BSPhysObject.cs 26 KB

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  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyrightD
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSimulator Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. using System;
  28. using System.Collections.Generic;
  29. using System.Text;
  30. using OMV = OpenMetaverse;
  31. using OpenSim.Framework;
  32. using OpenSim.Region.Physics.Manager;
  33. namespace OpenSim.Region.Physics.BulletSPlugin
  34. {
  35. /*
  36. * Class to wrap all objects.
  37. * The rest of BulletSim doesn't need to keep checking for avatars or prims
  38. * unless the difference is significant.
  39. *
  40. * Variables in the physicsl objects are in three forms:
  41. * VariableName: used by the simulator and performs taint operations, etc
  42. * RawVariableName: direct reference to the BulletSim storage for the variable value
  43. * ForceVariableName: direct reference (store and fetch) to the value in the physics engine.
  44. * The last one should only be referenced in taint-time.
  45. */
  46. /*
  47. * As of 20121221, the following are the call sequences (going down) for different script physical functions:
  48. * llApplyImpulse llApplyRotImpulse llSetTorque llSetForce
  49. * SOP.ApplyImpulse SOP.ApplyAngularImpulse SOP.SetAngularImpulse SOP.SetForce
  50. * SOG.ApplyImpulse SOG.ApplyAngularImpulse SOG.SetAngularImpulse
  51. * PA.AddForce PA.AddAngularForce PA.Torque = v PA.Force = v
  52. * BS.ApplyCentralForce BS.ApplyTorque
  53. */
  54. // Flags used to denote which properties updates when making UpdateProperties calls to linksets, etc.
  55. public enum UpdatedProperties : uint
  56. {
  57. Position = 1 << 0,
  58. Orientation = 1 << 1,
  59. Velocity = 1 << 2,
  60. Acceleration = 1 << 3,
  61. RotationalVelocity = 1 << 4,
  62. EntPropUpdates = Position | Orientation | Velocity | Acceleration | RotationalVelocity,
  63. }
  64. public abstract class BSPhysObject : PhysicsActor
  65. {
  66. protected BSPhysObject()
  67. {
  68. }
  69. protected BSPhysObject(BSScene parentScene, uint localID, string name, string typeName)
  70. {
  71. IsInitialized = false;
  72. PhysScene = parentScene;
  73. LocalID = localID;
  74. PhysObjectName = name;
  75. Name = name; // PhysicsActor also has the name of the object. Someday consolidate.
  76. TypeName = typeName;
  77. // The collection of things that push me around
  78. PhysicalActors = new BSActorCollection(PhysScene);
  79. // Initialize variables kept in base.
  80. GravModifier = 1.0f;
  81. Gravity = new OMV.Vector3(0f, 0f, BSParam.Gravity);
  82. HoverActive = false;
  83. // We don't have any physical representation yet.
  84. PhysBody = new BulletBody(localID);
  85. PhysShape = new BSShapeNull();
  86. UserSetCenterOfMassDisplacement = null;
  87. PrimAssetState = PrimAssetCondition.Unknown;
  88. // Default material type. Also sets Friction, Restitution and Density.
  89. SetMaterial((int)MaterialAttributes.Material.Wood);
  90. CollisionCollection = new CollisionEventUpdate();
  91. CollisionsLastReported = CollisionCollection;
  92. CollisionsLastTick = new CollisionEventUpdate();
  93. CollisionsLastTickStep = -1;
  94. SubscribedEventsMs = 0;
  95. // Crazy values that will never be true
  96. CollidingStep = BSScene.NotASimulationStep;
  97. CollidingGroundStep = BSScene.NotASimulationStep;
  98. CollisionAccumulation = BSScene.NotASimulationStep;
  99. ColliderIsMoving = false;
  100. CollisionScore = 0;
  101. // All axis free.
  102. LockedLinearAxis = LockedAxisFree;
  103. LockedAngularAxis = LockedAxisFree;
  104. }
  105. // Tell the object to clean up.
  106. public virtual void Destroy()
  107. {
  108. PhysicalActors.Enable(false);
  109. PhysScene.TaintedObject(LocalID, "BSPhysObject.Destroy", delegate()
  110. {
  111. PhysicalActors.Dispose();
  112. });
  113. }
  114. public BSScene PhysScene { get; protected set; }
  115. // public override uint LocalID { get; set; } // Use the LocalID definition in PhysicsActor
  116. public string PhysObjectName { get; protected set; }
  117. public string TypeName { get; protected set; }
  118. // Set to 'true' when the object is completely initialized.
  119. // This mostly prevents property updates and collisions until the object is completely here.
  120. public bool IsInitialized { get; protected set; }
  121. // Set to 'true' if an object (mesh/linkset/sculpty) is not completely constructed.
  122. // This test is used to prevent some updates to the object when it only partially exists.
  123. // There are several reasons and object might be incomplete:
  124. // Its underlying mesh/sculpty is an asset which must be fetched from the asset store
  125. // It is a linkset who is being added to or removed from
  126. // It is changing state (static to physical, for instance) which requires rebuilding
  127. // This is a computed value based on the underlying physical object construction
  128. abstract public bool IsIncomplete { get; }
  129. // Return the object mass without calculating it or having side effects
  130. public abstract float RawMass { get; }
  131. // Set the raw mass but also update physical mass properties (inertia, ...)
  132. // 'inWorld' true if the object has already been added to the dynamic world.
  133. public abstract void UpdatePhysicalMassProperties(float mass, bool inWorld);
  134. // The gravity being applied to the object. A function of default grav, GravityModifier and Buoyancy.
  135. public virtual OMV.Vector3 Gravity { get; set; }
  136. // The last value calculated for the prim's inertia
  137. public OMV.Vector3 Inertia { get; set; }
  138. // Reference to the physical body (btCollisionObject) of this object
  139. public BulletBody PhysBody;
  140. // Reference to the physical shape (btCollisionShape) of this object
  141. public BSShape PhysShape;
  142. // The physical representation of the prim might require an asset fetch.
  143. // The asset state is first 'Unknown' then 'Waiting' then either 'Failed' or 'Fetched'.
  144. public enum PrimAssetCondition
  145. {
  146. Unknown, Waiting, FailedAssetFetch, FailedMeshing, Fetched
  147. }
  148. public PrimAssetCondition PrimAssetState { get; set; }
  149. public virtual bool AssetFailed()
  150. {
  151. return ( (this.PrimAssetState == PrimAssetCondition.FailedAssetFetch)
  152. || (this.PrimAssetState == PrimAssetCondition.FailedMeshing) );
  153. }
  154. // The objects base shape information. Null if not a prim type shape.
  155. public PrimitiveBaseShape BaseShape { get; protected set; }
  156. // When the physical properties are updated, an EntityProperty holds the update values.
  157. // Keep the current and last EntityProperties to enable computation of differences
  158. // between the current update and the previous values.
  159. public EntityProperties CurrentEntityProperties { get; set; }
  160. public EntityProperties LastEntityProperties { get; set; }
  161. public virtual OMV.Vector3 Scale { get; set; }
  162. // It can be confusing for an actor to know if it should move or update an object
  163. // depeneding on the setting of 'selected', 'physical, ...
  164. // This flag is the true test -- if true, the object is being acted on in the physical world
  165. public abstract bool IsPhysicallyActive { get; }
  166. // Detailed state of the object.
  167. public abstract bool IsSolid { get; }
  168. public abstract bool IsStatic { get; }
  169. public abstract bool IsSelected { get; }
  170. public abstract bool IsVolumeDetect { get; }
  171. // Materialness
  172. public MaterialAttributes.Material Material { get; private set; }
  173. public override void SetMaterial(int material)
  174. {
  175. Material = (MaterialAttributes.Material)material;
  176. // Setting the material sets the material attributes also.
  177. // TODO: decide if this is necessary -- the simulator does this.
  178. MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, false);
  179. Friction = matAttrib.friction;
  180. Restitution = matAttrib.restitution;
  181. Density = matAttrib.density;
  182. // DetailLog("{0},{1}.SetMaterial,Mat={2},frict={3},rest={4},den={5}", LocalID, TypeName, Material, Friction, Restitution, Density);
  183. }
  184. public override float Density
  185. {
  186. get
  187. {
  188. return base.Density;
  189. }
  190. set
  191. {
  192. DetailLog("{0},BSPhysObject.Density,set,den={1}", LocalID, value);
  193. base.Density = value;
  194. }
  195. }
  196. // Stop all physical motion.
  197. public abstract void ZeroMotion(bool inTaintTime);
  198. public abstract void ZeroAngularMotion(bool inTaintTime);
  199. // Update the physical location and motion of the object. Called with data from Bullet.
  200. public abstract void UpdateProperties(EntityProperties entprop);
  201. public virtual OMV.Vector3 RawPosition { get; set; }
  202. public abstract OMV.Vector3 ForcePosition { get; set; }
  203. public virtual OMV.Quaternion RawOrientation { get; set; }
  204. public abstract OMV.Quaternion ForceOrientation { get; set; }
  205. public virtual OMV.Vector3 RawVelocity { get; set; }
  206. public abstract OMV.Vector3 ForceVelocity { get; set; }
  207. public OMV.Vector3 RawForce { get; set; }
  208. public OMV.Vector3 RawTorque { get; set; }
  209. public override void AddAngularForce(OMV.Vector3 force, bool pushforce)
  210. {
  211. AddAngularForce(force, pushforce, false);
  212. }
  213. public abstract void AddAngularForce(OMV.Vector3 force, bool pushforce, bool inTaintTime);
  214. public abstract void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime);
  215. public abstract OMV.Vector3 ForceRotationalVelocity { get; set; }
  216. public abstract float ForceBuoyancy { get; set; }
  217. public virtual bool ForceBodyShapeRebuild(bool inTaintTime) { return false; }
  218. public override bool PIDActive
  219. {
  220. get { return MoveToTargetActive; }
  221. set { MoveToTargetActive = value; }
  222. }
  223. public override OMV.Vector3 PIDTarget { set { MoveToTargetTarget = value; } }
  224. public override float PIDTau { set { MoveToTargetTau = value; } }
  225. public bool MoveToTargetActive { get; set; }
  226. public OMV.Vector3 MoveToTargetTarget { get; set; }
  227. public float MoveToTargetTau { get; set; }
  228. // Used for llSetHoverHeight and maybe vehicle height. Hover Height will override MoveTo target's Z
  229. public override bool PIDHoverActive { set { HoverActive = value; } }
  230. public override float PIDHoverHeight { set { HoverHeight = value; } }
  231. public override PIDHoverType PIDHoverType { set { HoverType = value; } }
  232. public override float PIDHoverTau { set { HoverTau = value; } }
  233. public bool HoverActive { get; set; }
  234. public float HoverHeight { get; set; }
  235. public PIDHoverType HoverType { get; set; }
  236. public float HoverTau { get; set; }
  237. // For RotLookAt
  238. public override OMV.Quaternion APIDTarget { set { return; } }
  239. public override bool APIDActive { set { return; } }
  240. public override float APIDStrength { set { return; } }
  241. public override float APIDDamping { set { return; } }
  242. // The current velocity forward
  243. public virtual float ForwardSpeed
  244. {
  245. get
  246. {
  247. OMV.Vector3 characterOrientedVelocity = RawVelocity * OMV.Quaternion.Inverse(OMV.Quaternion.Normalize(RawOrientation));
  248. return characterOrientedVelocity.X;
  249. }
  250. }
  251. // The forward speed we are trying to achieve (TargetVelocity)
  252. public virtual float TargetVelocitySpeed
  253. {
  254. get
  255. {
  256. OMV.Vector3 characterOrientedVelocity = TargetVelocity * OMV.Quaternion.Inverse(OMV.Quaternion.Normalize(RawOrientation));
  257. return characterOrientedVelocity.X;
  258. }
  259. }
  260. // The user can optionally set the center of mass. The user's setting will override any
  261. // computed center-of-mass (like in linksets).
  262. // Note this is a displacement from the root's coordinates. Zero means use the root prim as center-of-mass.
  263. public OMV.Vector3? UserSetCenterOfMassDisplacement { get; set; }
  264. public OMV.Vector3 LockedLinearAxis { get; set; } // zero means locked. one means free.
  265. public OMV.Vector3 LockedAngularAxis { get; set; } // zero means locked. one means free.
  266. public const float FreeAxis = 1f;
  267. public readonly OMV.Vector3 LockedAxisFree = new OMV.Vector3(FreeAxis, FreeAxis, FreeAxis); // All axis are free
  268. // Enable physical actions. Bullet will keep sleeping non-moving physical objects so
  269. // they need waking up when parameters are changed.
  270. // Called in taint-time!!
  271. public void ActivateIfPhysical(bool forceIt)
  272. {
  273. if (PhysBody.HasPhysicalBody)
  274. {
  275. if (IsPhysical)
  276. {
  277. // Physical objects might need activating
  278. PhysScene.PE.Activate(PhysBody, forceIt);
  279. }
  280. else
  281. {
  282. // Clear the collision cache since we've changed some properties.
  283. PhysScene.PE.ClearCollisionProxyCache(PhysScene.World, PhysBody);
  284. }
  285. }
  286. }
  287. // 'actors' act on the physical object to change or constrain its motion. These can range from
  288. // hovering to complex vehicle motion.
  289. // May be called at non-taint time as this just adds the actor to the action list and the real
  290. // work is done during the simulation step.
  291. // Note that, if the actor is already in the list and we are disabling same, the actor is just left
  292. // in the list disabled.
  293. public delegate BSActor CreateActor();
  294. public void EnableActor(bool enableActor, string actorName, CreateActor creator)
  295. {
  296. lock (PhysicalActors)
  297. {
  298. BSActor theActor;
  299. if (PhysicalActors.TryGetActor(actorName, out theActor))
  300. {
  301. // The actor already exists so just turn it on or off
  302. DetailLog("{0},BSPhysObject.EnableActor,enablingExistingActor,name={1},enable={2}", LocalID, actorName, enableActor);
  303. theActor.Enabled = enableActor;
  304. }
  305. else
  306. {
  307. // The actor does not exist. If it should, create it.
  308. if (enableActor)
  309. {
  310. DetailLog("{0},BSPhysObject.EnableActor,creatingActor,name={1}", LocalID, actorName);
  311. theActor = creator();
  312. PhysicalActors.Add(actorName, theActor);
  313. theActor.Enabled = true;
  314. }
  315. else
  316. {
  317. DetailLog("{0},BSPhysObject.EnableActor,notCreatingActorSinceNotEnabled,name={1}", LocalID, actorName);
  318. }
  319. }
  320. }
  321. }
  322. #region Collisions
  323. // Requested number of milliseconds between collision events. Zero means disabled.
  324. protected int SubscribedEventsMs { get; set; }
  325. // Given subscription, the time that a collision may be passed up
  326. protected int NextCollisionOkTime { get; set; }
  327. // The simulation step that last had a collision
  328. protected long CollidingStep { get; set; }
  329. // The simulation step that last had a collision with the ground
  330. protected long CollidingGroundStep { get; set; }
  331. // The simulation step that last collided with an object
  332. protected long CollidingObjectStep { get; set; }
  333. // The collision flags we think are set in Bullet
  334. protected CollisionFlags CurrentCollisionFlags { get; set; }
  335. // On a collision, check the collider and remember if the last collider was moving
  336. // Used to modify the standing of avatars (avatars on stationary things stand still)
  337. public bool ColliderIsMoving;
  338. // 'true' if the last collider was a volume detect object
  339. public bool ColliderIsVolumeDetect;
  340. // Used by BSCharacter to manage standing (and not slipping)
  341. public bool IsStationary;
  342. // Count of collisions for this object
  343. protected long CollisionAccumulation { get; set; }
  344. public override bool IsColliding {
  345. get { return (CollidingStep == PhysScene.SimulationStep); }
  346. set {
  347. if (value)
  348. CollidingStep = PhysScene.SimulationStep;
  349. else
  350. CollidingStep = BSScene.NotASimulationStep;
  351. }
  352. }
  353. // Complex objects (like linksets) need to know if there is a collision on any part of
  354. // their shape. 'IsColliding' has an existing definition of reporting a collision on
  355. // only this specific prim or component of linksets.
  356. // 'HasSomeCollision' is defined as reporting if there is a collision on any part of
  357. // the complex body that this prim is the root of.
  358. public virtual bool HasSomeCollision
  359. {
  360. get { return IsColliding; }
  361. set { IsColliding = value; }
  362. }
  363. public override bool CollidingGround {
  364. get { return (CollidingGroundStep == PhysScene.SimulationStep); }
  365. set
  366. {
  367. if (value)
  368. CollidingGroundStep = PhysScene.SimulationStep;
  369. else
  370. CollidingGroundStep = BSScene.NotASimulationStep;
  371. }
  372. }
  373. public override bool CollidingObj {
  374. get { return (CollidingObjectStep == PhysScene.SimulationStep); }
  375. set {
  376. if (value)
  377. CollidingObjectStep = PhysScene.SimulationStep;
  378. else
  379. CollidingObjectStep = BSScene.NotASimulationStep;
  380. }
  381. }
  382. // The collisions that have been collected for the next collision reporting (throttled by subscription)
  383. protected CollisionEventUpdate CollisionCollection;
  384. // This is the collision collection last reported to the Simulator.
  385. public CollisionEventUpdate CollisionsLastReported;
  386. // Remember the collisions recorded in the last tick for fancy collision checking
  387. // (like a BSCharacter walking up stairs).
  388. public CollisionEventUpdate CollisionsLastTick;
  389. private long CollisionsLastTickStep = -1;
  390. // The simulation step is telling this object about a collision.
  391. // Return 'true' if a collision was processed and should be sent up.
  392. // Return 'false' if this object is not enabled/subscribed/appropriate for or has already seen this collision.
  393. // Called at taint time from within the Step() function
  394. public delegate bool CollideCall(uint collidingWith, BSPhysObject collidee, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth);
  395. public virtual bool Collide(uint collidingWith, BSPhysObject collidee,
  396. OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
  397. {
  398. bool ret = false;
  399. // The following lines make IsColliding(), CollidingGround() and CollidingObj work
  400. CollidingStep = PhysScene.SimulationStep;
  401. if (collidingWith <= PhysScene.TerrainManager.HighestTerrainID)
  402. {
  403. CollidingGroundStep = PhysScene.SimulationStep;
  404. }
  405. else
  406. {
  407. CollidingObjectStep = PhysScene.SimulationStep;
  408. }
  409. CollisionAccumulation++;
  410. // For movement tests, remember if we are colliding with an object that is moving.
  411. ColliderIsMoving = collidee != null ? (collidee.RawVelocity != OMV.Vector3.Zero) : false;
  412. ColliderIsVolumeDetect = collidee != null ? (collidee.IsVolumeDetect) : false;
  413. // Make a collection of the collisions that happened the last simulation tick.
  414. // This is different than the collection created for sending up to the simulator as it is cleared every tick.
  415. if (CollisionsLastTickStep != PhysScene.SimulationStep)
  416. {
  417. CollisionsLastTick = new CollisionEventUpdate();
  418. CollisionsLastTickStep = PhysScene.SimulationStep;
  419. }
  420. CollisionsLastTick.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
  421. // If someone has subscribed for collision events log the collision so it will be reported up
  422. if (SubscribedEvents()) {
  423. lock (PhysScene.CollisionLock)
  424. {
  425. CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
  426. }
  427. DetailLog("{0},{1}.Collison.AddCollider,call,with={2},point={3},normal={4},depth={5},colliderMoving={6}",
  428. LocalID, TypeName, collidingWith, contactPoint, contactNormal, pentrationDepth, ColliderIsMoving);
  429. ret = true;
  430. }
  431. return ret;
  432. }
  433. // Send the collected collisions into the simulator.
  434. // Called at taint time from within the Step() function thus no locking problems
  435. // with CollisionCollection and ObjectsWithNoMoreCollisions.
  436. // Called with BSScene.CollisionLock locked to protect the collision lists.
  437. // Return 'true' if there were some actual collisions passed up
  438. public virtual bool SendCollisions()
  439. {
  440. bool ret = true;
  441. // If no collisions this call but there were collisions last call, force the collision
  442. // event to be happen right now so quick collision_end.
  443. bool force = (CollisionCollection.Count == 0 && CollisionsLastReported.Count != 0);
  444. // throttle the collisions to the number of milliseconds specified in the subscription
  445. if (force || (PhysScene.SimulationNowTime >= NextCollisionOkTime))
  446. {
  447. NextCollisionOkTime = PhysScene.SimulationNowTime + SubscribedEventsMs;
  448. // We are called if we previously had collisions. If there are no collisions
  449. // this time, send up one last empty event so OpenSim can sense collision end.
  450. if (CollisionCollection.Count == 0)
  451. {
  452. // If I have no collisions this time, remove me from the list of objects with collisions.
  453. ret = false;
  454. }
  455. DetailLog("{0},{1}.SendCollisionUpdate,call,numCollisions={2}", LocalID, TypeName, CollisionCollection.Count);
  456. base.SendCollisionUpdate(CollisionCollection);
  457. // Remember the collisions from this tick for some collision specific processing.
  458. CollisionsLastReported = CollisionCollection;
  459. // The CollisionCollection instance is passed around in the simulator.
  460. // Make sure we don't have a handle to that one and that a new one is used for next time.
  461. // This fixes an interesting 'gotcha'. If we call CollisionCollection.Clear() here,
  462. // a race condition is created for the other users of this instance.
  463. CollisionCollection = new CollisionEventUpdate();
  464. }
  465. return ret;
  466. }
  467. // Subscribe for collision events.
  468. // Parameter is the millisecond rate the caller wishes collision events to occur.
  469. public override void SubscribeEvents(int ms) {
  470. // DetailLog("{0},{1}.SubscribeEvents,subscribing,ms={2}", LocalID, TypeName, ms);
  471. SubscribedEventsMs = ms;
  472. if (ms > 0)
  473. {
  474. // make sure first collision happens
  475. NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs);
  476. PhysScene.TaintedObject(LocalID, TypeName+".SubscribeEvents", delegate()
  477. {
  478. if (PhysBody.HasPhysicalBody)
  479. CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
  480. });
  481. }
  482. else
  483. {
  484. // Subscribing for zero or less is the same as unsubscribing
  485. UnSubscribeEvents();
  486. }
  487. }
  488. public override void UnSubscribeEvents() {
  489. // DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName);
  490. SubscribedEventsMs = 0;
  491. PhysScene.TaintedObject(LocalID, TypeName+".UnSubscribeEvents", delegate()
  492. {
  493. // Make sure there is a body there because sometimes destruction happens in an un-ideal order.
  494. if (PhysBody.HasPhysicalBody)
  495. CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
  496. });
  497. }
  498. // Return 'true' if the simulator wants collision events
  499. public override bool SubscribedEvents() {
  500. return (SubscribedEventsMs > 0);
  501. }
  502. // Because 'CollisionScore' is called many times while sorting, it should not be recomputed
  503. // each time called. So this is built to be light weight for each collision and to do
  504. // all the processing when the user asks for the info.
  505. public void ComputeCollisionScore()
  506. {
  507. // Scale the collision count by the time since the last collision.
  508. // The "+1" prevents dividing by zero.
  509. long timeAgo = PhysScene.SimulationStep - CollidingStep + 1;
  510. CollisionScore = CollisionAccumulation / timeAgo;
  511. }
  512. public override float CollisionScore { get; set; }
  513. #endregion // Collisions
  514. #region Per Simulation Step actions
  515. public BSActorCollection PhysicalActors;
  516. // When an update to the physical properties happens, this event is fired to let
  517. // different actors to modify the update before it is passed around
  518. public delegate void PreUpdatePropertyAction(ref EntityProperties entprop);
  519. public event PreUpdatePropertyAction OnPreUpdateProperty;
  520. protected void TriggerPreUpdatePropertyAction(ref EntityProperties entprop)
  521. {
  522. PreUpdatePropertyAction actions = OnPreUpdateProperty;
  523. if (actions != null)
  524. actions(ref entprop);
  525. }
  526. #endregion // Per Simulation Step actions
  527. // High performance detailed logging routine used by the physical objects.
  528. protected void DetailLog(string msg, params Object[] args)
  529. {
  530. if (PhysScene.PhysicsLogging.Enabled)
  531. PhysScene.DetailLog(msg, args);
  532. }
  533. }
  534. }