ClearAllForces(BSBody); |
889 | 878 | ||
890 | // For good measure, make sure the transform is set through to the motion state | 879 | // For good measure, make sure the transform is set through to the motion state |
891 | ForcePosition = _position; | 880 | ForcePosition = RawPosition; |
892 | ForceVelocity = RawVelocity; | 881 | ForceVelocity = RawVelocity; |
893 | ForceRotationalVelocity = _rotationalVelocity; | 882 | ForceRotationalVelocity = _rotationalVelocity; |
894 | 883 | ||
@@ -1125,7 +1114,9 @@ public class BSPrim : BSPhysObject | |||
1125 | OMV.Vector3 addForce = force; | 1114 | OMV.Vector3 addForce = force; |
1126 | PhysScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate() | 1115 | PhysScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate() |
1127 | { | 1116 | { |
1128 | // Bullet adds this central force to the total force for this tick | 1117 | // Bullet adds this central force to the total force for this tick. |
1118 | // Deep down in Bullet: | ||
1119 | // linearVelocity += totalForce / mass * timeStep; | ||
1129 | DetailLog("{0},BSPrim.addForce,taint,force={1}", LocalID, addForce); | 1120 | DetailLog("{0},BSPrim.addForce,taint,force={1}", LocalID, addForce); |
1130 | if (PhysBody.HasPhysicalBody) | 1121 | if (PhysBody.HasPhysicalBody) |
1131 | { | 1122 | { |
@@ -1493,6 +1484,8 @@ public class BSPrim : BSPhysObject | |||
1493 | 1484 | ||
1494 | returnMass = Util.Clamp(returnMass, BSParam.MinimumObjectMass, BSParam.MaximumObjectMass); | 1485 | returnMass = Util.Clamp(returnMass, BSParam.MinimumObjectMass, BSParam.MaximumObjectMass); |
1495 | // DetailLog("{0},BSPrim.CalculateMass,den={1},vol={2},mass={3}", LocalID, Density, volume, returnMass); | 1486 | // DetailLog("{0},BSPrim.CalculateMass,den={1},vol={2},mass={3}", LocalID, Density, volume, returnMass); |
1487 | DetailLog("{0},BSPrim.CalculateMass,den={1},vol={2},mass={3},pathB={4},pathE={5},profB={6},profE={7},siz={8}", | ||
1488 | LocalID, Density, volume, returnMass, pathBegin, pathEnd, profileBegin, profileEnd, _size); | ||
1496 | 1489 | ||
1497 | return returnMass; | 1490 | return returnMass; |
1498 | }// end CalculateMass | 1491 | }// end CalculateMass |
@@ -1528,6 +1521,8 @@ public class BSPrim : BSPhysObject | |||
1528 | 1521 | ||
1529 | // The physics engine says that properties have updated. Update same and inform | 1522 | // The physics engine says that properties have updated. Update same and inform |
1530 | // the world that things have changed. | 1523 | // the world that things have changed. |
1524 | // NOTE: BSPrim.UpdateProperties is overloaded by BSPrimLinkable which modifies updates from root and children prims. | ||
1525 | // NOTE: BSPrim.UpdateProperties is overloaded by BSPrimDisplaced which handles mapping physical position to simulator position. | ||
1531 | public override void UpdateProperties(EntityProperties entprop) | 1526 | public override void UpdateProperties(EntityProperties entprop) |
1532 | { | 1527 | { |
1533 | // Let anyone (like the actors) modify the updated properties before they are pushed into the object and the simulator. | 1528 | // Let anyone (like the actors) modify the updated properties before they are pushed into the object and the simulator. |
@@ -1536,8 +1531,8 @@ public class BSPrim : BSPhysObject | |||
1536 | // DetailLog("{0},BSPrim.UpdateProperties,entry,entprop={1}", LocalID, entprop); // DEBUG DEBUG | 1531 | // DetailLog("{0},BSPrim.UpdateProperties,entry,entprop={1}", LocalID, entprop); // DEBUG DEBUG |
1537 | 1532 | ||
1538 | // Assign directly to the local variables so the normal set actions do not happen | 1533 | // Assign directly to the local variables so the normal set actions do not happen |
1539 | _position = entprop.Position; | 1534 | RawPosition = entprop.Position; |
1540 | _orientation = entprop.Rotation; | 1535 | RawOrientation = entprop.Rotation; |
1541 | // DEBUG DEBUG DEBUG -- smooth velocity changes a bit. The simulator seems to be | 1536 | // DEBUG DEBUG DEBUG -- smooth velocity changes a bit. The simulator seems to be |
1542 | // very sensitive to velocity changes. | 1537 | // very sensitive to velocity changes. |
1543 | if (entprop.Velocity == OMV.Vector3.Zero || !entprop.Velocity.ApproxEquals(RawVelocity, BSParam.UpdateVelocityChangeThreshold)) | 1538 | if (entprop.Velocity == OMV.Vector3.Zero || !entprop.Velocity.ApproxEquals(RawVelocity, BSParam.UpdateVelocityChangeThreshold)) |
@@ -1550,21 +1545,19 @@ public class BSPrim : BSPhysObject | |||
1550 | // The sanity check can change the velocity and/or position. | 1545 | // The sanity check can change the velocity and/or position. |
1551 | if (PositionSanityCheck(true /* inTaintTime */ )) | 1546 | if (PositionSanityCheck(true /* inTaintTime */ )) |
1552 | { | 1547 | { |
1553 | entprop.Position = _position; | 1548 | entprop.Position = RawPosition; |
1554 | entprop.Velocity = RawVelocity; | 1549 | entprop.Velocity = RawVelocity; |
1555 | entprop.RotationalVelocity = _rotationalVelocity; | 1550 | entprop.RotationalVelocity = _rotationalVelocity; |
1556 | entprop.Acceleration = _acceleration; | 1551 | entprop.Acceleration = _acceleration; |
1557 | } | 1552 | } |
1558 | 1553 | ||
1559 | OMV.Vector3 direction = OMV.Vector3.UnitX * _orientation; // DEBUG DEBUG DEBUG | 1554 | OMV.Vector3 direction = OMV.Vector3.UnitX * RawOrientation; // DEBUG DEBUG DEBUG |
1560 | DetailLog("{0},BSPrim.UpdateProperties,call,entProp={1},dir={2}", LocalID, entprop, direction); | 1555 | DetailLog("{0},BSPrim.UpdateProperties,call,entProp={1},dir={2}", LocalID, entprop, direction); |
1561 | 1556 | ||
1562 | // remember the current and last set values | 1557 | // remember the current and last set values |
1563 | LastEntityProperties = CurrentEntityProperties; | 1558 | LastEntityProperties = CurrentEntityProperties; |
1564 | CurrentEntityProperties = entprop; | 1559 | CurrentEntityProperties = entprop; |
1565 | 1560 | ||
1566 | // Note that BSPrim can be overloaded by BSPrimLinkable which controls updates from root and children prims. | ||
1567 | |||
1568 | PhysScene.PostUpdate(this); | 1561 | PhysScene.PostUpdate(this); |
1569 | } | 1562 | } |
1570 | } | 1563 | } |