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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 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.Linq;
- using System.Text;
- using OpenSim.Framework;
- using OMV = OpenMetaverse;
- namespace OpenSim.Region.Physics.BulletSPlugin
- {
- public class BSPrimLinkable : BSPrimDisplaced
- {
- // The purpose of this subclass is to add linkset functionality to the prim. This overrides
- // operations necessary for keeping the linkset created and, additionally, this
- // calls the linkset implementation for its creation and management.
- // This adds the overrides for link() and delink() so the prim is linkable.
- public BSLinkset Linkset { get; set; }
- // The index of this child prim.
- public int LinksetChildIndex { get; set; }
- public BSLinkset.LinksetImplementation LinksetType { get; set; }
- public BSPrimLinkable(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)
- {
- // Default linkset implementation for this prim
- LinksetType = (BSLinkset.LinksetImplementation)BSParam.LinksetImplementation;
- Linkset = BSLinkset.Factory(PhysScene, this);
- PhysScene.TaintedObject("BSPrimLinksetCompound.Refresh", delegate()
- {
- Linkset.Refresh(this);
- });
- }
- public override void Destroy()
- {
- Linkset = Linkset.RemoveMeFromLinkset(this);
- base.Destroy();
- }
- public override void link(Manager.PhysicsActor obj)
- {
- BSPrimLinkable parent = obj as BSPrimLinkable;
- if (parent != null)
- {
- BSPhysObject parentBefore = Linkset.LinksetRoot; // DEBUG
- int childrenBefore = Linkset.NumberOfChildren; // DEBUG
- Linkset = parent.Linkset.AddMeToLinkset(this);
- DetailLog("{0},BSPrimLinkset.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}",
- LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren);
- }
- return;
- }
- public override void delink()
- {
- // TODO: decide if this parent checking needs to happen at taint time
- // Race condition here: if link() and delink() in same simulation tick, the delink will not happen
- BSPhysObject parentBefore = Linkset.LinksetRoot; // DEBUG
- int childrenBefore = Linkset.NumberOfChildren; // DEBUG
- Linkset = Linkset.RemoveMeFromLinkset(this);
- DetailLog("{0},BSPrimLinkset.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ",
- LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren);
- return;
- }
- // When simulator changes position, this might be moving a child of the linkset.
- public override OMV.Vector3 Position
- {
- get { return base.Position; }
- set
- {
- base.Position = value;
- PhysScene.TaintedObject("BSPrimLinkset.setPosition", delegate()
- {
- Linkset.UpdateProperties(UpdatedProperties.Position, this);
- });
- }
- }
- // When simulator changes orientation, this might be moving a child of the linkset.
- public override OMV.Quaternion Orientation
- {
- get { return base.Orientation; }
- set
- {
- base.Orientation = value;
- PhysScene.TaintedObject("BSPrimLinkset.setOrientation", delegate()
- {
- Linkset.UpdateProperties(UpdatedProperties.Orientation, this);
- });
- }
- }
- public override float TotalMass
- {
- get { return Linkset.LinksetMass; }
- }
- public override OMV.Vector3 CenterOfMass
- {
- get { return Linkset.CenterOfMass; }
- }
- public override OMV.Vector3 GeometricCenter
- {
- get { return Linkset.GeometricCenter; }
- }
- // Refresh the linkset structure and parameters when the prim's physical parameters are changed.
- public override void UpdatePhysicalParameters()
- {
- base.UpdatePhysicalParameters();
- // Recompute any linkset parameters.
- // When going from non-physical to physical, this re-enables the constraints that
- // had been automatically disabled when the mass was set to zero.
- // For compound based linksets, this enables and disables interactions of the children.
- if (Linkset != null) // null can happen during initialization
- Linkset.Refresh(this);
- }
- // When the prim is made dynamic or static, the linkset needs to change.
- protected override void MakeDynamic(bool makeStatic)
- {
- base.MakeDynamic(makeStatic);
- if (Linkset != null) // null can happen during initialization
- {
- if (makeStatic)
- Linkset.MakeStatic(this);
- else
- Linkset.MakeDynamic(this);
- }
- }
- // Body is being taken apart. Remove physical dependencies and schedule a rebuild.
- protected override void RemoveDependencies()
- {
- Linkset.RemoveDependencies(this);
- base.RemoveDependencies();
- }
- // Called after a simulation step for the changes in physical object properties.
- // Do any filtering/modification needed for linksets.
- public override void UpdateProperties(EntityProperties entprop)
- {
- if (Linkset.IsRoot(this))
- {
- // Properties are only updated for the roots of a linkset.
- // TODO: this will have to change when linksets are articulated.
- base.UpdateProperties(entprop);
- }
- /*
- else
- {
- // For debugging, report the movement of children
- DetailLog("{0},BSPrim.UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
- LocalID, entprop.Position, entprop.Rotation, entprop.Velocity,
- entprop.Acceleration, entprop.RotationalVelocity);
- }
- */
- // The linkset might like to know about changing locations
- Linkset.UpdateProperties(UpdatedProperties.EntPropUpdates, this);
- }
- // Called after a simulation step to post a collision with this object.
- // This returns 'true' if the collision has been queued and the SendCollisions call must
- // be made at the end of the simulation step.
- public override bool Collide(uint collidingWith, BSPhysObject collidee,
- OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
- {
- bool ret = false;
- // Ask the linkset if it wants to handle the collision
- if (!Linkset.HandleCollide(collidingWith, collidee, contactPoint, contactNormal, pentrationDepth))
- {
- // The linkset didn't handle it so pass the collision through normal processing
- ret = base.Collide(collidingWith, collidee, contactPoint, contactNormal, pentrationDepth);
- }
- return ret;
- }
- // A linkset reports any collision on any part of the linkset.
- public long SomeCollisionSimulationStep = 0;
- public override bool HasSomeCollision
- {
- get
- {
- return (SomeCollisionSimulationStep == PhysScene.SimulationStep) || base.IsColliding;
- }
- set
- {
- if (value)
- SomeCollisionSimulationStep = PhysScene.SimulationStep;
- else
- SomeCollisionSimulationStep = 0;
- base.HasSomeCollision = value;
- }
- }
- // Convert the existing linkset of this prim into a new type.
- public bool ConvertLinkset(BSLinkset.LinksetImplementation newType)
- {
- bool ret = false;
- if (LinksetType != newType)
- {
- // Set the implementation type first so the call to BSLinkset.Factory gets the new type.
- this.LinksetType = newType;
- BSLinkset oldLinkset = this.Linkset;
- BSLinkset newLinkset = BSLinkset.Factory(PhysScene, this);
- this.Linkset = newLinkset;
- // Pick up any physical dependencies this linkset might have in the physics engine.
- oldLinkset.RemoveDependencies(this);
- // Create a list of the children (mainly because can't interate through a list that's changing)
- List<BSPrimLinkable> children = new List<BSPrimLinkable>();
- oldLinkset.ForEachMember((child) =>
- {
- if (!oldLinkset.IsRoot(child))
- children.Add(child);
- return false; // 'false' says to continue to next member
- });
- // Remove the children from the old linkset and add to the new (will be a new instance from the factory)
- foreach (BSPrimLinkable child in children)
- {
- oldLinkset.RemoveMeFromLinkset(child);
- newLinkset.AddMeToLinkset(child);
- child.Linkset = newLinkset;
- }
- // Force the shape and linkset to get reconstructed
- newLinkset.Refresh(this);
- this.ForceBodyShapeRebuild(true /* inTaintTime */);
- }
- return ret;
- }
- }
- }
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