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- /*
- * 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.PhysicsModules.ConvexDecompositionDotNet;
- 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 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;
- RawRotationalVelocity = 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;
- RawRotationalVelocity = 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)
- {
- RawRotationalVelocity = 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, RawRotationalVelocity);
- PhysScene.PE.SetAngularVelocity(PhysBody, RawRotationalVelocity);
- }
- });
- }
- public override void LockAngularMotion(byte axislocks)
- {
- DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axislocks);
- ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_UNLOCK_ANGULAR, 0f, 0f);
- if ((axislocks & 0x02) != 0)
- {
- ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_LOCK_ANGULAR_X, 0f, 0f);
- }
- if ((axislocks & 0x04) != 0)
- {
- ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_LOCK_ANGULAR_Y, 0f, 0f);
- }
- if ((axislocks & 0x08) != 0)
- {
- 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(inTaintTime, correctionForce);
- 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 (RawRotationalVelocity.LengthSquared() > BSParam.MaxAngularVelocitySquared)
- {
- RawRotationalVelocity = Util.ClampV(RawRotationalVelocity, 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);
- }
- });
- }
- public override void SetVehicle(object pvdata)
- {
- PhysScene.TaintedObject(LocalID, "BSPrim.SetVehicle", delegate ()
- {
- BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */);
- if (vehicleActor != null && (pvdata is VehicleData) )
- {
- VehicleData vdata = (VehicleData)pvdata;
- // vehicleActor.ProcessSetVehicle((VehicleData)vdata);
- vehicleActor.ProcessTypeChange(vdata.m_type);
- vehicleActor.ProcessVehicleFlags(-1, false);
- vehicleActor.ProcessVehicleFlags((int)vdata.m_flags, false);
- // Linear properties
- vehicleActor.ProcessVectorVehicleParam(Vehicle.LINEAR_MOTOR_DIRECTION, vdata.m_linearMotorDirection);
- vehicleActor.ProcessVectorVehicleParam(Vehicle.LINEAR_FRICTION_TIMESCALE, vdata.m_linearFrictionTimescale);
- vehicleActor.ProcessFloatVehicleParam(Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE, vdata.m_linearMotorDecayTimescale);
- vehicleActor.ProcessFloatVehicleParam(Vehicle.LINEAR_MOTOR_TIMESCALE, vdata.m_linearMotorTimescale);
- vehicleActor.ProcessVectorVehicleParam(Vehicle.LINEAR_MOTOR_OFFSET, vdata.m_linearMotorOffset);
- //Angular properties
- vehicleActor.ProcessVectorVehicleParam(Vehicle.ANGULAR_MOTOR_DIRECTION, vdata.m_angularMotorDirection);
- vehicleActor.ProcessFloatVehicleParam(Vehicle.ANGULAR_MOTOR_TIMESCALE, vdata.m_angularMotorTimescale);
- vehicleActor.ProcessFloatVehicleParam(Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE, vdata.m_angularMotorDecayTimescale);
- vehicleActor.ProcessVectorVehicleParam(Vehicle.ANGULAR_FRICTION_TIMESCALE, vdata.m_angularFrictionTimescale);
- //Deflection properties
- vehicleActor.ProcessFloatVehicleParam(Vehicle.ANGULAR_DEFLECTION_EFFICIENCY, vdata.m_angularDeflectionEfficiency);
- vehicleActor.ProcessFloatVehicleParam(Vehicle.ANGULAR_DEFLECTION_TIMESCALE, vdata.m_angularDeflectionTimescale);
- vehicleActor.ProcessFloatVehicleParam(Vehicle.LINEAR_DEFLECTION_EFFICIENCY, vdata.m_linearDeflectionEfficiency);
- vehicleActor.ProcessFloatVehicleParam(Vehicle.LINEAR_DEFLECTION_TIMESCALE, vdata.m_linearDeflectionTimescale);
- //Banking properties
- vehicleActor.ProcessFloatVehicleParam(Vehicle.BANKING_EFFICIENCY, vdata.m_bankingEfficiency);
- vehicleActor.ProcessFloatVehicleParam(Vehicle.BANKING_MIX, vdata.m_bankingMix);
- vehicleActor.ProcessFloatVehicleParam(Vehicle.BANKING_TIMESCALE, vdata.m_bankingTimescale);
- //Hover and Buoyancy properties
- vehicleActor.ProcessFloatVehicleParam(Vehicle.HOVER_HEIGHT, vdata.m_VhoverHeight);
- vehicleActor.ProcessFloatVehicleParam(Vehicle.HOVER_EFFICIENCY, vdata.m_VhoverEfficiency);
- vehicleActor.ProcessFloatVehicleParam(Vehicle.HOVER_TIMESCALE, vdata.m_VhoverTimescale);
- vehicleActor.ProcessFloatVehicleParam(Vehicle.BUOYANCY, vdata.m_VehicleBuoyancy);
- //Attractor properties
- vehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, vdata.m_verticalAttractionEfficiency);
- vehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_TIMESCALE, vdata.m_verticalAttractionTimescale);
- vehicleActor.ProcessRotationVehicleParam(Vehicle.REFERENCE_FRAME, vdata.m_referenceFrame);
- }
- });
- }
- // 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 ForceVelocity {
- get { return RawVelocity; }
- set {
- 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 = RawRotationalVelocity;
- // 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 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 {
- get
- {
- return base.HoverActive;
- }
- 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);
- // Push forces seem to be scaled differently (follow pattern in ubODE)
- if (!pushforce) {
- // Since this force is being applied in only one step, make this a force per second.
- addForce /= PhysScene.LastTimeStep;
- }
- AddForce(false /* inTaintTime */, addForce);
- }
- // 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(bool inTaintTime, OMV.Vector3 force) {
- // 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(bool inTaintTime, OMV.Vector3 force)
- {
- 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);
- }
- });
- }
- #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;
- RawRotationalVelocity = 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 = RawRotationalVelocity;
- 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);
- }
- }
- }
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