/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyrightD * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using System; using System.Collections.Generic; using System.Text; using OMV = OpenMetaverse; using OpenSim.Framework; using OpenSim.Region.Physics.Manager; namespace OpenSim.Region.Physics.BulletSPlugin { /* * Class to wrap all objects. * The rest of BulletSim doesn't need to keep checking for avatars or prims * unless the difference is significant. * * Variables in the physicsl objects are in three forms: * VariableName: used by the simulator and performs taint operations, etc * RawVariableName: direct reference to the BulletSim storage for the variable value * ForceVariableName: direct reference (store and fetch) to the value in the physics engine. * The last two (and certainly the last one) should be referenced only in taint-time. */ /* * As of 20121221, the following are the call sequences (going down) for different script physical functions: * llApplyImpulse llApplyRotImpulse llSetTorque llSetForce * SOP.ApplyImpulse SOP.ApplyAngularImpulse SOP.SetAngularImpulse SOP.SetForce * SOG.ApplyImpulse SOG.ApplyAngularImpulse SOG.SetAngularImpulse * PA.AddForce PA.AddAngularForce PA.Torque = v PA.Force = v * BS.ApplyCentralForce BS.ApplyTorque */ // Flags used to denote which properties updates when making UpdateProperties calls to linksets, etc. public enum UpdatedProperties : uint { Position = 1 << 0, Orientation = 1 << 1, Velocity = 1 << 2, Acceleration = 1 << 3, RotationalVelocity = 1 << 4, EntPropUpdates = Position | Orientation | Velocity | Acceleration | RotationalVelocity, } public abstract class BSPhysObject : PhysicsActor { protected BSPhysObject() { } protected BSPhysObject(BSScene parentScene, uint localID, string name, string typeName) { PhysicsScene = parentScene; LocalID = localID; PhysObjectName = name; Name = name; // PhysicsActor also has the name of the object. Someday consolidate. TypeName = typeName; // Initialize variables kept in base. GravModifier = 1.0f; Gravity = new OMV.Vector3(0f, 0f, BSParam.Gravity); // We don't have any physical representation yet. PhysBody = new BulletBody(localID); PhysShape = new BulletShape(); LastAssetBuildFailed = false; // Default material type. Also sets Friction, Restitution and Density. SetMaterial((int)MaterialAttributes.Material.Wood); CollisionCollection = new CollisionEventUpdate(); CollisionsLastTick = CollisionCollection; SubscribedEventsMs = 0; CollidingStep = 0; CollidingGroundStep = 0; CollisionAccumulation = 0; ColliderIsMoving = false; CollisionScore = 0; } // Tell the object to clean up. public virtual void Destroy() { UnRegisterAllPreStepActions(); UnRegisterAllPostStepActions(); } public BSScene PhysicsScene { get; protected set; } // public override uint LocalID { get; set; } // Use the LocalID definition in PhysicsActor public string PhysObjectName { get; protected set; } public string TypeName { get; protected set; } // Return the object mass without calculating it or having side effects public abstract float RawMass { get; } // Set the raw mass but also update physical mass properties (inertia, ...) // 'inWorld' true if the object has already been added to the dynamic world. public abstract void UpdatePhysicalMassProperties(float mass, bool inWorld); // The gravity being applied to the object. A function of default grav, GravityModifier and Buoyancy. public virtual OMV.Vector3 Gravity { get; set; } // The last value calculated for the prim's inertia public OMV.Vector3 Inertia { get; set; } // Reference to the physical body (btCollisionObject) of this object public BulletBody PhysBody; // Reference to the physical shape (btCollisionShape) of this object public BulletShape PhysShape; // 'true' if the mesh's underlying asset failed to build. // This will keep us from looping after the first time the build failed. public bool LastAssetBuildFailed { get; set; } // The objects base shape information. Null if not a prim type shape. public PrimitiveBaseShape BaseShape { get; protected set; } // Some types of objects have preferred physical representations. // Returns SHAPE_UNKNOWN if there is no preference. public virtual BSPhysicsShapeType PreferredPhysicalShape { get { return BSPhysicsShapeType.SHAPE_UNKNOWN; } } // When the physical properties are updated, an EntityProperty holds the update values. // Keep the current and last EntityProperties to enable computation of differences // between the current update and the previous values. public EntityProperties CurrentEntityProperties { get; set; } public EntityProperties LastEntityProperties { get; set; } public virtual OMV.Vector3 Scale { get; set; } public abstract bool IsSolid { get; } public abstract bool IsStatic { get; } public abstract bool IsSelected { get; } // It can be confusing for an actor to know if it should move or update an object // depeneding on the setting of 'selected', 'physical, ... // This flag is the true test -- if true, the object is being acted on in the physical world public abstract bool IsPhysicallyActive { get; } // Materialness public MaterialAttributes.Material Material { get; private set; } public override void SetMaterial(int material) { Material = (MaterialAttributes.Material)material; // Setting the material sets the material attributes also. MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, false); Friction = matAttrib.friction; Restitution = matAttrib.restitution; Density = matAttrib.density; } // Stop all physical motion. public abstract void ZeroMotion(bool inTaintTime); public abstract void ZeroAngularMotion(bool inTaintTime); // Update the physical location and motion of the object. Called with data from Bullet. public abstract void UpdateProperties(EntityProperties entprop); public abstract OMV.Vector3 RawPosition { get; set; } public abstract OMV.Vector3 ForcePosition { get; set; } public abstract OMV.Quaternion RawOrientation { get; set; } public abstract OMV.Quaternion ForceOrientation { get; set; } public virtual float TargetSpeed { get { OMV.Vector3 characterOrientedVelocity = TargetVelocity * OMV.Quaternion.Inverse(OMV.Quaternion.Normalize(RawOrientation)); return characterOrientedVelocity.X; } } public abstract OMV.Vector3 RawVelocity { get; set; } public abstract OMV.Vector3 ForceVelocity { get; set; } public abstract OMV.Vector3 ForceRotationalVelocity { get; set; } public abstract float ForceBuoyancy { get; set; } public virtual bool ForceBodyShapeRebuild(bool inTaintTime) { return false; } public virtual float ForwardSpeed { get { OMV.Vector3 characterOrientedVelocity = RawVelocity * OMV.Quaternion.Inverse(OMV.Quaternion.Normalize(RawOrientation)); return characterOrientedVelocity.X; } } #region Collisions // Requested number of milliseconds between collision events. Zero means disabled. protected int SubscribedEventsMs { get; set; } // Given subscription, the time that a collision may be passed up protected int NextCollisionOkTime { get; set; } // The simulation step that last had a collision protected long CollidingStep { get; set; } // The simulation step that last had a collision with the ground protected long CollidingGroundStep { get; set; } // The simulation step that last collided with an object protected long CollidingObjectStep { get; set; } // The collision flags we think are set in Bullet protected CollisionFlags CurrentCollisionFlags { get; set; } // On a collision, check the collider and remember if the last collider was moving // Used to modify the standing of avatars (avatars on stationary things stand still) protected bool ColliderIsMoving; // Count of collisions for this object protected long CollisionAccumulation { get; set; } public override bool IsColliding { get { return (CollidingStep == PhysicsScene.SimulationStep); } set { if (value) CollidingStep = PhysicsScene.SimulationStep; else CollidingStep = 0; } } public override bool CollidingGround { get { return (CollidingGroundStep == PhysicsScene.SimulationStep); } set { if (value) CollidingGroundStep = PhysicsScene.SimulationStep; else CollidingGroundStep = 0; } } public override bool CollidingObj { get { return (CollidingObjectStep == PhysicsScene.SimulationStep); } set { if (value) CollidingObjectStep = PhysicsScene.SimulationStep; else CollidingObjectStep = 0; } } // The collisions that have been collected this tick protected CollisionEventUpdate CollisionCollection; // Remember collisions from last tick for fancy collision based actions // (like a BSCharacter walking up stairs). protected CollisionEventUpdate CollisionsLastTick; // The simulation step is telling this object about a collision. // Return 'true' if a collision was processed and should be sent up. // Return 'false' if this object is not enabled/subscribed/appropriate for or has already seen this collision. // Called at taint time from within the Step() function public virtual bool Collide(uint collidingWith, BSPhysObject collidee, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) { bool ret = false; // The following lines make IsColliding(), CollidingGround() and CollidingObj work CollidingStep = PhysicsScene.SimulationStep; if (collidingWith <= PhysicsScene.TerrainManager.HighestTerrainID) { CollidingGroundStep = PhysicsScene.SimulationStep; } else { CollidingObjectStep = PhysicsScene.SimulationStep; } CollisionAccumulation++; // For movement tests, remember if we are colliding with an object that is moving. ColliderIsMoving = collidee != null ? collidee.RawVelocity != OMV.Vector3.Zero : false; // If someone has subscribed for collision events log the collision so it will be reported up if (SubscribedEvents()) { CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); DetailLog("{0},{1}.Collison.AddCollider,call,with={2},point={3},normal={4},depth={5}", LocalID, TypeName, collidingWith, contactPoint, contactNormal, pentrationDepth); ret = true; } return ret; } // Send the collected collisions into the simulator. // Called at taint time from within the Step() function thus no locking problems // with CollisionCollection and ObjectsWithNoMoreCollisions. // Return 'true' if there were some actual collisions passed up public virtual bool SendCollisions() { bool ret = true; // If the 'no collision' call, force it to happen right now so quick collision_end bool force = (CollisionCollection.Count == 0 && CollisionsLastTick.Count != 0); // throttle the collisions to the number of milliseconds specified in the subscription if (force || (PhysicsScene.SimulationNowTime >= NextCollisionOkTime)) { NextCollisionOkTime = PhysicsScene.SimulationNowTime + SubscribedEventsMs; // We are called if we previously had collisions. If there are no collisions // this time, send up one last empty event so OpenSim can sense collision end. if (CollisionCollection.Count == 0) { // If I have no collisions this time, remove me from the list of objects with collisions. ret = false; } DetailLog("{0},{1}.SendCollisionUpdate,call,numCollisions={2}", LocalID, TypeName, CollisionCollection.Count); base.SendCollisionUpdate(CollisionCollection); // Remember the collisions from this tick for some collision specific processing. CollisionsLastTick = CollisionCollection; // The CollisionCollection instance is passed around in the simulator. // Make sure we don't have a handle to that one and that a new one is used for next time. // This fixes an interesting 'gotcha'. If we call CollisionCollection.Clear() here, // a race condition is created for the other users of this instance. CollisionCollection = new CollisionEventUpdate(); } return ret; } // Subscribe for collision events. // Parameter is the millisecond rate the caller wishes collision events to occur. public override void SubscribeEvents(int ms) { // DetailLog("{0},{1}.SubscribeEvents,subscribing,ms={2}", LocalID, TypeName, ms); SubscribedEventsMs = ms; if (ms > 0) { // make sure first collision happens NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs); PhysicsScene.TaintedObject(TypeName+".SubscribeEvents", delegate() { if (PhysBody.HasPhysicalBody) CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); }); } else { // Subscribing for zero or less is the same as unsubscribing UnSubscribeEvents(); } } public override void UnSubscribeEvents() { // DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName); SubscribedEventsMs = 0; PhysicsScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate() { // Make sure there is a body there because sometimes destruction happens in an un-ideal order. if (PhysBody.HasPhysicalBody) CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); }); } // Return 'true' if the simulator wants collision events public override bool SubscribedEvents() { return (SubscribedEventsMs > 0); } // Because 'CollisionScore' is called many times while sorting, it should not be recomputed // each time called. So this is built to be light weight for each collision and to do // all the processing when the user asks for the info. public void ComputeCollisionScore() { // Scale the collision count by the time since the last collision. // The "+1" prevents dividing by zero. long timeAgo = PhysicsScene.SimulationStep - CollidingStep + 1; CollisionScore = CollisionAccumulation / timeAgo; } public override float CollisionScore { get; set; } #endregion // Collisions #region Per Simulation Step actions // There are some actions that must be performed for a physical object before each simulation step. // These actions are optional so, rather than scanning all the physical objects and asking them // if they have anything to do, a physical object registers for an event call before the step is performed. // This bookkeeping makes it easy to add, remove and clean up after all these registrations. private Dictionary RegisteredPrestepActions = new Dictionary(); private Dictionary RegisteredPoststepActions = new Dictionary(); protected void RegisterPreStepAction(string op, uint id, BSScene.PreStepAction actn) { string identifier = op + "-" + id.ToString(); lock (RegisteredPrestepActions) { // Clean out any existing action UnRegisterPreStepAction(op, id); RegisteredPrestepActions[identifier] = actn; PhysicsScene.BeforeStep += actn; } DetailLog("{0},BSPhysObject.RegisterPreStepAction,id={1}", LocalID, identifier); } // Unregister a pre step action. Safe to call if the action has not been registered. // Returns 'true' if an action was actually removed protected bool UnRegisterPreStepAction(string op, uint id) { string identifier = op + "-" + id.ToString(); bool removed = false; lock (RegisteredPrestepActions) { if (RegisteredPrestepActions.ContainsKey(identifier)) { PhysicsScene.BeforeStep -= RegisteredPrestepActions[identifier]; RegisteredPrestepActions.Remove(identifier); removed = true; } } DetailLog("{0},BSPhysObject.UnRegisterPreStepAction,id={1},removed={2}", LocalID, identifier, removed); return removed; } protected void UnRegisterAllPreStepActions() { lock (RegisteredPrestepActions) { foreach (KeyValuePair kvp in RegisteredPrestepActions) { PhysicsScene.BeforeStep -= kvp.Value; } RegisteredPrestepActions.Clear(); } DetailLog("{0},BSPhysObject.UnRegisterAllPreStepActions,", LocalID); } protected void RegisterPostStepAction(string op, uint id, BSScene.PostStepAction actn) { string identifier = op + "-" + id.ToString(); lock (RegisteredPoststepActions) { // Clean out any existing action UnRegisterPostStepAction(op, id); RegisteredPoststepActions[identifier] = actn; PhysicsScene.AfterStep += actn; } DetailLog("{0},BSPhysObject.RegisterPostStepAction,id={1}", LocalID, identifier); } // Unregister a pre step action. Safe to call if the action has not been registered. // Returns 'true' if an action was actually removed. protected bool UnRegisterPostStepAction(string op, uint id) { string identifier = op + "-" + id.ToString(); bool removed = false; lock (RegisteredPoststepActions) { if (RegisteredPoststepActions.ContainsKey(identifier)) { PhysicsScene.AfterStep -= RegisteredPoststepActions[identifier]; RegisteredPoststepActions.Remove(identifier); removed = true; } } DetailLog("{0},BSPhysObject.UnRegisterPostStepAction,id={1},removed={2}", LocalID, identifier, removed); return removed; } protected void UnRegisterAllPostStepActions() { lock (RegisteredPoststepActions) { foreach (KeyValuePair kvp in RegisteredPoststepActions) { PhysicsScene.AfterStep -= kvp.Value; } RegisteredPoststepActions.Clear(); } DetailLog("{0},BSPhysObject.UnRegisterAllPostStepActions,", LocalID); } #endregion // Per Simulation Step actions // High performance detailed logging routine used by the physical objects. protected void DetailLog(string msg, params Object[] args) { if (PhysicsScene.PhysicsLogging.Enabled) PhysicsScene.DetailLog(msg, args); } } }