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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;
- using OpenSim.Framework;
- using OpenSim.Region.Physics.Manager;
- namespace OpenSim.Region.Physics.BulletSPlugin
- {
- // Class to wrap all objects.
- // The rest of BulletSim doesn't need to keep checking for avatars or prims
- // unless the difference is significant.
- public abstract class BSPhysObject : PhysicsActor
- {
- protected void BaseInitialize(BSScene parentScene, uint localID, string name, string typeName)
- {
- PhysicsScene = parentScene;
- LocalID = localID;
- PhysObjectName = name;
- TypeName = typeName;
- Linkset = BSLinkset.Factory(PhysicsScene, this);
- LastAssetBuildFailed = false;
- CollisionCollection = new CollisionEventUpdate();
- SubscribedEventsMs = 0;
- CollidingStep = 0;
- CollidingGroundStep = 0;
- }
- public BSScene PhysicsScene { get; protected set; }
- // public override uint LocalID { get; set; } // Use the LocalID definition in PhysicsActor
- public string PhysObjectName { get; protected set; }
- public string TypeName { get; protected set; }
- public BSLinkset Linkset { get; set; }
- // Return the object mass without calculating it or having side effects
- public abstract float MassRaw { get; }
- // Reference to the physical body (btCollisionObject) of this object
- public BulletBody BSBody;
- // Reference to the physical shape (btCollisionShape) of this object
- public BulletShape BSShape;
- // 'true' if the mesh's underlying asset failed to build.
- // This will keep us from looping after the first time the build failed.
- public bool LastAssetBuildFailed { get; set; }
- // The objects base shape information. Null if not a prim type shape.
- public PrimitiveBaseShape BaseShape { get; protected set; }
- // When the physical properties are updated, an EntityProperty holds the update values.
- // Keep the current and last EntityProperties to enable computation of differences
- // between the current update and the previous values.
- public EntityProperties CurrentEntityProperties { get; set; }
- public EntityProperties LastEntityProperties { get; set; }
- public abstract OMV.Vector3 Scale { get; set; }
- public abstract bool IsSolid { get; }
- public abstract bool IsStatic { get; }
- // Stop all physical motion.
- public abstract void ZeroMotion();
- // Step the vehicle simulation for this object. A NOOP if the vehicle was not configured.
- public virtual void StepVehicle(float timeStep) { }
- // Update the physical location and motion of the object. Called with data from Bullet.
- public abstract void UpdateProperties(EntityProperties entprop);
- // Tell the object to clean up.
- public abstract void Destroy();
- public abstract OMV.Vector3 ForcePosition { get; set; }
- public abstract OMV.Quaternion ForceOrientation { get; set; }
- public abstract OMV.Vector3 ForceVelocity { get; set; }
- public abstract OMV.Vector3 ForceRotationalVelocity { get; set; }
- public abstract float ForceBuoyancy { get; set; }
- public virtual bool ForceBodyShapeRebuild(bool inTaintTime) { return false; }
- #region Collisions
- // Requested number of milliseconds between collision events. Zero means disabled.
- protected int SubscribedEventsMs { get; set; }
- // Given subscription, the time that a collision may be passed up
- protected int NextCollisionOkTime { get; set; }
- // The simulation step that last had a collision
- protected long CollidingStep { get; set; }
- // The simulation step that last had a collision with the ground
- protected long CollidingGroundStep { get; set; }
- // The collision flags we think are set in Bullet
- protected CollisionFlags CurrentCollisionFlags { get; set; }
- // The collisions that have been collected this tick
- protected CollisionEventUpdate CollisionCollection;
- // The simulation step is telling this object about a collision.
- // Return 'true' if a collision was processed and should be sent up.
- // Called at taint time from within the Step() function
- public virtual bool Collide(uint collidingWith, BSPhysObject collidee,
- OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
- {
- bool ret = false;
- // The following lines make IsColliding() and IsCollidingGround() work
- CollidingStep = PhysicsScene.SimulationStep;
- if (collidingWith <= PhysicsScene.TerrainManager.HighestTerrainID)
- {
- CollidingGroundStep = PhysicsScene.SimulationStep;
- }
- // prims in the same linkset cannot collide with each other
- if (collidee != null && (this.Linkset.LinksetID == collidee.Linkset.LinksetID))
- {
- return ret;
- }
- // if someone has subscribed for collision events....
- if (SubscribedEvents()) {
- CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
- DetailLog("{0},{1}.Collison.AddCollider,call,with={2},point={3},normal={4},depth={5}",
- LocalID, TypeName, collidingWith, contactPoint, contactNormal, pentrationDepth);
- ret = true;
- }
- return ret;
- }
- // Send the collected collisions into the simulator.
- // Called at taint time from within the Step() function thus no locking problems
- // with CollisionCollection and ObjectsWithNoMoreCollisions.
- // Return 'true' if there were some actual collisions passed up
- public virtual bool SendCollisions()
- {
- bool ret = true;
- // If the 'no collision' call, force it to happen right now so quick collision_end
- bool force = CollisionCollection.Count == 0;
- // throttle the collisions to the number of milliseconds specified in the subscription
- if (force || (PhysicsScene.SimulationNowTime >= NextCollisionOkTime))
- {
- NextCollisionOkTime = PhysicsScene.SimulationNowTime + SubscribedEventsMs;
- // We are called if we previously had collisions. If there are no collisions
- // this time, send up one last empty event so OpenSim can sense collision end.
- if (CollisionCollection.Count == 0)
- {
- // If I have no collisions this time, remove me from the list of objects with collisions.
- ret = false;
- }
- // DetailLog("{0},{1}.SendCollisionUpdate,call,numCollisions={2}", LocalID, TypeName, CollisionCollection.Count);
- base.SendCollisionUpdate(CollisionCollection);
- // The collisionCollection structure is passed around in the simulator.
- // Make sure we don't have a handle to that one and that a new one is used for next time.
- CollisionCollection = new CollisionEventUpdate();
- }
- return ret;
- }
- // Subscribe for collision events.
- // Parameter is the millisecond rate the caller wishes collision events to occur.
- public override void SubscribeEvents(int ms) {
- // DetailLog("{0},{1}.SubscribeEvents,subscribing,ms={2}", LocalID, TypeName, ms);
- SubscribedEventsMs = ms;
- if (ms > 0)
- {
- // make sure first collision happens
- NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs);
- PhysicsScene.TaintedObject(TypeName+".SubscribeEvents", delegate()
- {
- CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
- });
- }
- else
- {
- // Subscribing for zero or less is the same as unsubscribing
- UnSubscribeEvents();
- }
- }
- public override void UnSubscribeEvents() {
- // DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName);
- SubscribedEventsMs = 0;
- PhysicsScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate()
- {
- CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
- });
- }
- // Return 'true' if the simulator wants collision events
- public override bool SubscribedEvents() {
- return (SubscribedEventsMs > 0);
- }
- #endregion // Collisions
- // High performance detailed logging routine used by the physical objects.
- protected void DetailLog(string msg, params Object[] args)
- {
- if (PhysicsScene.PhysicsLogging.Enabled)
- PhysicsScene.DetailLog(msg, args);
- }
- }
- }
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