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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.Text;
- using OMV = OpenMetaverse;
- namespace OpenSim.Region.Physics.BulletSPlugin
- {
- public abstract class BSLinkset
- {
- // private static string LogHeader = "[BULLETSIM LINKSET]";
- // Create the correct type of linkset for this child
- public static BSLinkset Factory(BSScene physScene, BSPhysObject parent)
- {
- BSLinkset ret = null;
- /*
- if (parent.IsPhysical)
- ret = new BSLinksetConstraints(physScene, parent);
- else
- ret = new BSLinksetManual(physScene, parent);
- */
- // at the moment, there is only one
- ret = new BSLinksetConstraints(physScene, parent);
- return ret;
- }
- public BSPhysObject LinksetRoot { get; protected set; }
- public BSScene PhysicsScene { get; private set; }
- static int m_nextLinksetID = 1;
- public int LinksetID { get; private set; }
- // The children under the root in this linkset.
- // There are two lists of children: the current children at runtime
- // and the children at taint-time. For instance, if you delink a
- // child from the linkset, the child is removed from m_children
- // but the constraint won't be removed until taint time.
- // Two lists lets this track the 'current' children and
- // the physical 'taint' children separately.
- // After taint processing and before the simulation step, these
- // two lists must be the same.
- protected HashSet<BSPhysObject> m_children;
- protected HashSet<BSPhysObject> m_taintChildren;
- // We lock the diddling of linkset classes to prevent any badness.
- // This locks the modification of the instances of this class. Changes
- // to the physical representation is done via the tainting mechenism.
- protected object m_linksetActivityLock = new Object();
- // We keep the prim's mass in the linkset structure since it could be dependent on other prims
- protected float m_mass;
- public float LinksetMass
- {
- get
- {
- m_mass = ComputeLinksetMass();
- return m_mass;
- }
- }
- public virtual bool LinksetIsColliding { get { return false; } }
- public OMV.Vector3 CenterOfMass
- {
- get { return ComputeLinksetCenterOfMass(); }
- }
- public OMV.Vector3 GeometricCenter
- {
- get { return ComputeLinksetGeometricCenter(); }
- }
- protected void Initialize(BSScene scene, BSPhysObject parent)
- {
- // A simple linkset of one (no children)
- LinksetID = m_nextLinksetID++;
- // We create LOTS of linksets.
- if (m_nextLinksetID <= 0)
- m_nextLinksetID = 1;
- PhysicsScene = scene;
- LinksetRoot = parent;
- m_children = new HashSet<BSPhysObject>();
- m_taintChildren = new HashSet<BSPhysObject>();
- m_mass = parent.MassRaw;
- }
- // Link to a linkset where the child knows the parent.
- // Parent changing should not happen so do some sanity checking.
- // We return the parent's linkset so the child can track its membership.
- // Called at runtime.
- public BSLinkset AddMeToLinkset(BSPhysObject child)
- {
- lock (m_linksetActivityLock)
- {
- // Don't add the root to its own linkset
- if (!IsRoot(child))
- AddChildToLinkset(child);
- }
- return this;
- }
- // Remove a child from a linkset.
- // Returns a new linkset for the child which is a linkset of one (just the
- // orphened child).
- // Called at runtime.
- public BSLinkset RemoveMeFromLinkset(BSPhysObject child)
- {
- lock (m_linksetActivityLock)
- {
- if (IsRoot(child))
- {
- // Cannot remove the root from a linkset.
- return this;
- }
- RemoveChildFromLinkset(child);
- }
- // The child is down to a linkset of just itself
- return BSLinkset.Factory(PhysicsScene, child);
- }
- // Return 'true' if the passed object is the root object of this linkset
- public bool IsRoot(BSPhysObject requestor)
- {
- return (requestor.LocalID == LinksetRoot.LocalID);
- }
- public int NumberOfChildren { get { return m_children.Count; } }
- // Return 'true' if this linkset has any children (more than the root member)
- public bool HasAnyChildren { get { return (m_children.Count > 0); } }
- // Return 'true' if this child is in this linkset
- public bool HasChild(BSPhysObject child)
- {
- bool ret = false;
- lock (m_linksetActivityLock)
- {
- if (m_children.Contains(child))
- ret = true;
- /*
- foreach (BSPhysObject bp in m_children)
- {
- if (child.LocalID == bp.LocalID)
- {
- ret = true;
- break;
- }
- }
- */
- }
- return ret;
- }
- // When physical properties are changed the linkset needs to recalculate
- // its internal properties.
- // May be called at runtime or taint-time (just pass the appropriate flag).
- public abstract void Refresh(BSPhysObject requestor, bool inTaintTime);
- // The object is going dynamic (physical). Do any setup necessary
- // for a dynamic linkset.
- // Only the state of the passed object can be modified. The rest of the linkset
- // has not yet been fully constructed.
- // Return 'true' if any properties updated on the passed object.
- // Called at taint-time!
- public abstract bool MakeDynamic(BSPhysObject child);
- // The object is going static (non-physical). Do any setup necessary
- // for a static linkset.
- // Return 'true' if any properties updated on the passed object.
- // Called at taint-time!
- public abstract bool MakeStatic(BSPhysObject child);
- // Called when a parameter update comes from the physics engine for any object
- // of the linkset is received.
- // Called at taint-time!!
- public abstract void UpdateProperties(BSPhysObject physObject);
- // Routine used when rebuilding the body of the root of the linkset
- // Destroy all the constraints have have been made to root.
- // This is called when the root body is changing.
- // Returns 'true' of something was actually removed and would need restoring
- // Called at taint-time!!
- public abstract bool RemoveBodyDependencies(BSPrim child);
- // Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true',
- // this routine will restore the removed constraints.
- // Called at taint-time!!
- public abstract void RestoreBodyDependencies(BSPrim child);
- // ================================================================
- // Below this point is internal magic
- protected virtual float ComputeLinksetMass()
- {
- float mass;
- lock (m_linksetActivityLock)
- {
- mass = LinksetRoot.MassRaw;
- foreach (BSPhysObject bp in m_taintChildren)
- {
- mass += bp.MassRaw;
- }
- }
- return mass;
- }
- protected virtual OMV.Vector3 ComputeLinksetCenterOfMass()
- {
- OMV.Vector3 com;
- lock (m_linksetActivityLock)
- {
- com = LinksetRoot.Position * LinksetRoot.MassRaw;
- float totalMass = LinksetRoot.MassRaw;
- foreach (BSPhysObject bp in m_taintChildren)
- {
- com += bp.Position * bp.MassRaw;
- totalMass += bp.MassRaw;
- }
- if (totalMass != 0f)
- com /= totalMass;
- }
- return com;
- }
- protected virtual OMV.Vector3 ComputeLinksetGeometricCenter()
- {
- OMV.Vector3 com;
- lock (m_linksetActivityLock)
- {
- com = LinksetRoot.Position;
- foreach (BSPhysObject bp in m_taintChildren)
- {
- com += bp.Position * bp.MassRaw;
- }
- com /= (m_taintChildren.Count + 1);
- }
- return com;
- }
- // I am the root of a linkset and a new child is being added
- // Called while LinkActivity is locked.
- protected abstract void AddChildToLinkset(BSPhysObject child);
- // Forcefully removing a child from a linkset.
- // This is not being called by the child so we have to make sure the child doesn't think
- // it's still connected to the linkset.
- // Normal OpenSimulator operation will never do this because other SceneObjectPart information
- // also has to be updated (like pointer to prim's parent).
- protected abstract void RemoveChildFromOtherLinkset(BSPhysObject pchild);
- // I am the root of a linkset and one of my children is being removed.
- // Safe to call even if the child is not really in my linkset.
- protected abstract void RemoveChildFromLinkset(BSPhysObject child);
- // Invoke the detailed logger and output something if it's enabled.
- protected void DetailLog(string msg, params Object[] args)
- {
- if (PhysicsScene.PhysicsLogging.Enabled)
- PhysicsScene.DetailLog(msg, args);
- }
- }
- }
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