diff options
Diffstat (limited to 'OpenSim/Region')
23 files changed, 11718 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSNPlugin/BSCharacter.cs new file mode 100644 index 0000000..4c4e950 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSNPlugin/BSCharacter.cs | |||
@@ -0,0 +1,814 @@ | |||
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.Reflection; | ||
30 | using log4net; | ||
31 | using OMV = OpenMetaverse; | ||
32 | using OpenSim.Framework; | ||
33 | using OpenSim.Region.Physics.Manager; | ||
34 | |||
35 | namespace OpenSim.Region.Physics.BulletSNPlugin | ||
36 | { | ||
37 | public sealed class BSCharacter : BSPhysObject | ||
38 | { | ||
39 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
40 | private static readonly string LogHeader = "[BULLETS CHAR]"; | ||
41 | |||
42 | // private bool _stopped; | ||
43 | private OMV.Vector3 _size; | ||
44 | private bool _grabbed; | ||
45 | private bool _selected; | ||
46 | private OMV.Vector3 _position; | ||
47 | private float _mass; | ||
48 | private float _avatarDensity; | ||
49 | private float _avatarVolume; | ||
50 | private OMV.Vector3 _force; | ||
51 | private OMV.Vector3 _velocity; | ||
52 | private OMV.Vector3 _torque; | ||
53 | private float _collisionScore; | ||
54 | private OMV.Vector3 _acceleration; | ||
55 | private OMV.Quaternion _orientation; | ||
56 | private int _physicsActorType; | ||
57 | private bool _isPhysical; | ||
58 | private bool _flying; | ||
59 | private bool _setAlwaysRun; | ||
60 | private bool _throttleUpdates; | ||
61 | private bool _isColliding; | ||
62 | private bool _collidingObj; | ||
63 | private bool _floatOnWater; | ||
64 | private OMV.Vector3 _rotationalVelocity; | ||
65 | private bool _kinematic; | ||
66 | private float _buoyancy; | ||
67 | |||
68 | // The friction and velocity of the avatar is modified depending on whether walking or not. | ||
69 | private OMV.Vector3 _appliedVelocity; // the last velocity applied to the avatar | ||
70 | private float _currentFriction; // the friction currently being used (changed by setVelocity). | ||
71 | |||
72 | private BSVMotor _velocityMotor; | ||
73 | |||
74 | private OMV.Vector3 _PIDTarget; | ||
75 | private bool _usePID; | ||
76 | private float _PIDTau; | ||
77 | private bool _useHoverPID; | ||
78 | private float _PIDHoverHeight; | ||
79 | private PIDHoverType _PIDHoverType; | ||
80 | private float _PIDHoverTao; | ||
81 | |||
82 | public BSCharacter(uint localID, String avName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, bool isFlying) | ||
83 | : base(parent_scene, localID, avName, "BSCharacter") | ||
84 | { | ||
85 | _physicsActorType = (int)ActorTypes.Agent; | ||
86 | _position = pos; | ||
87 | |||
88 | // Old versions of ScenePresence passed only the height. If width and/or depth are zero, | ||
89 | // replace with the default values. | ||
90 | _size = size; | ||
91 | if (_size.X == 0f) _size.X = BSParam.AvatarCapsuleDepth; | ||
92 | if (_size.Y == 0f) _size.Y = BSParam.AvatarCapsuleWidth; | ||
93 | |||
94 | // A motor to control the acceleration and deceleration of the avatar movement. | ||
95 | // _velocityMotor = new BSVMotor("BSCharacter.Velocity", 3f, 5f, BSMotor.InfiniteVector, 1f); | ||
96 | // _velocityMotor = new BSPIDVMotor("BSCharacter.Velocity", 3f, 5f, BSMotor.InfiniteVector, 1f); | ||
97 | // Infinite decay and timescale values so motor only changes current to target values. | ||
98 | _velocityMotor = new BSVMotor("BSCharacter.Velocity", | ||
99 | 0.2f, // time scale | ||
100 | BSMotor.Infinite, // decay time scale | ||
101 | BSMotor.InfiniteVector, // friction timescale | ||
102 | 1f // efficiency | ||
103 | ); | ||
104 | _velocityMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages. | ||
105 | |||
106 | _flying = isFlying; | ||
107 | _orientation = OMV.Quaternion.Identity; | ||
108 | _velocity = OMV.Vector3.Zero; | ||
109 | _appliedVelocity = OMV.Vector3.Zero; | ||
110 | _buoyancy = ComputeBuoyancyFromFlying(isFlying); | ||
111 | _currentFriction = BSParam.AvatarStandingFriction; | ||
112 | _avatarDensity = BSParam.AvatarDensity; | ||
113 | |||
114 | // The dimensions of the avatar capsule are kept in the scale. | ||
115 | // Physics creates a unit capsule which is scaled by the physics engine. | ||
116 | ComputeAvatarScale(_size); | ||
117 | // set _avatarVolume and _mass based on capsule size, _density and Scale | ||
118 | ComputeAvatarVolumeAndMass(); | ||
119 | DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5}", | ||
120 | LocalID, _size, Scale, _avatarDensity, _avatarVolume, RawMass); | ||
121 | |||
122 | // do actual creation in taint time | ||
123 | PhysicsScene.TaintedObject("BSCharacter.create", delegate() | ||
124 | { | ||
125 | DetailLog("{0},BSCharacter.create,taint", LocalID); | ||
126 | // New body and shape into PhysBody and PhysShape | ||
127 | PhysicsScene.Shapes.GetBodyAndShape(true, PhysicsScene.World, this); | ||
128 | |||
129 | SetPhysicalProperties(); | ||
130 | }); | ||
131 | return; | ||
132 | } | ||
133 | |||
134 | // called when this character is being destroyed and the resources should be released | ||
135 | public override void Destroy() | ||
136 | { | ||
137 | base.Destroy(); | ||
138 | |||
139 | DetailLog("{0},BSCharacter.Destroy", LocalID); | ||
140 | PhysicsScene.TaintedObject("BSCharacter.destroy", delegate() | ||
141 | { | ||
142 | PhysicsScene.Shapes.DereferenceBody(PhysBody, true, null); | ||
143 | PhysBody.Clear(); | ||
144 | PhysicsScene.Shapes.DereferenceShape(PhysShape, true, null); | ||
145 | PhysShape.Clear(); | ||
146 | }); | ||
147 | } | ||
148 | |||
149 | private void SetPhysicalProperties() | ||
150 | { | ||
151 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, PhysBody.ptr); | ||
152 | |||
153 | ZeroMotion(true); | ||
154 | ForcePosition = _position; | ||
155 | // Set the velocity and compute the proper friction | ||
156 | ForceVelocity = _velocity; | ||
157 | // Setting the current and target in the motor will cause it to start computing any deceleration. | ||
158 | _velocityMotor.Reset(); | ||
159 | _velocityMotor.SetCurrent(_velocity); | ||
160 | _velocityMotor.SetTarget(_velocity); | ||
161 | _velocityMotor.Enabled = false; | ||
162 | |||
163 | // This will enable or disable the flying buoyancy of the avatar. | ||
164 | // Needs to be reset especially when an avatar is recreated after crossing a region boundry. | ||
165 | Flying = _flying; | ||
166 | |||
167 | BulletSimAPI.SetRestitution2(PhysBody.ptr, BSParam.AvatarRestitution); | ||
168 | BulletSimAPI.SetMargin2(PhysShape.ptr, PhysicsScene.Params.collisionMargin); | ||
169 | BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale); | ||
170 | BulletSimAPI.SetContactProcessingThreshold2(PhysBody.ptr, BSParam.ContactProcessingThreshold); | ||
171 | if (BSParam.CcdMotionThreshold > 0f) | ||
172 | { | ||
173 | BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, BSParam.CcdMotionThreshold); | ||
174 | BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, BSParam.CcdSweptSphereRadius); | ||
175 | } | ||
176 | |||
177 | UpdatePhysicalMassProperties(RawMass); | ||
178 | |||
179 | // Make so capsule does not fall over | ||
180 | BulletSimAPI.SetAngularFactorV2(PhysBody.ptr, OMV.Vector3.Zero); | ||
181 | |||
182 | BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_CHARACTER_OBJECT); | ||
183 | |||
184 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, PhysBody.ptr, _position, _orientation); | ||
185 | |||
186 | // BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ACTIVE_TAG); | ||
187 | BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.DISABLE_DEACTIVATION); | ||
188 | BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, PhysBody.ptr); | ||
189 | |||
190 | // Do this after the object has been added to the world | ||
191 | PhysBody.collisionType = CollisionType.Avatar; | ||
192 | PhysBody.ApplyCollisionMask(); | ||
193 | } | ||
194 | |||
195 | public override void RequestPhysicsterseUpdate() | ||
196 | { | ||
197 | base.RequestPhysicsterseUpdate(); | ||
198 | } | ||
199 | // No one calls this method so I don't know what it could possibly mean | ||
200 | public override bool Stopped { get { return false; } } | ||
201 | |||
202 | public override OMV.Vector3 Size { | ||
203 | get | ||
204 | { | ||
205 | // Avatar capsule size is kept in the scale parameter. | ||
206 | return _size; | ||
207 | } | ||
208 | |||
209 | set { | ||
210 | // When an avatar's size is set, only the height is changed. | ||
211 | _size = value; | ||
212 | // Old versions of ScenePresence passed only the height. If width and/or depth are zero, | ||
213 | // replace with the default values. | ||
214 | if (_size.X == 0f) _size.X = BSParam.AvatarCapsuleDepth; | ||
215 | if (_size.Y == 0f) _size.Y = BSParam.AvatarCapsuleWidth; | ||
216 | |||
217 | ComputeAvatarScale(_size); | ||
218 | ComputeAvatarVolumeAndMass(); | ||
219 | DetailLog("{0},BSCharacter.setSize,call,size={1},scale={2},density={3},volume={4},mass={5}", | ||
220 | LocalID, _size, Scale, _avatarDensity, _avatarVolume, RawMass); | ||
221 | |||
222 | PhysicsScene.TaintedObject("BSCharacter.setSize", delegate() | ||
223 | { | ||
224 | if (PhysBody.HasPhysicalBody && PhysShape.HasPhysicalShape) | ||
225 | { | ||
226 | BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale); | ||
227 | UpdatePhysicalMassProperties(RawMass); | ||
228 | // Make sure this change appears as a property update event | ||
229 | BulletSimAPI.PushUpdate2(PhysBody.ptr); | ||
230 | } | ||
231 | }); | ||
232 | |||
233 | } | ||
234 | } | ||
235 | |||
236 | public override PrimitiveBaseShape Shape | ||
237 | { | ||
238 | set { BaseShape = value; } | ||
239 | } | ||
240 | // I want the physics engine to make an avatar capsule | ||
241 | public override BSPhysicsShapeType PreferredPhysicalShape | ||
242 | { | ||
243 | get {return BSPhysicsShapeType.SHAPE_CAPSULE; } | ||
244 | } | ||
245 | |||
246 | public override bool Grabbed { | ||
247 | set { _grabbed = value; } | ||
248 | } | ||
249 | public override bool Selected { | ||
250 | set { _selected = value; } | ||
251 | } | ||
252 | public override void CrossingFailure() { return; } | ||
253 | public override void link(PhysicsActor obj) { return; } | ||
254 | public override void delink() { return; } | ||
255 | |||
256 | // Set motion values to zero. | ||
257 | // Do it to the properties so the values get set in the physics engine. | ||
258 | // Push the setting of the values to the viewer. | ||
259 | // Called at taint time! | ||
260 | public override void ZeroMotion(bool inTaintTime) | ||
261 | { | ||
262 | _velocity = OMV.Vector3.Zero; | ||
263 | _velocityMotor.Zero(); | ||
264 | _acceleration = OMV.Vector3.Zero; | ||
265 | _rotationalVelocity = OMV.Vector3.Zero; | ||
266 | |||
267 | // Zero some other properties directly into the physics engine | ||
268 | PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate() | ||
269 | { | ||
270 | if (PhysBody.HasPhysicalBody) | ||
271 | BulletSimAPI.ClearAllForces2(PhysBody.ptr); | ||
272 | }); | ||
273 | } | ||
274 | public override void ZeroAngularMotion(bool inTaintTime) | ||
275 | { | ||
276 | _rotationalVelocity = OMV.Vector3.Zero; | ||
277 | |||
278 | PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate() | ||
279 | { | ||
280 | if (PhysBody.HasPhysicalBody) | ||
281 | { | ||
282 | BulletSimAPI.SetInterpolationAngularVelocity2(PhysBody.ptr, OMV.Vector3.Zero); | ||
283 | BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, OMV.Vector3.Zero); | ||
284 | // The next also get rid of applied linear force but the linear velocity is untouched. | ||
285 | BulletSimAPI.ClearForces2(PhysBody.ptr); | ||
286 | } | ||
287 | }); | ||
288 | } | ||
289 | |||
290 | |||
291 | public override void LockAngularMotion(OMV.Vector3 axis) { return; } | ||
292 | |||
293 | public override OMV.Vector3 RawPosition | ||
294 | { | ||
295 | get { return _position; } | ||
296 | set { _position = value; } | ||
297 | } | ||
298 | public override OMV.Vector3 Position { | ||
299 | get { | ||
300 | // Don't refetch the position because this function is called a zillion times | ||
301 | // _position = BulletSimAPI.GetObjectPosition2(Scene.World.ptr, LocalID); | ||
302 | return _position; | ||
303 | } | ||
304 | set { | ||
305 | _position = value; | ||
306 | PositionSanityCheck(); | ||
307 | |||
308 | PhysicsScene.TaintedObject("BSCharacter.setPosition", delegate() | ||
309 | { | ||
310 | DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | ||
311 | if (PhysBody.HasPhysicalBody) | ||
312 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); | ||
313 | }); | ||
314 | } | ||
315 | } | ||
316 | public override OMV.Vector3 ForcePosition { | ||
317 | get { | ||
318 | _position = BulletSimAPI.GetPosition2(PhysBody.ptr); | ||
319 | return _position; | ||
320 | } | ||
321 | set { | ||
322 | _position = value; | ||
323 | PositionSanityCheck(); | ||
324 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); | ||
325 | } | ||
326 | } | ||
327 | |||
328 | |||
329 | // Check that the current position is sane and, if not, modify the position to make it so. | ||
330 | // Check for being below terrain or on water. | ||
331 | // Returns 'true' of the position was made sane by some action. | ||
332 | private bool PositionSanityCheck() | ||
333 | { | ||
334 | bool ret = false; | ||
335 | |||
336 | // TODO: check for out of bounds | ||
337 | if (!PhysicsScene.TerrainManager.IsWithinKnownTerrain(_position)) | ||
338 | { | ||
339 | // The character is out of the known/simulated area. | ||
340 | // Upper levels of code will handle the transition to other areas so, for | ||
341 | // the time, we just ignore the position. | ||
342 | return ret; | ||
343 | } | ||
344 | |||
345 | // If below the ground, move the avatar up | ||
346 | float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position); | ||
347 | if (Position.Z < terrainHeight) | ||
348 | { | ||
349 | DetailLog("{0},BSCharacter.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, _position, terrainHeight); | ||
350 | _position.Z = terrainHeight + 2.0f; | ||
351 | ret = true; | ||
352 | } | ||
353 | if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) | ||
354 | { | ||
355 | float waterHeight = PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(_position); | ||
356 | if (Position.Z < waterHeight) | ||
357 | { | ||
358 | _position.Z = waterHeight; | ||
359 | ret = true; | ||
360 | } | ||
361 | } | ||
362 | |||
363 | return ret; | ||
364 | } | ||
365 | |||
366 | // A version of the sanity check that also makes sure a new position value is | ||
367 | // pushed back to the physics engine. This routine would be used by anyone | ||
368 | // who is not already pushing the value. | ||
369 | private bool PositionSanityCheck(bool inTaintTime) | ||
370 | { | ||
371 | bool ret = false; | ||
372 | if (PositionSanityCheck()) | ||
373 | { | ||
374 | // The new position value must be pushed into the physics engine but we can't | ||
375 | // just assign to "Position" because of potential call loops. | ||
376 | PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.PositionSanityCheck", delegate() | ||
377 | { | ||
378 | DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation); | ||
379 | if (PhysBody.HasPhysicalBody) | ||
380 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); | ||
381 | }); | ||
382 | ret = true; | ||
383 | } | ||
384 | return ret; | ||
385 | } | ||
386 | |||
387 | public override float Mass { get { return _mass; } } | ||
388 | |||
389 | // used when we only want this prim's mass and not the linkset thing | ||
390 | public override float RawMass { | ||
391 | get {return _mass; } | ||
392 | } | ||
393 | public override void UpdatePhysicalMassProperties(float physMass) | ||
394 | { | ||
395 | OMV.Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(PhysShape.ptr, physMass); | ||
396 | BulletSimAPI.SetMassProps2(PhysBody.ptr, physMass, localInertia); | ||
397 | } | ||
398 | |||
399 | public override OMV.Vector3 Force { | ||
400 | get { return _force; } | ||
401 | set { | ||
402 | _force = value; | ||
403 | // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force); | ||
404 | PhysicsScene.TaintedObject("BSCharacter.SetForce", delegate() | ||
405 | { | ||
406 | DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force); | ||
407 | if (PhysBody.HasPhysicalBody) | ||
408 | BulletSimAPI.SetObjectForce2(PhysBody.ptr, _force); | ||
409 | }); | ||
410 | } | ||
411 | } | ||
412 | |||
413 | public bool TouchingGround() | ||
414 | { | ||
415 | bool ret = BulletSimAPI.RayCastGround(PhysicsScene.World.ptr,_position,_size.Z * 0.55f, PhysBody.ptr); | ||
416 | return ret; | ||
417 | } | ||
418 | // Avatars don't do vehicles | ||
419 | public override int VehicleType { get { return (int)Vehicle.TYPE_NONE; } set { return; } } | ||
420 | public override void VehicleFloatParam(int param, float value) { } | ||
421 | public override void VehicleVectorParam(int param, OMV.Vector3 value) {} | ||
422 | public override void VehicleRotationParam(int param, OMV.Quaternion rotation) { } | ||
423 | public override void VehicleFlags(int param, bool remove) { } | ||
424 | |||
425 | // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more | ||
426 | public override void SetVolumeDetect(int param) { return; } | ||
427 | |||
428 | public override OMV.Vector3 GeometricCenter { get { return OMV.Vector3.Zero; } } | ||
429 | public override OMV.Vector3 CenterOfMass { get { return OMV.Vector3.Zero; } } | ||
430 | |||
431 | // Sets the target in the motor. This starts the changing of the avatar's velocity. | ||
432 | public override OMV.Vector3 TargetVelocity | ||
433 | { | ||
434 | get | ||
435 | { | ||
436 | return _velocityMotor.TargetValue; | ||
437 | } | ||
438 | set | ||
439 | { | ||
440 | DetailLog("{0},BSCharacter.setTargetVelocity,call,vel={1}", LocalID, value); | ||
441 | |||
442 | if (!_flying) | ||
443 | if ((value.Z >= 0.0001f) || (value.Z <= -0.0001f) || _velocity.Z < -0.0001f) | ||
444 | if (!TouchingGround()) | ||
445 | value.Z = _velocity.Z; | ||
446 | if (_setAlwaysRun) | ||
447 | value *= 1.3f; | ||
448 | |||
449 | OMV.Vector3 targetVel = value; | ||
450 | |||
451 | PhysicsScene.TaintedObject("BSCharacter.setTargetVelocity", delegate() | ||
452 | { | ||
453 | |||
454 | _velocityMotor.Reset(); | ||
455 | _velocityMotor.SetTarget(targetVel); | ||
456 | _velocityMotor.SetCurrent(_velocity); | ||
457 | _velocityMotor.Enabled = true; | ||
458 | |||
459 | // Make sure a property update happens next step so the motor gets incorporated. | ||
460 | BulletSimAPI.PushUpdate2(PhysBody.ptr); | ||
461 | }); | ||
462 | } | ||
463 | } | ||
464 | // Directly setting velocity means this is what the user really wants now. | ||
465 | public override OMV.Vector3 Velocity { | ||
466 | get { return _velocity; } | ||
467 | set { | ||
468 | _velocity = value; | ||
469 | // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity); | ||
470 | PhysicsScene.TaintedObject("BSCharacter.setVelocity", delegate() | ||
471 | { | ||
472 | _velocityMotor.Reset(); | ||
473 | _velocityMotor.SetCurrent(_velocity); | ||
474 | _velocityMotor.SetTarget(_velocity); | ||
475 | // Even though the motor is initialized, it's not used and the velocity goes straight into the avatar. | ||
476 | _velocityMotor.Enabled = false; | ||
477 | |||
478 | DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity); | ||
479 | ForceVelocity = _velocity; | ||
480 | }); | ||
481 | } | ||
482 | } | ||
483 | public override OMV.Vector3 ForceVelocity { | ||
484 | get { return _velocity; } | ||
485 | set { | ||
486 | PhysicsScene.AssertInTaintTime("BSCharacter.ForceVelocity"); | ||
487 | |||
488 | _velocity = value; | ||
489 | // Depending on whether the avatar is moving or not, change the friction | ||
490 | // to keep the avatar from slipping around | ||
491 | if (_velocity.Length() == 0) | ||
492 | { | ||
493 | if (_currentFriction != BSParam.AvatarStandingFriction) | ||
494 | { | ||
495 | _currentFriction = BSParam.AvatarStandingFriction; | ||
496 | if (PhysBody.HasPhysicalBody) | ||
497 | BulletSimAPI.SetFriction2(PhysBody.ptr, _currentFriction); | ||
498 | } | ||
499 | } | ||
500 | else | ||
501 | { | ||
502 | if (_currentFriction != BSParam.AvatarFriction) | ||
503 | { | ||
504 | _currentFriction = BSParam.AvatarFriction; | ||
505 | if (PhysBody.HasPhysicalBody) | ||
506 | BulletSimAPI.SetFriction2(PhysBody.ptr, _currentFriction); | ||
507 | } | ||
508 | } | ||
509 | // Remember the set velocity so we can suppress the reduction by friction, ... | ||
510 | _appliedVelocity = value; | ||
511 | |||
512 | BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity); | ||
513 | BulletSimAPI.Activate2(PhysBody.ptr, true); | ||
514 | } | ||
515 | } | ||
516 | public override OMV.Vector3 Torque { | ||
517 | get { return _torque; } | ||
518 | set { _torque = value; | ||
519 | } | ||
520 | } | ||
521 | public override float CollisionScore { | ||
522 | get { return _collisionScore; } | ||
523 | set { _collisionScore = value; | ||
524 | } | ||
525 | } | ||
526 | public override OMV.Vector3 Acceleration { | ||
527 | get { return _acceleration; } | ||
528 | set { _acceleration = value; } | ||
529 | } | ||
530 | public override OMV.Quaternion RawOrientation | ||
531 | { | ||
532 | get { return _orientation; } | ||
533 | set { _orientation = value; } | ||
534 | } | ||
535 | public override OMV.Quaternion Orientation { | ||
536 | get { return _orientation; } | ||
537 | set { | ||
538 | _orientation = value; | ||
539 | // m_log.DebugFormat("{0}: set orientation to {1}", LogHeader, _orientation); | ||
540 | PhysicsScene.TaintedObject("BSCharacter.setOrientation", delegate() | ||
541 | { | ||
542 | if (PhysBody.HasPhysicalBody) | ||
543 | { | ||
544 | // _position = BulletSimAPI.GetPosition2(BSBody.ptr); | ||
545 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); | ||
546 | } | ||
547 | }); | ||
548 | } | ||
549 | } | ||
550 | // Go directly to Bullet to get/set the value. | ||
551 | public override OMV.Quaternion ForceOrientation | ||
552 | { | ||
553 | get | ||
554 | { | ||
555 | _orientation = BulletSimAPI.GetOrientation2(PhysBody.ptr); | ||
556 | return _orientation; | ||
557 | } | ||
558 | set | ||
559 | { | ||
560 | _orientation = value; | ||
561 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); | ||
562 | } | ||
563 | } | ||
564 | public override int PhysicsActorType { | ||
565 | get { return _physicsActorType; } | ||
566 | set { _physicsActorType = value; | ||
567 | } | ||
568 | } | ||
569 | public override bool IsPhysical { | ||
570 | get { return _isPhysical; } | ||
571 | set { _isPhysical = value; | ||
572 | } | ||
573 | } | ||
574 | public override bool IsSolid { | ||
575 | get { return true; } | ||
576 | } | ||
577 | public override bool IsStatic { | ||
578 | get { return false; } | ||
579 | } | ||
580 | public override bool Flying { | ||
581 | get { return _flying; } | ||
582 | set { | ||
583 | _flying = value; | ||
584 | |||
585 | // simulate flying by changing the effect of gravity | ||
586 | Buoyancy = ComputeBuoyancyFromFlying(_flying); | ||
587 | } | ||
588 | } | ||
589 | // Flying is implimented by changing the avatar's buoyancy. | ||
590 | // Would this be done better with a vehicle type? | ||
591 | private float ComputeBuoyancyFromFlying(bool ifFlying) { | ||
592 | return ifFlying ? 1f : 0f; | ||
593 | } | ||
594 | public override bool | ||
595 | SetAlwaysRun { | ||
596 | get { return _setAlwaysRun; } | ||
597 | set { _setAlwaysRun = value; } | ||
598 | } | ||
599 | public override bool ThrottleUpdates { | ||
600 | get { return _throttleUpdates; } | ||
601 | set { _throttleUpdates = value; } | ||
602 | } | ||
603 | public override bool IsColliding { | ||
604 | get { return (CollidingStep == PhysicsScene.SimulationStep); } | ||
605 | set { _isColliding = value; } | ||
606 | } | ||
607 | public override bool CollidingGround { | ||
608 | get { return (CollidingGroundStep == PhysicsScene.SimulationStep); } | ||
609 | set { CollidingGround = value; } | ||
610 | } | ||
611 | public override bool CollidingObj { | ||
612 | get { return _collidingObj; } | ||
613 | set { _collidingObj = value; } | ||
614 | } | ||
615 | public override bool FloatOnWater { | ||
616 | set { | ||
617 | _floatOnWater = value; | ||
618 | PhysicsScene.TaintedObject("BSCharacter.setFloatOnWater", delegate() | ||
619 | { | ||
620 | if (PhysBody.HasPhysicalBody) | ||
621 | { | ||
622 | if (_floatOnWater) | ||
623 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); | ||
624 | else | ||
625 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); | ||
626 | } | ||
627 | }); | ||
628 | } | ||
629 | } | ||
630 | public override OMV.Vector3 RotationalVelocity { | ||
631 | get { return _rotationalVelocity; } | ||
632 | set { _rotationalVelocity = value; } | ||
633 | } | ||
634 | public override OMV.Vector3 ForceRotationalVelocity { | ||
635 | get { return _rotationalVelocity; } | ||
636 | set { _rotationalVelocity = value; } | ||
637 | } | ||
638 | public override bool Kinematic { | ||
639 | get { return _kinematic; } | ||
640 | set { _kinematic = value; } | ||
641 | } | ||
642 | // neg=fall quickly, 0=1g, 1=0g, pos=float up | ||
643 | public override float Buoyancy { | ||
644 | get { return _buoyancy; } | ||
645 | set { _buoyancy = value; | ||
646 | PhysicsScene.TaintedObject("BSCharacter.setBuoyancy", delegate() | ||
647 | { | ||
648 | DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | ||
649 | ForceBuoyancy = _buoyancy; | ||
650 | }); | ||
651 | } | ||
652 | } | ||
653 | public override float ForceBuoyancy { | ||
654 | get { return _buoyancy; } | ||
655 | set { | ||
656 | PhysicsScene.AssertInTaintTime("BSCharacter.ForceBuoyancy"); | ||
657 | |||
658 | _buoyancy = value; | ||
659 | DetailLog("{0},BSCharacter.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | ||
660 | // Buoyancy is faked by changing the gravity applied to the object | ||
661 | float grav = PhysicsScene.Params.gravity * (1f - _buoyancy); | ||
662 | if (PhysBody.HasPhysicalBody) | ||
663 | BulletSimAPI.SetGravity2(PhysBody.ptr, new OMV.Vector3(0f, 0f, grav)); | ||
664 | } | ||
665 | } | ||
666 | |||
667 | // Used for MoveTo | ||
668 | public override OMV.Vector3 PIDTarget { | ||
669 | set { _PIDTarget = value; } | ||
670 | } | ||
671 | public override bool PIDActive { | ||
672 | set { _usePID = value; } | ||
673 | } | ||
674 | public override float PIDTau { | ||
675 | set { _PIDTau = value; } | ||
676 | } | ||
677 | |||
678 | // Used for llSetHoverHeight and maybe vehicle height | ||
679 | // Hover Height will override MoveTo target's Z | ||
680 | public override bool PIDHoverActive { | ||
681 | set { _useHoverPID = value; } | ||
682 | } | ||
683 | public override float PIDHoverHeight { | ||
684 | set { _PIDHoverHeight = value; } | ||
685 | } | ||
686 | public override PIDHoverType PIDHoverType { | ||
687 | set { _PIDHoverType = value; } | ||
688 | } | ||
689 | public override float PIDHoverTau { | ||
690 | set { _PIDHoverTao = value; } | ||
691 | } | ||
692 | |||
693 | // For RotLookAt | ||
694 | public override OMV.Quaternion APIDTarget { set { return; } } | ||
695 | public override bool APIDActive { set { return; } } | ||
696 | public override float APIDStrength { set { return; } } | ||
697 | public override float APIDDamping { set { return; } } | ||
698 | |||
699 | public override void AddForce(OMV.Vector3 force, bool pushforce) { | ||
700 | if (force.IsFinite()) | ||
701 | { | ||
702 | _force.X += force.X; | ||
703 | _force.Y += force.Y; | ||
704 | _force.Z += force.Z; | ||
705 | // m_log.DebugFormat("{0}: AddForce. adding={1}, newForce={2}", LogHeader, force, _force); | ||
706 | PhysicsScene.TaintedObject("BSCharacter.AddForce", delegate() | ||
707 | { | ||
708 | DetailLog("{0},BSCharacter.setAddForce,taint,addedForce={1}", LocalID, _force); | ||
709 | if (PhysBody.HasPhysicalBody) | ||
710 | BulletSimAPI.SetObjectForce2(PhysBody.ptr, _force); | ||
711 | }); | ||
712 | } | ||
713 | else | ||
714 | { | ||
715 | m_log.ErrorFormat("{0}: Got a NaN force applied to a Character", LogHeader); | ||
716 | } | ||
717 | //m_lastUpdateSent = false; | ||
718 | } | ||
719 | |||
720 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { | ||
721 | } | ||
722 | public override void SetMomentum(OMV.Vector3 momentum) { | ||
723 | } | ||
724 | |||
725 | private void ComputeAvatarScale(OMV.Vector3 size) | ||
726 | { | ||
727 | OMV.Vector3 newScale = size; | ||
728 | // newScale.X = PhysicsScene.Params.avatarCapsuleWidth; | ||
729 | // newScale.Y = PhysicsScene.Params.avatarCapsuleDepth; | ||
730 | |||
731 | // From the total height, remove the capsule half spheres that are at each end | ||
732 | // The 1.15f came from ODE. Not sure what this factors in. | ||
733 | // newScale.Z = (size.Z * 1.15f) - (newScale.X + newScale.Y); | ||
734 | |||
735 | // The total scale height is the central cylindar plus the caps on the two ends. | ||
736 | newScale.Z = size.Z + (Math.Min(size.X, size.Y) * 2f); | ||
737 | |||
738 | // Convert diameters to radii and height to half height -- the way Bullet expects it. | ||
739 | Scale = newScale / 2f; | ||
740 | } | ||
741 | |||
742 | // set _avatarVolume and _mass based on capsule size, _density and Scale | ||
743 | private void ComputeAvatarVolumeAndMass() | ||
744 | { | ||
745 | _avatarVolume = (float)( | ||
746 | Math.PI | ||
747 | * Scale.X | ||
748 | * Scale.Y // the area of capsule cylinder | ||
749 | * Scale.Z // times height of capsule cylinder | ||
750 | + 1.33333333f | ||
751 | * Math.PI | ||
752 | * Scale.X | ||
753 | * Math.Min(Scale.X, Scale.Y) | ||
754 | * Scale.Y // plus the volume of the capsule end caps | ||
755 | ); | ||
756 | _mass = _avatarDensity * _avatarVolume; | ||
757 | } | ||
758 | |||
759 | // The physics engine says that properties have updated. Update same and inform | ||
760 | // the world that things have changed. | ||
761 | public override void UpdateProperties(EntityProperties entprop) | ||
762 | { | ||
763 | _position = entprop.Position; | ||
764 | _orientation = entprop.Rotation; | ||
765 | _velocity = entprop.Velocity; | ||
766 | _acceleration = entprop.Acceleration; | ||
767 | _rotationalVelocity = entprop.RotationalVelocity; | ||
768 | |||
769 | // Do some sanity checking for the avatar. Make sure it's above ground and inbounds. | ||
770 | PositionSanityCheck(true); | ||
771 | |||
772 | if (_velocityMotor.Enabled) | ||
773 | { | ||
774 | // TODO: Decide if the step parameters should be changed depending on the avatar's | ||
775 | // state (flying, colliding, ...). | ||
776 | |||
777 | OMV.Vector3 stepVelocity = _velocityMotor.Step(PhysicsScene.LastTimeStep); | ||
778 | |||
779 | // If falling, we keep the world's downward vector no matter what the other axis specify. | ||
780 | if (!Flying && !IsColliding) | ||
781 | { | ||
782 | stepVelocity.Z = entprop.Velocity.Z; | ||
783 | DetailLog("{0},BSCharacter.UpdateProperties,taint,overrideStepZWithWorldZ,stepVel={1}", LocalID, stepVelocity); | ||
784 | } | ||
785 | |||
786 | // If the user has said stop and we've stopped applying velocity correction, | ||
787 | // the motor can be turned off. Set the velocity to zero so the zero motion is sent to the viewer. | ||
788 | if (_velocityMotor.TargetValue.ApproxEquals(OMV.Vector3.Zero, 0.01f) && _velocityMotor.ErrorIsZero) | ||
789 | { | ||
790 | stepVelocity = OMV.Vector3.Zero; | ||
791 | _velocityMotor.Enabled = false; | ||
792 | DetailLog("{0},BSCharacter.UpdateProperties,taint,disableVelocityMotor,m={1}", LocalID, _velocityMotor); | ||
793 | } | ||
794 | |||
795 | _velocity = stepVelocity; | ||
796 | entprop.Velocity = _velocity; | ||
797 | BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity); | ||
798 | } | ||
799 | |||
800 | // remember the current and last set values | ||
801 | LastEntityProperties = CurrentEntityProperties; | ||
802 | CurrentEntityProperties = entprop; | ||
803 | |||
804 | // Tell the linkset about value changes | ||
805 | Linkset.UpdateProperties(this, true); | ||
806 | |||
807 | // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. | ||
808 | // base.RequestPhysicsterseUpdate(); | ||
809 | |||
810 | DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", | ||
811 | LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); | ||
812 | } | ||
813 | } | ||
814 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BSConstraint.cs b/OpenSim/Region/Physics/BulletSNPlugin/BSConstraint.cs new file mode 100644 index 0000000..426bdc2 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSNPlugin/BSConstraint.cs | |||
@@ -0,0 +1,135 @@ | |||
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 | using OpenMetaverse; | ||
31 | |||
32 | namespace OpenSim.Region.Physics.BulletSNPlugin | ||
33 | { | ||
34 | |||
35 | public abstract class BSConstraint : IDisposable | ||
36 | { | ||
37 | private static string LogHeader = "[BULLETSIM CONSTRAINT]"; | ||
38 | |||
39 | protected BulletSim m_world; | ||
40 | protected BulletBody m_body1; | ||
41 | protected BulletBody m_body2; | ||
42 | protected BulletConstraint m_constraint; | ||
43 | protected bool m_enabled = false; | ||
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 | |||
51 | public BSConstraint() | ||
52 | { | ||
53 | } | ||
54 | |||
55 | public virtual void Dispose() | ||
56 | { | ||
57 | if (m_enabled) | ||
58 | { | ||
59 | m_enabled = false; | ||
60 | if (m_constraint.HasPhysicalConstraint) | ||
61 | { | ||
62 | bool success = BulletSimAPI.DestroyConstraint2(m_world.ptr, m_constraint.ptr); | ||
63 | m_world.physicsScene.DetailLog("{0},BSConstraint.Dispose,taint,id1={1},body1={2},id2={3},body2={4},success={5}", | ||
64 | BSScene.DetailLogZero, | ||
65 | m_body1.ID, m_body1.ptr.ToString(), | ||
66 | m_body2.ID, m_body2.ptr.ToString(), | ||
67 | success); | ||
68 | m_constraint.Clear(); | ||
69 | } | ||
70 | } | ||
71 | } | ||
72 | |||
73 | public virtual bool SetLinearLimits(Vector3 low, Vector3 high) | ||
74 | { | ||
75 | bool ret = false; | ||
76 | if (m_enabled) | ||
77 | ret = BulletSimAPI.SetLinearLimits2(m_constraint.ptr, low, high); | ||
78 | return ret; | ||
79 | } | ||
80 | |||
81 | public virtual bool SetAngularLimits(Vector3 low, Vector3 high) | ||
82 | { | ||
83 | bool ret = false; | ||
84 | if (m_enabled) | ||
85 | ret = BulletSimAPI.SetAngularLimits2(m_constraint.ptr, low, high); | ||
86 | return ret; | ||
87 | } | ||
88 | |||
89 | public virtual bool SetSolverIterations(float cnt) | ||
90 | { | ||
91 | bool ret = false; | ||
92 | if (m_enabled) | ||
93 | { | ||
94 | BulletSimAPI.SetConstraintNumSolverIterations2(m_constraint.ptr, cnt); | ||
95 | ret = true; | ||
96 | } | ||
97 | return ret; | ||
98 | } | ||
99 | |||
100 | public virtual bool CalculateTransforms() | ||
101 | { | ||
102 | bool ret = false; | ||
103 | if (m_enabled) | ||
104 | { | ||
105 | // Recompute the internal transforms | ||
106 | BulletSimAPI.CalculateTransforms2(m_constraint.ptr); | ||
107 | ret = true; | ||
108 | } | ||
109 | return ret; | ||
110 | } | ||
111 | |||
112 | // Reset this constraint making sure it has all its internal structures | ||
113 | // recomputed and is enabled and ready to go. | ||
114 | public virtual bool RecomputeConstraintVariables(float mass) | ||
115 | { | ||
116 | bool ret = false; | ||
117 | if (m_enabled) | ||
118 | { | ||
119 | ret = CalculateTransforms(); | ||
120 | if (ret) | ||
121 | { | ||
122 | // Setting an object's mass to zero (making it static like when it's selected) | ||
123 | // automatically disables the constraints. | ||
124 | // If the link is enabled, be sure to set the constraint itself to enabled. | ||
125 | BulletSimAPI.SetConstraintEnable2(m_constraint.ptr, BSParam.NumericBool(true)); | ||
126 | } | ||
127 | else | ||
128 | { | ||
129 | m_world.physicsScene.Logger.ErrorFormat("{0} CalculateTransforms failed. A={1}, B={2}", LogHeader, Body1.ID, Body2.ID); | ||
130 | } | ||
131 | } | ||
132 | return ret; | ||
133 | } | ||
134 | } | ||
135 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BSConstraint6Dof.cs b/OpenSim/Region/Physics/BulletSNPlugin/BSConstraint6Dof.cs new file mode 100644 index 0000000..0181d9d --- /dev/null +++ b/OpenSim/Region/Physics/BulletSNPlugin/BSConstraint6Dof.cs | |||
@@ -0,0 +1,153 @@ | |||
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 | using OpenMetaverse; | ||
31 | |||
32 | namespace OpenSim.Region.Physics.BulletSNPlugin | ||
33 | { | ||
34 | |||
35 | public sealed class BSConstraint6Dof : BSConstraint | ||
36 | { | ||
37 | private static string LogHeader = "[BULLETSIM 6DOF CONSTRAINT]"; | ||
38 | |||
39 | public override ConstraintType Type { get { return ConstraintType.D6_CONSTRAINT_TYPE; } } | ||
40 | |||
41 | // Create a btGeneric6DofConstraint | ||
42 | public BSConstraint6Dof(BulletSim world, BulletBody obj1, BulletBody obj2, | ||
43 | Vector3 frame1, Quaternion frame1rot, | ||
44 | Vector3 frame2, Quaternion frame2rot, | ||
45 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) | ||
46 | { | ||
47 | m_world = world; | ||
48 | m_body1 = obj1; | ||
49 | m_body2 = obj2; | ||
50 | m_constraint = new BulletConstraint( | ||
51 | BulletSimAPI.Create6DofConstraint2(m_world.ptr, m_body1.ptr, m_body2.ptr, | ||
52 | frame1, frame1rot, | ||
53 | frame2, frame2rot, | ||
54 | useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies)); | ||
55 | m_enabled = true; | ||
56 | world.physicsScene.DetailLog("{0},BS6DofConstraint,createFrame,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}", | ||
57 | BSScene.DetailLogZero, world.worldID, | ||
58 | obj1.ID, obj1.ptr.ToString(), obj2.ID, obj2.ptr.ToString()); | ||
59 | } | ||
60 | |||
61 | public BSConstraint6Dof(BulletSim world, BulletBody obj1, BulletBody obj2, | ||
62 | Vector3 joinPoint, | ||
63 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) | ||
64 | { | ||
65 | m_world = world; | ||
66 | m_body1 = obj1; | ||
67 | m_body2 = obj2; | ||
68 | if (!obj1.HasPhysicalBody || !obj2.HasPhysicalBody) | ||
69 | { | ||
70 | world.physicsScene.DetailLog("{0},BS6DOFConstraint,badBodyPtr,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}", | ||
71 | BSScene.DetailLogZero, world.worldID, | ||
72 | obj1.ID, obj1.ptr.ToString(), obj2.ID, obj2.ptr.ToString()); | ||
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 | LogHeader, world.worldID, obj1.ID, obj1.ptr.ToString(), obj2.ID, obj2.ptr.ToString()); | ||
75 | m_enabled = false; | ||
76 | } | ||
77 | else | ||
78 | { | ||
79 | m_constraint = new BulletConstraint( | ||
80 | BulletSimAPI.Create6DofConstraintToPoint2(m_world.ptr, m_body1.ptr, m_body2.ptr, | ||
81 | joinPoint, | ||
82 | useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies)); | ||
83 | world.physicsScene.DetailLog("{0},BS6DofConstraint,createMidPoint,wID={1}, csrt={2}, rID={3}, rBody={4}, cID={5}, cBody={6}", | ||
84 | BSScene.DetailLogZero, world.worldID, m_constraint.ptr.ToString(), | ||
85 | obj1.ID, obj1.ptr.ToString(), obj2.ID, obj2.ptr.ToString()); | ||
86 | if (!m_constraint.HasPhysicalConstraint) | ||
87 | { | ||
88 | world.physicsScene.Logger.ErrorFormat("{0} Failed creation of 6Dof constraint. rootID={1}, childID={2}", | ||
89 | LogHeader, obj1.ID, obj2.ID); | ||
90 | m_enabled = false; | ||
91 | } | ||
92 | else | ||
93 | { | ||
94 | m_enabled = true; | ||
95 | } | ||
96 | } | ||
97 | } | ||
98 | |||
99 | public bool SetFrames(Vector3 frameA, Quaternion frameArot, Vector3 frameB, Quaternion frameBrot) | ||
100 | { | ||
101 | bool ret = false; | ||
102 | if (m_enabled) | ||
103 | { | ||
104 | BulletSimAPI.SetFrames2(m_constraint.ptr, frameA, frameArot, frameB, frameBrot); | ||
105 | ret = true; | ||
106 | } | ||
107 | return ret; | ||
108 | } | ||
109 | |||
110 | public bool SetCFMAndERP(float cfm, float erp) | ||
111 | { | ||
112 | bool ret = false; | ||
113 | if (m_enabled) | ||
114 | { | ||
115 | BulletSimAPI.SetConstraintParam2(m_constraint.ptr, ConstraintParams.BT_CONSTRAINT_STOP_CFM, cfm, ConstraintParamAxis.AXIS_ALL); | ||
116 | BulletSimAPI.SetConstraintParam2(m_constraint.ptr, ConstraintParams.BT_CONSTRAINT_STOP_ERP, erp, ConstraintParamAxis.AXIS_ALL); | ||
117 | BulletSimAPI.SetConstraintParam2(m_constraint.ptr, ConstraintParams.BT_CONSTRAINT_CFM, cfm, ConstraintParamAxis.AXIS_ALL); | ||
118 | ret = true; | ||
119 | } | ||
120 | return ret; | ||
121 | } | ||
122 | |||
123 | public bool UseFrameOffset(bool useOffset) | ||
124 | { | ||
125 | bool ret = false; | ||
126 | float onOff = useOffset ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse; | ||
127 | if (m_enabled) | ||
128 | ret = BulletSimAPI.UseFrameOffset2(m_constraint.ptr, onOff); | ||
129 | return ret; | ||
130 | } | ||
131 | |||
132 | public bool TranslationalLimitMotor(bool enable, float targetVelocity, float maxMotorForce) | ||
133 | { | ||
134 | bool ret = false; | ||
135 | float onOff = enable ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse; | ||
136 | if (m_enabled) | ||
137 | { | ||
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 | } | ||
142 | return ret; | ||
143 | } | ||
144 | |||
145 | public bool SetBreakingImpulseThreshold(float threshold) | ||
146 | { | ||
147 | bool ret = false; | ||
148 | if (m_enabled) | ||
149 | ret = BulletSimAPI.SetBreakingImpulseThreshold2(m_constraint.ptr, threshold); | ||
150 | return ret; | ||
151 | } | ||
152 | } | ||
153 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BSConstraintCollection.cs b/OpenSim/Region/Physics/BulletSNPlugin/BSConstraintCollection.cs new file mode 100644 index 0000000..5c00b1a --- /dev/null +++ b/OpenSim/Region/Physics/BulletSNPlugin/BSConstraintCollection.cs | |||
@@ -0,0 +1,180 @@ | |||
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 | using log4net; | ||
31 | using OpenMetaverse; | ||
32 | |||
33 | namespace OpenSim.Region.Physics.BulletSNPlugin | ||
34 | { | ||
35 | |||
36 | public sealed class BSConstraintCollection : IDisposable | ||
37 | { | ||
38 | // private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); | ||
39 | // private static readonly string LogHeader = "[CONSTRAINT COLLECTION]"; | ||
40 | |||
41 | delegate bool ConstraintAction(BSConstraint constrain); | ||
42 | |||
43 | private List<BSConstraint> m_constraints; | ||
44 | private BulletSim m_world; | ||
45 | |||
46 | public BSConstraintCollection(BulletSim world) | ||
47 | { | ||
48 | m_world = world; | ||
49 | m_constraints = new List<BSConstraint>(); | ||
50 | } | ||
51 | |||
52 | public void Dispose() | ||
53 | { | ||
54 | this.Clear(); | ||
55 | } | ||
56 | |||
57 | public void Clear() | ||
58 | { | ||
59 | lock (m_constraints) | ||
60 | { | ||
61 | foreach (BSConstraint cons in m_constraints) | ||
62 | { | ||
63 | cons.Dispose(); | ||
64 | } | ||
65 | m_constraints.Clear(); | ||
66 | } | ||
67 | } | ||
68 | |||
69 | public bool AddConstraint(BSConstraint cons) | ||
70 | { | ||
71 | lock (m_constraints) | ||
72 | { | ||
73 | // There is only one constraint between any bodies. Remove any old just to make sure. | ||
74 | RemoveAndDestroyConstraint(cons.Body1, cons.Body2); | ||
75 | |||
76 | m_constraints.Add(cons); | ||
77 | } | ||
78 | |||
79 | return true; | ||
80 | } | ||
81 | |||
82 | // Get the constraint between two bodies. There can be only one. | ||
83 | // Return 'true' if a constraint was found. | ||
84 | public bool TryGetConstraint(BulletBody body1, BulletBody body2, out BSConstraint returnConstraint) | ||
85 | { | ||
86 | bool found = false; | ||
87 | BSConstraint foundConstraint = null; | ||
88 | |||
89 | uint lookingID1 = body1.ID; | ||
90 | uint lookingID2 = body2.ID; | ||
91 | lock (m_constraints) | ||
92 | { | ||
93 | foreach (BSConstraint constrain in m_constraints) | ||
94 | { | ||
95 | if ((constrain.Body1.ID == lookingID1 && constrain.Body2.ID == lookingID2) | ||
96 | || (constrain.Body1.ID == lookingID2 && constrain.Body2.ID == lookingID1)) | ||
97 | { | ||
98 | foundConstraint = constrain; | ||
99 | found = true; | ||
100 | break; | ||
101 | } | ||
102 | } | ||
103 | } | ||
104 | returnConstraint = foundConstraint; | ||
105 | return found; | ||
106 | } | ||
107 | |||
108 | // Remove any constraint between the passed bodies. | ||
109 | // Presumed there is only one such constraint possible. | ||
110 | // Return 'true' if a constraint was found and destroyed. | ||
111 | public bool RemoveAndDestroyConstraint(BulletBody body1, BulletBody body2) | ||
112 | { | ||
113 | bool ret = false; | ||
114 | lock (m_constraints) | ||
115 | { | ||
116 | BSConstraint constrain; | ||
117 | if (this.TryGetConstraint(body1, body2, out constrain)) | ||
118 | { | ||
119 | // remove the constraint from our collection | ||
120 | RemoveAndDestroyConstraint(constrain); | ||
121 | ret = true; | ||
122 | } | ||
123 | } | ||
124 | |||
125 | return ret; | ||
126 | } | ||
127 | |||
128 | // The constraint MUST exist in the collection | ||
129 | public bool RemoveAndDestroyConstraint(BSConstraint constrain) | ||
130 | { | ||
131 | lock (m_constraints) | ||
132 | { | ||
133 | // remove the constraint from our collection | ||
134 | m_constraints.Remove(constrain); | ||
135 | } | ||
136 | // tell the engine that all its structures need to be freed | ||
137 | constrain.Dispose(); | ||
138 | // we destroyed something | ||
139 | return true; | ||
140 | } | ||
141 | |||
142 | // Remove all constraints that reference the passed body. | ||
143 | // Return 'true' if any constraints were destroyed. | ||
144 | public bool RemoveAndDestroyConstraint(BulletBody body1) | ||
145 | { | ||
146 | List<BSConstraint> toRemove = new List<BSConstraint>(); | ||
147 | uint lookingID = body1.ID; | ||
148 | lock (m_constraints) | ||
149 | { | ||
150 | foreach (BSConstraint constrain in m_constraints) | ||
151 | { | ||
152 | if (constrain.Body1.ID == lookingID || constrain.Body2.ID == lookingID) | ||
153 | { | ||
154 | toRemove.Add(constrain); | ||
155 | } | ||
156 | } | ||
157 | foreach (BSConstraint constrain in toRemove) | ||
158 | { | ||
159 | m_constraints.Remove(constrain); | ||
160 | constrain.Dispose(); | ||
161 | } | ||
162 | } | ||
163 | return (toRemove.Count > 0); | ||
164 | } | ||
165 | |||
166 | public bool RecalculateAllConstraints() | ||
167 | { | ||
168 | bool ret = false; | ||
169 | lock (m_constraints) | ||
170 | { | ||
171 | foreach (BSConstraint constrain in m_constraints) | ||
172 | { | ||
173 | constrain.CalculateTransforms(); | ||
174 | ret = true; | ||
175 | } | ||
176 | } | ||
177 | return ret; | ||
178 | } | ||
179 | } | ||
180 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BSConstraintHinge.cs b/OpenSim/Region/Physics/BulletSNPlugin/BSConstraintHinge.cs new file mode 100644 index 0000000..7951f06 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSNPlugin/BSConstraintHinge.cs | |||
@@ -0,0 +1,57 @@ | |||
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 | using OpenMetaverse; | ||
31 | |||
32 | namespace OpenSim.Region.Physics.BulletSNPlugin | ||
33 | { | ||
34 | |||
35 | public sealed class BSConstraintHinge : BSConstraint | ||
36 | { | ||
37 | public override ConstraintType Type { get { return ConstraintType.HINGE_CONSTRAINT_TYPE; } } | ||
38 | |||
39 | public BSConstraintHinge(BulletSim world, BulletBody obj1, BulletBody obj2, | ||
40 | Vector3 pivotInA, Vector3 pivotInB, | ||
41 | Vector3 axisInA, Vector3 axisInB, | ||
42 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) | ||
43 | { | ||
44 | m_world = world; | ||
45 | m_body1 = obj1; | ||
46 | m_body2 = obj2; | ||
47 | m_constraint = new BulletConstraint( | ||
48 | BulletSimAPI.CreateHingeConstraint2(m_world.ptr, m_body1.ptr, m_body2.ptr, | ||
49 | pivotInA, pivotInB, | ||
50 | axisInA, axisInB, | ||
51 | useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies)); | ||
52 | m_enabled = true; | ||
53 | } | ||
54 | |||
55 | } | ||
56 | |||
57 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSNPlugin/BSDynamics.cs new file mode 100644 index 0000000..72afacc --- /dev/null +++ b/OpenSim/Region/Physics/BulletSNPlugin/BSDynamics.cs | |||
@@ -0,0 +1,1374 @@ | |||
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 copyright | ||
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 | * The quotations from http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial | ||
28 | * are Copyright (c) 2009 Linden Research, Inc and are used under their license | ||
29 | * of Creative Commons Attribution-Share Alike 3.0 | ||
30 | * (http://creativecommons.org/licenses/by-sa/3.0/). | ||
31 | */ | ||
32 | |||
33 | using System; | ||
34 | using System.Collections.Generic; | ||
35 | using System.Reflection; | ||
36 | using System.Runtime.InteropServices; | ||
37 | using OpenMetaverse; | ||
38 | using OpenSim.Region.Physics.Manager; | ||
39 | |||
40 | namespace OpenSim.Region.Physics.BulletSNPlugin | ||
41 | { | ||
42 | public sealed class BSDynamics | ||
43 | { | ||
44 | private static string LogHeader = "[BULLETSIM VEHICLE]"; | ||
45 | |||
46 | private BSScene PhysicsScene { get; set; } | ||
47 | // the prim this dynamic controller belongs to | ||
48 | private BSPrim Prim { get; set; } | ||
49 | |||
50 | // mass of the vehicle fetched each time we're calles | ||
51 | private float m_vehicleMass; | ||
52 | |||
53 | // Vehicle properties | ||
54 | public Vehicle Type { get; set; } | ||
55 | |||
56 | // private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier | ||
57 | private VehicleFlag m_flags = (VehicleFlag) 0; // Boolean settings: | ||
58 | // HOVER_TERRAIN_ONLY | ||
59 | // HOVER_GLOBAL_HEIGHT | ||
60 | // NO_DEFLECTION_UP | ||
61 | // HOVER_WATER_ONLY | ||
62 | // HOVER_UP_ONLY | ||
63 | // LIMIT_MOTOR_UP | ||
64 | // LIMIT_ROLL_ONLY | ||
65 | private Vector3 m_BlockingEndPoint = Vector3.Zero; | ||
66 | private Quaternion m_RollreferenceFrame = Quaternion.Identity; | ||
67 | private Quaternion m_referenceFrame = Quaternion.Identity; | ||
68 | |||
69 | // Linear properties | ||
70 | private BSVMotor m_linearMotor = new BSVMotor("LinearMotor"); | ||
71 | private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time | ||
72 | private Vector3 m_linearMotorOffset = Vector3.Zero; // the point of force can be offset from the center | ||
73 | private Vector3 m_linearMotorDirectionLASTSET = Vector3.Zero; // velocity requested by LSL | ||
74 | private Vector3 m_linearFrictionTimescale = Vector3.Zero; | ||
75 | private float m_linearMotorDecayTimescale = 0; | ||
76 | private float m_linearMotorTimescale = 0; | ||
77 | private Vector3 m_lastLinearVelocityVector = Vector3.Zero; | ||
78 | private Vector3 m_lastPositionVector = Vector3.Zero; | ||
79 | // private bool m_LinearMotorSetLastFrame = false; | ||
80 | // private Vector3 m_linearMotorOffset = Vector3.Zero; | ||
81 | |||
82 | //Angular properties | ||
83 | private BSVMotor m_angularMotor = new BSVMotor("AngularMotor"); | ||
84 | private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor | ||
85 | // private int m_angularMotorApply = 0; // application frame counter | ||
86 | private Vector3 m_angularMotorVelocity = Vector3.Zero; // current angular motor velocity | ||
87 | private float m_angularMotorTimescale = 0; // motor angular velocity ramp up rate | ||
88 | private float m_angularMotorDecayTimescale = 0; // motor angular velocity decay rate | ||
89 | private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular velocity decay rate | ||
90 | private Vector3 m_lastAngularVelocity = Vector3.Zero; | ||
91 | private Vector3 m_lastVertAttractor = Vector3.Zero; // what VA was last applied to body | ||
92 | |||
93 | //Deflection properties | ||
94 | private BSVMotor m_angularDeflectionMotor = new BSVMotor("AngularDeflection"); | ||
95 | private float m_angularDeflectionEfficiency = 0; | ||
96 | private float m_angularDeflectionTimescale = 0; | ||
97 | private float m_linearDeflectionEfficiency = 0; | ||
98 | private float m_linearDeflectionTimescale = 0; | ||
99 | |||
100 | //Banking properties | ||
101 | private float m_bankingEfficiency = 0; | ||
102 | private float m_bankingMix = 0; | ||
103 | private float m_bankingTimescale = 0; | ||
104 | |||
105 | //Hover and Buoyancy properties | ||
106 | private BSVMotor m_hoverMotor = new BSVMotor("Hover"); | ||
107 | private float m_VhoverHeight = 0f; | ||
108 | private float m_VhoverEfficiency = 0f; | ||
109 | private float m_VhoverTimescale = 0f; | ||
110 | private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height | ||
111 | private float m_VehicleBuoyancy = 0f; //KF: m_VehicleBuoyancy is set by VEHICLE_BUOYANCY for a vehicle. | ||
112 | // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity) | ||
113 | // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity. | ||
114 | // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity. | ||
115 | |||
116 | //Attractor properties | ||
117 | private BSVMotor m_verticalAttractionMotor = new BSVMotor("VerticalAttraction"); | ||
118 | private float m_verticalAttractionEfficiency = 1.0f; // damped | ||
119 | private float m_verticalAttractionCutoff = 500f; // per the documentation | ||
120 | // Timescale > cutoff means no vert attractor. | ||
121 | private float m_verticalAttractionTimescale = 510f; | ||
122 | |||
123 | // Just some recomputed constants: | ||
124 | static readonly float PIOverFour = ((float)Math.PI) / 4f; | ||
125 | static readonly float PIOverTwo = ((float)Math.PI) / 2f; | ||
126 | |||
127 | public BSDynamics(BSScene myScene, BSPrim myPrim) | ||
128 | { | ||
129 | PhysicsScene = myScene; | ||
130 | Prim = myPrim; | ||
131 | Type = Vehicle.TYPE_NONE; | ||
132 | } | ||
133 | |||
134 | // Return 'true' if this vehicle is doing vehicle things | ||
135 | public bool IsActive | ||
136 | { | ||
137 | get { return Type != Vehicle.TYPE_NONE && Prim.IsPhysical; } | ||
138 | } | ||
139 | |||
140 | internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue) | ||
141 | { | ||
142 | VDetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", Prim.LocalID, pParam, pValue); | ||
143 | switch (pParam) | ||
144 | { | ||
145 | case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY: | ||
146 | m_angularDeflectionEfficiency = Math.Max(pValue, 0.01f); | ||
147 | break; | ||
148 | case Vehicle.ANGULAR_DEFLECTION_TIMESCALE: | ||
149 | m_angularDeflectionTimescale = Math.Max(pValue, 0.01f); | ||
150 | break; | ||
151 | case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE: | ||
152 | m_angularMotorDecayTimescale = ClampInRange(0.01f, pValue, 120); | ||
153 | m_angularMotor.TargetValueDecayTimeScale = m_angularMotorDecayTimescale; | ||
154 | break; | ||
155 | case Vehicle.ANGULAR_MOTOR_TIMESCALE: | ||
156 | m_angularMotorTimescale = Math.Max(pValue, 0.01f); | ||
157 | m_angularMotor.TimeScale = m_angularMotorTimescale; | ||
158 | break; | ||
159 | case Vehicle.BANKING_EFFICIENCY: | ||
160 | m_bankingEfficiency = ClampInRange(-1f, pValue, 1f); | ||
161 | break; | ||
162 | case Vehicle.BANKING_MIX: | ||
163 | m_bankingMix = Math.Max(pValue, 0.01f); | ||
164 | break; | ||
165 | case Vehicle.BANKING_TIMESCALE: | ||
166 | m_bankingTimescale = Math.Max(pValue, 0.01f); | ||
167 | break; | ||
168 | case Vehicle.BUOYANCY: | ||
169 | m_VehicleBuoyancy = ClampInRange(-1f, pValue, 1f); | ||
170 | break; | ||
171 | case Vehicle.HOVER_EFFICIENCY: | ||
172 | m_VhoverEfficiency = ClampInRange(0f, pValue, 1f); | ||
173 | break; | ||
174 | case Vehicle.HOVER_HEIGHT: | ||
175 | m_VhoverHeight = pValue; | ||
176 | break; | ||
177 | case Vehicle.HOVER_TIMESCALE: | ||
178 | m_VhoverTimescale = Math.Max(pValue, 0.01f); | ||
179 | break; | ||
180 | case Vehicle.LINEAR_DEFLECTION_EFFICIENCY: | ||
181 | m_linearDeflectionEfficiency = Math.Max(pValue, 0.01f); | ||
182 | break; | ||
183 | case Vehicle.LINEAR_DEFLECTION_TIMESCALE: | ||
184 | m_linearDeflectionTimescale = Math.Max(pValue, 0.01f); | ||
185 | break; | ||
186 | case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE: | ||
187 | m_linearMotorDecayTimescale = ClampInRange(0.01f, pValue, 120); | ||
188 | m_linearMotor.TargetValueDecayTimeScale = m_linearMotorDecayTimescale; | ||
189 | break; | ||
190 | case Vehicle.LINEAR_MOTOR_TIMESCALE: | ||
191 | m_linearMotorTimescale = Math.Max(pValue, 0.01f); | ||
192 | m_linearMotor.TimeScale = m_linearMotorTimescale; | ||
193 | break; | ||
194 | case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY: | ||
195 | m_verticalAttractionEfficiency = ClampInRange(0.1f, pValue, 1f); | ||
196 | m_verticalAttractionMotor.Efficiency = m_verticalAttractionEfficiency; | ||
197 | break; | ||
198 | case Vehicle.VERTICAL_ATTRACTION_TIMESCALE: | ||
199 | m_verticalAttractionTimescale = Math.Max(pValue, 0.01f); | ||
200 | m_verticalAttractionMotor.TimeScale = m_verticalAttractionTimescale; | ||
201 | break; | ||
202 | |||
203 | // These are vector properties but the engine lets you use a single float value to | ||
204 | // set all of the components to the same value | ||
205 | case Vehicle.ANGULAR_FRICTION_TIMESCALE: | ||
206 | m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue); | ||
207 | m_angularMotor.FrictionTimescale = m_angularFrictionTimescale; | ||
208 | break; | ||
209 | case Vehicle.ANGULAR_MOTOR_DIRECTION: | ||
210 | m_angularMotorDirection = new Vector3(pValue, pValue, pValue); | ||
211 | m_angularMotor.SetTarget(m_angularMotorDirection); | ||
212 | break; | ||
213 | case Vehicle.LINEAR_FRICTION_TIMESCALE: | ||
214 | m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue); | ||
215 | m_linearMotor.FrictionTimescale = m_linearFrictionTimescale; | ||
216 | break; | ||
217 | case Vehicle.LINEAR_MOTOR_DIRECTION: | ||
218 | m_linearMotorDirection = new Vector3(pValue, pValue, pValue); | ||
219 | m_linearMotorDirectionLASTSET = new Vector3(pValue, pValue, pValue); | ||
220 | m_linearMotor.SetTarget(m_linearMotorDirection); | ||
221 | break; | ||
222 | case Vehicle.LINEAR_MOTOR_OFFSET: | ||
223 | m_linearMotorOffset = new Vector3(pValue, pValue, pValue); | ||
224 | break; | ||
225 | |||
226 | } | ||
227 | }//end ProcessFloatVehicleParam | ||
228 | |||
229 | internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue) | ||
230 | { | ||
231 | VDetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", Prim.LocalID, pParam, pValue); | ||
232 | switch (pParam) | ||
233 | { | ||
234 | case Vehicle.ANGULAR_FRICTION_TIMESCALE: | ||
235 | m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
236 | m_angularMotor.FrictionTimescale = m_angularFrictionTimescale; | ||
237 | break; | ||
238 | case Vehicle.ANGULAR_MOTOR_DIRECTION: | ||
239 | // Limit requested angular speed to 2 rps= 4 pi rads/sec | ||
240 | pValue.X = ClampInRange(-12.56f, pValue.X, 12.56f); | ||
241 | pValue.Y = ClampInRange(-12.56f, pValue.Y, 12.56f); | ||
242 | pValue.Z = ClampInRange(-12.56f, pValue.Z, 12.56f); | ||
243 | m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
244 | m_angularMotor.SetTarget(m_angularMotorDirection); | ||
245 | break; | ||
246 | case Vehicle.LINEAR_FRICTION_TIMESCALE: | ||
247 | m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
248 | m_linearMotor.FrictionTimescale = m_linearFrictionTimescale; | ||
249 | break; | ||
250 | case Vehicle.LINEAR_MOTOR_DIRECTION: | ||
251 | m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
252 | m_linearMotorDirectionLASTSET = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
253 | m_linearMotor.SetTarget(m_linearMotorDirection); | ||
254 | break; | ||
255 | case Vehicle.LINEAR_MOTOR_OFFSET: | ||
256 | m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
257 | break; | ||
258 | case Vehicle.BLOCK_EXIT: | ||
259 | m_BlockingEndPoint = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
260 | break; | ||
261 | } | ||
262 | }//end ProcessVectorVehicleParam | ||
263 | |||
264 | internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue) | ||
265 | { | ||
266 | VDetailLog("{0},ProcessRotationalVehicleParam,param={1},val={2}", Prim.LocalID, pParam, pValue); | ||
267 | switch (pParam) | ||
268 | { | ||
269 | case Vehicle.REFERENCE_FRAME: | ||
270 | m_referenceFrame = pValue; | ||
271 | break; | ||
272 | case Vehicle.ROLL_FRAME: | ||
273 | m_RollreferenceFrame = pValue; | ||
274 | break; | ||
275 | } | ||
276 | }//end ProcessRotationVehicleParam | ||
277 | |||
278 | internal void ProcessVehicleFlags(int pParam, bool remove) | ||
279 | { | ||
280 | VDetailLog("{0},ProcessVehicleFlags,param={1},remove={2}", Prim.LocalID, pParam, remove); | ||
281 | VehicleFlag parm = (VehicleFlag)pParam; | ||
282 | if (pParam == -1) | ||
283 | m_flags = (VehicleFlag)0; | ||
284 | else | ||
285 | { | ||
286 | if (remove) | ||
287 | m_flags &= ~parm; | ||
288 | else | ||
289 | m_flags |= parm; | ||
290 | } | ||
291 | } | ||
292 | |||
293 | internal void ProcessTypeChange(Vehicle pType) | ||
294 | { | ||
295 | VDetailLog("{0},ProcessTypeChange,type={1}", Prim.LocalID, pType); | ||
296 | // Set Defaults For Type | ||
297 | Type = pType; | ||
298 | switch (pType) | ||
299 | { | ||
300 | case Vehicle.TYPE_NONE: | ||
301 | m_linearMotorDirection = Vector3.Zero; | ||
302 | m_linearMotorTimescale = 0; | ||
303 | m_linearMotorDecayTimescale = 0; | ||
304 | m_linearFrictionTimescale = new Vector3(0, 0, 0); | ||
305 | |||
306 | m_angularMotorDirection = Vector3.Zero; | ||
307 | m_angularMotorDecayTimescale = 0; | ||
308 | m_angularMotorTimescale = 0; | ||
309 | m_angularFrictionTimescale = new Vector3(0, 0, 0); | ||
310 | |||
311 | m_VhoverHeight = 0; | ||
312 | m_VhoverEfficiency = 0; | ||
313 | m_VhoverTimescale = 0; | ||
314 | m_VehicleBuoyancy = 0; | ||
315 | |||
316 | m_linearDeflectionEfficiency = 1; | ||
317 | m_linearDeflectionTimescale = 1; | ||
318 | |||
319 | m_angularDeflectionEfficiency = 0; | ||
320 | m_angularDeflectionTimescale = 1000; | ||
321 | |||
322 | m_verticalAttractionEfficiency = 0; | ||
323 | m_verticalAttractionTimescale = 0; | ||
324 | |||
325 | m_bankingEfficiency = 0; | ||
326 | m_bankingTimescale = 1000; | ||
327 | m_bankingMix = 1; | ||
328 | |||
329 | m_referenceFrame = Quaternion.Identity; | ||
330 | m_flags = (VehicleFlag)0; | ||
331 | |||
332 | break; | ||
333 | |||
334 | case Vehicle.TYPE_SLED: | ||
335 | m_linearMotorDirection = Vector3.Zero; | ||
336 | m_linearMotorTimescale = 1000; | ||
337 | m_linearMotorDecayTimescale = 120; | ||
338 | m_linearFrictionTimescale = new Vector3(30, 1, 1000); | ||
339 | |||
340 | m_angularMotorDirection = Vector3.Zero; | ||
341 | m_angularMotorTimescale = 1000; | ||
342 | m_angularMotorDecayTimescale = 120; | ||
343 | m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); | ||
344 | |||
345 | m_VhoverHeight = 0; | ||
346 | m_VhoverEfficiency = 10; // TODO: this looks wrong!! | ||
347 | m_VhoverTimescale = 10; | ||
348 | m_VehicleBuoyancy = 0; | ||
349 | |||
350 | m_linearDeflectionEfficiency = 1; | ||
351 | m_linearDeflectionTimescale = 1; | ||
352 | |||
353 | m_angularDeflectionEfficiency = 1; | ||
354 | m_angularDeflectionTimescale = 1000; | ||
355 | |||
356 | m_verticalAttractionEfficiency = 0; | ||
357 | m_verticalAttractionTimescale = 0; | ||
358 | |||
359 | m_bankingEfficiency = 0; | ||
360 | m_bankingTimescale = 10; | ||
361 | m_bankingMix = 1; | ||
362 | |||
363 | m_referenceFrame = Quaternion.Identity; | ||
364 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | ||
365 | | VehicleFlag.HOVER_TERRAIN_ONLY | ||
366 | | VehicleFlag.HOVER_GLOBAL_HEIGHT | ||
367 | | VehicleFlag.HOVER_UP_ONLY); | ||
368 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | ||
369 | | VehicleFlag.LIMIT_ROLL_ONLY | ||
370 | | VehicleFlag.LIMIT_MOTOR_UP); | ||
371 | |||
372 | break; | ||
373 | case Vehicle.TYPE_CAR: | ||
374 | m_linearMotorDirection = Vector3.Zero; | ||
375 | m_linearMotorTimescale = 1; | ||
376 | m_linearMotorDecayTimescale = 60; | ||
377 | m_linearFrictionTimescale = new Vector3(100, 2, 1000); | ||
378 | |||
379 | m_angularMotorDirection = Vector3.Zero; | ||
380 | m_angularMotorTimescale = 1; | ||
381 | m_angularMotorDecayTimescale = 0.8f; | ||
382 | m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); | ||
383 | |||
384 | m_VhoverHeight = 0; | ||
385 | m_VhoverEfficiency = 0; | ||
386 | m_VhoverTimescale = 1000; | ||
387 | m_VehicleBuoyancy = 0; | ||
388 | |||
389 | m_linearDeflectionEfficiency = 1; | ||
390 | m_linearDeflectionTimescale = 2; | ||
391 | |||
392 | m_angularDeflectionEfficiency = 0; | ||
393 | m_angularDeflectionTimescale = 10; | ||
394 | |||
395 | m_verticalAttractionEfficiency = 1f; | ||
396 | m_verticalAttractionTimescale = 10f; | ||
397 | |||
398 | m_bankingEfficiency = -0.2f; | ||
399 | m_bankingMix = 1; | ||
400 | m_bankingTimescale = 1; | ||
401 | |||
402 | m_referenceFrame = Quaternion.Identity; | ||
403 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | ||
404 | | VehicleFlag.HOVER_TERRAIN_ONLY | ||
405 | | VehicleFlag.HOVER_GLOBAL_HEIGHT); | ||
406 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | ||
407 | | VehicleFlag.LIMIT_ROLL_ONLY | ||
408 | | VehicleFlag.LIMIT_MOTOR_UP | ||
409 | | VehicleFlag.HOVER_UP_ONLY); | ||
410 | break; | ||
411 | case Vehicle.TYPE_BOAT: | ||
412 | m_linearMotorDirection = Vector3.Zero; | ||
413 | m_linearMotorTimescale = 5; | ||
414 | m_linearMotorDecayTimescale = 60; | ||
415 | m_linearFrictionTimescale = new Vector3(10, 3, 2); | ||
416 | |||
417 | m_angularMotorDirection = Vector3.Zero; | ||
418 | m_angularMotorTimescale = 4; | ||
419 | m_angularMotorDecayTimescale = 4; | ||
420 | m_angularFrictionTimescale = new Vector3(10,10,10); | ||
421 | |||
422 | m_VhoverHeight = 0; | ||
423 | m_VhoverEfficiency = 0.5f; | ||
424 | m_VhoverTimescale = 2; | ||
425 | m_VehicleBuoyancy = 1; | ||
426 | |||
427 | m_linearDeflectionEfficiency = 0.5f; | ||
428 | m_linearDeflectionTimescale = 3; | ||
429 | |||
430 | m_angularDeflectionEfficiency = 0.5f; | ||
431 | m_angularDeflectionTimescale = 5; | ||
432 | |||
433 | m_verticalAttractionEfficiency = 0.5f; | ||
434 | m_verticalAttractionTimescale = 5f; | ||
435 | |||
436 | m_bankingEfficiency = -0.3f; | ||
437 | m_bankingMix = 0.8f; | ||
438 | m_bankingTimescale = 1; | ||
439 | |||
440 | m_referenceFrame = Quaternion.Identity; | ||
441 | m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | ||
442 | | VehicleFlag.HOVER_GLOBAL_HEIGHT | ||
443 | | VehicleFlag.LIMIT_ROLL_ONLY | ||
444 | | VehicleFlag.HOVER_UP_ONLY); | ||
445 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | ||
446 | | VehicleFlag.LIMIT_MOTOR_UP | ||
447 | | VehicleFlag.HOVER_WATER_ONLY); | ||
448 | break; | ||
449 | case Vehicle.TYPE_AIRPLANE: | ||
450 | m_linearMotorDirection = Vector3.Zero; | ||
451 | m_linearMotorTimescale = 2; | ||
452 | m_linearMotorDecayTimescale = 60; | ||
453 | m_linearFrictionTimescale = new Vector3(200, 10, 5); | ||
454 | |||
455 | m_angularMotorDirection = Vector3.Zero; | ||
456 | m_angularMotorTimescale = 4; | ||
457 | m_angularMotorDecayTimescale = 4; | ||
458 | m_angularFrictionTimescale = new Vector3(20, 20, 20); | ||
459 | |||
460 | m_VhoverHeight = 0; | ||
461 | m_VhoverEfficiency = 0.5f; | ||
462 | m_VhoverTimescale = 1000; | ||
463 | m_VehicleBuoyancy = 0; | ||
464 | |||
465 | m_linearDeflectionEfficiency = 0.5f; | ||
466 | m_linearDeflectionTimescale = 3; | ||
467 | |||
468 | m_angularDeflectionEfficiency = 1; | ||
469 | m_angularDeflectionTimescale = 2; | ||
470 | |||
471 | m_verticalAttractionEfficiency = 0.9f; | ||
472 | m_verticalAttractionTimescale = 2f; | ||
473 | |||
474 | m_bankingEfficiency = 1; | ||
475 | m_bankingMix = 0.7f; | ||
476 | m_bankingTimescale = 2; | ||
477 | |||
478 | m_referenceFrame = Quaternion.Identity; | ||
479 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | ||
480 | | VehicleFlag.HOVER_TERRAIN_ONLY | ||
481 | | VehicleFlag.HOVER_GLOBAL_HEIGHT | ||
482 | | VehicleFlag.HOVER_UP_ONLY | ||
483 | | VehicleFlag.NO_DEFLECTION_UP | ||
484 | | VehicleFlag.LIMIT_MOTOR_UP); | ||
485 | m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY); | ||
486 | break; | ||
487 | case Vehicle.TYPE_BALLOON: | ||
488 | m_linearMotorDirection = Vector3.Zero; | ||
489 | m_linearMotorTimescale = 5; | ||
490 | m_linearFrictionTimescale = new Vector3(5, 5, 5); | ||
491 | m_linearMotorDecayTimescale = 60; | ||
492 | |||
493 | m_angularMotorDirection = Vector3.Zero; | ||
494 | m_angularMotorTimescale = 6; | ||
495 | m_angularFrictionTimescale = new Vector3(10, 10, 10); | ||
496 | m_angularMotorDecayTimescale = 10; | ||
497 | |||
498 | m_VhoverHeight = 5; | ||
499 | m_VhoverEfficiency = 0.8f; | ||
500 | m_VhoverTimescale = 10; | ||
501 | m_VehicleBuoyancy = 1; | ||
502 | |||
503 | m_linearDeflectionEfficiency = 0; | ||
504 | m_linearDeflectionTimescale = 5; | ||
505 | |||
506 | m_angularDeflectionEfficiency = 0; | ||
507 | m_angularDeflectionTimescale = 5; | ||
508 | |||
509 | m_verticalAttractionEfficiency = 1f; | ||
510 | m_verticalAttractionTimescale = 100f; | ||
511 | |||
512 | m_bankingEfficiency = 0; | ||
513 | m_bankingMix = 0.7f; | ||
514 | m_bankingTimescale = 5; | ||
515 | |||
516 | m_referenceFrame = Quaternion.Identity; | ||
517 | |||
518 | m_referenceFrame = Quaternion.Identity; | ||
519 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | ||
520 | | VehicleFlag.HOVER_TERRAIN_ONLY | ||
521 | | VehicleFlag.HOVER_UP_ONLY | ||
522 | | VehicleFlag.NO_DEFLECTION_UP | ||
523 | | VehicleFlag.LIMIT_MOTOR_UP); | ||
524 | m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | ||
525 | | VehicleFlag.HOVER_GLOBAL_HEIGHT); | ||
526 | break; | ||
527 | } | ||
528 | |||
529 | // Update any physical parameters based on this type. | ||
530 | Refresh(); | ||
531 | |||
532 | m_linearMotor = new BSVMotor("LinearMotor", m_linearMotorTimescale, | ||
533 | m_linearMotorDecayTimescale, m_linearFrictionTimescale, | ||
534 | 1f); | ||
535 | m_linearMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging) | ||
536 | |||
537 | m_angularMotor = new BSVMotor("AngularMotor", m_angularMotorTimescale, | ||
538 | m_angularMotorDecayTimescale, m_angularFrictionTimescale, | ||
539 | 1f); | ||
540 | m_angularMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging) | ||
541 | |||
542 | m_verticalAttractionMotor = new BSVMotor("VerticalAttraction", m_verticalAttractionTimescale, | ||
543 | BSMotor.Infinite, BSMotor.InfiniteVector, | ||
544 | m_verticalAttractionEfficiency); | ||
545 | // Z goes away and we keep X and Y | ||
546 | m_verticalAttractionMotor.FrictionTimescale = new Vector3(BSMotor.Infinite, BSMotor.Infinite, 0.1f); | ||
547 | m_verticalAttractionMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging) | ||
548 | } | ||
549 | |||
550 | // Some of the properties of this prim may have changed. | ||
551 | // Do any updating needed for a vehicle | ||
552 | public void Refresh() | ||
553 | { | ||
554 | if (IsActive) | ||
555 | { | ||
556 | // Remember the mass so we don't have to fetch it every step | ||
557 | m_vehicleMass = Prim.Linkset.LinksetMass; | ||
558 | |||
559 | // Friction affects are handled by this vehicle code | ||
560 | float friction = 0f; | ||
561 | BulletSimAPI.SetFriction2(Prim.PhysBody.ptr, friction); | ||
562 | |||
563 | // Moderate angular movement introduced by Bullet. | ||
564 | // TODO: possibly set AngularFactor and LinearFactor for the type of vehicle. | ||
565 | // Maybe compute linear and angular factor and damping from params. | ||
566 | float angularDamping = BSParam.VehicleAngularDamping; | ||
567 | BulletSimAPI.SetAngularDamping2(Prim.PhysBody.ptr, angularDamping); | ||
568 | |||
569 | // Vehicles report collision events so we know when it's on the ground | ||
570 | BulletSimAPI.AddToCollisionFlags2(Prim.PhysBody.ptr, CollisionFlags.BS_VEHICLE_COLLISIONS); | ||
571 | |||
572 | Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(Prim.PhysShape.ptr, m_vehicleMass); | ||
573 | BulletSimAPI.SetMassProps2(Prim.PhysBody.ptr, m_vehicleMass, localInertia); | ||
574 | BulletSimAPI.UpdateInertiaTensor2(Prim.PhysBody.ptr); | ||
575 | |||
576 | VDetailLog("{0},BSDynamics.Refresh,mass={1},frict={2},inert={3},aDamp={4}", | ||
577 | Prim.LocalID, m_vehicleMass, friction, localInertia, angularDamping); | ||
578 | } | ||
579 | else | ||
580 | { | ||
581 | BulletSimAPI.RemoveFromCollisionFlags2(Prim.PhysBody.ptr, CollisionFlags.BS_VEHICLE_COLLISIONS); | ||
582 | } | ||
583 | } | ||
584 | |||
585 | public bool RemoveBodyDependencies(BSPhysObject prim) | ||
586 | { | ||
587 | // If active, we need to add our properties back when the body is rebuilt. | ||
588 | return IsActive; | ||
589 | } | ||
590 | |||
591 | public void RestoreBodyDependencies(BSPhysObject prim) | ||
592 | { | ||
593 | if (Prim.LocalID != prim.LocalID) | ||
594 | { | ||
595 | // The call should be on us by our prim. Error if not. | ||
596 | PhysicsScene.Logger.ErrorFormat("{0} RestoreBodyDependencies: called by not my prim. passedLocalID={1}, vehiclePrimLocalID={2}", | ||
597 | LogHeader, prim.LocalID, Prim.LocalID); | ||
598 | return; | ||
599 | } | ||
600 | Refresh(); | ||
601 | } | ||
602 | |||
603 | #region Known vehicle value functions | ||
604 | // Vehicle physical parameters that we buffer from constant getting and setting. | ||
605 | // The "m_known*" values are unknown until they are fetched and the m_knownHas flag is set. | ||
606 | // Changing is remembered and the parameter is stored back into the physics engine only if updated. | ||
607 | // This does two things: 1) saves continuious calls into unmanaged code, and | ||
608 | // 2) signals when a physics property update must happen back to the simulator | ||
609 | // to update values modified for the vehicle. | ||
610 | private int m_knownChanged; | ||
611 | private int m_knownHas; | ||
612 | private float m_knownTerrainHeight; | ||
613 | private float m_knownWaterLevel; | ||
614 | private Vector3 m_knownPosition; | ||
615 | private Vector3 m_knownVelocity; | ||
616 | private Vector3 m_knownForce; | ||
617 | private Quaternion m_knownOrientation; | ||
618 | private Vector3 m_knownRotationalVelocity; | ||
619 | private Vector3 m_knownRotationalForce; | ||
620 | private Vector3 m_knownForwardVelocity; // vehicle relative forward speed | ||
621 | |||
622 | private const int m_knownChangedPosition = 1 << 0; | ||
623 | private const int m_knownChangedVelocity = 1 << 1; | ||
624 | private const int m_knownChangedForce = 1 << 2; | ||
625 | private const int m_knownChangedOrientation = 1 << 3; | ||
626 | private const int m_knownChangedRotationalVelocity = 1 << 4; | ||
627 | private const int m_knownChangedRotationalForce = 1 << 5; | ||
628 | private const int m_knownChangedTerrainHeight = 1 << 6; | ||
629 | private const int m_knownChangedWaterLevel = 1 << 7; | ||
630 | private const int m_knownChangedForwardVelocity = 1 << 8; | ||
631 | |||
632 | private void ForgetKnownVehicleProperties() | ||
633 | { | ||
634 | m_knownHas = 0; | ||
635 | m_knownChanged = 0; | ||
636 | } | ||
637 | // Push all the changed values back into the physics engine | ||
638 | private void PushKnownChanged() | ||
639 | { | ||
640 | if (m_knownChanged != 0) | ||
641 | { | ||
642 | if ((m_knownChanged & m_knownChangedPosition) != 0) | ||
643 | Prim.ForcePosition = m_knownPosition; | ||
644 | |||
645 | if ((m_knownChanged & m_knownChangedOrientation) != 0) | ||
646 | Prim.ForceOrientation = m_knownOrientation; | ||
647 | |||
648 | if ((m_knownChanged & m_knownChangedVelocity) != 0) | ||
649 | { | ||
650 | Prim.ForceVelocity = m_knownVelocity; | ||
651 | BulletSimAPI.SetInterpolationLinearVelocity2(Prim.PhysBody.ptr, VehicleVelocity); | ||
652 | } | ||
653 | |||
654 | if ((m_knownChanged & m_knownChangedForce) != 0) | ||
655 | Prim.AddForce((Vector3)m_knownForce, false, true); | ||
656 | |||
657 | if ((m_knownChanged & m_knownChangedRotationalVelocity) != 0) | ||
658 | { | ||
659 | Prim.ForceRotationalVelocity = m_knownRotationalVelocity; | ||
660 | // Fake out Bullet by making it think the velocity is the same as last time. | ||
661 | BulletSimAPI.SetInterpolationAngularVelocity2(Prim.PhysBody.ptr, m_knownRotationalVelocity); | ||
662 | } | ||
663 | |||
664 | if ((m_knownChanged & m_knownChangedRotationalForce) != 0) | ||
665 | Prim.AddAngularForce((Vector3)m_knownRotationalForce, false, true); | ||
666 | |||
667 | // If we set one of the values (ie, the physics engine didn't do it) we must force | ||
668 | // an UpdateProperties event to send the changes up to the simulator. | ||
669 | BulletSimAPI.PushUpdate2(Prim.PhysBody.ptr); | ||
670 | } | ||
671 | m_knownChanged = 0; | ||
672 | } | ||
673 | |||
674 | // Since the computation of terrain height can be a little involved, this routine | ||
675 | // is used to fetch the height only once for each vehicle simulation step. | ||
676 | private float GetTerrainHeight(Vector3 pos) | ||
677 | { | ||
678 | if ((m_knownHas & m_knownChangedTerrainHeight) == 0) | ||
679 | { | ||
680 | m_knownTerrainHeight = Prim.PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos); | ||
681 | m_knownHas |= m_knownChangedTerrainHeight; | ||
682 | } | ||
683 | return m_knownTerrainHeight; | ||
684 | } | ||
685 | |||
686 | // Since the computation of water level can be a little involved, this routine | ||
687 | // is used ot fetch the level only once for each vehicle simulation step. | ||
688 | private float GetWaterLevel(Vector3 pos) | ||
689 | { | ||
690 | if ((m_knownHas & m_knownChangedWaterLevel) == 0) | ||
691 | { | ||
692 | m_knownWaterLevel = Prim.PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(pos); | ||
693 | m_knownHas |= m_knownChangedWaterLevel; | ||
694 | } | ||
695 | return (float)m_knownWaterLevel; | ||
696 | } | ||
697 | |||
698 | private Vector3 VehiclePosition | ||
699 | { | ||
700 | get | ||
701 | { | ||
702 | if ((m_knownHas & m_knownChangedPosition) == 0) | ||
703 | { | ||
704 | m_knownPosition = Prim.ForcePosition; | ||
705 | m_knownHas |= m_knownChangedPosition; | ||
706 | } | ||
707 | return m_knownPosition; | ||
708 | } | ||
709 | set | ||
710 | { | ||
711 | m_knownPosition = value; | ||
712 | m_knownChanged |= m_knownChangedPosition; | ||
713 | m_knownHas |= m_knownChangedPosition; | ||
714 | } | ||
715 | } | ||
716 | |||
717 | private Quaternion VehicleOrientation | ||
718 | { | ||
719 | get | ||
720 | { | ||
721 | if ((m_knownHas & m_knownChangedOrientation) == 0) | ||
722 | { | ||
723 | m_knownOrientation = Prim.ForceOrientation; | ||
724 | m_knownHas |= m_knownChangedOrientation; | ||
725 | } | ||
726 | return m_knownOrientation; | ||
727 | } | ||
728 | set | ||
729 | { | ||
730 | m_knownOrientation = value; | ||
731 | m_knownChanged |= m_knownChangedOrientation; | ||
732 | m_knownHas |= m_knownChangedOrientation; | ||
733 | } | ||
734 | } | ||
735 | |||
736 | private Vector3 VehicleVelocity | ||
737 | { | ||
738 | get | ||
739 | { | ||
740 | if ((m_knownHas & m_knownChangedVelocity) == 0) | ||
741 | { | ||
742 | m_knownVelocity = Prim.ForceVelocity; | ||
743 | m_knownHas |= m_knownChangedVelocity; | ||
744 | } | ||
745 | return (Vector3)m_knownVelocity; | ||
746 | } | ||
747 | set | ||
748 | { | ||
749 | m_knownVelocity = value; | ||
750 | m_knownChanged |= m_knownChangedVelocity; | ||
751 | m_knownHas |= m_knownChangedVelocity; | ||
752 | } | ||
753 | } | ||
754 | |||
755 | private void VehicleAddForce(Vector3 aForce) | ||
756 | { | ||
757 | if ((m_knownHas & m_knownChangedForce) == 0) | ||
758 | { | ||
759 | m_knownForce = Vector3.Zero; | ||
760 | } | ||
761 | m_knownForce += aForce; | ||
762 | m_knownChanged |= m_knownChangedForce; | ||
763 | m_knownHas |= m_knownChangedForce; | ||
764 | } | ||
765 | |||
766 | private Vector3 VehicleRotationalVelocity | ||
767 | { | ||
768 | get | ||
769 | { | ||
770 | if ((m_knownHas & m_knownChangedRotationalVelocity) == 0) | ||
771 | { | ||
772 | m_knownRotationalVelocity = Prim.ForceRotationalVelocity; | ||
773 | m_knownHas |= m_knownChangedRotationalVelocity; | ||
774 | } | ||
775 | return (Vector3)m_knownRotationalVelocity; | ||
776 | } | ||
777 | set | ||
778 | { | ||
779 | m_knownRotationalVelocity = value; | ||
780 | m_knownChanged |= m_knownChangedRotationalVelocity; | ||
781 | m_knownHas |= m_knownChangedRotationalVelocity; | ||
782 | } | ||
783 | } | ||
784 | private void VehicleAddAngularForce(Vector3 aForce) | ||
785 | { | ||
786 | if ((m_knownHas & m_knownChangedRotationalForce) == 0) | ||
787 | { | ||
788 | m_knownRotationalForce = Vector3.Zero; | ||
789 | } | ||
790 | m_knownRotationalForce += aForce; | ||
791 | m_knownChanged |= m_knownChangedRotationalForce; | ||
792 | m_knownHas |= m_knownChangedRotationalForce; | ||
793 | } | ||
794 | // Vehicle relative forward velocity | ||
795 | private Vector3 VehicleForwardVelocity | ||
796 | { | ||
797 | get | ||
798 | { | ||
799 | if ((m_knownHas & m_knownChangedForwardVelocity) == 0) | ||
800 | { | ||
801 | m_knownForwardVelocity = VehicleVelocity * Quaternion.Inverse(Quaternion.Normalize(VehicleOrientation)); | ||
802 | m_knownHas |= m_knownChangedForwardVelocity; | ||
803 | } | ||
804 | return m_knownForwardVelocity; | ||
805 | } | ||
806 | } | ||
807 | private float VehicleForwardSpeed | ||
808 | { | ||
809 | get | ||
810 | { | ||
811 | return VehicleForwardVelocity.X; | ||
812 | } | ||
813 | } | ||
814 | |||
815 | #endregion // Known vehicle value functions | ||
816 | |||
817 | // One step of the vehicle properties for the next 'pTimestep' seconds. | ||
818 | internal void Step(float pTimestep) | ||
819 | { | ||
820 | if (!IsActive) return; | ||
821 | |||
822 | ForgetKnownVehicleProperties(); | ||
823 | |||
824 | MoveLinear(pTimestep); | ||
825 | MoveAngular(pTimestep); | ||
826 | |||
827 | LimitRotation(pTimestep); | ||
828 | |||
829 | // remember the position so next step we can limit absolute movement effects | ||
830 | m_lastPositionVector = VehiclePosition; | ||
831 | |||
832 | // If we forced the changing of some vehicle parameters, update the values and | ||
833 | // for the physics engine to note the changes so an UpdateProperties event will happen. | ||
834 | PushKnownChanged(); | ||
835 | |||
836 | VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", | ||
837 | Prim.LocalID, VehiclePosition, Prim.Force, VehicleVelocity, VehicleRotationalVelocity); | ||
838 | } | ||
839 | |||
840 | // Apply the effect of the linear motor and other linear motions (like hover and float). | ||
841 | private void MoveLinear(float pTimestep) | ||
842 | { | ||
843 | Vector3 linearMotorContribution = m_linearMotor.Step(pTimestep); | ||
844 | |||
845 | // The movement computed in the linear motor is relative to the vehicle | ||
846 | // coordinates. Rotate the movement to world coordinates. | ||
847 | linearMotorContribution *= VehicleOrientation; | ||
848 | |||
849 | // ================================================================== | ||
850 | // Buoyancy: force to overcome gravity. | ||
851 | // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; | ||
852 | // So, if zero, don't change anything (let gravity happen). If one, negate the effect of gravity. | ||
853 | Vector3 buoyancyContribution = Prim.PhysicsScene.DefaultGravity * m_VehicleBuoyancy; | ||
854 | |||
855 | Vector3 terrainHeightContribution = ComputeLinearTerrainHeightCorrection(pTimestep); | ||
856 | |||
857 | Vector3 hoverContribution = ComputeLinearHover(pTimestep); | ||
858 | |||
859 | ComputeLinearBlockingEndPoint(pTimestep); | ||
860 | |||
861 | Vector3 limitMotorUpContribution = ComputeLinearMotorUp(pTimestep); | ||
862 | |||
863 | // ================================================================== | ||
864 | Vector3 newVelocity = linearMotorContribution | ||
865 | + terrainHeightContribution | ||
866 | + hoverContribution | ||
867 | + limitMotorUpContribution; | ||
868 | |||
869 | Vector3 newForce = buoyancyContribution; | ||
870 | |||
871 | // If not changing some axis, reduce out velocity | ||
872 | if ((m_flags & (VehicleFlag.NO_X)) != 0) | ||
873 | newVelocity.X = 0; | ||
874 | if ((m_flags & (VehicleFlag.NO_Y)) != 0) | ||
875 | newVelocity.Y = 0; | ||
876 | if ((m_flags & (VehicleFlag.NO_Z)) != 0) | ||
877 | newVelocity.Z = 0; | ||
878 | |||
879 | // ================================================================== | ||
880 | // Clamp high or low velocities | ||
881 | float newVelocityLengthSq = newVelocity.LengthSquared(); | ||
882 | if (newVelocityLengthSq > 1000f) | ||
883 | { | ||
884 | newVelocity /= newVelocity.Length(); | ||
885 | newVelocity *= 1000f; | ||
886 | } | ||
887 | else if (newVelocityLengthSq < 0.001f) | ||
888 | newVelocity = Vector3.Zero; | ||
889 | |||
890 | // ================================================================== | ||
891 | // Stuff new linear velocity into the vehicle. | ||
892 | // Since the velocity is just being set, it is not scaled by pTimeStep. Bullet will do that for us. | ||
893 | VehicleVelocity = newVelocity; | ||
894 | |||
895 | // Other linear forces are applied as forces. | ||
896 | Vector3 totalDownForce = newForce * m_vehicleMass; | ||
897 | if (!totalDownForce.ApproxEquals(Vector3.Zero, 0.01f)) | ||
898 | { | ||
899 | VehicleAddForce(totalDownForce); | ||
900 | } | ||
901 | |||
902 | VDetailLog("{0}, MoveLinear,done,newVel={1},totDown={2},IsColliding={3}", | ||
903 | Prim.LocalID, newVelocity, totalDownForce, Prim.IsColliding); | ||
904 | VDetailLog("{0}, MoveLinear,done,linContrib={1},terrContrib={2},hoverContrib={3},limitContrib={4},buoyContrib={5}", | ||
905 | Prim.LocalID, | ||
906 | linearMotorContribution, terrainHeightContribution, hoverContribution, | ||
907 | limitMotorUpContribution, buoyancyContribution | ||
908 | ); | ||
909 | |||
910 | } // end MoveLinear() | ||
911 | |||
912 | public Vector3 ComputeLinearTerrainHeightCorrection(float pTimestep) | ||
913 | { | ||
914 | Vector3 ret = Vector3.Zero; | ||
915 | // If below the terrain, move us above the ground a little. | ||
916 | // TODO: Consider taking the rotated size of the object or possibly casting a ray. | ||
917 | if (VehiclePosition.Z < GetTerrainHeight(VehiclePosition)) | ||
918 | { | ||
919 | // TODO: correct position by applying force rather than forcing position. | ||
920 | Vector3 newPosition = VehiclePosition; | ||
921 | newPosition.Z = GetTerrainHeight(VehiclePosition) + 1f; | ||
922 | VehiclePosition = newPosition; | ||
923 | VDetailLog("{0}, MoveLinear,terrainHeight,terrainHeight={1},pos={2}", | ||
924 | Prim.LocalID, GetTerrainHeight(VehiclePosition), VehiclePosition); | ||
925 | } | ||
926 | return ret; | ||
927 | } | ||
928 | |||
929 | public Vector3 ComputeLinearHover(float pTimestep) | ||
930 | { | ||
931 | Vector3 ret = Vector3.Zero; | ||
932 | |||
933 | // m_VhoverEfficiency: 0=bouncy, 1=totally damped | ||
934 | // m_VhoverTimescale: time to achieve height | ||
935 | if ((m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0) | ||
936 | { | ||
937 | // We should hover, get the target height | ||
938 | if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0) | ||
939 | { | ||
940 | m_VhoverTargetHeight = GetWaterLevel(VehiclePosition) + m_VhoverHeight; | ||
941 | } | ||
942 | if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0) | ||
943 | { | ||
944 | m_VhoverTargetHeight = GetTerrainHeight(VehiclePosition) + m_VhoverHeight; | ||
945 | } | ||
946 | if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0) | ||
947 | { | ||
948 | m_VhoverTargetHeight = m_VhoverHeight; | ||
949 | } | ||
950 | |||
951 | if ((m_flags & VehicleFlag.HOVER_UP_ONLY) != 0) | ||
952 | { | ||
953 | // If body is already heigher, use its height as target height | ||
954 | if (VehiclePosition.Z > m_VhoverTargetHeight) | ||
955 | m_VhoverTargetHeight = VehiclePosition.Z; | ||
956 | } | ||
957 | |||
958 | if ((m_flags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0) | ||
959 | { | ||
960 | if (Math.Abs(VehiclePosition.Z - m_VhoverTargetHeight) > 0.2f) | ||
961 | { | ||
962 | Vector3 pos = VehiclePosition; | ||
963 | pos.Z = m_VhoverTargetHeight; | ||
964 | VehiclePosition = pos; | ||
965 | } | ||
966 | } | ||
967 | else | ||
968 | { | ||
969 | // Error is positive if below the target and negative if above. | ||
970 | float verticalError = m_VhoverTargetHeight - VehiclePosition.Z; | ||
971 | float verticalCorrectionVelocity = verticalError / m_VhoverTimescale; | ||
972 | |||
973 | // TODO: implement m_VhoverEfficiency correctly | ||
974 | if (Math.Abs(verticalError) > m_VhoverEfficiency) | ||
975 | { | ||
976 | ret = new Vector3(0f, 0f, verticalCorrectionVelocity); | ||
977 | } | ||
978 | } | ||
979 | |||
980 | VDetailLog("{0}, MoveLinear,hover,pos={1},ret={2},hoverTS={3},height={4},target={5}", | ||
981 | Prim.LocalID, VehiclePosition, ret, m_VhoverTimescale, m_VhoverHeight, m_VhoverTargetHeight); | ||
982 | } | ||
983 | |||
984 | return ret; | ||
985 | } | ||
986 | |||
987 | public bool ComputeLinearBlockingEndPoint(float pTimestep) | ||
988 | { | ||
989 | bool changed = false; | ||
990 | |||
991 | Vector3 pos = VehiclePosition; | ||
992 | Vector3 posChange = pos - m_lastPositionVector; | ||
993 | if (m_BlockingEndPoint != Vector3.Zero) | ||
994 | { | ||
995 | if (pos.X >= (m_BlockingEndPoint.X - (float)1)) | ||
996 | { | ||
997 | pos.X -= posChange.X + 1; | ||
998 | changed = true; | ||
999 | } | ||
1000 | if (pos.Y >= (m_BlockingEndPoint.Y - (float)1)) | ||
1001 | { | ||
1002 | pos.Y -= posChange.Y + 1; | ||
1003 | changed = true; | ||
1004 | } | ||
1005 | if (pos.Z >= (m_BlockingEndPoint.Z - (float)1)) | ||
1006 | { | ||
1007 | pos.Z -= posChange.Z + 1; | ||
1008 | changed = true; | ||
1009 | } | ||
1010 | if (pos.X <= 0) | ||
1011 | { | ||
1012 | pos.X += posChange.X + 1; | ||
1013 | changed = true; | ||
1014 | } | ||
1015 | if (pos.Y <= 0) | ||
1016 | { | ||
1017 | pos.Y += posChange.Y + 1; | ||
1018 | changed = true; | ||
1019 | } | ||
1020 | if (changed) | ||
1021 | { | ||
1022 | VehiclePosition = pos; | ||
1023 | VDetailLog("{0}, MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}", | ||
1024 | Prim.LocalID, m_BlockingEndPoint, posChange, pos); | ||
1025 | } | ||
1026 | } | ||
1027 | return changed; | ||
1028 | } | ||
1029 | |||
1030 | // From http://wiki.secondlife.com/wiki/LlSetVehicleFlags : | ||
1031 | // Prevent ground vehicles from motoring into the sky. This flag has a subtle effect when | ||
1032 | // used with conjunction with banking: the strength of the banking will decay when the | ||
1033 | // vehicle no longer experiences collisions. The decay timescale is the same as | ||
1034 | // VEHICLE_BANKING_TIMESCALE. This is to help prevent ground vehicles from steering | ||
1035 | // when they are in mid jump. | ||
1036 | // TODO: this code is wrong. Also, what should it do for boats (height from water)? | ||
1037 | // This is just using the ground and a general collision check. Should really be using | ||
1038 | // a downward raycast to find what is below. | ||
1039 | public Vector3 ComputeLinearMotorUp(float pTimestep) | ||
1040 | { | ||
1041 | Vector3 ret = Vector3.Zero; | ||
1042 | float distanceAboveGround = 0f; | ||
1043 | |||
1044 | if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0) | ||
1045 | { | ||
1046 | float targetHeight = Type == Vehicle.TYPE_BOAT ? GetWaterLevel(VehiclePosition) : GetTerrainHeight(VehiclePosition); | ||
1047 | distanceAboveGround = VehiclePosition.Z - targetHeight; | ||
1048 | // Not colliding if the vehicle is off the ground | ||
1049 | if (!Prim.IsColliding) | ||
1050 | { | ||
1051 | // downForce = new Vector3(0, 0, -distanceAboveGround / m_bankingTimescale); | ||
1052 | ret = new Vector3(0, 0, -distanceAboveGround); | ||
1053 | } | ||
1054 | // TODO: this calculation is wrong. From the description at | ||
1055 | // (http://wiki.secondlife.com/wiki/Category:LSL_Vehicle), the downForce | ||
1056 | // has a decay factor. This says this force should | ||
1057 | // be computed with a motor. | ||
1058 | // TODO: add interaction with banking. | ||
1059 | } | ||
1060 | VDetailLog("{0}, MoveLinear,limitMotorUp,distAbove={1},colliding={2},ret={3}", | ||
1061 | Prim.LocalID, distanceAboveGround, Prim.IsColliding, ret); | ||
1062 | return ret; | ||
1063 | } | ||
1064 | |||
1065 | // ======================================================================= | ||
1066 | // ======================================================================= | ||
1067 | // Apply the effect of the angular motor. | ||
1068 | // The 'contribution' is how much angular correction velocity each function wants. | ||
1069 | // All the contributions are added together and the resulting velocity is | ||
1070 | // set directly on the vehicle. | ||
1071 | private void MoveAngular(float pTimestep) | ||
1072 | { | ||
1073 | // The user wants this many radians per second angular change? | ||
1074 | Vector3 angularMotorContribution = m_angularMotor.Step(pTimestep); | ||
1075 | |||
1076 | // ================================================================== | ||
1077 | // From http://wiki.secondlife.com/wiki/LlSetVehicleFlags : | ||
1078 | // This flag prevents linear deflection parallel to world z-axis. This is useful | ||
1079 | // for preventing ground vehicles with large linear deflection, like bumper cars, | ||
1080 | // from climbing their linear deflection into the sky. | ||
1081 | // That is, NO_DEFLECTION_UP says angular motion should not add any pitch or roll movement | ||
1082 | if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0) | ||
1083 | { | ||
1084 | angularMotorContribution.X = 0f; | ||
1085 | angularMotorContribution.Y = 0f; | ||
1086 | VDetailLog("{0}, MoveAngular,noDeflectionUp,angularMotorContrib={1}", Prim.LocalID, angularMotorContribution); | ||
1087 | } | ||
1088 | |||
1089 | Vector3 verticalAttractionContribution = ComputeAngularVerticalAttraction(); | ||
1090 | |||
1091 | Vector3 deflectionContribution = ComputeAngularDeflection(); | ||
1092 | |||
1093 | Vector3 bankingContribution = ComputeAngularBanking(); | ||
1094 | |||
1095 | // ================================================================== | ||
1096 | m_lastVertAttractor = verticalAttractionContribution; | ||
1097 | |||
1098 | m_lastAngularVelocity = angularMotorContribution | ||
1099 | + verticalAttractionContribution | ||
1100 | + deflectionContribution | ||
1101 | + bankingContribution; | ||
1102 | |||
1103 | // ================================================================== | ||
1104 | // Apply the correction velocity. | ||
1105 | // TODO: Should this be applied as an angular force (torque)? | ||
1106 | if (!m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f)) | ||
1107 | { | ||
1108 | VehicleRotationalVelocity = m_lastAngularVelocity; | ||
1109 | |||
1110 | VDetailLog("{0}, MoveAngular,done,nonZero,angMotorContrib={1},vertAttrContrib={2},bankContrib={3},deflectContrib={4},totalContrib={5}", | ||
1111 | Prim.LocalID, | ||
1112 | angularMotorContribution, verticalAttractionContribution, | ||
1113 | bankingContribution, deflectionContribution, | ||
1114 | m_lastAngularVelocity | ||
1115 | ); | ||
1116 | } | ||
1117 | else | ||
1118 | { | ||
1119 | // The vehicle is not adding anything angular wise. | ||
1120 | VehicleRotationalVelocity = Vector3.Zero; | ||
1121 | VDetailLog("{0}, MoveAngular,done,zero", Prim.LocalID); | ||
1122 | } | ||
1123 | |||
1124 | // ================================================================== | ||
1125 | //Offset section | ||
1126 | if (m_linearMotorOffset != Vector3.Zero) | ||
1127 | { | ||
1128 | //Offset of linear velocity doesn't change the linear velocity, | ||
1129 | // but causes a torque to be applied, for example... | ||
1130 | // | ||
1131 | // IIIII >>> IIIII | ||
1132 | // IIIII >>> IIIII | ||
1133 | // IIIII >>> IIIII | ||
1134 | // ^ | ||
1135 | // | Applying a force at the arrow will cause the object to move forward, but also rotate | ||
1136 | // | ||
1137 | // | ||
1138 | // The torque created is the linear velocity crossed with the offset | ||
1139 | |||
1140 | // TODO: this computation should be in the linear section | ||
1141 | // because that is where we know the impulse being applied. | ||
1142 | Vector3 torqueFromOffset = Vector3.Zero; | ||
1143 | // torqueFromOffset = Vector3.Cross(m_linearMotorOffset, appliedImpulse); | ||
1144 | if (float.IsNaN(torqueFromOffset.X)) | ||
1145 | torqueFromOffset.X = 0; | ||
1146 | if (float.IsNaN(torqueFromOffset.Y)) | ||
1147 | torqueFromOffset.Y = 0; | ||
1148 | if (float.IsNaN(torqueFromOffset.Z)) | ||
1149 | torqueFromOffset.Z = 0; | ||
1150 | |||
1151 | VehicleAddAngularForce(torqueFromOffset * m_vehicleMass); | ||
1152 | VDetailLog("{0}, BSDynamic.MoveAngular,motorOffset,applyTorqueImpulse={1}", Prim.LocalID, torqueFromOffset); | ||
1153 | } | ||
1154 | |||
1155 | } | ||
1156 | // From http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial: | ||
1157 | // Some vehicles, like boats, should always keep their up-side up. This can be done by | ||
1158 | // enabling the "vertical attractor" behavior that springs the vehicle's local z-axis to | ||
1159 | // the world z-axis (a.k.a. "up"). To take advantage of this feature you would set the | ||
1160 | // VEHICLE_VERTICAL_ATTRACTION_TIMESCALE to control the period of the spring frequency, | ||
1161 | // and then set the VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY to control the damping. An | ||
1162 | // efficiency of 0.0 will cause the spring to wobble around its equilibrium, while an | ||
1163 | // efficiency of 1.0 will cause the spring to reach its equilibrium with exponential decay. | ||
1164 | public Vector3 ComputeAngularVerticalAttraction() | ||
1165 | { | ||
1166 | Vector3 ret = Vector3.Zero; | ||
1167 | |||
1168 | // If vertical attaction timescale is reasonable | ||
1169 | if (m_verticalAttractionTimescale < m_verticalAttractionCutoff) | ||
1170 | { | ||
1171 | // Take a vector pointing up and convert it from world to vehicle relative coords. | ||
1172 | Vector3 verticalError = Vector3.UnitZ * VehicleOrientation; | ||
1173 | |||
1174 | // If vertical attraction correction is needed, the vector that was pointing up (UnitZ) | ||
1175 | // is now: | ||
1176 | // leaning to one side: rotated around the X axis with the Y value going | ||
1177 | // from zero (nearly straight up) to one (completely to the side)) or | ||
1178 | // leaning front-to-back: rotated around the Y axis with the value of X being between | ||
1179 | // zero and one. | ||
1180 | // The value of Z is how far the rotation is off with 1 meaning none and 0 being 90 degrees. | ||
1181 | |||
1182 | // Y error means needed rotation around X axis and visa versa. | ||
1183 | // Since the error goes from zero to one, the asin is the corresponding angle. | ||
1184 | ret.X = (float)Math.Asin(verticalError.Y); | ||
1185 | // (Tilt forward (positive X) needs to tilt back (rotate negative) around Y axis.) | ||
1186 | ret.Y = -(float)Math.Asin(verticalError.X); | ||
1187 | |||
1188 | // If verticalError.Z is negative, the vehicle is upside down. Add additional push. | ||
1189 | if (verticalError.Z < 0f) | ||
1190 | { | ||
1191 | ret.X += PIOverFour; | ||
1192 | ret.Y += PIOverFour; | ||
1193 | } | ||
1194 | |||
1195 | // 'ret' is now the necessary velocity to correct tilt in one second. | ||
1196 | // Correction happens over a number of seconds. | ||
1197 | Vector3 unscaledContrib = ret; | ||
1198 | ret /= m_verticalAttractionTimescale; | ||
1199 | |||
1200 | VDetailLog("{0}, MoveAngular,verticalAttraction,,verticalError={1},unscaled={2},eff={3},ts={4},vertAttr={5}", | ||
1201 | Prim.LocalID, verticalError, unscaledContrib, m_verticalAttractionEfficiency, m_verticalAttractionTimescale, ret); | ||
1202 | } | ||
1203 | return ret; | ||
1204 | } | ||
1205 | |||
1206 | // Return the angular correction to correct the direction the vehicle is pointing to be | ||
1207 | // the direction is should want to be pointing. | ||
1208 | // The vehicle is moving in some direction and correct its orientation to it is pointing | ||
1209 | // in that direction. | ||
1210 | // TODO: implement reference frame. | ||
1211 | public Vector3 ComputeAngularDeflection() | ||
1212 | { | ||
1213 | Vector3 ret = Vector3.Zero; | ||
1214 | return ret; // DEBUG DEBUG DEBUG | ||
1215 | // Disable angular deflection for the moment. | ||
1216 | // Since angularMotorUp and angularDeflection are computed independently, they will calculate | ||
1217 | // approximately the same X or Y correction. When added together (when contributions are combined) | ||
1218 | // this creates an over-correction and then wabbling as the target is overshot. | ||
1219 | // TODO: rethink how the different correction computations inter-relate. | ||
1220 | |||
1221 | if (m_angularDeflectionEfficiency != 0) | ||
1222 | { | ||
1223 | // The direction the vehicle is moving | ||
1224 | Vector3 movingDirection = VehicleVelocity; | ||
1225 | movingDirection.Normalize(); | ||
1226 | |||
1227 | // The direction the vehicle is pointing | ||
1228 | Vector3 pointingDirection = Vector3.UnitX * VehicleOrientation; | ||
1229 | pointingDirection.Normalize(); | ||
1230 | |||
1231 | // The difference between what is and what should be. | ||
1232 | Vector3 deflectionError = movingDirection - pointingDirection; | ||
1233 | |||
1234 | // Don't try to correct very large errors (not our job) | ||
1235 | if (Math.Abs(deflectionError.X) > PIOverFour) deflectionError.X = 0f; | ||
1236 | if (Math.Abs(deflectionError.Y) > PIOverFour) deflectionError.Y = 0f; | ||
1237 | if (Math.Abs(deflectionError.Z) > PIOverFour) deflectionError.Z = 0f; | ||
1238 | |||
1239 | // ret = m_angularDeflectionCorrectionMotor(1f, deflectionError); | ||
1240 | |||
1241 | // Scale the correction by recovery timescale and efficiency | ||
1242 | ret = (-deflectionError) * m_angularDeflectionEfficiency; | ||
1243 | ret /= m_angularDeflectionTimescale; | ||
1244 | |||
1245 | VDetailLog("{0}, MoveAngular,Deflection,movingDir={1},pointingDir={2},deflectError={3},ret={4}", | ||
1246 | Prim.LocalID, movingDirection, pointingDirection, deflectionError, ret); | ||
1247 | VDetailLog("{0}, MoveAngular,Deflection,fwdSpd={1},defEff={2},defTS={3}", | ||
1248 | Prim.LocalID, VehicleForwardSpeed, m_angularDeflectionEfficiency, m_angularDeflectionTimescale); | ||
1249 | } | ||
1250 | return ret; | ||
1251 | } | ||
1252 | |||
1253 | // Return an angular change to rotate the vehicle around the Z axis when the vehicle | ||
1254 | // is tipped around the X axis. | ||
1255 | // From http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial: | ||
1256 | // The vertical attractor feature must be enabled in order for the banking behavior to | ||
1257 | // function. The way banking works is this: a rotation around the vehicle's roll-axis will | ||
1258 | // produce a angular velocity around the yaw-axis, causing the vehicle to turn. The magnitude | ||
1259 | // of the yaw effect will be proportional to the | ||
1260 | // VEHICLE_BANKING_EFFICIENCY, the angle of the roll rotation, and sometimes the vehicle's | ||
1261 | // velocity along its preferred axis of motion. | ||
1262 | // The VEHICLE_BANKING_EFFICIENCY can vary between -1 and +1. When it is positive then any | ||
1263 | // positive rotation (by the right-hand rule) about the roll-axis will effect a | ||
1264 | // (negative) torque around the yaw-axis, making it turn to the right--that is the | ||
1265 | // vehicle will lean into the turn, which is how real airplanes and motorcycle's work. | ||
1266 | // Negating the banking coefficient will make it so that the vehicle leans to the | ||
1267 | // outside of the turn (not very "physical" but might allow interesting vehicles so why not?). | ||
1268 | // The VEHICLE_BANKING_MIX is a fake (i.e. non-physical) parameter that is useful for making | ||
1269 | // banking vehicles do what you want rather than what the laws of physics allow. | ||
1270 | // For example, consider a real motorcycle...it must be moving forward in order for | ||
1271 | // it to turn while banking, however video-game motorcycles are often configured | ||
1272 | // to turn in place when at a dead stop--because they are often easier to control | ||
1273 | // that way using the limited interface of the keyboard or game controller. The | ||
1274 | // VEHICLE_BANKING_MIX enables combinations of both realistic and non-realistic | ||
1275 | // banking by functioning as a slider between a banking that is correspondingly | ||
1276 | // totally static (0.0) and totally dynamic (1.0). By "static" we mean that the | ||
1277 | // banking effect depends only on the vehicle's rotation about its roll-axis compared | ||
1278 | // to "dynamic" where the banking is also proportional to its velocity along its | ||
1279 | // roll-axis. Finding the best value of the "mixture" will probably require trial and error. | ||
1280 | // The time it takes for the banking behavior to defeat a preexisting angular velocity about the | ||
1281 | // world z-axis is determined by the VEHICLE_BANKING_TIMESCALE. So if you want the vehicle to | ||
1282 | // bank quickly then give it a banking timescale of about a second or less, otherwise you can | ||
1283 | // make a sluggish vehicle by giving it a timescale of several seconds. | ||
1284 | public Vector3 ComputeAngularBanking() | ||
1285 | { | ||
1286 | Vector3 ret = Vector3.Zero; | ||
1287 | |||
1288 | if (m_bankingEfficiency != 0 && m_verticalAttractionTimescale < m_verticalAttractionCutoff) | ||
1289 | { | ||
1290 | // This works by rotating a unit vector to the orientation of the vehicle. The | ||
1291 | // roll (tilt) will be Y component of a tilting Z vector (zero for no tilt | ||
1292 | // up to one for full over). | ||
1293 | Vector3 rollComponents = Vector3.UnitZ * VehicleOrientation; | ||
1294 | |||
1295 | // Figure out the yaw value for this much roll. | ||
1296 | float turnComponent = rollComponents.Y * rollComponents.Y * m_bankingEfficiency; | ||
1297 | // Keep the sign | ||
1298 | if (rollComponents.Y < 0f) | ||
1299 | turnComponent = -turnComponent; | ||
1300 | |||
1301 | // TODO: there must be a better computation of the banking force. | ||
1302 | float bankingTurnForce = turnComponent; | ||
1303 | |||
1304 | // actual error = static turn error + dynamic turn error | ||
1305 | float mixedBankingError = bankingTurnForce * (1f - m_bankingMix) + bankingTurnForce * m_bankingMix * VehicleForwardSpeed; | ||
1306 | // TODO: the banking effect should not go to infinity but what to limit it to? | ||
1307 | mixedBankingError = ClampInRange(-20f, mixedBankingError, 20f); | ||
1308 | |||
1309 | // Build the force vector to change rotation from what it is to what it should be | ||
1310 | ret.Z = -mixedBankingError; | ||
1311 | |||
1312 | // Don't do it all at once. | ||
1313 | ret /= m_bankingTimescale; | ||
1314 | |||
1315 | VDetailLog("{0}, MoveAngular,Banking,rollComp={1},speed={2},turnComp={3},bankErr={4},mixedBankErr={5},ret={6}", | ||
1316 | Prim.LocalID, rollComponents, VehicleForwardSpeed, turnComponent, bankingTurnForce, mixedBankingError, ret); | ||
1317 | } | ||
1318 | return ret; | ||
1319 | } | ||
1320 | |||
1321 | // This is from previous instantiations of XXXDynamics.cs. | ||
1322 | // Applies roll reference frame. | ||
1323 | // TODO: is this the right way to separate the code to do this operation? | ||
1324 | // Should this be in MoveAngular()? | ||
1325 | internal void LimitRotation(float timestep) | ||
1326 | { | ||
1327 | Quaternion rotq = VehicleOrientation; | ||
1328 | Quaternion m_rot = rotq; | ||
1329 | if (m_RollreferenceFrame != Quaternion.Identity) | ||
1330 | { | ||
1331 | if (rotq.X >= m_RollreferenceFrame.X) | ||
1332 | { | ||
1333 | m_rot.X = rotq.X - (m_RollreferenceFrame.X / 2); | ||
1334 | } | ||
1335 | if (rotq.Y >= m_RollreferenceFrame.Y) | ||
1336 | { | ||
1337 | m_rot.Y = rotq.Y - (m_RollreferenceFrame.Y / 2); | ||
1338 | } | ||
1339 | if (rotq.X <= -m_RollreferenceFrame.X) | ||
1340 | { | ||
1341 | m_rot.X = rotq.X + (m_RollreferenceFrame.X / 2); | ||
1342 | } | ||
1343 | if (rotq.Y <= -m_RollreferenceFrame.Y) | ||
1344 | { | ||
1345 | m_rot.Y = rotq.Y + (m_RollreferenceFrame.Y / 2); | ||
1346 | } | ||
1347 | } | ||
1348 | if ((m_flags & VehicleFlag.LOCK_ROTATION) != 0) | ||
1349 | { | ||
1350 | m_rot.X = 0; | ||
1351 | m_rot.Y = 0; | ||
1352 | } | ||
1353 | if (rotq != m_rot) | ||
1354 | { | ||
1355 | VehicleOrientation = m_rot; | ||
1356 | VDetailLog("{0}, LimitRotation,done,orig={1},new={2}", Prim.LocalID, rotq, m_rot); | ||
1357 | } | ||
1358 | |||
1359 | } | ||
1360 | |||
1361 | private float ClampInRange(float low, float val, float high) | ||
1362 | { | ||
1363 | return Math.Max(low, Math.Min(val, high)); | ||
1364 | // return Utils.Clamp(val, low, high); | ||
1365 | } | ||
1366 | |||
1367 | // Invoke the detailed logger and output something if it's enabled. | ||
1368 | private void VDetailLog(string msg, params Object[] args) | ||
1369 | { | ||
1370 | if (Prim.PhysicsScene.VehicleLoggingEnabled) | ||
1371 | Prim.PhysicsScene.DetailLog(msg, args); | ||
1372 | } | ||
1373 | } | ||
1374 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSNPlugin/BSLinkset.cs new file mode 100644 index 0000000..253128b --- /dev/null +++ b/OpenSim/Region/Physics/BulletSNPlugin/BSLinkset.cs | |||
@@ -0,0 +1,333 @@ | |||
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.BulletSNPlugin | ||
34 | { | ||
35 | |||
36 | // A BSPrim can get individual information about its linkedness attached | ||
37 | // to it through an instance of a subclass of LinksetInfo. | ||
38 | // Each type of linkset will define the information needed for its type. | ||
39 | public abstract class BSLinksetInfo | ||
40 | { | ||
41 | public virtual void Clear() { } | ||
42 | } | ||
43 | |||
44 | public abstract class BSLinkset | ||
45 | { | ||
46 | // private static string LogHeader = "[BULLETSIM LINKSET]"; | ||
47 | |||
48 | public enum LinksetImplementation | ||
49 | { | ||
50 | Constraint = 0, // linkset tied together with constraints | ||
51 | Compound = 1, // linkset tied together as a compound object | ||
52 | Manual = 2 // linkset tied together manually (code moves all the pieces) | ||
53 | } | ||
54 | // Create the correct type of linkset for this child | ||
55 | public static BSLinkset Factory(BSScene physScene, BSPhysObject parent) | ||
56 | { | ||
57 | BSLinkset ret = null; | ||
58 | |||
59 | switch ((int)BSParam.LinksetImplementation) | ||
60 | { | ||
61 | case (int)LinksetImplementation.Constraint: | ||
62 | ret = new BSLinksetConstraints(physScene, parent); | ||
63 | break; | ||
64 | case (int)LinksetImplementation.Compound: | ||
65 | ret = new BSLinksetCompound(physScene, parent); | ||
66 | break; | ||
67 | case (int)LinksetImplementation.Manual: | ||
68 | // ret = new BSLinksetManual(physScene, parent); | ||
69 | break; | ||
70 | default: | ||
71 | ret = new BSLinksetCompound(physScene, parent); | ||
72 | break; | ||
73 | } | ||
74 | return ret; | ||
75 | } | ||
76 | |||
77 | public BSPhysObject LinksetRoot { get; protected set; } | ||
78 | |||
79 | public BSScene PhysicsScene { get; private set; } | ||
80 | |||
81 | static int m_nextLinksetID = 1; | ||
82 | public int LinksetID { get; private set; } | ||
83 | |||
84 | // The children under the root in this linkset. | ||
85 | protected HashSet<BSPhysObject> m_children; | ||
86 | |||
87 | // We lock the diddling of linkset classes to prevent any badness. | ||
88 | // This locks the modification of the instances of this class. Changes | ||
89 | // to the physical representation is done via the tainting mechenism. | ||
90 | protected object m_linksetActivityLock = new Object(); | ||
91 | |||
92 | // Some linksets have a preferred physical shape. | ||
93 | // Returns SHAPE_UNKNOWN if there is no preference. Causes the correct shape to be selected. | ||
94 | public virtual BSPhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor) | ||
95 | { | ||
96 | return BSPhysicsShapeType.SHAPE_UNKNOWN; | ||
97 | } | ||
98 | |||
99 | // We keep the prim's mass in the linkset structure since it could be dependent on other prims | ||
100 | protected float m_mass; | ||
101 | public float LinksetMass | ||
102 | { | ||
103 | get | ||
104 | { | ||
105 | return m_mass; | ||
106 | } | ||
107 | } | ||
108 | |||
109 | public virtual bool LinksetIsColliding { get { return false; } } | ||
110 | |||
111 | public OMV.Vector3 CenterOfMass | ||
112 | { | ||
113 | get { return ComputeLinksetCenterOfMass(); } | ||
114 | } | ||
115 | |||
116 | public OMV.Vector3 GeometricCenter | ||
117 | { | ||
118 | get { return ComputeLinksetGeometricCenter(); } | ||
119 | } | ||
120 | |||
121 | protected BSLinkset(BSScene scene, BSPhysObject parent) | ||
122 | { | ||
123 | // A simple linkset of one (no children) | ||
124 | LinksetID = m_nextLinksetID++; | ||
125 | // We create LOTS of linksets. | ||
126 | if (m_nextLinksetID <= 0) | ||
127 | m_nextLinksetID = 1; | ||
128 | PhysicsScene = scene; | ||
129 | LinksetRoot = parent; | ||
130 | m_children = new HashSet<BSPhysObject>(); | ||
131 | m_mass = parent.RawMass; | ||
132 | Rebuilding = false; | ||
133 | } | ||
134 | |||
135 | // Link to a linkset where the child knows the parent. | ||
136 | // Parent changing should not happen so do some sanity checking. | ||
137 | // We return the parent's linkset so the child can track its membership. | ||
138 | // Called at runtime. | ||
139 | public BSLinkset AddMeToLinkset(BSPhysObject child) | ||
140 | { | ||
141 | lock (m_linksetActivityLock) | ||
142 | { | ||
143 | // Don't add the root to its own linkset | ||
144 | if (!IsRoot(child)) | ||
145 | AddChildToLinkset(child); | ||
146 | m_mass = ComputeLinksetMass(); | ||
147 | } | ||
148 | return this; | ||
149 | } | ||
150 | |||
151 | // Remove a child from a linkset. | ||
152 | // Returns a new linkset for the child which is a linkset of one (just the | ||
153 | // orphened child). | ||
154 | // Called at runtime. | ||
155 | public BSLinkset RemoveMeFromLinkset(BSPhysObject child) | ||
156 | { | ||
157 | lock (m_linksetActivityLock) | ||
158 | { | ||
159 | if (IsRoot(child)) | ||
160 | { | ||
161 | // Cannot remove the root from a linkset. | ||
162 | return this; | ||
163 | } | ||
164 | RemoveChildFromLinkset(child); | ||
165 | m_mass = ComputeLinksetMass(); | ||
166 | } | ||
167 | |||
168 | // The child is down to a linkset of just itself | ||
169 | return BSLinkset.Factory(PhysicsScene, child); | ||
170 | } | ||
171 | |||
172 | // Return 'true' if the passed object is the root object of this linkset | ||
173 | public bool IsRoot(BSPhysObject requestor) | ||
174 | { | ||
175 | return (requestor.LocalID == LinksetRoot.LocalID); | ||
176 | } | ||
177 | |||
178 | public int NumberOfChildren { get { return m_children.Count; } } | ||
179 | |||
180 | // Return 'true' if this linkset has any children (more than the root member) | ||
181 | public bool HasAnyChildren { get { return (m_children.Count > 0); } } | ||
182 | |||
183 | // Return 'true' if this child is in this linkset | ||
184 | public bool HasChild(BSPhysObject child) | ||
185 | { | ||
186 | bool ret = false; | ||
187 | lock (m_linksetActivityLock) | ||
188 | { | ||
189 | ret = m_children.Contains(child); | ||
190 | /* Safer version but the above should work | ||
191 | foreach (BSPhysObject bp in m_children) | ||
192 | { | ||
193 | if (child.LocalID == bp.LocalID) | ||
194 | { | ||
195 | ret = true; | ||
196 | break; | ||
197 | } | ||
198 | } | ||
199 | */ | ||
200 | } | ||
201 | return ret; | ||
202 | } | ||
203 | |||
204 | // Perform an action on each member of the linkset including root prim. | ||
205 | // Depends on the action on whether this should be done at taint time. | ||
206 | public delegate bool ForEachMemberAction(BSPhysObject obj); | ||
207 | public virtual bool ForEachMember(ForEachMemberAction action) | ||
208 | { | ||
209 | bool ret = false; | ||
210 | lock (m_linksetActivityLock) | ||
211 | { | ||
212 | action(LinksetRoot); | ||
213 | foreach (BSPhysObject po in m_children) | ||
214 | { | ||
215 | if (action(po)) | ||
216 | break; | ||
217 | } | ||
218 | } | ||
219 | return ret; | ||
220 | } | ||
221 | |||
222 | // I am the root of a linkset and a new child is being added | ||
223 | // Called while LinkActivity is locked. | ||
224 | protected abstract void AddChildToLinkset(BSPhysObject child); | ||
225 | |||
226 | // I am the root of a linkset and one of my children is being removed. | ||
227 | // Safe to call even if the child is not really in my linkset. | ||
228 | protected abstract void RemoveChildFromLinkset(BSPhysObject child); | ||
229 | |||
230 | // When physical properties are changed the linkset needs to recalculate | ||
231 | // its internal properties. | ||
232 | // May be called at runtime or taint-time. | ||
233 | public abstract void Refresh(BSPhysObject requestor); | ||
234 | |||
235 | // Flag denoting the linkset is in the process of being rebuilt. | ||
236 | // Used to know not the schedule a rebuild in the middle of a rebuild. | ||
237 | protected bool Rebuilding { get; set; } | ||
238 | |||
239 | // The object is going dynamic (physical). Do any setup necessary | ||
240 | // for a dynamic linkset. | ||
241 | // Only the state of the passed object can be modified. The rest of the linkset | ||
242 | // has not yet been fully constructed. | ||
243 | // Return 'true' if any properties updated on the passed object. | ||
244 | // Called at taint-time! | ||
245 | public abstract bool MakeDynamic(BSPhysObject child); | ||
246 | |||
247 | // The object is going static (non-physical). Do any setup necessary | ||
248 | // for a static linkset. | ||
249 | // Return 'true' if any properties updated on the passed object. | ||
250 | // Called at taint-time! | ||
251 | public abstract bool MakeStatic(BSPhysObject child); | ||
252 | |||
253 | // Called when a parameter update comes from the physics engine for any object | ||
254 | // of the linkset is received. | ||
255 | // Passed flag is update came from physics engine (true) or the user (false). | ||
256 | // Called at taint-time!! | ||
257 | public abstract void UpdateProperties(BSPhysObject physObject, bool physicalUpdate); | ||
258 | |||
259 | // Routine used when rebuilding the body of the root of the linkset | ||
260 | // Destroy all the constraints have have been made to root. | ||
261 | // This is called when the root body is changing. | ||
262 | // Returns 'true' of something was actually removed and would need restoring | ||
263 | // Called at taint-time!! | ||
264 | public abstract bool RemoveBodyDependencies(BSPrim child); | ||
265 | |||
266 | // Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true', | ||
267 | // this routine will restore the removed constraints. | ||
268 | // Called at taint-time!! | ||
269 | public abstract void RestoreBodyDependencies(BSPrim child); | ||
270 | |||
271 | // ================================================================ | ||
272 | protected virtual float ComputeLinksetMass() | ||
273 | { | ||
274 | float mass = LinksetRoot.RawMass; | ||
275 | if (HasAnyChildren) | ||
276 | { | ||
277 | lock (m_linksetActivityLock) | ||
278 | { | ||
279 | foreach (BSPhysObject bp in m_children) | ||
280 | { | ||
281 | mass += bp.RawMass; | ||
282 | } | ||
283 | } | ||
284 | } | ||
285 | return mass; | ||
286 | } | ||
287 | |||
288 | protected virtual OMV.Vector3 ComputeLinksetCenterOfMass() | ||
289 | { | ||
290 | OMV.Vector3 com; | ||
291 | lock (m_linksetActivityLock) | ||
292 | { | ||
293 | com = LinksetRoot.Position * LinksetRoot.RawMass; | ||
294 | float totalMass = LinksetRoot.RawMass; | ||
295 | |||
296 | foreach (BSPhysObject bp in m_children) | ||
297 | { | ||
298 | com += bp.Position * bp.RawMass; | ||
299 | totalMass += bp.RawMass; | ||
300 | } | ||
301 | if (totalMass != 0f) | ||
302 | com /= totalMass; | ||
303 | } | ||
304 | |||
305 | return com; | ||
306 | } | ||
307 | |||
308 | protected virtual OMV.Vector3 ComputeLinksetGeometricCenter() | ||
309 | { | ||
310 | OMV.Vector3 com; | ||
311 | lock (m_linksetActivityLock) | ||
312 | { | ||
313 | com = LinksetRoot.Position; | ||
314 | |||
315 | foreach (BSPhysObject bp in m_children) | ||
316 | { | ||
317 | com += bp.Position * bp.RawMass; | ||
318 | } | ||
319 | com /= (m_children.Count + 1); | ||
320 | } | ||
321 | |||
322 | return com; | ||
323 | } | ||
324 | |||
325 | // Invoke the detailed logger and output something if it's enabled. | ||
326 | protected void DetailLog(string msg, params Object[] args) | ||
327 | { | ||
328 | if (PhysicsScene.PhysicsLogging.Enabled) | ||
329 | PhysicsScene.DetailLog(msg, args); | ||
330 | } | ||
331 | |||
332 | } | ||
333 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSNPlugin/BSLinksetCompound.cs new file mode 100644 index 0000000..23a0b8b --- /dev/null +++ b/OpenSim/Region/Physics/BulletSNPlugin/BSLinksetCompound.cs | |||
@@ -0,0 +1,396 @@ | |||
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 | |||
33 | using OMV = OpenMetaverse; | ||
34 | |||
35 | namespace OpenSim.Region.Physics.BulletSNPlugin | ||
36 | { | ||
37 | |||
38 | // When a child is linked, the relationship position of the child to the parent | ||
39 | // is remembered so the child's world position can be recomputed when it is | ||
40 | // removed from the linkset. | ||
41 | sealed class BSLinksetCompoundInfo : BSLinksetInfo | ||
42 | { | ||
43 | public OMV.Vector3 OffsetPos; | ||
44 | public OMV.Quaternion OffsetRot; | ||
45 | public BSLinksetCompoundInfo(OMV.Vector3 p, OMV.Quaternion r) | ||
46 | { | ||
47 | OffsetPos = p; | ||
48 | OffsetRot = r; | ||
49 | } | ||
50 | public override void Clear() | ||
51 | { | ||
52 | OffsetPos = OMV.Vector3.Zero; | ||
53 | OffsetRot = OMV.Quaternion.Identity; | ||
54 | } | ||
55 | public override string ToString() | ||
56 | { | ||
57 | StringBuilder buff = new StringBuilder(); | ||
58 | buff.Append("<p="); | ||
59 | buff.Append(OffsetPos.ToString()); | ||
60 | buff.Append(",r="); | ||
61 | buff.Append(OffsetRot.ToString()); | ||
62 | buff.Append(">"); | ||
63 | return buff.ToString(); | ||
64 | } | ||
65 | }; | ||
66 | |||
67 | public sealed class BSLinksetCompound : BSLinkset | ||
68 | { | ||
69 | private static string LogHeader = "[BULLETSIM LINKSET COMPOUND]"; | ||
70 | |||
71 | public BSLinksetCompound(BSScene scene, BSPhysObject parent) : base(scene, parent) | ||
72 | { | ||
73 | } | ||
74 | |||
75 | // For compound implimented linksets, if there are children, use compound shape for the root. | ||
76 | public override BSPhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor) | ||
77 | { | ||
78 | // Returning 'unknown' means we don't have a preference. | ||
79 | BSPhysicsShapeType ret = BSPhysicsShapeType.SHAPE_UNKNOWN; | ||
80 | if (IsRoot(requestor) && HasAnyChildren) | ||
81 | { | ||
82 | ret = BSPhysicsShapeType.SHAPE_COMPOUND; | ||
83 | } | ||
84 | // DetailLog("{0},BSLinksetCompound.PreferredPhysicalShape,call,shape={1}", LinksetRoot.LocalID, ret); | ||
85 | return ret; | ||
86 | } | ||
87 | |||
88 | // When physical properties are changed the linkset needs to recalculate | ||
89 | // its internal properties. | ||
90 | public override void Refresh(BSPhysObject requestor) | ||
91 | { | ||
92 | // Something changed so do the rebuilding thing | ||
93 | // ScheduleRebuild(); | ||
94 | } | ||
95 | |||
96 | // Schedule a refresh to happen after all the other taint processing. | ||
97 | private void ScheduleRebuild(BSPhysObject requestor) | ||
98 | { | ||
99 | DetailLog("{0},BSLinksetCompound.Refresh,schedulingRefresh,rebuilding={1}", | ||
100 | requestor.LocalID, Rebuilding); | ||
101 | // When rebuilding, it is possible to set properties that would normally require a rebuild. | ||
102 | // If already rebuilding, don't request another rebuild. | ||
103 | if (!Rebuilding) | ||
104 | { | ||
105 | PhysicsScene.PostTaintObject("BSLinksetCompound.Refresh", LinksetRoot.LocalID, delegate() | ||
106 | { | ||
107 | if (HasAnyChildren) | ||
108 | RecomputeLinksetCompound(); | ||
109 | }); | ||
110 | } | ||
111 | } | ||
112 | |||
113 | // The object is going dynamic (physical). Do any setup necessary | ||
114 | // for a dynamic linkset. | ||
115 | // Only the state of the passed object can be modified. The rest of the linkset | ||
116 | // has not yet been fully constructed. | ||
117 | // Return 'true' if any properties updated on the passed object. | ||
118 | // Called at taint-time! | ||
119 | public override bool MakeDynamic(BSPhysObject child) | ||
120 | { | ||
121 | bool ret = false; | ||
122 | DetailLog("{0},BSLinksetCompound.MakeDynamic,call,IsRoot={1}", child.LocalID, IsRoot(child)); | ||
123 | if (IsRoot(child)) | ||
124 | { | ||
125 | // The root is going dynamic. Make sure mass is properly set. | ||
126 | m_mass = ComputeLinksetMass(); | ||
127 | ScheduleRebuild(LinksetRoot); | ||
128 | } | ||
129 | else | ||
130 | { | ||
131 | // The origional prims are removed from the world as the shape of the root compound | ||
132 | // shape takes over. | ||
133 | BulletSimAPI.AddToCollisionFlags2(child.PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); | ||
134 | BulletSimAPI.ForceActivationState2(child.PhysBody.ptr, ActivationState.DISABLE_SIMULATION); | ||
135 | // We don't want collisions from the old linkset children. | ||
136 | BulletSimAPI.RemoveFromCollisionFlags2(child.PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
137 | |||
138 | child.PhysBody.collisionType = CollisionType.LinksetChild; | ||
139 | |||
140 | ret = true; | ||
141 | } | ||
142 | return ret; | ||
143 | } | ||
144 | |||
145 | // The object is going static (non-physical). Do any setup necessary for a static linkset. | ||
146 | // Return 'true' if any properties updated on the passed object. | ||
147 | // This doesn't normally happen -- OpenSim removes the objects from the physical | ||
148 | // world if it is a static linkset. | ||
149 | // Called at taint-time! | ||
150 | public override bool MakeStatic(BSPhysObject child) | ||
151 | { | ||
152 | bool ret = false; | ||
153 | DetailLog("{0},BSLinksetCompound.MakeStatic,call,IsRoot={1}", child.LocalID, IsRoot(child)); | ||
154 | if (IsRoot(child)) | ||
155 | { | ||
156 | ScheduleRebuild(LinksetRoot); | ||
157 | } | ||
158 | else | ||
159 | { | ||
160 | // The non-physical children can come back to life. | ||
161 | BulletSimAPI.RemoveFromCollisionFlags2(child.PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); | ||
162 | |||
163 | child.PhysBody.collisionType = CollisionType.LinksetChild; | ||
164 | |||
165 | // Don't force activation so setting of DISABLE_SIMULATION can stay if used. | ||
166 | BulletSimAPI.Activate2(child.PhysBody.ptr, false); | ||
167 | ret = true; | ||
168 | } | ||
169 | return ret; | ||
170 | } | ||
171 | |||
172 | public override void UpdateProperties(BSPhysObject updated, bool physicalUpdate) | ||
173 | { | ||
174 | // The user moving a child around requires the rebuilding of the linkset compound shape | ||
175 | // One problem is this happens when a border is crossed -- the simulator implementation | ||
176 | // is to store the position into the group which causes the move of the object | ||
177 | // but it also means all the child positions get updated. | ||
178 | // What would cause an unnecessary rebuild so we make sure the linkset is in a | ||
179 | // region before bothering to do a rebuild. | ||
180 | if (!IsRoot(updated) | ||
181 | && !physicalUpdate | ||
182 | && PhysicsScene.TerrainManager.IsWithinKnownTerrain(LinksetRoot.RawPosition)) | ||
183 | { | ||
184 | updated.LinksetInfo = null; | ||
185 | ScheduleRebuild(updated); | ||
186 | } | ||
187 | } | ||
188 | |||
189 | // Routine called when rebuilding the body of some member of the linkset. | ||
190 | // Since we don't keep in world relationships, do nothing unless it's a child changing. | ||
191 | // Returns 'true' of something was actually removed and would need restoring | ||
192 | // Called at taint-time!! | ||
193 | public override bool RemoveBodyDependencies(BSPrim child) | ||
194 | { | ||
195 | bool ret = false; | ||
196 | |||
197 | DetailLog("{0},BSLinksetCompound.RemoveBodyDependencies,refreshIfChild,rID={1},rBody={2},isRoot={3}", | ||
198 | child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString(), IsRoot(child)); | ||
199 | |||
200 | if (!IsRoot(child)) | ||
201 | { | ||
202 | // Because it is a convenient time, recompute child world position and rotation based on | ||
203 | // its position in the linkset. | ||
204 | RecomputeChildWorldPosition(child, true); | ||
205 | } | ||
206 | |||
207 | // Cannot schedule a refresh/rebuild here because this routine is called when | ||
208 | // the linkset is being rebuilt. | ||
209 | // InternalRefresh(LinksetRoot); | ||
210 | |||
211 | return ret; | ||
212 | } | ||
213 | |||
214 | // Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true', | ||
215 | // this routine will restore the removed constraints. | ||
216 | // Called at taint-time!! | ||
217 | public override void RestoreBodyDependencies(BSPrim child) | ||
218 | { | ||
219 | } | ||
220 | |||
221 | // When the linkset is built, the child shape is added to the compound shape relative to the | ||
222 | // root shape. The linkset then moves around but this does not move the actual child | ||
223 | // prim. The child prim's location must be recomputed based on the location of the root shape. | ||
224 | private void RecomputeChildWorldPosition(BSPhysObject child, bool inTaintTime) | ||
225 | { | ||
226 | BSLinksetCompoundInfo lci = child.LinksetInfo as BSLinksetCompoundInfo; | ||
227 | if (lci != null) | ||
228 | { | ||
229 | if (inTaintTime) | ||
230 | { | ||
231 | OMV.Vector3 oldPos = child.RawPosition; | ||
232 | child.ForcePosition = LinksetRoot.RawPosition + lci.OffsetPos; | ||
233 | child.ForceOrientation = LinksetRoot.RawOrientation * lci.OffsetRot; | ||
234 | DetailLog("{0},BSLinksetCompound.RecomputeChildWorldPosition,oldPos={1},lci={2},newPos={3}", | ||
235 | child.LocalID, oldPos, lci, child.RawPosition); | ||
236 | } | ||
237 | else | ||
238 | { | ||
239 | // TaintedObject is not used here so the raw position is set now and not at taint-time. | ||
240 | child.Position = LinksetRoot.RawPosition + lci.OffsetPos; | ||
241 | child.Orientation = LinksetRoot.RawOrientation * lci.OffsetRot; | ||
242 | } | ||
243 | } | ||
244 | else | ||
245 | { | ||
246 | // This happens when children have been added to the linkset but the linkset | ||
247 | // has not been constructed yet. So like, at taint time, adding children to a linkset | ||
248 | // and then changing properties of the children (makePhysical, for instance) | ||
249 | // but the post-print action of actually rebuilding the linkset has not yet happened. | ||
250 | // PhysicsScene.Logger.WarnFormat("{0} Restoring linkset child position failed because of no relative position computed. ID={1}", | ||
251 | // LogHeader, child.LocalID); | ||
252 | DetailLog("{0},BSLinksetCompound.recomputeChildWorldPosition,noRelativePositonInfo", child.LocalID); | ||
253 | } | ||
254 | } | ||
255 | |||
256 | // ================================================================ | ||
257 | |||
258 | // Add a new child to the linkset. | ||
259 | // Called while LinkActivity is locked. | ||
260 | protected override void AddChildToLinkset(BSPhysObject child) | ||
261 | { | ||
262 | if (!HasChild(child)) | ||
263 | { | ||
264 | m_children.Add(child); | ||
265 | |||
266 | DetailLog("{0},BSLinksetCompound.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID); | ||
267 | |||
268 | // Rebuild the compound shape with the new child shape included | ||
269 | ScheduleRebuild(child); | ||
270 | } | ||
271 | return; | ||
272 | } | ||
273 | |||
274 | // Remove the specified child from the linkset. | ||
275 | // Safe to call even if the child is not really in the linkset. | ||
276 | protected override void RemoveChildFromLinkset(BSPhysObject child) | ||
277 | { | ||
278 | if (m_children.Remove(child)) | ||
279 | { | ||
280 | DetailLog("{0},BSLinksetCompound.RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}", | ||
281 | child.LocalID, | ||
282 | LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString(), | ||
283 | child.LocalID, child.PhysBody.ptr.ToString()); | ||
284 | |||
285 | // Cause the child's body to be rebuilt and thus restored to normal operation | ||
286 | RecomputeChildWorldPosition(child, false); | ||
287 | child.ForceBodyShapeRebuild(false); | ||
288 | |||
289 | if (!HasAnyChildren) | ||
290 | { | ||
291 | // The linkset is now empty. The root needs rebuilding. | ||
292 | LinksetRoot.ForceBodyShapeRebuild(false); | ||
293 | } | ||
294 | else | ||
295 | { | ||
296 | // Rebuild the compound shape with the child removed | ||
297 | ScheduleRebuild(child); | ||
298 | } | ||
299 | } | ||
300 | return; | ||
301 | } | ||
302 | |||
303 | // Called before the simulation step to make sure the compound based linkset | ||
304 | // is all initialized. | ||
305 | // Constraint linksets are rebuilt every time. | ||
306 | // Note that this works for rebuilding just the root after a linkset is taken apart. | ||
307 | // Called at taint time!! | ||
308 | private void RecomputeLinksetCompound() | ||
309 | { | ||
310 | try | ||
311 | { | ||
312 | // Suppress rebuilding while rebuilding | ||
313 | Rebuilding = true; | ||
314 | |||
315 | // Cause the root shape to be rebuilt as a compound object with just the root in it | ||
316 | LinksetRoot.ForceBodyShapeRebuild(true); | ||
317 | |||
318 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,start,rBody={1},rShape={2},numChildren={3}", | ||
319 | LinksetRoot.LocalID, LinksetRoot.PhysBody, LinksetRoot.PhysShape, NumberOfChildren); | ||
320 | |||
321 | // Add a shape for each of the other children in the linkset | ||
322 | ForEachMember(delegate(BSPhysObject cPrim) | ||
323 | { | ||
324 | if (!IsRoot(cPrim)) | ||
325 | { | ||
326 | // Compute the displacement of the child from the root of the linkset. | ||
327 | // This info is saved in the child prim so the relationship does not | ||
328 | // change over time and the new child position can be computed | ||
329 | // when the linkset is being disassembled (the linkset may have moved). | ||
330 | BSLinksetCompoundInfo lci = cPrim.LinksetInfo as BSLinksetCompoundInfo; | ||
331 | if (lci == null) | ||
332 | { | ||
333 | // Each child position and rotation is given relative to the root. | ||
334 | OMV.Quaternion invRootOrientation = OMV.Quaternion.Inverse(LinksetRoot.RawOrientation); | ||
335 | OMV.Vector3 displacementPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation; | ||
336 | OMV.Quaternion displacementRot = cPrim.RawOrientation * invRootOrientation; | ||
337 | |||
338 | // Save relative position for recomputing child's world position after moving linkset. | ||
339 | lci = new BSLinksetCompoundInfo(displacementPos, displacementRot); | ||
340 | cPrim.LinksetInfo = lci; | ||
341 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,creatingRelPos,lci={1}", cPrim.LocalID, lci); | ||
342 | } | ||
343 | |||
344 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addMemberToShape,mID={1},mShape={2},dispPos={3},dispRot={4}", | ||
345 | LinksetRoot.LocalID, cPrim.LocalID, cPrim.PhysShape, lci.OffsetPos, lci.OffsetRot); | ||
346 | |||
347 | if (cPrim.PhysShape.isNativeShape) | ||
348 | { | ||
349 | // A native shape is turning into a hull collision shape because native | ||
350 | // shapes are not shared so we have to hullify it so it will be tracked | ||
351 | // and freed at the correct time. This also solves the scaling problem | ||
352 | // (native shapes scaled but hull/meshes are assumed to not be). | ||
353 | // TODO: decide of the native shape can just be used in the compound shape. | ||
354 | // Use call to CreateGeomNonSpecial(). | ||
355 | BulletShape saveShape = cPrim.PhysShape; | ||
356 | cPrim.PhysShape.Clear(); // Don't let the create free the child's shape | ||
357 | // PhysicsScene.Shapes.CreateGeomNonSpecial(true, cPrim, null); | ||
358 | PhysicsScene.Shapes.CreateGeomMeshOrHull(cPrim, null); | ||
359 | BulletShape newShape = cPrim.PhysShape; | ||
360 | cPrim.PhysShape = saveShape; | ||
361 | BulletSimAPI.AddChildShapeToCompoundShape2(LinksetRoot.PhysShape.ptr, newShape.ptr, lci.OffsetPos, lci.OffsetRot); | ||
362 | } | ||
363 | else | ||
364 | { | ||
365 | // For the shared shapes (meshes and hulls), just use the shape in the child. | ||
366 | // The reference count added here will be decremented when the compound shape | ||
367 | // is destroyed in BSShapeCollection (the child shapes are looped over and dereferenced). | ||
368 | if (PhysicsScene.Shapes.ReferenceShape(cPrim.PhysShape)) | ||
369 | { | ||
370 | PhysicsScene.Logger.ErrorFormat("{0} Rebuilt sharable shape when building linkset! Region={1}, primID={2}, shape={3}", | ||
371 | LogHeader, PhysicsScene.RegionName, cPrim.LocalID, cPrim.PhysShape); | ||
372 | } | ||
373 | BulletSimAPI.AddChildShapeToCompoundShape2(LinksetRoot.PhysShape.ptr, cPrim.PhysShape.ptr, lci.OffsetPos, lci.OffsetRot); | ||
374 | } | ||
375 | } | ||
376 | return false; // 'false' says to move onto the next child in the list | ||
377 | }); | ||
378 | |||
379 | // With all of the linkset packed into the root prim, it has the mass of everyone. | ||
380 | float linksetMass = LinksetMass; | ||
381 | LinksetRoot.UpdatePhysicalMassProperties(linksetMass); | ||
382 | } | ||
383 | finally | ||
384 | { | ||
385 | Rebuilding = false; | ||
386 | } | ||
387 | |||
388 | BulletSimAPI.RecalculateCompoundShapeLocalAabb2(LinksetRoot.PhysShape.ptr); | ||
389 | |||
390 | // DEBUG: see of inter-linkset collisions are causing problems for constraint linksets. | ||
391 | // BulletSimAPI.SetCollisionFilterMask2(LinksetRoot.BSBody.ptr, | ||
392 | // (uint)CollisionFilterGroups.LinksetFilter, (uint)CollisionFilterGroups.LinksetMask); | ||
393 | |||
394 | } | ||
395 | } | ||
396 | } \ No newline at end of file | ||
diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BSLinksetConstraints.cs b/OpenSim/Region/Physics/BulletSNPlugin/BSLinksetConstraints.cs new file mode 100644 index 0000000..5757e64 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSNPlugin/BSLinksetConstraints.cs | |||
@@ -0,0 +1,314 @@ | |||
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.BulletSNPlugin | ||
34 | { | ||
35 | public sealed class BSLinksetConstraints : BSLinkset | ||
36 | { | ||
37 | // private static string LogHeader = "[BULLETSIM LINKSET CONSTRAINTS]"; | ||
38 | |||
39 | public BSLinksetConstraints(BSScene scene, BSPhysObject parent) : base(scene, parent) | ||
40 | { | ||
41 | } | ||
42 | |||
43 | // When physical properties are changed the linkset needs to recalculate | ||
44 | // its internal properties. | ||
45 | // This is queued in the 'post taint' queue so the | ||
46 | // refresh will happen once after all the other taints are applied. | ||
47 | public override void Refresh(BSPhysObject requestor) | ||
48 | { | ||
49 | // Queue to happen after all the other taint processing | ||
50 | PhysicsScene.PostTaintObject("BSLinksetContraints.Refresh", requestor.LocalID, delegate() | ||
51 | { | ||
52 | if (HasAnyChildren && IsRoot(requestor)) | ||
53 | RecomputeLinksetConstraints(); | ||
54 | }); | ||
55 | } | ||
56 | |||
57 | // The object is going dynamic (physical). Do any setup necessary | ||
58 | // for a dynamic linkset. | ||
59 | // Only the state of the passed object can be modified. The rest of the linkset | ||
60 | // has not yet been fully constructed. | ||
61 | // Return 'true' if any properties updated on the passed object. | ||
62 | // Called at taint-time! | ||
63 | public override bool MakeDynamic(BSPhysObject child) | ||
64 | { | ||
65 | // What is done for each object in BSPrim is what we want. | ||
66 | return false; | ||
67 | } | ||
68 | |||
69 | // The object is going static (non-physical). Do any setup necessary for a static linkset. | ||
70 | // Return 'true' if any properties updated on the passed object. | ||
71 | // This doesn't normally happen -- OpenSim removes the objects from the physical | ||
72 | // world if it is a static linkset. | ||
73 | // Called at taint-time! | ||
74 | public override bool MakeStatic(BSPhysObject child) | ||
75 | { | ||
76 | // What is done for each object in BSPrim is what we want. | ||
77 | return false; | ||
78 | } | ||
79 | |||
80 | // Called at taint-time!! | ||
81 | public override void UpdateProperties(BSPhysObject updated, bool inTaintTime) | ||
82 | { | ||
83 | // Nothing to do for constraints on property updates | ||
84 | } | ||
85 | |||
86 | // Routine called when rebuilding the body of some member of the linkset. | ||
87 | // Destroy all the constraints have have been made to root and set | ||
88 | // up to rebuild the constraints before the next simulation step. | ||
89 | // Returns 'true' of something was actually removed and would need restoring | ||
90 | // Called at taint-time!! | ||
91 | public override bool RemoveBodyDependencies(BSPrim child) | ||
92 | { | ||
93 | bool ret = false; | ||
94 | |||
95 | DetailLog("{0},BSLinksetConstraint.RemoveBodyDependencies,removeChildrenForRoot,rID={1},rBody={2}", | ||
96 | child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString()); | ||
97 | |||
98 | lock (m_linksetActivityLock) | ||
99 | { | ||
100 | // Just undo all the constraints for this linkset. Rebuild at the end of the step. | ||
101 | ret = PhysicallyUnlinkAllChildrenFromRoot(LinksetRoot); | ||
102 | // Cause the constraints, et al to be rebuilt before the next simulation step. | ||
103 | Refresh(LinksetRoot); | ||
104 | } | ||
105 | return ret; | ||
106 | } | ||
107 | |||
108 | // Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true', | ||
109 | // this routine will restore the removed constraints. | ||
110 | // Called at taint-time!! | ||
111 | public override void RestoreBodyDependencies(BSPrim child) | ||
112 | { | ||
113 | // The Refresh operation queued by RemoveBodyDependencies() will build any missing constraints. | ||
114 | } | ||
115 | |||
116 | // ================================================================ | ||
117 | |||
118 | // Add a new child to the linkset. | ||
119 | // Called while LinkActivity is locked. | ||
120 | protected override void AddChildToLinkset(BSPhysObject child) | ||
121 | { | ||
122 | if (!HasChild(child)) | ||
123 | { | ||
124 | m_children.Add(child); | ||
125 | |||
126 | DetailLog("{0},BSLinksetConstraints.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID); | ||
127 | |||
128 | // Cause constraints and assorted properties to be recomputed before the next simulation step. | ||
129 | Refresh(LinksetRoot); | ||
130 | } | ||
131 | return; | ||
132 | } | ||
133 | |||
134 | // Remove the specified child from the linkset. | ||
135 | // Safe to call even if the child is not really in my linkset. | ||
136 | protected override void RemoveChildFromLinkset(BSPhysObject child) | ||
137 | { | ||
138 | if (m_children.Remove(child)) | ||
139 | { | ||
140 | BSPhysObject rootx = LinksetRoot; // capture the root and body as of now | ||
141 | BSPhysObject childx = child; | ||
142 | |||
143 | DetailLog("{0},BSLinksetConstraints.RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}", | ||
144 | childx.LocalID, | ||
145 | rootx.LocalID, rootx.PhysBody.ptr.ToString(), | ||
146 | childx.LocalID, childx.PhysBody.ptr.ToString()); | ||
147 | |||
148 | PhysicsScene.TaintedObject("BSLinksetConstraints.RemoveChildFromLinkset", delegate() | ||
149 | { | ||
150 | PhysicallyUnlinkAChildFromRoot(rootx, childx); | ||
151 | }); | ||
152 | // See that the linkset parameters are recomputed at the end of the taint time. | ||
153 | Refresh(LinksetRoot); | ||
154 | } | ||
155 | else | ||
156 | { | ||
157 | // Non-fatal occurance. | ||
158 | // PhysicsScene.Logger.ErrorFormat("{0}: Asked to remove child from linkset that was not in linkset", LogHeader); | ||
159 | } | ||
160 | return; | ||
161 | } | ||
162 | |||
163 | // Create a constraint between me (root of linkset) and the passed prim (the child). | ||
164 | // Called at taint time! | ||
165 | private void PhysicallyLinkAChildToRoot(BSPhysObject rootPrim, BSPhysObject childPrim) | ||
166 | { | ||
167 | // Don't build the constraint when asked. Put it off until just before the simulation step. | ||
168 | Refresh(rootPrim); | ||
169 | } | ||
170 | |||
171 | private BSConstraint BuildConstraint(BSPhysObject rootPrim, BSPhysObject childPrim) | ||
172 | { | ||
173 | // Zero motion for children so they don't interpolate | ||
174 | childPrim.ZeroMotion(true); | ||
175 | |||
176 | // Relative position normalized to the root prim | ||
177 | // Essentually a vector pointing from center of rootPrim to center of childPrim | ||
178 | OMV.Vector3 childRelativePosition = childPrim.Position - rootPrim.Position; | ||
179 | |||
180 | // real world coordinate of midpoint between the two objects | ||
181 | OMV.Vector3 midPoint = rootPrim.Position + (childRelativePosition / 2); | ||
182 | |||
183 | DetailLog("{0},BSLinksetConstraint.BuildConstraint,taint,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6},midLoc={7}", | ||
184 | rootPrim.LocalID, | ||
185 | rootPrim.LocalID, rootPrim.PhysBody.ptr.ToString(), | ||
186 | childPrim.LocalID, childPrim.PhysBody.ptr.ToString(), | ||
187 | rootPrim.Position, childPrim.Position, midPoint); | ||
188 | |||
189 | // create a constraint that allows no freedom of movement between the two objects | ||
190 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 | ||
191 | |||
192 | BSConstraint6Dof constrain = new BSConstraint6Dof( | ||
193 | PhysicsScene.World, rootPrim.PhysBody, childPrim.PhysBody, midPoint, true, true ); | ||
194 | // PhysicsScene.World, childPrim.BSBody, rootPrim.BSBody, midPoint, true, true ); | ||
195 | |||
196 | /* NOTE: below is an attempt to build constraint with full frame computation, etc. | ||
197 | * Using the midpoint is easier since it lets the Bullet code manipulate the transforms | ||
198 | * of the objects. | ||
199 | * Code left for future programmers. | ||
200 | // ================================================================================== | ||
201 | // relative position normalized to the root prim | ||
202 | OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation); | ||
203 | OMV.Vector3 childRelativePosition = (childPrim.Position - rootPrim.Position) * invThisOrientation; | ||
204 | |||
205 | // relative rotation of the child to the parent | ||
206 | OMV.Quaternion childRelativeRotation = invThisOrientation * childPrim.Orientation; | ||
207 | OMV.Quaternion inverseChildRelativeRotation = OMV.Quaternion.Inverse(childRelativeRotation); | ||
208 | |||
209 | DetailLog("{0},BSLinksetConstraint.PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID); | ||
210 | BS6DofConstraint constrain = new BS6DofConstraint( | ||
211 | PhysicsScene.World, rootPrim.Body, childPrim.Body, | ||
212 | OMV.Vector3.Zero, | ||
213 | OMV.Quaternion.Inverse(rootPrim.Orientation), | ||
214 | OMV.Vector3.Zero, | ||
215 | OMV.Quaternion.Inverse(childPrim.Orientation), | ||
216 | true, | ||
217 | true | ||
218 | ); | ||
219 | // ================================================================================== | ||
220 | */ | ||
221 | |||
222 | PhysicsScene.Constraints.AddConstraint(constrain); | ||
223 | |||
224 | // zero linear and angular limits makes the objects unable to move in relation to each other | ||
225 | constrain.SetLinearLimits(OMV.Vector3.Zero, OMV.Vector3.Zero); | ||
226 | constrain.SetAngularLimits(OMV.Vector3.Zero, OMV.Vector3.Zero); | ||
227 | |||
228 | // tweek the constraint to increase stability | ||
229 | constrain.UseFrameOffset(BSParam.BoolNumeric(BSParam.LinkConstraintUseFrameOffset)); | ||
230 | constrain.TranslationalLimitMotor(BSParam.BoolNumeric(BSParam.LinkConstraintEnableTransMotor), | ||
231 | BSParam.LinkConstraintTransMotorMaxVel, | ||
232 | BSParam.LinkConstraintTransMotorMaxForce); | ||
233 | constrain.SetCFMAndERP(BSParam.LinkConstraintCFM, BSParam.LinkConstraintERP); | ||
234 | if (BSParam.LinkConstraintSolverIterations != 0f) | ||
235 | { | ||
236 | constrain.SetSolverIterations(BSParam.LinkConstraintSolverIterations); | ||
237 | } | ||
238 | return constrain; | ||
239 | } | ||
240 | |||
241 | // Remove linkage between the linkset root and a particular child | ||
242 | // The root and child bodies are passed in because we need to remove the constraint between | ||
243 | // the bodies that were present at unlink time. | ||
244 | // Called at taint time! | ||
245 | private bool PhysicallyUnlinkAChildFromRoot(BSPhysObject rootPrim, BSPhysObject childPrim) | ||
246 | { | ||
247 | bool ret = false; | ||
248 | DetailLog("{0},BSLinksetConstraint.PhysicallyUnlinkAChildFromRoot,taint,root={1},rBody={2},child={3},cBody={4}", | ||
249 | rootPrim.LocalID, | ||
250 | rootPrim.LocalID, rootPrim.PhysBody.ptr.ToString(), | ||
251 | childPrim.LocalID, childPrim.PhysBody.ptr.ToString()); | ||
252 | |||
253 | // Find the constraint for this link and get rid of it from the overall collection and from my list | ||
254 | if (PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody, childPrim.PhysBody)) | ||
255 | { | ||
256 | // Make the child refresh its location | ||
257 | BulletSimAPI.PushUpdate2(childPrim.PhysBody.ptr); | ||
258 | ret = true; | ||
259 | } | ||
260 | |||
261 | return ret; | ||
262 | } | ||
263 | |||
264 | // Remove linkage between myself and any possible children I might have. | ||
265 | // Returns 'true' of any constraints were destroyed. | ||
266 | // Called at taint time! | ||
267 | private bool PhysicallyUnlinkAllChildrenFromRoot(BSPhysObject rootPrim) | ||
268 | { | ||
269 | DetailLog("{0},BSLinksetConstraint.PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID); | ||
270 | |||
271 | return PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody); | ||
272 | } | ||
273 | |||
274 | // Call each of the constraints that make up this linkset and recompute the | ||
275 | // various transforms and variables. Create constraints of not created yet. | ||
276 | // Called before the simulation step to make sure the constraint based linkset | ||
277 | // is all initialized. | ||
278 | // Called at taint time!! | ||
279 | private void RecomputeLinksetConstraints() | ||
280 | { | ||
281 | float linksetMass = LinksetMass; | ||
282 | LinksetRoot.UpdatePhysicalMassProperties(linksetMass); | ||
283 | |||
284 | // DEBUG: see of inter-linkset collisions are causing problems | ||
285 | // BulletSimAPI.SetCollisionFilterMask2(LinksetRoot.BSBody.ptr, | ||
286 | // (uint)CollisionFilterGroups.LinksetFilter, (uint)CollisionFilterGroups.LinksetMask); | ||
287 | DetailLog("{0},BSLinksetConstraint.RecomputeLinksetConstraints,set,rBody={1},linksetMass={2}", | ||
288 | LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString(), linksetMass); | ||
289 | |||
290 | foreach (BSPhysObject child in m_children) | ||
291 | { | ||
292 | // A child in the linkset physically shows the mass of the whole linkset. | ||
293 | // This allows Bullet to apply enough force on the child to move the whole linkset. | ||
294 | // (Also do the mass stuff before recomputing the constraint so mass is not zero.) | ||
295 | child.UpdatePhysicalMassProperties(linksetMass); | ||
296 | |||
297 | BSConstraint constrain; | ||
298 | if (!PhysicsScene.Constraints.TryGetConstraint(LinksetRoot.PhysBody, child.PhysBody, out constrain)) | ||
299 | { | ||
300 | // If constraint doesn't exist yet, create it. | ||
301 | constrain = BuildConstraint(LinksetRoot, child); | ||
302 | } | ||
303 | constrain.RecomputeConstraintVariables(linksetMass); | ||
304 | |||
305 | // DEBUG: see of inter-linkset collisions are causing problems | ||
306 | // BulletSimAPI.SetCollisionFilterMask2(child.BSBody.ptr, | ||
307 | // (uint)CollisionFilterGroups.LinksetFilter, (uint)CollisionFilterGroups.LinksetMask); | ||
308 | |||
309 | // BulletSimAPI.DumpConstraint2(PhysicsScene.World.ptr, constrain.Constraint.ptr); // DEBUG DEBUG | ||
310 | } | ||
311 | |||
312 | } | ||
313 | } | ||
314 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BSMaterials.cs b/OpenSim/Region/Physics/BulletSNPlugin/BSMaterials.cs new file mode 100644 index 0000000..732191f --- /dev/null +++ b/OpenSim/Region/Physics/BulletSNPlugin/BSMaterials.cs | |||
@@ -0,0 +1,200 @@ | |||
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 | using System.Reflection; | ||
31 | using Nini.Config; | ||
32 | |||
33 | namespace OpenSim.Region.Physics.BulletSNPlugin | ||
34 | { | ||
35 | |||
36 | public struct MaterialAttributes | ||
37 | { | ||
38 | // Material type values that correspond with definitions for LSL | ||
39 | public enum Material : int | ||
40 | { | ||
41 | Stone = 0, | ||
42 | Metal, | ||
43 | Glass, | ||
44 | Wood, | ||
45 | Flesh, | ||
46 | Plastic, | ||
47 | Rubber, | ||
48 | Light, | ||
49 | // Hereafter are BulletSim additions | ||
50 | Avatar, | ||
51 | NumberOfTypes // the count of types in the enum. | ||
52 | } | ||
53 | |||
54 | // Names must be in the order of the above enum. | ||
55 | // These names must coorespond to the lower case field names in the MaterialAttributes | ||
56 | // structure as reflection is used to select the field to put the value in. | ||
57 | public static readonly string[] MaterialAttribs = { "Density", "Friction", "Restitution"}; | ||
58 | |||
59 | public MaterialAttributes(string t, float d, float f, float r) | ||
60 | { | ||
61 | type = t; | ||
62 | density = d; | ||
63 | friction = f; | ||
64 | restitution = r; | ||
65 | } | ||
66 | public string type; | ||
67 | public float density; | ||
68 | public float friction; | ||
69 | public float restitution; | ||
70 | } | ||
71 | |||
72 | public static class BSMaterials | ||
73 | { | ||
74 | // Attributes for each material type | ||
75 | private static readonly MaterialAttributes[] Attributes; | ||
76 | |||
77 | // Map of material name to material type code | ||
78 | public static readonly Dictionary<string, MaterialAttributes.Material> MaterialMap; | ||
79 | |||
80 | static BSMaterials() | ||
81 | { | ||
82 | // Attribute sets for both the non-physical and physical instances of materials. | ||
83 | Attributes = new MaterialAttributes[(int)MaterialAttributes.Material.NumberOfTypes * 2]; | ||
84 | |||
85 | // Map of name to type code. | ||
86 | MaterialMap = new Dictionary<string, MaterialAttributes.Material>(); | ||
87 | MaterialMap.Add("Stone", MaterialAttributes.Material.Stone); | ||
88 | MaterialMap.Add("Metal", MaterialAttributes.Material.Metal); | ||
89 | MaterialMap.Add("Glass", MaterialAttributes.Material.Glass); | ||
90 | MaterialMap.Add("Wood", MaterialAttributes.Material.Wood); | ||
91 | MaterialMap.Add("Flesh", MaterialAttributes.Material.Flesh); | ||
92 | MaterialMap.Add("Plastic", MaterialAttributes.Material.Plastic); | ||
93 | MaterialMap.Add("Rubber", MaterialAttributes.Material.Rubber); | ||
94 | MaterialMap.Add("Light", MaterialAttributes.Material.Light); | ||
95 | MaterialMap.Add("Avatar", MaterialAttributes.Material.Avatar); | ||
96 | } | ||
97 | |||
98 | // This is where all the default material attributes are defined. | ||
99 | public static void InitializeFromDefaults(ConfigurationParameters parms) | ||
100 | { | ||
101 | // Values from http://wiki.secondlife.com/wiki/PRIM_MATERIAL | ||
102 | float dDensity = parms.defaultDensity; | ||
103 | float dFriction = parms.defaultFriction; | ||
104 | float dRestitution = parms.defaultRestitution; | ||
105 | Attributes[(int)MaterialAttributes.Material.Stone] = | ||
106 | new MaterialAttributes("stone",dDensity, 0.8f, 0.4f); | ||
107 | Attributes[(int)MaterialAttributes.Material.Metal] = | ||
108 | new MaterialAttributes("metal",dDensity, 0.3f, 0.4f); | ||
109 | Attributes[(int)MaterialAttributes.Material.Glass] = | ||
110 | new MaterialAttributes("glass",dDensity, 0.2f, 0.7f); | ||
111 | Attributes[(int)MaterialAttributes.Material.Wood] = | ||
112 | new MaterialAttributes("wood",dDensity, 0.6f, 0.5f); | ||
113 | Attributes[(int)MaterialAttributes.Material.Flesh] = | ||
114 | new MaterialAttributes("flesh",dDensity, 0.9f, 0.3f); | ||
115 | Attributes[(int)MaterialAttributes.Material.Plastic] = | ||
116 | new MaterialAttributes("plastic",dDensity, 0.4f, 0.7f); | ||
117 | Attributes[(int)MaterialAttributes.Material.Rubber] = | ||
118 | new MaterialAttributes("rubber",dDensity, 0.9f, 0.9f); | ||
119 | Attributes[(int)MaterialAttributes.Material.Light] = | ||
120 | new MaterialAttributes("light",dDensity, dFriction, dRestitution); | ||
121 | Attributes[(int)MaterialAttributes.Material.Avatar] = | ||
122 | new MaterialAttributes("avatar",60f, 0.2f, 0f); | ||
123 | |||
124 | Attributes[(int)MaterialAttributes.Material.Stone + (int)MaterialAttributes.Material.NumberOfTypes] = | ||
125 | new MaterialAttributes("stonePhysical",dDensity, 0.8f, 0.4f); | ||
126 | Attributes[(int)MaterialAttributes.Material.Metal + (int)MaterialAttributes.Material.NumberOfTypes] = | ||
127 | new MaterialAttributes("metalPhysical",dDensity, 0.8f, 0.4f); | ||
128 | Attributes[(int)MaterialAttributes.Material.Glass + (int)MaterialAttributes.Material.NumberOfTypes] = | ||
129 | new MaterialAttributes("glassPhysical",dDensity, 0.8f, 0.7f); | ||
130 | Attributes[(int)MaterialAttributes.Material.Wood + (int)MaterialAttributes.Material.NumberOfTypes] = | ||
131 | new MaterialAttributes("woodPhysical",dDensity, 0.8f, 0.5f); | ||
132 | Attributes[(int)MaterialAttributes.Material.Flesh + (int)MaterialAttributes.Material.NumberOfTypes] = | ||
133 | new MaterialAttributes("fleshPhysical",dDensity, 0.8f, 0.3f); | ||
134 | Attributes[(int)MaterialAttributes.Material.Plastic + (int)MaterialAttributes.Material.NumberOfTypes] = | ||
135 | new MaterialAttributes("plasticPhysical",dDensity, 0.8f, 0.7f); | ||
136 | Attributes[(int)MaterialAttributes.Material.Rubber + (int)MaterialAttributes.Material.NumberOfTypes] = | ||
137 | new MaterialAttributes("rubberPhysical",dDensity, 0.8f, 0.9f); | ||
138 | Attributes[(int)MaterialAttributes.Material.Light + (int)MaterialAttributes.Material.NumberOfTypes] = | ||
139 | new MaterialAttributes("lightPhysical",dDensity, dFriction, dRestitution); | ||
140 | Attributes[(int)MaterialAttributes.Material.Avatar + (int)MaterialAttributes.Material.NumberOfTypes] = | ||
141 | new MaterialAttributes("avatarPhysical",60f, 0.2f, 0f); | ||
142 | } | ||
143 | |||
144 | // Under the [BulletSim] section, one can change the individual material | ||
145 | // attribute values. The format of the configuration parameter is: | ||
146 | // <materialName><Attribute>["Physical"] = floatValue | ||
147 | // For instance: | ||
148 | // [BulletSim] | ||
149 | // StoneFriction = 0.2 | ||
150 | // FleshRestitutionPhysical = 0.8 | ||
151 | // Materials can have different parameters for their static and | ||
152 | // physical instantiations. When setting the non-physical value, | ||
153 | // both values are changed. Setting the physical value only changes | ||
154 | // the physical value. | ||
155 | public static void InitializefromParameters(IConfig pConfig) | ||
156 | { | ||
157 | foreach (KeyValuePair<string, MaterialAttributes.Material> kvp in MaterialMap) | ||
158 | { | ||
159 | string matName = kvp.Key; | ||
160 | foreach (string attribName in MaterialAttributes.MaterialAttribs) | ||
161 | { | ||
162 | string paramName = matName + attribName; | ||
163 | if (pConfig.Contains(paramName)) | ||
164 | { | ||
165 | float paramValue = pConfig.GetFloat(paramName); | ||
166 | SetAttributeValue((int)kvp.Value, attribName, paramValue); | ||
167 | // set the physical value also | ||
168 | SetAttributeValue((int)kvp.Value + (int)MaterialAttributes.Material.NumberOfTypes, attribName, paramValue); | ||
169 | } | ||
170 | paramName += "Physical"; | ||
171 | if (pConfig.Contains(paramName)) | ||
172 | { | ||
173 | float paramValue = pConfig.GetFloat(paramName); | ||
174 | SetAttributeValue((int)kvp.Value + (int)MaterialAttributes.Material.NumberOfTypes, attribName, paramValue); | ||
175 | } | ||
176 | } | ||
177 | } | ||
178 | } | ||
179 | |||
180 | // Use reflection to set the value in the attribute structure. | ||
181 | private static void SetAttributeValue(int matType, string attribName, float val) | ||
182 | { | ||
183 | MaterialAttributes thisAttrib = Attributes[matType]; | ||
184 | FieldInfo fieldInfo = thisAttrib.GetType().GetField(attribName.ToLower()); | ||
185 | if (fieldInfo != null) | ||
186 | { | ||
187 | fieldInfo.SetValue(thisAttrib, val); | ||
188 | Attributes[matType] = thisAttrib; | ||
189 | } | ||
190 | } | ||
191 | |||
192 | // Given a material type, return a structure of attributes. | ||
193 | public static MaterialAttributes GetAttributes(MaterialAttributes.Material type, bool isPhysical) | ||
194 | { | ||
195 | int ind = (int)type; | ||
196 | if (isPhysical) ind += (int)MaterialAttributes.Material.NumberOfTypes; | ||
197 | return Attributes[ind]; | ||
198 | } | ||
199 | } | ||
200 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BSMotors.cs b/OpenSim/Region/Physics/BulletSNPlugin/BSMotors.cs new file mode 100644 index 0000000..7abc9b2 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSNPlugin/BSMotors.cs | |||
@@ -0,0 +1,347 @@ | |||
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 copyright | ||
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.Text; | ||
31 | using OpenMetaverse; | ||
32 | using OpenSim.Framework; | ||
33 | |||
34 | namespace OpenSim.Region.Physics.BulletSNPlugin | ||
35 | { | ||
36 | public abstract class BSMotor | ||
37 | { | ||
38 | // Timescales and other things can be turned off by setting them to 'infinite'. | ||
39 | public const float Infinite = 12345.6f; | ||
40 | public readonly static Vector3 InfiniteVector = new Vector3(BSMotor.Infinite, BSMotor.Infinite, BSMotor.Infinite); | ||
41 | |||
42 | public BSMotor(string useName) | ||
43 | { | ||
44 | UseName = useName; | ||
45 | PhysicsScene = null; | ||
46 | Enabled = true; | ||
47 | } | ||
48 | public virtual bool Enabled { get; set; } | ||
49 | public virtual void Reset() { } | ||
50 | public virtual void Zero() { } | ||
51 | public virtual void GenerateTestOutput(float timeStep) { } | ||
52 | |||
53 | // A name passed at motor creation for easily identifyable debugging messages. | ||
54 | public string UseName { get; private set; } | ||
55 | |||
56 | // Used only for outputting debug information. Might not be set so check for null. | ||
57 | public BSScene PhysicsScene { get; set; } | ||
58 | protected void MDetailLog(string msg, params Object[] parms) | ||
59 | { | ||
60 | if (PhysicsScene != null) | ||
61 | { | ||
62 | if (PhysicsScene.VehicleLoggingEnabled) | ||
63 | { | ||
64 | PhysicsScene.DetailLog(msg, parms); | ||
65 | } | ||
66 | } | ||
67 | } | ||
68 | } | ||
69 | |||
70 | // Motor which moves CurrentValue to TargetValue over TimeScale seconds. | ||
71 | // The TargetValue decays in TargetValueDecayTimeScale and | ||
72 | // the CurrentValue will be held back by FrictionTimeScale. | ||
73 | // This motor will "zero itself" over time in that the targetValue will | ||
74 | // decay to zero and the currentValue will follow it to that zero. | ||
75 | // The overall effect is for the returned correction value to go from large | ||
76 | // values (the total difference between current and target minus friction) | ||
77 | // to small and eventually zero values. | ||
78 | // TimeScale and TargetDelayTimeScale may be 'infinite' which means no decay. | ||
79 | |||
80 | // For instance, if something is moving at speed X and the desired speed is Y, | ||
81 | // CurrentValue is X and TargetValue is Y. As the motor is stepped, new | ||
82 | // values of CurrentValue are returned that approach the TargetValue. | ||
83 | // The feature of decaying TargetValue is so vehicles will eventually | ||
84 | // come to a stop rather than run forever. This can be disabled by | ||
85 | // setting TargetValueDecayTimescale to 'infinite'. | ||
86 | // The change from CurrentValue to TargetValue is linear over TimeScale seconds. | ||
87 | public class BSVMotor : BSMotor | ||
88 | { | ||
89 | // public Vector3 FrameOfReference { get; set; } | ||
90 | // public Vector3 Offset { get; set; } | ||
91 | |||
92 | public virtual float TimeScale { get; set; } | ||
93 | public virtual float TargetValueDecayTimeScale { get; set; } | ||
94 | public virtual Vector3 FrictionTimescale { get; set; } | ||
95 | public virtual float Efficiency { get; set; } | ||
96 | |||
97 | public virtual float ErrorZeroThreshold { get; set; } | ||
98 | |||
99 | public virtual Vector3 TargetValue { get; protected set; } | ||
100 | public virtual Vector3 CurrentValue { get; protected set; } | ||
101 | public virtual Vector3 LastError { get; protected set; } | ||
102 | |||
103 | public virtual bool ErrorIsZero | ||
104 | { get { | ||
105 | return (LastError == Vector3.Zero || LastError.LengthSquared() <= ErrorZeroThreshold); | ||
106 | } | ||
107 | } | ||
108 | |||
109 | public BSVMotor(string useName) | ||
110 | : base(useName) | ||
111 | { | ||
112 | TimeScale = TargetValueDecayTimeScale = BSMotor.Infinite; | ||
113 | Efficiency = 1f; | ||
114 | FrictionTimescale = BSMotor.InfiniteVector; | ||
115 | CurrentValue = TargetValue = Vector3.Zero; | ||
116 | ErrorZeroThreshold = 0.001f; | ||
117 | } | ||
118 | public BSVMotor(string useName, float timeScale, float decayTimeScale, Vector3 frictionTimeScale, float efficiency) | ||
119 | : this(useName) | ||
120 | { | ||
121 | TimeScale = timeScale; | ||
122 | TargetValueDecayTimeScale = decayTimeScale; | ||
123 | FrictionTimescale = frictionTimeScale; | ||
124 | Efficiency = efficiency; | ||
125 | CurrentValue = TargetValue = Vector3.Zero; | ||
126 | } | ||
127 | public void SetCurrent(Vector3 current) | ||
128 | { | ||
129 | CurrentValue = current; | ||
130 | } | ||
131 | public void SetTarget(Vector3 target) | ||
132 | { | ||
133 | TargetValue = target; | ||
134 | } | ||
135 | public override void Zero() | ||
136 | { | ||
137 | base.Zero(); | ||
138 | CurrentValue = TargetValue = Vector3.Zero; | ||
139 | } | ||
140 | |||
141 | // Compute the next step and return the new current value | ||
142 | public virtual Vector3 Step(float timeStep) | ||
143 | { | ||
144 | if (!Enabled) return TargetValue; | ||
145 | |||
146 | Vector3 origTarget = TargetValue; // DEBUG | ||
147 | Vector3 origCurrVal = CurrentValue; // DEBUG | ||
148 | |||
149 | Vector3 correction = Vector3.Zero; | ||
150 | Vector3 error = TargetValue - CurrentValue; | ||
151 | if (!error.ApproxEquals(Vector3.Zero, ErrorZeroThreshold)) | ||
152 | { | ||
153 | correction = Step(timeStep, error); | ||
154 | |||
155 | CurrentValue += correction; | ||
156 | |||
157 | // The desired value reduces to zero which also reduces the difference with current. | ||
158 | // If the decay time is infinite, don't decay at all. | ||
159 | float decayFactor = 0f; | ||
160 | if (TargetValueDecayTimeScale != BSMotor.Infinite) | ||
161 | { | ||
162 | decayFactor = (1.0f / TargetValueDecayTimeScale) * timeStep; | ||
163 | TargetValue *= (1f - decayFactor); | ||
164 | } | ||
165 | |||
166 | // The amount we can correct the error is reduced by the friction | ||
167 | Vector3 frictionFactor = Vector3.Zero; | ||
168 | if (FrictionTimescale != BSMotor.InfiniteVector) | ||
169 | { | ||
170 | // frictionFactor = (Vector3.One / FrictionTimescale) * timeStep; | ||
171 | // Individual friction components can be 'infinite' so compute each separately. | ||
172 | frictionFactor.X = (FrictionTimescale.X == BSMotor.Infinite) ? 0f : (1f / FrictionTimescale.X); | ||
173 | frictionFactor.Y = (FrictionTimescale.Y == BSMotor.Infinite) ? 0f : (1f / FrictionTimescale.Y); | ||
174 | frictionFactor.Z = (FrictionTimescale.Z == BSMotor.Infinite) ? 0f : (1f / FrictionTimescale.Z); | ||
175 | frictionFactor *= timeStep; | ||
176 | CurrentValue *= (Vector3.One - frictionFactor); | ||
177 | } | ||
178 | |||
179 | MDetailLog("{0}, BSVMotor.Step,nonZero,{1},origCurr={2},origTarget={3},timeStep={4},err={5},corr={6}", | ||
180 | BSScene.DetailLogZero, UseName, origCurrVal, origTarget, | ||
181 | timeStep, error, correction); | ||
182 | MDetailLog("{0}, BSVMotor.Step,nonZero,{1},tgtDecayTS={2},decayFact={3},frictTS={4},frictFact={5},tgt={6},curr={7}", | ||
183 | BSScene.DetailLogZero, UseName, | ||
184 | TargetValueDecayTimeScale, decayFactor, FrictionTimescale, frictionFactor, | ||
185 | TargetValue, CurrentValue); | ||
186 | } | ||
187 | else | ||
188 | { | ||
189 | // Difference between what we have and target is small. Motor is done. | ||
190 | CurrentValue = TargetValue; | ||
191 | MDetailLog("{0}, BSVMotor.Step,zero,{1},origTgt={2},origCurr={3},ret={4}", | ||
192 | BSScene.DetailLogZero, UseName, origCurrVal, origTarget, CurrentValue); | ||
193 | } | ||
194 | |||
195 | return CurrentValue; | ||
196 | } | ||
197 | public virtual Vector3 Step(float timeStep, Vector3 error) | ||
198 | { | ||
199 | if (!Enabled) return Vector3.Zero; | ||
200 | |||
201 | LastError = error; | ||
202 | Vector3 returnCorrection = Vector3.Zero; | ||
203 | if (!error.ApproxEquals(Vector3.Zero, ErrorZeroThreshold)) | ||
204 | { | ||
205 | // correction = error / secondsItShouldTakeToCorrect | ||
206 | Vector3 correctionAmount; | ||
207 | if (TimeScale == 0f || TimeScale == BSMotor.Infinite) | ||
208 | correctionAmount = error * timeStep; | ||
209 | else | ||
210 | correctionAmount = error / TimeScale * timeStep; | ||
211 | |||
212 | returnCorrection = correctionAmount; | ||
213 | MDetailLog("{0}, BSVMotor.Step,nonZero,{1},timeStep={2},timeScale={3},err={4},corr={5}", | ||
214 | BSScene.DetailLogZero, UseName, timeStep, TimeScale, error, correctionAmount); | ||
215 | } | ||
216 | return returnCorrection; | ||
217 | } | ||
218 | |||
219 | // The user sets all the parameters and calls this which outputs values until error is zero. | ||
220 | public override void GenerateTestOutput(float timeStep) | ||
221 | { | ||
222 | // maximum number of outputs to generate. | ||
223 | int maxOutput = 50; | ||
224 | MDetailLog("{0},BSVMotor.Test,{1},===================================== BEGIN Test Output", BSScene.DetailLogZero, UseName); | ||
225 | MDetailLog("{0},BSVMotor.Test,{1},timeScale={2},targDlyTS={3},frictTS={4},eff={5},curr={6},tgt={7}", | ||
226 | BSScene.DetailLogZero, UseName, | ||
227 | TimeScale, TargetValueDecayTimeScale, FrictionTimescale, Efficiency, | ||
228 | CurrentValue, TargetValue); | ||
229 | |||
230 | LastError = BSMotor.InfiniteVector; | ||
231 | while (maxOutput-- > 0 && !LastError.ApproxEquals(Vector3.Zero, ErrorZeroThreshold)) | ||
232 | { | ||
233 | Vector3 lastStep = Step(timeStep); | ||
234 | MDetailLog("{0},BSVMotor.Test,{1},cur={2},tgt={3},lastError={4},lastStep={5}", | ||
235 | BSScene.DetailLogZero, UseName, CurrentValue, TargetValue, LastError, lastStep); | ||
236 | } | ||
237 | MDetailLog("{0},BSVMotor.Test,{1},===================================== END Test Output", BSScene.DetailLogZero, UseName); | ||
238 | |||
239 | |||
240 | } | ||
241 | |||
242 | public override string ToString() | ||
243 | { | ||
244 | return String.Format("<{0},curr={1},targ={2},decayTS={3},frictTS={4}>", | ||
245 | UseName, CurrentValue, TargetValue, TargetValueDecayTimeScale, FrictionTimescale); | ||
246 | } | ||
247 | } | ||
248 | |||
249 | public class BSFMotor : BSMotor | ||
250 | { | ||
251 | public float TimeScale { get; set; } | ||
252 | public float DecayTimeScale { get; set; } | ||
253 | public float Friction { get; set; } | ||
254 | public float Efficiency { get; set; } | ||
255 | |||
256 | public float Target { get; private set; } | ||
257 | public float CurrentValue { get; private set; } | ||
258 | |||
259 | public BSFMotor(string useName, float timeScale, float decayTimescale, float friction, float efficiency) | ||
260 | : base(useName) | ||
261 | { | ||
262 | } | ||
263 | public void SetCurrent(float target) | ||
264 | { | ||
265 | } | ||
266 | public void SetTarget(float target) | ||
267 | { | ||
268 | } | ||
269 | public virtual float Step(float timeStep) | ||
270 | { | ||
271 | return 0f; | ||
272 | } | ||
273 | } | ||
274 | |||
275 | // Proportional, Integral, Derivitive Motor | ||
276 | // Good description at http://www.answers.com/topic/pid-controller . Includes processes for choosing p, i and d factors. | ||
277 | public class BSPIDVMotor : BSVMotor | ||
278 | { | ||
279 | // Larger makes more overshoot, smaller means converge quicker. Range of 0.1 to 10. | ||
280 | public Vector3 proportionFactor { get; set; } | ||
281 | public Vector3 integralFactor { get; set; } | ||
282 | public Vector3 derivFactor { get; set; } | ||
283 | |||
284 | // Arbritrary factor range. | ||
285 | // EfficiencyHigh means move quickly to the correct number. EfficiencyLow means might over correct. | ||
286 | public float EfficiencyHigh = 0.4f; | ||
287 | public float EfficiencyLow = 4.0f; | ||
288 | |||
289 | // Running integration of the error | ||
290 | Vector3 RunningIntegration { get; set; } | ||
291 | |||
292 | public BSPIDVMotor(string useName) | ||
293 | : base(useName) | ||
294 | { | ||
295 | proportionFactor = new Vector3(1.00f, 1.00f, 1.00f); | ||
296 | integralFactor = new Vector3(1.00f, 1.00f, 1.00f); | ||
297 | derivFactor = new Vector3(1.00f, 1.00f, 1.00f); | ||
298 | RunningIntegration = Vector3.Zero; | ||
299 | LastError = Vector3.Zero; | ||
300 | } | ||
301 | |||
302 | public override void Zero() | ||
303 | { | ||
304 | base.Zero(); | ||
305 | } | ||
306 | |||
307 | public override float Efficiency | ||
308 | { | ||
309 | get { return base.Efficiency; } | ||
310 | set | ||
311 | { | ||
312 | base.Efficiency = Util.Clamp(value, 0f, 1f); | ||
313 | // Compute factors based on efficiency. | ||
314 | // If efficiency is high (1f), use a factor value that moves the error value to zero with little overshoot. | ||
315 | // If efficiency is low (0f), use a factor value that overcorrects. | ||
316 | // TODO: might want to vary contribution of different factor depending on efficiency. | ||
317 | float factor = ((1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow) / 3f; | ||
318 | // float factor = (1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow; | ||
319 | proportionFactor = new Vector3(factor, factor, factor); | ||
320 | integralFactor = new Vector3(factor, factor, factor); | ||
321 | derivFactor = new Vector3(factor, factor, factor); | ||
322 | } | ||
323 | } | ||
324 | |||
325 | // Ignore Current and Target Values and just advance the PID computation on this error. | ||
326 | public override Vector3 Step(float timeStep, Vector3 error) | ||
327 | { | ||
328 | if (!Enabled) return Vector3.Zero; | ||
329 | |||
330 | // Add up the error so we can integrate over the accumulated errors | ||
331 | RunningIntegration += error * timeStep; | ||
332 | |||
333 | // A simple derivitive is the rate of change from the last error. | ||
334 | Vector3 derivFactor = (error - LastError) * timeStep; | ||
335 | LastError = error; | ||
336 | |||
337 | // Correction = -(proportionOfPresentError + accumulationOfPastError + rateOfChangeOfError) | ||
338 | Vector3 ret = -( | ||
339 | error * proportionFactor | ||
340 | + RunningIntegration * integralFactor | ||
341 | + derivFactor * derivFactor | ||
342 | ); | ||
343 | |||
344 | return ret; | ||
345 | } | ||
346 | } | ||
347 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSNPlugin/BSParam.cs new file mode 100644 index 0000000..0bb1674 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSNPlugin/BSParam.cs | |||
@@ -0,0 +1,559 @@ | |||
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.Region.Physics.Manager; | ||
32 | |||
33 | using OpenMetaverse; | ||
34 | using Nini.Config; | ||
35 | |||
36 | namespace OpenSim.Region.Physics.BulletSNPlugin | ||
37 | { | ||
38 | public static class BSParam | ||
39 | { | ||
40 | // Level of Detail values kept as float because that's what the Meshmerizer wants | ||
41 | public static float MeshLOD { get; private set; } | ||
42 | public static float MeshMegaPrimLOD { get; private set; } | ||
43 | public static float MeshMegaPrimThreshold { get; private set; } | ||
44 | public static float SculptLOD { get; private set; } | ||
45 | |||
46 | public static float MinimumObjectMass { get; private set; } | ||
47 | public static float MaximumObjectMass { get; private set; } | ||
48 | |||
49 | public static float LinearDamping { get; private set; } | ||
50 | public static float AngularDamping { get; private set; } | ||
51 | public static float DeactivationTime { get; private set; } | ||
52 | public static float LinearSleepingThreshold { get; private set; } | ||
53 | public static float AngularSleepingThreshold { get; private set; } | ||
54 | public static float CcdMotionThreshold { get; private set; } | ||
55 | public static float CcdSweptSphereRadius { get; private set; } | ||
56 | public static float ContactProcessingThreshold { get; private set; } | ||
57 | |||
58 | public static bool ShouldMeshSculptedPrim { get; private set; } // cause scuplted prims to get meshed | ||
59 | public static bool ShouldForceSimplePrimMeshing { get; private set; } // if a cube or sphere, let Bullet do internal shapes | ||
60 | public static bool ShouldUseHullsForPhysicalObjects { get; private set; } // 'true' if should create hulls for physical objects | ||
61 | |||
62 | public static float TerrainImplementation { get; private set; } | ||
63 | public static float TerrainFriction { get; private set; } | ||
64 | public static float TerrainHitFraction { get; private set; } | ||
65 | public static float TerrainRestitution { get; private set; } | ||
66 | public static float TerrainCollisionMargin { get; private set; } | ||
67 | |||
68 | // Avatar parameters | ||
69 | public static float AvatarFriction { get; private set; } | ||
70 | public static float AvatarStandingFriction { get; private set; } | ||
71 | public static float AvatarDensity { get; private set; } | ||
72 | public static float AvatarRestitution { get; private set; } | ||
73 | public static float AvatarCapsuleWidth { get; private set; } | ||
74 | public static float AvatarCapsuleDepth { get; private set; } | ||
75 | public static float AvatarCapsuleHeight { get; private set; } | ||
76 | public static float AvatarContactProcessingThreshold { get; private set; } | ||
77 | |||
78 | public static float VehicleAngularDamping { get; private set; } | ||
79 | |||
80 | public static float LinksetImplementation { get; private set; } | ||
81 | public static float LinkConstraintUseFrameOffset { get; private set; } | ||
82 | public static float LinkConstraintEnableTransMotor { get; private set; } | ||
83 | public static float LinkConstraintTransMotorMaxVel { get; private set; } | ||
84 | public static float LinkConstraintTransMotorMaxForce { get; private set; } | ||
85 | public static float LinkConstraintERP { get; private set; } | ||
86 | public static float LinkConstraintCFM { get; private set; } | ||
87 | public static float LinkConstraintSolverIterations { get; private set; } | ||
88 | |||
89 | public static float PID_D { get; private set; } // derivative | ||
90 | public static float PID_P { get; private set; } // proportional | ||
91 | |||
92 | public delegate void ParamUser(BSScene scene, IConfig conf, string paramName, float val); | ||
93 | public delegate float ParamGet(BSScene scene); | ||
94 | public delegate void ParamSet(BSScene scene, string paramName, uint localID, float val); | ||
95 | public delegate void SetOnObject(BSScene scene, BSPhysObject obj, float val); | ||
96 | |||
97 | public struct ParameterDefn | ||
98 | { | ||
99 | public string name; // string name of the parameter | ||
100 | public string desc; // a short description of what the parameter means | ||
101 | public float defaultValue; // default value if not specified anywhere else | ||
102 | public ParamUser userParam; // get the value from the configuration file | ||
103 | public ParamGet getter; // return the current value stored for this parameter | ||
104 | public ParamSet setter; // set the current value for this parameter | ||
105 | public SetOnObject onObject; // set the value on an object in the physical domain | ||
106 | public ParameterDefn(string n, string d, float v, ParamUser u, ParamGet g, ParamSet s) | ||
107 | { | ||
108 | name = n; | ||
109 | desc = d; | ||
110 | defaultValue = v; | ||
111 | userParam = u; | ||
112 | getter = g; | ||
113 | setter = s; | ||
114 | onObject = null; | ||
115 | } | ||
116 | public ParameterDefn(string n, string d, float v, ParamUser u, ParamGet g, ParamSet s, SetOnObject o) | ||
117 | { | ||
118 | name = n; | ||
119 | desc = d; | ||
120 | defaultValue = v; | ||
121 | userParam = u; | ||
122 | getter = g; | ||
123 | setter = s; | ||
124 | onObject = o; | ||
125 | } | ||
126 | } | ||
127 | |||
128 | // List of all of the externally visible parameters. | ||
129 | // For each parameter, this table maps a text name to getter and setters. | ||
130 | // To add a new externally referencable/settable parameter, add the paramter storage | ||
131 | // location somewhere in the program and make an entry in this table with the | ||
132 | // getters and setters. | ||
133 | // It is easiest to find an existing definition and copy it. | ||
134 | // Parameter values are floats. Booleans are converted to a floating value. | ||
135 | // | ||
136 | // A ParameterDefn() takes the following parameters: | ||
137 | // -- the text name of the parameter. This is used for console input and ini file. | ||
138 | // -- a short text description of the parameter. This shows up in the console listing. | ||
139 | // -- a default value (float) | ||
140 | // -- a delegate for fetching the parameter from the ini file. | ||
141 | // Should handle fetching the right type from the ini file and converting it. | ||
142 | // -- a delegate for getting the value as a float | ||
143 | // -- a delegate for setting the value from a float | ||
144 | // -- an optional delegate to update the value in the world. Most often used to | ||
145 | // push the new value to an in-world object. | ||
146 | // | ||
147 | // The single letter parameters for the delegates are: | ||
148 | // s = BSScene | ||
149 | // o = BSPhysObject | ||
150 | // p = string parameter name | ||
151 | // l = localID of referenced object | ||
152 | // v = value (float) | ||
153 | // cf = parameter configuration class (for fetching values from ini file) | ||
154 | private static ParameterDefn[] ParameterDefinitions = | ||
155 | { | ||
156 | new ParameterDefn("MeshSculptedPrim", "Whether to create meshes for sculpties", | ||
157 | ConfigurationParameters.numericTrue, | ||
158 | (s,cf,p,v) => { ShouldMeshSculptedPrim = cf.GetBoolean(p, BSParam.BoolNumeric(v)); }, | ||
159 | (s) => { return BSParam.NumericBool(ShouldMeshSculptedPrim); }, | ||
160 | (s,p,l,v) => { ShouldMeshSculptedPrim = BSParam.BoolNumeric(v); } ), | ||
161 | new ParameterDefn("ForceSimplePrimMeshing", "If true, only use primitive meshes for objects", | ||
162 | ConfigurationParameters.numericFalse, | ||
163 | (s,cf,p,v) => { ShouldForceSimplePrimMeshing = cf.GetBoolean(p, BSParam.BoolNumeric(v)); }, | ||
164 | (s) => { return BSParam.NumericBool(ShouldForceSimplePrimMeshing); }, | ||
165 | (s,p,l,v) => { ShouldForceSimplePrimMeshing = BSParam.BoolNumeric(v); } ), | ||
166 | new ParameterDefn("UseHullsForPhysicalObjects", "If true, create hulls for physical objects", | ||
167 | ConfigurationParameters.numericTrue, | ||
168 | (s,cf,p,v) => { ShouldUseHullsForPhysicalObjects = cf.GetBoolean(p, BSParam.BoolNumeric(v)); }, | ||
169 | (s) => { return BSParam.NumericBool(ShouldUseHullsForPhysicalObjects); }, | ||
170 | (s,p,l,v) => { ShouldUseHullsForPhysicalObjects = BSParam.BoolNumeric(v); } ), | ||
171 | |||
172 | new ParameterDefn("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)", | ||
173 | 8f, | ||
174 | (s,cf,p,v) => { MeshLOD = (float)cf.GetInt(p, (int)v); }, | ||
175 | (s) => { return MeshLOD; }, | ||
176 | (s,p,l,v) => { MeshLOD = v; } ), | ||
177 | new ParameterDefn("MeshLevelOfDetailMegaPrim", "Level of detail to render meshes larger than threshold meters", | ||
178 | 16f, | ||
179 | (s,cf,p,v) => { MeshMegaPrimLOD = (float)cf.GetInt(p, (int)v); }, | ||
180 | (s) => { return MeshMegaPrimLOD; }, | ||
181 | (s,p,l,v) => { MeshMegaPrimLOD = v; } ), | ||
182 | new ParameterDefn("MeshLevelOfDetailMegaPrimThreshold", "Size (in meters) of a mesh before using MeshMegaPrimLOD", | ||
183 | 10f, | ||
184 | (s,cf,p,v) => { MeshMegaPrimThreshold = (float)cf.GetInt(p, (int)v); }, | ||
185 | (s) => { return MeshMegaPrimThreshold; }, | ||
186 | (s,p,l,v) => { MeshMegaPrimThreshold = v; } ), | ||
187 | new ParameterDefn("SculptLevelOfDetail", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)", | ||
188 | 32f, | ||
189 | (s,cf,p,v) => { SculptLOD = (float)cf.GetInt(p, (int)v); }, | ||
190 | (s) => { return SculptLOD; }, | ||
191 | (s,p,l,v) => { SculptLOD = v; } ), | ||
192 | |||
193 | new ParameterDefn("MaxSubStep", "In simulation step, maximum number of substeps", | ||
194 | 10f, | ||
195 | (s,cf,p,v) => { s.m_maxSubSteps = cf.GetInt(p, (int)v); }, | ||
196 | (s) => { return (float)s.m_maxSubSteps; }, | ||
197 | (s,p,l,v) => { s.m_maxSubSteps = (int)v; } ), | ||
198 | new ParameterDefn("FixedTimeStep", "In simulation step, seconds of one substep (1/60)", | ||
199 | 1f / 60f, | ||
200 | (s,cf,p,v) => { s.m_fixedTimeStep = cf.GetFloat(p, v); }, | ||
201 | (s) => { return (float)s.m_fixedTimeStep; }, | ||
202 | (s,p,l,v) => { s.m_fixedTimeStep = v; } ), | ||
203 | new ParameterDefn("MaxCollisionsPerFrame", "Max collisions returned at end of each frame", | ||
204 | 2048f, | ||
205 | (s,cf,p,v) => { s.m_maxCollisionsPerFrame = cf.GetInt(p, (int)v); }, | ||
206 | (s) => { return (float)s.m_maxCollisionsPerFrame; }, | ||
207 | (s,p,l,v) => { s.m_maxCollisionsPerFrame = (int)v; } ), | ||
208 | new ParameterDefn("MaxUpdatesPerFrame", "Max updates returned at end of each frame", | ||
209 | 8000f, | ||
210 | (s,cf,p,v) => { s.m_maxUpdatesPerFrame = cf.GetInt(p, (int)v); }, | ||
211 | (s) => { return (float)s.m_maxUpdatesPerFrame; }, | ||
212 | (s,p,l,v) => { s.m_maxUpdatesPerFrame = (int)v; } ), | ||
213 | new ParameterDefn("MaxTaintsToProcessPerStep", "Number of update taints to process before each simulation step", | ||
214 | 500f, | ||
215 | (s,cf,p,v) => { s.m_taintsToProcessPerStep = cf.GetInt(p, (int)v); }, | ||
216 | (s) => { return (float)s.m_taintsToProcessPerStep; }, | ||
217 | (s,p,l,v) => { s.m_taintsToProcessPerStep = (int)v; } ), | ||
218 | new ParameterDefn("MinObjectMass", "Minimum object mass (0.0001)", | ||
219 | 0.0001f, | ||
220 | (s,cf,p,v) => { MinimumObjectMass = cf.GetFloat(p, v); }, | ||
221 | (s) => { return (float)MinimumObjectMass; }, | ||
222 | (s,p,l,v) => { MinimumObjectMass = v; } ), | ||
223 | new ParameterDefn("MaxObjectMass", "Maximum object mass (10000.01)", | ||
224 | 10000.01f, | ||
225 | (s,cf,p,v) => { MaximumObjectMass = cf.GetFloat(p, v); }, | ||
226 | (s) => { return (float)MaximumObjectMass; }, | ||
227 | (s,p,l,v) => { MaximumObjectMass = v; } ), | ||
228 | |||
229 | new ParameterDefn("PID_D", "Derivitive factor for motion smoothing", | ||
230 | 2200f, | ||
231 | (s,cf,p,v) => { PID_D = cf.GetFloat(p, v); }, | ||
232 | (s) => { return (float)PID_D; }, | ||
233 | (s,p,l,v) => { PID_D = v; } ), | ||
234 | new ParameterDefn("PID_P", "Parameteric factor for motion smoothing", | ||
235 | 900f, | ||
236 | (s,cf,p,v) => { PID_P = cf.GetFloat(p, v); }, | ||
237 | (s) => { return (float)PID_P; }, | ||
238 | (s,p,l,v) => { PID_P = v; } ), | ||
239 | |||
240 | new ParameterDefn("DefaultFriction", "Friction factor used on new objects", | ||
241 | 0.2f, | ||
242 | (s,cf,p,v) => { s.UnmanagedParams[0].defaultFriction = cf.GetFloat(p, v); }, | ||
243 | (s) => { return s.UnmanagedParams[0].defaultFriction; }, | ||
244 | (s,p,l,v) => { s.UnmanagedParams[0].defaultFriction = v; } ), | ||
245 | new ParameterDefn("DefaultDensity", "Density for new objects" , | ||
246 | 10.000006836f, // Aluminum g/cm3 | ||
247 | (s,cf,p,v) => { s.UnmanagedParams[0].defaultDensity = cf.GetFloat(p, v); }, | ||
248 | (s) => { return s.UnmanagedParams[0].defaultDensity; }, | ||
249 | (s,p,l,v) => { s.UnmanagedParams[0].defaultDensity = v; } ), | ||
250 | new ParameterDefn("DefaultRestitution", "Bouncyness of an object" , | ||
251 | 0f, | ||
252 | (s,cf,p,v) => { s.UnmanagedParams[0].defaultRestitution = cf.GetFloat(p, v); }, | ||
253 | (s) => { return s.UnmanagedParams[0].defaultRestitution; }, | ||
254 | (s,p,l,v) => { s.UnmanagedParams[0].defaultRestitution = v; } ), | ||
255 | new ParameterDefn("CollisionMargin", "Margin around objects before collisions are calculated (must be zero!)", | ||
256 | 0.04f, | ||
257 | (s,cf,p,v) => { s.UnmanagedParams[0].collisionMargin = cf.GetFloat(p, v); }, | ||
258 | (s) => { return s.UnmanagedParams[0].collisionMargin; }, | ||
259 | (s,p,l,v) => { s.UnmanagedParams[0].collisionMargin = v; } ), | ||
260 | new ParameterDefn("Gravity", "Vertical force of gravity (negative means down)", | ||
261 | -9.80665f, | ||
262 | (s,cf,p,v) => { s.UnmanagedParams[0].gravity = cf.GetFloat(p, v); }, | ||
263 | (s) => { return s.UnmanagedParams[0].gravity; }, | ||
264 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{s.UnmanagedParams[0].gravity=x;}, p, PhysParameterEntry.APPLY_TO_NONE, v); }, | ||
265 | (s,o,v) => { BulletSimAPI.SetGravity2(s.World.ptr, new Vector3(0f,0f,v)); } ), | ||
266 | |||
267 | |||
268 | new ParameterDefn("LinearDamping", "Factor to damp linear movement per second (0.0 - 1.0)", | ||
269 | 0f, | ||
270 | (s,cf,p,v) => { LinearDamping = cf.GetFloat(p, v); }, | ||
271 | (s) => { return LinearDamping; }, | ||
272 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{LinearDamping=x;}, p, l, v); }, | ||
273 | (s,o,v) => { BulletSimAPI.SetDamping2(o.PhysBody.ptr, v, AngularDamping); } ), | ||
274 | new ParameterDefn("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)", | ||
275 | 0f, | ||
276 | (s,cf,p,v) => { AngularDamping = cf.GetFloat(p, v); }, | ||
277 | (s) => { return AngularDamping; }, | ||
278 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AngularDamping=x;}, p, l, v); }, | ||
279 | (s,o,v) => { BulletSimAPI.SetDamping2(o.PhysBody.ptr, LinearDamping, v); } ), | ||
280 | new ParameterDefn("DeactivationTime", "Seconds before considering an object potentially static", | ||
281 | 0.2f, | ||
282 | (s,cf,p,v) => { DeactivationTime = cf.GetFloat(p, v); }, | ||
283 | (s) => { return DeactivationTime; }, | ||
284 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{DeactivationTime=x;}, p, l, v); }, | ||
285 | (s,o,v) => { BulletSimAPI.SetDeactivationTime2(o.PhysBody.ptr, v); } ), | ||
286 | new ParameterDefn("LinearSleepingThreshold", "Seconds to measure linear movement before considering static", | ||
287 | 0.8f, | ||
288 | (s,cf,p,v) => { LinearSleepingThreshold = cf.GetFloat(p, v); }, | ||
289 | (s) => { return LinearSleepingThreshold; }, | ||
290 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{LinearSleepingThreshold=x;}, p, l, v); }, | ||
291 | (s,o,v) => { BulletSimAPI.SetSleepingThresholds2(o.PhysBody.ptr, v, v); } ), | ||
292 | new ParameterDefn("AngularSleepingThreshold", "Seconds to measure angular movement before considering static", | ||
293 | 1.0f, | ||
294 | (s,cf,p,v) => { AngularSleepingThreshold = cf.GetFloat(p, v); }, | ||
295 | (s) => { return AngularSleepingThreshold; }, | ||
296 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AngularSleepingThreshold=x;}, p, l, v); }, | ||
297 | (s,o,v) => { BulletSimAPI.SetSleepingThresholds2(o.PhysBody.ptr, v, v); } ), | ||
298 | new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" , | ||
299 | 0f, // set to zero to disable | ||
300 | (s,cf,p,v) => { CcdMotionThreshold = cf.GetFloat(p, v); }, | ||
301 | (s) => { return CcdMotionThreshold; }, | ||
302 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{CcdMotionThreshold=x;}, p, l, v); }, | ||
303 | (s,o,v) => { BulletSimAPI.SetCcdMotionThreshold2(o.PhysBody.ptr, v); } ), | ||
304 | new ParameterDefn("CcdSweptSphereRadius", "Continuious collision detection test radius" , | ||
305 | 0f, | ||
306 | (s,cf,p,v) => { CcdSweptSphereRadius = cf.GetFloat(p, v); }, | ||
307 | (s) => { return CcdSweptSphereRadius; }, | ||
308 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{CcdSweptSphereRadius=x;}, p, l, v); }, | ||
309 | (s,o,v) => { BulletSimAPI.SetCcdSweptSphereRadius2(o.PhysBody.ptr, v); } ), | ||
310 | new ParameterDefn("ContactProcessingThreshold", "Distance between contacts before doing collision check" , | ||
311 | 0.1f, | ||
312 | (s,cf,p,v) => { ContactProcessingThreshold = cf.GetFloat(p, v); }, | ||
313 | (s) => { return ContactProcessingThreshold; }, | ||
314 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{ContactProcessingThreshold=x;}, p, l, v); }, | ||
315 | (s,o,v) => { BulletSimAPI.SetContactProcessingThreshold2(o.PhysBody.ptr, v); } ), | ||
316 | |||
317 | new ParameterDefn("TerrainImplementation", "Type of shape to use for terrain (0=heightmap, 1=mesh)", | ||
318 | (float)BSTerrainPhys.TerrainImplementation.Mesh, | ||
319 | (s,cf,p,v) => { TerrainImplementation = cf.GetFloat(p,v); }, | ||
320 | (s) => { return TerrainImplementation; }, | ||
321 | (s,p,l,v) => { TerrainImplementation = v; } ), | ||
322 | new ParameterDefn("TerrainFriction", "Factor to reduce movement against terrain surface" , | ||
323 | 0.3f, | ||
324 | (s,cf,p,v) => { TerrainFriction = cf.GetFloat(p, v); }, | ||
325 | (s) => { return TerrainFriction; }, | ||
326 | (s,p,l,v) => { TerrainFriction = v; /* TODO: set on real terrain */} ), | ||
327 | new ParameterDefn("TerrainHitFraction", "Distance to measure hit collisions" , | ||
328 | 0.8f, | ||
329 | (s,cf,p,v) => { TerrainHitFraction = cf.GetFloat(p, v); }, | ||
330 | (s) => { return TerrainHitFraction; }, | ||
331 | (s,p,l,v) => { TerrainHitFraction = v; /* TODO: set on real terrain */ } ), | ||
332 | new ParameterDefn("TerrainRestitution", "Bouncyness" , | ||
333 | 0f, | ||
334 | (s,cf,p,v) => { TerrainRestitution = cf.GetFloat(p, v); }, | ||
335 | (s) => { return TerrainRestitution; }, | ||
336 | (s,p,l,v) => { TerrainRestitution = v; /* TODO: set on real terrain */ } ), | ||
337 | new ParameterDefn("TerrainCollisionMargin", "Margin where collision checking starts" , | ||
338 | 0.04f, | ||
339 | (s,cf,p,v) => { TerrainCollisionMargin = cf.GetFloat(p, v); }, | ||
340 | (s) => { return TerrainCollisionMargin; }, | ||
341 | (s,p,l,v) => { TerrainCollisionMargin = v; /* TODO: set on real terrain */ } ), | ||
342 | |||
343 | new ParameterDefn("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation.", | ||
344 | 0.2f, | ||
345 | (s,cf,p,v) => { AvatarFriction = cf.GetFloat(p, v); }, | ||
346 | (s) => { return AvatarFriction; }, | ||
347 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarFriction=x;}, p, l, v); } ), | ||
348 | new ParameterDefn("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.", | ||
349 | 10.0f, | ||
350 | (s,cf,p,v) => { AvatarStandingFriction = cf.GetFloat(p, v); }, | ||
351 | (s) => { return AvatarStandingFriction; }, | ||
352 | (s,p,l,v) => { AvatarStandingFriction = v; } ), | ||
353 | new ParameterDefn("AvatarDensity", "Density of an avatar. Changed on avatar recreation.", | ||
354 | 60f, | ||
355 | (s,cf,p,v) => { AvatarDensity = cf.GetFloat(p, v); }, | ||
356 | (s) => { return AvatarDensity; }, | ||
357 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarDensity=x;}, p, l, v); } ), | ||
358 | new ParameterDefn("AvatarRestitution", "Bouncyness. Changed on avatar recreation.", | ||
359 | 0f, | ||
360 | (s,cf,p,v) => { AvatarRestitution = cf.GetFloat(p, v); }, | ||
361 | (s) => { return AvatarRestitution; }, | ||
362 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarRestitution=x;}, p, l, v); } ), | ||
363 | new ParameterDefn("AvatarCapsuleWidth", "The distance between the sides of the avatar capsule", | ||
364 | 0.6f, | ||
365 | (s,cf,p,v) => { AvatarCapsuleWidth = cf.GetFloat(p, v); }, | ||
366 | (s) => { return AvatarCapsuleWidth; }, | ||
367 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarCapsuleWidth=x;}, p, l, v); } ), | ||
368 | new ParameterDefn("AvatarCapsuleDepth", "The distance between the front and back of the avatar capsule", | ||
369 | 0.45f, | ||
370 | (s,cf,p,v) => { AvatarCapsuleDepth = cf.GetFloat(p, v); }, | ||
371 | (s) => { return AvatarCapsuleDepth; }, | ||
372 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarCapsuleDepth=x;}, p, l, v); } ), | ||
373 | new ParameterDefn("AvatarCapsuleHeight", "Default height of space around avatar", | ||
374 | 1.5f, | ||
375 | (s,cf,p,v) => { AvatarCapsuleHeight = cf.GetFloat(p, v); }, | ||
376 | (s) => { return AvatarCapsuleHeight; }, | ||
377 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarCapsuleHeight=x;}, p, l, v); } ), | ||
378 | new ParameterDefn("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions", | ||
379 | 0.1f, | ||
380 | (s,cf,p,v) => { AvatarContactProcessingThreshold = cf.GetFloat(p, v); }, | ||
381 | (s) => { return AvatarContactProcessingThreshold; }, | ||
382 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarContactProcessingThreshold=x;}, p, l, v); } ), | ||
383 | |||
384 | new ParameterDefn("VehicleAngularDamping", "Factor to damp vehicle angular movement per second (0.0 - 1.0)", | ||
385 | 0.95f, | ||
386 | (s,cf,p,v) => { VehicleAngularDamping = cf.GetFloat(p, v); }, | ||
387 | (s) => { return VehicleAngularDamping; }, | ||
388 | (s,p,l,v) => { VehicleAngularDamping = v; } ), | ||
389 | |||
390 | new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)", | ||
391 | 0f, | ||
392 | (s,cf,p,v) => { s.UnmanagedParams[0].maxPersistantManifoldPoolSize = cf.GetFloat(p, v); }, | ||
393 | (s) => { return s.UnmanagedParams[0].maxPersistantManifoldPoolSize; }, | ||
394 | (s,p,l,v) => { s.UnmanagedParams[0].maxPersistantManifoldPoolSize = v; } ), | ||
395 | new ParameterDefn("MaxCollisionAlgorithmPoolSize", "Number of collisions pooled (0 means default of 4096)", | ||
396 | 0f, | ||
397 | (s,cf,p,v) => { s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize = cf.GetFloat(p, v); }, | ||
398 | (s) => { return s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize; }, | ||
399 | (s,p,l,v) => { s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize = v; } ), | ||
400 | new ParameterDefn("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count", | ||
401 | ConfigurationParameters.numericFalse, | ||
402 | (s,cf,p,v) => { s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, | ||
403 | (s) => { return s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation; }, | ||
404 | (s,p,l,v) => { s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation = v; } ), | ||
405 | new ParameterDefn("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step", | ||
406 | ConfigurationParameters.numericFalse, | ||
407 | (s,cf,p,v) => { s.UnmanagedParams[0].shouldForceUpdateAllAabbs = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, | ||
408 | (s) => { return s.UnmanagedParams[0].shouldForceUpdateAllAabbs; }, | ||
409 | (s,p,l,v) => { s.UnmanagedParams[0].shouldForceUpdateAllAabbs = v; } ), | ||
410 | new ParameterDefn("ShouldRandomizeSolverOrder", "Enable for slightly better stacking interaction", | ||
411 | ConfigurationParameters.numericTrue, | ||
412 | (s,cf,p,v) => { s.UnmanagedParams[0].shouldRandomizeSolverOrder = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, | ||
413 | (s) => { return s.UnmanagedParams[0].shouldRandomizeSolverOrder; }, | ||
414 | (s,p,l,v) => { s.UnmanagedParams[0].shouldRandomizeSolverOrder = v; } ), | ||
415 | new ParameterDefn("ShouldSplitSimulationIslands", "Enable splitting active object scanning islands", | ||
416 | ConfigurationParameters.numericTrue, | ||
417 | (s,cf,p,v) => { s.UnmanagedParams[0].shouldSplitSimulationIslands = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, | ||
418 | (s) => { return s.UnmanagedParams[0].shouldSplitSimulationIslands; }, | ||
419 | (s,p,l,v) => { s.UnmanagedParams[0].shouldSplitSimulationIslands = v; } ), | ||
420 | new ParameterDefn("ShouldEnableFrictionCaching", "Enable friction computation caching", | ||
421 | ConfigurationParameters.numericFalse, | ||
422 | (s,cf,p,v) => { s.UnmanagedParams[0].shouldEnableFrictionCaching = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, | ||
423 | (s) => { return s.UnmanagedParams[0].shouldEnableFrictionCaching; }, | ||
424 | (s,p,l,v) => { s.UnmanagedParams[0].shouldEnableFrictionCaching = v; } ), | ||
425 | new ParameterDefn("NumberOfSolverIterations", "Number of internal iterations (0 means default)", | ||
426 | 0f, // zero says use Bullet default | ||
427 | (s,cf,p,v) => { s.UnmanagedParams[0].numberOfSolverIterations = cf.GetFloat(p, v); }, | ||
428 | (s) => { return s.UnmanagedParams[0].numberOfSolverIterations; }, | ||
429 | (s,p,l,v) => { s.UnmanagedParams[0].numberOfSolverIterations = v; } ), | ||
430 | |||
431 | new ParameterDefn("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)", | ||
432 | (float)BSLinkset.LinksetImplementation.Compound, | ||
433 | (s,cf,p,v) => { LinksetImplementation = cf.GetFloat(p,v); }, | ||
434 | (s) => { return LinksetImplementation; }, | ||
435 | (s,p,l,v) => { LinksetImplementation = v; } ), | ||
436 | new ParameterDefn("LinkConstraintUseFrameOffset", "For linksets built with constraints, enable frame offsetFor linksets built with constraints, enable frame offset.", | ||
437 | ConfigurationParameters.numericFalse, | ||
438 | (s,cf,p,v) => { LinkConstraintUseFrameOffset = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, | ||
439 | (s) => { return LinkConstraintUseFrameOffset; }, | ||
440 | (s,p,l,v) => { LinkConstraintUseFrameOffset = v; } ), | ||
441 | new ParameterDefn("LinkConstraintEnableTransMotor", "Whether to enable translational motor on linkset constraints", | ||
442 | ConfigurationParameters.numericTrue, | ||
443 | (s,cf,p,v) => { LinkConstraintEnableTransMotor = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, | ||
444 | (s) => { return LinkConstraintEnableTransMotor; }, | ||
445 | (s,p,l,v) => { LinkConstraintEnableTransMotor = v; } ), | ||
446 | new ParameterDefn("LinkConstraintTransMotorMaxVel", "Maximum velocity to be applied by translational motor in linkset constraints", | ||
447 | 5.0f, | ||
448 | (s,cf,p,v) => { LinkConstraintTransMotorMaxVel = cf.GetFloat(p, v); }, | ||
449 | (s) => { return LinkConstraintTransMotorMaxVel; }, | ||
450 | (s,p,l,v) => { LinkConstraintTransMotorMaxVel = v; } ), | ||
451 | new ParameterDefn("LinkConstraintTransMotorMaxForce", "Maximum force to be applied by translational motor in linkset constraints", | ||
452 | 0.1f, | ||
453 | (s,cf,p,v) => { LinkConstraintTransMotorMaxForce = cf.GetFloat(p, v); }, | ||
454 | (s) => { return LinkConstraintTransMotorMaxForce; }, | ||
455 | (s,p,l,v) => { LinkConstraintTransMotorMaxForce = v; } ), | ||
456 | new ParameterDefn("LinkConstraintCFM", "Amount constraint can be violated. 0=no violation, 1=infinite. Default=0.1", | ||
457 | 0.1f, | ||
458 | (s,cf,p,v) => { LinkConstraintCFM = cf.GetFloat(p, v); }, | ||
459 | (s) => { return LinkConstraintCFM; }, | ||
460 | (s,p,l,v) => { LinkConstraintCFM = v; } ), | ||
461 | new ParameterDefn("LinkConstraintERP", "Amount constraint is corrected each tick. 0=none, 1=all. Default = 0.2", | ||
462 | 0.1f, | ||
463 | (s,cf,p,v) => { LinkConstraintERP = cf.GetFloat(p, v); }, | ||
464 | (s) => { return LinkConstraintERP; }, | ||
465 | (s,p,l,v) => { LinkConstraintERP = v; } ), | ||
466 | new ParameterDefn("LinkConstraintSolverIterations", "Number of solver iterations when computing constraint. (0 = Bullet default)", | ||
467 | 40, | ||
468 | (s,cf,p,v) => { LinkConstraintSolverIterations = cf.GetFloat(p, v); }, | ||
469 | (s) => { return LinkConstraintSolverIterations; }, | ||
470 | (s,p,l,v) => { LinkConstraintSolverIterations = v; } ), | ||
471 | |||
472 | new ParameterDefn("LogPhysicsStatisticsFrames", "Frames between outputting detailed phys stats. (0 is off)", | ||
473 | 0f, | ||
474 | (s,cf,p,v) => { s.UnmanagedParams[0].physicsLoggingFrames = cf.GetInt(p, (int)v); }, | ||
475 | (s) => { return (float)s.UnmanagedParams[0].physicsLoggingFrames; }, | ||
476 | (s,p,l,v) => { s.UnmanagedParams[0].physicsLoggingFrames = (int)v; } ), | ||
477 | }; | ||
478 | |||
479 | // Convert a boolean to our numeric true and false values | ||
480 | public static float NumericBool(bool b) | ||
481 | { | ||
482 | return (b ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse); | ||
483 | } | ||
484 | |||
485 | // Convert numeric true and false values to a boolean | ||
486 | public static bool BoolNumeric(float b) | ||
487 | { | ||
488 | return (b == ConfigurationParameters.numericTrue ? true : false); | ||
489 | } | ||
490 | |||
491 | // Search through the parameter definitions and return the matching | ||
492 | // ParameterDefn structure. | ||
493 | // Case does not matter as names are compared after converting to lower case. | ||
494 | // Returns 'false' if the parameter is not found. | ||
495 | internal static bool TryGetParameter(string paramName, out ParameterDefn defn) | ||
496 | { | ||
497 | bool ret = false; | ||
498 | ParameterDefn foundDefn = new ParameterDefn(); | ||
499 | string pName = paramName.ToLower(); | ||
500 | |||
501 | foreach (ParameterDefn parm in ParameterDefinitions) | ||
502 | { | ||
503 | if (pName == parm.name.ToLower()) | ||
504 | { | ||
505 | foundDefn = parm; | ||
506 | ret = true; | ||
507 | break; | ||
508 | } | ||
509 | } | ||
510 | defn = foundDefn; | ||
511 | return ret; | ||
512 | } | ||
513 | |||
514 | // Pass through the settable parameters and set the default values | ||
515 | internal static void SetParameterDefaultValues(BSScene physicsScene) | ||
516 | { | ||
517 | foreach (ParameterDefn parm in ParameterDefinitions) | ||
518 | { | ||
519 | parm.setter(physicsScene, parm.name, PhysParameterEntry.APPLY_TO_NONE, parm.defaultValue); | ||
520 | } | ||
521 | } | ||
522 | |||
523 | // Get user set values out of the ini file. | ||
524 | internal static void SetParameterConfigurationValues(BSScene physicsScene, IConfig cfg) | ||
525 | { | ||
526 | foreach (ParameterDefn parm in ParameterDefinitions) | ||
527 | { | ||
528 | parm.userParam(physicsScene, cfg, parm.name, parm.defaultValue); | ||
529 | } | ||
530 | } | ||
531 | |||
532 | internal static PhysParameterEntry[] SettableParameters = new PhysParameterEntry[1]; | ||
533 | |||
534 | // This creates an array in the correct format for returning the list of | ||
535 | // parameters. This is used by the 'list' option of the 'physics' command. | ||
536 | internal static void BuildParameterTable() | ||
537 | { | ||
538 | if (SettableParameters.Length < ParameterDefinitions.Length) | ||
539 | { | ||
540 | List<PhysParameterEntry> entries = new List<PhysParameterEntry>(); | ||
541 | for (int ii = 0; ii < ParameterDefinitions.Length; ii++) | ||
542 | { | ||
543 | ParameterDefn pd = ParameterDefinitions[ii]; | ||
544 | entries.Add(new PhysParameterEntry(pd.name, pd.desc)); | ||
545 | } | ||
546 | |||
547 | // make the list in alphabetical order for estetic reasons | ||
548 | entries.Sort(delegate(PhysParameterEntry ppe1, PhysParameterEntry ppe2) | ||
549 | { | ||
550 | return ppe1.name.CompareTo(ppe2.name); | ||
551 | }); | ||
552 | |||
553 | SettableParameters = entries.ToArray(); | ||
554 | } | ||
555 | } | ||
556 | |||
557 | |||
558 | } | ||
559 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSNPlugin/BSPhysObject.cs new file mode 100644 index 0000000..4096ef8 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSNPlugin/BSPhysObject.cs | |||
@@ -0,0 +1,345 @@ | |||
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 | using OpenSim.Framework; | ||
33 | using OpenSim.Region.Physics.Manager; | ||
34 | |||
35 | namespace OpenSim.Region.Physics.BulletSNPlugin | ||
36 | { | ||
37 | /* | ||
38 | * Class to wrap all objects. | ||
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 | */ | ||
48 | |||
49 | /* | ||
50 | * As of 20121221, the following are the call sequences (going down) for different script physical functions: | ||
51 | * llApplyImpulse llApplyRotImpulse llSetTorque llSetForce | ||
52 | * SOP.ApplyImpulse SOP.ApplyAngularImpulse SOP.SetAngularImpulse SOP.SetForce | ||
53 | * SOG.ApplyImpulse SOG.ApplyAngularImpulse SOG.SetAngularImpulse | ||
54 | * PA.AddForce PA.AddAngularForce PA.Torque = v PA.Force = v | ||
55 | * BS.ApplyCentralForce BS.ApplyTorque | ||
56 | */ | ||
57 | |||
58 | public abstract class BSPhysObject : PhysicsActor | ||
59 | { | ||
60 | protected BSPhysObject() | ||
61 | { | ||
62 | } | ||
63 | protected BSPhysObject(BSScene parentScene, uint localID, string name, string typeName) | ||
64 | { | ||
65 | PhysicsScene = parentScene; | ||
66 | LocalID = localID; | ||
67 | PhysObjectName = name; | ||
68 | TypeName = typeName; | ||
69 | |||
70 | Linkset = BSLinkset.Factory(PhysicsScene, this); | ||
71 | LastAssetBuildFailed = false; | ||
72 | |||
73 | // Default material type | ||
74 | Material = MaterialAttributes.Material.Wood; | ||
75 | |||
76 | CollisionCollection = new CollisionEventUpdate(); | ||
77 | SubscribedEventsMs = 0; | ||
78 | CollidingStep = 0; | ||
79 | CollidingGroundStep = 0; | ||
80 | } | ||
81 | |||
82 | // Tell the object to clean up. | ||
83 | public virtual void Destroy() | ||
84 | { | ||
85 | UnRegisterAllPreStepActions(); | ||
86 | } | ||
87 | |||
88 | public BSScene PhysicsScene { get; protected set; } | ||
89 | // public override uint LocalID { get; set; } // Use the LocalID definition in PhysicsActor | ||
90 | public string PhysObjectName { get; protected set; } | ||
91 | public string TypeName { get; protected set; } | ||
92 | |||
93 | public BSLinkset Linkset { get; set; } | ||
94 | public BSLinksetInfo LinksetInfo { get; set; } | ||
95 | |||
96 | // Return the object mass without calculating it or having side effects | ||
97 | public abstract float RawMass { get; } | ||
98 | // Set the raw mass but also update physical mass properties (inertia, ...) | ||
99 | public abstract void UpdatePhysicalMassProperties(float mass); | ||
100 | |||
101 | // The last value calculated for the prim's inertia | ||
102 | public OMV.Vector3 Inertia { get; set; } | ||
103 | |||
104 | // Reference to the physical body (btCollisionObject) of this object | ||
105 | public BulletBody PhysBody; | ||
106 | // Reference to the physical shape (btCollisionShape) of this object | ||
107 | public BulletShape PhysShape; | ||
108 | |||
109 | // 'true' if the mesh's underlying asset failed to build. | ||
110 | // This will keep us from looping after the first time the build failed. | ||
111 | public bool LastAssetBuildFailed { get; set; } | ||
112 | |||
113 | // The objects base shape information. Null if not a prim type shape. | ||
114 | public PrimitiveBaseShape BaseShape { get; protected set; } | ||
115 | // Some types of objects have preferred physical representations. | ||
116 | // Returns SHAPE_UNKNOWN if there is no preference. | ||
117 | public virtual BSPhysicsShapeType PreferredPhysicalShape | ||
118 | { | ||
119 | get { return BSPhysicsShapeType.SHAPE_UNKNOWN; } | ||
120 | } | ||
121 | |||
122 | // When the physical properties are updated, an EntityProperty holds the update values. | ||
123 | // Keep the current and last EntityProperties to enable computation of differences | ||
124 | // between the current update and the previous values. | ||
125 | public EntityProperties CurrentEntityProperties { get; set; } | ||
126 | public EntityProperties LastEntityProperties { get; set; } | ||
127 | |||
128 | public virtual OMV.Vector3 Scale { get; set; } | ||
129 | public abstract bool IsSolid { get; } | ||
130 | public abstract bool IsStatic { get; } | ||
131 | |||
132 | // Materialness | ||
133 | public MaterialAttributes.Material Material { get; private set; } | ||
134 | public override void SetMaterial(int material) | ||
135 | { | ||
136 | Material = (MaterialAttributes.Material)material; | ||
137 | } | ||
138 | |||
139 | // Stop all physical motion. | ||
140 | public abstract void ZeroMotion(bool inTaintTime); | ||
141 | public abstract void ZeroAngularMotion(bool inTaintTime); | ||
142 | |||
143 | // Step the vehicle simulation for this object. A NOOP if the vehicle was not configured. | ||
144 | public virtual void StepVehicle(float timeStep) { } | ||
145 | |||
146 | // Update the physical location and motion of the object. Called with data from Bullet. | ||
147 | public abstract void UpdateProperties(EntityProperties entprop); | ||
148 | |||
149 | public abstract OMV.Vector3 RawPosition { get; set; } | ||
150 | public abstract OMV.Vector3 ForcePosition { get; set; } | ||
151 | |||
152 | public abstract OMV.Quaternion RawOrientation { get; set; } | ||
153 | public abstract OMV.Quaternion ForceOrientation { get; set; } | ||
154 | |||
155 | // The system is telling us the velocity it wants to move at. | ||
156 | // protected OMV.Vector3 m_targetVelocity; // use the definition in PhysicsActor | ||
157 | public override OMV.Vector3 TargetVelocity | ||
158 | { | ||
159 | get { return m_targetVelocity; } | ||
160 | set | ||
161 | { | ||
162 | m_targetVelocity = value; | ||
163 | Velocity = value; | ||
164 | } | ||
165 | } | ||
166 | public abstract OMV.Vector3 ForceVelocity { get; set; } | ||
167 | |||
168 | public abstract OMV.Vector3 ForceRotationalVelocity { get; set; } | ||
169 | |||
170 | public abstract float ForceBuoyancy { get; set; } | ||
171 | |||
172 | public virtual bool ForceBodyShapeRebuild(bool inTaintTime) { return false; } | ||
173 | |||
174 | #region Collisions | ||
175 | |||
176 | // Requested number of milliseconds between collision events. Zero means disabled. | ||
177 | protected int SubscribedEventsMs { get; set; } | ||
178 | // Given subscription, the time that a collision may be passed up | ||
179 | protected int NextCollisionOkTime { get; set; } | ||
180 | // The simulation step that last had a collision | ||
181 | protected long CollidingStep { get; set; } | ||
182 | // The simulation step that last had a collision with the ground | ||
183 | protected long CollidingGroundStep { get; set; } | ||
184 | // The collision flags we think are set in Bullet | ||
185 | protected CollisionFlags CurrentCollisionFlags { get; set; } | ||
186 | |||
187 | // The collisions that have been collected this tick | ||
188 | protected CollisionEventUpdate CollisionCollection; | ||
189 | |||
190 | // The simulation step is telling this object about a collision. | ||
191 | // Return 'true' if a collision was processed and should be sent up. | ||
192 | // Called at taint time from within the Step() function | ||
193 | public virtual bool Collide(uint collidingWith, BSPhysObject collidee, | ||
194 | OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) | ||
195 | { | ||
196 | bool ret = false; | ||
197 | |||
198 | // The following lines make IsColliding() and IsCollidingGround() work | ||
199 | CollidingStep = PhysicsScene.SimulationStep; | ||
200 | if (collidingWith <= PhysicsScene.TerrainManager.HighestTerrainID) | ||
201 | { | ||
202 | CollidingGroundStep = PhysicsScene.SimulationStep; | ||
203 | } | ||
204 | |||
205 | // prims in the same linkset cannot collide with each other | ||
206 | if (collidee != null && (this.Linkset.LinksetID == collidee.Linkset.LinksetID)) | ||
207 | { | ||
208 | return ret; | ||
209 | } | ||
210 | |||
211 | // if someone has subscribed for collision events.... | ||
212 | if (SubscribedEvents()) { | ||
213 | CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); | ||
214 | DetailLog("{0},{1}.Collison.AddCollider,call,with={2},point={3},normal={4},depth={5}", | ||
215 | LocalID, TypeName, collidingWith, contactPoint, contactNormal, pentrationDepth); | ||
216 | |||
217 | ret = true; | ||
218 | } | ||
219 | return ret; | ||
220 | } | ||
221 | |||
222 | // Send the collected collisions into the simulator. | ||
223 | // Called at taint time from within the Step() function thus no locking problems | ||
224 | // with CollisionCollection and ObjectsWithNoMoreCollisions. | ||
225 | // Return 'true' if there were some actual collisions passed up | ||
226 | public virtual bool SendCollisions() | ||
227 | { | ||
228 | bool ret = true; | ||
229 | // If the 'no collision' call, force it to happen right now so quick collision_end | ||
230 | bool force = (CollisionCollection.Count == 0); | ||
231 | |||
232 | // throttle the collisions to the number of milliseconds specified in the subscription | ||
233 | if (force || (PhysicsScene.SimulationNowTime >= NextCollisionOkTime)) | ||
234 | { | ||
235 | NextCollisionOkTime = PhysicsScene.SimulationNowTime + SubscribedEventsMs; | ||
236 | |||
237 | // We are called if we previously had collisions. If there are no collisions | ||
238 | // this time, send up one last empty event so OpenSim can sense collision end. | ||
239 | if (CollisionCollection.Count == 0) | ||
240 | { | ||
241 | // If I have no collisions this time, remove me from the list of objects with collisions. | ||
242 | ret = false; | ||
243 | } | ||
244 | |||
245 | // DetailLog("{0},{1}.SendCollisionUpdate,call,numCollisions={2}", LocalID, TypeName, CollisionCollection.Count); | ||
246 | base.SendCollisionUpdate(CollisionCollection); | ||
247 | |||
248 | // The CollisionCollection instance is passed around in the simulator. | ||
249 | // Make sure we don't have a handle to that one and that a new one is used for next time. | ||
250 | // This fixes an interesting 'gotcha'. If we call CollisionCollection.Clear() here, | ||
251 | // a race condition is created for the other users of this instance. | ||
252 | CollisionCollection = new CollisionEventUpdate(); | ||
253 | } | ||
254 | return ret; | ||
255 | } | ||
256 | |||
257 | // Subscribe for collision events. | ||
258 | // Parameter is the millisecond rate the caller wishes collision events to occur. | ||
259 | public override void SubscribeEvents(int ms) { | ||
260 | // DetailLog("{0},{1}.SubscribeEvents,subscribing,ms={2}", LocalID, TypeName, ms); | ||
261 | SubscribedEventsMs = ms; | ||
262 | if (ms > 0) | ||
263 | { | ||
264 | // make sure first collision happens | ||
265 | NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs); | ||
266 | |||
267 | PhysicsScene.TaintedObject(TypeName+".SubscribeEvents", delegate() | ||
268 | { | ||
269 | if (PhysBody.HasPhysicalBody) | ||
270 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
271 | }); | ||
272 | } | ||
273 | else | ||
274 | { | ||
275 | // Subscribing for zero or less is the same as unsubscribing | ||
276 | UnSubscribeEvents(); | ||
277 | } | ||
278 | } | ||
279 | public override void UnSubscribeEvents() { | ||
280 | // DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName); | ||
281 | SubscribedEventsMs = 0; | ||
282 | PhysicsScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate() | ||
283 | { | ||
284 | // Make sure there is a body there because sometimes destruction happens in an un-ideal order. | ||
285 | if (PhysBody.HasPhysicalBody) | ||
286 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
287 | }); | ||
288 | } | ||
289 | // Return 'true' if the simulator wants collision events | ||
290 | public override bool SubscribedEvents() { | ||
291 | return (SubscribedEventsMs > 0); | ||
292 | } | ||
293 | |||
294 | #endregion // Collisions | ||
295 | |||
296 | #region Per Simulation Step actions | ||
297 | // There are some actions that must be performed for a physical object before each simulation step. | ||
298 | // These actions are optional so, rather than scanning all the physical objects and asking them | ||
299 | // if they have anything to do, a physical object registers for an event call before the step is performed. | ||
300 | // This bookkeeping makes it easy to add, remove and clean up after all these registrations. | ||
301 | private Dictionary<string, BSScene.PreStepAction> RegisteredActions = new Dictionary<string, BSScene.PreStepAction>(); | ||
302 | protected void RegisterPreStepAction(string op, uint id, BSScene.PreStepAction actn) | ||
303 | { | ||
304 | string identifier = op + "-" + id.ToString(); | ||
305 | RegisteredActions[identifier] = actn; | ||
306 | PhysicsScene.BeforeStep += actn; | ||
307 | DetailLog("{0},BSPhysObject.RegisterPreStepAction,id={1}", LocalID, identifier); | ||
308 | } | ||
309 | |||
310 | // Unregister a pre step action. Safe to call if the action has not been registered. | ||
311 | protected void UnRegisterPreStepAction(string op, uint id) | ||
312 | { | ||
313 | string identifier = op + "-" + id.ToString(); | ||
314 | bool removed = false; | ||
315 | if (RegisteredActions.ContainsKey(identifier)) | ||
316 | { | ||
317 | PhysicsScene.BeforeStep -= RegisteredActions[identifier]; | ||
318 | RegisteredActions.Remove(identifier); | ||
319 | removed = true; | ||
320 | } | ||
321 | DetailLog("{0},BSPhysObject.UnRegisterPreStepAction,id={1},removed={2}", LocalID, identifier, removed); | ||
322 | } | ||
323 | |||
324 | protected void UnRegisterAllPreStepActions() | ||
325 | { | ||
326 | foreach (KeyValuePair<string, BSScene.PreStepAction> kvp in RegisteredActions) | ||
327 | { | ||
328 | PhysicsScene.BeforeStep -= kvp.Value; | ||
329 | } | ||
330 | RegisteredActions.Clear(); | ||
331 | DetailLog("{0},BSPhysObject.UnRegisterAllPreStepActions,", LocalID); | ||
332 | } | ||
333 | |||
334 | |||
335 | #endregion // Per Simulation Step actions | ||
336 | |||
337 | // High performance detailed logging routine used by the physical objects. | ||
338 | protected void DetailLog(string msg, params Object[] args) | ||
339 | { | ||
340 | if (PhysicsScene.PhysicsLogging.Enabled) | ||
341 | PhysicsScene.DetailLog(msg, args); | ||
342 | } | ||
343 | |||
344 | } | ||
345 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BSPlugin.cs b/OpenSim/Region/Physics/BulletSNPlugin/BSPlugin.cs new file mode 100644 index 0000000..75963ee --- /dev/null +++ b/OpenSim/Region/Physics/BulletSNPlugin/BSPlugin.cs | |||
@@ -0,0 +1,81 @@ | |||
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 OpenSim.Framework; | ||
30 | using OpenSim.Region.Physics.Manager; | ||
31 | using OpenMetaverse; | ||
32 | |||
33 | namespace OpenSim.Region.Physics.BulletSNPlugin | ||
34 | { | ||
35 | /// <summary> | ||
36 | /// Entry for a port of Bullet (http://bulletphysics.org/) to OpenSim. | ||
37 | /// This module interfaces to an unmanaged C++ library which makes the | ||
38 | /// actual calls into the Bullet physics engine. | ||
39 | /// The unmanaged library is found in opensim-libs::trunk/unmanaged/BulletSim/. | ||
40 | /// The unmanaged library is compiled and linked statically with Bullet | ||
41 | /// to create BulletSim.dll and libBulletSim.so (for both 32 and 64 bit). | ||
42 | /// </summary> | ||
43 | public class BSPlugin : IPhysicsPlugin | ||
44 | { | ||
45 | //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); | ||
46 | |||
47 | private BSScene _mScene; | ||
48 | |||
49 | public BSPlugin() | ||
50 | { | ||
51 | } | ||
52 | |||
53 | public bool Init() | ||
54 | { | ||
55 | return true; | ||
56 | } | ||
57 | |||
58 | public PhysicsScene GetScene(String sceneIdentifier) | ||
59 | { | ||
60 | if (_mScene == null) | ||
61 | { | ||
62 | |||
63 | // If not Windows, loading is performed by the | ||
64 | // Mono loader as specified in | ||
65 | // "bin/Physics/OpenSim.Region.Physics.BulletSNPlugin.dll.config". | ||
66 | |||
67 | _mScene = new BSScene(sceneIdentifier); | ||
68 | } | ||
69 | return (_mScene); | ||
70 | } | ||
71 | |||
72 | public string GetName() | ||
73 | { | ||
74 | return ("BulletSimN"); | ||
75 | } | ||
76 | |||
77 | public void Dispose() | ||
78 | { | ||
79 | } | ||
80 | } | ||
81 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSNPlugin/BSPrim.cs new file mode 100644 index 0000000..a889c24 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSNPlugin/BSPrim.cs | |||
@@ -0,0 +1,1467 @@ | |||
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.Reflection; | ||
30 | using System.Collections.Generic; | ||
31 | using System.Xml; | ||
32 | using log4net; | ||
33 | using OMV = OpenMetaverse; | ||
34 | using OpenSim.Framework; | ||
35 | using OpenSim.Region.Physics.Manager; | ||
36 | using OpenSim.Region.Physics.ConvexDecompositionDotNet; | ||
37 | |||
38 | namespace OpenSim.Region.Physics.BulletSNPlugin | ||
39 | { | ||
40 | |||
41 | [Serializable] | ||
42 | public sealed class BSPrim : BSPhysObject | ||
43 | { | ||
44 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
45 | private static readonly string LogHeader = "[BULLETS PRIM]"; | ||
46 | |||
47 | // _size is what the user passed. Scale is what we pass to the physics engine with the mesh. | ||
48 | private OMV.Vector3 _size; // the multiplier for each mesh dimension as passed by the user | ||
49 | |||
50 | private bool _grabbed; | ||
51 | private bool _isSelected; | ||
52 | private bool _isVolumeDetect; | ||
53 | private OMV.Vector3 _position; | ||
54 | private float _mass; // the mass of this object | ||
55 | private float _density; | ||
56 | private OMV.Vector3 _force; | ||
57 | private OMV.Vector3 _velocity; | ||
58 | private OMV.Vector3 _torque; | ||
59 | private float _collisionScore; | ||
60 | private OMV.Vector3 _acceleration; | ||
61 | private OMV.Quaternion _orientation; | ||
62 | private int _physicsActorType; | ||
63 | private bool _isPhysical; | ||
64 | private bool _flying; | ||
65 | private float _friction; | ||
66 | private float _restitution; | ||
67 | private bool _setAlwaysRun; | ||
68 | private bool _throttleUpdates; | ||
69 | private bool _isColliding; | ||
70 | private bool _collidingGround; | ||
71 | private bool _collidingObj; | ||
72 | private bool _floatOnWater; | ||
73 | private OMV.Vector3 _rotationalVelocity; | ||
74 | private bool _kinematic; | ||
75 | private float _buoyancy; | ||
76 | |||
77 | private BSDynamics _vehicle; | ||
78 | |||
79 | private OMV.Vector3 _PIDTarget; | ||
80 | private bool _usePID; | ||
81 | private float _PIDTau; | ||
82 | private bool _useHoverPID; | ||
83 | private float _PIDHoverHeight; | ||
84 | private PIDHoverType _PIDHoverType; | ||
85 | private float _PIDHoverTao; | ||
86 | |||
87 | public BSPrim(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, | ||
88 | OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) | ||
89 | : base(parent_scene, localID, primName, "BSPrim") | ||
90 | { | ||
91 | // m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID); | ||
92 | _physicsActorType = (int)ActorTypes.Prim; | ||
93 | _position = pos; | ||
94 | _size = size; | ||
95 | Scale = size; // prims are the size the user wants them to be (different for BSCharactes). | ||
96 | _orientation = rotation; | ||
97 | _buoyancy = 1f; | ||
98 | _velocity = OMV.Vector3.Zero; | ||
99 | _rotationalVelocity = OMV.Vector3.Zero; | ||
100 | BaseShape = pbs; | ||
101 | _isPhysical = pisPhysical; | ||
102 | _isVolumeDetect = false; | ||
103 | |||
104 | // Someday set default attributes based on the material but, for now, we don't know the prim material yet. | ||
105 | // MaterialAttributes primMat = BSMaterials.GetAttributes(Material, pisPhysical); | ||
106 | _density = PhysicsScene.Params.defaultDensity; | ||
107 | _friction = PhysicsScene.Params.defaultFriction; | ||
108 | _restitution = PhysicsScene.Params.defaultRestitution; | ||
109 | |||
110 | _vehicle = new BSDynamics(PhysicsScene, this); // add vehicleness | ||
111 | |||
112 | _mass = CalculateMass(); | ||
113 | |||
114 | // No body or shape yet | ||
115 | PhysBody = new BulletBody(LocalID); | ||
116 | PhysShape = new BulletShape(); | ||
117 | |||
118 | DetailLog("{0},BSPrim.constructor,call", LocalID); | ||
119 | // do the actual object creation at taint time | ||
120 | PhysicsScene.TaintedObject("BSPrim.create", delegate() | ||
121 | { | ||
122 | CreateGeomAndObject(true); | ||
123 | |||
124 | CurrentCollisionFlags = BulletSimAPI.GetCollisionFlags2(PhysBody.ptr); | ||
125 | }); | ||
126 | } | ||
127 | |||
128 | // called when this prim is being destroyed and we should free all the resources | ||
129 | public override void Destroy() | ||
130 | { | ||
131 | // m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID); | ||
132 | base.Destroy(); | ||
133 | |||
134 | // Undo any links between me and any other object | ||
135 | BSPhysObject parentBefore = Linkset.LinksetRoot; | ||
136 | int childrenBefore = Linkset.NumberOfChildren; | ||
137 | |||
138 | Linkset = Linkset.RemoveMeFromLinkset(this); | ||
139 | |||
140 | DetailLog("{0},BSPrim.Destroy,call,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}", | ||
141 | LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren); | ||
142 | |||
143 | // Undo any vehicle properties | ||
144 | this.VehicleType = (int)Vehicle.TYPE_NONE; | ||
145 | |||
146 | PhysicsScene.TaintedObject("BSPrim.destroy", delegate() | ||
147 | { | ||
148 | DetailLog("{0},BSPrim.Destroy,taint,", LocalID); | ||
149 | // If there are physical body and shape, release my use of same. | ||
150 | PhysicsScene.Shapes.DereferenceBody(PhysBody, true, null); | ||
151 | PhysBody.Clear(); | ||
152 | PhysicsScene.Shapes.DereferenceShape(PhysShape, true, null); | ||
153 | PhysShape.Clear(); | ||
154 | }); | ||
155 | } | ||
156 | |||
157 | // No one uses this property. | ||
158 | public override bool Stopped { | ||
159 | get { return false; } | ||
160 | } | ||
161 | public override OMV.Vector3 Size { | ||
162 | get { return _size; } | ||
163 | set { | ||
164 | // We presume the scale and size are the same. If scale must be changed for | ||
165 | // the physical shape, that is done when the geometry is built. | ||
166 | _size = value; | ||
167 | Scale = _size; | ||
168 | ForceBodyShapeRebuild(false); | ||
169 | } | ||
170 | } | ||
171 | |||
172 | public override PrimitiveBaseShape Shape { | ||
173 | set { | ||
174 | BaseShape = value; | ||
175 | ForceBodyShapeRebuild(false); | ||
176 | } | ||
177 | } | ||
178 | // Whatever the linkset wants is what I want. | ||
179 | public override BSPhysicsShapeType PreferredPhysicalShape | ||
180 | { get { return Linkset.PreferredPhysicalShape(this); } } | ||
181 | |||
182 | public override bool ForceBodyShapeRebuild(bool inTaintTime) | ||
183 | { | ||
184 | LastAssetBuildFailed = false; | ||
185 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ForceBodyShapeRebuild", delegate() | ||
186 | { | ||
187 | _mass = CalculateMass(); // changing the shape changes the mass | ||
188 | CreateGeomAndObject(true); | ||
189 | }); | ||
190 | return true; | ||
191 | } | ||
192 | public override bool Grabbed { | ||
193 | set { _grabbed = value; | ||
194 | } | ||
195 | } | ||
196 | public override bool Selected { | ||
197 | set | ||
198 | { | ||
199 | if (value != _isSelected) | ||
200 | { | ||
201 | _isSelected = value; | ||
202 | PhysicsScene.TaintedObject("BSPrim.setSelected", delegate() | ||
203 | { | ||
204 | DetailLog("{0},BSPrim.selected,taint,selected={1}", LocalID, _isSelected); | ||
205 | SetObjectDynamic(false); | ||
206 | }); | ||
207 | } | ||
208 | } | ||
209 | } | ||
210 | public override void CrossingFailure() { return; } | ||
211 | |||
212 | // link me to the specified parent | ||
213 | public override void link(PhysicsActor obj) { | ||
214 | BSPrim parent = obj as BSPrim; | ||
215 | if (parent != null) | ||
216 | { | ||
217 | BSPhysObject parentBefore = Linkset.LinksetRoot; | ||
218 | int childrenBefore = Linkset.NumberOfChildren; | ||
219 | |||
220 | Linkset = parent.Linkset.AddMeToLinkset(this); | ||
221 | |||
222 | DetailLog("{0},BSPrim.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}", | ||
223 | LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren); | ||
224 | } | ||
225 | return; | ||
226 | } | ||
227 | |||
228 | // delink me from my linkset | ||
229 | public override void delink() { | ||
230 | // TODO: decide if this parent checking needs to happen at taint time | ||
231 | // Race condition here: if link() and delink() in same simulation tick, the delink will not happen | ||
232 | |||
233 | BSPhysObject parentBefore = Linkset.LinksetRoot; | ||
234 | int childrenBefore = Linkset.NumberOfChildren; | ||
235 | |||
236 | Linkset = Linkset.RemoveMeFromLinkset(this); | ||
237 | |||
238 | DetailLog("{0},BSPrim.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ", | ||
239 | LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren); | ||
240 | return; | ||
241 | } | ||
242 | |||
243 | // Set motion values to zero. | ||
244 | // Do it to the properties so the values get set in the physics engine. | ||
245 | // Push the setting of the values to the viewer. | ||
246 | // Called at taint time! | ||
247 | public override void ZeroMotion(bool inTaintTime) | ||
248 | { | ||
249 | _velocity = OMV.Vector3.Zero; | ||
250 | _acceleration = OMV.Vector3.Zero; | ||
251 | _rotationalVelocity = OMV.Vector3.Zero; | ||
252 | |||
253 | // Zero some other properties in the physics engine | ||
254 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate() | ||
255 | { | ||
256 | if (PhysBody.HasPhysicalBody) | ||
257 | BulletSimAPI.ClearAllForces2(PhysBody.ptr); | ||
258 | }); | ||
259 | } | ||
260 | public override void ZeroAngularMotion(bool inTaintTime) | ||
261 | { | ||
262 | _rotationalVelocity = OMV.Vector3.Zero; | ||
263 | // Zero some other properties in the physics engine | ||
264 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate() | ||
265 | { | ||
266 | // DetailLog("{0},BSPrim.ZeroAngularMotion,call,rotVel={1}", LocalID, _rotationalVelocity); | ||
267 | if (PhysBody.HasPhysicalBody) | ||
268 | { | ||
269 | BulletSimAPI.SetInterpolationAngularVelocity2(PhysBody.ptr, _rotationalVelocity); | ||
270 | BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, _rotationalVelocity); | ||
271 | } | ||
272 | }); | ||
273 | } | ||
274 | |||
275 | public override void LockAngularMotion(OMV.Vector3 axis) | ||
276 | { | ||
277 | DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis); | ||
278 | return; | ||
279 | } | ||
280 | |||
281 | public override OMV.Vector3 RawPosition | ||
282 | { | ||
283 | get { return _position; } | ||
284 | set { _position = value; } | ||
285 | } | ||
286 | public override OMV.Vector3 Position { | ||
287 | get { | ||
288 | /* NOTE: this refetch is not necessary. The simulator knows about linkset children | ||
289 | * and does not fetch this position info for children. Thus this is commented out. | ||
290 | // child prims move around based on their parent. Need to get the latest location | ||
291 | if (!Linkset.IsRoot(this)) | ||
292 | _position = Linkset.PositionGet(this); | ||
293 | */ | ||
294 | |||
295 | // don't do the GetObjectPosition for root elements because this function is called a zillion times. | ||
296 | // _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr); | ||
297 | return _position; | ||
298 | } | ||
299 | set { | ||
300 | // If the position must be forced into the physics engine, use ForcePosition. | ||
301 | // All positions are given in world positions. | ||
302 | if (_position == value) | ||
303 | { | ||
304 | DetailLog("{0},BSPrim.setPosition,taint,positionNotChanging,pos={1},orient={2}", LocalID, _position, _orientation); | ||
305 | return; | ||
306 | } | ||
307 | _position = value; | ||
308 | PositionSanityCheck(false); | ||
309 | |||
310 | // A linkset might need to know if a component information changed. | ||
311 | Linkset.UpdateProperties(this, false); | ||
312 | |||
313 | PhysicsScene.TaintedObject("BSPrim.setPosition", delegate() | ||
314 | { | ||
315 | DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | ||
316 | ForcePosition = _position; | ||
317 | }); | ||
318 | } | ||
319 | } | ||
320 | public override OMV.Vector3 ForcePosition { | ||
321 | get { | ||
322 | _position = BulletSimAPI.GetPosition2(PhysBody.ptr); | ||
323 | return _position; | ||
324 | } | ||
325 | set { | ||
326 | _position = value; | ||
327 | if (PhysBody.HasPhysicalBody) | ||
328 | { | ||
329 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); | ||
330 | ActivateIfPhysical(false); | ||
331 | } | ||
332 | } | ||
333 | } | ||
334 | |||
335 | // Check that the current position is sane and, if not, modify the position to make it so. | ||
336 | // Check for being below terrain and being out of bounds. | ||
337 | // Returns 'true' of the position was made sane by some action. | ||
338 | private bool PositionSanityCheck(bool inTaintTime) | ||
339 | { | ||
340 | bool ret = false; | ||
341 | |||
342 | if (!PhysicsScene.TerrainManager.IsWithinKnownTerrain(_position)) | ||
343 | { | ||
344 | // The physical object is out of the known/simulated area. | ||
345 | // Upper levels of code will handle the transition to other areas so, for | ||
346 | // the time, we just ignore the position. | ||
347 | return ret; | ||
348 | } | ||
349 | |||
350 | float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position); | ||
351 | OMV.Vector3 upForce = OMV.Vector3.Zero; | ||
352 | if (RawPosition.Z < terrainHeight) | ||
353 | { | ||
354 | DetailLog("{0},BSPrim.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, _position, terrainHeight); | ||
355 | float targetHeight = terrainHeight + (Size.Z / 2f); | ||
356 | // Upforce proportional to the distance away from the terrain. Correct the error in 1 sec. | ||
357 | upForce.Z = (terrainHeight - RawPosition.Z) * 1f; | ||
358 | ret = true; | ||
359 | } | ||
360 | |||
361 | if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) | ||
362 | { | ||
363 | float waterHeight = PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(_position); | ||
364 | // TODO: a floating motor so object will bob in the water | ||
365 | if (Math.Abs(RawPosition.Z - waterHeight) > 0.1f) | ||
366 | { | ||
367 | // Upforce proportional to the distance away from the water. Correct the error in 1 sec. | ||
368 | upForce.Z = (waterHeight - RawPosition.Z) * 1f; | ||
369 | ret = true; | ||
370 | } | ||
371 | } | ||
372 | |||
373 | // The above code computes a force to apply to correct any out-of-bounds problems. Apply same. | ||
374 | // TODO: This should be intergrated with a geneal physics action mechanism. | ||
375 | // TODO: This should be moderated with PID'ness. | ||
376 | if (ret) | ||
377 | { | ||
378 | // Apply upforce and overcome gravity. | ||
379 | OMV.Vector3 correctionForce = upForce - PhysicsScene.DefaultGravity; | ||
380 | DetailLog("{0},BSPrim.PositionSanityCheck,applyForce,pos={1},upForce={2},correctionForce={3}", LocalID, _position, upForce, correctionForce); | ||
381 | AddForce(correctionForce, false, inTaintTime); | ||
382 | } | ||
383 | return ret; | ||
384 | } | ||
385 | |||
386 | // Return the effective mass of the object. | ||
387 | // If there are multiple items in the linkset, add them together for the root | ||
388 | public override float Mass | ||
389 | { | ||
390 | get | ||
391 | { | ||
392 | return Linkset.LinksetMass; | ||
393 | // return _mass; | ||
394 | } | ||
395 | } | ||
396 | |||
397 | // used when we only want this prim's mass and not the linkset thing | ||
398 | public override float RawMass { | ||
399 | get { return _mass; } | ||
400 | } | ||
401 | // Set the physical mass to the passed mass. | ||
402 | // Note that this does not change _mass! | ||
403 | public override void UpdatePhysicalMassProperties(float physMass) | ||
404 | { | ||
405 | if (IsStatic) | ||
406 | { | ||
407 | Inertia = OMV.Vector3.Zero; | ||
408 | BulletSimAPI.SetMassProps2(PhysBody.ptr, 0f, Inertia); | ||
409 | BulletSimAPI.UpdateInertiaTensor2(PhysBody.ptr); | ||
410 | } | ||
411 | else | ||
412 | { | ||
413 | Inertia = BulletSimAPI.CalculateLocalInertia2(PhysShape.ptr, physMass); | ||
414 | BulletSimAPI.SetMassProps2(PhysBody.ptr, physMass, Inertia); | ||
415 | BulletSimAPI.UpdateInertiaTensor2(PhysBody.ptr); | ||
416 | // center of mass is at the zero of the object | ||
417 | // DEBUG DEBUG BulletSimAPI.SetCenterOfMassByPosRot2(PhysBody.ptr, ForcePosition, ForceOrientation); | ||
418 | DetailLog("{0},BSPrim.UpdateMassProperties,mass={1},localInertia={2}", LocalID, physMass, Inertia); | ||
419 | } | ||
420 | } | ||
421 | |||
422 | // Is this used? | ||
423 | public override OMV.Vector3 CenterOfMass | ||
424 | { | ||
425 | get { return Linkset.CenterOfMass; } | ||
426 | } | ||
427 | |||
428 | // Is this used? | ||
429 | public override OMV.Vector3 GeometricCenter | ||
430 | { | ||
431 | get { return Linkset.GeometricCenter; } | ||
432 | } | ||
433 | |||
434 | public override OMV.Vector3 Force { | ||
435 | get { return _force; } | ||
436 | set { | ||
437 | _force = value; | ||
438 | if (_force != OMV.Vector3.Zero) | ||
439 | { | ||
440 | // If the force is non-zero, it must be reapplied each tick because | ||
441 | // Bullet clears the forces applied last frame. | ||
442 | RegisterPreStepAction("BSPrim.setForce", LocalID, | ||
443 | delegate(float timeStep) | ||
444 | { | ||
445 | DetailLog("{0},BSPrim.setForce,preStep,force={1}", LocalID, _force); | ||
446 | if (PhysBody.HasPhysicalBody) | ||
447 | { | ||
448 | BulletSimAPI.ApplyCentralForce2(PhysBody.ptr, _force); | ||
449 | ActivateIfPhysical(false); | ||
450 | } | ||
451 | } | ||
452 | ); | ||
453 | } | ||
454 | else | ||
455 | { | ||
456 | UnRegisterPreStepAction("BSPrim.setForce", LocalID); | ||
457 | } | ||
458 | } | ||
459 | } | ||
460 | |||
461 | public override int VehicleType { | ||
462 | get { | ||
463 | return (int)_vehicle.Type; // if we are a vehicle, return that type | ||
464 | } | ||
465 | set { | ||
466 | Vehicle type = (Vehicle)value; | ||
467 | |||
468 | PhysicsScene.TaintedObject("setVehicleType", delegate() | ||
469 | { | ||
470 | // Done at taint time so we're sure the physics engine is not using the variables | ||
471 | // Vehicle code changes the parameters for this vehicle type. | ||
472 | _vehicle.ProcessTypeChange(type); | ||
473 | ActivateIfPhysical(false); | ||
474 | |||
475 | // If an active vehicle, register the vehicle code to be called before each step | ||
476 | if (_vehicle.Type == Vehicle.TYPE_NONE) | ||
477 | UnRegisterPreStepAction("BSPrim.Vehicle", LocalID); | ||
478 | else | ||
479 | RegisterPreStepAction("BSPrim.Vehicle", LocalID, _vehicle.Step); | ||
480 | }); | ||
481 | } | ||
482 | } | ||
483 | public override void VehicleFloatParam(int param, float value) | ||
484 | { | ||
485 | PhysicsScene.TaintedObject("BSPrim.VehicleFloatParam", delegate() | ||
486 | { | ||
487 | _vehicle.ProcessFloatVehicleParam((Vehicle)param, value); | ||
488 | ActivateIfPhysical(false); | ||
489 | }); | ||
490 | } | ||
491 | public override void VehicleVectorParam(int param, OMV.Vector3 value) | ||
492 | { | ||
493 | PhysicsScene.TaintedObject("BSPrim.VehicleVectorParam", delegate() | ||
494 | { | ||
495 | _vehicle.ProcessVectorVehicleParam((Vehicle)param, value); | ||
496 | ActivateIfPhysical(false); | ||
497 | }); | ||
498 | } | ||
499 | public override void VehicleRotationParam(int param, OMV.Quaternion rotation) | ||
500 | { | ||
501 | PhysicsScene.TaintedObject("BSPrim.VehicleRotationParam", delegate() | ||
502 | { | ||
503 | _vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation); | ||
504 | ActivateIfPhysical(false); | ||
505 | }); | ||
506 | } | ||
507 | public override void VehicleFlags(int param, bool remove) | ||
508 | { | ||
509 | PhysicsScene.TaintedObject("BSPrim.VehicleFlags", delegate() | ||
510 | { | ||
511 | _vehicle.ProcessVehicleFlags(param, remove); | ||
512 | }); | ||
513 | } | ||
514 | |||
515 | // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more | ||
516 | public override void SetVolumeDetect(int param) { | ||
517 | bool newValue = (param != 0); | ||
518 | if (_isVolumeDetect != newValue) | ||
519 | { | ||
520 | _isVolumeDetect = newValue; | ||
521 | PhysicsScene.TaintedObject("BSPrim.SetVolumeDetect", delegate() | ||
522 | { | ||
523 | // DetailLog("{0},setVolumeDetect,taint,volDetect={1}", LocalID, _isVolumeDetect); | ||
524 | SetObjectDynamic(true); | ||
525 | }); | ||
526 | } | ||
527 | return; | ||
528 | } | ||
529 | public override OMV.Vector3 Velocity { | ||
530 | get { return _velocity; } | ||
531 | set { | ||
532 | _velocity = value; | ||
533 | PhysicsScene.TaintedObject("BSPrim.setVelocity", delegate() | ||
534 | { | ||
535 | // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); | ||
536 | ForceVelocity = _velocity; | ||
537 | }); | ||
538 | } | ||
539 | } | ||
540 | public override OMV.Vector3 ForceVelocity { | ||
541 | get { return _velocity; } | ||
542 | set { | ||
543 | PhysicsScene.AssertInTaintTime("BSPrim.ForceVelocity"); | ||
544 | |||
545 | _velocity = value; | ||
546 | if (PhysBody.HasPhysicalBody) | ||
547 | { | ||
548 | BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity); | ||
549 | ActivateIfPhysical(false); | ||
550 | } | ||
551 | } | ||
552 | } | ||
553 | public override OMV.Vector3 Torque { | ||
554 | get { return _torque; } | ||
555 | set { | ||
556 | _torque = value; | ||
557 | if (_torque != OMV.Vector3.Zero) | ||
558 | { | ||
559 | // If the torque is non-zero, it must be reapplied each tick because | ||
560 | // Bullet clears the forces applied last frame. | ||
561 | RegisterPreStepAction("BSPrim.setTorque", LocalID, | ||
562 | delegate(float timeStep) | ||
563 | { | ||
564 | if (PhysBody.HasPhysicalBody) | ||
565 | AddAngularForce(_torque, false, true); | ||
566 | } | ||
567 | ); | ||
568 | } | ||
569 | else | ||
570 | { | ||
571 | UnRegisterPreStepAction("BSPrim.setTorque", LocalID); | ||
572 | } | ||
573 | // DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque); | ||
574 | } | ||
575 | } | ||
576 | public override float CollisionScore { | ||
577 | get { return _collisionScore; } | ||
578 | set { _collisionScore = value; | ||
579 | } | ||
580 | } | ||
581 | public override OMV.Vector3 Acceleration { | ||
582 | get { return _acceleration; } | ||
583 | set { _acceleration = value; } | ||
584 | } | ||
585 | public override OMV.Quaternion RawOrientation | ||
586 | { | ||
587 | get { return _orientation; } | ||
588 | set { _orientation = value; } | ||
589 | } | ||
590 | public override OMV.Quaternion Orientation { | ||
591 | get { | ||
592 | /* NOTE: this refetch is not necessary. The simulator knows about linkset children | ||
593 | * and does not fetch this position info for children. Thus this is commented out. | ||
594 | // Children move around because tied to parent. Get a fresh value. | ||
595 | if (!Linkset.IsRoot(this)) | ||
596 | { | ||
597 | _orientation = Linkset.OrientationGet(this); | ||
598 | } | ||
599 | */ | ||
600 | return _orientation; | ||
601 | } | ||
602 | set { | ||
603 | if (_orientation == value) | ||
604 | return; | ||
605 | _orientation = value; | ||
606 | |||
607 | // A linkset might need to know if a component information changed. | ||
608 | Linkset.UpdateProperties(this, false); | ||
609 | |||
610 | PhysicsScene.TaintedObject("BSPrim.setOrientation", delegate() | ||
611 | { | ||
612 | if (PhysBody.HasPhysicalBody) | ||
613 | { | ||
614 | // _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr); | ||
615 | // DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); | ||
616 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); | ||
617 | } | ||
618 | }); | ||
619 | } | ||
620 | } | ||
621 | // Go directly to Bullet to get/set the value. | ||
622 | public override OMV.Quaternion ForceOrientation | ||
623 | { | ||
624 | get | ||
625 | { | ||
626 | _orientation = BulletSimAPI.GetOrientation2(PhysBody.ptr); | ||
627 | return _orientation; | ||
628 | } | ||
629 | set | ||
630 | { | ||
631 | _orientation = value; | ||
632 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); | ||
633 | } | ||
634 | } | ||
635 | public override int PhysicsActorType { | ||
636 | get { return _physicsActorType; } | ||
637 | set { _physicsActorType = value; } | ||
638 | } | ||
639 | public override bool IsPhysical { | ||
640 | get { return _isPhysical; } | ||
641 | set { | ||
642 | if (_isPhysical != value) | ||
643 | { | ||
644 | _isPhysical = value; | ||
645 | PhysicsScene.TaintedObject("BSPrim.setIsPhysical", delegate() | ||
646 | { | ||
647 | // DetailLog("{0},setIsPhysical,taint,isPhys={1}", LocalID, _isPhysical); | ||
648 | SetObjectDynamic(true); | ||
649 | // whether phys-to-static or static-to-phys, the object is not moving. | ||
650 | ZeroMotion(true); | ||
651 | }); | ||
652 | } | ||
653 | } | ||
654 | } | ||
655 | |||
656 | // An object is static (does not move) if selected or not physical | ||
657 | public override bool IsStatic | ||
658 | { | ||
659 | get { return _isSelected || !IsPhysical; } | ||
660 | } | ||
661 | |||
662 | // An object is solid if it's not phantom and if it's not doing VolumeDetect | ||
663 | public override bool IsSolid | ||
664 | { | ||
665 | get { return !IsPhantom && !_isVolumeDetect; } | ||
666 | } | ||
667 | |||
668 | // Make gravity work if the object is physical and not selected | ||
669 | // Called at taint-time!! | ||
670 | private void SetObjectDynamic(bool forceRebuild) | ||
671 | { | ||
672 | // Recreate the physical object if necessary | ||
673 | CreateGeomAndObject(forceRebuild); | ||
674 | } | ||
675 | |||
676 | // Convert the simulator's physical properties into settings on BulletSim objects. | ||
677 | // There are four flags we're interested in: | ||
678 | // IsStatic: Object does not move, otherwise the object has mass and moves | ||
679 | // isSolid: other objects bounce off of this object | ||
680 | // isVolumeDetect: other objects pass through but can generate collisions | ||
681 | // collisionEvents: whether this object returns collision events | ||
682 | private void UpdatePhysicalParameters() | ||
683 | { | ||
684 | // DetailLog("{0},BSPrim.UpdatePhysicalParameters,entry,body={1},shape={2}", LocalID, BSBody, BSShape); | ||
685 | |||
686 | // Mangling all the physical properties requires the object not be in the physical world. | ||
687 | // This is a NOOP if the object is not in the world (BulletSim and Bullet ignore objects not found). | ||
688 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, PhysBody.ptr); | ||
689 | |||
690 | // Set up the object physicalness (does gravity and collisions move this object) | ||
691 | MakeDynamic(IsStatic); | ||
692 | |||
693 | // Update vehicle specific parameters (after MakeDynamic() so can change physical parameters) | ||
694 | _vehicle.Refresh(); | ||
695 | |||
696 | // Arrange for collision events if the simulator wants them | ||
697 | EnableCollisions(SubscribedEvents()); | ||
698 | |||
699 | // Make solid or not (do things bounce off or pass through this object). | ||
700 | MakeSolid(IsSolid); | ||
701 | |||
702 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, PhysBody.ptr, _position, _orientation); | ||
703 | |||
704 | // Rebuild its shape | ||
705 | BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, PhysBody.ptr); | ||
706 | |||
707 | // Collision filter can be set only when the object is in the world | ||
708 | PhysBody.ApplyCollisionMask(); | ||
709 | |||
710 | // Recompute any linkset parameters. | ||
711 | // When going from non-physical to physical, this re-enables the constraints that | ||
712 | // had been automatically disabled when the mass was set to zero. | ||
713 | // For compound based linksets, this enables and disables interactions of the children. | ||
714 | Linkset.Refresh(this); | ||
715 | |||
716 | DetailLog("{0},BSPrim.UpdatePhysicalParameters,taintExit,static={1},solid={2},mass={3},collide={4},cf={5:X},body={6},shape={7}", | ||
717 | LocalID, IsStatic, IsSolid, _mass, SubscribedEvents(), CurrentCollisionFlags, PhysBody, PhysShape); | ||
718 | } | ||
719 | |||
720 | // "Making dynamic" means changing to and from static. | ||
721 | // When static, gravity does not effect the object and it is fixed in space. | ||
722 | // When dynamic, the object can fall and be pushed by others. | ||
723 | // This is independent of its 'solidness' which controls what passes through | ||
724 | // this object and what interacts with it. | ||
725 | private void MakeDynamic(bool makeStatic) | ||
726 | { | ||
727 | if (makeStatic) | ||
728 | { | ||
729 | // Become a Bullet 'static' object type | ||
730 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_STATIC_OBJECT); | ||
731 | // Stop all movement | ||
732 | ZeroMotion(true); | ||
733 | |||
734 | // Set various physical properties so other object interact properly | ||
735 | MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, false); | ||
736 | BulletSimAPI.SetFriction2(PhysBody.ptr, matAttrib.friction); | ||
737 | BulletSimAPI.SetRestitution2(PhysBody.ptr, matAttrib.restitution); | ||
738 | |||
739 | // Mass is zero which disables a bunch of physics stuff in Bullet | ||
740 | UpdatePhysicalMassProperties(0f); | ||
741 | // Set collision detection parameters | ||
742 | if (BSParam.CcdMotionThreshold > 0f) | ||
743 | { | ||
744 | BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, BSParam.CcdMotionThreshold); | ||
745 | BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, BSParam.CcdSweptSphereRadius); | ||
746 | } | ||
747 | |||
748 | // The activation state is 'disabled' so Bullet will not try to act on it. | ||
749 | // BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.DISABLE_SIMULATION); | ||
750 | // Start it out sleeping and physical actions could wake it up. | ||
751 | BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.ISLAND_SLEEPING); | ||
752 | |||
753 | // This collides like a static object | ||
754 | PhysBody.collisionType = CollisionType.Static; | ||
755 | |||
756 | // There can be special things needed for implementing linksets | ||
757 | Linkset.MakeStatic(this); | ||
758 | } | ||
759 | else | ||
760 | { | ||
761 | // Not a Bullet static object | ||
762 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_STATIC_OBJECT); | ||
763 | |||
764 | // Set various physical properties so other object interact properly | ||
765 | MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, true); | ||
766 | BulletSimAPI.SetFriction2(PhysBody.ptr, matAttrib.friction); | ||
767 | BulletSimAPI.SetRestitution2(PhysBody.ptr, matAttrib.restitution); | ||
768 | |||
769 | // per http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=3382 | ||
770 | // Since this can be called multiple times, only zero forces when becoming physical | ||
771 | // BulletSimAPI.ClearAllForces2(BSBody.ptr); | ||
772 | |||
773 | // For good measure, make sure the transform is set through to the motion state | ||
774 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); | ||
775 | |||
776 | // Center of mass is at the center of the object | ||
777 | // DEBUG DEBUG BulletSimAPI.SetCenterOfMassByPosRot2(Linkset.LinksetRoot.PhysBody.ptr, _position, _orientation); | ||
778 | |||
779 | // A dynamic object has mass | ||
780 | UpdatePhysicalMassProperties(RawMass); | ||
781 | |||
782 | // Set collision detection parameters | ||
783 | if (BSParam.CcdMotionThreshold > 0f) | ||
784 | { | ||
785 | BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, BSParam.CcdMotionThreshold); | ||
786 | BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, BSParam.CcdSweptSphereRadius); | ||
787 | } | ||
788 | |||
789 | // Various values for simulation limits | ||
790 | BulletSimAPI.SetDamping2(PhysBody.ptr, BSParam.LinearDamping, BSParam.AngularDamping); | ||
791 | BulletSimAPI.SetDeactivationTime2(PhysBody.ptr, BSParam.DeactivationTime); | ||
792 | BulletSimAPI.SetSleepingThresholds2(PhysBody.ptr, BSParam.LinearSleepingThreshold, BSParam.AngularSleepingThreshold); | ||
793 | BulletSimAPI.SetContactProcessingThreshold2(PhysBody.ptr, BSParam.ContactProcessingThreshold); | ||
794 | |||
795 | // This collides like an object. | ||
796 | PhysBody.collisionType = CollisionType.Dynamic; | ||
797 | |||
798 | // Force activation of the object so Bullet will act on it. | ||
799 | // Must do the ForceActivationState2() to overcome the DISABLE_SIMULATION from static objects. | ||
800 | BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.ACTIVE_TAG); | ||
801 | |||
802 | // There might be special things needed for implementing linksets. | ||
803 | Linkset.MakeDynamic(this); | ||
804 | } | ||
805 | } | ||
806 | |||
807 | // "Making solid" means that other object will not pass through this object. | ||
808 | // To make transparent, we create a Bullet ghost object. | ||
809 | // Note: This expects to be called from the UpdatePhysicalParameters() routine as | ||
810 | // the functions after this one set up the state of a possibly newly created collision body. | ||
811 | private void MakeSolid(bool makeSolid) | ||
812 | { | ||
813 | CollisionObjectTypes bodyType = (CollisionObjectTypes)BulletSimAPI.GetBodyType2(PhysBody.ptr); | ||
814 | if (makeSolid) | ||
815 | { | ||
816 | // Verify the previous code created the correct shape for this type of thing. | ||
817 | if ((bodyType & CollisionObjectTypes.CO_RIGID_BODY) == 0) | ||
818 | { | ||
819 | m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for solidity. id={1}, type={2}", LogHeader, LocalID, bodyType); | ||
820 | } | ||
821 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); | ||
822 | } | ||
823 | else | ||
824 | { | ||
825 | if ((bodyType & CollisionObjectTypes.CO_GHOST_OBJECT) == 0) | ||
826 | { | ||
827 | m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for non-solidness. id={1}, type={2}", LogHeader, LocalID, bodyType); | ||
828 | } | ||
829 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); | ||
830 | |||
831 | // Change collision info from a static object to a ghosty collision object | ||
832 | PhysBody.collisionType = CollisionType.VolumeDetect; | ||
833 | } | ||
834 | } | ||
835 | |||
836 | // Enable physical actions. Bullet will keep sleeping non-moving physical objects so | ||
837 | // they need waking up when parameters are changed. | ||
838 | // Called in taint-time!! | ||
839 | private void ActivateIfPhysical(bool forceIt) | ||
840 | { | ||
841 | if (IsPhysical && PhysBody.HasPhysicalBody) | ||
842 | BulletSimAPI.Activate2(PhysBody.ptr, forceIt); | ||
843 | } | ||
844 | |||
845 | // Turn on or off the flag controlling whether collision events are returned to the simulator. | ||
846 | private void EnableCollisions(bool wantsCollisionEvents) | ||
847 | { | ||
848 | if (wantsCollisionEvents) | ||
849 | { | ||
850 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
851 | } | ||
852 | else | ||
853 | { | ||
854 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
855 | } | ||
856 | } | ||
857 | |||
858 | // prims don't fly | ||
859 | public override bool Flying { | ||
860 | get { return _flying; } | ||
861 | set { | ||
862 | _flying = value; | ||
863 | } | ||
864 | } | ||
865 | public override bool SetAlwaysRun { | ||
866 | get { return _setAlwaysRun; } | ||
867 | set { _setAlwaysRun = value; } | ||
868 | } | ||
869 | public override bool ThrottleUpdates { | ||
870 | get { return _throttleUpdates; } | ||
871 | set { _throttleUpdates = value; } | ||
872 | } | ||
873 | public override bool IsColliding { | ||
874 | get { return (CollidingStep == PhysicsScene.SimulationStep); } | ||
875 | set { _isColliding = value; } | ||
876 | } | ||
877 | public override bool CollidingGround { | ||
878 | get { return (CollidingGroundStep == PhysicsScene.SimulationStep); } | ||
879 | set { _collidingGround = value; } | ||
880 | } | ||
881 | public override bool CollidingObj { | ||
882 | get { return _collidingObj; } | ||
883 | set { _collidingObj = value; } | ||
884 | } | ||
885 | public bool IsPhantom { | ||
886 | get { | ||
887 | // SceneObjectPart removes phantom objects from the physics scene | ||
888 | // so, although we could implement touching and such, we never | ||
889 | // are invoked as a phantom object | ||
890 | return false; | ||
891 | } | ||
892 | } | ||
893 | public override bool FloatOnWater { | ||
894 | set { | ||
895 | _floatOnWater = value; | ||
896 | PhysicsScene.TaintedObject("BSPrim.setFloatOnWater", delegate() | ||
897 | { | ||
898 | if (_floatOnWater) | ||
899 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); | ||
900 | else | ||
901 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); | ||
902 | }); | ||
903 | } | ||
904 | } | ||
905 | public override OMV.Vector3 RotationalVelocity { | ||
906 | get { | ||
907 | return _rotationalVelocity; | ||
908 | } | ||
909 | set { | ||
910 | _rotationalVelocity = value; | ||
911 | // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); | ||
912 | PhysicsScene.TaintedObject("BSPrim.setRotationalVelocity", delegate() | ||
913 | { | ||
914 | DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); | ||
915 | ForceRotationalVelocity = _rotationalVelocity; | ||
916 | }); | ||
917 | } | ||
918 | } | ||
919 | public override OMV.Vector3 ForceRotationalVelocity { | ||
920 | get { | ||
921 | return _rotationalVelocity; | ||
922 | } | ||
923 | set { | ||
924 | _rotationalVelocity = value; | ||
925 | if (PhysBody.HasPhysicalBody) | ||
926 | { | ||
927 | BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, _rotationalVelocity); | ||
928 | ActivateIfPhysical(false); | ||
929 | } | ||
930 | } | ||
931 | } | ||
932 | public override bool Kinematic { | ||
933 | get { return _kinematic; } | ||
934 | set { _kinematic = value; | ||
935 | // m_log.DebugFormat("{0}: Kinematic={1}", LogHeader, _kinematic); | ||
936 | } | ||
937 | } | ||
938 | public override float Buoyancy { | ||
939 | get { return _buoyancy; } | ||
940 | set { | ||
941 | _buoyancy = value; | ||
942 | PhysicsScene.TaintedObject("BSPrim.setBuoyancy", delegate() | ||
943 | { | ||
944 | ForceBuoyancy = _buoyancy; | ||
945 | }); | ||
946 | } | ||
947 | } | ||
948 | public override float ForceBuoyancy { | ||
949 | get { return _buoyancy; } | ||
950 | set { | ||
951 | _buoyancy = value; | ||
952 | // DetailLog("{0},BSPrim.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | ||
953 | // Buoyancy is faked by changing the gravity applied to the object | ||
954 | if (PhysBody.HasPhysicalBody) | ||
955 | { | ||
956 | float grav = PhysicsScene.Params.gravity * (1f - _buoyancy); | ||
957 | BulletSimAPI.SetGravity2(PhysBody.ptr, new OMV.Vector3(0f, 0f, grav)); | ||
958 | ActivateIfPhysical(false); | ||
959 | } | ||
960 | } | ||
961 | } | ||
962 | |||
963 | // Used for MoveTo | ||
964 | public override OMV.Vector3 PIDTarget { | ||
965 | set { _PIDTarget = value; } | ||
966 | } | ||
967 | public override bool PIDActive { | ||
968 | set { _usePID = value; } | ||
969 | } | ||
970 | public override float PIDTau { | ||
971 | set { _PIDTau = value; } | ||
972 | } | ||
973 | |||
974 | // Used for llSetHoverHeight and maybe vehicle height | ||
975 | // Hover Height will override MoveTo target's Z | ||
976 | public override bool PIDHoverActive { | ||
977 | set { _useHoverPID = value; } | ||
978 | } | ||
979 | public override float PIDHoverHeight { | ||
980 | set { _PIDHoverHeight = value; } | ||
981 | } | ||
982 | public override PIDHoverType PIDHoverType { | ||
983 | set { _PIDHoverType = value; } | ||
984 | } | ||
985 | public override float PIDHoverTau { | ||
986 | set { _PIDHoverTao = value; } | ||
987 | } | ||
988 | |||
989 | // For RotLookAt | ||
990 | public override OMV.Quaternion APIDTarget { set { return; } } | ||
991 | public override bool APIDActive { set { return; } } | ||
992 | public override float APIDStrength { set { return; } } | ||
993 | public override float APIDDamping { set { return; } } | ||
994 | |||
995 | public override void AddForce(OMV.Vector3 force, bool pushforce) { | ||
996 | AddForce(force, pushforce, false); | ||
997 | } | ||
998 | // Applying a force just adds this to the total force on the object. | ||
999 | // This added force will only last the next simulation tick. | ||
1000 | public void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { | ||
1001 | // for an object, doesn't matter if force is a pushforce or not | ||
1002 | if (force.IsFinite()) | ||
1003 | { | ||
1004 | OMV.Vector3 addForce = force; | ||
1005 | DetailLog("{0},BSPrim.addForce,call,force={1}", LocalID, addForce); | ||
1006 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate() | ||
1007 | { | ||
1008 | // Bullet adds this central force to the total force for this tick | ||
1009 | DetailLog("{0},BSPrim.addForce,taint,force={1}", LocalID, addForce); | ||
1010 | if (PhysBody.HasPhysicalBody) | ||
1011 | { | ||
1012 | BulletSimAPI.ApplyCentralForce2(PhysBody.ptr, addForce); | ||
1013 | ActivateIfPhysical(false); | ||
1014 | } | ||
1015 | }); | ||
1016 | } | ||
1017 | else | ||
1018 | { | ||
1019 | m_log.WarnFormat("{0}: Got a NaN force applied to a prim. LocalID={1}", LogHeader, LocalID); | ||
1020 | return; | ||
1021 | } | ||
1022 | } | ||
1023 | |||
1024 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { | ||
1025 | AddAngularForce(force, pushforce, false); | ||
1026 | } | ||
1027 | public void AddAngularForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) | ||
1028 | { | ||
1029 | if (force.IsFinite()) | ||
1030 | { | ||
1031 | OMV.Vector3 angForce = force; | ||
1032 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddAngularForce", delegate() | ||
1033 | { | ||
1034 | if (PhysBody.HasPhysicalBody) | ||
1035 | { | ||
1036 | BulletSimAPI.ApplyTorque2(PhysBody.ptr, angForce); | ||
1037 | ActivateIfPhysical(false); | ||
1038 | } | ||
1039 | }); | ||
1040 | } | ||
1041 | else | ||
1042 | { | ||
1043 | m_log.WarnFormat("{0}: Got a NaN force applied to a prim. LocalID={1}", LogHeader, LocalID); | ||
1044 | return; | ||
1045 | } | ||
1046 | } | ||
1047 | |||
1048 | // A torque impulse. | ||
1049 | // ApplyTorqueImpulse adds torque directly to the angularVelocity. | ||
1050 | // AddAngularForce accumulates the force and applied it to the angular velocity all at once. | ||
1051 | // Computed as: angularVelocity += impulse * inertia; | ||
1052 | public void ApplyTorqueImpulse(OMV.Vector3 impulse, bool inTaintTime) | ||
1053 | { | ||
1054 | OMV.Vector3 applyImpulse = impulse; | ||
1055 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ApplyTorqueImpulse", delegate() | ||
1056 | { | ||
1057 | if (PhysBody.HasPhysicalBody) | ||
1058 | { | ||
1059 | BulletSimAPI.ApplyTorqueImpulse2(PhysBody.ptr, applyImpulse); | ||
1060 | ActivateIfPhysical(false); | ||
1061 | } | ||
1062 | }); | ||
1063 | } | ||
1064 | |||
1065 | public override void SetMomentum(OMV.Vector3 momentum) { | ||
1066 | // DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum); | ||
1067 | } | ||
1068 | #region Mass Calculation | ||
1069 | |||
1070 | private float CalculateMass() | ||
1071 | { | ||
1072 | float volume = _size.X * _size.Y * _size.Z; // default | ||
1073 | float tmp; | ||
1074 | |||
1075 | float returnMass = 0; | ||
1076 | float hollowAmount = (float)BaseShape.ProfileHollow * 2.0e-5f; | ||
1077 | float hollowVolume = hollowAmount * hollowAmount; | ||
1078 | |||
1079 | switch (BaseShape.ProfileShape) | ||
1080 | { | ||
1081 | case ProfileShape.Square: | ||
1082 | // default box | ||
1083 | |||
1084 | if (BaseShape.PathCurve == (byte)Extrusion.Straight) | ||
1085 | { | ||
1086 | if (hollowAmount > 0.0) | ||
1087 | { | ||
1088 | switch (BaseShape.HollowShape) | ||
1089 | { | ||
1090 | case HollowShape.Square: | ||
1091 | case HollowShape.Same: | ||
1092 | break; | ||
1093 | |||
1094 | case HollowShape.Circle: | ||
1095 | |||
1096 | hollowVolume *= 0.78539816339f; | ||
1097 | break; | ||
1098 | |||
1099 | case HollowShape.Triangle: | ||
1100 | |||
1101 | hollowVolume *= (0.5f * .5f); | ||
1102 | break; | ||
1103 | |||
1104 | default: | ||
1105 | hollowVolume = 0; | ||
1106 | break; | ||
1107 | } | ||
1108 | volume *= (1.0f - hollowVolume); | ||
1109 | } | ||
1110 | } | ||
1111 | |||
1112 | else if (BaseShape.PathCurve == (byte)Extrusion.Curve1) | ||
1113 | { | ||
1114 | //a tube | ||
1115 | |||
1116 | volume *= 0.78539816339e-2f * (float)(200 - BaseShape.PathScaleX); | ||
1117 | tmp= 1.0f -2.0e-2f * (float)(200 - BaseShape.PathScaleY); | ||
1118 | volume -= volume*tmp*tmp; | ||
1119 | |||
1120 | if (hollowAmount > 0.0) | ||
1121 | { | ||
1122 | hollowVolume *= hollowAmount; | ||
1123 | |||
1124 | switch (BaseShape.HollowShape) | ||
1125 | { | ||
1126 | case HollowShape.Square: | ||
1127 | case HollowShape.Same: | ||
1128 | break; | ||
1129 | |||
1130 | case HollowShape.Circle: | ||
1131 | hollowVolume *= 0.78539816339f;; | ||
1132 | break; | ||
1133 | |||
1134 | case HollowShape.Triangle: | ||
1135 | hollowVolume *= 0.5f * 0.5f; | ||
1136 | break; | ||
1137 | default: | ||
1138 | hollowVolume = 0; | ||
1139 | break; | ||
1140 | } | ||
1141 | volume *= (1.0f - hollowVolume); | ||
1142 | } | ||
1143 | } | ||
1144 | |||
1145 | break; | ||
1146 | |||
1147 | case ProfileShape.Circle: | ||
1148 | |||
1149 | if (BaseShape.PathCurve == (byte)Extrusion.Straight) | ||
1150 | { | ||
1151 | volume *= 0.78539816339f; // elipse base | ||
1152 | |||
1153 | if (hollowAmount > 0.0) | ||
1154 | { | ||
1155 | switch (BaseShape.HollowShape) | ||
1156 | { | ||
1157 | case HollowShape.Same: | ||
1158 | case HollowShape.Circle: | ||
1159 | break; | ||
1160 | |||
1161 | case HollowShape.Square: | ||
1162 | hollowVolume *= 0.5f * 2.5984480504799f; | ||
1163 | break; | ||
1164 | |||
1165 | case HollowShape.Triangle: | ||
1166 | hollowVolume *= .5f * 1.27323954473516f; | ||
1167 | break; | ||
1168 | |||
1169 | default: | ||
1170 | hollowVolume = 0; | ||
1171 | break; | ||
1172 | } | ||
1173 | volume *= (1.0f - hollowVolume); | ||
1174 | } | ||
1175 | } | ||
1176 | |||
1177 | else if (BaseShape.PathCurve == (byte)Extrusion.Curve1) | ||
1178 | { | ||
1179 | volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - BaseShape.PathScaleX); | ||
1180 | tmp = 1.0f - .02f * (float)(200 - BaseShape.PathScaleY); | ||
1181 | volume *= (1.0f - tmp * tmp); | ||
1182 | |||
1183 | if (hollowAmount > 0.0) | ||
1184 | { | ||
1185 | |||
1186 | // calculate the hollow volume by it's shape compared to the prim shape | ||
1187 | hollowVolume *= hollowAmount; | ||
1188 | |||
1189 | switch (BaseShape.HollowShape) | ||
1190 | { | ||
1191 | case HollowShape.Same: | ||
1192 | case HollowShape.Circle: | ||
1193 | break; | ||
1194 | |||
1195 | case HollowShape.Square: | ||
1196 | hollowVolume *= 0.5f * 2.5984480504799f; | ||
1197 | break; | ||
1198 | |||
1199 | case HollowShape.Triangle: | ||
1200 | hollowVolume *= .5f * 1.27323954473516f; | ||
1201 | break; | ||
1202 | |||
1203 | default: | ||
1204 | hollowVolume = 0; | ||
1205 | break; | ||
1206 | } | ||
1207 | volume *= (1.0f - hollowVolume); | ||
1208 | } | ||
1209 | } | ||
1210 | break; | ||
1211 | |||
1212 | case ProfileShape.HalfCircle: | ||
1213 | if (BaseShape.PathCurve == (byte)Extrusion.Curve1) | ||
1214 | { | ||
1215 | volume *= 0.52359877559829887307710723054658f; | ||
1216 | } | ||
1217 | break; | ||
1218 | |||
1219 | case ProfileShape.EquilateralTriangle: | ||
1220 | |||
1221 | if (BaseShape.PathCurve == (byte)Extrusion.Straight) | ||
1222 | { | ||
1223 | volume *= 0.32475953f; | ||
1224 | |||
1225 | if (hollowAmount > 0.0) | ||
1226 | { | ||
1227 | |||
1228 | // calculate the hollow volume by it's shape compared to the prim shape | ||
1229 | switch (BaseShape.HollowShape) | ||
1230 | { | ||
1231 | case HollowShape.Same: | ||
1232 | case HollowShape.Triangle: | ||
1233 | hollowVolume *= .25f; | ||
1234 | break; | ||
1235 | |||
1236 | case HollowShape.Square: | ||
1237 | hollowVolume *= 0.499849f * 3.07920140172638f; | ||
1238 | break; | ||
1239 | |||
1240 | case HollowShape.Circle: | ||
1241 | // Hollow shape is a perfect cyllinder in respect to the cube's scale | ||
1242 | // Cyllinder hollow volume calculation | ||
1243 | |||
1244 | hollowVolume *= 0.1963495f * 3.07920140172638f; | ||
1245 | break; | ||
1246 | |||
1247 | default: | ||
1248 | hollowVolume = 0; | ||
1249 | break; | ||
1250 | } | ||
1251 | volume *= (1.0f - hollowVolume); | ||
1252 | } | ||
1253 | } | ||
1254 | else if (BaseShape.PathCurve == (byte)Extrusion.Curve1) | ||
1255 | { | ||
1256 | volume *= 0.32475953f; | ||
1257 | volume *= 0.01f * (float)(200 - BaseShape.PathScaleX); | ||
1258 | tmp = 1.0f - .02f * (float)(200 - BaseShape.PathScaleY); | ||
1259 | volume *= (1.0f - tmp * tmp); | ||
1260 | |||
1261 | if (hollowAmount > 0.0) | ||
1262 | { | ||
1263 | |||
1264 | hollowVolume *= hollowAmount; | ||
1265 | |||
1266 | switch (BaseShape.HollowShape) | ||
1267 | { | ||
1268 | case HollowShape.Same: | ||
1269 | case HollowShape.Triangle: | ||
1270 | hollowVolume *= .25f; | ||
1271 | break; | ||
1272 | |||
1273 | case HollowShape.Square: | ||
1274 | hollowVolume *= 0.499849f * 3.07920140172638f; | ||
1275 | break; | ||
1276 | |||
1277 | case HollowShape.Circle: | ||
1278 | |||
1279 | hollowVolume *= 0.1963495f * 3.07920140172638f; | ||
1280 | break; | ||
1281 | |||
1282 | default: | ||
1283 | hollowVolume = 0; | ||
1284 | break; | ||
1285 | } | ||
1286 | volume *= (1.0f - hollowVolume); | ||
1287 | } | ||
1288 | } | ||
1289 | break; | ||
1290 | |||
1291 | default: | ||
1292 | break; | ||
1293 | } | ||
1294 | |||
1295 | |||
1296 | |||
1297 | float taperX1; | ||
1298 | float taperY1; | ||
1299 | float taperX; | ||
1300 | float taperY; | ||
1301 | float pathBegin; | ||
1302 | float pathEnd; | ||
1303 | float profileBegin; | ||
1304 | float profileEnd; | ||
1305 | |||
1306 | if (BaseShape.PathCurve == (byte)Extrusion.Straight || BaseShape.PathCurve == (byte)Extrusion.Flexible) | ||
1307 | { | ||
1308 | taperX1 = BaseShape.PathScaleX * 0.01f; | ||
1309 | if (taperX1 > 1.0f) | ||
1310 | taperX1 = 2.0f - taperX1; | ||
1311 | taperX = 1.0f - taperX1; | ||
1312 | |||
1313 | taperY1 = BaseShape.PathScaleY * 0.01f; | ||
1314 | if (taperY1 > 1.0f) | ||
1315 | taperY1 = 2.0f - taperY1; | ||
1316 | taperY = 1.0f - taperY1; | ||
1317 | } | ||
1318 | else | ||
1319 | { | ||
1320 | taperX = BaseShape.PathTaperX * 0.01f; | ||
1321 | if (taperX < 0.0f) | ||
1322 | taperX = -taperX; | ||
1323 | taperX1 = 1.0f - taperX; | ||
1324 | |||
1325 | taperY = BaseShape.PathTaperY * 0.01f; | ||
1326 | if (taperY < 0.0f) | ||
1327 | taperY = -taperY; | ||
1328 | taperY1 = 1.0f - taperY; | ||
1329 | |||
1330 | } | ||
1331 | |||
1332 | |||
1333 | volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY); | ||
1334 | |||
1335 | pathBegin = (float)BaseShape.PathBegin * 2.0e-5f; | ||
1336 | pathEnd = 1.0f - (float)BaseShape.PathEnd * 2.0e-5f; | ||
1337 | volume *= (pathEnd - pathBegin); | ||
1338 | |||
1339 | // this is crude aproximation | ||
1340 | profileBegin = (float)BaseShape.ProfileBegin * 2.0e-5f; | ||
1341 | profileEnd = 1.0f - (float)BaseShape.ProfileEnd * 2.0e-5f; | ||
1342 | volume *= (profileEnd - profileBegin); | ||
1343 | |||
1344 | returnMass = _density * volume; | ||
1345 | |||
1346 | /* Comment out code that computes the mass of the linkset. That is done in the Linkset class. | ||
1347 | if (IsRootOfLinkset) | ||
1348 | { | ||
1349 | foreach (BSPrim prim in _childrenPrims) | ||
1350 | { | ||
1351 | returnMass += prim.CalculateMass(); | ||
1352 | } | ||
1353 | } | ||
1354 | */ | ||
1355 | |||
1356 | returnMass = Util.Clamp(returnMass, BSParam.MinimumObjectMass, BSParam.MaximumObjectMass); | ||
1357 | |||
1358 | return returnMass; | ||
1359 | }// end CalculateMass | ||
1360 | #endregion Mass Calculation | ||
1361 | |||
1362 | // Rebuild the geometry and object. | ||
1363 | // This is called when the shape changes so we need to recreate the mesh/hull. | ||
1364 | // Called at taint-time!!! | ||
1365 | public void CreateGeomAndObject(bool forceRebuild) | ||
1366 | { | ||
1367 | // If this prim is part of a linkset, we must remove and restore the physical | ||
1368 | // links if the body is rebuilt. | ||
1369 | bool needToRestoreLinkset = false; | ||
1370 | bool needToRestoreVehicle = false; | ||
1371 | |||
1372 | // Create the correct physical representation for this type of object. | ||
1373 | // Updates PhysBody and PhysShape with the new information. | ||
1374 | // Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary. | ||
1375 | PhysicsScene.Shapes.GetBodyAndShape(false, PhysicsScene.World, this, null, delegate(BulletBody dBody) | ||
1376 | { | ||
1377 | // Called if the current prim body is about to be destroyed. | ||
1378 | // Remove all the physical dependencies on the old body. | ||
1379 | // (Maybe someday make the changing of BSShape an event to be subscribed to by BSLinkset, ...) | ||
1380 | needToRestoreLinkset = Linkset.RemoveBodyDependencies(this); | ||
1381 | needToRestoreVehicle = _vehicle.RemoveBodyDependencies(this); | ||
1382 | }); | ||
1383 | |||
1384 | if (needToRestoreLinkset) | ||
1385 | { | ||
1386 | // If physical body dependencies were removed, restore them | ||
1387 | Linkset.RestoreBodyDependencies(this); | ||
1388 | } | ||
1389 | if (needToRestoreVehicle) | ||
1390 | { | ||
1391 | // If physical body dependencies were removed, restore them | ||
1392 | _vehicle.RestoreBodyDependencies(this); | ||
1393 | } | ||
1394 | |||
1395 | // Make sure the properties are set on the new object | ||
1396 | UpdatePhysicalParameters(); | ||
1397 | return; | ||
1398 | } | ||
1399 | |||
1400 | // The physics engine says that properties have updated. Update same and inform | ||
1401 | // the world that things have changed. | ||
1402 | // TODO: do we really need to check for changed? Maybe just copy values and call RequestPhysicsterseUpdate() | ||
1403 | enum UpdatedProperties { | ||
1404 | Position = 1 << 0, | ||
1405 | Rotation = 1 << 1, | ||
1406 | Velocity = 1 << 2, | ||
1407 | Acceleration = 1 << 3, | ||
1408 | RotationalVel = 1 << 4 | ||
1409 | } | ||
1410 | |||
1411 | const float ROTATION_TOLERANCE = 0.01f; | ||
1412 | const float VELOCITY_TOLERANCE = 0.001f; | ||
1413 | const float POSITION_TOLERANCE = 0.05f; | ||
1414 | const float ACCELERATION_TOLERANCE = 0.01f; | ||
1415 | const float ROTATIONAL_VELOCITY_TOLERANCE = 0.01f; | ||
1416 | |||
1417 | public override void UpdateProperties(EntityProperties entprop) | ||
1418 | { | ||
1419 | // Updates only for individual prims and for the root object of a linkset. | ||
1420 | if (Linkset.IsRoot(this)) | ||
1421 | { | ||
1422 | // A temporary kludge to suppress the rotational effects introduced on vehicles by Bullet | ||
1423 | // TODO: handle physics introduced by Bullet with computed vehicle physics. | ||
1424 | if (_vehicle.IsActive) | ||
1425 | { | ||
1426 | entprop.RotationalVelocity = OMV.Vector3.Zero; | ||
1427 | } | ||
1428 | |||
1429 | // Assign directly to the local variables so the normal set action does not happen | ||
1430 | _position = entprop.Position; | ||
1431 | _orientation = entprop.Rotation; | ||
1432 | _velocity = entprop.Velocity; | ||
1433 | _acceleration = entprop.Acceleration; | ||
1434 | _rotationalVelocity = entprop.RotationalVelocity; | ||
1435 | |||
1436 | // The sanity check can change the velocity and/or position. | ||
1437 | if (IsPhysical && PositionSanityCheck(true)) | ||
1438 | { | ||
1439 | entprop.Position = _position; | ||
1440 | entprop.Velocity = _velocity; | ||
1441 | } | ||
1442 | |||
1443 | OMV.Vector3 direction = OMV.Vector3.UnitX * _orientation; // DEBUG DEBUG DEBUG | ||
1444 | DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},dir={3},vel={4},rotVel={5}", | ||
1445 | LocalID, _position, _orientation, direction, _velocity, _rotationalVelocity); | ||
1446 | |||
1447 | // remember the current and last set values | ||
1448 | LastEntityProperties = CurrentEntityProperties; | ||
1449 | CurrentEntityProperties = entprop; | ||
1450 | |||
1451 | base.RequestPhysicsterseUpdate(); | ||
1452 | } | ||
1453 | /* | ||
1454 | else | ||
1455 | { | ||
1456 | // For debugging, report the movement of children | ||
1457 | DetailLog("{0},BSPrim.UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}", | ||
1458 | LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, | ||
1459 | entprop.Acceleration, entprop.RotationalVelocity); | ||
1460 | } | ||
1461 | */ | ||
1462 | |||
1463 | // The linkset implimentation might want to know about this. | ||
1464 | Linkset.UpdateProperties(this, true); | ||
1465 | } | ||
1466 | } | ||
1467 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSNPlugin/BSScene.cs new file mode 100644 index 0000000..6bcea3f --- /dev/null +++ b/OpenSim/Region/Physics/BulletSNPlugin/BSScene.cs | |||
@@ -0,0 +1,954 @@ | |||
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.Runtime.InteropServices; | ||
30 | using System.Text; | ||
31 | using System.Threading; | ||
32 | using OpenSim.Framework; | ||
33 | using OpenSim.Region.Framework; | ||
34 | using OpenSim.Region.CoreModules; | ||
35 | using Logging = OpenSim.Region.CoreModules.Framework.Statistics.Logging; | ||
36 | using OpenSim.Region.Physics.Manager; | ||
37 | using Nini.Config; | ||
38 | using log4net; | ||
39 | using OpenMetaverse; | ||
40 | |||
41 | // TODOs for BulletSim (for BSScene, BSPrim, BSCharacter and BulletSim) | ||
42 | // Based on material, set density and friction | ||
43 | // More efficient memory usage when passing hull information from BSPrim to BulletSim | ||
44 | // Do attachments need to be handled separately? Need collision events. Do not collide with VolumeDetect | ||
45 | // Implement LockAngularMotion | ||
46 | // Add PID movement operations. What does ScenePresence.MoveToTarget do? | ||
47 | // Check terrain size. 128 or 127? | ||
48 | // Raycast | ||
49 | // | ||
50 | namespace OpenSim.Region.Physics.BulletSNPlugin | ||
51 | { | ||
52 | public sealed class BSScene : PhysicsScene, IPhysicsParameters | ||
53 | { | ||
54 | private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); | ||
55 | private static readonly string LogHeader = "[BULLETS SCENE]"; | ||
56 | |||
57 | // The name of the region we're working for. | ||
58 | public string RegionName { get; private set; } | ||
59 | |||
60 | public string BulletSimVersion = "?"; | ||
61 | |||
62 | public Dictionary<uint, BSPhysObject> PhysObjects; | ||
63 | public BSShapeCollection Shapes; | ||
64 | |||
65 | // Keeping track of the objects with collisions so we can report begin and end of a collision | ||
66 | public HashSet<BSPhysObject> ObjectsWithCollisions = new HashSet<BSPhysObject>(); | ||
67 | public HashSet<BSPhysObject> ObjectsWithNoMoreCollisions = new HashSet<BSPhysObject>(); | ||
68 | // Keep track of all the avatars so we can send them a collision event | ||
69 | // every tick so OpenSim will update its animation. | ||
70 | private HashSet<BSPhysObject> m_avatars = new HashSet<BSPhysObject>(); | ||
71 | |||
72 | // let my minuions use my logger | ||
73 | public ILog Logger { get { return m_log; } } | ||
74 | |||
75 | public IMesher mesher; | ||
76 | public uint WorldID { get; private set; } | ||
77 | public BulletSim World { get; private set; } | ||
78 | |||
79 | // All the constraints that have been allocated in this instance. | ||
80 | public BSConstraintCollection Constraints { get; private set; } | ||
81 | |||
82 | // Simulation parameters | ||
83 | internal int m_maxSubSteps; | ||
84 | internal float m_fixedTimeStep; | ||
85 | internal long m_simulationStep = 0; | ||
86 | public long SimulationStep { get { return m_simulationStep; } } | ||
87 | internal int m_taintsToProcessPerStep; | ||
88 | internal float LastTimeStep { get; private set; } | ||
89 | |||
90 | // Physical objects can register for prestep or poststep events | ||
91 | public delegate void PreStepAction(float timeStep); | ||
92 | public delegate void PostStepAction(float timeStep); | ||
93 | public event PreStepAction BeforeStep; | ||
94 | public event PreStepAction AfterStep; | ||
95 | |||
96 | // A value of the time now so all the collision and update routines do not have to get their own | ||
97 | // Set to 'now' just before all the prims and actors are called for collisions and updates | ||
98 | public int SimulationNowTime { get; private set; } | ||
99 | |||
100 | // True if initialized and ready to do simulation steps | ||
101 | private bool m_initialized = false; | ||
102 | |||
103 | // Flag which is true when processing taints. | ||
104 | // Not guaranteed to be correct all the time (don't depend on this) but good for debugging. | ||
105 | public bool InTaintTime { get; private set; } | ||
106 | |||
107 | // Pinned memory used to pass step information between managed and unmanaged | ||
108 | internal int m_maxCollisionsPerFrame; | ||
109 | private List<BulletXNA.CollisionDesc> m_collisionArray; | ||
110 | //private GCHandle m_collisionArrayPinnedHandle; | ||
111 | |||
112 | internal int m_maxUpdatesPerFrame; | ||
113 | private List<BulletXNA.EntityProperties> m_updateArray; | ||
114 | //private GCHandle m_updateArrayPinnedHandle; | ||
115 | |||
116 | |||
117 | public const uint TERRAIN_ID = 0; // OpenSim senses terrain with a localID of zero | ||
118 | public const uint GROUNDPLANE_ID = 1; | ||
119 | public const uint CHILDTERRAIN_ID = 2; // Terrain allocated based on our mega-prim childre start here | ||
120 | |||
121 | public float SimpleWaterLevel { get; set; } | ||
122 | public BSTerrainManager TerrainManager { get; private set; } | ||
123 | |||
124 | public ConfigurationParameters Params | ||
125 | { | ||
126 | get { return UnmanagedParams[0]; } | ||
127 | } | ||
128 | public Vector3 DefaultGravity | ||
129 | { | ||
130 | get { return new Vector3(0f, 0f, Params.gravity); } | ||
131 | } | ||
132 | // Just the Z value of the gravity | ||
133 | public float DefaultGravityZ | ||
134 | { | ||
135 | get { return Params.gravity; } | ||
136 | } | ||
137 | |||
138 | // When functions in the unmanaged code must be called, it is only | ||
139 | // done at a known time just before the simulation step. The taint | ||
140 | // system saves all these function calls and executes them in | ||
141 | // order before the simulation. | ||
142 | public delegate void TaintCallback(); | ||
143 | private struct TaintCallbackEntry | ||
144 | { | ||
145 | public String ident; | ||
146 | public TaintCallback callback; | ||
147 | public TaintCallbackEntry(string i, TaintCallback c) | ||
148 | { | ||
149 | ident = i; | ||
150 | callback = c; | ||
151 | } | ||
152 | } | ||
153 | private Object _taintLock = new Object(); // lock for using the next object | ||
154 | private List<TaintCallbackEntry> _taintOperations; | ||
155 | private Dictionary<string, TaintCallbackEntry> _postTaintOperations; | ||
156 | private List<TaintCallbackEntry> _postStepOperations; | ||
157 | |||
158 | // A pointer to an instance if this structure is passed to the C++ code | ||
159 | // Used to pass basic configuration values to the unmanaged code. | ||
160 | internal ConfigurationParameters[] UnmanagedParams; | ||
161 | //GCHandle m_paramsHandle; | ||
162 | |||
163 | // Handle to the callback used by the unmanaged code to call into the managed code. | ||
164 | // Used for debug logging. | ||
165 | // Need to store the handle in a persistant variable so it won't be freed. | ||
166 | private BulletSimAPI.DebugLogCallback m_DebugLogCallbackHandle; | ||
167 | |||
168 | // Sometimes you just have to log everything. | ||
169 | public Logging.LogWriter PhysicsLogging; | ||
170 | private bool m_physicsLoggingEnabled; | ||
171 | private string m_physicsLoggingDir; | ||
172 | private string m_physicsLoggingPrefix; | ||
173 | private int m_physicsLoggingFileMinutes; | ||
174 | private bool m_physicsLoggingDoFlush; | ||
175 | // 'true' of the vehicle code is to log lots of details | ||
176 | public bool VehicleLoggingEnabled { get; private set; } | ||
177 | public bool VehiclePhysicalLoggingEnabled { get; private set; } | ||
178 | |||
179 | #region Construction and Initialization | ||
180 | public BSScene(string identifier) | ||
181 | { | ||
182 | m_initialized = false; | ||
183 | // we are passed the name of the region we're working for. | ||
184 | RegionName = identifier; | ||
185 | } | ||
186 | |||
187 | public override void Initialise(IMesher meshmerizer, IConfigSource config) | ||
188 | { | ||
189 | mesher = meshmerizer; | ||
190 | _taintOperations = new List<TaintCallbackEntry>(); | ||
191 | _postTaintOperations = new Dictionary<string, TaintCallbackEntry>(); | ||
192 | _postStepOperations = new List<TaintCallbackEntry>(); | ||
193 | PhysObjects = new Dictionary<uint, BSPhysObject>(); | ||
194 | Shapes = new BSShapeCollection(this); | ||
195 | |||
196 | // Allocate pinned memory to pass parameters. | ||
197 | UnmanagedParams = new ConfigurationParameters[1]; | ||
198 | //m_paramsHandle = GCHandle.Alloc(UnmanagedParams, GCHandleType.Pinned); | ||
199 | |||
200 | // Set default values for physics parameters plus any overrides from the ini file | ||
201 | GetInitialParameterValues(config); | ||
202 | |||
203 | // allocate more pinned memory close to the above in an attempt to get the memory all together | ||
204 | m_collisionArray = new List<BulletXNA.CollisionDesc>(); | ||
205 | //m_collisionArrayPinnedHandle = GCHandle.Alloc(m_collisionArray, GCHandleType.Pinned); | ||
206 | m_updateArray = new List<BulletXNA.EntityProperties>(); | ||
207 | //m_updateArrayPinnedHandle = GCHandle.Alloc(m_updateArray, GCHandleType.Pinned); | ||
208 | |||
209 | // Enable very detailed logging. | ||
210 | // By creating an empty logger when not logging, the log message invocation code | ||
211 | // can be left in and every call doesn't have to check for null. | ||
212 | if (m_physicsLoggingEnabled) | ||
213 | { | ||
214 | PhysicsLogging = new Logging.LogWriter(m_physicsLoggingDir, m_physicsLoggingPrefix, m_physicsLoggingFileMinutes); | ||
215 | PhysicsLogging.ErrorLogger = m_log; // for DEBUG. Let's the logger output error messages. | ||
216 | } | ||
217 | else | ||
218 | { | ||
219 | PhysicsLogging = new Logging.LogWriter(); | ||
220 | } | ||
221 | |||
222 | // If Debug logging level, enable logging from the unmanaged code | ||
223 | m_DebugLogCallbackHandle = null; | ||
224 | if (m_log.IsDebugEnabled || PhysicsLogging.Enabled) | ||
225 | { | ||
226 | m_log.DebugFormat("{0}: Initialize: Setting debug callback for unmanaged code", LogHeader); | ||
227 | if (PhysicsLogging.Enabled) | ||
228 | // The handle is saved in a variable to make sure it doesn't get freed after this call | ||
229 | m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLoggerPhysLog); | ||
230 | else | ||
231 | m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLogger); | ||
232 | } | ||
233 | |||
234 | // Get the version of the DLL | ||
235 | // TODO: this doesn't work yet. Something wrong with marshaling the returned string. | ||
236 | // BulletSimVersion = BulletSimAPI.GetVersion(); | ||
237 | // m_log.WarnFormat("{0}: BulletSim.dll version='{1}'", LogHeader, BulletSimVersion); | ||
238 | |||
239 | // The bounding box for the simulated world. The origin is 0,0,0 unless we're | ||
240 | // a child in a mega-region. | ||
241 | // Bullet actually doesn't care about the extents of the simulated | ||
242 | // area. It tracks active objects no matter where they are. | ||
243 | Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight); | ||
244 | |||
245 | // m_log.DebugFormat("{0}: Initialize: Calling BulletSimAPI.Initialize.", LogHeader); | ||
246 | |||
247 | World = new BulletSim(0, this, BulletSimAPI.Initialize2(worldExtent, UnmanagedParams, | ||
248 | m_maxCollisionsPerFrame, ref m_collisionArray, | ||
249 | m_maxUpdatesPerFrame,ref m_updateArray, | ||
250 | m_DebugLogCallbackHandle)); | ||
251 | |||
252 | Constraints = new BSConstraintCollection(World); | ||
253 | |||
254 | TerrainManager = new BSTerrainManager(this); | ||
255 | TerrainManager.CreateInitialGroundPlaneAndTerrain(); | ||
256 | |||
257 | m_log.WarnFormat("{0} Linksets implemented with {1}", LogHeader, (BSLinkset.LinksetImplementation)BSParam.LinksetImplementation); | ||
258 | |||
259 | InTaintTime = false; | ||
260 | m_initialized = true; | ||
261 | } | ||
262 | |||
263 | // All default parameter values are set here. There should be no values set in the | ||
264 | // variable definitions. | ||
265 | private void GetInitialParameterValues(IConfigSource config) | ||
266 | { | ||
267 | ConfigurationParameters parms = new ConfigurationParameters(); | ||
268 | UnmanagedParams[0] = parms; | ||
269 | |||
270 | BSParam.SetParameterDefaultValues(this); | ||
271 | |||
272 | if (config != null) | ||
273 | { | ||
274 | // If there are specifications in the ini file, use those values | ||
275 | IConfig pConfig = config.Configs["BulletSim"]; | ||
276 | if (pConfig != null) | ||
277 | { | ||
278 | BSParam.SetParameterConfigurationValues(this, pConfig); | ||
279 | |||
280 | // Very detailed logging for physics debugging | ||
281 | m_physicsLoggingEnabled = pConfig.GetBoolean("PhysicsLoggingEnabled", false); | ||
282 | m_physicsLoggingDir = pConfig.GetString("PhysicsLoggingDir", "."); | ||
283 | m_physicsLoggingPrefix = pConfig.GetString("PhysicsLoggingPrefix", "physics-%REGIONNAME%-"); | ||
284 | m_physicsLoggingFileMinutes = pConfig.GetInt("PhysicsLoggingFileMinutes", 5); | ||
285 | m_physicsLoggingDoFlush = pConfig.GetBoolean("PhysicsLoggingDoFlush", false); | ||
286 | // Very detailed logging for vehicle debugging | ||
287 | VehicleLoggingEnabled = pConfig.GetBoolean("VehicleLoggingEnabled", false); | ||
288 | VehiclePhysicalLoggingEnabled = pConfig.GetBoolean("VehiclePhysicalLoggingEnabled", false); | ||
289 | |||
290 | // Do any replacements in the parameters | ||
291 | m_physicsLoggingPrefix = m_physicsLoggingPrefix.Replace("%REGIONNAME%", RegionName); | ||
292 | } | ||
293 | |||
294 | // The material characteristics. | ||
295 | BSMaterials.InitializeFromDefaults(Params); | ||
296 | if (pConfig != null) | ||
297 | { | ||
298 | // Let the user add new and interesting material property values. | ||
299 | BSMaterials.InitializefromParameters(pConfig); | ||
300 | } | ||
301 | } | ||
302 | } | ||
303 | |||
304 | // A helper function that handles a true/false parameter and returns the proper float number encoding | ||
305 | float ParamBoolean(IConfig config, string parmName, float deflt) | ||
306 | { | ||
307 | float ret = deflt; | ||
308 | if (config.Contains(parmName)) | ||
309 | { | ||
310 | ret = ConfigurationParameters.numericFalse; | ||
311 | if (config.GetBoolean(parmName, false)) | ||
312 | { | ||
313 | ret = ConfigurationParameters.numericTrue; | ||
314 | } | ||
315 | } | ||
316 | return ret; | ||
317 | } | ||
318 | |||
319 | // Called directly from unmanaged code so don't do much | ||
320 | private void BulletLogger(string msg) | ||
321 | { | ||
322 | m_log.Debug("[BULLETS UNMANAGED]:" + msg); | ||
323 | } | ||
324 | |||
325 | // Called directly from unmanaged code so don't do much | ||
326 | private void BulletLoggerPhysLog(string msg) | ||
327 | { | ||
328 | DetailLog("[BULLETS UNMANAGED]:" + msg); | ||
329 | } | ||
330 | |||
331 | public override void Dispose() | ||
332 | { | ||
333 | // m_log.DebugFormat("{0}: Dispose()", LogHeader); | ||
334 | |||
335 | // make sure no stepping happens while we're deleting stuff | ||
336 | m_initialized = false; | ||
337 | |||
338 | foreach (KeyValuePair<uint, BSPhysObject> kvp in PhysObjects) | ||
339 | { | ||
340 | kvp.Value.Destroy(); | ||
341 | } | ||
342 | PhysObjects.Clear(); | ||
343 | |||
344 | // Now that the prims are all cleaned up, there should be no constraints left | ||
345 | if (Constraints != null) | ||
346 | { | ||
347 | Constraints.Dispose(); | ||
348 | Constraints = null; | ||
349 | } | ||
350 | |||
351 | if (Shapes != null) | ||
352 | { | ||
353 | Shapes.Dispose(); | ||
354 | Shapes = null; | ||
355 | } | ||
356 | |||
357 | if (TerrainManager != null) | ||
358 | { | ||
359 | TerrainManager.ReleaseGroundPlaneAndTerrain(); | ||
360 | TerrainManager.Dispose(); | ||
361 | TerrainManager = null; | ||
362 | } | ||
363 | |||
364 | // Anything left in the unmanaged code should be cleaned out | ||
365 | BulletSimAPI.Shutdown2(World.ptr); | ||
366 | |||
367 | // Not logging any more | ||
368 | PhysicsLogging.Close(); | ||
369 | } | ||
370 | #endregion // Construction and Initialization | ||
371 | |||
372 | #region Prim and Avatar addition and removal | ||
373 | |||
374 | public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) | ||
375 | { | ||
376 | m_log.ErrorFormat("{0}: CALL TO AddAvatar in BSScene. NOT IMPLEMENTED", LogHeader); | ||
377 | return null; | ||
378 | } | ||
379 | |||
380 | public override PhysicsActor AddAvatar(uint localID, string avName, Vector3 position, Vector3 size, bool isFlying) | ||
381 | { | ||
382 | // m_log.DebugFormat("{0}: AddAvatar: {1}", LogHeader, avName); | ||
383 | |||
384 | if (!m_initialized) return null; | ||
385 | |||
386 | BSCharacter actor = new BSCharacter(localID, avName, this, position, size, isFlying); | ||
387 | lock (PhysObjects) PhysObjects.Add(localID, actor); | ||
388 | |||
389 | // TODO: Remove kludge someday. | ||
390 | // We must generate a collision for avatars whether they collide or not. | ||
391 | // This is required by OpenSim to update avatar animations, etc. | ||
392 | lock (m_avatars) m_avatars.Add(actor); | ||
393 | |||
394 | return actor; | ||
395 | } | ||
396 | |||
397 | public override void RemoveAvatar(PhysicsActor actor) | ||
398 | { | ||
399 | // m_log.DebugFormat("{0}: RemoveAvatar", LogHeader); | ||
400 | |||
401 | if (!m_initialized) return; | ||
402 | |||
403 | BSCharacter bsactor = actor as BSCharacter; | ||
404 | if (bsactor != null) | ||
405 | { | ||
406 | try | ||
407 | { | ||
408 | lock (PhysObjects) PhysObjects.Remove(actor.LocalID); | ||
409 | // Remove kludge someday | ||
410 | lock (m_avatars) m_avatars.Remove(bsactor); | ||
411 | } | ||
412 | catch (Exception e) | ||
413 | { | ||
414 | m_log.WarnFormat("{0}: Attempt to remove avatar that is not in physics scene: {1}", LogHeader, e); | ||
415 | } | ||
416 | bsactor.Destroy(); | ||
417 | // bsactor.dispose(); | ||
418 | } | ||
419 | } | ||
420 | |||
421 | public override void RemovePrim(PhysicsActor prim) | ||
422 | { | ||
423 | if (!m_initialized) return; | ||
424 | |||
425 | BSPrim bsprim = prim as BSPrim; | ||
426 | if (bsprim != null) | ||
427 | { | ||
428 | DetailLog("{0},RemovePrim,call", bsprim.LocalID); | ||
429 | // m_log.DebugFormat("{0}: RemovePrim. id={1}/{2}", LogHeader, bsprim.Name, bsprim.LocalID); | ||
430 | try | ||
431 | { | ||
432 | lock (PhysObjects) PhysObjects.Remove(bsprim.LocalID); | ||
433 | } | ||
434 | catch (Exception e) | ||
435 | { | ||
436 | m_log.ErrorFormat("{0}: Attempt to remove prim that is not in physics scene: {1}", LogHeader, e); | ||
437 | } | ||
438 | bsprim.Destroy(); | ||
439 | // bsprim.dispose(); | ||
440 | } | ||
441 | else | ||
442 | { | ||
443 | m_log.ErrorFormat("{0}: Attempt to remove prim that is not a BSPrim type.", LogHeader); | ||
444 | } | ||
445 | } | ||
446 | |||
447 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, | ||
448 | Vector3 size, Quaternion rotation, bool isPhysical, uint localID) | ||
449 | { | ||
450 | // m_log.DebugFormat("{0}: AddPrimShape2: {1}", LogHeader, primName); | ||
451 | |||
452 | if (!m_initialized) return null; | ||
453 | |||
454 | DetailLog("{0},AddPrimShape,call", localID); | ||
455 | |||
456 | BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical); | ||
457 | lock (PhysObjects) PhysObjects.Add(localID, prim); | ||
458 | return prim; | ||
459 | } | ||
460 | |||
461 | // This is a call from the simulator saying that some physical property has been updated. | ||
462 | // The BulletSim driver senses the changing of relevant properties so this taint | ||
463 | // information call is not needed. | ||
464 | public override void AddPhysicsActorTaint(PhysicsActor prim) { } | ||
465 | |||
466 | #endregion // Prim and Avatar addition and removal | ||
467 | |||
468 | #region Simulation | ||
469 | // Simulate one timestep | ||
470 | public override float Simulate(float timeStep) | ||
471 | { | ||
472 | // prevent simulation until we've been initialized | ||
473 | if (!m_initialized) return 5.0f; | ||
474 | |||
475 | LastTimeStep = timeStep; | ||
476 | |||
477 | int updatedEntityCount = 0; | ||
478 | //Object updatedEntitiesPtr; | ||
479 | int collidersCount = 0; | ||
480 | //Object collidersPtr; | ||
481 | |||
482 | int beforeTime = 0; | ||
483 | int simTime = 0; | ||
484 | |||
485 | // update the prim states while we know the physics engine is not busy | ||
486 | int numTaints = _taintOperations.Count; | ||
487 | |||
488 | InTaintTime = true; // Only used for debugging so locking is not necessary. | ||
489 | |||
490 | ProcessTaints(); | ||
491 | |||
492 | // Some of the physical objects requre individual, pre-step calls | ||
493 | TriggerPreStepEvent(timeStep); | ||
494 | |||
495 | // the prestep actions might have added taints | ||
496 | ProcessTaints(); | ||
497 | |||
498 | InTaintTime = false; // Only used for debugging so locking is not necessary. | ||
499 | |||
500 | // step the physical world one interval | ||
501 | m_simulationStep++; | ||
502 | int numSubSteps = 0; | ||
503 | |||
504 | try | ||
505 | { | ||
506 | //if (VehicleLoggingEnabled) DumpVehicles(); // DEBUG | ||
507 | if (PhysicsLogging.Enabled) beforeTime = Util.EnvironmentTickCount(); | ||
508 | |||
509 | numSubSteps = BulletSimAPI.PhysicsStep2(World.ptr, timeStep, m_maxSubSteps, m_fixedTimeStep, | ||
510 | out updatedEntityCount, out m_updateArray, out collidersCount, out m_collisionArray); | ||
511 | |||
512 | if (PhysicsLogging.Enabled) simTime = Util.EnvironmentTickCountSubtract(beforeTime); | ||
513 | DetailLog("{0},Simulate,call, frame={1}, nTaints={2}, simTime={3}, substeps={4}, updates={5}, colliders={6}, objWColl={7}", | ||
514 | DetailLogZero, m_simulationStep, numTaints, simTime, numSubSteps, | ||
515 | updatedEntityCount, collidersCount, ObjectsWithCollisions.Count); | ||
516 | } | ||
517 | catch (Exception e) | ||
518 | { | ||
519 | m_log.WarnFormat("{0},PhysicsStep Exception: nTaints={1}, substeps={2}, updates={3}, colliders={4}, e={5}", | ||
520 | LogHeader, numTaints, numSubSteps, updatedEntityCount, collidersCount, e); | ||
521 | DetailLog("{0},PhysicsStepException,call, nTaints={1}, substeps={2}, updates={3}, colliders={4}", | ||
522 | DetailLogZero, numTaints, numSubSteps, updatedEntityCount, collidersCount); | ||
523 | updatedEntityCount = 0; | ||
524 | collidersCount = 0; | ||
525 | } | ||
526 | |||
527 | // Don't have to use the pointers passed back since we know it is the same pinned memory we passed in. | ||
528 | |||
529 | // Get a value for 'now' so all the collision and update routines don't have to get their own. | ||
530 | SimulationNowTime = Util.EnvironmentTickCount(); | ||
531 | |||
532 | // If there were collisions, process them by sending the event to the prim. | ||
533 | // Collisions must be processed before updates. | ||
534 | if (collidersCount > 0) | ||
535 | { | ||
536 | for (int ii = 0; ii < collidersCount; ii++) | ||
537 | { | ||
538 | uint cA = m_collisionArray[ii].aID; | ||
539 | uint cB = m_collisionArray[ii].bID; | ||
540 | Vector3 point = new Vector3(m_collisionArray[ii].point.X, m_collisionArray[ii].point.Y, | ||
541 | m_collisionArray[ii].point.Z); | ||
542 | Vector3 normal = new Vector3(m_collisionArray[ii].normal.X, m_collisionArray[ii].normal.Y, | ||
543 | m_collisionArray[ii].normal.Z); | ||
544 | SendCollision(cA, cB, point, normal, 0.01f); | ||
545 | SendCollision(cB, cA, point, -normal, 0.01f); | ||
546 | } | ||
547 | } | ||
548 | |||
549 | // The above SendCollision's batch up the collisions on the objects. | ||
550 | // Now push the collisions into the simulator. | ||
551 | if (ObjectsWithCollisions.Count > 0) | ||
552 | { | ||
553 | foreach (BSPhysObject bsp in ObjectsWithCollisions) | ||
554 | if (!bsp.SendCollisions()) | ||
555 | { | ||
556 | // If the object is done colliding, see that it's removed from the colliding list | ||
557 | ObjectsWithNoMoreCollisions.Add(bsp); | ||
558 | } | ||
559 | } | ||
560 | |||
561 | // This is a kludge to get avatar movement updates. | ||
562 | // The simulator expects collisions for avatars even if there are have been no collisions. | ||
563 | // The event updates avatar animations and stuff. | ||
564 | // If you fix avatar animation updates, remove this overhead and let normal collision processing happen. | ||
565 | foreach (BSPhysObject bsp in m_avatars) | ||
566 | if (!ObjectsWithCollisions.Contains(bsp)) // don't call avatars twice | ||
567 | bsp.SendCollisions(); | ||
568 | |||
569 | // Objects that are done colliding are removed from the ObjectsWithCollisions list. | ||
570 | // Not done above because it is inside an iteration of ObjectWithCollisions. | ||
571 | // This complex collision processing is required to create an empty collision | ||
572 | // event call after all collisions have happened on an object. This enables | ||
573 | // the simulator to generate the 'collision end' event. | ||
574 | if (ObjectsWithNoMoreCollisions.Count > 0) | ||
575 | { | ||
576 | foreach (BSPhysObject po in ObjectsWithNoMoreCollisions) | ||
577 | ObjectsWithCollisions.Remove(po); | ||
578 | ObjectsWithNoMoreCollisions.Clear(); | ||
579 | } | ||
580 | // Done with collisions. | ||
581 | |||
582 | // If any of the objects had updated properties, tell the object it has been changed by the physics engine | ||
583 | if (updatedEntityCount > 0) | ||
584 | { | ||
585 | for (int ii = 0; ii < updatedEntityCount; ii++) | ||
586 | { | ||
587 | |||
588 | BulletXNA.EntityProperties entprop = m_updateArray[ii]; | ||
589 | BSPhysObject pobj; | ||
590 | if (PhysObjects.TryGetValue(entprop.ID, out pobj)) | ||
591 | { | ||
592 | EntityProperties prop = new EntityProperties() | ||
593 | { | ||
594 | Acceleration = new Vector3(entprop.Acceleration.X, entprop.Acceleration.Y, entprop.Acceleration.Z), | ||
595 | ID = entprop.ID, | ||
596 | Position = new Vector3(entprop.Position.X,entprop.Position.Y,entprop.Position.Z), | ||
597 | Rotation = new Quaternion(entprop.Rotation.X,entprop.Rotation.Y,entprop.Rotation.Z,entprop.Rotation.W), | ||
598 | RotationalVelocity = new Vector3(entprop.AngularVelocity.X,entprop.AngularVelocity.Y,entprop.AngularVelocity.Z), | ||
599 | Velocity = new Vector3(entprop.Velocity.X,entprop.Velocity.Y,entprop.Velocity.Z) | ||
600 | }; | ||
601 | //m_log.Debug(pobj.Name + ":" + prop.ToString() + "\n"); | ||
602 | pobj.UpdateProperties(prop); | ||
603 | } | ||
604 | } | ||
605 | } | ||
606 | |||
607 | TriggerPostStepEvent(timeStep); | ||
608 | |||
609 | // The following causes the unmanaged code to output ALL the values found in ALL the objects in the world. | ||
610 | // Only enable this in a limited test world with few objects. | ||
611 | // BulletSimAPI.DumpAllInfo2(World.ptr); // DEBUG DEBUG DEBUG | ||
612 | |||
613 | // The physics engine returns the number of milliseconds it simulated this call. | ||
614 | // These are summed and normalized to one second and divided by 1000 to give the reported physics FPS. | ||
615 | // Multiply by 55 to give a nominal frame rate of 55. | ||
616 | return (float)numSubSteps * m_fixedTimeStep * 1000f * 55f; | ||
617 | } | ||
618 | |||
619 | // Something has collided | ||
620 | private void SendCollision(uint localID, uint collidingWith, Vector3 collidePoint, Vector3 collideNormal, float penetration) | ||
621 | { | ||
622 | if (localID <= TerrainManager.HighestTerrainID) | ||
623 | { | ||
624 | return; // don't send collisions to the terrain | ||
625 | } | ||
626 | |||
627 | BSPhysObject collider; | ||
628 | if (!PhysObjects.TryGetValue(localID, out collider)) | ||
629 | { | ||
630 | // If the object that is colliding cannot be found, just ignore the collision. | ||
631 | DetailLog("{0},BSScene.SendCollision,colliderNotInObjectList,id={1},with={2}", DetailLogZero, localID, collidingWith); | ||
632 | return; | ||
633 | } | ||
634 | |||
635 | // The terrain is not in the physical object list so 'collidee' can be null when Collide() is called. | ||
636 | BSPhysObject collidee = null; | ||
637 | PhysObjects.TryGetValue(collidingWith, out collidee); | ||
638 | |||
639 | // DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith); | ||
640 | |||
641 | if (collider.Collide(collidingWith, collidee, collidePoint, collideNormal, penetration)) | ||
642 | { | ||
643 | // If a collision was posted, remember to send it to the simulator | ||
644 | ObjectsWithCollisions.Add(collider); | ||
645 | } | ||
646 | |||
647 | return; | ||
648 | } | ||
649 | |||
650 | #endregion // Simulation | ||
651 | |||
652 | public override void GetResults() { } | ||
653 | |||
654 | #region Terrain | ||
655 | |||
656 | public override void SetTerrain(float[] heightMap) { | ||
657 | TerrainManager.SetTerrain(heightMap); | ||
658 | } | ||
659 | |||
660 | public override void SetWaterLevel(float baseheight) | ||
661 | { | ||
662 | SimpleWaterLevel = baseheight; | ||
663 | } | ||
664 | |||
665 | public override void DeleteTerrain() | ||
666 | { | ||
667 | // m_log.DebugFormat("{0}: DeleteTerrain()", LogHeader); | ||
668 | } | ||
669 | |||
670 | // Although no one seems to check this, I do support combining. | ||
671 | public override bool SupportsCombining() | ||
672 | { | ||
673 | return TerrainManager.SupportsCombining(); | ||
674 | } | ||
675 | // This call says I am a child to region zero in a mega-region. 'pScene' is that | ||
676 | // of region zero, 'offset' is my offset from regions zero's origin, and | ||
677 | // 'extents' is the largest XY that is handled in my region. | ||
678 | public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) | ||
679 | { | ||
680 | TerrainManager.Combine(pScene, offset, extents); | ||
681 | } | ||
682 | |||
683 | // Unhook all the combining that I know about. | ||
684 | public override void UnCombine(PhysicsScene pScene) | ||
685 | { | ||
686 | TerrainManager.UnCombine(pScene); | ||
687 | } | ||
688 | |||
689 | #endregion // Terrain | ||
690 | |||
691 | public override Dictionary<uint, float> GetTopColliders() | ||
692 | { | ||
693 | return new Dictionary<uint, float>(); | ||
694 | } | ||
695 | |||
696 | public override bool IsThreaded { get { return false; } } | ||
697 | |||
698 | #region Taints | ||
699 | // The simulation execution order is: | ||
700 | // Simulate() | ||
701 | // DoOneTimeTaints | ||
702 | // TriggerPreStepEvent | ||
703 | // DoOneTimeTaints | ||
704 | // Step() | ||
705 | // ProcessAndForwardCollisions | ||
706 | // ProcessAndForwardPropertyUpdates | ||
707 | // TriggerPostStepEvent | ||
708 | |||
709 | // Calls to the PhysicsActors can't directly call into the physics engine | ||
710 | // because it might be busy. We delay changes to a known time. | ||
711 | // We rely on C#'s closure to save and restore the context for the delegate. | ||
712 | public void TaintedObject(String ident, TaintCallback callback) | ||
713 | { | ||
714 | if (!m_initialized) return; | ||
715 | |||
716 | lock (_taintLock) | ||
717 | { | ||
718 | _taintOperations.Add(new TaintCallbackEntry(ident, callback)); | ||
719 | } | ||
720 | |||
721 | return; | ||
722 | } | ||
723 | |||
724 | // Sometimes a potentially tainted operation can be used in and out of taint time. | ||
725 | // This routine executes the command immediately if in taint-time otherwise it is queued. | ||
726 | public void TaintedObject(bool inTaintTime, string ident, TaintCallback callback) | ||
727 | { | ||
728 | if (inTaintTime) | ||
729 | callback(); | ||
730 | else | ||
731 | TaintedObject(ident, callback); | ||
732 | } | ||
733 | |||
734 | private void TriggerPreStepEvent(float timeStep) | ||
735 | { | ||
736 | PreStepAction actions = BeforeStep; | ||
737 | if (actions != null) | ||
738 | actions(timeStep); | ||
739 | |||
740 | } | ||
741 | |||
742 | private void TriggerPostStepEvent(float timeStep) | ||
743 | { | ||
744 | PreStepAction actions = AfterStep; | ||
745 | if (actions != null) | ||
746 | actions(timeStep); | ||
747 | |||
748 | } | ||
749 | |||
750 | // When someone tries to change a property on a BSPrim or BSCharacter, the object queues | ||
751 | // a callback into itself to do the actual property change. That callback is called | ||
752 | // here just before the physics engine is called to step the simulation. | ||
753 | public void ProcessTaints() | ||
754 | { | ||
755 | ProcessRegularTaints(); | ||
756 | ProcessPostTaintTaints(); | ||
757 | } | ||
758 | |||
759 | private void ProcessRegularTaints() | ||
760 | { | ||
761 | if (_taintOperations.Count > 0) // save allocating new list if there is nothing to process | ||
762 | { | ||
763 | // swizzle a new list into the list location so we can process what's there | ||
764 | List<TaintCallbackEntry> oldList; | ||
765 | lock (_taintLock) | ||
766 | { | ||
767 | oldList = _taintOperations; | ||
768 | _taintOperations = new List<TaintCallbackEntry>(); | ||
769 | } | ||
770 | |||
771 | foreach (TaintCallbackEntry tcbe in oldList) | ||
772 | { | ||
773 | try | ||
774 | { | ||
775 | DetailLog("{0},BSScene.ProcessTaints,doTaint,id={1}", DetailLogZero, tcbe.ident); // DEBUG DEBUG DEBUG | ||
776 | tcbe.callback(); | ||
777 | } | ||
778 | catch (Exception e) | ||
779 | { | ||
780 | m_log.ErrorFormat("{0}: ProcessTaints: {1}: Exception: {2}", LogHeader, tcbe.ident, e); | ||
781 | } | ||
782 | } | ||
783 | oldList.Clear(); | ||
784 | } | ||
785 | } | ||
786 | |||
787 | // Schedule an update to happen after all the regular taints are processed. | ||
788 | // Note that new requests for the same operation ("ident") for the same object ("ID") | ||
789 | // will replace any previous operation by the same object. | ||
790 | public void PostTaintObject(String ident, uint ID, TaintCallback callback) | ||
791 | { | ||
792 | string uniqueIdent = ident + "-" + ID.ToString(); | ||
793 | lock (_taintLock) | ||
794 | { | ||
795 | _postTaintOperations[uniqueIdent] = new TaintCallbackEntry(uniqueIdent, callback); | ||
796 | } | ||
797 | |||
798 | return; | ||
799 | } | ||
800 | |||
801 | // Taints that happen after the normal taint processing but before the simulation step. | ||
802 | private void ProcessPostTaintTaints() | ||
803 | { | ||
804 | if (_postTaintOperations.Count > 0) | ||
805 | { | ||
806 | Dictionary<string, TaintCallbackEntry> oldList; | ||
807 | lock (_taintLock) | ||
808 | { | ||
809 | oldList = _postTaintOperations; | ||
810 | _postTaintOperations = new Dictionary<string, TaintCallbackEntry>(); | ||
811 | } | ||
812 | |||
813 | foreach (KeyValuePair<string,TaintCallbackEntry> kvp in oldList) | ||
814 | { | ||
815 | try | ||
816 | { | ||
817 | DetailLog("{0},BSScene.ProcessPostTaintTaints,doTaint,id={1}", DetailLogZero, kvp.Key); // DEBUG DEBUG DEBUG | ||
818 | kvp.Value.callback(); | ||
819 | } | ||
820 | catch (Exception e) | ||
821 | { | ||
822 | m_log.ErrorFormat("{0}: ProcessPostTaintTaints: {1}: Exception: {2}", LogHeader, kvp.Key, e); | ||
823 | } | ||
824 | } | ||
825 | oldList.Clear(); | ||
826 | } | ||
827 | } | ||
828 | |||
829 | // Only used for debugging. Does not change state of anything so locking is not necessary. | ||
830 | public bool AssertInTaintTime(string whereFrom) | ||
831 | { | ||
832 | if (!InTaintTime) | ||
833 | { | ||
834 | DetailLog("{0},BSScene.AssertInTaintTime,NOT IN TAINT TIME,Region={1},Where={2}", DetailLogZero, RegionName, whereFrom); | ||
835 | m_log.ErrorFormat("{0} NOT IN TAINT TIME!! Region={1}, Where={2}", LogHeader, RegionName, whereFrom); | ||
836 | Util.PrintCallStack(); // Prints the stack into the DEBUG log file. | ||
837 | } | ||
838 | return InTaintTime; | ||
839 | } | ||
840 | |||
841 | #endregion // Taints | ||
842 | |||
843 | #region INI and command line parameter processing | ||
844 | |||
845 | #region IPhysicsParameters | ||
846 | // Get the list of parameters this physics engine supports | ||
847 | public PhysParameterEntry[] GetParameterList() | ||
848 | { | ||
849 | BSParam.BuildParameterTable(); | ||
850 | return BSParam.SettableParameters; | ||
851 | } | ||
852 | |||
853 | // Set parameter on a specific or all instances. | ||
854 | // Return 'false' if not able to set the parameter. | ||
855 | // Setting the value in the m_params block will change the value the physics engine | ||
856 | // will use the next time since it's pinned and shared memory. | ||
857 | // Some of the values require calling into the physics engine to get the new | ||
858 | // value activated ('terrainFriction' for instance). | ||
859 | public bool SetPhysicsParameter(string parm, float val, uint localID) | ||
860 | { | ||
861 | bool ret = false; | ||
862 | BSParam.ParameterDefn theParam; | ||
863 | if (BSParam.TryGetParameter(parm, out theParam)) | ||
864 | { | ||
865 | theParam.setter(this, parm, localID, val); | ||
866 | ret = true; | ||
867 | } | ||
868 | return ret; | ||
869 | } | ||
870 | |||
871 | // update all the localIDs specified | ||
872 | // If the local ID is APPLY_TO_NONE, just change the default value | ||
873 | // If the localID is APPLY_TO_ALL change the default value and apply the new value to all the lIDs | ||
874 | // If the localID is a specific object, apply the parameter change to only that object | ||
875 | internal delegate void AssignVal(float x); | ||
876 | internal void UpdateParameterObject(AssignVal setDefault, string parm, uint localID, float val) | ||
877 | { | ||
878 | List<uint> objectIDs = new List<uint>(); | ||
879 | switch (localID) | ||
880 | { | ||
881 | case PhysParameterEntry.APPLY_TO_NONE: | ||
882 | setDefault(val); // setting only the default value | ||
883 | // This will cause a call into the physical world if some operation is specified (SetOnObject). | ||
884 | objectIDs.Add(TERRAIN_ID); | ||
885 | TaintedUpdateParameter(parm, objectIDs, val); | ||
886 | break; | ||
887 | case PhysParameterEntry.APPLY_TO_ALL: | ||
888 | setDefault(val); // setting ALL also sets the default value | ||
889 | lock (PhysObjects) objectIDs = new List<uint>(PhysObjects.Keys); | ||
890 | TaintedUpdateParameter(parm, objectIDs, val); | ||
891 | break; | ||
892 | default: | ||
893 | // setting only one localID | ||
894 | objectIDs.Add(localID); | ||
895 | TaintedUpdateParameter(parm, objectIDs, val); | ||
896 | break; | ||
897 | } | ||
898 | } | ||
899 | |||
900 | // schedule the actual updating of the paramter to when the phys engine is not busy | ||
901 | private void TaintedUpdateParameter(string parm, List<uint> lIDs, float val) | ||
902 | { | ||
903 | float xval = val; | ||
904 | List<uint> xlIDs = lIDs; | ||
905 | string xparm = parm; | ||
906 | TaintedObject("BSScene.UpdateParameterSet", delegate() { | ||
907 | BSParam.ParameterDefn thisParam; | ||
908 | if (BSParam.TryGetParameter(xparm, out thisParam)) | ||
909 | { | ||
910 | if (thisParam.onObject != null) | ||
911 | { | ||
912 | foreach (uint lID in xlIDs) | ||
913 | { | ||
914 | BSPhysObject theObject = null; | ||
915 | PhysObjects.TryGetValue(lID, out theObject); | ||
916 | thisParam.onObject(this, theObject, xval); | ||
917 | } | ||
918 | } | ||
919 | } | ||
920 | }); | ||
921 | } | ||
922 | |||
923 | // Get parameter. | ||
924 | // Return 'false' if not able to get the parameter. | ||
925 | public bool GetPhysicsParameter(string parm, out float value) | ||
926 | { | ||
927 | float val = 0f; | ||
928 | bool ret = false; | ||
929 | BSParam.ParameterDefn theParam; | ||
930 | if (BSParam.TryGetParameter(parm, out theParam)) | ||
931 | { | ||
932 | val = theParam.getter(this); | ||
933 | ret = true; | ||
934 | } | ||
935 | value = val; | ||
936 | return ret; | ||
937 | } | ||
938 | |||
939 | #endregion IPhysicsParameters | ||
940 | |||
941 | #endregion Runtime settable parameters | ||
942 | |||
943 | // Invoke the detailed logger and output something if it's enabled. | ||
944 | public void DetailLog(string msg, params Object[] args) | ||
945 | { | ||
946 | PhysicsLogging.Write(msg, args); | ||
947 | // Add the Flush() if debugging crashes. Gets all the messages written out. | ||
948 | if (m_physicsLoggingDoFlush) PhysicsLogging.Flush(); | ||
949 | } | ||
950 | // Used to fill in the LocalID when there isn't one. It's the correct number of characters. | ||
951 | public const string DetailLogZero = "0000000000"; | ||
952 | |||
953 | } | ||
954 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSNPlugin/BSShapeCollection.cs new file mode 100644 index 0000000..398ece0 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSNPlugin/BSShapeCollection.cs | |||
@@ -0,0 +1,1015 @@ | |||
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 | using OMV = OpenMetaverse; | ||
31 | using OpenSim.Framework; | ||
32 | using OpenSim.Region.Physics.Manager; | ||
33 | using OpenSim.Region.Physics.ConvexDecompositionDotNet; | ||
34 | |||
35 | namespace OpenSim.Region.Physics.BulletSNPlugin | ||
36 | { | ||
37 | public sealed class BSShapeCollection : IDisposable | ||
38 | { | ||
39 | private static string LogHeader = "[BULLETSIM SHAPE COLLECTION]"; | ||
40 | |||
41 | private BSScene PhysicsScene { get; set; } | ||
42 | |||
43 | private Object m_collectionActivityLock = new Object(); | ||
44 | |||
45 | // Description of a Mesh | ||
46 | private struct MeshDesc | ||
47 | { | ||
48 | public Object ptr; | ||
49 | public int referenceCount; | ||
50 | public DateTime lastReferenced; | ||
51 | public UInt64 shapeKey; | ||
52 | } | ||
53 | |||
54 | // Description of a hull. | ||
55 | // Meshes and hulls have the same shape hash key but we only need hulls for efficient collision calculations. | ||
56 | private struct HullDesc | ||
57 | { | ||
58 | public Object ptr; | ||
59 | public int referenceCount; | ||
60 | public DateTime lastReferenced; | ||
61 | public UInt64 shapeKey; | ||
62 | } | ||
63 | |||
64 | // The sharable set of meshes and hulls. Indexed by their shape hash. | ||
65 | private Dictionary<System.UInt64, MeshDesc> Meshes = new Dictionary<System.UInt64, MeshDesc>(); | ||
66 | private Dictionary<System.UInt64, HullDesc> Hulls = new Dictionary<System.UInt64, HullDesc>(); | ||
67 | |||
68 | private bool DDetail = false; | ||
69 | |||
70 | public BSShapeCollection(BSScene physScene) | ||
71 | { | ||
72 | PhysicsScene = physScene; | ||
73 | // Set the next to 'true' for very detailed shape update detailed logging (detailed details?) | ||
74 | // While detailed debugging is still active, this is better than commenting out all the | ||
75 | // DetailLog statements. When debugging slows down, this and the protected logging | ||
76 | // statements can be commented/removed. | ||
77 | DDetail = true; | ||
78 | } | ||
79 | |||
80 | public void Dispose() | ||
81 | { | ||
82 | // TODO!!!!!!!!! | ||
83 | } | ||
84 | |||
85 | // Callbacks called just before either the body or shape is destroyed. | ||
86 | // Mostly used for changing bodies out from under Linksets. | ||
87 | // Useful for other cases where parameters need saving. | ||
88 | // Passing 'null' says no callback. | ||
89 | public delegate void ShapeDestructionCallback(BulletShape shape); | ||
90 | public delegate void BodyDestructionCallback(BulletBody body); | ||
91 | |||
92 | // Called to update/change the body and shape for an object. | ||
93 | // First checks the shape and updates that if necessary then makes | ||
94 | // sure the body is of the right type. | ||
95 | // Return 'true' if either the body or the shape changed. | ||
96 | // 'shapeCallback' and 'bodyCallback' are, if non-null, functions called just before | ||
97 | // the current shape or body is destroyed. This allows the caller to remove any | ||
98 | // higher level dependencies on the shape or body. Mostly used for LinkSets to | ||
99 | // remove the physical constraints before the body is destroyed. | ||
100 | // Called at taint-time!! | ||
101 | public bool GetBodyAndShape(bool forceRebuild, BulletSim sim, BSPhysObject prim, | ||
102 | ShapeDestructionCallback shapeCallback, BodyDestructionCallback bodyCallback) | ||
103 | { | ||
104 | PhysicsScene.AssertInTaintTime("BSShapeCollection.GetBodyAndShape"); | ||
105 | |||
106 | bool ret = false; | ||
107 | |||
108 | // This lock could probably be pushed down lower but building shouldn't take long | ||
109 | lock (m_collectionActivityLock) | ||
110 | { | ||
111 | // Do we have the correct geometry for this type of object? | ||
112 | // Updates prim.BSShape with information/pointers to shape. | ||
113 | // Returns 'true' of BSShape is changed to a new shape. | ||
114 | bool newGeom = CreateGeom(forceRebuild, prim, shapeCallback); | ||
115 | // If we had to select a new shape geometry for the object, | ||
116 | // rebuild the body around it. | ||
117 | // Updates prim.BSBody with information/pointers to requested body | ||
118 | // Returns 'true' if BSBody was changed. | ||
119 | bool newBody = CreateBody((newGeom || forceRebuild), prim, PhysicsScene.World, | ||
120 | prim.PhysShape, bodyCallback); | ||
121 | ret = newGeom || newBody; | ||
122 | } | ||
123 | DetailLog("{0},BSShapeCollection.GetBodyAndShape,taintExit,force={1},ret={2},body={3},shape={4}", | ||
124 | prim.LocalID, forceRebuild, ret, prim.PhysBody, prim.PhysShape); | ||
125 | |||
126 | return ret; | ||
127 | } | ||
128 | |||
129 | public bool GetBodyAndShape(bool forceRebuild, BulletSim sim, BSPhysObject prim) | ||
130 | { | ||
131 | return GetBodyAndShape(forceRebuild, sim, prim, null, null); | ||
132 | } | ||
133 | |||
134 | // Track another user of a body. | ||
135 | // We presume the caller has allocated the body. | ||
136 | // Bodies only have one user so the body is just put into the world if not already there. | ||
137 | public void ReferenceBody(BulletBody body, bool inTaintTime) | ||
138 | { | ||
139 | lock (m_collectionActivityLock) | ||
140 | { | ||
141 | if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceBody,newBody,body={1}", body.ID, body); | ||
142 | PhysicsScene.TaintedObject(inTaintTime, "BSShapeCollection.ReferenceBody", delegate() | ||
143 | { | ||
144 | if (!BulletSimAPI.IsInWorld2(PhysicsScene.World.ptr, body.ptr)) | ||
145 | { | ||
146 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, body.ptr); | ||
147 | if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceBody,addedToWorld,ref={1}", body.ID, body); | ||
148 | } | ||
149 | }); | ||
150 | } | ||
151 | } | ||
152 | |||
153 | // Release the usage of a body. | ||
154 | // Called when releasing use of a BSBody. BSShape is handled separately. | ||
155 | public void DereferenceBody(BulletBody body, bool inTaintTime, BodyDestructionCallback bodyCallback ) | ||
156 | { | ||
157 | if (!body.HasPhysicalBody) | ||
158 | return; | ||
159 | |||
160 | lock (m_collectionActivityLock) | ||
161 | { | ||
162 | PhysicsScene.TaintedObject(inTaintTime, "BSShapeCollection.DereferenceBody", delegate() | ||
163 | { | ||
164 | if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceBody,DestroyingBody,body={1},inTaintTime={2}", | ||
165 | body.ID, body, inTaintTime); | ||
166 | // If the caller needs to know the old body is going away, pass the event up. | ||
167 | if (bodyCallback != null) bodyCallback(body); | ||
168 | |||
169 | if (BulletSimAPI.IsInWorld2(PhysicsScene.World.ptr, body.ptr)) | ||
170 | { | ||
171 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, body.ptr); | ||
172 | if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceBody,removingFromWorld. Body={1}", body.ID, body); | ||
173 | } | ||
174 | |||
175 | // Zero any reference to the shape so it is not freed when the body is deleted. | ||
176 | BulletSimAPI.SetCollisionShape2(PhysicsScene.World.ptr, body.ptr, null); | ||
177 | BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, body.ptr); | ||
178 | }); | ||
179 | } | ||
180 | } | ||
181 | |||
182 | // Track the datastructures and use count for a shape. | ||
183 | // When creating a hull, this is called first to reference the mesh | ||
184 | // and then again to reference the hull. | ||
185 | // Meshes and hulls for the same shape have the same hash key. | ||
186 | // NOTE that native shapes are not added to the mesh list or removed. | ||
187 | // Returns 'true' if this is the initial reference to the shape. Otherwise reused. | ||
188 | public bool ReferenceShape(BulletShape shape) | ||
189 | { | ||
190 | bool ret = false; | ||
191 | switch (shape.type) | ||
192 | { | ||
193 | case BSPhysicsShapeType.SHAPE_MESH: | ||
194 | MeshDesc meshDesc; | ||
195 | if (Meshes.TryGetValue(shape.shapeKey, out meshDesc)) | ||
196 | { | ||
197 | // There is an existing instance of this mesh. | ||
198 | meshDesc.referenceCount++; | ||
199 | if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceShape,existingMesh,key={1},cnt={2}", | ||
200 | BSScene.DetailLogZero, shape.shapeKey.ToString("X"), meshDesc.referenceCount); | ||
201 | } | ||
202 | else | ||
203 | { | ||
204 | // This is a new reference to a mesh | ||
205 | meshDesc.ptr = shape.ptr; | ||
206 | meshDesc.shapeKey = shape.shapeKey; | ||
207 | // We keep a reference to the underlying IMesh data so a hull can be built | ||
208 | meshDesc.referenceCount = 1; | ||
209 | if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceShape,newMesh,key={1},cnt={2}", | ||
210 | BSScene.DetailLogZero, shape.shapeKey.ToString("X"), meshDesc.referenceCount); | ||
211 | ret = true; | ||
212 | } | ||
213 | meshDesc.lastReferenced = System.DateTime.Now; | ||
214 | Meshes[shape.shapeKey] = meshDesc; | ||
215 | break; | ||
216 | case BSPhysicsShapeType.SHAPE_HULL: | ||
217 | HullDesc hullDesc; | ||
218 | if (Hulls.TryGetValue(shape.shapeKey, out hullDesc)) | ||
219 | { | ||
220 | // There is an existing instance of this hull. | ||
221 | hullDesc.referenceCount++; | ||
222 | if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceShape,existingHull,key={1},cnt={2}", | ||
223 | BSScene.DetailLogZero, shape.shapeKey.ToString("X"), hullDesc.referenceCount); | ||
224 | } | ||
225 | else | ||
226 | { | ||
227 | // This is a new reference to a hull | ||
228 | hullDesc.ptr = shape.ptr; | ||
229 | hullDesc.shapeKey = shape.shapeKey; | ||
230 | hullDesc.referenceCount = 1; | ||
231 | if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceShape,newHull,key={1},cnt={2}", | ||
232 | BSScene.DetailLogZero, shape.shapeKey.ToString("X"), hullDesc.referenceCount); | ||
233 | ret = true; | ||
234 | |||
235 | } | ||
236 | hullDesc.lastReferenced = System.DateTime.Now; | ||
237 | Hulls[shape.shapeKey] = hullDesc; | ||
238 | break; | ||
239 | case BSPhysicsShapeType.SHAPE_UNKNOWN: | ||
240 | break; | ||
241 | default: | ||
242 | // Native shapes are not tracked and they don't go into any list | ||
243 | break; | ||
244 | } | ||
245 | return ret; | ||
246 | } | ||
247 | |||
248 | // Release the usage of a shape. | ||
249 | public void DereferenceShape(BulletShape shape, bool inTaintTime, ShapeDestructionCallback shapeCallback) | ||
250 | { | ||
251 | if (!shape.HasPhysicalShape) | ||
252 | return; | ||
253 | |||
254 | PhysicsScene.TaintedObject(inTaintTime, "BSShapeCollection.DereferenceShape", delegate() | ||
255 | { | ||
256 | if (shape.HasPhysicalShape) | ||
257 | { | ||
258 | if (shape.isNativeShape) | ||
259 | { | ||
260 | // Native shapes are not tracked and are released immediately | ||
261 | if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceShape,deleteNativeShape,ptr={1},taintTime={2}", | ||
262 | BSScene.DetailLogZero, shape.ptr.ToString(), inTaintTime); | ||
263 | if (shapeCallback != null) shapeCallback(shape); | ||
264 | BulletSimAPI.DeleteCollisionShape2(PhysicsScene.World.ptr, shape.ptr); | ||
265 | } | ||
266 | else | ||
267 | { | ||
268 | switch (shape.type) | ||
269 | { | ||
270 | case BSPhysicsShapeType.SHAPE_HULL: | ||
271 | DereferenceHull(shape, shapeCallback); | ||
272 | break; | ||
273 | case BSPhysicsShapeType.SHAPE_MESH: | ||
274 | DereferenceMesh(shape, shapeCallback); | ||
275 | break; | ||
276 | case BSPhysicsShapeType.SHAPE_COMPOUND: | ||
277 | DereferenceCompound(shape, shapeCallback); | ||
278 | break; | ||
279 | case BSPhysicsShapeType.SHAPE_UNKNOWN: | ||
280 | break; | ||
281 | default: | ||
282 | break; | ||
283 | } | ||
284 | } | ||
285 | } | ||
286 | }); | ||
287 | } | ||
288 | |||
289 | // Count down the reference count for a mesh shape | ||
290 | // Called at taint-time. | ||
291 | private void DereferenceMesh(BulletShape shape, ShapeDestructionCallback shapeCallback) | ||
292 | { | ||
293 | MeshDesc meshDesc; | ||
294 | if (Meshes.TryGetValue(shape.shapeKey, out meshDesc)) | ||
295 | { | ||
296 | meshDesc.referenceCount--; | ||
297 | // TODO: release the Bullet storage | ||
298 | if (shapeCallback != null) shapeCallback(shape); | ||
299 | meshDesc.lastReferenced = System.DateTime.Now; | ||
300 | Meshes[shape.shapeKey] = meshDesc; | ||
301 | if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceMesh,shape={1},refCnt={2}", | ||
302 | BSScene.DetailLogZero, shape, meshDesc.referenceCount); | ||
303 | |||
304 | } | ||
305 | } | ||
306 | |||
307 | // Count down the reference count for a hull shape | ||
308 | // Called at taint-time. | ||
309 | private void DereferenceHull(BulletShape shape, ShapeDestructionCallback shapeCallback) | ||
310 | { | ||
311 | HullDesc hullDesc; | ||
312 | if (Hulls.TryGetValue(shape.shapeKey, out hullDesc)) | ||
313 | { | ||
314 | hullDesc.referenceCount--; | ||
315 | // TODO: release the Bullet storage (aging old entries?) | ||
316 | |||
317 | // Tell upper layers that, if they have dependencies on this shape, this link is going away | ||
318 | if (shapeCallback != null) shapeCallback(shape); | ||
319 | |||
320 | hullDesc.lastReferenced = System.DateTime.Now; | ||
321 | Hulls[shape.shapeKey] = hullDesc; | ||
322 | if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceHull,shape={1},refCnt={2}", | ||
323 | BSScene.DetailLogZero, shape, hullDesc.referenceCount); | ||
324 | } | ||
325 | } | ||
326 | |||
327 | // Remove a reference to a compound shape. | ||
328 | // Taking a compound shape apart is a little tricky because if you just delete the | ||
329 | // physical shape, it will free all the underlying children. We can't do that because | ||
330 | // they could be shared. So, this removes each of the children from the compound and | ||
331 | // dereferences them separately before destroying the compound collision object itself. | ||
332 | // Called at taint-time. | ||
333 | private void DereferenceCompound(BulletShape shape, ShapeDestructionCallback shapeCallback) | ||
334 | { | ||
335 | if (!BulletSimAPI.IsCompound2(shape.ptr)) | ||
336 | { | ||
337 | // Failed the sanity check!! | ||
338 | PhysicsScene.Logger.ErrorFormat("{0} Attempt to free a compound shape that is not compound!! type={1}, ptr={2}", | ||
339 | LogHeader, shape.type, shape.ptr.ToString()); | ||
340 | if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceCompound,notACompoundShape,type={1},ptr={2}", | ||
341 | BSScene.DetailLogZero, shape.type, shape.ptr.ToString()); | ||
342 | return; | ||
343 | } | ||
344 | |||
345 | int numChildren = BulletSimAPI.GetNumberOfCompoundChildren2(shape.ptr); | ||
346 | if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceCompound,shape={1},children={2}", BSScene.DetailLogZero, shape, numChildren); | ||
347 | |||
348 | for (int ii = numChildren - 1; ii >= 0; ii--) | ||
349 | { | ||
350 | Object childShape = BulletSimAPI.RemoveChildShapeFromCompoundShapeIndex2(shape.ptr, ii); | ||
351 | DereferenceAnonCollisionShape(childShape); | ||
352 | } | ||
353 | BulletSimAPI.DeleteCollisionShape2(PhysicsScene.World.ptr, shape.ptr); | ||
354 | } | ||
355 | |||
356 | // Sometimes we have a pointer to a collision shape but don't know what type it is. | ||
357 | // Figure out type and call the correct dereference routine. | ||
358 | // Called at taint-time. | ||
359 | private void DereferenceAnonCollisionShape(Object cShape) | ||
360 | { | ||
361 | MeshDesc meshDesc; | ||
362 | HullDesc hullDesc; | ||
363 | |||
364 | BulletShape shapeInfo = new BulletShape(cShape); | ||
365 | if (TryGetMeshByPtr(cShape, out meshDesc)) | ||
366 | { | ||
367 | shapeInfo.type = BSPhysicsShapeType.SHAPE_MESH; | ||
368 | shapeInfo.shapeKey = meshDesc.shapeKey; | ||
369 | } | ||
370 | else | ||
371 | { | ||
372 | if (TryGetHullByPtr(cShape, out hullDesc)) | ||
373 | { | ||
374 | shapeInfo.type = BSPhysicsShapeType.SHAPE_HULL; | ||
375 | shapeInfo.shapeKey = hullDesc.shapeKey; | ||
376 | } | ||
377 | else | ||
378 | { | ||
379 | if (BulletSimAPI.IsCompound2(cShape)) | ||
380 | { | ||
381 | shapeInfo.type = BSPhysicsShapeType.SHAPE_COMPOUND; | ||
382 | } | ||
383 | else | ||
384 | { | ||
385 | if (BulletSimAPI.IsNativeShape2(cShape)) | ||
386 | { | ||
387 | shapeInfo.isNativeShape = true; | ||
388 | shapeInfo.type = BSPhysicsShapeType.SHAPE_BOX; // (technically, type doesn't matter) | ||
389 | } | ||
390 | } | ||
391 | } | ||
392 | } | ||
393 | |||
394 | if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceAnonCollisionShape,shape={1}", BSScene.DetailLogZero, shapeInfo); | ||
395 | |||
396 | if (shapeInfo.type != BSPhysicsShapeType.SHAPE_UNKNOWN) | ||
397 | { | ||
398 | DereferenceShape(shapeInfo, true, null); | ||
399 | } | ||
400 | else | ||
401 | { | ||
402 | PhysicsScene.Logger.ErrorFormat("{0} Could not decypher shape type. Region={1}, addr={2}", | ||
403 | LogHeader, PhysicsScene.RegionName, cShape.ToString()); | ||
404 | } | ||
405 | } | ||
406 | |||
407 | // Create the geometry information in Bullet for later use. | ||
408 | // The objects needs a hull if it's physical otherwise a mesh is enough. | ||
409 | // if 'forceRebuild' is true, the geometry is unconditionally rebuilt. For meshes and hulls, | ||
410 | // shared geometries will be used. If the parameters of the existing shape are the same | ||
411 | // as this request, the shape is not rebuilt. | ||
412 | // Info in prim.BSShape is updated to the new shape. | ||
413 | // Returns 'true' if the geometry was rebuilt. | ||
414 | // Called at taint-time! | ||
415 | private bool CreateGeom(bool forceRebuild, BSPhysObject prim, ShapeDestructionCallback shapeCallback) | ||
416 | { | ||
417 | bool ret = false; | ||
418 | bool haveShape = false; | ||
419 | |||
420 | if (!haveShape && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_CAPSULE) | ||
421 | { | ||
422 | // an avatar capsule is close to a native shape (it is not shared) | ||
423 | GetReferenceToNativeShape(prim, BSPhysicsShapeType.SHAPE_CAPSULE, | ||
424 | FixedShapeKey.KEY_CAPSULE, shapeCallback); | ||
425 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.PhysShape); | ||
426 | ret = true; | ||
427 | haveShape = true; | ||
428 | } | ||
429 | |||
430 | // Compound shapes are handled special as they are rebuilt from scratch. | ||
431 | // This isn't too great a hardship since most of the child shapes will have already been created. | ||
432 | if (!haveShape && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_COMPOUND) | ||
433 | { | ||
434 | ret = GetReferenceToCompoundShape(prim, shapeCallback); | ||
435 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,compoundShape,shape={1}", prim.LocalID, prim.PhysShape); | ||
436 | haveShape = true; | ||
437 | } | ||
438 | |||
439 | if (!haveShape) | ||
440 | { | ||
441 | ret = CreateGeomNonSpecial(forceRebuild, prim, shapeCallback); | ||
442 | } | ||
443 | |||
444 | return ret; | ||
445 | } | ||
446 | |||
447 | // Create a mesh/hull shape or a native shape if 'nativeShapePossible' is 'true'. | ||
448 | public bool CreateGeomNonSpecial(bool forceRebuild, BSPhysObject prim, ShapeDestructionCallback shapeCallback) | ||
449 | { | ||
450 | bool ret = false; | ||
451 | bool haveShape = false; | ||
452 | bool nativeShapePossible = true; | ||
453 | PrimitiveBaseShape pbs = prim.BaseShape; | ||
454 | |||
455 | // If the prim attributes are simple, this could be a simple Bullet native shape | ||
456 | if (!haveShape | ||
457 | && pbs != null | ||
458 | && nativeShapePossible | ||
459 | && ((pbs.SculptEntry && !BSParam.ShouldMeshSculptedPrim) | ||
460 | || (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0 | ||
461 | && pbs.ProfileHollow == 0 | ||
462 | && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0 | ||
463 | && pbs.PathBegin == 0 && pbs.PathEnd == 0 | ||
464 | && pbs.PathTaperX == 0 && pbs.PathTaperY == 0 | ||
465 | && pbs.PathScaleX == 100 && pbs.PathScaleY == 100 | ||
466 | && pbs.PathShearX == 0 && pbs.PathShearY == 0) ) ) | ||
467 | { | ||
468 | // Get the scale of any existing shape so we can see if the new shape is same native type and same size. | ||
469 | OMV.Vector3 scaleOfExistingShape = OMV.Vector3.Zero; | ||
470 | if (prim.PhysShape.HasPhysicalShape) | ||
471 | scaleOfExistingShape = BulletSimAPI.GetLocalScaling2(prim.PhysShape.ptr); | ||
472 | |||
473 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,maybeNative,force={1},primScale={2},primSize={3},primShape={4}", | ||
474 | prim.LocalID, forceRebuild, prim.Scale, prim.Size, prim.PhysShape.type); | ||
475 | |||
476 | // It doesn't look like Bullet scales spheres so make sure the scales are all equal | ||
477 | if ((pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1) | ||
478 | && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z) | ||
479 | { | ||
480 | haveShape = true; | ||
481 | if (forceRebuild | ||
482 | || prim.Scale != scaleOfExistingShape | ||
483 | || prim.PhysShape.type != BSPhysicsShapeType.SHAPE_SPHERE | ||
484 | ) | ||
485 | { | ||
486 | ret = GetReferenceToNativeShape(prim, BSPhysicsShapeType.SHAPE_SPHERE, | ||
487 | FixedShapeKey.KEY_SPHERE, shapeCallback); | ||
488 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},shape={2}", | ||
489 | prim.LocalID, forceRebuild, prim.PhysShape); | ||
490 | } | ||
491 | } | ||
492 | if (!haveShape && pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight) | ||
493 | { | ||
494 | haveShape = true; | ||
495 | if (forceRebuild | ||
496 | || prim.Scale != scaleOfExistingShape | ||
497 | || prim.PhysShape.type != BSPhysicsShapeType.SHAPE_BOX | ||
498 | ) | ||
499 | { | ||
500 | ret = GetReferenceToNativeShape( prim, BSPhysicsShapeType.SHAPE_BOX, | ||
501 | FixedShapeKey.KEY_BOX, shapeCallback); | ||
502 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},shape={2}", | ||
503 | prim.LocalID, forceRebuild, prim.PhysShape); | ||
504 | } | ||
505 | } | ||
506 | } | ||
507 | |||
508 | // If a simple shape is not happening, create a mesh and possibly a hull. | ||
509 | if (!haveShape && pbs != null) | ||
510 | { | ||
511 | ret = CreateGeomMeshOrHull(prim, shapeCallback); | ||
512 | } | ||
513 | |||
514 | return ret; | ||
515 | } | ||
516 | |||
517 | public bool CreateGeomMeshOrHull(BSPhysObject prim, ShapeDestructionCallback shapeCallback) | ||
518 | { | ||
519 | |||
520 | bool ret = false; | ||
521 | // Note that if it's a native shape, the check for physical/non-physical is not | ||
522 | // made. Native shapes work in either case. | ||
523 | if (prim.IsPhysical && BSParam.ShouldUseHullsForPhysicalObjects) | ||
524 | { | ||
525 | // Update prim.BSShape to reference a hull of this shape. | ||
526 | ret = GetReferenceToHull(prim,shapeCallback); | ||
527 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,hull,shape={1},key={2}", | ||
528 | prim.LocalID, prim.PhysShape, prim.PhysShape.shapeKey.ToString("X")); | ||
529 | } | ||
530 | else | ||
531 | { | ||
532 | ret = GetReferenceToMesh(prim, shapeCallback); | ||
533 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,mesh,shape={1},key={2}", | ||
534 | prim.LocalID, prim.PhysShape, prim.PhysShape.shapeKey.ToString("X")); | ||
535 | } | ||
536 | return ret; | ||
537 | } | ||
538 | |||
539 | // Creates a native shape and assignes it to prim.BSShape. | ||
540 | // "Native" shapes are never shared. they are created here and destroyed in DereferenceShape(). | ||
541 | private bool GetReferenceToNativeShape(BSPhysObject prim, | ||
542 | BSPhysicsShapeType shapeType, FixedShapeKey shapeKey, | ||
543 | ShapeDestructionCallback shapeCallback) | ||
544 | { | ||
545 | // release any previous shape | ||
546 | DereferenceShape(prim.PhysShape, true, shapeCallback); | ||
547 | |||
548 | BulletShape newShape = BuildPhysicalNativeShape(prim, shapeType, shapeKey); | ||
549 | |||
550 | // Don't need to do a 'ReferenceShape()' here because native shapes are not shared. | ||
551 | if (DDetail) DetailLog("{0},BSShapeCollection.AddNativeShapeToPrim,create,newshape={1},scale={2}", | ||
552 | prim.LocalID, newShape, prim.Scale); | ||
553 | |||
554 | // native shapes are scaled by Bullet | ||
555 | prim.PhysShape = newShape; | ||
556 | return true; | ||
557 | } | ||
558 | |||
559 | private BulletShape BuildPhysicalNativeShape(BSPhysObject prim, BSPhysicsShapeType shapeType, | ||
560 | FixedShapeKey shapeKey) | ||
561 | { | ||
562 | BulletShape newShape; | ||
563 | // Need to make sure the passed shape information is for the native type. | ||
564 | ShapeData nativeShapeData = new ShapeData(); | ||
565 | nativeShapeData.Type = shapeType; | ||
566 | nativeShapeData.ID = prim.LocalID; | ||
567 | nativeShapeData.Scale = prim.Scale; | ||
568 | nativeShapeData.Size = prim.Scale; // unneeded, I think. | ||
569 | nativeShapeData.MeshKey = (ulong)shapeKey; | ||
570 | nativeShapeData.HullKey = (ulong)shapeKey; | ||
571 | |||
572 | if (shapeType == BSPhysicsShapeType.SHAPE_CAPSULE) | ||
573 | { | ||
574 | // The proper scale has been calculated in the prim. | ||
575 | newShape = new BulletShape( | ||
576 | BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, 1f, 1f, prim.Scale) | ||
577 | , shapeType); | ||
578 | if (DDetail) DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale); | ||
579 | } | ||
580 | else | ||
581 | { | ||
582 | // Native shapes are scaled in Bullet so set the scaling to the size | ||
583 | newShape = new BulletShape(BulletSimAPI.BuildNativeShape2(PhysicsScene.World.ptr, nativeShapeData), shapeType); | ||
584 | } | ||
585 | if (!newShape.HasPhysicalShape) | ||
586 | { | ||
587 | PhysicsScene.Logger.ErrorFormat("{0} BuildPhysicalNativeShape failed. ID={1}, shape={2}", | ||
588 | LogHeader, prim.LocalID, shapeType); | ||
589 | } | ||
590 | newShape.shapeKey = (System.UInt64)shapeKey; | ||
591 | newShape.isNativeShape = true; | ||
592 | |||
593 | return newShape; | ||
594 | } | ||
595 | |||
596 | // Builds a mesh shape in the physical world and updates prim.BSShape. | ||
597 | // Dereferences previous shape in BSShape and adds a reference for this new shape. | ||
598 | // Returns 'true' of a mesh was actually built. Otherwise . | ||
599 | // Called at taint-time! | ||
600 | private bool GetReferenceToMesh(BSPhysObject prim, ShapeDestructionCallback shapeCallback) | ||
601 | { | ||
602 | BulletShape newShape = new BulletShape(); | ||
603 | |||
604 | float lod; | ||
605 | System.UInt64 newMeshKey = ComputeShapeKey(prim.Size, prim.BaseShape, out lod); | ||
606 | |||
607 | // if this new shape is the same as last time, don't recreate the mesh | ||
608 | if (newMeshKey == prim.PhysShape.shapeKey && prim.PhysShape.type == BSPhysicsShapeType.SHAPE_MESH) | ||
609 | return false; | ||
610 | |||
611 | if (DDetail) DetailLog("{0},BSShapeCollection.GetReferenceToMesh,create,oldKey={1},newKey={2}", | ||
612 | prim.LocalID, prim.PhysShape.shapeKey.ToString("X"), newMeshKey.ToString("X")); | ||
613 | |||
614 | // Since we're recreating new, get rid of the reference to the previous shape | ||
615 | DereferenceShape(prim.PhysShape, true, shapeCallback); | ||
616 | |||
617 | newShape = CreatePhysicalMesh(prim.PhysObjectName, newMeshKey, prim.BaseShape, prim.Size, lod); | ||
618 | // Take evasive action if the mesh was not constructed. | ||
619 | newShape = VerifyMeshCreated(newShape, prim); | ||
620 | |||
621 | ReferenceShape(newShape); | ||
622 | |||
623 | prim.PhysShape = newShape; | ||
624 | |||
625 | return true; // 'true' means a new shape has been added to this prim | ||
626 | } | ||
627 | |||
628 | private BulletShape CreatePhysicalMesh(string objName, System.UInt64 newMeshKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) | ||
629 | { | ||
630 | IMesh meshData = null; | ||
631 | Object meshPtr = null; | ||
632 | MeshDesc meshDesc; | ||
633 | if (Meshes.TryGetValue(newMeshKey, out meshDesc)) | ||
634 | { | ||
635 | // If the mesh has already been built just use it. | ||
636 | meshPtr = meshDesc.ptr; | ||
637 | } | ||
638 | else | ||
639 | { | ||
640 | meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, true, false); | ||
641 | |||
642 | if (meshData != null) | ||
643 | { | ||
644 | int[] indices = meshData.getIndexListAsInt(); | ||
645 | List<OMV.Vector3> vertices = meshData.getVertexList(); | ||
646 | |||
647 | float[] verticesAsFloats = new float[vertices.Count * 3]; | ||
648 | int vi = 0; | ||
649 | foreach (OMV.Vector3 vv in vertices) | ||
650 | { | ||
651 | verticesAsFloats[vi++] = vv.X; | ||
652 | verticesAsFloats[vi++] = vv.Y; | ||
653 | verticesAsFloats[vi++] = vv.Z; | ||
654 | } | ||
655 | |||
656 | // m_log.DebugFormat("{0}: BSShapeCollection.CreatePhysicalMesh: calling CreateMesh. lid={1}, key={2}, indices={3}, vertices={4}", | ||
657 | // LogHeader, prim.LocalID, newMeshKey, indices.Length, vertices.Count); | ||
658 | |||
659 | meshPtr = BulletSimAPI.CreateMeshShape2(PhysicsScene.World.ptr, | ||
660 | indices.GetLength(0), indices, vertices.Count, verticesAsFloats); | ||
661 | } | ||
662 | } | ||
663 | BulletShape newShape = new BulletShape(meshPtr, BSPhysicsShapeType.SHAPE_MESH); | ||
664 | newShape.shapeKey = newMeshKey; | ||
665 | |||
666 | return newShape; | ||
667 | } | ||
668 | |||
669 | // See that hull shape exists in the physical world and update prim.BSShape. | ||
670 | // We could be creating the hull because scale changed or whatever. | ||
671 | private bool GetReferenceToHull(BSPhysObject prim, ShapeDestructionCallback shapeCallback) | ||
672 | { | ||
673 | BulletShape newShape; | ||
674 | |||
675 | float lod; | ||
676 | System.UInt64 newHullKey = ComputeShapeKey(prim.Size, prim.BaseShape, out lod); | ||
677 | |||
678 | // if the hull hasn't changed, don't rebuild it | ||
679 | if (newHullKey == prim.PhysShape.shapeKey && prim.PhysShape.type == BSPhysicsShapeType.SHAPE_HULL) | ||
680 | return false; | ||
681 | |||
682 | if (DDetail) DetailLog("{0},BSShapeCollection.GetReferenceToHull,create,oldKey={1},newKey={2}", | ||
683 | prim.LocalID, prim.PhysShape.shapeKey.ToString("X"), newHullKey.ToString("X")); | ||
684 | |||
685 | // Remove usage of the previous shape. | ||
686 | DereferenceShape(prim.PhysShape, true, shapeCallback); | ||
687 | |||
688 | newShape = CreatePhysicalHull(prim.PhysObjectName, newHullKey, prim.BaseShape, prim.Size, lod); | ||
689 | newShape = VerifyMeshCreated(newShape, prim); | ||
690 | |||
691 | ReferenceShape(newShape); | ||
692 | |||
693 | prim.PhysShape = newShape; | ||
694 | return true; // 'true' means a new shape has been added to this prim | ||
695 | } | ||
696 | |||
697 | List<ConvexResult> m_hulls; | ||
698 | private BulletShape CreatePhysicalHull(string objName, System.UInt64 newHullKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) | ||
699 | { | ||
700 | |||
701 | Object hullPtr = null; | ||
702 | HullDesc hullDesc; | ||
703 | if (Hulls.TryGetValue(newHullKey, out hullDesc)) | ||
704 | { | ||
705 | // If the hull shape already is created, just use it. | ||
706 | hullPtr = hullDesc.ptr; | ||
707 | } | ||
708 | else | ||
709 | { | ||
710 | // Build a new hull in the physical world | ||
711 | // Pass true for physicalness as this creates some sort of bounding box which we don't need | ||
712 | IMesh meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, true, false); | ||
713 | if (meshData != null) | ||
714 | { | ||
715 | |||
716 | int[] indices = meshData.getIndexListAsInt(); | ||
717 | List<OMV.Vector3> vertices = meshData.getVertexList(); | ||
718 | |||
719 | //format conversion from IMesh format to DecompDesc format | ||
720 | List<int> convIndices = new List<int>(); | ||
721 | List<float3> convVertices = new List<float3>(); | ||
722 | for (int ii = 0; ii < indices.GetLength(0); ii++) | ||
723 | { | ||
724 | convIndices.Add(indices[ii]); | ||
725 | } | ||
726 | foreach (OMV.Vector3 vv in vertices) | ||
727 | { | ||
728 | convVertices.Add(new float3(vv.X, vv.Y, vv.Z)); | ||
729 | } | ||
730 | |||
731 | // setup and do convex hull conversion | ||
732 | m_hulls = new List<ConvexResult>(); | ||
733 | DecompDesc dcomp = new DecompDesc(); | ||
734 | dcomp.mIndices = convIndices; | ||
735 | dcomp.mVertices = convVertices; | ||
736 | ConvexBuilder convexBuilder = new ConvexBuilder(HullReturn); | ||
737 | // create the hull into the _hulls variable | ||
738 | convexBuilder.process(dcomp); | ||
739 | |||
740 | // Convert the vertices and indices for passing to unmanaged. | ||
741 | // The hull information is passed as a large floating point array. | ||
742 | // The format is: | ||
743 | // convHulls[0] = number of hulls | ||
744 | // convHulls[1] = number of vertices in first hull | ||
745 | // convHulls[2] = hull centroid X coordinate | ||
746 | // convHulls[3] = hull centroid Y coordinate | ||
747 | // convHulls[4] = hull centroid Z coordinate | ||
748 | // convHulls[5] = first hull vertex X | ||
749 | // convHulls[6] = first hull vertex Y | ||
750 | // convHulls[7] = first hull vertex Z | ||
751 | // convHulls[8] = second hull vertex X | ||
752 | // ... | ||
753 | // convHulls[n] = number of vertices in second hull | ||
754 | // convHulls[n+1] = second hull centroid X coordinate | ||
755 | // ... | ||
756 | // | ||
757 | // TODO: is is very inefficient. Someday change the convex hull generator to return | ||
758 | // data structures that do not need to be converted in order to pass to Bullet. | ||
759 | // And maybe put the values directly into pinned memory rather than marshaling. | ||
760 | int hullCount = m_hulls.Count; | ||
761 | int totalVertices = 1; // include one for the count of the hulls | ||
762 | foreach (ConvexResult cr in m_hulls) | ||
763 | { | ||
764 | totalVertices += 4; // add four for the vertex count and centroid | ||
765 | totalVertices += cr.HullIndices.Count * 3; // we pass just triangles | ||
766 | } | ||
767 | float[] convHulls = new float[totalVertices]; | ||
768 | |||
769 | convHulls[0] = (float)hullCount; | ||
770 | int jj = 1; | ||
771 | foreach (ConvexResult cr in m_hulls) | ||
772 | { | ||
773 | // copy vertices for index access | ||
774 | float3[] verts = new float3[cr.HullVertices.Count]; | ||
775 | int kk = 0; | ||
776 | foreach (float3 ff in cr.HullVertices) | ||
777 | { | ||
778 | verts[kk++] = ff; | ||
779 | } | ||
780 | |||
781 | // add to the array one hull's worth of data | ||
782 | convHulls[jj++] = cr.HullIndices.Count; | ||
783 | convHulls[jj++] = 0f; // centroid x,y,z | ||
784 | convHulls[jj++] = 0f; | ||
785 | convHulls[jj++] = 0f; | ||
786 | foreach (int ind in cr.HullIndices) | ||
787 | { | ||
788 | convHulls[jj++] = verts[ind].x; | ||
789 | convHulls[jj++] = verts[ind].y; | ||
790 | convHulls[jj++] = verts[ind].z; | ||
791 | } | ||
792 | } | ||
793 | // create the hull data structure in Bullet | ||
794 | hullPtr = BulletSimAPI.CreateHullShape2(PhysicsScene.World.ptr, hullCount, convHulls); | ||
795 | } | ||
796 | } | ||
797 | |||
798 | BulletShape newShape = new BulletShape(hullPtr, BSPhysicsShapeType.SHAPE_HULL); | ||
799 | newShape.shapeKey = newHullKey; | ||
800 | |||
801 | return newShape; | ||
802 | } | ||
803 | |||
804 | // Callback from convex hull creater with a newly created hull. | ||
805 | // Just add it to our collection of hulls for this shape. | ||
806 | private void HullReturn(ConvexResult result) | ||
807 | { | ||
808 | m_hulls.Add(result); | ||
809 | return; | ||
810 | } | ||
811 | |||
812 | // Compound shapes are always built from scratch. | ||
813 | // This shouldn't be to bad since most of the parts will be meshes that had been built previously. | ||
814 | private bool GetReferenceToCompoundShape(BSPhysObject prim, ShapeDestructionCallback shapeCallback) | ||
815 | { | ||
816 | // Remove reference to the old shape | ||
817 | // Don't need to do this as the shape is freed when the new root shape is created below. | ||
818 | // DereferenceShape(prim.PhysShape, true, shapeCallback); | ||
819 | |||
820 | BulletShape cShape = new BulletShape( | ||
821 | BulletSimAPI.CreateCompoundShape2(PhysicsScene.World.ptr, false), BSPhysicsShapeType.SHAPE_COMPOUND); | ||
822 | |||
823 | // Create the shape for the root prim and add it to the compound shape. Cannot be a native shape. | ||
824 | CreateGeomMeshOrHull(prim, shapeCallback); | ||
825 | BulletSimAPI.AddChildShapeToCompoundShape2(cShape.ptr, prim.PhysShape.ptr, OMV.Vector3.Zero, OMV.Quaternion.Identity); | ||
826 | if (DDetail) DetailLog("{0},BSShapeCollection.GetReferenceToCompoundShape,addRootPrim,compShape={1},rootShape={2}", | ||
827 | prim.LocalID, cShape, prim.PhysShape); | ||
828 | |||
829 | prim.PhysShape = cShape; | ||
830 | |||
831 | return true; | ||
832 | } | ||
833 | |||
834 | // Create a hash of all the shape parameters to be used as a key | ||
835 | // for this particular shape. | ||
836 | private System.UInt64 ComputeShapeKey(OMV.Vector3 size, PrimitiveBaseShape pbs, out float retLod) | ||
837 | { | ||
838 | // level of detail based on size and type of the object | ||
839 | float lod = BSParam.MeshLOD; | ||
840 | if (pbs.SculptEntry) | ||
841 | lod = BSParam.SculptLOD; | ||
842 | |||
843 | // Mega prims usually get more detail because one can interact with shape approximations at this size. | ||
844 | float maxAxis = Math.Max(size.X, Math.Max(size.Y, size.Z)); | ||
845 | if (maxAxis > BSParam.MeshMegaPrimThreshold) | ||
846 | lod = BSParam.MeshMegaPrimLOD; | ||
847 | |||
848 | retLod = lod; | ||
849 | return pbs.GetMeshKey(size, lod); | ||
850 | } | ||
851 | // For those who don't want the LOD | ||
852 | private System.UInt64 ComputeShapeKey(OMV.Vector3 size, PrimitiveBaseShape pbs) | ||
853 | { | ||
854 | float lod; | ||
855 | return ComputeShapeKey(size, pbs, out lod); | ||
856 | } | ||
857 | |||
858 | // The creation of a mesh or hull can fail if an underlying asset is not available. | ||
859 | // There are two cases: 1) the asset is not in the cache and it needs to be fetched; | ||
860 | // and 2) the asset cannot be converted (like failed decompression of JPEG2000s). | ||
861 | // The first case causes the asset to be fetched. The second case requires | ||
862 | // us to not loop forever. | ||
863 | // Called after creating a physical mesh or hull. If the physical shape was created, | ||
864 | // just return. | ||
865 | private BulletShape VerifyMeshCreated(BulletShape newShape, BSPhysObject prim) | ||
866 | { | ||
867 | // If the shape was successfully created, nothing more to do | ||
868 | if (newShape.HasPhysicalShape) | ||
869 | return newShape; | ||
870 | |||
871 | // If this mesh has an underlying asset and we have not failed getting it before, fetch the asset | ||
872 | if (prim.BaseShape.SculptEntry && !prim.LastAssetBuildFailed && prim.BaseShape.SculptTexture != OMV.UUID.Zero) | ||
873 | { | ||
874 | prim.LastAssetBuildFailed = true; | ||
875 | BSPhysObject xprim = prim; | ||
876 | DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset,lID={1},lastFailed={2}", | ||
877 | LogHeader, prim.LocalID, prim.LastAssetBuildFailed); | ||
878 | Util.FireAndForget(delegate | ||
879 | { | ||
880 | RequestAssetDelegate assetProvider = PhysicsScene.RequestAssetMethod; | ||
881 | if (assetProvider != null) | ||
882 | { | ||
883 | BSPhysObject yprim = xprim; // probably not necessary, but, just in case. | ||
884 | assetProvider(yprim.BaseShape.SculptTexture, delegate(AssetBase asset) | ||
885 | { | ||
886 | if (!yprim.BaseShape.SculptEntry) | ||
887 | return; | ||
888 | if (yprim.BaseShape.SculptTexture.ToString() != asset.ID) | ||
889 | return; | ||
890 | |||
891 | yprim.BaseShape.SculptData = asset.Data; | ||
892 | // This will cause the prim to see that the filler shape is not the right | ||
893 | // one and try again to build the object. | ||
894 | // No race condition with the normal shape setting since the rebuild is at taint time. | ||
895 | yprim.ForceBodyShapeRebuild(false); | ||
896 | |||
897 | }); | ||
898 | } | ||
899 | }); | ||
900 | } | ||
901 | else | ||
902 | { | ||
903 | if (prim.LastAssetBuildFailed) | ||
904 | { | ||
905 | PhysicsScene.Logger.ErrorFormat("{0} Mesh failed to fetch asset. lID={1}, texture={2}", | ||
906 | LogHeader, prim.LocalID, prim.BaseShape.SculptTexture); | ||
907 | } | ||
908 | } | ||
909 | |||
910 | // While we figure out the real problem, stick a simple native shape on the object. | ||
911 | BulletShape fillinShape = | ||
912 | BuildPhysicalNativeShape(prim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX); | ||
913 | |||
914 | return fillinShape; | ||
915 | } | ||
916 | |||
917 | // Create a body object in Bullet. | ||
918 | // Updates prim.BSBody with the information about the new body if one is created. | ||
919 | // Returns 'true' if an object was actually created. | ||
920 | // Called at taint-time. | ||
921 | private bool CreateBody(bool forceRebuild, BSPhysObject prim, BulletSim sim, BulletShape shape, | ||
922 | BodyDestructionCallback bodyCallback) | ||
923 | { | ||
924 | bool ret = false; | ||
925 | |||
926 | // the mesh, hull or native shape must have already been created in Bullet | ||
927 | bool mustRebuild = !prim.PhysBody.HasPhysicalBody; | ||
928 | |||
929 | // If there is an existing body, verify it's of an acceptable type. | ||
930 | // If not a solid object, body is a GhostObject. Otherwise a RigidBody. | ||
931 | if (!mustRebuild) | ||
932 | { | ||
933 | CollisionObjectTypes bodyType = (CollisionObjectTypes)BulletSimAPI.GetBodyType2(prim.PhysBody.ptr); | ||
934 | if (prim.IsSolid && bodyType != CollisionObjectTypes.CO_RIGID_BODY | ||
935 | || !prim.IsSolid && bodyType != CollisionObjectTypes.CO_GHOST_OBJECT) | ||
936 | { | ||
937 | // If the collisionObject is not the correct type for solidness, rebuild what's there | ||
938 | mustRebuild = true; | ||
939 | } | ||
940 | } | ||
941 | |||
942 | if (mustRebuild || forceRebuild) | ||
943 | { | ||
944 | // Free any old body | ||
945 | DereferenceBody(prim.PhysBody, true, bodyCallback); | ||
946 | |||
947 | BulletBody aBody; | ||
948 | Object bodyPtr = null; | ||
949 | if (prim.IsSolid) | ||
950 | { | ||
951 | bodyPtr = BulletSimAPI.CreateBodyFromShape2(sim.ptr, shape.ptr, | ||
952 | prim.LocalID, prim.RawPosition, prim.RawOrientation); | ||
953 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateBody,mesh,ptr={1}", prim.LocalID, bodyPtr.ToString()); | ||
954 | } | ||
955 | else | ||
956 | { | ||
957 | bodyPtr = BulletSimAPI.CreateGhostFromShape2(sim.ptr, shape.ptr, | ||
958 | prim.LocalID, prim.RawPosition, prim.RawOrientation); | ||
959 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateBody,ghost,ptr={1}", prim.LocalID, bodyPtr.ToString()); | ||
960 | } | ||
961 | aBody = new BulletBody(prim.LocalID, bodyPtr); | ||
962 | |||
963 | ReferenceBody(aBody, true); | ||
964 | |||
965 | prim.PhysBody = aBody; | ||
966 | |||
967 | ret = true; | ||
968 | } | ||
969 | |||
970 | return ret; | ||
971 | } | ||
972 | |||
973 | private bool TryGetMeshByPtr(Object addr, out MeshDesc outDesc) | ||
974 | { | ||
975 | bool ret = false; | ||
976 | MeshDesc foundDesc = new MeshDesc(); | ||
977 | foreach (MeshDesc md in Meshes.Values) | ||
978 | { | ||
979 | if (md.ptr == addr) | ||
980 | { | ||
981 | foundDesc = md; | ||
982 | ret = true; | ||
983 | break; | ||
984 | } | ||
985 | |||
986 | } | ||
987 | outDesc = foundDesc; | ||
988 | return ret; | ||
989 | } | ||
990 | |||
991 | private bool TryGetHullByPtr(Object addr, out HullDesc outDesc) | ||
992 | { | ||
993 | bool ret = false; | ||
994 | HullDesc foundDesc = new HullDesc(); | ||
995 | foreach (HullDesc hd in Hulls.Values) | ||
996 | { | ||
997 | if (hd.ptr == addr) | ||
998 | { | ||
999 | foundDesc = hd; | ||
1000 | ret = true; | ||
1001 | break; | ||
1002 | } | ||
1003 | |||
1004 | } | ||
1005 | outDesc = foundDesc; | ||
1006 | return ret; | ||
1007 | } | ||
1008 | |||
1009 | private void DetailLog(string msg, params Object[] args) | ||
1010 | { | ||
1011 | if (PhysicsScene.PhysicsLogging.Enabled) | ||
1012 | PhysicsScene.DetailLog(msg, args); | ||
1013 | } | ||
1014 | } | ||
1015 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSNPlugin/BSShapes.cs new file mode 100644 index 0000000..8ff0275 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSNPlugin/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.BulletSNPlugin | ||
34 | { | ||
35 | public abstract class BSShape | ||
36 | { | ||
37 | public Object 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 = null; | ||
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()); | ||
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 == null) | ||
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 = null; | ||
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/BulletSNPlugin/BSTerrainHeightmap.cs b/OpenSim/Region/Physics/BulletSNPlugin/BSTerrainHeightmap.cs new file mode 100644 index 0000000..252953b --- /dev/null +++ b/OpenSim/Region/Physics/BulletSNPlugin/BSTerrainHeightmap.cs | |||
@@ -0,0 +1,175 @@ | |||
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.BulletSNPlugin | ||
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, null); | ||
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, null); | ||
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, BSParam.TerrainCollisionMargin); | ||
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 + 0.5f); | ||
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, BSParam.TerrainFriction); | ||
114 | BulletSimAPI.SetHitFraction2(m_mapInfo.terrainBody.ptr, BSParam.TerrainHitFraction); | ||
115 | BulletSimAPI.SetRestitution2(m_mapInfo.terrainBody.ptr, BSParam.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, centerPos, Quaternion.Identity); | ||
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 | m_mapInfo.terrainBody.collisionType = CollisionType.Terrain; | ||
125 | m_mapInfo.terrainBody.ApplyCollisionMask(); | ||
126 | |||
127 | // Make it so the terrain will not move or be considered for movement. | ||
128 | BulletSimAPI.ForceActivationState2(m_mapInfo.terrainBody.ptr, ActivationState.DISABLE_SIMULATION); | ||
129 | |||
130 | return; | ||
131 | } | ||
132 | |||
133 | // If there is information in m_mapInfo pointing to physical structures, release same. | ||
134 | private void ReleaseHeightMapTerrain() | ||
135 | { | ||
136 | if (m_mapInfo != null) | ||
137 | { | ||
138 | if (m_mapInfo.terrainBody.HasPhysicalBody) | ||
139 | { | ||
140 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr); | ||
141 | // Frees both the body and the shape. | ||
142 | BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr); | ||
143 | BulletSimAPI.ReleaseHeightMapInfo2(m_mapInfo.Ptr); | ||
144 | } | ||
145 | } | ||
146 | m_mapInfo = null; | ||
147 | } | ||
148 | |||
149 | // The passed position is relative to the base of the region. | ||
150 | public override float GetTerrainHeightAtXYZ(Vector3 pos) | ||
151 | { | ||
152 | float ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET; | ||
153 | |||
154 | int mapIndex = (int)pos.Y * (int)m_mapInfo.sizeY + (int)pos.X; | ||
155 | try | ||
156 | { | ||
157 | ret = m_mapInfo.heightMap[mapIndex]; | ||
158 | } | ||
159 | catch | ||
160 | { | ||
161 | // Sometimes they give us wonky values of X and Y. Give a warning and return something. | ||
162 | PhysicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, pos={2}", | ||
163 | LogHeader, m_mapInfo.terrainRegionBase, pos); | ||
164 | ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET; | ||
165 | } | ||
166 | return ret; | ||
167 | } | ||
168 | |||
169 | // The passed position is relative to the base of the region. | ||
170 | public override float GetWaterLevelAtXYZ(Vector3 pos) | ||
171 | { | ||
172 | return PhysicsScene.SimpleWaterLevel; | ||
173 | } | ||
174 | } | ||
175 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSNPlugin/BSTerrainManager.cs new file mode 100644 index 0000000..dfad70e --- /dev/null +++ b/OpenSim/Region/Physics/BulletSNPlugin/BSTerrainManager.cs | |||
@@ -0,0 +1,460 @@ | |||
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.BulletSNPlugin | ||
42 | { | ||
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 GetTerrainHeightAtXYZ(Vector3 pos); | ||
66 | public abstract float GetWaterLevelAtXYZ(Vector3 pos); | ||
67 | } | ||
68 | |||
69 | // ========================================================================================== | ||
70 | public sealed class BSTerrainManager : IDisposable | ||
71 | { | ||
72 | static string LogHeader = "[BULLETSIM TERRAIN MANAGER]"; | ||
73 | |||
74 | // These height values are fractional so the odd values will be | ||
75 | // noticable when debugging. | ||
76 | public const float HEIGHT_INITIALIZATION = 24.987f; | ||
77 | public const float HEIGHT_INITIAL_LASTHEIGHT = 24.876f; | ||
78 | public const float HEIGHT_GETHEIGHT_RET = 24.765f; | ||
79 | public const float WATER_HEIGHT_GETHEIGHT_RET = 19.998f; | ||
80 | |||
81 | // If the min and max height are equal, we reduce the min by this | ||
82 | // amount to make sure that a bounding box is built for the terrain. | ||
83 | public const float HEIGHT_EQUAL_FUDGE = 0.2f; | ||
84 | |||
85 | // Until the whole simulator is changed to pass us the region size, we rely on constants. | ||
86 | public Vector3 DefaultRegionSize = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight); | ||
87 | |||
88 | // The scene that I am part of | ||
89 | private BSScene PhysicsScene { get; set; } | ||
90 | |||
91 | // The ground plane created to keep thing from falling to infinity. | ||
92 | private BulletBody m_groundPlane; | ||
93 | |||
94 | // If doing mega-regions, if we're region zero we will be managing multiple | ||
95 | // region terrains since region zero does the physics for the whole mega-region. | ||
96 | private Dictionary<Vector3, BSTerrainPhys> m_terrains; | ||
97 | |||
98 | // Flags used to know when to recalculate the height. | ||
99 | private bool m_terrainModified = false; | ||
100 | |||
101 | // If we are doing mega-regions, terrains are added from TERRAIN_ID to m_terrainCount. | ||
102 | // This is incremented before assigning to new region so it is the last ID allocated. | ||
103 | private uint m_terrainCount = BSScene.CHILDTERRAIN_ID - 1; | ||
104 | public uint HighestTerrainID { get {return m_terrainCount; } } | ||
105 | |||
106 | // If doing mega-regions, this holds our offset from region zero of | ||
107 | // the mega-regions. "parentScene" points to the PhysicsScene of region zero. | ||
108 | private Vector3 m_worldOffset; | ||
109 | // If the parent region (region 0), this is the extent of the combined regions | ||
110 | // relative to the origin of region zero | ||
111 | private Vector3 m_worldMax; | ||
112 | private PhysicsScene MegaRegionParentPhysicsScene { get; set; } | ||
113 | |||
114 | public BSTerrainManager(BSScene physicsScene) | ||
115 | { | ||
116 | PhysicsScene = physicsScene; | ||
117 | m_terrains = new Dictionary<Vector3,BSTerrainPhys>(); | ||
118 | |||
119 | // Assume one region of default size | ||
120 | m_worldOffset = Vector3.Zero; | ||
121 | m_worldMax = new Vector3(DefaultRegionSize); | ||
122 | MegaRegionParentPhysicsScene = null; | ||
123 | } | ||
124 | |||
125 | public void Dispose() | ||
126 | { | ||
127 | ReleaseGroundPlaneAndTerrain(); | ||
128 | } | ||
129 | |||
130 | // Create the initial instance of terrain and the underlying ground plane. | ||
131 | // This is called from the initialization routine so we presume it is | ||
132 | // safe to call Bullet in real time. We hope no one is moving prims around yet. | ||
133 | public void CreateInitialGroundPlaneAndTerrain() | ||
134 | { | ||
135 | // The ground plane is here to catch things that are trying to drop to negative infinity | ||
136 | BulletShape groundPlaneShape = new BulletShape( | ||
137 | BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f, | ||
138 | BSParam.TerrainCollisionMargin), | ||
139 | BSPhysicsShapeType.SHAPE_GROUNDPLANE); | ||
140 | m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID, | ||
141 | BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.ptr, BSScene.GROUNDPLANE_ID, | ||
142 | Vector3.Zero, Quaternion.Identity)); | ||
143 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_groundPlane.ptr); | ||
144 | BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_groundPlane.ptr); | ||
145 | // Ground plane does not move | ||
146 | BulletSimAPI.ForceActivationState2(m_groundPlane.ptr, ActivationState.DISABLE_SIMULATION); | ||
147 | // Everything collides with the ground plane. | ||
148 | m_groundPlane.collisionType = CollisionType.Groundplane; | ||
149 | m_groundPlane.ApplyCollisionMask(); | ||
150 | |||
151 | // Build an initial terrain and put it in the world. This quickly gets replaced by the real region terrain. | ||
152 | BSTerrainPhys initialTerrain = new BSTerrainHeightmap(PhysicsScene, Vector3.Zero, BSScene.TERRAIN_ID, DefaultRegionSize); | ||
153 | m_terrains.Add(Vector3.Zero, initialTerrain); | ||
154 | } | ||
155 | |||
156 | // Release all the terrain structures we might have allocated | ||
157 | public void ReleaseGroundPlaneAndTerrain() | ||
158 | { | ||
159 | if (m_groundPlane.HasPhysicalBody) | ||
160 | { | ||
161 | if (BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, m_groundPlane.ptr)) | ||
162 | { | ||
163 | BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, m_groundPlane.ptr); | ||
164 | } | ||
165 | m_groundPlane.Clear(); | ||
166 | } | ||
167 | |||
168 | ReleaseTerrain(); | ||
169 | } | ||
170 | |||
171 | // Release all the terrain we have allocated | ||
172 | public void ReleaseTerrain() | ||
173 | { | ||
174 | lock (m_terrains) | ||
175 | { | ||
176 | foreach (KeyValuePair<Vector3, BSTerrainPhys> kvp in m_terrains) | ||
177 | { | ||
178 | kvp.Value.Dispose(); | ||
179 | } | ||
180 | m_terrains.Clear(); | ||
181 | } | ||
182 | } | ||
183 | |||
184 | // The simulator wants to set a new heightmap for the terrain. | ||
185 | public void SetTerrain(float[] heightMap) { | ||
186 | float[] localHeightMap = heightMap; | ||
187 | // If there are multiple requests for changes to the same terrain between ticks, | ||
188 | // only do that last one. | ||
189 | PhysicsScene.PostTaintObject("TerrainManager.SetTerrain-"+ m_worldOffset.ToString(), 0, delegate() | ||
190 | { | ||
191 | if (m_worldOffset != Vector3.Zero && MegaRegionParentPhysicsScene != null) | ||
192 | { | ||
193 | // If a child of a mega-region, we shouldn't have any terrain allocated for us | ||
194 | ReleaseGroundPlaneAndTerrain(); | ||
195 | // If doing the mega-prim stuff and we are the child of the zero region, | ||
196 | // the terrain is added to our parent | ||
197 | if (MegaRegionParentPhysicsScene is BSScene) | ||
198 | { | ||
199 | DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}", | ||
200 | BSScene.DetailLogZero, m_worldOffset, m_worldMax); | ||
201 | ((BSScene)MegaRegionParentPhysicsScene).TerrainManager.UpdateTerrain( | ||
202 | BSScene.CHILDTERRAIN_ID, localHeightMap, | ||
203 | m_worldOffset, m_worldOffset + DefaultRegionSize, true); | ||
204 | } | ||
205 | } | ||
206 | else | ||
207 | { | ||
208 | // If not doing the mega-prim thing, just change the terrain | ||
209 | DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero); | ||
210 | |||
211 | UpdateTerrain(BSScene.TERRAIN_ID, localHeightMap, | ||
212 | m_worldOffset, m_worldOffset + DefaultRegionSize, true); | ||
213 | } | ||
214 | }); | ||
215 | } | ||
216 | |||
217 | // If called with no mapInfo for the terrain, this will create a new mapInfo and terrain | ||
218 | // based on the passed information. The 'id' should be either the terrain id or | ||
219 | // BSScene.CHILDTERRAIN_ID. If the latter, a new child terrain ID will be allocated and used. | ||
220 | // The latter feature is for creating child terrains for mega-regions. | ||
221 | // If called with a mapInfo in m_heightMaps and there is an existing terrain body, a new | ||
222 | // terrain shape is created and added to the body. | ||
223 | // This call is most often used to update the heightMap and parameters of the terrain. | ||
224 | // (The above does suggest that some simplification/refactoring is in order.) | ||
225 | // Called during taint-time. | ||
226 | private void UpdateTerrain(uint id, float[] heightMap, | ||
227 | Vector3 minCoords, Vector3 maxCoords, bool inTaintTime) | ||
228 | { | ||
229 | DetailLog("{0},BSTerrainManager.UpdateTerrain,call,minC={1},maxC={2},inTaintTime={3}", | ||
230 | BSScene.DetailLogZero, minCoords, maxCoords, inTaintTime); | ||
231 | |||
232 | // Find high and low points of passed heightmap. | ||
233 | // The min and max passed in is usually the area objects can be in (maximum | ||
234 | // object height, for instance). The terrain wants the bounding box for the | ||
235 | // terrain so replace passed min and max Z with the actual terrain min/max Z. | ||
236 | float minZ = float.MaxValue; | ||
237 | float maxZ = float.MinValue; | ||
238 | foreach (float height in heightMap) | ||
239 | { | ||
240 | if (height < minZ) minZ = height; | ||
241 | if (height > maxZ) maxZ = height; | ||
242 | } | ||
243 | if (minZ == maxZ) | ||
244 | { | ||
245 | // If min and max are the same, reduce min a little bit so a good bounding box is created. | ||
246 | minZ -= BSTerrainManager.HEIGHT_EQUAL_FUDGE; | ||
247 | } | ||
248 | minCoords.Z = minZ; | ||
249 | maxCoords.Z = maxZ; | ||
250 | |||
251 | Vector3 terrainRegionBase = new Vector3(minCoords.X, minCoords.Y, 0f); | ||
252 | |||
253 | lock (m_terrains) | ||
254 | { | ||
255 | BSTerrainPhys terrainPhys; | ||
256 | if (m_terrains.TryGetValue(terrainRegionBase, out terrainPhys)) | ||
257 | { | ||
258 | // There is already a terrain in this spot. Free the old and build the new. | ||
259 | DetailLog("{0},UpdateTerrain:UpdateExisting,call,id={1},base={2},minC={3},maxC={4}", | ||
260 | BSScene.DetailLogZero, id, terrainRegionBase, minCoords, minCoords); | ||
261 | |||
262 | // Remove old terrain from the collection | ||
263 | m_terrains.Remove(terrainRegionBase); | ||
264 | // Release any physical memory it may be using. | ||
265 | terrainPhys.Dispose(); | ||
266 | |||
267 | if (MegaRegionParentPhysicsScene == null) | ||
268 | { | ||
269 | BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords); | ||
270 | m_terrains.Add(terrainRegionBase, newTerrainPhys); | ||
271 | |||
272 | m_terrainModified = true; | ||
273 | } | ||
274 | else | ||
275 | { | ||
276 | // It's possible that Combine() was called after this code was queued. | ||
277 | // If we are a child of combined regions, we don't create any terrain for us. | ||
278 | DetailLog("{0},BSTerrainManager.UpdateTerrain:AmACombineChild,taint", BSScene.DetailLogZero); | ||
279 | |||
280 | // Get rid of any terrain that may have been allocated for us. | ||
281 | ReleaseGroundPlaneAndTerrain(); | ||
282 | |||
283 | // I hate doing this, but just bail | ||
284 | return; | ||
285 | } | ||
286 | } | ||
287 | else | ||
288 | { | ||
289 | // We don't know about this terrain so either we are creating a new terrain or | ||
290 | // our mega-prim child is giving us a new terrain to add to the phys world | ||
291 | |||
292 | // if this is a child terrain, calculate a unique terrain id | ||
293 | uint newTerrainID = id; | ||
294 | if (newTerrainID >= BSScene.CHILDTERRAIN_ID) | ||
295 | newTerrainID = ++m_terrainCount; | ||
296 | |||
297 | DetailLog("{0},UpdateTerrain:NewTerrain,taint,newID={1},minCoord={2},maxCoord={3}", | ||
298 | BSScene.DetailLogZero, newTerrainID, minCoords, minCoords); | ||
299 | BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords); | ||
300 | m_terrains.Add(terrainRegionBase, newTerrainPhys); | ||
301 | |||
302 | m_terrainModified = true; | ||
303 | } | ||
304 | } | ||
305 | } | ||
306 | |||
307 | // TODO: redo terrain implementation selection to allow other base types than heightMap. | ||
308 | private BSTerrainPhys BuildPhysicalTerrain(Vector3 terrainRegionBase, uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords) | ||
309 | { | ||
310 | PhysicsScene.Logger.DebugFormat("{0} Terrain for {1}/{2} created with {3}", | ||
311 | LogHeader, PhysicsScene.RegionName, terrainRegionBase, | ||
312 | (BSTerrainPhys.TerrainImplementation)BSParam.TerrainImplementation); | ||
313 | BSTerrainPhys newTerrainPhys = null; | ||
314 | switch ((int)BSParam.TerrainImplementation) | ||
315 | { | ||
316 | case (int)BSTerrainPhys.TerrainImplementation.Heightmap: | ||
317 | newTerrainPhys = new BSTerrainHeightmap(PhysicsScene, terrainRegionBase, id, | ||
318 | heightMap, minCoords, maxCoords); | ||
319 | break; | ||
320 | case (int)BSTerrainPhys.TerrainImplementation.Mesh: | ||
321 | newTerrainPhys = new BSTerrainMesh(PhysicsScene, terrainRegionBase, id, | ||
322 | heightMap, minCoords, maxCoords); | ||
323 | break; | ||
324 | default: | ||
325 | PhysicsScene.Logger.ErrorFormat("{0} Bad terrain implementation specified. Type={1}/{2},Region={3}/{4}", | ||
326 | LogHeader, | ||
327 | (int)BSParam.TerrainImplementation, | ||
328 | BSParam.TerrainImplementation, | ||
329 | PhysicsScene.RegionName, terrainRegionBase); | ||
330 | break; | ||
331 | } | ||
332 | return newTerrainPhys; | ||
333 | } | ||
334 | |||
335 | // Return 'true' of this position is somewhere in known physical terrain space | ||
336 | public bool IsWithinKnownTerrain(Vector3 pos) | ||
337 | { | ||
338 | Vector3 terrainBaseXYZ; | ||
339 | BSTerrainPhys physTerrain; | ||
340 | return GetTerrainPhysicalAtXYZ(pos, out physTerrain, out terrainBaseXYZ); | ||
341 | } | ||
342 | |||
343 | // Given an X and Y, find the height of the terrain. | ||
344 | // Since we could be handling multiple terrains for a mega-region, | ||
345 | // the base of the region is calcuated assuming all regions are | ||
346 | // the same size and that is the default. | ||
347 | // Once the heightMapInfo is found, we have all the information to | ||
348 | // compute the offset into the array. | ||
349 | private float lastHeightTX = 999999f; | ||
350 | private float lastHeightTY = 999999f; | ||
351 | private float lastHeight = HEIGHT_INITIAL_LASTHEIGHT; | ||
352 | public float GetTerrainHeightAtXYZ(Vector3 pos) | ||
353 | { | ||
354 | float tX = pos.X; | ||
355 | float tY = pos.Y; | ||
356 | // You'd be surprized at the number of times this routine is called | ||
357 | // with the same parameters as last time. | ||
358 | if (!m_terrainModified && (lastHeightTX == tX) && (lastHeightTY == tY)) | ||
359 | return lastHeight; | ||
360 | m_terrainModified = false; | ||
361 | |||
362 | lastHeightTX = tX; | ||
363 | lastHeightTY = tY; | ||
364 | float ret = HEIGHT_GETHEIGHT_RET; | ||
365 | |||
366 | Vector3 terrainBaseXYZ; | ||
367 | BSTerrainPhys physTerrain; | ||
368 | if (GetTerrainPhysicalAtXYZ(pos, out physTerrain, out terrainBaseXYZ)) | ||
369 | { | ||
370 | ret = physTerrain.GetTerrainHeightAtXYZ(pos - terrainBaseXYZ); | ||
371 | } | ||
372 | else | ||
373 | { | ||
374 | PhysicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}", | ||
375 | LogHeader, PhysicsScene.RegionName, tX, tY); | ||
376 | DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXYZ,terrainNotFound,pos={1},base={2}", | ||
377 | BSScene.DetailLogZero, pos, terrainBaseXYZ); | ||
378 | } | ||
379 | lastHeight = ret; | ||
380 | return ret; | ||
381 | } | ||
382 | |||
383 | public float GetWaterLevelAtXYZ(Vector3 pos) | ||
384 | { | ||
385 | float ret = WATER_HEIGHT_GETHEIGHT_RET; | ||
386 | |||
387 | Vector3 terrainBaseXYZ; | ||
388 | BSTerrainPhys physTerrain; | ||
389 | if (GetTerrainPhysicalAtXYZ(pos, out physTerrain, out terrainBaseXYZ)) | ||
390 | { | ||
391 | ret = physTerrain.GetWaterLevelAtXYZ(pos); | ||
392 | } | ||
393 | else | ||
394 | { | ||
395 | PhysicsScene.Logger.ErrorFormat("{0} GetWaterHeightAtXY: terrain not found: pos={1}, terrainBase={2}, height={3}", | ||
396 | LogHeader, PhysicsScene.RegionName, pos, terrainBaseXYZ, ret); | ||
397 | } | ||
398 | return ret; | ||
399 | } | ||
400 | |||
401 | // Given an address, return 'true' of there is a description of that terrain and output | ||
402 | // the descriptor class and the 'base' fo the addresses therein. | ||
403 | private bool GetTerrainPhysicalAtXYZ(Vector3 pos, out BSTerrainPhys outPhysTerrain, out Vector3 outTerrainBase) | ||
404 | { | ||
405 | int offsetX = ((int)(pos.X / (int)DefaultRegionSize.X)) * (int)DefaultRegionSize.X; | ||
406 | int offsetY = ((int)(pos.Y / (int)DefaultRegionSize.Y)) * (int)DefaultRegionSize.Y; | ||
407 | Vector3 terrainBaseXYZ = new Vector3(offsetX, offsetY, 0f); | ||
408 | |||
409 | BSTerrainPhys physTerrain = null; | ||
410 | lock (m_terrains) | ||
411 | { | ||
412 | m_terrains.TryGetValue(terrainBaseXYZ, out physTerrain); | ||
413 | } | ||
414 | outTerrainBase = terrainBaseXYZ; | ||
415 | outPhysTerrain = physTerrain; | ||
416 | return (physTerrain != null); | ||
417 | } | ||
418 | |||
419 | // Although no one seems to check this, I do support combining. | ||
420 | public bool SupportsCombining() | ||
421 | { | ||
422 | return true; | ||
423 | } | ||
424 | |||
425 | // This routine is called two ways: | ||
426 | // One with 'offset' and 'pScene' zero and null but 'extents' giving the maximum | ||
427 | // extent of the combined regions. This is to inform the parent of the size | ||
428 | // of the combined regions. | ||
429 | // and one with 'offset' as the offset of the child region to the base region, | ||
430 | // 'pScene' pointing to the parent and 'extents' of zero. This informs the | ||
431 | // child of its relative base and new parent. | ||
432 | public void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) | ||
433 | { | ||
434 | m_worldOffset = offset; | ||
435 | m_worldMax = extents; | ||
436 | MegaRegionParentPhysicsScene = pScene; | ||
437 | if (pScene != null) | ||
438 | { | ||
439 | // We are a child. | ||
440 | // We want m_worldMax to be the highest coordinate of our piece of terrain. | ||
441 | m_worldMax = offset + DefaultRegionSize; | ||
442 | } | ||
443 | DetailLog("{0},BSTerrainManager.Combine,offset={1},extents={2},wOffset={3},wMax={4}", | ||
444 | BSScene.DetailLogZero, offset, extents, m_worldOffset, m_worldMax); | ||
445 | } | ||
446 | |||
447 | // Unhook all the combining that I know about. | ||
448 | public void UnCombine(PhysicsScene pScene) | ||
449 | { | ||
450 | // Just like ODE, we don't do anything yet. | ||
451 | DetailLog("{0},BSTerrainManager.UnCombine", BSScene.DetailLogZero); | ||
452 | } | ||
453 | |||
454 | |||
455 | private void DetailLog(string msg, params Object[] args) | ||
456 | { | ||
457 | PhysicsScene.PhysicsLogging.Write(msg, args); | ||
458 | } | ||
459 | } | ||
460 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BSTerrainMesh.cs b/OpenSim/Region/Physics/BulletSNPlugin/BSTerrainMesh.cs new file mode 100644 index 0000000..6083dd4 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSNPlugin/BSTerrainMesh.cs | |||
@@ -0,0 +1,267 @@ | |||
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.BulletSNPlugin | ||
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 | PhysicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,indices={1},indSz={2},vertices={3},vertSz={4}", | ||
92 | ID, indicesCount, indices.Length, verticesCount, vertices.Length); | ||
93 | |||
94 | m_terrainShape = new BulletShape(BulletSimAPI.CreateMeshShape2(PhysicsScene.World.ptr, | ||
95 | indicesCount, indices, verticesCount, vertices), | ||
96 | BSPhysicsShapeType.SHAPE_MESH); | ||
97 | if (!m_terrainShape.HasPhysicalShape) | ||
98 | { | ||
99 | // DISASTER!! | ||
100 | PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedCreationOfShape", ID); | ||
101 | physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain mesh! base={1}", LogHeader, TerrainBase); | ||
102 | // Something is very messed up and a crash is in our future. | ||
103 | return; | ||
104 | } | ||
105 | |||
106 | Vector3 pos = regionBase; | ||
107 | Quaternion rot = Quaternion.Identity; | ||
108 | |||
109 | m_terrainBody = new BulletBody(id, BulletSimAPI.CreateBodyWithDefaultMotionState2( m_terrainShape.ptr, ID, pos, rot)); | ||
110 | if (!m_terrainBody.HasPhysicalBody) | ||
111 | { | ||
112 | // DISASTER!! | ||
113 | physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain body! base={1}", LogHeader, TerrainBase); | ||
114 | // Something is very messed up and a crash is in our future. | ||
115 | return; | ||
116 | } | ||
117 | |||
118 | // Set current terrain attributes | ||
119 | BulletSimAPI.SetFriction2(m_terrainBody.ptr, BSParam.TerrainFriction); | ||
120 | BulletSimAPI.SetHitFraction2(m_terrainBody.ptr, BSParam.TerrainHitFraction); | ||
121 | BulletSimAPI.SetRestitution2(m_terrainBody.ptr, BSParam.TerrainRestitution); | ||
122 | BulletSimAPI.SetCollisionFlags2(m_terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT); | ||
123 | |||
124 | // Static objects are not very massive. | ||
125 | BulletSimAPI.SetMassProps2(m_terrainBody.ptr, 0f, Vector3.Zero); | ||
126 | |||
127 | // Put the new terrain to the world of physical objects | ||
128 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_terrainBody.ptr, pos, rot); | ||
129 | |||
130 | // Redo its bounding box now that it is in the world | ||
131 | BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_terrainBody.ptr); | ||
132 | |||
133 | m_terrainBody.collisionType = CollisionType.Terrain; | ||
134 | m_terrainBody.ApplyCollisionMask(); | ||
135 | |||
136 | // Make it so the terrain will not move or be considered for movement. | ||
137 | BulletSimAPI.ForceActivationState2(m_terrainBody.ptr, ActivationState.DISABLE_SIMULATION); | ||
138 | } | ||
139 | |||
140 | public override void Dispose() | ||
141 | { | ||
142 | if (m_terrainBody.HasPhysicalBody) | ||
143 | { | ||
144 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, m_terrainBody.ptr); | ||
145 | // Frees both the body and the shape. | ||
146 | BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, m_terrainBody.ptr); | ||
147 | } | ||
148 | } | ||
149 | |||
150 | public override float GetTerrainHeightAtXYZ(Vector3 pos) | ||
151 | { | ||
152 | // For the moment use the saved heightmap to get the terrain height. | ||
153 | // TODO: raycast downward to find the true terrain below the position. | ||
154 | float ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET; | ||
155 | |||
156 | int mapIndex = (int)pos.Y * m_sizeY + (int)pos.X; | ||
157 | try | ||
158 | { | ||
159 | ret = m_savedHeightMap[mapIndex]; | ||
160 | } | ||
161 | catch | ||
162 | { | ||
163 | // Sometimes they give us wonky values of X and Y. Give a warning and return something. | ||
164 | PhysicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, pos={2}", | ||
165 | LogHeader, TerrainBase, pos); | ||
166 | ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET; | ||
167 | } | ||
168 | return ret; | ||
169 | } | ||
170 | |||
171 | // The passed position is relative to the base of the region. | ||
172 | public override float GetWaterLevelAtXYZ(Vector3 pos) | ||
173 | { | ||
174 | return PhysicsScene.SimpleWaterLevel; | ||
175 | } | ||
176 | |||
177 | // Convert the passed heightmap to mesh information suitable for CreateMeshShape2(). | ||
178 | // Return 'true' if successfully created. | ||
179 | public static bool ConvertHeightmapToMesh( | ||
180 | BSScene physicsScene, | ||
181 | float[] heightMap, int sizeX, int sizeY, // parameters of incoming heightmap | ||
182 | float extentX, float extentY, // zero based range for output vertices | ||
183 | Vector3 extentBase, // base to be added to all vertices | ||
184 | float magnification, // number of vertices to create between heightMap coords | ||
185 | out int indicesCountO, out int[] indicesO, | ||
186 | out int verticesCountO, out float[] verticesO) | ||
187 | { | ||
188 | bool ret = false; | ||
189 | |||
190 | int indicesCount = 0; | ||
191 | int verticesCount = 0; | ||
192 | int[] indices = new int[0]; | ||
193 | float[] vertices = new float[0]; | ||
194 | |||
195 | // Simple mesh creation which assumes magnification == 1. | ||
196 | // TODO: do a more general solution that scales, adds new vertices and smoothes the result. | ||
197 | |||
198 | // Create an array of vertices that is sizeX+1 by sizeY+1 (note the loop | ||
199 | // from zero to <= sizeX). The triangle indices are then generated as two triangles | ||
200 | // per heightmap point. There are sizeX by sizeY of these squares. The extra row and | ||
201 | // column of vertices are used to complete the triangles of the last row and column | ||
202 | // of the heightmap. | ||
203 | try | ||
204 | { | ||
205 | // One vertice per heightmap value plus the vertices off the top and bottom edge. | ||
206 | int totalVertices = (sizeX + 1) * (sizeY + 1); | ||
207 | vertices = new float[totalVertices * 3]; | ||
208 | int totalIndices = sizeX * sizeY * 6; | ||
209 | indices = new int[totalIndices]; | ||
210 | |||
211 | float magX = (float)sizeX / extentX; | ||
212 | float magY = (float)sizeY / extentY; | ||
213 | physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,totVert={1},totInd={2},extentBase={3},magX={4},magY={5}", | ||
214 | BSScene.DetailLogZero, totalVertices, totalIndices, extentBase, magX, magY); | ||
215 | float minHeight = float.MaxValue; | ||
216 | // Note that sizeX+1 vertices are created since there is land between this and the next region. | ||
217 | for (int yy = 0; yy <= sizeY; yy++) | ||
218 | { | ||
219 | for (int xx = 0; xx <= sizeX; xx++) // Hint: the "<=" means we go around sizeX + 1 times | ||
220 | { | ||
221 | int offset = yy * sizeX + xx; | ||
222 | // Extend the height with the height from the last row or column | ||
223 | if (yy == sizeY) offset -= sizeX; | ||
224 | if (xx == sizeX) offset -= 1; | ||
225 | float height = heightMap[offset]; | ||
226 | minHeight = Math.Min(minHeight, height); | ||
227 | vertices[verticesCount + 0] = (float)xx * magX + extentBase.X; | ||
228 | vertices[verticesCount + 1] = (float)yy * magY + extentBase.Y; | ||
229 | vertices[verticesCount + 2] = height + extentBase.Z; | ||
230 | verticesCount += 3; | ||
231 | } | ||
232 | } | ||
233 | verticesCount = verticesCount / 3; | ||
234 | |||
235 | for (int yy = 0; yy < sizeY; yy++) | ||
236 | { | ||
237 | for (int xx = 0; xx < sizeX; xx++) | ||
238 | { | ||
239 | int offset = yy * (sizeX + 1) + xx; | ||
240 | // Each vertices is presumed to be the upper left corner of a box of two triangles | ||
241 | indices[indicesCount + 0] = offset; | ||
242 | indices[indicesCount + 1] = offset + 1; | ||
243 | indices[indicesCount + 2] = offset + sizeX + 1; // accounting for the extra column | ||
244 | indices[indicesCount + 3] = offset + 1; | ||
245 | indices[indicesCount + 4] = offset + sizeX + 2; | ||
246 | indices[indicesCount + 5] = offset + sizeX + 1; | ||
247 | indicesCount += 6; | ||
248 | } | ||
249 | } | ||
250 | |||
251 | ret = true; | ||
252 | } | ||
253 | catch (Exception e) | ||
254 | { | ||
255 | physicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh. For={1}/{2}, e={3}", | ||
256 | LogHeader, physicsScene.RegionName, extentBase, e); | ||
257 | } | ||
258 | |||
259 | indicesCountO = indicesCount; | ||
260 | indicesO = indices; | ||
261 | verticesCountO = verticesCount; | ||
262 | verticesO = vertices; | ||
263 | |||
264 | return ret; | ||
265 | } | ||
266 | } | ||
267 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSNPlugin/BulletSimAPI.cs new file mode 100644 index 0000000..6af59d6 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSNPlugin/BulletSimAPI.cs | |||
@@ -0,0 +1,1604 @@ | |||
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.IO; | ||
30 | using System.Runtime.InteropServices; | ||
31 | using System.Security; | ||
32 | using System.Text; | ||
33 | using BulletXNA; | ||
34 | using OpenMetaverse; | ||
35 | using BulletXNA.LinearMath; | ||
36 | using BulletXNA.BulletCollision; | ||
37 | using BulletXNA.BulletDynamics; | ||
38 | using BulletXNA.BulletCollision.CollisionDispatch; | ||
39 | using OpenSim.Framework; | ||
40 | |||
41 | namespace OpenSim.Region.Physics.BulletSNPlugin { | ||
42 | |||
43 | // Classes to allow some type checking for the API | ||
44 | // These hold pointers to allocated objects in the unmanaged space. | ||
45 | |||
46 | |||
47 | |||
48 | // Constraint type values as defined by Bullet | ||
49 | public enum ConstraintType : int | ||
50 | { | ||
51 | POINT2POINT_CONSTRAINT_TYPE = 3, | ||
52 | HINGE_CONSTRAINT_TYPE, | ||
53 | CONETWIST_CONSTRAINT_TYPE, | ||
54 | D6_CONSTRAINT_TYPE, | ||
55 | SLIDER_CONSTRAINT_TYPE, | ||
56 | CONTACT_CONSTRAINT_TYPE, | ||
57 | D6_SPRING_CONSTRAINT_TYPE, | ||
58 | MAX_CONSTRAINT_TYPE | ||
59 | } | ||
60 | |||
61 | |||
62 | // =============================================================================== | ||
63 | [StructLayout(LayoutKind.Sequential)] | ||
64 | public struct ConvexHull | ||
65 | { | ||
66 | Vector3 Offset; | ||
67 | int VertexCount; | ||
68 | Vector3[] Vertices; | ||
69 | } | ||
70 | public enum BSPhysicsShapeType | ||
71 | { | ||
72 | SHAPE_UNKNOWN = 0, | ||
73 | SHAPE_CAPSULE = 1, | ||
74 | SHAPE_BOX = 2, | ||
75 | SHAPE_CONE = 3, | ||
76 | SHAPE_CYLINDER = 4, | ||
77 | SHAPE_SPHERE = 5, | ||
78 | SHAPE_MESH = 6, | ||
79 | SHAPE_HULL = 7, | ||
80 | // following defined by BulletSim | ||
81 | SHAPE_GROUNDPLANE = 20, | ||
82 | SHAPE_TERRAIN = 21, | ||
83 | SHAPE_COMPOUND = 22, | ||
84 | SHAPE_HEIGHTMAP = 23, | ||
85 | }; | ||
86 | |||
87 | // The native shapes have predefined shape hash keys | ||
88 | public enum FixedShapeKey : ulong | ||
89 | { | ||
90 | KEY_NONE = 0, | ||
91 | KEY_BOX = 1, | ||
92 | KEY_SPHERE = 2, | ||
93 | KEY_CONE = 3, | ||
94 | KEY_CYLINDER = 4, | ||
95 | KEY_CAPSULE = 5, | ||
96 | } | ||
97 | |||
98 | [StructLayout(LayoutKind.Sequential)] | ||
99 | public struct ShapeData | ||
100 | { | ||
101 | public uint ID; | ||
102 | public BSPhysicsShapeType Type; | ||
103 | public Vector3 Position; | ||
104 | public Quaternion Rotation; | ||
105 | public Vector3 Velocity; | ||
106 | public Vector3 Scale; | ||
107 | public float Mass; | ||
108 | public float Buoyancy; | ||
109 | public System.UInt64 HullKey; | ||
110 | public System.UInt64 MeshKey; | ||
111 | public float Friction; | ||
112 | public float Restitution; | ||
113 | public float Collidable; // true of things bump into this | ||
114 | public float Static; // true if a static object. Otherwise gravity, etc. | ||
115 | public float Solid; // true if object cannot be passed through | ||
116 | public Vector3 Size; | ||
117 | |||
118 | // note that bools are passed as floats since bool size changes by language and architecture | ||
119 | public const float numericTrue = 1f; | ||
120 | public const float numericFalse = 0f; | ||
121 | } | ||
122 | [StructLayout(LayoutKind.Sequential)] | ||
123 | public struct SweepHit | ||
124 | { | ||
125 | public uint ID; | ||
126 | public float Fraction; | ||
127 | public Vector3 Normal; | ||
128 | public Vector3 Point; | ||
129 | } | ||
130 | [StructLayout(LayoutKind.Sequential)] | ||
131 | public struct RaycastHit | ||
132 | { | ||
133 | public uint ID; | ||
134 | public float Fraction; | ||
135 | public Vector3 Normal; | ||
136 | } | ||
137 | [StructLayout(LayoutKind.Sequential)] | ||
138 | public struct CollisionDesc | ||
139 | { | ||
140 | public uint aID; | ||
141 | public uint bID; | ||
142 | public Vector3 point; | ||
143 | public Vector3 normal; | ||
144 | } | ||
145 | [StructLayout(LayoutKind.Sequential)] | ||
146 | public struct EntityProperties | ||
147 | { | ||
148 | public uint ID; | ||
149 | public Vector3 Position; | ||
150 | public Quaternion Rotation; | ||
151 | public Vector3 Velocity; | ||
152 | public Vector3 Acceleration; | ||
153 | public Vector3 RotationalVelocity; | ||
154 | public override string ToString() | ||
155 | { | ||
156 | return string.Format("ID:{0}, Pos:<{1:F},{2:F},{3:F}>, Rot:<{4:F},{5:F},{6:F},{7:F}>, LVel:<{8:F},{9:F},{10:F}>, AVel:<{11:F},{12:F},{13:F}>", | ||
157 | ID.ToString(), | ||
158 | Position.X,Position.Y,Position.Z, | ||
159 | Rotation.X,Rotation.Y,Rotation.Z,Rotation.W, | ||
160 | Velocity.X,Velocity.Y,Velocity.Z, | ||
161 | RotationalVelocity.X,RotationalVelocity.Y,RotationalVelocity.Z | ||
162 | ); | ||
163 | } | ||
164 | } | ||
165 | |||
166 | // Format of this structure must match the definition in the C++ code | ||
167 | // NOTE: adding the X causes compile breaks if used. These are unused symbols | ||
168 | // that can be removed from both here and the unmanaged definition of this structure. | ||
169 | [StructLayout(LayoutKind.Sequential)] | ||
170 | public struct ConfigurationParameters | ||
171 | { | ||
172 | public float defaultFriction; | ||
173 | public float defaultDensity; | ||
174 | public float defaultRestitution; | ||
175 | public float collisionMargin; | ||
176 | public float gravity; | ||
177 | |||
178 | public float XlinearDamping; | ||
179 | public float XangularDamping; | ||
180 | public float XdeactivationTime; | ||
181 | public float XlinearSleepingThreshold; | ||
182 | public float XangularSleepingThreshold; | ||
183 | public float XccdMotionThreshold; | ||
184 | public float XccdSweptSphereRadius; | ||
185 | public float XcontactProcessingThreshold; | ||
186 | |||
187 | public float XterrainImplementation; | ||
188 | public float XterrainFriction; | ||
189 | public float XterrainHitFraction; | ||
190 | public float XterrainRestitution; | ||
191 | public float XterrainCollisionMargin; | ||
192 | |||
193 | public float XavatarFriction; | ||
194 | public float XavatarStandingFriction; | ||
195 | public float XavatarDensity; | ||
196 | public float XavatarRestitution; | ||
197 | public float XavatarCapsuleWidth; | ||
198 | public float XavatarCapsuleDepth; | ||
199 | public float XavatarCapsuleHeight; | ||
200 | public float XavatarContactProcessingThreshold; | ||
201 | |||
202 | public float XvehicleAngularDamping; | ||
203 | |||
204 | public float maxPersistantManifoldPoolSize; | ||
205 | public float maxCollisionAlgorithmPoolSize; | ||
206 | public float shouldDisableContactPoolDynamicAllocation; | ||
207 | public float shouldForceUpdateAllAabbs; | ||
208 | public float shouldRandomizeSolverOrder; | ||
209 | public float shouldSplitSimulationIslands; | ||
210 | public float shouldEnableFrictionCaching; | ||
211 | public float numberOfSolverIterations; | ||
212 | |||
213 | public float XlinksetImplementation; | ||
214 | public float XlinkConstraintUseFrameOffset; | ||
215 | public float XlinkConstraintEnableTransMotor; | ||
216 | public float XlinkConstraintTransMotorMaxVel; | ||
217 | public float XlinkConstraintTransMotorMaxForce; | ||
218 | public float XlinkConstraintERP; | ||
219 | public float XlinkConstraintCFM; | ||
220 | public float XlinkConstraintSolverIterations; | ||
221 | |||
222 | public float physicsLoggingFrames; | ||
223 | |||
224 | public const float numericTrue = 1f; | ||
225 | public const float numericFalse = 0f; | ||
226 | } | ||
227 | |||
228 | |||
229 | // The states a bullet collision object can have | ||
230 | |||
231 | public enum ActivationState : uint | ||
232 | { | ||
233 | UNDEFINED = 0, | ||
234 | ACTIVE_TAG = 1, | ||
235 | ISLAND_SLEEPING = 2, | ||
236 | WANTS_DEACTIVATION = 3, | ||
237 | DISABLE_DEACTIVATION = 4, | ||
238 | DISABLE_SIMULATION = 5, | ||
239 | } | ||
240 | |||
241 | public enum CollisionObjectTypes : int | ||
242 | { | ||
243 | CO_COLLISION_OBJECT = 1 << 0, | ||
244 | CO_RIGID_BODY = 1 << 1, | ||
245 | CO_GHOST_OBJECT = 1 << 2, | ||
246 | CO_SOFT_BODY = 1 << 3, | ||
247 | CO_HF_FLUID = 1 << 4, | ||
248 | CO_USER_TYPE = 1 << 5, | ||
249 | } | ||
250 | |||
251 | // Values used by Bullet and BulletSim to control object properties. | ||
252 | // Bullet's "CollisionFlags" has more to do with operations on the | ||
253 | // object (if collisions happen, if gravity effects it, ...). | ||
254 | [Flags] | ||
255 | public enum CollisionFlags : uint | ||
256 | { | ||
257 | CF_STATIC_OBJECT = 1 << 0, | ||
258 | CF_KINEMATIC_OBJECT = 1 << 1, | ||
259 | CF_NO_CONTACT_RESPONSE = 1 << 2, | ||
260 | CF_CUSTOM_MATERIAL_CALLBACK = 1 << 3, | ||
261 | CF_CHARACTER_OBJECT = 1 << 4, | ||
262 | CF_DISABLE_VISUALIZE_OBJECT = 1 << 5, | ||
263 | CF_DISABLE_SPU_COLLISION_PROCESS = 1 << 6, | ||
264 | // Following used by BulletSim to control collisions and updates | ||
265 | BS_SUBSCRIBE_COLLISION_EVENTS = 1 << 10, | ||
266 | BS_FLOATS_ON_WATER = 1 << 11, | ||
267 | BS_VEHICLE_COLLISIONS = 1 << 12, | ||
268 | BS_NONE = 0, | ||
269 | BS_ALL = 0xFFFFFFFF, | ||
270 | |||
271 | // These are the collision flags switched depending on physical state. | ||
272 | // The other flags are used for other things and should not be fooled with. | ||
273 | BS_ACTIVE = CF_STATIC_OBJECT | ||
274 | | CF_KINEMATIC_OBJECT | ||
275 | | CF_NO_CONTACT_RESPONSE | ||
276 | }; | ||
277 | |||
278 | // Values for collisions groups and masks | ||
279 | public enum CollisionFilterGroups : uint | ||
280 | { | ||
281 | // Don't use the bit definitions!! Define the use in a | ||
282 | // filter/mask definition below. This way collision interactions | ||
283 | // are more easily debugged. | ||
284 | BNoneGroup = 0, | ||
285 | BDefaultGroup = 1 << 0, | ||
286 | BStaticGroup = 1 << 1, | ||
287 | BKinematicGroup = 1 << 2, | ||
288 | BDebrisGroup = 1 << 3, | ||
289 | BSensorTrigger = 1 << 4, | ||
290 | BCharacterGroup = 1 << 5, | ||
291 | BAllGroup = 0xFFFFFFFF, | ||
292 | // Filter groups defined by BulletSim | ||
293 | BGroundPlaneGroup = 1 << 10, | ||
294 | BTerrainGroup = 1 << 11, | ||
295 | BRaycastGroup = 1 << 12, | ||
296 | BSolidGroup = 1 << 13, | ||
297 | // BLinksetGroup = xx // a linkset proper is either static or dynamic | ||
298 | BLinksetChildGroup = 1 << 14, | ||
299 | // The collsion filters and masked are defined in one place -- don't want them scattered | ||
300 | AvatarGroup = BCharacterGroup, | ||
301 | AvatarMask = BAllGroup, | ||
302 | ObjectGroup = BSolidGroup, | ||
303 | ObjectMask = BAllGroup, | ||
304 | StaticObjectGroup = BStaticGroup, | ||
305 | StaticObjectMask = AvatarGroup | ObjectGroup, // static things don't interact with much | ||
306 | LinksetGroup = BLinksetChildGroup, | ||
307 | LinksetMask = BAllGroup & ~BLinksetChildGroup, // linkset objects don't collide with each other | ||
308 | VolumeDetectGroup = BSensorTrigger, | ||
309 | VolumeDetectMask = ~BSensorTrigger, | ||
310 | TerrainGroup = BTerrainGroup, | ||
311 | TerrainMask = BAllGroup & ~BStaticGroup, // static objects on the ground don't collide | ||
312 | GroundPlaneGroup = BGroundPlaneGroup, | ||
313 | GroundPlaneMask = BAllGroup | ||
314 | |||
315 | }; | ||
316 | |||
317 | // CFM controls the 'hardness' of the constraint. 0=fixed, 0..1=violatable. Default=0 | ||
318 | // ERP controls amount of correction per tick. Usable range=0.1..0.8. Default=0.2. | ||
319 | public enum ConstraintParams : int | ||
320 | { | ||
321 | BT_CONSTRAINT_ERP = 1, // this one is not used in Bullet as of 20120730 | ||
322 | BT_CONSTRAINT_STOP_ERP, | ||
323 | BT_CONSTRAINT_CFM, | ||
324 | BT_CONSTRAINT_STOP_CFM, | ||
325 | }; | ||
326 | public enum ConstraintParamAxis : int | ||
327 | { | ||
328 | AXIS_LINEAR_X = 0, | ||
329 | AXIS_LINEAR_Y, | ||
330 | AXIS_LINEAR_Z, | ||
331 | AXIS_ANGULAR_X, | ||
332 | AXIS_ANGULAR_Y, | ||
333 | AXIS_ANGULAR_Z, | ||
334 | AXIS_LINEAR_ALL = 20, // these last three added by BulletSim so we don't have to do zillions of calls | ||
335 | AXIS_ANGULAR_ALL, | ||
336 | AXIS_ALL | ||
337 | }; | ||
338 | |||
339 | // =============================================================================== | ||
340 | static class BulletSimAPI { | ||
341 | private static int m_collisionsThisFrame; | ||
342 | public delegate void DebugLogCallback(string msg); | ||
343 | /// <summary> | ||
344 | /// | ||
345 | /// </summary> | ||
346 | /// <param name="p"></param> | ||
347 | /// <param name="p_2"></param> | ||
348 | internal static bool RemoveObjectFromWorld2(object pWorld, object pBody) | ||
349 | { | ||
350 | DiscreteDynamicsWorld world = pWorld as DiscreteDynamicsWorld; | ||
351 | RigidBody body = pBody as RigidBody; | ||
352 | world.RemoveRigidBody(body); | ||
353 | return true; | ||
354 | } | ||
355 | |||
356 | internal static void SetRestitution2(object pBody, float pRestitution) | ||
357 | { | ||
358 | RigidBody body = pBody as RigidBody; | ||
359 | body.SetRestitution(pRestitution); | ||
360 | } | ||
361 | |||
362 | internal static void SetMargin2(object pShape, float pMargin) | ||
363 | { | ||
364 | CollisionShape shape = pShape as CollisionShape; | ||
365 | shape.SetMargin(pMargin); | ||
366 | } | ||
367 | |||
368 | internal static void SetLocalScaling2(object pShape, Vector3 pScale) | ||
369 | { | ||
370 | CollisionShape shape = pShape as CollisionShape; | ||
371 | IndexedVector3 vec = new IndexedVector3(pScale.X, pScale.Y, pScale.Z); | ||
372 | shape.SetLocalScaling(ref vec); | ||
373 | |||
374 | } | ||
375 | |||
376 | internal static void SetContactProcessingThreshold2(object pBody, float contactprocessingthreshold) | ||
377 | { | ||
378 | RigidBody body = pBody as RigidBody; | ||
379 | body.SetContactProcessingThreshold(contactprocessingthreshold); | ||
380 | } | ||
381 | |||
382 | internal static void SetCcdMotionThreshold2(object pBody, float pccdMotionThreashold) | ||
383 | { | ||
384 | RigidBody body = pBody as RigidBody; | ||
385 | body.SetCcdMotionThreshold(pccdMotionThreashold); | ||
386 | } | ||
387 | |||
388 | internal static void SetCcdSweptSphereRadius2(object pBody, float pCcdSweptSphereRadius) | ||
389 | { | ||
390 | RigidBody body = pBody as RigidBody; | ||
391 | body.SetCcdSweptSphereRadius(pCcdSweptSphereRadius); | ||
392 | } | ||
393 | |||
394 | internal static void SetAngularFactorV2(object pBody, Vector3 pAngularFactor) | ||
395 | { | ||
396 | RigidBody body = pBody as RigidBody; | ||
397 | body.SetAngularFactor(new IndexedVector3(pAngularFactor.X, pAngularFactor.Y, pAngularFactor.Z)); | ||
398 | } | ||
399 | |||
400 | internal static CollisionFlags AddToCollisionFlags2(object pBody, CollisionFlags pcollisionFlags) | ||
401 | { | ||
402 | CollisionObject body = pBody as CollisionObject; | ||
403 | CollisionFlags existingcollisionFlags = (CollisionFlags)(uint)body.GetCollisionFlags(); | ||
404 | existingcollisionFlags |= pcollisionFlags; | ||
405 | body.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags)(uint)existingcollisionFlags); | ||
406 | return (CollisionFlags) (uint) existingcollisionFlags; | ||
407 | } | ||
408 | |||
409 | internal static void AddObjectToWorld2(object pWorld, object pBody) | ||
410 | { | ||
411 | RigidBody body = pBody as RigidBody; | ||
412 | DiscreteDynamicsWorld world = pWorld as DiscreteDynamicsWorld; | ||
413 | //if (!(body.GetCollisionShape().GetShapeType() == BroadphaseNativeTypes.STATIC_PLANE_PROXYTYPE && body.GetCollisionShape().GetShapeType() == BroadphaseNativeTypes.TERRAIN_SHAPE_PROXYTYPE)) | ||
414 | |||
415 | world.AddRigidBody(body); | ||
416 | |||
417 | //if (body.GetBroadphaseHandle() != null) | ||
418 | // world.UpdateSingleAabb(body); | ||
419 | } | ||
420 | |||
421 | internal static void AddObjectToWorld2(object pWorld, object pBody, Vector3 _position, Quaternion _orientation) | ||
422 | { | ||
423 | RigidBody body = pBody as RigidBody; | ||
424 | DiscreteDynamicsWorld world = pWorld as DiscreteDynamicsWorld; | ||
425 | //if (!(body.GetCollisionShape().GetShapeType() == BroadphaseNativeTypes.STATIC_PLANE_PROXYTYPE && body.GetCollisionShape().GetShapeType() == BroadphaseNativeTypes.TERRAIN_SHAPE_PROXYTYPE)) | ||
426 | |||
427 | world.AddRigidBody(body); | ||
428 | IndexedVector3 vposition = new IndexedVector3(_position.X, _position.Y, _position.Z); | ||
429 | IndexedQuaternion vquaternion = new IndexedQuaternion(_orientation.X, _orientation.Y, _orientation.Z, | ||
430 | _orientation.W); | ||
431 | IndexedMatrix mat = IndexedMatrix.CreateFromQuaternion(vquaternion); | ||
432 | mat._origin = vposition; | ||
433 | body.SetWorldTransform(mat); | ||
434 | //if (body.GetBroadphaseHandle() != null) | ||
435 | // world.UpdateSingleAabb(body); | ||
436 | } | ||
437 | |||
438 | internal static void ForceActivationState2(object pBody, ActivationState pActivationState) | ||
439 | { | ||
440 | CollisionObject body = pBody as CollisionObject; | ||
441 | body.ForceActivationState((BulletXNA.BulletCollision.ActivationState)(uint)pActivationState); | ||
442 | } | ||
443 | |||
444 | internal static void UpdateSingleAabb2(object pWorld, object pBody) | ||
445 | { | ||
446 | CollisionObject body = pBody as CollisionObject; | ||
447 | DiscreteDynamicsWorld world = pWorld as DiscreteDynamicsWorld; | ||
448 | world.UpdateSingleAabb(body); | ||
449 | } | ||
450 | |||
451 | internal static bool SetCollisionGroupMask2(object pBody, uint pGroup, uint pMask) | ||
452 | { | ||
453 | RigidBody body = pBody as RigidBody; | ||
454 | body.GetBroadphaseHandle().m_collisionFilterGroup = (BulletXNA.BulletCollision.CollisionFilterGroups) pGroup; | ||
455 | body.GetBroadphaseHandle().m_collisionFilterGroup = (BulletXNA.BulletCollision.CollisionFilterGroups) pGroup; | ||
456 | if ((uint) body.GetBroadphaseHandle().m_collisionFilterGroup == 0) | ||
457 | return false; | ||
458 | return true; | ||
459 | } | ||
460 | |||
461 | internal static void ClearAllForces2(object pBody) | ||
462 | { | ||
463 | CollisionObject body = pBody as CollisionObject; | ||
464 | IndexedVector3 zeroVector = new IndexedVector3(0, 0, 0); | ||
465 | body.SetInterpolationLinearVelocity(ref zeroVector); | ||
466 | body.SetInterpolationAngularVelocity(ref zeroVector); | ||
467 | IndexedMatrix bodytransform = body.GetWorldTransform(); | ||
468 | |||
469 | body.SetInterpolationWorldTransform(ref bodytransform); | ||
470 | |||
471 | if (body is RigidBody) | ||
472 | { | ||
473 | RigidBody rigidbody = body as RigidBody; | ||
474 | rigidbody.SetLinearVelocity(zeroVector); | ||
475 | rigidbody.SetAngularVelocity(zeroVector); | ||
476 | rigidbody.ClearForces(); | ||
477 | } | ||
478 | } | ||
479 | |||
480 | internal static void SetInterpolationAngularVelocity2(object pBody, Vector3 pVector3) | ||
481 | { | ||
482 | RigidBody body = pBody as RigidBody; | ||
483 | IndexedVector3 vec = new IndexedVector3(pVector3.X, pVector3.Y, pVector3.Z); | ||
484 | body.SetInterpolationAngularVelocity(ref vec); | ||
485 | } | ||
486 | |||
487 | internal static void SetAngularVelocity2(object pBody, Vector3 pVector3) | ||
488 | { | ||
489 | RigidBody body = pBody as RigidBody; | ||
490 | IndexedVector3 vec = new IndexedVector3(pVector3.X, pVector3.Y, pVector3.Z); | ||
491 | body.SetAngularVelocity(ref vec); | ||
492 | } | ||
493 | |||
494 | internal static void ClearForces2(object pBody) | ||
495 | { | ||
496 | RigidBody body = pBody as RigidBody; | ||
497 | body.ClearForces(); | ||
498 | } | ||
499 | |||
500 | internal static void SetTranslation2(object pBody, Vector3 _position, Quaternion _orientation) | ||
501 | { | ||
502 | RigidBody body = pBody as RigidBody; | ||
503 | IndexedVector3 vposition = new IndexedVector3(_position.X, _position.Y, _position.Z); | ||
504 | IndexedQuaternion vquaternion = new IndexedQuaternion(_orientation.X, _orientation.Y, _orientation.Z, | ||
505 | _orientation.W); | ||
506 | IndexedMatrix mat = IndexedMatrix.CreateFromQuaternion(vquaternion); | ||
507 | mat._origin = vposition; | ||
508 | body.SetWorldTransform(mat); | ||
509 | |||
510 | } | ||
511 | |||
512 | internal static Vector3 GetPosition2(object pBody) | ||
513 | { | ||
514 | RigidBody body = pBody as RigidBody; | ||
515 | IndexedVector3 pos = body.GetInterpolationWorldTransform()._origin; | ||
516 | return new Vector3(pos.X, pos.Y, pos.Z); | ||
517 | } | ||
518 | |||
519 | internal static Vector3 CalculateLocalInertia2(object pShape, float pphysMass) | ||
520 | { | ||
521 | CollisionShape shape = pShape as CollisionShape; | ||
522 | IndexedVector3 inertia = IndexedVector3.Zero; | ||
523 | shape.CalculateLocalInertia(pphysMass, out inertia); | ||
524 | return new Vector3(inertia.X, inertia.Y, inertia.Z); | ||
525 | } | ||
526 | |||
527 | internal static void SetMassProps2(object pBody, float pphysMass, Vector3 plocalInertia) | ||
528 | { | ||
529 | RigidBody body = pBody as RigidBody; | ||
530 | IndexedVector3 inertia = new IndexedVector3(plocalInertia.X, plocalInertia.Y, plocalInertia.Z); | ||
531 | body.SetMassProps(pphysMass, inertia); | ||
532 | } | ||
533 | |||
534 | |||
535 | internal static void SetObjectForce2(object pBody, Vector3 _force) | ||
536 | { | ||
537 | RigidBody body = pBody as RigidBody; | ||
538 | IndexedVector3 force = new IndexedVector3(_force.X, _force.Y, _force.Z); | ||
539 | body.SetTotalForce(ref force); | ||
540 | } | ||
541 | |||
542 | internal static void SetFriction2(object pBody, float _currentFriction) | ||
543 | { | ||
544 | RigidBody body = pBody as RigidBody; | ||
545 | body.SetFriction(_currentFriction); | ||
546 | } | ||
547 | |||
548 | internal static void SetLinearVelocity2(object pBody, Vector3 _velocity) | ||
549 | { | ||
550 | RigidBody body = pBody as RigidBody; | ||
551 | IndexedVector3 velocity = new IndexedVector3(_velocity.X, _velocity.Y, _velocity.Z); | ||
552 | body.SetLinearVelocity(velocity); | ||
553 | } | ||
554 | |||
555 | internal static void Activate2(object pBody, bool pforceactivation) | ||
556 | { | ||
557 | RigidBody body = pBody as RigidBody; | ||
558 | body.Activate(pforceactivation); | ||
559 | |||
560 | } | ||
561 | |||
562 | internal static Quaternion GetOrientation2(object pBody) | ||
563 | { | ||
564 | RigidBody body = pBody as RigidBody; | ||
565 | IndexedQuaternion mat = body.GetInterpolationWorldTransform().GetRotation(); | ||
566 | return new Quaternion(mat.X, mat.Y, mat.Z, mat.W); | ||
567 | } | ||
568 | |||
569 | internal static CollisionFlags RemoveFromCollisionFlags2(object pBody, CollisionFlags pcollisionFlags) | ||
570 | { | ||
571 | RigidBody body = pBody as RigidBody; | ||
572 | CollisionFlags existingcollisionFlags = (CollisionFlags)(uint)body.GetCollisionFlags(); | ||
573 | existingcollisionFlags &= ~pcollisionFlags; | ||
574 | body.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags)(uint)existingcollisionFlags); | ||
575 | return (CollisionFlags)(uint)existingcollisionFlags; | ||
576 | } | ||
577 | |||
578 | internal static void SetGravity2(object pBody, Vector3 pGravity) | ||
579 | { | ||
580 | RigidBody body = pBody as RigidBody; | ||
581 | IndexedVector3 gravity = new IndexedVector3(pGravity.X, pGravity.Y, pGravity.Z); | ||
582 | body.SetGravity(gravity); | ||
583 | } | ||
584 | |||
585 | internal static bool DestroyConstraint2(object pBody, object pConstraint) | ||
586 | { | ||
587 | RigidBody body = pBody as RigidBody; | ||
588 | TypedConstraint constraint = pConstraint as TypedConstraint; | ||
589 | body.RemoveConstraintRef(constraint); | ||
590 | return true; | ||
591 | } | ||
592 | |||
593 | internal static bool SetLinearLimits2(object pConstraint, Vector3 low, Vector3 high) | ||
594 | { | ||
595 | Generic6DofConstraint constraint = pConstraint as Generic6DofConstraint; | ||
596 | IndexedVector3 lowlimit = new IndexedVector3(low.X, low.Y, low.Z); | ||
597 | IndexedVector3 highlimit = new IndexedVector3(high.X, high.Y, high.Z); | ||
598 | constraint.SetLinearLowerLimit(lowlimit); | ||
599 | constraint.SetLinearUpperLimit(highlimit); | ||
600 | return true; | ||
601 | } | ||
602 | |||
603 | internal static bool SetAngularLimits2(object pConstraint, Vector3 low, Vector3 high) | ||
604 | { | ||
605 | Generic6DofConstraint constraint = pConstraint as Generic6DofConstraint; | ||
606 | IndexedVector3 lowlimit = new IndexedVector3(low.X, low.Y, low.Z); | ||
607 | IndexedVector3 highlimit = new IndexedVector3(high.X, high.Y, high.Z); | ||
608 | constraint.SetAngularLowerLimit(lowlimit); | ||
609 | constraint.SetAngularUpperLimit(highlimit); | ||
610 | return true; | ||
611 | } | ||
612 | |||
613 | internal static void SetConstraintNumSolverIterations2(object pConstraint, float cnt) | ||
614 | { | ||
615 | Generic6DofConstraint constraint = pConstraint as Generic6DofConstraint; | ||
616 | constraint.SetOverrideNumSolverIterations((int)cnt); | ||
617 | } | ||
618 | |||
619 | internal static void CalculateTransforms2(object pConstraint) | ||
620 | { | ||
621 | Generic6DofConstraint constraint = pConstraint as Generic6DofConstraint; | ||
622 | constraint.CalculateTransforms(); | ||
623 | } | ||
624 | |||
625 | internal static void SetConstraintEnable2(object pConstraint, float p_2) | ||
626 | { | ||
627 | Generic6DofConstraint constraint = pConstraint as Generic6DofConstraint; | ||
628 | constraint.SetEnabled((p_2 == 0) ? false : true); | ||
629 | } | ||
630 | |||
631 | |||
632 | //BulletSimAPI.Create6DofConstraint2(m_world.ptr, m_body1.ptr, m_body2.ptr,frame1, frame1rot,frame2, frame2rot,useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies)); | ||
633 | internal static object Create6DofConstraint2(object pWorld, object pBody1, object pBody2, Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies) | ||
634 | |||
635 | { | ||
636 | DiscreteDynamicsWorld world = pWorld as DiscreteDynamicsWorld; | ||
637 | RigidBody body1 = pBody1 as RigidBody; | ||
638 | RigidBody body2 = pBody2 as RigidBody; | ||
639 | IndexedVector3 frame1v = new IndexedVector3(pframe1.X, pframe1.Y, pframe1.Z); | ||
640 | IndexedQuaternion frame1rot = new IndexedQuaternion(pframe1rot.X, pframe1rot.Y, pframe1rot.Z, pframe1rot.W); | ||
641 | IndexedMatrix frame1 = IndexedMatrix.CreateFromQuaternion(frame1rot); | ||
642 | frame1._origin = frame1v; | ||
643 | |||
644 | IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z); | ||
645 | IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W); | ||
646 | IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot); | ||
647 | frame2._origin = frame1v; | ||
648 | |||
649 | Generic6DofConstraint consttr = new Generic6DofConstraint(body1, body2, ref frame1, ref frame2, | ||
650 | puseLinearReferenceFrameA); | ||
651 | consttr.CalculateTransforms(); | ||
652 | world.AddConstraint(consttr,pdisableCollisionsBetweenLinkedBodies); | ||
653 | |||
654 | return consttr; | ||
655 | } | ||
656 | |||
657 | |||
658 | /// <summary> | ||
659 | /// | ||
660 | /// </summary> | ||
661 | /// <param name="pWorld"></param> | ||
662 | /// <param name="pBody1"></param> | ||
663 | /// <param name="pBody2"></param> | ||
664 | /// <param name="pjoinPoint"></param> | ||
665 | /// <param name="puseLinearReferenceFrameA"></param> | ||
666 | /// <param name="pdisableCollisionsBetweenLinkedBodies"></param> | ||
667 | /// <returns></returns> | ||
668 | internal static object Create6DofConstraintToPoint2(object pWorld, object pBody1, object pBody2, Vector3 pjoinPoint, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies) | ||
669 | { | ||
670 | DiscreteDynamicsWorld world = pWorld as DiscreteDynamicsWorld; | ||
671 | RigidBody body1 = pBody1 as RigidBody; | ||
672 | RigidBody body2 = pBody2 as RigidBody; | ||
673 | IndexedMatrix frame1 = new IndexedMatrix(IndexedBasisMatrix.Identity, new IndexedVector3(0, 0, 0)); | ||
674 | IndexedMatrix frame2 = new IndexedMatrix(IndexedBasisMatrix.Identity, new IndexedVector3(0, 0, 0)); | ||
675 | |||
676 | IndexedVector3 joinPoint = new IndexedVector3(pjoinPoint.X, pjoinPoint.Y, pjoinPoint.Z); | ||
677 | IndexedMatrix mat = IndexedMatrix.Identity; | ||
678 | mat._origin = new IndexedVector3(pjoinPoint.X, pjoinPoint.Y, pjoinPoint.Z); | ||
679 | frame1._origin = body1.GetWorldTransform().Inverse()*joinPoint; | ||
680 | frame2._origin = body2.GetWorldTransform().Inverse()*joinPoint; | ||
681 | |||
682 | Generic6DofConstraint consttr = new Generic6DofConstraint(body1, body2, ref frame1, ref frame2, puseLinearReferenceFrameA); | ||
683 | consttr.CalculateTransforms(); | ||
684 | world.AddConstraint(consttr, pdisableCollisionsBetweenLinkedBodies); | ||
685 | |||
686 | return consttr; | ||
687 | } | ||
688 | //SetFrames2(m_constraint.ptr, frameA, frameArot, frameB, frameBrot); | ||
689 | internal static void SetFrames2(object pConstraint, Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot) | ||
690 | { | ||
691 | Generic6DofConstraint constraint = pConstraint as Generic6DofConstraint; | ||
692 | IndexedVector3 frame1v = new IndexedVector3(pframe1.X, pframe1.Y, pframe1.Z); | ||
693 | IndexedQuaternion frame1rot = new IndexedQuaternion(pframe1rot.X, pframe1rot.Y, pframe1rot.Z, pframe1rot.W); | ||
694 | IndexedMatrix frame1 = IndexedMatrix.CreateFromQuaternion(frame1rot); | ||
695 | frame1._origin = frame1v; | ||
696 | |||
697 | IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z); | ||
698 | IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W); | ||
699 | IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot); | ||
700 | frame2._origin = frame1v; | ||
701 | constraint.SetFrames(ref frame1, ref frame2); | ||
702 | } | ||
703 | |||
704 | |||
705 | |||
706 | |||
707 | internal static bool IsInWorld2(object pWorld, object pShapeObj) | ||
708 | { | ||
709 | DiscreteDynamicsWorld world = pWorld as DiscreteDynamicsWorld; | ||
710 | CollisionObject shape = pShapeObj as CollisionObject; | ||
711 | return world.IsInWorld(shape); | ||
712 | } | ||
713 | |||
714 | internal static void SetInterpolationLinearVelocity2(object pBody, Vector3 VehicleVelocity) | ||
715 | { | ||
716 | RigidBody body = pBody as RigidBody; | ||
717 | IndexedVector3 velocity = new IndexedVector3(VehicleVelocity.X, VehicleVelocity.Y, VehicleVelocity.Z); | ||
718 | body.SetInterpolationLinearVelocity(ref velocity); | ||
719 | } | ||
720 | |||
721 | internal static bool UseFrameOffset2(object pConstraint, float onOff) | ||
722 | { | ||
723 | Generic6DofConstraint constraint = pConstraint as Generic6DofConstraint; | ||
724 | constraint.SetUseFrameOffset((onOff == 0) ? false : true); | ||
725 | return true; | ||
726 | } | ||
727 | //SetBreakingImpulseThreshold2(m_constraint.ptr, threshold); | ||
728 | internal static bool SetBreakingImpulseThreshold2(object pConstraint, float threshold) | ||
729 | { | ||
730 | Generic6DofConstraint constraint = pConstraint as Generic6DofConstraint; | ||
731 | constraint.SetBreakingImpulseThreshold(threshold); | ||
732 | return true; | ||
733 | } | ||
734 | //BulletSimAPI.SetAngularDamping2(Prim.PhysBody.ptr, angularDamping); | ||
735 | internal static void SetAngularDamping2(object pBody, float angularDamping) | ||
736 | { | ||
737 | RigidBody body = pBody as RigidBody; | ||
738 | float lineardamping = body.GetLinearDamping(); | ||
739 | body.SetDamping(lineardamping, angularDamping); | ||
740 | |||
741 | } | ||
742 | |||
743 | internal static void UpdateInertiaTensor2(object pBody) | ||
744 | { | ||
745 | RigidBody body = pBody as RigidBody; | ||
746 | body.UpdateInertiaTensor(); | ||
747 | } | ||
748 | |||
749 | internal static void RecalculateCompoundShapeLocalAabb2( object pCompoundShape) | ||
750 | { | ||
751 | |||
752 | CompoundShape shape = pCompoundShape as CompoundShape; | ||
753 | shape.RecalculateLocalAabb(); | ||
754 | } | ||
755 | |||
756 | //BulletSimAPI.GetCollisionFlags2(PhysBody.ptr) | ||
757 | internal static CollisionFlags GetCollisionFlags2(object pBody) | ||
758 | { | ||
759 | RigidBody body = pBody as RigidBody; | ||
760 | uint flags = (uint)body.GetCollisionFlags(); | ||
761 | return (CollisionFlags) flags; | ||
762 | } | ||
763 | |||
764 | internal static void SetDamping2(object pBody, float pLinear, float pAngular) | ||
765 | { | ||
766 | RigidBody body = pBody as RigidBody; | ||
767 | body.SetDamping(pLinear, pAngular); | ||
768 | } | ||
769 | //PhysBody.ptr, PhysicsScene.Params.deactivationTime); | ||
770 | internal static void SetDeactivationTime2(object pBody, float pDeactivationTime) | ||
771 | { | ||
772 | RigidBody body = pBody as RigidBody; | ||
773 | body.SetDeactivationTime(pDeactivationTime); | ||
774 | } | ||
775 | //SetSleepingThresholds2(PhysBody.ptr, PhysicsScene.Params.linearSleepingThreshold, PhysicsScene.Params.angularSleepingThreshold); | ||
776 | internal static void SetSleepingThresholds2(object pBody, float plinearSleepingThreshold, float pangularSleepingThreshold) | ||
777 | { | ||
778 | RigidBody body = pBody as RigidBody; | ||
779 | body.SetSleepingThresholds(plinearSleepingThreshold, pangularSleepingThreshold); | ||
780 | } | ||
781 | |||
782 | internal static CollisionObjectTypes GetBodyType2(object pBody) | ||
783 | { | ||
784 | RigidBody body = pBody as RigidBody; | ||
785 | return (CollisionObjectTypes)(int) body.GetInternalType(); | ||
786 | } | ||
787 | |||
788 | //BulletSimAPI.ApplyCentralForce2(PhysBody.ptr, fSum); | ||
789 | internal static void ApplyCentralForce2(object pBody, Vector3 pfSum) | ||
790 | { | ||
791 | RigidBody body = pBody as RigidBody; | ||
792 | IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z); | ||
793 | body.ApplyCentralForce(ref fSum); | ||
794 | } | ||
795 | internal static void ApplyCentralImpulse2(object pBody, Vector3 pfSum) | ||
796 | { | ||
797 | RigidBody body = pBody as RigidBody; | ||
798 | IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z); | ||
799 | body.ApplyCentralImpulse(ref fSum); | ||
800 | } | ||
801 | internal static void ApplyTorque2(object pBody, Vector3 pfSum) | ||
802 | { | ||
803 | RigidBody body = pBody as RigidBody; | ||
804 | IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z); | ||
805 | body.ApplyTorque(ref fSum); | ||
806 | } | ||
807 | internal static void ApplyTorqueImpulse2(object pBody, Vector3 pfSum) | ||
808 | { | ||
809 | RigidBody body = pBody as RigidBody; | ||
810 | IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z); | ||
811 | body.ApplyTorqueImpulse(ref fSum); | ||
812 | } | ||
813 | |||
814 | internal static void DumpRigidBody2(object p, object p_2) | ||
815 | { | ||
816 | //TODO: | ||
817 | } | ||
818 | |||
819 | internal static void DumpCollisionShape2(object p, object p_2) | ||
820 | { | ||
821 | //TODO: | ||
822 | } | ||
823 | |||
824 | internal static void DestroyObject2(object p, object p_2) | ||
825 | { | ||
826 | //TODO: | ||
827 | } | ||
828 | |||
829 | internal static void Shutdown2(object pWorld) | ||
830 | { | ||
831 | DiscreteDynamicsWorld world = pWorld as DiscreteDynamicsWorld; | ||
832 | world.Cleanup(); | ||
833 | } | ||
834 | |||
835 | internal static void DeleteCollisionShape2(object p, object p_2) | ||
836 | { | ||
837 | //TODO: | ||
838 | } | ||
839 | //(sim.ptr, shape.ptr, prim.LocalID, prim.RawPosition, prim.RawOrientation); | ||
840 | |||
841 | internal static object CreateBodyFromShape2(object pWorld, object pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation) | ||
842 | { | ||
843 | CollisionWorld world = pWorld as CollisionWorld; | ||
844 | IndexedMatrix mat = | ||
845 | IndexedMatrix.CreateFromQuaternion(new IndexedQuaternion(pRawOrientation.X, pRawOrientation.Y, | ||
846 | pRawOrientation.Z, pRawOrientation.W)); | ||
847 | mat._origin = new IndexedVector3(pRawPosition.X, pRawPosition.Y, pRawPosition.Z); | ||
848 | CollisionShape shape = pShape as CollisionShape; | ||
849 | //UpdateSingleAabb2(world, shape); | ||
850 | // TODO: Feed Update array into null | ||
851 | RigidBody body = new RigidBody(0,new SimMotionState(world,pLocalID,mat,null),shape,IndexedVector3.Zero); | ||
852 | |||
853 | body.SetUserPointer(pLocalID); | ||
854 | return body; | ||
855 | } | ||
856 | |||
857 | |||
858 | internal static object CreateBodyWithDefaultMotionState2( object pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation) | ||
859 | { | ||
860 | |||
861 | IndexedMatrix mat = | ||
862 | IndexedMatrix.CreateFromQuaternion(new IndexedQuaternion(pRawOrientation.X, pRawOrientation.Y, | ||
863 | pRawOrientation.Z, pRawOrientation.W)); | ||
864 | mat._origin = new IndexedVector3(pRawPosition.X, pRawPosition.Y, pRawPosition.Z); | ||
865 | |||
866 | CollisionShape shape = pShape as CollisionShape; | ||
867 | |||
868 | // TODO: Feed Update array into null | ||
869 | RigidBody body = new RigidBody(0, new DefaultMotionState( mat, IndexedMatrix.Identity), shape, IndexedVector3.Zero); | ||
870 | body.SetWorldTransform(mat); | ||
871 | body.SetUserPointer(pLocalID); | ||
872 | return body; | ||
873 | } | ||
874 | //(m_mapInfo.terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT); | ||
875 | internal static void SetCollisionFlags2(object pBody, CollisionFlags collisionFlags) | ||
876 | { | ||
877 | RigidBody body = pBody as RigidBody; | ||
878 | body.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags) (uint) collisionFlags); | ||
879 | } | ||
880 | //(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainHitFraction); | ||
881 | internal static void SetHitFraction2(object pBody, float pHitFraction) | ||
882 | { | ||
883 | RigidBody body = pBody as RigidBody; | ||
884 | body.SetHitFraction(pHitFraction); | ||
885 | } | ||
886 | //BuildCapsuleShape2(physicsScene.World.ptr, 1f, 1f, prim.Scale); | ||
887 | internal static object BuildCapsuleShape2(object pWorld, float pRadius, float pHeight, Vector3 pScale) | ||
888 | { | ||
889 | DiscreteDynamicsWorld world = pWorld as DiscreteDynamicsWorld; | ||
890 | IndexedVector3 scale = new IndexedVector3(pScale.X, pScale.Y, pScale.Z); | ||
891 | CapsuleShapeZ capsuleShapeZ = new CapsuleShapeZ(pRadius, pHeight); | ||
892 | capsuleShapeZ.SetMargin(world.WorldSettings.Params.collisionMargin); | ||
893 | capsuleShapeZ.SetLocalScaling(ref scale); | ||
894 | |||
895 | return capsuleShapeZ; | ||
896 | } | ||
897 | |||
898 | public static object Initialize2(Vector3 worldExtent, ConfigurationParameters[] o, int mMaxCollisionsPerFrame, ref List<BulletXNA.CollisionDesc> collisionArray, int mMaxUpdatesPerFrame, ref List<BulletXNA.EntityProperties> updateArray, object mDebugLogCallbackHandle) | ||
899 | { | ||
900 | CollisionWorld.WorldData.ParamData p = new CollisionWorld.WorldData.ParamData(); | ||
901 | |||
902 | p.angularDamping = o[0].XangularDamping; | ||
903 | p.defaultFriction = o[0].defaultFriction; | ||
904 | p.defaultFriction = o[0].defaultFriction; | ||
905 | p.defaultDensity = o[0].defaultDensity; | ||
906 | p.defaultRestitution = o[0].defaultRestitution; | ||
907 | p.collisionMargin = o[0].collisionMargin; | ||
908 | p.gravity = o[0].gravity; | ||
909 | |||
910 | p.linearDamping = o[0].XlinearDamping; | ||
911 | p.angularDamping = o[0].XangularDamping; | ||
912 | p.deactivationTime = o[0].XdeactivationTime; | ||
913 | p.linearSleepingThreshold = o[0].XlinearSleepingThreshold; | ||
914 | p.angularSleepingThreshold = o[0].XangularSleepingThreshold; | ||
915 | p.ccdMotionThreshold = o[0].XccdMotionThreshold; | ||
916 | p.ccdSweptSphereRadius = o[0].XccdSweptSphereRadius; | ||
917 | p.contactProcessingThreshold = o[0].XcontactProcessingThreshold; | ||
918 | |||
919 | p.terrainImplementation = o[0].XterrainImplementation; | ||
920 | p.terrainFriction = o[0].XterrainFriction; | ||
921 | |||
922 | p.terrainHitFraction = o[0].XterrainHitFraction; | ||
923 | p.terrainRestitution = o[0].XterrainRestitution; | ||
924 | p.terrainCollisionMargin = o[0].XterrainCollisionMargin; | ||
925 | |||
926 | p.avatarFriction = o[0].XavatarFriction; | ||
927 | p.avatarStandingFriction = o[0].XavatarStandingFriction; | ||
928 | p.avatarDensity = o[0].XavatarDensity; | ||
929 | p.avatarRestitution = o[0].XavatarRestitution; | ||
930 | p.avatarCapsuleWidth = o[0].XavatarCapsuleWidth; | ||
931 | p.avatarCapsuleDepth = o[0].XavatarCapsuleDepth; | ||
932 | p.avatarCapsuleHeight = o[0].XavatarCapsuleHeight; | ||
933 | p.avatarContactProcessingThreshold = o[0].XavatarContactProcessingThreshold; | ||
934 | |||
935 | p.vehicleAngularDamping = o[0].XvehicleAngularDamping; | ||
936 | |||
937 | p.maxPersistantManifoldPoolSize = o[0].maxPersistantManifoldPoolSize; | ||
938 | p.maxCollisionAlgorithmPoolSize = o[0].maxCollisionAlgorithmPoolSize; | ||
939 | p.shouldDisableContactPoolDynamicAllocation = o[0].shouldDisableContactPoolDynamicAllocation; | ||
940 | p.shouldForceUpdateAllAabbs = o[0].shouldForceUpdateAllAabbs; | ||
941 | p.shouldRandomizeSolverOrder = o[0].shouldRandomizeSolverOrder; | ||
942 | p.shouldSplitSimulationIslands = o[0].shouldSplitSimulationIslands; | ||
943 | p.shouldEnableFrictionCaching = o[0].shouldEnableFrictionCaching; | ||
944 | p.numberOfSolverIterations = o[0].numberOfSolverIterations; | ||
945 | |||
946 | p.linksetImplementation = o[0].XlinksetImplementation; | ||
947 | p.linkConstraintUseFrameOffset = o[0].XlinkConstraintUseFrameOffset; | ||
948 | p.linkConstraintEnableTransMotor = o[0].XlinkConstraintEnableTransMotor; | ||
949 | p.linkConstraintTransMotorMaxVel = o[0].XlinkConstraintTransMotorMaxVel; | ||
950 | p.linkConstraintTransMotorMaxForce = o[0].XlinkConstraintTransMotorMaxForce; | ||
951 | p.linkConstraintERP = o[0].XlinkConstraintERP; | ||
952 | p.linkConstraintCFM = o[0].XlinkConstraintCFM; | ||
953 | p.linkConstraintSolverIterations = o[0].XlinkConstraintSolverIterations; | ||
954 | p.physicsLoggingFrames = o[0].physicsLoggingFrames; | ||
955 | DefaultCollisionConstructionInfo ccci = new DefaultCollisionConstructionInfo(); | ||
956 | |||
957 | DefaultCollisionConfiguration cci = new DefaultCollisionConfiguration(); | ||
958 | CollisionDispatcher m_dispatcher = new CollisionDispatcher(cci); | ||
959 | |||
960 | |||
961 | if (p.maxPersistantManifoldPoolSize > 0) | ||
962 | cci.m_persistentManifoldPoolSize = (int)p.maxPersistantManifoldPoolSize; | ||
963 | if (p.shouldDisableContactPoolDynamicAllocation !=0) | ||
964 | m_dispatcher.SetDispatcherFlags(DispatcherFlags.CD_DISABLE_CONTACTPOOL_DYNAMIC_ALLOCATION); | ||
965 | //if (p.maxCollisionAlgorithmPoolSize >0 ) | ||
966 | |||
967 | DbvtBroadphase m_broadphase = new DbvtBroadphase(); | ||
968 | //IndexedVector3 aabbMin = new IndexedVector3(0, 0, 0); | ||
969 | //IndexedVector3 aabbMax = new IndexedVector3(256, 256, 256); | ||
970 | |||
971 | //AxisSweep3Internal m_broadphase2 = new AxisSweep3Internal(ref aabbMin, ref aabbMax, Convert.ToInt32(0xfffe), 0xffff, ushort.MaxValue/2, null, true); | ||
972 | m_broadphase.GetOverlappingPairCache().SetInternalGhostPairCallback(new GhostPairCallback()); | ||
973 | |||
974 | SequentialImpulseConstraintSolver m_solver = new SequentialImpulseConstraintSolver(); | ||
975 | |||
976 | DiscreteDynamicsWorld world = new DiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_solver, cci); | ||
977 | world.UpdatedObjects = updateArray; | ||
978 | world.UpdatedCollisions = collisionArray; | ||
979 | world.WorldSettings.Params = p; | ||
980 | world.SetForceUpdateAllAabbs(p.shouldForceUpdateAllAabbs != 0); | ||
981 | world.GetSolverInfo().m_solverMode = SolverMode.SOLVER_USE_WARMSTARTING | SolverMode.SOLVER_SIMD; | ||
982 | if (p.shouldRandomizeSolverOrder != 0) | ||
983 | world.GetSolverInfo().m_solverMode |= SolverMode.SOLVER_RANDMIZE_ORDER; | ||
984 | |||
985 | world.GetSimulationIslandManager().SetSplitIslands(p.shouldSplitSimulationIslands != 0); | ||
986 | //world.GetDispatchInfo().m_enableSatConvex Not implemented in C# port | ||
987 | |||
988 | if (p.shouldEnableFrictionCaching != 0) | ||
989 | world.GetSolverInfo().m_solverMode |= SolverMode.SOLVER_ENABLE_FRICTION_DIRECTION_CACHING; | ||
990 | |||
991 | if (p.numberOfSolverIterations > 0) | ||
992 | world.GetSolverInfo().m_numIterations = (int) p.numberOfSolverIterations; | ||
993 | |||
994 | |||
995 | world.GetSolverInfo().m_damping = world.WorldSettings.Params.linearDamping; | ||
996 | world.GetSolverInfo().m_restitution = world.WorldSettings.Params.defaultRestitution; | ||
997 | world.GetSolverInfo().m_globalCfm = 0.0f; | ||
998 | world.GetSolverInfo().m_tau = 0.6f; | ||
999 | world.GetSolverInfo().m_friction = 0.3f; | ||
1000 | world.GetSolverInfo().m_maxErrorReduction = 20f; | ||
1001 | world.GetSolverInfo().m_numIterations = 10; | ||
1002 | world.GetSolverInfo().m_erp = 0.2f; | ||
1003 | world.GetSolverInfo().m_erp2 = 0.1f; | ||
1004 | world.GetSolverInfo().m_sor = 1.0f; | ||
1005 | world.GetSolverInfo().m_splitImpulse = false; | ||
1006 | world.GetSolverInfo().m_splitImpulsePenetrationThreshold = -0.02f; | ||
1007 | world.GetSolverInfo().m_linearSlop = 0.0f; | ||
1008 | world.GetSolverInfo().m_warmstartingFactor = 0.85f; | ||
1009 | world.GetSolverInfo().m_restingContactRestitutionThreshold = 2; | ||
1010 | world.SetForceUpdateAllAabbs(true); | ||
1011 | |||
1012 | |||
1013 | world.SetGravity(new IndexedVector3(0,0,p.gravity)); | ||
1014 | |||
1015 | return world; | ||
1016 | } | ||
1017 | //m_constraint.ptr, ConstraintParams.BT_CONSTRAINT_STOP_CFM, cfm, ConstraintParamAxis.AXIS_ALL | ||
1018 | internal static bool SetConstraintParam2(object pConstraint, ConstraintParams paramIndex, float paramvalue, ConstraintParamAxis axis) | ||
1019 | { | ||
1020 | Generic6DofConstraint constrain = pConstraint as Generic6DofConstraint; | ||
1021 | if (axis == ConstraintParamAxis.AXIS_LINEAR_ALL || axis == ConstraintParamAxis.AXIS_ALL) | ||
1022 | { | ||
1023 | constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams) (int) paramIndex, paramvalue, 0); | ||
1024 | constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams) (int) paramIndex, paramvalue, 1); | ||
1025 | constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams) (int) paramIndex, paramvalue, 2); | ||
1026 | } | ||
1027 | if (axis == ConstraintParamAxis.AXIS_ANGULAR_ALL || axis == ConstraintParamAxis.AXIS_ALL) | ||
1028 | { | ||
1029 | constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams)(int)paramIndex, paramvalue, 3); | ||
1030 | constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams)(int)paramIndex, paramvalue, 4); | ||
1031 | constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams)(int)paramIndex, paramvalue, 5); | ||
1032 | } | ||
1033 | if (axis == ConstraintParamAxis.AXIS_LINEAR_ALL) | ||
1034 | { | ||
1035 | constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams)(int)paramIndex, paramvalue, (int)axis); | ||
1036 | } | ||
1037 | return true; | ||
1038 | } | ||
1039 | |||
1040 | internal static bool PushUpdate2(object pCollisionObject) | ||
1041 | { | ||
1042 | bool ret = false; | ||
1043 | RigidBody rb = pCollisionObject as RigidBody; | ||
1044 | if (rb != null) | ||
1045 | { | ||
1046 | SimMotionState sms = rb.GetMotionState() as SimMotionState; | ||
1047 | if (sms != null) | ||
1048 | { | ||
1049 | IndexedMatrix wt = IndexedMatrix.Identity; | ||
1050 | sms.GetWorldTransform(out wt); | ||
1051 | sms.SetWorldTransform(ref wt, true); | ||
1052 | ret = true; | ||
1053 | } | ||
1054 | } | ||
1055 | return ret; | ||
1056 | |||
1057 | } | ||
1058 | |||
1059 | internal static bool IsCompound2(object pShape) | ||
1060 | { | ||
1061 | CollisionShape shape = pShape as CollisionShape; | ||
1062 | return shape.IsCompound(); | ||
1063 | } | ||
1064 | internal static bool IsPloyhedral2(object pShape) | ||
1065 | { | ||
1066 | CollisionShape shape = pShape as CollisionShape; | ||
1067 | return shape.IsPolyhedral(); | ||
1068 | } | ||
1069 | internal static bool IsConvex2d2(object pShape) | ||
1070 | { | ||
1071 | CollisionShape shape = pShape as CollisionShape; | ||
1072 | return shape.IsConvex2d(); | ||
1073 | } | ||
1074 | internal static bool IsConvex2(object pShape) | ||
1075 | { | ||
1076 | CollisionShape shape = pShape as CollisionShape; | ||
1077 | return shape.IsConvex(); | ||
1078 | } | ||
1079 | internal static bool IsNonMoving2(object pShape) | ||
1080 | { | ||
1081 | CollisionShape shape = pShape as CollisionShape; | ||
1082 | return shape.IsNonMoving(); | ||
1083 | } | ||
1084 | internal static bool IsConcave2(object pShape) | ||
1085 | { | ||
1086 | CollisionShape shape = pShape as CollisionShape; | ||
1087 | return shape.IsConcave(); | ||
1088 | } | ||
1089 | internal static bool IsInfinite2(object pShape) | ||
1090 | { | ||
1091 | CollisionShape shape = pShape as CollisionShape; | ||
1092 | return shape.IsInfinite(); | ||
1093 | } | ||
1094 | internal static bool IsNativeShape2(object pShape) | ||
1095 | { | ||
1096 | CollisionShape shape = pShape as CollisionShape; | ||
1097 | bool ret; | ||
1098 | switch (shape.GetShapeType()) | ||
1099 | { | ||
1100 | case BroadphaseNativeTypes.BOX_SHAPE_PROXYTYPE: | ||
1101 | case BroadphaseNativeTypes.CONE_SHAPE_PROXYTYPE: | ||
1102 | case BroadphaseNativeTypes.SPHERE_SHAPE_PROXYTYPE: | ||
1103 | case BroadphaseNativeTypes.CYLINDER_SHAPE_PROXYTYPE: | ||
1104 | ret = true; | ||
1105 | break; | ||
1106 | default: | ||
1107 | ret = false; | ||
1108 | break; | ||
1109 | } | ||
1110 | return ret; | ||
1111 | } | ||
1112 | //sim.ptr, shape.ptr,prim.LocalID, prim.RawPosition, prim.RawOrientation | ||
1113 | internal static object CreateGhostFromShape2(object pWorld, object pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation) | ||
1114 | { | ||
1115 | IndexedMatrix bodyTransform = new IndexedMatrix(); | ||
1116 | bodyTransform._origin = new IndexedVector3(pRawPosition.X, pRawPosition.Y, pRawPosition.Z); | ||
1117 | bodyTransform.SetRotation(new IndexedQuaternion(pRawOrientation.X,pRawOrientation.Y,pRawOrientation.Z,pRawOrientation.W)); | ||
1118 | GhostObject gObj = new PairCachingGhostObject(); | ||
1119 | gObj.SetWorldTransform(bodyTransform); | ||
1120 | CollisionShape shape = pShape as CollisionShape; | ||
1121 | gObj.SetCollisionShape(shape); | ||
1122 | gObj.SetUserPointer(pLocalID); | ||
1123 | // TODO: Add to Special CollisionObjects! | ||
1124 | return gObj; | ||
1125 | } | ||
1126 | |||
1127 | public static void SetCollisionShape2(object pWorld, object pObj, object pShape) | ||
1128 | { | ||
1129 | var world = pWorld as DiscreteDynamicsWorld; | ||
1130 | var obj = pObj as CollisionObject; | ||
1131 | var shape = pShape as CollisionShape; | ||
1132 | obj.SetCollisionShape(shape); | ||
1133 | |||
1134 | } | ||
1135 | //(PhysicsScene.World.ptr, nativeShapeData) | ||
1136 | internal static object BuildNativeShape2(object pWorld, ShapeData pShapeData) | ||
1137 | { | ||
1138 | var world = pWorld as DiscreteDynamicsWorld; | ||
1139 | CollisionShape shape = null; | ||
1140 | switch (pShapeData.Type) | ||
1141 | { | ||
1142 | case BSPhysicsShapeType.SHAPE_BOX: | ||
1143 | shape = new BoxShape(new IndexedVector3(0.5f,0.5f,0.5f)); | ||
1144 | break; | ||
1145 | case BSPhysicsShapeType.SHAPE_CONE: | ||
1146 | shape = new ConeShapeZ(0.5f, 1.0f); | ||
1147 | break; | ||
1148 | case BSPhysicsShapeType.SHAPE_CYLINDER: | ||
1149 | shape = new CylinderShapeZ(new IndexedVector3(0.5f, 0.5f, 0.5f)); | ||
1150 | break; | ||
1151 | case BSPhysicsShapeType.SHAPE_SPHERE: | ||
1152 | shape = new SphereShape(0.5f); | ||
1153 | break; | ||
1154 | |||
1155 | } | ||
1156 | if (shape != null) | ||
1157 | { | ||
1158 | IndexedVector3 scaling = new IndexedVector3(pShapeData.Scale.X, pShapeData.Scale.Y, pShapeData.Scale.Z); | ||
1159 | shape.SetMargin(world.WorldSettings.Params.collisionMargin); | ||
1160 | shape.SetLocalScaling(ref scaling); | ||
1161 | |||
1162 | } | ||
1163 | return shape; | ||
1164 | } | ||
1165 | //PhysicsScene.World.ptr, false | ||
1166 | internal static object CreateCompoundShape2(object pWorld, bool enableDynamicAabbTree) | ||
1167 | { | ||
1168 | return new CompoundShape(enableDynamicAabbTree); | ||
1169 | } | ||
1170 | |||
1171 | internal static int GetNumberOfCompoundChildren2(object pCompoundShape) | ||
1172 | { | ||
1173 | var compoundshape = pCompoundShape as CompoundShape; | ||
1174 | return compoundshape.GetNumChildShapes(); | ||
1175 | } | ||
1176 | //LinksetRoot.PhysShape.ptr, newShape.ptr, displacementPos, displacementRot | ||
1177 | internal static void AddChildShapeToCompoundShape2(object pCShape, object paddShape, Vector3 displacementPos, Quaternion displacementRot) | ||
1178 | { | ||
1179 | IndexedMatrix relativeTransform = new IndexedMatrix(); | ||
1180 | var compoundshape = pCShape as CompoundShape; | ||
1181 | var addshape = paddShape as CollisionShape; | ||
1182 | |||
1183 | relativeTransform._origin = new IndexedVector3(displacementPos.X, displacementPos.Y, displacementPos.Z); | ||
1184 | relativeTransform.SetRotation(new IndexedQuaternion(displacementRot.X,displacementRot.Y,displacementRot.Z,displacementRot.W)); | ||
1185 | compoundshape.AddChildShape(ref relativeTransform, addshape); | ||
1186 | |||
1187 | } | ||
1188 | |||
1189 | internal static object RemoveChildShapeFromCompoundShapeIndex2(object pCShape, int pii) | ||
1190 | { | ||
1191 | var compoundshape = pCShape as CompoundShape; | ||
1192 | CollisionShape ret = null; | ||
1193 | ret = compoundshape.GetChildShape(pii); | ||
1194 | compoundshape.RemoveChildShapeByIndex(pii); | ||
1195 | return ret; | ||
1196 | } | ||
1197 | |||
1198 | internal static object CreateGroundPlaneShape2(uint pLocalId, float pheight, float pcollisionMargin) | ||
1199 | { | ||
1200 | StaticPlaneShape m_planeshape = new StaticPlaneShape(new IndexedVector3(0,0,1),(int)pheight ); | ||
1201 | m_planeshape.SetMargin(pcollisionMargin); | ||
1202 | m_planeshape.SetUserPointer(pLocalId); | ||
1203 | return m_planeshape; | ||
1204 | } | ||
1205 | |||
1206 | internal static object CreateHingeConstraint2(object pWorld, object pBody1, object ppBody2, Vector3 ppivotInA, Vector3 ppivotInB, Vector3 paxisInA, Vector3 paxisInB, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies) | ||
1207 | { | ||
1208 | HingeConstraint constrain = null; | ||
1209 | var rb1 = pBody1 as RigidBody; | ||
1210 | var rb2 = ppBody2 as RigidBody; | ||
1211 | if (rb1 != null && rb2 != null) | ||
1212 | { | ||
1213 | IndexedVector3 pivotInA = new IndexedVector3(ppivotInA.X, ppivotInA.Y, ppivotInA.Z); | ||
1214 | IndexedVector3 pivotInB = new IndexedVector3(ppivotInB.X, ppivotInB.Y, ppivotInB.Z); | ||
1215 | IndexedVector3 axisInA = new IndexedVector3(paxisInA.X, paxisInA.Y, paxisInA.Z); | ||
1216 | IndexedVector3 axisInB = new IndexedVector3(paxisInB.X, paxisInB.Y, paxisInB.Z); | ||
1217 | var world = pWorld as DiscreteDynamicsWorld; | ||
1218 | world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies); | ||
1219 | } | ||
1220 | return constrain; | ||
1221 | } | ||
1222 | |||
1223 | internal static bool ReleaseHeightMapInfo2(object pMapInfo) | ||
1224 | { | ||
1225 | if (pMapInfo != null) | ||
1226 | { | ||
1227 | BulletHeightMapInfo mapinfo = pMapInfo as BulletHeightMapInfo; | ||
1228 | if (mapinfo.heightMap != null) | ||
1229 | mapinfo.heightMap = null; | ||
1230 | |||
1231 | |||
1232 | } | ||
1233 | return true; | ||
1234 | } | ||
1235 | |||
1236 | internal static object CreateHullShape2(object pWorld, int pHullCount, float[] pConvHulls) | ||
1237 | { | ||
1238 | CompoundShape compoundshape = new CompoundShape(false); | ||
1239 | var world = pWorld as DiscreteDynamicsWorld; | ||
1240 | |||
1241 | |||
1242 | compoundshape.SetMargin(world.WorldSettings.Params.collisionMargin); | ||
1243 | int ii = 1; | ||
1244 | |||
1245 | for (int i = 0; i < pHullCount; i++) | ||
1246 | { | ||
1247 | int vertexCount = (int) pConvHulls[ii]; | ||
1248 | |||
1249 | IndexedVector3 centroid = new IndexedVector3(pConvHulls[ii + 1], pConvHulls[ii + 2], pConvHulls[ii + 3]); | ||
1250 | IndexedMatrix childTrans = IndexedMatrix.Identity; | ||
1251 | childTrans._origin = centroid; | ||
1252 | |||
1253 | List<IndexedVector3> virts = new List<IndexedVector3>(); | ||
1254 | int ender = ((ii + 4) + (vertexCount*3)); | ||
1255 | for (int iii = ii + 4; iii < ender; iii+=3) | ||
1256 | { | ||
1257 | |||
1258 | virts.Add(new IndexedVector3(pConvHulls[iii], pConvHulls[iii + 1], pConvHulls[iii +2])); | ||
1259 | } | ||
1260 | ConvexHullShape convexShape = new ConvexHullShape(virts, vertexCount); | ||
1261 | convexShape.SetMargin(world.WorldSettings.Params.collisionMargin); | ||
1262 | compoundshape.AddChildShape(ref childTrans, convexShape); | ||
1263 | ii += (vertexCount*3 + 4); | ||
1264 | } | ||
1265 | |||
1266 | |||
1267 | return compoundshape; | ||
1268 | } | ||
1269 | |||
1270 | internal static object CreateMeshShape2(object pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats) | ||
1271 | { | ||
1272 | //DumpRaw(indices,verticesAsFloats,pIndicesCount,pVerticesCount); | ||
1273 | |||
1274 | for (int iter = 0; iter < pVerticesCount; iter++) | ||
1275 | { | ||
1276 | if (verticesAsFloats[iter] > 0 && verticesAsFloats[iter] < 0.0001) verticesAsFloats[iter] = 0; | ||
1277 | if (verticesAsFloats[iter] < 0 && verticesAsFloats[iter] > -0.0001) verticesAsFloats[iter] = 0; | ||
1278 | } | ||
1279 | |||
1280 | ObjectArray<int> indicesarr = new ObjectArray<int>(indices); | ||
1281 | ObjectArray<float> vertices = new ObjectArray<float>(verticesAsFloats); | ||
1282 | DumpRaw(indicesarr,vertices,pIndicesCount,pVerticesCount); | ||
1283 | var world = pWorld as DiscreteDynamicsWorld; | ||
1284 | IndexedMesh mesh = new IndexedMesh(); | ||
1285 | mesh.m_indexType = PHY_ScalarType.PHY_INTEGER; | ||
1286 | mesh.m_numTriangles = pIndicesCount/3; | ||
1287 | mesh.m_numVertices = pVerticesCount; | ||
1288 | mesh.m_triangleIndexBase = indicesarr; | ||
1289 | mesh.m_vertexBase = vertices; | ||
1290 | mesh.m_vertexStride = 3; | ||
1291 | mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT; | ||
1292 | mesh.m_triangleIndexStride = 3; | ||
1293 | |||
1294 | TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray(); | ||
1295 | tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER); | ||
1296 | BvhTriangleMeshShape meshShape = new BvhTriangleMeshShape(tribuilder, true,true); | ||
1297 | meshShape.SetMargin(world.WorldSettings.Params.collisionMargin); | ||
1298 | // world.UpdateSingleAabb(meshShape); | ||
1299 | return meshShape; | ||
1300 | |||
1301 | } | ||
1302 | public static void DumpRaw(ObjectArray<int>indices, ObjectArray<float> vertices, int pIndicesCount,int pVerticesCount ) | ||
1303 | { | ||
1304 | |||
1305 | String fileName = "objTest3.raw"; | ||
1306 | String completePath = System.IO.Path.Combine(Util.configDir(), fileName); | ||
1307 | StreamWriter sw = new StreamWriter(completePath); | ||
1308 | IndexedMesh mesh = new IndexedMesh(); | ||
1309 | |||
1310 | mesh.m_indexType = PHY_ScalarType.PHY_INTEGER; | ||
1311 | mesh.m_numTriangles = pIndicesCount / 3; | ||
1312 | mesh.m_numVertices = pVerticesCount; | ||
1313 | mesh.m_triangleIndexBase = indices; | ||
1314 | mesh.m_vertexBase = vertices; | ||
1315 | mesh.m_vertexStride = 3; | ||
1316 | mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT; | ||
1317 | mesh.m_triangleIndexStride = 3; | ||
1318 | |||
1319 | TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray(); | ||
1320 | tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER); | ||
1321 | |||
1322 | |||
1323 | |||
1324 | for (int i = 0; i < pVerticesCount; i++) | ||
1325 | { | ||
1326 | |||
1327 | string s = vertices[indices[i * 3]].ToString("0.0000"); | ||
1328 | s += " " + vertices[indices[i * 3 + 1]].ToString("0.0000"); | ||
1329 | s += " " + vertices[indices[i * 3 + 2]].ToString("0.0000"); | ||
1330 | |||
1331 | sw.Write(s + "\n"); | ||
1332 | } | ||
1333 | |||
1334 | sw.Close(); | ||
1335 | } | ||
1336 | public static void DumpRaw(int[] indices, float[] vertices, int pIndicesCount, int pVerticesCount) | ||
1337 | { | ||
1338 | |||
1339 | String fileName = "objTest6.raw"; | ||
1340 | String completePath = System.IO.Path.Combine(Util.configDir(), fileName); | ||
1341 | StreamWriter sw = new StreamWriter(completePath); | ||
1342 | IndexedMesh mesh = new IndexedMesh(); | ||
1343 | |||
1344 | mesh.m_indexType = PHY_ScalarType.PHY_INTEGER; | ||
1345 | mesh.m_numTriangles = pIndicesCount / 3; | ||
1346 | mesh.m_numVertices = pVerticesCount; | ||
1347 | mesh.m_triangleIndexBase = indices; | ||
1348 | mesh.m_vertexBase = vertices; | ||
1349 | mesh.m_vertexStride = 3; | ||
1350 | mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT; | ||
1351 | mesh.m_triangleIndexStride = 3; | ||
1352 | |||
1353 | TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray(); | ||
1354 | tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER); | ||
1355 | |||
1356 | |||
1357 | sw.WriteLine("Indices"); | ||
1358 | sw.WriteLine(string.Format("int[] indices = new int[{0}];",pIndicesCount)); | ||
1359 | for (int iter = 0; iter < indices.Length; iter++) | ||
1360 | { | ||
1361 | sw.WriteLine(string.Format("indices[{0}]={1};",iter,indices[iter])); | ||
1362 | } | ||
1363 | sw.WriteLine("VerticesFloats"); | ||
1364 | sw.WriteLine(string.Format("float[] vertices = new float[{0}];", pVerticesCount)); | ||
1365 | for (int iter = 0; iter < vertices.Length; iter++) | ||
1366 | { | ||
1367 | sw.WriteLine(string.Format("Vertices[{0}]={1};", iter, vertices[iter].ToString("0.0000"))); | ||
1368 | } | ||
1369 | |||
1370 | // for (int i = 0; i < pVerticesCount; i++) | ||
1371 | // { | ||
1372 | // | ||
1373 | // string s = vertices[indices[i * 3]].ToString("0.0000"); | ||
1374 | // s += " " + vertices[indices[i * 3 + 1]].ToString("0.0000"); | ||
1375 | // s += " " + vertices[indices[i * 3 + 2]].ToString("0.0000"); | ||
1376 | // | ||
1377 | // sw.Write(s + "\n"); | ||
1378 | //} | ||
1379 | |||
1380 | sw.Close(); | ||
1381 | } | ||
1382 | //PhysicsScene.World.ptr, m_mapInfo.ID, m_mapInfo.minCoords, m_mapInfo.maxCoords, m_mapInfo.heightMap, PhysicsScene.Params.terrainCollisionMargin | ||
1383 | internal static object CreateHeightMapInfo2(object pWorld, uint pId, Vector3 pminCoords, Vector3 pmaxCoords, float[] pheightMap, float pCollisionMargin) | ||
1384 | { | ||
1385 | BulletHeightMapInfo mapInfo = new BulletHeightMapInfo(pId, pheightMap, null); | ||
1386 | mapInfo.heightMap = null; | ||
1387 | mapInfo.minCoords = pminCoords; | ||
1388 | mapInfo.maxCoords = pmaxCoords; | ||
1389 | mapInfo.sizeX = (int) (pmaxCoords.X - pminCoords.X); | ||
1390 | mapInfo.sizeY = (int) (pmaxCoords.Y - pminCoords.Y); | ||
1391 | mapInfo.ID = pId; | ||
1392 | mapInfo.minZ = pminCoords.Z; | ||
1393 | mapInfo.maxZ = pmaxCoords.Z; | ||
1394 | mapInfo.collisionMargin = pCollisionMargin; | ||
1395 | if (mapInfo.minZ == mapInfo.maxZ) | ||
1396 | mapInfo.minZ -= 0.2f; | ||
1397 | mapInfo.heightMap = pheightMap; | ||
1398 | |||
1399 | return mapInfo; | ||
1400 | |||
1401 | } | ||
1402 | |||
1403 | internal static object CreateTerrainShape2(object pMapInfo) | ||
1404 | { | ||
1405 | BulletHeightMapInfo mapinfo = pMapInfo as BulletHeightMapInfo; | ||
1406 | const int upAxis = 2; | ||
1407 | const float scaleFactor = 1.0f; | ||
1408 | HeightfieldTerrainShape terrainShape = new HeightfieldTerrainShape((int)mapinfo.sizeX, (int)mapinfo.sizeY, | ||
1409 | mapinfo.heightMap, scaleFactor, | ||
1410 | mapinfo.minZ, mapinfo.maxZ, upAxis, | ||
1411 | false); | ||
1412 | terrainShape.SetMargin(mapinfo.collisionMargin + 0.5f); | ||
1413 | terrainShape.SetUseDiamondSubdivision(true); | ||
1414 | terrainShape.SetUserPointer(mapinfo.ID); | ||
1415 | return terrainShape; | ||
1416 | } | ||
1417 | |||
1418 | internal static bool TranslationalLimitMotor2(object pConstraint, float ponOff, float targetVelocity, float maxMotorForce) | ||
1419 | { | ||
1420 | TypedConstraint tconstrain = pConstraint as TypedConstraint; | ||
1421 | bool onOff = ponOff != 0; | ||
1422 | bool ret = false; | ||
1423 | |||
1424 | switch (tconstrain.GetConstraintType()) | ||
1425 | { | ||
1426 | case TypedConstraintType.D6_CONSTRAINT_TYPE: | ||
1427 | Generic6DofConstraint constrain = pConstraint as Generic6DofConstraint; | ||
1428 | constrain.GetTranslationalLimitMotor().m_enableMotor[0] = onOff; | ||
1429 | constrain.GetTranslationalLimitMotor().m_targetVelocity[0] = targetVelocity; | ||
1430 | constrain.GetTranslationalLimitMotor().m_maxMotorForce[0] = maxMotorForce; | ||
1431 | ret = true; | ||
1432 | break; | ||
1433 | } | ||
1434 | |||
1435 | |||
1436 | return ret; | ||
1437 | |||
1438 | } | ||
1439 | |||
1440 | internal static int PhysicsStep2(object pWorld, float timeStep, int m_maxSubSteps, float m_fixedTimeStep, out int updatedEntityCount, out List<BulletXNA.EntityProperties> updatedEntities, out int collidersCount, out List<BulletXNA.CollisionDesc>colliders) | ||
1441 | { | ||
1442 | int epic = PhysicsStepint2(pWorld, timeStep, m_maxSubSteps, m_fixedTimeStep, out updatedEntityCount, out updatedEntities, | ||
1443 | out collidersCount, out colliders); | ||
1444 | return epic; | ||
1445 | } | ||
1446 | |||
1447 | private static int PhysicsStepint2(object pWorld,float timeStep, int m_maxSubSteps, float m_fixedTimeStep, out int updatedEntityCount, out List<BulletXNA.EntityProperties> updatedEntities, out int collidersCount, out List<BulletXNA.CollisionDesc> colliders) | ||
1448 | { | ||
1449 | int numSimSteps = 0; | ||
1450 | |||
1451 | |||
1452 | //if (updatedEntities is null) | ||
1453 | // updatedEntities = new List<BulletXNA.EntityProperties>(); | ||
1454 | |||
1455 | //if (colliders is null) | ||
1456 | // colliders = new List<BulletXNA.CollisionDesc>(); | ||
1457 | |||
1458 | |||
1459 | if (pWorld is DiscreteDynamicsWorld) | ||
1460 | { | ||
1461 | DiscreteDynamicsWorld world = pWorld as DiscreteDynamicsWorld; | ||
1462 | |||
1463 | numSimSteps = world.StepSimulation(timeStep, m_maxSubSteps, m_fixedTimeStep); | ||
1464 | int updates = 0; | ||
1465 | |||
1466 | updatedEntityCount = world.UpdatedObjects.Count; | ||
1467 | updatedEntities = new List<BulletXNA.EntityProperties>(world.UpdatedObjects); | ||
1468 | updatedEntityCount = updatedEntities.Count; | ||
1469 | world.UpdatedObjects.Clear(); | ||
1470 | |||
1471 | |||
1472 | collidersCount = world.UpdatedCollisions.Count; | ||
1473 | colliders = new List<BulletXNA.CollisionDesc>(world.UpdatedCollisions); | ||
1474 | |||
1475 | world.UpdatedCollisions.Clear(); | ||
1476 | m_collisionsThisFrame = 0; | ||
1477 | int numManifolds = world.GetDispatcher().GetNumManifolds(); | ||
1478 | for (int j = 0; j < numManifolds; j++) | ||
1479 | { | ||
1480 | PersistentManifold contactManifold = world.GetDispatcher().GetManifoldByIndexInternal(j); | ||
1481 | int numContacts = contactManifold.GetNumContacts(); | ||
1482 | if (numContacts == 0) | ||
1483 | continue; | ||
1484 | |||
1485 | CollisionObject objA = contactManifold.GetBody0() as CollisionObject; | ||
1486 | CollisionObject objB = contactManifold.GetBody1() as CollisionObject; | ||
1487 | |||
1488 | ManifoldPoint manifoldPoint = contactManifold.GetContactPoint(0); | ||
1489 | IndexedVector3 contactPoint = manifoldPoint.GetPositionWorldOnB(); | ||
1490 | IndexedVector3 contactNormal = -manifoldPoint.m_normalWorldOnB; // make relative to A | ||
1491 | |||
1492 | RecordCollision(world, objA, objB, contactPoint, contactNormal); | ||
1493 | m_collisionsThisFrame ++; | ||
1494 | if (m_collisionsThisFrame >= 9999999) | ||
1495 | break; | ||
1496 | |||
1497 | |||
1498 | } | ||
1499 | |||
1500 | |||
1501 | } | ||
1502 | else | ||
1503 | { | ||
1504 | //if (updatedEntities is null) | ||
1505 | updatedEntities = new List<BulletXNA.EntityProperties>(); | ||
1506 | updatedEntityCount = 0; | ||
1507 | //if (colliders is null) | ||
1508 | colliders = new List<BulletXNA.CollisionDesc>(); | ||
1509 | collidersCount = 0; | ||
1510 | } | ||
1511 | return numSimSteps; | ||
1512 | } | ||
1513 | |||
1514 | private static void RecordCollision(CollisionWorld world,CollisionObject objA, CollisionObject objB, IndexedVector3 contact, IndexedVector3 norm) | ||
1515 | { | ||
1516 | |||
1517 | IndexedVector3 contactNormal = norm; | ||
1518 | if ((objA.GetCollisionFlags() & BulletXNA.BulletCollision.CollisionFlags.BS_WANTS_COLLISIONS) == 0 && | ||
1519 | (objB.GetCollisionFlags() & BulletXNA.BulletCollision.CollisionFlags.BS_WANTS_COLLISIONS) == 0) | ||
1520 | { | ||
1521 | return; | ||
1522 | } | ||
1523 | uint idA = (uint)objA.GetUserPointer(); | ||
1524 | uint idB = (uint)objB.GetUserPointer(); | ||
1525 | if (idA > idB) | ||
1526 | { | ||
1527 | uint temp = idA; | ||
1528 | idA = idB; | ||
1529 | idB = temp; | ||
1530 | contactNormal = -contactNormal; | ||
1531 | } | ||
1532 | |||
1533 | ulong collisionID = ((ulong) idA << 32) | idB; | ||
1534 | |||
1535 | BulletXNA.CollisionDesc cDesc = new BulletXNA.CollisionDesc() | ||
1536 | { | ||
1537 | aID = idA, | ||
1538 | bID = idB, | ||
1539 | point = contact, | ||
1540 | normal = contactNormal | ||
1541 | }; | ||
1542 | world.UpdatedCollisions.Add(cDesc); | ||
1543 | m_collisionsThisFrame++; | ||
1544 | |||
1545 | |||
1546 | } | ||
1547 | private static EntityProperties GetDebugProperties(object pWorld, object pBody) | ||
1548 | { | ||
1549 | EntityProperties ent = new EntityProperties(); | ||
1550 | DiscreteDynamicsWorld world = pWorld as DiscreteDynamicsWorld; | ||
1551 | RigidBody body = pBody as RigidBody; | ||
1552 | IndexedMatrix transform = body.GetWorldTransform(); | ||
1553 | IndexedVector3 LinearVelocity = body.GetInterpolationLinearVelocity(); | ||
1554 | IndexedVector3 AngularVelocity = body.GetInterpolationAngularVelocity(); | ||
1555 | IndexedQuaternion rotation = transform.GetRotation(); | ||
1556 | ent.Acceleration = Vector3.Zero; | ||
1557 | ent.ID = (uint)body.GetUserPointer(); | ||
1558 | ent.Position = new Vector3(transform._origin.X,transform._origin.Y,transform._origin.Z); | ||
1559 | ent.Rotation = new Quaternion(rotation.X,rotation.Y,rotation.Z,rotation.W); | ||
1560 | ent.Velocity = new Vector3(LinearVelocity.X, LinearVelocity.Y, LinearVelocity.Z); | ||
1561 | ent.RotationalVelocity = new Vector3(AngularVelocity.X, AngularVelocity.Y, AngularVelocity.Z); | ||
1562 | return ent; | ||
1563 | |||
1564 | |||
1565 | } | ||
1566 | |||
1567 | |||
1568 | internal static Vector3 GetLocalScaling2(object pBody) | ||
1569 | { | ||
1570 | CollisionShape shape = pBody as CollisionShape; | ||
1571 | IndexedVector3 scale = shape.GetLocalScaling(); | ||
1572 | return new Vector3(scale.X,scale.Y,scale.Z); | ||
1573 | } | ||
1574 | |||
1575 | internal static bool RayCastGround(object pWorld, Vector3 _RayOrigin, float pRayHeight, object NotMe) | ||
1576 | { | ||
1577 | DynamicsWorld world = pWorld as DynamicsWorld; | ||
1578 | if (world != null) | ||
1579 | { | ||
1580 | if (NotMe is CollisionObject || NotMe is RigidBody) | ||
1581 | { | ||
1582 | CollisionObject AvoidBody = NotMe as CollisionObject; | ||
1583 | |||
1584 | IndexedVector3 rOrigin = new IndexedVector3(_RayOrigin.X, _RayOrigin.Y, _RayOrigin.Z); | ||
1585 | IndexedVector3 rEnd = new IndexedVector3(_RayOrigin.X, _RayOrigin.Y, _RayOrigin.Z - pRayHeight); | ||
1586 | using ( | ||
1587 | ClosestNotMeRayResultCallback rayCallback = new ClosestNotMeRayResultCallback(rOrigin, | ||
1588 | rEnd, AvoidBody) | ||
1589 | ) | ||
1590 | { | ||
1591 | world.RayTest(ref rOrigin, ref rEnd, rayCallback); | ||
1592 | if (rayCallback.HasHit()) | ||
1593 | { | ||
1594 | IndexedVector3 hitLocation = rayCallback.m_hitPointWorld; | ||
1595 | |||
1596 | } | ||
1597 | return rayCallback.HasHit(); | ||
1598 | } | ||
1599 | } | ||
1600 | } | ||
1601 | return false; | ||
1602 | } | ||
1603 | } | ||
1604 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BulletSimData.cs b/OpenSim/Region/Physics/BulletSNPlugin/BulletSimData.cs new file mode 100644 index 0000000..a1ed8d8 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSNPlugin/BulletSimData.cs | |||
@@ -0,0 +1,280 @@ | |||
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 | using OMV = OpenMetaverse; | ||
31 | |||
32 | namespace OpenSim.Region.Physics.BulletSNPlugin | ||
33 | { | ||
34 | // Classes to allow some type checking for the API | ||
35 | // These hold pointers to allocated objects in the unmanaged space. | ||
36 | |||
37 | // The physics engine controller class created at initialization | ||
38 | public struct BulletSim | ||
39 | { | ||
40 | public BulletSim(uint worldId, BSScene bss, object xx) | ||
41 | { | ||
42 | ptr = xx; | ||
43 | worldID = worldId; | ||
44 | physicsScene = bss; | ||
45 | } | ||
46 | public object ptr; | ||
47 | public uint worldID; | ||
48 | // The scene is only in here so very low level routines have a handle to print debug/error messages | ||
49 | public BSScene physicsScene; | ||
50 | } | ||
51 | |||
52 | // An allocated Bullet btRigidBody | ||
53 | public struct BulletBody | ||
54 | { | ||
55 | public BulletBody(uint id) : this(id, null) | ||
56 | { | ||
57 | } | ||
58 | public BulletBody(uint id, object xx) | ||
59 | { | ||
60 | ID = id; | ||
61 | ptr = xx; | ||
62 | collisionType = CollisionType.Static; | ||
63 | } | ||
64 | public object ptr; | ||
65 | public uint ID; | ||
66 | public CollisionType collisionType; | ||
67 | |||
68 | public void Clear() | ||
69 | { | ||
70 | ptr = null; | ||
71 | } | ||
72 | public bool HasPhysicalBody { get { return ptr != null; } } | ||
73 | |||
74 | // Apply the specificed collision mask into the physical world | ||
75 | public void ApplyCollisionMask() | ||
76 | { | ||
77 | // Should assert the body has been added to the physical world. | ||
78 | // (The collision masks are stored in the collision proxy cache which only exists for | ||
79 | // a collision body that is in the world.) | ||
80 | BulletSimAPI.SetCollisionGroupMask2(ptr, | ||
81 | BulletSimData.CollisionTypeMasks[collisionType].group, | ||
82 | BulletSimData.CollisionTypeMasks[collisionType].mask); | ||
83 | } | ||
84 | |||
85 | public override string ToString() | ||
86 | { | ||
87 | StringBuilder buff = new StringBuilder(); | ||
88 | buff.Append("<id="); | ||
89 | buff.Append(ID.ToString()); | ||
90 | buff.Append(",p="); | ||
91 | buff.Append(ptr.ToString()); | ||
92 | buff.Append(",c="); | ||
93 | buff.Append(collisionType); | ||
94 | buff.Append(">"); | ||
95 | return buff.ToString(); | ||
96 | } | ||
97 | } | ||
98 | |||
99 | public struct BulletShape | ||
100 | { | ||
101 | public BulletShape(object xx) : this(xx, BSPhysicsShapeType.SHAPE_UNKNOWN) | ||
102 | { | ||
103 | } | ||
104 | public BulletShape(object xx, BSPhysicsShapeType typ) | ||
105 | { | ||
106 | ptr = xx; | ||
107 | type = typ; | ||
108 | shapeKey = (System.UInt64)FixedShapeKey.KEY_NONE; | ||
109 | isNativeShape = false; | ||
110 | } | ||
111 | public object ptr; | ||
112 | public BSPhysicsShapeType type; | ||
113 | public System.UInt64 shapeKey; | ||
114 | public bool isNativeShape; | ||
115 | |||
116 | public void Clear() | ||
117 | { | ||
118 | ptr = null; | ||
119 | } | ||
120 | public bool HasPhysicalShape { get { return ptr != null; } } | ||
121 | |||
122 | public override string ToString() | ||
123 | { | ||
124 | StringBuilder buff = new StringBuilder(); | ||
125 | buff.Append("<p="); | ||
126 | buff.Append(ptr.ToString()); | ||
127 | buff.Append(",s="); | ||
128 | buff.Append(type.ToString()); | ||
129 | buff.Append(",k="); | ||
130 | buff.Append(shapeKey.ToString("X")); | ||
131 | buff.Append(",n="); | ||
132 | buff.Append(isNativeShape.ToString()); | ||
133 | buff.Append(">"); | ||
134 | return buff.ToString(); | ||
135 | } | ||
136 | } | ||
137 | |||
138 | // An allocated Bullet btConstraint | ||
139 | public struct BulletConstraint | ||
140 | { | ||
141 | public BulletConstraint(object xx) | ||
142 | { | ||
143 | ptr = xx; | ||
144 | } | ||
145 | public object ptr; | ||
146 | |||
147 | public void Clear() | ||
148 | { | ||
149 | ptr = null; | ||
150 | } | ||
151 | public bool HasPhysicalConstraint { get { return ptr != null; } } | ||
152 | } | ||
153 | |||
154 | // An allocated HeightMapThing which holds various heightmap info. | ||
155 | // Made a class rather than a struct so there would be only one | ||
156 | // instance of this and C# will pass around pointers rather | ||
157 | // than making copies. | ||
158 | public class BulletHeightMapInfo | ||
159 | { | ||
160 | public BulletHeightMapInfo(uint id, float[] hm, object xx) { | ||
161 | ID = id; | ||
162 | Ptr = xx; | ||
163 | heightMap = hm; | ||
164 | terrainRegionBase = OMV.Vector3.Zero; | ||
165 | minCoords = new OMV.Vector3(100f, 100f, 25f); | ||
166 | maxCoords = new OMV.Vector3(101f, 101f, 26f); | ||
167 | minZ = maxZ = 0f; | ||
168 | sizeX = sizeY = 256f; | ||
169 | } | ||
170 | public uint ID; | ||
171 | public object Ptr; | ||
172 | public float[] heightMap; | ||
173 | public OMV.Vector3 terrainRegionBase; | ||
174 | public OMV.Vector3 minCoords; | ||
175 | public OMV.Vector3 maxCoords; | ||
176 | public float sizeX, sizeY; | ||
177 | public float minZ, maxZ; | ||
178 | public BulletShape terrainShape; | ||
179 | public BulletBody terrainBody; | ||
180 | |||
181 | public float collisionMargin { get; set; } | ||
182 | } | ||
183 | |||
184 | // The general class of collsion object. | ||
185 | public enum CollisionType | ||
186 | { | ||
187 | Avatar, | ||
188 | Groundplane, | ||
189 | Terrain, | ||
190 | Static, | ||
191 | Dynamic, | ||
192 | VolumeDetect, | ||
193 | // Linkset, // A linkset should be either Static or Dynamic | ||
194 | LinksetChild, | ||
195 | Unknown | ||
196 | }; | ||
197 | |||
198 | // Hold specification of group and mask collision flags for a CollisionType | ||
199 | public struct CollisionTypeFilterGroup | ||
200 | { | ||
201 | public CollisionTypeFilterGroup(CollisionType t, uint g, uint m) | ||
202 | { | ||
203 | type = t; | ||
204 | group = g; | ||
205 | mask = m; | ||
206 | } | ||
207 | public CollisionType type; | ||
208 | public uint group; | ||
209 | public uint mask; | ||
210 | }; | ||
211 | |||
212 | /* NOTE: old definitions kept for reference. Delete when things are working. | ||
213 | // The collsion filters and masked are defined in one place -- don't want them scattered | ||
214 | AvatarGroup = BCharacterGroup, | ||
215 | AvatarMask = BAllGroup, | ||
216 | ObjectGroup = BSolidGroup, | ||
217 | ObjectMask = BAllGroup, | ||
218 | StaticObjectGroup = BStaticGroup, | ||
219 | StaticObjectMask = AvatarGroup | ObjectGroup, // static things don't interact with much | ||
220 | LinksetGroup = BLinksetGroup, | ||
221 | LinksetMask = BAllGroup, | ||
222 | LinksetChildGroup = BLinksetChildGroup, | ||
223 | LinksetChildMask = BNoneGroup, // Linkset children disappear from the world | ||
224 | VolumeDetectGroup = BSensorTrigger, | ||
225 | VolumeDetectMask = ~BSensorTrigger, | ||
226 | TerrainGroup = BTerrainGroup, | ||
227 | TerrainMask = BAllGroup & ~BStaticGroup, // static objects on the ground don't collide | ||
228 | GroundPlaneGroup = BGroundPlaneGroup, | ||
229 | GroundPlaneMask = BAllGroup | ||
230 | */ | ||
231 | |||
232 | public static class BulletSimData | ||
233 | { | ||
234 | |||
235 | // Map of collisionTypes to flags for collision groups and masks. | ||
236 | // As mentioned above, don't use the CollisionFilterGroups definitions directly in the code | ||
237 | // but, instead, use references to this dictionary. Finding and debugging | ||
238 | // collision flag problems will be made easier. | ||
239 | public static Dictionary<CollisionType, CollisionTypeFilterGroup> CollisionTypeMasks | ||
240 | = new Dictionary<CollisionType, CollisionTypeFilterGroup>() | ||
241 | { | ||
242 | { CollisionType.Avatar, | ||
243 | new CollisionTypeFilterGroup(CollisionType.Avatar, | ||
244 | (uint)CollisionFilterGroups.BCharacterGroup, | ||
245 | (uint)CollisionFilterGroups.BAllGroup) | ||
246 | }, | ||
247 | { CollisionType.Groundplane, | ||
248 | new CollisionTypeFilterGroup(CollisionType.Groundplane, | ||
249 | (uint)CollisionFilterGroups.BGroundPlaneGroup, | ||
250 | (uint)CollisionFilterGroups.BAllGroup) | ||
251 | }, | ||
252 | { CollisionType.Terrain, | ||
253 | new CollisionTypeFilterGroup(CollisionType.Terrain, | ||
254 | (uint)CollisionFilterGroups.BTerrainGroup, | ||
255 | (uint)(CollisionFilterGroups.BAllGroup & ~CollisionFilterGroups.BStaticGroup)) | ||
256 | }, | ||
257 | { CollisionType.Static, | ||
258 | new CollisionTypeFilterGroup(CollisionType.Static, | ||
259 | (uint)CollisionFilterGroups.BStaticGroup, | ||
260 | (uint)(CollisionFilterGroups.BCharacterGroup | CollisionFilterGroups.BSolidGroup)) | ||
261 | }, | ||
262 | { CollisionType.Dynamic, | ||
263 | new CollisionTypeFilterGroup(CollisionType.Dynamic, | ||
264 | (uint)CollisionFilterGroups.BSolidGroup, | ||
265 | (uint)(CollisionFilterGroups.BAllGroup)) | ||
266 | }, | ||
267 | { CollisionType.VolumeDetect, | ||
268 | new CollisionTypeFilterGroup(CollisionType.VolumeDetect, | ||
269 | (uint)CollisionFilterGroups.BSensorTrigger, | ||
270 | (uint)(~CollisionFilterGroups.BSensorTrigger)) | ||
271 | }, | ||
272 | { CollisionType.LinksetChild, | ||
273 | new CollisionTypeFilterGroup(CollisionType.LinksetChild, | ||
274 | (uint)CollisionFilterGroups.BTerrainGroup, | ||
275 | (uint)(CollisionFilterGroups.BNoneGroup)) | ||
276 | }, | ||
277 | }; | ||
278 | |||
279 | } | ||
280 | } | ||