517 lines
21 KiB
C#
Executable File
517 lines
21 KiB
C#
Executable File
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyrightD
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Text;
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using OMV = OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Physics.Manager;
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namespace OpenSim.Region.Physics.BulletSPlugin
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{
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/*
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* Class to wrap all objects.
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* The rest of BulletSim doesn't need to keep checking for avatars or prims
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* unless the difference is significant.
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*
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* Variables in the physicsl objects are in three forms:
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* VariableName: used by the simulator and performs taint operations, etc
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* RawVariableName: direct reference to the BulletSim storage for the variable value
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* ForceVariableName: direct reference (store and fetch) to the value in the physics engine.
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* The last two (and certainly the last one) should be referenced only in taint-time.
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*/
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/*
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* As of 20121221, the following are the call sequences (going down) for different script physical functions:
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* llApplyImpulse llApplyRotImpulse llSetTorque llSetForce
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* SOP.ApplyImpulse SOP.ApplyAngularImpulse SOP.SetAngularImpulse SOP.SetForce
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* SOG.ApplyImpulse SOG.ApplyAngularImpulse SOG.SetAngularImpulse
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* PA.AddForce PA.AddAngularForce PA.Torque = v PA.Force = v
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* BS.ApplyCentralForce BS.ApplyTorque
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*/
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// Flags used to denote which properties updates when making UpdateProperties calls to linksets, etc.
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public enum UpdatedProperties : uint
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{
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Position = 1 << 0,
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Orientation = 1 << 1,
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Velocity = 1 << 2,
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Acceleration = 1 << 3,
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RotationalVelocity = 1 << 4,
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EntPropUpdates = Position | Orientation | Velocity | Acceleration | RotationalVelocity,
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}
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public abstract class BSPhysObject : PhysicsActor
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{
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protected BSPhysObject()
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{
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}
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protected BSPhysObject(BSScene parentScene, uint localID, string name, string typeName)
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{
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PhysicsScene = parentScene;
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LocalID = localID;
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PhysObjectName = name;
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TypeName = typeName;
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// We don't have any physical representation yet.
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PhysBody = new BulletBody(localID);
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PhysShape = new BulletShape();
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// A linkset of just me
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Linkset = BSLinkset.Factory(PhysicsScene, this);
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PositionDisplacement = OMV.Vector3.Zero;
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LastAssetBuildFailed = false;
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// Default material type
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Material = MaterialAttributes.Material.Wood;
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CollisionCollection = new CollisionEventUpdate();
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CollisionsLastTick = CollisionCollection;
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SubscribedEventsMs = 0;
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CollidingStep = 0;
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CollidingGroundStep = 0;
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CollisionAccumulation = 0;
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CollisionScore = 0;
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}
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// Tell the object to clean up.
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public virtual void Destroy()
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{
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UnRegisterAllPreStepActions();
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UnRegisterAllPostStepActions();
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}
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public BSScene PhysicsScene { get; protected set; }
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// public override uint LocalID { get; set; } // Use the LocalID definition in PhysicsActor
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public string PhysObjectName { get; protected set; }
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public string TypeName { get; protected set; }
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public BSLinkset Linkset { get; set; }
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public BSLinksetInfo LinksetInfo { get; set; }
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// Return the object mass without calculating it or having side effects
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public abstract float RawMass { get; }
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// Set the raw mass but also update physical mass properties (inertia, ...)
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// 'inWorld' true if the object has already been added to the dynamic world.
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public abstract void UpdatePhysicalMassProperties(float mass, bool inWorld);
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// The last value calculated for the prim's inertia
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public OMV.Vector3 Inertia { get; set; }
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// Reference to the physical body (btCollisionObject) of this object
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public BulletBody PhysBody;
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// Reference to the physical shape (btCollisionShape) of this object
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public BulletShape PhysShape;
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// 'true' if the mesh's underlying asset failed to build.
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// This will keep us from looping after the first time the build failed.
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public bool LastAssetBuildFailed { get; set; }
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// The objects base shape information. Null if not a prim type shape.
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public PrimitiveBaseShape BaseShape { get; protected set; }
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// Some types of objects have preferred physical representations.
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// Returns SHAPE_UNKNOWN if there is no preference.
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public virtual BSPhysicsShapeType PreferredPhysicalShape
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{
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get { return BSPhysicsShapeType.SHAPE_UNKNOWN; }
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}
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// When the physical properties are updated, an EntityProperty holds the update values.
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// Keep the current and last EntityProperties to enable computation of differences
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// between the current update and the previous values.
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public EntityProperties CurrentEntityProperties { get; set; }
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public EntityProperties LastEntityProperties { get; set; }
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public virtual OMV.Vector3 Scale { get; set; }
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public abstract bool IsSolid { get; }
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public abstract bool IsStatic { get; }
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public abstract bool IsSelected { get; }
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// It can be confusing for an actor to know if it should move or update an object
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// depeneding on the setting of 'selected', 'physical, ...
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// This flag is the true test -- if true, the object is being acted on in the physical world
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public abstract bool IsPhysicallyActive { get; }
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// Materialness
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public MaterialAttributes.Material Material { get; private set; }
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public override void SetMaterial(int material)
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{
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Material = (MaterialAttributes.Material)material;
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}
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// Stop all physical motion.
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public abstract void ZeroMotion(bool inTaintTime);
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public abstract void ZeroAngularMotion(bool inTaintTime);
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// Step the vehicle simulation for this object. A NOOP if the vehicle was not configured.
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public virtual void StepVehicle(float timeStep) { }
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// Update the physical location and motion of the object. Called with data from Bullet.
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public abstract void UpdateProperties(EntityProperties entprop);
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public abstract OMV.Vector3 RawPosition { get; set; }
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public abstract OMV.Vector3 ForcePosition { get; set; }
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// Position is what the simulator thinks the positions of the prim is.
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// Because Bullet needs the zero coordinate to be the center of mass of the linkset,
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// sometimes it is necessary to displace the position the physics engine thinks
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// the position is. PositionDisplacement must be added and removed from the
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// position as the simulator position is stored and fetched from the physics
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// engine.
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public virtual OMV.Vector3 PositionDisplacement { get; set; }
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public abstract OMV.Quaternion RawOrientation { get; set; }
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public abstract OMV.Quaternion ForceOrientation { get; set; }
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// The system is telling us the velocity it wants to move at.
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// Velocity in world coordinates.
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// protected OMV.Vector3 m_targetVelocity; // use the definition in PhysicsActor
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public override OMV.Vector3 TargetVelocity
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{
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get { return m_targetVelocity; }
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set
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{
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m_targetVelocity = value;
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Velocity = value;
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}
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}
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public virtual float TargetSpeed
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{
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get
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{
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OMV.Vector3 characterOrientedVelocity = TargetVelocity * OMV.Quaternion.Inverse(OMV.Quaternion.Normalize(RawOrientation));
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return characterOrientedVelocity.X;
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}
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}
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public abstract OMV.Vector3 RawVelocity { get; set; }
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public abstract OMV.Vector3 ForceVelocity { get; set; }
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public abstract OMV.Vector3 ForceRotationalVelocity { get; set; }
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public abstract float ForceBuoyancy { get; set; }
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public virtual bool ForceBodyShapeRebuild(bool inTaintTime) { return false; }
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public virtual float ForwardSpeed
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{
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get
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{
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OMV.Vector3 characterOrientedVelocity = RawVelocity * OMV.Quaternion.Inverse(OMV.Quaternion.Normalize(RawOrientation));
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return characterOrientedVelocity.X;
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}
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}
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#region Collisions
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// Requested number of milliseconds between collision events. Zero means disabled.
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protected int SubscribedEventsMs { get; set; }
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// Given subscription, the time that a collision may be passed up
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protected int NextCollisionOkTime { get; set; }
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// The simulation step that last had a collision
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protected long CollidingStep { get; set; }
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// The simulation step that last had a collision with the ground
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protected long CollidingGroundStep { get; set; }
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// The simulation step that last collided with an object
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protected long CollidingObjectStep { get; set; }
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// The collision flags we think are set in Bullet
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protected CollisionFlags CurrentCollisionFlags { get; set; }
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// Count of collisions for this object
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protected long CollisionAccumulation { get; set; }
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public override bool IsColliding {
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get { return (CollidingStep == PhysicsScene.SimulationStep); }
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set {
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if (value)
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CollidingStep = PhysicsScene.SimulationStep;
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else
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CollidingStep = 0;
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}
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}
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public override bool CollidingGround {
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get { return (CollidingGroundStep == PhysicsScene.SimulationStep); }
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set
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{
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if (value)
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CollidingGroundStep = PhysicsScene.SimulationStep;
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else
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CollidingGroundStep = 0;
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}
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}
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public override bool CollidingObj {
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get { return (CollidingObjectStep == PhysicsScene.SimulationStep); }
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set {
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if (value)
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CollidingObjectStep = PhysicsScene.SimulationStep;
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else
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CollidingObjectStep = 0;
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}
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}
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// The collisions that have been collected this tick
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protected CollisionEventUpdate CollisionCollection;
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// Remember collisions from last tick for fancy collision based actions
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// (like a BSCharacter walking up stairs).
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protected CollisionEventUpdate CollisionsLastTick;
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// The simulation step is telling this object about a collision.
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// Return 'true' if a collision was processed and should be sent up.
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// Return 'false' if this object is not enabled/subscribed/appropriate for or has already seen this collision.
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// Called at taint time from within the Step() function
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public virtual bool Collide(uint collidingWith, BSPhysObject collidee,
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OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
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{
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bool ret = false;
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// The following lines make IsColliding(), CollidingGround() and CollidingObj work
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CollidingStep = PhysicsScene.SimulationStep;
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if (collidingWith <= PhysicsScene.TerrainManager.HighestTerrainID)
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{
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CollidingGroundStep = PhysicsScene.SimulationStep;
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}
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else
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{
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CollidingObjectStep = PhysicsScene.SimulationStep;
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}
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// prims in the same linkset cannot collide with each other
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if (collidee != null && (this.Linkset.LinksetID == collidee.Linkset.LinksetID))
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{
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return ret;
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}
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CollisionAccumulation++;
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// if someone has subscribed for collision events....
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if (SubscribedEvents()) {
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CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
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DetailLog("{0},{1}.Collison.AddCollider,call,with={2},point={3},normal={4},depth={5}",
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LocalID, TypeName, collidingWith, contactPoint, contactNormal, pentrationDepth);
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ret = true;
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}
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return ret;
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}
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// Send the collected collisions into the simulator.
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// Called at taint time from within the Step() function thus no locking problems
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// with CollisionCollection and ObjectsWithNoMoreCollisions.
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// Return 'true' if there were some actual collisions passed up
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public virtual bool SendCollisions()
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{
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bool ret = true;
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// If the 'no collision' call, force it to happen right now so quick collision_end
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bool force = (CollisionCollection.Count == 0 && CollisionsLastTick.Count != 0);
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// throttle the collisions to the number of milliseconds specified in the subscription
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if (force || (PhysicsScene.SimulationNowTime >= NextCollisionOkTime))
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{
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NextCollisionOkTime = PhysicsScene.SimulationNowTime + SubscribedEventsMs;
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// We are called if we previously had collisions. If there are no collisions
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// this time, send up one last empty event so OpenSim can sense collision end.
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if (CollisionCollection.Count == 0)
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{
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// If I have no collisions this time, remove me from the list of objects with collisions.
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ret = false;
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}
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DetailLog("{0},{1}.SendCollisionUpdate,call,numCollisions={2}", LocalID, TypeName, CollisionCollection.Count);
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base.SendCollisionUpdate(CollisionCollection);
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// Remember the collisions from this tick for some collision specific processing.
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CollisionsLastTick = CollisionCollection;
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// The CollisionCollection instance is passed around in the simulator.
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// Make sure we don't have a handle to that one and that a new one is used for next time.
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// This fixes an interesting 'gotcha'. If we call CollisionCollection.Clear() here,
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// a race condition is created for the other users of this instance.
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CollisionCollection = new CollisionEventUpdate();
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}
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return ret;
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}
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// Subscribe for collision events.
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// Parameter is the millisecond rate the caller wishes collision events to occur.
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public override void SubscribeEvents(int ms) {
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// DetailLog("{0},{1}.SubscribeEvents,subscribing,ms={2}", LocalID, TypeName, ms);
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SubscribedEventsMs = ms;
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if (ms > 0)
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{
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// make sure first collision happens
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NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs);
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PhysicsScene.TaintedObject(TypeName+".SubscribeEvents", delegate()
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{
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if (PhysBody.HasPhysicalBody)
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CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
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});
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}
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else
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{
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// Subscribing for zero or less is the same as unsubscribing
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UnSubscribeEvents();
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}
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}
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public override void UnSubscribeEvents() {
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// DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName);
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SubscribedEventsMs = 0;
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PhysicsScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate()
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{
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// Make sure there is a body there because sometimes destruction happens in an un-ideal order.
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if (PhysBody.HasPhysicalBody)
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CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
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});
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}
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// Return 'true' if the simulator wants collision events
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public override bool SubscribedEvents() {
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return (SubscribedEventsMs > 0);
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}
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// Because 'CollisionScore' is calls many times while sorting it should not be recomputed
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// each time called. So this is built to be light weight for each collision and to do
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// all the processing when the user asks for the info.
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public void ComputeCollisionScore()
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{
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// Scale the collision count by the time since the last collision
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long timeAgo = PhysicsScene.SimulationStep - CollidingStep + 1;
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CollisionScore = CollisionAccumulation / timeAgo;
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}
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public override float CollisionScore { get; set; }
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#endregion // Collisions
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#region Per Simulation Step actions
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// There are some actions that must be performed for a physical object before each simulation step.
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// These actions are optional so, rather than scanning all the physical objects and asking them
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// if they have anything to do, a physical object registers for an event call before the step is performed.
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// This bookkeeping makes it easy to add, remove and clean up after all these registrations.
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private Dictionary<string, BSScene.PreStepAction> RegisteredPrestepActions = new Dictionary<string, BSScene.PreStepAction>();
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private Dictionary<string, BSScene.PostStepAction> RegisteredPoststepActions = new Dictionary<string, BSScene.PostStepAction>();
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protected void RegisterPreStepAction(string op, uint id, BSScene.PreStepAction actn)
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{
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string identifier = op + "-" + id.ToString();
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lock (RegisteredPrestepActions)
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{
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// Clean out any existing action
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UnRegisterPreStepAction(op, id);
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RegisteredPrestepActions[identifier] = actn;
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}
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PhysicsScene.BeforeStep += actn;
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DetailLog("{0},BSPhysObject.RegisterPreStepAction,id={1}", LocalID, identifier);
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}
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// Unregister a pre step action. Safe to call if the action has not been registered.
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protected void UnRegisterPreStepAction(string op, uint id)
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{
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string identifier = op + "-" + id.ToString();
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bool removed = false;
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lock (RegisteredPrestepActions)
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{
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if (RegisteredPrestepActions.ContainsKey(identifier))
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{
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PhysicsScene.BeforeStep -= RegisteredPrestepActions[identifier];
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RegisteredPrestepActions.Remove(identifier);
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removed = true;
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}
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}
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DetailLog("{0},BSPhysObject.UnRegisterPreStepAction,id={1},removed={2}", LocalID, identifier, removed);
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}
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protected void UnRegisterAllPreStepActions()
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{
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lock (RegisteredPrestepActions)
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{
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foreach (KeyValuePair<string, BSScene.PreStepAction> kvp in RegisteredPrestepActions)
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{
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PhysicsScene.BeforeStep -= kvp.Value;
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}
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RegisteredPrestepActions.Clear();
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}
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DetailLog("{0},BSPhysObject.UnRegisterAllPreStepActions,", LocalID);
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}
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protected void RegisterPostStepAction(string op, uint id, BSScene.PostStepAction actn)
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{
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string identifier = op + "-" + id.ToString();
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lock (RegisteredPoststepActions)
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{
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// Clean out any existing action
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UnRegisterPostStepAction(op, id);
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RegisteredPoststepActions[identifier] = actn;
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}
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PhysicsScene.AfterStep += actn;
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DetailLog("{0},BSPhysObject.RegisterPostStepAction,id={1}", LocalID, identifier);
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}
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// Unregister a pre step action. Safe to call if the action has not been registered.
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protected void UnRegisterPostStepAction(string op, uint id)
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{
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string identifier = op + "-" + id.ToString();
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bool removed = false;
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lock (RegisteredPoststepActions)
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{
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if (RegisteredPoststepActions.ContainsKey(identifier))
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{
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PhysicsScene.AfterStep -= RegisteredPoststepActions[identifier];
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RegisteredPoststepActions.Remove(identifier);
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removed = true;
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}
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}
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DetailLog("{0},BSPhysObject.UnRegisterPostStepAction,id={1},removed={2}", LocalID, identifier, removed);
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}
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protected void UnRegisterAllPostStepActions()
|
|
{
|
|
lock (RegisteredPoststepActions)
|
|
{
|
|
foreach (KeyValuePair<string, BSScene.PostStepAction> kvp in RegisteredPoststepActions)
|
|
{
|
|
PhysicsScene.AfterStep -= kvp.Value;
|
|
}
|
|
RegisteredPoststepActions.Clear();
|
|
}
|
|
DetailLog("{0},BSPhysObject.UnRegisterAllPostStepActions,", LocalID);
|
|
}
|
|
|
|
#endregion // Per Simulation Step actions
|
|
|
|
// High performance detailed logging routine used by the physical objects.
|
|
protected void DetailLog(string msg, params Object[] args)
|
|
{
|
|
if (PhysicsScene.PhysicsLogging.Enabled)
|
|
PhysicsScene.DetailLog(msg, args);
|
|
}
|
|
|
|
}
|
|
}
|