Adding BulletSim module

dsg
Robert Adams 2011-05-19 12:50:29 -07:00
parent b0173de7ec
commit 05dbf31567
6 changed files with 2242 additions and 0 deletions

View File

@ -0,0 +1,413 @@
/*
* Copyright (c) 2011 Intel Corporation
*
* 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 copyright
* 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 Intel Corporation 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.Reflection;
using log4net;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Physics.Manager;
namespace OpenSim.Region.Physics.BulletSPlugin
{
public class BSCharacter : PhysicsActor
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private static readonly string LogHeader = "[BULLETS CHAR]";
private BSScene _scene;
private String _avName;
private bool _stopped;
private Vector3 _size;
private Vector3 _scale;
private PrimitiveBaseShape _pbs;
private uint _localID = 0;
private bool _grabbed;
private bool _selected;
private Vector3 _position;
private float _mass = 80f;
public float _density = 60f;
public float CAPSULE_RADIUS = 0.37f;
public float CAPSULE_LENGTH = 2.140599f;
private Vector3 _force;
private Vector3 _velocity;
private Vector3 _torque;
private float _collisionScore;
private Vector3 _acceleration;
private Quaternion _orientation;
private int _physicsActorType;
private bool _isPhysical;
private bool _flying;
private bool _setAlwaysRun;
private bool _throttleUpdates;
private bool _isColliding;
private long _collidingStep;
private bool _collidingGround;
private long _collidingGroundStep;
private bool _collidingObj;
private bool _floatOnWater;
private Vector3 _rotationalVelocity;
private bool _kinematic;
private float _buoyancy;
private int _subscribedEventsMs = 0;
private Vector3 _PIDTarget;
private bool _usePID;
private float _PIDTau;
private bool _useHoverPID;
private float _PIDHoverHeight;
private PIDHoverType _PIDHoverType;
private float _PIDHoverTao;
public BSCharacter(uint localID, String avName, BSScene parent_scene, Vector3 pos, Vector3 size, bool isFlying)
{
_localID = localID;
_avName = avName;
_scene = parent_scene;
_position = pos;
_size = size;
_orientation = Quaternion.Identity;
_velocity = Vector3.Zero;
_scale = new Vector3(1f, 1f, 1f);
float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
_mass = _density*AVvolume;
ShapeData shapeData = new ShapeData();
shapeData.ID = _localID;
shapeData.Type = ShapeData.PhysicsShapeType.SHAPE_AVATAR;
shapeData.Position = _position;
shapeData.Rotation = _orientation;
shapeData.Velocity = _velocity;
shapeData.Scale = _scale;
shapeData.Mass = _mass;
shapeData.Flying = isFlying ? ShapeData.numericTrue : ShapeData.numericFalse;
shapeData.Dynamic = ShapeData.numericFalse;
BulletSimAPI.CreateObject(parent_scene.WorldID, shapeData);
return;
}
// called when this character is being destroyed and the resources should be released
public void Destroy()
{
_scene.TaintedObject(delegate()
{
BulletSimAPI.DestroyObject(_scene.WorldID, _localID);
});
}
public override void RequestPhysicsterseUpdate()
{
base.RequestPhysicsterseUpdate();
}
public override bool Stopped {
get { return _stopped; }
}
public override Vector3 Size {
get { return _size; }
set { _size = value;
}
}
public override PrimitiveBaseShape Shape {
set { _pbs = value;
}
}
public override uint LocalID {
set { _localID = value;
}
get { return _localID; }
}
public override bool Grabbed {
set { _grabbed = value;
}
}
public override bool Selected {
set { _selected = value;
}
}
public override void CrossingFailure() { return; }
public override void link(PhysicsActor obj) { return; }
public override void delink() { return; }
public override void LockAngularMotion(Vector3 axis) { return; }
public override Vector3 Position {
get {
_position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID);
return _position;
}
set {
_position = value;
_scene.TaintedObject(delegate()
{
BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation);
});
}
}
public override float Mass {
get {
return _mass;
}
}
public override Vector3 Force {
get { return _force; }
set {
_force = value;
m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force);
_scene.TaintedObject(delegate()
{
BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force);
});
}
}
public override int VehicleType {
get { return 0; }
set { return; }
}
public override void VehicleFloatParam(int param, float value) { }
public override void VehicleVectorParam(int param, Vector3 value) {}
public override void VehicleRotationParam(int param, Quaternion rotation) { }
public override void VehicleFlags(int param, bool remove) { }
// Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more
public override void SetVolumeDetect(int param) { return; }
public override Vector3 GeometricCenter { get { return Vector3.Zero; } }
public override Vector3 CenterOfMass { get { return Vector3.Zero; } }
public override Vector3 Velocity {
get { return _velocity; }
set {
_velocity = value;
_scene.TaintedObject(delegate()
{
BulletSimAPI.SetObjectVelocity(_scene.WorldID, _localID, _velocity);
});
}
}
public override Vector3 Torque {
get { return _torque; }
set { _torque = value;
}
}
public override float CollisionScore {
get { return _collisionScore; }
set { _collisionScore = value;
}
}
public override Vector3 Acceleration {
get { return _acceleration; }
}
public override Quaternion Orientation {
get { return _orientation; }
set {
_orientation = value;
_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;
}
}
public override bool Flying {
get { return _flying; }
set {
_flying = value;
_scene.TaintedObject(delegate()
{
BulletSimAPI.SetObjectFlying(_scene.WorldID, LocalID, _flying);
});
}
}
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 override bool FloatOnWater {
set { _floatOnWater = value; }
}
public override Vector3 RotationalVelocity {
get { return _rotationalVelocity; }
set { _rotationalVelocity = value; }
}
public override bool Kinematic {
get { return _kinematic; }
set { _kinematic = value; }
}
public override float Buoyancy {
get { return _buoyancy; }
set { _buoyancy = value; }
}
// Used for MoveTo
public override 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 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(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);
});
//m_lastUpdateSent = false;
}
public override void AddAngularForce(Vector3 force, bool pushforce) {
}
public override void SetMomentum(Vector3 momentum) {
}
public override void SubscribeEvents(int ms) {
_subscribedEventsMs = ms;
}
public override void UnSubscribeEvents() {
_subscribedEventsMs = 0;
}
public override bool SubscribedEvents() {
return (_subscribedEventsMs > 0);
}
// The physics engine says that properties have updated. Update same and inform
// the world that things have changed.
public void UpdateProperties(EntityProperties entprop)
{
bool changed = false;
// we assign to the local variables so the normal set action does not happen
if (_position != entprop.Position)
{
_position = entprop.Position;
changed = true;
}
if (_orientation != entprop.Rotation)
{
_orientation = entprop.Rotation;
changed = true;
}
if (_velocity != entprop.Velocity)
{
_velocity = entprop.Velocity;
changed = true;
}
if (_acceleration != entprop.Acceleration)
{
_acceleration = entprop.Acceleration;
changed = true;
}
if (_rotationalVelocity != entprop.AngularVelocity)
{
_rotationalVelocity = entprop.AngularVelocity;
changed = true;
}
if (changed)
{
base.RequestPhysicsterseUpdate();
}
}
public void Collide(uint collidingWith, ActorTypes type, Vector3 contactPoint, Vector3 contactNormal, float pentrationDepth)
{
// m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith);
if (_subscribedEventsMs == 0) return; // don't want collisions
// The following says we're colliding this simulation step
_collidingStep = _scene.SimulationStep;
if (collidingWith == BSScene.TERRAIN_ID || collidingWith == BSScene.GROUNDPLANE_ID)
{
_collidingGroundStep = _scene.SimulationStep;
}
Dictionary<uint, ContactPoint> contactPoints = new Dictionary<uint, ContactPoint>();
contactPoints.Add(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
CollisionEventUpdate args = new CollisionEventUpdate(LocalID, (int)type, 1, contactPoints);
base.SendCollisionUpdate(args);
}
}
}

View File

@ -0,0 +1,67 @@
/*
* Copyright (c) Intel Corporation
*
* 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 copyright
* 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 Intel Corporation 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 OpenSim.Framework;
using OpenSim.Region.Physics.Manager;
using OpenMetaverse;
namespace OpenSim.Region.Physics.BulletSPlugin
{
public class BSPlugin : IPhysicsPlugin
{
//private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
private BSScene _mScene;
public BSPlugin()
{
}
public bool Init()
{
return true;
}
public PhysicsScene GetScene(String sceneIdentifier)
{
if (_mScene == null)
{
_mScene = new BSScene(sceneIdentifier);
}
return (_mScene);
}
public string GetName()
{
return ("BulletSim");
}
public void Dispose()
{
}
}
}

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,471 @@
/*
* Copyright (c) 2011 Intel Corporation
*
* 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 copyright
* 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 Intel Corporation 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.Runtime.InteropServices;
using System.Text;
using System.Threading;
using Nini.Config;
using log4net;
using OpenSim.Framework;
using OpenSim.Region.Physics.Manager;
using OpenMetaverse;
using OpenSim.Region.Framework;
// TODOs for BulletSim (both BSScene and BSPrim)
// Does NeedsMeshing() really need to exclude all the different shapes?
// Based on material, set density and friction
// More efficient memory usage in passing hull information from BSPrim to BulletSim
// Four states of prim: Physical, regular, phantom and selected. Are we modeling these correctly?
// In SL one can set both physical and phantom (gravity, does not effect others, makes collisions)
// Need three states for objects: sense and report collisions, have physical effects, affects other objects
// LinkSets
// Freeing of memory of linksets in BulletSim::DestroyObject
// Should prim.link() and prim.delink() be done at taint time?
// Pass collision enable flags to BulletSim code so collisions are not reported up unless they are really needed
// Set child prims phantom since the physicality is handled by the parent prim
// Linked children need rotation relative to parent (passed as world rotation)
//
namespace OpenSim.Region.Physics.BulletSPlugin
{
public class BSScene : PhysicsScene
{
private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
private static readonly string LogHeader = "[BULLETS SCENE]";
private Dictionary<uint, BSCharacter> m_avatars = new Dictionary<uint, BSCharacter>();
private Dictionary<uint, BSPrim> m_prims = new Dictionary<uint, BSPrim>();
private float[] m_heightMap;
private uint m_worldID;
public uint WorldID { get { return m_worldID; } }
public IMesher mesher;
public int meshLOD = 32;
private int m_maxSubSteps = 10;
private float m_fixedTimeStep = 1f / 60f;
private long m_simulationStep = 0;
public long SimulationStep { get { return m_simulationStep; } }
private bool _meshSculptedPrim = true; // cause scuplted prims to get meshed
private bool _forceSimplePrimMeshing = false; // if a cube or sphere, let Bullet do internal shapes
public float maximumMassObject = 10000.01f;
public const uint TERRAIN_ID = 0;
public const uint GROUNDPLANE_ID = 1;
public float DefaultFriction = 0.70f;
public float DefaultDensity = 10.000006836f; // Aluminum g/cm3; TODO: compute based on object material
public delegate void TaintCallback();
private List<TaintCallback> _taintedObjects;
private BulletSimAPI.DebugLogCallback debugLogCallbackHandle;
public BSScene(string identifier)
{
}
public override void Initialise(IMesher meshmerizer, IConfigSource config)
{
if (config != null)
{
IConfig pConfig = config.Configs["BulletSim"];
if (pConfig != null)
{
DefaultFriction = pConfig.GetFloat("Friction", DefaultFriction);
DefaultDensity = pConfig.GetFloat("Density", DefaultDensity);
}
}
// if Debug, enable logging from the unmanaged code
if (m_log.IsDebugEnabled)
{
m_log.DebugFormat("{0}: Initialize: Setting debug callback for unmanaged code", LogHeader);
debugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLogger);
BulletSimAPI.SetDebugLogCallback(debugLogCallbackHandle);
}
_meshSculptedPrim = true; // mesh sculpted prims
_forceSimplePrimMeshing = false; // use complex meshing if called for
_taintedObjects = new List<TaintCallback>();
mesher = meshmerizer;
// m_log.DebugFormat("{0}: Initialize: Calling BulletSimAPI.Initialize.", LogHeader);
m_worldID = BulletSimAPI.Initialize(new Vector3(Constants.RegionSize, Constants.RegionSize, 1000f));
}
private void BulletLogger(string msg)
{
m_log.Debug("[BULLETS UNMANAGED]:" + msg);
}
public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
{
m_log.ErrorFormat("{0}: CALL TO AddAvatar in BSScene. NOT IMPLEMENTED", LogHeader);
return null;
}
public override PhysicsActor AddAvatar(uint localID, string avName, Vector3 position, Vector3 size, bool isFlying)
{
// m_log.DebugFormat("{0}: AddAvatar: {1}", LogHeader, avName);
BSCharacter actor = new BSCharacter(localID, avName, this, position, size, isFlying);
lock (m_avatars) m_avatars.Add(localID, actor);
return actor;
}
public override void RemoveAvatar(PhysicsActor actor)
{
// m_log.DebugFormat("{0}: RemoveAvatar", LogHeader);
if (actor is BSCharacter)
{
((BSCharacter)actor).Destroy();
}
try
{
lock (m_avatars) m_avatars.Remove(actor.LocalID);
}
catch (Exception e)
{
m_log.WarnFormat("{0}: Attempt to remove avatar that is not in physics scene: {1}", LogHeader, e);
}
}
public override void RemovePrim(PhysicsActor prim)
{
// m_log.DebugFormat("{0}: RemovePrim", LogHeader);
if (prim is BSPrim)
{
((BSPrim)prim).Destroy();
}
try
{
lock (m_prims) m_prims.Remove(prim.LocalID);
}
catch (Exception e)
{
m_log.WarnFormat("{0}: Attempt to remove prim that is not in physics scene: {1}", LogHeader, e);
}
}
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
Vector3 size, Quaternion rotation) // deprecated
{
return null;
}
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
Vector3 size, Quaternion rotation, bool isPhysical)
{
m_log.ErrorFormat("{0}: CALL TO AddPrimShape in BSScene. NOT IMPLEMENTED", LogHeader);
return null;
}
public override PhysicsActor AddPrimShape(uint localID, string primName, PrimitiveBaseShape pbs, Vector3 position,
Vector3 size, Quaternion rotation, bool isPhysical)
{
// m_log.DebugFormat("{0}: AddPrimShape2: {1}", LogHeader, primName);
IMesh mesh = null;
if (NeedsMeshing(pbs))
{
// if the prim is complex, create the mesh for it.
// If simple (box or sphere) leave 'mesh' null and physics will do a native shape.
// m_log.DebugFormat("{0}: AddPrimShape2: creating mesh", LogHeader);
mesh = mesher.CreateMesh(primName, pbs, size, this.meshLOD, isPhysical);
}
BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, mesh, pbs, isPhysical);
lock (m_prims) m_prims.Add(localID, prim);
return prim;
}
public override void AddPhysicsActorTaint(PhysicsActor prim) { }
public override float Simulate(float timeStep)
{
int updatedEntityCount;
IntPtr updatedEntitiesPtr;
IntPtr[] updatedEntities;
int collidersCount;
IntPtr collidersPtr;
int[] colliders; // should be uint but Marshal.Copy does not have that overload
// update the prim states while we know the physics engine is not busy
ProcessTaints();
// step the physical world one interval
m_simulationStep++;
int numSubSteps = BulletSimAPI.PhysicsStep(m_worldID, timeStep, m_maxSubSteps, m_fixedTimeStep,
out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr);
// if there were collisions, they show up here
if (collidersCount > 0)
{
colliders = new int[collidersCount];
Marshal.Copy(collidersPtr, colliders, 0, collidersCount);
for (int ii = 0; ii < collidersCount; ii+=2)
{
uint cA = (uint)colliders[ii];
uint cB = (uint)colliders[ii+1];
SendCollision(cA, cB);
SendCollision(cB, cA);
}
}
// if any of the objects had updated properties, they are returned in the updatedEntity structure
if (updatedEntityCount > 0)
{
updatedEntities = new IntPtr[updatedEntityCount];
Marshal.Copy(updatedEntitiesPtr, updatedEntities, 0, updatedEntityCount);
for (int ii = 0; ii < updatedEntityCount; ii++)
{
IntPtr updatePointer = updatedEntities[ii];
EntityProperties entprop = (EntityProperties)Marshal.PtrToStructure(updatePointer, typeof(EntityProperties));
// m_log.DebugFormat("{0}: entprop: id={1}, pos={2}", LogHeader, entprop.ID, entprop.Position);
if (m_avatars.ContainsKey(entprop.ID))
{
BSCharacter actor = m_avatars[entprop.ID];
actor.UpdateProperties(entprop);
}
if (m_prims.ContainsKey(entprop.ID))
{
BSPrim prim = m_prims[entprop.ID];
prim.UpdateProperties(entprop);
}
}
}
return 11f; // returns frames per second
}
// Something has collided
private void SendCollision(uint localID, uint collidingWith)
{
if (localID == TERRAIN_ID || localID == GROUNDPLANE_ID)
{
// we never send collisions to the terrain
return;
}
ActorTypes type = ActorTypes.Prim;
if (m_avatars.ContainsKey(collidingWith))
type = ActorTypes.Agent;
else if (collidingWith == TERRAIN_ID || collidingWith == GROUNDPLANE_ID)
type = ActorTypes.Ground;
if (m_prims.ContainsKey(localID))
{
BSPrim prim = m_prims[localID];
prim.Collide(collidingWith, type, Vector3.Zero, Vector3.UnitZ, 0.01f);
return;
}
if (m_avatars.ContainsKey(localID))
{
BSCharacter actor = m_avatars[localID];
actor.Collide(collidingWith, type, Vector3.Zero, Vector3.UnitZ, 0.01f);
return;
}
return;
}
public override void GetResults() { }
public override void SetTerrain(float[] heightMap) {
m_log.DebugFormat("{0}: SetTerrain", LogHeader);
m_heightMap = heightMap;
this.TaintedObject(delegate()
{
BulletSimAPI.SetHeightmap(m_worldID, m_heightMap);
});
}
public override void SetWaterLevel(float baseheight) { }
public override void DeleteTerrain()
{
m_log.DebugFormat("{0}: DeleteTerrain()", LogHeader);
}
public override void Dispose()
{
m_log.DebugFormat("{0}: Dispose()", LogHeader);
}
public override Dictionary<uint, float> GetTopColliders()
{
return new Dictionary<uint, float>();
}
public override bool IsThreaded { get { return false; } }
/// <summary>
/// Routine to figure out if we need to mesh this prim with our mesher
/// </summary>
/// <param name="pbs"></param>
/// <returns>true if the prim needs meshing</returns>
public bool NeedsMeshing(PrimitiveBaseShape pbs)
{
// most of this is redundant now as the mesher will return null if it cant mesh a prim
// but we still need to check for sculptie meshing being enabled so this is the most
// convenient place to do it for now...
// int iPropertiesNotSupportedDefault = 0;
if (pbs.SculptEntry && !_meshSculptedPrim)
{
// m_log.DebugFormat("{0}: NeedsMeshing: scultpy mesh", LogHeader);
return false;
}
// if it's a standard box or sphere with no cuts, hollows, twist or top shear, return false since Bullet
// can use an internal representation for the prim
if (!_forceSimplePrimMeshing)
{
// m_log.DebugFormat("{0}: NeedsMeshing: simple mesh: profshape={1}, curve={2}", LogHeader, pbs.ProfileShape, pbs.PathCurve);
if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
|| (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
&& pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
{
if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
&& pbs.ProfileHollow == 0
&& pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
&& pbs.PathBegin == 0 && pbs.PathEnd == 0
&& pbs.PathTaperX == 0 && pbs.PathTaperY == 0
&& pbs.PathScaleX == 100 && pbs.PathScaleY == 100
&& pbs.PathShearX == 0 && pbs.PathShearY == 0)
{
return false;
}
}
}
/* TODO: verify that the mesher will now do all these shapes
if (pbs.ProfileHollow != 0)
iPropertiesNotSupportedDefault++;
if ((pbs.PathBegin != 0) || pbs.PathEnd != 0)
iPropertiesNotSupportedDefault++;
if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
iPropertiesNotSupportedDefault++;
if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
iPropertiesNotSupportedDefault++;
if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
iPropertiesNotSupportedDefault++;
if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
iPropertiesNotSupportedDefault++;
if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
iPropertiesNotSupportedDefault++;
if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1 && (pbs.Scale.X != pbs.Scale.Y || pbs.Scale.Y != pbs.Scale.Z || pbs.Scale.Z != pbs.Scale.X))
iPropertiesNotSupportedDefault++;
if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
iPropertiesNotSupportedDefault++;
// test for torus
if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
{
if (pbs.PathCurve == (byte)Extrusion.Curve1)
{
iPropertiesNotSupportedDefault++;
}
}
else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
{
if (pbs.PathCurve == (byte)Extrusion.Straight)
{
iPropertiesNotSupportedDefault++;
}
// ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
else if (pbs.PathCurve == (byte)Extrusion.Curve1)
{
iPropertiesNotSupportedDefault++;
}
}
else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
{
if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
{
iPropertiesNotSupportedDefault++;
}
}
else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
{
if (pbs.PathCurve == (byte)Extrusion.Straight)
{
iPropertiesNotSupportedDefault++;
}
else if (pbs.PathCurve == (byte)Extrusion.Curve1)
{
iPropertiesNotSupportedDefault++;
}
}
if (iPropertiesNotSupportedDefault == 0)
{
return false;
}
*/
return true;
}
// The calls to the PhysicsActors can't directly call into the physics engine
// because it might be busy. We we delay changes to a known time.
// We rely on C#'s closure to save and restore the context for the delegate.
public void TaintedObject(TaintCallback callback)
{
// do we need to lock?
_taintedObjects.Add(callback);
return;
}
// When someone tries to change a property on a BSPrim or BSCharacter, the object queues
// a callback into itself to do the actual property change. That callback is called
// here just before the physics engine is called to step the simulation.
public void ProcessTaints()
{
// swizzle a new list into the list location so we can process what's there
List<TaintCallback> newList = new List<TaintCallback>();
List<TaintCallback> oldList = (List<TaintCallback>)Interlocked.Exchange(ref _taintedObjects, newList);
foreach (TaintCallback callback in oldList)
{
try
{
callback();
}
catch (Exception e)
{
m_log.ErrorFormat("{0}: ProcessTaints: Exception: {1}", LogHeader, e);
}
}
oldList.Clear();
}
}
}

View File

@ -0,0 +1,171 @@
/*
Copyright (c) 2011, Intel Corporation
All rights reserved.
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 copyright notice, this
list of conditions and the following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of Intel Corporation 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 COPYRIGHT HOLDERS AND CONTRIBUTORS "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 COPYRIGHT OWNER OR 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.Runtime.InteropServices;
using System.Security;
using System.Text;
using OpenMetaverse;
namespace OpenSim.Region.Physics.BulletSPlugin {
public struct ConvexHull
{
Vector3 Offset;
int VertexCount;
Vector3[] Vertices;
}
public struct ShapeData
{
public enum PhysicsShapeType
{
SHAPE_AVATAR = 0,
SHAPE_BOX = 1,
SHAPE_CONE = 2,
SHAPE_CYLINDER = 3,
SHAPE_SPHERE = 4,
SHAPE_HULL = 5
};
public const int numericTrue = 1;
public const int numericFalse = 0;
public uint ID;
public PhysicsShapeType Type;
public Vector3 Position;
public Quaternion Rotation;
public Vector3 Velocity;
public Vector3 Scale;
public float Mass;
public System.UInt64 MeshKey;
public int Collidable;
public int Flying;
public float Friction;
public int Dynamic;
// note that bools are passed as ints since bool size changes by language
}
public struct SweepHit
{
public uint ID;
public float Fraction;
public Vector3 Normal;
public Vector3 Point;
}
public struct RaycastHit
{
public uint ID;
public float Fraction;
public Vector3 Normal;
}
public struct EntityProperties
{
public uint ID;
public Vector3 Position;
public Quaternion Rotation;
public Vector3 Velocity;
public Vector3 Acceleration;
public Vector3 AngularVelocity;
}
static class BulletSimAPI {
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern uint Initialize(Vector3 maxPosition);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetHeightmap(uint worldID, [MarshalAs(UnmanagedType.LPArray)] float[] heightMap);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void Shutdown(uint worldID);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern int PhysicsStep(uint worldID, float timeStep, int maxSubSteps, float fixedTimeStep,
out int updatedEntityCount,
out IntPtr updatedEntitiesPtr,
out int collidersCount,
out IntPtr collidersPtr);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool CreateHull(uint worldID, System.UInt64 meshKey, int hullCount,
[MarshalAs(UnmanagedType.LPArray)] float[] hulls
);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool DestroyHull(uint worldID, System.UInt64 meshKey);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool CreateObject(uint worldID, ShapeData shapeData);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void CreateLinkset(uint worldID, int objectCount, ShapeData[] shapeDatas);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 GetObjectPosition(uint WorldID, uint id);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetObjectTranslation(uint worldID, uint id, Vector3 position, Quaternion rotation);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetObjectVelocity(uint worldID, uint id, Vector3 velocity);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetObjectForce(uint worldID, uint id, Vector3 force);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetObjectScaleMass(uint worldID, uint id, Vector3 scale, float mass, bool isDynamic);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetObjectCollidable(uint worldID, uint id, bool phantom);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetObjectDynamic(uint worldID, uint id, bool isDynamic, float mass);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetObjectFlying(uint worldID, uint id, bool flying);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool HasObject(uint worldID, uint id);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool DestroyObject(uint worldID, uint id);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern SweepHit ConvexSweepTest(uint worldID, uint id, Vector3 to, float extraMargin);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern RaycastHit RayTest(uint worldID, uint id, Vector3 from, Vector3 to);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 RecoverFromPenetration(uint worldID, uint id);
// Log a debug message
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
public delegate void DebugLogCallback([MarshalAs(UnmanagedType.LPStr)]string msg);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetDebugLogCallback(DebugLogCallback callback);
}
}

View File

@ -0,0 +1,32 @@
<Project frameworkVersion="v3_5" name="OpenSim.Region.Physics.BulletSPlugin" path="addon-modules/BulletSPlugin" type="Library">
<Configuration name="Debug">
<Options>
<OutputPath>../../bin/Physics/</OutputPath>
</Options>
</Configuration>
<Configuration name="Release">
<Options>
<OutputPath>../../bin/Physics/</OutputPath>
</Options>
</Configuration>
<ReferencePath>../../bin/</ReferencePath>
<Reference name="System"/>
<Reference name="System.Core"/>
<Reference name="System.Xml"/>
<Reference name="OpenMetaverseTypes" path="../../bin/"/>
<Reference name="Nini.dll" path="../../bin/"/>
<Reference name="OpenSim.Framework"/>
<Reference name="OpenSim.Region.Framework"/>
<Reference name="OpenSim.Region.CoreModules"/>
<Reference name="OpenSim.Framework.Console"/>
<Reference name="OpenSim.Region.Physics.Manager"/>
<Reference name="OpenSim.Region.Physics.ConvexDecompositionDotNet"/>
<Reference name="log4net.dll" path="../../bin/"/>
<Files>
<Match pattern="*.cs" recurse="true">
<Exclude name="Tests" pattern="Tests"/>
</Match>
</Files>
</Project>