123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329 |
- /*
- * 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.BulletSNPlugin
- {
- // A BSPrim can get individual information about its linkedness attached
- // to it through an instance of a subclass of LinksetInfo.
- // Each type of linkset will define the information needed for its type.
- public abstract class BSLinksetInfo
- {
- public virtual void Clear() { }
- }
- public abstract class BSLinkset
- {
- // private static string LogHeader = "[BULLETSIM LINKSET]";
- public enum LinksetImplementation
- {
- Constraint = 0, // linkset tied together with constraints
- Compound = 1, // linkset tied together as a compound object
- Manual = 2 // linkset tied together manually (code moves all the pieces)
- }
- // Create the correct type of linkset for this child
- public static BSLinkset Factory(BSScene physScene, BSPhysObject parent)
- {
- BSLinkset ret = null;
- switch ((int)BSParam.LinksetImplementation)
- {
- case (int)LinksetImplementation.Constraint:
- ret = new BSLinksetConstraints(physScene, parent);
- break;
- case (int)LinksetImplementation.Compound:
- ret = new BSLinksetCompound(physScene, parent);
- break;
- case (int)LinksetImplementation.Manual:
- // ret = new BSLinksetManual(physScene, parent);
- break;
- default:
- ret = new BSLinksetCompound(physScene, parent);
- break;
- }
- 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.
- protected HashSet<BSPhysObject> m_children;
- // 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();
- // Some linksets have a preferred physical shape.
- // Returns SHAPE_UNKNOWN if there is no preference. Causes the correct shape to be selected.
- public virtual BSPhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor)
- {
- return BSPhysicsShapeType.SHAPE_UNKNOWN;
- }
- // We keep the prim's mass in the linkset structure since it could be dependent on other prims
- public float LinksetMass { get; protected set; }
- public virtual bool LinksetIsColliding { get { return false; } }
- public OMV.Vector3 CenterOfMass
- {
- get { return ComputeLinksetCenterOfMass(); }
- }
- public OMV.Vector3 GeometricCenter
- {
- get { return ComputeLinksetGeometricCenter(); }
- }
- protected BSLinkset(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>();
- LinksetMass = parent.RawMass;
- Rebuilding = false;
- }
- // 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);
- LinksetMass = ComputeLinksetMass();
- }
- 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);
- LinksetMass = ComputeLinksetMass();
- }
- // 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)
- {
- ret = m_children.Contains(child);
- /* Safer version but the above should work
- foreach (BSPhysObject bp in m_children)
- {
- if (child.LocalID == bp.LocalID)
- {
- ret = true;
- break;
- }
- }
- */
- }
- return ret;
- }
- // Perform an action on each member of the linkset including root prim.
- // Depends on the action on whether this should be done at taint time.
- public delegate bool ForEachMemberAction(BSPhysObject obj);
- public virtual bool ForEachMember(ForEachMemberAction action)
- {
- bool ret = false;
- lock (m_linksetActivityLock)
- {
- action(LinksetRoot);
- foreach (BSPhysObject po in m_children)
- {
- if (action(po))
- break;
- }
- }
- return ret;
- }
- // 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);
-
- // 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);
- // When physical properties are changed the linkset needs to recalculate
- // its internal properties.
- // May be called at runtime or taint-time.
- public virtual void Refresh(BSPhysObject requestor)
- {
- LinksetMass = ComputeLinksetMass();
- }
- // Flag denoting the linkset is in the process of being rebuilt.
- // Used to know not the schedule a rebuild in the middle of a rebuild.
- protected bool Rebuilding { get; set; }
- // 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.
- // Passed flag is update came from physics engine (true) or the user (false).
- // Called at taint-time!!
- public abstract void UpdateProperties(BSPhysObject physObject, bool physicalUpdate);
- // 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);
- // ================================================================
- protected virtual float ComputeLinksetMass()
- {
- float mass = LinksetRoot.RawMass;
- if (HasAnyChildren)
- {
- lock (m_linksetActivityLock)
- {
- foreach (BSPhysObject bp in m_children)
- {
- mass += bp.RawMass;
- }
- }
- }
- return mass;
- }
- protected virtual OMV.Vector3 ComputeLinksetCenterOfMass()
- {
- OMV.Vector3 com;
- lock (m_linksetActivityLock)
- {
- com = LinksetRoot.Position * LinksetRoot.RawMass;
- float totalMass = LinksetRoot.RawMass;
- foreach (BSPhysObject bp in m_children)
- {
- com += bp.Position * bp.RawMass;
- totalMass += bp.RawMass;
- }
- 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_children)
- {
- com += bp.Position * bp.RawMass;
- }
- com /= (m_children.Count + 1);
- }
- return com;
- }
- // 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);
- }
- }
- }
|