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Major renaming of Physics dlls / folders. No functional changes, just renames.
This commit is contained in:
620
OpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs
Executable file
620
OpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs
Executable file
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyrightD
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Text;
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using OMV = OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Physics.Manager;
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namespace OpenSim.Region.Physics.BulletSPlugin
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{
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/*
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* Class to wrap all objects.
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* The rest of BulletSim doesn't need to keep checking for avatars or prims
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* unless the difference is significant.
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*
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* Variables in the physicsl objects are in three forms:
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* VariableName: used by the simulator and performs taint operations, etc
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* RawVariableName: direct reference to the BulletSim storage for the variable value
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* ForceVariableName: direct reference (store and fetch) to the value in the physics engine.
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* The last one should only be referenced in taint-time.
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*/
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/*
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* As of 20121221, the following are the call sequences (going down) for different script physical functions:
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* llApplyImpulse llApplyRotImpulse llSetTorque llSetForce
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* SOP.ApplyImpulse SOP.ApplyAngularImpulse SOP.SetAngularImpulse SOP.SetForce
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* SOG.ApplyImpulse SOG.ApplyAngularImpulse SOG.SetAngularImpulse
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* PA.AddForce PA.AddAngularForce PA.Torque = v PA.Force = v
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* BS.ApplyCentralForce BS.ApplyTorque
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*/
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// Flags used to denote which properties updates when making UpdateProperties calls to linksets, etc.
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public enum UpdatedProperties : uint
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{
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Position = 1 << 0,
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Orientation = 1 << 1,
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Velocity = 1 << 2,
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Acceleration = 1 << 3,
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RotationalVelocity = 1 << 4,
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EntPropUpdates = Position | Orientation | Velocity | Acceleration | RotationalVelocity,
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}
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public abstract class BSPhysObject : PhysicsActor
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{
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protected BSPhysObject()
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{
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}
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protected BSPhysObject(BSScene parentScene, uint localID, string name, string typeName)
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{
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IsInitialized = false;
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PhysScene = parentScene;
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LocalID = localID;
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PhysObjectName = name;
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Name = name; // PhysicsActor also has the name of the object. Someday consolidate.
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TypeName = typeName;
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// Oddity if object is destroyed and recreated very quickly it could still have the old body.
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if (!PhysBody.HasPhysicalBody)
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PhysBody = new BulletBody(localID);
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// Clean out anything that might be in the physical actor list.
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// Again, a workaround for destroying and recreating an object very quickly.
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PhysicalActors.Dispose();
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UserSetCenterOfMassDisplacement = null;
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PrimAssetState = PrimAssetCondition.Unknown;
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// Initialize variables kept in base.
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// Beware that these cause taints to be queued whch can cause race conditions on startup.
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GravModifier = 1.0f;
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Gravity = new OMV.Vector3(0f, 0f, BSParam.Gravity);
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HoverActive = false;
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// Default material type. Also sets Friction, Restitution and Density.
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SetMaterial((int)MaterialAttributes.Material.Wood);
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CollisionsLastTickStep = -1;
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SubscribedEventsMs = 0;
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// Crazy values that will never be true
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CollidingStep = BSScene.NotASimulationStep;
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CollidingGroundStep = BSScene.NotASimulationStep;
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CollisionAccumulation = BSScene.NotASimulationStep;
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ColliderIsMoving = false;
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CollisionScore = 0;
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// All axis free.
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LockedLinearAxis = LockedAxisFree;
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LockedAngularAxis = LockedAxisFree;
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}
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// Tell the object to clean up.
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public virtual void Destroy()
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{
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PhysicalActors.Enable(false);
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PhysScene.TaintedObject(LocalID, "BSPhysObject.Destroy", delegate()
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{
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PhysicalActors.Dispose();
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});
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}
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public BSScene PhysScene { get; protected set; }
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// public override uint LocalID { get; set; } // Use the LocalID definition in PhysicsActor
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public string PhysObjectName { get; protected set; }
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public string TypeName { get; protected set; }
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// Set to 'true' when the object is completely initialized.
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// This mostly prevents property updates and collisions until the object is completely here.
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public bool IsInitialized { get; protected set; }
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// Set to 'true' if an object (mesh/linkset/sculpty) is not completely constructed.
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// This test is used to prevent some updates to the object when it only partially exists.
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// There are several reasons and object might be incomplete:
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// Its underlying mesh/sculpty is an asset which must be fetched from the asset store
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// It is a linkset who is being added to or removed from
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// It is changing state (static to physical, for instance) which requires rebuilding
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// This is a computed value based on the underlying physical object construction
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abstract public bool IsIncomplete { get; }
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// Return the object mass without calculating it or having side effects
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public abstract float RawMass { get; }
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// Set the raw mass but also update physical mass properties (inertia, ...)
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// 'inWorld' true if the object has already been added to the dynamic world.
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public abstract void UpdatePhysicalMassProperties(float mass, bool inWorld);
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// The gravity being applied to the object. A function of default grav, GravityModifier and Buoyancy.
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public virtual OMV.Vector3 Gravity { get; set; }
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// The last value calculated for the prim's inertia
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public OMV.Vector3 Inertia { get; set; }
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// Reference to the physical body (btCollisionObject) of this object
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public BulletBody PhysBody = new BulletBody(0);
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// Reference to the physical shape (btCollisionShape) of this object
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public BSShape PhysShape = new BSShapeNull();
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// The physical representation of the prim might require an asset fetch.
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// The asset state is first 'Unknown' then 'Waiting' then either 'Failed' or 'Fetched'.
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public enum PrimAssetCondition
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{
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Unknown, Waiting, FailedAssetFetch, FailedMeshing, Fetched
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}
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public PrimAssetCondition PrimAssetState { get; set; }
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public virtual bool AssetFailed()
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{
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return ( (this.PrimAssetState == PrimAssetCondition.FailedAssetFetch)
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|| (this.PrimAssetState == PrimAssetCondition.FailedMeshing) );
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}
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// The objects base shape information. Null if not a prim type shape.
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public PrimitiveBaseShape BaseShape { get; protected set; }
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// When the physical properties are updated, an EntityProperty holds the update values.
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// Keep the current and last EntityProperties to enable computation of differences
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// between the current update and the previous values.
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public EntityProperties CurrentEntityProperties { get; set; }
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public EntityProperties LastEntityProperties { get; set; }
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public virtual OMV.Vector3 Scale { get; set; }
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// It can be confusing for an actor to know if it should move or update an object
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// depeneding on the setting of 'selected', 'physical, ...
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// This flag is the true test -- if true, the object is being acted on in the physical world
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public abstract bool IsPhysicallyActive { get; }
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// Detailed state of the object.
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public abstract bool IsSolid { get; }
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public abstract bool IsStatic { get; }
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public abstract bool IsSelected { get; }
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public abstract bool IsVolumeDetect { get; }
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// Materialness
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public MaterialAttributes.Material Material { get; private set; }
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public override void SetMaterial(int material)
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{
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Material = (MaterialAttributes.Material)material;
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// Setting the material sets the material attributes also.
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// TODO: decide if this is necessary -- the simulator does this.
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MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, false);
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Friction = matAttrib.friction;
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Restitution = matAttrib.restitution;
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Density = matAttrib.density;
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// DetailLog("{0},{1}.SetMaterial,Mat={2},frict={3},rest={4},den={5}", LocalID, TypeName, Material, Friction, Restitution, Density);
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}
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public override float Density
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{
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get
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{
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return base.Density;
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}
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set
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{
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DetailLog("{0},BSPhysObject.Density,set,den={1}", LocalID, value);
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base.Density = value;
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}
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}
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// Stop all physical motion.
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public abstract void ZeroMotion(bool inTaintTime);
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public abstract void ZeroAngularMotion(bool inTaintTime);
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// Update the physical location and motion of the object. Called with data from Bullet.
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public abstract void UpdateProperties(EntityProperties entprop);
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public virtual OMV.Vector3 RawPosition { get; set; }
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public abstract OMV.Vector3 ForcePosition { get; set; }
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public virtual OMV.Quaternion RawOrientation { get; set; }
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public abstract OMV.Quaternion ForceOrientation { get; set; }
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public virtual OMV.Vector3 RawVelocity { get; set; }
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public abstract OMV.Vector3 ForceVelocity { get; set; }
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public OMV.Vector3 RawForce { get; set; }
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public OMV.Vector3 RawTorque { get; set; }
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public override void AddAngularForce(OMV.Vector3 force, bool pushforce)
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{
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AddAngularForce(force, pushforce, false);
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}
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public abstract void AddAngularForce(OMV.Vector3 force, bool pushforce, bool inTaintTime);
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public abstract void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime);
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public abstract OMV.Vector3 ForceRotationalVelocity { get; set; }
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public abstract float ForceBuoyancy { get; set; }
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public virtual bool ForceBodyShapeRebuild(bool inTaintTime) { return false; }
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public override bool PIDActive
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{
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get { return MoveToTargetActive; }
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set { MoveToTargetActive = value; }
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}
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public override OMV.Vector3 PIDTarget { set { MoveToTargetTarget = value; } }
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public override float PIDTau { set { MoveToTargetTau = value; } }
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public bool MoveToTargetActive { get; set; }
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public OMV.Vector3 MoveToTargetTarget { get; set; }
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public float MoveToTargetTau { get; set; }
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// Used for llSetHoverHeight and maybe vehicle height. Hover Height will override MoveTo target's Z
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public override bool PIDHoverActive { set { HoverActive = value; } }
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public override float PIDHoverHeight { set { HoverHeight = value; } }
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public override PIDHoverType PIDHoverType { set { HoverType = value; } }
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public override float PIDHoverTau { set { HoverTau = value; } }
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public bool HoverActive { get; set; }
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public float HoverHeight { get; set; }
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public PIDHoverType HoverType { get; set; }
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public float HoverTau { get; set; }
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// For RotLookAt
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public override OMV.Quaternion APIDTarget { set { return; } }
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public override bool APIDActive { set { return; } }
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public override float APIDStrength { set { return; } }
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public override float APIDDamping { set { return; } }
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// The current velocity forward
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public virtual float ForwardSpeed
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{
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get
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{
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OMV.Vector3 characterOrientedVelocity = RawVelocity * OMV.Quaternion.Inverse(OMV.Quaternion.Normalize(RawOrientation));
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return characterOrientedVelocity.X;
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}
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}
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// The forward speed we are trying to achieve (TargetVelocity)
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public virtual float TargetVelocitySpeed
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{
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get
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{
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OMV.Vector3 characterOrientedVelocity = TargetVelocity * OMV.Quaternion.Inverse(OMV.Quaternion.Normalize(RawOrientation));
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return characterOrientedVelocity.X;
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}
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}
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// The user can optionally set the center of mass. The user's setting will override any
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// computed center-of-mass (like in linksets).
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// Note this is a displacement from the root's coordinates. Zero means use the root prim as center-of-mass.
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public OMV.Vector3? UserSetCenterOfMassDisplacement { get; set; }
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public OMV.Vector3 LockedLinearAxis; // zero means locked. one means free.
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public OMV.Vector3 LockedAngularAxis; // zero means locked. one means free.
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public const float FreeAxis = 1f;
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public const float LockedAxis = 0f;
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public readonly OMV.Vector3 LockedAxisFree = new OMV.Vector3(FreeAxis, FreeAxis, FreeAxis); // All axis are free
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// If an axis is locked (flagged above) then the limits of that axis are specified here.
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// Linear axis limits are relative to the object's starting coordinates.
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// Angular limits are limited to -PI to +PI
|
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public OMV.Vector3 LockedLinearAxisLow;
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public OMV.Vector3 LockedLinearAxisHigh;
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public OMV.Vector3 LockedAngularAxisLow;
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public OMV.Vector3 LockedAngularAxisHigh;
|
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|
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// Enable physical actions. Bullet will keep sleeping non-moving physical objects so
|
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// they need waking up when parameters are changed.
|
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// Called in taint-time!!
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public void ActivateIfPhysical(bool forceIt)
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{
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if (PhysBody.HasPhysicalBody)
|
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{
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if (IsPhysical)
|
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{
|
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// Physical objects might need activating
|
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PhysScene.PE.Activate(PhysBody, forceIt);
|
||||
}
|
||||
else
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{
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// Clear the collision cache since we've changed some properties.
|
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PhysScene.PE.ClearCollisionProxyCache(PhysScene.World, PhysBody);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 'actors' act on the physical object to change or constrain its motion. These can range from
|
||||
// hovering to complex vehicle motion.
|
||||
// May be called at non-taint time as this just adds the actor to the action list and the real
|
||||
// work is done during the simulation step.
|
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// Note that, if the actor is already in the list and we are disabling same, the actor is just left
|
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// in the list disabled.
|
||||
public delegate BSActor CreateActor();
|
||||
public void EnableActor(bool enableActor, string actorName, CreateActor creator)
|
||||
{
|
||||
lock (PhysicalActors)
|
||||
{
|
||||
BSActor theActor;
|
||||
if (PhysicalActors.TryGetActor(actorName, out theActor))
|
||||
{
|
||||
// The actor already exists so just turn it on or off
|
||||
DetailLog("{0},BSPhysObject.EnableActor,enablingExistingActor,name={1},enable={2}", LocalID, actorName, enableActor);
|
||||
theActor.Enabled = enableActor;
|
||||
}
|
||||
else
|
||||
{
|
||||
// The actor does not exist. If it should, create it.
|
||||
if (enableActor)
|
||||
{
|
||||
DetailLog("{0},BSPhysObject.EnableActor,creatingActor,name={1}", LocalID, actorName);
|
||||
theActor = creator();
|
||||
PhysicalActors.Add(actorName, theActor);
|
||||
theActor.Enabled = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
DetailLog("{0},BSPhysObject.EnableActor,notCreatingActorSinceNotEnabled,name={1}", LocalID, actorName);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#region Collisions
|
||||
|
||||
// Requested number of milliseconds between collision events. Zero means disabled.
|
||||
protected int SubscribedEventsMs { get; set; }
|
||||
// Given subscription, the time that a collision may be passed up
|
||||
protected int NextCollisionOkTime { get; set; }
|
||||
// The simulation step that last had a collision
|
||||
protected long CollidingStep { get; set; }
|
||||
// The simulation step that last had a collision with the ground
|
||||
protected long CollidingGroundStep { get; set; }
|
||||
// The simulation step that last collided with an object
|
||||
protected long CollidingObjectStep { get; set; }
|
||||
// The collision flags we think are set in Bullet
|
||||
protected CollisionFlags CurrentCollisionFlags { get; set; }
|
||||
// On a collision, check the collider and remember if the last collider was moving
|
||||
// Used to modify the standing of avatars (avatars on stationary things stand still)
|
||||
public bool ColliderIsMoving;
|
||||
// 'true' if the last collider was a volume detect object
|
||||
public bool ColliderIsVolumeDetect;
|
||||
// Used by BSCharacter to manage standing (and not slipping)
|
||||
public bool IsStationary;
|
||||
|
||||
// Count of collisions for this object
|
||||
protected long CollisionAccumulation { get; set; }
|
||||
|
||||
public override bool IsColliding {
|
||||
get { return (CollidingStep == PhysScene.SimulationStep); }
|
||||
set {
|
||||
if (value)
|
||||
CollidingStep = PhysScene.SimulationStep;
|
||||
else
|
||||
CollidingStep = BSScene.NotASimulationStep;
|
||||
}
|
||||
}
|
||||
// Complex objects (like linksets) need to know if there is a collision on any part of
|
||||
// their shape. 'IsColliding' has an existing definition of reporting a collision on
|
||||
// only this specific prim or component of linksets.
|
||||
// 'HasSomeCollision' is defined as reporting if there is a collision on any part of
|
||||
// the complex body that this prim is the root of.
|
||||
public virtual bool HasSomeCollision
|
||||
{
|
||||
get { return IsColliding; }
|
||||
set { IsColliding = value; }
|
||||
}
|
||||
public override bool CollidingGround {
|
||||
get { return (CollidingGroundStep == PhysScene.SimulationStep); }
|
||||
set
|
||||
{
|
||||
if (value)
|
||||
CollidingGroundStep = PhysScene.SimulationStep;
|
||||
else
|
||||
CollidingGroundStep = BSScene.NotASimulationStep;
|
||||
}
|
||||
}
|
||||
public override bool CollidingObj {
|
||||
get { return (CollidingObjectStep == PhysScene.SimulationStep); }
|
||||
set {
|
||||
if (value)
|
||||
CollidingObjectStep = PhysScene.SimulationStep;
|
||||
else
|
||||
CollidingObjectStep = BSScene.NotASimulationStep;
|
||||
}
|
||||
}
|
||||
|
||||
// The collisions that have been collected for the next collision reporting (throttled by subscription)
|
||||
protected CollisionEventUpdate CollisionCollection = new CollisionEventUpdate();
|
||||
// This is the collision collection last reported to the Simulator.
|
||||
public CollisionEventUpdate CollisionsLastReported = new CollisionEventUpdate();
|
||||
// Remember the collisions recorded in the last tick for fancy collision checking
|
||||
// (like a BSCharacter walking up stairs).
|
||||
public CollisionEventUpdate CollisionsLastTick = new CollisionEventUpdate();
|
||||
private long CollisionsLastTickStep = -1;
|
||||
|
||||
// The simulation step is telling this object about a collision.
|
||||
// Return 'true' if a collision was processed and should be sent up.
|
||||
// Return 'false' if this object is not enabled/subscribed/appropriate for or has already seen this collision.
|
||||
// Called at taint time from within the Step() function
|
||||
public delegate bool CollideCall(uint collidingWith, BSPhysObject collidee, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth);
|
||||
public virtual bool Collide(uint collidingWith, BSPhysObject collidee,
|
||||
OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
|
||||
{
|
||||
bool ret = false;
|
||||
|
||||
// The following lines make IsColliding(), CollidingGround() and CollidingObj work
|
||||
CollidingStep = PhysScene.SimulationStep;
|
||||
if (collidingWith <= PhysScene.TerrainManager.HighestTerrainID)
|
||||
{
|
||||
CollidingGroundStep = PhysScene.SimulationStep;
|
||||
}
|
||||
else
|
||||
{
|
||||
CollidingObjectStep = PhysScene.SimulationStep;
|
||||
}
|
||||
|
||||
CollisionAccumulation++;
|
||||
|
||||
// For movement tests, remember if we are colliding with an object that is moving.
|
||||
ColliderIsMoving = collidee != null ? (collidee.RawVelocity != OMV.Vector3.Zero) : false;
|
||||
ColliderIsVolumeDetect = collidee != null ? (collidee.IsVolumeDetect) : false;
|
||||
|
||||
// Make a collection of the collisions that happened the last simulation tick.
|
||||
// This is different than the collection created for sending up to the simulator as it is cleared every tick.
|
||||
if (CollisionsLastTickStep != PhysScene.SimulationStep)
|
||||
{
|
||||
CollisionsLastTick = new CollisionEventUpdate();
|
||||
CollisionsLastTickStep = PhysScene.SimulationStep;
|
||||
}
|
||||
CollisionsLastTick.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
|
||||
|
||||
// If someone has subscribed for collision events log the collision so it will be reported up
|
||||
if (SubscribedEvents()) {
|
||||
lock (PhysScene.CollisionLock)
|
||||
{
|
||||
CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
|
||||
}
|
||||
DetailLog("{0},{1}.Collision.AddCollider,call,with={2},point={3},normal={4},depth={5},colliderMoving={6}",
|
||||
LocalID, TypeName, collidingWith, contactPoint, contactNormal, pentrationDepth, ColliderIsMoving);
|
||||
|
||||
ret = true;
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
// Send the collected collisions into the simulator.
|
||||
// Called at taint time from within the Step() function thus no locking problems
|
||||
// with CollisionCollection and ObjectsWithNoMoreCollisions.
|
||||
// Called with BSScene.CollisionLock locked to protect the collision lists.
|
||||
// Return 'true' if there were some actual collisions passed up
|
||||
public virtual bool SendCollisions()
|
||||
{
|
||||
bool ret = true;
|
||||
|
||||
// If no collisions this call but there were collisions last call, force the collision
|
||||
// event to be happen right now so quick collision_end.
|
||||
bool force = (CollisionCollection.Count == 0 && CollisionsLastReported.Count != 0);
|
||||
|
||||
// throttle the collisions to the number of milliseconds specified in the subscription
|
||||
if (force || (PhysScene.SimulationNowTime >= NextCollisionOkTime))
|
||||
{
|
||||
NextCollisionOkTime = PhysScene.SimulationNowTime + SubscribedEventsMs;
|
||||
|
||||
// We are called if we previously had collisions. If there are no collisions
|
||||
// this time, send up one last empty event so OpenSim can sense collision end.
|
||||
if (CollisionCollection.Count == 0)
|
||||
{
|
||||
// If I have no collisions this time, remove me from the list of objects with collisions.
|
||||
ret = false;
|
||||
}
|
||||
|
||||
DetailLog("{0},{1}.SendCollisionUpdate,call,numCollisions={2}", LocalID, TypeName, CollisionCollection.Count);
|
||||
base.SendCollisionUpdate(CollisionCollection);
|
||||
|
||||
// Remember the collisions from this tick for some collision specific processing.
|
||||
CollisionsLastReported = CollisionCollection;
|
||||
|
||||
// The CollisionCollection instance is passed around in the simulator.
|
||||
// Make sure we don't have a handle to that one and that a new one is used for next time.
|
||||
// This fixes an interesting 'gotcha'. If we call CollisionCollection.Clear() here,
|
||||
// a race condition is created for the other users of this instance.
|
||||
CollisionCollection = new CollisionEventUpdate();
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
// Subscribe for collision events.
|
||||
// Parameter is the millisecond rate the caller wishes collision events to occur.
|
||||
public override void SubscribeEvents(int ms) {
|
||||
// DetailLog("{0},{1}.SubscribeEvents,subscribing,ms={2}", LocalID, TypeName, ms);
|
||||
SubscribedEventsMs = ms;
|
||||
if (ms > 0)
|
||||
{
|
||||
// make sure first collision happens
|
||||
NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs);
|
||||
|
||||
PhysScene.TaintedObject(LocalID, TypeName+".SubscribeEvents", delegate()
|
||||
{
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
// Subscribing for zero or less is the same as unsubscribing
|
||||
UnSubscribeEvents();
|
||||
}
|
||||
}
|
||||
public override void UnSubscribeEvents() {
|
||||
// DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName);
|
||||
SubscribedEventsMs = 0;
|
||||
PhysScene.TaintedObject(LocalID, TypeName+".UnSubscribeEvents", delegate()
|
||||
{
|
||||
// Make sure there is a body there because sometimes destruction happens in an un-ideal order.
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
|
||||
});
|
||||
}
|
||||
// Return 'true' if the simulator wants collision events
|
||||
public override bool SubscribedEvents() {
|
||||
return (SubscribedEventsMs > 0);
|
||||
}
|
||||
// Because 'CollisionScore' is called many times while sorting, it should not be recomputed
|
||||
// each time called. So this is built to be light weight for each collision and to do
|
||||
// all the processing when the user asks for the info.
|
||||
public void ComputeCollisionScore()
|
||||
{
|
||||
// Scale the collision count by the time since the last collision.
|
||||
// The "+1" prevents dividing by zero.
|
||||
long timeAgo = PhysScene.SimulationStep - CollidingStep + 1;
|
||||
CollisionScore = CollisionAccumulation / timeAgo;
|
||||
}
|
||||
public override float CollisionScore { get; set; }
|
||||
|
||||
#endregion // Collisions
|
||||
|
||||
#region Per Simulation Step actions
|
||||
|
||||
public BSActorCollection PhysicalActors = new BSActorCollection();
|
||||
|
||||
// When an update to the physical properties happens, this event is fired to let
|
||||
// different actors to modify the update before it is passed around
|
||||
public delegate void PreUpdatePropertyAction(ref EntityProperties entprop);
|
||||
public event PreUpdatePropertyAction OnPreUpdateProperty;
|
||||
protected void TriggerPreUpdatePropertyAction(ref EntityProperties entprop)
|
||||
{
|
||||
PreUpdatePropertyAction actions = OnPreUpdateProperty;
|
||||
if (actions != null)
|
||||
actions(ref entprop);
|
||||
}
|
||||
|
||||
#endregion // Per Simulation Step actions
|
||||
|
||||
// High performance detailed logging routine used by the physical objects.
|
||||
protected void DetailLog(string msg, params Object[] args)
|
||||
{
|
||||
if (PhysScene.PhysicsLogging.Enabled)
|
||||
PhysScene.DetailLog(msg, args);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user