BSPhysObject.cs 23 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. PhysScene = parentScene;
  72. LocalID = localID;
  73. PhysObjectName = name;
  74. Name = name; // PhysicsActor also has the name of the object. Someday consolidate.
  75. TypeName = typeName;
  76. // The collection of things that push me around
  77. PhysicalActors = new BSActorCollection(PhysScene);
  78. // Initialize variables kept in base.
  79. GravModifier = 1.0f;
  80. Gravity = new OMV.Vector3(0f, 0f, BSParam.Gravity);
  81. HoverActive = false;
  82. // We don't have any physical representation yet.
  83. PhysBody = new BulletBody(localID);
  84. PhysShape = new BSShapeNull();
  85. PrimAssetState = PrimAssetCondition.Unknown;
  86. // Default material type. Also sets Friction, Restitution and Density.
  87. SetMaterial((int)MaterialAttributes.Material.Wood);
  88. CollisionCollection = new CollisionEventUpdate();
  89. CollisionsLastReported = CollisionCollection;
  90. CollisionsLastTick = new CollisionEventUpdate();
  91. CollisionsLastTickStep = -1;
  92. SubscribedEventsMs = 0;
  93. CollidingStep = 0;
  94. CollidingGroundStep = 0;
  95. CollisionAccumulation = 0;
  96. ColliderIsMoving = false;
  97. CollisionScore = 0;
  98. // All axis free.
  99. LockedLinearAxis = LockedAxisFree;
  100. LockedAngularAxis = LockedAxisFree;
  101. }
  102. // Tell the object to clean up.
  103. public virtual void Destroy()
  104. {
  105. PhysicalActors.Enable(false);
  106. PhysScene.TaintedObject("BSPhysObject.Destroy", delegate()
  107. {
  108. PhysicalActors.Dispose();
  109. });
  110. }
  111. public BSScene PhysScene { get; protected set; }
  112. // public override uint LocalID { get; set; } // Use the LocalID definition in PhysicsActor
  113. public string PhysObjectName { get; protected set; }
  114. public string TypeName { get; protected set; }
  115. // Return the object mass without calculating it or having side effects
  116. public abstract float RawMass { get; }
  117. // Set the raw mass but also update physical mass properties (inertia, ...)
  118. // 'inWorld' true if the object has already been added to the dynamic world.
  119. public abstract void UpdatePhysicalMassProperties(float mass, bool inWorld);
  120. // The gravity being applied to the object. A function of default grav, GravityModifier and Buoyancy.
  121. public virtual OMV.Vector3 Gravity { get; set; }
  122. // The last value calculated for the prim's inertia
  123. public OMV.Vector3 Inertia { get; set; }
  124. // Reference to the physical body (btCollisionObject) of this object
  125. public BulletBody PhysBody;
  126. // Reference to the physical shape (btCollisionShape) of this object
  127. public BSShape PhysShape;
  128. // The physical representation of the prim might require an asset fetch.
  129. // The asset state is first 'Unknown' then 'Waiting' then either 'Failed' or 'Fetched'.
  130. public enum PrimAssetCondition
  131. {
  132. Unknown, Waiting, Failed, Fetched
  133. }
  134. public PrimAssetCondition PrimAssetState { get; set; }
  135. // The objects base shape information. Null if not a prim type shape.
  136. public PrimitiveBaseShape BaseShape { get; protected set; }
  137. // When the physical properties are updated, an EntityProperty holds the update values.
  138. // Keep the current and last EntityProperties to enable computation of differences
  139. // between the current update and the previous values.
  140. public EntityProperties CurrentEntityProperties { get; set; }
  141. public EntityProperties LastEntityProperties { get; set; }
  142. public virtual OMV.Vector3 Scale { get; set; }
  143. // It can be confusing for an actor to know if it should move or update an object
  144. // depeneding on the setting of 'selected', 'physical, ...
  145. // This flag is the true test -- if true, the object is being acted on in the physical world
  146. public abstract bool IsPhysicallyActive { get; }
  147. // Detailed state of the object.
  148. public abstract bool IsSolid { get; }
  149. public abstract bool IsStatic { get; }
  150. public abstract bool IsSelected { get; }
  151. // Materialness
  152. public MaterialAttributes.Material Material { get; private set; }
  153. public override void SetMaterial(int material)
  154. {
  155. Material = (MaterialAttributes.Material)material;
  156. // Setting the material sets the material attributes also.
  157. MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, false);
  158. Friction = matAttrib.friction;
  159. Restitution = matAttrib.restitution;
  160. Density = matAttrib.density / BSParam.DensityScaleFactor;
  161. // DetailLog("{0},{1}.SetMaterial,Mat={2},frict={3},rest={4},den={5}", LocalID, TypeName, Material, Friction, Restitution, Density);
  162. }
  163. // Stop all physical motion.
  164. public abstract void ZeroMotion(bool inTaintTime);
  165. public abstract void ZeroAngularMotion(bool inTaintTime);
  166. // Update the physical location and motion of the object. Called with data from Bullet.
  167. public abstract void UpdateProperties(EntityProperties entprop);
  168. public abstract OMV.Vector3 RawPosition { get; set; }
  169. public abstract OMV.Vector3 ForcePosition { get; set; }
  170. public abstract OMV.Quaternion RawOrientation { get; set; }
  171. public abstract OMV.Quaternion ForceOrientation { get; set; }
  172. public OMV.Vector3 RawVelocity { get; set; }
  173. public abstract OMV.Vector3 ForceVelocity { get; set; }
  174. public OMV.Vector3 RawForce { get; set; }
  175. public OMV.Vector3 RawTorque { get; set; }
  176. public override void AddAngularForce(OMV.Vector3 force, bool pushforce)
  177. {
  178. AddAngularForce(force, pushforce, false);
  179. }
  180. public abstract void AddAngularForce(OMV.Vector3 force, bool pushforce, bool inTaintTime);
  181. public abstract OMV.Vector3 ForceRotationalVelocity { get; set; }
  182. public abstract float ForceBuoyancy { get; set; }
  183. public virtual bool ForceBodyShapeRebuild(bool inTaintTime) { return false; }
  184. public override bool PIDActive { set { MoveToTargetActive = value; } }
  185. public override OMV.Vector3 PIDTarget { set { MoveToTargetTarget = value; } }
  186. public override float PIDTau { set { MoveToTargetTau = value; } }
  187. public bool MoveToTargetActive { get; set; }
  188. public OMV.Vector3 MoveToTargetTarget { get; set; }
  189. public float MoveToTargetTau { get; set; }
  190. // Used for llSetHoverHeight and maybe vehicle height. Hover Height will override MoveTo target's Z
  191. public override bool PIDHoverActive { set { HoverActive = value; } }
  192. public override float PIDHoverHeight { set { HoverHeight = value; } }
  193. public override PIDHoverType PIDHoverType { set { HoverType = value; } }
  194. public override float PIDHoverTau { set { HoverTau = value; } }
  195. public bool HoverActive { get; set; }
  196. public float HoverHeight { get; set; }
  197. public PIDHoverType HoverType { get; set; }
  198. public float HoverTau { get; set; }
  199. // For RotLookAt
  200. public override OMV.Quaternion APIDTarget { set { return; } }
  201. public override bool APIDActive { set { return; } }
  202. public override float APIDStrength { set { return; } }
  203. public override float APIDDamping { set { return; } }
  204. // The current velocity forward
  205. public virtual float ForwardSpeed
  206. {
  207. get
  208. {
  209. OMV.Vector3 characterOrientedVelocity = RawVelocity * OMV.Quaternion.Inverse(OMV.Quaternion.Normalize(RawOrientation));
  210. return characterOrientedVelocity.X;
  211. }
  212. }
  213. // The forward speed we are trying to achieve (TargetVelocity)
  214. public virtual float TargetVelocitySpeed
  215. {
  216. get
  217. {
  218. OMV.Vector3 characterOrientedVelocity = TargetVelocity * OMV.Quaternion.Inverse(OMV.Quaternion.Normalize(RawOrientation));
  219. return characterOrientedVelocity.X;
  220. }
  221. }
  222. // The user can optionally set the center of mass. The user's setting will override any
  223. // computed center-of-mass (like in linksets).
  224. // Note this is a displacement from the root's coordinates. Zero means use the root prim as center-of-mass.
  225. public OMV.Vector3? UserSetCenterOfMassDisplacement { get; set; }
  226. public OMV.Vector3 LockedLinearAxis { get; set; } // zero means locked. one means free.
  227. public OMV.Vector3 LockedAngularAxis { get; set; } // zero means locked. one means free.
  228. public const float FreeAxis = 1f;
  229. public readonly OMV.Vector3 LockedAxisFree = new OMV.Vector3(FreeAxis, FreeAxis, FreeAxis); // All axis are free
  230. // Enable physical actions. Bullet will keep sleeping non-moving physical objects so
  231. // they need waking up when parameters are changed.
  232. // Called in taint-time!!
  233. public void ActivateIfPhysical(bool forceIt)
  234. {
  235. if (IsPhysical && PhysBody.HasPhysicalBody)
  236. PhysScene.PE.Activate(PhysBody, forceIt);
  237. }
  238. // 'actors' act on the physical object to change or constrain its motion. These can range from
  239. // hovering to complex vehicle motion.
  240. // May be called at non-taint time as this just adds the actor to the action list and the real
  241. // work is done during the simulation step.
  242. // Note that, if the actor is already in the list and we are disabling same, the actor is just left
  243. // in the list disabled.
  244. public delegate BSActor CreateActor();
  245. public void EnableActor(bool enableActor, string actorName, CreateActor creator)
  246. {
  247. lock (PhysicalActors)
  248. {
  249. BSActor theActor;
  250. if (PhysicalActors.TryGetActor(actorName, out theActor))
  251. {
  252. // The actor already exists so just turn it on or off
  253. DetailLog("{0},BSPhysObject.EnableActor,enablingExistingActor,name={1},enable={2}", LocalID, actorName, enableActor);
  254. theActor.Enabled = enableActor;
  255. }
  256. else
  257. {
  258. // The actor does not exist. If it should, create it.
  259. if (enableActor)
  260. {
  261. DetailLog("{0},BSPhysObject.EnableActor,creatingActor,name={1}", LocalID, actorName);
  262. theActor = creator();
  263. PhysicalActors.Add(actorName, theActor);
  264. theActor.Enabled = true;
  265. }
  266. else
  267. {
  268. DetailLog("{0},BSPhysObject.EnableActor,notCreatingActorSinceNotEnabled,name={1}", LocalID, actorName);
  269. }
  270. }
  271. }
  272. }
  273. #region Collisions
  274. // Requested number of milliseconds between collision events. Zero means disabled.
  275. protected int SubscribedEventsMs { get; set; }
  276. // Given subscription, the time that a collision may be passed up
  277. protected int NextCollisionOkTime { get; set; }
  278. // The simulation step that last had a collision
  279. protected long CollidingStep { get; set; }
  280. // The simulation step that last had a collision with the ground
  281. protected long CollidingGroundStep { get; set; }
  282. // The simulation step that last collided with an object
  283. protected long CollidingObjectStep { get; set; }
  284. // The collision flags we think are set in Bullet
  285. protected CollisionFlags CurrentCollisionFlags { get; set; }
  286. // On a collision, check the collider and remember if the last collider was moving
  287. // Used to modify the standing of avatars (avatars on stationary things stand still)
  288. public bool ColliderIsMoving;
  289. // Used by BSCharacter to manage standing (and not slipping)
  290. public bool IsStationary;
  291. // Count of collisions for this object
  292. protected long CollisionAccumulation { get; set; }
  293. public override bool IsColliding {
  294. get { return (CollidingStep == PhysScene.SimulationStep); }
  295. set {
  296. if (value)
  297. CollidingStep = PhysScene.SimulationStep;
  298. else
  299. CollidingStep = 0;
  300. }
  301. }
  302. public override bool CollidingGround {
  303. get { return (CollidingGroundStep == PhysScene.SimulationStep); }
  304. set
  305. {
  306. if (value)
  307. CollidingGroundStep = PhysScene.SimulationStep;
  308. else
  309. CollidingGroundStep = 0;
  310. }
  311. }
  312. public override bool CollidingObj {
  313. get { return (CollidingObjectStep == PhysScene.SimulationStep); }
  314. set {
  315. if (value)
  316. CollidingObjectStep = PhysScene.SimulationStep;
  317. else
  318. CollidingObjectStep = 0;
  319. }
  320. }
  321. // The collisions that have been collected for the next collision reporting (throttled by subscription)
  322. protected CollisionEventUpdate CollisionCollection;
  323. // This is the collision collection last reported to the Simulator.
  324. public CollisionEventUpdate CollisionsLastReported;
  325. // Remember the collisions recorded in the last tick for fancy collision checking
  326. // (like a BSCharacter walking up stairs).
  327. public CollisionEventUpdate CollisionsLastTick;
  328. private long CollisionsLastTickStep = -1;
  329. // The simulation step is telling this object about a collision.
  330. // Return 'true' if a collision was processed and should be sent up.
  331. // Return 'false' if this object is not enabled/subscribed/appropriate for or has already seen this collision.
  332. // Called at taint time from within the Step() function
  333. public virtual bool Collide(uint collidingWith, BSPhysObject collidee,
  334. OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
  335. {
  336. bool ret = false;
  337. // The following lines make IsColliding(), CollidingGround() and CollidingObj work
  338. CollidingStep = PhysScene.SimulationStep;
  339. if (collidingWith <= PhysScene.TerrainManager.HighestTerrainID)
  340. {
  341. CollidingGroundStep = PhysScene.SimulationStep;
  342. }
  343. else
  344. {
  345. CollidingObjectStep = PhysScene.SimulationStep;
  346. }
  347. CollisionAccumulation++;
  348. // For movement tests, remember if we are colliding with an object that is moving.
  349. ColliderIsMoving = collidee != null ? (collidee.RawVelocity != OMV.Vector3.Zero) : false;
  350. // Make a collection of the collisions that happened the last simulation tick.
  351. // This is different than the collection created for sending up to the simulator as it is cleared every tick.
  352. if (CollisionsLastTickStep != PhysScene.SimulationStep)
  353. {
  354. CollisionsLastTick = new CollisionEventUpdate();
  355. CollisionsLastTickStep = PhysScene.SimulationStep;
  356. }
  357. CollisionsLastTick.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
  358. // If someone has subscribed for collision events log the collision so it will be reported up
  359. if (SubscribedEvents()) {
  360. CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
  361. DetailLog("{0},{1}.Collison.AddCollider,call,with={2},point={3},normal={4},depth={5},colliderMoving={6}",
  362. LocalID, TypeName, collidingWith, contactPoint, contactNormal, pentrationDepth, ColliderIsMoving);
  363. ret = true;
  364. }
  365. return ret;
  366. }
  367. // Send the collected collisions into the simulator.
  368. // Called at taint time from within the Step() function thus no locking problems
  369. // with CollisionCollection and ObjectsWithNoMoreCollisions.
  370. // Return 'true' if there were some actual collisions passed up
  371. public virtual bool SendCollisions()
  372. {
  373. bool ret = true;
  374. // If the 'no collision' call, force it to happen right now so quick collision_end
  375. bool force = (CollisionCollection.Count == 0 && CollisionsLastReported.Count != 0);
  376. // throttle the collisions to the number of milliseconds specified in the subscription
  377. if (force || (PhysScene.SimulationNowTime >= NextCollisionOkTime))
  378. {
  379. NextCollisionOkTime = PhysScene.SimulationNowTime + SubscribedEventsMs;
  380. // We are called if we previously had collisions. If there are no collisions
  381. // this time, send up one last empty event so OpenSim can sense collision end.
  382. if (CollisionCollection.Count == 0)
  383. {
  384. // If I have no collisions this time, remove me from the list of objects with collisions.
  385. ret = false;
  386. }
  387. DetailLog("{0},{1}.SendCollisionUpdate,call,numCollisions={2}", LocalID, TypeName, CollisionCollection.Count);
  388. base.SendCollisionUpdate(CollisionCollection);
  389. // Remember the collisions from this tick for some collision specific processing.
  390. CollisionsLastReported = CollisionCollection;
  391. // The CollisionCollection instance is passed around in the simulator.
  392. // Make sure we don't have a handle to that one and that a new one is used for next time.
  393. // This fixes an interesting 'gotcha'. If we call CollisionCollection.Clear() here,
  394. // a race condition is created for the other users of this instance.
  395. CollisionCollection = new CollisionEventUpdate();
  396. }
  397. return ret;
  398. }
  399. // Subscribe for collision events.
  400. // Parameter is the millisecond rate the caller wishes collision events to occur.
  401. public override void SubscribeEvents(int ms) {
  402. // DetailLog("{0},{1}.SubscribeEvents,subscribing,ms={2}", LocalID, TypeName, ms);
  403. SubscribedEventsMs = ms;
  404. if (ms > 0)
  405. {
  406. // make sure first collision happens
  407. NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs);
  408. PhysScene.TaintedObject(TypeName+".SubscribeEvents", delegate()
  409. {
  410. if (PhysBody.HasPhysicalBody)
  411. CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
  412. });
  413. }
  414. else
  415. {
  416. // Subscribing for zero or less is the same as unsubscribing
  417. UnSubscribeEvents();
  418. }
  419. }
  420. public override void UnSubscribeEvents() {
  421. // DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName);
  422. SubscribedEventsMs = 0;
  423. PhysScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate()
  424. {
  425. // Make sure there is a body there because sometimes destruction happens in an un-ideal order.
  426. if (PhysBody.HasPhysicalBody)
  427. CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
  428. });
  429. }
  430. // Return 'true' if the simulator wants collision events
  431. public override bool SubscribedEvents() {
  432. return (SubscribedEventsMs > 0);
  433. }
  434. // Because 'CollisionScore' is called many times while sorting, it should not be recomputed
  435. // each time called. So this is built to be light weight for each collision and to do
  436. // all the processing when the user asks for the info.
  437. public void ComputeCollisionScore()
  438. {
  439. // Scale the collision count by the time since the last collision.
  440. // The "+1" prevents dividing by zero.
  441. long timeAgo = PhysScene.SimulationStep - CollidingStep + 1;
  442. CollisionScore = CollisionAccumulation / timeAgo;
  443. }
  444. public override float CollisionScore { get; set; }
  445. #endregion // Collisions
  446. #region Per Simulation Step actions
  447. public BSActorCollection PhysicalActors;
  448. // When an update to the physical properties happens, this event is fired to let
  449. // different actors to modify the update before it is passed around
  450. public delegate void PreUpdatePropertyAction(ref EntityProperties entprop);
  451. public event PreUpdatePropertyAction OnPreUpdateProperty;
  452. protected void TriggerPreUpdatePropertyAction(ref EntityProperties entprop)
  453. {
  454. PreUpdatePropertyAction actions = OnPreUpdateProperty;
  455. if (actions != null)
  456. actions(ref entprop);
  457. }
  458. #endregion // Per Simulation Step actions
  459. // High performance detailed logging routine used by the physical objects.
  460. protected void DetailLog(string msg, params Object[] args)
  461. {
  462. if (PhysScene.PhysicsLogging.Enabled)
  463. PhysScene.DetailLog(msg, args);
  464. }
  465. }
  466. }