1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
|
/*
* 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.Reflection;
using System.Collections.Generic;
using System.Xml;
using log4net;
using OMV = OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Physics.Manager;
using OpenSim.Region.Physics.ConvexDecompositionDotNet;
namespace OpenSim.Region.Physics.BulletSPlugin
{
[Serializable]
public sealed class BSPrim : PhysicsActor
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private static readonly string LogHeader = "[BULLETS PRIM]";
private void DebugLog(string mm, params Object[] xx) { if (_scene.shouldDebugLog) m_log.DebugFormat(mm, xx); }
private IMesh _mesh;
private PrimitiveBaseShape _pbs;
private ShapeData.PhysicsShapeType _shapeType;
private ulong _meshKey;
private ulong _hullKey;
private List<ConvexResult> _hulls;
private BSScene _scene;
public BSScene Scene { get { return _scene; } }
private String _avName;
private uint _localID = 0;
// _size is what the user passed. _scale is what we pass to the physics engine with the mesh.
// Often _scale is unity because the meshmerizer will apply _size when creating the mesh.
private OMV.Vector3 _size; // the multiplier for each mesh dimension as passed by the user
private OMV.Vector3 _scale; // the multiplier for each mesh dimension for the mesh as created by the meshmerizer
private bool _stopped;
private bool _grabbed;
private bool _isSelected;
private bool _isVolumeDetect;
private OMV.Vector3 _position;
private float _mass;
private float _density;
private OMV.Vector3 _force;
private OMV.Vector3 _velocity;
private OMV.Vector3 _torque;
private float _collisionScore;
private OMV.Vector3 _acceleration;
private OMV.Quaternion _orientation;
private int _physicsActorType;
private bool _isPhysical;
private bool _flying;
private float _friction;
private float _restitution;
private bool _setAlwaysRun;
private bool _throttleUpdates;
private bool _isColliding;
private bool _collidingGround;
private bool _collidingObj;
private bool _floatOnWater;
private OMV.Vector3 _rotationalVelocity;
private bool _kinematic;
private float _buoyancy;
private BSPrim _parentPrim;
private List<BSPrim> _childrenPrims;
private int _subscribedEventsMs = 0;
private int _nextCollisionOkTime = 0;
long _collidingStep;
long _collidingGroundStep;
private BSDynamics _vehicle;
private OMV.Vector3 _PIDTarget;
private bool _usePID;
private float _PIDTau;
private bool _useHoverPID;
private float _PIDHoverHeight;
private PIDHoverType _PIDHoverType;
private float _PIDHoverTao;
public BSPrim(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size,
OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical)
{
// m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID);
_localID = localID;
_avName = primName;
_scene = parent_scene;
_position = pos;
_size = size;
_scale = new OMV.Vector3(1f, 1f, 1f); // the scale will be set by CreateGeom depending on object type
_orientation = rotation;
_buoyancy = 1f;
_velocity = OMV.Vector3.Zero;
_rotationalVelocity = OMV.Vector3.Zero;
_hullKey = 0;
_meshKey = 0;
_pbs = pbs;
_isPhysical = pisPhysical;
_isVolumeDetect = false;
_subscribedEventsMs = 0;
_friction = _scene.Params.defaultFriction; // TODO: compute based on object material
_density = _scene.Params.defaultDensity; // TODO: compute based on object material
_restitution = _scene.Params.defaultRestitution;
_parentPrim = null; // not a child or a parent
_vehicle = new BSDynamics(this); // add vehicleness
_childrenPrims = new List<BSPrim>();
if (_isPhysical)
_mass = CalculateMass();
else
_mass = 0f;
// do the actual object creation at taint time
_scene.TaintedObject(delegate()
{
RecreateGeomAndObject();
});
}
// called when this prim is being destroyed and we should free all the resources
public void Destroy()
{
// m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID);
// Undo any vehicle properties
_vehicle.ProcessTypeChange(Vehicle.TYPE_NONE, 1f);
_scene.RemoveVehiclePrim(this); // just to make sure
// undo any dependance with/on other objects
if (_parentPrim != null)
{
// If I'm someone's child, tell them to forget about me.
_parentPrim.RemoveChildFromLinkset(this);
_parentPrim = null;
}
_scene.TaintedObject(delegate()
{
// everything in the C# world will get garbage collected. Tell the C++ world to free stuff.
BulletSimAPI.DestroyObject(_scene.WorldID, _localID);
});
}
public override bool Stopped {
get { return _stopped; }
}
public override OMV.Vector3 Size {
get { return _size; }
set {
_size = value;
_scene.TaintedObject(delegate()
{
if (_isPhysical) _mass = CalculateMass(); // changing size changes the mass
BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, _mass, _isPhysical);
RecreateGeomAndObject();
});
}
}
public override PrimitiveBaseShape Shape {
set {
_pbs = value;
_scene.TaintedObject(delegate()
{
if (_isPhysical) _mass = CalculateMass(); // changing the shape changes the mass
RecreateGeomAndObject();
});
}
}
public override uint LocalID {
set { _localID = value; }
get { return _localID; }
}
public override bool Grabbed {
set { _grabbed = value;
}
}
public override bool Selected {
set {
_isSelected = value;
_scene.TaintedObject(delegate()
{
SetObjectDynamic();
});
}
}
public override void CrossingFailure() { return; }
// link me to the specified parent
public override void link(PhysicsActor obj) {
BSPrim parent = obj as BSPrim;
DebugLog("{0}: link {1}/{2} to {3}", LogHeader, _avName, _localID, obj.LocalID);
// TODO: decide if this parent checking needs to happen at taint time
if (_parentPrim == null)
{
if (parent != null)
{
// I don't have a parent so I am joining a linkset
parent.AddChildToLinkset(this);
}
}
else
{
// I already have a parent, is parenting changing?
if (parent != _parentPrim)
{
if (parent == null)
{
// we are being removed from a linkset
_parentPrim.RemoveChildFromLinkset(this);
}
else
{
// asking to reparent a prim should not happen
m_log.ErrorFormat("{0}: link(): Reparenting a prim. ", LogHeader);
}
}
}
return;
}
// delink me from my linkset
public override void delink() {
// TODO: decide if this parent checking needs to happen at taint time
// Race condition here: if link() and delink() in same simulation tick, the delink will not happen
DebugLog("{0}: delink {1}/{2}. Parent={3}", LogHeader, _avName, _localID,
(_parentPrim==null ? "NULL" : _parentPrim._avName+"/"+_parentPrim.LocalID.ToString()));
if (_parentPrim != null)
{
_parentPrim.RemoveChildFromLinkset(this);
}
return;
}
// I am the root of a linkset and a new child is being added
public void AddChildToLinkset(BSPrim pchild)
{
BSPrim child = pchild;
_scene.TaintedObject(delegate()
{
if (!_childrenPrims.Contains(child))
{
DebugLog("{0}: AddChildToLinkset: adding child {1} to {2}", LogHeader, child.LocalID, this.LocalID);
_childrenPrims.Add(child);
child._parentPrim = this; // the child has gained a parent
RecreateGeomAndObject(); // rebuild my shape with the new child added
}
});
return;
}
// I am the root of a linkset and one of my children is being removed.
// Safe to call even if the child is not really in my linkset.
public void RemoveChildFromLinkset(BSPrim pchild)
{
BSPrim child = pchild;
_scene.TaintedObject(delegate()
{
if (_childrenPrims.Contains(child))
{
DebugLog("{0}: RemoveChildFromLinkset: Removing constraint to {1}", LogHeader, child.LocalID);
if (!BulletSimAPI.RemoveConstraintByID(_scene.WorldID, child.LocalID))
{
m_log.ErrorFormat("{0}: RemoveChildFromLinkset: Failed remove constraint for {1}", LogHeader, child.LocalID);
}
_childrenPrims.Remove(child);
child._parentPrim = null; // the child has lost its parent
RecreateGeomAndObject(); // rebuild my shape with the child removed
}
else
{
m_log.ErrorFormat("{0}: Asked to remove child from linkset that was not in linkset");
}
});
return;
}
// return true if we are the root of a linkset (there are children to manage)
public bool IsRootOfLinkset
{
get { return (_parentPrim == null && _childrenPrims.Count != 0); }
}
// Set motion values to zero.
// Do it to the properties so the values get set in the physics engine.
// Push the setting of the values to the viewer.
private void ZeroMotion()
{
Velocity = OMV.Vector3.Zero;
_acceleration = OMV.Vector3.Zero;
RotationalVelocity = OMV.Vector3.Zero;
base.RequestPhysicsterseUpdate();
}
public override void LockAngularMotion(OMV.Vector3 axis) { return; }
public override OMV.Vector3 Position {
get {
// don't do the following GetObjectPosition because this function is called a zillion times
// _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID);
return _position;
}
set {
_position = value;
_scene.TaintedObject(delegate()
{
BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation);
// m_log.DebugFormat("{0}: setPosition: id={1}, position={2}", LogHeader, _localID, _position);
});
}
}
public override float Mass {
get { return _mass; }
}
public override OMV.Vector3 Force {
get { return _force; }
set {
_force = value;
_scene.TaintedObject(delegate()
{
BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force);
});
}
}
public override int VehicleType {
get {
return (int)_vehicle.Type; // if we are a vehicle, return that type
}
set {
Vehicle type = (Vehicle)value;
_vehicle.ProcessTypeChange(type, _scene.LastSimulatedTimestep);
_scene.TaintedObject(delegate()
{
if (type == Vehicle.TYPE_NONE)
{
_scene.RemoveVehiclePrim(this);
}
else
{
// make it so the scene will call us each tick to do vehicle things
_scene.AddVehiclePrim(this);
}
return;
});
}
}
public override void VehicleFloatParam(int param, float value)
{
_vehicle.ProcessFloatVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep);
}
public override void VehicleVectorParam(int param, OMV.Vector3 value)
{
_vehicle.ProcessVectorVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep);
}
public override void VehicleRotationParam(int param, OMV.Quaternion rotation)
{
_vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation);
}
public override void VehicleFlags(int param, bool remove)
{
_vehicle.ProcessVehicleFlags(param, remove);
}
// Called each simulation step to advance vehicle characteristics
public void StepVehicle(float timeStep)
{
_vehicle.Step(timeStep, _scene);
}
// Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more
public override void SetVolumeDetect(int param) {
bool newValue = (param != 0);
if (_isVolumeDetect != newValue)
{
_isVolumeDetect = newValue;
_scene.TaintedObject(delegate()
{
SetObjectDynamic();
});
}
return;
}
public override OMV.Vector3 GeometricCenter { get { return OMV.Vector3.Zero; } }
public override OMV.Vector3 CenterOfMass { get { return OMV.Vector3.Zero; } }
public override OMV.Vector3 Velocity {
get { return _velocity; }
set { _velocity = value;
_scene.TaintedObject(delegate()
{
BulletSimAPI.SetObjectVelocity(_scene.WorldID, LocalID, _velocity);
});
}
}
public override OMV.Vector3 Torque {
get { return _torque; }
set { _torque = value;
}
}
public override float CollisionScore {
get { return _collisionScore; }
set { _collisionScore = value;
}
}
public override OMV.Vector3 Acceleration {
get { return _acceleration; }
set { _acceleration = value; }
}
public override OMV.Quaternion Orientation {
get { return _orientation; }
set {
_orientation = value;
// m_log.DebugFormat("{0}: set orientation: id={1}, ori={2}", LogHeader, LocalID, _orientation);
_scene.TaintedObject(delegate()
{
// _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID);
BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation);
});
}
}
public override int PhysicsActorType {
get { return _physicsActorType; }
set { _physicsActorType = value;
}
}
public override bool IsPhysical {
get { return _isPhysical; }
set {
_isPhysical = value;
_scene.TaintedObject(delegate()
{
SetObjectDynamic();
});
}
}
// An object is static (does not move) if selected or not physical
private bool IsStatic
{
get { return _isSelected || !IsPhysical; }
}
// An object is solid if it's not phantom and if it's not doing VolumeDetect
private bool IsSolid
{
get { return !IsPhantom && !_isVolumeDetect; }
}
// make gravity work if the object is physical and not selected
// no locking here because only called when it is safe
private void SetObjectDynamic()
{
// m_log.DebugFormat("{0}: ID={1}, SetObjectDynamic: IsStatic={2}, IsSolid={3}", LogHeader, _localID, IsStatic, IsSolid);
// non-physical things work best with a mass of zero
if (IsStatic)
{
_mass = 0f;
}
else
{
_mass = CalculateMass();
// If it's dynamic, make sure the hull has been created for it
// This shouldn't do much work if the object had previously been built
RecreateGeomAndObject();
}
BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), _mass);
}
// prims don't fly
public override bool Flying {
get { return _flying; }
set { _flying = value; }
}
public override bool SetAlwaysRun {
get { return _setAlwaysRun; }
set { _setAlwaysRun = value; }
}
public override bool ThrottleUpdates {
get { return _throttleUpdates; }
set { _throttleUpdates = value; }
}
public override bool IsColliding {
get { return (_collidingStep == _scene.SimulationStep); }
set { _isColliding = value; }
}
public override bool CollidingGround {
get { return (_collidingGroundStep == _scene.SimulationStep); }
set { _collidingGround = value; }
}
public override bool CollidingObj {
get { return _collidingObj; }
set { _collidingObj = value; }
}
public bool IsPhantom {
get {
// SceneObjectPart removes phantom objects from the physics scene
// so, although we could implement touching and such, we never
// are invoked as a phantom object
return false;
}
}
public override bool FloatOnWater {
set { _floatOnWater = value; }
}
public override OMV.Vector3 RotationalVelocity {
get { return _rotationalVelocity; }
set { _rotationalVelocity = value;
// m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity);
_scene.TaintedObject(delegate()
{
BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _rotationalVelocity);
});
}
}
public override bool Kinematic {
get { return _kinematic; }
set { _kinematic = value;
// m_log.DebugFormat("{0}: Kinematic={1}", LogHeader, _kinematic);
}
}
public override float Buoyancy {
get { return _buoyancy; }
set { _buoyancy = value;
_scene.TaintedObject(delegate()
{
BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy);
});
}
}
// Used for MoveTo
public override OMV.Vector3 PIDTarget {
set { _PIDTarget = value; }
}
public override bool PIDActive {
set { _usePID = value; }
}
public override float PIDTau {
set { _PIDTau = value; }
}
// Used for llSetHoverHeight and maybe vehicle height
// Hover Height will override MoveTo target's Z
public override bool PIDHoverActive {
set { _useHoverPID = value; }
}
public override float PIDHoverHeight {
set { _PIDHoverHeight = value; }
}
public override PIDHoverType PIDHoverType {
set { _PIDHoverType = value; }
}
public override float PIDHoverTau {
set { _PIDHoverTao = value; }
}
// For RotLookAt
public override OMV.Quaternion APIDTarget { set { return; } }
public override bool APIDActive { set { return; } }
public override float APIDStrength { set { return; } }
public override float APIDDamping { set { return; } }
public override void AddForce(OMV.Vector3 force, bool pushforce) {
if (force.IsFinite())
{
_force.X += force.X;
_force.Y += force.Y;
_force.Z += force.Z;
}
else
{
m_log.WarnFormat("{0}: Got a NaN force applied to a Character", LogHeader);
}
_scene.TaintedObject(delegate()
{
BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force);
});
}
public override void AddAngularForce(OMV.Vector3 force, bool pushforce) {
// m_log.DebugFormat("{0}: AddAngularForce. f={1}, push={2}", LogHeader, force, pushforce);
}
public override void SetMomentum(OMV.Vector3 momentum) {
}
public override void SubscribeEvents(int ms) {
_subscribedEventsMs = ms;
// make sure first collision happens
_nextCollisionOkTime = Util.EnvironmentTickCount() - _subscribedEventsMs;
}
public override void UnSubscribeEvents() {
_subscribedEventsMs = 0;
}
public override bool SubscribedEvents() {
return (_subscribedEventsMs > 0);
}
#region Mass Calculation
private float CalculateMass()
{
float volume = _size.X * _size.Y * _size.Z; // default
float tmp;
float returnMass = 0;
float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f;
float hollowVolume = hollowAmount * hollowAmount;
switch (_pbs.ProfileShape)
{
case ProfileShape.Square:
// default box
if (_pbs.PathCurve == (byte)Extrusion.Straight)
{
if (hollowAmount > 0.0)
{
switch (_pbs.HollowShape)
{
case HollowShape.Square:
case HollowShape.Same:
break;
case HollowShape.Circle:
hollowVolume *= 0.78539816339f;
break;
case HollowShape.Triangle:
hollowVolume *= (0.5f * .5f);
break;
default:
hollowVolume = 0;
break;
}
volume *= (1.0f - hollowVolume);
}
}
else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
{
//a tube
volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX);
tmp= 1.0f -2.0e-2f * (float)(200 - _pbs.PathScaleY);
volume -= volume*tmp*tmp;
if (hollowAmount > 0.0)
{
hollowVolume *= hollowAmount;
switch (_pbs.HollowShape)
{
case HollowShape.Square:
case HollowShape.Same:
break;
case HollowShape.Circle:
hollowVolume *= 0.78539816339f;;
break;
case HollowShape.Triangle:
hollowVolume *= 0.5f * 0.5f;
break;
default:
hollowVolume = 0;
break;
}
volume *= (1.0f - hollowVolume);
}
}
break;
case ProfileShape.Circle:
if (_pbs.PathCurve == (byte)Extrusion.Straight)
{
volume *= 0.78539816339f; // elipse base
if (hollowAmount > 0.0)
{
switch (_pbs.HollowShape)
{
case HollowShape.Same:
case HollowShape.Circle:
break;
case HollowShape.Square:
hollowVolume *= 0.5f * 2.5984480504799f;
break;
case HollowShape.Triangle:
hollowVolume *= .5f * 1.27323954473516f;
break;
default:
hollowVolume = 0;
break;
}
volume *= (1.0f - hollowVolume);
}
}
else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
{
volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX);
tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
volume *= (1.0f - tmp * tmp);
if (hollowAmount > 0.0)
{
// calculate the hollow volume by it's shape compared to the prim shape
hollowVolume *= hollowAmount;
switch (_pbs.HollowShape)
{
case HollowShape.Same:
case HollowShape.Circle:
break;
case HollowShape.Square:
hollowVolume *= 0.5f * 2.5984480504799f;
break;
case HollowShape.Triangle:
hollowVolume *= .5f * 1.27323954473516f;
break;
default:
hollowVolume = 0;
break;
}
volume *= (1.0f - hollowVolume);
}
}
break;
case ProfileShape.HalfCircle:
if (_pbs.PathCurve == (byte)Extrusion.Curve1)
{
volume *= 0.52359877559829887307710723054658f;
}
break;
case ProfileShape.EquilateralTriangle:
if (_pbs.PathCurve == (byte)Extrusion.Straight)
{
volume *= 0.32475953f;
if (hollowAmount > 0.0)
{
// calculate the hollow volume by it's shape compared to the prim shape
switch (_pbs.HollowShape)
{
case HollowShape.Same:
case HollowShape.Triangle:
hollowVolume *= .25f;
break;
case HollowShape.Square:
hollowVolume *= 0.499849f * 3.07920140172638f;
break;
case HollowShape.Circle:
// Hollow shape is a perfect cyllinder in respect to the cube's scale
// Cyllinder hollow volume calculation
hollowVolume *= 0.1963495f * 3.07920140172638f;
break;
default:
hollowVolume = 0;
break;
}
volume *= (1.0f - hollowVolume);
}
}
else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
{
volume *= 0.32475953f;
volume *= 0.01f * (float)(200 - _pbs.PathScaleX);
tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
volume *= (1.0f - tmp * tmp);
if (hollowAmount > 0.0)
{
hollowVolume *= hollowAmount;
switch (_pbs.HollowShape)
{
case HollowShape.Same:
case HollowShape.Triangle:
hollowVolume *= .25f;
break;
case HollowShape.Square:
hollowVolume *= 0.499849f * 3.07920140172638f;
break;
case HollowShape.Circle:
hollowVolume *= 0.1963495f * 3.07920140172638f;
break;
default:
hollowVolume = 0;
break;
}
volume *= (1.0f - hollowVolume);
}
}
break;
default:
break;
}
float taperX1;
float taperY1;
float taperX;
float taperY;
float pathBegin;
float pathEnd;
float profileBegin;
float profileEnd;
if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible)
{
taperX1 = _pbs.PathScaleX * 0.01f;
if (taperX1 > 1.0f)
taperX1 = 2.0f - taperX1;
taperX = 1.0f - taperX1;
taperY1 = _pbs.PathScaleY * 0.01f;
if (taperY1 > 1.0f)
taperY1 = 2.0f - taperY1;
taperY = 1.0f - taperY1;
}
else
{
taperX = _pbs.PathTaperX * 0.01f;
if (taperX < 0.0f)
taperX = -taperX;
taperX1 = 1.0f - taperX;
taperY = _pbs.PathTaperY * 0.01f;
if (taperY < 0.0f)
taperY = -taperY;
taperY1 = 1.0f - taperY;
}
volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY);
pathBegin = (float)_pbs.PathBegin * 2.0e-5f;
pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f;
volume *= (pathEnd - pathBegin);
// this is crude aproximation
profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f;
profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f;
volume *= (profileEnd - profileBegin);
returnMass = _density * volume;
if (IsRootOfLinkset)
{
foreach (BSPrim prim in _childrenPrims)
{
returnMass += prim.CalculateMass();
}
}
if (returnMass <= 0)
returnMass = 0.0001f;
if (returnMass > _scene.MaximumObjectMass)
returnMass = _scene.MaximumObjectMass;
return returnMass;
}// end CalculateMass
#endregion Mass Calculation
// Create the geometry information in Bullet for later use
// The objects needs a hull if it's physical otherwise a mesh is enough
// No locking here because this is done when we know physics is not simulating
// if 'forceRebuild' is true, the geometry is rebuilt. Otherwise a previously built version is used
private void CreateGeom(bool forceRebuild)
{
// the mesher thought this was too simple to mesh. Use a native Bullet collision shape.
if (!_scene.NeedsMeshing(_pbs))
{
if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1)
{
if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z)
{
// m_log.DebugFormat("{0}: CreateGeom: Defaulting to sphere of size {1}", LogHeader, _size);
_shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE;
// Bullet native objects are scaled by the Bullet engine so pass the size in
_scale = _size;
}
}
else
{
// m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, size={2}", LogHeader, LocalID, _size);
_shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX;
_scale = _size;
}
}
else
{
if (IsPhysical)
{
if (forceRebuild || _hullKey == 0)
{
// physical objects require a hull for interaction.
// This will create the mesh if it doesn't already exist
CreateGeomHull();
}
}
else
{
if (forceRebuild || _meshKey == 0)
{
// Static (non-physical) objects only need a mesh for bumping into
CreateGeomMesh();
}
}
}
}
// No locking here because this is done when we know physics is not simulating
private void CreateGeomMesh()
{
float lod = _pbs.SculptEntry ? _scene.SculptLOD : _scene.MeshLOD;
ulong newMeshKey = (ulong)_pbs.GetMeshKey(_size, lod);
// m_log.DebugFormat("{0}: CreateGeomMesh: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _meshKey, newMeshKey);
// if this new shape is the same as last time, don't recreate the mesh
if (_meshKey == newMeshKey) return;
// Since we're recreating new, get rid of any previously generated shape
if (_meshKey != 0)
{
// m_log.DebugFormat("{0}: CreateGeom: deleting old mesh. lID={1}, Key={2}", LogHeader, _localID, _meshKey);
BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey);
_mesh = null;
_meshKey = 0;
}
_meshKey = newMeshKey;
// always pass false for physicalness as this creates some sort of bounding box which we don't need
_mesh = _scene.mesher.CreateMesh(_avName, _pbs, _size, lod, false);
int[] indices = _mesh.getIndexListAsInt();
List<OMV.Vector3> vertices = _mesh.getVertexList();
float[] verticesAsFloats = new float[vertices.Count * 3];
int vi = 0;
foreach (OMV.Vector3 vv in vertices)
{
verticesAsFloats[vi++] = vv.X;
verticesAsFloats[vi++] = vv.Y;
verticesAsFloats[vi++] = vv.Z;
}
// m_log.DebugFormat("{0}: CreateGeomMesh: calling CreateMesh. lid={1}, key={2}, indices={3}, vertices={4}",
// LogHeader, _localID, _meshKey, indices.Length, vertices.Count);
BulletSimAPI.CreateMesh(_scene.WorldID, _meshKey, indices.GetLength(0), indices,
vertices.Count, verticesAsFloats);
_shapeType = ShapeData.PhysicsShapeType.SHAPE_MESH;
// meshes are already scaled by the meshmerizer
_scale = new OMV.Vector3(1f, 1f, 1f);
return;
}
// No locking here because this is done when we know physics is not simulating
private void CreateGeomHull()
{
float lod = _pbs.SculptEntry ? _scene.SculptLOD : _scene.MeshLOD;
ulong newHullKey = (ulong)_pbs.GetMeshKey(_size, lod);
// m_log.DebugFormat("{0}: CreateGeomHull: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _hullKey, newHullKey);
// if the hull hasn't changed, don't rebuild it
if (newHullKey == _hullKey) return;
// Since we're recreating new, get rid of any previously generated shape
if (_hullKey != 0)
{
// m_log.DebugFormat("{0}: CreateGeom: deleting old hull. Key={1}", LogHeader, _hullKey);
BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey);
_hullKey = 0;
_hulls.Clear();
BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey);
_mesh = null; // the mesh cannot match either
_meshKey = 0;
}
_hullKey = newHullKey;
if (_meshKey != _hullKey)
{
// if the underlying mesh has changed, rebuild it
CreateGeomMesh();
}
int[] indices = _mesh.getIndexListAsInt();
List<OMV.Vector3> vertices = _mesh.getVertexList();
//format conversion from IMesh format to DecompDesc format
List<int> convIndices = new List<int>();
List<float3> convVertices = new List<float3>();
for (int ii = 0; ii < indices.GetLength(0); ii++)
{
convIndices.Add(indices[ii]);
}
foreach (OMV.Vector3 vv in vertices)
{
convVertices.Add(new float3(vv.X, vv.Y, vv.Z));
}
// setup and do convex hull conversion
_hulls = new List<ConvexResult>();
DecompDesc dcomp = new DecompDesc();
dcomp.mIndices = convIndices;
dcomp.mVertices = convVertices;
ConvexBuilder convexBuilder = new ConvexBuilder(HullReturn);
// create the hull into the _hulls variable
convexBuilder.process(dcomp);
// Convert the vertices and indices for passing to unmanaged
// The hull information is passed as a large floating point array.
// The format is:
// convHulls[0] = number of hulls
// convHulls[1] = number of vertices in first hull
// convHulls[2] = hull centroid X coordinate
// convHulls[3] = hull centroid Y coordinate
// convHulls[4] = hull centroid Z coordinate
// convHulls[5] = first hull vertex X
// convHulls[6] = first hull vertex Y
// convHulls[7] = first hull vertex Z
// convHulls[8] = second hull vertex X
// ...
// convHulls[n] = number of vertices in second hull
// convHulls[n+1] = second hull centroid X coordinate
// ...
//
// TODO: is is very inefficient. Someday change the convex hull generator to return
// data structures that do not need to be converted in order to pass to Bullet.
// And maybe put the values directly into pinned memory rather than marshaling.
int hullCount = _hulls.Count;
int totalVertices = 1; // include one for the count of the hulls
foreach (ConvexResult cr in _hulls)
{
totalVertices += 4; // add four for the vertex count and centroid
totalVertices += cr.HullIndices.Count * 3; // we pass just triangles
}
float[] convHulls = new float[totalVertices];
convHulls[0] = (float)hullCount;
int jj = 1;
foreach (ConvexResult cr in _hulls)
{
// copy vertices for index access
float3[] verts = new float3[cr.HullVertices.Count];
int kk = 0;
foreach (float3 ff in cr.HullVertices)
{
verts[kk++] = ff;
}
// add to the array one hull's worth of data
convHulls[jj++] = cr.HullIndices.Count;
convHulls[jj++] = 0f; // centroid x,y,z
convHulls[jj++] = 0f;
convHulls[jj++] = 0f;
foreach (int ind in cr.HullIndices)
{
convHulls[jj++] = verts[ind].x;
convHulls[jj++] = verts[ind].y;
convHulls[jj++] = verts[ind].z;
}
}
// create the hull definition in Bullet
// m_log.DebugFormat("{0}: CreateGeom: calling CreateHull. lid={1}, key={2}, hulls={3}", LogHeader, _localID, _hullKey, hullCount);
BulletSimAPI.CreateHull(_scene.WorldID, _hullKey, hullCount, convHulls);
_shapeType = ShapeData.PhysicsShapeType.SHAPE_HULL;
// meshes are already scaled by the meshmerizer
_scale = new OMV.Vector3(1f, 1f, 1f);
return;
}
// Callback from convex hull creater with a newly created hull.
// Just add it to the collection of hulls for this shape.
private void HullReturn(ConvexResult result)
{
_hulls.Add(result);
return;
}
// Create an object in Bullet if it has not already been created
// No locking here because this is done when the physics engine is not simulating
private void CreateObject()
{
if (IsRootOfLinkset)
{
// Create a linkset around this object
CreateLinksetWithConstraints();
}
else
{
// simple object
// the mesh or hull must have already been created in Bullet
ShapeData shape;
FillShapeInfo(out shape);
// m_log.DebugFormat("{0}: CreateObject: lID={1}, shape={2}", LogHeader, _localID, shape.Type);
BulletSimAPI.CreateObject(_scene.WorldID, shape);
}
}
// Create a linkset by creating a compound hull at the root prim that consists of all
// the children.
// NOTE: This does not allow proper collisions with the children prims so it is not a workable solution
void CreateLinksetWithCompoundHull()
{
// If I am the root prim of a linkset, replace my physical shape with all the
// pieces of the children.
// All of the children should have called CreateGeom so they have a hull
// in the physics engine already. Here we pull together all of those hulls
// into one shape.
int totalPrimsInLinkset = _childrenPrims.Count + 1;
// m_log.DebugFormat("{0}: CreateLinkset. Root prim={1}, prims={2}", LogHeader, LocalID, totalPrimsInLinkset);
ShapeData[] shapes = new ShapeData[totalPrimsInLinkset];
FillShapeInfo(out shapes[0]);
int ii = 1;
foreach (BSPrim prim in _childrenPrims)
{
// m_log.DebugFormat("{0}: CreateLinkset: adding prim {1}", LogHeader, prim.LocalID);
prim.FillShapeInfo(out shapes[ii]);
ii++;
}
BulletSimAPI.CreateLinkset(_scene.WorldID, totalPrimsInLinkset, shapes);
}
// Copy prim's info into the BulletSim shape description structure
public void FillShapeInfo(out ShapeData shape)
{
shape.ID = _localID;
shape.Type = _shapeType;
shape.Position = _position;
shape.Rotation = _orientation;
shape.Velocity = _velocity;
shape.Scale = _scale;
shape.Mass = _isPhysical ? _mass : 0f;
shape.Buoyancy = _buoyancy;
shape.HullKey = _hullKey;
shape.MeshKey = _meshKey;
shape.Friction = _friction;
shape.Restitution = _restitution;
shape.Collidable = (!IsPhantom) ? ShapeData.numericTrue : ShapeData.numericFalse;
shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue;
}
// Create the linkset by putting constraints between the objects of the set so they cannot move
// relative to each other.
// TODO: make this more effeicient: a large linkset gets rebuilt over and over and prims are added
void CreateLinksetWithConstraints()
{
DebugLog("{0}: CreateLinkset. Root prim={1}, prims={2}", LogHeader, LocalID, _childrenPrims.Count+1);
// remove any constraints that might be in place
foreach (BSPrim prim in _childrenPrims)
{
DebugLog("{0}: CreateLinkset: RemoveConstraint between root prim {1} and child prim {2}", LogHeader, LocalID, prim.LocalID);
BulletSimAPI.RemoveConstraint(_scene.WorldID, LocalID, prim.LocalID);
}
// create constraints between the root prim and each of the children
foreach (BSPrim prim in _childrenPrims)
{
// Zero motion for children so they don't interpolate
prim.ZeroMotion();
// relative position normalized to the root prim
OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(this._orientation);
OMV.Vector3 childRelativePosition = (prim._position - this._position) * invThisOrientation;
// relative rotation of the child to the parent
OMV.Quaternion childRelativeRotation = invThisOrientation * prim._orientation;
// this is a constraint that allows no freedom of movement between the two objects
// http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
DebugLog("{0}: CreateLinkset: Adding a constraint between root prim {1} and child prim {2}", LogHeader, LocalID, prim.LocalID);
BulletSimAPI.AddConstraint(_scene.WorldID, LocalID, prim.LocalID,
childRelativePosition,
childRelativeRotation,
OMV.Vector3.Zero,
OMV.Quaternion.Identity,
OMV.Vector3.Zero, OMV.Vector3.Zero,
OMV.Vector3.Zero, OMV.Vector3.Zero);
}
}
// Rebuild the geometry and object.
// This is called when the shape changes so we need to recreate the mesh/hull.
// No locking here because this is done when the physics engine is not simulating
private void RecreateGeomAndObject()
{
// m_log.DebugFormat("{0}: RecreateGeomAndObject. lID={1}", LogHeader, _localID);
CreateGeom(true);
CreateObject();
return;
}
// The physics engine says that properties have updated. Update same and inform
// the world that things have changed.
// TODO: do we really need to check for changed? Maybe just copy values and call RequestPhysicsterseUpdate()
enum UpdatedProperties {
Position = 1 << 0,
Rotation = 1 << 1,
Velocity = 1 << 2,
Acceleration = 1 << 3,
RotationalVel = 1 << 4
}
const float ROTATION_TOLERANCE = 0.01f;
const float VELOCITY_TOLERANCE = 0.001f;
const float POSITION_TOLERANCE = 0.05f;
const float ACCELERATION_TOLERANCE = 0.01f;
const float ROTATIONAL_VELOCITY_TOLERANCE = 0.01f;
public void UpdateProperties(EntityProperties entprop)
{
/*
UpdatedProperties changed = 0;
// assign to the local variables so the normal set action does not happen
// if (_position != entprop.Position)
if (!_position.ApproxEquals(entprop.Position, POSITION_TOLERANCE))
{
_position = entprop.Position;
changed |= UpdatedProperties.Position;
}
// if (_orientation != entprop.Rotation)
if (!_orientation.ApproxEquals(entprop.Rotation, ROTATION_TOLERANCE))
{
_orientation = entprop.Rotation;
changed |= UpdatedProperties.Rotation;
}
// if (_velocity != entprop.Velocity)
if (!_velocity.ApproxEquals(entprop.Velocity, VELOCITY_TOLERANCE))
{
_velocity = entprop.Velocity;
changed |= UpdatedProperties.Velocity;
}
// if (_acceleration != entprop.Acceleration)
if (!_acceleration.ApproxEquals(entprop.Acceleration, ACCELERATION_TOLERANCE))
{
_acceleration = entprop.Acceleration;
changed |= UpdatedProperties.Acceleration;
}
// if (_rotationalVelocity != entprop.RotationalVelocity)
if (!_rotationalVelocity.ApproxEquals(entprop.RotationalVelocity, ROTATIONAL_VELOCITY_TOLERANCE))
{
_rotationalVelocity = entprop.RotationalVelocity;
changed |= UpdatedProperties.RotationalVel;
}
if (changed != 0)
{
// Only update the position of single objects and linkset roots
if (this._parentPrim == null)
{
base.RequestPhysicsterseUpdate();
}
}
*/
// Don't check for damping here -- it's done in BulletSim and SceneObjectPart.
// Updates only for individual prims and for the root object of a linkset.
if (this._parentPrim == null)
{
// Assign to the local variables so the normal set action does not happen
_position = entprop.Position;
_orientation = entprop.Rotation;
_velocity = entprop.Velocity;
_acceleration = entprop.Acceleration;
_rotationalVelocity = entprop.RotationalVelocity;
// m_log.DebugFormat("{0}: RequestTerseUpdate. id={1}, ch={2}, pos={3}, rot={4}, vel={5}, acc={6}, rvel={7}",
// LogHeader, LocalID, changed, _position, _orientation, _velocity, _acceleration, _rotationalVelocity);
base.RequestPhysicsterseUpdate();
}
}
// I've collided with something
CollisionEventUpdate collisionCollection = null;
public void Collide(uint collidingWith, ActorTypes type, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
{
// m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith);
// The following lines make IsColliding() and IsCollidingGround() work
_collidingStep = _scene.SimulationStep;
if (collidingWith == BSScene.TERRAIN_ID || collidingWith == BSScene.GROUNDPLANE_ID)
{
_collidingGroundStep = _scene.SimulationStep;
}
// if someone is subscribed to collision events....
if (_subscribedEventsMs != 0) {
// throttle the collisions to the number of milliseconds specified in the subscription
int nowTime = _scene.SimulationNowTime;
if (nowTime >= _nextCollisionOkTime) {
_nextCollisionOkTime = nowTime + _subscribedEventsMs;
if (collisionCollection == null)
collisionCollection = new CollisionEventUpdate();
collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
}
}
}
// The scene is telling us it's time to pass our collected collisions into the simulator
public void SendCollisions()
{
if (collisionCollection != null && collisionCollection.Count > 0)
{
base.SendCollisionUpdate(collisionCollection);
collisionCollection.Clear();
}
}
}
}
|