245 lines
10 KiB
C#
Executable File
245 lines
10 KiB
C#
Executable File
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyrightD
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Text;
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using OMV = OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Physics.Manager;
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namespace OpenSim.Region.Physics.BulletSPlugin
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{
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// Class to wrap all objects.
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// The rest of BulletSim doesn't need to keep checking for avatars or prims
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// unless the difference is significant.
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public abstract class BSPhysObject : PhysicsActor
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{
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protected void BaseInitialize(BSScene parentScene, uint localID, string name, string typeName)
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{
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PhysicsScene = parentScene;
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LocalID = localID;
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PhysObjectName = name;
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TypeName = typeName;
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Linkset = BSLinkset.Factory(PhysicsScene, this);
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LastAssetBuildFailed = false;
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CollisionCollection = new CollisionEventUpdate();
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SubscribedEventsMs = 0;
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CollidingStep = 0;
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CollidingGroundStep = 0;
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}
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public BSScene PhysicsScene { get; protected set; }
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// public override uint LocalID { get; set; } // Use the LocalID definition in PhysicsActor
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public string PhysObjectName { get; protected set; }
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public string TypeName { get; protected set; }
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public BSLinkset Linkset { get; set; }
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// Return the object mass without calculating it or having side effects
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public abstract float MassRaw { get; }
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// Set the raw mass but also update physical mass properties (inertia, ...)
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public abstract void UpdatePhysicalMassProperties(float mass);
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// Reference to the physical body (btCollisionObject) of this object
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public BulletBody PhysBody;
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// Reference to the physical shape (btCollisionShape) of this object
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public BulletShape PhysShape;
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// 'true' if the mesh's underlying asset failed to build.
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// This will keep us from looping after the first time the build failed.
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public bool LastAssetBuildFailed { get; set; }
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// The objects base shape information. Null if not a prim type shape.
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public PrimitiveBaseShape BaseShape { get; protected set; }
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// Some types of objects have preferred physical representations.
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// Returns SHAPE_UNKNOWN if there is no preference.
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public virtual ShapeData.PhysicsShapeType PreferredPhysicalShape
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{ get { return ShapeData.PhysicsShapeType.SHAPE_UNKNOWN; } }
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// When the physical properties are updated, an EntityProperty holds the update values.
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// Keep the current and last EntityProperties to enable computation of differences
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// between the current update and the previous values.
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public EntityProperties CurrentEntityProperties { get; set; }
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public EntityProperties LastEntityProperties { get; set; }
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public abstract OMV.Vector3 Scale { get; set; }
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public abstract bool IsSolid { get; }
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public abstract bool IsStatic { get; }
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// Stop all physical motion.
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public abstract void ZeroMotion();
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// Step the vehicle simulation for this object. A NOOP if the vehicle was not configured.
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public virtual void StepVehicle(float timeStep) { }
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// Update the physical location and motion of the object. Called with data from Bullet.
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public abstract void UpdateProperties(EntityProperties entprop);
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// Tell the object to clean up.
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public abstract void Destroy();
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public abstract OMV.Vector3 ForcePosition { get; set; }
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public abstract OMV.Quaternion ForceOrientation { get; set; }
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public abstract OMV.Vector3 ForceVelocity { get; set; }
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public abstract OMV.Vector3 ForceRotationalVelocity { get; set; }
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public abstract float ForceBuoyancy { get; set; }
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public virtual bool ForceBodyShapeRebuild(bool inTaintTime) { return false; }
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#region Collisions
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// Requested number of milliseconds between collision events. Zero means disabled.
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protected int SubscribedEventsMs { get; set; }
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// Given subscription, the time that a collision may be passed up
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protected int NextCollisionOkTime { get; set; }
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// The simulation step that last had a collision
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protected long CollidingStep { get; set; }
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// The simulation step that last had a collision with the ground
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protected long CollidingGroundStep { get; set; }
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// The collision flags we think are set in Bullet
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protected CollisionFlags CurrentCollisionFlags { get; set; }
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// The collisions that have been collected this tick
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protected CollisionEventUpdate CollisionCollection;
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// The simulation step is telling this object about a collision.
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// Return 'true' if a collision was processed and should be sent up.
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// Called at taint time from within the Step() function
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public virtual bool Collide(uint collidingWith, BSPhysObject collidee,
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OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
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{
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bool ret = false;
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// The following lines make IsColliding() and IsCollidingGround() work
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CollidingStep = PhysicsScene.SimulationStep;
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if (collidingWith <= PhysicsScene.TerrainManager.HighestTerrainID)
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{
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CollidingGroundStep = PhysicsScene.SimulationStep;
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}
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// prims in the same linkset cannot collide with each other
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if (collidee != null && (this.Linkset.LinksetID == collidee.Linkset.LinksetID))
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{
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return ret;
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}
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// if someone has subscribed for collision events....
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if (SubscribedEvents()) {
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CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
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DetailLog("{0},{1}.Collison.AddCollider,call,with={2},point={3},normal={4},depth={5}",
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LocalID, TypeName, collidingWith, contactPoint, contactNormal, pentrationDepth);
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ret = true;
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}
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return ret;
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}
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// Send the collected collisions into the simulator.
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// Called at taint time from within the Step() function thus no locking problems
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// with CollisionCollection and ObjectsWithNoMoreCollisions.
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// Return 'true' if there were some actual collisions passed up
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public virtual bool SendCollisions()
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{
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bool ret = true;
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// If the 'no collision' call, force it to happen right now so quick collision_end
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bool force = CollisionCollection.Count == 0;
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// throttle the collisions to the number of milliseconds specified in the subscription
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if (force || (PhysicsScene.SimulationNowTime >= NextCollisionOkTime))
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{
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NextCollisionOkTime = PhysicsScene.SimulationNowTime + SubscribedEventsMs;
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// We are called if we previously had collisions. If there are no collisions
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// this time, send up one last empty event so OpenSim can sense collision end.
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if (CollisionCollection.Count == 0)
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{
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// If I have no collisions this time, remove me from the list of objects with collisions.
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ret = false;
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}
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// DetailLog("{0},{1}.SendCollisionUpdate,call,numCollisions={2}", LocalID, TypeName, CollisionCollection.Count);
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base.SendCollisionUpdate(CollisionCollection);
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// The collisionCollection structure is passed around in the simulator.
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// Make sure we don't have a handle to that one and that a new one is used for next time.
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CollisionCollection = new CollisionEventUpdate();
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}
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return ret;
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}
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// Subscribe for collision events.
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// Parameter is the millisecond rate the caller wishes collision events to occur.
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public override void SubscribeEvents(int ms) {
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// DetailLog("{0},{1}.SubscribeEvents,subscribing,ms={2}", LocalID, TypeName, ms);
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SubscribedEventsMs = ms;
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if (ms > 0)
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{
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// make sure first collision happens
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NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs);
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PhysicsScene.TaintedObject(TypeName+".SubscribeEvents", delegate()
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{
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CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
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});
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}
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else
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{
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// Subscribing for zero or less is the same as unsubscribing
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UnSubscribeEvents();
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}
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}
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public override void UnSubscribeEvents() {
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// DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName);
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SubscribedEventsMs = 0;
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PhysicsScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate()
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{
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CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
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});
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}
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// Return 'true' if the simulator wants collision events
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public override bool SubscribedEvents() {
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return (SubscribedEventsMs > 0);
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}
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#endregion // Collisions
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// High performance detailed logging routine used by the physical objects.
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protected void DetailLog(string msg, params Object[] args)
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{
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if (PhysicsScene.PhysicsLogging.Enabled)
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PhysicsScene.DetailLog(msg, args);
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}
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}
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}
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