diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin')
20 files changed, 3146 insertions, 1481 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 623ac8f..4c195e1 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -34,7 +34,7 @@ using OpenSim.Region.Physics.Manager; | |||
34 | 34 | ||
35 | namespace OpenSim.Region.Physics.BulletSPlugin | 35 | namespace OpenSim.Region.Physics.BulletSPlugin |
36 | { | 36 | { |
37 | public class BSCharacter : BSPhysObject | 37 | public sealed class BSCharacter : BSPhysObject |
38 | { | 38 | { |
39 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 39 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
40 | private static readonly string LogHeader = "[BULLETS CHAR]"; | 40 | private static readonly string LogHeader = "[BULLETS CHAR]"; |
@@ -78,11 +78,17 @@ public class BSCharacter : BSPhysObject | |||
78 | private float _PIDHoverTao; | 78 | private float _PIDHoverTao; |
79 | 79 | ||
80 | public BSCharacter(uint localID, String avName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, bool isFlying) | 80 | public BSCharacter(uint localID, String avName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, bool isFlying) |
81 | : base(parent_scene, localID, avName, "BSCharacter") | ||
81 | { | 82 | { |
82 | base.BaseInitialize(parent_scene, localID, avName, "BSCharacter"); | ||
83 | _physicsActorType = (int)ActorTypes.Agent; | 83 | _physicsActorType = (int)ActorTypes.Agent; |
84 | _position = pos; | 84 | _position = pos; |
85 | |||
86 | // Old versions of ScenePresence passed only the height. If width and/or depth are zero, | ||
87 | // replace with the default values. | ||
85 | _size = size; | 88 | _size = size; |
89 | if (_size.X == 0f) _size.X = PhysicsScene.Params.avatarCapsuleDepth; | ||
90 | if (_size.Y == 0f) _size.Y = PhysicsScene.Params.avatarCapsuleWidth; | ||
91 | |||
86 | _flying = isFlying; | 92 | _flying = isFlying; |
87 | _orientation = OMV.Quaternion.Identity; | 93 | _orientation = OMV.Quaternion.Identity; |
88 | _velocity = OMV.Vector3.Zero; | 94 | _velocity = OMV.Vector3.Zero; |
@@ -97,28 +103,14 @@ public class BSCharacter : BSPhysObject | |||
97 | // set _avatarVolume and _mass based on capsule size, _density and Scale | 103 | // set _avatarVolume and _mass based on capsule size, _density and Scale |
98 | ComputeAvatarVolumeAndMass(); | 104 | ComputeAvatarVolumeAndMass(); |
99 | DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5}", | 105 | DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5}", |
100 | LocalID, _size, Scale, _avatarDensity, _avatarVolume, MassRaw); | 106 | LocalID, _size, Scale, _avatarDensity, _avatarVolume, RawMass); |
101 | |||
102 | ShapeData shapeData = new ShapeData(); | ||
103 | shapeData.ID = LocalID; | ||
104 | shapeData.Type = ShapeData.PhysicsShapeType.SHAPE_AVATAR; | ||
105 | shapeData.Position = _position; | ||
106 | shapeData.Rotation = _orientation; | ||
107 | shapeData.Velocity = _velocity; | ||
108 | shapeData.Size = Scale; | ||
109 | shapeData.Scale = Scale; | ||
110 | shapeData.Mass = _mass; | ||
111 | shapeData.Buoyancy = _buoyancy; | ||
112 | shapeData.Static = ShapeData.numericFalse; | ||
113 | shapeData.Friction = PhysicsScene.Params.avatarStandingFriction; | ||
114 | shapeData.Restitution = PhysicsScene.Params.avatarRestitution; | ||
115 | 107 | ||
116 | // do actual create at taint time | 108 | // do actual create at taint time |
117 | PhysicsScene.TaintedObject("BSCharacter.create", delegate() | 109 | PhysicsScene.TaintedObject("BSCharacter.create", delegate() |
118 | { | 110 | { |
119 | DetailLog("{0},BSCharacter.create,taint", LocalID); | 111 | DetailLog("{0},BSCharacter.create,taint", LocalID); |
120 | // New body and shape into BSBody and BSShape | 112 | // New body and shape into PhysBody and PhysShape |
121 | PhysicsScene.Shapes.GetBodyAndShape(true, PhysicsScene.World, this, shapeData, null, null, null); | 113 | PhysicsScene.Shapes.GetBodyAndShape(true, PhysicsScene.World, this, null, null); |
122 | 114 | ||
123 | SetPhysicalProperties(); | 115 | SetPhysicalProperties(); |
124 | }); | 116 | }); |
@@ -131,41 +123,50 @@ public class BSCharacter : BSPhysObject | |||
131 | DetailLog("{0},BSCharacter.Destroy", LocalID); | 123 | DetailLog("{0},BSCharacter.Destroy", LocalID); |
132 | PhysicsScene.TaintedObject("BSCharacter.destroy", delegate() | 124 | PhysicsScene.TaintedObject("BSCharacter.destroy", delegate() |
133 | { | 125 | { |
134 | PhysicsScene.Shapes.DereferenceBody(BSBody, true, null); | 126 | PhysicsScene.Shapes.DereferenceBody(PhysBody, true, null); |
135 | PhysicsScene.Shapes.DereferenceShape(BSShape, true, null); | 127 | PhysicsScene.Shapes.DereferenceShape(PhysShape, true, null); |
136 | }); | 128 | }); |
137 | } | 129 | } |
138 | 130 | ||
139 | private void SetPhysicalProperties() | 131 | private void SetPhysicalProperties() |
140 | { | 132 | { |
141 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, BSBody.ptr); | 133 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, PhysBody.ptr); |
142 | 134 | ||
143 | ZeroMotion(); | 135 | ZeroMotion(true); |
144 | ForcePosition = _position; | 136 | ForcePosition = _position; |
145 | // Set the velocity and compute the proper friction | 137 | // Set the velocity and compute the proper friction |
146 | ForceVelocity = _velocity; | 138 | ForceVelocity = _velocity; |
147 | BulletSimAPI.SetRestitution2(BSBody.ptr, PhysicsScene.Params.avatarRestitution); | 139 | |
148 | BulletSimAPI.SetLocalScaling2(BSShape.ptr, Scale); | 140 | // This will enable or disable the flying buoyancy of the avatar. |
149 | BulletSimAPI.SetContactProcessingThreshold2(BSBody.ptr, PhysicsScene.Params.contactProcessingThreshold); | 141 | // Needs to be reset especially when an avatar is recreated after crossing a region boundry. |
142 | Flying = _flying; | ||
143 | |||
144 | BulletSimAPI.SetRestitution2(PhysBody.ptr, PhysicsScene.Params.avatarRestitution); | ||
145 | BulletSimAPI.SetMargin2(PhysShape.ptr, PhysicsScene.Params.collisionMargin); | ||
146 | BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale); | ||
147 | BulletSimAPI.SetContactProcessingThreshold2(PhysBody.ptr, PhysicsScene.Params.contactProcessingThreshold); | ||
150 | if (PhysicsScene.Params.ccdMotionThreshold > 0f) | 148 | if (PhysicsScene.Params.ccdMotionThreshold > 0f) |
151 | { | 149 | { |
152 | BulletSimAPI.SetCcdMotionThreshold2(BSBody.ptr, PhysicsScene.Params.ccdMotionThreshold); | 150 | BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, PhysicsScene.Params.ccdMotionThreshold); |
153 | BulletSimAPI.SetCcdSweepSphereRadius2(BSBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius); | 151 | BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius); |
154 | } | 152 | } |
155 | 153 | ||
156 | OMV.Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(BSShape.ptr, MassRaw); | 154 | UpdatePhysicalMassProperties(RawMass); |
157 | BulletSimAPI.SetMassProps2(BSBody.ptr, MassRaw, localInertia); | 155 | |
156 | // Make so capsule does not fall over | ||
157 | BulletSimAPI.SetAngularFactorV2(PhysBody.ptr, OMV.Vector3.Zero); | ||
158 | 158 | ||
159 | BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.CF_CHARACTER_OBJECT); | 159 | BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_CHARACTER_OBJECT); |
160 | 160 | ||
161 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, BSBody.ptr); | 161 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, PhysBody.ptr); |
162 | 162 | ||
163 | BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ACTIVE_TAG); | 163 | // BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ACTIVE_TAG); |
164 | BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, BSBody.ptr); | 164 | BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.DISABLE_DEACTIVATION); |
165 | BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, PhysBody.ptr); | ||
165 | 166 | ||
166 | // Do this after the object has been added to the world | 167 | // Do this after the object has been added to the world |
167 | BulletSimAPI.SetCollisionFilterMask2(BSBody.ptr, | 168 | BulletSimAPI.SetCollisionFilterMask2(PhysBody.ptr, |
168 | (uint)CollisionFilterGroups.AvatarFilter, | 169 | (uint)CollisionFilterGroups.AvatarFilter, |
169 | (uint)CollisionFilterGroups.AvatarMask); | 170 | (uint)CollisionFilterGroups.AvatarMask); |
170 | } | 171 | } |
171 | 172 | ||
@@ -175,6 +176,7 @@ public class BSCharacter : BSPhysObject | |||
175 | } | 176 | } |
176 | // No one calls this method so I don't know what it could possibly mean | 177 | // No one calls this method so I don't know what it could possibly mean |
177 | public override bool Stopped { get { return false; } } | 178 | public override bool Stopped { get { return false; } } |
179 | |||
178 | public override OMV.Vector3 Size { | 180 | public override OMV.Vector3 Size { |
179 | get | 181 | get |
180 | { | 182 | { |
@@ -187,23 +189,29 @@ public class BSCharacter : BSPhysObject | |||
187 | _size = value; | 189 | _size = value; |
188 | ComputeAvatarScale(_size); | 190 | ComputeAvatarScale(_size); |
189 | ComputeAvatarVolumeAndMass(); | 191 | ComputeAvatarVolumeAndMass(); |
190 | DetailLog("{0},BSCharacter.setSize,call,scale={1},density={2},volume={3},mass={4}", | 192 | DetailLog("{0},BSCharacter.setSize,call,size={1},scale={2},density={3},volume={4},mass={5}", |
191 | LocalID, Scale, _avatarDensity, _avatarVolume, MassRaw); | 193 | LocalID, _size, Scale, _avatarDensity, _avatarVolume, RawMass); |
192 | 194 | ||
193 | PhysicsScene.TaintedObject("BSCharacter.setSize", delegate() | 195 | PhysicsScene.TaintedObject("BSCharacter.setSize", delegate() |
194 | { | 196 | { |
195 | BulletSimAPI.SetLocalScaling2(BSShape.ptr, Scale); | 197 | BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale); |
196 | OMV.Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(BSShape.ptr, MassRaw); | 198 | UpdatePhysicalMassProperties(RawMass); |
197 | BulletSimAPI.SetMassProps2(BSBody.ptr, MassRaw, localInertia); | ||
198 | }); | 199 | }); |
199 | 200 | ||
200 | } | 201 | } |
201 | } | 202 | } |
203 | |||
202 | public override OMV.Vector3 Scale { get; set; } | 204 | public override OMV.Vector3 Scale { get; set; } |
205 | |||
203 | public override PrimitiveBaseShape Shape | 206 | public override PrimitiveBaseShape Shape |
204 | { | 207 | { |
205 | set { BaseShape = value; } | 208 | set { BaseShape = value; } |
206 | } | 209 | } |
210 | // I want the physics engine to make an avatar capsule | ||
211 | public override BSPhysicsShapeType PreferredPhysicalShape | ||
212 | { | ||
213 | get {return BSPhysicsShapeType.SHAPE_CAPSULE; } | ||
214 | } | ||
207 | 215 | ||
208 | public override bool Grabbed { | 216 | public override bool Grabbed { |
209 | set { _grabbed = value; } | 217 | set { _grabbed = value; } |
@@ -219,23 +227,42 @@ public class BSCharacter : BSPhysObject | |||
219 | // Do it to the properties so the values get set in the physics engine. | 227 | // Do it to the properties so the values get set in the physics engine. |
220 | // Push the setting of the values to the viewer. | 228 | // Push the setting of the values to the viewer. |
221 | // Called at taint time! | 229 | // Called at taint time! |
222 | public override void ZeroMotion() | 230 | public override void ZeroMotion(bool inTaintTime) |
223 | { | 231 | { |
224 | _velocity = OMV.Vector3.Zero; | 232 | _velocity = OMV.Vector3.Zero; |
225 | _acceleration = OMV.Vector3.Zero; | 233 | _acceleration = OMV.Vector3.Zero; |
226 | _rotationalVelocity = OMV.Vector3.Zero; | 234 | _rotationalVelocity = OMV.Vector3.Zero; |
227 | 235 | ||
228 | // Zero some other properties directly into the physics engine | 236 | // Zero some other properties directly into the physics engine |
229 | BulletSimAPI.SetLinearVelocity2(BSBody.ptr, OMV.Vector3.Zero); | 237 | PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate() |
230 | BulletSimAPI.SetAngularVelocity2(BSBody.ptr, OMV.Vector3.Zero); | 238 | { |
231 | BulletSimAPI.SetInterpolationVelocity2(BSBody.ptr, OMV.Vector3.Zero, OMV.Vector3.Zero); | 239 | BulletSimAPI.ClearAllForces2(PhysBody.ptr); |
232 | BulletSimAPI.ClearForces2(BSBody.ptr); | 240 | }); |
233 | } | 241 | } |
242 | public override void ZeroAngularMotion(bool inTaintTime) | ||
243 | { | ||
244 | _rotationalVelocity = OMV.Vector3.Zero; | ||
245 | |||
246 | PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate() | ||
247 | { | ||
248 | BulletSimAPI.SetInterpolationAngularVelocity2(PhysBody.ptr, OMV.Vector3.Zero); | ||
249 | BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, OMV.Vector3.Zero); | ||
250 | // The next also get rid of applied linear force but the linear velocity is untouched. | ||
251 | BulletSimAPI.ClearForces2(PhysBody.ptr); | ||
252 | }); | ||
253 | } | ||
254 | |||
234 | 255 | ||
235 | public override void LockAngularMotion(OMV.Vector3 axis) { return; } | 256 | public override void LockAngularMotion(OMV.Vector3 axis) { return; } |
236 | 257 | ||
258 | public override OMV.Vector3 RawPosition | ||
259 | { | ||
260 | get { return _position; } | ||
261 | set { _position = value; } | ||
262 | } | ||
237 | public override OMV.Vector3 Position { | 263 | public override OMV.Vector3 Position { |
238 | get { | 264 | get { |
265 | // Don't refetch the position because this function is called a zillion times | ||
239 | // _position = BulletSimAPI.GetObjectPosition2(Scene.World.ptr, LocalID); | 266 | // _position = BulletSimAPI.GetObjectPosition2(Scene.World.ptr, LocalID); |
240 | return _position; | 267 | return _position; |
241 | } | 268 | } |
@@ -246,30 +273,30 @@ public class BSCharacter : BSPhysObject | |||
246 | PhysicsScene.TaintedObject("BSCharacter.setPosition", delegate() | 273 | PhysicsScene.TaintedObject("BSCharacter.setPosition", delegate() |
247 | { | 274 | { |
248 | DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 275 | DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
249 | BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation); | 276 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); |
250 | }); | 277 | }); |
251 | } | 278 | } |
252 | } | 279 | } |
253 | public override OMV.Vector3 ForcePosition { | 280 | public override OMV.Vector3 ForcePosition { |
254 | get { | 281 | get { |
255 | _position = BulletSimAPI.GetPosition2(BSBody.ptr); | 282 | _position = BulletSimAPI.GetPosition2(PhysBody.ptr); |
256 | return _position; | 283 | return _position; |
257 | } | 284 | } |
258 | set { | 285 | set { |
259 | _position = value; | 286 | _position = value; |
260 | PositionSanityCheck(); | 287 | PositionSanityCheck(); |
261 | BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation); | 288 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); |
262 | } | 289 | } |
263 | } | 290 | } |
264 | 291 | ||
265 | 292 | ||
266 | // Check that the current position is sane and, if not, modify the position to make it so. | 293 | // Check that the current position is sane and, if not, modify the position to make it so. |
267 | // Check for being below terrain and being out of bounds. | 294 | // Check for being below terrain or on water. |
268 | // Returns 'true' of the position was made sane by some action. | 295 | // Returns 'true' of the position was made sane by some action. |
269 | private bool PositionSanityCheck() | 296 | private bool PositionSanityCheck() |
270 | { | 297 | { |
271 | bool ret = false; | 298 | bool ret = false; |
272 | 299 | ||
273 | // If below the ground, move the avatar up | 300 | // If below the ground, move the avatar up |
274 | float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position); | 301 | float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position); |
275 | if (Position.Z < terrainHeight) | 302 | if (Position.Z < terrainHeight) |
@@ -302,15 +329,11 @@ public class BSCharacter : BSPhysObject | |||
302 | { | 329 | { |
303 | // The new position value must be pushed into the physics engine but we can't | 330 | // The new position value must be pushed into the physics engine but we can't |
304 | // just assign to "Position" because of potential call loops. | 331 | // just assign to "Position" because of potential call loops. |
305 | BSScene.TaintCallback sanityOperation = delegate() | 332 | PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.PositionSanityCheck", delegate() |
306 | { | 333 | { |
307 | DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 334 | DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
308 | BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation); | 335 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); |
309 | }; | 336 | }); |
310 | if (inTaintTime) | ||
311 | sanityOperation(); | ||
312 | else | ||
313 | PhysicsScene.TaintedObject("BSCharacter.PositionSanityCheck", sanityOperation); | ||
314 | ret = true; | 337 | ret = true; |
315 | } | 338 | } |
316 | return ret; | 339 | return ret; |
@@ -319,7 +342,14 @@ public class BSCharacter : BSPhysObject | |||
319 | public override float Mass { get { return _mass; } } | 342 | public override float Mass { get { return _mass; } } |
320 | 343 | ||
321 | // used when we only want this prim's mass and not the linkset thing | 344 | // used when we only want this prim's mass and not the linkset thing |
322 | public override float MassRaw { get {return _mass; } } | 345 | public override float RawMass { |
346 | get {return _mass; } | ||
347 | } | ||
348 | public override void UpdatePhysicalMassProperties(float physMass) | ||
349 | { | ||
350 | OMV.Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(PhysShape.ptr, physMass); | ||
351 | BulletSimAPI.SetMassProps2(PhysBody.ptr, physMass, localInertia); | ||
352 | } | ||
323 | 353 | ||
324 | public override OMV.Vector3 Force { | 354 | public override OMV.Vector3 Force { |
325 | get { return _force; } | 355 | get { return _force; } |
@@ -329,13 +359,13 @@ public class BSCharacter : BSPhysObject | |||
329 | PhysicsScene.TaintedObject("BSCharacter.SetForce", delegate() | 359 | PhysicsScene.TaintedObject("BSCharacter.SetForce", delegate() |
330 | { | 360 | { |
331 | DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force); | 361 | DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force); |
332 | BulletSimAPI.SetObjectForce2(BSBody.ptr, _force); | 362 | BulletSimAPI.SetObjectForce2(PhysBody.ptr, _force); |
333 | }); | 363 | }); |
334 | } | 364 | } |
335 | } | 365 | } |
336 | 366 | ||
337 | // Avatars don't do vehicles | 367 | // Avatars don't do vehicles |
338 | public override int VehicleType { get { return 0; } set { return; } } | 368 | public override int VehicleType { get { return (int)Vehicle.TYPE_NONE; } set { return; } } |
339 | public override void VehicleFloatParam(int param, float value) { } | 369 | public override void VehicleFloatParam(int param, float value) { } |
340 | public override void VehicleVectorParam(int param, OMV.Vector3 value) {} | 370 | public override void VehicleVectorParam(int param, OMV.Vector3 value) {} |
341 | public override void VehicleRotationParam(int param, OMV.Quaternion rotation) { } | 371 | public override void VehicleRotationParam(int param, OMV.Quaternion rotation) { } |
@@ -368,7 +398,7 @@ public class BSCharacter : BSPhysObject | |||
368 | if (_currentFriction != PhysicsScene.Params.avatarStandingFriction) | 398 | if (_currentFriction != PhysicsScene.Params.avatarStandingFriction) |
369 | { | 399 | { |
370 | _currentFriction = PhysicsScene.Params.avatarStandingFriction; | 400 | _currentFriction = PhysicsScene.Params.avatarStandingFriction; |
371 | BulletSimAPI.SetFriction2(BSBody.ptr, _currentFriction); | 401 | BulletSimAPI.SetFriction2(PhysBody.ptr, _currentFriction); |
372 | } | 402 | } |
373 | } | 403 | } |
374 | else | 404 | else |
@@ -376,15 +406,15 @@ public class BSCharacter : BSPhysObject | |||
376 | if (_currentFriction != PhysicsScene.Params.avatarFriction) | 406 | if (_currentFriction != PhysicsScene.Params.avatarFriction) |
377 | { | 407 | { |
378 | _currentFriction = PhysicsScene.Params.avatarFriction; | 408 | _currentFriction = PhysicsScene.Params.avatarFriction; |
379 | BulletSimAPI.SetFriction2(BSBody.ptr, _currentFriction); | 409 | BulletSimAPI.SetFriction2(PhysBody.ptr, _currentFriction); |
380 | } | 410 | } |
381 | } | 411 | } |
382 | _velocity = value; | 412 | _velocity = value; |
383 | // Remember the set velocity so we can suppress the reduction by friction, ... | 413 | // Remember the set velocity so we can suppress the reduction by friction, ... |
384 | _appliedVelocity = value; | 414 | _appliedVelocity = value; |
385 | 415 | ||
386 | BulletSimAPI.SetLinearVelocity2(BSBody.ptr, _velocity); | 416 | BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity); |
387 | BulletSimAPI.Activate2(BSBody.ptr, true); | 417 | BulletSimAPI.Activate2(PhysBody.ptr, true); |
388 | } | 418 | } |
389 | } | 419 | } |
390 | public override OMV.Vector3 Torque { | 420 | public override OMV.Vector3 Torque { |
@@ -401,6 +431,11 @@ public class BSCharacter : BSPhysObject | |||
401 | get { return _acceleration; } | 431 | get { return _acceleration; } |
402 | set { _acceleration = value; } | 432 | set { _acceleration = value; } |
403 | } | 433 | } |
434 | public override OMV.Quaternion RawOrientation | ||
435 | { | ||
436 | get { return _orientation; } | ||
437 | set { _orientation = value; } | ||
438 | } | ||
404 | public override OMV.Quaternion Orientation { | 439 | public override OMV.Quaternion Orientation { |
405 | get { return _orientation; } | 440 | get { return _orientation; } |
406 | set { | 441 | set { |
@@ -409,22 +444,22 @@ public class BSCharacter : BSPhysObject | |||
409 | PhysicsScene.TaintedObject("BSCharacter.setOrientation", delegate() | 444 | PhysicsScene.TaintedObject("BSCharacter.setOrientation", delegate() |
410 | { | 445 | { |
411 | // _position = BulletSimAPI.GetPosition2(BSBody.ptr); | 446 | // _position = BulletSimAPI.GetPosition2(BSBody.ptr); |
412 | BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation); | 447 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); |
413 | }); | 448 | }); |
414 | } | 449 | } |
415 | } | 450 | } |
416 | // Go directly to Bullet to get/set the value. | 451 | // Go directly to Bullet to get/set the value. |
417 | public override OMV.Quaternion ForceOrientation | 452 | public override OMV.Quaternion ForceOrientation |
418 | { | 453 | { |
419 | get | 454 | get |
420 | { | 455 | { |
421 | _orientation = BulletSimAPI.GetOrientation2(BSBody.ptr); | 456 | _orientation = BulletSimAPI.GetOrientation2(PhysBody.ptr); |
422 | return _orientation; | 457 | return _orientation; |
423 | } | 458 | } |
424 | set | 459 | set |
425 | { | 460 | { |
426 | _orientation = value; | 461 | _orientation = value; |
427 | BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation); | 462 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); |
428 | } | 463 | } |
429 | } | 464 | } |
430 | public override int PhysicsActorType { | 465 | public override int PhysicsActorType { |
@@ -478,14 +513,14 @@ public class BSCharacter : BSPhysObject | |||
478 | set { _collidingObj = value; } | 513 | set { _collidingObj = value; } |
479 | } | 514 | } |
480 | public override bool FloatOnWater { | 515 | public override bool FloatOnWater { |
481 | set { | 516 | set { |
482 | _floatOnWater = value; | 517 | _floatOnWater = value; |
483 | PhysicsScene.TaintedObject("BSCharacter.setFloatOnWater", delegate() | 518 | PhysicsScene.TaintedObject("BSCharacter.setFloatOnWater", delegate() |
484 | { | 519 | { |
485 | if (_floatOnWater) | 520 | if (_floatOnWater) |
486 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); | 521 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); |
487 | else | 522 | else |
488 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); | 523 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); |
489 | }); | 524 | }); |
490 | } | 525 | } |
491 | } | 526 | } |
@@ -518,7 +553,7 @@ public class BSCharacter : BSPhysObject | |||
518 | DetailLog("{0},BSCharacter.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | 553 | DetailLog("{0},BSCharacter.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy); |
519 | // Buoyancy is faked by changing the gravity applied to the object | 554 | // Buoyancy is faked by changing the gravity applied to the object |
520 | float grav = PhysicsScene.Params.gravity * (1f - _buoyancy); | 555 | float grav = PhysicsScene.Params.gravity * (1f - _buoyancy); |
521 | BulletSimAPI.SetGravity2(BSBody.ptr, new OMV.Vector3(0f, 0f, grav)); | 556 | BulletSimAPI.SetGravity2(PhysBody.ptr, new OMV.Vector3(0f, 0f, grav)); |
522 | } | 557 | } |
523 | } | 558 | } |
524 | 559 | ||
@@ -564,7 +599,7 @@ public class BSCharacter : BSPhysObject | |||
564 | PhysicsScene.TaintedObject("BSCharacter.AddForce", delegate() | 599 | PhysicsScene.TaintedObject("BSCharacter.AddForce", delegate() |
565 | { | 600 | { |
566 | DetailLog("{0},BSCharacter.setAddForce,taint,addedForce={1}", LocalID, _force); | 601 | DetailLog("{0},BSCharacter.setAddForce,taint,addedForce={1}", LocalID, _force); |
567 | BulletSimAPI.SetObjectForce2(BSBody.ptr, _force); | 602 | BulletSimAPI.SetObjectForce2(PhysBody.ptr, _force); |
568 | }); | 603 | }); |
569 | } | 604 | } |
570 | else | 605 | else |
@@ -584,14 +619,19 @@ public class BSCharacter : BSPhysObject | |||
584 | // The 'size' given by the simulator is the mid-point of the avatar | 619 | // The 'size' given by the simulator is the mid-point of the avatar |
585 | // and X and Y are unspecified. | 620 | // and X and Y are unspecified. |
586 | 621 | ||
587 | OMV.Vector3 newScale = OMV.Vector3.Zero; | 622 | OMV.Vector3 newScale = size; |
588 | newScale.X = PhysicsScene.Params.avatarCapsuleRadius; | 623 | // newScale.X = PhysicsScene.Params.avatarCapsuleWidth; |
589 | newScale.Y = PhysicsScene.Params.avatarCapsuleRadius; | 624 | // newScale.Y = PhysicsScene.Params.avatarCapsuleDepth; |
625 | |||
626 | // From the total height, remove the capsule half spheres that are at each end | ||
627 | // The 1.15f came from ODE. Not sure what this factors in. | ||
628 | // newScale.Z = (size.Z * 1.15f) - (newScale.X + newScale.Y); | ||
629 | |||
630 | // The total scale height is the central cylindar plus the caps on the two ends. | ||
631 | newScale.Z = size.Z + (Math.Min(size.X, size.Y) * 2f); | ||
590 | 632 | ||
591 | // From the total height, remote the capsule half spheres that are at each end | 633 | // Convert diameters to radii and height to half height -- the way Bullet expects it. |
592 | newScale.Z = (size.Z * 2f) - Math.Min(newScale.X, newScale.Y); | 634 | Scale = newScale / 2f; |
593 | // newScale.Z = (size.Z * 2f); | ||
594 | Scale = newScale; | ||
595 | } | 635 | } |
596 | 636 | ||
597 | // set _avatarVolume and _mass based on capsule size, _density and Scale | 637 | // set _avatarVolume and _mass based on capsule size, _density and Scale |
@@ -633,10 +673,10 @@ public class BSCharacter : BSPhysObject | |||
633 | // That's just the way they are defined. | 673 | // That's just the way they are defined. |
634 | OMV.Vector3 avVel = new OMV.Vector3(_appliedVelocity.X, _appliedVelocity.Y, entprop.Velocity.Z); | 674 | OMV.Vector3 avVel = new OMV.Vector3(_appliedVelocity.X, _appliedVelocity.Y, entprop.Velocity.Z); |
635 | _velocity = avVel; | 675 | _velocity = avVel; |
636 | BulletSimAPI.SetLinearVelocity2(BSBody.ptr, avVel); | 676 | BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, avVel); |
637 | } | 677 | } |
638 | 678 | ||
639 | // Tell the linkset about this | 679 | // Tell the linkset about value changes |
640 | Linkset.UpdateProperties(this); | 680 | Linkset.UpdateProperties(this); |
641 | 681 | ||
642 | // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. | 682 | // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs index a20be3a..65fac00 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs | |||
@@ -34,12 +34,20 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
34 | 34 | ||
35 | public abstract class BSConstraint : IDisposable | 35 | public abstract class BSConstraint : IDisposable |
36 | { | 36 | { |
37 | private static string LogHeader = "[BULLETSIM CONSTRAINT]"; | ||
38 | |||
37 | protected BulletSim m_world; | 39 | protected BulletSim m_world; |
38 | protected BulletBody m_body1; | 40 | protected BulletBody m_body1; |
39 | protected BulletBody m_body2; | 41 | protected BulletBody m_body2; |
40 | protected BulletConstraint m_constraint; | 42 | protected BulletConstraint m_constraint; |
41 | protected bool m_enabled = false; | 43 | protected bool m_enabled = false; |
42 | 44 | ||
45 | public BulletBody Body1 { get { return m_body1; } } | ||
46 | public BulletBody Body2 { get { return m_body2; } } | ||
47 | public BulletConstraint Constraint { get { return m_constraint; } } | ||
48 | public abstract ConstraintType Type { get; } | ||
49 | public bool IsEnabled { get { return m_enabled; } } | ||
50 | |||
43 | public BSConstraint() | 51 | public BSConstraint() |
44 | { | 52 | { |
45 | } | 53 | } |
@@ -53,7 +61,7 @@ public abstract class BSConstraint : IDisposable | |||
53 | { | 61 | { |
54 | bool success = BulletSimAPI.DestroyConstraint2(m_world.ptr, m_constraint.ptr); | 62 | bool success = BulletSimAPI.DestroyConstraint2(m_world.ptr, m_constraint.ptr); |
55 | m_world.physicsScene.DetailLog("{0},BSConstraint.Dispose,taint,id1={1},body1={2},id2={3},body2={4},success={5}", | 63 | m_world.physicsScene.DetailLog("{0},BSConstraint.Dispose,taint,id1={1},body1={2},id2={3},body2={4},success={5}", |
56 | BSScene.DetailLogZero, | 64 | BSScene.DetailLogZero, |
57 | m_body1.ID, m_body1.ptr.ToString("X"), | 65 | m_body1.ID, m_body1.ptr.ToString("X"), |
58 | m_body2.ID, m_body2.ptr.ToString("X"), | 66 | m_body2.ID, m_body2.ptr.ToString("X"), |
59 | success); | 67 | success); |
@@ -62,12 +70,6 @@ public abstract class BSConstraint : IDisposable | |||
62 | } | 70 | } |
63 | } | 71 | } |
64 | 72 | ||
65 | public BulletBody Body1 { get { return m_body1; } } | ||
66 | public BulletBody Body2 { get { return m_body2; } } | ||
67 | public BulletConstraint Constraint { get { return m_constraint; } } | ||
68 | public abstract ConstraintType Type { get; } | ||
69 | |||
70 | |||
71 | public virtual bool SetLinearLimits(Vector3 low, Vector3 high) | 73 | public virtual bool SetLinearLimits(Vector3 low, Vector3 high) |
72 | { | 74 | { |
73 | bool ret = false; | 75 | bool ret = false; |
@@ -124,7 +126,7 @@ public abstract class BSConstraint : IDisposable | |||
124 | } | 126 | } |
125 | else | 127 | else |
126 | { | 128 | { |
127 | m_world.physicsScene.Logger.ErrorFormat("[BULLETSIM CONSTRAINT] CalculateTransforms failed. A={0}, B={1}", Body1.ID, Body2.ID); | 129 | m_world.physicsScene.Logger.ErrorFormat("{0} CalculateTransforms failed. A={1}, B={2}", LogHeader, Body1.ID, Body2.ID); |
128 | } | 130 | } |
129 | } | 131 | } |
130 | return ret; | 132 | return ret; |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BS6DofConstraint.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint6Dof.cs index 3306a97..23ef052 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BS6DofConstraint.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint6Dof.cs | |||
@@ -32,14 +32,14 @@ using OpenMetaverse; | |||
32 | namespace OpenSim.Region.Physics.BulletSPlugin | 32 | namespace OpenSim.Region.Physics.BulletSPlugin |
33 | { | 33 | { |
34 | 34 | ||
35 | public class BS6DofConstraint : BSConstraint | 35 | public sealed class BSConstraint6Dof : BSConstraint |
36 | { | 36 | { |
37 | private static string LogHeader = "[BULLETSIM 6DOF CONSTRAINT]"; | 37 | private static string LogHeader = "[BULLETSIM 6DOF CONSTRAINT]"; |
38 | 38 | ||
39 | public override ConstraintType Type { get { return ConstraintType.D6_CONSTRAINT_TYPE; } } | 39 | public override ConstraintType Type { get { return ConstraintType.D6_CONSTRAINT_TYPE; } } |
40 | 40 | ||
41 | // Create a btGeneric6DofConstraint | 41 | // Create a btGeneric6DofConstraint |
42 | public BS6DofConstraint(BulletSim world, BulletBody obj1, BulletBody obj2, | 42 | public BSConstraint6Dof(BulletSim world, BulletBody obj1, BulletBody obj2, |
43 | Vector3 frame1, Quaternion frame1rot, | 43 | Vector3 frame1, Quaternion frame1rot, |
44 | Vector3 frame2, Quaternion frame2rot, | 44 | Vector3 frame2, Quaternion frame2rot, |
45 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) | 45 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) |
@@ -58,7 +58,7 @@ public class BS6DofConstraint : BSConstraint | |||
58 | obj1.ID, obj1.ptr.ToString("X"), obj2.ID, obj2.ptr.ToString("X")); | 58 | obj1.ID, obj1.ptr.ToString("X"), obj2.ID, obj2.ptr.ToString("X")); |
59 | } | 59 | } |
60 | 60 | ||
61 | public BS6DofConstraint(BulletSim world, BulletBody obj1, BulletBody obj2, | 61 | public BSConstraint6Dof(BulletSim world, BulletBody obj1, BulletBody obj2, |
62 | Vector3 joinPoint, | 62 | Vector3 joinPoint, |
63 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) | 63 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) |
64 | { | 64 | { |
@@ -71,8 +71,7 @@ public class BS6DofConstraint : BSConstraint | |||
71 | BSScene.DetailLogZero, world.worldID, | 71 | BSScene.DetailLogZero, world.worldID, |
72 | obj1.ID, obj1.ptr.ToString("X"), obj2.ID, obj2.ptr.ToString("X")); | 72 | obj1.ID, obj1.ptr.ToString("X"), obj2.ID, obj2.ptr.ToString("X")); |
73 | world.physicsScene.Logger.ErrorFormat("{0} Attempt to build 6DOF constraint with missing bodies: wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}", | 73 | world.physicsScene.Logger.ErrorFormat("{0} Attempt to build 6DOF constraint with missing bodies: wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}", |
74 | "[BULLETSIM 6DOF CONSTRAINT]", world.worldID, | 74 | LogHeader, world.worldID, obj1.ID, obj1.ptr.ToString("X"), obj2.ID, obj2.ptr.ToString("X")); |
75 | obj1.ID, obj1.ptr.ToString("X"), obj2.ID, obj2.ptr.ToString("X")); | ||
76 | m_enabled = false; | 75 | m_enabled = false; |
77 | } | 76 | } |
78 | else | 77 | else |
@@ -135,7 +134,11 @@ public class BS6DofConstraint : BSConstraint | |||
135 | bool ret = false; | 134 | bool ret = false; |
136 | float onOff = enable ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse; | 135 | float onOff = enable ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse; |
137 | if (m_enabled) | 136 | if (m_enabled) |
137 | { | ||
138 | ret = BulletSimAPI.TranslationalLimitMotor2(m_constraint.ptr, onOff, targetVelocity, maxMotorForce); | 138 | ret = BulletSimAPI.TranslationalLimitMotor2(m_constraint.ptr, onOff, targetVelocity, maxMotorForce); |
139 | m_world.physicsScene.DetailLog("{0},BS6DOFConstraint,TransLimitMotor,enable={1},vel={2},maxForce={3}", | ||
140 | BSScene.DetailLogZero, enable, targetVelocity, maxMotorForce); | ||
141 | } | ||
139 | return ret; | 142 | return ret; |
140 | } | 143 | } |
141 | 144 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraintCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintCollection.cs index 22ea367..a9fd826 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraintCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintCollection.cs | |||
@@ -33,7 +33,7 @@ using OpenMetaverse; | |||
33 | namespace OpenSim.Region.Physics.BulletSPlugin | 33 | namespace OpenSim.Region.Physics.BulletSPlugin |
34 | { | 34 | { |
35 | 35 | ||
36 | public class BSConstraintCollection : IDisposable | 36 | public sealed class BSConstraintCollection : IDisposable |
37 | { | 37 | { |
38 | // private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); | 38 | // private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); |
39 | // private static readonly string LogHeader = "[CONSTRAINT COLLECTION]"; | 39 | // private static readonly string LogHeader = "[CONSTRAINT COLLECTION]"; |
@@ -143,8 +143,6 @@ public class BSConstraintCollection : IDisposable | |||
143 | // Return 'true' if any constraints were destroyed. | 143 | // Return 'true' if any constraints were destroyed. |
144 | public bool RemoveAndDestroyConstraint(BulletBody body1) | 144 | public bool RemoveAndDestroyConstraint(BulletBody body1) |
145 | { | 145 | { |
146 | // return BulletSimAPI.RemoveConstraintByID(m_world.ID, obj.ID); | ||
147 | |||
148 | List<BSConstraint> toRemove = new List<BSConstraint>(); | 146 | List<BSConstraint> toRemove = new List<BSConstraint>(); |
149 | uint lookingID = body1.ID; | 147 | uint lookingID = body1.ID; |
150 | lock (m_constraints) | 148 | lock (m_constraints) |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSHingeConstraint.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintHinge.cs index 7c8a215..ed3ffa7 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSHingeConstraint.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintHinge.cs | |||
@@ -32,11 +32,11 @@ using OpenMetaverse; | |||
32 | namespace OpenSim.Region.Physics.BulletSPlugin | 32 | namespace OpenSim.Region.Physics.BulletSPlugin |
33 | { | 33 | { |
34 | 34 | ||
35 | class BSHingeConstraint : BSConstraint | 35 | public sealed class BSConstraintHinge : BSConstraint |
36 | { | 36 | { |
37 | public override ConstraintType Type { get { return ConstraintType.HINGE_CONSTRAINT_TYPE; } } | 37 | public override ConstraintType Type { get { return ConstraintType.HINGE_CONSTRAINT_TYPE; } } |
38 | 38 | ||
39 | public BSHingeConstraint(BulletSim world, BulletBody obj1, BulletBody obj2, | 39 | public BSConstraintHinge(BulletSim world, BulletBody obj1, BulletBody obj2, |
40 | Vector3 pivotInA, Vector3 pivotInB, | 40 | Vector3 pivotInA, Vector3 pivotInB, |
41 | Vector3 axisInA, Vector3 axisInB, | 41 | Vector3 axisInA, Vector3 axisInB, |
42 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) | 42 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 56342b8..dbc9039 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -23,7 +23,7 @@ | |||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | 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 | 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. | 25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
26 | */ | 26 | * |
27 | 27 | ||
28 | /* RA: June 14, 2011. Copied from ODEDynamics.cs and converted to | 28 | /* RA: June 14, 2011. Copied from ODEDynamics.cs and converted to |
29 | * call the BulletSim system. | 29 | * call the BulletSim system. |
@@ -52,12 +52,17 @@ using OpenSim.Region.Physics.Manager; | |||
52 | 52 | ||
53 | namespace OpenSim.Region.Physics.BulletSPlugin | 53 | namespace OpenSim.Region.Physics.BulletSPlugin |
54 | { | 54 | { |
55 | public class BSDynamics | 55 | public sealed class BSDynamics |
56 | { | 56 | { |
57 | private static string LogHeader = "[BULLETSIM VEHICLE]"; | ||
58 | |||
57 | private BSScene PhysicsScene { get; set; } | 59 | private BSScene PhysicsScene { get; set; } |
58 | // the prim this dynamic controller belongs to | 60 | // the prim this dynamic controller belongs to |
59 | private BSPrim Prim { get; set; } | 61 | private BSPrim Prim { get; set; } |
60 | 62 | ||
63 | // mass of the vehicle fetched each time we're calles | ||
64 | private float m_vehicleMass; | ||
65 | |||
61 | // Vehicle properties | 66 | // Vehicle properties |
62 | public Vehicle Type { get; set; } | 67 | public Vehicle Type { get; set; } |
63 | 68 | ||
@@ -72,8 +77,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
72 | // LIMIT_ROLL_ONLY | 77 | // LIMIT_ROLL_ONLY |
73 | private Vector3 m_BlockingEndPoint = Vector3.Zero; | 78 | private Vector3 m_BlockingEndPoint = Vector3.Zero; |
74 | private Quaternion m_RollreferenceFrame = Quaternion.Identity; | 79 | private Quaternion m_RollreferenceFrame = Quaternion.Identity; |
80 | private Quaternion m_referenceFrame = Quaternion.Identity; | ||
81 | |||
75 | // Linear properties | 82 | // Linear properties |
76 | private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time | 83 | private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time |
84 | private Vector3 m_linearMotorOffset = Vector3.Zero; // the point of force can be offset from the center | ||
77 | private Vector3 m_linearMotorDirectionLASTSET = Vector3.Zero; // velocity requested by LSL | 85 | private Vector3 m_linearMotorDirectionLASTSET = Vector3.Zero; // velocity requested by LSL |
78 | private Vector3 m_newVelocity = Vector3.Zero; // velocity computed to be applied to body | 86 | private Vector3 m_newVelocity = Vector3.Zero; // velocity computed to be applied to body |
79 | private Vector3 m_linearFrictionTimescale = Vector3.Zero; | 87 | private Vector3 m_linearFrictionTimescale = Vector3.Zero; |
@@ -86,7 +94,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
86 | 94 | ||
87 | //Angular properties | 95 | //Angular properties |
88 | private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor | 96 | private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor |
89 | private int m_angularMotorApply = 0; // application frame counter | 97 | // private int m_angularMotorApply = 0; // application frame counter |
90 | private Vector3 m_angularMotorVelocity = Vector3.Zero; // current angular motor velocity | 98 | private Vector3 m_angularMotorVelocity = Vector3.Zero; // current angular motor velocity |
91 | private float m_angularMotorTimescale = 0; // motor angular velocity ramp up rate | 99 | private float m_angularMotorTimescale = 0; // motor angular velocity ramp up rate |
92 | private float m_angularMotorDecayTimescale = 0; // motor angular velocity decay rate | 100 | private float m_angularMotorDecayTimescale = 0; // motor angular velocity decay rate |
@@ -95,19 +103,19 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
95 | private Vector3 m_lastVertAttractor = Vector3.Zero; // what VA was last applied to body | 103 | private Vector3 m_lastVertAttractor = Vector3.Zero; // what VA was last applied to body |
96 | 104 | ||
97 | //Deflection properties | 105 | //Deflection properties |
98 | // private float m_angularDeflectionEfficiency = 0; | 106 | private float m_angularDeflectionEfficiency = 0; |
99 | // private float m_angularDeflectionTimescale = 0; | 107 | private float m_angularDeflectionTimescale = 0; |
100 | // private float m_linearDeflectionEfficiency = 0; | 108 | private float m_linearDeflectionEfficiency = 0; |
101 | // private float m_linearDeflectionTimescale = 0; | 109 | private float m_linearDeflectionTimescale = 0; |
102 | 110 | ||
103 | //Banking properties | 111 | //Banking properties |
104 | // private float m_bankingEfficiency = 0; | 112 | private float m_bankingEfficiency = 0; |
105 | // private float m_bankingMix = 0; | 113 | private float m_bankingMix = 0; |
106 | // private float m_bankingTimescale = 0; | 114 | private float m_bankingTimescale = 0; |
107 | 115 | ||
108 | //Hover and Buoyancy properties | 116 | //Hover and Buoyancy properties |
109 | private float m_VhoverHeight = 0f; | 117 | private float m_VhoverHeight = 0f; |
110 | // private float m_VhoverEfficiency = 0f; | 118 | private float m_VhoverEfficiency = 0f; |
111 | private float m_VhoverTimescale = 0f; | 119 | private float m_VhoverTimescale = 0f; |
112 | private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height | 120 | private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height |
113 | private float m_VehicleBuoyancy = 0f; //KF: m_VehicleBuoyancy is set by VEHICLE_BUOYANCY for a vehicle. | 121 | private float m_VehicleBuoyancy = 0f; //KF: m_VehicleBuoyancy is set by VEHICLE_BUOYANCY for a vehicle. |
@@ -138,10 +146,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
138 | switch (pParam) | 146 | switch (pParam) |
139 | { | 147 | { |
140 | case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY: | 148 | case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY: |
141 | // m_angularDeflectionEfficiency = Math.Max(pValue, 0.01f); | 149 | m_angularDeflectionEfficiency = Math.Max(pValue, 0.01f); |
142 | break; | 150 | break; |
143 | case Vehicle.ANGULAR_DEFLECTION_TIMESCALE: | 151 | case Vehicle.ANGULAR_DEFLECTION_TIMESCALE: |
144 | // m_angularDeflectionTimescale = Math.Max(pValue, 0.01f); | 152 | m_angularDeflectionTimescale = Math.Max(pValue, 0.01f); |
145 | break; | 153 | break; |
146 | case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE: | 154 | case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE: |
147 | m_angularMotorDecayTimescale = Math.Max(pValue, 0.01f); | 155 | m_angularMotorDecayTimescale = Math.Max(pValue, 0.01f); |
@@ -150,20 +158,20 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
150 | m_angularMotorTimescale = Math.Max(pValue, 0.01f); | 158 | m_angularMotorTimescale = Math.Max(pValue, 0.01f); |
151 | break; | 159 | break; |
152 | case Vehicle.BANKING_EFFICIENCY: | 160 | case Vehicle.BANKING_EFFICIENCY: |
153 | // m_bankingEfficiency = Math.Max(pValue, 0.01f); | 161 | m_bankingEfficiency = Math.Max(-1f, Math.Min(pValue, 1f)); |
154 | break; | 162 | break; |
155 | case Vehicle.BANKING_MIX: | 163 | case Vehicle.BANKING_MIX: |
156 | // m_bankingMix = Math.Max(pValue, 0.01f); | 164 | m_bankingMix = Math.Max(pValue, 0.01f); |
157 | break; | 165 | break; |
158 | case Vehicle.BANKING_TIMESCALE: | 166 | case Vehicle.BANKING_TIMESCALE: |
159 | // m_bankingTimescale = Math.Max(pValue, 0.01f); | 167 | m_bankingTimescale = Math.Max(pValue, 0.01f); |
160 | break; | 168 | break; |
161 | case Vehicle.BUOYANCY: | 169 | case Vehicle.BUOYANCY: |
162 | m_VehicleBuoyancy = Math.Max(-1f, Math.Min(pValue, 1f)); | 170 | m_VehicleBuoyancy = Math.Max(-1f, Math.Min(pValue, 1f)); |
163 | break; | 171 | break; |
164 | // case Vehicle.HOVER_EFFICIENCY: | 172 | case Vehicle.HOVER_EFFICIENCY: |
165 | // m_VhoverEfficiency = Math.Max(0f, Math.Min(pValue, 1f)); | 173 | m_VhoverEfficiency = Math.Max(0f, Math.Min(pValue, 1f)); |
166 | // break; | 174 | break; |
167 | case Vehicle.HOVER_HEIGHT: | 175 | case Vehicle.HOVER_HEIGHT: |
168 | m_VhoverHeight = pValue; | 176 | m_VhoverHeight = pValue; |
169 | break; | 177 | break; |
@@ -171,10 +179,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
171 | m_VhoverTimescale = Math.Max(pValue, 0.01f); | 179 | m_VhoverTimescale = Math.Max(pValue, 0.01f); |
172 | break; | 180 | break; |
173 | case Vehicle.LINEAR_DEFLECTION_EFFICIENCY: | 181 | case Vehicle.LINEAR_DEFLECTION_EFFICIENCY: |
174 | // m_linearDeflectionEfficiency = Math.Max(pValue, 0.01f); | 182 | m_linearDeflectionEfficiency = Math.Max(pValue, 0.01f); |
175 | break; | 183 | break; |
176 | case Vehicle.LINEAR_DEFLECTION_TIMESCALE: | 184 | case Vehicle.LINEAR_DEFLECTION_TIMESCALE: |
177 | // m_linearDeflectionTimescale = Math.Max(pValue, 0.01f); | 185 | m_linearDeflectionTimescale = Math.Max(pValue, 0.01f); |
178 | break; | 186 | break; |
179 | case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE: | 187 | case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE: |
180 | m_linearMotorDecayTimescale = Math.Max(pValue, 0.01f); | 188 | m_linearMotorDecayTimescale = Math.Max(pValue, 0.01f); |
@@ -196,7 +204,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
196 | break; | 204 | break; |
197 | case Vehicle.ANGULAR_MOTOR_DIRECTION: | 205 | case Vehicle.ANGULAR_MOTOR_DIRECTION: |
198 | m_angularMotorDirection = new Vector3(pValue, pValue, pValue); | 206 | m_angularMotorDirection = new Vector3(pValue, pValue, pValue); |
199 | m_angularMotorApply = 10; | 207 | // m_angularMotorApply = 100; |
200 | break; | 208 | break; |
201 | case Vehicle.LINEAR_FRICTION_TIMESCALE: | 209 | case Vehicle.LINEAR_FRICTION_TIMESCALE: |
202 | m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue); | 210 | m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue); |
@@ -206,7 +214,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
206 | m_linearMotorDirectionLASTSET = new Vector3(pValue, pValue, pValue); | 214 | m_linearMotorDirectionLASTSET = new Vector3(pValue, pValue, pValue); |
207 | break; | 215 | break; |
208 | case Vehicle.LINEAR_MOTOR_OFFSET: | 216 | case Vehicle.LINEAR_MOTOR_OFFSET: |
209 | // m_linearMotorOffset = new Vector3(pValue, pValue, pValue); | 217 | m_linearMotorOffset = new Vector3(pValue, pValue, pValue); |
210 | break; | 218 | break; |
211 | 219 | ||
212 | } | 220 | } |
@@ -221,15 +229,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
221 | m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); | 229 | m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); |
222 | break; | 230 | break; |
223 | case Vehicle.ANGULAR_MOTOR_DIRECTION: | 231 | case Vehicle.ANGULAR_MOTOR_DIRECTION: |
224 | m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
225 | // Limit requested angular speed to 2 rps= 4 pi rads/sec | 232 | // Limit requested angular speed to 2 rps= 4 pi rads/sec |
226 | if (m_angularMotorDirection.X > 12.56f) m_angularMotorDirection.X = 12.56f; | 233 | pValue.X = Math.Max(-12.56f, Math.Min(pValue.X, 12.56f)); |
227 | if (m_angularMotorDirection.X < - 12.56f) m_angularMotorDirection.X = - 12.56f; | 234 | pValue.Y = Math.Max(-12.56f, Math.Min(pValue.Y, 12.56f)); |
228 | if (m_angularMotorDirection.Y > 12.56f) m_angularMotorDirection.Y = 12.56f; | 235 | pValue.Z = Math.Max(-12.56f, Math.Min(pValue.Z, 12.56f)); |
229 | if (m_angularMotorDirection.Y < - 12.56f) m_angularMotorDirection.Y = - 12.56f; | 236 | m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); |
230 | if (m_angularMotorDirection.Z > 12.56f) m_angularMotorDirection.Z = 12.56f; | 237 | // m_angularMotorApply = 100; |
231 | if (m_angularMotorDirection.Z < - 12.56f) m_angularMotorDirection.Z = - 12.56f; | ||
232 | m_angularMotorApply = 10; | ||
233 | break; | 238 | break; |
234 | case Vehicle.LINEAR_FRICTION_TIMESCALE: | 239 | case Vehicle.LINEAR_FRICTION_TIMESCALE: |
235 | m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); | 240 | m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); |
@@ -239,7 +244,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
239 | m_linearMotorDirectionLASTSET = new Vector3(pValue.X, pValue.Y, pValue.Z); | 244 | m_linearMotorDirectionLASTSET = new Vector3(pValue.X, pValue.Y, pValue.Z); |
240 | break; | 245 | break; |
241 | case Vehicle.LINEAR_MOTOR_OFFSET: | 246 | case Vehicle.LINEAR_MOTOR_OFFSET: |
242 | // m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z); | 247 | m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z); |
243 | break; | 248 | break; |
244 | case Vehicle.BLOCK_EXIT: | 249 | case Vehicle.BLOCK_EXIT: |
245 | m_BlockingEndPoint = new Vector3(pValue.X, pValue.Y, pValue.Z); | 250 | m_BlockingEndPoint = new Vector3(pValue.X, pValue.Y, pValue.Z); |
@@ -253,7 +258,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
253 | switch (pParam) | 258 | switch (pParam) |
254 | { | 259 | { |
255 | case Vehicle.REFERENCE_FRAME: | 260 | case Vehicle.REFERENCE_FRAME: |
256 | // m_referenceFrame = pValue; | 261 | m_referenceFrame = pValue; |
257 | break; | 262 | break; |
258 | case Vehicle.ROLL_FRAME: | 263 | case Vehicle.ROLL_FRAME: |
259 | m_RollreferenceFrame = pValue; | 264 | m_RollreferenceFrame = pValue; |
@@ -265,21 +270,16 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
265 | { | 270 | { |
266 | VDetailLog("{0},ProcessVehicleFlags,param={1},remove={2}", Prim.LocalID, pParam, remove); | 271 | VDetailLog("{0},ProcessVehicleFlags,param={1},remove={2}", Prim.LocalID, pParam, remove); |
267 | VehicleFlag parm = (VehicleFlag)pParam; | 272 | VehicleFlag parm = (VehicleFlag)pParam; |
268 | if (remove) | 273 | if (pParam == -1) |
274 | m_flags = (VehicleFlag)0; | ||
275 | else | ||
269 | { | 276 | { |
270 | if (pParam == -1) | 277 | if (remove) |
271 | { | ||
272 | m_flags = (VehicleFlag)0; | ||
273 | } | ||
274 | else | ||
275 | { | ||
276 | m_flags &= ~parm; | 278 | m_flags &= ~parm; |
277 | } | 279 | else |
278 | } | 280 | m_flags |= parm; |
279 | else { | ||
280 | m_flags |= parm; | ||
281 | } | 281 | } |
282 | }//end ProcessVehicleFlags | 282 | } |
283 | 283 | ||
284 | internal void ProcessTypeChange(Vehicle pType) | 284 | internal void ProcessTypeChange(Vehicle pType) |
285 | { | 285 | { |
@@ -288,101 +288,144 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
288 | Type = pType; | 288 | Type = pType; |
289 | switch (pType) | 289 | switch (pType) |
290 | { | 290 | { |
291 | case Vehicle.TYPE_NONE: | 291 | case Vehicle.TYPE_NONE: |
292 | m_linearFrictionTimescale = new Vector3(0, 0, 0); | ||
293 | m_angularFrictionTimescale = new Vector3(0, 0, 0); | ||
294 | m_linearMotorDirection = Vector3.Zero; | 292 | m_linearMotorDirection = Vector3.Zero; |
295 | m_linearMotorTimescale = 0; | 293 | m_linearMotorTimescale = 0; |
296 | m_linearMotorDecayTimescale = 0; | 294 | m_linearMotorDecayTimescale = 0; |
295 | m_linearFrictionTimescale = new Vector3(0, 0, 0); | ||
296 | |||
297 | m_angularMotorDirection = Vector3.Zero; | 297 | m_angularMotorDirection = Vector3.Zero; |
298 | m_angularMotorTimescale = 0; | ||
299 | m_angularMotorDecayTimescale = 0; | 298 | m_angularMotorDecayTimescale = 0; |
299 | m_angularMotorTimescale = 0; | ||
300 | m_angularFrictionTimescale = new Vector3(0, 0, 0); | ||
301 | |||
300 | m_VhoverHeight = 0; | 302 | m_VhoverHeight = 0; |
303 | m_VhoverEfficiency = 0; | ||
301 | m_VhoverTimescale = 0; | 304 | m_VhoverTimescale = 0; |
302 | m_VehicleBuoyancy = 0; | 305 | m_VehicleBuoyancy = 0; |
306 | |||
307 | m_linearDeflectionEfficiency = 1; | ||
308 | m_linearDeflectionTimescale = 1; | ||
309 | |||
310 | m_angularDeflectionEfficiency = 0; | ||
311 | m_angularDeflectionTimescale = 1000; | ||
312 | |||
313 | m_verticalAttractionEfficiency = 0; | ||
314 | m_verticalAttractionTimescale = 0; | ||
315 | |||
316 | m_bankingEfficiency = 0; | ||
317 | m_bankingTimescale = 1000; | ||
318 | m_bankingMix = 1; | ||
319 | |||
320 | m_referenceFrame = Quaternion.Identity; | ||
303 | m_flags = (VehicleFlag)0; | 321 | m_flags = (VehicleFlag)0; |
304 | break; | 322 | break; |
305 | 323 | ||
306 | case Vehicle.TYPE_SLED: | 324 | case Vehicle.TYPE_SLED: |
307 | m_linearFrictionTimescale = new Vector3(30, 1, 1000); | ||
308 | m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); | ||
309 | m_linearMotorDirection = Vector3.Zero; | 325 | m_linearMotorDirection = Vector3.Zero; |
310 | m_linearMotorTimescale = 1000; | 326 | m_linearMotorTimescale = 1000; |
311 | m_linearMotorDecayTimescale = 120; | 327 | m_linearMotorDecayTimescale = 120; |
328 | m_linearFrictionTimescale = new Vector3(30, 1, 1000); | ||
329 | |||
312 | m_angularMotorDirection = Vector3.Zero; | 330 | m_angularMotorDirection = Vector3.Zero; |
313 | m_angularMotorTimescale = 1000; | 331 | m_angularMotorTimescale = 1000; |
314 | m_angularMotorDecayTimescale = 120; | 332 | m_angularMotorDecayTimescale = 120; |
333 | m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); | ||
334 | |||
315 | m_VhoverHeight = 0; | 335 | m_VhoverHeight = 0; |
316 | // m_VhoverEfficiency = 1; | 336 | m_VhoverEfficiency = 10; // TODO: this looks wrong!! |
317 | m_VhoverTimescale = 10; | 337 | m_VhoverTimescale = 10; |
318 | m_VehicleBuoyancy = 0; | 338 | m_VehicleBuoyancy = 0; |
319 | // m_linearDeflectionEfficiency = 1; | 339 | |
320 | // m_linearDeflectionTimescale = 1; | 340 | m_linearDeflectionEfficiency = 1; |
321 | // m_angularDeflectionEfficiency = 1; | 341 | m_linearDeflectionTimescale = 1; |
322 | // m_angularDeflectionTimescale = 1000; | 342 | |
323 | // m_bankingEfficiency = 0; | 343 | m_angularDeflectionEfficiency = 1; |
324 | // m_bankingMix = 1; | 344 | m_angularDeflectionTimescale = 1000; |
325 | // m_bankingTimescale = 10; | 345 | |
326 | // m_referenceFrame = Quaternion.Identity; | 346 | m_verticalAttractionEfficiency = 0; |
347 | m_verticalAttractionTimescale = 0; | ||
348 | |||
349 | m_bankingEfficiency = 0; | ||
350 | m_bankingTimescale = 10; | ||
351 | m_bankingMix = 1; | ||
352 | |||
353 | m_referenceFrame = Quaternion.Identity; | ||
327 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP); | 354 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP); |
328 | m_flags &= | 355 | m_flags &= |
329 | ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | | 356 | ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | |
330 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); | 357 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); |
331 | break; | 358 | break; |
332 | case Vehicle.TYPE_CAR: | 359 | case Vehicle.TYPE_CAR: |
333 | m_linearFrictionTimescale = new Vector3(100, 2, 1000); | ||
334 | m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); | ||
335 | m_linearMotorDirection = Vector3.Zero; | 360 | m_linearMotorDirection = Vector3.Zero; |
336 | m_linearMotorTimescale = 1; | 361 | m_linearMotorTimescale = 1; |
337 | m_linearMotorDecayTimescale = 60; | 362 | m_linearMotorDecayTimescale = 60; |
363 | m_linearFrictionTimescale = new Vector3(100, 2, 1000); | ||
364 | |||
338 | m_angularMotorDirection = Vector3.Zero; | 365 | m_angularMotorDirection = Vector3.Zero; |
339 | m_angularMotorTimescale = 1; | 366 | m_angularMotorTimescale = 1; |
340 | m_angularMotorDecayTimescale = 0.8f; | 367 | m_angularMotorDecayTimescale = 0.8f; |
368 | m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); | ||
369 | |||
341 | m_VhoverHeight = 0; | 370 | m_VhoverHeight = 0; |
342 | // m_VhoverEfficiency = 0; | 371 | m_VhoverEfficiency = 0; |
343 | m_VhoverTimescale = 1000; | 372 | m_VhoverTimescale = 1000; |
344 | m_VehicleBuoyancy = 0; | 373 | m_VehicleBuoyancy = 0; |
345 | // // m_linearDeflectionEfficiency = 1; | 374 | |
346 | // // m_linearDeflectionTimescale = 2; | 375 | m_linearDeflectionEfficiency = 1; |
347 | // // m_angularDeflectionEfficiency = 0; | 376 | m_linearDeflectionTimescale = 2; |
348 | // m_angularDeflectionTimescale = 10; | 377 | |
378 | m_angularDeflectionEfficiency = 0; | ||
379 | m_angularDeflectionTimescale = 10; | ||
380 | |||
349 | m_verticalAttractionEfficiency = 1f; | 381 | m_verticalAttractionEfficiency = 1f; |
350 | m_verticalAttractionTimescale = 10f; | 382 | m_verticalAttractionTimescale = 10f; |
351 | // m_bankingEfficiency = -0.2f; | 383 | |
352 | // m_bankingMix = 1; | 384 | m_bankingEfficiency = -0.2f; |
353 | // m_bankingTimescale = 1; | 385 | m_bankingMix = 1; |
354 | // m_referenceFrame = Quaternion.Identity; | 386 | m_bankingTimescale = 1; |
355 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | 387 | |
388 | m_referenceFrame = Quaternion.Identity; | ||
389 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | ||
390 | | VehicleFlag.HOVER_TERRAIN_ONLY | ||
391 | | VehicleFlag.HOVER_GLOBAL_HEIGHT); | ||
392 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | ||
356 | | VehicleFlag.LIMIT_ROLL_ONLY | 393 | | VehicleFlag.LIMIT_ROLL_ONLY |
357 | | VehicleFlag.LIMIT_MOTOR_UP); | 394 | | VehicleFlag.LIMIT_MOTOR_UP |
358 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT); | 395 | | VehicleFlag.HOVER_UP_ONLY); |
359 | m_flags |= (VehicleFlag.HOVER_UP_ONLY); | ||
360 | break; | 396 | break; |
361 | case Vehicle.TYPE_BOAT: | 397 | case Vehicle.TYPE_BOAT: |
362 | m_linearFrictionTimescale = new Vector3(10, 3, 2); | ||
363 | m_angularFrictionTimescale = new Vector3(10,10,10); | ||
364 | m_linearMotorDirection = Vector3.Zero; | 398 | m_linearMotorDirection = Vector3.Zero; |
365 | m_linearMotorTimescale = 5; | 399 | m_linearMotorTimescale = 5; |
366 | m_linearMotorDecayTimescale = 60; | 400 | m_linearMotorDecayTimescale = 60; |
401 | m_linearFrictionTimescale = new Vector3(10, 3, 2); | ||
402 | |||
367 | m_angularMotorDirection = Vector3.Zero; | 403 | m_angularMotorDirection = Vector3.Zero; |
368 | m_angularMotorTimescale = 4; | 404 | m_angularMotorTimescale = 4; |
369 | m_angularMotorDecayTimescale = 4; | 405 | m_angularMotorDecayTimescale = 4; |
406 | m_angularFrictionTimescale = new Vector3(10,10,10); | ||
407 | |||
370 | m_VhoverHeight = 0; | 408 | m_VhoverHeight = 0; |
371 | // m_VhoverEfficiency = 0.5f; | 409 | m_VhoverEfficiency = 0.5f; |
372 | m_VhoverTimescale = 2; | 410 | m_VhoverTimescale = 2; |
373 | m_VehicleBuoyancy = 1; | 411 | m_VehicleBuoyancy = 1; |
374 | // m_linearDeflectionEfficiency = 0.5f; | 412 | |
375 | // m_linearDeflectionTimescale = 3; | 413 | m_linearDeflectionEfficiency = 0.5f; |
376 | // m_angularDeflectionEfficiency = 0.5f; | 414 | m_linearDeflectionTimescale = 3; |
377 | // m_angularDeflectionTimescale = 5; | 415 | |
416 | m_angularDeflectionEfficiency = 0.5f; | ||
417 | m_angularDeflectionTimescale = 5; | ||
418 | |||
378 | m_verticalAttractionEfficiency = 0.5f; | 419 | m_verticalAttractionEfficiency = 0.5f; |
379 | m_verticalAttractionTimescale = 5f; | 420 | m_verticalAttractionTimescale = 5f; |
380 | // m_bankingEfficiency = -0.3f; | 421 | |
381 | // m_bankingMix = 0.8f; | 422 | m_bankingEfficiency = -0.3f; |
382 | // m_bankingTimescale = 1; | 423 | m_bankingMix = 0.8f; |
383 | // m_referenceFrame = Quaternion.Identity; | 424 | m_bankingTimescale = 1; |
425 | |||
426 | m_referenceFrame = Quaternion.Identity; | ||
384 | m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | 427 | m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
385 | | VehicleFlag.HOVER_GLOBAL_HEIGHT | 428 | | VehicleFlag.HOVER_GLOBAL_HEIGHT |
386 | | VehicleFlag.LIMIT_ROLL_ONLY | 429 | | VehicleFlag.LIMIT_ROLL_ONLY |
387 | | VehicleFlag.HOVER_UP_ONLY); | 430 | | VehicleFlag.HOVER_UP_ONLY); |
388 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | 431 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
@@ -390,28 +433,35 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
390 | | VehicleFlag.HOVER_WATER_ONLY); | 433 | | VehicleFlag.HOVER_WATER_ONLY); |
391 | break; | 434 | break; |
392 | case Vehicle.TYPE_AIRPLANE: | 435 | case Vehicle.TYPE_AIRPLANE: |
393 | m_linearFrictionTimescale = new Vector3(200, 10, 5); | ||
394 | m_angularFrictionTimescale = new Vector3(20, 20, 20); | ||
395 | m_linearMotorDirection = Vector3.Zero; | 436 | m_linearMotorDirection = Vector3.Zero; |
396 | m_linearMotorTimescale = 2; | 437 | m_linearMotorTimescale = 2; |
397 | m_linearMotorDecayTimescale = 60; | 438 | m_linearMotorDecayTimescale = 60; |
439 | m_linearFrictionTimescale = new Vector3(200, 10, 5); | ||
440 | |||
398 | m_angularMotorDirection = Vector3.Zero; | 441 | m_angularMotorDirection = Vector3.Zero; |
399 | m_angularMotorTimescale = 4; | 442 | m_angularMotorTimescale = 4; |
400 | m_angularMotorDecayTimescale = 4; | 443 | m_angularMotorDecayTimescale = 4; |
444 | m_angularFrictionTimescale = new Vector3(20, 20, 20); | ||
445 | |||
401 | m_VhoverHeight = 0; | 446 | m_VhoverHeight = 0; |
402 | // m_VhoverEfficiency = 0.5f; | 447 | m_VhoverEfficiency = 0.5f; |
403 | m_VhoverTimescale = 1000; | 448 | m_VhoverTimescale = 1000; |
404 | m_VehicleBuoyancy = 0; | 449 | m_VehicleBuoyancy = 0; |
405 | // m_linearDeflectionEfficiency = 0.5f; | 450 | |
406 | // m_linearDeflectionTimescale = 3; | 451 | m_linearDeflectionEfficiency = 0.5f; |
407 | // m_angularDeflectionEfficiency = 1; | 452 | m_linearDeflectionTimescale = 3; |
408 | // m_angularDeflectionTimescale = 2; | 453 | |
454 | m_angularDeflectionEfficiency = 1; | ||
455 | m_angularDeflectionTimescale = 2; | ||
456 | |||
409 | m_verticalAttractionEfficiency = 0.9f; | 457 | m_verticalAttractionEfficiency = 0.9f; |
410 | m_verticalAttractionTimescale = 2f; | 458 | m_verticalAttractionTimescale = 2f; |
411 | // m_bankingEfficiency = 1; | 459 | |
412 | // m_bankingMix = 0.7f; | 460 | m_bankingEfficiency = 1; |
413 | // m_bankingTimescale = 2; | 461 | m_bankingMix = 0.7f; |
414 | // m_referenceFrame = Quaternion.Identity; | 462 | m_bankingTimescale = 2; |
463 | |||
464 | m_referenceFrame = Quaternion.Identity; | ||
415 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | 465 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
416 | | VehicleFlag.HOVER_TERRAIN_ONLY | 466 | | VehicleFlag.HOVER_TERRAIN_ONLY |
417 | | VehicleFlag.HOVER_GLOBAL_HEIGHT | 467 | | VehicleFlag.HOVER_GLOBAL_HEIGHT |
@@ -421,28 +471,36 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
421 | m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY); | 471 | m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY); |
422 | break; | 472 | break; |
423 | case Vehicle.TYPE_BALLOON: | 473 | case Vehicle.TYPE_BALLOON: |
424 | m_linearFrictionTimescale = new Vector3(5, 5, 5); | ||
425 | m_angularFrictionTimescale = new Vector3(10, 10, 10); | ||
426 | m_linearMotorDirection = Vector3.Zero; | 474 | m_linearMotorDirection = Vector3.Zero; |
427 | m_linearMotorTimescale = 5; | 475 | m_linearMotorTimescale = 5; |
476 | m_linearFrictionTimescale = new Vector3(5, 5, 5); | ||
428 | m_linearMotorDecayTimescale = 60; | 477 | m_linearMotorDecayTimescale = 60; |
478 | |||
429 | m_angularMotorDirection = Vector3.Zero; | 479 | m_angularMotorDirection = Vector3.Zero; |
430 | m_angularMotorTimescale = 6; | 480 | m_angularMotorTimescale = 6; |
481 | m_angularFrictionTimescale = new Vector3(10, 10, 10); | ||
431 | m_angularMotorDecayTimescale = 10; | 482 | m_angularMotorDecayTimescale = 10; |
483 | |||
432 | m_VhoverHeight = 5; | 484 | m_VhoverHeight = 5; |
433 | // m_VhoverEfficiency = 0.8f; | 485 | m_VhoverEfficiency = 0.8f; |
434 | m_VhoverTimescale = 10; | 486 | m_VhoverTimescale = 10; |
435 | m_VehicleBuoyancy = 1; | 487 | m_VehicleBuoyancy = 1; |
436 | // m_linearDeflectionEfficiency = 0; | 488 | |
437 | // m_linearDeflectionTimescale = 5; | 489 | m_linearDeflectionEfficiency = 0; |
438 | // m_angularDeflectionEfficiency = 0; | 490 | m_linearDeflectionTimescale = 5; |
439 | // m_angularDeflectionTimescale = 5; | 491 | |
492 | m_angularDeflectionEfficiency = 0; | ||
493 | m_angularDeflectionTimescale = 5; | ||
494 | |||
440 | m_verticalAttractionEfficiency = 1f; | 495 | m_verticalAttractionEfficiency = 1f; |
441 | m_verticalAttractionTimescale = 100f; | 496 | m_verticalAttractionTimescale = 100f; |
442 | // m_bankingEfficiency = 0; | 497 | |
443 | // m_bankingMix = 0.7f; | 498 | m_bankingEfficiency = 0; |
444 | // m_bankingTimescale = 5; | 499 | m_bankingMix = 0.7f; |
445 | // m_referenceFrame = Quaternion.Identity; | 500 | m_bankingTimescale = 5; |
501 | m_referenceFrame = Quaternion.Identity; | ||
502 | |||
503 | m_referenceFrame = Quaternion.Identity; | ||
446 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | 504 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
447 | | VehicleFlag.HOVER_TERRAIN_ONLY | 505 | | VehicleFlag.HOVER_TERRAIN_ONLY |
448 | | VehicleFlag.HOVER_UP_ONLY | 506 | | VehicleFlag.HOVER_UP_ONLY |
@@ -452,20 +510,40 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
452 | | VehicleFlag.HOVER_GLOBAL_HEIGHT); | 510 | | VehicleFlag.HOVER_GLOBAL_HEIGHT); |
453 | break; | 511 | break; |
454 | } | 512 | } |
455 | }//end SetDefaultsForType | 513 | } |
456 | 514 | ||
457 | // Some of the properties of this prim may have changed. | 515 | // Some of the properties of this prim may have changed. |
458 | // Do any updating needed for a vehicle | 516 | // Do any updating needed for a vehicle |
459 | public void Refresh() | 517 | public void Refresh() |
460 | { | 518 | { |
461 | if (!IsActive) | 519 | if (IsActive) |
462 | return; | 520 | { |
521 | // Friction effects are handled by this vehicle code | ||
522 | BulletSimAPI.SetFriction2(Prim.PhysBody.ptr, 0f); | ||
523 | BulletSimAPI.SetHitFraction2(Prim.PhysBody.ptr, 0f); | ||
524 | |||
525 | // BulletSimAPI.SetAngularDamping2(Prim.PhysBody.ptr, 0.8f); | ||
463 | 526 | ||
464 | // Set the prim's inertia to zero. The vehicle code handles that and this | 527 | VDetailLog("{0},BSDynamics.Refresh,zeroingFriction and adding damping", Prim.LocalID); |
465 | // removes the motion and torque actions introduced by Bullet. | 528 | } |
466 | Vector3 inertia = Vector3.Zero; | 529 | } |
467 | BulletSimAPI.SetMassProps2(Prim.BSBody.ptr, Prim.MassRaw, inertia); | 530 | |
468 | BulletSimAPI.UpdateInertiaTensor2(Prim.BSBody.ptr); | 531 | public bool RemoveBodyDependencies(BSPhysObject prim) |
532 | { | ||
533 | // If active, we need to add our properties back when the body is rebuilt. | ||
534 | return IsActive; | ||
535 | } | ||
536 | |||
537 | public void RestoreBodyDependencies(BSPhysObject prim) | ||
538 | { | ||
539 | if (Prim.LocalID != prim.LocalID) | ||
540 | { | ||
541 | // The call should be on us by our prim. Error if not. | ||
542 | PhysicsScene.Logger.ErrorFormat("{0} RestoreBodyDependencies: called by not my prim. passedLocalID={1}, vehiclePrimLocalID={2}", | ||
543 | LogHeader, prim.LocalID, Prim.LocalID); | ||
544 | return; | ||
545 | } | ||
546 | Refresh(); | ||
469 | } | 547 | } |
470 | 548 | ||
471 | // One step of the vehicle properties for the next 'pTimestep' seconds. | 549 | // One step of the vehicle properties for the next 'pTimestep' seconds. |
@@ -473,13 +551,35 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
473 | { | 551 | { |
474 | if (!IsActive) return; | 552 | if (!IsActive) return; |
475 | 553 | ||
554 | // DEBUG | ||
555 | // Because Bullet does apply forces to the vehicle, our last computed | ||
556 | // linear and angular velocities are not what is happening now. | ||
557 | // Vector3 externalAngularVelocity = Prim.ForceRotationalVelocity - m_lastAngularVelocity; | ||
558 | // m_lastAngularVelocity += (externalAngularVelocity * 0.5f) * pTimestep; | ||
559 | // m_lastAngularVelocity = Prim.ForceRotationalVelocity; // DEBUG: account for what Bullet did last time | ||
560 | // m_lastLinearVelocityVector = Prim.ForceVelocity * Quaternion.Inverse(Prim.ForceOrientation); // DEBUG: | ||
561 | // END DEBUG | ||
562 | |||
563 | m_vehicleMass = Prim.Linkset.LinksetMass; | ||
564 | |||
476 | MoveLinear(pTimestep); | 565 | MoveLinear(pTimestep); |
566 | // Commented out for debug | ||
477 | MoveAngular(pTimestep); | 567 | MoveAngular(pTimestep); |
568 | // Prim.ApplyTorqueImpulse(-Prim.RotationalVelocity * m_vehicleMass, false); // DEBUG DEBUG | ||
569 | // Prim.ForceRotationalVelocity = -Prim.RotationalVelocity; // DEBUG DEBUG | ||
570 | |||
478 | LimitRotation(pTimestep); | 571 | LimitRotation(pTimestep); |
479 | 572 | ||
480 | // remember the position so next step we can limit absolute movement effects | 573 | // remember the position so next step we can limit absolute movement effects |
481 | m_lastPositionVector = Prim.ForcePosition; | 574 | m_lastPositionVector = Prim.ForcePosition; |
482 | 575 | ||
576 | VDetailLog("{0},BSDynamics.Step,frict={1},grav={2},inertia={3},mass={4}", // DEBUG DEBUG | ||
577 | Prim.LocalID, | ||
578 | BulletSimAPI.GetFriction2(Prim.PhysBody.ptr), | ||
579 | BulletSimAPI.GetGravity2(Prim.PhysBody.ptr), | ||
580 | Prim.Inertia, | ||
581 | m_vehicleMass | ||
582 | ); | ||
483 | VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", | 583 | VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", |
484 | Prim.LocalID, Prim.ForcePosition, Prim.Force, Prim.ForceVelocity, Prim.RotationalVelocity); | 584 | Prim.LocalID, Prim.ForcePosition, Prim.Force, Prim.ForceVelocity, Prim.RotationalVelocity); |
485 | }// end Step | 585 | }// end Step |
@@ -488,62 +588,52 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
488 | // Also does hover and float. | 588 | // Also does hover and float. |
489 | private void MoveLinear(float pTimestep) | 589 | private void MoveLinear(float pTimestep) |
490 | { | 590 | { |
491 | // m_linearMotorDirection is the direction we are moving relative to the vehicle coordinates | 591 | // m_linearMotorDirection is the target direction we are moving relative to the vehicle coordinates |
492 | // m_lastLinearVelocityVector is the speed we are moving in that direction | 592 | // m_lastLinearVelocityVector is the current speed we are moving in that direction |
493 | if (m_linearMotorDirection.LengthSquared() > 0.001f) | 593 | if (m_linearMotorDirection.LengthSquared() > 0.001f) |
494 | { | 594 | { |
495 | Vector3 origDir = m_linearMotorDirection; | 595 | Vector3 origDir = m_linearMotorDirection; // DEBUG |
496 | Vector3 origVel = m_lastLinearVelocityVector; | 596 | Vector3 origVel = m_lastLinearVelocityVector; // DEBUG |
497 | 597 | // DEBUG: the vehicle velocity rotated to be relative to vehicle coordinates for comparison | |
498 | // add drive to body | 598 | Vector3 vehicleVelocity = Prim.ForceVelocity * Quaternion.Inverse(Prim.ForceOrientation); // DEBUG |
499 | // Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale / pTimestep); | 599 | |
500 | Vector3 addAmount = (m_linearMotorDirection - m_lastLinearVelocityVector)/(m_linearMotorTimescale / pTimestep); | 600 | // Add (desiredVelocity - lastAppliedVelocity) / howLongItShouldTakeToComplete |
501 | // lastLinearVelocityVector is the current body velocity vector | 601 | Vector3 addAmount = (m_linearMotorDirection - m_lastLinearVelocityVector)/(m_linearMotorTimescale) * pTimestep; |
502 | // RA: Not sure what the *10 is for. A correction for pTimestep? | ||
503 | // m_lastLinearVelocityVector += (addAmount*10); | ||
504 | m_lastLinearVelocityVector += addAmount; | 602 | m_lastLinearVelocityVector += addAmount; |
505 | 603 | ||
506 | // Limit the velocity vector to less than the last set linear motor direction | 604 | float decayFactor = (1.0f / m_linearMotorDecayTimescale) * pTimestep; |
507 | if (Math.Abs(m_lastLinearVelocityVector.X) > Math.Abs(m_linearMotorDirectionLASTSET.X)) | 605 | m_linearMotorDirection *= (1f - decayFactor); |
508 | m_lastLinearVelocityVector.X = m_linearMotorDirectionLASTSET.X; | 606 | |
509 | if (Math.Abs(m_lastLinearVelocityVector.Y) > Math.Abs(m_linearMotorDirectionLASTSET.Y)) | 607 | // Rotate new object velocity from vehicle relative to world coordinates |
510 | m_lastLinearVelocityVector.Y = m_linearMotorDirectionLASTSET.Y; | 608 | m_newVelocity = m_lastLinearVelocityVector * Prim.ForceOrientation; |
511 | if (Math.Abs(m_lastLinearVelocityVector.Z) > Math.Abs(m_linearMotorDirectionLASTSET.Z)) | 609 | |
512 | m_lastLinearVelocityVector.Z = m_linearMotorDirectionLASTSET.Z; | 610 | // Apply friction for next time |
513 | 611 | Vector3 frictionFactor = (Vector3.One / m_linearFrictionTimescale) * pTimestep; | |
514 | /* | 612 | m_lastLinearVelocityVector *= (Vector3.One - frictionFactor); |
515 | // decay applied velocity | 613 | |
516 | Vector3 decayfraction = Vector3.One/(m_linearMotorDecayTimescale / pTimestep); | 614 | VDetailLog("{0},MoveLinear,nonZero,origlmDir={1},origlvVel={2},vehVel={3},add={4},decay={5},frict={6},lmDir={7},lvVec={8},newVel={9}", |
517 | // (RA: do not know where the 0.5f comes from) | 615 | Prim.LocalID, origDir, origVel, vehicleVelocity, addAmount, decayFactor, frictionFactor, |
518 | m_linearMotorDirection -= m_linearMotorDirection * decayfraction * 0.5f; | 616 | m_linearMotorDirection, m_lastLinearVelocityVector, m_newVelocity); |
519 | */ | ||
520 | float keepfraction = 1.0f - (1.0f / (m_linearMotorDecayTimescale / pTimestep)); | ||
521 | m_linearMotorDirection *= keepfraction; | ||
522 | |||
523 | VDetailLog("{0},MoveLinear,nonZero,origdir={1},origvel={2},add={3},notDecay={4},dir={5},vel={6}", | ||
524 | Prim.LocalID, origDir, origVel, addAmount, keepfraction, m_linearMotorDirection, m_lastLinearVelocityVector); | ||
525 | } | 617 | } |
526 | else | 618 | else |
527 | { | 619 | { |
528 | // if what remains of direction is very small, zero it. | 620 | // if what remains of direction is very small, zero it. |
529 | m_linearMotorDirection = Vector3.Zero; | 621 | m_linearMotorDirection = Vector3.Zero; |
530 | m_lastLinearVelocityVector = Vector3.Zero; | 622 | m_lastLinearVelocityVector = Vector3.Zero; |
623 | m_newVelocity = Vector3.Zero; | ||
624 | |||
531 | VDetailLog("{0},MoveLinear,zeroed", Prim.LocalID); | 625 | VDetailLog("{0},MoveLinear,zeroed", Prim.LocalID); |
532 | } | 626 | } |
533 | 627 | ||
534 | // convert requested object velocity to object relative vector | 628 | // m_newVelocity is velocity computed from linear motor in world coordinates |
535 | Quaternion rotq = Prim.ForceOrientation; | ||
536 | m_newVelocity = m_lastLinearVelocityVector * rotq; | ||
537 | |||
538 | // Add the various forces into m_dir which will be our new direction vector (velocity) | ||
539 | 629 | ||
540 | // add Gravity and Buoyancy | 630 | // Gravity and Buoyancy |
541 | // There is some gravity, make a gravity force vector that is applied after object velocity. | 631 | // There is some gravity, make a gravity force vector that is applied after object velocity. |
542 | // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; | 632 | // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; |
543 | Vector3 grav = Prim.PhysicsScene.DefaultGravity * (Prim.Linkset.LinksetMass * (1f - m_VehicleBuoyancy)); | 633 | Vector3 grav = Prim.PhysicsScene.DefaultGravity * (1f - m_VehicleBuoyancy); |
544 | 634 | ||
545 | /* | 635 | /* |
546 | * RA: Not sure why one would do this | 636 | * RA: Not sure why one would do this unless we are hoping external forces are doing gravity, ... |
547 | // Preserve the current Z velocity | 637 | // Preserve the current Z velocity |
548 | Vector3 vel_now = m_prim.Velocity; | 638 | Vector3 vel_now = m_prim.Velocity; |
549 | m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity | 639 | m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity |
@@ -555,7 +645,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
555 | // If below the terrain, move us above the ground a little. | 645 | // If below the terrain, move us above the ground a little. |
556 | float terrainHeight = Prim.PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos); | 646 | float terrainHeight = Prim.PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos); |
557 | // Taking the rotated size doesn't work here because m_prim.Size is the size of the root prim and not the linkset. | 647 | // Taking the rotated size doesn't work here because m_prim.Size is the size of the root prim and not the linkset. |
558 | // Need to add a m_prim.LinkSet.Size similar to m_prim.LinkSet.Mass. | 648 | // TODO: Add a m_prim.LinkSet.Size similar to m_prim.LinkSet.Mass. |
559 | // Vector3 rotatedSize = m_prim.Size * m_prim.ForceOrientation; | 649 | // Vector3 rotatedSize = m_prim.Size * m_prim.ForceOrientation; |
560 | // if (rotatedSize.Z < terrainHeight) | 650 | // if (rotatedSize.Z < terrainHeight) |
561 | if (pos.Z < terrainHeight) | 651 | if (pos.Z < terrainHeight) |
@@ -566,6 +656,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
566 | } | 656 | } |
567 | 657 | ||
568 | // Check if hovering | 658 | // Check if hovering |
659 | // m_VhoverEfficiency: 0=bouncy, 1=totally damped | ||
660 | // m_VhoverTimescale: time to achieve height | ||
569 | if ((m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0) | 661 | if ((m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0) |
570 | { | 662 | { |
571 | // We should hover, get the target height | 663 | // We should hover, get the target height |
@@ -584,25 +676,33 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
584 | 676 | ||
585 | if ((m_flags & VehicleFlag.HOVER_UP_ONLY) != 0) | 677 | if ((m_flags & VehicleFlag.HOVER_UP_ONLY) != 0) |
586 | { | 678 | { |
587 | // If body is aready heigher, use its height as target height | 679 | // If body is already heigher, use its height as target height |
588 | if (pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z; | 680 | if (pos.Z > m_VhoverTargetHeight) |
681 | m_VhoverTargetHeight = pos.Z; | ||
589 | } | 682 | } |
590 | if ((m_flags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0) | 683 | if ((m_flags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0) |
591 | { | 684 | { |
592 | if ((pos.Z - m_VhoverTargetHeight) > .2 || (pos.Z - m_VhoverTargetHeight) < -.2) | 685 | if (Math.Abs(pos.Z - m_VhoverTargetHeight) > 0.2f) |
593 | { | 686 | { |
687 | pos.Z = m_VhoverTargetHeight; | ||
594 | Prim.ForcePosition = pos; | 688 | Prim.ForcePosition = pos; |
595 | } | 689 | } |
596 | } | 690 | } |
597 | else | 691 | else |
598 | { | 692 | { |
599 | float herr0 = pos.Z - m_VhoverTargetHeight; | 693 | float verticalError = pos.Z - m_VhoverTargetHeight; |
694 | // RA: where does the 50 come from? | ||
695 | float verticalCorrectionVelocity = pTimestep * ((verticalError * 50.0f) / m_VhoverTimescale); | ||
600 | // Replace Vertical speed with correction figure if significant | 696 | // Replace Vertical speed with correction figure if significant |
601 | if (Math.Abs(herr0) > 0.01f) | 697 | if (Math.Abs(verticalError) > 0.01f) |
602 | { | 698 | { |
603 | m_newVelocity.Z = -((herr0 * pTimestep * 50.0f) / m_VhoverTimescale); | 699 | m_newVelocity.Z += verticalCorrectionVelocity; |
604 | //KF: m_VhoverEfficiency is not yet implemented | 700 | //KF: m_VhoverEfficiency is not yet implemented |
605 | } | 701 | } |
702 | else if (verticalError < -0.01) | ||
703 | { | ||
704 | m_newVelocity.Z -= verticalCorrectionVelocity; | ||
705 | } | ||
606 | else | 706 | else |
607 | { | 707 | { |
608 | m_newVelocity.Z = 0f; | 708 | m_newVelocity.Z = 0f; |
@@ -649,25 +749,28 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
649 | } | 749 | } |
650 | } | 750 | } |
651 | 751 | ||
652 | // Limit absolute vertical change | 752 | #region downForce |
653 | float Zchange = Math.Abs(posChange.Z); | 753 | Vector3 downForce = Vector3.Zero; |
754 | |||
654 | if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0) | 755 | if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0) |
655 | { | 756 | { |
656 | if (Zchange > .3) | 757 | // If the vehicle is motoring into the sky, get it going back down. |
657 | grav.Z = (float)(grav.Z * 3); | 758 | // Is this an angular force or both linear and angular?? |
658 | if (Zchange > .15) | 759 | float distanceAboveGround = pos.Z - terrainHeight; |
659 | grav.Z = (float)(grav.Z * 2); | 760 | if (distanceAboveGround > 2f) |
660 | if (Zchange > .75) | 761 | { |
661 | grav.Z = (float)(grav.Z * 1.5); | 762 | // downForce = new Vector3(0, 0, (-distanceAboveGround / m_bankingTimescale) * pTimestep); |
662 | if (Zchange > .05) | 763 | // downForce = new Vector3(0, 0, -distanceAboveGround / m_bankingTimescale); |
663 | grav.Z = (float)(grav.Z * 1.25); | 764 | downForce = new Vector3(0, 0, -distanceAboveGround); |
664 | if (Zchange > .025) | 765 | } |
665 | grav.Z = (float)(grav.Z * 1.125); | 766 | // TODO: this calculation is all wrong. From the description at |
666 | float postemp = (pos.Z - terrainHeight); | 767 | // (http://wiki.secondlife.com/wiki/Category:LSL_Vehicle), the downForce |
667 | if (postemp > 2.5f) | 768 | // has a decay factor. This says this force should |
668 | grav.Z = (float)(grav.Z * 1.037125); | 769 | // be computed with a motor. |
669 | VDetailLog("{0},MoveLinear,limitMotorUp,grav={1}", Prim.LocalID, grav); | 770 | VDetailLog("{0},MoveLinear,limitMotorUp,distAbove={1},downForce={2}", |
771 | Prim.LocalID, distanceAboveGround, downForce); | ||
670 | } | 772 | } |
773 | #endregion // downForce | ||
671 | 774 | ||
672 | // If not changing some axis, reduce out velocity | 775 | // If not changing some axis, reduce out velocity |
673 | if ((m_flags & (VehicleFlag.NO_X)) != 0) | 776 | if ((m_flags & (VehicleFlag.NO_X)) != 0) |
@@ -677,21 +780,32 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
677 | if ((m_flags & (VehicleFlag.NO_Z)) != 0) | 780 | if ((m_flags & (VehicleFlag.NO_Z)) != 0) |
678 | m_newVelocity.Z = 0; | 781 | m_newVelocity.Z = 0; |
679 | 782 | ||
680 | // Apply velocity | 783 | // Clamp REALLY high or low velocities |
784 | if (m_newVelocity.LengthSquared() > 1e6f) | ||
785 | { | ||
786 | m_newVelocity /= m_newVelocity.Length(); | ||
787 | m_newVelocity *= 1000f; | ||
788 | } | ||
789 | else if (m_newVelocity.LengthSquared() < 1e-6f) | ||
790 | m_newVelocity = Vector3.Zero; | ||
791 | |||
792 | // Stuff new linear velocity into the vehicle | ||
681 | Prim.ForceVelocity = m_newVelocity; | 793 | Prim.ForceVelocity = m_newVelocity; |
682 | // apply gravity force | 794 | // Prim.ApplyForceImpulse((m_newVelocity - Prim.Velocity) * m_vehicleMass, false); // DEBUG DEBUG |
683 | // Why is this set here? The physics engine already does gravity. | ||
684 | Prim.AddForce(grav, false, true); | ||
685 | 795 | ||
686 | // Apply friction | 796 | Vector3 totalDownForce = downForce + grav; |
687 | Vector3 keepFraction = Vector3.One - (Vector3.One / (m_linearFrictionTimescale / pTimestep)); | 797 | if (totalDownForce != Vector3.Zero) |
688 | m_lastLinearVelocityVector *= keepFraction; | 798 | { |
799 | Prim.AddForce(totalDownForce * m_vehicleMass, false); | ||
800 | // Prim.ApplyForceImpulse(totalDownForce * m_vehicleMass, false); | ||
801 | } | ||
689 | 802 | ||
690 | VDetailLog("{0},MoveLinear,done,lmDir={1},lmVel={2},newVel={3},grav={4},1Mdecay={5}", | 803 | VDetailLog("{0},MoveLinear,done,lmDir={1},lmVel={2},newVel={3},primVel={4},totalDown={5}", |
691 | Prim.LocalID, m_linearMotorDirection, m_lastLinearVelocityVector, m_newVelocity, grav, keepFraction); | 804 | Prim.LocalID, m_linearMotorDirection, m_lastLinearVelocityVector, m_newVelocity, Prim.Velocity, totalDownForce); |
692 | 805 | ||
693 | } // end MoveLinear() | 806 | } // end MoveLinear() |
694 | 807 | ||
808 | // ======================================================================= | ||
695 | // Apply the effect of the angular motor. | 809 | // Apply the effect of the angular motor. |
696 | private void MoveAngular(float pTimestep) | 810 | private void MoveAngular(float pTimestep) |
697 | { | 811 | { |
@@ -703,95 +817,191 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
703 | // m_angularFrictionTimescale // body angular velocity decay rate | 817 | // m_angularFrictionTimescale // body angular velocity decay rate |
704 | // m_lastAngularVelocity // what was last applied to body | 818 | // m_lastAngularVelocity // what was last applied to body |
705 | 819 | ||
706 | // Get what the body is doing, this includes 'external' influences | 820 | if (m_angularMotorDirection.LengthSquared() > 0.0001) |
707 | Vector3 angularVelocity = Prim.ForceRotationalVelocity; | ||
708 | |||
709 | if (m_angularMotorApply > 0) | ||
710 | { | 821 | { |
711 | // Rather than snapping the angular motor velocity from the old value to | ||
712 | // a newly set velocity, this routine steps the value from the previous | ||
713 | // value (m_angularMotorVelocity) to the requested value (m_angularMotorDirection). | ||
714 | // There are m_angularMotorApply steps. | ||
715 | Vector3 origVel = m_angularMotorVelocity; | 822 | Vector3 origVel = m_angularMotorVelocity; |
716 | Vector3 origDir = m_angularMotorDirection; | 823 | Vector3 origDir = m_angularMotorDirection; |
717 | 824 | ||
718 | // ramp up to new value | 825 | // new velocity += error / ( time to get there / step interval) |
719 | // new velocity += error / ( time to get there / step interval) | 826 | // requested direction - current vehicle direction |
720 | // requested speed - last motor speed | 827 | m_angularMotorVelocity += (m_angularMotorDirection - m_angularMotorVelocity) / (m_angularMotorTimescale / pTimestep); |
721 | m_angularMotorVelocity.X += (m_angularMotorDirection.X - m_angularMotorVelocity.X) / (m_angularMotorTimescale / pTimestep); | 828 | // decay requested direction |
722 | m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep); | 829 | m_angularMotorDirection *= (1.0f - (pTimestep * 1.0f/m_angularMotorDecayTimescale)); |
723 | m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep); | ||
724 | |||
725 | VDetailLog("{0},MoveAngular,angularMotorApply,apply={1},angTScale={2},timeStep={3},origvel={4},origDir={5},vel={6}", | ||
726 | Prim.LocalID, m_angularMotorApply, m_angularMotorTimescale, pTimestep, origVel, origDir, m_angularMotorVelocity); | ||
727 | 830 | ||
728 | m_angularMotorApply--; | 831 | VDetailLog("{0},MoveAngular,angularMotorApply,angTScale={1},timeStep={2},origvel={3},origDir={4},vel={5}", |
832 | Prim.LocalID, m_angularMotorTimescale, pTimestep, origVel, origDir, m_angularMotorVelocity); | ||
729 | } | 833 | } |
730 | else | 834 | else |
731 | { | 835 | { |
732 | // No motor recently applied, keep the body velocity | 836 | m_angularMotorVelocity = Vector3.Zero; |
733 | // and decay the velocity | 837 | } |
734 | m_angularMotorVelocity -= m_angularMotorVelocity / (m_angularMotorDecayTimescale / pTimestep); | 838 | |
735 | if (m_angularMotorVelocity.LengthSquared() < 0.00001) | 839 | #region Vertical attactor |
736 | m_angularMotorVelocity = Vector3.Zero; | 840 | |
737 | } // end motor section | ||
738 | |||
739 | // Vertical attractor section | ||
740 | Vector3 vertattr = Vector3.Zero; | 841 | Vector3 vertattr = Vector3.Zero; |
741 | Vector3 deflection = Vector3.Zero; | 842 | Vector3 deflection = Vector3.Zero; |
742 | Vector3 banking = Vector3.Zero; | 843 | Vector3 banking = Vector3.Zero; |
743 | 844 | ||
845 | // If vertical attaction timescale is reasonable and we applied an angular force last time... | ||
744 | if (m_verticalAttractionTimescale < 300 && m_lastAngularVelocity != Vector3.Zero) | 846 | if (m_verticalAttractionTimescale < 300 && m_lastAngularVelocity != Vector3.Zero) |
745 | { | 847 | { |
746 | float VAservo = 0.2f / (m_verticalAttractionTimescale / pTimestep); | 848 | float VAservo = pTimestep * 0.2f / m_verticalAttractionTimescale; |
747 | VAservo *= (m_verticalAttractionEfficiency * m_verticalAttractionEfficiency); | 849 | if (Prim.IsColliding) |
850 | VAservo = pTimestep * 0.05f / (m_verticalAttractionTimescale); | ||
748 | 851 | ||
749 | // get present body rotation | 852 | VAservo *= (m_verticalAttractionEfficiency * m_verticalAttractionEfficiency); |
750 | Quaternion rotq = Prim.ForceOrientation; | ||
751 | // vector pointing up | ||
752 | Vector3 verterr = Vector3.Zero; | ||
753 | verterr.Z = 1.0f; | ||
754 | 853 | ||
755 | // rotate it to Body Angle | 854 | // Create a vector of the vehicle "up" in world coordinates |
756 | verterr = verterr * rotq; | 855 | Vector3 verticalError = Vector3.UnitZ * Prim.ForceOrientation; |
757 | // verterr.X and .Y are the World error amounts. They are 0 when there is no error (Vehicle Body is 'vertical'), and .Z will be 1. | 856 | // verticalError.X and .Y are the World error amounts. They are 0 when there is no |
758 | // As the body leans to its side |.X| will increase to 1 and .Z fall to 0. As body inverts |.X| will fall and .Z will go | 857 | // error (Vehicle Body is 'vertical'), and .Z will be 1. As the body leans to its |
759 | // negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body. | 858 | // side |.X| will increase to 1 and .Z fall to 0. As body inverts |.X| will fall |
859 | // and .Z will go // negative. Similar for tilt and |.Y|. .X and .Y must be | ||
860 | // modulated to prevent a stable inverted body. | ||
760 | 861 | ||
761 | // Error is 0 (no error) to +/- 2 (max error) | 862 | // Error is 0 (no error) to +/- 2 (max error) |
762 | if (verterr.Z < 0.0f) | 863 | if (verticalError.Z < 0.0f) |
763 | { | 864 | { |
764 | verterr.X = 2.0f - verterr.X; | 865 | verticalError.X = 2.0f - verticalError.X; |
765 | verterr.Y = 2.0f - verterr.Y; | 866 | verticalError.Y = 2.0f - verticalError.Y; |
766 | } | 867 | } |
767 | // scale it by VAservo | 868 | // scale it by VAservo (timestep and timescale) |
768 | verterr = verterr * VAservo; | 869 | verticalError = verticalError * VAservo; |
769 | 870 | ||
770 | // As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so | 871 | // As the body rotates around the X axis, then verticalError.Y increases; Rotated around Y |
771 | // Change Body angular velocity X based on Y, and Y based on X. Z is not changed. | 872 | // then .X increases, so change Body angular velocity X based on Y, and Y based on X. |
772 | vertattr.X = verterr.Y; | 873 | // Z is not changed. |
773 | vertattr.Y = - verterr.X; | 874 | vertattr.X = verticalError.Y; |
875 | vertattr.Y = - verticalError.X; | ||
774 | vertattr.Z = 0f; | 876 | vertattr.Z = 0f; |
775 | 877 | ||
776 | // scaling appears better usingsquare-law | 878 | // scaling appears better usingsquare-law |
879 | Vector3 angularVelocity = Prim.ForceRotationalVelocity; | ||
777 | float bounce = 1.0f - (m_verticalAttractionEfficiency * m_verticalAttractionEfficiency); | 880 | float bounce = 1.0f - (m_verticalAttractionEfficiency * m_verticalAttractionEfficiency); |
778 | vertattr.X += bounce * angularVelocity.X; | 881 | vertattr.X += bounce * angularVelocity.X; |
779 | vertattr.Y += bounce * angularVelocity.Y; | 882 | vertattr.Y += bounce * angularVelocity.Y; |
780 | 883 | ||
781 | VDetailLog("{0},MoveAngular,verticalAttraction,verterr={1},bounce={2},vertattr={3}", | 884 | VDetailLog("{0},MoveAngular,verticalAttraction,VAservo={1},effic={2},verticalError={3},bounce={4},vertattr={5}", |
782 | Prim.LocalID, verterr, bounce, vertattr); | 885 | Prim.LocalID, VAservo, m_verticalAttractionEfficiency, verticalError, bounce, vertattr); |
783 | 886 | ||
784 | } // else vertical attractor is off | 887 | } |
888 | #endregion // Vertical attactor | ||
785 | 889 | ||
786 | m_lastVertAttractor = vertattr; | 890 | #region Deflection |
891 | |||
892 | if (m_angularDeflectionEfficiency != 0) | ||
893 | { | ||
894 | // Compute a scaled vector that points in the preferred axis (X direction) | ||
895 | Vector3 scaledDefaultDirection = | ||
896 | new Vector3((pTimestep * 10 * (m_angularDeflectionEfficiency / m_angularDeflectionTimescale)), 0, 0); | ||
897 | // Adding the current vehicle orientation and reference frame displaces the orientation to the frame. | ||
898 | // Rotate the scaled default axix relative to the actual vehicle direction giving where it should point. | ||
899 | Vector3 preferredAxisOfMotion = scaledDefaultDirection * Quaternion.Add(Prim.ForceOrientation, m_referenceFrame); | ||
900 | |||
901 | // Scale by efficiency and timescale | ||
902 | deflection = (preferredAxisOfMotion * (m_angularDeflectionEfficiency) / m_angularDeflectionTimescale) * pTimestep; | ||
903 | |||
904 | VDetailLog("{0},MoveAngular,Deflection,perfAxis={1},deflection={2}", | ||
905 | Prim.LocalID, preferredAxisOfMotion, deflection); | ||
906 | // This deflection computation is not correct. | ||
907 | deflection = Vector3.Zero; | ||
908 | } | ||
787 | 909 | ||
788 | // Bank section tba | 910 | #endregion |
789 | 911 | ||
790 | // Deflection section tba | 912 | #region Banking |
913 | |||
914 | if (m_bankingEfficiency != 0) | ||
915 | { | ||
916 | Vector3 dir = Vector3.One * Prim.ForceOrientation; | ||
917 | float mult = (m_bankingMix*m_bankingMix)*-1*(m_bankingMix < 0 ? -1 : 1); | ||
918 | //Changes which way it banks in and out of turns | ||
919 | |||
920 | //Use the square of the efficiency, as it looks much more how SL banking works | ||
921 | float effSquared = (m_bankingEfficiency*m_bankingEfficiency); | ||
922 | if (m_bankingEfficiency < 0) | ||
923 | effSquared *= -1; //Keep the negative! | ||
924 | |||
925 | float mix = Math.Abs(m_bankingMix); | ||
926 | if (m_angularMotorVelocity.X == 0) | ||
927 | { | ||
928 | /*if (!parent.Orientation.ApproxEquals(this.m_referenceFrame, 0.25f)) | ||
929 | { | ||
930 | Vector3 axisAngle; | ||
931 | float angle; | ||
932 | parent.Orientation.GetAxisAngle(out axisAngle, out angle); | ||
933 | Vector3 rotatedVel = parent.Velocity * parent.Orientation; | ||
934 | if ((rotatedVel.X < 0 && axisAngle.Y > 0) || (rotatedVel.X > 0 && axisAngle.Y < 0)) | ||
935 | m_angularMotorVelocity.X += (effSquared * (mult * mix)) * (1f) * 10; | ||
936 | else | ||
937 | m_angularMotorVelocity.X += (effSquared * (mult * mix)) * (-1f) * 10; | ||
938 | }*/ | ||
939 | } | ||
940 | else | ||
941 | banking.Z += (effSquared*(mult*mix))*(m_angularMotorVelocity.X) * 4; | ||
942 | if (!Prim.IsColliding && Math.Abs(m_angularMotorVelocity.X) > mix) | ||
943 | //If they are colliding, we probably shouldn't shove the prim around... probably | ||
944 | { | ||
945 | float angVelZ = m_angularMotorVelocity.X*-1; | ||
946 | /*if(angVelZ > mix) | ||
947 | angVelZ = mix; | ||
948 | else if(angVelZ < -mix) | ||
949 | angVelZ = -mix;*/ | ||
950 | //This controls how fast and how far the banking occurs | ||
951 | Vector3 bankingRot = new Vector3(angVelZ*(effSquared*mult), 0, 0); | ||
952 | if (bankingRot.X > 3) | ||
953 | bankingRot.X = 3; | ||
954 | else if (bankingRot.X < -3) | ||
955 | bankingRot.X = -3; | ||
956 | bankingRot *= Prim.ForceOrientation; | ||
957 | banking += bankingRot; | ||
958 | } | ||
959 | m_angularMotorVelocity.X *= m_bankingEfficiency == 1 ? 0.0f : 1 - m_bankingEfficiency; | ||
960 | VDetailLog("{0},MoveAngular,Banking,bEff={1},angMotVel={2},banking={3}", | ||
961 | Prim.LocalID, m_bankingEfficiency, m_angularMotorVelocity, banking); | ||
962 | } | ||
963 | |||
964 | #endregion | ||
965 | |||
966 | m_lastVertAttractor = vertattr; | ||
791 | 967 | ||
792 | // Sum velocities | 968 | // Sum velocities |
793 | m_lastAngularVelocity = m_angularMotorVelocity + vertattr; // + bank + deflection | 969 | m_lastAngularVelocity = m_angularMotorVelocity + vertattr + banking + deflection; |
794 | 970 | ||
971 | #region Linear Motor Offset | ||
972 | |||
973 | //Offset section | ||
974 | if (m_linearMotorOffset != Vector3.Zero) | ||
975 | { | ||
976 | //Offset of linear velocity doesn't change the linear velocity, | ||
977 | // but causes a torque to be applied, for example... | ||
978 | // | ||
979 | // IIIII >>> IIIII | ||
980 | // IIIII >>> IIIII | ||
981 | // IIIII >>> IIIII | ||
982 | // ^ | ||
983 | // | Applying a force at the arrow will cause the object to move forward, but also rotate | ||
984 | // | ||
985 | // | ||
986 | // The torque created is the linear velocity crossed with the offset | ||
987 | |||
988 | // NOTE: this computation does should be in the linear section | ||
989 | // because there we know the impulse being applied. | ||
990 | Vector3 torqueFromOffset = Vector3.Zero; | ||
991 | // torqueFromOffset = Vector3.Cross(m_linearMotorOffset, appliedImpulse); | ||
992 | if (float.IsNaN(torqueFromOffset.X)) | ||
993 | torqueFromOffset.X = 0; | ||
994 | if (float.IsNaN(torqueFromOffset.Y)) | ||
995 | torqueFromOffset.Y = 0; | ||
996 | if (float.IsNaN(torqueFromOffset.Z)) | ||
997 | torqueFromOffset.Z = 0; | ||
998 | torqueFromOffset *= m_vehicleMass; | ||
999 | Prim.ApplyTorqueImpulse(torqueFromOffset, true); | ||
1000 | VDetailLog("{0},BSDynamic.MoveAngular,motorOffset,applyTorqueImpulse={1}", Prim.LocalID, torqueFromOffset); | ||
1001 | } | ||
1002 | |||
1003 | #endregion | ||
1004 | |||
795 | if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0) | 1005 | if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0) |
796 | { | 1006 | { |
797 | m_lastAngularVelocity.X = 0; | 1007 | m_lastAngularVelocity.X = 0; |
@@ -802,55 +1012,56 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
802 | if (m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f)) | 1012 | if (m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f)) |
803 | { | 1013 | { |
804 | m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero. | 1014 | m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero. |
805 | VDetailLog("{0},MoveAngular,zeroSmallValues,lastAngular={1}", Prim.LocalID, m_lastAngularVelocity); | 1015 | Prim.ZeroAngularMotion(true); |
1016 | VDetailLog("{0},MoveAngular,zeroAngularMotion,lastAngular={1}", Prim.LocalID, m_lastAngularVelocity); | ||
1017 | } | ||
1018 | else | ||
1019 | { | ||
1020 | // Apply to the body. | ||
1021 | // The above calculates the absolute angular velocity needed. Angular velocity is massless. | ||
1022 | // Since we are stuffing the angular velocity directly into the object, the computed | ||
1023 | // velocity needs to be scaled by the timestep. | ||
1024 | Vector3 applyAngularForce = ((m_lastAngularVelocity * pTimestep) - Prim.ForceRotationalVelocity); | ||
1025 | Prim.ForceRotationalVelocity = applyAngularForce; | ||
1026 | |||
1027 | // Decay the angular movement for next time | ||
1028 | Vector3 decayamount = (Vector3.One / m_angularFrictionTimescale) * pTimestep; | ||
1029 | m_lastAngularVelocity *= Vector3.One - decayamount; | ||
1030 | |||
1031 | VDetailLog("{0},MoveAngular,done,newRotVel={1},decay={2},lastAngular={3}", | ||
1032 | Prim.LocalID, applyAngularForce, decayamount, m_lastAngularVelocity); | ||
806 | } | 1033 | } |
807 | |||
808 | // apply friction | ||
809 | Vector3 decayamount = Vector3.One / (m_angularFrictionTimescale / pTimestep); | ||
810 | m_lastAngularVelocity -= m_lastAngularVelocity * decayamount; | ||
811 | |||
812 | // Apply to the body | ||
813 | Prim.ForceRotationalVelocity = m_lastAngularVelocity; | ||
814 | |||
815 | VDetailLog("{0},MoveAngular,done,decay={1},lastAngular={2}", Prim.LocalID, decayamount, m_lastAngularVelocity); | ||
816 | } //end MoveAngular | 1034 | } //end MoveAngular |
817 | 1035 | ||
818 | internal void LimitRotation(float timestep) | 1036 | internal void LimitRotation(float timestep) |
819 | { | 1037 | { |
820 | Quaternion rotq = Prim.ForceOrientation; | 1038 | Quaternion rotq = Prim.ForceOrientation; |
821 | Quaternion m_rot = rotq; | 1039 | Quaternion m_rot = rotq; |
822 | bool changed = false; | ||
823 | if (m_RollreferenceFrame != Quaternion.Identity) | 1040 | if (m_RollreferenceFrame != Quaternion.Identity) |
824 | { | 1041 | { |
825 | if (rotq.X >= m_RollreferenceFrame.X) | 1042 | if (rotq.X >= m_RollreferenceFrame.X) |
826 | { | 1043 | { |
827 | m_rot.X = rotq.X - (m_RollreferenceFrame.X / 2); | 1044 | m_rot.X = rotq.X - (m_RollreferenceFrame.X / 2); |
828 | changed = true; | ||
829 | } | 1045 | } |
830 | if (rotq.Y >= m_RollreferenceFrame.Y) | 1046 | if (rotq.Y >= m_RollreferenceFrame.Y) |
831 | { | 1047 | { |
832 | m_rot.Y = rotq.Y - (m_RollreferenceFrame.Y / 2); | 1048 | m_rot.Y = rotq.Y - (m_RollreferenceFrame.Y / 2); |
833 | changed = true; | ||
834 | } | 1049 | } |
835 | if (rotq.X <= -m_RollreferenceFrame.X) | 1050 | if (rotq.X <= -m_RollreferenceFrame.X) |
836 | { | 1051 | { |
837 | m_rot.X = rotq.X + (m_RollreferenceFrame.X / 2); | 1052 | m_rot.X = rotq.X + (m_RollreferenceFrame.X / 2); |
838 | changed = true; | ||
839 | } | 1053 | } |
840 | if (rotq.Y <= -m_RollreferenceFrame.Y) | 1054 | if (rotq.Y <= -m_RollreferenceFrame.Y) |
841 | { | 1055 | { |
842 | m_rot.Y = rotq.Y + (m_RollreferenceFrame.Y / 2); | 1056 | m_rot.Y = rotq.Y + (m_RollreferenceFrame.Y / 2); |
843 | changed = true; | ||
844 | } | 1057 | } |
845 | changed = true; | ||
846 | } | 1058 | } |
847 | if ((m_flags & VehicleFlag.LOCK_ROTATION) != 0) | 1059 | if ((m_flags & VehicleFlag.LOCK_ROTATION) != 0) |
848 | { | 1060 | { |
849 | m_rot.X = 0; | 1061 | m_rot.X = 0; |
850 | m_rot.Y = 0; | 1062 | m_rot.Y = 0; |
851 | changed = true; | ||
852 | } | 1063 | } |
853 | if (changed) | 1064 | if (rotq != m_rot) |
854 | { | 1065 | { |
855 | Prim.ForceOrientation = m_rot; | 1066 | Prim.ForceOrientation = m_rot; |
856 | VDetailLog("{0},LimitRotation,done,orig={1},new={2}", Prim.LocalID, rotq, m_rot); | 1067 | VDetailLog("{0},LimitRotation,done,orig={1},new={2}", Prim.LocalID, rotq, m_rot); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index 43b1262..0df4310 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | |||
@@ -32,10 +32,39 @@ using OMV = OpenMetaverse; | |||
32 | 32 | ||
33 | namespace OpenSim.Region.Physics.BulletSPlugin | 33 | namespace OpenSim.Region.Physics.BulletSPlugin |
34 | { | 34 | { |
35 | public class BSLinkset | 35 | public abstract class BSLinkset |
36 | { | 36 | { |
37 | // private static string LogHeader = "[BULLETSIM LINKSET]"; | 37 | // private static string LogHeader = "[BULLETSIM LINKSET]"; |
38 | 38 | ||
39 | public enum LinksetImplementation | ||
40 | { | ||
41 | Constraint = 0, // linkset tied together with constraints | ||
42 | Compound = 1, // linkset tied together as a compound object | ||
43 | Manual = 2 // linkset tied together manually (code moves all the pieces) | ||
44 | } | ||
45 | // Create the correct type of linkset for this child | ||
46 | public static BSLinkset Factory(BSScene physScene, BSPhysObject parent) | ||
47 | { | ||
48 | BSLinkset ret = null; | ||
49 | |||
50 | switch ((int)physScene.Params.linksetImplementation) | ||
51 | { | ||
52 | case (int)LinksetImplementation.Constraint: | ||
53 | ret = new BSLinksetConstraints(physScene, parent); | ||
54 | break; | ||
55 | case (int)LinksetImplementation.Compound: | ||
56 | ret = new BSLinksetCompound(physScene, parent); | ||
57 | break; | ||
58 | case (int)LinksetImplementation.Manual: | ||
59 | // ret = new BSLinksetManual(physScene, parent); | ||
60 | break; | ||
61 | default: | ||
62 | ret = new BSLinksetCompound(physScene, parent); | ||
63 | break; | ||
64 | } | ||
65 | return ret; | ||
66 | } | ||
67 | |||
39 | public BSPhysObject LinksetRoot { get; protected set; } | 68 | public BSPhysObject LinksetRoot { get; protected set; } |
40 | 69 | ||
41 | public BSScene PhysicsScene { get; private set; } | 70 | public BSScene PhysicsScene { get; private set; } |
@@ -44,33 +73,39 @@ public class BSLinkset | |||
44 | public int LinksetID { get; private set; } | 73 | public int LinksetID { get; private set; } |
45 | 74 | ||
46 | // The children under the root in this linkset. | 75 | // The children under the root in this linkset. |
47 | // There are two lists of children: the current children at runtime | 76 | protected HashSet<BSPhysObject> m_children; |
48 | // and the children at taint-time. For instance, if you delink a | ||
49 | // child from the linkset, the child is removed from m_children | ||
50 | // but the constraint won't be removed until taint time. | ||
51 | // Two lists lets this track the 'current' children and | ||
52 | // the physical 'taint' children separately. | ||
53 | // After taint processing and before the simulation step, these | ||
54 | // two lists must be the same. | ||
55 | private HashSet<BSPhysObject> m_children; | ||
56 | private HashSet<BSPhysObject> m_taintChildren; | ||
57 | 77 | ||
58 | // We lock the diddling of linkset classes to prevent any badness. | 78 | // We lock the diddling of linkset classes to prevent any badness. |
59 | // This locks the modification of the instances of this class. Changes | 79 | // This locks the modification of the instances of this class. Changes |
60 | // to the physical representation is done via the tainting mechenism. | 80 | // to the physical representation is done via the tainting mechenism. |
61 | private object m_linksetActivityLock = new Object(); | 81 | protected object m_linksetActivityLock = new Object(); |
62 | 82 | ||
83 | // Some linksets have a preferred physical shape. | ||
84 | // Returns SHAPE_UNKNOWN if there is no preference. Causes the correct shape to be selected. | ||
85 | public virtual BSPhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor) | ||
86 | { | ||
87 | return BSPhysicsShapeType.SHAPE_UNKNOWN; | ||
88 | } | ||
89 | |||
90 | // Linksets move around the children so the linkset might need to compute the child position | ||
91 | public virtual OMV.Vector3 Position(BSPhysObject member) | ||
92 | { return member.RawPosition; } | ||
93 | public virtual OMV.Quaternion Orientation(BSPhysObject member) | ||
94 | { return member.RawOrientation; } | ||
95 | // TODO: does this need to be done for Velocity and RotationalVelocityy? | ||
96 | |||
63 | // We keep the prim's mass in the linkset structure since it could be dependent on other prims | 97 | // We keep the prim's mass in the linkset structure since it could be dependent on other prims |
64 | private float m_mass; | 98 | protected float m_mass; |
65 | public float LinksetMass | 99 | public float LinksetMass |
66 | { | 100 | { |
67 | get | 101 | get |
68 | { | 102 | { |
69 | m_mass = ComputeLinksetMass(); | ||
70 | return m_mass; | 103 | return m_mass; |
71 | } | 104 | } |
72 | } | 105 | } |
73 | 106 | ||
107 | public virtual bool LinksetIsColliding { get { return false; } } | ||
108 | |||
74 | public OMV.Vector3 CenterOfMass | 109 | public OMV.Vector3 CenterOfMass |
75 | { | 110 | { |
76 | get { return ComputeLinksetCenterOfMass(); } | 111 | get { return ComputeLinksetCenterOfMass(); } |
@@ -81,7 +116,7 @@ public class BSLinkset | |||
81 | get { return ComputeLinksetGeometricCenter(); } | 116 | get { return ComputeLinksetGeometricCenter(); } |
82 | } | 117 | } |
83 | 118 | ||
84 | public BSLinkset(BSScene scene, BSPhysObject parent) | 119 | protected void Initialize(BSScene scene, BSPhysObject parent) |
85 | { | 120 | { |
86 | // A simple linkset of one (no children) | 121 | // A simple linkset of one (no children) |
87 | LinksetID = m_nextLinksetID++; | 122 | LinksetID = m_nextLinksetID++; |
@@ -91,8 +126,7 @@ public class BSLinkset | |||
91 | PhysicsScene = scene; | 126 | PhysicsScene = scene; |
92 | LinksetRoot = parent; | 127 | LinksetRoot = parent; |
93 | m_children = new HashSet<BSPhysObject>(); | 128 | m_children = new HashSet<BSPhysObject>(); |
94 | m_taintChildren = new HashSet<BSPhysObject>(); | 129 | m_mass = parent.RawMass; |
95 | m_mass = parent.MassRaw; | ||
96 | } | 130 | } |
97 | 131 | ||
98 | // Link to a linkset where the child knows the parent. | 132 | // Link to a linkset where the child knows the parent. |
@@ -106,6 +140,7 @@ public class BSLinkset | |||
106 | // Don't add the root to its own linkset | 140 | // Don't add the root to its own linkset |
107 | if (!IsRoot(child)) | 141 | if (!IsRoot(child)) |
108 | AddChildToLinkset(child); | 142 | AddChildToLinkset(child); |
143 | m_mass = ComputeLinksetMass(); | ||
109 | } | 144 | } |
110 | return this; | 145 | return this; |
111 | } | 146 | } |
@@ -123,12 +158,12 @@ public class BSLinkset | |||
123 | // Cannot remove the root from a linkset. | 158 | // Cannot remove the root from a linkset. |
124 | return this; | 159 | return this; |
125 | } | 160 | } |
126 | |||
127 | RemoveChildFromLinkset(child); | 161 | RemoveChildFromLinkset(child); |
162 | m_mass = ComputeLinksetMass(); | ||
128 | } | 163 | } |
129 | 164 | ||
130 | // The child is down to a linkset of just itself | 165 | // The child is down to a linkset of just itself |
131 | return new BSLinkset(PhysicsScene, child); | 166 | return BSLinkset.Factory(PhysicsScene, child); |
132 | } | 167 | } |
133 | 168 | ||
134 | // Return 'true' if the passed object is the root object of this linkset | 169 | // Return 'true' if the passed object is the root object of this linkset |
@@ -148,6 +183,8 @@ public class BSLinkset | |||
148 | bool ret = false; | 183 | bool ret = false; |
149 | lock (m_linksetActivityLock) | 184 | lock (m_linksetActivityLock) |
150 | { | 185 | { |
186 | ret = m_children.Contains(child); | ||
187 | /* Safer version but the above should work | ||
151 | foreach (BSPhysObject bp in m_children) | 188 | foreach (BSPhysObject bp in m_children) |
152 | { | 189 | { |
153 | if (child.LocalID == bp.LocalID) | 190 | if (child.LocalID == bp.LocalID) |
@@ -156,159 +193,102 @@ public class BSLinkset | |||
156 | break; | 193 | break; |
157 | } | 194 | } |
158 | } | 195 | } |
196 | */ | ||
159 | } | 197 | } |
160 | return ret; | 198 | return ret; |
161 | } | 199 | } |
162 | 200 | ||
163 | // When physical properties are changed the linkset needs to recalculate | 201 | // Perform an action on each member of the linkset including root prim. |
164 | // its internal properties. | 202 | // Depends on the action on whether this should be done at taint time. |
165 | // May be called at runtime or taint-time (just pass the appropriate flag). | 203 | public delegate bool ForEachMemberAction(BSPhysObject obj); |
166 | public void Refresh(BSPhysObject requestor, bool inTaintTime) | 204 | public virtual bool ForEachMember(ForEachMemberAction action) |
167 | { | 205 | { |
168 | // If there are no children, not physical or not root, I am not the one that recomputes the constraints | 206 | bool ret = false; |
169 | // (For the moment, static linksets do create constraints so remove the test for physical.) | 207 | lock (m_linksetActivityLock) |
170 | if (!HasAnyChildren || /*!requestor.IsPhysical ||*/ !IsRoot(requestor)) | 208 | { |
171 | return; | 209 | action(LinksetRoot); |
172 | 210 | foreach (BSPhysObject po in m_children) | |
173 | BSScene.TaintCallback refreshOperation = delegate() | ||
174 | { | 211 | { |
175 | RecomputeLinksetConstraintVariables(); | 212 | if (action(po)) |
176 | DetailLog("{0},BSLinkset.Refresh,complete,rBody={1}", | 213 | break; |
177 | LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X")); | 214 | } |
178 | }; | 215 | } |
179 | if (inTaintTime) | 216 | return ret; |
180 | refreshOperation(); | ||
181 | else | ||
182 | PhysicsScene.TaintedObject("BSLinkSet.Refresh", refreshOperation); | ||
183 | } | 217 | } |
184 | 218 | ||
219 | // I am the root of a linkset and a new child is being added | ||
220 | // Called while LinkActivity is locked. | ||
221 | protected abstract void AddChildToLinkset(BSPhysObject child); | ||
222 | |||
223 | // I am the root of a linkset and one of my children is being removed. | ||
224 | // Safe to call even if the child is not really in my linkset. | ||
225 | protected abstract void RemoveChildFromLinkset(BSPhysObject child); | ||
226 | |||
227 | // When physical properties are changed the linkset needs to recalculate | ||
228 | // its internal properties. | ||
229 | // May be called at runtime or taint-time. | ||
230 | public abstract void Refresh(BSPhysObject requestor); | ||
231 | |||
185 | // The object is going dynamic (physical). Do any setup necessary | 232 | // The object is going dynamic (physical). Do any setup necessary |
186 | // for a dynamic linkset. | 233 | // for a dynamic linkset. |
187 | // Only the state of the passed object can be modified. The rest of the linkset | 234 | // Only the state of the passed object can be modified. The rest of the linkset |
188 | // has not yet been fully constructed. | 235 | // has not yet been fully constructed. |
189 | // Return 'true' if any properties updated on the passed object. | 236 | // Return 'true' if any properties updated on the passed object. |
190 | // Called at taint-time! | 237 | // Called at taint-time! |
191 | public bool MakeDynamic(BSPhysObject child) | 238 | public abstract bool MakeDynamic(BSPhysObject child); |
192 | { | ||
193 | // What is done for each object in BSPrim is what we want. | ||
194 | return false; | ||
195 | } | ||
196 | 239 | ||
197 | // The object is going static (non-physical). Do any setup necessary | 240 | // The object is going static (non-physical). Do any setup necessary |
198 | // for a static linkset. | 241 | // for a static linkset. |
199 | // Return 'true' if any properties updated on the passed object. | 242 | // Return 'true' if any properties updated on the passed object. |
200 | // Called at taint-time! | 243 | // Called at taint-time! |
201 | public bool MakeStatic(BSPhysObject child) | 244 | public abstract bool MakeStatic(BSPhysObject child); |
202 | { | ||
203 | // What is done for each object in BSPrim is what we want. | ||
204 | return false; | ||
205 | } | ||
206 | 245 | ||
207 | // If the software is handling the movement of all the objects in a linkset | 246 | // Called when a parameter update comes from the physics engine for any object |
208 | // (like if one doesn't use constraints for static linksets), this is called | 247 | // of the linkset is received. |
209 | // when an update for the root of the linkset is received. | ||
210 | // Called at taint-time!! | 248 | // Called at taint-time!! |
211 | public void UpdateProperties(BSPhysObject physObject) | 249 | public abstract void UpdateProperties(BSPhysObject physObject); |
212 | { | ||
213 | // The root local properties have been updated. Apply to the children if appropriate. | ||
214 | if (IsRoot(physObject) && HasAnyChildren) | ||
215 | { | ||
216 | if (!physObject.IsPhysical) | ||
217 | { | ||
218 | // TODO: implement software linkset update for static object linksets | ||
219 | } | ||
220 | } | ||
221 | } | ||
222 | 250 | ||
223 | // Routine used when rebuilding the body of the root of the linkset | 251 | // Routine used when rebuilding the body of the root of the linkset |
224 | // Destroy all the constraints have have been made to root. | 252 | // Destroy all the constraints have have been made to root. |
225 | // This is called when the root body is changing. | 253 | // This is called when the root body is changing. |
226 | // Returns 'true' of something eas actually removed and would need restoring | 254 | // Returns 'true' of something was actually removed and would need restoring |
227 | // Called at taint-time!! | 255 | // Called at taint-time!! |
228 | public bool RemoveBodyDependencies(BSPrim child) | 256 | public abstract bool RemoveBodyDependencies(BSPrim child); |
229 | { | ||
230 | bool ret = false; | ||
231 | |||
232 | lock (m_linksetActivityLock) | ||
233 | { | ||
234 | if (IsRoot(child)) | ||
235 | { | ||
236 | // If the one with the dependency is root, must undo all children | ||
237 | DetailLog("{0},BSLinkset.RemoveBodyDependencies,removeChildrenForRoot,rID={1},rBody={2}", | ||
238 | child.LocalID, LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X")); | ||
239 | |||
240 | ret = PhysicallyUnlinkAllChildrenFromRoot(LinksetRoot); | ||
241 | } | ||
242 | else | ||
243 | { | ||
244 | DetailLog("{0},BSLinkset.RemoveBodyDependencies,removeSingleChild,rID={1},rBody={2},cID={3},cBody={4}", | ||
245 | child.LocalID, | ||
246 | LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"), | ||
247 | child.LocalID, child.BSBody.ptr.ToString("X")); | ||
248 | // ret = PhysicallyUnlinkAChildFromRoot(LinksetRoot, child); | ||
249 | // Despite the function name, this removes any link to the specified object. | ||
250 | ret = PhysicallyUnlinkAllChildrenFromRoot(child); | ||
251 | } | ||
252 | } | ||
253 | return ret; | ||
254 | } | ||
255 | 257 | ||
256 | // Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true', | 258 | // Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true', |
257 | // this routine will restore the removed constraints. | 259 | // this routine will restore the removed constraints. |
258 | // Called at taint-time!! | 260 | // Called at taint-time!! |
259 | public void RestoreBodyDependencies(BSPrim child) | 261 | public abstract void RestoreBodyDependencies(BSPrim child); |
260 | { | ||
261 | lock (m_linksetActivityLock) | ||
262 | { | ||
263 | if (IsRoot(child)) | ||
264 | { | ||
265 | DetailLog("{0},BSLinkset.RestoreBodyDependencies,restoreChildrenForRoot,rID={1},numChild={2}", | ||
266 | child.LocalID, LinksetRoot.LocalID, m_taintChildren.Count); | ||
267 | foreach (BSPhysObject bpo in m_taintChildren) | ||
268 | { | ||
269 | PhysicallyLinkAChildToRoot(LinksetRoot, bpo); | ||
270 | } | ||
271 | } | ||
272 | else | ||
273 | { | ||
274 | DetailLog("{0},BSLinkset.RestoreBodyDependencies,restoreSingleChild,rID={1},rBody={2},cID={3},cBody={4}", | ||
275 | LinksetRoot.LocalID, | ||
276 | LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"), | ||
277 | child.LocalID, child.BSBody.ptr.ToString("X")); | ||
278 | PhysicallyLinkAChildToRoot(LinksetRoot, child); | ||
279 | } | ||
280 | } | ||
281 | } | ||
282 | 262 | ||
283 | // ================================================================ | 263 | // ================================================================ |
284 | // Below this point is internal magic | 264 | protected virtual float ComputeLinksetMass() |
285 | |||
286 | private float ComputeLinksetMass() | ||
287 | { | 265 | { |
288 | float mass; | 266 | float mass = LinksetRoot.RawMass; |
289 | lock (m_linksetActivityLock) | 267 | if (HasAnyChildren) |
290 | { | 268 | { |
291 | mass = LinksetRoot.MassRaw; | 269 | lock (m_linksetActivityLock) |
292 | foreach (BSPhysObject bp in m_taintChildren) | ||
293 | { | 270 | { |
294 | mass += bp.MassRaw; | 271 | foreach (BSPhysObject bp in m_children) |
272 | { | ||
273 | mass += bp.RawMass; | ||
274 | } | ||
295 | } | 275 | } |
296 | } | 276 | } |
297 | return mass; | 277 | return mass; |
298 | } | 278 | } |
299 | 279 | ||
300 | private OMV.Vector3 ComputeLinksetCenterOfMass() | 280 | protected virtual OMV.Vector3 ComputeLinksetCenterOfMass() |
301 | { | 281 | { |
302 | OMV.Vector3 com; | 282 | OMV.Vector3 com; |
303 | lock (m_linksetActivityLock) | 283 | lock (m_linksetActivityLock) |
304 | { | 284 | { |
305 | com = LinksetRoot.Position * LinksetRoot.MassRaw; | 285 | com = LinksetRoot.Position * LinksetRoot.RawMass; |
306 | float totalMass = LinksetRoot.MassRaw; | 286 | float totalMass = LinksetRoot.RawMass; |
307 | 287 | ||
308 | foreach (BSPhysObject bp in m_taintChildren) | 288 | foreach (BSPhysObject bp in m_children) |
309 | { | 289 | { |
310 | com += bp.Position * bp.MassRaw; | 290 | com += bp.Position * bp.RawMass; |
311 | totalMass += bp.MassRaw; | 291 | totalMass += bp.RawMass; |
312 | } | 292 | } |
313 | if (totalMass != 0f) | 293 | if (totalMass != 0f) |
314 | com /= totalMass; | 294 | com /= totalMass; |
@@ -317,255 +297,25 @@ public class BSLinkset | |||
317 | return com; | 297 | return com; |
318 | } | 298 | } |
319 | 299 | ||
320 | private OMV.Vector3 ComputeLinksetGeometricCenter() | 300 | protected virtual OMV.Vector3 ComputeLinksetGeometricCenter() |
321 | { | 301 | { |
322 | OMV.Vector3 com; | 302 | OMV.Vector3 com; |
323 | lock (m_linksetActivityLock) | 303 | lock (m_linksetActivityLock) |
324 | { | 304 | { |
325 | com = LinksetRoot.Position; | 305 | com = LinksetRoot.Position; |
326 | 306 | ||
327 | foreach (BSPhysObject bp in m_taintChildren) | 307 | foreach (BSPhysObject bp in m_children) |
328 | { | 308 | { |
329 | com += bp.Position * bp.MassRaw; | 309 | com += bp.Position * bp.RawMass; |
330 | } | 310 | } |
331 | com /= (m_taintChildren.Count + 1); | 311 | com /= (m_children.Count + 1); |
332 | } | 312 | } |
333 | 313 | ||
334 | return com; | 314 | return com; |
335 | } | 315 | } |
336 | 316 | ||
337 | // I am the root of a linkset and a new child is being added | ||
338 | // Called while LinkActivity is locked. | ||
339 | private void AddChildToLinkset(BSPhysObject child) | ||
340 | { | ||
341 | if (!HasChild(child)) | ||
342 | { | ||
343 | m_children.Add(child); | ||
344 | |||
345 | BSPhysObject rootx = LinksetRoot; // capture the root as of now | ||
346 | BSPhysObject childx = child; | ||
347 | |||
348 | DetailLog("{0},AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID); | ||
349 | |||
350 | PhysicsScene.TaintedObject("AddChildToLinkset", delegate() | ||
351 | { | ||
352 | DetailLog("{0},AddChildToLinkset,taint,rID={1},rBody={2},cID={3},cBody={4}", | ||
353 | rootx.LocalID, | ||
354 | rootx.LocalID, rootx.BSBody.ptr.ToString("X"), | ||
355 | childx.LocalID, childx.BSBody.ptr.ToString("X")); | ||
356 | // Since this is taint-time, the body and shape could have changed for the child | ||
357 | rootx.ForcePosition = rootx.Position; // DEBUG | ||
358 | childx.ForcePosition = childx.Position; // DEBUG | ||
359 | PhysicallyLinkAChildToRoot(rootx, childx); | ||
360 | m_taintChildren.Add(child); | ||
361 | }); | ||
362 | } | ||
363 | return; | ||
364 | } | ||
365 | |||
366 | // Forcefully removing a child from a linkset. | ||
367 | // This is not being called by the child so we have to make sure the child doesn't think | ||
368 | // it's still connected to the linkset. | ||
369 | // Normal OpenSimulator operation will never do this because other SceneObjectPart information | ||
370 | // also has to be updated (like pointer to prim's parent). | ||
371 | private void RemoveChildFromOtherLinkset(BSPhysObject pchild) | ||
372 | { | ||
373 | pchild.Linkset = new BSLinkset(PhysicsScene, pchild); | ||
374 | RemoveChildFromLinkset(pchild); | ||
375 | } | ||
376 | |||
377 | // I am the root of a linkset and one of my children is being removed. | ||
378 | // Safe to call even if the child is not really in my linkset. | ||
379 | private void RemoveChildFromLinkset(BSPhysObject child) | ||
380 | { | ||
381 | if (m_children.Remove(child)) | ||
382 | { | ||
383 | BSPhysObject rootx = LinksetRoot; // capture the root and body as of now | ||
384 | BSPhysObject childx = child; | ||
385 | |||
386 | DetailLog("{0},RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}", | ||
387 | childx.LocalID, | ||
388 | rootx.LocalID, rootx.BSBody.ptr.ToString("X"), | ||
389 | childx.LocalID, childx.BSBody.ptr.ToString("X")); | ||
390 | |||
391 | PhysicsScene.TaintedObject("RemoveChildFromLinkset", delegate() | ||
392 | { | ||
393 | m_taintChildren.Remove(child); | ||
394 | PhysicallyUnlinkAChildFromRoot(rootx, childx); | ||
395 | RecomputeLinksetConstraintVariables(); | ||
396 | }); | ||
397 | |||
398 | } | ||
399 | else | ||
400 | { | ||
401 | // This will happen if we remove the root of the linkset first. Non-fatal occurance. | ||
402 | // PhysicsScene.Logger.ErrorFormat("{0}: Asked to remove child from linkset that was not in linkset", LogHeader); | ||
403 | } | ||
404 | return; | ||
405 | } | ||
406 | |||
407 | // Create a constraint between me (root of linkset) and the passed prim (the child). | ||
408 | // Called at taint time! | ||
409 | private void PhysicallyLinkAChildToRoot(BSPhysObject rootPrim, BSPhysObject childPrim) | ||
410 | { | ||
411 | // Zero motion for children so they don't interpolate | ||
412 | childPrim.ZeroMotion(); | ||
413 | |||
414 | // Relative position normalized to the root prim | ||
415 | // Essentually a vector pointing from center of rootPrim to center of childPrim | ||
416 | OMV.Vector3 childRelativePosition = childPrim.Position - rootPrim.Position; | ||
417 | |||
418 | // real world coordinate of midpoint between the two objects | ||
419 | OMV.Vector3 midPoint = rootPrim.Position + (childRelativePosition / 2); | ||
420 | |||
421 | DetailLog("{0},BSLinkset.PhysicallyLinkAChildToRoot,taint,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6},midLoc={7}", | ||
422 | rootPrim.LocalID, | ||
423 | rootPrim.LocalID, rootPrim.BSBody.ptr.ToString("X"), | ||
424 | childPrim.LocalID, childPrim.BSBody.ptr.ToString("X"), | ||
425 | rootPrim.Position, childPrim.Position, midPoint); | ||
426 | |||
427 | // create a constraint that allows no freedom of movement between the two objects | ||
428 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 | ||
429 | |||
430 | BS6DofConstraint constrain = new BS6DofConstraint( | ||
431 | PhysicsScene.World, rootPrim.BSBody, childPrim.BSBody, midPoint, true, true ); | ||
432 | |||
433 | /* NOTE: below is an attempt to build constraint with full frame computation, etc. | ||
434 | * Using the midpoint is easier since it lets the Bullet code manipulate the transforms | ||
435 | * of the objects. | ||
436 | * Code left as a warning to future programmers. | ||
437 | // ================================================================================== | ||
438 | // relative position normalized to the root prim | ||
439 | OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation); | ||
440 | OMV.Vector3 childRelativePosition = (childPrim.Position - rootPrim.Position) * invThisOrientation; | ||
441 | |||
442 | // relative rotation of the child to the parent | ||
443 | OMV.Quaternion childRelativeRotation = invThisOrientation * childPrim.Orientation; | ||
444 | OMV.Quaternion inverseChildRelativeRotation = OMV.Quaternion.Inverse(childRelativeRotation); | ||
445 | |||
446 | // create a constraint that allows no freedom of movement between the two objects | ||
447 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 | ||
448 | DetailLog("{0},BSLinkset.PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID); | ||
449 | BS6DofConstraint constrain = new BS6DofConstraint( | ||
450 | PhysicsScene.World, rootPrim.Body, childPrim.Body, | ||
451 | OMV.Vector3.Zero, | ||
452 | OMV.Quaternion.Inverse(rootPrim.Orientation), | ||
453 | OMV.Vector3.Zero, | ||
454 | OMV.Quaternion.Inverse(childPrim.Orientation), | ||
455 | // A point half way between the parent and child | ||
456 | // childRelativePosition/2, | ||
457 | // childRelativeRotation, | ||
458 | // childRelativePosition/2, | ||
459 | // inverseChildRelativeRotation, | ||
460 | true, | ||
461 | true | ||
462 | ); | ||
463 | // ================================================================================== | ||
464 | */ | ||
465 | |||
466 | PhysicsScene.Constraints.AddConstraint(constrain); | ||
467 | |||
468 | // zero linear and angular limits makes the objects unable to move in relation to each other | ||
469 | constrain.SetLinearLimits(OMV.Vector3.Zero, OMV.Vector3.Zero); | ||
470 | constrain.SetAngularLimits(OMV.Vector3.Zero, OMV.Vector3.Zero); | ||
471 | |||
472 | // tweek the constraint to increase stability | ||
473 | constrain.UseFrameOffset(PhysicsScene.BoolNumeric(PhysicsScene.Params.linkConstraintUseFrameOffset)); | ||
474 | constrain.TranslationalLimitMotor(PhysicsScene.BoolNumeric(PhysicsScene.Params.linkConstraintEnableTransMotor), | ||
475 | PhysicsScene.Params.linkConstraintTransMotorMaxVel, | ||
476 | PhysicsScene.Params.linkConstraintTransMotorMaxForce); | ||
477 | constrain.SetCFMAndERP(PhysicsScene.Params.linkConstraintCFM, PhysicsScene.Params.linkConstraintERP); | ||
478 | if (PhysicsScene.Params.linkConstraintSolverIterations != 0f) | ||
479 | { | ||
480 | constrain.SetSolverIterations(PhysicsScene.Params.linkConstraintSolverIterations); | ||
481 | } | ||
482 | } | ||
483 | |||
484 | // Remove linkage between myself and a particular child | ||
485 | // The root and child bodies are passed in because we need to remove the constraint between | ||
486 | // the bodies that were at unlink time. | ||
487 | // Called at taint time! | ||
488 | private bool PhysicallyUnlinkAChildFromRoot(BSPhysObject rootPrim, BSPhysObject childPrim) | ||
489 | { | ||
490 | bool ret = false; | ||
491 | DetailLog("{0},BSLinkset.PhysicallyUnlinkAChildFromRoot,taint,root={1},rBody={2},child={3},cBody={4}", | ||
492 | rootPrim.LocalID, | ||
493 | rootPrim.LocalID, rootPrim.BSBody.ptr.ToString("X"), | ||
494 | childPrim.LocalID, childPrim.BSBody.ptr.ToString("X")); | ||
495 | |||
496 | // Find the constraint for this link and get rid of it from the overall collection and from my list | ||
497 | if (PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.BSBody, childPrim.BSBody)) | ||
498 | { | ||
499 | // Make the child refresh its location | ||
500 | BulletSimAPI.PushUpdate2(childPrim.BSBody.ptr); | ||
501 | ret = true; | ||
502 | } | ||
503 | |||
504 | return ret; | ||
505 | } | ||
506 | |||
507 | // Remove linkage between myself and any possible children I might have. | ||
508 | // Called at taint time! | ||
509 | private bool PhysicallyUnlinkAllChildrenFromRoot(BSPhysObject rootPrim) | ||
510 | { | ||
511 | DetailLog("{0},BSLinkset.PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID); | ||
512 | bool ret = false; | ||
513 | |||
514 | if (PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.BSBody)) | ||
515 | { | ||
516 | ret = true; | ||
517 | } | ||
518 | return ret; | ||
519 | } | ||
520 | |||
521 | // Call each of the constraints that make up this linkset and recompute the | ||
522 | // various transforms and variables. Used when objects are added or removed | ||
523 | // from a linkset to make sure the constraints know about the new mass and | ||
524 | // geometry. | ||
525 | // Must only be called at taint time!! | ||
526 | private void RecomputeLinksetConstraintVariables() | ||
527 | { | ||
528 | float linksetMass = LinksetMass; | ||
529 | foreach (BSPhysObject child in m_taintChildren) | ||
530 | { | ||
531 | BSConstraint constrain; | ||
532 | if (PhysicsScene.Constraints.TryGetConstraint(LinksetRoot.BSBody, child.BSBody, out constrain)) | ||
533 | { | ||
534 | // DetailLog("{0},BSLinkset.RecomputeLinksetConstraintVariables,taint,child={1},mass={2},A={3},B={4}", | ||
535 | // LinksetRoot.LocalID, child.LocalID, linksetMass, constrain.Body1.ID, constrain.Body2.ID); | ||
536 | constrain.RecomputeConstraintVariables(linksetMass); | ||
537 | } | ||
538 | else | ||
539 | { | ||
540 | // Non-fatal error that happens when children are being added to the linkset but | ||
541 | // their constraints have not been created yet. | ||
542 | break; | ||
543 | } | ||
544 | } | ||
545 | |||
546 | // If the whole linkset is not here, doesn't make sense to recompute linkset wide values | ||
547 | if (m_children.Count == m_taintChildren.Count) | ||
548 | { | ||
549 | // If this is a multiple object linkset, set everybody's center of mass to the set's center of mass | ||
550 | OMV.Vector3 centerOfMass = ComputeLinksetCenterOfMass(); | ||
551 | BulletSimAPI.SetCenterOfMassByPosRot2(LinksetRoot.BSBody.ptr, | ||
552 | centerOfMass, OMV.Quaternion.Identity); | ||
553 | DetailLog("{0},BSLinkset.RecomputeLinksetConstraintVariables,setCenterOfMass,COM={1},rBody={2}", | ||
554 | LinksetRoot.LocalID, centerOfMass, LinksetRoot.BSBody.ptr.ToString("X")); | ||
555 | foreach (BSPhysObject child in m_taintChildren) | ||
556 | { | ||
557 | BulletSimAPI.SetCenterOfMassByPosRot2(child.BSBody.ptr, | ||
558 | centerOfMass, OMV.Quaternion.Identity); | ||
559 | } | ||
560 | |||
561 | // BulletSimAPI.DumpAllInfo2(PhysicsScene.World.ptr); // DEBUG DEBUG DEBUG | ||
562 | } | ||
563 | return; | ||
564 | } | ||
565 | |||
566 | |||
567 | // Invoke the detailed logger and output something if it's enabled. | 317 | // Invoke the detailed logger and output something if it's enabled. |
568 | private void DetailLog(string msg, params Object[] args) | 318 | protected void DetailLog(string msg, params Object[] args) |
569 | { | 319 | { |
570 | if (PhysicsScene.PhysicsLogging.Enabled) | 320 | if (PhysicsScene.PhysicsLogging.Enabled) |
571 | PhysicsScene.DetailLog(msg, args); | 321 | PhysicsScene.DetailLog(msg, args); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs new file mode 100755 index 0000000..b9c2cf9 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs | |||
@@ -0,0 +1,275 @@ | |||
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.Collections.Generic; | ||
29 | using System.Text; | ||
30 | |||
31 | using OMV = OpenMetaverse; | ||
32 | |||
33 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
34 | { | ||
35 | public sealed class BSLinksetCompound : BSLinkset | ||
36 | { | ||
37 | private static string LogHeader = "[BULLETSIM LINKSET COMPOUND]"; | ||
38 | |||
39 | public BSLinksetCompound(BSScene scene, BSPhysObject parent) | ||
40 | { | ||
41 | base.Initialize(scene, parent); | ||
42 | } | ||
43 | |||
44 | // For compound implimented linksets, if there are children, use compound shape for the root. | ||
45 | public override BSPhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor) | ||
46 | { | ||
47 | BSPhysicsShapeType ret = BSPhysicsShapeType.SHAPE_UNKNOWN; | ||
48 | if (IsRoot(requestor) && HasAnyChildren) | ||
49 | { | ||
50 | ret = BSPhysicsShapeType.SHAPE_COMPOUND; | ||
51 | } | ||
52 | // DetailLog("{0},BSLinksetCompound.PreferredPhysicalShape,call,shape={1}", LinksetRoot.LocalID, ret); | ||
53 | return ret; | ||
54 | } | ||
55 | |||
56 | // When physical properties are changed the linkset needs to recalculate | ||
57 | // its internal properties. | ||
58 | // This is queued in the 'post taint' queue so the | ||
59 | // refresh will happen once after all the other taints are applied. | ||
60 | public override void Refresh(BSPhysObject requestor) | ||
61 | { | ||
62 | // External request for Refresh (from BSPrim) is not necessary | ||
63 | // InternalRefresh(requestor); | ||
64 | } | ||
65 | |||
66 | private void InternalRefresh(BSPhysObject requestor) | ||
67 | { | ||
68 | DetailLog("{0},BSLinksetCompound.Refresh,schedulingRefresh,requestor={1}", LinksetRoot.LocalID, requestor.LocalID); | ||
69 | // Queue to happen after all the other taint processing | ||
70 | PhysicsScene.PostTaintObject("BSLinksetCompound.Refresh", requestor.LocalID, delegate() | ||
71 | { | ||
72 | if (IsRoot(requestor) && HasAnyChildren) | ||
73 | RecomputeLinksetCompound(); | ||
74 | }); | ||
75 | } | ||
76 | |||
77 | // The object is going dynamic (physical). Do any setup necessary | ||
78 | // for a dynamic linkset. | ||
79 | // Only the state of the passed object can be modified. The rest of the linkset | ||
80 | // has not yet been fully constructed. | ||
81 | // Return 'true' if any properties updated on the passed object. | ||
82 | // Called at taint-time! | ||
83 | public override bool MakeDynamic(BSPhysObject child) | ||
84 | { | ||
85 | bool ret = false; | ||
86 | DetailLog("{0},BSLinksetCompound.MakeDynamic,call,IsRoot={1}", child.LocalID, IsRoot(child)); | ||
87 | if (!IsRoot(child)) | ||
88 | { | ||
89 | // Physical children are removed from the world as the shape ofthe root compound | ||
90 | // shape takes over. | ||
91 | BulletSimAPI.AddToCollisionFlags2(child.PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); | ||
92 | BulletSimAPI.ForceActivationState2(child.PhysBody.ptr, ActivationState.DISABLE_SIMULATION); | ||
93 | ret = true; | ||
94 | } | ||
95 | return ret; | ||
96 | } | ||
97 | |||
98 | // The object is going static (non-physical). Do any setup necessary for a static linkset. | ||
99 | // Return 'true' if any properties updated on the passed object. | ||
100 | // This doesn't normally happen -- OpenSim removes the objects from the physical | ||
101 | // world if it is a static linkset. | ||
102 | // Called at taint-time! | ||
103 | public override bool MakeStatic(BSPhysObject child) | ||
104 | { | ||
105 | bool ret = false; | ||
106 | DetailLog("{0},BSLinksetCompound.MakeStatic,call,IsRoot={1}", child.LocalID, IsRoot(child)); | ||
107 | if (!IsRoot(child)) | ||
108 | { | ||
109 | // The non-physical children can come back to life. | ||
110 | BulletSimAPI.RemoveFromCollisionFlags2(child.PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); | ||
111 | // Don't force activation so setting of DISABLE_SIMULATION can stay. | ||
112 | BulletSimAPI.Activate2(child.PhysBody.ptr, false); | ||
113 | ret = true; | ||
114 | } | ||
115 | return ret; | ||
116 | } | ||
117 | |||
118 | // Called at taint-time!! | ||
119 | public override void UpdateProperties(BSPhysObject updated) | ||
120 | { | ||
121 | // Nothing to do for constraints on property updates | ||
122 | } | ||
123 | |||
124 | // The children move around in relationship to the root. | ||
125 | // Just grab the current values of wherever it is right now. | ||
126 | public override OMV.Vector3 Position(BSPhysObject member) | ||
127 | { | ||
128 | return BulletSimAPI.GetPosition2(member.PhysBody.ptr); | ||
129 | } | ||
130 | |||
131 | public override OMV.Quaternion Orientation(BSPhysObject member) | ||
132 | { | ||
133 | return BulletSimAPI.GetOrientation2(member.PhysBody.ptr); | ||
134 | } | ||
135 | |||
136 | // Routine called when rebuilding the body of some member of the linkset. | ||
137 | // Since we don't keep in world relationships, do nothing unless it's a child changing. | ||
138 | // Returns 'true' of something was actually removed and would need restoring | ||
139 | // Called at taint-time!! | ||
140 | public override bool RemoveBodyDependencies(BSPrim child) | ||
141 | { | ||
142 | bool ret = false; | ||
143 | |||
144 | DetailLog("{0},BSLinksetCompound.RemoveBodyDependencies,refreshIfChild,rID={1},rBody={2},isRoot={3}", | ||
145 | child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X"), IsRoot(child)); | ||
146 | |||
147 | if (!IsRoot(child)) | ||
148 | { | ||
149 | // Cause the current shape to be freed and the new one to be built. | ||
150 | InternalRefresh(LinksetRoot); | ||
151 | ret = true; | ||
152 | } | ||
153 | |||
154 | return ret; | ||
155 | } | ||
156 | |||
157 | // Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true', | ||
158 | // this routine will restore the removed constraints. | ||
159 | // Called at taint-time!! | ||
160 | public override void RestoreBodyDependencies(BSPrim child) | ||
161 | { | ||
162 | // The Refresh operation queued by RemoveBodyDependencies() will build any missing constraints. | ||
163 | } | ||
164 | |||
165 | // ================================================================ | ||
166 | |||
167 | // Add a new child to the linkset. | ||
168 | // Called while LinkActivity is locked. | ||
169 | protected override void AddChildToLinkset(BSPhysObject child) | ||
170 | { | ||
171 | if (!HasChild(child)) | ||
172 | { | ||
173 | m_children.Add(child); | ||
174 | |||
175 | DetailLog("{0},BSLinksetCompound.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID); | ||
176 | |||
177 | // Cause constraints and assorted properties to be recomputed before the next simulation step. | ||
178 | InternalRefresh(LinksetRoot); | ||
179 | } | ||
180 | return; | ||
181 | } | ||
182 | |||
183 | // Remove the specified child from the linkset. | ||
184 | // Safe to call even if the child is not really in my linkset. | ||
185 | protected override void RemoveChildFromLinkset(BSPhysObject child) | ||
186 | { | ||
187 | if (m_children.Remove(child)) | ||
188 | { | ||
189 | DetailLog("{0},BSLinksetCompound.RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}", | ||
190 | child.LocalID, | ||
191 | LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X"), | ||
192 | child.LocalID, child.PhysBody.ptr.ToString("X")); | ||
193 | |||
194 | // Cause the child's body to be rebuilt and thus restored to normal operation | ||
195 | child.ForceBodyShapeRebuild(false); | ||
196 | |||
197 | if (!HasAnyChildren) | ||
198 | { | ||
199 | // The linkset is now empty. The root needs rebuilding. | ||
200 | LinksetRoot.ForceBodyShapeRebuild(false); | ||
201 | } | ||
202 | else | ||
203 | { | ||
204 | // Schedule a rebuild of the linkset before the next simulation tick. | ||
205 | InternalRefresh(LinksetRoot); | ||
206 | } | ||
207 | } | ||
208 | return; | ||
209 | } | ||
210 | |||
211 | // Called before the simulation step to make sure the compound based linkset | ||
212 | // is all initialized. | ||
213 | // Constraint linksets are rebuilt every time. | ||
214 | // Note that this works for rebuilding just the root after a linkset is taken apart. | ||
215 | // Called at taint time!! | ||
216 | private void RecomputeLinksetCompound() | ||
217 | { | ||
218 | // Cause the root shape to be rebuilt as a compound object with just the root in it | ||
219 | LinksetRoot.ForceBodyShapeRebuild(true); | ||
220 | |||
221 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,start,rBody={1},rShape={2},numChildren={3}", | ||
222 | LinksetRoot.LocalID, LinksetRoot.PhysBody, LinksetRoot.PhysShape, NumberOfChildren); | ||
223 | |||
224 | // Add a shape for each of the other children in the linkset | ||
225 | ForEachMember(delegate(BSPhysObject cPrim) | ||
226 | { | ||
227 | if (!IsRoot(cPrim)) | ||
228 | { | ||
229 | // Each child position and rotation is given relative to the root. | ||
230 | OMV.Quaternion invRootOrientation = OMV.Quaternion.Inverse(LinksetRoot.RawOrientation); | ||
231 | OMV.Vector3 displacementPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation; | ||
232 | OMV.Quaternion displacementRot = cPrim.RawOrientation * invRootOrientation; | ||
233 | |||
234 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addMemberToShape,mID={1},mShape={2},dispPos={3},dispRot={4}", | ||
235 | LinksetRoot.LocalID, cPrim.LocalID, cPrim.PhysShape, displacementPos, displacementRot); | ||
236 | |||
237 | if (cPrim.PhysShape.isNativeShape) | ||
238 | { | ||
239 | // Native shapes are not shared so we need to create a new one. | ||
240 | // A mesh or hull is created because scale is not available on a native shape. | ||
241 | // (TODO: Bullet does have a btScaledCollisionShape. Can that be used?) | ||
242 | BulletShape saveShape = cPrim.PhysShape; | ||
243 | cPrim.PhysShape.ptr = IntPtr.Zero; // Don't let the create free the child's shape | ||
244 | PhysicsScene.Shapes.CreateGeomMeshOrHull(cPrim, null); | ||
245 | BulletShape newShape = cPrim.PhysShape; | ||
246 | cPrim.PhysShape = saveShape; | ||
247 | BulletSimAPI.AddChildShapeToCompoundShape2(LinksetRoot.PhysShape.ptr, newShape.ptr, displacementPos, displacementRot); | ||
248 | } | ||
249 | else | ||
250 | { | ||
251 | // For the shared shapes (meshes and hulls), just use the shape in the child. | ||
252 | if (PhysicsScene.Shapes.ReferenceShape(cPrim.PhysShape)) | ||
253 | { | ||
254 | PhysicsScene.Logger.ErrorFormat("{0} Rebuilt sharable shape when building linkset! Region={1}, primID={2}, shape={3}", | ||
255 | LogHeader, PhysicsScene.RegionName, cPrim.LocalID, cPrim.PhysShape); | ||
256 | } | ||
257 | BulletSimAPI.AddChildShapeToCompoundShape2(LinksetRoot.PhysShape.ptr, cPrim.PhysShape.ptr, displacementPos, displacementRot); | ||
258 | } | ||
259 | } | ||
260 | return false; // 'false' says to move onto the next child in the list | ||
261 | }); | ||
262 | |||
263 | // With all of the linkset packed into the root prim, it has the mass of everyone. | ||
264 | float linksetMass = LinksetMass; | ||
265 | LinksetRoot.UpdatePhysicalMassProperties(linksetMass); | ||
266 | |||
267 | BulletSimAPI.RecalculateCompoundShapeLocalAabb2(LinksetRoot.PhysShape.ptr); | ||
268 | |||
269 | // DEBUG: see of inter-linkset collisions are causing problems for constraint linksets. | ||
270 | // BulletSimAPI.SetCollisionFilterMask2(LinksetRoot.BSBody.ptr, | ||
271 | // (uint)CollisionFilterGroups.LinksetFilter, (uint)CollisionFilterGroups.LinksetMask); | ||
272 | |||
273 | } | ||
274 | } | ||
275 | } \ No newline at end of file | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs new file mode 100755 index 0000000..c855fda --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs | |||
@@ -0,0 +1,327 @@ | |||
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.Collections.Generic; | ||
29 | using System.Text; | ||
30 | |||
31 | using OMV = OpenMetaverse; | ||
32 | |||
33 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
34 | { | ||
35 | public sealed class BSLinksetConstraints : BSLinkset | ||
36 | { | ||
37 | // private static string LogHeader = "[BULLETSIM LINKSET CONSTRAINTS]"; | ||
38 | |||
39 | public BSLinksetConstraints(BSScene scene, BSPhysObject parent) | ||
40 | { | ||
41 | base.Initialize(scene, parent); | ||
42 | } | ||
43 | |||
44 | // When physical properties are changed the linkset needs to recalculate | ||
45 | // its internal properties. | ||
46 | // This is queued in the 'post taint' queue so the | ||
47 | // refresh will happen once after all the other taints are applied. | ||
48 | public override void Refresh(BSPhysObject requestor) | ||
49 | { | ||
50 | // Queue to happen after all the other taint processing | ||
51 | PhysicsScene.PostTaintObject("BSLinksetContraints.Refresh", requestor.LocalID, delegate() | ||
52 | { | ||
53 | if (HasAnyChildren && IsRoot(requestor)) | ||
54 | RecomputeLinksetConstraints(); | ||
55 | }); | ||
56 | } | ||
57 | |||
58 | // The object is going dynamic (physical). Do any setup necessary | ||
59 | // for a dynamic linkset. | ||
60 | // Only the state of the passed object can be modified. The rest of the linkset | ||
61 | // has not yet been fully constructed. | ||
62 | // Return 'true' if any properties updated on the passed object. | ||
63 | // Called at taint-time! | ||
64 | public override bool MakeDynamic(BSPhysObject child) | ||
65 | { | ||
66 | // What is done for each object in BSPrim is what we want. | ||
67 | return false; | ||
68 | } | ||
69 | |||
70 | // The object is going static (non-physical). Do any setup necessary for a static linkset. | ||
71 | // Return 'true' if any properties updated on the passed object. | ||
72 | // This doesn't normally happen -- OpenSim removes the objects from the physical | ||
73 | // world if it is a static linkset. | ||
74 | // Called at taint-time! | ||
75 | public override bool MakeStatic(BSPhysObject child) | ||
76 | { | ||
77 | // What is done for each object in BSPrim is what we want. | ||
78 | return false; | ||
79 | } | ||
80 | |||
81 | // Called at taint-time!! | ||
82 | public override void UpdateProperties(BSPhysObject updated) | ||
83 | { | ||
84 | // Nothing to do for constraints on property updates | ||
85 | } | ||
86 | |||
87 | // The children of the linkset are moved around by the constraints. | ||
88 | // Just grab the current values of wherever it is right now. | ||
89 | public override OMV.Vector3 Position(BSPhysObject member) | ||
90 | { | ||
91 | return BulletSimAPI.GetPosition2(member.PhysBody.ptr); | ||
92 | } | ||
93 | |||
94 | public override OMV.Quaternion Orientation(BSPhysObject member) | ||
95 | { | ||
96 | return BulletSimAPI.GetOrientation2(member.PhysBody.ptr); | ||
97 | } | ||
98 | |||
99 | // Routine called when rebuilding the body of some member of the linkset. | ||
100 | // Destroy all the constraints have have been made to root and set | ||
101 | // up to rebuild the constraints before the next simulation step. | ||
102 | // Returns 'true' of something was actually removed and would need restoring | ||
103 | // Called at taint-time!! | ||
104 | public override bool RemoveBodyDependencies(BSPrim child) | ||
105 | { | ||
106 | bool ret = false; | ||
107 | |||
108 | DetailLog("{0},BSLinksetConstraint.RemoveBodyDependencies,removeChildrenForRoot,rID={1},rBody={2}", | ||
109 | child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X")); | ||
110 | |||
111 | lock (m_linksetActivityLock) | ||
112 | { | ||
113 | // Just undo all the constraints for this linkset. Rebuild at the end of the step. | ||
114 | ret = PhysicallyUnlinkAllChildrenFromRoot(LinksetRoot); | ||
115 | // Cause the constraints, et al to be rebuilt before the next simulation step. | ||
116 | Refresh(LinksetRoot); | ||
117 | } | ||
118 | return ret; | ||
119 | } | ||
120 | |||
121 | // Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true', | ||
122 | // this routine will restore the removed constraints. | ||
123 | // Called at taint-time!! | ||
124 | public override void RestoreBodyDependencies(BSPrim child) | ||
125 | { | ||
126 | // The Refresh operation queued by RemoveBodyDependencies() will build any missing constraints. | ||
127 | } | ||
128 | |||
129 | // ================================================================ | ||
130 | |||
131 | // Add a new child to the linkset. | ||
132 | // Called while LinkActivity is locked. | ||
133 | protected override void AddChildToLinkset(BSPhysObject child) | ||
134 | { | ||
135 | if (!HasChild(child)) | ||
136 | { | ||
137 | m_children.Add(child); | ||
138 | |||
139 | DetailLog("{0},BSLinksetConstraints.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID); | ||
140 | |||
141 | // Cause constraints and assorted properties to be recomputed before the next simulation step. | ||
142 | Refresh(LinksetRoot); | ||
143 | } | ||
144 | return; | ||
145 | } | ||
146 | |||
147 | // Remove the specified child from the linkset. | ||
148 | // Safe to call even if the child is not really in my linkset. | ||
149 | protected override void RemoveChildFromLinkset(BSPhysObject child) | ||
150 | { | ||
151 | if (m_children.Remove(child)) | ||
152 | { | ||
153 | BSPhysObject rootx = LinksetRoot; // capture the root and body as of now | ||
154 | BSPhysObject childx = child; | ||
155 | |||
156 | DetailLog("{0},BSLinksetConstraints.RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}", | ||
157 | childx.LocalID, | ||
158 | rootx.LocalID, rootx.PhysBody.ptr.ToString("X"), | ||
159 | childx.LocalID, childx.PhysBody.ptr.ToString("X")); | ||
160 | |||
161 | PhysicsScene.TaintedObject("BSLinksetConstraints.RemoveChildFromLinkset", delegate() | ||
162 | { | ||
163 | PhysicallyUnlinkAChildFromRoot(rootx, childx); | ||
164 | }); | ||
165 | // See that the linkset parameters are recomputed at the end of the taint time. | ||
166 | Refresh(LinksetRoot); | ||
167 | } | ||
168 | else | ||
169 | { | ||
170 | // Non-fatal occurance. | ||
171 | // PhysicsScene.Logger.ErrorFormat("{0}: Asked to remove child from linkset that was not in linkset", LogHeader); | ||
172 | } | ||
173 | return; | ||
174 | } | ||
175 | |||
176 | // Create a constraint between me (root of linkset) and the passed prim (the child). | ||
177 | // Called at taint time! | ||
178 | private void PhysicallyLinkAChildToRoot(BSPhysObject rootPrim, BSPhysObject childPrim) | ||
179 | { | ||
180 | // Don't build the constraint when asked. Put it off until just before the simulation step. | ||
181 | Refresh(rootPrim); | ||
182 | } | ||
183 | |||
184 | private BSConstraint BuildConstraint(BSPhysObject rootPrim, BSPhysObject childPrim) | ||
185 | { | ||
186 | // Zero motion for children so they don't interpolate | ||
187 | childPrim.ZeroMotion(true); | ||
188 | |||
189 | // Relative position normalized to the root prim | ||
190 | // Essentually a vector pointing from center of rootPrim to center of childPrim | ||
191 | OMV.Vector3 childRelativePosition = childPrim.Position - rootPrim.Position; | ||
192 | |||
193 | // real world coordinate of midpoint between the two objects | ||
194 | OMV.Vector3 midPoint = rootPrim.Position + (childRelativePosition / 2); | ||
195 | |||
196 | DetailLog("{0},BSLinksetConstraint.BuildConstraint,taint,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6},midLoc={7}", | ||
197 | rootPrim.LocalID, | ||
198 | rootPrim.LocalID, rootPrim.PhysBody.ptr.ToString("X"), | ||
199 | childPrim.LocalID, childPrim.PhysBody.ptr.ToString("X"), | ||
200 | rootPrim.Position, childPrim.Position, midPoint); | ||
201 | |||
202 | // create a constraint that allows no freedom of movement between the two objects | ||
203 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 | ||
204 | |||
205 | BSConstraint6Dof constrain = new BSConstraint6Dof( | ||
206 | PhysicsScene.World, rootPrim.PhysBody, childPrim.PhysBody, midPoint, true, true ); | ||
207 | // PhysicsScene.World, childPrim.BSBody, rootPrim.BSBody, midPoint, true, true ); | ||
208 | |||
209 | /* NOTE: below is an attempt to build constraint with full frame computation, etc. | ||
210 | * Using the midpoint is easier since it lets the Bullet code manipulate the transforms | ||
211 | * of the objects. | ||
212 | * Code left for future programmers. | ||
213 | // ================================================================================== | ||
214 | // relative position normalized to the root prim | ||
215 | OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation); | ||
216 | OMV.Vector3 childRelativePosition = (childPrim.Position - rootPrim.Position) * invThisOrientation; | ||
217 | |||
218 | // relative rotation of the child to the parent | ||
219 | OMV.Quaternion childRelativeRotation = invThisOrientation * childPrim.Orientation; | ||
220 | OMV.Quaternion inverseChildRelativeRotation = OMV.Quaternion.Inverse(childRelativeRotation); | ||
221 | |||
222 | DetailLog("{0},BSLinksetConstraint.PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID); | ||
223 | BS6DofConstraint constrain = new BS6DofConstraint( | ||
224 | PhysicsScene.World, rootPrim.Body, childPrim.Body, | ||
225 | OMV.Vector3.Zero, | ||
226 | OMV.Quaternion.Inverse(rootPrim.Orientation), | ||
227 | OMV.Vector3.Zero, | ||
228 | OMV.Quaternion.Inverse(childPrim.Orientation), | ||
229 | true, | ||
230 | true | ||
231 | ); | ||
232 | // ================================================================================== | ||
233 | */ | ||
234 | |||
235 | PhysicsScene.Constraints.AddConstraint(constrain); | ||
236 | |||
237 | // zero linear and angular limits makes the objects unable to move in relation to each other | ||
238 | constrain.SetLinearLimits(OMV.Vector3.Zero, OMV.Vector3.Zero); | ||
239 | constrain.SetAngularLimits(OMV.Vector3.Zero, OMV.Vector3.Zero); | ||
240 | |||
241 | // tweek the constraint to increase stability | ||
242 | constrain.UseFrameOffset(PhysicsScene.BoolNumeric(PhysicsScene.Params.linkConstraintUseFrameOffset)); | ||
243 | constrain.TranslationalLimitMotor(PhysicsScene.BoolNumeric(PhysicsScene.Params.linkConstraintEnableTransMotor), | ||
244 | PhysicsScene.Params.linkConstraintTransMotorMaxVel, | ||
245 | PhysicsScene.Params.linkConstraintTransMotorMaxForce); | ||
246 | constrain.SetCFMAndERP(PhysicsScene.Params.linkConstraintCFM, PhysicsScene.Params.linkConstraintERP); | ||
247 | if (PhysicsScene.Params.linkConstraintSolverIterations != 0f) | ||
248 | { | ||
249 | constrain.SetSolverIterations(PhysicsScene.Params.linkConstraintSolverIterations); | ||
250 | } | ||
251 | return constrain; | ||
252 | } | ||
253 | |||
254 | // Remove linkage between the linkset root and a particular child | ||
255 | // The root and child bodies are passed in because we need to remove the constraint between | ||
256 | // the bodies that were present at unlink time. | ||
257 | // Called at taint time! | ||
258 | private bool PhysicallyUnlinkAChildFromRoot(BSPhysObject rootPrim, BSPhysObject childPrim) | ||
259 | { | ||
260 | bool ret = false; | ||
261 | DetailLog("{0},BSLinksetConstraint.PhysicallyUnlinkAChildFromRoot,taint,root={1},rBody={2},child={3},cBody={4}", | ||
262 | rootPrim.LocalID, | ||
263 | rootPrim.LocalID, rootPrim.PhysBody.ptr.ToString("X"), | ||
264 | childPrim.LocalID, childPrim.PhysBody.ptr.ToString("X")); | ||
265 | |||
266 | // Find the constraint for this link and get rid of it from the overall collection and from my list | ||
267 | if (PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody, childPrim.PhysBody)) | ||
268 | { | ||
269 | // Make the child refresh its location | ||
270 | BulletSimAPI.PushUpdate2(childPrim.PhysBody.ptr); | ||
271 | ret = true; | ||
272 | } | ||
273 | |||
274 | return ret; | ||
275 | } | ||
276 | |||
277 | // Remove linkage between myself and any possible children I might have. | ||
278 | // Returns 'true' of any constraints were destroyed. | ||
279 | // Called at taint time! | ||
280 | private bool PhysicallyUnlinkAllChildrenFromRoot(BSPhysObject rootPrim) | ||
281 | { | ||
282 | DetailLog("{0},BSLinksetConstraint.PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID); | ||
283 | |||
284 | return PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody); | ||
285 | } | ||
286 | |||
287 | // Call each of the constraints that make up this linkset and recompute the | ||
288 | // various transforms and variables. Create constraints of not created yet. | ||
289 | // Called before the simulation step to make sure the constraint based linkset | ||
290 | // is all initialized. | ||
291 | // Called at taint time!! | ||
292 | private void RecomputeLinksetConstraints() | ||
293 | { | ||
294 | float linksetMass = LinksetMass; | ||
295 | LinksetRoot.UpdatePhysicalMassProperties(linksetMass); | ||
296 | |||
297 | // DEBUG: see of inter-linkset collisions are causing problems | ||
298 | // BulletSimAPI.SetCollisionFilterMask2(LinksetRoot.BSBody.ptr, | ||
299 | // (uint)CollisionFilterGroups.LinksetFilter, (uint)CollisionFilterGroups.LinksetMask); | ||
300 | DetailLog("{0},BSLinksetConstraint.RecomputeLinksetConstraints,set,rBody={1},linksetMass={2}", | ||
301 | LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X"), linksetMass); | ||
302 | |||
303 | foreach (BSPhysObject child in m_children) | ||
304 | { | ||
305 | // A child in the linkset physically shows the mass of the whole linkset. | ||
306 | // This allows Bullet to apply enough force on the child to move the whole linkset. | ||
307 | // (Also do the mass stuff before recomputing the constraint so mass is not zero.) | ||
308 | child.UpdatePhysicalMassProperties(linksetMass); | ||
309 | |||
310 | BSConstraint constrain; | ||
311 | if (!PhysicsScene.Constraints.TryGetConstraint(LinksetRoot.PhysBody, child.PhysBody, out constrain)) | ||
312 | { | ||
313 | // If constraint doesn't exist yet, create it. | ||
314 | constrain = BuildConstraint(LinksetRoot, child); | ||
315 | } | ||
316 | constrain.RecomputeConstraintVariables(linksetMass); | ||
317 | |||
318 | // DEBUG: see of inter-linkset collisions are causing problems | ||
319 | // BulletSimAPI.SetCollisionFilterMask2(child.BSBody.ptr, | ||
320 | // (uint)CollisionFilterGroups.LinksetFilter, (uint)CollisionFilterGroups.LinksetMask); | ||
321 | |||
322 | // BulletSimAPI.DumpConstraint2(PhysicsScene.World.ptr, constrain.Constraint.ptr); // DEBUG DEBUG | ||
323 | } | ||
324 | |||
325 | } | ||
326 | } | ||
327 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs new file mode 100755 index 0000000..bc6e4c4 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs | |||
@@ -0,0 +1,104 @@ | |||
1 | using System; | ||
2 | using System.Collections.Generic; | ||
3 | using System.Text; | ||
4 | using OpenMetaverse; | ||
5 | |||
6 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
7 | { | ||
8 | public abstract class BSMotor | ||
9 | { | ||
10 | public virtual void Reset() { } | ||
11 | public virtual void Zero() { } | ||
12 | } | ||
13 | // Can all the incremental stepping be replaced with motor classes? | ||
14 | public class BSVMotor : BSMotor | ||
15 | { | ||
16 | public Vector3 FrameOfReference { get; set; } | ||
17 | public Vector3 Offset { get; set; } | ||
18 | |||
19 | public float TimeScale { get; set; } | ||
20 | public float TargetValueDecayTimeScale { get; set; } | ||
21 | public Vector3 CurrentValueReductionTimescale { get; set; } | ||
22 | public float Efficiency { get; set; } | ||
23 | |||
24 | public Vector3 TargetValue { get; private set; } | ||
25 | public Vector3 CurrentValue { get; private set; } | ||
26 | |||
27 | |||
28 | |||
29 | BSVMotor(float timeScale, float decayTimeScale, Vector3 frictionTimeScale, float efficiency) | ||
30 | { | ||
31 | TimeScale = timeScale; | ||
32 | TargetValueDecayTimeScale = decayTimeScale; | ||
33 | CurrentValueReductionTimescale = frictionTimeScale; | ||
34 | Efficiency = efficiency; | ||
35 | } | ||
36 | public void SetCurrent(Vector3 current) | ||
37 | { | ||
38 | CurrentValue = current; | ||
39 | } | ||
40 | public void SetTarget(Vector3 target) | ||
41 | { | ||
42 | TargetValue = target; | ||
43 | } | ||
44 | public Vector3 Step(float timeStep) | ||
45 | { | ||
46 | if (CurrentValue.LengthSquared() > 0.001f) | ||
47 | { | ||
48 | // Vector3 origDir = Target; // DEBUG | ||
49 | // Vector3 origVel = CurrentValue; // DEBUG | ||
50 | |||
51 | // Add (desiredVelocity - currentAppliedVelocity) / howLongItShouldTakeToComplete | ||
52 | Vector3 addAmount = (TargetValue - CurrentValue)/(TargetValue) * timeStep; | ||
53 | CurrentValue += addAmount; | ||
54 | |||
55 | float decayFactor = (1.0f / TargetValueDecayTimeScale) * timeStep; | ||
56 | TargetValue *= (1f - decayFactor); | ||
57 | |||
58 | Vector3 frictionFactor = (Vector3.One / CurrentValueReductionTimescale) * timeStep; | ||
59 | CurrentValue *= (Vector3.One - frictionFactor); | ||
60 | } | ||
61 | else | ||
62 | { | ||
63 | // if what remains of direction is very small, zero it. | ||
64 | TargetValue = Vector3.Zero; | ||
65 | CurrentValue = Vector3.Zero; | ||
66 | |||
67 | // VDetailLog("{0},MoveLinear,zeroed", Prim.LocalID); | ||
68 | } | ||
69 | return CurrentValue; | ||
70 | } | ||
71 | } | ||
72 | |||
73 | public class BSFMotor : BSMotor | ||
74 | { | ||
75 | public float TimeScale { get; set; } | ||
76 | public float DecayTimeScale { get; set; } | ||
77 | public float Friction { get; set; } | ||
78 | public float Efficiency { get; set; } | ||
79 | |||
80 | public float Target { get; private set; } | ||
81 | public float CurrentValue { get; private set; } | ||
82 | |||
83 | BSFMotor(float timeScale, float decayTimescale, float friction, float efficiency) | ||
84 | { | ||
85 | } | ||
86 | public void SetCurrent(float target) | ||
87 | { | ||
88 | } | ||
89 | public void SetTarget(float target) | ||
90 | { | ||
91 | } | ||
92 | public float Step(float timeStep) | ||
93 | { | ||
94 | return 0f; | ||
95 | } | ||
96 | } | ||
97 | public class BSPIDMotor : BSMotor | ||
98 | { | ||
99 | // TODO: write and use this one | ||
100 | BSPIDMotor() | ||
101 | { | ||
102 | } | ||
103 | } | ||
104 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index ead6a08..f6a890e 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |||
@@ -34,19 +34,30 @@ using OpenSim.Region.Physics.Manager; | |||
34 | 34 | ||
35 | namespace OpenSim.Region.Physics.BulletSPlugin | 35 | namespace OpenSim.Region.Physics.BulletSPlugin |
36 | { | 36 | { |
37 | // Class to wrap all objects. | 37 | /* |
38 | // The rest of BulletSim doesn't need to keep checking for avatars or prims | 38 | * Class to wrap all objects. |
39 | // unless the difference is significant. | 39 | * The rest of BulletSim doesn't need to keep checking for avatars or prims |
40 | * unless the difference is significant. | ||
41 | * | ||
42 | * Variables in the physicsl objects are in three forms: | ||
43 | * VariableName: used by the simulator and performs taint operations, etc | ||
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. | ||
46 | * The last two (and certainly the last one) should be referenced only in taint-time. | ||
47 | */ | ||
40 | public abstract class BSPhysObject : PhysicsActor | 48 | public abstract class BSPhysObject : PhysicsActor |
41 | { | 49 | { |
42 | protected void BaseInitialize(BSScene parentScene, uint localID, string name, string typeName) | 50 | protected BSPhysObject() |
51 | { | ||
52 | } | ||
53 | protected BSPhysObject(BSScene parentScene, uint localID, string name, string typeName) | ||
43 | { | 54 | { |
44 | PhysicsScene = parentScene; | 55 | PhysicsScene = parentScene; |
45 | LocalID = localID; | 56 | LocalID = localID; |
46 | PhysObjectName = name; | 57 | PhysObjectName = name; |
47 | TypeName = typeName; | 58 | TypeName = typeName; |
48 | 59 | ||
49 | Linkset = new BSLinkset(PhysicsScene, this); | 60 | Linkset = BSLinkset.Factory(PhysicsScene, this); |
50 | LastAssetBuildFailed = false; | 61 | LastAssetBuildFailed = false; |
51 | 62 | ||
52 | CollisionCollection = new CollisionEventUpdate(); | 63 | CollisionCollection = new CollisionEventUpdate(); |
@@ -63,12 +74,17 @@ public abstract class BSPhysObject : PhysicsActor | |||
63 | public BSLinkset Linkset { get; set; } | 74 | public BSLinkset Linkset { get; set; } |
64 | 75 | ||
65 | // Return the object mass without calculating it or having side effects | 76 | // Return the object mass without calculating it or having side effects |
66 | public abstract float MassRaw { get; } | 77 | public abstract float RawMass { get; } |
78 | // Set the raw mass but also update physical mass properties (inertia, ...) | ||
79 | public abstract void UpdatePhysicalMassProperties(float mass); | ||
80 | |||
81 | // The last value calculated for the prim's inertia | ||
82 | public OMV.Vector3 Inertia { get; set; } | ||
67 | 83 | ||
68 | // Reference to the physical body (btCollisionObject) of this object | 84 | // Reference to the physical body (btCollisionObject) of this object |
69 | public BulletBody BSBody; | 85 | public BulletBody PhysBody; |
70 | // Reference to the physical shape (btCollisionShape) of this object | 86 | // Reference to the physical shape (btCollisionShape) of this object |
71 | public BulletShape BSShape; | 87 | public BulletShape PhysShape; |
72 | 88 | ||
73 | // 'true' if the mesh's underlying asset failed to build. | 89 | // 'true' if the mesh's underlying asset failed to build. |
74 | // This will keep us from looping after the first time the build failed. | 90 | // This will keep us from looping after the first time the build failed. |
@@ -76,9 +92,15 @@ public abstract class BSPhysObject : PhysicsActor | |||
76 | 92 | ||
77 | // The objects base shape information. Null if not a prim type shape. | 93 | // The objects base shape information. Null if not a prim type shape. |
78 | public PrimitiveBaseShape BaseShape { get; protected set; } | 94 | public PrimitiveBaseShape BaseShape { get; protected set; } |
95 | // Some types of objects have preferred physical representations. | ||
96 | // Returns SHAPE_UNKNOWN if there is no preference. | ||
97 | public virtual BSPhysicsShapeType PreferredPhysicalShape | ||
98 | { | ||
99 | get { return BSPhysicsShapeType.SHAPE_UNKNOWN; } | ||
100 | } | ||
79 | 101 | ||
80 | // When the physical properties are updated, an EntityProperty holds the update values. | 102 | // When the physical properties are updated, an EntityProperty holds the update values. |
81 | // Keep the current and last EntityProperties to enable computation of differences | 103 | // Keep the current and last EntityProperties to enable computation of differences |
82 | // between the current update and the previous values. | 104 | // between the current update and the previous values. |
83 | public EntityProperties CurrentEntityProperties { get; set; } | 105 | public EntityProperties CurrentEntityProperties { get; set; } |
84 | public EntityProperties LastEntityProperties { get; set; } | 106 | public EntityProperties LastEntityProperties { get; set; } |
@@ -88,7 +110,8 @@ public abstract class BSPhysObject : PhysicsActor | |||
88 | public abstract bool IsStatic { get; } | 110 | public abstract bool IsStatic { get; } |
89 | 111 | ||
90 | // Stop all physical motion. | 112 | // Stop all physical motion. |
91 | public abstract void ZeroMotion(); | 113 | public abstract void ZeroMotion(bool inTaintTime); |
114 | public abstract void ZeroAngularMotion(bool inTaintTime); | ||
92 | 115 | ||
93 | // Step the vehicle simulation for this object. A NOOP if the vehicle was not configured. | 116 | // Step the vehicle simulation for this object. A NOOP if the vehicle was not configured. |
94 | public virtual void StepVehicle(float timeStep) { } | 117 | public virtual void StepVehicle(float timeStep) { } |
@@ -99,8 +122,10 @@ public abstract class BSPhysObject : PhysicsActor | |||
99 | // Tell the object to clean up. | 122 | // Tell the object to clean up. |
100 | public abstract void Destroy(); | 123 | public abstract void Destroy(); |
101 | 124 | ||
125 | public abstract OMV.Vector3 RawPosition { get; set; } | ||
102 | public abstract OMV.Vector3 ForcePosition { get; set; } | 126 | public abstract OMV.Vector3 ForcePosition { get; set; } |
103 | 127 | ||
128 | public abstract OMV.Quaternion RawOrientation { get; set; } | ||
104 | public abstract OMV.Quaternion ForceOrientation { get; set; } | 129 | public abstract OMV.Quaternion ForceOrientation { get; set; } |
105 | 130 | ||
106 | public abstract OMV.Vector3 ForceVelocity { get; set; } | 131 | public abstract OMV.Vector3 ForceVelocity { get; set; } |
@@ -204,7 +229,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
204 | 229 | ||
205 | PhysicsScene.TaintedObject(TypeName+".SubscribeEvents", delegate() | 230 | PhysicsScene.TaintedObject(TypeName+".SubscribeEvents", delegate() |
206 | { | 231 | { |
207 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 232 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
208 | }); | 233 | }); |
209 | } | 234 | } |
210 | else | 235 | else |
@@ -213,16 +238,16 @@ public abstract class BSPhysObject : PhysicsActor | |||
213 | UnSubscribeEvents(); | 238 | UnSubscribeEvents(); |
214 | } | 239 | } |
215 | } | 240 | } |
216 | public override void UnSubscribeEvents() { | 241 | public override void UnSubscribeEvents() { |
217 | // DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName); | 242 | // DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName); |
218 | SubscribedEventsMs = 0; | 243 | SubscribedEventsMs = 0; |
219 | PhysicsScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate() | 244 | PhysicsScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate() |
220 | { | 245 | { |
221 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 246 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
222 | }); | 247 | }); |
223 | } | 248 | } |
224 | // Return 'true' if the simulator wants collision events | 249 | // Return 'true' if the simulator wants collision events |
225 | public override bool SubscribedEvents() { | 250 | public override bool SubscribedEvents() { |
226 | return (SubscribedEventsMs > 0); | 251 | return (SubscribedEventsMs > 0); |
227 | } | 252 | } |
228 | 253 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index aeeb4dd..2b3fa25 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -25,8 +25,6 @@ | |||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | 25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
26 | */ | 26 | */ |
27 | 27 | ||
28 | // Uncomment this it enable code to do all shape an body memory management | ||
29 | // in the C# code. | ||
30 | using System; | 28 | using System; |
31 | using System.Reflection; | 29 | using System.Reflection; |
32 | using System.Collections.Generic; | 30 | using System.Collections.Generic; |
@@ -49,7 +47,6 @@ public sealed class BSPrim : BSPhysObject | |||
49 | // _size is what the user passed. Scale is what we pass to the physics engine with the mesh. | 47 | // _size is what the user passed. Scale is what we pass to the physics engine with the mesh. |
50 | // Often Scale is unity because the meshmerizer will apply _size when creating the mesh. | 48 | // Often Scale is unity because the meshmerizer will apply _size when creating the mesh. |
51 | private OMV.Vector3 _size; // the multiplier for each mesh dimension as passed by the user | 49 | private OMV.Vector3 _size; // the multiplier for each mesh dimension as passed by the user |
52 | // private OMV.Vector3 _scale; // the multiplier for each mesh dimension for the mesh as created by the meshmerizer | ||
53 | 50 | ||
54 | private bool _grabbed; | 51 | private bool _grabbed; |
55 | private bool _isSelected; | 52 | private bool _isSelected; |
@@ -90,13 +87,13 @@ public sealed class BSPrim : BSPhysObject | |||
90 | 87 | ||
91 | public BSPrim(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, | 88 | public BSPrim(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, |
92 | OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) | 89 | OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) |
90 | : base(parent_scene, localID, primName, "BSPrim") | ||
93 | { | 91 | { |
94 | // m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID); | 92 | // m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID); |
95 | base.BaseInitialize(parent_scene, localID, primName, "BSPrim"); | ||
96 | _physicsActorType = (int)ActorTypes.Prim; | 93 | _physicsActorType = (int)ActorTypes.Prim; |
97 | _position = pos; | 94 | _position = pos; |
98 | _size = size; | 95 | _size = size; |
99 | Scale = new OMV.Vector3(1f, 1f, 1f); // the scale will be set by CreateGeom depending on object type | 96 | Scale = size; // the scale will be set by CreateGeom depending on object type |
100 | _orientation = rotation; | 97 | _orientation = rotation; |
101 | _buoyancy = 1f; | 98 | _buoyancy = 1f; |
102 | _velocity = OMV.Vector3.Zero; | 99 | _velocity = OMV.Vector3.Zero; |
@@ -111,8 +108,8 @@ public sealed class BSPrim : BSPhysObject | |||
111 | _mass = CalculateMass(); | 108 | _mass = CalculateMass(); |
112 | 109 | ||
113 | // No body or shape yet | 110 | // No body or shape yet |
114 | BSBody = new BulletBody(LocalID, IntPtr.Zero); | 111 | PhysBody = new BulletBody(LocalID, IntPtr.Zero); |
115 | BSShape = new BulletShape(IntPtr.Zero); | 112 | PhysShape = new BulletShape(IntPtr.Zero); |
116 | 113 | ||
117 | DetailLog("{0},BSPrim.constructor,call", LocalID); | 114 | DetailLog("{0},BSPrim.constructor,call", LocalID); |
118 | // do the actual object creation at taint time | 115 | // do the actual object creation at taint time |
@@ -120,7 +117,7 @@ public sealed class BSPrim : BSPhysObject | |||
120 | { | 117 | { |
121 | CreateGeomAndObject(true); | 118 | CreateGeomAndObject(true); |
122 | 119 | ||
123 | CurrentCollisionFlags = BulletSimAPI.GetCollisionFlags2(BSBody.ptr); | 120 | CurrentCollisionFlags = BulletSimAPI.GetCollisionFlags2(PhysBody.ptr); |
124 | }); | 121 | }); |
125 | } | 122 | } |
126 | 123 | ||
@@ -145,8 +142,8 @@ public sealed class BSPrim : BSPhysObject | |||
145 | { | 142 | { |
146 | DetailLog("{0},BSPrim.Destroy,taint,", LocalID); | 143 | DetailLog("{0},BSPrim.Destroy,taint,", LocalID); |
147 | // If there are physical body and shape, release my use of same. | 144 | // If there are physical body and shape, release my use of same. |
148 | PhysicsScene.Shapes.DereferenceBody(BSBody, true, null); | 145 | PhysicsScene.Shapes.DereferenceBody(PhysBody, true, null); |
149 | PhysicsScene.Shapes.DereferenceShape(BSShape, true, null); | 146 | PhysicsScene.Shapes.DereferenceShape(PhysShape, true, null); |
150 | }); | 147 | }); |
151 | } | 148 | } |
152 | 149 | ||
@@ -157,6 +154,8 @@ public sealed class BSPrim : BSPhysObject | |||
157 | public override OMV.Vector3 Size { | 154 | public override OMV.Vector3 Size { |
158 | get { return _size; } | 155 | get { return _size; } |
159 | set { | 156 | set { |
157 | // We presume the scale and size are the same. If scale must be changed for | ||
158 | // the physical shape, that is done when the geometry is built. | ||
160 | _size = value; | 159 | _size = value; |
161 | ForceBodyShapeRebuild(false); | 160 | ForceBodyShapeRebuild(false); |
162 | } | 161 | } |
@@ -171,17 +170,18 @@ public sealed class BSPrim : BSPhysObject | |||
171 | ForceBodyShapeRebuild(false); | 170 | ForceBodyShapeRebuild(false); |
172 | } | 171 | } |
173 | } | 172 | } |
173 | // Whatever the linkset wants is what I want. | ||
174 | public override BSPhysicsShapeType PreferredPhysicalShape | ||
175 | { get { return Linkset.PreferredPhysicalShape(this); } } | ||
176 | |||
174 | public override bool ForceBodyShapeRebuild(bool inTaintTime) | 177 | public override bool ForceBodyShapeRebuild(bool inTaintTime) |
175 | { | 178 | { |
176 | BSScene.TaintCallback rebuildOperation = delegate() | 179 | LastAssetBuildFailed = false; |
180 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ForceBodyShapeRebuild", delegate() | ||
177 | { | 181 | { |
178 | _mass = CalculateMass(); // changing the shape changes the mass | 182 | _mass = CalculateMass(); // changing the shape changes the mass |
179 | CreateGeomAndObject(true); | 183 | CreateGeomAndObject(true); |
180 | }; | 184 | }); |
181 | if (inTaintTime) | ||
182 | rebuildOperation(); | ||
183 | else | ||
184 | PhysicsScene.TaintedObject("BSPrim.ForceBodyShapeRebuild", rebuildOperation); | ||
185 | return true; | 185 | return true; |
186 | } | 186 | } |
187 | public override bool Grabbed { | 187 | public override bool Grabbed { |
@@ -235,14 +235,27 @@ public sealed class BSPrim : BSPhysObject | |||
235 | // Do it to the properties so the values get set in the physics engine. | 235 | // Do it to the properties so the values get set in the physics engine. |
236 | // Push the setting of the values to the viewer. | 236 | // Push the setting of the values to the viewer. |
237 | // Called at taint time! | 237 | // Called at taint time! |
238 | public override void ZeroMotion() | 238 | public override void ZeroMotion(bool inTaintTime) |
239 | { | 239 | { |
240 | _velocity = OMV.Vector3.Zero; | 240 | _velocity = OMV.Vector3.Zero; |
241 | _acceleration = OMV.Vector3.Zero; | 241 | _acceleration = OMV.Vector3.Zero; |
242 | _rotationalVelocity = OMV.Vector3.Zero; | 242 | _rotationalVelocity = OMV.Vector3.Zero; |
243 | 243 | ||
244 | // Zero some other properties directly into the physics engine | 244 | // Zero some other properties in the physics engine |
245 | BulletSimAPI.ClearForces2(BSBody.ptr); | 245 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate() |
246 | { | ||
247 | BulletSimAPI.ClearAllForces2(PhysBody.ptr); | ||
248 | }); | ||
249 | } | ||
250 | public override void ZeroAngularMotion(bool inTaintTime) | ||
251 | { | ||
252 | _rotationalVelocity = OMV.Vector3.Zero; | ||
253 | // Zero some other properties in the physics engine | ||
254 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate() | ||
255 | { | ||
256 | BulletSimAPI.SetInterpolationAngularVelocity2(PhysBody.ptr, OMV.Vector3.Zero); | ||
257 | BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, OMV.Vector3.Zero); | ||
258 | }); | ||
246 | } | 259 | } |
247 | 260 | ||
248 | public override void LockAngularMotion(OMV.Vector3 axis) | 261 | public override void LockAngularMotion(OMV.Vector3 axis) |
@@ -251,97 +264,91 @@ public sealed class BSPrim : BSPhysObject | |||
251 | return; | 264 | return; |
252 | } | 265 | } |
253 | 266 | ||
267 | public override OMV.Vector3 RawPosition | ||
268 | { | ||
269 | get { return _position; } | ||
270 | set { _position = value; } | ||
271 | } | ||
254 | public override OMV.Vector3 Position { | 272 | public override OMV.Vector3 Position { |
255 | get { | 273 | get { |
274 | // child prims move around based on their parent. Need to get the latest location | ||
256 | if (!Linkset.IsRoot(this)) | 275 | if (!Linkset.IsRoot(this)) |
257 | // child prims move around based on their parent. Need to get the latest location | 276 | _position = Linkset.Position(this); |
258 | _position = BulletSimAPI.GetPosition2(BSBody.ptr); | ||
259 | 277 | ||
260 | // don't do the GetObjectPosition for root elements because this function is called a zillion times | 278 | // don't do the GetObjectPosition for root elements because this function is called a zillion times. |
261 | // _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr); | 279 | // _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr); |
262 | return _position; | 280 | return _position; |
263 | } | 281 | } |
264 | set { | 282 | set { |
265 | // If you must push the position into the physics engine, use ForcePosition. | 283 | // If the position must be forced into the physics engine, use ForcePosition. |
266 | if (_position == value) | 284 | if (_position == value) |
267 | { | 285 | { |
268 | return; | 286 | return; |
269 | } | 287 | } |
270 | _position = value; | 288 | _position = value; |
271 | // TODO: what does it mean to set the position of a child prim?? Rebuild the constraint? | 289 | // TODO: what does it mean to set the position of a child prim?? Rebuild the constraint? |
272 | PositionSanityCheck(); | 290 | PositionSanityCheck(false); |
273 | PhysicsScene.TaintedObject("BSPrim.setPosition", delegate() | 291 | PhysicsScene.TaintedObject("BSPrim.setPosition", delegate() |
274 | { | 292 | { |
275 | // DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 293 | // DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
276 | BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation); | 294 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); |
295 | ActivateIfPhysical(false); | ||
277 | }); | 296 | }); |
278 | } | 297 | } |
279 | } | 298 | } |
280 | public override OMV.Vector3 ForcePosition { | 299 | public override OMV.Vector3 ForcePosition { |
281 | get { | 300 | get { |
282 | _position = BulletSimAPI.GetPosition2(BSBody.ptr); | 301 | _position = BulletSimAPI.GetPosition2(PhysBody.ptr); |
283 | return _position; | 302 | return _position; |
284 | } | 303 | } |
285 | set { | 304 | set { |
286 | _position = value; | 305 | _position = value; |
287 | PositionSanityCheck(); | 306 | // PositionSanityCheck(); // Don't do this! Causes a loop and caller should know better. |
288 | BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation); | 307 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); |
308 | ActivateIfPhysical(false); | ||
289 | } | 309 | } |
290 | } | 310 | } |
291 | 311 | ||
292 | // Check that the current position is sane and, if not, modify the position to make it so. | 312 | // Check that the current position is sane and, if not, modify the position to make it so. |
293 | // Check for being below terrain and being out of bounds. | 313 | // Check for being below terrain and being out of bounds. |
294 | // Returns 'true' of the position was made sane by some action. | 314 | // Returns 'true' of the position was made sane by some action. |
295 | private bool PositionSanityCheck() | 315 | private bool PositionSanityCheck(bool inTaintTime) |
296 | { | 316 | { |
297 | bool ret = false; | 317 | bool ret = false; |
298 | 318 | ||
299 | // If totally below the ground, move the prim up | ||
300 | // TODO: figure out the right solution for this... only for dynamic objects? | ||
301 | /* | ||
302 | float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position); | 319 | float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position); |
320 | OMV.Vector3 upForce = OMV.Vector3.Zero; | ||
303 | if (Position.Z < terrainHeight) | 321 | if (Position.Z < terrainHeight) |
304 | { | 322 | { |
305 | DetailLog("{0},BSPrim.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, _position, terrainHeight); | 323 | DetailLog("{0},BSPrim.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, _position, terrainHeight); |
306 | _position.Z = terrainHeight + 2.0f; | 324 | float targetHeight = terrainHeight + (Size.Z / 2f); |
325 | // Upforce proportional to the distance away from the terrain. Correct the error in 1 sec. | ||
326 | upForce.Z = (terrainHeight - Position.Z) * 1f; | ||
307 | ret = true; | 327 | ret = true; |
308 | } | 328 | } |
309 | */ | 329 | |
310 | if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) | 330 | if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) |
311 | { | 331 | { |
312 | float waterHeight = PhysicsScene.GetWaterLevelAtXYZ(_position); | 332 | float waterHeight = PhysicsScene.GetWaterLevelAtXYZ(_position); |
313 | if (Position.Z < waterHeight) | 333 | // TODO: a floating motor so object will bob in the water |
334 | if (Math.Abs(Position.Z - waterHeight) > 0.1f) | ||
314 | { | 335 | { |
315 | _position.Z = waterHeight; | 336 | // Upforce proportional to the distance away from the water. Correct the error in 1 sec. |
337 | upForce.Z = (waterHeight - Position.Z) * 1f; | ||
316 | ret = true; | 338 | ret = true; |
317 | } | 339 | } |
318 | } | 340 | } |
319 | 341 | ||
320 | // TODO: check for out of bounds | 342 | // TODO: check for out of bounds |
321 | return ret; | ||
322 | } | ||
323 | 343 | ||
324 | // A version of the sanity check that also makes sure a new position value is | 344 | // The above code computes a force to apply to correct any out-of-bounds problems. Apply same. |
325 | // pushed to the physics engine. This routine would be used by anyone | 345 | if (ret) |
326 | // who is not already pushing the value. | ||
327 | private bool PositionSanityCheck(bool inTaintTime) | ||
328 | { | ||
329 | bool ret = false; | ||
330 | if (PositionSanityCheck()) | ||
331 | { | 346 | { |
332 | // The new position value must be pushed into the physics engine but we can't | 347 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.PositionSanityCheck:belowTerrain", delegate() |
333 | // just assign to "Position" because of potential call loops. | ||
334 | BSScene.TaintCallback sanityOperation = delegate() | ||
335 | { | 348 | { |
336 | DetailLog("{0},BSPrim.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 349 | // Apply upforce and overcome gravity. |
337 | ForcePosition = _position; | 350 | ForceVelocity = ForceVelocity + upForce - PhysicsScene.DefaultGravity; |
338 | }; | 351 | }); |
339 | if (inTaintTime) | ||
340 | sanityOperation(); | ||
341 | else | ||
342 | PhysicsScene.TaintedObject("BSPrim.PositionSanityCheck", sanityOperation); | ||
343 | |||
344 | ret = true; | ||
345 | } | 352 | } |
346 | return ret; | 353 | return ret; |
347 | } | 354 | } |
@@ -352,13 +359,35 @@ public sealed class BSPrim : BSPhysObject | |||
352 | { | 359 | { |
353 | get | 360 | get |
354 | { | 361 | { |
355 | // return Linkset.LinksetMass; | 362 | return Linkset.LinksetMass; |
356 | return _mass; | 363 | // return _mass; |
357 | } | 364 | } |
358 | } | 365 | } |
359 | 366 | ||
360 | // used when we only want this prim's mass and not the linkset thing | 367 | // used when we only want this prim's mass and not the linkset thing |
361 | public override float MassRaw { get { return _mass; } } | 368 | public override float RawMass { |
369 | get { return _mass; } | ||
370 | } | ||
371 | // Set the physical mass to the passed mass. | ||
372 | // Note that this does not change _mass! | ||
373 | public override void UpdatePhysicalMassProperties(float physMass) | ||
374 | { | ||
375 | if (IsStatic) | ||
376 | { | ||
377 | Inertia = OMV.Vector3.Zero; | ||
378 | BulletSimAPI.SetMassProps2(PhysBody.ptr, 0f, Inertia); | ||
379 | BulletSimAPI.UpdateInertiaTensor2(PhysBody.ptr); | ||
380 | } | ||
381 | else | ||
382 | { | ||
383 | Inertia = BulletSimAPI.CalculateLocalInertia2(PhysShape.ptr, physMass); | ||
384 | BulletSimAPI.SetMassProps2(PhysBody.ptr, physMass, Inertia); | ||
385 | BulletSimAPI.UpdateInertiaTensor2(PhysBody.ptr); | ||
386 | // center of mass is at the zero of the object | ||
387 | // DEBUG DEBUG BulletSimAPI.SetCenterOfMassByPosRot2(PhysBody.ptr, ForcePosition, ForceOrientation); | ||
388 | DetailLog("{0},BSPrim.UpdateMassProperties,mass={1},localInertia={2}", LocalID, physMass, Inertia); | ||
389 | } | ||
390 | } | ||
362 | 391 | ||
363 | // Is this used? | 392 | // Is this used? |
364 | public override OMV.Vector3 CenterOfMass | 393 | public override OMV.Vector3 CenterOfMass |
@@ -379,7 +408,7 @@ public sealed class BSPrim : BSPhysObject | |||
379 | PhysicsScene.TaintedObject("BSPrim.setForce", delegate() | 408 | PhysicsScene.TaintedObject("BSPrim.setForce", delegate() |
380 | { | 409 | { |
381 | // DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); | 410 | // DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); |
382 | BulletSimAPI.SetObjectForce2(BSBody.ptr, _force); | 411 | BulletSimAPI.SetObjectForce2(PhysBody.ptr, _force); |
383 | }); | 412 | }); |
384 | } | 413 | } |
385 | } | 414 | } |
@@ -398,7 +427,8 @@ public sealed class BSPrim : BSPhysObject | |||
398 | { | 427 | { |
399 | // Done at taint time so we're sure the physics engine is not using the variables | 428 | // Done at taint time so we're sure the physics engine is not using the variables |
400 | // Vehicle code changes the parameters for this vehicle type. | 429 | // Vehicle code changes the parameters for this vehicle type. |
401 | this._vehicle.ProcessTypeChange(type); | 430 | _vehicle.ProcessTypeChange(type); |
431 | ActivateIfPhysical(false); | ||
402 | }); | 432 | }); |
403 | } | 433 | } |
404 | } | 434 | } |
@@ -407,6 +437,7 @@ public sealed class BSPrim : BSPhysObject | |||
407 | PhysicsScene.TaintedObject("BSPrim.VehicleFloatParam", delegate() | 437 | PhysicsScene.TaintedObject("BSPrim.VehicleFloatParam", delegate() |
408 | { | 438 | { |
409 | _vehicle.ProcessFloatVehicleParam((Vehicle)param, value); | 439 | _vehicle.ProcessFloatVehicleParam((Vehicle)param, value); |
440 | ActivateIfPhysical(false); | ||
410 | }); | 441 | }); |
411 | } | 442 | } |
412 | public override void VehicleVectorParam(int param, OMV.Vector3 value) | 443 | public override void VehicleVectorParam(int param, OMV.Vector3 value) |
@@ -414,6 +445,7 @@ public sealed class BSPrim : BSPhysObject | |||
414 | PhysicsScene.TaintedObject("BSPrim.VehicleVectorParam", delegate() | 445 | PhysicsScene.TaintedObject("BSPrim.VehicleVectorParam", delegate() |
415 | { | 446 | { |
416 | _vehicle.ProcessVectorVehicleParam((Vehicle)param, value); | 447 | _vehicle.ProcessVectorVehicleParam((Vehicle)param, value); |
448 | ActivateIfPhysical(false); | ||
417 | }); | 449 | }); |
418 | } | 450 | } |
419 | public override void VehicleRotationParam(int param, OMV.Quaternion rotation) | 451 | public override void VehicleRotationParam(int param, OMV.Quaternion rotation) |
@@ -421,6 +453,7 @@ public sealed class BSPrim : BSPhysObject | |||
421 | PhysicsScene.TaintedObject("BSPrim.VehicleRotationParam", delegate() | 453 | PhysicsScene.TaintedObject("BSPrim.VehicleRotationParam", delegate() |
422 | { | 454 | { |
423 | _vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation); | 455 | _vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation); |
456 | ActivateIfPhysical(false); | ||
424 | }); | 457 | }); |
425 | } | 458 | } |
426 | public override void VehicleFlags(int param, bool remove) | 459 | public override void VehicleFlags(int param, bool remove) |
@@ -435,9 +468,16 @@ public sealed class BSPrim : BSPhysObject | |||
435 | // Called from Scene when doing simulation step so we're in taint processing time. | 468 | // Called from Scene when doing simulation step so we're in taint processing time. |
436 | public override void StepVehicle(float timeStep) | 469 | public override void StepVehicle(float timeStep) |
437 | { | 470 | { |
438 | if (IsPhysical) | 471 | if (IsPhysical && _vehicle.IsActive) |
439 | { | 472 | { |
440 | _vehicle.Step(timeStep); | 473 | _vehicle.Step(timeStep); |
474 | /* // TEST TEST DEBUG DEBUG -- trying to reduce the extra action of Bullet simulation step | ||
475 | PhysicsScene.PostTaintObject("BSPrim.StepVehicles", LocalID, delegate() | ||
476 | { | ||
477 | // This resets the interpolation values and recomputes the tensor variables | ||
478 | BulletSimAPI.SetCenterOfMassByPosRot2(BSBody.ptr, ForcePosition, ForceOrientation); | ||
479 | }); | ||
480 | */ | ||
441 | } | 481 | } |
442 | } | 482 | } |
443 | 483 | ||
@@ -462,7 +502,7 @@ public sealed class BSPrim : BSPhysObject | |||
462 | PhysicsScene.TaintedObject("BSPrim.setVelocity", delegate() | 502 | PhysicsScene.TaintedObject("BSPrim.setVelocity", delegate() |
463 | { | 503 | { |
464 | // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); | 504 | // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); |
465 | BulletSimAPI.SetLinearVelocity2(BSBody.ptr, _velocity); | 505 | BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity); |
466 | }); | 506 | }); |
467 | } | 507 | } |
468 | } | 508 | } |
@@ -470,12 +510,14 @@ public sealed class BSPrim : BSPhysObject | |||
470 | get { return _velocity; } | 510 | get { return _velocity; } |
471 | set { | 511 | set { |
472 | _velocity = value; | 512 | _velocity = value; |
473 | BulletSimAPI.SetLinearVelocity2(BSBody.ptr, _velocity); | 513 | BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity); |
474 | } | 514 | } |
475 | } | 515 | } |
476 | public override OMV.Vector3 Torque { | 516 | public override OMV.Vector3 Torque { |
477 | get { return _torque; } | 517 | get { return _torque; } |
478 | set { _torque = value; | 518 | set { |
519 | _torque = value; | ||
520 | AddAngularForce(_torque, false, false); | ||
479 | // DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque); | 521 | // DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque); |
480 | } | 522 | } |
481 | } | 523 | } |
@@ -488,12 +530,17 @@ public sealed class BSPrim : BSPhysObject | |||
488 | get { return _acceleration; } | 530 | get { return _acceleration; } |
489 | set { _acceleration = value; } | 531 | set { _acceleration = value; } |
490 | } | 532 | } |
533 | public override OMV.Quaternion RawOrientation | ||
534 | { | ||
535 | get { return _orientation; } | ||
536 | set { _orientation = value; } | ||
537 | } | ||
491 | public override OMV.Quaternion Orientation { | 538 | public override OMV.Quaternion Orientation { |
492 | get { | 539 | get { |
540 | // Children move around because tied to parent. Get a fresh value. | ||
493 | if (!Linkset.IsRoot(this)) | 541 | if (!Linkset.IsRoot(this)) |
494 | { | 542 | { |
495 | // Children move around because tied to parent. Get a fresh value. | 543 | _orientation = Linkset.Orientation(this); |
496 | _orientation = BulletSimAPI.GetOrientation2(BSBody.ptr); | ||
497 | } | 544 | } |
498 | return _orientation; | 545 | return _orientation; |
499 | } | 546 | } |
@@ -506,22 +553,22 @@ public sealed class BSPrim : BSPhysObject | |||
506 | { | 553 | { |
507 | // _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr); | 554 | // _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr); |
508 | // DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 555 | // DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
509 | BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation); | 556 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); |
510 | }); | 557 | }); |
511 | } | 558 | } |
512 | } | 559 | } |
513 | // Go directly to Bullet to get/set the value. | 560 | // Go directly to Bullet to get/set the value. |
514 | public override OMV.Quaternion ForceOrientation | 561 | public override OMV.Quaternion ForceOrientation |
515 | { | 562 | { |
516 | get | 563 | get |
517 | { | 564 | { |
518 | _orientation = BulletSimAPI.GetOrientation2(BSBody.ptr); | 565 | _orientation = BulletSimAPI.GetOrientation2(PhysBody.ptr); |
519 | return _orientation; | 566 | return _orientation; |
520 | } | 567 | } |
521 | set | 568 | set |
522 | { | 569 | { |
523 | _orientation = value; | 570 | _orientation = value; |
524 | BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation); | 571 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); |
525 | } | 572 | } |
526 | } | 573 | } |
527 | public override int PhysicsActorType { | 574 | public override int PhysicsActorType { |
@@ -538,6 +585,8 @@ public sealed class BSPrim : BSPhysObject | |||
538 | { | 585 | { |
539 | // DetailLog("{0},setIsPhysical,taint,isPhys={1}", LocalID, _isPhysical); | 586 | // DetailLog("{0},setIsPhysical,taint,isPhys={1}", LocalID, _isPhysical); |
540 | SetObjectDynamic(true); | 587 | SetObjectDynamic(true); |
588 | // whether phys-to-static or static-to-phys, the object is not moving. | ||
589 | ZeroMotion(true); | ||
541 | }); | 590 | }); |
542 | } | 591 | } |
543 | } | 592 | } |
@@ -575,7 +624,7 @@ public sealed class BSPrim : BSPhysObject | |||
575 | 624 | ||
576 | // Mangling all the physical properties requires the object not be in the physical world. | 625 | // Mangling all the physical properties requires the object not be in the physical world. |
577 | // This is a NOOP if the object is not in the world (BulletSim and Bullet ignore objects not found). | 626 | // This is a NOOP if the object is not in the world (BulletSim and Bullet ignore objects not found). |
578 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, BSBody.ptr); | 627 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, PhysBody.ptr); |
579 | 628 | ||
580 | // Set up the object physicalness (does gravity and collisions move this object) | 629 | // Set up the object physicalness (does gravity and collisions move this object) |
581 | MakeDynamic(IsStatic); | 630 | MakeDynamic(IsStatic); |
@@ -589,24 +638,25 @@ public sealed class BSPrim : BSPhysObject | |||
589 | // Make solid or not (do things bounce off or pass through this object). | 638 | // Make solid or not (do things bounce off or pass through this object). |
590 | MakeSolid(IsSolid); | 639 | MakeSolid(IsSolid); |
591 | 640 | ||
592 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, BSBody.ptr); | 641 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, PhysBody.ptr); |
593 | 642 | ||
594 | // Rebuild its shape | 643 | // Rebuild its shape |
595 | BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, BSBody.ptr); | 644 | BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, PhysBody.ptr); |
596 | 645 | ||
597 | // Collision filter can be set only when the object is in the world | 646 | // Collision filter can be set only when the object is in the world |
598 | if (BSBody.collisionFilter != 0 || BSBody.collisionMask != 0) | 647 | if (PhysBody.collisionFilter != 0 || PhysBody.collisionMask != 0) |
599 | { | 648 | { |
600 | BulletSimAPI.SetCollisionFilterMask2(BSBody.ptr, (uint)BSBody.collisionFilter, (uint)BSBody.collisionMask); | 649 | BulletSimAPI.SetCollisionFilterMask2(PhysBody.ptr, (uint)PhysBody.collisionFilter, (uint)PhysBody.collisionMask); |
601 | } | 650 | } |
602 | 651 | ||
603 | // Recompute any linkset parameters. | 652 | // Recompute any linkset parameters. |
604 | // When going from non-physical to physical, this re-enables the constraints that | 653 | // When going from non-physical to physical, this re-enables the constraints that |
605 | // had been automatically disabled when the mass was set to zero. | 654 | // had been automatically disabled when the mass was set to zero. |
606 | Linkset.Refresh(this, true); | 655 | // For compound based linksets, this enables and disables interactions of the children. |
656 | Linkset.Refresh(this); | ||
607 | 657 | ||
608 | DetailLog("{0},BSPrim.UpdatePhysicalParameters,exit,static={1},solid={2},mass={3},collide={4},cf={5:X},body={6},shape={7}", | 658 | DetailLog("{0},BSPrim.UpdatePhysicalParameters,taintExit,static={1},solid={2},mass={3},collide={4},cf={5:X},body={6},shape={7}", |
609 | LocalID, IsStatic, IsSolid, _mass, SubscribedEvents(), CurrentCollisionFlags, BSBody, BSShape); | 659 | LocalID, IsStatic, IsSolid, _mass, SubscribedEvents(), CurrentCollisionFlags, PhysBody, PhysShape); |
610 | } | 660 | } |
611 | 661 | ||
612 | // "Making dynamic" means changing to and from static. | 662 | // "Making dynamic" means changing to and from static. |
@@ -619,75 +669,74 @@ public sealed class BSPrim : BSPhysObject | |||
619 | if (makeStatic) | 669 | if (makeStatic) |
620 | { | 670 | { |
621 | // Become a Bullet 'static' object type | 671 | // Become a Bullet 'static' object type |
622 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.CF_STATIC_OBJECT); | 672 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_STATIC_OBJECT); |
623 | // Stop all movement | 673 | // Stop all movement |
624 | BulletSimAPI.ClearAllForces2(BSBody.ptr); | 674 | ZeroMotion(true); |
625 | // Center of mass is at the center of the object | 675 | // Center of mass is at the center of the object |
626 | BulletSimAPI.SetCenterOfMassByPosRot2(Linkset.LinksetRoot.BSBody.ptr, _position, _orientation); | 676 | // DEBUG DEBUG BulletSimAPI.SetCenterOfMassByPosRot2(Linkset.LinksetRoot.PhysBody.ptr, _position, _orientation); |
627 | // Mass is zero which disables a bunch of physics stuff in Bullet | 677 | // Mass is zero which disables a bunch of physics stuff in Bullet |
628 | BulletSimAPI.SetMassProps2(BSBody.ptr, 0f, OMV.Vector3.Zero); | 678 | UpdatePhysicalMassProperties(0f); |
629 | // There is no inertia in a static object | ||
630 | BulletSimAPI.UpdateInertiaTensor2(BSBody.ptr); | ||
631 | // Set collision detection parameters | 679 | // Set collision detection parameters |
632 | if (PhysicsScene.Params.ccdMotionThreshold > 0f) | 680 | if (PhysicsScene.Params.ccdMotionThreshold > 0f) |
633 | { | 681 | { |
634 | BulletSimAPI.SetCcdMotionThreshold2(BSBody.ptr, PhysicsScene.Params.ccdMotionThreshold); | 682 | BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, PhysicsScene.Params.ccdMotionThreshold); |
635 | BulletSimAPI.SetCcdSweepSphereRadius2(BSBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius); | 683 | BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius); |
636 | } | 684 | } |
637 | // There can be special things needed for implementing linksets | 685 | // There can be special things needed for implementing linksets |
638 | Linkset.MakeStatic(this); | 686 | Linkset.MakeStatic(this); |
639 | // The activation state is 'disabled' so Bullet will not try to act on it. | 687 | // The activation state is 'disabled' so Bullet will not try to act on it. |
640 | BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.DISABLE_SIMULATION); | 688 | BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.DISABLE_SIMULATION); |
641 | // Start it out sleeping and physical actions could wake it up. | 689 | // Start it out sleeping and physical actions could wake it up. |
642 | // BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ISLAND_SLEEPING); | 690 | // BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ISLAND_SLEEPING); |
643 | 691 | ||
644 | BSBody.collisionFilter = CollisionFilterGroups.StaticObjectFilter; | 692 | PhysBody.collisionFilter = CollisionFilterGroups.StaticObjectFilter; |
645 | BSBody.collisionMask = CollisionFilterGroups.StaticObjectMask; | 693 | PhysBody.collisionMask = CollisionFilterGroups.StaticObjectMask; |
646 | } | 694 | } |
647 | else | 695 | else |
648 | { | 696 | { |
649 | // Not a Bullet static object | 697 | // Not a Bullet static object |
650 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.CF_STATIC_OBJECT); | 698 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_STATIC_OBJECT); |
651 | 699 | ||
652 | // Set various physical properties so internal dynamic properties will get computed correctly as they are set | 700 | // Set various physical properties so internal dynamic properties will get computed correctly as they are set |
653 | BulletSimAPI.SetFriction2(BSBody.ptr, PhysicsScene.Params.defaultFriction); | 701 | BulletSimAPI.SetFriction2(PhysBody.ptr, PhysicsScene.Params.defaultFriction); |
654 | BulletSimAPI.SetRestitution2(BSBody.ptr, PhysicsScene.Params.defaultRestitution); | 702 | BulletSimAPI.SetRestitution2(PhysBody.ptr, PhysicsScene.Params.defaultRestitution); |
655 | 703 | ||
656 | // per http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=3382 | 704 | // per http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=3382 |
657 | BulletSimAPI.ClearAllForces2(BSBody.ptr); | 705 | // Since this can be called multiple times, only zero forces when becoming physical |
706 | // BulletSimAPI.ClearAllForces2(BSBody.ptr); | ||
658 | 707 | ||
659 | // For good measure, make sure the transform is set through to the motion state | 708 | // For good measure, make sure the transform is set through to the motion state |
660 | BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation); | 709 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); |
710 | |||
711 | // Center of mass is at the center of the object | ||
712 | // DEBUG DEBUG BulletSimAPI.SetCenterOfMassByPosRot2(Linkset.LinksetRoot.PhysBody.ptr, _position, _orientation); | ||
661 | 713 | ||
662 | // A dynamic object has mass | 714 | // A dynamic object has mass |
663 | IntPtr collisionShapePtr = BulletSimAPI.GetCollisionShape2(BSBody.ptr); | 715 | UpdatePhysicalMassProperties(RawMass); |
664 | OMV.Vector3 inertia = BulletSimAPI.CalculateLocalInertia2(collisionShapePtr, Mass); | ||
665 | BulletSimAPI.SetMassProps2(BSBody.ptr, _mass, inertia); | ||
666 | BulletSimAPI.UpdateInertiaTensor2(BSBody.ptr); | ||
667 | 716 | ||
668 | // Set collision detection parameters | 717 | // Set collision detection parameters |
669 | if (PhysicsScene.Params.ccdMotionThreshold > 0f) | 718 | if (PhysicsScene.Params.ccdMotionThreshold > 0f) |
670 | { | 719 | { |
671 | BulletSimAPI.SetCcdMotionThreshold2(BSBody.ptr, PhysicsScene.Params.ccdMotionThreshold); | 720 | BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, PhysicsScene.Params.ccdMotionThreshold); |
672 | BulletSimAPI.SetCcdSweepSphereRadius2(BSBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius); | 721 | BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius); |
673 | } | 722 | } |
674 | 723 | ||
675 | // Various values for simulation limits | 724 | // Various values for simulation limits |
676 | BulletSimAPI.SetDamping2(BSBody.ptr, PhysicsScene.Params.linearDamping, PhysicsScene.Params.angularDamping); | 725 | BulletSimAPI.SetDamping2(PhysBody.ptr, PhysicsScene.Params.linearDamping, PhysicsScene.Params.angularDamping); |
677 | BulletSimAPI.SetDeactivationTime2(BSBody.ptr, PhysicsScene.Params.deactivationTime); | 726 | BulletSimAPI.SetDeactivationTime2(PhysBody.ptr, PhysicsScene.Params.deactivationTime); |
678 | BulletSimAPI.SetSleepingThresholds2(BSBody.ptr, PhysicsScene.Params.linearSleepingThreshold, PhysicsScene.Params.angularSleepingThreshold); | 727 | BulletSimAPI.SetSleepingThresholds2(PhysBody.ptr, PhysicsScene.Params.linearSleepingThreshold, PhysicsScene.Params.angularSleepingThreshold); |
679 | BulletSimAPI.SetContactProcessingThreshold2(BSBody.ptr, PhysicsScene.Params.contactProcessingThreshold); | 728 | BulletSimAPI.SetContactProcessingThreshold2(PhysBody.ptr, PhysicsScene.Params.contactProcessingThreshold); |
680 | 729 | ||
681 | // There might be special things needed for implementing linksets. | 730 | // There might be special things needed for implementing linksets. |
682 | Linkset.MakeDynamic(this); | 731 | Linkset.MakeDynamic(this); |
683 | 732 | ||
684 | // Force activation of the object so Bullet will act on it. | 733 | // Force activation of the object so Bullet will act on it. |
685 | // Must do the ForceActivationState2() to overcome the DISABLE_SIMULATION from static objects. | 734 | // Must do the ForceActivationState2() to overcome the DISABLE_SIMULATION from static objects. |
686 | BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ACTIVE_TAG); | 735 | BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.ACTIVE_TAG); |
687 | // BulletSimAPI.Activate2(BSBody.ptr, true); | 736 | // BulletSimAPI.Activate2(BSBody.ptr, true); |
688 | 737 | ||
689 | BSBody.collisionFilter = CollisionFilterGroups.ObjectFilter; | 738 | PhysBody.collisionFilter = CollisionFilterGroups.ObjectFilter; |
690 | BSBody.collisionMask = CollisionFilterGroups.ObjectMask; | 739 | PhysBody.collisionMask = CollisionFilterGroups.ObjectMask; |
691 | } | 740 | } |
692 | } | 741 | } |
693 | 742 | ||
@@ -697,7 +746,7 @@ public sealed class BSPrim : BSPhysObject | |||
697 | // the functions after this one set up the state of a possibly newly created collision body. | 746 | // the functions after this one set up the state of a possibly newly created collision body. |
698 | private void MakeSolid(bool makeSolid) | 747 | private void MakeSolid(bool makeSolid) |
699 | { | 748 | { |
700 | CollisionObjectTypes bodyType = (CollisionObjectTypes)BulletSimAPI.GetBodyType2(BSBody.ptr); | 749 | CollisionObjectTypes bodyType = (CollisionObjectTypes)BulletSimAPI.GetBodyType2(PhysBody.ptr); |
701 | if (makeSolid) | 750 | if (makeSolid) |
702 | { | 751 | { |
703 | // Verify the previous code created the correct shape for this type of thing. | 752 | // Verify the previous code created the correct shape for this type of thing. |
@@ -705,7 +754,7 @@ public sealed class BSPrim : BSPhysObject | |||
705 | { | 754 | { |
706 | m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for solidity. id={1}, type={2}", LogHeader, LocalID, bodyType); | 755 | m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for solidity. id={1}, type={2}", LogHeader, LocalID, bodyType); |
707 | } | 756 | } |
708 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); | 757 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); |
709 | } | 758 | } |
710 | else | 759 | else |
711 | { | 760 | { |
@@ -713,22 +762,31 @@ public sealed class BSPrim : BSPhysObject | |||
713 | { | 762 | { |
714 | m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for non-solidness. id={1}, type={2}", LogHeader, LocalID, bodyType); | 763 | m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for non-solidness. id={1}, type={2}", LogHeader, LocalID, bodyType); |
715 | } | 764 | } |
716 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); | 765 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); |
717 | BSBody.collisionFilter = CollisionFilterGroups.VolumeDetectFilter; | 766 | PhysBody.collisionFilter = CollisionFilterGroups.VolumeDetectFilter; |
718 | BSBody.collisionMask = CollisionFilterGroups.VolumeDetectMask; | 767 | PhysBody.collisionMask = CollisionFilterGroups.VolumeDetectMask; |
719 | } | 768 | } |
720 | } | 769 | } |
721 | 770 | ||
771 | // Enable physical actions. Bullet will keep sleeping non-moving physical objects so | ||
772 | // they need waking up when parameters are changed. | ||
773 | // Called in taint-time!! | ||
774 | private void ActivateIfPhysical(bool forceIt) | ||
775 | { | ||
776 | if (IsPhysical) | ||
777 | BulletSimAPI.Activate2(PhysBody.ptr, forceIt); | ||
778 | } | ||
779 | |||
722 | // Turn on or off the flag controlling whether collision events are returned to the simulator. | 780 | // Turn on or off the flag controlling whether collision events are returned to the simulator. |
723 | private void EnableCollisions(bool wantsCollisionEvents) | 781 | private void EnableCollisions(bool wantsCollisionEvents) |
724 | { | 782 | { |
725 | if (wantsCollisionEvents) | 783 | if (wantsCollisionEvents) |
726 | { | 784 | { |
727 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 785 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
728 | } | 786 | } |
729 | else | 787 | else |
730 | { | 788 | { |
731 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 789 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
732 | } | 790 | } |
733 | } | 791 | } |
734 | 792 | ||
@@ -768,14 +826,14 @@ public sealed class BSPrim : BSPhysObject | |||
768 | } | 826 | } |
769 | } | 827 | } |
770 | public override bool FloatOnWater { | 828 | public override bool FloatOnWater { |
771 | set { | 829 | set { |
772 | _floatOnWater = value; | 830 | _floatOnWater = value; |
773 | PhysicsScene.TaintedObject("BSPrim.setFloatOnWater", delegate() | 831 | PhysicsScene.TaintedObject("BSPrim.setFloatOnWater", delegate() |
774 | { | 832 | { |
775 | if (_floatOnWater) | 833 | if (_floatOnWater) |
776 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); | 834 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); |
777 | else | 835 | else |
778 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); | 836 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); |
779 | }); | 837 | }); |
780 | } | 838 | } |
781 | } | 839 | } |
@@ -797,8 +855,8 @@ public sealed class BSPrim : BSPhysObject | |||
797 | // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); | 855 | // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); |
798 | PhysicsScene.TaintedObject("BSPrim.setRotationalVelocity", delegate() | 856 | PhysicsScene.TaintedObject("BSPrim.setRotationalVelocity", delegate() |
799 | { | 857 | { |
800 | // DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); | 858 | DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); |
801 | BulletSimAPI.SetAngularVelocity2(BSBody.ptr, _rotationalVelocity); | 859 | BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, _rotationalVelocity); |
802 | }); | 860 | }); |
803 | } | 861 | } |
804 | } | 862 | } |
@@ -808,7 +866,7 @@ public sealed class BSPrim : BSPhysObject | |||
808 | } | 866 | } |
809 | set { | 867 | set { |
810 | _rotationalVelocity = value; | 868 | _rotationalVelocity = value; |
811 | BulletSimAPI.SetAngularVelocity2(BSBody.ptr, _rotationalVelocity); | 869 | BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, _rotationalVelocity); |
812 | } | 870 | } |
813 | } | 871 | } |
814 | public override bool Kinematic { | 872 | public override bool Kinematic { |
@@ -834,7 +892,7 @@ public sealed class BSPrim : BSPhysObject | |||
834 | // DetailLog("{0},BSPrim.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | 892 | // DetailLog("{0},BSPrim.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy); |
835 | // Buoyancy is faked by changing the gravity applied to the object | 893 | // Buoyancy is faked by changing the gravity applied to the object |
836 | float grav = PhysicsScene.Params.gravity * (1f - _buoyancy); | 894 | float grav = PhysicsScene.Params.gravity * (1f - _buoyancy); |
837 | BulletSimAPI.SetGravity2(BSBody.ptr, new OMV.Vector3(0f, 0f, grav)); | 895 | BulletSimAPI.SetGravity2(PhysBody.ptr, new OMV.Vector3(0f, 0f, grav)); |
838 | } | 896 | } |
839 | } | 897 | } |
840 | 898 | ||
@@ -874,6 +932,7 @@ public sealed class BSPrim : BSPhysObject | |||
874 | public override void AddForce(OMV.Vector3 force, bool pushforce) { | 932 | public override void AddForce(OMV.Vector3 force, bool pushforce) { |
875 | AddForce(force, pushforce, false); | 933 | AddForce(force, pushforce, false); |
876 | } | 934 | } |
935 | // Applying a force just adds this to the total force on the object. | ||
877 | public void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { | 936 | public void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { |
878 | // for an object, doesn't matter if force is a pushforce or not | 937 | // for an object, doesn't matter if force is a pushforce or not |
879 | if (force.IsFinite()) | 938 | if (force.IsFinite()) |
@@ -887,7 +946,7 @@ public sealed class BSPrim : BSPhysObject | |||
887 | m_log.WarnFormat("{0}: Got a NaN force applied to a prim. LocalID={1}", LogHeader, LocalID); | 946 | m_log.WarnFormat("{0}: Got a NaN force applied to a prim. LocalID={1}", LogHeader, LocalID); |
888 | return; | 947 | return; |
889 | } | 948 | } |
890 | BSScene.TaintCallback addForceOperation = delegate() | 949 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate() |
891 | { | 950 | { |
892 | OMV.Vector3 fSum = OMV.Vector3.Zero; | 951 | OMV.Vector3 fSum = OMV.Vector3.Zero; |
893 | lock (m_accumulatedForces) | 952 | lock (m_accumulatedForces) |
@@ -899,20 +958,70 @@ public sealed class BSPrim : BSPhysObject | |||
899 | } | 958 | } |
900 | m_accumulatedForces.Clear(); | 959 | m_accumulatedForces.Clear(); |
901 | } | 960 | } |
902 | // DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, fSum); | 961 | DetailLog("{0},BSPrim.AddForce,taint,force={1}", LocalID, fSum); |
903 | // For unknown reasons, "ApplyCentralForce" adds this force to the total force on the object. | 962 | if (fSum != OMV.Vector3.Zero) |
904 | BulletSimAPI.ApplyCentralForce2(BSBody.ptr, fSum); | 963 | BulletSimAPI.ApplyCentralForce2(PhysBody.ptr, fSum); |
905 | }; | 964 | }); |
906 | if (inTaintTime) | 965 | } |
907 | addForceOperation(); | 966 | |
908 | else | 967 | // An impulse force is scaled by the mass of the object. |
909 | PhysicsScene.TaintedObject("BSPrim.AddForce", addForceOperation); | 968 | public void ApplyForceImpulse(OMV.Vector3 impulse, bool inTaintTime) |
969 | { | ||
970 | OMV.Vector3 applyImpulse = impulse; | ||
971 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ApplyForceImpulse", delegate() | ||
972 | { | ||
973 | DetailLog("{0},BSPrim.ApplyForceImpulse,taint,tImpulse={1}", LocalID, applyImpulse); | ||
974 | BulletSimAPI.ApplyCentralImpulse2(PhysBody.ptr, applyImpulse); | ||
975 | }); | ||
910 | } | 976 | } |
911 | 977 | ||
978 | private List<OMV.Vector3> m_accumulatedAngularForces = new List<OMV.Vector3>(); | ||
912 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { | 979 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { |
913 | // DetailLog("{0},BSPrim.AddAngularForce,call,angForce={1},push={2}", LocalID, force, pushforce); | 980 | AddAngularForce(force, pushforce, false); |
914 | // m_log.DebugFormat("{0}: AddAngularForce. f={1}, push={2}", LogHeader, force, pushforce); | ||
915 | } | 981 | } |
982 | public void AddAngularForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) | ||
983 | { | ||
984 | if (force.IsFinite()) | ||
985 | { | ||
986 | // _force += force; | ||
987 | lock (m_accumulatedAngularForces) | ||
988 | m_accumulatedAngularForces.Add(new OMV.Vector3(force)); | ||
989 | } | ||
990 | else | ||
991 | { | ||
992 | m_log.WarnFormat("{0}: Got a NaN force applied to a prim. LocalID={1}", LogHeader, LocalID); | ||
993 | return; | ||
994 | } | ||
995 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddAngularForce", delegate() | ||
996 | { | ||
997 | OMV.Vector3 fSum = OMV.Vector3.Zero; | ||
998 | lock (m_accumulatedAngularForces) | ||
999 | { | ||
1000 | // Sum the accumulated additional forces for one big force to apply once. | ||
1001 | foreach (OMV.Vector3 v in m_accumulatedAngularForces) | ||
1002 | { | ||
1003 | fSum += v; | ||
1004 | } | ||
1005 | m_accumulatedAngularForces.Clear(); | ||
1006 | } | ||
1007 | DetailLog("{0},BSPrim.AddAngularForce,taint,aForce={1}", LocalID, fSum); | ||
1008 | if (fSum != OMV.Vector3.Zero) | ||
1009 | { | ||
1010 | BulletSimAPI.ApplyTorque2(PhysBody.ptr, fSum); | ||
1011 | _torque = fSum; | ||
1012 | } | ||
1013 | }); | ||
1014 | } | ||
1015 | // A torque impulse. | ||
1016 | public void ApplyTorqueImpulse(OMV.Vector3 impulse, bool inTaintTime) | ||
1017 | { | ||
1018 | OMV.Vector3 applyImpulse = impulse; | ||
1019 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ApplyTorqueImpulse", delegate() | ||
1020 | { | ||
1021 | BulletSimAPI.ApplyTorqueImpulse2(PhysBody.ptr, applyImpulse); | ||
1022 | }); | ||
1023 | } | ||
1024 | |||
916 | public override void SetMomentum(OMV.Vector3 momentum) { | 1025 | public override void SetMomentum(OMV.Vector3 momentum) { |
917 | // DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum); | 1026 | // DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum); |
918 | } | 1027 | } |
@@ -971,7 +1080,7 @@ public sealed class BSPrim : BSPhysObject | |||
971 | if (hollowAmount > 0.0) | 1080 | if (hollowAmount > 0.0) |
972 | { | 1081 | { |
973 | hollowVolume *= hollowAmount; | 1082 | hollowVolume *= hollowAmount; |
974 | 1083 | ||
975 | switch (BaseShape.HollowShape) | 1084 | switch (BaseShape.HollowShape) |
976 | { | 1085 | { |
977 | case HollowShape.Square: | 1086 | case HollowShape.Square: |
@@ -1194,9 +1303,7 @@ public sealed class BSPrim : BSPhysObject | |||
1194 | 1303 | ||
1195 | returnMass = _density * volume; | 1304 | returnMass = _density * volume; |
1196 | 1305 | ||
1197 | /* | 1306 | /* Comment out code that computes the mass of the linkset. That is done in the Linkset class. |
1198 | * This change means each object keeps its own mass and the Mass property | ||
1199 | * will return the sum if we're part of a linkset. | ||
1200 | if (IsRootOfLinkset) | 1307 | if (IsRootOfLinkset) |
1201 | { | 1308 | { |
1202 | foreach (BSPrim prim in _childrenPrims) | 1309 | foreach (BSPrim prim in _childrenPrims) |
@@ -1216,48 +1323,27 @@ public sealed class BSPrim : BSPhysObject | |||
1216 | }// end CalculateMass | 1323 | }// end CalculateMass |
1217 | #endregion Mass Calculation | 1324 | #endregion Mass Calculation |
1218 | 1325 | ||
1219 | // Copy prim's info into the BulletSim shape description structure | ||
1220 | public void FillShapeInfo(out ShapeData shape) | ||
1221 | { | ||
1222 | shape.ID = LocalID; | ||
1223 | shape.Type = ShapeData.PhysicsShapeType.SHAPE_UNKNOWN; | ||
1224 | shape.Position = _position; | ||
1225 | shape.Rotation = _orientation; | ||
1226 | shape.Velocity = _velocity; | ||
1227 | shape.Size = _size; | ||
1228 | shape.Scale = Scale; | ||
1229 | shape.Mass = _isPhysical ? _mass : 0f; | ||
1230 | shape.Buoyancy = _buoyancy; | ||
1231 | shape.HullKey = 0; | ||
1232 | shape.MeshKey = 0; | ||
1233 | shape.Friction = _friction; | ||
1234 | shape.Restitution = _restitution; | ||
1235 | shape.Collidable = (!IsPhantom) ? ShapeData.numericTrue : ShapeData.numericFalse; | ||
1236 | shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue; | ||
1237 | shape.Solid = IsSolid ? ShapeData.numericFalse : ShapeData.numericTrue; | ||
1238 | } | ||
1239 | // Rebuild the geometry and object. | 1326 | // Rebuild the geometry and object. |
1240 | // This is called when the shape changes so we need to recreate the mesh/hull. | 1327 | // This is called when the shape changes so we need to recreate the mesh/hull. |
1241 | // Called at taint-time!!! | 1328 | // Called at taint-time!!! |
1242 | private void CreateGeomAndObject(bool forceRebuild) | 1329 | private void CreateGeomAndObject(bool forceRebuild) |
1243 | { | 1330 | { |
1244 | ShapeData shapeData; | ||
1245 | FillShapeInfo(out shapeData); | ||
1246 | |||
1247 | // If this prim is part of a linkset, we must remove and restore the physical | 1331 | // If this prim is part of a linkset, we must remove and restore the physical |
1248 | // links of the body is rebuilt. | 1332 | // links if the body is rebuilt. |
1249 | bool needToRestoreLinkset = false; | 1333 | bool needToRestoreLinkset = false; |
1334 | bool needToRestoreVehicle = false; | ||
1250 | 1335 | ||
1251 | // Create the correct physical representation for this type of object. | 1336 | // Create the correct physical representation for this type of object. |
1252 | // Updates BSBody and BSShape with the new information. | 1337 | // Updates PhysBody and PhysShape with the new information. |
1253 | // Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary. | 1338 | // Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary. |
1254 | PhysicsScene.Shapes.GetBodyAndShape(false, PhysicsScene.World, this, shapeData, BaseShape, | 1339 | // Returns 'true' if either the body or the shape was changed. |
1255 | null, delegate(BulletBody dBody) | 1340 | PhysicsScene.Shapes.GetBodyAndShape(false, PhysicsScene.World, this, null, delegate(BulletBody dBody) |
1256 | { | 1341 | { |
1257 | // Called if the current prim body is about to be destroyed. | 1342 | // Called if the current prim body is about to be destroyed. |
1258 | // Remove all the physical dependencies on the old body. | 1343 | // Remove all the physical dependencies on the old body. |
1259 | // (Maybe someday make the changing of BSShape an event handled by BSLinkset.) | 1344 | // (Maybe someday make the changing of BSShape an event handled by BSLinkset.) |
1260 | needToRestoreLinkset = Linkset.RemoveBodyDependencies(this); | 1345 | needToRestoreLinkset = Linkset.RemoveBodyDependencies(this); |
1346 | needToRestoreVehicle = _vehicle.RemoveBodyDependencies(this); | ||
1261 | }); | 1347 | }); |
1262 | 1348 | ||
1263 | if (needToRestoreLinkset) | 1349 | if (needToRestoreLinkset) |
@@ -1265,6 +1351,11 @@ public sealed class BSPrim : BSPhysObject | |||
1265 | // If physical body dependencies were removed, restore them | 1351 | // If physical body dependencies were removed, restore them |
1266 | Linkset.RestoreBodyDependencies(this); | 1352 | Linkset.RestoreBodyDependencies(this); |
1267 | } | 1353 | } |
1354 | if (needToRestoreVehicle) | ||
1355 | { | ||
1356 | // If physical body dependencies were removed, restore them | ||
1357 | _vehicle.RestoreBodyDependencies(this); | ||
1358 | } | ||
1268 | 1359 | ||
1269 | // Make sure the properties are set on the new object | 1360 | // Make sure the properties are set on the new object |
1270 | UpdatePhysicalParameters(); | 1361 | UpdatePhysicalParameters(); |
@@ -1326,7 +1417,7 @@ public sealed class BSPrim : BSPhysObject | |||
1326 | if (changed != 0) | 1417 | if (changed != 0) |
1327 | { | 1418 | { |
1328 | // Only update the position of single objects and linkset roots | 1419 | // Only update the position of single objects and linkset roots |
1329 | if (this._parentPrim == null) | 1420 | if (Linkset.IsRoot(this)) |
1330 | { | 1421 | { |
1331 | base.RequestPhysicsterseUpdate(); | 1422 | base.RequestPhysicsterseUpdate(); |
1332 | } | 1423 | } |
@@ -1338,23 +1429,29 @@ public sealed class BSPrim : BSPhysObject | |||
1338 | // Updates only for individual prims and for the root object of a linkset. | 1429 | // Updates only for individual prims and for the root object of a linkset. |
1339 | if (Linkset.IsRoot(this)) | 1430 | if (Linkset.IsRoot(this)) |
1340 | { | 1431 | { |
1341 | // Assign to the local variables so the normal set action does not happen | 1432 | // Assign directly to the local variables so the normal set action does not happen |
1342 | _position = entprop.Position; | 1433 | _position = entprop.Position; |
1343 | _orientation = entprop.Rotation; | 1434 | _orientation = entprop.Rotation; |
1344 | _velocity = entprop.Velocity; | 1435 | _velocity = entprop.Velocity; |
1345 | _acceleration = entprop.Acceleration; | 1436 | _acceleration = entprop.Acceleration; |
1346 | _rotationalVelocity = entprop.RotationalVelocity; | 1437 | _rotationalVelocity = entprop.RotationalVelocity; |
1347 | 1438 | ||
1439 | // The sanity check can change the velocity and/or position. | ||
1440 | if (PositionSanityCheck(true)) | ||
1441 | { | ||
1442 | entprop.Position = _position; | ||
1443 | entprop.Velocity = _velocity; | ||
1444 | } | ||
1445 | |||
1348 | // remember the current and last set values | 1446 | // remember the current and last set values |
1349 | LastEntityProperties = CurrentEntityProperties; | 1447 | LastEntityProperties = CurrentEntityProperties; |
1350 | CurrentEntityProperties = entprop; | 1448 | CurrentEntityProperties = entprop; |
1351 | 1449 | ||
1352 | PositionSanityCheck(true); | 1450 | OMV.Vector3 direction = OMV.Vector3.UnitX * _orientation; |
1353 | 1451 | DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},dir={3},vel={4},rotVel={5}", | |
1354 | DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", | 1452 | LocalID, _position, _orientation, direction, _velocity, _rotationalVelocity); |
1355 | LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); | ||
1356 | 1453 | ||
1357 | // BulletSimAPI.DumpRigidBody2(Scene.World.Ptr, BSBody.Ptr); | 1454 | // BulletSimAPI.DumpRigidBody2(PhysicsScene.World.ptr, BSBody.ptr); // DEBUG DEBUG DEBUG |
1358 | 1455 | ||
1359 | base.RequestPhysicsterseUpdate(); | 1456 | base.RequestPhysicsterseUpdate(); |
1360 | } | 1457 | } |
@@ -1367,8 +1464,8 @@ public sealed class BSPrim : BSPhysObject | |||
1367 | entprop.Acceleration, entprop.RotationalVelocity); | 1464 | entprop.Acceleration, entprop.RotationalVelocity); |
1368 | } | 1465 | } |
1369 | */ | 1466 | */ |
1370 | // The linkset implimentation might want to know about this. | ||
1371 | 1467 | ||
1468 | // The linkset implimentation might want to know about this. | ||
1372 | Linkset.UpdateProperties(this); | 1469 | Linkset.UpdateProperties(this); |
1373 | } | 1470 | } |
1374 | } | 1471 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 6621d39..27a78d1 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -62,7 +62,7 @@ using OpenMetaverse; | |||
62 | // | 62 | // |
63 | namespace OpenSim.Region.Physics.BulletSPlugin | 63 | namespace OpenSim.Region.Physics.BulletSPlugin |
64 | { | 64 | { |
65 | public class BSScene : PhysicsScene, IPhysicsParameters | 65 | public sealed class BSScene : PhysicsScene, IPhysicsParameters |
66 | { | 66 | { |
67 | private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); | 67 | private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); |
68 | private static readonly string LogHeader = "[BULLETS SCENE]"; | 68 | private static readonly string LogHeader = "[BULLETS SCENE]"; |
@@ -116,6 +116,10 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
116 | // True if initialized and ready to do simulation steps | 116 | // True if initialized and ready to do simulation steps |
117 | private bool m_initialized = false; | 117 | private bool m_initialized = false; |
118 | 118 | ||
119 | // Flag which is true when processing taints. | ||
120 | // Not guaranteed to be correct all the time (don't depend on this) but good for debugging. | ||
121 | public bool InTaintTime { get; private set; } | ||
122 | |||
119 | // Pinned memory used to pass step information between managed and unmanaged | 123 | // Pinned memory used to pass step information between managed and unmanaged |
120 | private int m_maxCollisionsPerFrame; | 124 | private int m_maxCollisionsPerFrame; |
121 | private CollisionDesc[] m_collisionArray; | 125 | private CollisionDesc[] m_collisionArray; |
@@ -171,7 +175,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
171 | } | 175 | } |
172 | } | 176 | } |
173 | private Object _taintLock = new Object(); // lock for using the next object | 177 | private Object _taintLock = new Object(); // lock for using the next object |
174 | private List<TaintCallbackEntry> _taintedObjects; | 178 | private List<TaintCallbackEntry> _taintOperations; |
179 | private Dictionary<string, TaintCallbackEntry> _postTaintOperations; | ||
180 | private List<TaintCallbackEntry> _postStepOperations; | ||
175 | 181 | ||
176 | // A pointer to an instance if this structure is passed to the C++ code | 182 | // A pointer to an instance if this structure is passed to the C++ code |
177 | // Used to pass basic configuration values to the unmanaged code. | 183 | // Used to pass basic configuration values to the unmanaged code. |
@@ -203,7 +209,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
203 | public override void Initialise(IMesher meshmerizer, IConfigSource config) | 209 | public override void Initialise(IMesher meshmerizer, IConfigSource config) |
204 | { | 210 | { |
205 | mesher = meshmerizer; | 211 | mesher = meshmerizer; |
206 | _taintedObjects = new List<TaintCallbackEntry>(); | 212 | _taintOperations = new List<TaintCallbackEntry>(); |
213 | _postTaintOperations = new Dictionary<string, TaintCallbackEntry>(); | ||
214 | _postStepOperations = new List<TaintCallbackEntry>(); | ||
207 | PhysObjects = new Dictionary<uint, BSPhysObject>(); | 215 | PhysObjects = new Dictionary<uint, BSPhysObject>(); |
208 | Shapes = new BSShapeCollection(this); | 216 | Shapes = new BSShapeCollection(this); |
209 | 217 | ||
@@ -266,6 +274,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
266 | TerrainManager = new BSTerrainManager(this); | 274 | TerrainManager = new BSTerrainManager(this); |
267 | TerrainManager.CreateInitialGroundPlaneAndTerrain(); | 275 | TerrainManager.CreateInitialGroundPlaneAndTerrain(); |
268 | 276 | ||
277 | m_log.WarnFormat("{0} Linksets implemented with {1}", LogHeader, (BSLinkset.LinksetImplementation)Params.linksetImplementation); | ||
278 | |||
279 | InTaintTime = false; | ||
269 | m_initialized = true; | 280 | m_initialized = true; |
270 | } | 281 | } |
271 | 282 | ||
@@ -320,7 +331,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
320 | { | 331 | { |
321 | m_log.Debug("[BULLETS UNMANAGED]:" + msg); | 332 | m_log.Debug("[BULLETS UNMANAGED]:" + msg); |
322 | } | 333 | } |
323 | 334 | ||
324 | // Called directly from unmanaged code so don't do much | 335 | // Called directly from unmanaged code so don't do much |
325 | private void BulletLoggerPhysLog(string msg) | 336 | private void BulletLoggerPhysLog(string msg) |
326 | { | 337 | { |
@@ -475,23 +486,20 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
475 | if (!m_initialized) return 5.0f; | 486 | if (!m_initialized) return 5.0f; |
476 | 487 | ||
477 | // update the prim states while we know the physics engine is not busy | 488 | // update the prim states while we know the physics engine is not busy |
478 | int numTaints = _taintedObjects.Count; | 489 | int numTaints = _taintOperations.Count; |
479 | ProcessTaints(); | 490 | ProcessTaints(); |
480 | 491 | ||
481 | // Some of the prims operate with special vehicle properties | 492 | // Some of the prims operate with special vehicle properties |
482 | ProcessVehicles(timeStep); | 493 | ProcessVehicles(timeStep); |
483 | numTaints += _taintedObjects.Count; | ||
484 | ProcessTaints(); // the vehicles might have added taints | 494 | ProcessTaints(); // the vehicles might have added taints |
485 | 495 | ||
486 | // step the physical world one interval | 496 | // step the physical world one interval |
487 | m_simulationStep++; | 497 | m_simulationStep++; |
488 | int numSubSteps = 0; | 498 | int numSubSteps = 0; |
489 | 499 | ||
490 | // DEBUG | ||
491 | // DetailLog("{0},BSScene.Simulate,beforeStep,ntaimts={1},step={2}", DetailLogZero, numTaints, m_simulationStep); | ||
492 | |||
493 | try | 500 | try |
494 | { | 501 | { |
502 | if (VehicleLoggingEnabled) DumpVehicles(); // DEBUG | ||
495 | if (PhysicsLogging.Enabled) beforeTime = Util.EnvironmentTickCount(); | 503 | if (PhysicsLogging.Enabled) beforeTime = Util.EnvironmentTickCount(); |
496 | 504 | ||
497 | numSubSteps = BulletSimAPI.PhysicsStep2(World.ptr, timeStep, m_maxSubSteps, m_fixedTimeStep, | 505 | numSubSteps = BulletSimAPI.PhysicsStep2(World.ptr, timeStep, m_maxSubSteps, m_fixedTimeStep, |
@@ -500,6 +508,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
500 | if (PhysicsLogging.Enabled) simTime = Util.EnvironmentTickCountSubtract(beforeTime); | 508 | if (PhysicsLogging.Enabled) simTime = Util.EnvironmentTickCountSubtract(beforeTime); |
501 | DetailLog("{0},Simulate,call, frame={1}, nTaints={2}, simTime={3}, substeps={4}, updates={5}, colliders={6}", | 509 | DetailLog("{0},Simulate,call, frame={1}, nTaints={2}, simTime={3}, substeps={4}, updates={5}, colliders={6}", |
502 | DetailLogZero, m_simulationStep, numTaints, simTime, numSubSteps, updatedEntityCount, collidersCount); | 510 | DetailLogZero, m_simulationStep, numTaints, simTime, numSubSteps, updatedEntityCount, collidersCount); |
511 | if (VehicleLoggingEnabled) DumpVehicles(); // DEBUG | ||
503 | } | 512 | } |
504 | catch (Exception e) | 513 | catch (Exception e) |
505 | { | 514 | { |
@@ -511,7 +520,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
511 | collidersCount = 0; | 520 | collidersCount = 0; |
512 | } | 521 | } |
513 | 522 | ||
514 | |||
515 | // Don't have to use the pointers passed back since we know it is the same pinned memory we passed in | 523 | // Don't have to use the pointers passed back since we know it is the same pinned memory we passed in |
516 | 524 | ||
517 | // Get a value for 'now' so all the collision and update routines don't have to get their own | 525 | // Get a value for 'now' so all the collision and update routines don't have to get their own |
@@ -545,7 +553,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
545 | } | 553 | } |
546 | 554 | ||
547 | // This is a kludge to get avatar movement updates. | 555 | // This is a kludge to get avatar movement updates. |
548 | // The simulator expects collisions for avatars even if there are have been no collisions. | 556 | // The simulator expects collisions for avatars even if there are have been no collisions. |
549 | // The event updates avatar animations and stuff. | 557 | // The event updates avatar animations and stuff. |
550 | // If you fix avatar animation updates, remove this overhead and let normal collision processing happen. | 558 | // If you fix avatar animation updates, remove this overhead and let normal collision processing happen. |
551 | foreach (BSPhysObject bsp in m_avatars) | 559 | foreach (BSPhysObject bsp in m_avatars) |
@@ -575,6 +583,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
575 | } | 583 | } |
576 | } | 584 | } |
577 | 585 | ||
586 | ProcessPostStepTaints(); | ||
587 | |||
578 | // This causes the unmanaged code to output ALL the values found in ALL the objects in the world. | 588 | // This causes the unmanaged code to output ALL the values found in ALL the objects in the world. |
579 | // Only enable this in a limited test world with few objects. | 589 | // Only enable this in a limited test world with few objects. |
580 | // BulletSimAPI.DumpAllInfo2(World.ptr); // DEBUG DEBUG DEBUG | 590 | // BulletSimAPI.DumpAllInfo2(World.ptr); // DEBUG DEBUG DEBUG |
@@ -670,8 +680,10 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
670 | 680 | ||
671 | public override bool IsThreaded { get { return false; } } | 681 | public override bool IsThreaded { get { return false; } } |
672 | 682 | ||
683 | #region Taints | ||
684 | |||
673 | // Calls to the PhysicsActors can't directly call into the physics engine | 685 | // Calls to the PhysicsActors can't directly call into the physics engine |
674 | // because it might be busy. We delay changes to a known time. | 686 | // because it might be busy. We delay changes to a known time. |
675 | // We rely on C#'s closure to save and restore the context for the delegate. | 687 | // We rely on C#'s closure to save and restore the context for the delegate. |
676 | public void TaintedObject(String ident, TaintCallback callback) | 688 | public void TaintedObject(String ident, TaintCallback callback) |
677 | { | 689 | { |
@@ -679,31 +691,51 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
679 | 691 | ||
680 | lock (_taintLock) | 692 | lock (_taintLock) |
681 | { | 693 | { |
682 | _taintedObjects.Add(new TaintCallbackEntry(ident, callback)); | 694 | _taintOperations.Add(new TaintCallbackEntry(ident, callback)); |
683 | } | 695 | } |
684 | 696 | ||
685 | return; | 697 | return; |
686 | } | 698 | } |
687 | 699 | ||
700 | // Sometimes a potentially tainted operation can be used in and out of taint time. | ||
701 | // This routine executes the command immediately if in taint-time otherwise it is queued. | ||
702 | public void TaintedObject(bool inTaintTime, string ident, TaintCallback callback) | ||
703 | { | ||
704 | if (inTaintTime) | ||
705 | callback(); | ||
706 | else | ||
707 | TaintedObject(ident, callback); | ||
708 | } | ||
709 | |||
688 | // When someone tries to change a property on a BSPrim or BSCharacter, the object queues | 710 | // When someone tries to change a property on a BSPrim or BSCharacter, the object queues |
689 | // a callback into itself to do the actual property change. That callback is called | 711 | // a callback into itself to do the actual property change. That callback is called |
690 | // here just before the physics engine is called to step the simulation. | 712 | // here just before the physics engine is called to step the simulation. |
691 | public void ProcessTaints() | 713 | public void ProcessTaints() |
692 | { | 714 | { |
693 | if (_taintedObjects.Count > 0) // save allocating new list if there is nothing to process | 715 | InTaintTime = true; // Only used for debugging so locking is not necessary. |
716 | ProcessRegularTaints(); | ||
717 | ProcessPostTaintTaints(); | ||
718 | InTaintTime = false; | ||
719 | } | ||
720 | |||
721 | private void ProcessRegularTaints() | ||
722 | { | ||
723 | if (_taintOperations.Count > 0) // save allocating new list if there is nothing to process | ||
694 | { | 724 | { |
695 | // swizzle a new list into the list location so we can process what's there | 725 | /* |
726 | // Code to limit the number of taints processed per step. Meant to limit step time. | ||
727 | // Unsure if a good idea as code assumes that taints are done before the step. | ||
696 | int taintCount = m_taintsToProcessPerStep; | 728 | int taintCount = m_taintsToProcessPerStep; |
697 | TaintCallbackEntry oneCallback = new TaintCallbackEntry(); | 729 | TaintCallbackEntry oneCallback = new TaintCallbackEntry(); |
698 | while (_taintedObjects.Count > 0 && taintCount-- > 0) | 730 | while (_taintOperations.Count > 0 && taintCount-- > 0) |
699 | { | 731 | { |
700 | bool gotOne = false; | 732 | bool gotOne = false; |
701 | lock (_taintLock) | 733 | lock (_taintLock) |
702 | { | 734 | { |
703 | if (_taintedObjects.Count > 0) | 735 | if (_taintOperations.Count > 0) |
704 | { | 736 | { |
705 | oneCallback = _taintedObjects[0]; | 737 | oneCallback = _taintOperations[0]; |
706 | _taintedObjects.RemoveAt(0); | 738 | _taintOperations.RemoveAt(0); |
707 | gotOne = true; | 739 | gotOne = true; |
708 | } | 740 | } |
709 | } | 741 | } |
@@ -711,22 +743,28 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
711 | { | 743 | { |
712 | try | 744 | try |
713 | { | 745 | { |
714 | DetailLog("{0},BSScene.ProcessTaints,doTaint,id={1}", DetailLogZero, oneCallback.ident); // DEBUG DEBUG DEBUG | 746 | DetailLog("{0},BSScene.ProcessTaints,doTaint,id={1}", DetailLogZero, oneCallback.ident); |
715 | oneCallback.callback(); | 747 | oneCallback.callback(); |
716 | } | 748 | } |
717 | catch (Exception e) | 749 | catch (Exception e) |
718 | { | 750 | { |
751 | DetailLog("{0},BSScene.ProcessTaints,doTaintException,id={1}", DetailLogZero, oneCallback.ident); // DEBUG DEBUG DEBUG | ||
719 | m_log.ErrorFormat("{0}: ProcessTaints: {1}: Exception: {2}", LogHeader, oneCallback.ident, e); | 752 | m_log.ErrorFormat("{0}: ProcessTaints: {1}: Exception: {2}", LogHeader, oneCallback.ident, e); |
720 | } | 753 | } |
721 | } | 754 | } |
722 | } | 755 | } |
723 | /* | 756 | if (_taintOperations.Count > 0) |
757 | { | ||
758 | DetailLog("{0},BSScene.ProcessTaints,leftTaintsOnList,numNotProcessed={1}", DetailLogZero, _taintOperations.Count); | ||
759 | } | ||
760 | */ | ||
761 | |||
724 | // swizzle a new list into the list location so we can process what's there | 762 | // swizzle a new list into the list location so we can process what's there |
725 | List<TaintCallbackEntry> oldList; | 763 | List<TaintCallbackEntry> oldList; |
726 | lock (_taintLock) | 764 | lock (_taintLock) |
727 | { | 765 | { |
728 | oldList = _taintedObjects; | 766 | oldList = _taintOperations; |
729 | _taintedObjects = new List<TaintCallbackEntry>(); | 767 | _taintOperations = new List<TaintCallbackEntry>(); |
730 | } | 768 | } |
731 | 769 | ||
732 | foreach (TaintCallbackEntry tcbe in oldList) | 770 | foreach (TaintCallbackEntry tcbe in oldList) |
@@ -742,10 +780,103 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
742 | } | 780 | } |
743 | } | 781 | } |
744 | oldList.Clear(); | 782 | oldList.Clear(); |
745 | */ | ||
746 | } | 783 | } |
747 | } | 784 | } |
748 | 785 | ||
786 | // Schedule an update to happen after all the regular taints are processed. | ||
787 | // Note that new requests for the same operation ("ident") for the same object ("ID") | ||
788 | // will replace any previous operation by the same object. | ||
789 | public void PostTaintObject(String ident, uint ID, TaintCallback callback) | ||
790 | { | ||
791 | string uniqueIdent = ident + "-" + ID.ToString(); | ||
792 | lock (_taintLock) | ||
793 | { | ||
794 | _postTaintOperations[uniqueIdent] = new TaintCallbackEntry(uniqueIdent, callback); | ||
795 | } | ||
796 | |||
797 | return; | ||
798 | } | ||
799 | |||
800 | private void ProcessPostTaintTaints() | ||
801 | { | ||
802 | if (_postTaintOperations.Count > 0) | ||
803 | { | ||
804 | Dictionary<string, TaintCallbackEntry> oldList; | ||
805 | lock (_taintLock) | ||
806 | { | ||
807 | oldList = _postTaintOperations; | ||
808 | _postTaintOperations = new Dictionary<string, TaintCallbackEntry>(); | ||
809 | } | ||
810 | |||
811 | foreach (KeyValuePair<string,TaintCallbackEntry> kvp in oldList) | ||
812 | { | ||
813 | try | ||
814 | { | ||
815 | DetailLog("{0},BSScene.ProcessPostTaintTaints,doTaint,id={1}", DetailLogZero, kvp.Key); // DEBUG DEBUG DEBUG | ||
816 | kvp.Value.callback(); | ||
817 | } | ||
818 | catch (Exception e) | ||
819 | { | ||
820 | m_log.ErrorFormat("{0}: ProcessPostTaintTaints: {1}: Exception: {2}", LogHeader, kvp.Key, e); | ||
821 | } | ||
822 | } | ||
823 | oldList.Clear(); | ||
824 | } | ||
825 | } | ||
826 | |||
827 | public void PostStepTaintObject(String ident, TaintCallback callback) | ||
828 | { | ||
829 | if (!m_initialized) return; | ||
830 | |||
831 | lock (_taintLock) | ||
832 | { | ||
833 | _postStepOperations.Add(new TaintCallbackEntry(ident, callback)); | ||
834 | } | ||
835 | |||
836 | return; | ||
837 | } | ||
838 | |||
839 | private void ProcessPostStepTaints() | ||
840 | { | ||
841 | if (_postStepOperations.Count > 0) | ||
842 | { | ||
843 | List<TaintCallbackEntry> oldList; | ||
844 | lock (_taintLock) | ||
845 | { | ||
846 | oldList = _postStepOperations; | ||
847 | _postStepOperations = new List<TaintCallbackEntry>(); | ||
848 | } | ||
849 | |||
850 | foreach (TaintCallbackEntry tcbe in oldList) | ||
851 | { | ||
852 | try | ||
853 | { | ||
854 | DetailLog("{0},BSScene.ProcessPostStepTaints,doTaint,id={1}", DetailLogZero, tcbe.ident); // DEBUG DEBUG DEBUG | ||
855 | tcbe.callback(); | ||
856 | } | ||
857 | catch (Exception e) | ||
858 | { | ||
859 | m_log.ErrorFormat("{0}: ProcessPostStepTaints: {1}: Exception: {2}", LogHeader, tcbe.ident, e); | ||
860 | } | ||
861 | } | ||
862 | oldList.Clear(); | ||
863 | } | ||
864 | } | ||
865 | |||
866 | // Only used for debugging. Does not change state of anything so locking is not necessary. | ||
867 | public bool AssertInTaintTime(string whereFrom) | ||
868 | { | ||
869 | if (!InTaintTime) | ||
870 | { | ||
871 | DetailLog("{0},BSScene.AssertInTaintTime,NOT IN TAINT TIME,Region={1},Where={2}", DetailLogZero, RegionName, whereFrom); | ||
872 | m_log.ErrorFormat("{0} NOT IN TAINT TIME!! Region={1}, Where={2}", LogHeader, RegionName, whereFrom); | ||
873 | Util.PrintCallStack(); // Prints the stack into the DEBUG log file. | ||
874 | } | ||
875 | return InTaintTime; | ||
876 | } | ||
877 | |||
878 | #endregion // Taints | ||
879 | |||
749 | #region Vehicles | 880 | #region Vehicles |
750 | 881 | ||
751 | public void VehicleInSceneTypeChanged(BSPrim vehic, Vehicle newType) | 882 | public void VehicleInSceneTypeChanged(BSPrim vehic, Vehicle newType) |
@@ -916,7 +1047,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
916 | (s) => { return (float)s.m_maxUpdatesPerFrame; }, | 1047 | (s) => { return (float)s.m_maxUpdatesPerFrame; }, |
917 | (s,p,l,v) => { s.m_maxUpdatesPerFrame = (int)v; } ), | 1048 | (s,p,l,v) => { s.m_maxUpdatesPerFrame = (int)v; } ), |
918 | new ParameterDefn("MaxTaintsToProcessPerStep", "Number of update taints to process before each simulation step", | 1049 | new ParameterDefn("MaxTaintsToProcessPerStep", "Number of update taints to process before each simulation step", |
919 | 100f, | 1050 | 500f, |
920 | (s,cf,p,v) => { s.m_taintsToProcessPerStep = cf.GetInt(p, (int)v); }, | 1051 | (s,cf,p,v) => { s.m_taintsToProcessPerStep = cf.GetInt(p, (int)v); }, |
921 | (s) => { return (float)s.m_taintsToProcessPerStep; }, | 1052 | (s) => { return (float)s.m_taintsToProcessPerStep; }, |
922 | (s,p,l,v) => { s.m_taintsToProcessPerStep = (int)v; } ), | 1053 | (s,p,l,v) => { s.m_taintsToProcessPerStep = (int)v; } ), |
@@ -970,50 +1101,55 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
970 | (s,cf,p,v) => { s.m_params[0].linearDamping = cf.GetFloat(p, v); }, | 1101 | (s,cf,p,v) => { s.m_params[0].linearDamping = cf.GetFloat(p, v); }, |
971 | (s) => { return s.m_params[0].linearDamping; }, | 1102 | (s) => { return s.m_params[0].linearDamping; }, |
972 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].linearDamping, p, l, v); }, | 1103 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].linearDamping, p, l, v); }, |
973 | (s,o,v) => { BulletSimAPI.SetDamping2(o.BSBody.ptr, v, v); } ), | 1104 | (s,o,v) => { BulletSimAPI.SetDamping2(o.PhysBody.ptr, v, s.m_params[0].angularDamping); } ), |
974 | new ParameterDefn("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)", | 1105 | new ParameterDefn("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)", |
975 | 0f, | 1106 | 0f, |
976 | (s,cf,p,v) => { s.m_params[0].angularDamping = cf.GetFloat(p, v); }, | 1107 | (s,cf,p,v) => { s.m_params[0].angularDamping = cf.GetFloat(p, v); }, |
977 | (s) => { return s.m_params[0].angularDamping; }, | 1108 | (s) => { return s.m_params[0].angularDamping; }, |
978 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].angularDamping, p, l, v); }, | 1109 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].angularDamping, p, l, v); }, |
979 | (s,o,v) => { BulletSimAPI.SetDamping2(o.BSBody.ptr, v, v); } ), | 1110 | (s,o,v) => { BulletSimAPI.SetDamping2(o.PhysBody.ptr, s.m_params[0].linearDamping, v); } ), |
980 | new ParameterDefn("DeactivationTime", "Seconds before considering an object potentially static", | 1111 | new ParameterDefn("DeactivationTime", "Seconds before considering an object potentially static", |
981 | 0.2f, | 1112 | 0.2f, |
982 | (s,cf,p,v) => { s.m_params[0].deactivationTime = cf.GetFloat(p, v); }, | 1113 | (s,cf,p,v) => { s.m_params[0].deactivationTime = cf.GetFloat(p, v); }, |
983 | (s) => { return s.m_params[0].deactivationTime; }, | 1114 | (s) => { return s.m_params[0].deactivationTime; }, |
984 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].deactivationTime, p, l, v); }, | 1115 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].deactivationTime, p, l, v); }, |
985 | (s,o,v) => { BulletSimAPI.SetDeactivationTime2(o.BSBody.ptr, v); } ), | 1116 | (s,o,v) => { BulletSimAPI.SetDeactivationTime2(o.PhysBody.ptr, v); } ), |
986 | new ParameterDefn("LinearSleepingThreshold", "Seconds to measure linear movement before considering static", | 1117 | new ParameterDefn("LinearSleepingThreshold", "Seconds to measure linear movement before considering static", |
987 | 0.8f, | 1118 | 0.8f, |
988 | (s,cf,p,v) => { s.m_params[0].linearSleepingThreshold = cf.GetFloat(p, v); }, | 1119 | (s,cf,p,v) => { s.m_params[0].linearSleepingThreshold = cf.GetFloat(p, v); }, |
989 | (s) => { return s.m_params[0].linearSleepingThreshold; }, | 1120 | (s) => { return s.m_params[0].linearSleepingThreshold; }, |
990 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].linearSleepingThreshold, p, l, v); }, | 1121 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].linearSleepingThreshold, p, l, v); }, |
991 | (s,o,v) => { BulletSimAPI.SetSleepingThresholds2(o.BSBody.ptr, v, v); } ), | 1122 | (s,o,v) => { BulletSimAPI.SetSleepingThresholds2(o.PhysBody.ptr, v, v); } ), |
992 | new ParameterDefn("AngularSleepingThreshold", "Seconds to measure angular movement before considering static", | 1123 | new ParameterDefn("AngularSleepingThreshold", "Seconds to measure angular movement before considering static", |
993 | 1.0f, | 1124 | 1.0f, |
994 | (s,cf,p,v) => { s.m_params[0].angularSleepingThreshold = cf.GetFloat(p, v); }, | 1125 | (s,cf,p,v) => { s.m_params[0].angularSleepingThreshold = cf.GetFloat(p, v); }, |
995 | (s) => { return s.m_params[0].angularSleepingThreshold; }, | 1126 | (s) => { return s.m_params[0].angularSleepingThreshold; }, |
996 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].angularSleepingThreshold, p, l, v); }, | 1127 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].angularSleepingThreshold, p, l, v); }, |
997 | (s,o,v) => { BulletSimAPI.SetSleepingThresholds2(o.BSBody.ptr, v, v); } ), | 1128 | (s,o,v) => { BulletSimAPI.SetSleepingThresholds2(o.PhysBody.ptr, v, v); } ), |
998 | new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" , | 1129 | new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" , |
999 | 0f, // set to zero to disable | 1130 | 0f, // set to zero to disable |
1000 | (s,cf,p,v) => { s.m_params[0].ccdMotionThreshold = cf.GetFloat(p, v); }, | 1131 | (s,cf,p,v) => { s.m_params[0].ccdMotionThreshold = cf.GetFloat(p, v); }, |
1001 | (s) => { return s.m_params[0].ccdMotionThreshold; }, | 1132 | (s) => { return s.m_params[0].ccdMotionThreshold; }, |
1002 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].ccdMotionThreshold, p, l, v); }, | 1133 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].ccdMotionThreshold, p, l, v); }, |
1003 | (s,o,v) => { BulletSimAPI.SetCcdMotionThreshold2(o.BSBody.ptr, v); } ), | 1134 | (s,o,v) => { BulletSimAPI.SetCcdMotionThreshold2(o.PhysBody.ptr, v); } ), |
1004 | new ParameterDefn("CcdSweptSphereRadius", "Continuious collision detection test radius" , | 1135 | new ParameterDefn("CcdSweptSphereRadius", "Continuious collision detection test radius" , |
1005 | 0f, | 1136 | 0f, |
1006 | (s,cf,p,v) => { s.m_params[0].ccdSweptSphereRadius = cf.GetFloat(p, v); }, | 1137 | (s,cf,p,v) => { s.m_params[0].ccdSweptSphereRadius = cf.GetFloat(p, v); }, |
1007 | (s) => { return s.m_params[0].ccdSweptSphereRadius; }, | 1138 | (s) => { return s.m_params[0].ccdSweptSphereRadius; }, |
1008 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].ccdSweptSphereRadius, p, l, v); }, | 1139 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].ccdSweptSphereRadius, p, l, v); }, |
1009 | (s,o,v) => { BulletSimAPI.SetCcdSweepSphereRadius2(o.BSBody.ptr, v); } ), | 1140 | (s,o,v) => { BulletSimAPI.SetCcdSweptSphereRadius2(o.PhysBody.ptr, v); } ), |
1010 | new ParameterDefn("ContactProcessingThreshold", "Distance between contacts before doing collision check" , | 1141 | new ParameterDefn("ContactProcessingThreshold", "Distance between contacts before doing collision check" , |
1011 | 0.1f, | 1142 | 0.1f, |
1012 | (s,cf,p,v) => { s.m_params[0].contactProcessingThreshold = cf.GetFloat(p, v); }, | 1143 | (s,cf,p,v) => { s.m_params[0].contactProcessingThreshold = cf.GetFloat(p, v); }, |
1013 | (s) => { return s.m_params[0].contactProcessingThreshold; }, | 1144 | (s) => { return s.m_params[0].contactProcessingThreshold; }, |
1014 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].contactProcessingThreshold, p, l, v); }, | 1145 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].contactProcessingThreshold, p, l, v); }, |
1015 | (s,o,v) => { BulletSimAPI.SetContactProcessingThreshold2(o.BSBody.ptr, v); } ), | 1146 | (s,o,v) => { BulletSimAPI.SetContactProcessingThreshold2(o.PhysBody.ptr, v); } ), |
1016 | 1147 | ||
1148 | new ParameterDefn("TerrainImplementation", "Type of shape to use for terrain (0=heightmap, 1=mesh)", | ||
1149 | (float)BSTerrainPhys.TerrainImplementation.Mesh, | ||
1150 | (s,cf,p,v) => { s.m_params[0].terrainImplementation = cf.GetFloat(p,v); }, | ||
1151 | (s) => { return s.m_params[0].terrainImplementation; }, | ||
1152 | (s,p,l,v) => { s.m_params[0].terrainImplementation = v; } ), | ||
1017 | new ParameterDefn("TerrainFriction", "Factor to reduce movement against terrain surface" , | 1153 | new ParameterDefn("TerrainFriction", "Factor to reduce movement against terrain surface" , |
1018 | 0.5f, | 1154 | 0.5f, |
1019 | (s,cf,p,v) => { s.m_params[0].terrainFriction = cf.GetFloat(p, v); }, | 1155 | (s,cf,p,v) => { s.m_params[0].terrainFriction = cf.GetFloat(p, v); }, |
@@ -1049,11 +1185,16 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1049 | (s,cf,p,v) => { s.m_params[0].avatarRestitution = cf.GetFloat(p, v); }, | 1185 | (s,cf,p,v) => { s.m_params[0].avatarRestitution = cf.GetFloat(p, v); }, |
1050 | (s) => { return s.m_params[0].avatarRestitution; }, | 1186 | (s) => { return s.m_params[0].avatarRestitution; }, |
1051 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarRestitution, p, l, v); } ), | 1187 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarRestitution, p, l, v); } ), |
1052 | new ParameterDefn("AvatarCapsuleRadius", "Radius of space around an avatar", | 1188 | new ParameterDefn("AvatarCapsuleWidth", "The distance between the sides of the avatar capsule", |
1053 | 0.37f, | 1189 | 0.6f, |
1054 | (s,cf,p,v) => { s.m_params[0].avatarCapsuleRadius = cf.GetFloat(p, v); }, | 1190 | (s,cf,p,v) => { s.m_params[0].avatarCapsuleWidth = cf.GetFloat(p, v); }, |
1055 | (s) => { return s.m_params[0].avatarCapsuleRadius; }, | 1191 | (s) => { return s.m_params[0].avatarCapsuleWidth; }, |
1056 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarCapsuleRadius, p, l, v); } ), | 1192 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarCapsuleWidth, p, l, v); } ), |
1193 | new ParameterDefn("AvatarCapsuleDepth", "The distance between the front and back of the avatar capsule", | ||
1194 | 0.45f, | ||
1195 | (s,cf,p,v) => { s.m_params[0].avatarCapsuleDepth = cf.GetFloat(p, v); }, | ||
1196 | (s) => { return s.m_params[0].avatarCapsuleDepth; }, | ||
1197 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarCapsuleDepth, p, l, v); } ), | ||
1057 | new ParameterDefn("AvatarCapsuleHeight", "Default height of space around avatar", | 1198 | new ParameterDefn("AvatarCapsuleHeight", "Default height of space around avatar", |
1058 | 1.5f, | 1199 | 1.5f, |
1059 | (s,cf,p,v) => { s.m_params[0].avatarCapsuleHeight = cf.GetFloat(p, v); }, | 1200 | (s,cf,p,v) => { s.m_params[0].avatarCapsuleHeight = cf.GetFloat(p, v); }, |
@@ -1107,6 +1248,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1107 | (s) => { return s.m_params[0].numberOfSolverIterations; }, | 1248 | (s) => { return s.m_params[0].numberOfSolverIterations; }, |
1108 | (s,p,l,v) => { s.m_params[0].numberOfSolverIterations = v; } ), | 1249 | (s,p,l,v) => { s.m_params[0].numberOfSolverIterations = v; } ), |
1109 | 1250 | ||
1251 | new ParameterDefn("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)", | ||
1252 | (float)BSLinkset.LinksetImplementation.Compound, | ||
1253 | (s,cf,p,v) => { s.m_params[0].linksetImplementation = cf.GetFloat(p,v); }, | ||
1254 | (s) => { return s.m_params[0].linksetImplementation; }, | ||
1255 | (s,p,l,v) => { s.m_params[0].linksetImplementation = v; } ), | ||
1110 | new ParameterDefn("LinkConstraintUseFrameOffset", "For linksets built with constraints, enable frame offsetFor linksets built with constraints, enable frame offset.", | 1256 | new ParameterDefn("LinkConstraintUseFrameOffset", "For linksets built with constraints, enable frame offsetFor linksets built with constraints, enable frame offset.", |
1111 | ConfigurationParameters.numericFalse, | 1257 | ConfigurationParameters.numericFalse, |
1112 | (s,cf,p,v) => { s.m_params[0].linkConstraintUseFrameOffset = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); }, | 1258 | (s,cf,p,v) => { s.m_params[0].linkConstraintUseFrameOffset = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); }, |
@@ -1128,12 +1274,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1128 | (s) => { return s.m_params[0].linkConstraintTransMotorMaxForce; }, | 1274 | (s) => { return s.m_params[0].linkConstraintTransMotorMaxForce; }, |
1129 | (s,p,l,v) => { s.m_params[0].linkConstraintTransMotorMaxForce = v; } ), | 1275 | (s,p,l,v) => { s.m_params[0].linkConstraintTransMotorMaxForce = v; } ), |
1130 | new ParameterDefn("LinkConstraintCFM", "Amount constraint can be violated. 0=no violation, 1=infinite. Default=0.1", | 1276 | new ParameterDefn("LinkConstraintCFM", "Amount constraint can be violated. 0=no violation, 1=infinite. Default=0.1", |
1131 | 0.001f, | 1277 | 0.1f, |
1132 | (s,cf,p,v) => { s.m_params[0].linkConstraintCFM = cf.GetFloat(p, v); }, | 1278 | (s,cf,p,v) => { s.m_params[0].linkConstraintCFM = cf.GetFloat(p, v); }, |
1133 | (s) => { return s.m_params[0].linkConstraintCFM; }, | 1279 | (s) => { return s.m_params[0].linkConstraintCFM; }, |
1134 | (s,p,l,v) => { s.m_params[0].linkConstraintCFM = v; } ), | 1280 | (s,p,l,v) => { s.m_params[0].linkConstraintCFM = v; } ), |
1135 | new ParameterDefn("LinkConstraintERP", "Amount constraint is corrected each tick. 0=none, 1=all. Default = 0.2", | 1281 | new ParameterDefn("LinkConstraintERP", "Amount constraint is corrected each tick. 0=none, 1=all. Default = 0.2", |
1136 | 0.8f, | 1282 | 0.1f, |
1137 | (s,cf,p,v) => { s.m_params[0].linkConstraintERP = cf.GetFloat(p, v); }, | 1283 | (s,cf,p,v) => { s.m_params[0].linkConstraintERP = cf.GetFloat(p, v); }, |
1138 | (s) => { return s.m_params[0].linkConstraintERP; }, | 1284 | (s) => { return s.m_params[0].linkConstraintERP; }, |
1139 | (s,p,l,v) => { s.m_params[0].linkConstraintERP = v; } ), | 1285 | (s,p,l,v) => { s.m_params[0].linkConstraintERP = v; } ), |
@@ -1259,7 +1405,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1259 | // If the local ID is APPLY_TO_NONE, just change the default value | 1405 | // If the local ID is APPLY_TO_NONE, just change the default value |
1260 | // If the localID is APPLY_TO_ALL change the default value and apply the new value to all the lIDs | 1406 | // If the localID is APPLY_TO_ALL change the default value and apply the new value to all the lIDs |
1261 | // If the localID is a specific object, apply the parameter change to only that object | 1407 | // If the localID is a specific object, apply the parameter change to only that object |
1262 | protected void UpdateParameterObject(ref float defaultLoc, string parm, uint localID, float val) | 1408 | private void UpdateParameterObject(ref float defaultLoc, string parm, uint localID, float val) |
1263 | { | 1409 | { |
1264 | List<uint> objectIDs = new List<uint>(); | 1410 | List<uint> objectIDs = new List<uint>(); |
1265 | switch (localID) | 1411 | switch (localID) |
@@ -1284,7 +1430,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1284 | } | 1430 | } |
1285 | 1431 | ||
1286 | // schedule the actual updating of the paramter to when the phys engine is not busy | 1432 | // schedule the actual updating of the paramter to when the phys engine is not busy |
1287 | protected void TaintedUpdateParameter(string parm, List<uint> lIDs, float val) | 1433 | private void TaintedUpdateParameter(string parm, List<uint> lIDs, float val) |
1288 | { | 1434 | { |
1289 | float xval = val; | 1435 | float xval = val; |
1290 | List<uint> xlIDs = lIDs; | 1436 | List<uint> xlIDs = lIDs; |
@@ -1326,14 +1472,24 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1326 | 1472 | ||
1327 | #endregion Runtime settable parameters | 1473 | #endregion Runtime settable parameters |
1328 | 1474 | ||
1475 | // Debugging routine for dumping detailed physical information for vehicle prims | ||
1476 | private void DumpVehicles() | ||
1477 | { | ||
1478 | foreach (BSPrim prim in m_vehicles) | ||
1479 | { | ||
1480 | BulletSimAPI.DumpRigidBody2(World.ptr, prim.PhysBody.ptr); | ||
1481 | BulletSimAPI.DumpCollisionShape2(World.ptr, prim.PhysShape.ptr); | ||
1482 | } | ||
1483 | } | ||
1484 | |||
1329 | // Invoke the detailed logger and output something if it's enabled. | 1485 | // Invoke the detailed logger and output something if it's enabled. |
1330 | public void DetailLog(string msg, params Object[] args) | 1486 | public void DetailLog(string msg, params Object[] args) |
1331 | { | 1487 | { |
1332 | PhysicsLogging.Write(msg, args); | 1488 | PhysicsLogging.Write(msg, args); |
1333 | // Add the Flush() if debugging crashes to get all the messages written out. | 1489 | // Add the Flush() if debugging crashes. Gets all the messages written out. |
1334 | // PhysicsLogging.Flush(); | 1490 | // PhysicsLogging.Flush(); |
1335 | } | 1491 | } |
1336 | // used to fill in the LocalID when there isn't one | 1492 | // Used to fill in the LocalID when there isn't one. It's the correct number of characters. |
1337 | public const string DetailLogZero = "0000000000"; | 1493 | public const string DetailLogZero = "0000000000"; |
1338 | 1494 | ||
1339 | } | 1495 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index d3ba273..892c34b 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | |||
@@ -34,11 +34,11 @@ using OpenSim.Region.Physics.ConvexDecompositionDotNet; | |||
34 | 34 | ||
35 | namespace OpenSim.Region.Physics.BulletSPlugin | 35 | namespace OpenSim.Region.Physics.BulletSPlugin |
36 | { | 36 | { |
37 | public class BSShapeCollection : IDisposable | 37 | public sealed class BSShapeCollection : IDisposable |
38 | { | 38 | { |
39 | // private static string LogHeader = "[BULLETSIM SHAPE COLLECTION]"; | 39 | private static string LogHeader = "[BULLETSIM SHAPE COLLECTION]"; |
40 | 40 | ||
41 | protected BSScene PhysicsScene { get; set; } | 41 | private BSScene PhysicsScene { get; set; } |
42 | 42 | ||
43 | private Object m_collectionActivityLock = new Object(); | 43 | private Object m_collectionActivityLock = new Object(); |
44 | 44 | ||
@@ -48,6 +48,7 @@ public class BSShapeCollection : IDisposable | |||
48 | public IntPtr ptr; | 48 | public IntPtr ptr; |
49 | public int referenceCount; | 49 | public int referenceCount; |
50 | public DateTime lastReferenced; | 50 | public DateTime lastReferenced; |
51 | public UInt64 shapeKey; | ||
51 | } | 52 | } |
52 | 53 | ||
53 | // Description of a hull. | 54 | // Description of a hull. |
@@ -57,6 +58,7 @@ public class BSShapeCollection : IDisposable | |||
57 | public IntPtr ptr; | 58 | public IntPtr ptr; |
58 | public int referenceCount; | 59 | public int referenceCount; |
59 | public DateTime lastReferenced; | 60 | public DateTime lastReferenced; |
61 | public UInt64 shapeKey; | ||
60 | } | 62 | } |
61 | 63 | ||
62 | // The sharable set of meshes and hulls. Indexed by their shape hash. | 64 | // The sharable set of meshes and hulls. Indexed by their shape hash. |
@@ -89,10 +91,11 @@ public class BSShapeCollection : IDisposable | |||
89 | // higher level dependencies on the shape or body. Mostly used for LinkSets to | 91 | // higher level dependencies on the shape or body. Mostly used for LinkSets to |
90 | // remove the physical constraints before the body is destroyed. | 92 | // remove the physical constraints before the body is destroyed. |
91 | // Called at taint-time!! | 93 | // Called at taint-time!! |
92 | public bool GetBodyAndShape(bool forceRebuild, BulletSim sim, BSPhysObject prim, | 94 | public bool GetBodyAndShape(bool forceRebuild, BulletSim sim, BSPhysObject prim, |
93 | ShapeData shapeData, PrimitiveBaseShape pbs, | ||
94 | ShapeDestructionCallback shapeCallback, BodyDestructionCallback bodyCallback) | 95 | ShapeDestructionCallback shapeCallback, BodyDestructionCallback bodyCallback) |
95 | { | 96 | { |
97 | PhysicsScene.AssertInTaintTime("BSShapeCollection.GetBodyAndShape"); | ||
98 | |||
96 | bool ret = false; | 99 | bool ret = false; |
97 | 100 | ||
98 | // This lock could probably be pushed down lower but building shouldn't take long | 101 | // This lock could probably be pushed down lower but building shouldn't take long |
@@ -100,41 +103,38 @@ public class BSShapeCollection : IDisposable | |||
100 | { | 103 | { |
101 | // Do we have the correct geometry for this type of object? | 104 | // Do we have the correct geometry for this type of object? |
102 | // Updates prim.BSShape with information/pointers to shape. | 105 | // Updates prim.BSShape with information/pointers to shape. |
103 | // CreateGeom returns 'true' of BSShape as changed to a new shape. | 106 | // Returns 'true' of BSShape is changed to a new shape. |
104 | bool newGeom = CreateGeom(forceRebuild, prim, shapeData, pbs, shapeCallback); | 107 | bool newGeom = CreateGeom(forceRebuild, prim, shapeCallback); |
105 | // If we had to select a new shape geometry for the object, | 108 | // If we had to select a new shape geometry for the object, |
106 | // rebuild the body around it. | 109 | // rebuild the body around it. |
107 | // Updates prim.BSBody with information/pointers to requested body | 110 | // Updates prim.BSBody with information/pointers to requested body |
108 | bool newBody = CreateBody((newGeom || forceRebuild), prim, PhysicsScene.World, | 111 | // Returns 'true' if BSBody was changed. |
109 | prim.BSShape, shapeData, bodyCallback); | 112 | bool newBody = CreateBody((newGeom || forceRebuild), prim, PhysicsScene.World, |
113 | prim.PhysShape, bodyCallback); | ||
110 | ret = newGeom || newBody; | 114 | ret = newGeom || newBody; |
111 | } | 115 | } |
112 | DetailLog("{0},BSShapeCollection.GetBodyAndShape,force={1},ret={2},body={3},shape={4}", | 116 | DetailLog("{0},BSShapeCollection.GetBodyAndShape,taintExit,force={1},ret={2},body={3},shape={4}", |
113 | prim.LocalID, forceRebuild, ret, prim.BSBody, prim.BSShape); | 117 | prim.LocalID, forceRebuild, ret, prim.PhysBody, prim.PhysShape); |
114 | 118 | ||
115 | return ret; | 119 | return ret; |
116 | } | 120 | } |
117 | 121 | ||
118 | // Track another user of a body | 122 | // Track another user of a body. |
119 | // We presume the caller has allocated the body. | 123 | // We presume the caller has allocated the body. |
120 | // Bodies only have one user so the body is just put into the world if not already there. | 124 | // Bodies only have one user so the body is just put into the world if not already there. |
121 | public void ReferenceBody(BulletBody body, bool inTaintTime) | 125 | public void ReferenceBody(BulletBody body, bool inTaintTime) |
122 | { | 126 | { |
123 | lock (m_collectionActivityLock) | 127 | lock (m_collectionActivityLock) |
124 | { | 128 | { |
125 | DetailLog("{0},BSShapeCollection.ReferenceBody,newBody", body.ID, body); | 129 | DetailLog("{0},BSShapeCollection.ReferenceBody,newBody,body={1}", body.ID, body); |
126 | BSScene.TaintCallback createOperation = delegate() | 130 | PhysicsScene.TaintedObject(inTaintTime, "BSShapeCollection.ReferenceBody", delegate() |
127 | { | 131 | { |
128 | if (!BulletSimAPI.IsInWorld2(body.ptr)) | 132 | if (!BulletSimAPI.IsInWorld2(body.ptr)) |
129 | { | 133 | { |
130 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, body.ptr); | 134 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, body.ptr); |
131 | DetailLog("{0},BSShapeCollection.ReferenceBody,addedToWorld,ref={1}", body.ID, body); | 135 | DetailLog("{0},BSShapeCollection.ReferenceBody,addedToWorld,ref={1}", body.ID, body); |
132 | } | 136 | } |
133 | }; | 137 | }); |
134 | if (inTaintTime) | ||
135 | createOperation(); | ||
136 | else | ||
137 | PhysicsScene.TaintedObject("BSShapeCollection.ReferenceBody", createOperation); | ||
138 | } | 138 | } |
139 | } | 139 | } |
140 | 140 | ||
@@ -147,25 +147,23 @@ public class BSShapeCollection : IDisposable | |||
147 | 147 | ||
148 | lock (m_collectionActivityLock) | 148 | lock (m_collectionActivityLock) |
149 | { | 149 | { |
150 | BSScene.TaintCallback removeOperation = delegate() | 150 | PhysicsScene.TaintedObject(inTaintTime, "BSShapeCollection.DereferenceBody", delegate() |
151 | { | 151 | { |
152 | DetailLog("{0},BSShapeCollection.DereferenceBody,DestroyingBody. ptr={1}, inTaintTime={2}", | 152 | DetailLog("{0},BSShapeCollection.DereferenceBody,DestroyingBody,body={1},inTaintTime={2}", |
153 | body.ID, body.ptr.ToString("X"), inTaintTime); | 153 | body.ID, body, inTaintTime); |
154 | // If the caller needs to know the old body is going away, pass the event up. | 154 | // If the caller needs to know the old body is going away, pass the event up. |
155 | if (bodyCallback != null) bodyCallback(body); | 155 | if (bodyCallback != null) bodyCallback(body); |
156 | 156 | ||
157 | // It may have already been removed from the world in which case the next is a NOOP. | 157 | if (BulletSimAPI.IsInWorld2(body.ptr)) |
158 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, body.ptr); | 158 | { |
159 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, body.ptr); | ||
160 | DetailLog("{0},BSShapeCollection.DereferenceBody,removingFromWorld. Body={1}", body.ID, body); | ||
161 | } | ||
159 | 162 | ||
160 | // Zero any reference to the shape so it is not freed when the body is deleted. | 163 | // Zero any reference to the shape so it is not freed when the body is deleted. |
161 | BulletSimAPI.SetCollisionShape2(PhysicsScene.World.ptr, body.ptr, IntPtr.Zero); | 164 | BulletSimAPI.SetCollisionShape2(PhysicsScene.World.ptr, body.ptr, IntPtr.Zero); |
162 | BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, body.ptr); | 165 | BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, body.ptr); |
163 | }; | 166 | }); |
164 | // If already in taint-time, do the operations now. Otherwise queue for later. | ||
165 | if (inTaintTime) | ||
166 | removeOperation(); | ||
167 | else | ||
168 | PhysicsScene.TaintedObject("BSShapeCollection.DereferenceBody", removeOperation); | ||
169 | } | 167 | } |
170 | } | 168 | } |
171 | 169 | ||
@@ -175,12 +173,12 @@ public class BSShapeCollection : IDisposable | |||
175 | // Meshes and hulls for the same shape have the same hash key. | 173 | // Meshes and hulls for the same shape have the same hash key. |
176 | // NOTE that native shapes are not added to the mesh list or removed. | 174 | // NOTE that native shapes are not added to the mesh list or removed. |
177 | // Returns 'true' if this is the initial reference to the shape. Otherwise reused. | 175 | // Returns 'true' if this is the initial reference to the shape. Otherwise reused. |
178 | private bool ReferenceShape(BulletShape shape) | 176 | public bool ReferenceShape(BulletShape shape) |
179 | { | 177 | { |
180 | bool ret = false; | 178 | bool ret = false; |
181 | switch (shape.type) | 179 | switch (shape.type) |
182 | { | 180 | { |
183 | case ShapeData.PhysicsShapeType.SHAPE_MESH: | 181 | case BSPhysicsShapeType.SHAPE_MESH: |
184 | MeshDesc meshDesc; | 182 | MeshDesc meshDesc; |
185 | if (Meshes.TryGetValue(shape.shapeKey, out meshDesc)) | 183 | if (Meshes.TryGetValue(shape.shapeKey, out meshDesc)) |
186 | { | 184 | { |
@@ -193,6 +191,7 @@ public class BSShapeCollection : IDisposable | |||
193 | { | 191 | { |
194 | // This is a new reference to a mesh | 192 | // This is a new reference to a mesh |
195 | meshDesc.ptr = shape.ptr; | 193 | meshDesc.ptr = shape.ptr; |
194 | meshDesc.shapeKey = shape.shapeKey; | ||
196 | // We keep a reference to the underlying IMesh data so a hull can be built | 195 | // We keep a reference to the underlying IMesh data so a hull can be built |
197 | meshDesc.referenceCount = 1; | 196 | meshDesc.referenceCount = 1; |
198 | DetailLog("{0},BSShapeCollection.ReferenceShape,newMesh,key={1},cnt={2}", | 197 | DetailLog("{0},BSShapeCollection.ReferenceShape,newMesh,key={1},cnt={2}", |
@@ -202,7 +201,7 @@ public class BSShapeCollection : IDisposable | |||
202 | meshDesc.lastReferenced = System.DateTime.Now; | 201 | meshDesc.lastReferenced = System.DateTime.Now; |
203 | Meshes[shape.shapeKey] = meshDesc; | 202 | Meshes[shape.shapeKey] = meshDesc; |
204 | break; | 203 | break; |
205 | case ShapeData.PhysicsShapeType.SHAPE_HULL: | 204 | case BSPhysicsShapeType.SHAPE_HULL: |
206 | HullDesc hullDesc; | 205 | HullDesc hullDesc; |
207 | if (Hulls.TryGetValue(shape.shapeKey, out hullDesc)) | 206 | if (Hulls.TryGetValue(shape.shapeKey, out hullDesc)) |
208 | { | 207 | { |
@@ -215,6 +214,7 @@ public class BSShapeCollection : IDisposable | |||
215 | { | 214 | { |
216 | // This is a new reference to a hull | 215 | // This is a new reference to a hull |
217 | hullDesc.ptr = shape.ptr; | 216 | hullDesc.ptr = shape.ptr; |
217 | hullDesc.shapeKey = shape.shapeKey; | ||
218 | hullDesc.referenceCount = 1; | 218 | hullDesc.referenceCount = 1; |
219 | DetailLog("{0},BSShapeCollection.ReferenceShape,newHull,key={1},cnt={2}", | 219 | DetailLog("{0},BSShapeCollection.ReferenceShape,newHull,key={1},cnt={2}", |
220 | BSScene.DetailLogZero, shape.shapeKey.ToString("X"), hullDesc.referenceCount); | 220 | BSScene.DetailLogZero, shape.shapeKey.ToString("X"), hullDesc.referenceCount); |
@@ -224,7 +224,7 @@ public class BSShapeCollection : IDisposable | |||
224 | hullDesc.lastReferenced = System.DateTime.Now; | 224 | hullDesc.lastReferenced = System.DateTime.Now; |
225 | Hulls[shape.shapeKey] = hullDesc; | 225 | Hulls[shape.shapeKey] = hullDesc; |
226 | break; | 226 | break; |
227 | case ShapeData.PhysicsShapeType.SHAPE_UNKNOWN: | 227 | case BSPhysicsShapeType.SHAPE_UNKNOWN: |
228 | break; | 228 | break; |
229 | default: | 229 | default: |
230 | // Native shapes are not tracked and they don't go into any list | 230 | // Native shapes are not tracked and they don't go into any list |
@@ -239,7 +239,7 @@ public class BSShapeCollection : IDisposable | |||
239 | if (shape.ptr == IntPtr.Zero) | 239 | if (shape.ptr == IntPtr.Zero) |
240 | return; | 240 | return; |
241 | 241 | ||
242 | BSScene.TaintCallback dereferenceOperation = delegate() | 242 | PhysicsScene.TaintedObject(inTaintTime, "BSShapeCollection.DereferenceShape", delegate() |
243 | { | 243 | { |
244 | if (shape.ptr != IntPtr.Zero) | 244 | if (shape.ptr != IntPtr.Zero) |
245 | { | 245 | { |
@@ -255,31 +255,23 @@ public class BSShapeCollection : IDisposable | |||
255 | { | 255 | { |
256 | switch (shape.type) | 256 | switch (shape.type) |
257 | { | 257 | { |
258 | case ShapeData.PhysicsShapeType.SHAPE_HULL: | 258 | case BSPhysicsShapeType.SHAPE_HULL: |
259 | DereferenceHull(shape, shapeCallback); | 259 | DereferenceHull(shape, shapeCallback); |
260 | break; | 260 | break; |
261 | case ShapeData.PhysicsShapeType.SHAPE_MESH: | 261 | case BSPhysicsShapeType.SHAPE_MESH: |
262 | DereferenceMesh(shape, shapeCallback); | 262 | DereferenceMesh(shape, shapeCallback); |
263 | break; | 263 | break; |
264 | case ShapeData.PhysicsShapeType.SHAPE_UNKNOWN: | 264 | case BSPhysicsShapeType.SHAPE_COMPOUND: |
265 | DereferenceCompound(shape, shapeCallback); | ||
266 | break; | ||
267 | case BSPhysicsShapeType.SHAPE_UNKNOWN: | ||
265 | break; | 268 | break; |
266 | default: | 269 | default: |
267 | break; | 270 | break; |
268 | } | 271 | } |
269 | } | 272 | } |
270 | } | 273 | } |
271 | }; | 274 | }); |
272 | if (inTaintTime) | ||
273 | { | ||
274 | lock (m_collectionActivityLock) | ||
275 | { | ||
276 | dereferenceOperation(); | ||
277 | } | ||
278 | } | ||
279 | else | ||
280 | { | ||
281 | PhysicsScene.TaintedObject("BSShapeCollection.DereferenceShape", dereferenceOperation); | ||
282 | } | ||
283 | } | 275 | } |
284 | 276 | ||
285 | // Count down the reference count for a mesh shape | 277 | // Count down the reference count for a mesh shape |
@@ -294,8 +286,8 @@ public class BSShapeCollection : IDisposable | |||
294 | if (shapeCallback != null) shapeCallback(shape); | 286 | if (shapeCallback != null) shapeCallback(shape); |
295 | meshDesc.lastReferenced = System.DateTime.Now; | 287 | meshDesc.lastReferenced = System.DateTime.Now; |
296 | Meshes[shape.shapeKey] = meshDesc; | 288 | Meshes[shape.shapeKey] = meshDesc; |
297 | DetailLog("{0},BSShapeCollection.DereferenceMesh,key={1},refCnt={2}", | 289 | DetailLog("{0},BSShapeCollection.DereferenceMesh,shape={1},refCnt={2}", |
298 | BSScene.DetailLogZero, shape.shapeKey.ToString("X"), meshDesc.referenceCount); | 290 | BSScene.DetailLogZero, shape, meshDesc.referenceCount); |
299 | 291 | ||
300 | } | 292 | } |
301 | } | 293 | } |
@@ -309,11 +301,94 @@ public class BSShapeCollection : IDisposable | |||
309 | { | 301 | { |
310 | hullDesc.referenceCount--; | 302 | hullDesc.referenceCount--; |
311 | // TODO: release the Bullet storage (aging old entries?) | 303 | // TODO: release the Bullet storage (aging old entries?) |
304 | |||
305 | // Tell upper layers that, if they have dependencies on this shape, this link is going away | ||
312 | if (shapeCallback != null) shapeCallback(shape); | 306 | if (shapeCallback != null) shapeCallback(shape); |
307 | |||
313 | hullDesc.lastReferenced = System.DateTime.Now; | 308 | hullDesc.lastReferenced = System.DateTime.Now; |
314 | Hulls[shape.shapeKey] = hullDesc; | 309 | Hulls[shape.shapeKey] = hullDesc; |
315 | DetailLog("{0},BSShapeCollection.DereferenceHull,key={1},refCnt={2}", | 310 | DetailLog("{0},BSShapeCollection.DereferenceHull,shape={1},refCnt={2}", |
316 | BSScene.DetailLogZero, shape.shapeKey.ToString("X"), hullDesc.referenceCount); | 311 | BSScene.DetailLogZero, shape, hullDesc.referenceCount); |
312 | } | ||
313 | } | ||
314 | |||
315 | // Remove a reference to a compound shape. | ||
316 | // Taking a compound shape apart is a little tricky because if you just delete the | ||
317 | // physical shape, it will free all the underlying children. We can't do that because | ||
318 | // they could be shared. So, this removes each of the children from the compound and | ||
319 | // dereferences them separately before destroying the compound collision object itself. | ||
320 | // Called at taint-time. | ||
321 | private void DereferenceCompound(BulletShape shape, ShapeDestructionCallback shapeCallback) | ||
322 | { | ||
323 | if (!BulletSimAPI.IsCompound2(shape.ptr)) | ||
324 | { | ||
325 | // Failed the sanity check!! | ||
326 | PhysicsScene.Logger.ErrorFormat("{0} Attempt to free a compound shape that is not compound!! type={1}, ptr={2}", | ||
327 | LogHeader, shape.type, shape.ptr.ToString("X")); | ||
328 | DetailLog("{0},BSShapeCollection.DereferenceCompound,notACompoundShape,type={1},ptr={2}", | ||
329 | BSScene.DetailLogZero, shape.type, shape.ptr.ToString("X")); | ||
330 | return; | ||
331 | } | ||
332 | |||
333 | int numChildren = BulletSimAPI.GetNumberOfCompoundChildren2(shape.ptr); | ||
334 | DetailLog("{0},BSShapeCollection.DereferenceCompound,shape={1},children={2}", BSScene.DetailLogZero, shape, numChildren); | ||
335 | |||
336 | for (int ii = numChildren - 1; ii >= 0; ii--) | ||
337 | { | ||
338 | IntPtr childShape = BulletSimAPI.RemoveChildShapeFromCompoundShapeIndex2(shape.ptr, ii); | ||
339 | DereferenceAnonCollisionShape(childShape); | ||
340 | } | ||
341 | BulletSimAPI.DeleteCollisionShape2(PhysicsScene.World.ptr, shape.ptr); | ||
342 | } | ||
343 | |||
344 | // Sometimes we have a pointer to a collision shape but don't know what type it is. | ||
345 | // Figure out type and call the correct dereference routine. | ||
346 | // Called at taint-time. | ||
347 | private void DereferenceAnonCollisionShape(IntPtr cShape) | ||
348 | { | ||
349 | MeshDesc meshDesc; | ||
350 | HullDesc hullDesc; | ||
351 | |||
352 | BulletShape shapeInfo = new BulletShape(cShape); | ||
353 | if (TryGetMeshByPtr(cShape, out meshDesc)) | ||
354 | { | ||
355 | shapeInfo.type = BSPhysicsShapeType.SHAPE_MESH; | ||
356 | shapeInfo.shapeKey = meshDesc.shapeKey; | ||
357 | } | ||
358 | else | ||
359 | { | ||
360 | if (TryGetHullByPtr(cShape, out hullDesc)) | ||
361 | { | ||
362 | shapeInfo.type = BSPhysicsShapeType.SHAPE_HULL; | ||
363 | shapeInfo.shapeKey = hullDesc.shapeKey; | ||
364 | } | ||
365 | else | ||
366 | { | ||
367 | if (BulletSimAPI.IsCompound2(cShape)) | ||
368 | { | ||
369 | shapeInfo.type = BSPhysicsShapeType.SHAPE_COMPOUND; | ||
370 | } | ||
371 | else | ||
372 | { | ||
373 | if (BulletSimAPI.IsNativeShape2(cShape)) | ||
374 | { | ||
375 | shapeInfo.isNativeShape = true; | ||
376 | shapeInfo.type = BSPhysicsShapeType.SHAPE_BOX; // (technically, type doesn't matter) | ||
377 | } | ||
378 | } | ||
379 | } | ||
380 | } | ||
381 | |||
382 | DetailLog("{0},BSShapeCollection.DereferenceAnonCollisionShape,shape={1}", BSScene.DetailLogZero, shapeInfo); | ||
383 | |||
384 | if (shapeInfo.type != BSPhysicsShapeType.SHAPE_UNKNOWN) | ||
385 | { | ||
386 | DereferenceShape(shapeInfo, true, null); | ||
387 | } | ||
388 | else | ||
389 | { | ||
390 | PhysicsScene.Logger.ErrorFormat("{0} Could not decypher shape type. Region={1}, addr={2}", | ||
391 | LogHeader, PhysicsScene.RegionName, cShape.ToString("X")); | ||
317 | } | 392 | } |
318 | } | 393 | } |
319 | 394 | ||
@@ -325,21 +400,46 @@ public class BSShapeCollection : IDisposable | |||
325 | // Info in prim.BSShape is updated to the new shape. | 400 | // Info in prim.BSShape is updated to the new shape. |
326 | // Returns 'true' if the geometry was rebuilt. | 401 | // Returns 'true' if the geometry was rebuilt. |
327 | // Called at taint-time! | 402 | // Called at taint-time! |
328 | private bool CreateGeom(bool forceRebuild, BSPhysObject prim, ShapeData shapeData, | 403 | private bool CreateGeom(bool forceRebuild, BSPhysObject prim, ShapeDestructionCallback shapeCallback) |
329 | PrimitiveBaseShape pbs, ShapeDestructionCallback shapeCallback) | ||
330 | { | 404 | { |
331 | bool ret = false; | 405 | bool ret = false; |
332 | bool haveShape = false; | 406 | bool haveShape = false; |
333 | bool nativeShapePossible = true; | ||
334 | 407 | ||
335 | if (shapeData.Type == ShapeData.PhysicsShapeType.SHAPE_AVATAR) | 408 | if (!haveShape && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_CAPSULE) |
336 | { | 409 | { |
337 | // an avatar capsule is close to a native shape (it is not shared) | 410 | // an avatar capsule is close to a native shape (it is not shared) |
338 | ret = GetReferenceToNativeShape(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_AVATAR, | 411 | ret = GetReferenceToNativeShape(prim, BSPhysicsShapeType.SHAPE_CAPSULE, |
339 | ShapeData.FixedShapeKey.KEY_CAPSULE, shapeCallback); | 412 | FixedShapeKey.KEY_CAPSULE, shapeCallback); |
340 | DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.BSShape); | 413 | DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.PhysShape); |
414 | ret = true; | ||
341 | haveShape = true; | 415 | haveShape = true; |
342 | } | 416 | } |
417 | |||
418 | // Compound shapes are handled special as they are rebuilt from scratch. | ||
419 | // This isn't too great a hardship since most of the child shapes will already been created. | ||
420 | if (!haveShape && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_COMPOUND) | ||
421 | { | ||
422 | ret = GetReferenceToCompoundShape(prim, shapeCallback); | ||
423 | DetailLog("{0},BSShapeCollection.CreateGeom,compoundShape,shape={1}", prim.LocalID, prim.PhysShape); | ||
424 | haveShape = true; | ||
425 | } | ||
426 | |||
427 | if (!haveShape) | ||
428 | { | ||
429 | ret = CreateGeomNonSpecial(forceRebuild, prim, shapeCallback); | ||
430 | } | ||
431 | |||
432 | return ret; | ||
433 | } | ||
434 | |||
435 | // Create a mesh/hull shape or a native shape if 'nativeShapePossible' is 'true'. | ||
436 | private bool CreateGeomNonSpecial(bool forceRebuild, BSPhysObject prim, ShapeDestructionCallback shapeCallback) | ||
437 | { | ||
438 | bool ret = false; | ||
439 | bool haveShape = false; | ||
440 | bool nativeShapePossible = true; | ||
441 | PrimitiveBaseShape pbs = prim.BaseShape; | ||
442 | |||
343 | // If the prim attributes are simple, this could be a simple Bullet native shape | 443 | // If the prim attributes are simple, this could be a simple Bullet native shape |
344 | if (!haveShape | 444 | if (!haveShape |
345 | && pbs != null | 445 | && pbs != null |
@@ -353,97 +453,120 @@ public class BSShapeCollection : IDisposable | |||
353 | && pbs.PathScaleX == 100 && pbs.PathScaleY == 100 | 453 | && pbs.PathScaleX == 100 && pbs.PathScaleY == 100 |
354 | && pbs.PathShearX == 0 && pbs.PathShearY == 0) ) ) | 454 | && pbs.PathShearX == 0 && pbs.PathShearY == 0) ) ) |
355 | { | 455 | { |
456 | // It doesn't look like Bullet scales spheres so make sure the scales are all equal | ||
356 | if ((pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1) | 457 | if ((pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1) |
357 | && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z) | 458 | && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z) |
358 | { | 459 | { |
359 | haveShape = true; | 460 | haveShape = true; |
360 | if (forceRebuild | 461 | if (forceRebuild |
361 | || prim.Scale != shapeData.Size | 462 | || prim.Scale != prim.Size |
362 | || prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_SPHERE | 463 | || prim.PhysShape.type != BSPhysicsShapeType.SHAPE_SPHERE |
363 | ) | 464 | ) |
364 | { | 465 | { |
365 | ret = GetReferenceToNativeShape(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_SPHERE, | 466 | ret = GetReferenceToNativeShape(prim, BSPhysicsShapeType.SHAPE_SPHERE, |
366 | ShapeData.FixedShapeKey.KEY_SPHERE, shapeCallback); | 467 | FixedShapeKey.KEY_SPHERE, shapeCallback); |
367 | DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},shape={2}", | 468 | DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},shape={2}", |
368 | prim.LocalID, forceRebuild, prim.BSShape); | 469 | prim.LocalID, forceRebuild, prim.PhysShape); |
369 | } | 470 | } |
370 | } | 471 | } |
371 | if (pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight) | 472 | if (!haveShape && pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight) |
372 | { | 473 | { |
373 | haveShape = true; | 474 | haveShape = true; |
374 | if (forceRebuild | 475 | if (forceRebuild |
375 | || prim.Scale != shapeData.Size | 476 | || prim.Scale != prim.Size |
376 | || prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_BOX | 477 | || prim.PhysShape.type != BSPhysicsShapeType.SHAPE_BOX |
377 | ) | 478 | ) |
378 | { | 479 | { |
379 | ret = GetReferenceToNativeShape( prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_BOX, | 480 | ret = GetReferenceToNativeShape( prim, BSPhysicsShapeType.SHAPE_BOX, |
380 | ShapeData.FixedShapeKey.KEY_BOX, shapeCallback); | 481 | FixedShapeKey.KEY_BOX, shapeCallback); |
381 | DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},shape={2}", | 482 | DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},shape={2}", |
382 | prim.LocalID, forceRebuild, prim.BSShape); | 483 | prim.LocalID, forceRebuild, prim.PhysShape); |
383 | } | 484 | } |
384 | } | 485 | } |
385 | } | 486 | } |
487 | |||
386 | // If a simple shape is not happening, create a mesh and possibly a hull. | 488 | // If a simple shape is not happening, create a mesh and possibly a hull. |
387 | // Note that if it's a native shape, the check for physical/non-physical is not | ||
388 | // made. Native shapes are best used in either case. | ||
389 | if (!haveShape && pbs != null) | 489 | if (!haveShape && pbs != null) |
390 | { | 490 | { |
391 | if (prim.IsPhysical && PhysicsScene.ShouldUseHullsForPhysicalObjects) | 491 | ret = CreateGeomMeshOrHull(prim, shapeCallback); |
392 | { | 492 | } |
393 | // Update prim.BSShape to reference a hull of this shape. | 493 | |
394 | ret = GetReferenceToHull(prim, shapeData, pbs, shapeCallback); | 494 | return ret; |
395 | DetailLog("{0},BSShapeCollection.CreateGeom,hull,shape={1},key={2}", | 495 | } |
396 | shapeData.ID, prim.BSShape, prim.BSShape.shapeKey.ToString("X")); | 496 | |
397 | } | 497 | public bool CreateGeomMeshOrHull(BSPhysObject prim, ShapeDestructionCallback shapeCallback) |
398 | else | 498 | { |
399 | { | 499 | |
400 | ret = GetReferenceToMesh(prim, shapeData, pbs, shapeCallback); | 500 | bool ret = false; |
401 | DetailLog("{0},BSShapeCollection.CreateGeom,mesh,shape={1},key={2}", | 501 | // Note that if it's a native shape, the check for physical/non-physical is not |
402 | shapeData.ID, prim.BSShape, prim.BSShape.shapeKey.ToString("X")); | 502 | // made. Native shapes work in either case. |
403 | } | 503 | if (prim.IsPhysical && PhysicsScene.ShouldUseHullsForPhysicalObjects) |
504 | { | ||
505 | // Update prim.BSShape to reference a hull of this shape. | ||
506 | ret = GetReferenceToHull(prim,shapeCallback); | ||
507 | DetailLog("{0},BSShapeCollection.CreateGeom,hull,shape={1},key={2}", | ||
508 | prim.LocalID, prim.PhysShape, prim.PhysShape.shapeKey.ToString("X")); | ||
509 | } | ||
510 | else | ||
511 | { | ||
512 | ret = GetReferenceToMesh(prim, shapeCallback); | ||
513 | DetailLog("{0},BSShapeCollection.CreateGeom,mesh,shape={1},key={2}", | ||
514 | prim.LocalID, prim.PhysShape, prim.PhysShape.shapeKey.ToString("X")); | ||
404 | } | 515 | } |
405 | return ret; | 516 | return ret; |
406 | } | 517 | } |
407 | 518 | ||
408 | // Creates a native shape and assignes it to prim.BSShape. | 519 | // Creates a native shape and assignes it to prim.BSShape. |
409 | // "Native" shapes are never shared. they are created here and destroyed in DereferenceShape(). | 520 | // "Native" shapes are never shared. they are created here and destroyed in DereferenceShape(). |
410 | private bool GetReferenceToNativeShape(BSPhysObject prim, ShapeData shapeData, | 521 | private bool GetReferenceToNativeShape(BSPhysObject prim, |
411 | ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey, | 522 | BSPhysicsShapeType shapeType, FixedShapeKey shapeKey, |
412 | ShapeDestructionCallback shapeCallback) | 523 | ShapeDestructionCallback shapeCallback) |
413 | { | 524 | { |
414 | |||
415 | shapeData.Type = shapeType; | ||
416 | // Bullet native objects are scaled by the Bullet engine so pass the size in | ||
417 | prim.Scale = shapeData.Size; | ||
418 | shapeData.Scale = shapeData.Size; | ||
419 | |||
420 | // release any previous shape | 525 | // release any previous shape |
421 | DereferenceShape(prim.BSShape, true, shapeCallback); | 526 | DereferenceShape(prim.PhysShape, true, shapeCallback); |
422 | 527 | ||
423 | BulletShape newShape = BuildPhysicalNativeShape(shapeType, shapeData, shapeKey); | 528 | BulletShape newShape = BuildPhysicalNativeShape(prim, shapeType, shapeKey); |
424 | 529 | ||
425 | // Don't need to do a 'ReferenceShape()' here because native shapes are not shared. | 530 | // Don't need to do a 'ReferenceShape()' here because native shapes are not shared. |
426 | DetailLog("{0},BSShapeCollection.AddNativeShapeToPrim,create,newshape={1},scale={2}", | 531 | DetailLog("{0},BSShapeCollection.AddNativeShapeToPrim,create,newshape={1},scale={2}", |
427 | shapeData.ID, newShape, shapeData.Scale); | 532 | prim.LocalID, newShape, prim.Scale); |
428 | 533 | ||
429 | prim.BSShape = newShape; | 534 | prim.PhysShape = newShape; |
430 | return true; | 535 | return true; |
431 | } | 536 | } |
432 | 537 | ||
433 | private BulletShape BuildPhysicalNativeShape(ShapeData.PhysicsShapeType shapeType, | 538 | private BulletShape BuildPhysicalNativeShape(BSPhysObject prim, BSPhysicsShapeType shapeType, |
434 | ShapeData shapeData, ShapeData.FixedShapeKey shapeKey) | 539 | FixedShapeKey shapeKey) |
435 | { | 540 | { |
436 | BulletShape newShape; | 541 | BulletShape newShape; |
437 | 542 | // Need to make sure the passed shape information is for the native type. | |
438 | if (shapeType == ShapeData.PhysicsShapeType.SHAPE_AVATAR) | 543 | ShapeData nativeShapeData = new ShapeData(); |
544 | nativeShapeData.Type = shapeType; | ||
545 | nativeShapeData.ID = prim.LocalID; | ||
546 | nativeShapeData.Scale = prim.Scale; | ||
547 | nativeShapeData.Size = prim.Scale; // unneeded, I think. | ||
548 | nativeShapeData.MeshKey = (ulong)shapeKey; | ||
549 | nativeShapeData.HullKey = (ulong)shapeKey; | ||
550 | |||
551 | if (shapeType == BSPhysicsShapeType.SHAPE_CAPSULE) | ||
439 | { | 552 | { |
553 | // The proper scale has been calculated in the prim. | ||
440 | newShape = new BulletShape( | 554 | newShape = new BulletShape( |
441 | BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, 1.0f, 1.0f, shapeData.Scale), | 555 | BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, 1f, 1f, prim.Scale) |
442 | shapeType); | 556 | , shapeType); |
557 | DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale); | ||
443 | } | 558 | } |
444 | else | 559 | else |
445 | { | 560 | { |
446 | newShape = new BulletShape(BulletSimAPI.BuildNativeShape2(PhysicsScene.World.ptr, shapeData), shapeType); | 561 | // Native shapes are scaled in Bullet so set the scaling to the size |
562 | prim.Scale = prim.Size; | ||
563 | nativeShapeData.Scale = prim.Scale; | ||
564 | newShape = new BulletShape(BulletSimAPI.BuildNativeShape2(PhysicsScene.World.ptr, nativeShapeData), shapeType); | ||
565 | } | ||
566 | if (newShape.ptr == IntPtr.Zero) | ||
567 | { | ||
568 | PhysicsScene.Logger.ErrorFormat("{0} BuildPhysicalNativeShape failed. ID={1}, shape={2}", | ||
569 | LogHeader, prim.LocalID, shapeType); | ||
447 | } | 570 | } |
448 | newShape.shapeKey = (System.UInt64)shapeKey; | 571 | newShape.shapeKey = (System.UInt64)shapeKey; |
449 | newShape.isNativeShape = true; | 572 | newShape.isNativeShape = true; |
@@ -455,33 +578,32 @@ public class BSShapeCollection : IDisposable | |||
455 | // Dereferences previous shape in BSShape and adds a reference for this new shape. | 578 | // Dereferences previous shape in BSShape and adds a reference for this new shape. |
456 | // Returns 'true' of a mesh was actually built. Otherwise . | 579 | // Returns 'true' of a mesh was actually built. Otherwise . |
457 | // Called at taint-time! | 580 | // Called at taint-time! |
458 | private bool GetReferenceToMesh(BSPhysObject prim, ShapeData shapeData, PrimitiveBaseShape pbs, | 581 | private bool GetReferenceToMesh(BSPhysObject prim, ShapeDestructionCallback shapeCallback) |
459 | ShapeDestructionCallback shapeCallback) | ||
460 | { | 582 | { |
461 | BulletShape newShape = new BulletShape(IntPtr.Zero); | 583 | BulletShape newShape = new BulletShape(IntPtr.Zero); |
462 | 584 | ||
463 | float lod; | 585 | float lod; |
464 | System.UInt64 newMeshKey = ComputeShapeKey(shapeData, pbs, out lod); | 586 | System.UInt64 newMeshKey = ComputeShapeKey(prim.Size, prim.BaseShape, out lod); |
465 | 587 | ||
466 | // if this new shape is the same as last time, don't recreate the mesh | 588 | // if this new shape is the same as last time, don't recreate the mesh |
467 | if (newMeshKey == prim.BSShape.shapeKey && prim.BSShape.type == ShapeData.PhysicsShapeType.SHAPE_MESH) | 589 | if (newMeshKey == prim.PhysShape.shapeKey && prim.PhysShape.type == BSPhysicsShapeType.SHAPE_MESH) |
468 | return false; | 590 | return false; |
469 | 591 | ||
470 | DetailLog("{0},BSShapeCollection.CreateGeomMesh,create,oldKey={1},newKey={2}", | 592 | DetailLog("{0},BSShapeCollection.GetReferenceToMesh,create,oldKey={1},newKey={2}", |
471 | prim.LocalID, prim.BSShape.shapeKey.ToString("X"), newMeshKey.ToString("X")); | 593 | prim.LocalID, prim.PhysShape.shapeKey.ToString("X"), newMeshKey.ToString("X")); |
472 | 594 | ||
473 | // Since we're recreating new, get rid of the reference to the previous shape | 595 | // Since we're recreating new, get rid of the reference to the previous shape |
474 | DereferenceShape(prim.BSShape, true, shapeCallback); | 596 | DereferenceShape(prim.PhysShape, true, shapeCallback); |
475 | 597 | ||
476 | newShape = CreatePhysicalMesh(prim.PhysObjectName, newMeshKey, pbs, shapeData.Size, lod); | 598 | newShape = CreatePhysicalMesh(prim.PhysObjectName, newMeshKey, prim.BaseShape, prim.Size, lod); |
477 | // Take evasive action if the mesh was not constructed. | 599 | // Take evasive action if the mesh was not constructed. |
478 | newShape = VerifyMeshCreated(newShape, prim, shapeData, pbs); | 600 | newShape = VerifyMeshCreated(newShape, prim); |
479 | 601 | ||
480 | ReferenceShape(newShape); | 602 | ReferenceShape(newShape); |
481 | 603 | ||
482 | // meshes are already scaled by the meshmerizer | 604 | // meshes are already scaled by the meshmerizer |
483 | prim.Scale = new OMV.Vector3(1f, 1f, 1f); | 605 | prim.Scale = new OMV.Vector3(1f, 1f, 1f); |
484 | prim.BSShape = newShape; | 606 | prim.PhysShape = newShape; |
485 | 607 | ||
486 | return true; // 'true' means a new shape has been added to this prim | 608 | return true; // 'true' means a new shape has been added to this prim |
487 | } | 609 | } |
@@ -515,14 +637,14 @@ public class BSShapeCollection : IDisposable | |||
515 | verticesAsFloats[vi++] = vv.Z; | 637 | verticesAsFloats[vi++] = vv.Z; |
516 | } | 638 | } |
517 | 639 | ||
518 | // m_log.DebugFormat("{0}: CreateGeomMesh: calling CreateMesh. lid={1}, key={2}, indices={3}, vertices={4}", | 640 | // m_log.DebugFormat("{0}: BSShapeCollection.CreatePhysicalMesh: calling CreateMesh. lid={1}, key={2}, indices={3}, vertices={4}", |
519 | // LogHeader, prim.LocalID, newMeshKey, indices.Length, vertices.Count); | 641 | // LogHeader, prim.LocalID, newMeshKey, indices.Length, vertices.Count); |
520 | 642 | ||
521 | meshPtr = BulletSimAPI.CreateMeshShape2(PhysicsScene.World.ptr, | 643 | meshPtr = BulletSimAPI.CreateMeshShape2(PhysicsScene.World.ptr, |
522 | indices.GetLength(0), indices, vertices.Count, verticesAsFloats); | 644 | indices.GetLength(0), indices, vertices.Count, verticesAsFloats); |
523 | } | 645 | } |
524 | } | 646 | } |
525 | BulletShape newShape = new BulletShape(meshPtr, ShapeData.PhysicsShapeType.SHAPE_MESH); | 647 | BulletShape newShape = new BulletShape(meshPtr, BSPhysicsShapeType.SHAPE_MESH); |
526 | newShape.shapeKey = newMeshKey; | 648 | newShape.shapeKey = newMeshKey; |
527 | 649 | ||
528 | return newShape; | 650 | return newShape; |
@@ -530,32 +652,31 @@ public class BSShapeCollection : IDisposable | |||
530 | 652 | ||
531 | // See that hull shape exists in the physical world and update prim.BSShape. | 653 | // See that hull shape exists in the physical world and update prim.BSShape. |
532 | // We could be creating the hull because scale changed or whatever. | 654 | // We could be creating the hull because scale changed or whatever. |
533 | private bool GetReferenceToHull(BSPhysObject prim, ShapeData shapeData, PrimitiveBaseShape pbs, | 655 | private bool GetReferenceToHull(BSPhysObject prim, ShapeDestructionCallback shapeCallback) |
534 | ShapeDestructionCallback shapeCallback) | ||
535 | { | 656 | { |
536 | BulletShape newShape; | 657 | BulletShape newShape; |
537 | 658 | ||
538 | float lod; | 659 | float lod; |
539 | System.UInt64 newHullKey = ComputeShapeKey(shapeData, pbs, out lod); | 660 | System.UInt64 newHullKey = ComputeShapeKey(prim.Size, prim.BaseShape, out lod); |
540 | 661 | ||
541 | // if the hull hasn't changed, don't rebuild it | 662 | // if the hull hasn't changed, don't rebuild it |
542 | if (newHullKey == prim.BSShape.shapeKey && prim.BSShape.type == ShapeData.PhysicsShapeType.SHAPE_HULL) | 663 | if (newHullKey == prim.PhysShape.shapeKey && prim.PhysShape.type == BSPhysicsShapeType.SHAPE_HULL) |
543 | return false; | 664 | return false; |
544 | 665 | ||
545 | DetailLog("{0},BSShapeCollection.CreateGeomHull,create,oldKey={1},newKey={2}", | 666 | DetailLog("{0},BSShapeCollection.GetReferenceToHull,create,oldKey={1},newKey={2}", |
546 | prim.LocalID, prim.BSShape.shapeKey.ToString("X"), newHullKey.ToString("X")); | 667 | prim.LocalID, prim.PhysShape.shapeKey.ToString("X"), newHullKey.ToString("X")); |
547 | 668 | ||
548 | // Remove usage of the previous shape. | 669 | // Remove usage of the previous shape. |
549 | DereferenceShape(prim.BSShape, true, shapeCallback); | 670 | DereferenceShape(prim.PhysShape, true, shapeCallback); |
550 | 671 | ||
551 | newShape = CreatePhysicalHull(prim.PhysObjectName, newHullKey, pbs, shapeData.Size, lod); | 672 | newShape = CreatePhysicalHull(prim.PhysObjectName, newHullKey, prim.BaseShape, prim.Size, lod); |
552 | newShape = VerifyMeshCreated(newShape, prim, shapeData, pbs); | 673 | newShape = VerifyMeshCreated(newShape, prim); |
553 | 674 | ||
554 | ReferenceShape(newShape); | 675 | ReferenceShape(newShape); |
555 | 676 | ||
556 | // hulls are already scaled by the meshmerizer | 677 | // hulls are already scaled by the meshmerizer |
557 | prim.Scale = new OMV.Vector3(1f, 1f, 1f); | 678 | prim.Scale = new OMV.Vector3(1f, 1f, 1f); |
558 | prim.BSShape = newShape; | 679 | prim.PhysShape = newShape; |
559 | return true; // 'true' means a new shape has been added to this prim | 680 | return true; // 'true' means a new shape has been added to this prim |
560 | } | 681 | } |
561 | 682 | ||
@@ -660,7 +781,7 @@ public class BSShapeCollection : IDisposable | |||
660 | } | 781 | } |
661 | } | 782 | } |
662 | 783 | ||
663 | BulletShape newShape = new BulletShape(hullPtr, ShapeData.PhysicsShapeType.SHAPE_HULL); | 784 | BulletShape newShape = new BulletShape(hullPtr, BSPhysicsShapeType.SHAPE_HULL); |
664 | newShape.shapeKey = newHullKey; | 785 | newShape.shapeKey = newHullKey; |
665 | 786 | ||
666 | return newShape; // 'true' means a new shape has been added to this prim | 787 | return newShape; // 'true' means a new shape has been added to this prim |
@@ -674,9 +795,31 @@ public class BSShapeCollection : IDisposable | |||
674 | return; | 795 | return; |
675 | } | 796 | } |
676 | 797 | ||
798 | // Compound shapes are always built from scratch. | ||
799 | // This shouldn't be to bad since most of the parts will be meshes that had been built previously. | ||
800 | private bool GetReferenceToCompoundShape(BSPhysObject prim, ShapeDestructionCallback shapeCallback) | ||
801 | { | ||
802 | // Remove reference to the old shape | ||
803 | // Don't need to do this as the shape is freed when the new root shape is created below. | ||
804 | // DereferenceShape(prim.PhysShape, true, shapeCallback); | ||
805 | |||
806 | BulletShape cShape = new BulletShape( | ||
807 | BulletSimAPI.CreateCompoundShape2(PhysicsScene.World.ptr, false), BSPhysicsShapeType.SHAPE_COMPOUND); | ||
808 | |||
809 | // Create the shape for the root prim and add it to the compound shape. Cannot be a native shape. | ||
810 | CreateGeomMeshOrHull(prim, shapeCallback); | ||
811 | BulletSimAPI.AddChildShapeToCompoundShape2(cShape.ptr, prim.PhysShape.ptr, OMV.Vector3.Zero, OMV.Quaternion.Identity); | ||
812 | DetailLog("{0},BSShapeCollection.GetReferenceToCompoundShape,addRootPrim,compShape={1},rootShape={2}", | ||
813 | prim.LocalID, cShape, prim.PhysShape); | ||
814 | |||
815 | prim.PhysShape = cShape; | ||
816 | |||
817 | return true; | ||
818 | } | ||
819 | |||
677 | // Create a hash of all the shape parameters to be used as a key | 820 | // Create a hash of all the shape parameters to be used as a key |
678 | // for this particular shape. | 821 | // for this particular shape. |
679 | private System.UInt64 ComputeShapeKey(ShapeData shapeData, PrimitiveBaseShape pbs, out float retLod) | 822 | private System.UInt64 ComputeShapeKey(OMV.Vector3 size, PrimitiveBaseShape pbs, out float retLod) |
680 | { | 823 | { |
681 | // level of detail based on size and type of the object | 824 | // level of detail based on size and type of the object |
682 | float lod = PhysicsScene.MeshLOD; | 825 | float lod = PhysicsScene.MeshLOD; |
@@ -684,33 +827,40 @@ public class BSShapeCollection : IDisposable | |||
684 | lod = PhysicsScene.SculptLOD; | 827 | lod = PhysicsScene.SculptLOD; |
685 | 828 | ||
686 | // Mega prims usually get more detail because one can interact with shape approximations at this size. | 829 | // Mega prims usually get more detail because one can interact with shape approximations at this size. |
687 | float maxAxis = Math.Max(shapeData.Size.X, Math.Max(shapeData.Size.Y, shapeData.Size.Z)); | 830 | float maxAxis = Math.Max(size.X, Math.Max(size.Y, size.Z)); |
688 | if (maxAxis > PhysicsScene.MeshMegaPrimThreshold) | 831 | if (maxAxis > PhysicsScene.MeshMegaPrimThreshold) |
689 | lod = PhysicsScene.MeshMegaPrimLOD; | 832 | lod = PhysicsScene.MeshMegaPrimLOD; |
690 | 833 | ||
691 | retLod = lod; | 834 | retLod = lod; |
692 | return pbs.GetMeshKey(shapeData.Size, lod); | 835 | return pbs.GetMeshKey(size, lod); |
693 | } | 836 | } |
694 | // For those who don't want the LOD | 837 | // For those who don't want the LOD |
695 | private System.UInt64 ComputeShapeKey(ShapeData shapeData, PrimitiveBaseShape pbs) | 838 | private System.UInt64 ComputeShapeKey(OMV.Vector3 size, PrimitiveBaseShape pbs) |
696 | { | 839 | { |
697 | float lod; | 840 | float lod; |
698 | return ComputeShapeKey(shapeData, pbs, out lod); | 841 | return ComputeShapeKey(size, pbs, out lod); |
699 | } | 842 | } |
700 | 843 | ||
701 | private BulletShape VerifyMeshCreated(BulletShape newShape, BSPhysObject prim, ShapeData shapeData, PrimitiveBaseShape pbs) | 844 | // The creation of a mesh or hull can fail if an underlying asset is not available. |
845 | // There are two cases: 1) the asset is not in the cache and it needs to be fetched; | ||
846 | // and 2) the asset cannot be converted (like failed decompression of JPEG2000s). | ||
847 | // The first case causes the asset to be fetched. The second case requires | ||
848 | // us to not loop forever. | ||
849 | // Called after creating a physical mesh or hull. If the physical shape was created, | ||
850 | // just return. | ||
851 | private BulletShape VerifyMeshCreated(BulletShape newShape, BSPhysObject prim) | ||
702 | { | 852 | { |
703 | // If the shape was successfully created, nothing more to do | 853 | // If the shape was successfully created, nothing more to do |
704 | if (newShape.ptr != IntPtr.Zero) | 854 | if (newShape.ptr != IntPtr.Zero) |
705 | return newShape; | 855 | return newShape; |
706 | 856 | ||
707 | // The most common reason for failure is that an underlying asset is not available | ||
708 | |||
709 | // If this mesh has an underlying asset and we have not failed getting it before, fetch the asset | 857 | // If this mesh has an underlying asset and we have not failed getting it before, fetch the asset |
710 | if (pbs.SculptEntry && !prim.LastAssetBuildFailed && pbs.SculptTexture != OMV.UUID.Zero) | 858 | if (prim.BaseShape.SculptEntry && !prim.LastAssetBuildFailed && prim.BaseShape.SculptTexture != OMV.UUID.Zero) |
711 | { | 859 | { |
712 | prim.LastAssetBuildFailed = true; | 860 | prim.LastAssetBuildFailed = true; |
713 | BSPhysObject xprim = prim; | 861 | BSPhysObject xprim = prim; |
862 | DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset,lID={1},lastFailed={2}", | ||
863 | LogHeader, prim.LocalID, prim.LastAssetBuildFailed); | ||
714 | Util.FireAndForget(delegate | 864 | Util.FireAndForget(delegate |
715 | { | 865 | { |
716 | RequestAssetDelegate assetProvider = PhysicsScene.RequestAssetMethod; | 866 | RequestAssetDelegate assetProvider = PhysicsScene.RequestAssetMethod; |
@@ -724,20 +874,28 @@ public class BSShapeCollection : IDisposable | |||
724 | if (yprim.BaseShape.SculptTexture.ToString() != asset.ID) | 874 | if (yprim.BaseShape.SculptTexture.ToString() != asset.ID) |
725 | return; | 875 | return; |
726 | 876 | ||
727 | yprim.BaseShape.SculptData = new byte[asset.Data.Length]; | 877 | yprim.BaseShape.SculptData = asset.Data; |
728 | asset.Data.CopyTo(yprim.BaseShape.SculptData, 0); | ||
729 | // This will cause the prim to see that the filler shape is not the right | 878 | // This will cause the prim to see that the filler shape is not the right |
730 | // one and try again to build the object. | 879 | // one and try again to build the object. |
880 | // No race condition with the normal shape setting since the rebuild is at taint time. | ||
731 | yprim.ForceBodyShapeRebuild(false); | 881 | yprim.ForceBodyShapeRebuild(false); |
732 | 882 | ||
733 | }); | 883 | }); |
734 | } | 884 | } |
735 | }); | 885 | }); |
736 | } | 886 | } |
887 | else | ||
888 | { | ||
889 | if (prim.LastAssetBuildFailed) | ||
890 | { | ||
891 | PhysicsScene.Logger.ErrorFormat("{0} Mesh failed to fetch asset. lID={1}, texture={2}", | ||
892 | LogHeader, prim.LocalID, prim.BaseShape.SculptTexture); | ||
893 | } | ||
894 | } | ||
737 | 895 | ||
738 | // While we figure out the real problem, stick a simple native shape on the object. | 896 | // While we figure out the real problem, stick a simple native shape on the object. |
739 | BulletShape fillinShape = | 897 | BulletShape fillinShape = |
740 | BuildPhysicalNativeShape(ShapeData.PhysicsShapeType.SHAPE_SPHERE, shapeData, ShapeData.FixedShapeKey.KEY_SPHERE); | 898 | BuildPhysicalNativeShape(prim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX); |
741 | 899 | ||
742 | return fillinShape; | 900 | return fillinShape; |
743 | } | 901 | } |
@@ -746,52 +904,51 @@ public class BSShapeCollection : IDisposable | |||
746 | // Updates prim.BSBody with the information about the new body if one is created. | 904 | // Updates prim.BSBody with the information about the new body if one is created. |
747 | // Returns 'true' if an object was actually created. | 905 | // Returns 'true' if an object was actually created. |
748 | // Called at taint-time. | 906 | // Called at taint-time. |
749 | private bool CreateBody(bool forceRebuild, BSPhysObject prim, BulletSim sim, BulletShape shape, | 907 | private bool CreateBody(bool forceRebuild, BSPhysObject prim, BulletSim sim, BulletShape shape, |
750 | ShapeData shapeData, BodyDestructionCallback bodyCallback) | 908 | BodyDestructionCallback bodyCallback) |
751 | { | 909 | { |
752 | bool ret = false; | 910 | bool ret = false; |
753 | 911 | ||
754 | // the mesh, hull or native shape must have already been created in Bullet | 912 | // the mesh, hull or native shape must have already been created in Bullet |
755 | bool mustRebuild = (prim.BSBody.ptr == IntPtr.Zero); | 913 | bool mustRebuild = (prim.PhysBody.ptr == IntPtr.Zero); |
756 | 914 | ||
757 | // If there is an existing body, verify it's of an acceptable type. | 915 | // If there is an existing body, verify it's of an acceptable type. |
758 | // If not a solid object, body is a GhostObject. Otherwise a RigidBody. | 916 | // If not a solid object, body is a GhostObject. Otherwise a RigidBody. |
759 | if (!mustRebuild) | 917 | if (!mustRebuild) |
760 | { | 918 | { |
761 | CollisionObjectTypes bodyType = (CollisionObjectTypes)BulletSimAPI.GetBodyType2(prim.BSBody.ptr); | 919 | CollisionObjectTypes bodyType = (CollisionObjectTypes)BulletSimAPI.GetBodyType2(prim.PhysBody.ptr); |
762 | if (prim.IsSolid && bodyType != CollisionObjectTypes.CO_RIGID_BODY | 920 | if (prim.IsSolid && bodyType != CollisionObjectTypes.CO_RIGID_BODY |
763 | || !prim.IsSolid && bodyType != CollisionObjectTypes.CO_GHOST_OBJECT) | 921 | || !prim.IsSolid && bodyType != CollisionObjectTypes.CO_GHOST_OBJECT) |
764 | { | 922 | { |
765 | // If the collisionObject is not the correct type for solidness, rebuild what's there | 923 | // If the collisionObject is not the correct type for solidness, rebuild what's there |
766 | mustRebuild = true; | 924 | mustRebuild = true; |
767 | } | 925 | } |
768 | |||
769 | } | 926 | } |
770 | 927 | ||
771 | if (mustRebuild || forceRebuild) | 928 | if (mustRebuild || forceRebuild) |
772 | { | 929 | { |
773 | // Free any old body | 930 | // Free any old body |
774 | DereferenceBody(prim.BSBody, true, bodyCallback); | 931 | DereferenceBody(prim.PhysBody, true, bodyCallback); |
775 | 932 | ||
776 | BulletBody aBody; | 933 | BulletBody aBody; |
777 | IntPtr bodyPtr = IntPtr.Zero; | 934 | IntPtr bodyPtr = IntPtr.Zero; |
778 | if (prim.IsSolid) | 935 | if (prim.IsSolid) |
779 | { | 936 | { |
780 | bodyPtr = BulletSimAPI.CreateBodyFromShape2(sim.ptr, shape.ptr, | 937 | bodyPtr = BulletSimAPI.CreateBodyFromShape2(sim.ptr, shape.ptr, |
781 | shapeData.ID, shapeData.Position, shapeData.Rotation); | 938 | prim.LocalID, prim.RawPosition, prim.RawOrientation); |
782 | DetailLog("{0},BSShapeCollection.CreateBody,mesh,ptr={1}", prim.LocalID, bodyPtr.ToString("X")); | 939 | DetailLog("{0},BSShapeCollection.CreateBody,mesh,ptr={1}", prim.LocalID, bodyPtr.ToString("X")); |
783 | } | 940 | } |
784 | else | 941 | else |
785 | { | 942 | { |
786 | bodyPtr = BulletSimAPI.CreateGhostFromShape2(sim.ptr, shape.ptr, | 943 | bodyPtr = BulletSimAPI.CreateGhostFromShape2(sim.ptr, shape.ptr, |
787 | shapeData.ID, shapeData.Position, shapeData.Rotation); | 944 | prim.LocalID, prim.RawPosition, prim.RawOrientation); |
788 | DetailLog("{0},BSShapeCollection.CreateBody,ghost,ptr={1}", prim.LocalID, bodyPtr.ToString("X")); | 945 | DetailLog("{0},BSShapeCollection.CreateBody,ghost,ptr={1}", prim.LocalID, bodyPtr.ToString("X")); |
789 | } | 946 | } |
790 | aBody = new BulletBody(shapeData.ID, bodyPtr); | 947 | aBody = new BulletBody(prim.LocalID, bodyPtr); |
791 | 948 | ||
792 | ReferenceBody(aBody, true); | 949 | ReferenceBody(aBody, true); |
793 | 950 | ||
794 | prim.BSBody = aBody; | 951 | prim.PhysBody = aBody; |
795 | 952 | ||
796 | ret = true; | 953 | ret = true; |
797 | } | 954 | } |
@@ -799,6 +956,42 @@ public class BSShapeCollection : IDisposable | |||
799 | return ret; | 956 | return ret; |
800 | } | 957 | } |
801 | 958 | ||
959 | private bool TryGetMeshByPtr(IntPtr addr, out MeshDesc outDesc) | ||
960 | { | ||
961 | bool ret = false; | ||
962 | MeshDesc foundDesc = new MeshDesc(); | ||
963 | foreach (MeshDesc md in Meshes.Values) | ||
964 | { | ||
965 | if (md.ptr == addr) | ||
966 | { | ||
967 | foundDesc = md; | ||
968 | ret = true; | ||
969 | break; | ||
970 | } | ||
971 | |||
972 | } | ||
973 | outDesc = foundDesc; | ||
974 | return ret; | ||
975 | } | ||
976 | |||
977 | private bool TryGetHullByPtr(IntPtr addr, out HullDesc outDesc) | ||
978 | { | ||
979 | bool ret = false; | ||
980 | HullDesc foundDesc = new HullDesc(); | ||
981 | foreach (HullDesc hd in Hulls.Values) | ||
982 | { | ||
983 | if (hd.ptr == addr) | ||
984 | { | ||
985 | foundDesc = hd; | ||
986 | ret = true; | ||
987 | break; | ||
988 | } | ||
989 | |||
990 | } | ||
991 | outDesc = foundDesc; | ||
992 | return ret; | ||
993 | } | ||
994 | |||
802 | private void DetailLog(string msg, params Object[] args) | 995 | private void DetailLog(string msg, params Object[] args) |
803 | { | 996 | { |
804 | if (PhysicsScene.PhysicsLogging.Enabled) | 997 | if (PhysicsScene.PhysicsLogging.Enabled) |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs new file mode 100755 index 0000000..96cd55e --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | |||
@@ -0,0 +1,208 @@ | |||
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 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Linq; | ||
31 | using System.Text; | ||
32 | |||
33 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
34 | { | ||
35 | public abstract class BSShape | ||
36 | { | ||
37 | public IntPtr ptr { get; set; } | ||
38 | public BSPhysicsShapeType type { get; set; } | ||
39 | public System.UInt64 key { get; set; } | ||
40 | public int referenceCount { get; set; } | ||
41 | public DateTime lastReferenced { get; set; } | ||
42 | |||
43 | public BSShape() | ||
44 | { | ||
45 | ptr = IntPtr.Zero; | ||
46 | type = BSPhysicsShapeType.SHAPE_UNKNOWN; | ||
47 | key = 0; | ||
48 | referenceCount = 0; | ||
49 | lastReferenced = DateTime.Now; | ||
50 | } | ||
51 | |||
52 | // Get a reference to a physical shape. Create if it doesn't exist | ||
53 | public static BSShape GetShapeReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) | ||
54 | { | ||
55 | BSShape ret = null; | ||
56 | |||
57 | if (prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_CAPSULE) | ||
58 | { | ||
59 | // an avatar capsule is close to a native shape (it is not shared) | ||
60 | ret = BSShapeNative.GetReference(physicsScene, prim, BSPhysicsShapeType.SHAPE_CAPSULE, | ||
61 | FixedShapeKey.KEY_CAPSULE); | ||
62 | physicsScene.DetailLog("{0},BSShape.GetShapeReference,avatarCapsule,shape={1}", prim.LocalID, ret); | ||
63 | } | ||
64 | |||
65 | // Compound shapes are handled special as they are rebuilt from scratch. | ||
66 | // This isn't too great a hardship since most of the child shapes will already been created. | ||
67 | if (ret == null && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_COMPOUND) | ||
68 | { | ||
69 | // Getting a reference to a compound shape gets you the compound shape with the root prim shape added | ||
70 | ret = BSShapeCompound.GetReference(prim); | ||
71 | physicsScene.DetailLog("{0},BSShapeCollection.CreateGeom,compoundShape,shape={1}", prim.LocalID, ret); | ||
72 | } | ||
73 | |||
74 | if (ret == null) | ||
75 | ret = GetShapeReferenceNonSpecial(physicsScene, forceRebuild, prim); | ||
76 | |||
77 | return ret; | ||
78 | } | ||
79 | public static BSShape GetShapeReferenceNonSpecial(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) | ||
80 | { | ||
81 | return null; | ||
82 | } | ||
83 | public static BSShape GetShapeReferenceNonNative(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) | ||
84 | { | ||
85 | return null; | ||
86 | } | ||
87 | |||
88 | // Release the use of a physical shape. | ||
89 | public abstract void Dereference(BSScene physicsScene); | ||
90 | |||
91 | // All shapes have a static call to get a reference to the physical shape | ||
92 | // protected abstract static BSShape GetReference(); | ||
93 | |||
94 | public override string ToString() | ||
95 | { | ||
96 | StringBuilder buff = new StringBuilder(); | ||
97 | buff.Append("<p="); | ||
98 | buff.Append(ptr.ToString("X")); | ||
99 | buff.Append(",s="); | ||
100 | buff.Append(type.ToString()); | ||
101 | buff.Append(",k="); | ||
102 | buff.Append(key.ToString("X")); | ||
103 | buff.Append(",c="); | ||
104 | buff.Append(referenceCount.ToString()); | ||
105 | buff.Append(">"); | ||
106 | return buff.ToString(); | ||
107 | } | ||
108 | } | ||
109 | |||
110 | public class BSShapeNull : BSShape | ||
111 | { | ||
112 | public BSShapeNull() : base() | ||
113 | { | ||
114 | } | ||
115 | public static BSShape GetReference() { return new BSShapeNull(); } | ||
116 | public override void Dereference(BSScene physicsScene) { /* The magic of garbage collection will make this go away */ } | ||
117 | } | ||
118 | |||
119 | public class BSShapeNative : BSShape | ||
120 | { | ||
121 | private static string LogHeader = "[BULLETSIM SHAPE NATIVE]"; | ||
122 | public BSShapeNative() : base() | ||
123 | { | ||
124 | } | ||
125 | public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim, | ||
126 | BSPhysicsShapeType shapeType, FixedShapeKey shapeKey) | ||
127 | { | ||
128 | // Native shapes are not shared and are always built anew. | ||
129 | return new BSShapeNative(physicsScene, prim, shapeType, shapeKey); | ||
130 | } | ||
131 | |||
132 | private BSShapeNative(BSScene physicsScene, BSPhysObject prim, | ||
133 | BSPhysicsShapeType shapeType, FixedShapeKey shapeKey) | ||
134 | { | ||
135 | ShapeData nativeShapeData = new ShapeData(); | ||
136 | nativeShapeData.Type = shapeType; | ||
137 | nativeShapeData.ID = prim.LocalID; | ||
138 | nativeShapeData.Scale = prim.Scale; | ||
139 | nativeShapeData.Size = prim.Scale; | ||
140 | nativeShapeData.MeshKey = (ulong)shapeKey; | ||
141 | nativeShapeData.HullKey = (ulong)shapeKey; | ||
142 | |||
143 | |||
144 | if (shapeType == BSPhysicsShapeType.SHAPE_CAPSULE) | ||
145 | { | ||
146 | ptr = BulletSimAPI.BuildCapsuleShape2(physicsScene.World.ptr, 1f, 1f, prim.Scale); | ||
147 | physicsScene.DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale); | ||
148 | } | ||
149 | else | ||
150 | { | ||
151 | ptr = BulletSimAPI.BuildNativeShape2(physicsScene.World.ptr, nativeShapeData); | ||
152 | } | ||
153 | if (ptr == IntPtr.Zero) | ||
154 | { | ||
155 | physicsScene.Logger.ErrorFormat("{0} BuildPhysicalNativeShape failed. ID={1}, shape={2}", | ||
156 | LogHeader, prim.LocalID, shapeType); | ||
157 | } | ||
158 | type = shapeType; | ||
159 | key = (UInt64)shapeKey; | ||
160 | } | ||
161 | // Make this reference to the physical shape go away since native shapes are not shared. | ||
162 | public override void Dereference(BSScene physicsScene) | ||
163 | { | ||
164 | // Native shapes are not tracked and are released immediately | ||
165 | physicsScene.DetailLog("{0},BSShapeCollection.DereferenceShape,deleteNativeShape,shape={1}", BSScene.DetailLogZero, this); | ||
166 | BulletSimAPI.DeleteCollisionShape2(physicsScene.World.ptr, ptr); | ||
167 | ptr = IntPtr.Zero; | ||
168 | // Garbage collection will free up this instance. | ||
169 | } | ||
170 | } | ||
171 | |||
172 | public class BSShapeMesh : BSShape | ||
173 | { | ||
174 | private static string LogHeader = "[BULLETSIM SHAPE MESH]"; | ||
175 | private static Dictionary<System.UInt64, BSShapeMesh> Meshes = new Dictionary<System.UInt64, BSShapeMesh>(); | ||
176 | |||
177 | public BSShapeMesh() : base() | ||
178 | { | ||
179 | } | ||
180 | public static BSShape GetReference() { return new BSShapeNull(); } | ||
181 | public override void Dereference(BSScene physicsScene) { } | ||
182 | } | ||
183 | |||
184 | public class BSShapeHull : BSShape | ||
185 | { | ||
186 | private static string LogHeader = "[BULLETSIM SHAPE HULL]"; | ||
187 | private static Dictionary<System.UInt64, BSShapeHull> Hulls = new Dictionary<System.UInt64, BSShapeHull>(); | ||
188 | |||
189 | public BSShapeHull() : base() | ||
190 | { | ||
191 | } | ||
192 | public static BSShape GetReference() { return new BSShapeNull(); } | ||
193 | public override void Dereference(BSScene physicsScene) { } | ||
194 | } | ||
195 | |||
196 | public class BSShapeCompound : BSShape | ||
197 | { | ||
198 | private static string LogHeader = "[BULLETSIM SHAPE COMPOUND]"; | ||
199 | public BSShapeCompound() : base() | ||
200 | { | ||
201 | } | ||
202 | public static BSShape GetReference(BSPhysObject prim) | ||
203 | { | ||
204 | return new BSShapeNull(); | ||
205 | } | ||
206 | public override void Dereference(BSScene physicsScene) { } | ||
207 | } | ||
208 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs new file mode 100755 index 0000000..3ca756c --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs | |||
@@ -0,0 +1,170 @@ | |||
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.Collections.Generic; | ||
29 | using System.Text; | ||
30 | |||
31 | using OpenSim.Framework; | ||
32 | using OpenSim.Region.Framework; | ||
33 | using OpenSim.Region.CoreModules; | ||
34 | using OpenSim.Region.Physics.Manager; | ||
35 | |||
36 | using Nini.Config; | ||
37 | using log4net; | ||
38 | |||
39 | using OpenMetaverse; | ||
40 | |||
41 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
42 | { | ||
43 | public sealed class BSTerrainHeightmap : BSTerrainPhys | ||
44 | { | ||
45 | static string LogHeader = "[BULLETSIM TERRAIN HEIGHTMAP]"; | ||
46 | |||
47 | BulletHeightMapInfo m_mapInfo = null; | ||
48 | |||
49 | // Constructor to build a default, flat heightmap terrain. | ||
50 | public BSTerrainHeightmap(BSScene physicsScene, Vector3 regionBase, uint id, Vector3 regionSize) | ||
51 | : base(physicsScene, regionBase, id) | ||
52 | { | ||
53 | Vector3 minTerrainCoords = new Vector3(0f, 0f, BSTerrainManager.HEIGHT_INITIALIZATION - BSTerrainManager.HEIGHT_EQUAL_FUDGE); | ||
54 | Vector3 maxTerrainCoords = new Vector3(regionSize.X, regionSize.Y, BSTerrainManager.HEIGHT_INITIALIZATION); | ||
55 | int totalHeights = (int)maxTerrainCoords.X * (int)maxTerrainCoords.Y; | ||
56 | float[] initialMap = new float[totalHeights]; | ||
57 | for (int ii = 0; ii < totalHeights; ii++) | ||
58 | { | ||
59 | initialMap[ii] = BSTerrainManager.HEIGHT_INITIALIZATION; | ||
60 | } | ||
61 | m_mapInfo = new BulletHeightMapInfo(id, initialMap, IntPtr.Zero); | ||
62 | m_mapInfo.minCoords = minTerrainCoords; | ||
63 | m_mapInfo.maxCoords = maxTerrainCoords; | ||
64 | m_mapInfo.terrainRegionBase = TerrainBase; | ||
65 | // Don't have to free any previous since we just got here. | ||
66 | BuildHeightmapTerrain(); | ||
67 | } | ||
68 | |||
69 | // This minCoords and maxCoords passed in give the size of the terrain (min and max Z | ||
70 | // are the high and low points of the heightmap). | ||
71 | public BSTerrainHeightmap(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap, | ||
72 | Vector3 minCoords, Vector3 maxCoords) | ||
73 | : base(physicsScene, regionBase, id) | ||
74 | { | ||
75 | m_mapInfo = new BulletHeightMapInfo(id, initialMap, IntPtr.Zero); | ||
76 | m_mapInfo.minCoords = minCoords; | ||
77 | m_mapInfo.maxCoords = maxCoords; | ||
78 | m_mapInfo.minZ = minCoords.Z; | ||
79 | m_mapInfo.maxZ = maxCoords.Z; | ||
80 | m_mapInfo.terrainRegionBase = TerrainBase; | ||
81 | |||
82 | // Don't have to free any previous since we just got here. | ||
83 | BuildHeightmapTerrain(); | ||
84 | } | ||
85 | |||
86 | public override void Dispose() | ||
87 | { | ||
88 | ReleaseHeightMapTerrain(); | ||
89 | } | ||
90 | |||
91 | // Using the information in m_mapInfo, create the physical representation of the heightmap. | ||
92 | private void BuildHeightmapTerrain() | ||
93 | { | ||
94 | m_mapInfo.Ptr = BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.ptr, m_mapInfo.ID, | ||
95 | m_mapInfo.minCoords, m_mapInfo.maxCoords, | ||
96 | m_mapInfo.heightMap, BSTerrainManager.TERRAIN_COLLISION_MARGIN); | ||
97 | |||
98 | // Create the terrain shape from the mapInfo | ||
99 | m_mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(m_mapInfo.Ptr), | ||
100 | BSPhysicsShapeType.SHAPE_TERRAIN); | ||
101 | |||
102 | // The terrain object initial position is at the center of the object | ||
103 | Vector3 centerPos; | ||
104 | centerPos.X = m_mapInfo.minCoords.X + (m_mapInfo.sizeX / 2f); | ||
105 | centerPos.Y = m_mapInfo.minCoords.Y + (m_mapInfo.sizeY / 2f); | ||
106 | centerPos.Z = m_mapInfo.minZ + ((m_mapInfo.maxZ - m_mapInfo.minZ) / 2f); | ||
107 | |||
108 | m_mapInfo.terrainBody = new BulletBody(m_mapInfo.ID, | ||
109 | BulletSimAPI.CreateBodyWithDefaultMotionState2(m_mapInfo.terrainShape.ptr, | ||
110 | m_mapInfo.ID, centerPos, Quaternion.Identity)); | ||
111 | |||
112 | // Set current terrain attributes | ||
113 | BulletSimAPI.SetFriction2(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainFriction); | ||
114 | BulletSimAPI.SetHitFraction2(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainHitFraction); | ||
115 | BulletSimAPI.SetRestitution2(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainRestitution); | ||
116 | BulletSimAPI.SetCollisionFlags2(m_mapInfo.terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT); | ||
117 | |||
118 | // Return the new terrain to the world of physical objects | ||
119 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr); | ||
120 | |||
121 | // redo its bounding box now that it is in the world | ||
122 | BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr); | ||
123 | |||
124 | BulletSimAPI.SetCollisionFilterMask2(m_mapInfo.terrainBody.ptr, | ||
125 | (uint)CollisionFilterGroups.TerrainFilter, | ||
126 | (uint)CollisionFilterGroups.TerrainMask); | ||
127 | |||
128 | // Make it so the terrain will not move or be considered for movement. | ||
129 | BulletSimAPI.ForceActivationState2(m_mapInfo.terrainBody.ptr, ActivationState.DISABLE_SIMULATION); | ||
130 | |||
131 | return; | ||
132 | } | ||
133 | |||
134 | // If there is information in m_mapInfo pointing to physical structures, release same. | ||
135 | private void ReleaseHeightMapTerrain() | ||
136 | { | ||
137 | if (m_mapInfo != null) | ||
138 | { | ||
139 | if (m_mapInfo.terrainBody.ptr != IntPtr.Zero) | ||
140 | { | ||
141 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr); | ||
142 | // Frees both the body and the shape. | ||
143 | BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr); | ||
144 | BulletSimAPI.ReleaseHeightMapInfo2(m_mapInfo.Ptr); | ||
145 | } | ||
146 | } | ||
147 | m_mapInfo = null; | ||
148 | } | ||
149 | |||
150 | // The passed position is relative to the base of the region. | ||
151 | public override float GetHeightAtXYZ(Vector3 pos) | ||
152 | { | ||
153 | float ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET; | ||
154 | |||
155 | int mapIndex = (int)pos.Y * (int)m_mapInfo.sizeY + (int)pos.X; | ||
156 | try | ||
157 | { | ||
158 | ret = m_mapInfo.heightMap[mapIndex]; | ||
159 | } | ||
160 | catch | ||
161 | { | ||
162 | // Sometimes they give us wonky values of X and Y. Give a warning and return something. | ||
163 | PhysicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, pos={2}", | ||
164 | LogHeader, m_mapInfo.terrainRegionBase, pos); | ||
165 | ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET; | ||
166 | } | ||
167 | return ret; | ||
168 | } | ||
169 | } | ||
170 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs index 4106534..23fcfd3 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs | |||
@@ -40,7 +40,33 @@ using OpenMetaverse; | |||
40 | 40 | ||
41 | namespace OpenSim.Region.Physics.BulletSPlugin | 41 | namespace OpenSim.Region.Physics.BulletSPlugin |
42 | { | 42 | { |
43 | public class BSTerrainManager | 43 | |
44 | // The physical implementation of the terrain is wrapped in this class. | ||
45 | public abstract class BSTerrainPhys : IDisposable | ||
46 | { | ||
47 | public enum TerrainImplementation | ||
48 | { | ||
49 | Heightmap = 0, | ||
50 | Mesh = 1 | ||
51 | } | ||
52 | |||
53 | public BSScene PhysicsScene { get; private set; } | ||
54 | // Base of the region in world coordinates. Coordinates inside the region are relative to this. | ||
55 | public Vector3 TerrainBase { get; private set; } | ||
56 | public uint ID { get; private set; } | ||
57 | |||
58 | public BSTerrainPhys(BSScene physicsScene, Vector3 regionBase, uint id) | ||
59 | { | ||
60 | PhysicsScene = physicsScene; | ||
61 | TerrainBase = regionBase; | ||
62 | ID = id; | ||
63 | } | ||
64 | public abstract void Dispose(); | ||
65 | public abstract float GetHeightAtXYZ(Vector3 pos); | ||
66 | } | ||
67 | |||
68 | // ========================================================================================== | ||
69 | public sealed class BSTerrainManager | ||
44 | { | 70 | { |
45 | static string LogHeader = "[BULLETSIM TERRAIN MANAGER]"; | 71 | static string LogHeader = "[BULLETSIM TERRAIN MANAGER]"; |
46 | 72 | ||
@@ -67,11 +93,10 @@ public class BSTerrainManager | |||
67 | 93 | ||
68 | // If doing mega-regions, if we're region zero we will be managing multiple | 94 | // If doing mega-regions, if we're region zero we will be managing multiple |
69 | // region terrains since region zero does the physics for the whole mega-region. | 95 | // region terrains since region zero does the physics for the whole mega-region. |
70 | private Dictionary<Vector2, BulletHeightMapInfo> m_heightMaps; | 96 | private Dictionary<Vector3, BSTerrainPhys> m_terrains; |
71 | 97 | ||
72 | // True of the terrain has been modified. | 98 | // Flags used to know when to recalculate the height. |
73 | // Used to force recalculation of terrain height after terrain has been modified | 99 | private bool m_terrainModified = false; |
74 | private bool m_terrainModified; | ||
75 | 100 | ||
76 | // If we are doing mega-regions, terrains are added from TERRAIN_ID to m_terrainCount. | 101 | // If we are doing mega-regions, terrains are added from TERRAIN_ID to m_terrainCount. |
77 | // This is incremented before assigning to new region so it is the last ID allocated. | 102 | // This is incremented before assigning to new region so it is the last ID allocated. |
@@ -89,8 +114,7 @@ public class BSTerrainManager | |||
89 | public BSTerrainManager(BSScene physicsScene) | 114 | public BSTerrainManager(BSScene physicsScene) |
90 | { | 115 | { |
91 | PhysicsScene = physicsScene; | 116 | PhysicsScene = physicsScene; |
92 | m_heightMaps = new Dictionary<Vector2,BulletHeightMapInfo>(); | 117 | m_terrains = new Dictionary<Vector3,BSTerrainPhys>(); |
93 | m_terrainModified = false; | ||
94 | 118 | ||
95 | // Assume one region of default size | 119 | // Assume one region of default size |
96 | m_worldOffset = Vector3.Zero; | 120 | m_worldOffset = Vector3.Zero; |
@@ -99,9 +123,6 @@ public class BSTerrainManager | |||
99 | } | 123 | } |
100 | 124 | ||
101 | // Create the initial instance of terrain and the underlying ground plane. | 125 | // Create the initial instance of terrain and the underlying ground plane. |
102 | // The objects are allocated in the unmanaged space and the pointers are tracked | ||
103 | // by the managed code. | ||
104 | // The terrains and the groundPlane are not added to the list of PhysObjects. | ||
105 | // This is called from the initialization routine so we presume it is | 126 | // This is called from the initialization routine so we presume it is |
106 | // safe to call Bullet in real time. We hope no one is moving prims around yet. | 127 | // safe to call Bullet in real time. We hope no one is moving prims around yet. |
107 | public void CreateInitialGroundPlaneAndTerrain() | 128 | public void CreateInitialGroundPlaneAndTerrain() |
@@ -109,7 +130,7 @@ public class BSTerrainManager | |||
109 | // The ground plane is here to catch things that are trying to drop to negative infinity | 130 | // The ground plane is here to catch things that are trying to drop to negative infinity |
110 | BulletShape groundPlaneShape = new BulletShape( | 131 | BulletShape groundPlaneShape = new BulletShape( |
111 | BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f, TERRAIN_COLLISION_MARGIN), | 132 | BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f, TERRAIN_COLLISION_MARGIN), |
112 | ShapeData.PhysicsShapeType.SHAPE_GROUNDPLANE); | 133 | BSPhysicsShapeType.SHAPE_GROUNDPLANE); |
113 | m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID, | 134 | m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID, |
114 | BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.ptr, BSScene.GROUNDPLANE_ID, | 135 | BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.ptr, BSScene.GROUNDPLANE_ID, |
115 | Vector3.Zero, Quaternion.Identity)); | 136 | Vector3.Zero, Quaternion.Identity)); |
@@ -121,15 +142,9 @@ public class BSTerrainManager | |||
121 | BulletSimAPI.SetCollisionFilterMask2(m_groundPlane.ptr, | 142 | BulletSimAPI.SetCollisionFilterMask2(m_groundPlane.ptr, |
122 | (uint)CollisionFilterGroups.GroundPlaneFilter, (uint)CollisionFilterGroups.GroundPlaneMask); | 143 | (uint)CollisionFilterGroups.GroundPlaneFilter, (uint)CollisionFilterGroups.GroundPlaneMask); |
123 | 144 | ||
124 | Vector3 minTerrainCoords = new Vector3(0f, 0f, HEIGHT_INITIALIZATION - HEIGHT_EQUAL_FUDGE); | 145 | // Build an initial terrain and put it in the world. This quickly gets replaced by the real region terrain. |
125 | Vector3 maxTerrainCoords = new Vector3(DefaultRegionSize.X, DefaultRegionSize.Y, HEIGHT_INITIALIZATION); | 146 | BSTerrainPhys initialTerrain = new BSTerrainHeightmap(PhysicsScene, Vector3.Zero, BSScene.TERRAIN_ID, DefaultRegionSize); |
126 | int totalHeights = (int)maxTerrainCoords.X * (int)maxTerrainCoords.Y; | 147 | m_terrains.Add(Vector3.Zero, initialTerrain); |
127 | float[] initialMap = new float[totalHeights]; | ||
128 | for (int ii = 0; ii < totalHeights; ii++) | ||
129 | { | ||
130 | initialMap[ii] = HEIGHT_INITIALIZATION; | ||
131 | } | ||
132 | UpdateOrCreateTerrain(BSScene.TERRAIN_ID, initialMap, minTerrainCoords, maxTerrainCoords, true); | ||
133 | } | 148 | } |
134 | 149 | ||
135 | // Release all the terrain structures we might have allocated | 150 | // Release all the terrain structures we might have allocated |
@@ -150,15 +165,11 @@ public class BSTerrainManager | |||
150 | // Release all the terrain we have allocated | 165 | // Release all the terrain we have allocated |
151 | public void ReleaseTerrain() | 166 | public void ReleaseTerrain() |
152 | { | 167 | { |
153 | foreach (KeyValuePair<Vector2, BulletHeightMapInfo> kvp in m_heightMaps) | 168 | foreach (KeyValuePair<Vector3, BSTerrainPhys> kvp in m_terrains) |
154 | { | 169 | { |
155 | if (BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, kvp.Value.terrainBody.ptr)) | 170 | kvp.Value.Dispose(); |
156 | { | ||
157 | BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, kvp.Value.terrainBody.ptr); | ||
158 | BulletSimAPI.ReleaseHeightMapInfo2(kvp.Value.Ptr); | ||
159 | } | ||
160 | } | 171 | } |
161 | m_heightMaps.Clear(); | 172 | m_terrains.Clear(); |
162 | } | 173 | } |
163 | 174 | ||
164 | // The simulator wants to set a new heightmap for the terrain. | 175 | // The simulator wants to set a new heightmap for the terrain. |
@@ -176,8 +187,9 @@ public class BSTerrainManager | |||
176 | { | 187 | { |
177 | DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}", | 188 | DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}", |
178 | BSScene.DetailLogZero, m_worldOffset, m_worldMax); | 189 | BSScene.DetailLogZero, m_worldOffset, m_worldMax); |
179 | ((BSScene)MegaRegionParentPhysicsScene).TerrainManager.UpdateOrCreateTerrain(BSScene.CHILDTERRAIN_ID, | 190 | ((BSScene)MegaRegionParentPhysicsScene).TerrainManager.UpdateTerrain( |
180 | localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize, true); | 191 | BSScene.CHILDTERRAIN_ID, localHeightMap, |
192 | m_worldOffset, m_worldOffset + DefaultRegionSize, true); | ||
181 | } | 193 | } |
182 | } | 194 | } |
183 | else | 195 | else |
@@ -185,7 +197,7 @@ public class BSTerrainManager | |||
185 | // If not doing the mega-prim thing, just change the terrain | 197 | // If not doing the mega-prim thing, just change the terrain |
186 | DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero); | 198 | DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero); |
187 | 199 | ||
188 | UpdateOrCreateTerrain(BSScene.TERRAIN_ID, localHeightMap, | 200 | UpdateTerrain(BSScene.TERRAIN_ID, localHeightMap, |
189 | m_worldOffset, m_worldOffset + DefaultRegionSize, true); | 201 | m_worldOffset, m_worldOffset + DefaultRegionSize, true); |
190 | } | 202 | } |
191 | }); | 203 | }); |
@@ -195,58 +207,63 @@ public class BSTerrainManager | |||
195 | // based on the passed information. The 'id' should be either the terrain id or | 207 | // based on the passed information. The 'id' should be either the terrain id or |
196 | // BSScene.CHILDTERRAIN_ID. If the latter, a new child terrain ID will be allocated and used. | 208 | // BSScene.CHILDTERRAIN_ID. If the latter, a new child terrain ID will be allocated and used. |
197 | // The latter feature is for creating child terrains for mega-regions. | 209 | // The latter feature is for creating child terrains for mega-regions. |
198 | // If called with a mapInfo in m_heightMaps but the terrain has no body yet (mapInfo.terrainBody.Ptr == 0) | ||
199 | // then a new body and shape is created and the mapInfo is filled. | ||
200 | // This call is used for doing the initial terrain creation. | ||
201 | // If called with a mapInfo in m_heightMaps and there is an existing terrain body, a new | 210 | // If called with a mapInfo in m_heightMaps and there is an existing terrain body, a new |
202 | // terrain shape is created and added to the body. | 211 | // terrain shape is created and added to the body. |
203 | // This call is most often used to update the heightMap and parameters of the terrain. | 212 | // This call is most often used to update the heightMap and parameters of the terrain. |
204 | // The 'doNow' boolean says whether to do all the unmanaged activities right now (like when | 213 | // (The above does suggest that some simplification/refactoring is in order.) |
205 | // calling this routine from initialization or taint-time routines) or whether to delay | 214 | private void UpdateTerrain(uint id, float[] heightMap, |
206 | // all the unmanaged activities to taint-time. | 215 | Vector3 minCoords, Vector3 maxCoords, bool inTaintTime) |
207 | private void UpdateOrCreateTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords, bool inTaintTime) | ||
208 | { | 216 | { |
209 | DetailLog("{0},BSTerrainManager.UpdateOrCreateTerrain,call,minC={1},maxC={2},inTaintTime={3}", | 217 | DetailLog("{0},BSTerrainManager.UpdateTerrain,call,minC={1},maxC={2},inTaintTime={3}", |
210 | BSScene.DetailLogZero, minCoords, maxCoords, inTaintTime); | 218 | BSScene.DetailLogZero, minCoords, maxCoords, inTaintTime); |
211 | 219 | ||
220 | // Find high and low points of passed heightmap. | ||
221 | // The min and max passed in is usually the area objects can be in (maximum | ||
222 | // object height, for instance). The terrain wants the bounding box for the | ||
223 | // terrain so we replace passed min and max Z with the actual terrain min/max Z. | ||
212 | float minZ = float.MaxValue; | 224 | float minZ = float.MaxValue; |
213 | float maxZ = float.MinValue; | 225 | float maxZ = float.MinValue; |
214 | Vector2 terrainRegionBase = new Vector2(minCoords.X, minCoords.Y); | 226 | foreach (float height in heightMap) |
215 | |||
216 | int heightMapSize = heightMap.Length; | ||
217 | for (int ii = 0; ii < heightMapSize; ii++) | ||
218 | { | 227 | { |
219 | float height = heightMap[ii]; | ||
220 | if (height < minZ) minZ = height; | 228 | if (height < minZ) minZ = height; |
221 | if (height > maxZ) maxZ = height; | 229 | if (height > maxZ) maxZ = height; |
222 | } | 230 | } |
223 | 231 | if (minZ == maxZ) | |
224 | // The shape of the terrain is from its base to its extents. | 232 | { |
233 | // If min and max are the same, reduce min a little bit so a good bounding box is created. | ||
234 | minZ -= BSTerrainManager.HEIGHT_EQUAL_FUDGE; | ||
235 | } | ||
225 | minCoords.Z = minZ; | 236 | minCoords.Z = minZ; |
226 | maxCoords.Z = maxZ; | 237 | maxCoords.Z = maxZ; |
227 | 238 | ||
228 | BulletHeightMapInfo mapInfo; | 239 | Vector3 terrainRegionBase = new Vector3(minCoords.X, minCoords.Y, 0f); |
229 | if (m_heightMaps.TryGetValue(terrainRegionBase, out mapInfo)) | 240 | |
241 | BSTerrainPhys terrainPhys; | ||
242 | if (m_terrains.TryGetValue(terrainRegionBase, out terrainPhys)) | ||
230 | { | 243 | { |
231 | // If this is terrain we know about, it's easy to update | 244 | // There is already a terrain in this spot. Free the old and build the new. |
232 | 245 | DetailLog("{0},UpdateTerrain:UpdateExisting,call,id={1},base={2},minC={3},maxC={4}", | |
233 | mapInfo.heightMap = heightMap; | 246 | BSScene.DetailLogZero, id, terrainRegionBase, minCoords, minCoords); |
234 | mapInfo.minCoords = minCoords; | 247 | |
235 | mapInfo.maxCoords = maxCoords; | 248 | PhysicsScene.TaintedObject(inTaintTime, "BSScene.UpdateTerrain:UpdateExisting", delegate() |
236 | mapInfo.minZ = minZ; | ||
237 | mapInfo.maxZ = maxZ; | ||
238 | mapInfo.sizeX = maxCoords.X - minCoords.X; | ||
239 | mapInfo.sizeY = maxCoords.Y - minCoords.Y; | ||
240 | DetailLog("{0},UpdateOrCreateTerrain:UpdateExisting,call,terrainBase={1},minC={2}, maxC={3}, szX={4}, szY={5}", | ||
241 | BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY); | ||
242 | |||
243 | BSScene.TaintCallback rebuildOperation = delegate() | ||
244 | { | 249 | { |
245 | if (MegaRegionParentPhysicsScene != null) | 250 | // Remove old terrain from the collection |
251 | m_terrains.Remove(terrainRegionBase); | ||
252 | // Release any physical memory it may be using. | ||
253 | terrainPhys.Dispose(); | ||
254 | |||
255 | if (MegaRegionParentPhysicsScene == null) | ||
256 | { | ||
257 | BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords); | ||
258 | m_terrains.Add(terrainRegionBase, newTerrainPhys); | ||
259 | |||
260 | m_terrainModified = true; | ||
261 | } | ||
262 | else | ||
246 | { | 263 | { |
247 | // It's possible that Combine() was called after this code was queued. | 264 | // It's possible that Combine() was called after this code was queued. |
248 | // If we are a child of combined regions, we don't create any terrain for us. | 265 | // If we are a child of combined regions, we don't create any terrain for us. |
249 | DetailLog("{0},UpdateOrCreateTerrain:AmACombineChild,taint", BSScene.DetailLogZero); | 266 | DetailLog("{0},BSTerrainManager.UpdateTerrain:AmACombineChild,taint", BSScene.DetailLogZero); |
250 | 267 | ||
251 | // Get rid of any terrain that may have been allocated for us. | 268 | // Get rid of any terrain that may have been allocated for us. |
252 | ReleaseGroundPlaneAndTerrain(); | 269 | ReleaseGroundPlaneAndTerrain(); |
@@ -254,99 +271,7 @@ public class BSTerrainManager | |||
254 | // I hate doing this, but just bail | 271 | // I hate doing this, but just bail |
255 | return; | 272 | return; |
256 | } | 273 | } |
257 | 274 | }); | |
258 | if (mapInfo.terrainBody.ptr != IntPtr.Zero) | ||
259 | { | ||
260 | // Updating an existing terrain. | ||
261 | DetailLog("{0},UpdateOrCreateTerrain:UpdateExisting,taint,terrainBase={1},minC={2}, maxC={3}, szX={4}, szY={5}", | ||
262 | BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY); | ||
263 | |||
264 | // Remove from the dynamics world because we're going to mangle this object | ||
265 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr); | ||
266 | |||
267 | // Get rid of the old terrain | ||
268 | BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr); | ||
269 | BulletSimAPI.ReleaseHeightMapInfo2(mapInfo.Ptr); | ||
270 | mapInfo.Ptr = IntPtr.Zero; | ||
271 | |||
272 | /* | ||
273 | // NOTE: This routine is half here because I can't get the terrain shape replacement | ||
274 | // to work. In the short term, the above three lines completely delete the old | ||
275 | // terrain and the code below recreates one from scratch. | ||
276 | // Hopefully the Bullet community will help me out on this one. | ||
277 | |||
278 | // First, release the old collision shape (there is only one terrain) | ||
279 | BulletSimAPI.DeleteCollisionShape2(m_physicsScene.World.Ptr, mapInfo.terrainShape.Ptr); | ||
280 | |||
281 | // Fill the existing height map info with the new location and size information | ||
282 | BulletSimAPI.FillHeightMapInfo2(m_physicsScene.World.Ptr, mapInfo.Ptr, mapInfo.ID, | ||
283 | mapInfo.minCoords, mapInfo.maxCoords, mapInfo.heightMap, TERRAIN_COLLISION_MARGIN); | ||
284 | |||
285 | // Create a terrain shape based on the new info | ||
286 | mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(mapInfo.Ptr)); | ||
287 | |||
288 | // Stuff the shape into the existing terrain body | ||
289 | BulletSimAPI.SetBodyShape2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr, mapInfo.terrainShape.Ptr); | ||
290 | */ | ||
291 | } | ||
292 | // else | ||
293 | { | ||
294 | // Creating a new terrain. | ||
295 | DetailLog("{0},UpdateOrCreateTerrain:CreateNewTerrain,taint,baseX={1},baseY={2},minZ={3},maxZ={4}", | ||
296 | BSScene.DetailLogZero, mapInfo.minCoords.X, mapInfo.minCoords.Y, minZ, maxZ); | ||
297 | |||
298 | mapInfo.ID = id; | ||
299 | mapInfo.Ptr = BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.ptr, mapInfo.ID, | ||
300 | mapInfo.minCoords, mapInfo.maxCoords, mapInfo.heightMap, TERRAIN_COLLISION_MARGIN); | ||
301 | |||
302 | // Create the terrain shape from the mapInfo | ||
303 | mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(mapInfo.Ptr), | ||
304 | ShapeData.PhysicsShapeType.SHAPE_TERRAIN); | ||
305 | |||
306 | // The terrain object initial position is at the center of the object | ||
307 | Vector3 centerPos; | ||
308 | centerPos.X = minCoords.X + (mapInfo.sizeX / 2f); | ||
309 | centerPos.Y = minCoords.Y + (mapInfo.sizeY / 2f); | ||
310 | centerPos.Z = minZ + ((maxZ - minZ) / 2f); | ||
311 | |||
312 | mapInfo.terrainBody = new BulletBody(mapInfo.ID, | ||
313 | BulletSimAPI.CreateBodyWithDefaultMotionState2(mapInfo.terrainShape.ptr, | ||
314 | id, centerPos, Quaternion.Identity)); | ||
315 | } | ||
316 | |||
317 | // Make sure the entry is in the heightmap table | ||
318 | m_heightMaps[terrainRegionBase] = mapInfo; | ||
319 | |||
320 | // Set current terrain attributes | ||
321 | BulletSimAPI.SetFriction2(mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainFriction); | ||
322 | BulletSimAPI.SetHitFraction2(mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainHitFraction); | ||
323 | BulletSimAPI.SetRestitution2(mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainRestitution); | ||
324 | BulletSimAPI.SetCollisionFlags2(mapInfo.terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT); | ||
325 | |||
326 | // Return the new terrain to the world of physical objects | ||
327 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr); | ||
328 | |||
329 | // redo its bounding box now that it is in the world | ||
330 | BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr); | ||
331 | |||
332 | BulletSimAPI.SetCollisionFilterMask2(mapInfo.terrainBody.ptr, | ||
333 | (uint)CollisionFilterGroups.TerrainFilter, | ||
334 | (uint)CollisionFilterGroups.TerrainMask); | ||
335 | |||
336 | // Make sure the new shape is processed. | ||
337 | // BulletSimAPI.Activate2(mapInfo.terrainBody.ptr, true); | ||
338 | BulletSimAPI.ForceActivationState2(mapInfo.terrainBody.ptr, ActivationState.ISLAND_SLEEPING); | ||
339 | // BulletSimAPI.ForceActivationState2(mapInfo.terrainBody.ptr, ActivationState.DISABLE_SIMULATION); | ||
340 | |||
341 | m_terrainModified = true; | ||
342 | }; | ||
343 | |||
344 | // There is the option to do the changes now (we're already in 'taint time'), or | ||
345 | // to do the Bullet operations later. | ||
346 | if (inTaintTime) | ||
347 | rebuildOperation(); | ||
348 | else | ||
349 | PhysicsScene.TaintedObject("BSScene.UpdateOrCreateTerrain:UpdateExisting", rebuildOperation); | ||
350 | } | 275 | } |
351 | else | 276 | else |
352 | { | 277 | { |
@@ -362,40 +287,51 @@ public class BSTerrainManager | |||
362 | Vector3 minCoordsX = minCoords; | 287 | Vector3 minCoordsX = minCoords; |
363 | Vector3 maxCoordsX = maxCoords; | 288 | Vector3 maxCoordsX = maxCoords; |
364 | 289 | ||
365 | DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,call,id={1}, minC={2}, maxC={3}", | 290 | DetailLog("{0},UpdateTerrain:NewTerrain,call,id={1}, minC={2}, maxC={3}", |
366 | BSScene.DetailLogZero, newTerrainID, minCoords, minCoords); | 291 | BSScene.DetailLogZero, newTerrainID, minCoords, minCoords); |
367 | 292 | ||
368 | // Code that must happen at taint-time | 293 | // Code that must happen at taint-time |
369 | BSScene.TaintCallback createOperation = delegate() | 294 | PhysicsScene.TaintedObject(inTaintTime, "BSScene.UpdateTerrain:NewTerrain", delegate() |
370 | { | 295 | { |
371 | DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,taint,baseX={1},baseY={2}", BSScene.DetailLogZero, minCoords.X, minCoords.Y); | 296 | DetailLog("{0},UpdateTerrain:NewTerrain,taint,baseX={1},baseY={2}", |
372 | // Create a new mapInfo that will be filled with the new info | 297 | BSScene.DetailLogZero, minCoordsX.X, minCoordsX.Y); |
373 | mapInfo = new BulletHeightMapInfo(id, heightMapX, | 298 | BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords); |
374 | BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.ptr, newTerrainID, | 299 | m_terrains.Add(terrainRegionBase, newTerrainPhys); |
375 | minCoordsX, maxCoordsX, heightMapX, TERRAIN_COLLISION_MARGIN)); | ||
376 | // Put the unfilled heightmap info into the collection of same | ||
377 | m_heightMaps.Add(terrainRegionBase, mapInfo); | ||
378 | // Build the terrain | ||
379 | UpdateOrCreateTerrain(newTerrainID, heightMap, minCoords, maxCoords, true); | ||
380 | 300 | ||
381 | m_terrainModified = true; | 301 | m_terrainModified = true; |
382 | }; | 302 | }); |
383 | |||
384 | // If already in taint-time, just call Bullet. Otherwise queue the operations for the safe time. | ||
385 | if (inTaintTime) | ||
386 | createOperation(); | ||
387 | else | ||
388 | PhysicsScene.TaintedObject("BSScene.UpdateOrCreateTerrain:NewTerrain", createOperation); | ||
389 | } | 303 | } |
390 | } | 304 | } |
391 | 305 | ||
392 | // Someday we will have complex terrain with caves and tunnels | 306 | // TODO: redo terrain implementation selection to allow other base types than heightMap. |
393 | public float GetTerrainHeightAtXYZ(Vector3 loc) | 307 | private BSTerrainPhys BuildPhysicalTerrain(Vector3 terrainRegionBase, uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords) |
394 | { | 308 | { |
395 | // For the moment, it's flat and convex | 309 | PhysicsScene.Logger.DebugFormat("{0} Terrain for {1}/{2} created with {3}", |
396 | return GetTerrainHeightAtXY(loc.X, loc.Y); | 310 | LogHeader, PhysicsScene.RegionName, terrainRegionBase, |
311 | (BSTerrainPhys.TerrainImplementation)PhysicsScene.Params.terrainImplementation); | ||
312 | BSTerrainPhys newTerrainPhys = null; | ||
313 | switch ((int)PhysicsScene.Params.terrainImplementation) | ||
314 | { | ||
315 | case (int)BSTerrainPhys.TerrainImplementation.Heightmap: | ||
316 | newTerrainPhys = new BSTerrainHeightmap(PhysicsScene, terrainRegionBase, id, | ||
317 | heightMap, minCoords, maxCoords); | ||
318 | break; | ||
319 | case (int)BSTerrainPhys.TerrainImplementation.Mesh: | ||
320 | newTerrainPhys = new BSTerrainMesh(PhysicsScene, terrainRegionBase, id, | ||
321 | heightMap, minCoords, maxCoords); | ||
322 | break; | ||
323 | default: | ||
324 | PhysicsScene.Logger.ErrorFormat("{0} Bad terrain implementation specified. Type={1}/{2},Region={3}/{4}", | ||
325 | LogHeader, | ||
326 | (int)PhysicsScene.Params.terrainImplementation, | ||
327 | PhysicsScene.Params.terrainImplementation, | ||
328 | PhysicsScene.RegionName, terrainRegionBase); | ||
329 | break; | ||
330 | } | ||
331 | return newTerrainPhys; | ||
397 | } | 332 | } |
398 | 333 | ||
334 | |||
399 | // Given an X and Y, find the height of the terrain. | 335 | // Given an X and Y, find the height of the terrain. |
400 | // Since we could be handling multiple terrains for a mega-region, | 336 | // Since we could be handling multiple terrains for a mega-region, |
401 | // the base of the region is calcuated assuming all regions are | 337 | // the base of the region is calcuated assuming all regions are |
@@ -405,8 +341,10 @@ public class BSTerrainManager | |||
405 | private float lastHeightTX = 999999f; | 341 | private float lastHeightTX = 999999f; |
406 | private float lastHeightTY = 999999f; | 342 | private float lastHeightTY = 999999f; |
407 | private float lastHeight = HEIGHT_INITIAL_LASTHEIGHT; | 343 | private float lastHeight = HEIGHT_INITIAL_LASTHEIGHT; |
408 | private float GetTerrainHeightAtXY(float tX, float tY) | 344 | public float GetTerrainHeightAtXYZ(Vector3 loc) |
409 | { | 345 | { |
346 | float tX = loc.X; | ||
347 | float tY = loc.Y; | ||
410 | // You'd be surprized at the number of times this routine is called | 348 | // You'd be surprized at the number of times this routine is called |
411 | // with the same parameters as last time. | 349 | // with the same parameters as last time. |
412 | if (!m_terrainModified && lastHeightTX == tX && lastHeightTY == tY) | 350 | if (!m_terrainModified && lastHeightTX == tX && lastHeightTY == tY) |
@@ -418,27 +356,14 @@ public class BSTerrainManager | |||
418 | 356 | ||
419 | int offsetX = ((int)(tX / (int)DefaultRegionSize.X)) * (int)DefaultRegionSize.X; | 357 | int offsetX = ((int)(tX / (int)DefaultRegionSize.X)) * (int)DefaultRegionSize.X; |
420 | int offsetY = ((int)(tY / (int)DefaultRegionSize.Y)) * (int)DefaultRegionSize.Y; | 358 | int offsetY = ((int)(tY / (int)DefaultRegionSize.Y)) * (int)DefaultRegionSize.Y; |
421 | Vector2 terrainBaseXY = new Vector2(offsetX, offsetY); | 359 | Vector3 terrainBaseXYZ = new Vector3(offsetX, offsetY, 0f); |
422 | 360 | ||
423 | BulletHeightMapInfo mapInfo; | 361 | BSTerrainPhys physTerrain; |
424 | if (m_heightMaps.TryGetValue(terrainBaseXY, out mapInfo)) | 362 | if (m_terrains.TryGetValue(terrainBaseXYZ, out physTerrain)) |
425 | { | 363 | { |
426 | float regionX = tX - offsetX; | 364 | ret = physTerrain.GetHeightAtXYZ(loc - terrainBaseXYZ); |
427 | float regionY = tY - offsetY; | 365 | DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXYZ,loc={1},base={2},height={3}", |
428 | int mapIndex = (int)regionY * (int)mapInfo.sizeY + (int)regionX; | 366 | BSScene.DetailLogZero, loc, terrainBaseXYZ, ret); |
429 | try | ||
430 | { | ||
431 | ret = mapInfo.heightMap[mapIndex]; | ||
432 | } | ||
433 | catch | ||
434 | { | ||
435 | // Sometimes they give us wonky values of X and Y. Give a warning and return something. | ||
436 | PhysicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, x={2}, y={3}", | ||
437 | LogHeader, terrainBaseXY, regionX, regionY); | ||
438 | ret = HEIGHT_GETHEIGHT_RET; | ||
439 | } | ||
440 | // DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXY,bX={1},baseY={2},szX={3},szY={4},regX={5},regY={6},index={7},ht={8}", | ||
441 | // BSScene.DetailLogZero, offsetX, offsetY, mapInfo.sizeX, mapInfo.sizeY, regionX, regionY, mapIndex, ret); | ||
442 | } | 367 | } |
443 | else | 368 | else |
444 | { | 369 | { |
@@ -481,7 +406,7 @@ public class BSTerrainManager | |||
481 | // Unhook all the combining that I know about. | 406 | // Unhook all the combining that I know about. |
482 | public void UnCombine(PhysicsScene pScene) | 407 | public void UnCombine(PhysicsScene pScene) |
483 | { | 408 | { |
484 | // Just like ODE, for the moment a NOP | 409 | // Just like ODE, we don't do anything yet. |
485 | DetailLog("{0},BSTerrainManager.UnCombine", BSScene.DetailLogZero); | 410 | DetailLog("{0},BSTerrainManager.UnCombine", BSScene.DetailLogZero); |
486 | } | 411 | } |
487 | 412 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs new file mode 100755 index 0000000..dca7150 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs | |||
@@ -0,0 +1,256 @@ | |||
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.Collections.Generic; | ||
29 | using System.Text; | ||
30 | |||
31 | using OpenSim.Framework; | ||
32 | using OpenSim.Region.Framework; | ||
33 | using OpenSim.Region.CoreModules; | ||
34 | using OpenSim.Region.Physics.Manager; | ||
35 | |||
36 | using Nini.Config; | ||
37 | using log4net; | ||
38 | |||
39 | using OpenMetaverse; | ||
40 | |||
41 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
42 | { | ||
43 | public sealed class BSTerrainMesh : BSTerrainPhys | ||
44 | { | ||
45 | static string LogHeader = "[BULLETSIM TERRAIN MESH]"; | ||
46 | |||
47 | private float[] m_savedHeightMap; | ||
48 | int m_sizeX; | ||
49 | int m_sizeY; | ||
50 | |||
51 | BulletShape m_terrainShape; | ||
52 | BulletBody m_terrainBody; | ||
53 | |||
54 | public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, Vector3 regionSize) | ||
55 | : base(physicsScene, regionBase, id) | ||
56 | { | ||
57 | } | ||
58 | |||
59 | public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id /* parameters for making mesh */) | ||
60 | : base(physicsScene, regionBase, id) | ||
61 | { | ||
62 | } | ||
63 | |||
64 | // Create terrain mesh from a heightmap. | ||
65 | public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap, | ||
66 | Vector3 minCoords, Vector3 maxCoords) | ||
67 | : base(physicsScene, regionBase, id) | ||
68 | { | ||
69 | int indicesCount; | ||
70 | int[] indices; | ||
71 | int verticesCount; | ||
72 | float[] vertices; | ||
73 | |||
74 | m_savedHeightMap = initialMap; | ||
75 | |||
76 | m_sizeX = (int)(maxCoords.X - minCoords.X); | ||
77 | m_sizeY = (int)(maxCoords.Y - minCoords.Y); | ||
78 | |||
79 | if (!BSTerrainMesh.ConvertHeightmapToMesh(PhysicsScene, initialMap, | ||
80 | m_sizeX, m_sizeY, | ||
81 | (float)m_sizeX, (float)m_sizeY, | ||
82 | Vector3.Zero, 1.0f, | ||
83 | out indicesCount, out indices, out verticesCount, out vertices)) | ||
84 | { | ||
85 | // DISASTER!! | ||
86 | PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedConversionOfHeightmap", ID); | ||
87 | PhysicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh! base={1}", LogHeader, TerrainBase); | ||
88 | // Something is very messed up and a crash is in our future. | ||
89 | return; | ||
90 | } | ||
91 | |||
92 | m_terrainShape = new BulletShape(BulletSimAPI.CreateMeshShape2(PhysicsScene.World.ptr, | ||
93 | indicesCount, indices, verticesCount, vertices), | ||
94 | BSPhysicsShapeType.SHAPE_MESH); | ||
95 | if (m_terrainShape.ptr == IntPtr.Zero) | ||
96 | { | ||
97 | // DISASTER!! | ||
98 | PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedCreationOfShape", ID); | ||
99 | physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain mesh! base={1}", LogHeader, TerrainBase); | ||
100 | // Something is very messed up and a crash is in our future. | ||
101 | return; | ||
102 | } | ||
103 | |||
104 | Vector3 pos = regionBase; | ||
105 | Quaternion rot = Quaternion.Identity; | ||
106 | |||
107 | m_terrainBody = new BulletBody(id, BulletSimAPI.CreateBodyWithDefaultMotionState2( m_terrainShape.ptr, ID, pos, rot)); | ||
108 | if (m_terrainBody.ptr == IntPtr.Zero) | ||
109 | { | ||
110 | // DISASTER!! | ||
111 | physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain body! base={1}", LogHeader, TerrainBase); | ||
112 | // Something is very messed up and a crash is in our future. | ||
113 | return; | ||
114 | } | ||
115 | |||
116 | // Set current terrain attributes | ||
117 | BulletSimAPI.SetFriction2(m_terrainBody.ptr, PhysicsScene.Params.terrainFriction); | ||
118 | BulletSimAPI.SetHitFraction2(m_terrainBody.ptr, PhysicsScene.Params.terrainHitFraction); | ||
119 | BulletSimAPI.SetRestitution2(m_terrainBody.ptr, PhysicsScene.Params.terrainRestitution); | ||
120 | BulletSimAPI.SetCollisionFlags2(m_terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT); | ||
121 | |||
122 | // Static objects are not very massive. | ||
123 | BulletSimAPI.SetMassProps2(m_terrainBody.ptr, 0f, Vector3.Zero); | ||
124 | |||
125 | // Return the new terrain to the world of physical objects | ||
126 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_terrainBody.ptr); | ||
127 | |||
128 | // redo its bounding box now that it is in the world | ||
129 | BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_terrainBody.ptr); | ||
130 | |||
131 | BulletSimAPI.SetCollisionFilterMask2(m_terrainBody.ptr, | ||
132 | (uint)CollisionFilterGroups.TerrainFilter, | ||
133 | (uint)CollisionFilterGroups.TerrainMask); | ||
134 | |||
135 | // Make it so the terrain will not move or be considered for movement. | ||
136 | BulletSimAPI.ForceActivationState2(m_terrainBody.ptr, ActivationState.DISABLE_SIMULATION); | ||
137 | } | ||
138 | |||
139 | public override void Dispose() | ||
140 | { | ||
141 | if (m_terrainBody.ptr != IntPtr.Zero) | ||
142 | { | ||
143 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, m_terrainBody.ptr); | ||
144 | // Frees both the body and the shape. | ||
145 | BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, m_terrainBody.ptr); | ||
146 | } | ||
147 | } | ||
148 | |||
149 | public override float GetHeightAtXYZ(Vector3 pos) | ||
150 | { | ||
151 | // For the moment use the saved heightmap to get the terrain height. | ||
152 | // TODO: raycast downward to find the true terrain below the position. | ||
153 | float ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET; | ||
154 | |||
155 | int mapIndex = (int)pos.Y * m_sizeY + (int)pos.X; | ||
156 | try | ||
157 | { | ||
158 | ret = m_savedHeightMap[mapIndex]; | ||
159 | } | ||
160 | catch | ||
161 | { | ||
162 | // Sometimes they give us wonky values of X and Y. Give a warning and return something. | ||
163 | PhysicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, pos={2}", | ||
164 | LogHeader, TerrainBase, pos); | ||
165 | ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET; | ||
166 | } | ||
167 | return ret; | ||
168 | } | ||
169 | |||
170 | // Convert the passed heightmap to mesh information suitable for CreateMeshShape2(). | ||
171 | // Return 'true' if successfully created. | ||
172 | public static bool ConvertHeightmapToMesh( | ||
173 | BSScene physicsScene, | ||
174 | float[] heightMap, int sizeX, int sizeY, // parameters of incoming heightmap | ||
175 | float extentX, float extentY, // zero based range for output vertices | ||
176 | Vector3 extentBase, // base to be added to all vertices | ||
177 | float magnification, // number of vertices to create between heightMap coords | ||
178 | out int indicesCountO, out int[] indicesO, | ||
179 | out int verticesCountO, out float[] verticesO) | ||
180 | { | ||
181 | bool ret = false; | ||
182 | |||
183 | int indicesCount = 0; | ||
184 | int verticesCount = 0; | ||
185 | int[] indices = new int[0]; | ||
186 | float[] vertices = new float[0]; | ||
187 | |||
188 | // Simple mesh creation which assumes magnification == 1. | ||
189 | // TODO: do a more general solution that scales, adds new vertices and smoothes the result. | ||
190 | |||
191 | try | ||
192 | { | ||
193 | // One vertice per heightmap value plus the vertices off the top and bottom edge. | ||
194 | int totalVertices = (sizeX + 1) * (sizeY + 1); | ||
195 | vertices = new float[totalVertices * 3]; | ||
196 | int totalIndices = sizeX * sizeY * 6; | ||
197 | indices = new int[totalIndices]; | ||
198 | |||
199 | float magX = (float)sizeX / extentX; | ||
200 | float magY = (float)sizeY / extentY; | ||
201 | physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,totVert={1},totInd={2},extentBase={3},magX={4},magY={5}", | ||
202 | BSScene.DetailLogZero, totalVertices, totalIndices, extentBase, magX, magY); | ||
203 | // Note that sizeX+1 vertices are created since there is land between this and the next region. | ||
204 | for (int yy = 0; yy <= sizeY; yy++) | ||
205 | { | ||
206 | for (int xx = 0; xx <= sizeX; xx++) // Hint: the "<=" means we got through sizeX + 1 times | ||
207 | { | ||
208 | int offset = yy * sizeX + xx; | ||
209 | // Extend the height from the height from the last row or column | ||
210 | if (yy == sizeY) offset -= sizeX; | ||
211 | if (xx == sizeX) offset -= 1; | ||
212 | float height = heightMap[offset]; | ||
213 | vertices[verticesCount + 0] = (float)xx * magX + extentBase.X; | ||
214 | vertices[verticesCount + 1] = (float)yy * magY + extentBase.Y; | ||
215 | vertices[verticesCount + 2] = height + extentBase.Z; | ||
216 | verticesCount += 3; | ||
217 | } | ||
218 | } | ||
219 | verticesCount = verticesCount / 3; | ||
220 | physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,completeVerts,verCount={1}", | ||
221 | BSScene.DetailLogZero, verticesCount); | ||
222 | |||
223 | for (int yy = 0; yy < sizeY; yy++) | ||
224 | { | ||
225 | for (int xx = 0; xx < sizeX; xx++) | ||
226 | { | ||
227 | int offset = yy * sizeX + xx; | ||
228 | // Each vertices is presumed to be the upper left corner of a box of two triangles | ||
229 | indices[indicesCount + 0] = offset; | ||
230 | indices[indicesCount + 1] = offset + 1; | ||
231 | indices[indicesCount + 2] = offset + sizeX + 1; // accounting for the extra column | ||
232 | indices[indicesCount + 3] = offset + 1; | ||
233 | indices[indicesCount + 4] = offset + sizeX + 2; | ||
234 | indices[indicesCount + 5] = offset + sizeX + 1; | ||
235 | indicesCount += 6; | ||
236 | } | ||
237 | } | ||
238 | physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,completeIndices,indCount={1}", // DEEBUG DEBUG DEBUG | ||
239 | LogHeader, indicesCount); // DEBUG | ||
240 | ret = true; | ||
241 | } | ||
242 | catch (Exception e) | ||
243 | { | ||
244 | physicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh. For={1}/{2}, e={3}", | ||
245 | LogHeader, physicsScene.RegionName, extentBase, e); | ||
246 | } | ||
247 | |||
248 | indicesCountO = indicesCount; | ||
249 | indicesO = indices; | ||
250 | verticesCountO = verticesCount; | ||
251 | verticesO = vertices; | ||
252 | |||
253 | return ret; | ||
254 | } | ||
255 | } | ||
256 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs index 5ffd591..e60a760 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs | |||
@@ -88,11 +88,11 @@ public struct BulletShape | |||
88 | public BulletShape(IntPtr xx) | 88 | public BulletShape(IntPtr xx) |
89 | { | 89 | { |
90 | ptr = xx; | 90 | ptr = xx; |
91 | type=ShapeData.PhysicsShapeType.SHAPE_UNKNOWN; | 91 | type=BSPhysicsShapeType.SHAPE_UNKNOWN; |
92 | shapeKey = 0; | 92 | shapeKey = (System.UInt64)FixedShapeKey.KEY_NONE; |
93 | isNativeShape = false; | 93 | isNativeShape = false; |
94 | } | 94 | } |
95 | public BulletShape(IntPtr xx, ShapeData.PhysicsShapeType typ) | 95 | public BulletShape(IntPtr xx, BSPhysicsShapeType typ) |
96 | { | 96 | { |
97 | ptr = xx; | 97 | ptr = xx; |
98 | type = typ; | 98 | type = typ; |
@@ -100,7 +100,7 @@ public struct BulletShape | |||
100 | isNativeShape = false; | 100 | isNativeShape = false; |
101 | } | 101 | } |
102 | public IntPtr ptr; | 102 | public IntPtr ptr; |
103 | public ShapeData.PhysicsShapeType type; | 103 | public BSPhysicsShapeType type; |
104 | public System.UInt64 shapeKey; | 104 | public System.UInt64 shapeKey; |
105 | public bool isNativeShape; | 105 | public bool isNativeShape; |
106 | public override string ToString() | 106 | public override string ToString() |
@@ -152,7 +152,7 @@ public class BulletHeightMapInfo | |||
152 | ID = id; | 152 | ID = id; |
153 | Ptr = xx; | 153 | Ptr = xx; |
154 | heightMap = hm; | 154 | heightMap = hm; |
155 | terrainRegionBase = new Vector2(0f, 0f); | 155 | terrainRegionBase = Vector3.Zero; |
156 | minCoords = new Vector3(100f, 100f, 25f); | 156 | minCoords = new Vector3(100f, 100f, 25f); |
157 | maxCoords = new Vector3(101f, 101f, 26f); | 157 | maxCoords = new Vector3(101f, 101f, 26f); |
158 | minZ = maxZ = 0f; | 158 | minZ = maxZ = 0f; |
@@ -161,7 +161,7 @@ public class BulletHeightMapInfo | |||
161 | public uint ID; | 161 | public uint ID; |
162 | public IntPtr Ptr; | 162 | public IntPtr Ptr; |
163 | public float[] heightMap; | 163 | public float[] heightMap; |
164 | public Vector2 terrainRegionBase; | 164 | public Vector3 terrainRegionBase; |
165 | public Vector3 minCoords; | 165 | public Vector3 minCoords; |
166 | public Vector3 maxCoords; | 166 | public Vector3 maxCoords; |
167 | public float sizeX, sizeY; | 167 | public float sizeX, sizeY; |
@@ -178,25 +178,39 @@ public struct ConvexHull | |||
178 | int VertexCount; | 178 | int VertexCount; |
179 | Vector3[] Vertices; | 179 | Vector3[] Vertices; |
180 | } | 180 | } |
181 | public enum BSPhysicsShapeType | ||
182 | { | ||
183 | SHAPE_UNKNOWN = 0, | ||
184 | SHAPE_CAPSULE = 1, | ||
185 | SHAPE_BOX = 2, | ||
186 | SHAPE_CONE = 3, | ||
187 | SHAPE_CYLINDER = 4, | ||
188 | SHAPE_SPHERE = 5, | ||
189 | SHAPE_MESH = 6, | ||
190 | SHAPE_HULL = 7, | ||
191 | // following defined by BulletSim | ||
192 | SHAPE_GROUNDPLANE = 20, | ||
193 | SHAPE_TERRAIN = 21, | ||
194 | SHAPE_COMPOUND = 22, | ||
195 | SHAPE_HEIGHTMAP = 23, | ||
196 | }; | ||
197 | |||
198 | // The native shapes have predefined shape hash keys | ||
199 | public enum FixedShapeKey : ulong | ||
200 | { | ||
201 | KEY_NONE = 0, | ||
202 | KEY_BOX = 1, | ||
203 | KEY_SPHERE = 2, | ||
204 | KEY_CONE = 3, | ||
205 | KEY_CYLINDER = 4, | ||
206 | KEY_CAPSULE = 5, | ||
207 | } | ||
208 | |||
181 | [StructLayout(LayoutKind.Sequential)] | 209 | [StructLayout(LayoutKind.Sequential)] |
182 | public struct ShapeData | 210 | public struct ShapeData |
183 | { | 211 | { |
184 | public enum PhysicsShapeType | ||
185 | { | ||
186 | SHAPE_UNKNOWN = 0, | ||
187 | SHAPE_AVATAR = 1, | ||
188 | SHAPE_BOX = 2, | ||
189 | SHAPE_CONE = 3, | ||
190 | SHAPE_CYLINDER = 4, | ||
191 | SHAPE_SPHERE = 5, | ||
192 | SHAPE_MESH = 6, | ||
193 | SHAPE_HULL = 7, | ||
194 | // following defined by BulletSim | ||
195 | SHAPE_GROUNDPLANE = 20, | ||
196 | SHAPE_TERRAIN = 21, | ||
197 | }; | ||
198 | public uint ID; | 212 | public uint ID; |
199 | public PhysicsShapeType Type; | 213 | public BSPhysicsShapeType Type; |
200 | public Vector3 Position; | 214 | public Vector3 Position; |
201 | public Quaternion Rotation; | 215 | public Quaternion Rotation; |
202 | public Vector3 Velocity; | 216 | public Vector3 Velocity; |
@@ -215,16 +229,6 @@ public struct ShapeData | |||
215 | // note that bools are passed as floats since bool size changes by language and architecture | 229 | // note that bools are passed as floats since bool size changes by language and architecture |
216 | public const float numericTrue = 1f; | 230 | public const float numericTrue = 1f; |
217 | public const float numericFalse = 0f; | 231 | public const float numericFalse = 0f; |
218 | |||
219 | // The native shapes have predefined shape hash keys | ||
220 | public enum FixedShapeKey : ulong | ||
221 | { | ||
222 | KEY_BOX = 1, | ||
223 | KEY_SPHERE = 2, | ||
224 | KEY_CONE = 3, | ||
225 | KEY_CYLINDER = 4, | ||
226 | KEY_CAPSULE = 5, | ||
227 | } | ||
228 | } | 232 | } |
229 | [StructLayout(LayoutKind.Sequential)] | 233 | [StructLayout(LayoutKind.Sequential)] |
230 | public struct SweepHit | 234 | public struct SweepHit |
@@ -279,6 +283,7 @@ public struct ConfigurationParameters | |||
279 | public float ccdSweptSphereRadius; | 283 | public float ccdSweptSphereRadius; |
280 | public float contactProcessingThreshold; | 284 | public float contactProcessingThreshold; |
281 | 285 | ||
286 | public float terrainImplementation; | ||
282 | public float terrainFriction; | 287 | public float terrainFriction; |
283 | public float terrainHitFraction; | 288 | public float terrainHitFraction; |
284 | public float terrainRestitution; | 289 | public float terrainRestitution; |
@@ -286,7 +291,8 @@ public struct ConfigurationParameters | |||
286 | public float avatarStandingFriction; | 291 | public float avatarStandingFriction; |
287 | public float avatarDensity; | 292 | public float avatarDensity; |
288 | public float avatarRestitution; | 293 | public float avatarRestitution; |
289 | public float avatarCapsuleRadius; | 294 | public float avatarCapsuleWidth; |
295 | public float avatarCapsuleDepth; | ||
290 | public float avatarCapsuleHeight; | 296 | public float avatarCapsuleHeight; |
291 | public float avatarContactProcessingThreshold; | 297 | public float avatarContactProcessingThreshold; |
292 | 298 | ||
@@ -299,6 +305,7 @@ public struct ConfigurationParameters | |||
299 | public float shouldEnableFrictionCaching; | 305 | public float shouldEnableFrictionCaching; |
300 | public float numberOfSolverIterations; | 306 | public float numberOfSolverIterations; |
301 | 307 | ||
308 | public float linksetImplementation; | ||
302 | public float linkConstraintUseFrameOffset; | 309 | public float linkConstraintUseFrameOffset; |
303 | public float linkConstraintEnableTransMotor; | 310 | public float linkConstraintEnableTransMotor; |
304 | public float linkConstraintTransMotorMaxVel; | 311 | public float linkConstraintTransMotorMaxVel; |
@@ -378,6 +385,7 @@ public enum CollisionFilterGroups : uint | |||
378 | BTerrainFilter = 1 << 11, | 385 | BTerrainFilter = 1 << 11, |
379 | BRaycastFilter = 1 << 12, | 386 | BRaycastFilter = 1 << 12, |
380 | BSolidFilter = 1 << 13, | 387 | BSolidFilter = 1 << 13, |
388 | BLinksetFilter = 1 << 14, | ||
381 | 389 | ||
382 | // The collsion filters and masked are defined in one place -- don't want them scattered | 390 | // The collsion filters and masked are defined in one place -- don't want them scattered |
383 | AvatarFilter = BCharacterFilter, | 391 | AvatarFilter = BCharacterFilter, |
@@ -385,18 +393,18 @@ public enum CollisionFilterGroups : uint | |||
385 | ObjectFilter = BSolidFilter, | 393 | ObjectFilter = BSolidFilter, |
386 | ObjectMask = BAllFilter, | 394 | ObjectMask = BAllFilter, |
387 | StaticObjectFilter = BStaticFilter, | 395 | StaticObjectFilter = BStaticFilter, |
388 | StaticObjectMask = BAllFilter, | 396 | StaticObjectMask = BAllFilter & ~BStaticFilter, // static objects don't collide with each other |
397 | LinksetFilter = BLinksetFilter, | ||
398 | LinksetMask = BAllFilter & ~BLinksetFilter, // linkset objects don't collide with each other | ||
389 | VolumeDetectFilter = BSensorTrigger, | 399 | VolumeDetectFilter = BSensorTrigger, |
390 | VolumeDetectMask = ~BSensorTrigger, | 400 | VolumeDetectMask = ~BSensorTrigger, |
391 | TerrainFilter = BTerrainFilter, | 401 | TerrainFilter = BTerrainFilter, |
392 | TerrainMask = BAllFilter & ~BStaticFilter, | 402 | TerrainMask = BAllFilter & ~BStaticFilter, // static objects on the ground don't collide |
393 | GroundPlaneFilter = BGroundPlaneFilter, | 403 | GroundPlaneFilter = BGroundPlaneFilter, |
394 | GroundPlaneMask = BAllFilter | 404 | GroundPlaneMask = BAllFilter |
395 | 405 | ||
396 | }; | 406 | }; |
397 | 407 | ||
398 | |||
399 | |||
400 | // CFM controls the 'hardness' of the constraint. 0=fixed, 0..1=violatable. Default=0 | 408 | // CFM controls the 'hardness' of the constraint. 0=fixed, 0..1=violatable. Default=0 |
401 | // ERP controls amount of correction per tick. Usable range=0.1..0.8. Default=0.2. | 409 | // ERP controls amount of correction per tick. Usable range=0.1..0.8. Default=0.2. |
402 | public enum ConstraintParams : int | 410 | public enum ConstraintParams : int |
@@ -426,140 +434,6 @@ static class BulletSimAPI { | |||
426 | [UnmanagedFunctionPointer(CallingConvention.Cdecl)] | 434 | [UnmanagedFunctionPointer(CallingConvention.Cdecl)] |
427 | public delegate void DebugLogCallback([MarshalAs(UnmanagedType.LPStr)]string msg); | 435 | public delegate void DebugLogCallback([MarshalAs(UnmanagedType.LPStr)]string msg); |
428 | 436 | ||
429 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
430 | [return: MarshalAs(UnmanagedType.LPStr)] | ||
431 | public static extern string GetVersion(); | ||
432 | |||
433 | /* Remove the linkage to the old api methods | ||
434 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
435 | public static extern uint Initialize(Vector3 maxPosition, IntPtr parms, | ||
436 | int maxCollisions, IntPtr collisionArray, | ||
437 | int maxUpdates, IntPtr updateArray, | ||
438 | DebugLogCallback logRoutine); | ||
439 | |||
440 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
441 | public static extern void CreateInitialGroundPlaneAndTerrain(uint worldID); | ||
442 | |||
443 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
444 | public static extern void SetHeightmap(uint worldID, [MarshalAs(UnmanagedType.LPArray)] float[] heightMap); | ||
445 | |||
446 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
447 | public static extern void Shutdown(uint worldID); | ||
448 | |||
449 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
450 | public static extern bool UpdateParameter(uint worldID, uint localID, | ||
451 | [MarshalAs(UnmanagedType.LPStr)]string paramCode, float value); | ||
452 | |||
453 | // =============================================================================== | ||
454 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
455 | public static extern int PhysicsStep(uint worldID, float timeStep, int maxSubSteps, float fixedTimeStep, | ||
456 | out int updatedEntityCount, | ||
457 | out IntPtr updatedEntitiesPtr, | ||
458 | out int collidersCount, | ||
459 | out IntPtr collidersPtr); | ||
460 | |||
461 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
462 | public static extern bool CreateHull(uint worldID, System.UInt64 meshKey, | ||
463 | int hullCount, [MarshalAs(UnmanagedType.LPArray)] float[] hulls | ||
464 | ); | ||
465 | |||
466 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
467 | public static extern bool CreateMesh(uint worldID, System.UInt64 meshKey, | ||
468 | int indexCount, [MarshalAs(UnmanagedType.LPArray)] int[] indices, | ||
469 | int verticesCount, [MarshalAs(UnmanagedType.LPArray)] float[] vertices | ||
470 | ); | ||
471 | |||
472 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
473 | public static extern bool DestroyHull(uint worldID, System.UInt64 meshKey); | ||
474 | |||
475 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
476 | public static extern bool DestroyMesh(uint worldID, System.UInt64 meshKey); | ||
477 | |||
478 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
479 | public static extern bool CreateObject(uint worldID, ShapeData shapeData); | ||
480 | |||
481 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
482 | public static extern Vector3 GetObjectPosition(uint WorldID, uint id); | ||
483 | |||
484 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
485 | public static extern Quaternion GetObjectOrientation(uint WorldID, uint id); | ||
486 | |||
487 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
488 | public static extern bool SetObjectTranslation(uint worldID, uint id, Vector3 position, Quaternion rotation); | ||
489 | |||
490 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
491 | public static extern bool SetObjectVelocity(uint worldID, uint id, Vector3 velocity); | ||
492 | |||
493 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
494 | public static extern bool SetObjectAngularVelocity(uint worldID, uint id, Vector3 angularVelocity); | ||
495 | |||
496 | // Set the current force acting on the object | ||
497 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
498 | public static extern bool SetObjectForce(uint worldID, uint id, Vector3 force); | ||
499 | |||
500 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
501 | public static extern bool SetObjectScaleMass(uint worldID, uint id, Vector3 scale, float mass, bool isDynamic); | ||
502 | |||
503 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
504 | public static extern bool SetObjectCollidable(uint worldID, uint id, bool phantom); | ||
505 | |||
506 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
507 | public static extern bool SetObjectDynamic(uint worldID, uint id, bool isDynamic, float mass); | ||
508 | |||
509 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
510 | public static extern bool SetObjectGhost(uint worldID, uint id, bool ghostly); | ||
511 | |||
512 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
513 | public static extern bool SetObjectProperties(uint worldID, uint id, bool isStatic, bool isSolid, bool genCollisions, float mass); | ||
514 | |||
515 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
516 | public static extern bool SetObjectBuoyancy(uint worldID, uint id, float buoyancy); | ||
517 | |||
518 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
519 | public static extern bool HasObject(uint worldID, uint id); | ||
520 | |||
521 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
522 | public static extern bool DestroyObject(uint worldID, uint id); | ||
523 | |||
524 | // =============================================================================== | ||
525 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
526 | public static extern SweepHit ConvexSweepTest(uint worldID, uint id, Vector3 to, float extraMargin); | ||
527 | |||
528 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
529 | public static extern RaycastHit RayTest(uint worldID, uint id, Vector3 from, Vector3 to); | ||
530 | |||
531 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
532 | public static extern Vector3 RecoverFromPenetration(uint worldID, uint id); | ||
533 | |||
534 | // =============================================================================== | ||
535 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
536 | public static extern void DumpBulletStatistics(); | ||
537 | */ | ||
538 | // Log a debug message | ||
539 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
540 | public static extern void SetDebugLogCallback(DebugLogCallback callback); | ||
541 | |||
542 | // =============================================================================== | ||
543 | // =============================================================================== | ||
544 | // =============================================================================== | ||
545 | // A new version of the API that enables moving all the logic out of the C++ code and into | ||
546 | // the C# code. This will make modifications easier for the next person. | ||
547 | // This interface passes the actual pointers to the objects in the unmanaged | ||
548 | // address space. All the management (calls for creation/destruction/lookup) | ||
549 | // is done in the C# code. | ||
550 | // The names have a "2" tacked on. This will be removed as the C# code gets rebuilt | ||
551 | // and the old code is removed. | ||
552 | |||
553 | // Functions use while converting from API1 to API2. Can be removed when totally converted. | ||
554 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
555 | public static extern IntPtr GetSimHandle2(uint worldID); | ||
556 | |||
557 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
558 | public static extern IntPtr GetBodyHandleWorldID2(uint worldID, uint id); | ||
559 | |||
560 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
561 | public static extern IntPtr GetBodyHandle2(IntPtr world, uint id); | ||
562 | |||
563 | // =============================================================================== | 437 | // =============================================================================== |
564 | // Initialization and simulation | 438 | // Initialization and simulation |
565 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 439 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
@@ -611,13 +485,25 @@ public static extern bool IsNativeShape2(IntPtr shape); | |||
611 | public static extern IntPtr BuildCapsuleShape2(IntPtr world, float radius, float height, Vector3 scale); | 485 | public static extern IntPtr BuildCapsuleShape2(IntPtr world, float radius, float height, Vector3 scale); |
612 | 486 | ||
613 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 487 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
614 | public static extern IntPtr CreateCompoundShape2(IntPtr sim); | 488 | public static extern IntPtr CreateCompoundShape2(IntPtr sim, bool enableDynamicAabbTree); |
615 | 489 | ||
616 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 490 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
617 | public static extern void AddChildToCompoundShape2(IntPtr cShape, IntPtr addShape, Vector3 pos, Quaternion rot); | 491 | public static extern int GetNumberOfCompoundChildren2(IntPtr cShape); |
618 | 492 | ||
619 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 493 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
620 | public static extern void RemoveChildFromCompoundShape2(IntPtr cShape, IntPtr removeShape); | 494 | public static extern void AddChildShapeToCompoundShape2(IntPtr cShape, IntPtr addShape, Vector3 pos, Quaternion rot); |
495 | |||
496 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
497 | public static extern IntPtr GetChildShapeFromCompoundShapeIndex2(IntPtr cShape, int indx); | ||
498 | |||
499 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
500 | public static extern IntPtr RemoveChildShapeFromCompoundShapeIndex2(IntPtr cShape, int indx); | ||
501 | |||
502 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
503 | public static extern void RemoveChildShapeFromCompoundShape2(IntPtr cShape, IntPtr removeShape); | ||
504 | |||
505 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
506 | public static extern void RecalculateCompoundShapeLocalAabb2(IntPtr cShape); | ||
621 | 507 | ||
622 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 508 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
623 | public static extern IntPtr DuplicateCollisionShape2(IntPtr sim, IntPtr srcShape, uint id); | 509 | public static extern IntPtr DuplicateCollisionShape2(IntPtr sim, IntPtr srcShape, uint id); |
@@ -881,10 +767,10 @@ public static extern float GetCcdMotionThreshold2(IntPtr obj); | |||
881 | public static extern void SetCcdMotionThreshold2(IntPtr obj, float val); | 767 | public static extern void SetCcdMotionThreshold2(IntPtr obj, float val); |
882 | 768 | ||
883 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 769 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
884 | public static extern float GetCcdSweepSphereRadius2(IntPtr obj); | 770 | public static extern float GetCcdSweptSphereRadius2(IntPtr obj); |
885 | 771 | ||
886 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 772 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
887 | public static extern void SetCcdSweepSphereRadius2(IntPtr obj, float val); | 773 | public static extern void SetCcdSweptSphereRadius2(IntPtr obj, float val); |
888 | 774 | ||
889 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 775 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
890 | public static extern IntPtr GetUserPointer2(IntPtr obj); | 776 | public static extern IntPtr GetUserPointer2(IntPtr obj); |
@@ -907,6 +793,12 @@ public static extern Vector3 GetGravity2(IntPtr obj); | |||
907 | public static extern void SetDamping2(IntPtr obj, float lin_damping, float ang_damping); | 793 | public static extern void SetDamping2(IntPtr obj, float lin_damping, float ang_damping); |
908 | 794 | ||
909 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 795 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
796 | public static extern void SetLinearDamping2(IntPtr obj, float lin_damping); | ||
797 | |||
798 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
799 | public static extern void SetAngularDamping2(IntPtr obj, float ang_damping); | ||
800 | |||
801 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
910 | public static extern float GetLinearDamping2(IntPtr obj); | 802 | public static extern float GetLinearDamping2(IntPtr obj); |
911 | 803 | ||
912 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 804 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/Properties/AssemblyInfo.cs b/OpenSim/Region/Physics/BulletSPlugin/Properties/AssemblyInfo.cs new file mode 100644 index 0000000..0d1db3b --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/Properties/AssemblyInfo.cs | |||
@@ -0,0 +1,33 @@ | |||
1 | using System.Reflection; | ||
2 | using System.Runtime.CompilerServices; | ||
3 | using System.Runtime.InteropServices; | ||
4 | |||
5 | // General Information about an assembly is controlled through the following | ||
6 | // set of attributes. Change these attribute values to modify the information | ||
7 | // associated with an assembly. | ||
8 | [assembly: AssemblyTitle("OpenSim.Region.Physics.BulletSPlugin")] | ||
9 | [assembly: AssemblyDescription("")] | ||
10 | [assembly: AssemblyConfiguration("")] | ||
11 | [assembly: AssemblyCompany("http://opensimulator.org")] | ||
12 | [assembly: AssemblyProduct("OpenSim")] | ||
13 | [assembly: AssemblyCopyright("OpenSimulator developers")] | ||
14 | [assembly: AssemblyTrademark("")] | ||
15 | [assembly: AssemblyCulture("")] | ||
16 | |||
17 | // Setting ComVisible to false makes the types in this assembly not visible | ||
18 | // to COM components. If you need to access a type in this assembly from | ||
19 | // COM, set the ComVisible attribute to true on that type. | ||
20 | [assembly: ComVisible(false)] | ||
21 | |||
22 | // The following GUID is for the ID of the typelib if this project is exposed to COM | ||
23 | [assembly: Guid("520ea11b-20cb-449d-ba05-c01015fed841")] | ||
24 | |||
25 | // Version information for an assembly consists of the following four values: | ||
26 | // | ||
27 | // Major Version | ||
28 | // Minor Version | ||
29 | // Build Number | ||
30 | // Revision | ||
31 | // | ||
32 | [assembly: AssemblyVersion("0.7.5.*")] | ||
33 | [assembly: AssemblyFileVersion("1.0.0.0")] | ||