594 lines
26 KiB
C#
Executable File
594 lines
26 KiB
C#
Executable File
/*
|
|
* Copyright (c) Contributors, http://opensimulator.org/
|
|
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
|
*
|
|
* Redistribution and use in source and binary forms, with or without
|
|
* modification, are permitted provided that the following conditions are met:
|
|
* * Redistributions of source code must retain the above copyright
|
|
* notice, this list of conditions and the following disclaimer.
|
|
* * Redistributions in binary form must reproduce the above copyrightD
|
|
* notice, this list of conditions and the following disclaimer in the
|
|
* documentation and/or other materials provided with the distribution.
|
|
* * Neither the name of the OpenSimulator Project nor the
|
|
* names of its contributors may be used to endorse or promote products
|
|
* derived from this software without specific prior written permission.
|
|
*
|
|
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
|
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
|
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
|
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
|
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
|
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
|
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
|
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
*/
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Text;
|
|
|
|
using OMV = OpenMetaverse;
|
|
using OpenSim.Framework;
|
|
using OpenSim.Region.Physics.Manager;
|
|
|
|
namespace OpenSim.Region.Physics.BulletSPlugin
|
|
{
|
|
/*
|
|
* Class to wrap all objects.
|
|
* The rest of BulletSim doesn't need to keep checking for avatars or prims
|
|
* unless the difference is significant.
|
|
*
|
|
* Variables in the physicsl objects are in three forms:
|
|
* VariableName: used by the simulator and performs taint operations, etc
|
|
* RawVariableName: direct reference to the BulletSim storage for the variable value
|
|
* ForceVariableName: direct reference (store and fetch) to the value in the physics engine.
|
|
* The last one should only be referenced in taint-time.
|
|
*/
|
|
|
|
/*
|
|
* As of 20121221, the following are the call sequences (going down) for different script physical functions:
|
|
* llApplyImpulse llApplyRotImpulse llSetTorque llSetForce
|
|
* SOP.ApplyImpulse SOP.ApplyAngularImpulse SOP.SetAngularImpulse SOP.SetForce
|
|
* SOG.ApplyImpulse SOG.ApplyAngularImpulse SOG.SetAngularImpulse
|
|
* PA.AddForce PA.AddAngularForce PA.Torque = v PA.Force = v
|
|
* BS.ApplyCentralForce BS.ApplyTorque
|
|
*/
|
|
|
|
// Flags used to denote which properties updates when making UpdateProperties calls to linksets, etc.
|
|
public enum UpdatedProperties : uint
|
|
{
|
|
Position = 1 << 0,
|
|
Orientation = 1 << 1,
|
|
Velocity = 1 << 2,
|
|
Acceleration = 1 << 3,
|
|
RotationalVelocity = 1 << 4,
|
|
EntPropUpdates = Position | Orientation | Velocity | Acceleration | RotationalVelocity,
|
|
}
|
|
public abstract class BSPhysObject : PhysicsActor
|
|
{
|
|
protected BSPhysObject()
|
|
{
|
|
}
|
|
protected BSPhysObject(BSScene parentScene, uint localID, string name, string typeName)
|
|
{
|
|
IsInitialized = false;
|
|
|
|
PhysScene = parentScene;
|
|
LocalID = localID;
|
|
PhysObjectName = name;
|
|
Name = name; // PhysicsActor also has the name of the object. Someday consolidate.
|
|
TypeName = typeName;
|
|
|
|
// The collection of things that push me around
|
|
PhysicalActors = new BSActorCollection(PhysScene);
|
|
|
|
// Initialize variables kept in base.
|
|
GravModifier = 1.0f;
|
|
Gravity = new OMV.Vector3(0f, 0f, BSParam.Gravity);
|
|
HoverActive = false;
|
|
|
|
// We don't have any physical representation yet.
|
|
PhysBody = new BulletBody(localID);
|
|
PhysShape = new BSShapeNull();
|
|
|
|
UserSetCenterOfMassDisplacement = null;
|
|
|
|
PrimAssetState = PrimAssetCondition.Unknown;
|
|
|
|
// Default material type. Also sets Friction, Restitution and Density.
|
|
SetMaterial((int)MaterialAttributes.Material.Wood);
|
|
|
|
CollisionCollection = new CollisionEventUpdate();
|
|
CollisionsLastReported = CollisionCollection;
|
|
CollisionsLastTick = new CollisionEventUpdate();
|
|
CollisionsLastTickStep = -1;
|
|
|
|
SubscribedEventsMs = 0;
|
|
// Crazy values that will never be true
|
|
CollidingStep = BSScene.NotASimulationStep;
|
|
CollidingGroundStep = BSScene.NotASimulationStep;
|
|
CollisionAccumulation = BSScene.NotASimulationStep;
|
|
ColliderIsMoving = false;
|
|
CollisionScore = 0;
|
|
|
|
// All axis free.
|
|
LockedLinearAxis = LockedAxisFree;
|
|
LockedAngularAxis = LockedAxisFree;
|
|
}
|
|
|
|
// Tell the object to clean up.
|
|
public virtual void Destroy()
|
|
{
|
|
PhysicalActors.Enable(false);
|
|
PhysScene.TaintedObject(LocalID, "BSPhysObject.Destroy", delegate()
|
|
{
|
|
PhysicalActors.Dispose();
|
|
});
|
|
}
|
|
|
|
public BSScene PhysScene { get; protected set; }
|
|
// public override uint LocalID { get; set; } // Use the LocalID definition in PhysicsActor
|
|
public string PhysObjectName { get; protected set; }
|
|
public string TypeName { get; protected set; }
|
|
|
|
// Set to 'true' when the object is completely initialized.
|
|
// This mostly prevents property updates and collisions until the object is completely here.
|
|
public bool IsInitialized { get; protected set; }
|
|
|
|
// Return the object mass without calculating it or having side effects
|
|
public abstract float RawMass { get; }
|
|
// Set the raw mass but also update physical mass properties (inertia, ...)
|
|
// 'inWorld' true if the object has already been added to the dynamic world.
|
|
public abstract void UpdatePhysicalMassProperties(float mass, bool inWorld);
|
|
|
|
// The gravity being applied to the object. A function of default grav, GravityModifier and Buoyancy.
|
|
public virtual OMV.Vector3 Gravity { get; set; }
|
|
// The last value calculated for the prim's inertia
|
|
public OMV.Vector3 Inertia { get; set; }
|
|
|
|
// Reference to the physical body (btCollisionObject) of this object
|
|
public BulletBody PhysBody;
|
|
// Reference to the physical shape (btCollisionShape) of this object
|
|
public BSShape PhysShape;
|
|
|
|
// The physical representation of the prim might require an asset fetch.
|
|
// The asset state is first 'Unknown' then 'Waiting' then either 'Failed' or 'Fetched'.
|
|
public enum PrimAssetCondition
|
|
{
|
|
Unknown, Waiting, FailedAssetFetch, FailedMeshing, Fetched
|
|
}
|
|
public PrimAssetCondition PrimAssetState { get; set; }
|
|
|
|
// The objects base shape information. Null if not a prim type shape.
|
|
public PrimitiveBaseShape BaseShape { get; protected set; }
|
|
|
|
// When the physical properties are updated, an EntityProperty holds the update values.
|
|
// Keep the current and last EntityProperties to enable computation of differences
|
|
// between the current update and the previous values.
|
|
public EntityProperties CurrentEntityProperties { get; set; }
|
|
public EntityProperties LastEntityProperties { get; set; }
|
|
|
|
public virtual OMV.Vector3 Scale { get; set; }
|
|
|
|
// It can be confusing for an actor to know if it should move or update an object
|
|
// depeneding on the setting of 'selected', 'physical, ...
|
|
// This flag is the true test -- if true, the object is being acted on in the physical world
|
|
public abstract bool IsPhysicallyActive { get; }
|
|
|
|
// Detailed state of the object.
|
|
public abstract bool IsSolid { get; }
|
|
public abstract bool IsStatic { get; }
|
|
public abstract bool IsSelected { get; }
|
|
public abstract bool IsVolumeDetect { get; }
|
|
|
|
// Materialness
|
|
public MaterialAttributes.Material Material { get; private set; }
|
|
public override void SetMaterial(int material)
|
|
{
|
|
Material = (MaterialAttributes.Material)material;
|
|
|
|
// Setting the material sets the material attributes also.
|
|
// TODO: decide if this is necessary -- the simulator does this.
|
|
MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, false);
|
|
Friction = matAttrib.friction;
|
|
Restitution = matAttrib.restitution;
|
|
Density = matAttrib.density;
|
|
// DetailLog("{0},{1}.SetMaterial,Mat={2},frict={3},rest={4},den={5}", LocalID, TypeName, Material, Friction, Restitution, Density);
|
|
}
|
|
|
|
public override float Density
|
|
{
|
|
get
|
|
{
|
|
return base.Density;
|
|
}
|
|
set
|
|
{
|
|
DetailLog("{0},BSPhysObject.Density,set,den={1}", LocalID, value);
|
|
base.Density = value;
|
|
}
|
|
}
|
|
|
|
// Stop all physical motion.
|
|
public abstract void ZeroMotion(bool inTaintTime);
|
|
public abstract void ZeroAngularMotion(bool inTaintTime);
|
|
|
|
// Update the physical location and motion of the object. Called with data from Bullet.
|
|
public abstract void UpdateProperties(EntityProperties entprop);
|
|
|
|
public virtual OMV.Vector3 RawPosition { get; set; }
|
|
public abstract OMV.Vector3 ForcePosition { get; set; }
|
|
|
|
public virtual OMV.Quaternion RawOrientation { get; set; }
|
|
public abstract OMV.Quaternion ForceOrientation { get; set; }
|
|
|
|
public OMV.Vector3 RawVelocity { get; set; }
|
|
public abstract OMV.Vector3 ForceVelocity { get; set; }
|
|
|
|
public OMV.Vector3 RawForce { get; set; }
|
|
public OMV.Vector3 RawTorque { get; set; }
|
|
public override void AddAngularForce(OMV.Vector3 force, bool pushforce)
|
|
{
|
|
AddAngularForce(force, pushforce, false);
|
|
}
|
|
public abstract void AddAngularForce(OMV.Vector3 force, bool pushforce, bool inTaintTime);
|
|
public abstract void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime);
|
|
|
|
public abstract OMV.Vector3 ForceRotationalVelocity { get; set; }
|
|
|
|
public abstract float ForceBuoyancy { get; set; }
|
|
|
|
public virtual bool ForceBodyShapeRebuild(bool inTaintTime) { return false; }
|
|
|
|
public override bool PIDActive { set { MoveToTargetActive = value; } }
|
|
public override OMV.Vector3 PIDTarget { set { MoveToTargetTarget = value; } }
|
|
public override float PIDTau { set { MoveToTargetTau = value; } }
|
|
|
|
public bool MoveToTargetActive { get; set; }
|
|
public OMV.Vector3 MoveToTargetTarget { get; set; }
|
|
public float MoveToTargetTau { get; set; }
|
|
|
|
// Used for llSetHoverHeight and maybe vehicle height. Hover Height will override MoveTo target's Z
|
|
public override bool PIDHoverActive { set { HoverActive = value; } }
|
|
public override float PIDHoverHeight { set { HoverHeight = value; } }
|
|
public override PIDHoverType PIDHoverType { set { HoverType = value; } }
|
|
public override float PIDHoverTau { set { HoverTau = value; } }
|
|
|
|
public bool HoverActive { get; set; }
|
|
public float HoverHeight { get; set; }
|
|
public PIDHoverType HoverType { get; set; }
|
|
public float HoverTau { get; set; }
|
|
|
|
// For RotLookAt
|
|
public override OMV.Quaternion APIDTarget { set { return; } }
|
|
public override bool APIDActive { set { return; } }
|
|
public override float APIDStrength { set { return; } }
|
|
public override float APIDDamping { set { return; } }
|
|
|
|
// The current velocity forward
|
|
public virtual float ForwardSpeed
|
|
{
|
|
get
|
|
{
|
|
OMV.Vector3 characterOrientedVelocity = RawVelocity * OMV.Quaternion.Inverse(OMV.Quaternion.Normalize(RawOrientation));
|
|
return characterOrientedVelocity.X;
|
|
}
|
|
}
|
|
// The forward speed we are trying to achieve (TargetVelocity)
|
|
public virtual float TargetVelocitySpeed
|
|
{
|
|
get
|
|
{
|
|
OMV.Vector3 characterOrientedVelocity = TargetVelocity * OMV.Quaternion.Inverse(OMV.Quaternion.Normalize(RawOrientation));
|
|
return characterOrientedVelocity.X;
|
|
}
|
|
}
|
|
|
|
// The user can optionally set the center of mass. The user's setting will override any
|
|
// computed center-of-mass (like in linksets).
|
|
// Note this is a displacement from the root's coordinates. Zero means use the root prim as center-of-mass.
|
|
public OMV.Vector3? UserSetCenterOfMassDisplacement { get; set; }
|
|
|
|
public OMV.Vector3 LockedLinearAxis { get; set; } // zero means locked. one means free.
|
|
public OMV.Vector3 LockedAngularAxis { get; set; } // zero means locked. one means free.
|
|
public const float FreeAxis = 1f;
|
|
public readonly OMV.Vector3 LockedAxisFree = new OMV.Vector3(FreeAxis, FreeAxis, FreeAxis); // All axis are free
|
|
|
|
// Enable physical actions. Bullet will keep sleeping non-moving physical objects so
|
|
// they need waking up when parameters are changed.
|
|
// Called in taint-time!!
|
|
public void ActivateIfPhysical(bool forceIt)
|
|
{
|
|
if (PhysBody.HasPhysicalBody)
|
|
{
|
|
if (IsPhysical)
|
|
{
|
|
// Physical objects might need activating
|
|
PhysScene.PE.Activate(PhysBody, forceIt);
|
|
}
|
|
else
|
|
{
|
|
// Clear the collision cache since we've changed some properties.
|
|
PhysScene.PE.ClearCollisionProxyCache(PhysScene.World, PhysBody);
|
|
}
|
|
}
|
|
}
|
|
|
|
// 'actors' act on the physical object to change or constrain its motion. These can range from
|
|
// hovering to complex vehicle motion.
|
|
// May be called at non-taint time as this just adds the actor to the action list and the real
|
|
// work is done during the simulation step.
|
|
// Note that, if the actor is already in the list and we are disabling same, the actor is just left
|
|
// in the list disabled.
|
|
public delegate BSActor CreateActor();
|
|
public void EnableActor(bool enableActor, string actorName, CreateActor creator)
|
|
{
|
|
lock (PhysicalActors)
|
|
{
|
|
BSActor theActor;
|
|
if (PhysicalActors.TryGetActor(actorName, out theActor))
|
|
{
|
|
// The actor already exists so just turn it on or off
|
|
DetailLog("{0},BSPhysObject.EnableActor,enablingExistingActor,name={1},enable={2}", LocalID, actorName, enableActor);
|
|
theActor.Enabled = enableActor;
|
|
}
|
|
else
|
|
{
|
|
// The actor does not exist. If it should, create it.
|
|
if (enableActor)
|
|
{
|
|
DetailLog("{0},BSPhysObject.EnableActor,creatingActor,name={1}", LocalID, actorName);
|
|
theActor = creator();
|
|
PhysicalActors.Add(actorName, theActor);
|
|
theActor.Enabled = true;
|
|
}
|
|
else
|
|
{
|
|
DetailLog("{0},BSPhysObject.EnableActor,notCreatingActorSinceNotEnabled,name={1}", LocalID, actorName);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#region Collisions
|
|
|
|
// Requested number of milliseconds between collision events. Zero means disabled.
|
|
protected int SubscribedEventsMs { get; set; }
|
|
// Given subscription, the time that a collision may be passed up
|
|
protected int NextCollisionOkTime { get; set; }
|
|
// The simulation step that last had a collision
|
|
protected long CollidingStep { get; set; }
|
|
// The simulation step that last had a collision with the ground
|
|
protected long CollidingGroundStep { get; set; }
|
|
// The simulation step that last collided with an object
|
|
protected long CollidingObjectStep { get; set; }
|
|
// The collision flags we think are set in Bullet
|
|
protected CollisionFlags CurrentCollisionFlags { get; set; }
|
|
// On a collision, check the collider and remember if the last collider was moving
|
|
// Used to modify the standing of avatars (avatars on stationary things stand still)
|
|
public bool ColliderIsMoving;
|
|
// 'true' if the last collider was a volume detect object
|
|
public bool ColliderIsVolumeDetect;
|
|
// Used by BSCharacter to manage standing (and not slipping)
|
|
public bool IsStationary;
|
|
|
|
// Count of collisions for this object
|
|
protected long CollisionAccumulation { get; set; }
|
|
|
|
public override bool IsColliding {
|
|
get { return (CollidingStep == PhysScene.SimulationStep); }
|
|
set {
|
|
if (value)
|
|
CollidingStep = PhysScene.SimulationStep;
|
|
else
|
|
CollidingStep = BSScene.NotASimulationStep;
|
|
}
|
|
}
|
|
// Complex objects (like linksets) need to know if there is a collision on any part of
|
|
// their shape. 'IsColliding' has an existing definition of reporting a collision on
|
|
// only this specific prim or component of linksets.
|
|
// 'HasSomeCollision' is defined as reporting if there is a collision on any part of
|
|
// the complex body that this prim is the root of.
|
|
public virtual bool HasSomeCollision
|
|
{
|
|
get { return IsColliding; }
|
|
set { IsColliding = value; }
|
|
}
|
|
public override bool CollidingGround {
|
|
get { return (CollidingGroundStep == PhysScene.SimulationStep); }
|
|
set
|
|
{
|
|
if (value)
|
|
CollidingGroundStep = PhysScene.SimulationStep;
|
|
else
|
|
CollidingGroundStep = BSScene.NotASimulationStep;
|
|
}
|
|
}
|
|
public override bool CollidingObj {
|
|
get { return (CollidingObjectStep == PhysScene.SimulationStep); }
|
|
set {
|
|
if (value)
|
|
CollidingObjectStep = PhysScene.SimulationStep;
|
|
else
|
|
CollidingObjectStep = BSScene.NotASimulationStep;
|
|
}
|
|
}
|
|
|
|
// The collisions that have been collected for the next collision reporting (throttled by subscription)
|
|
protected CollisionEventUpdate CollisionCollection;
|
|
// This is the collision collection last reported to the Simulator.
|
|
public CollisionEventUpdate CollisionsLastReported;
|
|
// Remember the collisions recorded in the last tick for fancy collision checking
|
|
// (like a BSCharacter walking up stairs).
|
|
public CollisionEventUpdate CollisionsLastTick;
|
|
private long CollisionsLastTickStep = -1;
|
|
|
|
// The simulation step is telling this object about a collision.
|
|
// Return 'true' if a collision was processed and should be sent up.
|
|
// Return 'false' if this object is not enabled/subscribed/appropriate for or has already seen this collision.
|
|
// Called at taint time from within the Step() function
|
|
public delegate bool CollideCall(uint collidingWith, BSPhysObject collidee, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth);
|
|
public virtual bool Collide(uint collidingWith, BSPhysObject collidee,
|
|
OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
|
|
{
|
|
bool ret = false;
|
|
|
|
// The following lines make IsColliding(), CollidingGround() and CollidingObj work
|
|
CollidingStep = PhysScene.SimulationStep;
|
|
if (collidingWith <= PhysScene.TerrainManager.HighestTerrainID)
|
|
{
|
|
CollidingGroundStep = PhysScene.SimulationStep;
|
|
}
|
|
else
|
|
{
|
|
CollidingObjectStep = PhysScene.SimulationStep;
|
|
}
|
|
|
|
CollisionAccumulation++;
|
|
|
|
// For movement tests, remember if we are colliding with an object that is moving.
|
|
ColliderIsMoving = collidee != null ? (collidee.RawVelocity != OMV.Vector3.Zero) : false;
|
|
ColliderIsVolumeDetect = collidee != null ? (collidee.IsVolumeDetect) : false;
|
|
|
|
// Make a collection of the collisions that happened the last simulation tick.
|
|
// This is different than the collection created for sending up to the simulator as it is cleared every tick.
|
|
if (CollisionsLastTickStep != PhysScene.SimulationStep)
|
|
{
|
|
CollisionsLastTick = new CollisionEventUpdate();
|
|
CollisionsLastTickStep = PhysScene.SimulationStep;
|
|
}
|
|
CollisionsLastTick.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
|
|
|
|
// If someone has subscribed for collision events log the collision so it will be reported up
|
|
if (SubscribedEvents()) {
|
|
lock (PhysScene.CollisionLock)
|
|
{
|
|
CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
|
|
}
|
|
DetailLog("{0},{1}.Collison.AddCollider,call,with={2},point={3},normal={4},depth={5},colliderMoving={6}",
|
|
LocalID, TypeName, collidingWith, contactPoint, contactNormal, pentrationDepth, ColliderIsMoving);
|
|
|
|
ret = true;
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
// Send the collected collisions into the simulator.
|
|
// Called at taint time from within the Step() function thus no locking problems
|
|
// with CollisionCollection and ObjectsWithNoMoreCollisions.
|
|
// Called with BSScene.CollisionLock locked to protect the collision lists.
|
|
// Return 'true' if there were some actual collisions passed up
|
|
public virtual bool SendCollisions()
|
|
{
|
|
bool ret = true;
|
|
|
|
// If no collisions this call but there were collisions last call, force the collision
|
|
// event to be happen right now so quick collision_end.
|
|
bool force = (CollisionCollection.Count == 0 && CollisionsLastReported.Count != 0);
|
|
|
|
// throttle the collisions to the number of milliseconds specified in the subscription
|
|
if (force || (PhysScene.SimulationNowTime >= NextCollisionOkTime))
|
|
{
|
|
NextCollisionOkTime = PhysScene.SimulationNowTime + SubscribedEventsMs;
|
|
|
|
// We are called if we previously had collisions. If there are no collisions
|
|
// this time, send up one last empty event so OpenSim can sense collision end.
|
|
if (CollisionCollection.Count == 0)
|
|
{
|
|
// If I have no collisions this time, remove me from the list of objects with collisions.
|
|
ret = false;
|
|
}
|
|
|
|
DetailLog("{0},{1}.SendCollisionUpdate,call,numCollisions={2}", LocalID, TypeName, CollisionCollection.Count);
|
|
base.SendCollisionUpdate(CollisionCollection);
|
|
|
|
// Remember the collisions from this tick for some collision specific processing.
|
|
CollisionsLastReported = CollisionCollection;
|
|
|
|
// The CollisionCollection instance is passed around in the simulator.
|
|
// Make sure we don't have a handle to that one and that a new one is used for next time.
|
|
// This fixes an interesting 'gotcha'. If we call CollisionCollection.Clear() here,
|
|
// a race condition is created for the other users of this instance.
|
|
CollisionCollection = new CollisionEventUpdate();
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
// Subscribe for collision events.
|
|
// Parameter is the millisecond rate the caller wishes collision events to occur.
|
|
public override void SubscribeEvents(int ms) {
|
|
// DetailLog("{0},{1}.SubscribeEvents,subscribing,ms={2}", LocalID, TypeName, ms);
|
|
SubscribedEventsMs = ms;
|
|
if (ms > 0)
|
|
{
|
|
// make sure first collision happens
|
|
NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs);
|
|
|
|
PhysScene.TaintedObject(LocalID, TypeName+".SubscribeEvents", delegate()
|
|
{
|
|
if (PhysBody.HasPhysicalBody)
|
|
CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
|
|
});
|
|
}
|
|
else
|
|
{
|
|
// Subscribing for zero or less is the same as unsubscribing
|
|
UnSubscribeEvents();
|
|
}
|
|
}
|
|
public override void UnSubscribeEvents() {
|
|
// DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName);
|
|
SubscribedEventsMs = 0;
|
|
PhysScene.TaintedObject(LocalID, TypeName+".UnSubscribeEvents", delegate()
|
|
{
|
|
// Make sure there is a body there because sometimes destruction happens in an un-ideal order.
|
|
if (PhysBody.HasPhysicalBody)
|
|
CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
|
|
});
|
|
}
|
|
// Return 'true' if the simulator wants collision events
|
|
public override bool SubscribedEvents() {
|
|
return (SubscribedEventsMs > 0);
|
|
}
|
|
// Because 'CollisionScore' is called many times while sorting, it should not be recomputed
|
|
// each time called. So this is built to be light weight for each collision and to do
|
|
// all the processing when the user asks for the info.
|
|
public void ComputeCollisionScore()
|
|
{
|
|
// Scale the collision count by the time since the last collision.
|
|
// The "+1" prevents dividing by zero.
|
|
long timeAgo = PhysScene.SimulationStep - CollidingStep + 1;
|
|
CollisionScore = CollisionAccumulation / timeAgo;
|
|
}
|
|
public override float CollisionScore { get; set; }
|
|
|
|
#endregion // Collisions
|
|
|
|
#region Per Simulation Step actions
|
|
|
|
public BSActorCollection PhysicalActors;
|
|
|
|
// When an update to the physical properties happens, this event is fired to let
|
|
// different actors to modify the update before it is passed around
|
|
public delegate void PreUpdatePropertyAction(ref EntityProperties entprop);
|
|
public event PreUpdatePropertyAction OnPreUpdateProperty;
|
|
protected void TriggerPreUpdatePropertyAction(ref EntityProperties entprop)
|
|
{
|
|
PreUpdatePropertyAction actions = OnPreUpdateProperty;
|
|
if (actions != null)
|
|
actions(ref entprop);
|
|
}
|
|
|
|
#endregion // Per Simulation Step actions
|
|
|
|
// High performance detailed logging routine used by the physical objects.
|
|
protected void DetailLog(string msg, params Object[] args)
|
|
{
|
|
if (PhysScene.PhysicsLogging.Enabled)
|
|
PhysScene.DetailLog(msg, args);
|
|
}
|
|
|
|
}
|
|
}
|