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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 1192 |
1 files changed, 1192 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs new file mode 100644 index 0000000..82a8803 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -0,0 +1,1192 @@ | |||
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.Reflection; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Xml; | ||
31 | using log4net; | ||
32 | using OMV = OpenMetaverse; | ||
33 | using OpenSim.Framework; | ||
34 | using OpenSim.Region.Physics.Manager; | ||
35 | using OpenSim.Region.Physics.ConvexDecompositionDotNet; | ||
36 | |||
37 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
38 | { | ||
39 | [Serializable] | ||
40 | public sealed class BSPrim : PhysicsActor | ||
41 | { | ||
42 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
43 | private static readonly string LogHeader = "[BULLETS PRIM]"; | ||
44 | |||
45 | private IMesh _mesh; | ||
46 | private PrimitiveBaseShape _pbs; | ||
47 | private ShapeData.PhysicsShapeType _shapeType; | ||
48 | private ulong _hullKey; | ||
49 | private List<ConvexResult> _hulls; | ||
50 | |||
51 | private BSScene _scene; | ||
52 | private String _avName; | ||
53 | private uint _localID = 0; | ||
54 | |||
55 | private OMV.Vector3 _size; | ||
56 | private OMV.Vector3 _scale; | ||
57 | private bool _stopped; | ||
58 | private bool _grabbed; | ||
59 | private bool _isSelected; | ||
60 | private bool _isVolumeDetect; | ||
61 | private OMV.Vector3 _position; | ||
62 | private float _mass; | ||
63 | private float _density; | ||
64 | private OMV.Vector3 _force; | ||
65 | private OMV.Vector3 _velocity; | ||
66 | private OMV.Vector3 _torque; | ||
67 | private float _collisionScore; | ||
68 | private OMV.Vector3 _acceleration; | ||
69 | private OMV.Quaternion _orientation; | ||
70 | private int _physicsActorType; | ||
71 | private bool _isPhysical; | ||
72 | private bool _flying; | ||
73 | private float _friction; | ||
74 | private bool _setAlwaysRun; | ||
75 | private bool _throttleUpdates; | ||
76 | private bool _isColliding; | ||
77 | private bool _collidingGround; | ||
78 | private bool _collidingObj; | ||
79 | private bool _floatOnWater; | ||
80 | private OMV.Vector3 _rotationalVelocity; | ||
81 | private bool _kinematic; | ||
82 | private float _buoyancy; | ||
83 | private OMV.Vector3 _angularVelocity; | ||
84 | |||
85 | private List<BSPrim> _childrenPrims; | ||
86 | private BSPrim _parentPrim; | ||
87 | |||
88 | private int _subscribedEventsMs = 0; | ||
89 | private int _lastCollisionTime = 0; | ||
90 | long _collidingStep; | ||
91 | long _collidingGroundStep; | ||
92 | |||
93 | private BSDynamics _vehicle; | ||
94 | |||
95 | private OMV.Vector3 _PIDTarget; | ||
96 | private bool _usePID; | ||
97 | private float _PIDTau; | ||
98 | private bool _useHoverPID; | ||
99 | private float _PIDHoverHeight; | ||
100 | private PIDHoverType _PIDHoverType; | ||
101 | private float _PIDHoverTao; | ||
102 | |||
103 | public BSPrim(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, | ||
104 | OMV.Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical) | ||
105 | { | ||
106 | // m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID); | ||
107 | _localID = localID; | ||
108 | _avName = primName; | ||
109 | _scene = parent_scene; | ||
110 | _position = pos; | ||
111 | _size = size; | ||
112 | _scale = new OMV.Vector3(1f, 1f, 1f); // the scale will be set by CreateGeom depending on object type | ||
113 | _orientation = rotation; | ||
114 | _buoyancy = 1f; | ||
115 | _velocity = OMV.Vector3.Zero; | ||
116 | _angularVelocity = OMV.Vector3.Zero; | ||
117 | _mesh = mesh; | ||
118 | _hullKey = 0; | ||
119 | _pbs = pbs; | ||
120 | _isPhysical = pisPhysical; | ||
121 | _isVolumeDetect = false; | ||
122 | _subscribedEventsMs = 0; | ||
123 | _friction = _scene.DefaultFriction; // TODO: compute based on object material | ||
124 | _density = _scene.DefaultDensity; // TODO: compute based on object material | ||
125 | _parentPrim = null; // not a child or a parent | ||
126 | _vehicle = new BSDynamics(this); // add vehicleness | ||
127 | _childrenPrims = new List<BSPrim>(); | ||
128 | if (_isPhysical) | ||
129 | _mass = CalculateMass(); | ||
130 | else | ||
131 | _mass = 0f; | ||
132 | // do the actual object creation at taint time | ||
133 | _scene.TaintedObject(delegate() | ||
134 | { | ||
135 | CreateGeom(); | ||
136 | CreateObject(); | ||
137 | }); | ||
138 | } | ||
139 | |||
140 | // called when this prim is being destroyed and we should free all the resources | ||
141 | public void Destroy() | ||
142 | { | ||
143 | // m_log.DebugFormat("{0}: Destroy", LogHeader); | ||
144 | // Undo any vehicle properties | ||
145 | _vehicle.ProcessTypeChange(Vehicle.TYPE_NONE); | ||
146 | _scene.RemoveVehiclePrim(this); // just to make sure | ||
147 | _scene.TaintedObject(delegate() | ||
148 | { | ||
149 | BulletSimAPI.DestroyObject(_scene.WorldID, _localID); | ||
150 | }); | ||
151 | } | ||
152 | |||
153 | public override bool Stopped { | ||
154 | get { return _stopped; } | ||
155 | } | ||
156 | public override OMV.Vector3 Size { | ||
157 | get { return _size; } | ||
158 | set { | ||
159 | _size = value; | ||
160 | _scene.TaintedObject(delegate() | ||
161 | { | ||
162 | if (_isPhysical) _mass = CalculateMass(); // changing size changes the mass | ||
163 | BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, _mass, _isPhysical); | ||
164 | RecreateGeomAndObject(); | ||
165 | }); | ||
166 | } | ||
167 | } | ||
168 | public override PrimitiveBaseShape Shape { | ||
169 | set { | ||
170 | _pbs = value; | ||
171 | _scene.TaintedObject(delegate() | ||
172 | { | ||
173 | if (_isPhysical) _mass = CalculateMass(); // changing the shape changes the mass | ||
174 | RecreateGeomAndObject(); | ||
175 | }); | ||
176 | } | ||
177 | } | ||
178 | public override uint LocalID { | ||
179 | set { _localID = value; } | ||
180 | get { return _localID; } | ||
181 | } | ||
182 | public override bool Grabbed { | ||
183 | set { _grabbed = value; | ||
184 | } | ||
185 | } | ||
186 | public override bool Selected { | ||
187 | set { | ||
188 | _isSelected = value; | ||
189 | _scene.TaintedObject(delegate() | ||
190 | { | ||
191 | SetObjectDynamic(); | ||
192 | }); | ||
193 | } | ||
194 | } | ||
195 | public override void CrossingFailure() { return; } | ||
196 | |||
197 | // link me to the specified parent | ||
198 | public override void link(PhysicsActor obj) { | ||
199 | BSPrim parent = (BSPrim)obj; | ||
200 | // m_log.DebugFormat("{0}: link {1}/{2} to {3}", LogHeader, _avName, _localID, obj.LocalID); | ||
201 | // TODO: decide if this parent checking needs to happen at taint time | ||
202 | if (_parentPrim == null) | ||
203 | { | ||
204 | if (parent != null) | ||
205 | { | ||
206 | // I don't have a parent so I am joining a linkset | ||
207 | parent.AddChildToLinkset(this); | ||
208 | } | ||
209 | } | ||
210 | else | ||
211 | { | ||
212 | // I already have a parent, is parenting changing? | ||
213 | if (parent != _parentPrim) | ||
214 | { | ||
215 | if (parent == null) | ||
216 | { | ||
217 | // we are being removed from a linkset | ||
218 | _parentPrim.RemoveChildFromLinkset(this); | ||
219 | } | ||
220 | else | ||
221 | { | ||
222 | // asking to reparent a prim should not happen | ||
223 | m_log.ErrorFormat("{0}: Reparenting a prim. ", LogHeader); | ||
224 | } | ||
225 | } | ||
226 | } | ||
227 | return; | ||
228 | } | ||
229 | |||
230 | // delink me from my linkset | ||
231 | public override void delink() { | ||
232 | // TODO: decide if this parent checking needs to happen at taint time | ||
233 | // Race condition here: if link() and delink() in same simulation tick, the delink will not happen | ||
234 | // m_log.DebugFormat("{0}: delink {1}/{2}", LogHeader, _avName, _localID); | ||
235 | if (_parentPrim != null) | ||
236 | { | ||
237 | _parentPrim.RemoveChildFromLinkset(this); | ||
238 | } | ||
239 | return; | ||
240 | } | ||
241 | |||
242 | public void AddChildToLinkset(BSPrim pchild) | ||
243 | { | ||
244 | BSPrim child = pchild; | ||
245 | _scene.TaintedObject(delegate() | ||
246 | { | ||
247 | if (!_childrenPrims.Contains(child)) | ||
248 | { | ||
249 | _childrenPrims.Add(child); | ||
250 | child.ParentPrim = this; // the child has gained a parent | ||
251 | RecreateGeomAndObject(); // rebuild my shape with the new child added | ||
252 | } | ||
253 | }); | ||
254 | return; | ||
255 | } | ||
256 | |||
257 | public void RemoveChildFromLinkset(BSPrim pchild) | ||
258 | { | ||
259 | BSPrim child = pchild; | ||
260 | _scene.TaintedObject(delegate() | ||
261 | { | ||
262 | if (_childrenPrims.Contains(child)) | ||
263 | { | ||
264 | _childrenPrims.Remove(child); | ||
265 | child.ParentPrim = null; // the child has lost its parent | ||
266 | RecreateGeomAndObject(); // rebuild my shape with the child removed | ||
267 | } | ||
268 | else | ||
269 | { | ||
270 | m_log.ErrorFormat("{0}: Asked to remove child from linkset that was not in linkset"); | ||
271 | } | ||
272 | }); | ||
273 | return; | ||
274 | } | ||
275 | |||
276 | public BSPrim ParentPrim | ||
277 | { | ||
278 | set { _parentPrim = value; } | ||
279 | } | ||
280 | |||
281 | public ulong HullKey | ||
282 | { | ||
283 | get { return _hullKey; } | ||
284 | } | ||
285 | |||
286 | // return true if we are the root of a linkset (there are children to manage) | ||
287 | public bool IsRootOfLinkset | ||
288 | { | ||
289 | get { return (_parentPrim == null && _childrenPrims.Count != 0); } | ||
290 | } | ||
291 | |||
292 | public override void LockAngularMotion(OMV.Vector3 axis) { return; } | ||
293 | |||
294 | public override OMV.Vector3 Position { | ||
295 | get { | ||
296 | // don't do the following GetObjectPosition because this function is called a zillion times | ||
297 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | ||
298 | return _position; | ||
299 | } | ||
300 | set { | ||
301 | _position = value; | ||
302 | _scene.TaintedObject(delegate() | ||
303 | { | ||
304 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | ||
305 | // m_log.DebugFormat("{0}: setPosition: id={1}, position={2}", LogHeader, _localID, _position); | ||
306 | }); | ||
307 | } | ||
308 | } | ||
309 | public override float Mass { | ||
310 | get { return _mass; } | ||
311 | } | ||
312 | public override OMV.Vector3 Force { | ||
313 | get { return _force; } | ||
314 | set { | ||
315 | _force = value; | ||
316 | _scene.TaintedObject(delegate() | ||
317 | { | ||
318 | BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); | ||
319 | }); | ||
320 | } | ||
321 | } | ||
322 | |||
323 | public override int VehicleType { | ||
324 | get { | ||
325 | return (int)_vehicle.Type; // if we are a vehicle, return that type | ||
326 | } | ||
327 | set { | ||
328 | Vehicle type = (Vehicle)value; | ||
329 | _vehicle.ProcessTypeChange(type); | ||
330 | _scene.TaintedObject(delegate() | ||
331 | { | ||
332 | if (type == Vehicle.TYPE_NONE) | ||
333 | { | ||
334 | _scene.RemoveVehiclePrim(this); | ||
335 | } | ||
336 | else | ||
337 | { | ||
338 | // make it so the scene will call us each tick to do vehicle things | ||
339 | _scene.AddVehiclePrim(this); | ||
340 | } | ||
341 | return; | ||
342 | }); | ||
343 | } | ||
344 | } | ||
345 | public override void VehicleFloatParam(int param, float value) | ||
346 | { | ||
347 | _vehicle.ProcessFloatVehicleParam((Vehicle)param, value); | ||
348 | } | ||
349 | public override void VehicleVectorParam(int param, OMV.Vector3 value) | ||
350 | { | ||
351 | _vehicle.ProcessVectorVehicleParam((Vehicle)param, value); | ||
352 | } | ||
353 | public override void VehicleRotationParam(int param, OMV.Quaternion rotation) | ||
354 | { | ||
355 | _vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation); | ||
356 | } | ||
357 | public override void VehicleFlags(int param, bool remove) | ||
358 | { | ||
359 | _vehicle.ProcessVehicleFlags(param, remove); | ||
360 | } | ||
361 | // Called each simulation step to advance vehicle characteristics | ||
362 | public void StepVehicle(float timeStep) | ||
363 | { | ||
364 | _vehicle.Step(timeStep, _scene); | ||
365 | } | ||
366 | |||
367 | // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more | ||
368 | public override void SetVolumeDetect(int param) { | ||
369 | bool newValue = (param != 0); | ||
370 | if (_isVolumeDetect != newValue) | ||
371 | { | ||
372 | _isVolumeDetect = newValue; | ||
373 | _scene.TaintedObject(delegate() | ||
374 | { | ||
375 | SetObjectDynamic(); | ||
376 | }); | ||
377 | } | ||
378 | return; | ||
379 | } | ||
380 | |||
381 | public override OMV.Vector3 GeometricCenter { get { return OMV.Vector3.Zero; } } | ||
382 | public override OMV.Vector3 CenterOfMass { get { return OMV.Vector3.Zero; } } | ||
383 | public override OMV.Vector3 Velocity { | ||
384 | get { return _velocity; } | ||
385 | set { _velocity = value; | ||
386 | _scene.TaintedObject(delegate() | ||
387 | { | ||
388 | BulletSimAPI.SetObjectVelocity(_scene.WorldID, LocalID, _velocity); | ||
389 | }); | ||
390 | } | ||
391 | } | ||
392 | public OMV.Vector3 AngularVelocity | ||
393 | { | ||
394 | get { return _angularVelocity; } | ||
395 | set | ||
396 | { | ||
397 | _angularVelocity = value; | ||
398 | _scene.TaintedObject(delegate() | ||
399 | { | ||
400 | BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _angularVelocity); | ||
401 | }); | ||
402 | } | ||
403 | } | ||
404 | public override OMV.Vector3 Torque { | ||
405 | get { return _torque; } | ||
406 | set { _torque = value; | ||
407 | } | ||
408 | } | ||
409 | public override float CollisionScore { | ||
410 | get { return _collisionScore; } | ||
411 | set { _collisionScore = value; | ||
412 | } | ||
413 | } | ||
414 | public override OMV.Vector3 Acceleration { | ||
415 | get { return _acceleration; } | ||
416 | } | ||
417 | public override OMV.Quaternion Orientation { | ||
418 | get { return _orientation; } | ||
419 | set { | ||
420 | _orientation = value; | ||
421 | _scene.TaintedObject(delegate() | ||
422 | { | ||
423 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | ||
424 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | ||
425 | // m_log.DebugFormat("{0}: set orientation: {1}", LogHeader, _orientation); | ||
426 | }); | ||
427 | } | ||
428 | } | ||
429 | public override int PhysicsActorType { | ||
430 | get { return _physicsActorType; } | ||
431 | set { _physicsActorType = value; | ||
432 | } | ||
433 | } | ||
434 | public override bool IsPhysical { | ||
435 | get { return _isPhysical; } | ||
436 | set { | ||
437 | _isPhysical = value; | ||
438 | _scene.TaintedObject(delegate() | ||
439 | { | ||
440 | SetObjectDynamic(); | ||
441 | }); | ||
442 | } | ||
443 | } | ||
444 | |||
445 | // An object is static (does not move) if selected or not physical | ||
446 | private bool IsStatic | ||
447 | { | ||
448 | get { return _isSelected || !IsPhysical; } | ||
449 | } | ||
450 | |||
451 | // An object is solid if it's not phantom and if it's not doing VolumeDetect | ||
452 | private bool IsSolid | ||
453 | { | ||
454 | get { return !IsPhantom && !_isVolumeDetect; } | ||
455 | } | ||
456 | |||
457 | // make gravity work if the object is physical and not selected | ||
458 | // no locking here because only called when it is safe | ||
459 | private void SetObjectDynamic() | ||
460 | { | ||
461 | // non-physical things work best with a mass of zero | ||
462 | _mass = IsStatic ? 0f : CalculateMass(); | ||
463 | BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), _mass); | ||
464 | // m_log.DebugFormat("{0}: ID={1}, SetObjectDynamic: IsStatic={2}, IsSolid={3}, mass={4}", LogHeader, _localID, IsStatic, IsSolid, _mass); | ||
465 | } | ||
466 | |||
467 | // prims don't fly | ||
468 | public override bool Flying { | ||
469 | get { return _flying; } | ||
470 | set { _flying = value; } | ||
471 | } | ||
472 | public override bool SetAlwaysRun { | ||
473 | get { return _setAlwaysRun; } | ||
474 | set { _setAlwaysRun = value; } | ||
475 | } | ||
476 | public override bool ThrottleUpdates { | ||
477 | get { return _throttleUpdates; } | ||
478 | set { _throttleUpdates = value; } | ||
479 | } | ||
480 | public override bool IsColliding { | ||
481 | get { return (_collidingStep == _scene.SimulationStep); } | ||
482 | set { _isColliding = value; } | ||
483 | } | ||
484 | public override bool CollidingGround { | ||
485 | get { return (_collidingGroundStep == _scene.SimulationStep); } | ||
486 | set { _collidingGround = value; } | ||
487 | } | ||
488 | public override bool CollidingObj { | ||
489 | get { return _collidingObj; } | ||
490 | set { _collidingObj = value; } | ||
491 | } | ||
492 | public bool IsPhantom { | ||
493 | get { | ||
494 | // SceneObjectPart removes phantom objects from the physics scene | ||
495 | // so, although we could implement touching and such, we never | ||
496 | // are invoked as a phantom object | ||
497 | return false; | ||
498 | } | ||
499 | } | ||
500 | public override bool FloatOnWater { | ||
501 | set { _floatOnWater = value; } | ||
502 | } | ||
503 | public override OMV.Vector3 RotationalVelocity { | ||
504 | get { return _rotationalVelocity; } | ||
505 | set { _rotationalVelocity = value; | ||
506 | // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); | ||
507 | } | ||
508 | } | ||
509 | public override bool Kinematic { | ||
510 | get { return _kinematic; } | ||
511 | set { _kinematic = value; | ||
512 | // m_log.DebugFormat("{0}: Kinematic={1}", LogHeader, _kinematic); | ||
513 | } | ||
514 | } | ||
515 | public override float Buoyancy { | ||
516 | get { return _buoyancy; } | ||
517 | set { _buoyancy = value; | ||
518 | _scene.TaintedObject(delegate() | ||
519 | { | ||
520 | BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy); | ||
521 | }); | ||
522 | } | ||
523 | } | ||
524 | |||
525 | // Used for MoveTo | ||
526 | public override OMV.Vector3 PIDTarget { | ||
527 | set { _PIDTarget = value; } | ||
528 | } | ||
529 | public override bool PIDActive { | ||
530 | set { _usePID = value; } | ||
531 | } | ||
532 | public override float PIDTau { | ||
533 | set { _PIDTau = value; } | ||
534 | } | ||
535 | |||
536 | // Used for llSetHoverHeight and maybe vehicle height | ||
537 | // Hover Height will override MoveTo target's Z | ||
538 | public override bool PIDHoverActive { | ||
539 | set { _useHoverPID = value; } | ||
540 | } | ||
541 | public override float PIDHoverHeight { | ||
542 | set { _PIDHoverHeight = value; } | ||
543 | } | ||
544 | public override PIDHoverType PIDHoverType { | ||
545 | set { _PIDHoverType = value; } | ||
546 | } | ||
547 | public override float PIDHoverTau { | ||
548 | set { _PIDHoverTao = value; } | ||
549 | } | ||
550 | |||
551 | // For RotLookAt | ||
552 | public override OMV.Quaternion APIDTarget { set { return; } } | ||
553 | public override bool APIDActive { set { return; } } | ||
554 | public override float APIDStrength { set { return; } } | ||
555 | public override float APIDDamping { set { return; } } | ||
556 | |||
557 | public override void AddForce(OMV.Vector3 force, bool pushforce) { | ||
558 | if (force.IsFinite()) | ||
559 | { | ||
560 | _force.X += force.X; | ||
561 | _force.Y += force.Y; | ||
562 | _force.Z += force.Z; | ||
563 | } | ||
564 | else | ||
565 | { | ||
566 | m_log.WarnFormat("{0}: Got a NaN force applied to a Character", LogHeader); | ||
567 | } | ||
568 | _scene.TaintedObject(delegate() | ||
569 | { | ||
570 | BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); | ||
571 | }); | ||
572 | } | ||
573 | |||
574 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { | ||
575 | // m_log.DebugFormat("{0}: AddAngularForce. f={1}, push={2}", LogHeader, force, pushforce); | ||
576 | } | ||
577 | public override void SetMomentum(OMV.Vector3 momentum) { | ||
578 | } | ||
579 | public override void SubscribeEvents(int ms) { | ||
580 | _subscribedEventsMs = ms; | ||
581 | _lastCollisionTime = Util.EnvironmentTickCount() - _subscribedEventsMs; // make first collision happen | ||
582 | } | ||
583 | public override void UnSubscribeEvents() { | ||
584 | _subscribedEventsMs = 0; | ||
585 | } | ||
586 | public override bool SubscribedEvents() { | ||
587 | return (_subscribedEventsMs > 0); | ||
588 | } | ||
589 | |||
590 | #region Mass Calculation | ||
591 | |||
592 | private float CalculateMass() | ||
593 | { | ||
594 | float volume = _size.X * _size.Y * _size.Z; // default | ||
595 | float tmp; | ||
596 | |||
597 | float returnMass = 0; | ||
598 | float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f; | ||
599 | float hollowVolume = hollowAmount * hollowAmount; | ||
600 | |||
601 | switch (_pbs.ProfileShape) | ||
602 | { | ||
603 | case ProfileShape.Square: | ||
604 | // default box | ||
605 | |||
606 | if (_pbs.PathCurve == (byte)Extrusion.Straight) | ||
607 | { | ||
608 | if (hollowAmount > 0.0) | ||
609 | { | ||
610 | switch (_pbs.HollowShape) | ||
611 | { | ||
612 | case HollowShape.Square: | ||
613 | case HollowShape.Same: | ||
614 | break; | ||
615 | |||
616 | case HollowShape.Circle: | ||
617 | |||
618 | hollowVolume *= 0.78539816339f; | ||
619 | break; | ||
620 | |||
621 | case HollowShape.Triangle: | ||
622 | |||
623 | hollowVolume *= (0.5f * .5f); | ||
624 | break; | ||
625 | |||
626 | default: | ||
627 | hollowVolume = 0; | ||
628 | break; | ||
629 | } | ||
630 | volume *= (1.0f - hollowVolume); | ||
631 | } | ||
632 | } | ||
633 | |||
634 | else if (_pbs.PathCurve == (byte)Extrusion.Curve1) | ||
635 | { | ||
636 | //a tube | ||
637 | |||
638 | volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX); | ||
639 | tmp= 1.0f -2.0e-2f * (float)(200 - _pbs.PathScaleY); | ||
640 | volume -= volume*tmp*tmp; | ||
641 | |||
642 | if (hollowAmount > 0.0) | ||
643 | { | ||
644 | hollowVolume *= hollowAmount; | ||
645 | |||
646 | switch (_pbs.HollowShape) | ||
647 | { | ||
648 | case HollowShape.Square: | ||
649 | case HollowShape.Same: | ||
650 | break; | ||
651 | |||
652 | case HollowShape.Circle: | ||
653 | hollowVolume *= 0.78539816339f;; | ||
654 | break; | ||
655 | |||
656 | case HollowShape.Triangle: | ||
657 | hollowVolume *= 0.5f * 0.5f; | ||
658 | break; | ||
659 | default: | ||
660 | hollowVolume = 0; | ||
661 | break; | ||
662 | } | ||
663 | volume *= (1.0f - hollowVolume); | ||
664 | } | ||
665 | } | ||
666 | |||
667 | break; | ||
668 | |||
669 | case ProfileShape.Circle: | ||
670 | |||
671 | if (_pbs.PathCurve == (byte)Extrusion.Straight) | ||
672 | { | ||
673 | volume *= 0.78539816339f; // elipse base | ||
674 | |||
675 | if (hollowAmount > 0.0) | ||
676 | { | ||
677 | switch (_pbs.HollowShape) | ||
678 | { | ||
679 | case HollowShape.Same: | ||
680 | case HollowShape.Circle: | ||
681 | break; | ||
682 | |||
683 | case HollowShape.Square: | ||
684 | hollowVolume *= 0.5f * 2.5984480504799f; | ||
685 | break; | ||
686 | |||
687 | case HollowShape.Triangle: | ||
688 | hollowVolume *= .5f * 1.27323954473516f; | ||
689 | break; | ||
690 | |||
691 | default: | ||
692 | hollowVolume = 0; | ||
693 | break; | ||
694 | } | ||
695 | volume *= (1.0f - hollowVolume); | ||
696 | } | ||
697 | } | ||
698 | |||
699 | else if (_pbs.PathCurve == (byte)Extrusion.Curve1) | ||
700 | { | ||
701 | volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX); | ||
702 | tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY); | ||
703 | volume *= (1.0f - tmp * tmp); | ||
704 | |||
705 | if (hollowAmount > 0.0) | ||
706 | { | ||
707 | |||
708 | // calculate the hollow volume by it's shape compared to the prim shape | ||
709 | hollowVolume *= hollowAmount; | ||
710 | |||
711 | switch (_pbs.HollowShape) | ||
712 | { | ||
713 | case HollowShape.Same: | ||
714 | case HollowShape.Circle: | ||
715 | break; | ||
716 | |||
717 | case HollowShape.Square: | ||
718 | hollowVolume *= 0.5f * 2.5984480504799f; | ||
719 | break; | ||
720 | |||
721 | case HollowShape.Triangle: | ||
722 | hollowVolume *= .5f * 1.27323954473516f; | ||
723 | break; | ||
724 | |||
725 | default: | ||
726 | hollowVolume = 0; | ||
727 | break; | ||
728 | } | ||
729 | volume *= (1.0f - hollowVolume); | ||
730 | } | ||
731 | } | ||
732 | break; | ||
733 | |||
734 | case ProfileShape.HalfCircle: | ||
735 | if (_pbs.PathCurve == (byte)Extrusion.Curve1) | ||
736 | { | ||
737 | volume *= 0.52359877559829887307710723054658f; | ||
738 | } | ||
739 | break; | ||
740 | |||
741 | case ProfileShape.EquilateralTriangle: | ||
742 | |||
743 | if (_pbs.PathCurve == (byte)Extrusion.Straight) | ||
744 | { | ||
745 | volume *= 0.32475953f; | ||
746 | |||
747 | if (hollowAmount > 0.0) | ||
748 | { | ||
749 | |||
750 | // calculate the hollow volume by it's shape compared to the prim shape | ||
751 | switch (_pbs.HollowShape) | ||
752 | { | ||
753 | case HollowShape.Same: | ||
754 | case HollowShape.Triangle: | ||
755 | hollowVolume *= .25f; | ||
756 | break; | ||
757 | |||
758 | case HollowShape.Square: | ||
759 | hollowVolume *= 0.499849f * 3.07920140172638f; | ||
760 | break; | ||
761 | |||
762 | case HollowShape.Circle: | ||
763 | // Hollow shape is a perfect cyllinder in respect to the cube's scale | ||
764 | // Cyllinder hollow volume calculation | ||
765 | |||
766 | hollowVolume *= 0.1963495f * 3.07920140172638f; | ||
767 | break; | ||
768 | |||
769 | default: | ||
770 | hollowVolume = 0; | ||
771 | break; | ||
772 | } | ||
773 | volume *= (1.0f - hollowVolume); | ||
774 | } | ||
775 | } | ||
776 | else if (_pbs.PathCurve == (byte)Extrusion.Curve1) | ||
777 | { | ||
778 | volume *= 0.32475953f; | ||
779 | volume *= 0.01f * (float)(200 - _pbs.PathScaleX); | ||
780 | tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY); | ||
781 | volume *= (1.0f - tmp * tmp); | ||
782 | |||
783 | if (hollowAmount > 0.0) | ||
784 | { | ||
785 | |||
786 | hollowVolume *= hollowAmount; | ||
787 | |||
788 | switch (_pbs.HollowShape) | ||
789 | { | ||
790 | case HollowShape.Same: | ||
791 | case HollowShape.Triangle: | ||
792 | hollowVolume *= .25f; | ||
793 | break; | ||
794 | |||
795 | case HollowShape.Square: | ||
796 | hollowVolume *= 0.499849f * 3.07920140172638f; | ||
797 | break; | ||
798 | |||
799 | case HollowShape.Circle: | ||
800 | |||
801 | hollowVolume *= 0.1963495f * 3.07920140172638f; | ||
802 | break; | ||
803 | |||
804 | default: | ||
805 | hollowVolume = 0; | ||
806 | break; | ||
807 | } | ||
808 | volume *= (1.0f - hollowVolume); | ||
809 | } | ||
810 | } | ||
811 | break; | ||
812 | |||
813 | default: | ||
814 | break; | ||
815 | } | ||
816 | |||
817 | |||
818 | |||
819 | float taperX1; | ||
820 | float taperY1; | ||
821 | float taperX; | ||
822 | float taperY; | ||
823 | float pathBegin; | ||
824 | float pathEnd; | ||
825 | float profileBegin; | ||
826 | float profileEnd; | ||
827 | |||
828 | if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible) | ||
829 | { | ||
830 | taperX1 = _pbs.PathScaleX * 0.01f; | ||
831 | if (taperX1 > 1.0f) | ||
832 | taperX1 = 2.0f - taperX1; | ||
833 | taperX = 1.0f - taperX1; | ||
834 | |||
835 | taperY1 = _pbs.PathScaleY * 0.01f; | ||
836 | if (taperY1 > 1.0f) | ||
837 | taperY1 = 2.0f - taperY1; | ||
838 | taperY = 1.0f - taperY1; | ||
839 | } | ||
840 | else | ||
841 | { | ||
842 | taperX = _pbs.PathTaperX * 0.01f; | ||
843 | if (taperX < 0.0f) | ||
844 | taperX = -taperX; | ||
845 | taperX1 = 1.0f - taperX; | ||
846 | |||
847 | taperY = _pbs.PathTaperY * 0.01f; | ||
848 | if (taperY < 0.0f) | ||
849 | taperY = -taperY; | ||
850 | taperY1 = 1.0f - taperY; | ||
851 | |||
852 | } | ||
853 | |||
854 | |||
855 | volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY); | ||
856 | |||
857 | pathBegin = (float)_pbs.PathBegin * 2.0e-5f; | ||
858 | pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f; | ||
859 | volume *= (pathEnd - pathBegin); | ||
860 | |||
861 | // this is crude aproximation | ||
862 | profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f; | ||
863 | profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f; | ||
864 | volume *= (profileEnd - profileBegin); | ||
865 | |||
866 | returnMass = _density * volume; | ||
867 | |||
868 | if (returnMass <= 0) | ||
869 | returnMass = 0.0001f;//ckrinke: Mass must be greater then zero. | ||
870 | |||
871 | if (IsRootOfLinkset) | ||
872 | { | ||
873 | foreach (BSPrim prim in _childrenPrims) | ||
874 | { | ||
875 | returnMass += prim.CalculateMass(); | ||
876 | } | ||
877 | } | ||
878 | |||
879 | if (returnMass > _scene.maximumMassObject) | ||
880 | returnMass = _scene.maximumMassObject; | ||
881 | return returnMass; | ||
882 | }// end CalculateMass | ||
883 | #endregion Mass Calculation | ||
884 | |||
885 | // Create the geometry information in Bullet for later use | ||
886 | // No locking here because this is done when we know physics is not simulating | ||
887 | private void CreateGeom() | ||
888 | { | ||
889 | if (_mesh == null) | ||
890 | { | ||
891 | // the mesher thought this was too simple to mesh. Use a native Bullet collision shape. | ||
892 | if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1) | ||
893 | { | ||
894 | if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z) | ||
895 | { | ||
896 | // m_log.DebugFormat("{0}: CreateGeom: mesh null. Defaulting to sphere of size {1}", LogHeader, _size); | ||
897 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE; | ||
898 | // Bullet native objects are scaled by the Bullet engine so pass the size in | ||
899 | _scale = _size; | ||
900 | } | ||
901 | } | ||
902 | else | ||
903 | { | ||
904 | // m_log.DebugFormat("{0}: CreateGeom: mesh null. Defaulting to box of size {1}", LogHeader, _size); | ||
905 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX; | ||
906 | _scale = _size; | ||
907 | } | ||
908 | } | ||
909 | else | ||
910 | { | ||
911 | if (_hullKey != 0) | ||
912 | { | ||
913 | // m_log.DebugFormat("{0}: CreateGeom: deleting old hull. Key={1}", LogHeader, _hullKey); | ||
914 | BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey); | ||
915 | _hullKey = 0; | ||
916 | _hulls.Clear(); | ||
917 | } | ||
918 | |||
919 | int[] indices = _mesh.getIndexListAsInt(); | ||
920 | List<OMV.Vector3> vertices = _mesh.getVertexList(); | ||
921 | |||
922 | //format conversion from IMesh format to DecompDesc format | ||
923 | List<int> convIndices = new List<int>(); | ||
924 | List<float3> convVertices = new List<float3>(); | ||
925 | for (int ii = 0; ii < indices.GetLength(0); ii++) | ||
926 | { | ||
927 | convIndices.Add(indices[ii]); | ||
928 | } | ||
929 | foreach (OMV.Vector3 vv in vertices) | ||
930 | { | ||
931 | convVertices.Add(new float3(vv.X, vv.Y, vv.Z)); | ||
932 | } | ||
933 | |||
934 | // setup and do convex hull conversion | ||
935 | _hulls = new List<ConvexResult>(); | ||
936 | DecompDesc dcomp = new DecompDesc(); | ||
937 | dcomp.mIndices = convIndices; | ||
938 | dcomp.mVertices = convVertices; | ||
939 | ConvexBuilder convexBuilder = new ConvexBuilder(HullReturn); | ||
940 | // create the hull into the _hulls variable | ||
941 | convexBuilder.process(dcomp); | ||
942 | |||
943 | // Convert the vertices and indices for passing to unmanaged | ||
944 | // The hull information is passed as a large floating point array. | ||
945 | // The format is: | ||
946 | // convHulls[0] = number of hulls | ||
947 | // convHulls[1] = number of vertices in first hull | ||
948 | // convHulls[2] = hull centroid X coordinate | ||
949 | // convHulls[3] = hull centroid Y coordinate | ||
950 | // convHulls[4] = hull centroid Z coordinate | ||
951 | // convHulls[5] = first hull vertex X | ||
952 | // convHulls[6] = first hull vertex Y | ||
953 | // convHulls[7] = first hull vertex Z | ||
954 | // convHulls[8] = second hull vertex X | ||
955 | // ... | ||
956 | // convHulls[n] = number of vertices in second hull | ||
957 | // convHulls[n+1] = second hull centroid X coordinate | ||
958 | // ... | ||
959 | // | ||
960 | // TODO: is is very inefficient. Someday change the convex hull generator to return | ||
961 | // data structures that do not need to be converted in order to pass to Bullet. | ||
962 | // And maybe put the values directly into pinned memory rather than marshaling. | ||
963 | int hullCount = _hulls.Count; | ||
964 | int totalVertices = 1; // include one for the count of the hulls | ||
965 | foreach (ConvexResult cr in _hulls) | ||
966 | { | ||
967 | totalVertices += 4; // add four for the vertex count and centroid | ||
968 | totalVertices += cr.HullIndices.Count * 3; // we pass just triangles | ||
969 | } | ||
970 | float[] convHulls = new float[totalVertices]; | ||
971 | |||
972 | convHulls[0] = (float)hullCount; | ||
973 | int jj = 1; | ||
974 | foreach (ConvexResult cr in _hulls) | ||
975 | { | ||
976 | // copy vertices for index access | ||
977 | float3[] verts = new float3[cr.HullVertices.Count]; | ||
978 | int kk = 0; | ||
979 | foreach (float3 ff in cr.HullVertices) | ||
980 | { | ||
981 | verts[kk++] = ff; | ||
982 | } | ||
983 | |||
984 | // add to the array one hull's worth of data | ||
985 | convHulls[jj++] = cr.HullIndices.Count; | ||
986 | convHulls[jj++] = 0f; // centroid x,y,z | ||
987 | convHulls[jj++] = 0f; | ||
988 | convHulls[jj++] = 0f; | ||
989 | foreach (int ind in cr.HullIndices) | ||
990 | { | ||
991 | convHulls[jj++] = verts[ind].x; | ||
992 | convHulls[jj++] = verts[ind].y; | ||
993 | convHulls[jj++] = verts[ind].z; | ||
994 | } | ||
995 | } | ||
996 | |||
997 | // create the hull definition in Bullet | ||
998 | _hullKey = (ulong)_pbs.GetHashCode(); | ||
999 | // m_log.DebugFormat("{0}: CreateGeom: calling CreateHull. lid= {1}, key={2}, hulls={3}", LogHeader, _localID, _hullKey, hullCount); | ||
1000 | BulletSimAPI.CreateHull(_scene.WorldID, _hullKey, hullCount, convHulls); | ||
1001 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_HULL; | ||
1002 | // meshes are already scaled by the meshmerizer | ||
1003 | _scale = new OMV.Vector3(1f, 1f, 1f); | ||
1004 | } | ||
1005 | return; | ||
1006 | } | ||
1007 | |||
1008 | private void HullReturn(ConvexResult result) | ||
1009 | { | ||
1010 | _hulls.Add(result); | ||
1011 | return; | ||
1012 | } | ||
1013 | |||
1014 | // Create an object in Bullet | ||
1015 | // No locking here because this is done when the physics engine is not simulating | ||
1016 | private void CreateObject() | ||
1017 | { | ||
1018 | if (IsRootOfLinkset) | ||
1019 | { | ||
1020 | // Create a linkset around this object | ||
1021 | /* | ||
1022 | * NOTE: the original way of creating a linkset was to create a compound hull in the | ||
1023 | * root which consisted of the hulls of all the children. This didn't work well because | ||
1024 | * OpenSimulator needs updates and collisions for all the children and the physics | ||
1025 | * engine didn't create events for the children when the root hull was moved. | ||
1026 | * This code creates the compound hull. | ||
1027 | // If I am the root prim of a linkset, replace my physical shape with all the | ||
1028 | // pieces of the children. | ||
1029 | // All of the children should have called CreateGeom so they have a hull | ||
1030 | // in the physics engine already. Here we pull together all of those hulls | ||
1031 | // into one shape. | ||
1032 | int totalPrimsInLinkset = _childrenPrims.Count + 1; | ||
1033 | // m_log.DebugFormat("{0}: CreateLinkset. Root prim={1}, prims={2}", LogHeader, LocalID, totalPrimsInLinkset); | ||
1034 | ShapeData[] shapes = new ShapeData[totalPrimsInLinkset]; | ||
1035 | FillShapeInfo(out shapes[0]); | ||
1036 | int ii = 1; | ||
1037 | foreach (BSPrim prim in _childrenPrims) | ||
1038 | { | ||
1039 | // m_log.DebugFormat("{0}: CreateLinkset: adding prim {1}", LogHeader, prim.LocalID); | ||
1040 | prim.FillShapeInfo(out shapes[ii]); | ||
1041 | ii++; | ||
1042 | } | ||
1043 | BulletSimAPI.CreateLinkset(_scene.WorldID, totalPrimsInLinkset, shapes); | ||
1044 | */ | ||
1045 | // Create the linkset by putting constraints between the objects of the set so they cannot move | ||
1046 | // relative to each other. | ||
1047 | // m_log.DebugFormat("{0}: CreateLinkset. Root prim={1}, prims={2}", LogHeader, LocalID, _childrenPrims.Count+1); | ||
1048 | |||
1049 | // remove any constraints that might be in place | ||
1050 | foreach (BSPrim prim in _childrenPrims) | ||
1051 | { | ||
1052 | BulletSimAPI.RemoveConstraint(_scene.WorldID, LocalID, prim.LocalID); | ||
1053 | } | ||
1054 | // create constraints between the root prim and each of the children | ||
1055 | foreach (BSPrim prim in _childrenPrims) | ||
1056 | { | ||
1057 | // this is a constraint that allows no freedom of movement between the two objects | ||
1058 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 | ||
1059 | BulletSimAPI.AddConstraint(_scene.WorldID, LocalID, prim.LocalID, OMV.Vector3.Zero, OMV.Vector3.Zero, | ||
1060 | OMV.Vector3.Zero, OMV.Vector3.Zero, OMV.Vector3.Zero, OMV.Vector3.Zero); | ||
1061 | } | ||
1062 | } | ||
1063 | else | ||
1064 | { | ||
1065 | // simple object | ||
1066 | // m_log.DebugFormat("{0}: CreateObject. ID={1}", LogHeader, LocalID); | ||
1067 | ShapeData shape; | ||
1068 | FillShapeInfo(out shape); | ||
1069 | BulletSimAPI.CreateObject(_scene.WorldID, shape); | ||
1070 | } | ||
1071 | } | ||
1072 | |||
1073 | // Copy prim's info into the BulletSim shape description structure | ||
1074 | public void FillShapeInfo(out ShapeData shape) | ||
1075 | { | ||
1076 | shape.ID = _localID; | ||
1077 | shape.Type = _shapeType; | ||
1078 | shape.Position = _position; | ||
1079 | shape.Rotation = _orientation; | ||
1080 | shape.Velocity = _velocity; | ||
1081 | shape.Scale = _scale; | ||
1082 | shape.Mass = _isPhysical ? _mass : 0f; | ||
1083 | shape.Buoyancy = _buoyancy; | ||
1084 | shape.MeshKey = _hullKey; | ||
1085 | shape.Collidable = (!IsPhantom) ? ShapeData.numericTrue : ShapeData.numericFalse; | ||
1086 | shape.Friction = _friction; | ||
1087 | shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue; | ||
1088 | } | ||
1089 | |||
1090 | // Rebuild the geometry and object. | ||
1091 | // This is called when the shape changes so we need to recreate the mesh/hull. | ||
1092 | // No locking here because this is done when the physics engine is not simulating | ||
1093 | private void RecreateGeomAndObject() | ||
1094 | { | ||
1095 | if (_hullKey != 0) | ||
1096 | { | ||
1097 | // if a hull already exists, delete the old one | ||
1098 | BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey); | ||
1099 | _hullKey = 0; | ||
1100 | } | ||
1101 | // If this object is complex or we are the root of a linkset, build a mesh. | ||
1102 | // The root of a linkset must be a mesh so we can create the linked compound object. | ||
1103 | if (_scene.NeedsMeshing(_pbs) || IsRootOfLinkset ) | ||
1104 | { | ||
1105 | // m_log.DebugFormat("{0}: RecreateGeomAndObject: creating mesh", LogHeader); | ||
1106 | _mesh = _scene.mesher.CreateMesh(_avName, _pbs, _size, _scene.meshLOD, _isPhysical); | ||
1107 | } | ||
1108 | else | ||
1109 | { | ||
1110 | // it's a BulletSim native shape. | ||
1111 | _mesh = null; | ||
1112 | } | ||
1113 | CreateGeom(); // create the geometry for this prim | ||
1114 | CreateObject(); | ||
1115 | return; | ||
1116 | } | ||
1117 | |||
1118 | // The physics engine says that properties have updated. Update same and inform | ||
1119 | // the world that things have changed. | ||
1120 | // TODO: do we really need to check for changed? Maybe just copy values and call RequestPhysicsterseUpdate() | ||
1121 | private int UpPropPosition = 1 << 0; | ||
1122 | private int UpPropRotation = 1 << 1; | ||
1123 | private int UpPropVelocity = 1 << 2; | ||
1124 | private int UpPropAcceleration = 1 << 3; | ||
1125 | private int UpPropAngularVel = 1 << 4; | ||
1126 | |||
1127 | public void UpdateProperties(EntityProperties entprop) | ||
1128 | { | ||
1129 | int changed = 0; | ||
1130 | // assign to the local variables so the normal set action does not happen | ||
1131 | if (_position != entprop.Position) | ||
1132 | { | ||
1133 | _position = entprop.Position; | ||
1134 | // m_log.DebugFormat("{0}: UpdateProperties: position = {1}", LogHeader, _position); | ||
1135 | changed |= UpPropPosition; | ||
1136 | } | ||
1137 | if (_orientation != entprop.Rotation) | ||
1138 | { | ||
1139 | _orientation = entprop.Rotation; | ||
1140 | // m_log.DebugFormat("{0}: UpdateProperties: rotation = {1}", LogHeader, _orientation); | ||
1141 | changed |= UpPropRotation; | ||
1142 | } | ||
1143 | if (_velocity != entprop.Velocity) | ||
1144 | { | ||
1145 | _velocity = entprop.Velocity; | ||
1146 | // m_log.DebugFormat("{0}: UpdateProperties: velocity = {1}", LogHeader, _velocity); | ||
1147 | changed |= UpPropVelocity; | ||
1148 | } | ||
1149 | if (_acceleration != entprop.Acceleration) | ||
1150 | { | ||
1151 | _acceleration = entprop.Acceleration; | ||
1152 | // m_log.DebugFormat("{0}: UpdateProperties: acceleration = {1}", LogHeader, _acceleration); | ||
1153 | changed |= UpPropAcceleration; | ||
1154 | } | ||
1155 | if (_rotationalVelocity != entprop.AngularVelocity) | ||
1156 | { | ||
1157 | _rotationalVelocity = entprop.AngularVelocity; | ||
1158 | // m_log.DebugFormat("{0}: UpdateProperties: rotationalVelocity = {1}", LogHeader, _rotationalVelocity); | ||
1159 | changed |= UpPropAngularVel; | ||
1160 | } | ||
1161 | if (changed != 0) | ||
1162 | { | ||
1163 | // m_log.DebugFormat("{0}: UpdateProperties: id={1}, c={2}, pos={3}, rot={4}", LogHeader, LocalID, changed, _position, _orientation); | ||
1164 | base.RequestPhysicsterseUpdate(); | ||
1165 | } | ||
1166 | } | ||
1167 | |||
1168 | // I've collided with something | ||
1169 | public void Collide(uint collidingWith, ActorTypes type, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) | ||
1170 | { | ||
1171 | // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith); | ||
1172 | // The following makes IsColliding() and IsCollidingGround() work | ||
1173 | _collidingStep = _scene.SimulationStep; | ||
1174 | if (collidingWith == BSScene.TERRAIN_ID || collidingWith == BSScene.GROUNDPLANE_ID) | ||
1175 | { | ||
1176 | _collidingGroundStep = _scene.SimulationStep; | ||
1177 | } | ||
1178 | |||
1179 | if (_subscribedEventsMs == 0) return; // nothing in the object is waiting for collision events | ||
1180 | // throttle the collisions to the number of milliseconds specified in the subscription | ||
1181 | int nowTime = Util.EnvironmentTickCount(); | ||
1182 | if (nowTime < (_lastCollisionTime + _subscribedEventsMs)) return; | ||
1183 | _lastCollisionTime = nowTime; | ||
1184 | |||
1185 | // create the event for the collision | ||
1186 | Dictionary<uint, ContactPoint> contactPoints = new Dictionary<uint, ContactPoint>(); | ||
1187 | contactPoints.Add(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); | ||
1188 | CollisionEventUpdate args = new CollisionEventUpdate(LocalID, (int)type, 1, contactPoints); | ||
1189 | base.SendCollisionUpdate(args); | ||
1190 | } | ||
1191 | } | ||
1192 | } | ||