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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.Runtime.InteropServices;
- using System.Text;
- using System.Threading;
- using Nini.Config;
- using log4net;
- using OpenSim.Framework;
- using OpenSim.Region.Physics.Manager;
- using OpenMetaverse;
- using OpenSim.Region.Framework;
- // TODOs for BulletSim (for BSScene, BSPrim, BSCharacter and BulletSim)
- // Fix folding up feet
- // Fix terrain. Only flat terrain works. Terrain with shape is oriented wrong? Origined wrong?
- // Parameterize BulletSim. Pass a structure of parameters to the C++ code. Capsule size, friction, ...
- // Shift drag duplication of objects does not work
- // Adjust character capsule size when height is adjusted (ScenePresence.SetHeight)
- // Test sculpties
- // Compute physics FPS reasonably
- // Based on material, set density and friction
- // More efficient memory usage in passing hull information from BSPrim to BulletSim
- // Four states of prim: Physical, regular, phantom and selected. Are we modeling these correctly?
- // In SL one can set both physical and phantom (gravity, does not effect others, makes collisions with ground)
- // At the moment, physical and phantom causes object to drop through the terrain
- // Should prim.link() and prim.delink() membership checking happen at taint time?
- // Mesh sharing. Use meshHash to tell if we already have a hull of that shape and only create once
- // Do attachments need to be handled separately? Need collision events. Do not collide with VolumeDetect
- // Implement the genCollisions feature in BulletSim::SetObjectProperties (don't pass up unneeded collisions)
- // Implement LockAngularMotion
- // Decide if clearing forces is the right thing to do when setting position (BulletSim::SetObjectTranslation)
- // Built Galton board (lots of MoveTo's) and some slats were not positioned correctly (mistakes scattered)
- // No mistakes with ODE. Shape creation race condition?
- // Does NeedsMeshing() really need to exclude all the different shapes?
- //
- namespace OpenSim.Region.Physics.BulletSPlugin
- {
- public class BSScene : PhysicsScene
- {
- private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
- private static readonly string LogHeader = "[BULLETS SCENE]";
- private Dictionary<uint, BSCharacter> m_avatars = new Dictionary<uint, BSCharacter>();
- private Dictionary<uint, BSPrim> m_prims = new Dictionary<uint, BSPrim>();
- private List<BSPrim> m_vehicles = new List<BSPrim>();
- private float[] m_heightMap;
- private float m_waterLevel;
- private uint m_worldID;
- public uint WorldID { get { return m_worldID; } }
- public IMesher mesher;
- public int meshLOD = 32;
- private int m_maxSubSteps = 10;
- private float m_fixedTimeStep = 1f / 60f;
- private long m_simulationStep = 0;
- public long SimulationStep { get { return m_simulationStep; } }
- private bool _meshSculptedPrim = true; // cause scuplted prims to get meshed
- private bool _forceSimplePrimMeshing = false; // if a cube or sphere, let Bullet do internal shapes
- public float maximumMassObject = 10000.01f;
- public const uint TERRAIN_ID = 0;
- public const uint GROUNDPLANE_ID = 1;
- public float DefaultFriction = 0.70f;
- public float DefaultDensity = 10.000006836f; // Aluminum g/cm3; TODO: compute based on object material
- public Vector3 DefaultGravity = new Vector3(0, 0, -9.80665f);
- public delegate void TaintCallback();
- private List<TaintCallback> _taintedObjects;
- private Object _taintLock = new Object();
- private BulletSimAPI.DebugLogCallback debugLogCallbackHandle;
- public BSScene(string identifier)
- {
- }
- public override void Initialise(IMesher meshmerizer, IConfigSource config)
- {
- if (config != null)
- {
- IConfig pConfig = config.Configs["BulletSim"];
- if (pConfig != null)
- {
- DefaultFriction = pConfig.GetFloat("Friction", DefaultFriction);
- DefaultDensity = pConfig.GetFloat("Density", DefaultDensity);
- // TODO: a lot more parameters that are passed to BulletSim
- }
- }
- // if Debug, enable logging from the unmanaged code
- if (m_log.IsDebugEnabled)
- {
- m_log.DebugFormat("{0}: Initialize: Setting debug callback for unmanaged code", LogHeader);
- debugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLogger);
- BulletSimAPI.SetDebugLogCallback(debugLogCallbackHandle);
- }
- _meshSculptedPrim = true; // mesh sculpted prims
- _forceSimplePrimMeshing = false; // use complex meshing if called for
- _taintedObjects = new List<TaintCallback>();
- mesher = meshmerizer;
- // m_log.DebugFormat("{0}: Initialize: Calling BulletSimAPI.Initialize.", LogHeader);
- m_worldID = BulletSimAPI.Initialize(new Vector3(Constants.RegionSize, Constants.RegionSize, 4096f));
- }
- // Called directly from unmanaged code so don't do much
- private void BulletLogger(string msg)
- {
- m_log.Debug("[BULLETS UNMANAGED]:" + msg);
- }
- public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
- {
- m_log.ErrorFormat("{0}: CALL TO AddAvatar in BSScene. NOT IMPLEMENTED", LogHeader);
- return null;
- }
- public override PhysicsActor AddAvatar(uint localID, string avName, Vector3 position, Vector3 size, bool isFlying)
- {
- // m_log.DebugFormat("{0}: AddAvatar: {1}", LogHeader, avName);
- BSCharacter actor = new BSCharacter(localID, avName, this, position, size, isFlying);
- lock (m_avatars) m_avatars.Add(localID, actor);
- return actor;
- }
- public override void RemoveAvatar(PhysicsActor actor)
- {
- // m_log.DebugFormat("{0}: RemoveAvatar", LogHeader);
- if (actor is BSCharacter)
- {
- ((BSCharacter)actor).Destroy();
- }
- try
- {
- lock (m_avatars) m_avatars.Remove(actor.LocalID);
- }
- catch (Exception e)
- {
- m_log.WarnFormat("{0}: Attempt to remove avatar that is not in physics scene: {1}", LogHeader, e);
- }
- }
- public override void RemovePrim(PhysicsActor prim)
- {
- // m_log.DebugFormat("{0}: RemovePrim", LogHeader);
- if (prim is BSPrim)
- {
- ((BSPrim)prim).Destroy();
- }
- try
- {
- lock (m_prims) m_prims.Remove(prim.LocalID);
- }
- catch (Exception e)
- {
- m_log.WarnFormat("{0}: Attempt to remove prim that is not in physics scene: {1}", LogHeader, e);
- }
- }
- public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
- Vector3 size, Quaternion rotation) // deprecated
- {
- return null;
- }
- public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
- Vector3 size, Quaternion rotation, bool isPhysical)
- {
- m_log.ErrorFormat("{0}: CALL TO AddPrimShape in BSScene. NOT IMPLEMENTED", LogHeader);
- return null;
- }
- public override PhysicsActor AddPrimShape(uint localID, string primName, PrimitiveBaseShape pbs, Vector3 position,
- Vector3 size, Quaternion rotation, bool isPhysical)
- {
- // m_log.DebugFormat("{0}: AddPrimShape2: {1}", LogHeader, primName);
- IMesh mesh = null;
- if (NeedsMeshing(pbs))
- {
- // if the prim is complex, create the mesh for it.
- // If simple (box or sphere) leave 'mesh' null and physics will do a native shape.
- mesh = mesher.CreateMesh(primName, pbs, size, this.meshLOD, isPhysical);
- }
- BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, mesh, pbs, isPhysical);
- lock (m_prims) m_prims.Add(localID, prim);
- return prim;
- }
- // This is a call from the simulator saying that some physical property has been updated.
- // The BulletS driver senses the changing of relevant properties so this taint
- // information call is not needed.
- public override void AddPhysicsActorTaint(PhysicsActor prim) { }
- // Simulate one timestep
- public override float Simulate(float timeStep)
- {
- int updatedEntityCount;
- IntPtr updatedEntitiesPtr;
- IntPtr[] updatedEntities;
- int collidersCount;
- IntPtr collidersPtr;
- int[] colliders; // should be uint but Marshal.Copy does not have that overload
- // update the prim states while we know the physics engine is not busy
- ProcessTaints();
- // Some of the prims operate with special vehicle properties
- ProcessVehicles(timeStep);
- ProcessTaints(); // the vehicles might have added taints
- // step the physical world one interval
- m_simulationStep++;
- int numSubSteps = BulletSimAPI.PhysicsStep(m_worldID, timeStep, m_maxSubSteps, m_fixedTimeStep,
- out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr);
- // if there were collisions, they show up here
- if (collidersCount > 0)
- {
- colliders = new int[collidersCount];
- Marshal.Copy(collidersPtr, colliders, 0, collidersCount);
- for (int ii = 0; ii < collidersCount; ii+=2)
- {
- uint cA = (uint)colliders[ii];
- uint cB = (uint)colliders[ii+1];
- SendCollision(cA, cB);
- SendCollision(cB, cA);
- }
- }
- // if any of the objects had updated properties, they are returned in the updatedEntity structure
- // TODO: figure out how to pass all of the EntityProperties structures in one marshal call.
- if (updatedEntityCount > 0)
- {
- updatedEntities = new IntPtr[updatedEntityCount];
- // fetch all the pointers to all the EntityProperties structures for these updates
- Marshal.Copy(updatedEntitiesPtr, updatedEntities, 0, updatedEntityCount);
- for (int ii = 0; ii < updatedEntityCount; ii++)
- {
- IntPtr updatePointer = updatedEntities[ii];
- EntityProperties entprop = (EntityProperties)Marshal.PtrToStructure(updatePointer, typeof(EntityProperties));
- // m_log.DebugFormat("{0}: entprop: id={1}, pos={2}", LogHeader, entprop.ID, entprop.Position);
- BSCharacter actor;
- if (m_avatars.TryGetValue(entprop.ID, out actor))
- {
- actor.UpdateProperties(entprop);
- continue;
- }
- BSPrim prim;
- if (m_prims.TryGetValue(entprop.ID, out prim))
- {
- prim.UpdateProperties(entprop);
- }
- }
- }
- // fps calculation wrong. This calculation returns about 1 in normal operation.
- return timeStep / (numSubSteps * m_fixedTimeStep) * 1000f;
- }
- // Something has collided
- private void SendCollision(uint localID, uint collidingWith)
- {
- if (localID == TERRAIN_ID || localID == GROUNDPLANE_ID)
- {
- // we never send collisions to the terrain
- return;
- }
- ActorTypes type = ActorTypes.Prim;
- if (collidingWith == TERRAIN_ID || collidingWith == GROUNDPLANE_ID)
- type = ActorTypes.Ground;
- else if (m_avatars.ContainsKey(collidingWith))
- type = ActorTypes.Agent;
- BSPrim prim;
- if (m_prims.TryGetValue(localID, out prim)) {
- prim.Collide(collidingWith, type, Vector3.Zero, Vector3.UnitZ, 0.01f);
- return;
- }
- BSCharacter actor;
- if (m_avatars.TryGetValue(localID, out actor)) {
- actor.Collide(collidingWith, type, Vector3.Zero, Vector3.UnitZ, 0.01f);
- return;
- }
- return;
- }
- public override void GetResults() { }
- public override void SetTerrain(float[] heightMap) {
- m_log.DebugFormat("{0}: SetTerrain", LogHeader);
- m_heightMap = heightMap;
- this.TaintedObject(delegate()
- {
- BulletSimAPI.SetHeightmap(m_worldID, m_heightMap);
- });
- }
- public float GetTerrainHeightAtXY(float tX, float tY)
- {
- return m_heightMap[((int)tX) * Constants.RegionSize + ((int)tY)];
- }
- public override void SetWaterLevel(float baseheight)
- {
- m_waterLevel = baseheight;
- }
- public float GetWaterLevel()
- {
- return m_waterLevel;
- }
- public override void DeleteTerrain()
- {
- m_log.DebugFormat("{0}: DeleteTerrain()", LogHeader);
- }
- public override void Dispose()
- {
- m_log.DebugFormat("{0}: Dispose()", LogHeader);
- }
- public override Dictionary<uint, float> GetTopColliders()
- {
- return new Dictionary<uint, float>();
- }
- public override bool IsThreaded { get { return false; } }
- /// <summary>
- /// Routine to figure out if we need to mesh this prim with our mesher
- /// </summary>
- /// <param name="pbs"></param>
- /// <returns>true if the prim needs meshing</returns>
- public bool NeedsMeshing(PrimitiveBaseShape pbs)
- {
- // most of this is redundant now as the mesher will return null if it cant mesh a prim
- // but we still need to check for sculptie meshing being enabled so this is the most
- // convenient place to do it for now...
- // int iPropertiesNotSupportedDefault = 0;
- if (pbs.SculptEntry && !_meshSculptedPrim)
- {
- // m_log.DebugFormat("{0}: NeedsMeshing: scultpy mesh", LogHeader);
- return false;
- }
- // if it's a standard box or sphere with no cuts, hollows, twist or top shear, return false since Bullet
- // can use an internal representation for the prim
- if (!_forceSimplePrimMeshing)
- {
- // m_log.DebugFormat("{0}: NeedsMeshing: simple mesh: profshape={1}, curve={2}", LogHeader, pbs.ProfileShape, pbs.PathCurve);
- if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
- || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
- && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
- {
- if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
- && pbs.ProfileHollow == 0
- && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
- && pbs.PathBegin == 0 && pbs.PathEnd == 0
- && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
- && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
- && pbs.PathShearX == 0 && pbs.PathShearY == 0)
- {
- return false;
- }
- }
- }
- /* TODO: verify that the mesher will now do all these shapes
- if (pbs.ProfileHollow != 0)
- iPropertiesNotSupportedDefault++;
- if ((pbs.PathBegin != 0) || pbs.PathEnd != 0)
- iPropertiesNotSupportedDefault++;
- if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
- iPropertiesNotSupportedDefault++;
- if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
- iPropertiesNotSupportedDefault++;
- if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
- iPropertiesNotSupportedDefault++;
- if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
- iPropertiesNotSupportedDefault++;
- if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
- iPropertiesNotSupportedDefault++;
- if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1 && (pbs.Scale.X != pbs.Scale.Y || pbs.Scale.Y != pbs.Scale.Z || pbs.Scale.Z != pbs.Scale.X))
- iPropertiesNotSupportedDefault++;
- if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
- iPropertiesNotSupportedDefault++;
- // test for torus
- if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
- {
- if (pbs.PathCurve == (byte)Extrusion.Curve1)
- {
- iPropertiesNotSupportedDefault++;
- }
- }
- else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
- {
- if (pbs.PathCurve == (byte)Extrusion.Straight)
- {
- iPropertiesNotSupportedDefault++;
- }
- // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
- else if (pbs.PathCurve == (byte)Extrusion.Curve1)
- {
- iPropertiesNotSupportedDefault++;
- }
- }
- else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
- {
- if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
- {
- iPropertiesNotSupportedDefault++;
- }
- }
- else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
- {
- if (pbs.PathCurve == (byte)Extrusion.Straight)
- {
- iPropertiesNotSupportedDefault++;
- }
- else if (pbs.PathCurve == (byte)Extrusion.Curve1)
- {
- iPropertiesNotSupportedDefault++;
- }
- }
- if (iPropertiesNotSupportedDefault == 0)
- {
- return false;
- }
- */
- return true;
- }
- // The calls to the PhysicsActors can't directly call into the physics engine
- // because it might be busy. We we delay changes to a known time.
- // We rely on C#'s closure to save and restore the context for the delegate.
- public void TaintedObject(TaintCallback callback)
- {
- lock (_taintLock)
- _taintedObjects.Add(callback);
- return;
- }
- // When someone tries to change a property on a BSPrim or BSCharacter, the object queues
- // a callback into itself to do the actual property change. That callback is called
- // here just before the physics engine is called to step the simulation.
- public void ProcessTaints()
- {
- if (_taintedObjects.Count > 0) // save allocating new list if there is nothing to process
- {
- // swizzle a new list into the list location so we can process what's there
- List<TaintCallback> oldList;
- lock (_taintLock)
- {
- oldList = _taintedObjects;
- _taintedObjects = new List<TaintCallback>();
- }
- foreach (TaintCallback callback in oldList)
- {
- try
- {
- callback();
- }
- catch (Exception e)
- {
- m_log.ErrorFormat("{0}: ProcessTaints: Exception: {1}", LogHeader, e);
- }
- }
- oldList.Clear();
- }
- }
- #region Vehicles
- // Make so the scene will call this prim for vehicle actions each tick.
- // Safe to call if prim is already in the vehicle list.
- public void AddVehiclePrim(BSPrim vehicle)
- {
- lock (m_vehicles)
- {
- if (!m_vehicles.Contains(vehicle))
- {
- m_vehicles.Add(vehicle);
- }
- }
- }
- // Remove a prim from our list of vehicles.
- // Safe to call if the prim is not in the vehicle list.
- public void RemoveVehiclePrim(BSPrim vehicle)
- {
- lock (m_vehicles)
- {
- if (m_vehicles.Contains(vehicle))
- {
- m_vehicles.Remove(vehicle);
- }
- }
- }
- // Some prims have extra vehicle actions
- // no locking because only called when physics engine is not busy
- private void ProcessVehicles(float timeStep)
- {
- foreach (BSPrim prim in m_vehicles)
- {
- prim.StepVehicle(timeStep);
- }
- }
- #endregion Vehicles
- }
- }
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