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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.Collections.Generic;
- using System.Text;
- using OMV = OpenMetaverse;
- namespace OpenSim.Region.PhysicsModule.BulletS
- {
- // Classes to allow some type checking for the API
- // These hold pointers to allocated objects in the unmanaged space.
- // These classes are subclassed by the various physical implementations of
- // objects. In particular, there is a version for physical instances in
- // unmanaged memory ("unman") and one for in managed memory ("XNA").
- // Currently, the instances of these classes are a reference to a
- // physical representation and this has no releationship to other
- // instances. Someday, refarb the usage of these classes so each instance
- // refers to a particular physical instance and this class controls reference
- // counts and such. This should be done along with adding BSShapes.
- public class BulletWorld
- {
- public BulletWorld(uint worldId, BSScene bss)
- {
- worldID = worldId;
- physicsScene = bss;
- }
- public uint worldID;
- // The scene is only in here so very low level routines have a handle to print debug/error messages
- public BSScene physicsScene;
- }
- // An allocated Bullet btRigidBody
- public class BulletBody
- {
- public BulletBody(uint id)
- {
- ID = id;
- collisionType = CollisionType.Static;
- }
- public uint ID;
- public CollisionType collisionType;
- public virtual void Clear() { }
- public virtual bool HasPhysicalBody { get { return false; } }
- // Apply the specificed collision mask into the physical world
- public virtual bool ApplyCollisionMask(BSScene physicsScene)
- {
- // Should assert the body has been added to the physical world.
- // (The collision masks are stored in the collision proxy cache which only exists for
- // a collision body that is in the world.)
- return physicsScene.PE.SetCollisionGroupMask(this,
- BulletSimData.CollisionTypeMasks[collisionType].group,
- BulletSimData.CollisionTypeMasks[collisionType].mask);
- }
- // Used for log messages for a unique display of the memory/object allocated to this instance
- public virtual string AddrString
- {
- get { return "unknown"; }
- }
- public override string ToString()
- {
- StringBuilder buff = new StringBuilder();
- buff.Append("<id=");
- buff.Append(ID.ToString());
- buff.Append(",p=");
- buff.Append(AddrString);
- buff.Append(",c=");
- buff.Append(collisionType);
- buff.Append(">");
- return buff.ToString();
- }
- }
- public class BulletShape
- {
- public BulletShape()
- {
- shapeType = BSPhysicsShapeType.SHAPE_UNKNOWN;
- shapeKey = (System.UInt64)FixedShapeKey.KEY_NONE;
- isNativeShape = false;
- }
- public BSPhysicsShapeType shapeType;
- public System.UInt64 shapeKey;
- public bool isNativeShape;
- public virtual void Clear() { }
- public virtual bool HasPhysicalShape { get { return false; } }
- // Make another reference to this physical object.
- public virtual BulletShape Clone() { return new BulletShape(); }
- // Return 'true' if this and other refer to the same physical object
- public virtual bool ReferenceSame(BulletShape xx) { return false; }
- // Used for log messages for a unique display of the memory/object allocated to this instance
- public virtual string AddrString
- {
- get { return "unknown"; }
- }
- public override string ToString()
- {
- StringBuilder buff = new StringBuilder();
- buff.Append("<p=");
- buff.Append(AddrString);
- buff.Append(",s=");
- buff.Append(shapeType.ToString());
- buff.Append(",k=");
- buff.Append(shapeKey.ToString("X"));
- buff.Append(",n=");
- buff.Append(isNativeShape.ToString());
- buff.Append(">");
- return buff.ToString();
- }
- }
- // An allocated Bullet btConstraint
- public class BulletConstraint
- {
- public BulletConstraint()
- {
- }
- public virtual void Clear() { }
- public virtual bool HasPhysicalConstraint { get { return false; } }
- // Used for log messages for a unique display of the memory/object allocated to this instance
- public virtual string AddrString
- {
- get { return "unknown"; }
- }
- }
- // An allocated HeightMapThing which holds various heightmap info.
- // Made a class rather than a struct so there would be only one
- // instance of this and C# will pass around pointers rather
- // than making copies.
- public class BulletHMapInfo
- {
- public BulletHMapInfo(uint id, float[] hm, float pSizeX, float pSizeY) {
- ID = id;
- heightMap = hm;
- terrainRegionBase = OMV.Vector3.Zero;
- minCoords = new OMV.Vector3(100f, 100f, 25f);
- maxCoords = new OMV.Vector3(101f, 101f, 26f);
- minZ = maxZ = 0f;
- sizeX = pSizeX;
- sizeY = pSizeY;
- }
- public uint ID;
- public float[] heightMap;
- public OMV.Vector3 terrainRegionBase;
- public OMV.Vector3 minCoords;
- public OMV.Vector3 maxCoords;
- public float sizeX, sizeY;
- public float minZ, maxZ;
- public BulletShape terrainShape;
- public BulletBody terrainBody;
- }
- // The general class of collsion object.
- public enum CollisionType
- {
- Avatar,
- PhantomToOthersAvatar, // An avatar that it phantom to other avatars but not to anything else
- Groundplane,
- Terrain,
- Static,
- Dynamic,
- VolumeDetect,
- // Linkset, // A linkset should be either Static or Dynamic
- LinksetChild,
- Unknown
- };
- // Hold specification of group and mask collision flags for a CollisionType
- public struct CollisionTypeFilterGroup
- {
- public CollisionTypeFilterGroup(CollisionType t, uint g, uint m)
- {
- type = t;
- group = g;
- mask = m;
- }
- public CollisionType type;
- public uint group;
- public uint mask;
- };
- public static class BulletSimData
- {
- // Map of collisionTypes to flags for collision groups and masks.
- // An object's 'group' is the collison groups this object belongs to
- // An object's 'filter' is the groups another object has to belong to in order to collide with me
- // A collision happens if ((obj1.group & obj2.filter) != 0) || ((obj2.group & obj1.filter) != 0)
- //
- // As mentioned above, don't use the CollisionFilterGroups definitions directly in the code
- // but, instead, use references to this dictionary. Finding and debugging
- // collision flag problems will be made easier.
- public static Dictionary<CollisionType, CollisionTypeFilterGroup> CollisionTypeMasks
- = new Dictionary<CollisionType, CollisionTypeFilterGroup>()
- {
- { CollisionType.Avatar,
- new CollisionTypeFilterGroup(CollisionType.Avatar,
- (uint)CollisionFilterGroups.BCharacterGroup,
- (uint)(CollisionFilterGroups.BAllGroup))
- },
- { CollisionType.PhantomToOthersAvatar,
- new CollisionTypeFilterGroup(CollisionType.PhantomToOthersAvatar,
- (uint)CollisionFilterGroups.BCharacterGroup,
- (uint)(CollisionFilterGroups.BAllGroup & ~CollisionFilterGroups.BCharacterGroup))
- },
- { CollisionType.Groundplane,
- new CollisionTypeFilterGroup(CollisionType.Groundplane,
- (uint)CollisionFilterGroups.BGroundPlaneGroup,
- // (uint)CollisionFilterGroups.BAllGroup)
- (uint)(CollisionFilterGroups.BCharacterGroup | CollisionFilterGroups.BSolidGroup))
- },
- { CollisionType.Terrain,
- new CollisionTypeFilterGroup(CollisionType.Terrain,
- (uint)CollisionFilterGroups.BTerrainGroup,
- (uint)(CollisionFilterGroups.BAllGroup & ~CollisionFilterGroups.BStaticGroup))
- },
- { CollisionType.Static,
- new CollisionTypeFilterGroup(CollisionType.Static,
- (uint)CollisionFilterGroups.BStaticGroup,
- (uint)(CollisionFilterGroups.BCharacterGroup | CollisionFilterGroups.BSolidGroup))
- },
- { CollisionType.Dynamic,
- new CollisionTypeFilterGroup(CollisionType.Dynamic,
- (uint)CollisionFilterGroups.BSolidGroup,
- (uint)(CollisionFilterGroups.BAllGroup))
- },
- { CollisionType.VolumeDetect,
- new CollisionTypeFilterGroup(CollisionType.VolumeDetect,
- (uint)CollisionFilterGroups.BSensorTrigger,
- (uint)(~CollisionFilterGroups.BSensorTrigger))
- },
- { CollisionType.LinksetChild,
- new CollisionTypeFilterGroup(CollisionType.LinksetChild,
- (uint)CollisionFilterGroups.BLinksetChildGroup,
- (uint)(CollisionFilterGroups.BNoneGroup))
- // (uint)(CollisionFilterGroups.BCharacterGroup | CollisionFilterGroups.BSolidGroup))
- },
- };
- }
- }
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