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/*
* 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.PhysicsModule.SharedBase;
namespace OpenSim.Region.PhysicsModule.BulletS
{
/*
* 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 one should only be referenced 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)
{
IsInitialized = false;
PhysScene = parentScene;
LocalID = localID;
PhysObjectName = name;
Name = name; // PhysicsActor also has the name of the object. Someday consolidate.
TypeName = typeName;
// Oddity if object is destroyed and recreated very quickly it could still have the old body.
if (!PhysBody.HasPhysicalBody)
PhysBody = new BulletBody(localID);
// Clean out anything that might be in the physical actor list.
// Again, a workaround for destroying and recreating an object very quickly.
PhysicalActors.Dispose();
UserSetCenterOfMassDisplacement = null;
PrimAssetState = PrimAssetCondition.Unknown;
// Initialize variables kept in base.
// Beware that these cause taints to be queued whch can cause race conditions on startup.
GravModifier = 1.0f;
Gravity = new OMV.Vector3(0f, 0f, BSParam.Gravity);
HoverActive = false;
// Default material type. Also sets Friction, Restitution and Density.
SetMaterial((int)MaterialAttributes.Material.Wood);
CollisionsLastTickStep = -1;
SubscribedEventsMs = 0;
// Crazy values that will never be true
CollidingStep = BSScene.NotASimulationStep;
CollidingGroundStep = BSScene.NotASimulationStep;
CollisionAccumulation = BSScene.NotASimulationStep;
ColliderIsMoving = false;
CollisionScore = 0;
// All axis free.
LockedLinearAxis = LockedAxisFree;
LockedAngularAxis = LockedAxisFree;
}
// Tell the object to clean up.
public virtual void Destroy()
{
PhysicalActors.Enable(false);
PhysScene.TaintedObject(LocalID, "BSPhysObject.Destroy", delegate()
{
PhysicalActors.Dispose();
});
}
public BSScene PhysScene { 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; }
// Set to 'true' when the object is completely initialized.
// This mostly prevents property updates and collisions until the object is completely here.
public bool IsInitialized { get; protected set; }
// Set to 'true' if an object (mesh/linkset/sculpty) is not completely constructed.
// This test is used to prevent some updates to the object when it only partially exists.
// There are several reasons and object might be incomplete:
// Its underlying mesh/sculpty is an asset which must be fetched from the asset store
// It is a linkset who is being added to or removed from
// It is changing state (static to physical, for instance) which requires rebuilding
// This is a computed value based on the underlying physical object construction
abstract public bool IsIncomplete { get; }
// 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 = new BulletBody(0);
// Reference to the physical shape (btCollisionShape) of this object
public BSShape PhysShape = new BSShapeNull();
// The physical representation of the prim might require an asset fetch.
// The asset state is first 'Unknown' then 'Waiting' then either 'Failed' or 'Fetched'.
public enum PrimAssetCondition
{
Unknown, Waiting, FailedAssetFetch, FailedMeshing, Fetched
}
public PrimAssetCondition PrimAssetState { get; set; }
public virtual bool AssetFailed()
{
return ( (this.PrimAssetState == PrimAssetCondition.FailedAssetFetch)
|| (this.PrimAssetState == PrimAssetCondition.FailedMeshing) );
}
// The objects base shape information. Null if not a prim type shape.
public PrimitiveBaseShape BaseShape { get; protected set; }
// 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; }
// 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; }
// Detailed state of the object.
public abstract bool IsSolid { get; }
public abstract bool IsStatic { get; }
public abstract bool IsSelected { get; }
public abstract bool IsVolumeDetect { 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.
// TODO: decide if this is necessary -- the simulator does this.
MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, false);
Friction = matAttrib.friction;
Restitution = matAttrib.restitution;
Density = matAttrib.density;
// DetailLog("{0},{1}.SetMaterial,Mat={2},frict={3},rest={4},den={5}", LocalID, TypeName, Material, Friction, Restitution, Density);
}
public override float Density
{
get
{
return base.Density;
}
set
{
DetailLog("{0},BSPhysObject.Density,set,den={1}", LocalID, value);
base.Density = value;
}
}
// 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 virtual OMV.Vector3 RawPosition { get; set; }
public abstract OMV.Vector3 ForcePosition { get; set; }
public virtual OMV.Quaternion RawOrientation { get; set; }
public abstract OMV.Quaternion ForceOrientation { get; set; }
public virtual OMV.Vector3 RawVelocity { get; set; }
public abstract OMV.Vector3 ForceVelocity { get; set; }
public OMV.Vector3 RawForce { get; set; }
public OMV.Vector3 RawTorque { get; set; }
public override void AddAngularForce(OMV.Vector3 force, bool pushforce)
{
AddAngularForce(force, pushforce, false);
}
public abstract void AddAngularForce(OMV.Vector3 force, bool pushforce, bool inTaintTime);
public abstract void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime);
public abstract OMV.Vector3 ForceRotationalVelocity { get; set; }
public abstract float ForceBuoyancy { get; set; }
public virtual bool ForceBodyShapeRebuild(bool inTaintTime) { return false; }
public override bool PIDActive
{
get { return MoveToTargetActive; }
set { MoveToTargetActive = value; }
}
public override OMV.Vector3 PIDTarget { set { MoveToTargetTarget = value; } }
public override float PIDTau { set { MoveToTargetTau = value; } }
public bool MoveToTargetActive { get; set; }
public OMV.Vector3 MoveToTargetTarget { get; set; }
public float MoveToTargetTau { get; set; }
// Used for llSetHoverHeight and maybe vehicle height. Hover Height will override MoveTo target's Z
public override bool PIDHoverActive { set { HoverActive = value; } }
public override float PIDHoverHeight { set { HoverHeight = value; } }
public override PIDHoverType PIDHoverType { set { HoverType = value; } }
public override float PIDHoverTau { set { HoverTau = value; } }
public bool HoverActive { get; set; }
public float HoverHeight { get; set; }
public PIDHoverType HoverType { get; set; }
public float HoverTau { get; set; }
// 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; } }
// The current velocity forward
public virtual float ForwardSpeed
{
get
{
OMV.Vector3 characterOrientedVelocity = RawVelocity * OMV.Quaternion.Inverse(OMV.Quaternion.Normalize(RawOrientation));
return characterOrientedVelocity.X;
}
}
// The forward speed we are trying to achieve (TargetVelocity)
public virtual float TargetVelocitySpeed
{
get
{
OMV.Vector3 characterOrientedVelocity = TargetVelocity * OMV.Quaternion.Inverse(OMV.Quaternion.Normalize(RawOrientation));
return characterOrientedVelocity.X;
}
}
// The user can optionally set the center of mass. The user's setting will override any
// computed center-of-mass (like in linksets).
// Note this is a displacement from the root's coordinates. Zero means use the root prim as center-of-mass.
public OMV.Vector3? UserSetCenterOfMassDisplacement { get; set; }
public OMV.Vector3 LockedLinearAxis; // zero means locked. one means free.
public OMV.Vector3 LockedAngularAxis; // zero means locked. one means free.
public const float FreeAxis = 1f;
public const float LockedAxis = 0f;
public readonly OMV.Vector3 LockedAxisFree = new OMV.Vector3(FreeAxis, FreeAxis, FreeAxis); // All axis are free
// If an axis is locked (flagged above) then the limits of that axis are specified here.
// Linear axis limits are relative to the object's starting coordinates.
// Angular limits are limited to -PI to +PI
public OMV.Vector3 LockedLinearAxisLow;
public OMV.Vector3 LockedLinearAxisHigh;
public OMV.Vector3 LockedAngularAxisLow;
public OMV.Vector3 LockedAngularAxisHigh;
// Enable physical actions. Bullet will keep sleeping non-moving physical objects so
// they need waking up when parameters are changed.
// Called in taint-time!!
public void ActivateIfPhysical(bool forceIt)
{
if (PhysBody.HasPhysicalBody)
{
if (IsPhysical)
{
// Physical objects might need activating
PhysScene.PE.Activate(PhysBody, forceIt);
}
else
{
// Clear the collision cache since we've changed some properties.
PhysScene.PE.ClearCollisionProxyCache(PhysScene.World, PhysBody);
}
}
}
// 'actors' act on the physical object to change or constrain its motion. These can range from
// hovering to complex vehicle motion.
// May be called at non-taint time as this just adds the actor to the action list and the real
// work is done during the simulation step.
// Note that, if the actor is already in the list and we are disabling same, the actor is just left
// in the list disabled.
public delegate BSActor CreateActor();
public void EnableActor(bool enableActor, string actorName, CreateActor creator)
{
lock (PhysicalActors)
{
BSActor theActor;
if (PhysicalActors.TryGetActor(actorName, out theActor))
{
// The actor already exists so just turn it on or off
DetailLog("{0},BSPhysObject.EnableActor,enablingExistingActor,name={1},enable={2}", LocalID, actorName, enableActor);
theActor.Enabled = enableActor;
}
else
{
// The actor does not exist. If it should, create it.
if (enableActor)
{
DetailLog("{0},BSPhysObject.EnableActor,creatingActor,name={1}", LocalID, actorName);
theActor = creator();
PhysicalActors.Add(actorName, theActor);
theActor.Enabled = true;
}
else
{
DetailLog("{0},BSPhysObject.EnableActor,notCreatingActorSinceNotEnabled,name={1}", LocalID, actorName);
}
}
}
}
#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)
public bool ColliderIsMoving;
// 'true' if the last collider was a volume detect object
public bool ColliderIsVolumeDetect;
// Used by BSCharacter to manage standing (and not slipping)
public bool IsStationary;
// Count of collisions for this object
protected long CollisionAccumulation { get; set; }
public override bool IsColliding {
get { return (CollidingStep == PhysScene.SimulationStep); }
set {
if (value)
CollidingStep = PhysScene.SimulationStep;
else
CollidingStep = BSScene.NotASimulationStep;
}
}
// Complex objects (like linksets) need to know if there is a collision on any part of
// their shape. 'IsColliding' has an existing definition of reporting a collision on
// only this specific prim or component of linksets.
// 'HasSomeCollision' is defined as reporting if there is a collision on any part of
// the complex body that this prim is the root of.
public virtual bool HasSomeCollision
{
get { return IsColliding; }
set { IsColliding = value; }
}
public override bool CollidingGround {
get { return (CollidingGroundStep == PhysScene.SimulationStep); }
set
{
if (value)
CollidingGroundStep = PhysScene.SimulationStep;
else
CollidingGroundStep = BSScene.NotASimulationStep;
}
}
public override bool CollidingObj {
get { return (CollidingObjectStep == PhysScene.SimulationStep); }
set {
if (value)
CollidingObjectStep = PhysScene.SimulationStep;
else
CollidingObjectStep = BSScene.NotASimulationStep;
}
}
// The collisions that have been collected for the next collision reporting (throttled by subscription)
protected CollisionEventUpdate CollisionCollection = new CollisionEventUpdate();
// This is the collision collection last reported to the Simulator.
public CollisionEventUpdate CollisionsLastReported = new CollisionEventUpdate();
// Remember the collisions recorded in the last tick for fancy collision checking
// (like a BSCharacter walking up stairs).
public CollisionEventUpdate CollisionsLastTick = new CollisionEventUpdate();
private long CollisionsLastTickStep = -1;
// 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 delegate bool CollideCall(uint collidingWith, BSPhysObject collidee, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth);
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 = PhysScene.SimulationStep;
if (collidingWith <= PhysScene.TerrainManager.HighestTerrainID)
{
CollidingGroundStep = PhysScene.SimulationStep;
}
else
{
CollidingObjectStep = PhysScene.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;
ColliderIsVolumeDetect = collidee != null ? (collidee.IsVolumeDetect) : false;
// Make a collection of the collisions that happened the last simulation tick.
// This is different than the collection created for sending up to the simulator as it is cleared every tick.
if (CollisionsLastTickStep != PhysScene.SimulationStep)
{
CollisionsLastTick = new CollisionEventUpdate();
CollisionsLastTickStep = PhysScene.SimulationStep;
}
CollisionsLastTick.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
// If someone has subscribed for collision events log the collision so it will be reported up
if (SubscribedEvents()) {
lock (PhysScene.CollisionLock)
{
CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
}
DetailLog("{0},{1}.Collision.AddCollider,call,with={2},point={3},normal={4},depth={5},colliderMoving={6}",
LocalID, TypeName, collidingWith, contactPoint, contactNormal, pentrationDepth, ColliderIsMoving);
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.
// Called with BSScene.CollisionLock locked to protect the collision lists.
// Return 'true' if there were some actual collisions passed up
public virtual bool SendCollisions()
{
bool ret = true;
// If no collisions this call but there were collisions last call, force the collision
// event to be happen right now so quick collision_end.
bool force = (CollisionCollection.Count == 0 && CollisionsLastReported.Count != 0);
// throttle the collisions to the number of milliseconds specified in the subscription
if (force || (PhysScene.SimulationNowTime >= NextCollisionOkTime))
{
NextCollisionOkTime = PhysScene.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.
CollisionsLastReported = 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);
PhysScene.TaintedObject(LocalID, TypeName+".SubscribeEvents", delegate()
{
if (PhysBody.HasPhysicalBody)
CurrentCollisionFlags = PhysScene.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;
PhysScene.TaintedObject(LocalID, TypeName+".UnSubscribeEvents", delegate()
{
// Make sure there is a body there because sometimes destruction happens in an un-ideal order.
if (PhysBody.HasPhysicalBody)
CurrentCollisionFlags = PhysScene.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 = PhysScene.SimulationStep - CollidingStep + 1;
CollisionScore = CollisionAccumulation / timeAgo;
}
public override float CollisionScore { get; set; }
#endregion // Collisions
#region Per Simulation Step actions
public BSActorCollection PhysicalActors = new BSActorCollection();
// When an update to the physical properties happens, this event is fired to let
// different actors to modify the update before it is passed around
public delegate void PreUpdatePropertyAction(ref EntityProperties entprop);
public event PreUpdatePropertyAction OnPreUpdateProperty;
protected void TriggerPreUpdatePropertyAction(ref EntityProperties entprop)
{
PreUpdatePropertyAction actions = OnPreUpdateProperty;
if (actions != null)
actions(ref entprop);
}
#endregion // Per Simulation Step actions
// High performance detailed logging routine used by the physical objects.
protected void DetailLog(string msg, params Object[] args)
{
if (PhysScene.PhysicsLogging.Enabled)
PhysScene.DetailLog(msg, args);
}
}
}
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