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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)
- // 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)
- // Does NeedsMeshing() really need to exclude all the different shapes?
- //
- namespace OpenSim.Region.Physics.BulletSPlugin
- {
- public class BSScene : PhysicsScene, IPhysicsParameters
- {
- private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
- private static readonly string LogHeader = "[BULLETS SCENE]";
- public string BulletSimVersion = "?";
- 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; } }
- private bool m_initialized = false;
- public IMesher mesher;
- private float m_meshLOD;
- public float MeshLOD
- {
- get { return m_meshLOD; }
- }
- private float m_sculptLOD;
- public float SculptLOD
- {
- get { return m_sculptLOD; }
- }
- private int m_maxSubSteps;
- private float m_fixedTimeStep;
- private long m_simulationStep = 0;
- public long SimulationStep { get { return m_simulationStep; } }
- // A value of the time now so all the collision and update routines do not have to get their own
- // Set to 'now' just before all the prims and actors are called for collisions and updates
- private int m_simulationNowTime;
- public int SimulationNowTime { get { return m_simulationNowTime; } }
- private int m_maxCollisionsPerFrame;
- private CollisionDesc[] m_collisionArray;
- private GCHandle m_collisionArrayPinnedHandle;
- private int m_maxUpdatesPerFrame;
- private EntityProperties[] m_updateArray;
- private GCHandle m_updateArrayPinnedHandle;
- 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 const uint TERRAIN_ID = 0; // OpenSim senses terrain with a localID of zero
- public const uint GROUNDPLANE_ID = 1;
- public ConfigurationParameters Params
- {
- get { return m_params[0]; }
- }
- public Vector3 DefaultGravity
- {
- get { return new Vector3(0f, 0f, Params.gravity); }
- }
- private float m_maximumObjectMass;
- public float MaximumObjectMass
- {
- get { return m_maximumObjectMass; }
- }
- public delegate void TaintCallback();
- private List<TaintCallback> _taintedObjects;
- private Object _taintLock = new Object();
- // A pointer to an instance if this structure is passed to the C++ code
- ConfigurationParameters[] m_params;
- GCHandle m_paramsHandle;
- private BulletSimAPI.DebugLogCallback m_DebugLogCallbackHandle;
- public BSScene(string identifier)
- {
- m_initialized = false;
- }
- public override void Initialise(IMesher meshmerizer, IConfigSource config)
- {
- // Allocate pinned memory to pass parameters.
- m_params = new ConfigurationParameters[1];
- m_paramsHandle = GCHandle.Alloc(m_params, GCHandleType.Pinned);
- // Set default values for physics parameters plus any overrides from the ini file
- GetInitialParameterValues(config);
- // allocate more pinned memory close to the above in an attempt to get the memory all together
- m_collisionArray = new CollisionDesc[m_maxCollisionsPerFrame];
- m_collisionArrayPinnedHandle = GCHandle.Alloc(m_collisionArray, GCHandleType.Pinned);
- m_updateArray = new EntityProperties[m_maxUpdatesPerFrame];
- m_updateArrayPinnedHandle = GCHandle.Alloc(m_updateArray, GCHandleType.Pinned);
- // Get the version of the DLL
- // TODO: this doesn't work yet. Something wrong with marshaling the returned string.
- // BulletSimVersion = BulletSimAPI.GetVersion();
- // m_log.WarnFormat("{0}: BulletSim.dll version='{1}'", LogHeader, BulletSimVersion);
- // if Debug, enable logging from the unmanaged code
- if (m_log.IsDebugEnabled)
- {
- m_log.DebugFormat("{0}: Initialize: Setting debug callback for unmanaged code", LogHeader);
- m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLogger);
- BulletSimAPI.SetDebugLogCallback(m_DebugLogCallbackHandle);
- }
- _taintedObjects = new List<TaintCallback>();
- mesher = meshmerizer;
- // The bounding box for the simulated world
- Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, 4096f);
- // m_log.DebugFormat("{0}: Initialize: Calling BulletSimAPI.Initialize.", LogHeader);
- m_worldID = BulletSimAPI.Initialize(worldExtent, m_paramsHandle.AddrOfPinnedObject(),
- m_maxCollisionsPerFrame, m_collisionArrayPinnedHandle.AddrOfPinnedObject(),
- m_maxUpdatesPerFrame, m_updateArrayPinnedHandle.AddrOfPinnedObject());
- m_initialized = true;
- }
- // All default parameter values are set here. There should be no values set in the
- // variable definitions.
- private void GetInitialParameterValues(IConfigSource config)
- {
- ConfigurationParameters parms = new ConfigurationParameters();
- _meshSculptedPrim = true; // mesh sculpted prims
- _forceSimplePrimMeshing = false; // use complex meshing if called for
- m_meshLOD = 8f;
- m_sculptLOD = 32f;
- m_maxSubSteps = 10;
- m_fixedTimeStep = 1f / 60f;
- m_maxCollisionsPerFrame = 2048;
- m_maxUpdatesPerFrame = 2048;
- m_maximumObjectMass = 10000.01f;
- parms.defaultFriction = 0.5f;
- parms.defaultDensity = 10.000006836f; // Aluminum g/cm3
- parms.defaultRestitution = 0f;
- parms.collisionMargin = 0.0f;
- parms.gravity = -9.80665f;
- parms.linearDamping = 0.0f;
- parms.angularDamping = 0.0f;
- parms.deactivationTime = 0.2f;
- parms.linearSleepingThreshold = 0.8f;
- parms.angularSleepingThreshold = 1.0f;
- parms.ccdMotionThreshold = 0.5f; // set to zero to disable
- parms.ccdSweptSphereRadius = 0.2f;
- parms.terrainFriction = 0.5f;
- parms.terrainHitFraction = 0.8f;
- parms.terrainRestitution = 0f;
- parms.avatarFriction = 0.0f;
- parms.avatarDensity = 60f;
- parms.avatarCapsuleRadius = 0.37f;
- parms.avatarCapsuleHeight = 1.5f; // 2.140599f
- if (config != null)
- {
- // If there are specifications in the ini file, use those values
- // WHEN ADDING OR UPDATING THIS SECTION, BE SURE TO UPDATE OpenSimDefaults.ini
- // ALSO REMEMBER TO UPDATE THE RUNTIME SETTING OF THE PARAMETERS.
- IConfig pConfig = config.Configs["BulletSim"];
- if (pConfig != null)
- {
- _meshSculptedPrim = pConfig.GetBoolean("MeshSculptedPrim", _meshSculptedPrim);
- _forceSimplePrimMeshing = pConfig.GetBoolean("ForceSimplePrimMeshing", _forceSimplePrimMeshing);
- m_meshLOD = pConfig.GetFloat("MeshLevelOfDetail", m_meshLOD);
- m_sculptLOD = pConfig.GetFloat("SculptLevelOfDetail", m_sculptLOD);
- m_maxSubSteps = pConfig.GetInt("MaxSubSteps", m_maxSubSteps);
- m_fixedTimeStep = pConfig.GetFloat("FixedTimeStep", m_fixedTimeStep);
- m_maxCollisionsPerFrame = pConfig.GetInt("MaxCollisionsPerFrame", m_maxCollisionsPerFrame);
- m_maxUpdatesPerFrame = pConfig.GetInt("MaxUpdatesPerFrame", m_maxUpdatesPerFrame);
- m_maximumObjectMass = pConfig.GetFloat("MaxObjectMass", m_maximumObjectMass);
- parms.defaultFriction = pConfig.GetFloat("DefaultFriction", parms.defaultFriction);
- parms.defaultDensity = pConfig.GetFloat("DefaultDensity", parms.defaultDensity);
- parms.defaultRestitution = pConfig.GetFloat("DefaultRestitution", parms.defaultRestitution);
- parms.collisionMargin = pConfig.GetFloat("CollisionMargin", parms.collisionMargin);
- parms.gravity = pConfig.GetFloat("Gravity", parms.gravity);
- parms.linearDamping = pConfig.GetFloat("LinearDamping", parms.linearDamping);
- parms.angularDamping = pConfig.GetFloat("AngularDamping", parms.angularDamping);
- parms.deactivationTime = pConfig.GetFloat("DeactivationTime", parms.deactivationTime);
- parms.linearSleepingThreshold = pConfig.GetFloat("LinearSleepingThreshold", parms.linearSleepingThreshold);
- parms.angularSleepingThreshold = pConfig.GetFloat("AngularSleepingThreshold", parms.angularSleepingThreshold);
- parms.ccdMotionThreshold = pConfig.GetFloat("CcdMotionThreshold", parms.ccdMotionThreshold);
- parms.ccdSweptSphereRadius = pConfig.GetFloat("CcdSweptSphereRadius", parms.ccdSweptSphereRadius);
- parms.terrainFriction = pConfig.GetFloat("TerrainFriction", parms.terrainFriction);
- parms.terrainHitFraction = pConfig.GetFloat("TerrainHitFraction", parms.terrainHitFraction);
- parms.terrainRestitution = pConfig.GetFloat("TerrainRestitution", parms.terrainRestitution);
- parms.avatarFriction = pConfig.GetFloat("AvatarFriction", parms.avatarFriction);
- parms.avatarDensity = pConfig.GetFloat("AvatarDensity", parms.avatarDensity);
- parms.avatarCapsuleRadius = pConfig.GetFloat("AvatarCapsuleRadius", parms.avatarCapsuleRadius);
- parms.avatarCapsuleHeight = pConfig.GetFloat("AvatarCapsuleHeight", parms.avatarCapsuleHeight);
- }
- }
- m_params[0] = parms;
- }
- // 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, bool isPhysical, uint localID)
- {
- // m_log.DebugFormat("{0}: AddPrimShape2: {1}", LogHeader, primName);
- BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, 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 BulletSim 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;
- int collidersCount;
- IntPtr collidersPtr;
- // prevent simulation until we've been initialized
- if (!m_initialized) return 10.0f;
- // 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);
- // Don't have to use the pointers passed back since we know it is the same pinned memory we passed in
- // Get a value for 'now' so all the collision and update routines don't have to get their own
- m_simulationNowTime = Util.EnvironmentTickCount();
- // If there were collisions, process them by sending the event to the prim.
- // Collisions must be processed before updates.
- if (collidersCount > 0)
- {
- for (int ii = 0; ii < collidersCount; ii++)
- {
- uint cA = m_collisionArray[ii].aID;
- uint cB = m_collisionArray[ii].bID;
- Vector3 point = m_collisionArray[ii].point;
- Vector3 normal = m_collisionArray[ii].normal;
- SendCollision(cA, cB, point, normal, 0.01f);
- SendCollision(cB, cA, point, -normal, 0.01f);
- }
- }
- // If any of the objects had updated properties, tell the object it has been changed by the physics engine
- if (updatedEntityCount > 0)
- {
- for (int ii = 0; ii < updatedEntityCount; ii++)
- {
- EntityProperties entprop = m_updateArray[ii];
- // m_log.DebugFormat("{0}: entprop[{1}]: id={2}, pos={3}", LogHeader, ii, 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);
- }
- }
- }
- // TODO: FIX THIS: fps calculation wrong. This calculation always returns about 1 in normal operation.
- return timeStep / (numSubSteps * m_fixedTimeStep) * 1000f;
- }
- // Something has collided
- private void SendCollision(uint localID, uint collidingWith, Vector3 collidePoint, Vector3 collideNormal, float penitration)
- {
- if (localID == TERRAIN_ID || localID == GROUNDPLANE_ID)
- {
- return; // don't send collisions to the terrain
- }
- 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, collidePoint, collideNormal, penitration);
- return;
- }
- BSCharacter actor;
- if (m_avatars.TryGetValue(localID, out actor)) {
- actor.Collide(collidingWith, type, collidePoint, collideNormal, penitration);
- return;
- }
- return;
- }
- public override void GetResults() { }
- public override void SetTerrain(float[] heightMap) {
- 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)
- {
- // Render sculpties as boxes
- 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)
- {
- 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
- #region Runtime settable parameters
- public static PhysParameterEntry[] SettableParameters = new PhysParameterEntry[]
- {
- new PhysParameterEntry("MeshLOD", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)"),
- new PhysParameterEntry("SculptLOD", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)"),
- new PhysParameterEntry("MaxSubStep", "In simulation step, maximum number of substeps"),
- new PhysParameterEntry("FixedTimeStep", "In simulation step, seconds of one substep (1/60)"),
- new PhysParameterEntry("MaxObjectMass", "Maximum object mass (10000.01)"),
- new PhysParameterEntry("DefaultFriction", "Friction factor used on new objects"),
- new PhysParameterEntry("DefaultDensity", "Density for new objects" ),
- new PhysParameterEntry("DefaultRestitution", "Bouncyness of an object" ),
- // new PhysParameterEntry("CollisionMargin", "Margin around objects before collisions are calculated (must be zero!!)" ),
- new PhysParameterEntry("Gravity", "Vertical force of gravity (negative means down)" ),
- new PhysParameterEntry("LinearDamping", "Factor to damp linear movement per second (0.0 - 1.0)" ),
- new PhysParameterEntry("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)" ),
- new PhysParameterEntry("DeactivationTime", "Seconds before considering an object potentially static" ),
- new PhysParameterEntry("LinearSleepingThreshold", "Seconds to measure linear movement before considering static" ),
- new PhysParameterEntry("AngularSleepingThreshold", "Seconds to measure angular movement before considering static" ),
- // new PhysParameterEntry("CcdMotionThreshold", "" ),
- // new PhysParameterEntry("CcdSweptSphereRadius", "" ),
- new PhysParameterEntry("TerrainFriction", "Factor to reduce movement against terrain surface" ),
- new PhysParameterEntry("TerrainHitFraction", "Distance to measure hit collisions" ),
- new PhysParameterEntry("TerrainRestitution", "Bouncyness" ),
- new PhysParameterEntry("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation." ),
- new PhysParameterEntry("AvatarDensity", "Density of an avatar. Changed on avatar recreation." ),
- new PhysParameterEntry("AvatarRestitution", "Bouncyness. Changed on avatar recreation." ),
- new PhysParameterEntry("AvatarCapsuleRadius", "Radius of space around an avatar" ),
- new PhysParameterEntry("AvatarCapsuleHeight", "Default height of space around avatar" )
- };
- #region IPhysicsParameters
- // Get the list of parameters this physics engine supports
- public PhysParameterEntry[] GetParameterList()
- {
- return SettableParameters;
- }
- // Set parameter on a specific or all instances.
- // Return 'false' if not able to set the parameter.
- // Setting the value in the m_params block will change the value the physics engine
- // will use the next time since it's pinned and shared memory.
- // Some of the values require calling into the physics engine to get the new
- // value activated ('terrainFriction' for instance).
- public bool SetPhysicsParameter(string parm, float val, uint localID)
- {
- bool ret = true;
- string lparm = parm.ToLower();
- switch (lparm)
- {
- case "meshlod": m_meshLOD = (int)val; break;
- case "sculptlod": m_sculptLOD = (int)val; break;
- case "maxsubstep": m_maxSubSteps = (int)val; break;
- case "fixedtimestep": m_fixedTimeStep = val; break;
- case "maxobjectmass": m_maximumObjectMass = val; break;
- case "defaultfriction": m_params[0].defaultFriction = val; break;
- case "defaultdensity": m_params[0].defaultDensity = val; break;
- case "defaultrestitution": m_params[0].defaultRestitution = val; break;
- case "collisionmargin": m_params[0].collisionMargin = val; break;
- case "gravity": m_params[0].gravity = val; TaintedUpdateParameter(lparm, PhysParameterEntry.APPLY_TO_NONE, val); break;
- case "lineardamping": UpdateParameterPrims(ref m_params[0].linearDamping, lparm, localID, val); break;
- case "angulardamping": UpdateParameterPrims(ref m_params[0].angularDamping, lparm, localID, val); break;
- case "deactivationtime": UpdateParameterPrims(ref m_params[0].deactivationTime, lparm, localID, val); break;
- case "linearsleepingthreshold": UpdateParameterPrims(ref m_params[0].linearSleepingThreshold, lparm, localID, val); break;
- case "angularsleepingthreshold": UpdateParameterPrims(ref m_params[0].angularDamping, lparm, localID, val); break;
- case "ccdmotionthreshold": UpdateParameterPrims(ref m_params[0].ccdMotionThreshold, lparm, localID, val); break;
- case "ccdsweptsphereradius": UpdateParameterPrims(ref m_params[0].ccdSweptSphereRadius, lparm, localID, val); break;
- // set a terrain physical feature and cause terrain to be recalculated
- case "terrainfriction": m_params[0].terrainFriction = val; TaintedUpdateParameter("terrain", 0, val); break;
- case "terrainhitfraction": m_params[0].terrainHitFraction = val; TaintedUpdateParameter("terrain", 0, val); break;
- case "terrainrestitution": m_params[0].terrainRestitution = val; TaintedUpdateParameter("terrain", 0, val); break;
- // set an avatar physical feature and cause avatar(s) to be recalculated
- case "avatarfriction": UpdateParameterAvatars(ref m_params[0].avatarFriction, "avatar", localID, val); break;
- case "avatardensity": UpdateParameterAvatars(ref m_params[0].avatarDensity, "avatar", localID, val); break;
- case "avatarrestitution": UpdateParameterAvatars(ref m_params[0].avatarRestitution, "avatar", localID, val); break;
- case "avatarcapsuleradius": UpdateParameterAvatars(ref m_params[0].avatarCapsuleRadius, "avatar", localID, val); break;
- case "avatarcapsuleheight": UpdateParameterAvatars(ref m_params[0].avatarCapsuleHeight, "avatar", localID, val); break;
- default: ret = false; break;
- }
- return ret;
- }
- // check to see if we are updating a parameter for a particular or all of the prims
- private void UpdateParameterPrims(ref float loc, string parm, uint localID, float val)
- {
- List<uint> operateOn;
- lock (m_prims) operateOn = new List<uint>(m_prims.Keys);
- UpdateParameterSet(operateOn, ref loc, parm, localID, val);
- }
- // check to see if we are updating a parameter for a particular or all of the avatars
- private void UpdateParameterAvatars(ref float loc, string parm, uint localID, float val)
- {
- List<uint> operateOn;
- lock (m_avatars) operateOn = new List<uint>(m_avatars.Keys);
- UpdateParameterSet(operateOn, ref loc, parm, localID, val);
- }
- // update all the localIDs specified
- // If the local ID is APPLY_TO_NONE, just change the default value
- // If the localID is APPLY_TO_ALL change the default value and apply the new value to all the lIDs
- // If the localID is a specific object, apply the parameter change to only that object
- private void UpdateParameterSet(List<uint> lIDs, ref float defaultLoc, string parm, uint localID, float val)
- {
- switch (localID)
- {
- case PhysParameterEntry.APPLY_TO_NONE:
- defaultLoc = val; // setting only the default value
- break;
- case PhysParameterEntry.APPLY_TO_ALL:
- defaultLoc = val; // setting ALL also sets the default value
- List<uint> objectIDs = lIDs;
- string xparm = parm.ToLower();
- float xval = val;
- TaintedObject(delegate() {
- foreach (uint lID in objectIDs)
- {
- BulletSimAPI.UpdateParameter(m_worldID, lID, xparm, xval);
- }
- });
- break;
- default:
- // setting only one localID
- TaintedUpdateParameter(parm, localID, val);
- break;
- }
- }
- // schedule the actual updating of the paramter to when the phys engine is not busy
- private void TaintedUpdateParameter(string parm, uint localID, float val)
- {
- uint xlocalID = localID;
- string xparm = parm.ToLower();
- float xval = val;
- TaintedObject(delegate() {
- BulletSimAPI.UpdateParameter(m_worldID, xlocalID, xparm, xval);
- });
- }
- // Get parameter.
- // Return 'false' if not able to get the parameter.
- public bool GetPhysicsParameter(string parm, out float value)
- {
- float val = 0f;
- bool ret = true;
- switch (parm.ToLower())
- {
- case "meshlod": val = (float)m_meshLOD; break;
- case "sculptlod": val = (float)m_sculptLOD; break;
- case "maxsubstep": val = (float)m_maxSubSteps; break;
- case "fixedtimestep": val = m_fixedTimeStep; break;
- case "maxobjectmass": val = m_maximumObjectMass; break;
- case "defaultfriction": val = m_params[0].defaultFriction; break;
- case "defaultdensity": val = m_params[0].defaultDensity; break;
- case "defaultrestitution": val = m_params[0].defaultRestitution; break;
- case "collisionmargin": val = m_params[0].collisionMargin; break;
- case "gravity": val = m_params[0].gravity; break;
- case "lineardamping": val = m_params[0].linearDamping; break;
- case "angulardamping": val = m_params[0].angularDamping; break;
- case "deactivationtime": val = m_params[0].deactivationTime; break;
- case "linearsleepingthreshold": val = m_params[0].linearSleepingThreshold; break;
- case "angularsleepingthreshold": val = m_params[0].angularDamping; break;
- case "ccdmotionthreshold": val = m_params[0].ccdMotionThreshold; break;
- case "ccdsweptsphereradius": val = m_params[0].ccdSweptSphereRadius; break;
- case "terrainfriction": val = m_params[0].terrainFriction; break;
- case "terrainhitfraction": val = m_params[0].terrainHitFraction; break;
- case "terrainrestitution": val = m_params[0].terrainRestitution; break;
- case "avatarfriction": val = m_params[0].avatarFriction; break;
- case "avatardensity": val = m_params[0].avatarDensity; break;
- case "avatarrestitution": val = m_params[0].avatarRestitution; break;
- case "avatarcapsuleradius": val = m_params[0].avatarCapsuleRadius; break;
- case "avatarcapsuleheight": val = m_params[0].avatarCapsuleHeight; break;
- default: ret = false; break;
- }
- value = val;
- return ret;
- }
- #endregion IPhysicsParameters
- #endregion Runtime settable parameters
- }
- }
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