/* * 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. */ 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; CollisionCollection = new CollisionEventUpdate(); SubscribedEventsMs = 0; CollidingStep = 0; CollidingGroundStep = 0; } 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; } // 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, ...) public abstract void UpdatePhysicalMassProperties(float mass); // 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 abstract OMV.Vector3 Scale { get; set; } public abstract bool IsSolid { get; } public abstract bool IsStatic { get; } // 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); // Tell the object to clean up. public abstract void Destroy(); 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 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 collision flags we think are set in Bullet protected CollisionFlags CurrentCollisionFlags { get; set; } // 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() and IsCollidingGround() work CollidingStep = PhysicsScene.SimulationStep; if (collidingWith <= PhysicsScene.TerrainManager.HighestTerrainID) { CollidingGroundStep = 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 structure 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. 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() { 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() { 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 // 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); } } }