/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyrightD * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using System; using System.Reflection; using System.Collections.Generic; using System.Xml; using log4net; using OMV = OpenMetaverse; using OpenSim.Framework; using OpenSim.Region.PhysicsModules.SharedBase; using OpenSim.Region.PhysicsModule.ConvexDecompositionDotNet; using OpenSim.Region.OptionalModules.Scripting; // for ExtendedPhysics namespace OpenSim.Region.PhysicsModule.BulletS { [Serializable] public class BSPrim : BSPhysObject { protected static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private static readonly string LogHeader = "[BULLETS PRIM]"; // _size is what the user passed. Scale is what we pass to the physics engine with the mesh. private OMV.Vector3 _size; // the multiplier for each mesh dimension as passed by the user private bool _grabbed; private bool _isSelected; private bool _isVolumeDetect; private float _mass; // the mass of this object private OMV.Vector3 _acceleration; private int _physicsActorType; private bool _isPhysical; private bool _flying; private bool _setAlwaysRun; private bool _throttleUpdates; private bool _floatOnWater; private OMV.Vector3 _rotationalVelocity; private bool _kinematic; private float _buoyancy; private int CrossingFailures { get; set; } // Keep a handle to the vehicle actor so it is easy to set parameters on same. public const string VehicleActorName = "BasicVehicle"; // Parameters for the hover actor public const string HoverActorName = "BSPrim.HoverActor"; // Parameters for the axis lock actor public const String LockedAxisActorName = "BSPrim.LockedAxis"; // Parameters for the move to target actor public const string MoveToTargetActorName = "BSPrim.MoveToTargetActor"; // Parameters for the setForce and setTorque actors public const string SetForceActorName = "BSPrim.SetForceActor"; public const string SetTorqueActorName = "BSPrim.SetTorqueActor"; public BSPrim(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) : base(parent_scene, localID, primName, "BSPrim") { // m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID); _physicsActorType = (int)ActorTypes.Prim; RawPosition = pos; _size = size; Scale = size; // prims are the size the user wants them to be (different for BSCharactes). RawOrientation = rotation; _buoyancy = 0f; RawVelocity = OMV.Vector3.Zero; _rotationalVelocity = OMV.Vector3.Zero; BaseShape = pbs; _isPhysical = pisPhysical; _isVolumeDetect = false; _mass = CalculateMass(); DetailLog("{0},BSPrim.constructor,pbs={1}", LocalID, BSScene.PrimitiveBaseShapeToString(pbs)); // DetailLog("{0},BSPrim.constructor,call", LocalID); // do the actual object creation at taint time PhysScene.TaintedObject(LocalID, "BSPrim.create", delegate() { // Make sure the object is being created with some sanity. ExtremeSanityCheck(true /* inTaintTime */); CreateGeomAndObject(true); CurrentCollisionFlags = PhysScene.PE.GetCollisionFlags(PhysBody); IsInitialized = true; }); } // called when this prim is being destroyed and we should free all the resources public override void Destroy() { // m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID); IsInitialized = false; base.Destroy(); // Undo any vehicle properties this.VehicleType = (int)Vehicle.TYPE_NONE; PhysScene.TaintedObject(LocalID, "BSPrim.Destroy", delegate() { DetailLog("{0},BSPrim.Destroy,taint,", LocalID); // If there are physical body and shape, release my use of same. PhysScene.Shapes.DereferenceBody(PhysBody, null); PhysBody.Clear(); PhysShape.Dereference(PhysScene); PhysShape = new BSShapeNull(); }); } // No one uses this property. public override bool Stopped { get { return false; } } public override bool IsIncomplete { get { return ShapeRebuildScheduled; } } // 'true' if this object's shape is in need of a rebuild and a rebuild has been queued. // The prim is still available but its underlying shape will change soon. // This is protected by a 'lock(this)'. public bool ShapeRebuildScheduled { get; protected set; } public override OMV.Vector3 Size { get { return _size; } set { // We presume the scale and size are the same. If scale must be changed for // the physical shape, that is done when the geometry is built. _size = value; Scale = _size; ForceBodyShapeRebuild(false); } } public override PrimitiveBaseShape Shape { set { BaseShape = value; DetailLog("{0},BSPrim.changeShape,pbs={1}", LocalID, BSScene.PrimitiveBaseShapeToString(BaseShape)); PrimAssetState = PrimAssetCondition.Unknown; ForceBodyShapeRebuild(false); } } // Cause the body and shape of the prim to be rebuilt if necessary. // If there are no changes required, this is quick and does not make changes to the prim. // If rebuilding is necessary (like changing from static to physical), that will happen. // The 'ShapeRebuildScheduled' tells any checker that the body/shape may change shortly. // The return parameter is not used by anyone. public override bool ForceBodyShapeRebuild(bool inTaintTime) { if (inTaintTime) { // If called in taint time, do the operation immediately _mass = CalculateMass(); // changing the shape changes the mass CreateGeomAndObject(true); } else { lock (this) { // If a rebuild is not already in the queue if (!ShapeRebuildScheduled) { // Remember that a rebuild is queued -- this is used to flag an incomplete object ShapeRebuildScheduled = true; PhysScene.TaintedObject(LocalID, "BSPrim.ForceBodyShapeRebuild", delegate() { _mass = CalculateMass(); // changing the shape changes the mass CreateGeomAndObject(true); ShapeRebuildScheduled = false; }); } } } return true; } public override bool Grabbed { set { _grabbed = value; } } public override bool Selected { set { if (value != _isSelected) { _isSelected = value; PhysScene.TaintedObject(LocalID, "BSPrim.setSelected", delegate() { DetailLog("{0},BSPrim.selected,taint,selected={1}", LocalID, _isSelected); SetObjectDynamic(false); }); } } } public override bool IsSelected { get { return _isSelected; } } public override void CrossingFailure() { CrossingFailures++; if (CrossingFailures > BSParam.CrossingFailuresBeforeOutOfBounds) { base.RaiseOutOfBounds(RawPosition); } else if (CrossingFailures == BSParam.CrossingFailuresBeforeOutOfBounds) { m_log.WarnFormat("{0} Too many crossing failures for {1}", LogHeader, Name); } return; } // link me to the specified parent public override void link(PhysicsActor obj) { } // delink me from my linkset public override void delink() { } // Set motion values to zero. // Do it to the properties so the values get set in the physics engine. // Push the setting of the values to the viewer. // Called at taint time! public override void ZeroMotion(bool inTaintTime) { RawVelocity = OMV.Vector3.Zero; _acceleration = OMV.Vector3.Zero; _rotationalVelocity = OMV.Vector3.Zero; // Zero some other properties in the physics engine PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.ZeroMotion", delegate() { if (PhysBody.HasPhysicalBody) PhysScene.PE.ClearAllForces(PhysBody); }); } public override void ZeroAngularMotion(bool inTaintTime) { _rotationalVelocity = OMV.Vector3.Zero; // Zero some other properties in the physics engine PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.ZeroMotion", delegate() { // DetailLog("{0},BSPrim.ZeroAngularMotion,call,rotVel={1}", LocalID, _rotationalVelocity); if (PhysBody.HasPhysicalBody) { PhysScene.PE.SetInterpolationAngularVelocity(PhysBody, _rotationalVelocity); PhysScene.PE.SetAngularVelocity(PhysBody, _rotationalVelocity); } }); } public override void LockAngularMotion(OMV.Vector3 axis) { DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis); ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_UNLOCK_ANGULAR, 0f, 0f); if (axis.X != 1) { ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_LOCK_ANGULAR_X, 0f, 0f); } if (axis.Y != 1) { ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_LOCK_ANGULAR_Y, 0f, 0f); } if (axis.Z != 1) { ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_LOCK_ANGULAR_Z, 0f, 0f); } InitializeAxisActor(); return; } public override OMV.Vector3 Position { get { // don't do the GetObjectPosition for root elements because this function is called a zillion times. // RawPosition = ForcePosition; return RawPosition; } set { // If the position must be forced into the physics engine, use ForcePosition. // All positions are given in world positions. if (RawPosition == value) { DetailLog("{0},BSPrim.setPosition,call,positionNotChanging,pos={1},orient={2}", LocalID, RawPosition, RawOrientation); return; } RawPosition = value; PositionSanityCheck(false); PhysScene.TaintedObject(LocalID, "BSPrim.setPosition", delegate() { DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, RawPosition, RawOrientation); ForcePosition = RawPosition; }); } } // NOTE: overloaded by BSPrimDisplaced to handle offset for center-of-gravity. public override OMV.Vector3 ForcePosition { get { RawPosition = PhysScene.PE.GetPosition(PhysBody); return RawPosition; } set { RawPosition = value; if (PhysBody.HasPhysicalBody) { PhysScene.PE.SetTranslation(PhysBody, RawPosition, RawOrientation); ActivateIfPhysical(false); } } } // Check that the current position is sane and, if not, modify the position to make it so. // Check for being below terrain and being out of bounds. // Returns 'true' of the position was made sane by some action. private bool PositionSanityCheck(bool inTaintTime) { bool ret = false; // We don't care where non-physical items are placed if (!IsPhysicallyActive) return ret; if (!PhysScene.TerrainManager.IsWithinKnownTerrain(RawPosition)) { // The physical object is out of the known/simulated area. // Upper levels of code will handle the transition to other areas so, for // the time, we just ignore the position. return ret; } float terrainHeight = PhysScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition); OMV.Vector3 upForce = OMV.Vector3.Zero; float approxSize = Math.Max(Size.X, Math.Max(Size.Y, Size.Z)); if ((RawPosition.Z + approxSize / 2f) < terrainHeight) { DetailLog("{0},BSPrim.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, RawPosition, terrainHeight); float targetHeight = terrainHeight + (Size.Z / 2f); // If the object is below ground it just has to be moved up because pushing will // not get it through the terrain RawPosition = new OMV.Vector3(RawPosition.X, RawPosition.Y, targetHeight); if (inTaintTime) { ForcePosition = RawPosition; } // If we are throwing the object around, zero its other forces ZeroMotion(inTaintTime); ret = true; } if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) { float waterHeight = PhysScene.TerrainManager.GetWaterLevelAtXYZ(RawPosition); // TODO: a floating motor so object will bob in the water if (Math.Abs(RawPosition.Z - waterHeight) > 0.1f) { // Upforce proportional to the distance away from the water. Correct the error in 1 sec. upForce.Z = (waterHeight - RawPosition.Z) * 1f; // Apply upforce and overcome gravity. OMV.Vector3 correctionForce = upForce - PhysScene.DefaultGravity; DetailLog("{0},BSPrim.PositionSanityCheck,applyForce,pos={1},upForce={2},correctionForce={3}", LocalID, RawPosition, upForce, correctionForce); AddForce(correctionForce, false, inTaintTime); ret = true; } } return ret; } // Occasionally things will fly off and really get lost. // Find the wanderers and bring them back. // Return 'true' if some parameter need some sanity. private bool ExtremeSanityCheck(bool inTaintTime) { bool ret = false; int wayOverThere = -1000; int wayOutThere = 10000; // There have been instances of objects getting thrown way out of bounds and crashing // the border crossing code. if ( RawPosition.X < wayOverThere || RawPosition.X > wayOutThere || RawPosition.Y < wayOverThere || RawPosition.X > wayOutThere || RawPosition.Z < wayOverThere || RawPosition.X > wayOutThere) { RawPosition = new OMV.Vector3(10, 10, 50); ZeroMotion(inTaintTime); ret = true; } if (RawVelocity.LengthSquared() > BSParam.MaxLinearVelocitySquared) { RawVelocity = Util.ClampV(RawVelocity, BSParam.MaxLinearVelocity); ret = true; } if (_rotationalVelocity.LengthSquared() > BSParam.MaxAngularVelocitySquared) { _rotationalVelocity = Util.ClampV(_rotationalVelocity, BSParam.MaxAngularVelocity); ret = true; } return ret; } // Return the effective mass of the object. // The definition of this call is to return the mass of the prim. // If the simulator cares about the mass of the linkset, it will sum it itself. public override float Mass { get { return _mass; } } // TotalMass returns the mass of the large object the prim may be in (overridden by linkset code) public virtual float TotalMass { get { return _mass; } } // used when we only want this prim's mass and not the linkset thing public override float RawMass { get { return _mass; } } // Set the physical mass to the passed mass. // Note that this does not change _mass! public override void UpdatePhysicalMassProperties(float physMass, bool inWorld) { if (PhysBody.HasPhysicalBody && PhysShape.HasPhysicalShape) { if (IsStatic) { PhysScene.PE.SetGravity(PhysBody, PhysScene.DefaultGravity); Inertia = OMV.Vector3.Zero; PhysScene.PE.SetMassProps(PhysBody, 0f, Inertia); PhysScene.PE.UpdateInertiaTensor(PhysBody); } else { if (inWorld) { // Changing interesting properties doesn't change proxy and collision cache // information. The Bullet solution is to re-add the object to the world // after parameters are changed. PhysScene.PE.RemoveObjectFromWorld(PhysScene.World, PhysBody); } // The computation of mass props requires gravity to be set on the object. Gravity = ComputeGravity(Buoyancy); PhysScene.PE.SetGravity(PhysBody, Gravity); // OMV.Vector3 currentScale = PhysScene.PE.GetLocalScaling(PhysShape.physShapeInfo); // DEBUG DEBUG // DetailLog("{0},BSPrim.UpdateMassProperties,currentScale{1},shape={2}", LocalID, currentScale, PhysShape.physShapeInfo); // DEBUG DEBUG Inertia = PhysScene.PE.CalculateLocalInertia(PhysShape.physShapeInfo, physMass); PhysScene.PE.SetMassProps(PhysBody, physMass, Inertia); PhysScene.PE.UpdateInertiaTensor(PhysBody); DetailLog("{0},BSPrim.UpdateMassProperties,mass={1},localInertia={2},grav={3},inWorld={4}", LocalID, physMass, Inertia, Gravity, inWorld); if (inWorld) { AddObjectToPhysicalWorld(); } } } } // Return what gravity should be set to this very moment public OMV.Vector3 ComputeGravity(float buoyancy) { OMV.Vector3 ret = PhysScene.DefaultGravity; if (!IsStatic) { ret *= (1f - buoyancy); ret *= GravModifier; } return ret; } // Is this used? public override OMV.Vector3 CenterOfMass { get { return RawPosition; } } // Is this used? public override OMV.Vector3 GeometricCenter { get { return RawPosition; } } public override OMV.Vector3 Force { get { return RawForce; } set { RawForce = value; EnableActor(RawForce != OMV.Vector3.Zero, SetForceActorName, delegate() { return new BSActorSetForce(PhysScene, this, SetForceActorName); }); // Call update so actor Refresh() is called to start things off PhysScene.TaintedObject(LocalID, "BSPrim.setForce", delegate() { UpdatePhysicalParameters(); }); } } // Find and return a handle to the current vehicle actor. // Return 'null' if there is no vehicle actor. public BSDynamics GetVehicleActor(bool createIfNone) { BSDynamics ret = null; BSActor actor; if (PhysicalActors.TryGetActor(VehicleActorName, out actor)) { ret = actor as BSDynamics; } else { if (createIfNone) { ret = new BSDynamics(PhysScene, this, VehicleActorName); PhysicalActors.Add(ret.ActorName, ret); } } return ret; } public override int VehicleType { get { int ret = (int)Vehicle.TYPE_NONE; BSDynamics vehicleActor = GetVehicleActor(false /* createIfNone */); if (vehicleActor != null) ret = (int)vehicleActor.Type; return ret; } set { Vehicle type = (Vehicle)value; PhysScene.TaintedObject(LocalID, "setVehicleType", delegate() { // Some vehicle scripts change vehicle type on the fly as an easy way to // change all the parameters. Like a plane changing to CAR when on the // ground. In this case, don't want to zero motion. // ZeroMotion(true /* inTaintTime */); if (type == Vehicle.TYPE_NONE) { // Vehicle type is 'none' so get rid of any actor that may have been allocated. BSDynamics vehicleActor = GetVehicleActor(false /* createIfNone */); if (vehicleActor != null) { PhysicalActors.RemoveAndRelease(vehicleActor.ActorName); } } else { // Vehicle type is not 'none' so create an actor and set it running. BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); if (vehicleActor != null) { vehicleActor.ProcessTypeChange(type); ActivateIfPhysical(false); } } }); } } public override void VehicleFloatParam(int param, float value) { PhysScene.TaintedObject(LocalID, "BSPrim.VehicleFloatParam", delegate() { BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); if (vehicleActor != null) { vehicleActor.ProcessFloatVehicleParam((Vehicle)param, value); ActivateIfPhysical(false); } }); } public override void VehicleVectorParam(int param, OMV.Vector3 value) { PhysScene.TaintedObject(LocalID, "BSPrim.VehicleVectorParam", delegate() { BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); if (vehicleActor != null) { vehicleActor.ProcessVectorVehicleParam((Vehicle)param, value); ActivateIfPhysical(false); } }); } public override void VehicleRotationParam(int param, OMV.Quaternion rotation) { PhysScene.TaintedObject(LocalID, "BSPrim.VehicleRotationParam", delegate() { BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); if (vehicleActor != null) { vehicleActor.ProcessRotationVehicleParam((Vehicle)param, rotation); ActivateIfPhysical(false); } }); } public override void VehicleFlags(int param, bool remove) { PhysScene.TaintedObject(LocalID, "BSPrim.VehicleFlags", delegate() { BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); if (vehicleActor != null) { vehicleActor.ProcessVehicleFlags(param, remove); } }); } // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more public override void SetVolumeDetect(int param) { bool newValue = (param != 0); if (_isVolumeDetect != newValue) { _isVolumeDetect = newValue; PhysScene.TaintedObject(LocalID, "BSPrim.SetVolumeDetect", delegate() { // DetailLog("{0},setVolumeDetect,taint,volDetect={1}", LocalID, _isVolumeDetect); SetObjectDynamic(true); }); } return; } public override bool IsVolumeDetect { get { return _isVolumeDetect; } } public override void SetMaterial(int material) { base.SetMaterial(material); PhysScene.TaintedObject(LocalID, "BSPrim.SetMaterial", delegate() { UpdatePhysicalParameters(); }); } public override float Friction { get { return base.Friction; } set { if (base.Friction != value) { base.Friction = value; PhysScene.TaintedObject(LocalID, "BSPrim.setFriction", delegate() { UpdatePhysicalParameters(); }); } } } public override float Restitution { get { return base.Restitution; } set { if (base.Restitution != value) { base.Restitution = value; PhysScene.TaintedObject(LocalID, "BSPrim.setRestitution", delegate() { UpdatePhysicalParameters(); }); } } } // The simulator/viewer keep density as 100kg/m3. // Remember to use BSParam.DensityScaleFactor to create the physical density. public override float Density { get { return base.Density; } set { if (base.Density != value) { base.Density = value; PhysScene.TaintedObject(LocalID, "BSPrim.setDensity", delegate() { UpdatePhysicalParameters(); }); } } } public override float GravModifier { get { return base.GravModifier; } set { if (base.GravModifier != value) { base.GravModifier = value; PhysScene.TaintedObject(LocalID, "BSPrim.setGravityModifier", delegate() { UpdatePhysicalParameters(); }); } } } public override OMV.Vector3 Velocity { get { return RawVelocity; } set { RawVelocity = value; PhysScene.TaintedObject(LocalID, "BSPrim.setVelocity", delegate() { // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, RawVelocity); ForceVelocity = RawVelocity; }); } } public override OMV.Vector3 ForceVelocity { get { return RawVelocity; } set { PhysScene.AssertInTaintTime("BSPrim.ForceVelocity"); RawVelocity = Util.ClampV(value, BSParam.MaxLinearVelocity); if (PhysBody.HasPhysicalBody) { DetailLog("{0},BSPrim.ForceVelocity,taint,vel={1}", LocalID, RawVelocity); PhysScene.PE.SetLinearVelocity(PhysBody, RawVelocity); ActivateIfPhysical(false); } } } public override OMV.Vector3 Torque { get { return RawTorque; } set { RawTorque = value; EnableActor(RawTorque != OMV.Vector3.Zero, SetTorqueActorName, delegate() { return new BSActorSetTorque(PhysScene, this, SetTorqueActorName); }); DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, RawTorque); // Call update so actor Refresh() is called to start things off PhysScene.TaintedObject(LocalID, "BSPrim.setTorque", delegate() { UpdatePhysicalParameters(); }); } } public override OMV.Vector3 Acceleration { get { return _acceleration; } set { _acceleration = value; } } public override OMV.Quaternion Orientation { get { return RawOrientation; } set { if (RawOrientation == value) return; RawOrientation = value; PhysScene.TaintedObject(LocalID, "BSPrim.setOrientation", delegate() { ForceOrientation = RawOrientation; }); } } // Go directly to Bullet to get/set the value. public override OMV.Quaternion ForceOrientation { get { RawOrientation = PhysScene.PE.GetOrientation(PhysBody); return RawOrientation; } set { RawOrientation = value; if (PhysBody.HasPhysicalBody) PhysScene.PE.SetTranslation(PhysBody, RawPosition, RawOrientation); } } public override int PhysicsActorType { get { return _physicsActorType; } set { _physicsActorType = value; } } public override bool IsPhysical { get { return _isPhysical; } set { if (_isPhysical != value) { _isPhysical = value; PhysScene.TaintedObject(LocalID, "BSPrim.setIsPhysical", delegate() { DetailLog("{0},setIsPhysical,taint,isPhys={1}", LocalID, _isPhysical); SetObjectDynamic(true); // whether phys-to-static or static-to-phys, the object is not moving. ZeroMotion(true); }); } } } // An object is static (does not move) if selected or not physical public override bool IsStatic { get { return _isSelected || !IsPhysical; } } // An object is solid if it's not phantom and if it's not doing VolumeDetect public override bool IsSolid { get { return !IsPhantom && !_isVolumeDetect; } } // The object is moving and is actively being dynamic in the physical world public override bool IsPhysicallyActive { get { return !_isSelected && IsPhysical; } } // Make gravity work if the object is physical and not selected // Called at taint-time!! private void SetObjectDynamic(bool forceRebuild) { // Recreate the physical object if necessary CreateGeomAndObject(forceRebuild); } // Convert the simulator's physical properties into settings on BulletSim objects. // There are four flags we're interested in: // IsStatic: Object does not move, otherwise the object has mass and moves // isSolid: other objects bounce off of this object // isVolumeDetect: other objects pass through but can generate collisions // collisionEvents: whether this object returns collision events // NOTE: overloaded by BSPrimLinkable to also update linkset physical parameters. public virtual void UpdatePhysicalParameters() { if (!PhysBody.HasPhysicalBody) { // This would only happen if updates are called for during initialization when the body is not set up yet. // DetailLog("{0},BSPrim.UpdatePhysicalParameters,taint,calledWithNoPhysBody", LocalID); return; } // Mangling all the physical properties requires the object not be in the physical world. // This is a NOOP if the object is not in the world (BulletSim and Bullet ignore objects not found). PhysScene.PE.RemoveObjectFromWorld(PhysScene.World, PhysBody); // Set up the object physicalness (does gravity and collisions move this object) MakeDynamic(IsStatic); // Update vehicle specific parameters (after MakeDynamic() so can change physical parameters) PhysicalActors.Refresh(); // Arrange for collision events if the simulator wants them EnableCollisions(SubscribedEvents()); // Make solid or not (do things bounce off or pass through this object). MakeSolid(IsSolid); AddObjectToPhysicalWorld(); // Rebuild its shape PhysScene.PE.UpdateSingleAabb(PhysScene.World, PhysBody); DetailLog("{0},BSPrim.UpdatePhysicalParameters,taintExit,static={1},solid={2},mass={3},collide={4},cf={5:X},cType={6},body={7},shape={8}", LocalID, IsStatic, IsSolid, Mass, SubscribedEvents(), CurrentCollisionFlags, PhysBody.collisionType, PhysBody, PhysShape); } // "Making dynamic" means changing to and from static. // When static, gravity does not effect the object and it is fixed in space. // When dynamic, the object can fall and be pushed by others. // This is independent of its 'solidness' which controls what passes through // this object and what interacts with it. protected virtual void MakeDynamic(bool makeStatic) { if (makeStatic) { // Become a Bullet 'static' object type CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_STATIC_OBJECT); // Stop all movement ZeroMotion(true); // Set various physical properties so other object interact properly PhysScene.PE.SetFriction(PhysBody, Friction); PhysScene.PE.SetRestitution(PhysBody, Restitution); PhysScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold); // Mass is zero which disables a bunch of physics stuff in Bullet UpdatePhysicalMassProperties(0f, false); // Set collision detection parameters if (BSParam.CcdMotionThreshold > 0f) { PhysScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold); PhysScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius); } // The activation state is 'disabled' so Bullet will not try to act on it. // PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.DISABLE_SIMULATION); // Start it out sleeping and physical actions could wake it up. PhysScene.PE.ForceActivationState(PhysBody, ActivationState.ISLAND_SLEEPING); // This collides like a static object PhysBody.collisionType = CollisionType.Static; } else { // Not a Bullet static object CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.CF_STATIC_OBJECT); // Set various physical properties so other object interact properly PhysScene.PE.SetFriction(PhysBody, Friction); PhysScene.PE.SetRestitution(PhysBody, Restitution); // DetailLog("{0},BSPrim.MakeDynamic,frict={1},rest={2}", LocalID, Friction, Restitution); // per http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=3382 // Since this can be called multiple times, only zero forces when becoming physical // PhysicsScene.PE.ClearAllForces(BSBody); // For good measure, make sure the transform is set through to the motion state ForcePosition = RawPosition; ForceVelocity = RawVelocity; ForceRotationalVelocity = _rotationalVelocity; // A dynamic object has mass UpdatePhysicalMassProperties(RawMass, false); // Set collision detection parameters if (BSParam.CcdMotionThreshold > 0f) { PhysScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold); PhysScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius); } // Various values for simulation limits PhysScene.PE.SetDamping(PhysBody, BSParam.LinearDamping, BSParam.AngularDamping); PhysScene.PE.SetDeactivationTime(PhysBody, BSParam.DeactivationTime); PhysScene.PE.SetSleepingThresholds(PhysBody, BSParam.LinearSleepingThreshold, BSParam.AngularSleepingThreshold); PhysScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold); // This collides like an object. PhysBody.collisionType = CollisionType.Dynamic; // Force activation of the object so Bullet will act on it. // Must do the ForceActivationState2() to overcome the DISABLE_SIMULATION from static objects. PhysScene.PE.ForceActivationState(PhysBody, ActivationState.ACTIVE_TAG); } } // "Making solid" means that other object will not pass through this object. // To make transparent, we create a Bullet ghost object. // Note: This expects to be called from the UpdatePhysicalParameters() routine as // the functions after this one set up the state of a possibly newly created collision body. private void MakeSolid(bool makeSolid) { CollisionObjectTypes bodyType = (CollisionObjectTypes)PhysScene.PE.GetBodyType(PhysBody); if (makeSolid) { // Verify the previous code created the correct shape for this type of thing. if ((bodyType & CollisionObjectTypes.CO_RIGID_BODY) == 0) { m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for solidity. id={1}, type={2}", LogHeader, LocalID, bodyType); } CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); } else { if ((bodyType & CollisionObjectTypes.CO_GHOST_OBJECT) == 0) { m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for non-solidness. id={1}, type={2}", LogHeader, LocalID, bodyType); } CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); // Change collision info from a static object to a ghosty collision object PhysBody.collisionType = CollisionType.VolumeDetect; } } // Turn on or off the flag controlling whether collision events are returned to the simulator. private void EnableCollisions(bool wantsCollisionEvents) { if (wantsCollisionEvents) { CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); } else { CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); } } // Add me to the physical world. // Object MUST NOT already be in the world. // This routine exists because some assorted properties get mangled by adding to the world. internal void AddObjectToPhysicalWorld() { if (PhysBody.HasPhysicalBody) { PhysScene.PE.AddObjectToWorld(PhysScene.World, PhysBody); } else { m_log.ErrorFormat("{0} Attempt to add physical object without body. id={1}", LogHeader, LocalID); DetailLog("{0},BSPrim.AddObjectToPhysicalWorld,addObjectWithoutBody,cType={1}", LocalID, PhysBody.collisionType); } } // prims don't fly public override bool Flying { get { return _flying; } set { _flying = value; } } public override bool SetAlwaysRun { get { return _setAlwaysRun; } set { _setAlwaysRun = value; } } public override bool ThrottleUpdates { get { return _throttleUpdates; } set { _throttleUpdates = value; } } public bool IsPhantom { get { // SceneObjectPart removes phantom objects from the physics scene // so, although we could implement touching and such, we never // are invoked as a phantom object return false; } } public override bool FloatOnWater { set { _floatOnWater = value; PhysScene.TaintedObject(LocalID, "BSPrim.setFloatOnWater", delegate() { if (_floatOnWater) CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); else CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); }); } } public override OMV.Vector3 RotationalVelocity { get { return _rotationalVelocity; } set { _rotationalVelocity = value; Util.ClampV(_rotationalVelocity, BSParam.MaxAngularVelocity); // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); PhysScene.TaintedObject(LocalID, "BSPrim.setRotationalVelocity", delegate() { ForceRotationalVelocity = _rotationalVelocity; }); } } public override OMV.Vector3 ForceRotationalVelocity { get { return _rotationalVelocity; } set { _rotationalVelocity = Util.ClampV(value, BSParam.MaxAngularVelocity); if (PhysBody.HasPhysicalBody) { DetailLog("{0},BSPrim.ForceRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); PhysScene.PE.SetAngularVelocity(PhysBody, _rotationalVelocity); // PhysicsScene.PE.SetInterpolationAngularVelocity(PhysBody, _rotationalVelocity); ActivateIfPhysical(false); } } } public override bool Kinematic { get { return _kinematic; } set { _kinematic = value; // m_log.DebugFormat("{0}: Kinematic={1}", LogHeader, _kinematic); } } public override float Buoyancy { get { return _buoyancy; } set { _buoyancy = value; PhysScene.TaintedObject(LocalID, "BSPrim.setBuoyancy", delegate() { ForceBuoyancy = _buoyancy; }); } } public override float ForceBuoyancy { get { return _buoyancy; } set { _buoyancy = value; // DetailLog("{0},BSPrim.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy); // Force the recalculation of the various inertia,etc variables in the object UpdatePhysicalMassProperties(RawMass, true); DetailLog("{0},BSPrim.ForceBuoyancy,buoy={1},mass={2},grav={3}", LocalID, _buoyancy, RawMass, Gravity); ActivateIfPhysical(false); } } public override bool PIDActive { get { return MoveToTargetActive; } set { MoveToTargetActive = value; EnableActor(MoveToTargetActive, MoveToTargetActorName, delegate() { return new BSActorMoveToTarget(PhysScene, this, MoveToTargetActorName); }); // Call update so actor Refresh() is called to start things off PhysScene.TaintedObject(LocalID, "BSPrim.PIDActive", delegate() { UpdatePhysicalParameters(); }); } } public override OMV.Vector3 PIDTarget { set { base.PIDTarget = value; BSActor actor; if (PhysicalActors.TryGetActor(MoveToTargetActorName, out actor)) { // if the actor exists, tell it to refresh its values. actor.Refresh(); } } } // Used for llSetHoverHeight and maybe vehicle height // Hover Height will override MoveTo target's Z public override bool PIDHoverActive { set { base.HoverActive = value; EnableActor(HoverActive, HoverActorName, delegate() { return new BSActorHover(PhysScene, this, HoverActorName); }); // Call update so actor Refresh() is called to start things off PhysScene.TaintedObject(LocalID, "BSPrim.PIDHoverActive", delegate() { UpdatePhysicalParameters(); }); } } public override void AddForce(OMV.Vector3 force, bool pushforce) { // Per documentation, max force is limited. OMV.Vector3 addForce = Util.ClampV(force, BSParam.MaxAddForceMagnitude); // Since this force is being applied in only one step, make this a force per second. addForce /= PhysScene.LastTimeStep; AddForce(addForce, pushforce, false /* inTaintTime */); } // Applying a force just adds this to the total force on the object. // This added force will only last the next simulation tick. public override void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { // for an object, doesn't matter if force is a pushforce or not if (IsPhysicallyActive) { if (force.IsFinite()) { // DetailLog("{0},BSPrim.addForce,call,force={1}", LocalID, addForce); OMV.Vector3 addForce = force; PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.AddForce", delegate() { // Bullet adds this central force to the total force for this tick. // Deep down in Bullet: // linearVelocity += totalForce / mass * timeStep; DetailLog("{0},BSPrim.addForce,taint,force={1}", LocalID, addForce); if (PhysBody.HasPhysicalBody) { PhysScene.PE.ApplyCentralForce(PhysBody, addForce); ActivateIfPhysical(false); } }); } else { m_log.WarnFormat("{0}: AddForce: Got a NaN force applied to a prim. LocalID={1}", LogHeader, LocalID); return; } } } public void AddForceImpulse(OMV.Vector3 impulse, bool pushforce, bool inTaintTime) { // for an object, doesn't matter if force is a pushforce or not if (!IsPhysicallyActive) { if (impulse.IsFinite()) { OMV.Vector3 addImpulse = Util.ClampV(impulse, BSParam.MaxAddForceMagnitude); // DetailLog("{0},BSPrim.addForceImpulse,call,impulse={1}", LocalID, impulse); PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.AddImpulse", delegate() { // Bullet adds this impulse immediately to the velocity DetailLog("{0},BSPrim.addForceImpulse,taint,impulseforce={1}", LocalID, addImpulse); if (PhysBody.HasPhysicalBody) { PhysScene.PE.ApplyCentralImpulse(PhysBody, addImpulse); ActivateIfPhysical(false); } }); } else { m_log.WarnFormat("{0}: AddForceImpulse: Got a NaN impulse applied to a prim. LocalID={1}", LogHeader, LocalID); return; } } } // BSPhysObject.AddAngularForce() public override void AddAngularForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { if (force.IsFinite()) { OMV.Vector3 angForce = force; PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.AddAngularForce", delegate() { if (PhysBody.HasPhysicalBody) { DetailLog("{0},BSPrim.AddAngularForce,taint,angForce={1}", LocalID, angForce); PhysScene.PE.ApplyTorque(PhysBody, angForce); ActivateIfPhysical(false); } }); } else { m_log.WarnFormat("{0}: Got a NaN force applied to a prim. LocalID={1}", LogHeader, LocalID); return; } } // A torque impulse. // ApplyTorqueImpulse adds torque directly to the angularVelocity. // AddAngularForce accumulates the force and applied it to the angular velocity all at once. // Computed as: angularVelocity += impulse * inertia; public void ApplyTorqueImpulse(OMV.Vector3 impulse, bool inTaintTime) { OMV.Vector3 applyImpulse = impulse; PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.ApplyTorqueImpulse", delegate() { if (PhysBody.HasPhysicalBody) { PhysScene.PE.ApplyTorqueImpulse(PhysBody, applyImpulse); ActivateIfPhysical(false); } }); } public override void SetMomentum(OMV.Vector3 momentum) { // DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum); } #region Mass Calculation private float CalculateMass() { float volume = _size.X * _size.Y * _size.Z; // default float tmp; float returnMass = 0; float hollowAmount = (float)BaseShape.ProfileHollow * 2.0e-5f; float hollowVolume = hollowAmount * hollowAmount; switch (BaseShape.ProfileShape) { case ProfileShape.Square: // default box if (BaseShape.PathCurve == (byte)Extrusion.Straight) { if (hollowAmount > 0.0) { switch (BaseShape.HollowShape) { case HollowShape.Square: case HollowShape.Same: break; case HollowShape.Circle: hollowVolume *= 0.78539816339f; break; case HollowShape.Triangle: hollowVolume *= (0.5f * .5f); break; default: hollowVolume = 0; break; } volume *= (1.0f - hollowVolume); } } else if (BaseShape.PathCurve == (byte)Extrusion.Curve1) { //a tube volume *= 0.78539816339e-2f * (float)(200 - BaseShape.PathScaleX); tmp= 1.0f -2.0e-2f * (float)(200 - BaseShape.PathScaleY); volume -= volume*tmp*tmp; if (hollowAmount > 0.0) { hollowVolume *= hollowAmount; switch (BaseShape.HollowShape) { case HollowShape.Square: case HollowShape.Same: break; case HollowShape.Circle: hollowVolume *= 0.78539816339f;; break; case HollowShape.Triangle: hollowVolume *= 0.5f * 0.5f; break; default: hollowVolume = 0; break; } volume *= (1.0f - hollowVolume); } } break; case ProfileShape.Circle: if (BaseShape.PathCurve == (byte)Extrusion.Straight) { volume *= 0.78539816339f; // elipse base if (hollowAmount > 0.0) { switch (BaseShape.HollowShape) { case HollowShape.Same: case HollowShape.Circle: break; case HollowShape.Square: hollowVolume *= 0.5f * 2.5984480504799f; break; case HollowShape.Triangle: hollowVolume *= .5f * 1.27323954473516f; break; default: hollowVolume = 0; break; } volume *= (1.0f - hollowVolume); } } else if (BaseShape.PathCurve == (byte)Extrusion.Curve1) { volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - BaseShape.PathScaleX); tmp = 1.0f - .02f * (float)(200 - BaseShape.PathScaleY); volume *= (1.0f - tmp * tmp); if (hollowAmount > 0.0) { // calculate the hollow volume by it's shape compared to the prim shape hollowVolume *= hollowAmount; switch (BaseShape.HollowShape) { case HollowShape.Same: case HollowShape.Circle: break; case HollowShape.Square: hollowVolume *= 0.5f * 2.5984480504799f; break; case HollowShape.Triangle: hollowVolume *= .5f * 1.27323954473516f; break; default: hollowVolume = 0; break; } volume *= (1.0f - hollowVolume); } } break; case ProfileShape.HalfCircle: if (BaseShape.PathCurve == (byte)Extrusion.Curve1) { volume *= 0.52359877559829887307710723054658f; } break; case ProfileShape.EquilateralTriangle: if (BaseShape.PathCurve == (byte)Extrusion.Straight) { volume *= 0.32475953f; if (hollowAmount > 0.0) { // calculate the hollow volume by it's shape compared to the prim shape switch (BaseShape.HollowShape) { case HollowShape.Same: case HollowShape.Triangle: hollowVolume *= .25f; break; case HollowShape.Square: hollowVolume *= 0.499849f * 3.07920140172638f; break; case HollowShape.Circle: // Hollow shape is a perfect cyllinder in respect to the cube's scale // Cyllinder hollow volume calculation hollowVolume *= 0.1963495f * 3.07920140172638f; break; default: hollowVolume = 0; break; } volume *= (1.0f - hollowVolume); } } else if (BaseShape.PathCurve == (byte)Extrusion.Curve1) { volume *= 0.32475953f; volume *= 0.01f * (float)(200 - BaseShape.PathScaleX); tmp = 1.0f - .02f * (float)(200 - BaseShape.PathScaleY); volume *= (1.0f - tmp * tmp); if (hollowAmount > 0.0) { hollowVolume *= hollowAmount; switch (BaseShape.HollowShape) { case HollowShape.Same: case HollowShape.Triangle: hollowVolume *= .25f; break; case HollowShape.Square: hollowVolume *= 0.499849f * 3.07920140172638f; break; case HollowShape.Circle: hollowVolume *= 0.1963495f * 3.07920140172638f; break; default: hollowVolume = 0; break; } volume *= (1.0f - hollowVolume); } } break; default: break; } float taperX1; float taperY1; float taperX; float taperY; float pathBegin; float pathEnd; float profileBegin; float profileEnd; if (BaseShape.PathCurve == (byte)Extrusion.Straight || BaseShape.PathCurve == (byte)Extrusion.Flexible) { taperX1 = BaseShape.PathScaleX * 0.01f; if (taperX1 > 1.0f) taperX1 = 2.0f - taperX1; taperX = 1.0f - taperX1; taperY1 = BaseShape.PathScaleY * 0.01f; if (taperY1 > 1.0f) taperY1 = 2.0f - taperY1; taperY = 1.0f - taperY1; } else { taperX = BaseShape.PathTaperX * 0.01f; if (taperX < 0.0f) taperX = -taperX; taperX1 = 1.0f - taperX; taperY = BaseShape.PathTaperY * 0.01f; if (taperY < 0.0f) taperY = -taperY; taperY1 = 1.0f - taperY; } volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY); pathBegin = (float)BaseShape.PathBegin * 2.0e-5f; pathEnd = 1.0f - (float)BaseShape.PathEnd * 2.0e-5f; volume *= (pathEnd - pathBegin); // this is crude aproximation profileBegin = (float)BaseShape.ProfileBegin * 2.0e-5f; profileEnd = 1.0f - (float)BaseShape.ProfileEnd * 2.0e-5f; volume *= (profileEnd - profileBegin); returnMass = Density * BSParam.DensityScaleFactor * volume; returnMass = Util.Clamp(returnMass, BSParam.MinimumObjectMass, BSParam.MaximumObjectMass); // DetailLog("{0},BSPrim.CalculateMass,den={1},vol={2},mass={3}", LocalID, Density, volume, returnMass); DetailLog("{0},BSPrim.CalculateMass,den={1},vol={2},mass={3},pathB={4},pathE={5},profB={6},profE={7},siz={8}", LocalID, Density, volume, returnMass, pathBegin, pathEnd, profileBegin, profileEnd, _size); return returnMass; }// end CalculateMass #endregion Mass Calculation // Rebuild the geometry and object. // This is called when the shape changes so we need to recreate the mesh/hull. // Called at taint-time!!! public void CreateGeomAndObject(bool forceRebuild) { // Create the correct physical representation for this type of object. // Updates base.PhysBody and base.PhysShape with the new information. // Ignore 'forceRebuild'. 'GetBodyAndShape' makes the right choices and changes of necessary. PhysScene.Shapes.GetBodyAndShape(false /*forceRebuild */, PhysScene.World, this, delegate(BulletBody pBody, BulletShape pShape) { // Called if the current prim body is about to be destroyed. // Remove all the physical dependencies on the old body. // (Maybe someday make the changing of BSShape an event to be subscribed to by BSLinkset, ...) // Note: this virtual function is overloaded by BSPrimLinkable to remove linkset constraints. RemoveDependencies(); }); // Make sure the properties are set on the new object UpdatePhysicalParameters(); return; } // Called at taint-time protected virtual void RemoveDependencies() { PhysicalActors.RemoveDependencies(); } #region Extension public override object Extension(string pFunct, params object[] pParams) { DetailLog("{0} BSPrim.Extension,op={1}", LocalID, pFunct); object ret = null; switch (pFunct) { case ExtendedPhysics.PhysFunctAxisLockLimits: ret = SetAxisLockLimitsExtension(pParams); break; default: ret = base.Extension(pFunct, pParams); break; } return ret; } private void InitializeAxisActor() { EnableActor(LockedAngularAxis != LockedAxisFree || LockedLinearAxis != LockedAxisFree, LockedAxisActorName, delegate() { return new BSActorLockAxis(PhysScene, this, LockedAxisActorName); }); // Update parameters so the new actor's Refresh() action is called at the right time. PhysScene.TaintedObject(LocalID, "BSPrim.LockAxis", delegate() { UpdatePhysicalParameters(); }); } // Passed an array of an array of parameters, set the axis locking. // This expects an int (PHYS_AXIS_*) followed by none or two limit floats // followed by another int and floats, etc. private object SetAxisLockLimitsExtension(object[] pParams) { DetailLog("{0} SetAxisLockLimitsExtension. parmlen={1}", LocalID, pParams.GetLength(0)); object ret = null; try { if (pParams.GetLength(0) > 1) { int index = 2; while (index < pParams.GetLength(0)) { var funct = pParams[index]; DetailLog("{0} SetAxisLockLimitsExtension. op={1}, index={2}", LocalID, funct, index); if (funct is Int32 || funct is Int64) { switch ((int)funct) { // Those that take no parameters case ExtendedPhysics.PHYS_AXIS_LOCK_LINEAR: case ExtendedPhysics.PHYS_AXIS_LOCK_LINEAR_X: case ExtendedPhysics.PHYS_AXIS_LOCK_LINEAR_Y: case ExtendedPhysics.PHYS_AXIS_LOCK_LINEAR_Z: case ExtendedPhysics.PHYS_AXIS_LOCK_ANGULAR: case ExtendedPhysics.PHYS_AXIS_LOCK_ANGULAR_X: case ExtendedPhysics.PHYS_AXIS_LOCK_ANGULAR_Y: case ExtendedPhysics.PHYS_AXIS_LOCK_ANGULAR_Z: case ExtendedPhysics.PHYS_AXIS_UNLOCK_LINEAR: case ExtendedPhysics.PHYS_AXIS_UNLOCK_LINEAR_X: case ExtendedPhysics.PHYS_AXIS_UNLOCK_LINEAR_Y: case ExtendedPhysics.PHYS_AXIS_UNLOCK_LINEAR_Z: case ExtendedPhysics.PHYS_AXIS_UNLOCK_ANGULAR: case ExtendedPhysics.PHYS_AXIS_UNLOCK_ANGULAR_X: case ExtendedPhysics.PHYS_AXIS_UNLOCK_ANGULAR_Y: case ExtendedPhysics.PHYS_AXIS_UNLOCK_ANGULAR_Z: case ExtendedPhysics.PHYS_AXIS_UNLOCK: ApplyAxisLimits((int)funct, 0f, 0f); index += 1; break; // Those that take two parameters (the limits) case ExtendedPhysics.PHYS_AXIS_LIMIT_LINEAR_X: case ExtendedPhysics.PHYS_AXIS_LIMIT_LINEAR_Y: case ExtendedPhysics.PHYS_AXIS_LIMIT_LINEAR_Z: case ExtendedPhysics.PHYS_AXIS_LIMIT_ANGULAR_X: case ExtendedPhysics.PHYS_AXIS_LIMIT_ANGULAR_Y: case ExtendedPhysics.PHYS_AXIS_LIMIT_ANGULAR_Z: ApplyAxisLimits((int)funct, (float)pParams[index + 1], (float)pParams[index + 2]); index += 3; break; default: m_log.WarnFormat("{0} SetSxisLockLimitsExtension. Unknown op={1}", LogHeader, funct); index += 1; break; } } } InitializeAxisActor(); ret = (object)index; } } catch (Exception e) { m_log.WarnFormat("{0} SetSxisLockLimitsExtension exception in object {1}: {2}", LogHeader, this.Name, e); ret = null; } return ret; // not implemented yet } // Set the locking parameters. // If an axis is locked, the limits for the axis are set to zero, // If the axis is being constrained, the high and low value are passed and set. // When done here, LockedXXXAxis flags are set and LockedXXXAxixLow/High are set to the range. protected void ApplyAxisLimits(int funct, float low, float high) { DetailLog("{0} ApplyAxisLimits. op={1}, low={2}, high={3}", LocalID, funct, low, high); float linearMax = 23000f; float angularMax = (float)Math.PI; switch (funct) { case ExtendedPhysics.PHYS_AXIS_LOCK_LINEAR: this.LockedLinearAxis = new OMV.Vector3(LockedAxis, LockedAxis, LockedAxis); this.LockedLinearAxisLow = OMV.Vector3.Zero; this.LockedLinearAxisHigh = OMV.Vector3.Zero; break; case ExtendedPhysics.PHYS_AXIS_LOCK_LINEAR_X: this.LockedLinearAxis.X = LockedAxis; this.LockedLinearAxisLow.X = 0f; this.LockedLinearAxisHigh.X = 0f; break; case ExtendedPhysics.PHYS_AXIS_LIMIT_LINEAR_X: this.LockedLinearAxis.X = LockedAxis; this.LockedLinearAxisLow.X = Util.Clip(low, -linearMax, linearMax); this.LockedLinearAxisHigh.X = Util.Clip(high, -linearMax, linearMax); break; case ExtendedPhysics.PHYS_AXIS_LOCK_LINEAR_Y: this.LockedLinearAxis.Y = LockedAxis; this.LockedLinearAxisLow.Y = 0f; this.LockedLinearAxisHigh.Y = 0f; break; case ExtendedPhysics.PHYS_AXIS_LIMIT_LINEAR_Y: this.LockedLinearAxis.Y = LockedAxis; this.LockedLinearAxisLow.Y = Util.Clip(low, -linearMax, linearMax); this.LockedLinearAxisHigh.Y = Util.Clip(high, -linearMax, linearMax); break; case ExtendedPhysics.PHYS_AXIS_LOCK_LINEAR_Z: this.LockedLinearAxis.Z = LockedAxis; this.LockedLinearAxisLow.Z = 0f; this.LockedLinearAxisHigh.Z = 0f; break; case ExtendedPhysics.PHYS_AXIS_LIMIT_LINEAR_Z: this.LockedLinearAxis.Z = LockedAxis; this.LockedLinearAxisLow.Z = Util.Clip(low, -linearMax, linearMax); this.LockedLinearAxisHigh.Z = Util.Clip(high, -linearMax, linearMax); break; case ExtendedPhysics.PHYS_AXIS_LOCK_ANGULAR: this.LockedAngularAxis = new OMV.Vector3(LockedAxis, LockedAxis, LockedAxis); this.LockedAngularAxisLow = OMV.Vector3.Zero; this.LockedAngularAxisHigh = OMV.Vector3.Zero; break; case ExtendedPhysics.PHYS_AXIS_LOCK_ANGULAR_X: this.LockedAngularAxis.X = LockedAxis; this.LockedAngularAxisLow.X = 0; this.LockedAngularAxisHigh.X = 0; break; case ExtendedPhysics.PHYS_AXIS_LIMIT_ANGULAR_X: this.LockedAngularAxis.X = LockedAxis; this.LockedAngularAxisLow.X = Util.Clip(low, -angularMax, angularMax); this.LockedAngularAxisHigh.X = Util.Clip(high, -angularMax, angularMax); break; case ExtendedPhysics.PHYS_AXIS_LOCK_ANGULAR_Y: this.LockedAngularAxis.Y = LockedAxis; this.LockedAngularAxisLow.Y = 0; this.LockedAngularAxisHigh.Y = 0; break; case ExtendedPhysics.PHYS_AXIS_LIMIT_ANGULAR_Y: this.LockedAngularAxis.Y = LockedAxis; this.LockedAngularAxisLow.Y = Util.Clip(low, -angularMax, angularMax); this.LockedAngularAxisHigh.Y = Util.Clip(high, -angularMax, angularMax); break; case ExtendedPhysics.PHYS_AXIS_LOCK_ANGULAR_Z: this.LockedAngularAxis.Z = LockedAxis; this.LockedAngularAxisLow.Z = 0; this.LockedAngularAxisHigh.Z = 0; break; case ExtendedPhysics.PHYS_AXIS_LIMIT_ANGULAR_Z: this.LockedAngularAxis.Z = LockedAxis; this.LockedAngularAxisLow.Z = Util.Clip(low, -angularMax, angularMax); this.LockedAngularAxisHigh.Z = Util.Clip(high, -angularMax, angularMax); break; case ExtendedPhysics.PHYS_AXIS_UNLOCK_LINEAR: this.LockedLinearAxis = LockedAxisFree; this.LockedLinearAxisLow = new OMV.Vector3(-linearMax, -linearMax, -linearMax); this.LockedLinearAxisHigh = new OMV.Vector3(linearMax, linearMax, linearMax); break; case ExtendedPhysics.PHYS_AXIS_UNLOCK_LINEAR_X: this.LockedLinearAxis.X = FreeAxis; this.LockedLinearAxisLow.X = -linearMax; this.LockedLinearAxisHigh.X = linearMax; break; case ExtendedPhysics.PHYS_AXIS_UNLOCK_LINEAR_Y: this.LockedLinearAxis.Y = FreeAxis; this.LockedLinearAxisLow.Y = -linearMax; this.LockedLinearAxisHigh.Y = linearMax; break; case ExtendedPhysics.PHYS_AXIS_UNLOCK_LINEAR_Z: this.LockedLinearAxis.Z = FreeAxis; this.LockedLinearAxisLow.Z = -linearMax; this.LockedLinearAxisHigh.Z = linearMax; break; case ExtendedPhysics.PHYS_AXIS_UNLOCK_ANGULAR: this.LockedAngularAxis = LockedAxisFree; this.LockedAngularAxisLow = new OMV.Vector3(-angularMax, -angularMax, -angularMax); this.LockedAngularAxisHigh = new OMV.Vector3(angularMax, angularMax, angularMax); break; case ExtendedPhysics.PHYS_AXIS_UNLOCK_ANGULAR_X: this.LockedAngularAxis.X = FreeAxis; this.LockedAngularAxisLow.X = -angularMax; this.LockedAngularAxisHigh.X = angularMax; break; case ExtendedPhysics.PHYS_AXIS_UNLOCK_ANGULAR_Y: this.LockedAngularAxis.Y = FreeAxis; this.LockedAngularAxisLow.Y = -angularMax; this.LockedAngularAxisHigh.Y = angularMax; break; case ExtendedPhysics.PHYS_AXIS_UNLOCK_ANGULAR_Z: this.LockedAngularAxis.Z = FreeAxis; this.LockedAngularAxisLow.Z = -angularMax; this.LockedAngularAxisHigh.Z = angularMax; break; case ExtendedPhysics.PHYS_AXIS_UNLOCK: ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_UNLOCK_LINEAR, 0f, 0f); ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_UNLOCK_ANGULAR, 0f, 0f); break; default: break; } return; } #endregion // Extension // The physics engine says that properties have updated. Update same and inform // the world that things have changed. // NOTE: BSPrim.UpdateProperties is overloaded by BSPrimLinkable which modifies updates from root and children prims. // NOTE: BSPrim.UpdateProperties is overloaded by BSPrimDisplaced which handles mapping physical position to simulator position. public override void UpdateProperties(EntityProperties entprop) { // Let anyone (like the actors) modify the updated properties before they are pushed into the object and the simulator. TriggerPreUpdatePropertyAction(ref entprop); // DetailLog("{0},BSPrim.UpdateProperties,entry,entprop={1}", LocalID, entprop); // DEBUG DEBUG // Assign directly to the local variables so the normal set actions do not happen RawPosition = entprop.Position; RawOrientation = entprop.Rotation; // DEBUG DEBUG DEBUG -- smooth velocity changes a bit. The simulator seems to be // very sensitive to velocity changes. if (entprop.Velocity == OMV.Vector3.Zero || !entprop.Velocity.ApproxEquals(RawVelocity, BSParam.UpdateVelocityChangeThreshold)) RawVelocity = entprop.Velocity; _acceleration = entprop.Acceleration; _rotationalVelocity = entprop.RotationalVelocity; // DetailLog("{0},BSPrim.UpdateProperties,afterAssign,entprop={1}", LocalID, entprop); // DEBUG DEBUG // The sanity check can change the velocity and/or position. if (PositionSanityCheck(true /* inTaintTime */ )) { entprop.Position = RawPosition; entprop.Velocity = RawVelocity; entprop.RotationalVelocity = _rotationalVelocity; entprop.Acceleration = _acceleration; } OMV.Vector3 direction = OMV.Vector3.UnitX * RawOrientation; // DEBUG DEBUG DEBUG DetailLog("{0},BSPrim.UpdateProperties,call,entProp={1},dir={2}", LocalID, entprop, direction); // remember the current and last set values LastEntityProperties = CurrentEntityProperties; CurrentEntityProperties = entprop; PhysScene.PostUpdate(this); } } }