BSPhysObject.cs 27 KB

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  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyrightD
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSimulator Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. using System;
  28. using System.Collections.Generic;
  29. using System.Text;
  30. using OMV = OpenMetaverse;
  31. using OpenSim.Framework;
  32. using OpenSim.Region.PhysicsModules.SharedBase;
  33. namespace OpenSim.Region.PhysicsModule.BulletS
  34. {
  35. /*
  36. * Class to wrap all objects.
  37. * The rest of BulletSim doesn't need to keep checking for avatars or prims
  38. * unless the difference is significant.
  39. *
  40. * Variables in the physicsl objects are in three forms:
  41. * VariableName: used by the simulator and performs taint operations, etc
  42. * RawVariableName: direct reference to the BulletSim storage for the variable value
  43. * ForceVariableName: direct reference (store and fetch) to the value in the physics engine.
  44. * The last one should only be referenced in taint-time.
  45. */
  46. /*
  47. * As of 20121221, the following are the call sequences (going down) for different script physical functions:
  48. * llApplyImpulse llApplyRotImpulse llSetTorque llSetForce
  49. * SOP.ApplyImpulse SOP.ApplyAngularImpulse SOP.SetAngularImpulse SOP.SetForce
  50. * SOG.ApplyImpulse SOG.ApplyAngularImpulse SOG.SetAngularImpulse
  51. * PA.AddForce PA.AddAngularForce PA.Torque = v PA.Force = v
  52. * BS.ApplyCentralForce BS.ApplyTorque
  53. */
  54. // Flags used to denote which properties updates when making UpdateProperties calls to linksets, etc.
  55. public enum UpdatedProperties : uint
  56. {
  57. Position = 1 << 0,
  58. Orientation = 1 << 1,
  59. Velocity = 1 << 2,
  60. Acceleration = 1 << 3,
  61. RotationalVelocity = 1 << 4,
  62. EntPropUpdates = Position | Orientation | Velocity | Acceleration | RotationalVelocity,
  63. }
  64. public abstract class BSPhysObject : PhysicsActor
  65. {
  66. protected BSPhysObject()
  67. {
  68. }
  69. protected BSPhysObject(BSScene parentScene, uint localID, string name, string typeName)
  70. {
  71. IsInitialized = false;
  72. PhysScene = parentScene;
  73. LocalID = localID;
  74. PhysObjectName = name;
  75. Name = name; // PhysicsActor also has the name of the object. Someday consolidate.
  76. TypeName = typeName;
  77. // Oddity if object is destroyed and recreated very quickly it could still have the old body.
  78. if (!PhysBody.HasPhysicalBody)
  79. PhysBody = new BulletBody(localID);
  80. // Clean out anything that might be in the physical actor list.
  81. // Again, a workaround for destroying and recreating an object very quickly.
  82. PhysicalActors.Dispose();
  83. UserSetCenterOfMassDisplacement = null;
  84. PrimAssetState = PrimAssetCondition.Unknown;
  85. // Initialize variables kept in base.
  86. // Beware that these cause taints to be queued whch can cause race conditions on startup.
  87. GravModifier = 1.0f;
  88. Gravity = new OMV.Vector3(0f, 0f, BSParam.Gravity);
  89. HoverActive = false;
  90. // Default material type. Also sets Friction, Restitution and Density.
  91. SetMaterial((int)MaterialAttributes.Material.Wood);
  92. CollisionsLastTickStep = -1;
  93. SubscribedEventsMs = 0;
  94. // Crazy values that will never be true
  95. CollidingStep = BSScene.NotASimulationStep;
  96. CollidingGroundStep = BSScene.NotASimulationStep;
  97. CollisionAccumulation = BSScene.NotASimulationStep;
  98. ColliderIsMoving = false;
  99. CollisionScore = 0;
  100. // All axis free.
  101. LockedLinearAxis = LockedAxisFree;
  102. LockedAngularAxis = LockedAxisFree;
  103. }
  104. // Tell the object to clean up.
  105. public virtual void Destroy()
  106. {
  107. PhysicalActors.Enable(false);
  108. PhysScene.TaintedObject(LocalID, "BSPhysObject.Destroy", delegate()
  109. {
  110. PhysicalActors.Dispose();
  111. });
  112. }
  113. public BSScene PhysScene { get; protected set; }
  114. // public override uint LocalID { get; set; } // Use the LocalID definition in PhysicsActor
  115. public string PhysObjectName { get; protected set; }
  116. public string TypeName { get; protected set; }
  117. // Set to 'true' when the object is completely initialized.
  118. // This mostly prevents property updates and collisions until the object is completely here.
  119. public bool IsInitialized { get; protected set; }
  120. // Set to 'true' if an object (mesh/linkset/sculpty) is not completely constructed.
  121. // This test is used to prevent some updates to the object when it only partially exists.
  122. // There are several reasons and object might be incomplete:
  123. // Its underlying mesh/sculpty is an asset which must be fetched from the asset store
  124. // It is a linkset who is being added to or removed from
  125. // It is changing state (static to physical, for instance) which requires rebuilding
  126. // This is a computed value based on the underlying physical object construction
  127. abstract public bool IsIncomplete { get; }
  128. // Return the object mass without calculating it or having side effects
  129. public abstract float RawMass { get; }
  130. // Set the raw mass but also update physical mass properties (inertia, ...)
  131. // 'inWorld' true if the object has already been added to the dynamic world.
  132. public abstract void UpdatePhysicalMassProperties(float mass, bool inWorld);
  133. // The gravity being applied to the object. A function of default grav, GravityModifier and Buoyancy.
  134. public virtual OMV.Vector3 Gravity { get; set; }
  135. // The last value calculated for the prim's inertia
  136. public OMV.Vector3 Inertia { get; set; }
  137. // Reference to the physical body (btCollisionObject) of this object
  138. public BulletBody PhysBody = new BulletBody(0);
  139. // Reference to the physical shape (btCollisionShape) of this object
  140. public BSShape PhysShape = new BSShapeNull();
  141. // The physical representation of the prim might require an asset fetch.
  142. // The asset state is first 'Unknown' then 'Waiting' then either 'Failed' or 'Fetched'.
  143. public enum PrimAssetCondition
  144. {
  145. Unknown, Waiting, FailedAssetFetch, FailedMeshing, Fetched
  146. }
  147. public PrimAssetCondition PrimAssetState { get; set; }
  148. public virtual bool AssetFailed()
  149. {
  150. return ( (this.PrimAssetState == PrimAssetCondition.FailedAssetFetch)
  151. || (this.PrimAssetState == PrimAssetCondition.FailedMeshing) );
  152. }
  153. // The objects base shape information. Null if not a prim type shape.
  154. public PrimitiveBaseShape BaseShape { get; protected set; }
  155. // When the physical properties are updated, an EntityProperty holds the update values.
  156. // Keep the current and last EntityProperties to enable computation of differences
  157. // between the current update and the previous values.
  158. public EntityProperties CurrentEntityProperties { get; set; }
  159. public EntityProperties LastEntityProperties { get; set; }
  160. public virtual OMV.Vector3 Scale { get; set; }
  161. // It can be confusing for an actor to know if it should move or update an object
  162. // depeneding on the setting of 'selected', 'physical, ...
  163. // This flag is the true test -- if true, the object is being acted on in the physical world
  164. public abstract bool IsPhysicallyActive { get; }
  165. // Detailed state of the object.
  166. public abstract bool IsSolid { get; }
  167. public abstract bool IsStatic { get; }
  168. public abstract bool IsSelected { get; }
  169. public abstract bool IsVolumeDetect { get; }
  170. // Materialness
  171. public MaterialAttributes.Material Material { get; private set; }
  172. public override void SetMaterial(int material)
  173. {
  174. Material = (MaterialAttributes.Material)material;
  175. // Setting the material sets the material attributes also.
  176. // TODO: decide if this is necessary -- the simulator does this.
  177. MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, false);
  178. Friction = matAttrib.friction;
  179. Restitution = matAttrib.restitution;
  180. Density = matAttrib.density;
  181. // DetailLog("{0},{1}.SetMaterial,Mat={2},frict={3},rest={4},den={5}", LocalID, TypeName, Material, Friction, Restitution, Density);
  182. }
  183. public override float Density
  184. {
  185. get
  186. {
  187. return base.Density;
  188. }
  189. set
  190. {
  191. DetailLog("{0},BSPhysObject.Density,set,den={1}", LocalID, value);
  192. base.Density = value;
  193. }
  194. }
  195. // Stop all physical motion.
  196. public abstract void ZeroMotion(bool inTaintTime);
  197. public abstract void ZeroAngularMotion(bool inTaintTime);
  198. // Update the physical location and motion of the object. Called with data from Bullet.
  199. public abstract void UpdateProperties(EntityProperties entprop);
  200. public virtual OMV.Vector3 RawPosition { get; set; }
  201. public abstract OMV.Vector3 ForcePosition { get; set; }
  202. public virtual OMV.Quaternion RawOrientation { get; set; }
  203. public abstract OMV.Quaternion ForceOrientation { get; set; }
  204. public virtual OMV.Vector3 RawVelocity { get; set; }
  205. public abstract OMV.Vector3 ForceVelocity { get; set; }
  206. public OMV.Vector3 RawForce { get; set; }
  207. public OMV.Vector3 RawTorque { get; set; }
  208. public override void AddAngularForce(OMV.Vector3 force, bool pushforce)
  209. {
  210. AddAngularForce(force, pushforce, false);
  211. }
  212. public abstract void AddAngularForce(OMV.Vector3 force, bool pushforce, bool inTaintTime);
  213. public abstract void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime);
  214. public abstract OMV.Vector3 ForceRotationalVelocity { get; set; }
  215. public abstract float ForceBuoyancy { get; set; }
  216. public virtual bool ForceBodyShapeRebuild(bool inTaintTime) { return false; }
  217. public override bool PIDActive
  218. {
  219. get { return MoveToTargetActive; }
  220. set { MoveToTargetActive = value; }
  221. }
  222. public override OMV.Vector3 PIDTarget { set { MoveToTargetTarget = value; } }
  223. public override float PIDTau { set { MoveToTargetTau = value; } }
  224. public bool MoveToTargetActive { get; set; }
  225. public OMV.Vector3 MoveToTargetTarget { get; set; }
  226. public float MoveToTargetTau { get; set; }
  227. // Used for llSetHoverHeight and maybe vehicle height. Hover Height will override MoveTo target's Z
  228. public override bool PIDHoverActive { set { HoverActive = value; } }
  229. public override float PIDHoverHeight { set { HoverHeight = value; } }
  230. public override PIDHoverType PIDHoverType { set { HoverType = value; } }
  231. public override float PIDHoverTau { set { HoverTau = value; } }
  232. public bool HoverActive { get; set; }
  233. public float HoverHeight { get; set; }
  234. public PIDHoverType HoverType { get; set; }
  235. public float HoverTau { get; set; }
  236. // For RotLookAt
  237. public override OMV.Quaternion APIDTarget { set { return; } }
  238. public override bool APIDActive { set { return; } }
  239. public override float APIDStrength { set { return; } }
  240. public override float APIDDamping { set { return; } }
  241. // The current velocity forward
  242. public virtual float ForwardSpeed
  243. {
  244. get
  245. {
  246. OMV.Vector3 characterOrientedVelocity = RawVelocity * OMV.Quaternion.Inverse(OMV.Quaternion.Normalize(RawOrientation));
  247. return characterOrientedVelocity.X;
  248. }
  249. }
  250. // The forward speed we are trying to achieve (TargetVelocity)
  251. public virtual float TargetVelocitySpeed
  252. {
  253. get
  254. {
  255. OMV.Vector3 characterOrientedVelocity = TargetVelocity * OMV.Quaternion.Inverse(OMV.Quaternion.Normalize(RawOrientation));
  256. return characterOrientedVelocity.X;
  257. }
  258. }
  259. // The user can optionally set the center of mass. The user's setting will override any
  260. // computed center-of-mass (like in linksets).
  261. // Note this is a displacement from the root's coordinates. Zero means use the root prim as center-of-mass.
  262. public OMV.Vector3? UserSetCenterOfMassDisplacement { get; set; }
  263. public OMV.Vector3 LockedLinearAxis; // zero means locked. one means free.
  264. public OMV.Vector3 LockedAngularAxis; // zero means locked. one means free.
  265. public const float FreeAxis = 1f;
  266. public const float LockedAxis = 0f;
  267. public readonly OMV.Vector3 LockedAxisFree = new OMV.Vector3(FreeAxis, FreeAxis, FreeAxis); // All axis are free
  268. // If an axis is locked (flagged above) then the limits of that axis are specified here.
  269. // Linear axis limits are relative to the object's starting coordinates.
  270. // Angular limits are limited to -PI to +PI
  271. public OMV.Vector3 LockedLinearAxisLow;
  272. public OMV.Vector3 LockedLinearAxisHigh;
  273. public OMV.Vector3 LockedAngularAxisLow;
  274. public OMV.Vector3 LockedAngularAxisHigh;
  275. // Enable physical actions. Bullet will keep sleeping non-moving physical objects so
  276. // they need waking up when parameters are changed.
  277. // Called in taint-time!!
  278. public void ActivateIfPhysical(bool forceIt)
  279. {
  280. if (PhysBody.HasPhysicalBody)
  281. {
  282. if (IsPhysical)
  283. {
  284. // Physical objects might need activating
  285. PhysScene.PE.Activate(PhysBody, forceIt);
  286. }
  287. else
  288. {
  289. // Clear the collision cache since we've changed some properties.
  290. PhysScene.PE.ClearCollisionProxyCache(PhysScene.World, PhysBody);
  291. }
  292. }
  293. }
  294. // 'actors' act on the physical object to change or constrain its motion. These can range from
  295. // hovering to complex vehicle motion.
  296. // May be called at non-taint time as this just adds the actor to the action list and the real
  297. // work is done during the simulation step.
  298. // Note that, if the actor is already in the list and we are disabling same, the actor is just left
  299. // in the list disabled.
  300. public delegate BSActor CreateActor();
  301. public void EnableActor(bool enableActor, string actorName, CreateActor creator)
  302. {
  303. lock (PhysicalActors)
  304. {
  305. BSActor theActor;
  306. if (PhysicalActors.TryGetActor(actorName, out theActor))
  307. {
  308. // The actor already exists so just turn it on or off
  309. DetailLog("{0},BSPhysObject.EnableActor,enablingExistingActor,name={1},enable={2}", LocalID, actorName, enableActor);
  310. theActor.Enabled = enableActor;
  311. }
  312. else
  313. {
  314. // The actor does not exist. If it should, create it.
  315. if (enableActor)
  316. {
  317. DetailLog("{0},BSPhysObject.EnableActor,creatingActor,name={1}", LocalID, actorName);
  318. theActor = creator();
  319. PhysicalActors.Add(actorName, theActor);
  320. theActor.Enabled = true;
  321. }
  322. else
  323. {
  324. DetailLog("{0},BSPhysObject.EnableActor,notCreatingActorSinceNotEnabled,name={1}", LocalID, actorName);
  325. }
  326. }
  327. }
  328. }
  329. #region Collisions
  330. // Requested number of milliseconds between collision events. Zero means disabled.
  331. protected int SubscribedEventsMs { get; set; }
  332. // Given subscription, the time that a collision may be passed up
  333. protected int NextCollisionOkTime { get; set; }
  334. // The simulation step that last had a collision
  335. protected long CollidingStep { get; set; }
  336. // The simulation step that last had a collision with the ground
  337. protected long CollidingGroundStep { get; set; }
  338. // The simulation step that last collided with an object
  339. protected long CollidingObjectStep { get; set; }
  340. // The collision flags we think are set in Bullet
  341. protected CollisionFlags CurrentCollisionFlags { get; set; }
  342. // On a collision, check the collider and remember if the last collider was moving
  343. // Used to modify the standing of avatars (avatars on stationary things stand still)
  344. public bool ColliderIsMoving;
  345. // 'true' if the last collider was a volume detect object
  346. public bool ColliderIsVolumeDetect;
  347. // Used by BSCharacter to manage standing (and not slipping)
  348. public bool IsStationary;
  349. // Count of collisions for this object
  350. protected long CollisionAccumulation { get; set; }
  351. public override bool IsColliding {
  352. get { return (CollidingStep == PhysScene.SimulationStep); }
  353. set {
  354. if (value)
  355. CollidingStep = PhysScene.SimulationStep;
  356. else
  357. CollidingStep = BSScene.NotASimulationStep;
  358. }
  359. }
  360. // Complex objects (like linksets) need to know if there is a collision on any part of
  361. // their shape. 'IsColliding' has an existing definition of reporting a collision on
  362. // only this specific prim or component of linksets.
  363. // 'HasSomeCollision' is defined as reporting if there is a collision on any part of
  364. // the complex body that this prim is the root of.
  365. public virtual bool HasSomeCollision
  366. {
  367. get { return IsColliding; }
  368. set { IsColliding = value; }
  369. }
  370. public override bool CollidingGround {
  371. get { return (CollidingGroundStep == PhysScene.SimulationStep); }
  372. set
  373. {
  374. if (value)
  375. CollidingGroundStep = PhysScene.SimulationStep;
  376. else
  377. CollidingGroundStep = BSScene.NotASimulationStep;
  378. }
  379. }
  380. public override bool CollidingObj {
  381. get { return (CollidingObjectStep == PhysScene.SimulationStep); }
  382. set {
  383. if (value)
  384. CollidingObjectStep = PhysScene.SimulationStep;
  385. else
  386. CollidingObjectStep = BSScene.NotASimulationStep;
  387. }
  388. }
  389. // The collisions that have been collected for the next collision reporting (throttled by subscription)
  390. protected CollisionEventUpdate CollisionCollection = new CollisionEventUpdate();
  391. // This is the collision collection last reported to the Simulator.
  392. public CollisionEventUpdate CollisionsLastReported = new CollisionEventUpdate();
  393. // Remember the collisions recorded in the last tick for fancy collision checking
  394. // (like a BSCharacter walking up stairs).
  395. public CollisionEventUpdate CollisionsLastTick = new CollisionEventUpdate();
  396. private long CollisionsLastTickStep = -1;
  397. // The simulation step is telling this object about a collision.
  398. // Return 'true' if a collision was processed and should be sent up.
  399. // Return 'false' if this object is not enabled/subscribed/appropriate for or has already seen this collision.
  400. // Called at taint time from within the Step() function
  401. public delegate bool CollideCall(uint collidingWith, BSPhysObject collidee, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth);
  402. public virtual bool Collide(uint collidingWith, BSPhysObject collidee,
  403. OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
  404. {
  405. bool ret = false;
  406. // The following lines make IsColliding(), CollidingGround() and CollidingObj work
  407. CollidingStep = PhysScene.SimulationStep;
  408. if (collidingWith <= PhysScene.TerrainManager.HighestTerrainID)
  409. {
  410. CollidingGroundStep = PhysScene.SimulationStep;
  411. }
  412. else
  413. {
  414. CollidingObjectStep = PhysScene.SimulationStep;
  415. }
  416. CollisionAccumulation++;
  417. // For movement tests, remember if we are colliding with an object that is moving.
  418. ColliderIsMoving = collidee != null ? (collidee.RawVelocity != OMV.Vector3.Zero) : false;
  419. ColliderIsVolumeDetect = collidee != null ? (collidee.IsVolumeDetect) : false;
  420. // Make a collection of the collisions that happened the last simulation tick.
  421. // This is different than the collection created for sending up to the simulator as it is cleared every tick.
  422. if (CollisionsLastTickStep != PhysScene.SimulationStep)
  423. {
  424. CollisionsLastTick = new CollisionEventUpdate();
  425. CollisionsLastTickStep = PhysScene.SimulationStep;
  426. }
  427. CollisionsLastTick.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
  428. // If someone has subscribed for collision events log the collision so it will be reported up
  429. if (SubscribedEvents()) {
  430. lock (PhysScene.CollisionLock)
  431. {
  432. CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
  433. }
  434. DetailLog("{0},{1}.Collision.AddCollider,call,with={2},point={3},normal={4},depth={5},colliderMoving={6}",
  435. LocalID, TypeName, collidingWith, contactPoint, contactNormal, pentrationDepth, ColliderIsMoving);
  436. ret = true;
  437. }
  438. return ret;
  439. }
  440. // Send the collected collisions into the simulator.
  441. // Called at taint time from within the Step() function thus no locking problems
  442. // with CollisionCollection and ObjectsWithNoMoreCollisions.
  443. // Called with BSScene.CollisionLock locked to protect the collision lists.
  444. // Return 'true' if there were some actual collisions passed up
  445. public virtual bool SendCollisions()
  446. {
  447. bool ret = true;
  448. // If no collisions this call but there were collisions last call, force the collision
  449. // event to be happen right now so quick collision_end.
  450. bool force = (CollisionCollection.Count == 0 && CollisionsLastReported.Count != 0);
  451. // throttle the collisions to the number of milliseconds specified in the subscription
  452. if (force || (PhysScene.SimulationNowTime >= NextCollisionOkTime))
  453. {
  454. NextCollisionOkTime = PhysScene.SimulationNowTime + SubscribedEventsMs;
  455. // We are called if we previously had collisions. If there are no collisions
  456. // this time, send up one last empty event so OpenSim can sense collision end.
  457. if (CollisionCollection.Count == 0)
  458. {
  459. // If I have no collisions this time, remove me from the list of objects with collisions.
  460. ret = false;
  461. }
  462. DetailLog("{0},{1}.SendCollisionUpdate,call,numCollisions={2}", LocalID, TypeName, CollisionCollection.Count);
  463. base.SendCollisionUpdate(CollisionCollection);
  464. // Remember the collisions from this tick for some collision specific processing.
  465. CollisionsLastReported = CollisionCollection;
  466. // The CollisionCollection instance is passed around in the simulator.
  467. // Make sure we don't have a handle to that one and that a new one is used for next time.
  468. // This fixes an interesting 'gotcha'. If we call CollisionCollection.Clear() here,
  469. // a race condition is created for the other users of this instance.
  470. CollisionCollection = new CollisionEventUpdate();
  471. }
  472. return ret;
  473. }
  474. // Subscribe for collision events.
  475. // Parameter is the millisecond rate the caller wishes collision events to occur.
  476. public override void SubscribeEvents(int ms) {
  477. // DetailLog("{0},{1}.SubscribeEvents,subscribing,ms={2}", LocalID, TypeName, ms);
  478. SubscribedEventsMs = ms;
  479. if (ms > 0)
  480. {
  481. // make sure first collision happens
  482. NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs);
  483. PhysScene.TaintedObject(LocalID, TypeName+".SubscribeEvents", delegate()
  484. {
  485. if (PhysBody.HasPhysicalBody)
  486. CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
  487. });
  488. }
  489. else
  490. {
  491. // Subscribing for zero or less is the same as unsubscribing
  492. UnSubscribeEvents();
  493. }
  494. }
  495. public override void UnSubscribeEvents() {
  496. // DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName);
  497. SubscribedEventsMs = 0;
  498. PhysScene.TaintedObject(LocalID, TypeName+".UnSubscribeEvents", delegate()
  499. {
  500. // Make sure there is a body there because sometimes destruction happens in an un-ideal order.
  501. if (PhysBody.HasPhysicalBody)
  502. CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
  503. });
  504. }
  505. // Return 'true' if the simulator wants collision events
  506. public override bool SubscribedEvents() {
  507. return (SubscribedEventsMs > 0);
  508. }
  509. // Because 'CollisionScore' is called many times while sorting, it should not be recomputed
  510. // each time called. So this is built to be light weight for each collision and to do
  511. // all the processing when the user asks for the info.
  512. public void ComputeCollisionScore()
  513. {
  514. // Scale the collision count by the time since the last collision.
  515. // The "+1" prevents dividing by zero.
  516. long timeAgo = PhysScene.SimulationStep - CollidingStep + 1;
  517. CollisionScore = CollisionAccumulation / timeAgo;
  518. }
  519. public override float CollisionScore { get; set; }
  520. #endregion // Collisions
  521. #region Per Simulation Step actions
  522. public BSActorCollection PhysicalActors = new BSActorCollection();
  523. // When an update to the physical properties happens, this event is fired to let
  524. // different actors to modify the update before it is passed around
  525. public delegate void PreUpdatePropertyAction(ref EntityProperties entprop);
  526. public event PreUpdatePropertyAction OnPreUpdateProperty;
  527. protected void TriggerPreUpdatePropertyAction(ref EntityProperties entprop)
  528. {
  529. PreUpdatePropertyAction actions = OnPreUpdateProperty;
  530. if (actions != null)
  531. actions(ref entprop);
  532. }
  533. #endregion // Per Simulation Step actions
  534. // High performance detailed logging routine used by the physical objects.
  535. protected void DetailLog(string msg, params Object[] args)
  536. {
  537. if (PhysScene.PhysicsLogging.Enabled)
  538. PhysScene.DetailLog(msg, args);
  539. }
  540. }
  541. }