/* * 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.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 IMesh _mesh; private PrimitiveBaseShape _pbs; private ShapeData.PhysicsShapeType _shapeType; private ulong _hullKey; private List _hulls; private BSScene _scene; private String _avName; private uint _localID = 0; private OMV.Vector3 _size; private OMV.Vector3 _scale; 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 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 List _childrenPrims; private BSPrim _parentPrim; private int _subscribedEventsMs = 0; long _collidingStep; long _collidingGroundStep; 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, IMesh mesh, 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; _mesh = mesh; _hullKey = 0; _pbs = pbs; _isPhysical = pisPhysical; _isVolumeDetect = false; _subscribedEventsMs = 0; _friction = _scene.DefaultFriction; // TODO: compute based on object material _density = _scene.DefaultDensity; // TODO: compute based on object material _parentPrim = null; // not a child or a parent _childrenPrims = new List(); if (_isPhysical) _mass = CalculateMass(); else _mass = 0f; // do the actual object creation at taint time _scene.TaintedObject(delegate() { CreateGeom(); CreateObject(); }); } // called when this prim is being destroyed and we should free all the resources public void Destroy() { // m_log.DebugFormat("{0}: Destroy", LogHeader); _scene.TaintedObject(delegate() { BulletSimAPI.DestroyObject(_scene.WorldID, _localID); }); } public override bool Stopped { get { return _stopped; } } public override OMV.Vector3 Size { get { return _size; } set { _size = value; m_log.DebugFormat("{0}: Size={1}", LogHeader, _size); _scene.TaintedObject(delegate() { if (_isPhysical) _mass = CalculateMass(); // changing size changes the mass BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, _mass, _isPhysical); RecreateGeomAndObject(); // SyncUpdated = true; }); } } public override PrimitiveBaseShape Shape { set { _pbs = value; m_log.DebugFormat("{0}: set Shape", LogHeader); _scene.TaintedObject(delegate() { if (_isPhysical) _mass = CalculateMass(); // changing the shape changes the mass RecreateGeomAndObject(); // SyncUpdated = true; }); } } public override uint LocalID { set { _localID = value; } get { return _localID; } } public override bool Grabbed { set { _grabbed = value; m_log.DebugFormat("{0}: Grabbed={1}", LogHeader, _grabbed); } } public override bool Selected { set { _isSelected = value; _scene.TaintedObject(delegate() { SetObjectDynamic(); // SyncUpdated = true; }); } } public override void CrossingFailure() { return; } // link me to the specified parent public override void link(PhysicsActor obj) { BSPrim parent = (BSPrim)obj; m_log.DebugFormat("{0}: link {1} to {2}", LogHeader, _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}: 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 m_log.DebugFormat("{0}: delink {1}", LogHeader, _localID); if (_parentPrim != null) { _parentPrim.RemoveChildFromLinkset(this); } return; } public void AddChildToLinkset(BSPrim pchild) { BSPrim child = pchild; _scene.TaintedObject(delegate() { if (!_childrenPrims.Contains(child)) { _childrenPrims.Add(child); child.ParentPrim = this; // the child has gained a parent RecreateGeomAndObject(); // rebuild my shape with the new child added } }); return; } public void RemoveChildFromLinkset(BSPrim pchild) { BSPrim child = pchild; _scene.TaintedObject(delegate() { if (_childrenPrims.Contains(child)) { _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; } public BSPrim ParentPrim { set { _parentPrim = value; } } public ulong HullKey { get { return _hullKey; } } // 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); } } 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); // SyncUpdated = true; }); } } public override float Mass { get { return _mass; } } public override OMV.Vector3 Force { get { return _force; } set { _force = value; m_log.DebugFormat("{0}: set Force. f={1}", LogHeader, _force); _scene.TaintedObject(delegate() { BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); // SyncUpdated = true; }); } } public override int VehicleType { get { return 0; } set { return; } } public override void VehicleFloatParam(int param, float value) { } public override void VehicleVectorParam(int param, OMV.Vector3 value) {} public override void VehicleRotationParam(int param, OMV.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) { 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; // SyncUpdated = true; } } public override OMV.Vector3 Torque { get { return _torque; } set { _torque = value; // SyncUpdated = true; } } public override float CollisionScore { get { return _collisionScore; } set { _collisionScore = value; // SyncUpdated = true; } } public override OMV.Vector3 Acceleration { get { return _acceleration; } } public override OMV.Quaternion Orientation { get { return _orientation; } set { _orientation = value; _scene.TaintedObject(delegate() { _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); // m_log.DebugFormat("{0}: set orientation: {1}", LogHeader, _orientation); // SyncUpdated = true; }); } } public override int PhysicsActorType { get { return _physicsActorType; } set { _physicsActorType = value; // SyncUpdated = true; } } public override bool IsPhysical { get { return _isPhysical; } set { _isPhysical = value; _scene.TaintedObject(delegate() { SetObjectDynamic(); // SyncUpdated = true; }); } } // 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() { // non-physical things work best with a mass of zero _mass = IsStatic ? 0f : CalculateMass(); BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), _mass); // m_log.DebugFormat("{0}: ID={1}, SetObjectDynamic: IsStatic={2}, IsSolid={3}, mass={4}", LogHeader, _localID, IsStatic, IsSolid, _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); } } 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; } 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 (returnMass <= 0) returnMass = 0.0001f;//ckrinke: Mass must be greater then zero. if (IsRootOfLinkset) { foreach (BSPrim prim in _childrenPrims) { returnMass += prim.CalculateMass(); } } if (returnMass > _scene.maximumMassObject) returnMass = _scene.maximumMassObject; return returnMass; }// end CalculateMass #endregion Mass Calculation // Create the geometry information in Bullet for later use // No locking here because this is done when we know physics is not simulating private void CreateGeom() { if (_mesh == null) { // the mesher thought this was too simple to mesh. Use a native Bullet collision shape. 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: mesh null. 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: mesh null. Defaulting to box of size {1}", LogHeader, _size); _shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX; _scale = _size; } } else { if (_hullKey != 0) { m_log.DebugFormat("{0}: CreateGeom: deleting old hull. Key={1}", LogHeader, _hullKey); BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey); _hullKey = 0; _hulls.Clear(); } int[] indices = _mesh.getIndexListAsInt(); List vertices = _mesh.getVertexList(); //format conversion from IMesh format to DecompDesc format List convIndices = new List(); List convVertices = new List(); 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(); 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 _hullKey = (ulong)_pbs.GetHashCode(); // m_log.DebugFormat("{0}: CreateGeom: calling CreateHull. key={1}, hulls={2}", LogHeader, _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; } private void HullReturn(ConvexResult result) { _hulls.Add(result); return; } // Create an object in Bullet // 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 // 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. m_log.DebugFormat("{0}: CreateLinkset", LogHeader); int totalPrimsInLinkset = _childrenPrims.Count + 1; 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); } else { // simple object ShapeData shape; FillShapeInfo(out shape); BulletSimAPI.CreateObject(_scene.WorldID, shape); } } // 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.MeshKey = _hullKey; shape.Collidable = (!IsPhantom) ? ShapeData.numericTrue : ShapeData.numericFalse; shape.Friction = _friction; shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue; } // 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() { if (_hullKey != 0) { // if a hull already exists, delete the old one BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey); _hullKey = 0; } // If this object is complex or we are the root of a linkset, build a mesh. // The root of a linkset must be a mesh so we can create the linked compound object. if (_scene.NeedsMeshing(_pbs) || IsRootOfLinkset ) { m_log.DebugFormat("{0}: RecreateGeomAndObject: creating mesh", LogHeader); _mesh = _scene.mesher.CreateMesh(_avName, _pbs, _size, _scene.meshLOD, _isPhysical); } else { // it's a BulletSim native shape. _mesh = null; } CreateGeom(); // create the geometry for this prim 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() public void UpdateProperties(EntityProperties entprop) { bool changed = false; // assign to the local variables so the normal set action does not happen if (_position != entprop.Position) { _position = entprop.Position; // m_log.DebugFormat("{0}: UpdateProperties: position = {1}", LogHeader, _position); changed = true; } if (_orientation != entprop.Rotation) { _orientation = entprop.Rotation; // m_log.DebugFormat("{0}: UpdateProperties: rotation = {1}", LogHeader, _orientation); changed = true; } if (_velocity != entprop.Velocity) { _velocity = entprop.Velocity; // m_log.DebugFormat("{0}: UpdateProperties: velocity = {1}", LogHeader, _velocity); changed = true; } if (_acceleration != entprop.Acceleration) { _acceleration = entprop.Acceleration; // m_log.DebugFormat("{0}: UpdateProperties: acceleration = {1}", LogHeader, _acceleration); changed = true; } if (_rotationalVelocity != entprop.AngularVelocity) { _rotationalVelocity = entprop.AngularVelocity; // m_log.DebugFormat("{0}: UpdateProperties: rotationalVelocity = {1}", LogHeader, _rotationalVelocity); changed = true; } if (changed) { base.RequestPhysicsterseUpdate(); } } // I've collided with something 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 makes IsColliding() and IsCollidingGround() work _collidingStep = _scene.SimulationStep; if (collidingWith == BSScene.TERRAIN_ID || collidingWith == BSScene.GROUNDPLANE_ID) { _collidingGroundStep = _scene.SimulationStep; } if (_subscribedEventsMs == 0) return; // nothing in the object is waiting for collision events // create the event for the collision Dictionary contactPoints = new Dictionary(); contactPoints.Add(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); CollisionEventUpdate args = new CollisionEventUpdate(LocalID, (int)type, 1, contactPoints); base.SendCollisionUpdate(args); } } }