mirror of
https://github.com/opensim/opensim.git
synced 2026-06-06 11:25:46 +08:00
This is implemented with a new collision type (PhantomToOthersAvatar) to potentially allow colliding and non-colliding avatars to be present in the same scene. So there is no provision yet for giving avatars different collision types. This commit replaces the temporary change in commit f3eaa6d8 where avatars would never collide when using BulletSim This is equivalent to the av_av_collisions_off option in ODE.
278 lines
10 KiB
C#
Executable File
278 lines
10 KiB
C#
Executable File
/*
|
|
* Copyright (c) Contributors, http://opensimulator.org/
|
|
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
|
*
|
|
* Redistribution and use in source and binary forms, with or without
|
|
* modification, are permitted provided that the following conditions are met:
|
|
* * Redistributions of source code must retain the above copyright
|
|
* notice, this list of conditions and the following disclaimer.
|
|
* * Redistributions in binary form must reproduce the above copyrightD
|
|
* notice, this list of conditions and the following disclaimer in the
|
|
* documentation and/or other materials provided with the distribution.
|
|
* * Neither the name of the OpenSimulator Project nor the
|
|
* names of its contributors may be used to endorse or promote products
|
|
* derived from this software without specific prior written permission.
|
|
*
|
|
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
|
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
|
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
|
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
|
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
|
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
|
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
|
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
*/
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Text;
|
|
using OMV = OpenMetaverse;
|
|
|
|
namespace OpenSim.Region.Physics.BulletSPlugin
|
|
{
|
|
// Classes to allow some type checking for the API
|
|
// These hold pointers to allocated objects in the unmanaged space.
|
|
// These classes are subclassed by the various physical implementations of
|
|
// objects. In particular, there is a version for physical instances in
|
|
// unmanaged memory ("unman") and one for in managed memory ("XNA").
|
|
|
|
// Currently, the instances of these classes are a reference to a
|
|
// physical representation and this has no releationship to other
|
|
// instances. Someday, refarb the usage of these classes so each instance
|
|
// refers to a particular physical instance and this class controls reference
|
|
// counts and such. This should be done along with adding BSShapes.
|
|
|
|
public class BulletWorld
|
|
{
|
|
public BulletWorld(uint worldId, BSScene bss)
|
|
{
|
|
worldID = worldId;
|
|
physicsScene = bss;
|
|
}
|
|
public uint worldID;
|
|
// The scene is only in here so very low level routines have a handle to print debug/error messages
|
|
public BSScene physicsScene;
|
|
}
|
|
|
|
// An allocated Bullet btRigidBody
|
|
public class BulletBody
|
|
{
|
|
public BulletBody(uint id)
|
|
{
|
|
ID = id;
|
|
collisionType = CollisionType.Static;
|
|
}
|
|
public uint ID;
|
|
public CollisionType collisionType;
|
|
|
|
public virtual void Clear() { }
|
|
public virtual bool HasPhysicalBody { get { return false; } }
|
|
|
|
// Apply the specificed collision mask into the physical world
|
|
public virtual bool ApplyCollisionMask(BSScene physicsScene)
|
|
{
|
|
// Should assert the body has been added to the physical world.
|
|
// (The collision masks are stored in the collision proxy cache which only exists for
|
|
// a collision body that is in the world.)
|
|
return physicsScene.PE.SetCollisionGroupMask(this,
|
|
BulletSimData.CollisionTypeMasks[collisionType].group,
|
|
BulletSimData.CollisionTypeMasks[collisionType].mask);
|
|
}
|
|
|
|
// Used for log messages for a unique display of the memory/object allocated to this instance
|
|
public virtual string AddrString
|
|
{
|
|
get { return "unknown"; }
|
|
}
|
|
|
|
public override string ToString()
|
|
{
|
|
StringBuilder buff = new StringBuilder();
|
|
buff.Append("<id=");
|
|
buff.Append(ID.ToString());
|
|
buff.Append(",p=");
|
|
buff.Append(AddrString);
|
|
buff.Append(",c=");
|
|
buff.Append(collisionType);
|
|
buff.Append(">");
|
|
return buff.ToString();
|
|
}
|
|
}
|
|
|
|
public class BulletShape
|
|
{
|
|
public BulletShape()
|
|
{
|
|
shapeType = BSPhysicsShapeType.SHAPE_UNKNOWN;
|
|
shapeKey = (System.UInt64)FixedShapeKey.KEY_NONE;
|
|
isNativeShape = false;
|
|
}
|
|
public BSPhysicsShapeType shapeType;
|
|
public System.UInt64 shapeKey;
|
|
public bool isNativeShape;
|
|
|
|
public virtual void Clear() { }
|
|
public virtual bool HasPhysicalShape { get { return false; } }
|
|
|
|
// Make another reference to this physical object.
|
|
public virtual BulletShape Clone() { return new BulletShape(); }
|
|
|
|
// Return 'true' if this and other refer to the same physical object
|
|
public virtual bool ReferenceSame(BulletShape xx) { return false; }
|
|
|
|
// Used for log messages for a unique display of the memory/object allocated to this instance
|
|
public virtual string AddrString
|
|
{
|
|
get { return "unknown"; }
|
|
}
|
|
|
|
public override string ToString()
|
|
{
|
|
StringBuilder buff = new StringBuilder();
|
|
buff.Append("<p=");
|
|
buff.Append(AddrString);
|
|
buff.Append(",s=");
|
|
buff.Append(shapeType.ToString());
|
|
buff.Append(",k=");
|
|
buff.Append(shapeKey.ToString("X"));
|
|
buff.Append(",n=");
|
|
buff.Append(isNativeShape.ToString());
|
|
buff.Append(">");
|
|
return buff.ToString();
|
|
}
|
|
}
|
|
|
|
// An allocated Bullet btConstraint
|
|
public class BulletConstraint
|
|
{
|
|
public BulletConstraint()
|
|
{
|
|
}
|
|
public virtual void Clear() { }
|
|
public virtual bool HasPhysicalConstraint { get { return false; } }
|
|
|
|
// Used for log messages for a unique display of the memory/object allocated to this instance
|
|
public virtual string AddrString
|
|
{
|
|
get { return "unknown"; }
|
|
}
|
|
}
|
|
|
|
// An allocated HeightMapThing which holds various heightmap info.
|
|
// Made a class rather than a struct so there would be only one
|
|
// instance of this and C# will pass around pointers rather
|
|
// than making copies.
|
|
public class BulletHMapInfo
|
|
{
|
|
public BulletHMapInfo(uint id, float[] hm, float pSizeX, float pSizeY) {
|
|
ID = id;
|
|
heightMap = hm;
|
|
terrainRegionBase = OMV.Vector3.Zero;
|
|
minCoords = new OMV.Vector3(100f, 100f, 25f);
|
|
maxCoords = new OMV.Vector3(101f, 101f, 26f);
|
|
minZ = maxZ = 0f;
|
|
sizeX = pSizeX;
|
|
sizeY = pSizeY;
|
|
}
|
|
public uint ID;
|
|
public float[] heightMap;
|
|
public OMV.Vector3 terrainRegionBase;
|
|
public OMV.Vector3 minCoords;
|
|
public OMV.Vector3 maxCoords;
|
|
public float sizeX, sizeY;
|
|
public float minZ, maxZ;
|
|
public BulletShape terrainShape;
|
|
public BulletBody terrainBody;
|
|
}
|
|
|
|
// The general class of collsion object.
|
|
public enum CollisionType
|
|
{
|
|
Avatar,
|
|
PhantomToOthersAvatar, // An avatar that it phantom to other avatars but not to anything else
|
|
Groundplane,
|
|
Terrain,
|
|
Static,
|
|
Dynamic,
|
|
VolumeDetect,
|
|
// Linkset, // A linkset should be either Static or Dynamic
|
|
LinksetChild,
|
|
Unknown
|
|
};
|
|
|
|
// Hold specification of group and mask collision flags for a CollisionType
|
|
public struct CollisionTypeFilterGroup
|
|
{
|
|
public CollisionTypeFilterGroup(CollisionType t, uint g, uint m)
|
|
{
|
|
type = t;
|
|
group = g;
|
|
mask = m;
|
|
}
|
|
public CollisionType type;
|
|
public uint group;
|
|
public uint mask;
|
|
};
|
|
|
|
public static class BulletSimData
|
|
{
|
|
|
|
// Map of collisionTypes to flags for collision groups and masks.
|
|
// An object's 'group' is the collison groups this object belongs to
|
|
// An object's 'filter' is the groups another object has to belong to in order to collide with me
|
|
// A collision happens if ((obj1.group & obj2.filter) != 0) || ((obj2.group & obj1.filter) != 0)
|
|
//
|
|
// As mentioned above, don't use the CollisionFilterGroups definitions directly in the code
|
|
// but, instead, use references to this dictionary. Finding and debugging
|
|
// collision flag problems will be made easier.
|
|
public static Dictionary<CollisionType, CollisionTypeFilterGroup> CollisionTypeMasks
|
|
= new Dictionary<CollisionType, CollisionTypeFilterGroup>()
|
|
{
|
|
{ CollisionType.Avatar,
|
|
new CollisionTypeFilterGroup(CollisionType.Avatar,
|
|
(uint)CollisionFilterGroups.BCharacterGroup,
|
|
(uint)(CollisionFilterGroups.BAllGroup))
|
|
},
|
|
{ CollisionType.PhantomToOthersAvatar,
|
|
new CollisionTypeFilterGroup(CollisionType.PhantomToOthersAvatar,
|
|
(uint)CollisionFilterGroups.BCharacterGroup,
|
|
(uint)(CollisionFilterGroups.BAllGroup & ~CollisionFilterGroups.BCharacterGroup))
|
|
},
|
|
{ CollisionType.Groundplane,
|
|
new CollisionTypeFilterGroup(CollisionType.Groundplane,
|
|
(uint)CollisionFilterGroups.BGroundPlaneGroup,
|
|
// (uint)CollisionFilterGroups.BAllGroup)
|
|
(uint)(CollisionFilterGroups.BCharacterGroup | CollisionFilterGroups.BSolidGroup))
|
|
},
|
|
{ CollisionType.Terrain,
|
|
new CollisionTypeFilterGroup(CollisionType.Terrain,
|
|
(uint)CollisionFilterGroups.BTerrainGroup,
|
|
(uint)(CollisionFilterGroups.BAllGroup & ~CollisionFilterGroups.BStaticGroup))
|
|
},
|
|
{ CollisionType.Static,
|
|
new CollisionTypeFilterGroup(CollisionType.Static,
|
|
(uint)CollisionFilterGroups.BStaticGroup,
|
|
(uint)(CollisionFilterGroups.BCharacterGroup | CollisionFilterGroups.BSolidGroup))
|
|
},
|
|
{ CollisionType.Dynamic,
|
|
new CollisionTypeFilterGroup(CollisionType.Dynamic,
|
|
(uint)CollisionFilterGroups.BSolidGroup,
|
|
(uint)(CollisionFilterGroups.BAllGroup))
|
|
},
|
|
{ CollisionType.VolumeDetect,
|
|
new CollisionTypeFilterGroup(CollisionType.VolumeDetect,
|
|
(uint)CollisionFilterGroups.BSensorTrigger,
|
|
(uint)(~CollisionFilterGroups.BSensorTrigger))
|
|
},
|
|
{ CollisionType.LinksetChild,
|
|
new CollisionTypeFilterGroup(CollisionType.LinksetChild,
|
|
(uint)CollisionFilterGroups.BLinksetChildGroup,
|
|
(uint)(CollisionFilterGroups.BNoneGroup))
|
|
// (uint)(CollisionFilterGroups.BCharacterGroup | CollisionFilterGroups.BSolidGroup))
|
|
},
|
|
};
|
|
|
|
}
|
|
}
|