1413 lines
54 KiB
C#
1413 lines
54 KiB
C#
/*
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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.Reflection;
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using System.Collections.Generic;
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using System.Xml;
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using log4net;
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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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using OpenSim.Region.Physics.ConvexDecompositionDotNet;
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namespace OpenSim.Region.Physics.BulletSPlugin
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{
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[Serializable]
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public sealed class BSPrim : PhysicsActor
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private static readonly string LogHeader = "[BULLETS PRIM]";
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private void DebugLog(string mm, params Object[] xx) { if (_scene.ShouldDebugLog) m_log.DebugFormat(mm, xx); }
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private IMesh _mesh;
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private PrimitiveBaseShape _pbs;
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private ShapeData.PhysicsShapeType _shapeType;
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private ulong _meshKey;
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private ulong _hullKey;
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private List<ConvexResult> _hulls;
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private BSScene _scene;
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public BSScene Scene { get { return _scene; } }
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private String _avName;
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private uint _localID = 0;
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// _size is what the user passed. _scale is what we pass to the physics engine with the mesh.
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// Often _scale is unity because the meshmerizer will apply _size when creating the mesh.
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private OMV.Vector3 _size; // the multiplier for each mesh dimension as passed by the user
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private OMV.Vector3 _scale; // the multiplier for each mesh dimension for the mesh as created by the meshmerizer
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private bool _stopped;
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private bool _grabbed;
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private bool _isSelected;
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private bool _isVolumeDetect;
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private OMV.Vector3 _position;
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private float _mass; // the mass of this object
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private float _density;
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private OMV.Vector3 _force;
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private OMV.Vector3 _velocity;
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private OMV.Vector3 _torque;
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private float _collisionScore;
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private OMV.Vector3 _acceleration;
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private OMV.Quaternion _orientation;
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private int _physicsActorType;
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private bool _isPhysical;
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private bool _flying;
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private float _friction;
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private float _restitution;
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private bool _setAlwaysRun;
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private bool _throttleUpdates;
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private bool _isColliding;
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private bool _collidingGround;
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private bool _collidingObj;
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private bool _floatOnWater;
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private OMV.Vector3 _rotationalVelocity;
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private bool _kinematic;
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private float _buoyancy;
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// Membership in a linkset is controlled by this class.
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private BSLinkset _linkset;
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public BSLinkset Linkset
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{
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get { return _linkset; }
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set { _linkset = value; }
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}
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private int _subscribedEventsMs = 0;
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private int _nextCollisionOkTime = 0;
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long _collidingStep;
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long _collidingGroundStep;
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private BulletBody m_body;
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public BulletBody Body {
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get { return m_body; }
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set { m_body = value; }
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}
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private BSDynamics _vehicle;
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private OMV.Vector3 _PIDTarget;
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private bool _usePID;
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private float _PIDTau;
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private bool _useHoverPID;
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private float _PIDHoverHeight;
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private PIDHoverType _PIDHoverType;
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private float _PIDHoverTao;
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public BSPrim(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size,
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OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical)
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{
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// m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID);
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_localID = localID;
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_avName = primName;
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_scene = parent_scene;
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_position = pos;
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_size = size;
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_scale = new OMV.Vector3(1f, 1f, 1f); // the scale will be set by CreateGeom depending on object type
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_orientation = rotation;
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_buoyancy = 1f;
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_velocity = OMV.Vector3.Zero;
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_rotationalVelocity = OMV.Vector3.Zero;
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_hullKey = 0;
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_meshKey = 0;
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_pbs = pbs;
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_isPhysical = pisPhysical;
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_isVolumeDetect = false;
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_subscribedEventsMs = 0;
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_friction = _scene.Params.defaultFriction; // TODO: compute based on object material
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_density = _scene.Params.defaultDensity; // TODO: compute based on object material
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_restitution = _scene.Params.defaultRestitution;
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_linkset = new BSLinkset(Scene, this); // a linkset of one
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_vehicle = new BSDynamics(Scene, this); // add vehicleness
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_mass = CalculateMass();
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// do the actual object creation at taint time
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DetailLog("{0},BSPrim.constructor,call", LocalID);
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_scene.TaintedObject("BSPrim.create", delegate()
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{
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RecreateGeomAndObject();
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// Get the pointer to the physical body for this object.
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// At the moment, we're still letting BulletSim manage the creation and destruction
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// of the object. Someday we'll move that into the C# code.
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m_body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID));
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});
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}
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// called when this prim is being destroyed and we should free all the resources
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public void Destroy()
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{
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// m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID);
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// Undo any links between me and any other object
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BSPrim parentBefore = _linkset.LinksetRoot;
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int childrenBefore = _linkset.NumberOfChildren;
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_linkset = _linkset.RemoveMeFromLinkset(this);
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DetailLog("{0},BSPrim.Destroy,call,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}",
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LocalID, parentBefore.LocalID, childrenBefore, _linkset.LinksetRoot.LocalID, _linkset.NumberOfChildren);
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// Undo any vehicle properties
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this.VehicleType = (int)Vehicle.TYPE_NONE;
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_scene.TaintedObject("BSPrim.destroy", delegate()
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{
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DetailLog("{0},BSPrim.Destroy,taint,", LocalID);
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// everything in the C# world will get garbage collected. Tell the C++ world to free stuff.
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BulletSimAPI.DestroyObject(_scene.WorldID, LocalID);
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});
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}
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public override bool Stopped {
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get { return _stopped; }
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}
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public override OMV.Vector3 Size {
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get { return _size; }
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set {
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_size = value;
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_scene.TaintedObject("BSPrim.setSize", delegate()
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{
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_mass = CalculateMass(); // changing size changes the mass
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BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, (IsPhysical ? _mass : 0f), IsPhysical);
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// DetailLog("{0}: BSPrim.setSize: size={1}, mass={2}, physical={3}", LocalID, _size, _mass, IsPhysical);
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RecreateGeomAndObject();
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});
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}
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}
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public override PrimitiveBaseShape Shape {
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set {
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_pbs = value;
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_scene.TaintedObject("BSPrim.setShape", delegate()
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{
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_mass = CalculateMass(); // changing the shape changes the mass
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RecreateGeomAndObject();
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});
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}
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}
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public override uint LocalID {
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set { _localID = value; }
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get { return _localID; }
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}
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public override bool Grabbed {
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set { _grabbed = value;
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}
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}
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public override bool Selected {
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set {
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_isSelected = value;
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_scene.TaintedObject("BSPrim.setSelected", delegate()
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{
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SetObjectDynamic();
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});
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}
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}
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public override void CrossingFailure() { return; }
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// link me to the specified parent
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public override void link(PhysicsActor obj) {
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BSPrim parent = obj as BSPrim;
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if (parent != null)
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{
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DebugLog("{0}: link {1}/{2} to {3}", LogHeader, _avName, _localID, parent.LocalID);
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BSPrim parentBefore = _linkset.LinksetRoot;
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int childrenBefore = _linkset.NumberOfChildren;
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_linkset = parent.Linkset.AddMeToLinkset(this);
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DetailLog("{0},BSPrim.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}",
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LocalID, parentBefore.LocalID, childrenBefore, _linkset.LinksetRoot.LocalID, _linkset.NumberOfChildren);
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}
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return;
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}
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// delink me from my linkset
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public override void delink() {
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// TODO: decide if this parent checking needs to happen at taint time
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// Race condition here: if link() and delink() in same simulation tick, the delink will not happen
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DebugLog("{0}: delink {1}/{2}. Parent={3}", LogHeader, _avName, _localID,
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_linkset.LinksetRoot._avName+"/"+_linkset.LinksetRoot.LocalID.ToString());
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BSPrim parentBefore = _linkset.LinksetRoot;
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int childrenBefore = _linkset.NumberOfChildren;
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_linkset = _linkset.RemoveMeFromLinkset(this);
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DetailLog("{0},BSPrim.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ",
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LocalID, parentBefore.LocalID, childrenBefore, _linkset.LinksetRoot.LocalID, _linkset.NumberOfChildren);
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return;
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}
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// Set motion values to zero.
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// Do it to the properties so the values get set in the physics engine.
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// Push the setting of the values to the viewer.
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// Called at taint time!
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public void ZeroMotion()
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{
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_velocity = OMV.Vector3.Zero;
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_acceleration = OMV.Vector3.Zero;
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_rotationalVelocity = OMV.Vector3.Zero;
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// Zero some other properties directly into the physics engine
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BulletSimAPI.SetVelocity2(Body.Ptr, OMV.Vector3.Zero);
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BulletSimAPI.SetAngularVelocity2(Body.Ptr, OMV.Vector3.Zero);
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BulletSimAPI.SetInterpolation2(Body.Ptr, OMV.Vector3.Zero, OMV.Vector3.Zero);
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BulletSimAPI.ClearForces2(Body.Ptr);
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}
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public override void LockAngularMotion(OMV.Vector3 axis)
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{
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// DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis);
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return;
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}
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public override OMV.Vector3 Position {
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get {
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if (!_linkset.IsRoot(this))
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// child prims move around based on their parent. Need to get the latest location
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_position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID);
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// don't do the GetObjectPosition for root elements because this function is called a zillion times
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// _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID);
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return _position;
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}
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set {
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_position = value;
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// TODO: what does it mean to set the position of a child prim?? Rebuild the constraint?
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_scene.TaintedObject("BSPrim.setPosition", delegate()
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{
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// DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
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BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation);
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});
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}
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}
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// Return the effective mass of the object.
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// If there are multiple items in the linkset, add them together for the root
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public override float Mass
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{
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get
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{
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return _linkset.LinksetMass;
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}
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}
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// used when we only want this prim's mass and not the linkset thing
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public float MassRaw { get { return _mass; } }
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// Is this used?
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public override OMV.Vector3 CenterOfMass
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{
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get { return _linkset.CenterOfMass; }
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}
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// Is this used?
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public override OMV.Vector3 GeometricCenter
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{
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get { return _linkset.GeometricCenter; }
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}
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public override OMV.Vector3 Force {
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get { return _force; }
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set {
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_force = value;
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_scene.TaintedObject("BSPrim.setForce", delegate()
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{
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// DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force);
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// BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force);
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BulletSimAPI.SetObjectForce2(Body.Ptr, _force);
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});
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}
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}
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public override int VehicleType {
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get {
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return (int)_vehicle.Type; // if we are a vehicle, return that type
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}
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set {
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Vehicle type = (Vehicle)value;
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BSPrim vehiclePrim = this;
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_scene.TaintedObject("setVehicleType", delegate()
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{
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// Done at taint time so we're sure the physics engine is not using the variables
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// Vehicle code changes the parameters for this vehicle type.
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_vehicle.ProcessTypeChange(type, Scene.LastSimulatedTimestep);
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// Tell the scene about the vehicle so it will get processing each frame.
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_scene.VehicleInSceneTypeChanged(this, type);
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});
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}
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}
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public override void VehicleFloatParam(int param, float value)
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{
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_scene.TaintedObject("BSPrim.VehicleFloatParam", delegate()
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{
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_vehicle.ProcessFloatVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep);
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});
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}
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public override void VehicleVectorParam(int param, OMV.Vector3 value)
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{
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_scene.TaintedObject("BSPrim.VehicleVectorParam", delegate()
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{
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_vehicle.ProcessVectorVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep);
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});
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}
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public override void VehicleRotationParam(int param, OMV.Quaternion rotation)
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{
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_scene.TaintedObject("BSPrim.VehicleRotationParam", delegate()
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{
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_vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation);
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});
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}
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public override void VehicleFlags(int param, bool remove)
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{
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_scene.TaintedObject("BSPrim.VehicleFlags", delegate()
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{
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_vehicle.ProcessVehicleFlags(param, remove);
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});
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}
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// Called each simulation step to advance vehicle characteristics.
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// Called from Scene when doing simulation step so we're in taint processing time.
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public void StepVehicle(float timeStep)
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{
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if (IsPhysical)
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_vehicle.Step(timeStep);
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}
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// Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more
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public override void SetVolumeDetect(int param) {
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bool newValue = (param != 0);
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_isVolumeDetect = newValue;
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_scene.TaintedObject("BSPrim.SetVolumeDetect", delegate()
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{
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SetObjectDynamic();
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});
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return;
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}
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public override OMV.Vector3 Velocity {
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get { return _velocity; }
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set {
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_velocity = value;
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_scene.TaintedObject("BSPrim.setVelocity", delegate()
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{
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// DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity);
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BulletSimAPI.SetObjectVelocity(_scene.WorldID, LocalID, _velocity);
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});
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}
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}
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public override OMV.Vector3 Torque {
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get { return _torque; }
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set { _torque = value;
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// DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque);
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}
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}
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public override float CollisionScore {
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get { return _collisionScore; }
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set { _collisionScore = value;
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}
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}
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public override OMV.Vector3 Acceleration {
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get { return _acceleration; }
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set { _acceleration = value; }
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}
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public override OMV.Quaternion Orientation {
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get {
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if (!_linkset.IsRoot(this))
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{
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// Children move around because tied to parent. Get a fresh value.
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_orientation = BulletSimAPI.GetObjectOrientation(_scene.WorldID, LocalID);
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}
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return _orientation;
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}
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set {
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_orientation = value;
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// TODO: what does it mean if a child in a linkset changes its orientation? Rebuild the constraint?
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_scene.TaintedObject("BSPrim.setOrientation", delegate()
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{
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// _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID);
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// DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation);
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BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation);
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});
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}
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}
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public override int PhysicsActorType {
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get { return _physicsActorType; }
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set { _physicsActorType = value;
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}
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}
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public override bool IsPhysical {
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get { return _isPhysical; }
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set {
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_isPhysical = value;
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_scene.TaintedObject("BSPrim.setIsPhysical", delegate()
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{
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SetObjectDynamic();
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});
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}
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}
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// An object is static (does not move) if selected or not physical
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private bool IsStatic
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{
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get { return _isSelected || !IsPhysical; }
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}
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// An object is solid if it's not phantom and if it's not doing VolumeDetect
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private bool IsSolid
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{
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get { return !IsPhantom && !_isVolumeDetect; }
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}
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// Make gravity work if the object is physical and not selected
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// No locking here because only called when it is safe
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private void SetObjectDynamic()
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{
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// RA: remove this for the moment.
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// The problem is that dynamic objects are hulls so if we are becoming physical
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// the shape has to be checked and possibly built.
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// Maybe a VerifyCorrectPhysicalShape() routine?
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// RecreateGeomAndObject();
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|
|
|
// Bullet wants static objects to have a mass of zero
|
|
float mass = IsStatic ? 0f : _mass;
|
|
|
|
BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass);
|
|
|
|
// recompute any linkset parameters
|
|
_linkset.Refresh(this);
|
|
|
|
CollisionFlags cf = BulletSimAPI.GetCollisionFlags2(Body.Ptr);
|
|
// DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, cf);
|
|
}
|
|
|
|
// 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 {
|
|
/*
|
|
OMV.Vector3 pv = OMV.Vector3.Zero;
|
|
// if close to zero, report zero
|
|
// This is copied from ODE but I'm not sure why it returns zero but doesn't
|
|
// zero the property in the physics engine.
|
|
if (_rotationalVelocity.ApproxEquals(pv, 0.2f))
|
|
return pv;
|
|
*/
|
|
|
|
return _rotationalVelocity;
|
|
}
|
|
set {
|
|
_rotationalVelocity = value;
|
|
// m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity);
|
|
_scene.TaintedObject("BSPrim.setRotationalVelocity", delegate()
|
|
{
|
|
// DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity);
|
|
BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _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("BSPrim.setBuoyancy", delegate()
|
|
{
|
|
// DetailLog("{0},BSPrim.SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
|
|
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; } }
|
|
|
|
private List<OMV.Vector3> m_accumulatedForces = new List<OMV.Vector3>();
|
|
public override void AddForce(OMV.Vector3 force, bool pushforce) {
|
|
// for an object, doesn't matter if force is a pushforce or not
|
|
if (force.IsFinite())
|
|
{
|
|
// _force += force;
|
|
lock (m_accumulatedForces)
|
|
m_accumulatedForces.Add(new OMV.Vector3(force));
|
|
}
|
|
else
|
|
{
|
|
m_log.WarnFormat("{0}: Got a NaN force applied to a Character", LogHeader);
|
|
return;
|
|
}
|
|
_scene.TaintedObject("BSPrim.AddForce", delegate()
|
|
{
|
|
OMV.Vector3 fSum = OMV.Vector3.Zero;
|
|
lock (m_accumulatedForces)
|
|
{
|
|
foreach (OMV.Vector3 v in m_accumulatedForces)
|
|
{
|
|
fSum += v;
|
|
}
|
|
m_accumulatedForces.Clear();
|
|
}
|
|
// DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, _force);
|
|
BulletSimAPI.AddObjectForce2(Body.Ptr, fSum);
|
|
});
|
|
}
|
|
|
|
public override void AddAngularForce(OMV.Vector3 force, bool pushforce) {
|
|
// DetailLog("{0},BSPrim.AddAngularForce,call,angForce={1},push={2}", LocalID, force, pushforce);
|
|
// m_log.DebugFormat("{0}: AddAngularForce. f={1}, push={2}", LogHeader, force, pushforce);
|
|
}
|
|
public override void SetMomentum(OMV.Vector3 momentum) {
|
|
// DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum);
|
|
}
|
|
public override void SubscribeEvents(int ms) {
|
|
_subscribedEventsMs = ms;
|
|
if (ms > 0)
|
|
{
|
|
// make sure first collision happens
|
|
_nextCollisionOkTime = Util.EnvironmentTickCount() - _subscribedEventsMs;
|
|
|
|
Scene.TaintedObject("BSPrim.SubscribeEvents", delegate()
|
|
{
|
|
BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
|
|
});
|
|
}
|
|
}
|
|
public override void UnSubscribeEvents() {
|
|
_subscribedEventsMs = 0;
|
|
Scene.TaintedObject("BSPrim.UnSubscribeEvents", delegate()
|
|
{
|
|
BulletSimAPI.RemoveFromCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
|
|
});
|
|
}
|
|
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;
|
|
|
|
/*
|
|
* This change means each object keeps its own mass and the Mass property
|
|
* will return the sum if we're part of a linkset.
|
|
if (IsRootOfLinkset)
|
|
{
|
|
foreach (BSPrim prim in _childrenPrims)
|
|
{
|
|
returnMass += prim.CalculateMass();
|
|
}
|
|
}
|
|
*/
|
|
|
|
if (returnMass <= 0)
|
|
returnMass = 0.0001f;
|
|
|
|
if (returnMass > _scene.MaximumObjectMass)
|
|
returnMass = _scene.MaximumObjectMass;
|
|
|
|
return returnMass;
|
|
}// end CalculateMass
|
|
#endregion Mass Calculation
|
|
|
|
// Create the geometry information in Bullet for later use
|
|
// The objects needs a hull if it's physical otherwise a mesh is enough
|
|
// No locking here because this is done when we know physics is not simulating
|
|
// if 'forceRebuild' is true, the geometry is rebuilt. Otherwise a previously built version is used
|
|
// Returns 'true' if the geometry was rebuilt
|
|
private bool CreateGeom(bool forceRebuild)
|
|
{
|
|
// the mesher thought this was too simple to mesh. Use a native Bullet collision shape.
|
|
bool ret = false;
|
|
if (!_scene.NeedsMeshing(_pbs))
|
|
{
|
|
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: Defaulting to sphere of size {1}", LogHeader, _size);
|
|
if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_SPHERE))
|
|
{
|
|
// DetailLog("{0},BSPrim.CreateGeom,sphere (force={1}", LocalID, forceRebuild);
|
|
_shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE;
|
|
// Bullet native objects are scaled by the Bullet engine so pass the size in
|
|
_scale = _size;
|
|
// TODO: do we need to check for and destroy a mesh or hull that might have been left from before?
|
|
ret = true;
|
|
}
|
|
// }
|
|
}
|
|
else
|
|
{
|
|
// m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, type={2}, size={3}", LogHeader, LocalID, _shapeType, _size);
|
|
if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_BOX))
|
|
{
|
|
// DetailLog("{0},BSPrim.CreateGeom,box (force={1})", LocalID, forceRebuild);
|
|
_shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX;
|
|
_scale = _size;
|
|
// TODO: do we need to check for and destroy a mesh or hull that might have been left from before?
|
|
ret = true;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (IsPhysical)
|
|
{
|
|
if (forceRebuild || _hullKey == 0)
|
|
{
|
|
// physical objects require a hull for interaction.
|
|
// This will create the mesh if it doesn't already exist
|
|
CreateGeomHull();
|
|
ret = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (forceRebuild || _meshKey == 0)
|
|
{
|
|
// Static (non-physical) objects only need a mesh for bumping into
|
|
CreateGeomMesh();
|
|
ret = true;
|
|
}
|
|
}
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
// No locking here because this is done when we know physics is not simulating
|
|
private void CreateGeomMesh()
|
|
{
|
|
float lod = _pbs.SculptEntry ? _scene.SculptLOD : _scene.MeshLOD;
|
|
ulong newMeshKey = (ulong)_pbs.GetMeshKey(_size, lod);
|
|
// m_log.DebugFormat("{0}: CreateGeomMesh: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _meshKey, newMeshKey);
|
|
|
|
// if this new shape is the same as last time, don't recreate the mesh
|
|
if (_meshKey == newMeshKey) return;
|
|
|
|
// DetailLog("{0},BSPrim.CreateGeomMesh,create,key={1}", LocalID, newMeshKey);
|
|
// Since we're recreating new, get rid of any previously generated shape
|
|
if (_meshKey != 0)
|
|
{
|
|
// m_log.DebugFormat("{0}: CreateGeom: deleting old mesh. lID={1}, Key={2}", LogHeader, _localID, _meshKey);
|
|
// DetailLog("{0},BSPrim.CreateGeomMesh,deleteOld,key={1}", LocalID, _meshKey);
|
|
BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey);
|
|
_mesh = null;
|
|
_meshKey = 0;
|
|
}
|
|
|
|
_meshKey = newMeshKey;
|
|
// always pass false for physicalness as this creates some sort of bounding box which we don't need
|
|
_mesh = _scene.mesher.CreateMesh(_avName, _pbs, _size, lod, false);
|
|
|
|
int[] indices = _mesh.getIndexListAsInt();
|
|
List<OMV.Vector3> vertices = _mesh.getVertexList();
|
|
|
|
float[] verticesAsFloats = new float[vertices.Count * 3];
|
|
int vi = 0;
|
|
foreach (OMV.Vector3 vv in vertices)
|
|
{
|
|
verticesAsFloats[vi++] = vv.X;
|
|
verticesAsFloats[vi++] = vv.Y;
|
|
verticesAsFloats[vi++] = vv.Z;
|
|
}
|
|
|
|
// m_log.DebugFormat("{0}: CreateGeomMesh: calling CreateMesh. lid={1}, key={2}, indices={3}, vertices={4}",
|
|
// LogHeader, _localID, _meshKey, indices.Length, vertices.Count);
|
|
BulletSimAPI.CreateMesh(_scene.WorldID, _meshKey, indices.GetLength(0), indices,
|
|
vertices.Count, verticesAsFloats);
|
|
|
|
_shapeType = ShapeData.PhysicsShapeType.SHAPE_MESH;
|
|
// meshes are already scaled by the meshmerizer
|
|
_scale = new OMV.Vector3(1f, 1f, 1f);
|
|
// DetailLog("{0},BSPrim.CreateGeomMesh,done", LocalID);
|
|
return;
|
|
}
|
|
|
|
// No locking here because this is done when we know physics is not simulating
|
|
private void CreateGeomHull()
|
|
{
|
|
float lod = _pbs.SculptEntry ? _scene.SculptLOD : _scene.MeshLOD;
|
|
ulong newHullKey = (ulong)_pbs.GetMeshKey(_size, lod);
|
|
// m_log.DebugFormat("{0}: CreateGeomHull: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _hullKey, newHullKey);
|
|
|
|
// if the hull hasn't changed, don't rebuild it
|
|
if (newHullKey == _hullKey) return;
|
|
|
|
// DetailLog("{0},BSPrim.CreateGeomHull,create,oldKey={1},newKey={2}", LocalID, _hullKey, newHullKey);
|
|
|
|
// Since we're recreating new, get rid of any previously generated shape
|
|
if (_hullKey != 0)
|
|
{
|
|
// m_log.DebugFormat("{0}: CreateGeom: deleting old hull. Key={1}", LogHeader, _hullKey);
|
|
// DetailLog("{0},BSPrim.CreateGeomHull,deleteOldHull,key={1}", LocalID, _hullKey);
|
|
BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey);
|
|
_hullKey = 0;
|
|
}
|
|
|
|
_hullKey = newHullKey;
|
|
|
|
// Make sure the underlying mesh exists and is correct
|
|
CreateGeomMesh();
|
|
|
|
int[] indices = _mesh.getIndexListAsInt();
|
|
List<OMV.Vector3> vertices = _mesh.getVertexList();
|
|
|
|
//format conversion from IMesh format to DecompDesc format
|
|
List<int> convIndices = new List<int>();
|
|
List<float3> convVertices = new List<float3>();
|
|
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<ConvexResult>();
|
|
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
|
|
// m_log.DebugFormat("{0}: CreateGeom: calling CreateHull. lid={1}, key={2}, hulls={3}", LogHeader, _localID, _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);
|
|
// DetailLog("{0},BSPrim.CreateGeomHull,done", LocalID);
|
|
return;
|
|
}
|
|
|
|
// Callback from convex hull creater with a newly created hull.
|
|
// Just add it to the collection of hulls for this shape.
|
|
private void HullReturn(ConvexResult result)
|
|
{
|
|
_hulls.Add(result);
|
|
return;
|
|
}
|
|
|
|
// Create an object in Bullet if it has not already been created
|
|
// No locking here because this is done when the physics engine is not simulating
|
|
// Returns 'true' if an object was actually created.
|
|
private bool CreateObject()
|
|
{
|
|
// this routine is called when objects are rebuilt.
|
|
|
|
// the mesh or hull must have already been created in Bullet
|
|
ShapeData shape;
|
|
FillShapeInfo(out shape);
|
|
// m_log.DebugFormat("{0}: CreateObject: lID={1}, shape={2}", LogHeader, _localID, shape.Type);
|
|
bool ret = BulletSimAPI.CreateObject(_scene.WorldID, shape);
|
|
|
|
// the CreateObject() may have recreated the rigid body. Make sure we have the latest.
|
|
Body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID));
|
|
|
|
return ret;
|
|
}
|
|
|
|
// 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.HullKey = _hullKey;
|
|
shape.MeshKey = _meshKey;
|
|
shape.Friction = _friction;
|
|
shape.Restitution = _restitution;
|
|
shape.Collidable = (!IsPhantom) ? ShapeData.numericTrue : ShapeData.numericFalse;
|
|
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()
|
|
{
|
|
// m_log.DebugFormat("{0}: RecreateGeomAndObject. lID={1}", LogHeader, _localID);
|
|
if (CreateGeom(true))
|
|
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()
|
|
enum UpdatedProperties {
|
|
Position = 1 << 0,
|
|
Rotation = 1 << 1,
|
|
Velocity = 1 << 2,
|
|
Acceleration = 1 << 3,
|
|
RotationalVel = 1 << 4
|
|
}
|
|
|
|
const float ROTATION_TOLERANCE = 0.01f;
|
|
const float VELOCITY_TOLERANCE = 0.001f;
|
|
const float POSITION_TOLERANCE = 0.05f;
|
|
const float ACCELERATION_TOLERANCE = 0.01f;
|
|
const float ROTATIONAL_VELOCITY_TOLERANCE = 0.01f;
|
|
|
|
public void UpdateProperties(EntityProperties entprop)
|
|
{
|
|
/*
|
|
UpdatedProperties changed = 0;
|
|
// assign to the local variables so the normal set action does not happen
|
|
// if (_position != entprop.Position)
|
|
if (!_position.ApproxEquals(entprop.Position, POSITION_TOLERANCE))
|
|
{
|
|
_position = entprop.Position;
|
|
changed |= UpdatedProperties.Position;
|
|
}
|
|
// if (_orientation != entprop.Rotation)
|
|
if (!_orientation.ApproxEquals(entprop.Rotation, ROTATION_TOLERANCE))
|
|
{
|
|
_orientation = entprop.Rotation;
|
|
changed |= UpdatedProperties.Rotation;
|
|
}
|
|
// if (_velocity != entprop.Velocity)
|
|
if (!_velocity.ApproxEquals(entprop.Velocity, VELOCITY_TOLERANCE))
|
|
{
|
|
_velocity = entprop.Velocity;
|
|
changed |= UpdatedProperties.Velocity;
|
|
}
|
|
// if (_acceleration != entprop.Acceleration)
|
|
if (!_acceleration.ApproxEquals(entprop.Acceleration, ACCELERATION_TOLERANCE))
|
|
{
|
|
_acceleration = entprop.Acceleration;
|
|
changed |= UpdatedProperties.Acceleration;
|
|
}
|
|
// if (_rotationalVelocity != entprop.RotationalVelocity)
|
|
if (!_rotationalVelocity.ApproxEquals(entprop.RotationalVelocity, ROTATIONAL_VELOCITY_TOLERANCE))
|
|
{
|
|
_rotationalVelocity = entprop.RotationalVelocity;
|
|
changed |= UpdatedProperties.RotationalVel;
|
|
}
|
|
if (changed != 0)
|
|
{
|
|
// Only update the position of single objects and linkset roots
|
|
if (this._parentPrim == null)
|
|
{
|
|
base.RequestPhysicsterseUpdate();
|
|
}
|
|
}
|
|
*/
|
|
|
|
// Don't check for damping here -- it's done in BulletSim and SceneObjectPart.
|
|
|
|
// Updates only for individual prims and for the root object of a linkset.
|
|
if (_linkset.IsRoot(this))
|
|
{
|
|
// Assign to the local variables so the normal set action does not happen
|
|
_position = entprop.Position;
|
|
_orientation = entprop.Rotation;
|
|
_velocity = entprop.Velocity;
|
|
_acceleration = entprop.Acceleration;
|
|
_rotationalVelocity = entprop.RotationalVelocity;
|
|
|
|
// m_log.DebugFormat("{0}: RequestTerseUpdate. id={1}, ch={2}, pos={3}, rot={4}, vel={5}, acc={6}, rvel={7}",
|
|
// LogHeader, LocalID, changed, _position, _orientation, _velocity, _acceleration, _rotationalVelocity);
|
|
// DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
|
|
// LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity);
|
|
|
|
base.RequestPhysicsterseUpdate();
|
|
}
|
|
/*
|
|
else
|
|
{
|
|
// For debugging, we also report the movement of children
|
|
DetailLog("{0},BSPrim.UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
|
|
LocalID, entprop.Position, entprop.Rotation, entprop.Velocity,
|
|
entprop.Acceleration, entprop.RotationalVelocity);
|
|
}
|
|
*/
|
|
}
|
|
|
|
// I've collided with something
|
|
// Called at taint time from within the Step() function
|
|
CollisionEventUpdate collisionCollection;
|
|
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 lines make IsColliding() and IsCollidingGround() work
|
|
_collidingStep = _scene.SimulationStep;
|
|
if (collidingWith == BSScene.TERRAIN_ID || collidingWith == BSScene.GROUNDPLANE_ID)
|
|
{
|
|
_collidingGroundStep = _scene.SimulationStep;
|
|
}
|
|
|
|
// DetailLog("{0},BSPrim.Collison,call,with={1}", LocalID, collidingWith);
|
|
BSPrim collidingWithPrim;
|
|
if (_scene.Prims.TryGetValue(collidingWith, out collidingWithPrim))
|
|
{
|
|
// prims in the same linkset cannot collide with each other
|
|
if (this.Linkset.LinksetID == collidingWithPrim.Linkset.LinksetID)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
// if someone is subscribed to collision events....
|
|
if (_subscribedEventsMs != 0) {
|
|
// throttle the collisions to the number of milliseconds specified in the subscription
|
|
int nowTime = _scene.SimulationNowTime;
|
|
if (nowTime >= _nextCollisionOkTime) {
|
|
_nextCollisionOkTime = nowTime + _subscribedEventsMs;
|
|
|
|
if (collisionCollection == null)
|
|
collisionCollection = new CollisionEventUpdate();
|
|
collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
|
|
}
|
|
}
|
|
}
|
|
|
|
// The scene is telling us it's time to pass our collected collisions into the simulator
|
|
public void SendCollisions()
|
|
{
|
|
if (collisionCollection != null && collisionCollection.Count > 0)
|
|
{
|
|
base.SendCollisionUpdate(collisionCollection);
|
|
// The collisionCollection structure is passed around in the simulator.
|
|
// Make sure we don't have a handle to that one and that a new one is used next time.
|
|
collisionCollection = null;
|
|
}
|
|
}
|
|
|
|
// Invoke the detailed logger and output something if it's enabled.
|
|
private void DetailLog(string msg, params Object[] args)
|
|
{
|
|
Scene.PhysicsLogging.Write(msg, args);
|
|
}
|
|
}
|
|
}
|