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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.Reflection;
- using System.Collections.Generic;
- using System.Xml;
- using log4net;
- using OMV = OpenMetaverse;
- using OpenSim.Framework;
- using OpenSim.Region.Physics.Manager;
- using OpenSim.Region.Physics.ConvexDecompositionDotNet;
- namespace OpenSim.Region.Physics.BulletSPlugin
- {
- [Serializable]
- public sealed class BSPrim : PhysicsActor
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- private static readonly string LogHeader = "[BULLETS PRIM]";
- private IMesh _mesh;
- private PrimitiveBaseShape _pbs;
- private ShapeData.PhysicsShapeType _shapeType;
- private ulong _meshKey;
- private ulong _hullKey;
- private List<ConvexResult> _hulls;
- private BSScene _scene;
- private String _avName;
- private uint _localID = 0;
- // _size is what the user passed. _scale is what we pass to the physics engine with the mesh.
- // Often _scale is unity because the meshmerizer will apply _size when creating the mesh.
- private OMV.Vector3 _size; // the multiplier for each mesh dimension as passed by the user
- private OMV.Vector3 _scale; // the multiplier for each mesh dimension for the mesh as created by the meshmerizer
- private bool _stopped;
- private bool _grabbed;
- private bool _isSelected;
- private bool _isVolumeDetect;
- private OMV.Vector3 _position;
- private float _mass;
- private float _density;
- private OMV.Vector3 _force;
- private OMV.Vector3 _velocity;
- private OMV.Vector3 _torque;
- private float _collisionScore;
- private OMV.Vector3 _acceleration;
- private OMV.Quaternion _orientation;
- private int _physicsActorType;
- private bool _isPhysical;
- private bool _flying;
- private float _friction;
- private float _restitution;
- private bool _setAlwaysRun;
- private bool _throttleUpdates;
- private bool _isColliding;
- private bool _collidingGround;
- private bool _collidingObj;
- private bool _floatOnWater;
- private OMV.Vector3 _rotationalVelocity;
- private bool _kinematic;
- private float _buoyancy;
- private OMV.Vector3 _angularVelocity;
- private List<BSPrim> _childrenPrims;
- private BSPrim _parentPrim;
- private int _subscribedEventsMs = 0;
- private int _lastCollisionTime = 0;
- long _collidingStep;
- long _collidingGroundStep;
- private BSDynamics _vehicle;
- private OMV.Vector3 _PIDTarget;
- private bool _usePID;
- private float _PIDTau;
- private bool _useHoverPID;
- private float _PIDHoverHeight;
- private PIDHoverType _PIDHoverType;
- private float _PIDHoverTao;
- public BSPrim(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size,
- OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical)
- {
- // m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID);
- _localID = localID;
- _avName = primName;
- _scene = parent_scene;
- _position = pos;
- _size = size;
- _scale = new OMV.Vector3(1f, 1f, 1f); // the scale will be set by CreateGeom depending on object type
- _orientation = rotation;
- _buoyancy = 1f;
- _velocity = OMV.Vector3.Zero;
- _rotationalVelocity = OMV.Vector3.Zero;
- _angularVelocity = OMV.Vector3.Zero;
- _hullKey = 0;
- _meshKey = 0;
- _pbs = pbs;
- _isPhysical = pisPhysical;
- _isVolumeDetect = false;
- _subscribedEventsMs = 0;
- _friction = _scene.Params.defaultFriction; // TODO: compute based on object material
- _density = _scene.Params.defaultDensity; // TODO: compute based on object material
- _restitution = _scene.Params.defaultRestitution;
- _parentPrim = null; // not a child or a parent
- _vehicle = new BSDynamics(this); // add vehicleness
- _childrenPrims = new List<BSPrim>();
- if (_isPhysical)
- _mass = CalculateMass();
- else
- _mass = 0f;
- // do the actual object creation at taint time
- _scene.TaintedObject(delegate()
- {
- RecreateGeomAndObject();
- });
- }
- // called when this prim is being destroyed and we should free all the resources
- public void Destroy()
- {
- // m_log.DebugFormat("{0}: Destroy", LogHeader);
- // Undo any vehicle properties
- _vehicle.ProcessTypeChange(Vehicle.TYPE_NONE);
- _scene.RemoveVehiclePrim(this); // just to make sure
- _scene.TaintedObject(delegate()
- {
- // everything in the C# world will get garbage collected. Tell the C++ world to free stuff.
- BulletSimAPI.DestroyObject(_scene.WorldID, _localID);
- });
- }
-
- public override bool Stopped {
- get { return _stopped; }
- }
- public override OMV.Vector3 Size {
- get { return _size; }
- set {
- _size = value;
- _scene.TaintedObject(delegate()
- {
- if (_isPhysical) _mass = CalculateMass(); // changing size changes the mass
- BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, _mass, _isPhysical);
- RecreateGeomAndObject();
- });
- }
- }
- public override PrimitiveBaseShape Shape {
- set {
- _pbs = value;
- _scene.TaintedObject(delegate()
- {
- if (_isPhysical) _mass = CalculateMass(); // changing the shape changes the mass
- RecreateGeomAndObject();
- });
- }
- }
- public override uint LocalID {
- set { _localID = value; }
- get { return _localID; }
- }
- public override bool Grabbed {
- set { _grabbed = value;
- }
- }
- public override bool Selected {
- set {
- _isSelected = value;
- _scene.TaintedObject(delegate()
- {
- SetObjectDynamic();
- });
- }
- }
- public override void CrossingFailure() { return; }
- // link me to the specified parent
- public override void link(PhysicsActor obj) {
- BSPrim parent = (BSPrim)obj;
- // m_log.DebugFormat("{0}: link {1}/{2} to {3}", LogHeader, _avName, _localID, obj.LocalID);
- // TODO: decide if this parent checking needs to happen at taint time
- if (_parentPrim == null)
- {
- if (parent != null)
- {
- // I don't have a parent so I am joining a linkset
- parent.AddChildToLinkset(this);
- }
- }
- else
- {
- // I already have a parent, is parenting changing?
- if (parent != _parentPrim)
- {
- if (parent == null)
- {
- // we are being removed from a linkset
- _parentPrim.RemoveChildFromLinkset(this);
- }
- else
- {
- // asking to reparent a prim should not happen
- m_log.ErrorFormat("{0}: Reparenting a prim. ", LogHeader);
- }
- }
- }
- return;
- }
- // delink me from my linkset
- public override void delink() {
- // TODO: decide if this parent checking needs to happen at taint time
- // Race condition here: if link() and delink() in same simulation tick, the delink will not happen
- // m_log.DebugFormat("{0}: delink {1}/{2}", LogHeader, _avName, _localID);
- if (_parentPrim != null)
- {
- _parentPrim.RemoveChildFromLinkset(this);
- }
- return;
- }
- // I am the root of a linkset and a new child is being added
- public void AddChildToLinkset(BSPrim pchild)
- {
- BSPrim child = pchild;
- _scene.TaintedObject(delegate()
- {
- if (!_childrenPrims.Contains(child))
- {
- _childrenPrims.Add(child);
- child.ParentPrim = this; // the child has gained a parent
- RecreateGeomAndObject(); // rebuild my shape with the new child added
- }
- });
- return;
- }
- // I am the root of a linkset and one of my children is being removed.
- // Safe to call even if the child is not really in my linkset.
- public void RemoveChildFromLinkset(BSPrim pchild)
- {
- BSPrim child = pchild;
- _scene.TaintedObject(delegate()
- {
- if (_childrenPrims.Contains(child))
- {
- BulletSimAPI.RemoveConstraint(_scene.WorldID, child.LocalID, this.LocalID);
- _childrenPrims.Remove(child);
- child.ParentPrim = null; // the child has lost its parent
- RecreateGeomAndObject(); // rebuild my shape with the child removed
- }
- else
- {
- m_log.ErrorFormat("{0}: Asked to remove child from linkset that was not in linkset");
- }
- });
- return;
- }
- public BSPrim ParentPrim
- {
- set { _parentPrim = value; }
- }
- // return true if we are the root of a linkset (there are children to manage)
- public bool IsRootOfLinkset
- {
- get { return (_parentPrim == null && _childrenPrims.Count != 0); }
- }
- // Set motion values to zero.
- // Do it to the properties so the values get set in the physics engine.
- // Push the setting of the values to the viewer.
- private void ZeroMotion()
- {
- Velocity = OMV.Vector3.Zero;
- _acceleration = OMV.Vector3.Zero;
- RotationalVelocity = OMV.Vector3.Zero;
- base.RequestPhysicsterseUpdate();
- }
- public override void LockAngularMotion(OMV.Vector3 axis) { return; }
- public override OMV.Vector3 Position {
- get {
- // don't do the following GetObjectPosition because this function is called a zillion times
- // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID);
- return _position;
- }
- set {
- _position = value;
- _scene.TaintedObject(delegate()
- {
- BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation);
- // m_log.DebugFormat("{0}: setPosition: id={1}, position={2}", LogHeader, _localID, _position);
- });
- }
- }
- public override float Mass {
- get { return _mass; }
- }
- public override OMV.Vector3 Force {
- get { return _force; }
- set {
- _force = value;
- _scene.TaintedObject(delegate()
- {
- BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force);
- });
- }
- }
- public override int VehicleType {
- get {
- return (int)_vehicle.Type; // if we are a vehicle, return that type
- }
- set {
- Vehicle type = (Vehicle)value;
- _vehicle.ProcessTypeChange(type);
- _scene.TaintedObject(delegate()
- {
- if (type == Vehicle.TYPE_NONE)
- {
- _scene.RemoveVehiclePrim(this);
- }
- else
- {
- // make it so the scene will call us each tick to do vehicle things
- _scene.AddVehiclePrim(this);
- }
- return;
- });
- }
- }
- public override void VehicleFloatParam(int param, float value)
- {
- _vehicle.ProcessFloatVehicleParam((Vehicle)param, value);
- }
- public override void VehicleVectorParam(int param, OMV.Vector3 value)
- {
- _vehicle.ProcessVectorVehicleParam((Vehicle)param, value);
- }
- public override void VehicleRotationParam(int param, OMV.Quaternion rotation)
- {
- _vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation);
- }
- public override void VehicleFlags(int param, bool remove)
- {
- _vehicle.ProcessVehicleFlags(param, remove);
- }
- // Called each simulation step to advance vehicle characteristics
- public void StepVehicle(float timeStep)
- {
- _vehicle.Step(timeStep, _scene);
- }
- // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more
- public override void SetVolumeDetect(int param) {
- bool newValue = (param != 0);
- if (_isVolumeDetect != newValue)
- {
- _isVolumeDetect = newValue;
- _scene.TaintedObject(delegate()
- {
- SetObjectDynamic();
- });
- }
- return;
- }
- public override OMV.Vector3 GeometricCenter { get { return OMV.Vector3.Zero; } }
- public override OMV.Vector3 CenterOfMass { get { return OMV.Vector3.Zero; } }
- public override OMV.Vector3 Velocity {
- get { return _velocity; }
- set { _velocity = value;
- _scene.TaintedObject(delegate()
- {
- BulletSimAPI.SetObjectVelocity(_scene.WorldID, LocalID, _velocity);
- });
- }
- }
- public override OMV.Vector3 Torque {
- get { return _torque; }
- set { _torque = value;
- }
- }
- public override float CollisionScore {
- get { return _collisionScore; }
- set { _collisionScore = value;
- }
- }
- public override OMV.Vector3 Acceleration {
- get { return _acceleration; }
- set { _acceleration = value; }
- }
- public override OMV.Quaternion Orientation {
- get { return _orientation; }
- set {
- _orientation = value;
- // m_log.DebugFormat("{0}: set orientation: id={1}, ori={2}", LogHeader, LocalID, _orientation);
- _scene.TaintedObject(delegate()
- {
- // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID);
- BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation);
- });
- }
- }
- public override int PhysicsActorType {
- get { return _physicsActorType; }
- set { _physicsActorType = value;
- }
- }
- public override bool IsPhysical {
- get { return _isPhysical; }
- set {
- _isPhysical = value;
- _scene.TaintedObject(delegate()
- {
- SetObjectDynamic();
- });
- }
- }
- // An object is static (does not move) if selected or not physical
- private bool IsStatic
- {
- get { return _isSelected || !IsPhysical; }
- }
- // An object is solid if it's not phantom and if it's not doing VolumeDetect
- private bool IsSolid
- {
- get { return !IsPhantom && !_isVolumeDetect; }
- }
- // make gravity work if the object is physical and not selected
- // no locking here because only called when it is safe
- private void SetObjectDynamic()
- {
- // m_log.DebugFormat("{0}: ID={1}, SetObjectDynamic: IsStatic={2}, IsSolid={3}", LogHeader, _localID, IsStatic, IsSolid);
- // non-physical things work best with a mass of zero
- if (IsStatic)
- {
- _mass = 0f;
- }
- else
- {
- _mass = CalculateMass();
- // If it's dynamic, make sure the hull has been created for it
- // This shouldn't do much work if the object had previously been built
- RecreateGeomAndObject();
- }
- BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), _mass);
- }
- // prims don't fly
- public override bool Flying {
- get { return _flying; }
- set { _flying = value; }
- }
- public override bool SetAlwaysRun {
- get { return _setAlwaysRun; }
- set { _setAlwaysRun = value; }
- }
- public override bool ThrottleUpdates {
- get { return _throttleUpdates; }
- set { _throttleUpdates = value; }
- }
- public override bool IsColliding {
- get { return (_collidingStep == _scene.SimulationStep); }
- set { _isColliding = value; }
- }
- public override bool CollidingGround {
- get { return (_collidingGroundStep == _scene.SimulationStep); }
- set { _collidingGround = value; }
- }
- public override bool CollidingObj {
- get { return _collidingObj; }
- set { _collidingObj = value; }
- }
- public bool IsPhantom {
- get {
- // SceneObjectPart removes phantom objects from the physics scene
- // so, although we could implement touching and such, we never
- // are invoked as a phantom object
- return false;
- }
- }
- public override bool FloatOnWater {
- set { _floatOnWater = value; }
- }
- public override OMV.Vector3 RotationalVelocity {
- get { return _rotationalVelocity; }
- set { _rotationalVelocity = value;
- // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity);
- _scene.TaintedObject(delegate()
- {
- BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _rotationalVelocity);
- });
- }
- }
- public OMV.Vector3 AngularVelocity {
- get { return _angularVelocity; }
- set { _angularVelocity = value; }
- }
- public override bool Kinematic {
- get { return _kinematic; }
- set { _kinematic = value;
- // m_log.DebugFormat("{0}: Kinematic={1}", LogHeader, _kinematic);
- }
- }
- public override float Buoyancy {
- get { return _buoyancy; }
- set { _buoyancy = value;
- _scene.TaintedObject(delegate()
- {
- BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy);
- });
- }
- }
- // Used for MoveTo
- public override OMV.Vector3 PIDTarget {
- set { _PIDTarget = value; }
- }
- public override bool PIDActive {
- set { _usePID = value; }
- }
- public override float PIDTau {
- set { _PIDTau = value; }
- }
- // Used for llSetHoverHeight and maybe vehicle height
- // Hover Height will override MoveTo target's Z
- public override bool PIDHoverActive {
- set { _useHoverPID = value; }
- }
- public override float PIDHoverHeight {
- set { _PIDHoverHeight = value; }
- }
- public override PIDHoverType PIDHoverType {
- set { _PIDHoverType = value; }
- }
- public override float PIDHoverTau {
- set { _PIDHoverTao = value; }
- }
- // For RotLookAt
- public override OMV.Quaternion APIDTarget { set { return; } }
- public override bool APIDActive { set { return; } }
- public override float APIDStrength { set { return; } }
- public override float APIDDamping { set { return; } }
- public override void AddForce(OMV.Vector3 force, bool pushforce) {
- if (force.IsFinite())
- {
- _force.X += force.X;
- _force.Y += force.Y;
- _force.Z += force.Z;
- }
- else
- {
- m_log.WarnFormat("{0}: Got a NaN force applied to a Character", LogHeader);
- }
- _scene.TaintedObject(delegate()
- {
- BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force);
- });
- }
- public override void AddAngularForce(OMV.Vector3 force, bool pushforce) {
- // m_log.DebugFormat("{0}: AddAngularForce. f={1}, push={2}", LogHeader, force, pushforce);
- }
- public override void SetMomentum(OMV.Vector3 momentum) {
- }
- public override void SubscribeEvents(int ms) {
- _subscribedEventsMs = ms;
- _lastCollisionTime = Util.EnvironmentTickCount() - _subscribedEventsMs; // make first collision happen
- }
- public override void UnSubscribeEvents() {
- _subscribedEventsMs = 0;
- }
- public override bool SubscribedEvents() {
- return (_subscribedEventsMs > 0);
- }
- #region Mass Calculation
- private float CalculateMass()
- {
- float volume = _size.X * _size.Y * _size.Z; // default
- float tmp;
- float returnMass = 0;
- float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f;
- float hollowVolume = hollowAmount * hollowAmount;
-
- switch (_pbs.ProfileShape)
- {
- case ProfileShape.Square:
- // default box
- if (_pbs.PathCurve == (byte)Extrusion.Straight)
- {
- if (hollowAmount > 0.0)
- {
- switch (_pbs.HollowShape)
- {
- case HollowShape.Square:
- case HollowShape.Same:
- break;
- case HollowShape.Circle:
- hollowVolume *= 0.78539816339f;
- break;
- case HollowShape.Triangle:
- hollowVolume *= (0.5f * .5f);
- break;
- default:
- hollowVolume = 0;
- break;
- }
- volume *= (1.0f - hollowVolume);
- }
- }
- else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
- {
- //a tube
- volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX);
- tmp= 1.0f -2.0e-2f * (float)(200 - _pbs.PathScaleY);
- volume -= volume*tmp*tmp;
-
- if (hollowAmount > 0.0)
- {
- hollowVolume *= hollowAmount;
-
- switch (_pbs.HollowShape)
- {
- case HollowShape.Square:
- case HollowShape.Same:
- break;
- case HollowShape.Circle:
- hollowVolume *= 0.78539816339f;;
- break;
- case HollowShape.Triangle:
- hollowVolume *= 0.5f * 0.5f;
- break;
- default:
- hollowVolume = 0;
- break;
- }
- volume *= (1.0f - hollowVolume);
- }
- }
- break;
- case ProfileShape.Circle:
- if (_pbs.PathCurve == (byte)Extrusion.Straight)
- {
- volume *= 0.78539816339f; // elipse base
- if (hollowAmount > 0.0)
- {
- switch (_pbs.HollowShape)
- {
- case HollowShape.Same:
- case HollowShape.Circle:
- break;
- case HollowShape.Square:
- hollowVolume *= 0.5f * 2.5984480504799f;
- break;
- case HollowShape.Triangle:
- hollowVolume *= .5f * 1.27323954473516f;
- break;
- default:
- hollowVolume = 0;
- break;
- }
- volume *= (1.0f - hollowVolume);
- }
- }
- else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
- {
- volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX);
- tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
- volume *= (1.0f - tmp * tmp);
-
- if (hollowAmount > 0.0)
- {
- // calculate the hollow volume by it's shape compared to the prim shape
- hollowVolume *= hollowAmount;
- switch (_pbs.HollowShape)
- {
- case HollowShape.Same:
- case HollowShape.Circle:
- break;
- case HollowShape.Square:
- hollowVolume *= 0.5f * 2.5984480504799f;
- break;
- case HollowShape.Triangle:
- hollowVolume *= .5f * 1.27323954473516f;
- break;
- default:
- hollowVolume = 0;
- break;
- }
- volume *= (1.0f - hollowVolume);
- }
- }
- break;
- case ProfileShape.HalfCircle:
- if (_pbs.PathCurve == (byte)Extrusion.Curve1)
- {
- volume *= 0.52359877559829887307710723054658f;
- }
- break;
- case ProfileShape.EquilateralTriangle:
- if (_pbs.PathCurve == (byte)Extrusion.Straight)
- {
- volume *= 0.32475953f;
- if (hollowAmount > 0.0)
- {
- // calculate the hollow volume by it's shape compared to the prim shape
- switch (_pbs.HollowShape)
- {
- case HollowShape.Same:
- case HollowShape.Triangle:
- hollowVolume *= .25f;
- break;
- case HollowShape.Square:
- hollowVolume *= 0.499849f * 3.07920140172638f;
- break;
- case HollowShape.Circle:
- // Hollow shape is a perfect cyllinder in respect to the cube's scale
- // Cyllinder hollow volume calculation
- hollowVolume *= 0.1963495f * 3.07920140172638f;
- break;
- default:
- hollowVolume = 0;
- break;
- }
- volume *= (1.0f - hollowVolume);
- }
- }
- else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
- {
- volume *= 0.32475953f;
- volume *= 0.01f * (float)(200 - _pbs.PathScaleX);
- tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
- volume *= (1.0f - tmp * tmp);
- if (hollowAmount > 0.0)
- {
- hollowVolume *= hollowAmount;
- switch (_pbs.HollowShape)
- {
- case HollowShape.Same:
- case HollowShape.Triangle:
- hollowVolume *= .25f;
- break;
- case HollowShape.Square:
- hollowVolume *= 0.499849f * 3.07920140172638f;
- break;
- case HollowShape.Circle:
- hollowVolume *= 0.1963495f * 3.07920140172638f;
- break;
- default:
- hollowVolume = 0;
- break;
- }
- volume *= (1.0f - hollowVolume);
- }
- }
- break;
- default:
- break;
- }
- float taperX1;
- float taperY1;
- float taperX;
- float taperY;
- float pathBegin;
- float pathEnd;
- float profileBegin;
- float profileEnd;
- if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible)
- {
- taperX1 = _pbs.PathScaleX * 0.01f;
- if (taperX1 > 1.0f)
- taperX1 = 2.0f - taperX1;
- taperX = 1.0f - taperX1;
- taperY1 = _pbs.PathScaleY * 0.01f;
- if (taperY1 > 1.0f)
- taperY1 = 2.0f - taperY1;
- taperY = 1.0f - taperY1;
- }
- else
- {
- taperX = _pbs.PathTaperX * 0.01f;
- if (taperX < 0.0f)
- taperX = -taperX;
- taperX1 = 1.0f - taperX;
- taperY = _pbs.PathTaperY * 0.01f;
- if (taperY < 0.0f)
- taperY = -taperY;
- taperY1 = 1.0f - taperY;
- }
- volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY);
- pathBegin = (float)_pbs.PathBegin * 2.0e-5f;
- pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f;
- volume *= (pathEnd - pathBegin);
- // this is crude aproximation
- profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f;
- profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f;
- volume *= (profileEnd - profileBegin);
- returnMass = _density * volume;
- if (IsRootOfLinkset)
- {
- foreach (BSPrim prim in _childrenPrims)
- {
- returnMass += prim.CalculateMass();
- }
- }
- if (returnMass <= 0)
- returnMass = 0.0001f;
- if (returnMass > _scene.MaximumObjectMass)
- returnMass = _scene.MaximumObjectMass;
- return returnMass;
- }// end CalculateMass
- #endregion Mass Calculation
- // Create the geometry information in Bullet for later use
- // The objects needs a hull if it's physical otherwise a mesh is enough
- // No locking here because this is done when we know physics is not simulating
- // if 'forceRebuild' is true, the geometry is rebuilt. Otherwise a previously built version is used
- private void CreateGeom(bool forceRebuild)
- {
- // the mesher thought this was too simple to mesh. Use a native Bullet collision shape.
- if (!_scene.NeedsMeshing(_pbs))
- {
- if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1)
- {
- if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z)
- {
- // m_log.DebugFormat("{0}: CreateGeom: Defaulting to sphere of size {1}", LogHeader, _size);
- _shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE;
- // Bullet native objects are scaled by the Bullet engine so pass the size in
- _scale = _size;
- }
- }
- else
- {
- // m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, size={2}", LogHeader, LocalID, _size);
- _shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX;
- _scale = _size;
- }
- }
- else
- {
- if (IsPhysical)
- {
- if (forceRebuild || _hullKey == 0)
- {
- // physical objects require a hull for interaction.
- // This will create the mesh if it doesn't already exist
- CreateGeomHull();
- }
- }
- else
- {
- if (forceRebuild || _meshKey == 0)
- {
- // Static (non-physical) objects only need a mesh for bumping into
- CreateGeomMesh();
- }
- }
- }
- }
- // No locking here because this is done when we know physics is not simulating
- private void CreateGeomMesh()
- {
- float lod = _pbs.SculptEntry ? _scene.SculptLOD : _scene.MeshLOD;
- ulong newMeshKey = (ulong)_pbs.GetMeshKey(_size, lod);
- // m_log.DebugFormat("{0}: CreateGeomMesh: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _meshKey, newMeshKey);
- // if this new shape is the same as last time, don't recreate the mesh
- if (_meshKey == newMeshKey) return;
- // Since we're recreating new, get rid of any previously generated shape
- if (_meshKey != 0)
- {
- // m_log.DebugFormat("{0}: CreateGeom: deleting old mesh. lID={1}, Key={2}", LogHeader, _localID, _meshKey);
- BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey);
- _mesh = null;
- _meshKey = 0;
- }
- _meshKey = newMeshKey;
- // always pass false for physicalness as this creates some sort of bounding box which we don't need
- _mesh = _scene.mesher.CreateMesh(_avName, _pbs, _size, lod, false);
- int[] indices = _mesh.getIndexListAsInt();
- List<OMV.Vector3> vertices = _mesh.getVertexList();
- float[] verticesAsFloats = new float[vertices.Count * 3];
- int vi = 0;
- foreach (OMV.Vector3 vv in vertices)
- {
- // m_log.DebugFormat("{0}: {1}: <{2:0.00}, {3:0.00}, {4:0.00}>", LogHeader, vi / 3, vv.X, vv.Y, vv.Z);
- verticesAsFloats[vi++] = vv.X;
- verticesAsFloats[vi++] = vv.Y;
- verticesAsFloats[vi++] = vv.Z;
- }
- // m_log.DebugFormat("{0}: CreateGeomMesh: calling CreateMesh. lid={1}, key={2}, indices={3}, vertices={4}",
- // LogHeader, _localID, _meshKey, indices.Length, vertices.Count);
- BulletSimAPI.CreateMesh(_scene.WorldID, _meshKey, indices.GetLength(0), indices,
- vertices.Count, verticesAsFloats);
- _shapeType = ShapeData.PhysicsShapeType.SHAPE_MESH;
- // meshes are already scaled by the meshmerizer
- _scale = new OMV.Vector3(1f, 1f, 1f);
- return;
- }
- // No locking here because this is done when we know physics is not simulating
- private void CreateGeomHull()
- {
- float lod = _pbs.SculptEntry ? _scene.SculptLOD : _scene.MeshLOD;
- ulong newHullKey = (ulong)_pbs.GetMeshKey(_size, lod);
- // m_log.DebugFormat("{0}: CreateGeomHull: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _hullKey, newHullKey);
- // if the hull hasn't changed, don't rebuild it
- if (newHullKey == _hullKey) return;
- // Since we're recreating new, get rid of any previously generated shape
- if (_hullKey != 0)
- {
- // m_log.DebugFormat("{0}: CreateGeom: deleting old hull. Key={1}", LogHeader, _hullKey);
- BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey);
- _hullKey = 0;
- _hulls.Clear();
- BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey);
- _mesh = null; // the mesh cannot match either
- _meshKey = 0;
- }
- _hullKey = newHullKey;
- if (_meshKey != _hullKey)
- {
- // if the underlying mesh has changed, rebuild it
- CreateGeomMesh();
- }
- int[] indices = _mesh.getIndexListAsInt();
- List<OMV.Vector3> vertices = _mesh.getVertexList();
- //format conversion from IMesh format to DecompDesc format
- List<int> convIndices = new List<int>();
- List<float3> convVertices = new List<float3>();
- for (int ii = 0; ii < indices.GetLength(0); ii++)
- {
- convIndices.Add(indices[ii]);
- }
- foreach (OMV.Vector3 vv in vertices)
- {
- convVertices.Add(new float3(vv.X, vv.Y, vv.Z));
- }
- // setup and do convex hull conversion
- _hulls = new List<ConvexResult>();
- DecompDesc dcomp = new DecompDesc();
- dcomp.mIndices = convIndices;
- dcomp.mVertices = convVertices;
- ConvexBuilder convexBuilder = new ConvexBuilder(HullReturn);
- // create the hull into the _hulls variable
- convexBuilder.process(dcomp);
- // Convert the vertices and indices for passing to unmanaged
- // The hull information is passed as a large floating point array.
- // The format is:
- // convHulls[0] = number of hulls
- // convHulls[1] = number of vertices in first hull
- // convHulls[2] = hull centroid X coordinate
- // convHulls[3] = hull centroid Y coordinate
- // convHulls[4] = hull centroid Z coordinate
- // convHulls[5] = first hull vertex X
- // convHulls[6] = first hull vertex Y
- // convHulls[7] = first hull vertex Z
- // convHulls[8] = second hull vertex X
- // ...
- // convHulls[n] = number of vertices in second hull
- // convHulls[n+1] = second hull centroid X coordinate
- // ...
- //
- // TODO: is is very inefficient. Someday change the convex hull generator to return
- // data structures that do not need to be converted in order to pass to Bullet.
- // And maybe put the values directly into pinned memory rather than marshaling.
- int hullCount = _hulls.Count;
- int totalVertices = 1; // include one for the count of the hulls
- foreach (ConvexResult cr in _hulls)
- {
- totalVertices += 4; // add four for the vertex count and centroid
- totalVertices += cr.HullIndices.Count * 3; // we pass just triangles
- }
- float[] convHulls = new float[totalVertices];
- convHulls[0] = (float)hullCount;
- int jj = 1;
- foreach (ConvexResult cr in _hulls)
- {
- // copy vertices for index access
- float3[] verts = new float3[cr.HullVertices.Count];
- int kk = 0;
- foreach (float3 ff in cr.HullVertices)
- {
- verts[kk++] = ff;
- }
- // add to the array one hull's worth of data
- convHulls[jj++] = cr.HullIndices.Count;
- convHulls[jj++] = 0f; // centroid x,y,z
- convHulls[jj++] = 0f;
- convHulls[jj++] = 0f;
- foreach (int ind in cr.HullIndices)
- {
- convHulls[jj++] = verts[ind].x;
- convHulls[jj++] = verts[ind].y;
- convHulls[jj++] = verts[ind].z;
- }
- }
- // create the hull definition in Bullet
- // m_log.DebugFormat("{0}: CreateGeom: calling CreateHull. lid={1}, key={2}, hulls={3}", LogHeader, _localID, _hullKey, hullCount);
- BulletSimAPI.CreateHull(_scene.WorldID, _hullKey, hullCount, convHulls);
- _shapeType = ShapeData.PhysicsShapeType.SHAPE_HULL;
- // meshes are already scaled by the meshmerizer
- _scale = new OMV.Vector3(1f, 1f, 1f);
- return;
- }
- // Callback from convex hull creater with a newly created hull.
- // Just add it to the collection of hulls for this shape.
- private void HullReturn(ConvexResult result)
- {
- _hulls.Add(result);
- return;
- }
- // Create an object in Bullet
- // No locking here because this is done when the physics engine is not simulating
- private void CreateObject()
- {
- if (IsRootOfLinkset)
- {
- // Create a linkset around this object
- // CreateLinksetWithCompoundHull();
- CreateLinksetWithConstraints();
- }
- else
- {
- // simple object
- // the mesh or hull must have already been created in Bullet
- ShapeData shape;
- FillShapeInfo(out shape);
- // m_log.DebugFormat("{0}: CreateObject: lID={1}, shape={2}", LogHeader, _localID, shape.Type);
- BulletSimAPI.CreateObject(_scene.WorldID, shape);
- }
- }
- // Create a linkset by creating a compound hull at the root prim that consists of all
- // the children.
- // NOTE: This does not allow proper collisions with the children prims so it is not a workable solution
- void CreateLinksetWithCompoundHull()
- {
- // If I am the root prim of a linkset, replace my physical shape with all the
- // pieces of the children.
- // All of the children should have called CreateGeom so they have a hull
- // in the physics engine already. Here we pull together all of those hulls
- // into one shape.
- int totalPrimsInLinkset = _childrenPrims.Count + 1;
- // m_log.DebugFormat("{0}: CreateLinkset. Root prim={1}, prims={2}", LogHeader, LocalID, totalPrimsInLinkset);
- ShapeData[] shapes = new ShapeData[totalPrimsInLinkset];
- FillShapeInfo(out shapes[0]);
- int ii = 1;
- foreach (BSPrim prim in _childrenPrims)
- {
- // m_log.DebugFormat("{0}: CreateLinkset: adding prim {1}", LogHeader, prim.LocalID);
- prim.FillShapeInfo(out shapes[ii]);
- ii++;
- }
- BulletSimAPI.CreateLinkset(_scene.WorldID, totalPrimsInLinkset, shapes);
- }
- // Copy prim's info into the BulletSim shape description structure
- public void FillShapeInfo(out ShapeData shape)
- {
- shape.ID = _localID;
- shape.Type = _shapeType;
- shape.Position = _position;
- shape.Rotation = _orientation;
- shape.Velocity = _velocity;
- shape.Scale = _scale;
- shape.Mass = _isPhysical ? _mass : 0f;
- shape.Buoyancy = _buoyancy;
- shape.HullKey = _hullKey;
- shape.MeshKey = _meshKey;
- shape.Friction = _friction;
- shape.Restitution = _restitution;
- shape.Collidable = (!IsPhantom) ? ShapeData.numericTrue : ShapeData.numericFalse;
- shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue;
- }
- // Create the linkset by putting constraints between the objects of the set so they cannot move
- // relative to each other.
- // TODO: make this more effeicient: a large linkset gets rebuilt over and over and prims are added
- void CreateLinksetWithConstraints()
- {
- // m_log.DebugFormat("{0}: CreateLinkset. Root prim={1}, prims={2}", LogHeader, LocalID, _childrenPrims.Count+1);
- // remove any constraints that might be in place
- foreach (BSPrim prim in _childrenPrims)
- {
- // m_log.DebugFormat("{0}: CreateLinkset: RemoveConstraint between root prim {1} and child prim {2}", LogHeader, LocalID, prim.LocalID);
- BulletSimAPI.RemoveConstraint(_scene.WorldID, LocalID, prim.LocalID);
- }
- // create constraints between the root prim and each of the children
- foreach (BSPrim prim in _childrenPrims)
- {
- // m_log.DebugFormat("{0}: CreateLinkset: AddConstraint between root prim {1} and child prim {2}", LogHeader, LocalID, prim.LocalID);
- // Zero motion for children so they don't interpolate
- prim.ZeroMotion();
- // relative position normalized to the root prim
- OMV.Vector3 childRelativePosition = (prim._position - this._position) * OMV.Quaternion.Inverse(this._orientation);
- // relative rotation of the child to the parent
- OMV.Quaternion relativeRotation = OMV.Quaternion.Inverse(prim._orientation) * this._orientation;
- // this is a constraint that allows no freedom of movement between the two objects
- // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
- BulletSimAPI.AddConstraint(_scene.WorldID, LocalID, prim.LocalID,
- childRelativePosition,
- relativeRotation,
- OMV.Vector3.Zero,
- OMV.Quaternion.Identity,
- OMV.Vector3.Zero, OMV.Vector3.Zero,
- OMV.Vector3.Zero, OMV.Vector3.Zero);
- }
- }
- // Rebuild the geometry and object.
- // This is called when the shape changes so we need to recreate the mesh/hull.
- // No locking here because this is done when the physics engine is not simulating
- private void RecreateGeomAndObject()
- {
- // m_log.DebugFormat("{0}: RecreateGeomAndObject. lID={1}", LogHeader, _localID);
- CreateGeom(true);
- CreateObject();
- return;
- }
- // The physics engine says that properties have updated. Update same and inform
- // the world that things have changed.
- // TODO: do we really need to check for changed? Maybe just copy values and call RequestPhysicsterseUpdate()
- enum UpdatedProperties {
- Position = 1 << 0,
- Rotation = 1 << 1,
- Velocity = 1 << 2,
- Acceleration = 1 << 3,
- RotationalVel = 1 << 4
- }
- const float ROTATION_TOLERANCE = 0.01f;
- const float VELOCITY_TOLERANCE = 0.001f;
- const float POSITION_TOLERANCE = 0.05f;
- const float ACCELERATION_TOLERANCE = 0.01f;
- const float ROTATIONAL_VELOCITY_TOLERANCE = 0.01f;
- const bool SHOULD_DAMP_UPDATES = false;
- public void UpdateProperties(EntityProperties entprop)
- {
- UpdatedProperties changed = 0;
- if (SHOULD_DAMP_UPDATES)
- {
- // assign to the local variables so the normal set action does not happen
- // if (_position != entprop.Position)
- if (!_position.ApproxEquals(entprop.Position, POSITION_TOLERANCE))
- {
- _position = entprop.Position;
- // m_log.DebugFormat("{0}: UpdateProperties: id={1}, pos = {2}", LogHeader, LocalID, _position);
- changed |= UpdatedProperties.Position;
- }
- // if (_orientation != entprop.Rotation)
- if (!_orientation.ApproxEquals(entprop.Rotation, ROTATION_TOLERANCE))
- {
- _orientation = entprop.Rotation;
- // m_log.DebugFormat("{0}: UpdateProperties: id={1}, rot = {2}", LogHeader, LocalID, _orientation);
- changed |= UpdatedProperties.Rotation;
- }
- // if (_velocity != entprop.Velocity)
- if (!_velocity.ApproxEquals(entprop.Velocity, VELOCITY_TOLERANCE))
- {
- _velocity = entprop.Velocity;
- // m_log.DebugFormat("{0}: UpdateProperties: velocity = {1}", LogHeader, _velocity);
- changed |= UpdatedProperties.Velocity;
- }
- // if (_acceleration != entprop.Acceleration)
- if (!_acceleration.ApproxEquals(entprop.Acceleration, ACCELERATION_TOLERANCE))
- {
- _acceleration = entprop.Acceleration;
- // m_log.DebugFormat("{0}: UpdateProperties: acceleration = {1}", LogHeader, _acceleration);
- changed |= UpdatedProperties.Acceleration;
- }
- // if (_rotationalVelocity != entprop.RotationalVelocity)
- if (!_rotationalVelocity.ApproxEquals(entprop.RotationalVelocity, ROTATIONAL_VELOCITY_TOLERANCE))
- {
- _rotationalVelocity = entprop.RotationalVelocity;
- // m_log.DebugFormat("{0}: UpdateProperties: rotationalVelocity = {1}", LogHeader, _rotationalVelocity);
- changed |= UpdatedProperties.RotationalVel;
- }
- if (changed != 0)
- {
- // m_log.DebugFormat("{0}: UpdateProperties: id={1}, c={2}, pos={3}, rot={4}", LogHeader, LocalID, changed, _position, _orientation);
- // Only update the position of single objects and linkset roots
- if (this._parentPrim == null)
- {
- // m_log.DebugFormat("{0}: RequestTerseUpdate. id={1}, ch={2}, pos={3}, rot={4}", LogHeader, LocalID, changed, _position, _orientation);
- base.RequestPhysicsterseUpdate();
- }
- }
- }
- else
- {
- // Don't check for damping here -- it's done in BulletSim and SceneObjectPart.
- // Only updates only for individual prims and for the root object of a linkset.
- if (this._parentPrim == null)
- {
- // Assign to the local variables so the normal set action does not happen
- _position = entprop.Position;
- _orientation = entprop.Rotation;
- _velocity = entprop.Velocity;
- _acceleration = entprop.Acceleration;
- _rotationalVelocity = entprop.RotationalVelocity;
- // m_log.DebugFormat("{0}: RequestTerseUpdate. id={1}, ch={2}, pos={3}, rot={4}", LogHeader, LocalID, changed, _position, _orientation);
- base.RequestPhysicsterseUpdate();
- }
- }
- }
- // I've collided with something
- public void Collide(uint collidingWith, ActorTypes type, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
- {
- // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith);
- // The following lines make IsColliding() and IsCollidingGround() work
- _collidingStep = _scene.SimulationStep;
- if (collidingWith == BSScene.TERRAIN_ID || collidingWith == BSScene.GROUNDPLANE_ID)
- {
- _collidingGroundStep = _scene.SimulationStep;
- }
- if (_subscribedEventsMs == 0) return; // nothing in the object is waiting for collision events
- // throttle the collisions to the number of milliseconds specified in the subscription
- int nowTime = _scene.SimulationNowTime;
- if (nowTime < (_lastCollisionTime + _subscribedEventsMs)) return;
- _lastCollisionTime = nowTime;
- // create the event for the collision
- Dictionary<uint, ContactPoint> contactPoints = new Dictionary<uint, ContactPoint>();
- contactPoints.Add(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
- CollisionEventUpdate args = new CollisionEventUpdate(contactPoints);
- base.SendCollisionUpdate(args);
- }
- }
- }
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