/* * 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 */ public abstract class BSPhysObject : PhysicsActor { protected BSPhysObject() { } protected BSPhysObject(BSScene parentScene, uint localID, string name, string typeName) { PhysicsScene = parentScene; LocalID = localID; PhysObjectName = name; TypeName = typeName; Linkset = BSLinkset.Factory(PhysicsScene, this); LastAssetBuildFailed = false; // Default material type Material = MaterialAttributes.Material.Wood; CollisionCollection = new CollisionEventUpdate(); SubscribedEventsMs = 0; CollidingStep = 0; CollidingGroundStep = 0; } // Tell the object to clean up. public virtual void Destroy() { UnRegisterAllPreStepActions(); } 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; } public BSLinkset Linkset { get; set; } public BSLinksetInfo LinksetInfo { get; 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 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; } // Materialness public MaterialAttributes.Material Material { get; private set; } public override void SetMaterial(int material) { Material = (MaterialAttributes.Material)material; } // Stop all physical motion. public abstract void ZeroMotion(bool inTaintTime); public abstract void ZeroAngularMotion(bool inTaintTime); // Step the vehicle simulation for this object. A NOOP if the vehicle was not configured. public virtual void StepVehicle(float timeStep) { } // 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; } // The system is telling us the velocity it wants to move at. // protected OMV.Vector3 m_targetVelocity; // use the definition in PhysicsActor public override OMV.Vector3 TargetVelocity { get { return m_targetVelocity; } set { m_targetVelocity = value; Velocity = value; } } 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; } #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; } 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; // The simulation step is telling this object about a collision. // Return 'true' if a collision was processed and should be sent up. // 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; } // prims in the same linkset cannot collide with each other if (collidee != null && (this.Linkset.LinksetID == collidee.Linkset.LinksetID)) { return ret; } // if someone has subscribed for collision events.... 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); // 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); // 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 = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, 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 = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); }); } // Return 'true' if the simulator wants collision events public override bool SubscribedEvents() { return (SubscribedEventsMs > 0); } #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 RegisteredActions = new Dictionary(); protected void RegisterPreStepAction(string op, uint id, BSScene.PreStepAction actn) { string identifier = op + "-" + id.ToString(); RegisteredActions[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. protected void UnRegisterPreStepAction(string op, uint id) { string identifier = op + "-" + id.ToString(); bool removed = false; if (RegisteredActions.ContainsKey(identifier)) { PhysicsScene.BeforeStep -= RegisteredActions[identifier]; RegisteredActions.Remove(identifier); removed = true; } DetailLog("{0},BSPhysObject.UnRegisterPreStepAction,id={1},removed={2}", LocalID, identifier, removed); } protected void UnRegisterAllPreStepActions() { foreach (KeyValuePair kvp in RegisteredActions) { PhysicsScene.BeforeStep -= kvp.Value; } RegisteredActions.Clear(); DetailLog("{0},BSPhysObject.UnRegisterAllPreStepActions,", 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); } } }