OpenSimMirror/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs

1517 lines
56 KiB
C#

/*
* 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
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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*/
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 class BSPrim : BSPhysObject
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private static readonly string LogHeader = "[BULLETS PRIM]";
// _size is what the user passed. Scale is what we pass to the physics engine with the mesh.
private OMV.Vector3 _size; // the multiplier for each mesh dimension as passed by the user
private bool _grabbed;
private bool _isSelected;
private bool _isVolumeDetect;
// _position is what the simulator thinks the positions of the prim is.
private OMV.Vector3 _position;
private float _mass; // the mass of this object
private OMV.Vector3 _acceleration;
private OMV.Quaternion _orientation;
private int _physicsActorType;
private bool _isPhysical;
private bool _flying;
private bool _setAlwaysRun;
private bool _throttleUpdates;
private bool _floatOnWater;
private OMV.Vector3 _rotationalVelocity;
private bool _kinematic;
private float _buoyancy;
private int CrossingFailures { get; set; }
// Keep a handle to the vehicle actor so it is easy to set parameters on same.
public BSDynamics VehicleActor;
public const string VehicleActorName = "BasicVehicle";
// Parameters for the hover actor
public const string HoverActorName = "HoverActor";
// Parameters for the axis lock actor
public const String LockedAxisActorName = "BSPrim.LockedAxis";
// Parameters for the move to target actor
public const string MoveToTargetActorName = "MoveToTargetActor";
// Parameters for the setForce and setTorque actors
public const string SetForceActorName = "SetForceActor";
public const string SetTorqueActorName = "SetTorqueActor";
public BSPrim(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size,
OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical)
: base(parent_scene, localID, primName, "BSPrim")
{
// m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID);
_physicsActorType = (int)ActorTypes.Prim;
_position = pos;
_size = size;
Scale = size; // prims are the size the user wants them to be (different for BSCharactes).
_orientation = rotation;
_buoyancy = 0f;
RawVelocity = OMV.Vector3.Zero;
_rotationalVelocity = OMV.Vector3.Zero;
BaseShape = pbs;
_isPhysical = pisPhysical;
_isVolumeDetect = false;
// We keep a handle to the vehicle actor so we can set vehicle parameters later.
VehicleActor = new BSDynamics(PhysScene, this, VehicleActorName);
PhysicalActors.Add(VehicleActorName, VehicleActor);
_mass = CalculateMass();
// DetailLog("{0},BSPrim.constructor,call", LocalID);
// do the actual object creation at taint time
PhysScene.TaintedObject("BSPrim.create", delegate()
{
// Make sure the object is being created with some sanity.
ExtremeSanityCheck(true /* inTaintTime */);
CreateGeomAndObject(true);
CurrentCollisionFlags = PhysScene.PE.GetCollisionFlags(PhysBody);
});
}
// called when this prim is being destroyed and we should free all the resources
public override void Destroy()
{
// m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID);
base.Destroy();
// Undo any vehicle properties
this.VehicleType = (int)Vehicle.TYPE_NONE;
PhysScene.TaintedObject("BSPrim.Destroy", delegate()
{
DetailLog("{0},BSPrim.Destroy,taint,", LocalID);
// If there are physical body and shape, release my use of same.
PhysScene.Shapes.DereferenceBody(PhysBody, null);
PhysBody.Clear();
PhysShape.Dereference(PhysScene);
PhysShape = new BSShapeNull();
});
}
// No one uses this property.
public override bool Stopped {
get { return false; }
}
public override OMV.Vector3 Size {
get { return _size; }
set {
// We presume the scale and size are the same. If scale must be changed for
// the physical shape, that is done when the geometry is built.
_size = value;
Scale = _size;
ForceBodyShapeRebuild(false);
}
}
public override PrimitiveBaseShape Shape {
set {
BaseShape = value;
PrimAssetState = PrimAssetCondition.Unknown;
ForceBodyShapeRebuild(false);
}
}
public override bool ForceBodyShapeRebuild(bool inTaintTime)
{
PhysScene.TaintedObject(inTaintTime, "BSPrim.ForceBodyShapeRebuild", delegate()
{
_mass = CalculateMass(); // changing the shape changes the mass
CreateGeomAndObject(true);
});
return true;
}
public override bool Grabbed {
set { _grabbed = value;
}
}
public override bool Selected {
set
{
if (value != _isSelected)
{
_isSelected = value;
PhysScene.TaintedObject("BSPrim.setSelected", delegate()
{
DetailLog("{0},BSPrim.selected,taint,selected={1}", LocalID, _isSelected);
SetObjectDynamic(false);
});
}
}
}
public override bool IsSelected
{
get { return _isSelected; }
}
public override void CrossingFailure()
{
CrossingFailures++;
if (CrossingFailures > BSParam.CrossingFailuresBeforeOutOfBounds)
{
base.RaiseOutOfBounds(RawPosition);
}
else if (CrossingFailures == BSParam.CrossingFailuresBeforeOutOfBounds)
{
m_log.WarnFormat("{0} Too many crossing failures for {1}", LogHeader, Name);
}
return;
}
// link me to the specified parent
public override void link(PhysicsActor obj) {
}
// delink me from my linkset
public override void delink() {
}
// 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.
// Called at taint time!
public override void ZeroMotion(bool inTaintTime)
{
RawVelocity = OMV.Vector3.Zero;
_acceleration = OMV.Vector3.Zero;
_rotationalVelocity = OMV.Vector3.Zero;
// Zero some other properties in the physics engine
PhysScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate()
{
if (PhysBody.HasPhysicalBody)
PhysScene.PE.ClearAllForces(PhysBody);
});
}
public override void ZeroAngularMotion(bool inTaintTime)
{
_rotationalVelocity = OMV.Vector3.Zero;
// Zero some other properties in the physics engine
PhysScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate()
{
// DetailLog("{0},BSPrim.ZeroAngularMotion,call,rotVel={1}", LocalID, _rotationalVelocity);
if (PhysBody.HasPhysicalBody)
{
PhysScene.PE.SetInterpolationAngularVelocity(PhysBody, _rotationalVelocity);
PhysScene.PE.SetAngularVelocity(PhysBody, _rotationalVelocity);
}
});
}
public override void LockAngularMotion(OMV.Vector3 axis)
{
DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis);
// "1" means free, "0" means locked
OMV.Vector3 locking = LockedAxisFree;
if (axis.X != 1) locking.X = 0f;
if (axis.Y != 1) locking.Y = 0f;
if (axis.Z != 1) locking.Z = 0f;
LockedAngularAxis = locking;
EnableActor(LockedAngularAxis != LockedAxisFree, LockedAxisActorName, delegate()
{
return new BSActorLockAxis(PhysScene, this, LockedAxisActorName);
});
// Update parameters so the new actor's Refresh() action is called at the right time.
PhysScene.TaintedObject("BSPrim.LockAngularMotion", delegate()
{
UpdatePhysicalParameters();
});
return;
}
public override OMV.Vector3 RawPosition
{
get { return _position; }
set { _position = value; }
}
public override OMV.Vector3 Position {
get {
// don't do the GetObjectPosition for root elements because this function is called a zillion times.
// _position = ForcePosition;
return _position;
}
set {
// If the position must be forced into the physics engine, use ForcePosition.
// All positions are given in world positions.
if (_position == value)
{
DetailLog("{0},BSPrim.setPosition,call,positionNotChanging,pos={1},orient={2}", LocalID, _position, _orientation);
return;
}
_position = value;
PositionSanityCheck(false);
PhysScene.TaintedObject("BSPrim.setPosition", delegate()
{
DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
ForcePosition = _position;
});
}
}
public override OMV.Vector3 ForcePosition {
get {
_position = PhysScene.PE.GetPosition(PhysBody);
return _position;
}
set {
_position = value;
if (PhysBody.HasPhysicalBody)
{
PhysScene.PE.SetTranslation(PhysBody, _position, _orientation);
ActivateIfPhysical(false);
}
}
}
// Check that the current position is sane and, if not, modify the position to make it so.
// Check for being below terrain and being out of bounds.
// Returns 'true' of the position was made sane by some action.
private bool PositionSanityCheck(bool inTaintTime)
{
bool ret = false;
// We don't care where non-physical items are placed
if (!IsPhysicallyActive)
return ret;
if (!PhysScene.TerrainManager.IsWithinKnownTerrain(RawPosition))
{
// The physical object is out of the known/simulated area.
// Upper levels of code will handle the transition to other areas so, for
// the time, we just ignore the position.
return ret;
}
float terrainHeight = PhysScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition);
OMV.Vector3 upForce = OMV.Vector3.Zero;
float approxSize = Math.Max(Size.X, Math.Max(Size.Y, Size.Z));
if ((RawPosition.Z + approxSize / 2f) < terrainHeight)
{
DetailLog("{0},BSPrim.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, RawPosition, terrainHeight);
float targetHeight = terrainHeight + (Size.Z / 2f);
// If the object is below ground it just has to be moved up because pushing will
// not get it through the terrain
_position.Z = targetHeight;
if (inTaintTime)
{
ForcePosition = _position;
}
// If we are throwing the object around, zero its other forces
ZeroMotion(inTaintTime);
ret = true;
}
if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0)
{
float waterHeight = PhysScene.TerrainManager.GetWaterLevelAtXYZ(_position);
// TODO: a floating motor so object will bob in the water
if (Math.Abs(RawPosition.Z - waterHeight) > 0.1f)
{
// Upforce proportional to the distance away from the water. Correct the error in 1 sec.
upForce.Z = (waterHeight - RawPosition.Z) * 1f;
// Apply upforce and overcome gravity.
OMV.Vector3 correctionForce = upForce - PhysScene.DefaultGravity;
DetailLog("{0},BSPrim.PositionSanityCheck,applyForce,pos={1},upForce={2},correctionForce={3}", LocalID, _position, upForce, correctionForce);
AddForce(correctionForce, false, inTaintTime);
ret = true;
}
}
return ret;
}
// Occasionally things will fly off and really get lost.
// Find the wanderers and bring them back.
// Return 'true' if some parameter need some sanity.
private bool ExtremeSanityCheck(bool inTaintTime)
{
bool ret = false;
uint wayOutThere = Constants.RegionSize * Constants.RegionSize;
// There have been instances of objects getting thrown way out of bounds and crashing
// the border crossing code.
if ( _position.X < -Constants.RegionSize || _position.X > wayOutThere
|| _position.Y < -Constants.RegionSize || _position.Y > wayOutThere
|| _position.Z < -Constants.RegionSize || _position.Z > wayOutThere)
{
_position = new OMV.Vector3(10, 10, 50);
ZeroMotion(inTaintTime);
ret = true;
}
if (RawVelocity.LengthSquared() > BSParam.MaxLinearVelocity)
{
RawVelocity = Util.ClampV(RawVelocity, BSParam.MaxLinearVelocity);
ret = true;
}
if (_rotationalVelocity.LengthSquared() > BSParam.MaxAngularVelocitySquared)
{
_rotationalVelocity = Util.ClampV(_rotationalVelocity, BSParam.MaxAngularVelocity);
ret = true;
}
return ret;
}
// Return the effective mass of the object.
// The definition of this call is to return the mass of the prim.
// If the simulator cares about the mass of the linkset, it will sum it itself.
public override float Mass
{
get { return _mass; }
}
// TotalMass returns the mass of the large object the prim may be in (overridden by linkset code)
public virtual float TotalMass
{
get { return _mass; }
}
// used when we only want this prim's mass and not the linkset thing
public override float RawMass {
get { return _mass; }
}
// Set the physical mass to the passed mass.
// Note that this does not change _mass!
public override void UpdatePhysicalMassProperties(float physMass, bool inWorld)
{
if (PhysBody.HasPhysicalBody && PhysShape.HasPhysicalShape)
{
if (IsStatic)
{
PhysScene.PE.SetGravity(PhysBody, PhysScene.DefaultGravity);
Inertia = OMV.Vector3.Zero;
PhysScene.PE.SetMassProps(PhysBody, 0f, Inertia);
PhysScene.PE.UpdateInertiaTensor(PhysBody);
}
else
{
if (inWorld)
{
// Changing interesting properties doesn't change proxy and collision cache
// information. The Bullet solution is to re-add the object to the world
// after parameters are changed.
PhysScene.PE.RemoveObjectFromWorld(PhysScene.World, PhysBody);
}
// The computation of mass props requires gravity to be set on the object.
Gravity = ComputeGravity(Buoyancy);
PhysScene.PE.SetGravity(PhysBody, Gravity);
Inertia = PhysScene.PE.CalculateLocalInertia(PhysShape.physShapeInfo, physMass);
PhysScene.PE.SetMassProps(PhysBody, physMass, Inertia);
PhysScene.PE.UpdateInertiaTensor(PhysBody);
DetailLog("{0},BSPrim.UpdateMassProperties,mass={1},localInertia={2},grav={3},inWorld={4}",
LocalID, physMass, Inertia, Gravity, inWorld);
if (inWorld)
{
AddObjectToPhysicalWorld();
}
}
}
}
// Return what gravity should be set to this very moment
public OMV.Vector3 ComputeGravity(float buoyancy)
{
OMV.Vector3 ret = PhysScene.DefaultGravity;
if (!IsStatic)
{
ret *= (1f - buoyancy);
ret *= GravModifier;
}
return ret;
}
// Is this used?
public override OMV.Vector3 CenterOfMass
{
get { return RawPosition; }
}
// Is this used?
public override OMV.Vector3 GeometricCenter
{
get { return RawPosition; }
}
public override OMV.Vector3 Force {
get { return RawForce; }
set {
RawForce = value;
EnableActor(RawForce != OMV.Vector3.Zero, SetForceActorName, delegate()
{
return new BSActorSetForce(PhysScene, this, SetForceActorName);
});
}
}
public override int VehicleType {
get {
return (int)VehicleActor.Type;
}
set {
Vehicle type = (Vehicle)value;
PhysScene.TaintedObject("setVehicleType", delegate()
{
ZeroMotion(true /* inTaintTime */);
VehicleActor.ProcessTypeChange(type);
ActivateIfPhysical(false);
});
}
}
public override void VehicleFloatParam(int param, float value)
{
PhysScene.TaintedObject("BSPrim.VehicleFloatParam", delegate()
{
VehicleActor.ProcessFloatVehicleParam((Vehicle)param, value);
ActivateIfPhysical(false);
});
}
public override void VehicleVectorParam(int param, OMV.Vector3 value)
{
PhysScene.TaintedObject("BSPrim.VehicleVectorParam", delegate()
{
VehicleActor.ProcessVectorVehicleParam((Vehicle)param, value);
ActivateIfPhysical(false);
});
}
public override void VehicleRotationParam(int param, OMV.Quaternion rotation)
{
PhysScene.TaintedObject("BSPrim.VehicleRotationParam", delegate()
{
VehicleActor.ProcessRotationVehicleParam((Vehicle)param, rotation);
ActivateIfPhysical(false);
});
}
public override void VehicleFlags(int param, bool remove)
{
PhysScene.TaintedObject("BSPrim.VehicleFlags", delegate()
{
VehicleActor.ProcessVehicleFlags(param, 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;
PhysScene.TaintedObject("BSPrim.SetVolumeDetect", delegate()
{
// DetailLog("{0},setVolumeDetect,taint,volDetect={1}", LocalID, _isVolumeDetect);
SetObjectDynamic(true);
});
}
return;
}
public override void SetMaterial(int material)
{
base.SetMaterial(material);
PhysScene.TaintedObject("BSPrim.SetMaterial", delegate()
{
UpdatePhysicalParameters();
});
}
public override float Friction
{
get { return base.Friction; }
set
{
if (base.Friction != value)
{
base.Friction = value;
PhysScene.TaintedObject("BSPrim.setFriction", delegate()
{
UpdatePhysicalParameters();
});
}
}
}
public override float Restitution
{
get { return base.Restitution; }
set
{
if (base.Restitution != value)
{
base.Restitution = value;
PhysScene.TaintedObject("BSPrim.setRestitution", delegate()
{
UpdatePhysicalParameters();
});
}
}
}
// The simulator/viewer keep density as 100kg/m3.
// Remember to use BSParam.DensityScaleFactor to create the physical density.
public override float Density
{
get { return base.Density; }
set
{
if (base.Density != value)
{
base.Density = value;
PhysScene.TaintedObject("BSPrim.setDensity", delegate()
{
UpdatePhysicalParameters();
});
}
}
}
public override float GravModifier
{
get { return base.GravModifier; }
set
{
if (base.GravModifier != value)
{
base.GravModifier = value;
PhysScene.TaintedObject("BSPrim.setGravityModifier", delegate()
{
UpdatePhysicalParameters();
});
}
}
}
public override OMV.Vector3 Velocity {
get { return RawVelocity; }
set {
RawVelocity = value;
PhysScene.TaintedObject("BSPrim.setVelocity", delegate()
{
// DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, RawVelocity);
ForceVelocity = RawVelocity;
});
}
}
public override OMV.Vector3 ForceVelocity {
get { return RawVelocity; }
set {
PhysScene.AssertInTaintTime("BSPrim.ForceVelocity");
RawVelocity = Util.ClampV(value, BSParam.MaxLinearVelocity);
if (PhysBody.HasPhysicalBody)
{
DetailLog("{0},BSPrim.ForceVelocity,taint,vel={1}", LocalID, RawVelocity);
PhysScene.PE.SetLinearVelocity(PhysBody, RawVelocity);
ActivateIfPhysical(false);
}
}
}
public override OMV.Vector3 Torque {
get { return RawTorque; }
set {
RawTorque = value;
EnableActor(RawTorque != OMV.Vector3.Zero, SetTorqueActorName, delegate()
{
return new BSActorSetTorque(PhysScene, this, SetTorqueActorName);
});
DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, RawTorque);
}
}
public override OMV.Vector3 Acceleration {
get { return _acceleration; }
set { _acceleration = value; }
}
public override OMV.Quaternion RawOrientation
{
get { return _orientation; }
set { _orientation = value; }
}
public override OMV.Quaternion Orientation {
get {
return _orientation;
}
set {
if (_orientation == value)
return;
_orientation = value;
PhysScene.TaintedObject("BSPrim.setOrientation", delegate()
{
ForceOrientation = _orientation;
});
}
}
// Go directly to Bullet to get/set the value.
public override OMV.Quaternion ForceOrientation
{
get
{
_orientation = PhysScene.PE.GetOrientation(PhysBody);
return _orientation;
}
set
{
_orientation = value;
if (PhysBody.HasPhysicalBody)
PhysScene.PE.SetTranslation(PhysBody, _position, _orientation);
}
}
public override int PhysicsActorType {
get { return _physicsActorType; }
set { _physicsActorType = value; }
}
public override bool IsPhysical {
get { return _isPhysical; }
set {
if (_isPhysical != value)
{
_isPhysical = value;
PhysScene.TaintedObject("BSPrim.setIsPhysical", delegate()
{
DetailLog("{0},setIsPhysical,taint,isPhys={1}", LocalID, _isPhysical);
SetObjectDynamic(true);
// whether phys-to-static or static-to-phys, the object is not moving.
ZeroMotion(true);
});
}
}
}
// An object is static (does not move) if selected or not physical
public override bool IsStatic
{
get { return _isSelected || !IsPhysical; }
}
// An object is solid if it's not phantom and if it's not doing VolumeDetect
public override bool IsSolid
{
get { return !IsPhantom && !_isVolumeDetect; }
}
// The object is moving and is actively being dynamic in the physical world
public override bool IsPhysicallyActive
{
get { return !_isSelected && IsPhysical; }
}
// Make gravity work if the object is physical and not selected
// Called at taint-time!!
private void SetObjectDynamic(bool forceRebuild)
{
// Recreate the physical object if necessary
CreateGeomAndObject(forceRebuild);
}
// Convert the simulator's physical properties into settings on BulletSim objects.
// There are four flags we're interested in:
// IsStatic: Object does not move, otherwise the object has mass and moves
// isSolid: other objects bounce off of this object
// isVolumeDetect: other objects pass through but can generate collisions
// collisionEvents: whether this object returns collision events
public virtual void UpdatePhysicalParameters()
{
if (!PhysBody.HasPhysicalBody)
{
// This would only happen if updates are called for during initialization when the body is not set up yet.
// DetailLog("{0},BSPrim.UpdatePhysicalParameters,taint,calledWithNoPhysBody", LocalID);
return;
}
// Mangling all the physical properties requires the object not be in the physical world.
// This is a NOOP if the object is not in the world (BulletSim and Bullet ignore objects not found).
PhysScene.PE.RemoveObjectFromWorld(PhysScene.World, PhysBody);
// Set up the object physicalness (does gravity and collisions move this object)
MakeDynamic(IsStatic);
// Update vehicle specific parameters (after MakeDynamic() so can change physical parameters)
PhysicalActors.Refresh();
// Arrange for collision events if the simulator wants them
EnableCollisions(SubscribedEvents());
// Make solid or not (do things bounce off or pass through this object).
MakeSolid(IsSolid);
AddObjectToPhysicalWorld();
// Rebuild its shape
PhysScene.PE.UpdateSingleAabb(PhysScene.World, PhysBody);
DetailLog("{0},BSPrim.UpdatePhysicalParameters,taintExit,static={1},solid={2},mass={3},collide={4},cf={5:X},cType={6},body={7},shape={8}",
LocalID, IsStatic, IsSolid, Mass, SubscribedEvents(),
CurrentCollisionFlags, PhysBody.collisionType, PhysBody, PhysShape);
}
// "Making dynamic" means changing to and from static.
// When static, gravity does not effect the object and it is fixed in space.
// When dynamic, the object can fall and be pushed by others.
// This is independent of its 'solidness' which controls what passes through
// this object and what interacts with it.
protected virtual void MakeDynamic(bool makeStatic)
{
if (makeStatic)
{
// Become a Bullet 'static' object type
CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_STATIC_OBJECT);
// Stop all movement
ZeroMotion(true);
// Set various physical properties so other object interact properly
PhysScene.PE.SetFriction(PhysBody, Friction);
PhysScene.PE.SetRestitution(PhysBody, Restitution);
PhysScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold);
// Mass is zero which disables a bunch of physics stuff in Bullet
UpdatePhysicalMassProperties(0f, false);
// Set collision detection parameters
if (BSParam.CcdMotionThreshold > 0f)
{
PhysScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold);
PhysScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius);
}
// The activation state is 'disabled' so Bullet will not try to act on it.
// PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.DISABLE_SIMULATION);
// Start it out sleeping and physical actions could wake it up.
PhysScene.PE.ForceActivationState(PhysBody, ActivationState.ISLAND_SLEEPING);
// This collides like a static object
PhysBody.collisionType = CollisionType.Static;
}
else
{
// Not a Bullet static object
CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.CF_STATIC_OBJECT);
// Set various physical properties so other object interact properly
PhysScene.PE.SetFriction(PhysBody, Friction);
PhysScene.PE.SetRestitution(PhysBody, Restitution);
// DetailLog("{0},BSPrim.MakeDynamic,frict={1},rest={2}", LocalID, Friction, Restitution);
// per http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=3382
// Since this can be called multiple times, only zero forces when becoming physical
// PhysicsScene.PE.ClearAllForces(BSBody);
// For good measure, make sure the transform is set through to the motion state
ForcePosition = _position;
ForceVelocity = RawVelocity;
ForceRotationalVelocity = _rotationalVelocity;
// A dynamic object has mass
UpdatePhysicalMassProperties(RawMass, false);
// Set collision detection parameters
if (BSParam.CcdMotionThreshold > 0f)
{
PhysScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold);
PhysScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius);
}
// Various values for simulation limits
PhysScene.PE.SetDamping(PhysBody, BSParam.LinearDamping, BSParam.AngularDamping);
PhysScene.PE.SetDeactivationTime(PhysBody, BSParam.DeactivationTime);
PhysScene.PE.SetSleepingThresholds(PhysBody, BSParam.LinearSleepingThreshold, BSParam.AngularSleepingThreshold);
PhysScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold);
// This collides like an object.
PhysBody.collisionType = CollisionType.Dynamic;
// Force activation of the object so Bullet will act on it.
// Must do the ForceActivationState2() to overcome the DISABLE_SIMULATION from static objects.
PhysScene.PE.ForceActivationState(PhysBody, ActivationState.ACTIVE_TAG);
}
}
// "Making solid" means that other object will not pass through this object.
// To make transparent, we create a Bullet ghost object.
// Note: This expects to be called from the UpdatePhysicalParameters() routine as
// the functions after this one set up the state of a possibly newly created collision body.
private void MakeSolid(bool makeSolid)
{
CollisionObjectTypes bodyType = (CollisionObjectTypes)PhysScene.PE.GetBodyType(PhysBody);
if (makeSolid)
{
// Verify the previous code created the correct shape for this type of thing.
if ((bodyType & CollisionObjectTypes.CO_RIGID_BODY) == 0)
{
m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for solidity. id={1}, type={2}", LogHeader, LocalID, bodyType);
}
CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE);
}
else
{
if ((bodyType & CollisionObjectTypes.CO_GHOST_OBJECT) == 0)
{
m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for non-solidness. id={1}, type={2}", LogHeader, LocalID, bodyType);
}
CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE);
// Change collision info from a static object to a ghosty collision object
PhysBody.collisionType = CollisionType.VolumeDetect;
}
}
// Turn on or off the flag controlling whether collision events are returned to the simulator.
private void EnableCollisions(bool wantsCollisionEvents)
{
if (wantsCollisionEvents)
{
CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
}
else
{
CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
}
}
// Add me to the physical world.
// Object MUST NOT already be in the world.
// This routine exists because some assorted properties get mangled by adding to the world.
internal void AddObjectToPhysicalWorld()
{
if (PhysBody.HasPhysicalBody)
{
PhysScene.PE.AddObjectToWorld(PhysScene.World, PhysBody);
}
else
{
m_log.ErrorFormat("{0} Attempt to add physical object without body. id={1}", LogHeader, LocalID);
DetailLog("{0},BSPrim.AddObjectToPhysicalWorld,addObjectWithoutBody,cType={1}", LocalID, PhysBody.collisionType);
}
}
// 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 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;
PhysScene.TaintedObject("BSPrim.setFloatOnWater", delegate()
{
if (_floatOnWater)
CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER);
else
CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER);
});
}
}
public override OMV.Vector3 RotationalVelocity {
get {
return _rotationalVelocity;
}
set {
_rotationalVelocity = value;
Util.ClampV(_rotationalVelocity, BSParam.MaxAngularVelocity);
// m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity);
PhysScene.TaintedObject("BSPrim.setRotationalVelocity", delegate()
{
ForceRotationalVelocity = _rotationalVelocity;
});
}
}
public override OMV.Vector3 ForceRotationalVelocity {
get {
return _rotationalVelocity;
}
set {
_rotationalVelocity = Util.ClampV(value, BSParam.MaxAngularVelocity);
if (PhysBody.HasPhysicalBody)
{
DetailLog("{0},BSPrim.ForceRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity);
PhysScene.PE.SetAngularVelocity(PhysBody, _rotationalVelocity);
// PhysicsScene.PE.SetInterpolationAngularVelocity(PhysBody, _rotationalVelocity);
ActivateIfPhysical(false);
}
}
}
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;
PhysScene.TaintedObject("BSPrim.setBuoyancy", delegate()
{
ForceBuoyancy = _buoyancy;
});
}
}
public override float ForceBuoyancy {
get { return _buoyancy; }
set {
_buoyancy = value;
// DetailLog("{0},BSPrim.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
// Force the recalculation of the various inertia,etc variables in the object
UpdatePhysicalMassProperties(RawMass, true);
DetailLog("{0},BSPrim.ForceBuoyancy,buoy={1},mass={2},grav={3}", LocalID, _buoyancy, RawMass, Gravity);
ActivateIfPhysical(false);
}
}
public override bool PIDActive {
set {
base.MoveToTargetActive = value;
EnableActor(MoveToTargetActive, MoveToTargetActorName, delegate()
{
return new BSActorMoveToTarget(PhysScene, this, MoveToTargetActorName);
});
}
}
// Used for llSetHoverHeight and maybe vehicle height
// Hover Height will override MoveTo target's Z
public override bool PIDHoverActive {
set {
base.HoverActive = value;
EnableActor(HoverActive, HoverActorName, delegate()
{
return new BSActorHover(PhysScene, this, HoverActorName);
});
}
}
public override void AddForce(OMV.Vector3 force, bool pushforce) {
// Per documentation, max force is limited.
OMV.Vector3 addForce = Util.ClampV(force, BSParam.MaxAddForceMagnitude);
// Since this force is being applied in only one step, make this a force per second.
addForce /= PhysScene.LastTimeStep;
AddForce(addForce, pushforce, false /* inTaintTime */);
}
// Applying a force just adds this to the total force on the object.
// This added force will only last the next simulation tick.
public void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) {
// for an object, doesn't matter if force is a pushforce or not
if (IsPhysicallyActive)
{
if (force.IsFinite())
{
// DetailLog("{0},BSPrim.addForce,call,force={1}", LocalID, addForce);
OMV.Vector3 addForce = force;
PhysScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate()
{
// Bullet adds this central force to the total force for this tick
DetailLog("{0},BSPrim.addForce,taint,force={1}", LocalID, addForce);
if (PhysBody.HasPhysicalBody)
{
PhysScene.PE.ApplyCentralForce(PhysBody, addForce);
ActivateIfPhysical(false);
}
});
}
else
{
m_log.WarnFormat("{0}: AddForce: Got a NaN force applied to a prim. LocalID={1}", LogHeader, LocalID);
return;
}
}
}
public void AddForceImpulse(OMV.Vector3 impulse, bool pushforce, bool inTaintTime) {
// for an object, doesn't matter if force is a pushforce or not
if (!IsPhysicallyActive)
{
if (impulse.IsFinite())
{
OMV.Vector3 addImpulse = Util.ClampV(impulse, BSParam.MaxAddForceMagnitude);
// DetailLog("{0},BSPrim.addForceImpulse,call,impulse={1}", LocalID, impulse);
PhysScene.TaintedObject(inTaintTime, "BSPrim.AddImpulse", delegate()
{
// Bullet adds this impulse immediately to the velocity
DetailLog("{0},BSPrim.addForceImpulse,taint,impulseforce={1}", LocalID, addImpulse);
if (PhysBody.HasPhysicalBody)
{
PhysScene.PE.ApplyCentralImpulse(PhysBody, addImpulse);
ActivateIfPhysical(false);
}
});
}
else
{
m_log.WarnFormat("{0}: AddForceImpulse: Got a NaN impulse applied to a prim. LocalID={1}", LogHeader, LocalID);
return;
}
}
}
// BSPhysObject.AddAngularForce()
public override void AddAngularForce(OMV.Vector3 force, bool pushforce, bool inTaintTime)
{
if (force.IsFinite())
{
OMV.Vector3 angForce = force;
PhysScene.TaintedObject(inTaintTime, "BSPrim.AddAngularForce", delegate()
{
if (PhysBody.HasPhysicalBody)
{
DetailLog("{0},BSPrim.AddAngularForce,taint,angForce={1}", LocalID, angForce);
PhysScene.PE.ApplyTorque(PhysBody, angForce);
ActivateIfPhysical(false);
}
});
}
else
{
m_log.WarnFormat("{0}: Got a NaN force applied to a prim. LocalID={1}", LogHeader, LocalID);
return;
}
}
// A torque impulse.
// ApplyTorqueImpulse adds torque directly to the angularVelocity.
// AddAngularForce accumulates the force and applied it to the angular velocity all at once.
// Computed as: angularVelocity += impulse * inertia;
public void ApplyTorqueImpulse(OMV.Vector3 impulse, bool inTaintTime)
{
OMV.Vector3 applyImpulse = impulse;
PhysScene.TaintedObject(inTaintTime, "BSPrim.ApplyTorqueImpulse", delegate()
{
if (PhysBody.HasPhysicalBody)
{
PhysScene.PE.ApplyTorqueImpulse(PhysBody, applyImpulse);
ActivateIfPhysical(false);
}
});
}
public override void SetMomentum(OMV.Vector3 momentum) {
// DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum);
}
#region Mass Calculation
private float CalculateMass()
{
float volume = _size.X * _size.Y * _size.Z; // default
float tmp;
float returnMass = 0;
float hollowAmount = (float)BaseShape.ProfileHollow * 2.0e-5f;
float hollowVolume = hollowAmount * hollowAmount;
switch (BaseShape.ProfileShape)
{
case ProfileShape.Square:
// default box
if (BaseShape.PathCurve == (byte)Extrusion.Straight)
{
if (hollowAmount > 0.0)
{
switch (BaseShape.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 (BaseShape.PathCurve == (byte)Extrusion.Curve1)
{
//a tube
volume *= 0.78539816339e-2f * (float)(200 - BaseShape.PathScaleX);
tmp= 1.0f -2.0e-2f * (float)(200 - BaseShape.PathScaleY);
volume -= volume*tmp*tmp;
if (hollowAmount > 0.0)
{
hollowVolume *= hollowAmount;
switch (BaseShape.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 (BaseShape.PathCurve == (byte)Extrusion.Straight)
{
volume *= 0.78539816339f; // elipse base
if (hollowAmount > 0.0)
{
switch (BaseShape.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 (BaseShape.PathCurve == (byte)Extrusion.Curve1)
{
volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - BaseShape.PathScaleX);
tmp = 1.0f - .02f * (float)(200 - BaseShape.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 (BaseShape.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 (BaseShape.PathCurve == (byte)Extrusion.Curve1)
{
volume *= 0.52359877559829887307710723054658f;
}
break;
case ProfileShape.EquilateralTriangle:
if (BaseShape.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 (BaseShape.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 (BaseShape.PathCurve == (byte)Extrusion.Curve1)
{
volume *= 0.32475953f;
volume *= 0.01f * (float)(200 - BaseShape.PathScaleX);
tmp = 1.0f - .02f * (float)(200 - BaseShape.PathScaleY);
volume *= (1.0f - tmp * tmp);
if (hollowAmount > 0.0)
{
hollowVolume *= hollowAmount;
switch (BaseShape.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 (BaseShape.PathCurve == (byte)Extrusion.Straight || BaseShape.PathCurve == (byte)Extrusion.Flexible)
{
taperX1 = BaseShape.PathScaleX * 0.01f;
if (taperX1 > 1.0f)
taperX1 = 2.0f - taperX1;
taperX = 1.0f - taperX1;
taperY1 = BaseShape.PathScaleY * 0.01f;
if (taperY1 > 1.0f)
taperY1 = 2.0f - taperY1;
taperY = 1.0f - taperY1;
}
else
{
taperX = BaseShape.PathTaperX * 0.01f;
if (taperX < 0.0f)
taperX = -taperX;
taperX1 = 1.0f - taperX;
taperY = BaseShape.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)BaseShape.PathBegin * 2.0e-5f;
pathEnd = 1.0f - (float)BaseShape.PathEnd * 2.0e-5f;
volume *= (pathEnd - pathBegin);
// this is crude aproximation
profileBegin = (float)BaseShape.ProfileBegin * 2.0e-5f;
profileEnd = 1.0f - (float)BaseShape.ProfileEnd * 2.0e-5f;
volume *= (profileEnd - profileBegin);
returnMass = Density * BSParam.DensityScaleFactor * volume;
returnMass = Util.Clamp(returnMass, BSParam.MinimumObjectMass, BSParam.MaximumObjectMass);
// DetailLog("{0},BSPrim.CalculateMass,den={1},vol={2},mass={3}", LocalID, Density, volume, returnMass);
return returnMass;
}// end CalculateMass
#endregion Mass Calculation
// Rebuild the geometry and object.
// This is called when the shape changes so we need to recreate the mesh/hull.
// Called at taint-time!!!
public void CreateGeomAndObject(bool forceRebuild)
{
// Create the correct physical representation for this type of object.
// Updates base.PhysBody and base.PhysShape with the new information.
// Ignore 'forceRebuild'. 'GetBodyAndShape' makes the right choices and changes of necessary.
PhysScene.Shapes.GetBodyAndShape(false /*forceRebuild */, PhysScene.World, this, delegate(BulletBody pBody, BulletShape pShape)
{
// Called if the current prim body is about to be destroyed.
// Remove all the physical dependencies on the old body.
// (Maybe someday make the changing of BSShape an event to be subscribed to by BSLinkset, ...)
// Note: this virtual function is overloaded by BSPrimLinkable to remove linkset constraints.
RemoveDependencies();
});
// Make sure the properties are set on the new object
UpdatePhysicalParameters();
return;
}
// Called at taint-time
protected virtual void RemoveDependencies()
{
PhysicalActors.RemoveDependencies();
}
// The physics engine says that properties have updated. Update same and inform
// the world that things have changed.
public override void UpdateProperties(EntityProperties entprop)
{
// Let anyone (like the actors) modify the updated properties before they are pushed into the object and the simulator.
TriggerPreUpdatePropertyAction(ref entprop);
// DetailLog("{0},BSPrim.UpdateProperties,entry,entprop={1}", LocalID, entprop); // DEBUG DEBUG
// Assign directly to the local variables so the normal set actions do not happen
_position = entprop.Position;
_orientation = entprop.Rotation;
// DEBUG DEBUG DEBUG -- smooth velocity changes a bit. The simulator seems to be
// very sensitive to velocity changes.
if (entprop.Velocity == OMV.Vector3.Zero || !entprop.Velocity.ApproxEquals(RawVelocity, BSParam.UpdateVelocityChangeThreshold))
RawVelocity = entprop.Velocity;
_acceleration = entprop.Acceleration;
_rotationalVelocity = entprop.RotationalVelocity;
// DetailLog("{0},BSPrim.UpdateProperties,afterAssign,entprop={1}", LocalID, entprop); // DEBUG DEBUG
// The sanity check can change the velocity and/or position.
if (PositionSanityCheck(true /* inTaintTime */ ))
{
entprop.Position = _position;
entprop.Velocity = RawVelocity;
entprop.RotationalVelocity = _rotationalVelocity;
entprop.Acceleration = _acceleration;
}
OMV.Vector3 direction = OMV.Vector3.UnitX * _orientation; // DEBUG DEBUG DEBUG
DetailLog("{0},BSPrim.UpdateProperties,call,entProp={1},dir={2}", LocalID, entprop, direction);
// remember the current and last set values
LastEntityProperties = CurrentEntityProperties;
CurrentEntityProperties = entprop;
// Note that BSPrim can be overloaded by BSPrimLinkable which controls updates from root and children prims.
base.RequestPhysicsterseUpdate();
}
}
}