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- /*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * 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.Reflection;
- using System.Runtime.InteropServices;
- using OpenMetaverse;
- using OpenSim.Framework;
- using OpenSim.Region.PhysicsModules.SharedBase;
- using OMV = OpenMetaverse;
- namespace OpenSim.Region.PhysicsModule.BulletS
- {
- public class BSPrimDisplaced : BSPrim
- {
- // The purpose of this subclass is to do any mapping between what the simulator thinks
- // the prim position and orientation is and what the physical position/orientation.
- // This difference happens because Bullet assumes the center-of-mass is the <0,0,0>
- // of the prim/linkset. The simulator, on the other hand, tracks the location of
- // the prim/linkset by the location of the root prim. So, if center-of-mass is anywhere
- // but the origin of the root prim, the physical origin is displaced from the simulator origin.
- //
- // This routine works by capturing ForcePosition and
- // adjusting the simulator values (being set) into the physical values.
- // The conversion is also done in the opposite direction (physical origin -> simulator origin).
- //
- // The updateParameter call is also captured and the values from the physics engine
- // are converted into simulator origin values before being passed to the base
- // class.
- // PositionDisplacement is the vehicle relative distance from the root prim position to the center-of-mass.
- public virtual OMV.Vector3 PositionDisplacement { get; set; }
- public BSPrimDisplaced(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size,
- OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical)
- : base(localID, primName, parent_scene, pos, size, rotation, pbs, pisPhysical)
- {
- ClearDisplacement();
- }
- // Clears any center-of-mass displacement introduced by linksets, etc.
- // Does not clear the displacement set by the user.
- public void ClearDisplacement()
- {
- if (UserSetCenterOfMassDisplacement.HasValue)
- PositionDisplacement = (OMV.Vector3)UserSetCenterOfMassDisplacement;
- else
- PositionDisplacement = OMV.Vector3.Zero;
- }
- // Set this sets and computes the displacement from the passed prim to the center-of-mass.
- // A user set value for center-of-mass overrides whatever might be passed in here.
- // The displacement is in local coordinates (relative to root prim in linkset oriented coordinates).
- // Returns the relative offset from the root position to the center-of-mass.
- // Called at taint time.
- public virtual Vector3 SetEffectiveCenterOfMassDisplacement(Vector3 centerOfMassDisplacement)
- {
- PhysScene.AssertInTaintTime("BSPrimDisplaced.SetEffectiveCenterOfMassDisplacement");
- Vector3 comDisp;
- if (UserSetCenterOfMassDisplacement.HasValue)
- comDisp = (OMV.Vector3)UserSetCenterOfMassDisplacement;
- else
- comDisp = centerOfMassDisplacement;
- // Eliminate any jitter caused be very slight differences in masses and positions
- if (comDisp.ApproxEquals(Vector3.Zero, 0.01f) )
- comDisp = Vector3.Zero;
- DetailLog("{0},BSPrimDisplaced.SetEffectiveCenterOfMassDisplacement,userSet={1},comDisp={2}",
- LocalID, UserSetCenterOfMassDisplacement.HasValue, comDisp);
- if ( !comDisp.ApproxEquals(PositionDisplacement, 0.01f) )
- {
- // Displacement setting is changing.
- // The relationship between the physical object and simulated object must be aligned.
- PositionDisplacement = comDisp;
- this.ForcePosition = RawPosition;
- }
- return PositionDisplacement;
- }
- // 'ForcePosition' is the one way to set the physical position of the body in the physics engine.
- // Displace the simulator idea of position (center of root prim) to the physical position.
- public override Vector3 ForcePosition
- {
- get {
- OMV.Vector3 physPosition = PhysScene.PE.GetPosition(PhysBody);
- if (PositionDisplacement != OMV.Vector3.Zero)
- {
- // If there is some displacement, return the physical position (center-of-mass)
- // location minus the displacement to give the center of the root prim.
- OMV.Vector3 displacement = PositionDisplacement * ForceOrientation;
- DetailLog("{0},BSPrimDisplaced.ForcePosition,get,physPos={1},disp={2},simPos={3}",
- LocalID, physPosition, displacement, physPosition - displacement);
- physPosition -= displacement;
- }
- RawPosition = physPosition;
- return physPosition;
- }
- set
- {
- if (PositionDisplacement != OMV.Vector3.Zero)
- {
- // This value is the simulator's idea of where the prim is: the center of the root prim
- RawPosition = value;
- // Move the passed root prim postion to the center-of-mass position and set in the physics engine.
- OMV.Vector3 displacement = PositionDisplacement * RawOrientation;
- OMV.Vector3 displacedPos = RawPosition + displacement;
- DetailLog("{0},BSPrimDisplaced.ForcePosition,set,simPos={1},disp={2},physPos={3}",
- LocalID, RawPosition, displacement, displacedPos);
- if (PhysBody.HasPhysicalBody)
- {
- PhysScene.PE.SetTranslation(PhysBody, displacedPos, RawOrientation);
- ActivateIfPhysical(false);
- }
- }
- else
- {
- base.ForcePosition = value;
- }
- }
- }
- // These are also overridden by BSPrimLinkable if the prim can be part of a linkset
- public override OMV.Vector3 CenterOfMass
- {
- get { return RawPosition; }
- }
- public override OMV.Vector3 GeometricCenter
- {
- get { return RawPosition; }
- }
- public override void UpdateProperties(EntityProperties entprop)
- {
- // Undo any center-of-mass displacement that might have been done.
- if (PositionDisplacement != OMV.Vector3.Zero)
- {
- // The origional shape was offset from 'zero' by PositionDisplacement.
- // These physical location must be back converted to be centered around the displaced
- // root shape.
- // Move the returned center-of-mass location to the root prim location.
- OMV.Vector3 displacement = PositionDisplacement * entprop.Rotation;
- OMV.Vector3 displacedPos = entprop.Position - displacement;
- DetailLog("{0},BSPrimDisplaced.UpdateProperties,physPos={1},disp={2},simPos={3}",
- LocalID, entprop.Position, displacement, displacedPos);
- entprop.Position = displacedPos;
- }
- base.UpdateProperties(entprop);
- }
- }
- }
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