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author | Robert Adams | 2013-06-10 06:40:07 -0700 |
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committer | Robert Adams | 2013-07-06 08:25:15 -0700 |
commit | 97698ae3119e01ecd2c98f7a17ad37204b9bfd9c (patch) | |
tree | e9fd36f0de282732d55e07ad7a139eb15a007abf /OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs | |
parent | BulletSim: comments and non-functional changes working toward the center-of-g... (diff) | |
download | opensim-SC-97698ae3119e01ecd2c98f7a17ad37204b9bfd9c.zip opensim-SC-97698ae3119e01ecd2c98f7a17ad37204b9bfd9c.tar.gz opensim-SC-97698ae3119e01ecd2c98f7a17ad37204b9bfd9c.tar.bz2 opensim-SC-97698ae3119e01ecd2c98f7a17ad37204b9bfd9c.tar.xz |
BulletSim: More tweaking on center-of-mass. Almost there. Changes have no effect if LinksetOffsetCenterOfMass=false (the default).
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs | 63 |
1 files changed, 24 insertions, 39 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs index 9a05349..a11bca0 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs | |||
@@ -51,7 +51,7 @@ public class BSPrimDisplaced : BSPrim | |||
51 | // the prim/linkset by the location of the root prim. So, if center-of-mass is anywhere | 51 | // the prim/linkset by the location of the root prim. So, if center-of-mass is anywhere |
52 | // but the origin of the root prim, the physical origin is displaced from the simulator origin. | 52 | // but the origin of the root prim, the physical origin is displaced from the simulator origin. |
53 | // | 53 | // |
54 | // This routine works by capturing the Force* setting of position/orientation/... and | 54 | // This routine works by capturing ForcePosition and |
55 | // adjusting the simulator values (being set) into the physical values. | 55 | // adjusting the simulator values (being set) into the physical values. |
56 | // The conversion is also done in the opposite direction (physical origin -> simulator origin). | 56 | // The conversion is also done in the opposite direction (physical origin -> simulator origin). |
57 | // | 57 | // |
@@ -60,8 +60,6 @@ public class BSPrimDisplaced : BSPrim | |||
60 | // class. | 60 | // class. |
61 | 61 | ||
62 | public virtual OMV.Vector3 PositionDisplacement { get; set; } | 62 | public virtual OMV.Vector3 PositionDisplacement { get; set; } |
63 | public virtual OMV.Quaternion OrientationDisplacement { get; set; } | ||
64 | public virtual OMV.Quaternion OrientationDisplacementOrigInv { get; set; } | ||
65 | 63 | ||
66 | public BSPrimDisplaced(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, | 64 | public BSPrimDisplaced(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, |
67 | OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) | 65 | OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) |
@@ -70,15 +68,17 @@ public class BSPrimDisplaced : BSPrim | |||
70 | ClearDisplacement(); | 68 | ClearDisplacement(); |
71 | } | 69 | } |
72 | 70 | ||
71 | // Clears any center-of-mass displacement introduced by linksets, etc. | ||
72 | // Does not clear the displacement set by the user. | ||
73 | public void ClearDisplacement() | 73 | public void ClearDisplacement() |
74 | { | 74 | { |
75 | PositionDisplacement = OMV.Vector3.Zero; | 75 | SetEffectiveCenterOfMassDisplacement(OMV.Vector3.Zero); |
76 | OrientationDisplacement = OMV.Quaternion.Identity; | ||
77 | } | 76 | } |
78 | 77 | ||
79 | // Set this sets and computes the displacement from the passed prim to the center-of-mass. | 78 | // Set this sets and computes the displacement from the passed prim to the center-of-mass. |
80 | // A user set value for center-of-mass overrides whatever might be passed in here. | 79 | // A user set value for center-of-mass overrides whatever might be passed in here. |
81 | // The displacement is in local coordinates (relative to root prim in linkset oriented coordinates). | 80 | // The displacement is in local coordinates (relative to root prim in linkset oriented coordinates). |
81 | // Called at taint time. | ||
82 | public virtual void SetEffectiveCenterOfMassDisplacement(Vector3 centerOfMassDisplacement) | 82 | public virtual void SetEffectiveCenterOfMassDisplacement(Vector3 centerOfMassDisplacement) |
83 | { | 83 | { |
84 | Vector3 comDisp; | 84 | Vector3 comDisp; |
@@ -87,21 +87,17 @@ public class BSPrimDisplaced : BSPrim | |||
87 | else | 87 | else |
88 | comDisp = centerOfMassDisplacement; | 88 | comDisp = centerOfMassDisplacement; |
89 | 89 | ||
90 | if (comDisp.ApproxEquals(Vector3.Zero, 0.01f) ) | ||
91 | comDisp = Vector3.Zero; | ||
92 | |||
90 | DetailLog("{0},BSPrimDisplaced.SetEffectiveCenterOfMassDisplacement,userSet={1},comDisp={2}", | 93 | DetailLog("{0},BSPrimDisplaced.SetEffectiveCenterOfMassDisplacement,userSet={1},comDisp={2}", |
91 | LocalID, UserSetCenterOfMassDisplacement.HasValue, comDisp); | 94 | LocalID, UserSetCenterOfMassDisplacement.HasValue, comDisp); |
92 | if (comDisp == Vector3.Zero) | 95 | if ( comDisp != PositionDisplacement ) |
93 | { | 96 | { |
94 | // If there is no diplacement. Things get reset. | 97 | // Displacement setting is changing. |
95 | PositionDisplacement = OMV.Vector3.Zero; | 98 | // The relationship between the physical object and simulated object must be aligned. |
96 | OrientationDisplacement = OMV.Quaternion.Identity; | ||
97 | } | ||
98 | else | ||
99 | { | ||
100 | // Remember the displacement from root as well as the origional rotation of the | ||
101 | // new center-of-mass. | ||
102 | PositionDisplacement = comDisp; | 99 | PositionDisplacement = comDisp; |
103 | OrientationDisplacement = Quaternion.Normalize(RawOrientation); | 100 | this.ForcePosition = RawPosition; |
104 | OrientationDisplacementOrigInv = Quaternion.Inverse(OrientationDisplacement); | ||
105 | } | 101 | } |
106 | } | 102 | } |
107 | 103 | ||
@@ -112,7 +108,11 @@ public class BSPrimDisplaced : BSPrim | |||
112 | { | 108 | { |
113 | if (PositionDisplacement != OMV.Vector3.Zero) | 109 | if (PositionDisplacement != OMV.Vector3.Zero) |
114 | { | 110 | { |
115 | OMV.Vector3 displacedPos = value - (PositionDisplacement * (OrientationDisplacementOrigInv * RawOrientation)); | 111 | // The displacement is always relative to the vehicle so, when setting position, |
112 | // the caller means to set the position of the root prim. | ||
113 | // This offsets the setting value to the center-of-mass and sends that to the | ||
114 | // physics engine. | ||
115 | OMV.Vector3 displacedPos = value - (PositionDisplacement * RawOrientation); | ||
116 | DetailLog("{0},BSPrimDisplaced.ForcePosition,val={1},disp={2},newPos={3}", LocalID, value, PositionDisplacement, displacedPos); | 116 | DetailLog("{0},BSPrimDisplaced.ForcePosition,val={1},disp={2},newPos={3}", LocalID, value, PositionDisplacement, displacedPos); |
117 | base.ForcePosition = displacedPos; | 117 | base.ForcePosition = displacedPos; |
118 | } | 118 | } |
@@ -123,26 +123,12 @@ public class BSPrimDisplaced : BSPrim | |||
123 | } | 123 | } |
124 | } | 124 | } |
125 | 125 | ||
126 | public override Quaternion ForceOrientation | 126 | // These are also overridden by BSPrimLinkable if the prim can be part of a linkset |
127 | { | ||
128 | get { return base.ForceOrientation; } | ||
129 | set | ||
130 | { | ||
131 | // Changing orientation also changes the position of the center-of-mass since | ||
132 | // the orientation passed is for a rotation around the root prim's center. | ||
133 | base.ForceOrientation = value; | ||
134 | } | ||
135 | } | ||
136 | |||
137 | // TODO: decide if this is the right place for these variables. | ||
138 | // Somehow incorporate the optional settability by the user. | ||
139 | // Is this used? | ||
140 | public override OMV.Vector3 CenterOfMass | 127 | public override OMV.Vector3 CenterOfMass |
141 | { | 128 | { |
142 | get { return RawPosition; } | 129 | get { return RawPosition; } |
143 | } | 130 | } |
144 | 131 | ||
145 | // Is this used? | ||
146 | public override OMV.Vector3 GeometricCenter | 132 | public override OMV.Vector3 GeometricCenter |
147 | { | 133 | { |
148 | get { return RawPosition; } | 134 | get { return RawPosition; } |
@@ -151,18 +137,17 @@ public class BSPrimDisplaced : BSPrim | |||
151 | public override void UpdateProperties(EntityProperties entprop) | 137 | public override void UpdateProperties(EntityProperties entprop) |
152 | { | 138 | { |
153 | // Undo any center-of-mass displacement that might have been done. | 139 | // Undo any center-of-mass displacement that might have been done. |
154 | if (PositionDisplacement != OMV.Vector3.Zero || OrientationDisplacement != OMV.Quaternion.Identity) | 140 | if (PositionDisplacement != OMV.Vector3.Zero) |
155 | { | 141 | { |
156 | // The origional shape was offset from 'zero' by PositionDisplacement and rotated by OrientationDisplacement. | 142 | // The origional shape was offset from 'zero' by PositionDisplacement. |
157 | // These physical locations and rotation must be back converted to be centered around the displaced | 143 | // These physical location must be back converted to be centered around the displaced |
158 | // root shape. | 144 | // root shape. |
159 | 145 | ||
160 | // The root position is the reported position displaced by the rotated displacement. | 146 | // The root position is the reported position displaced by the rotated displacement. |
161 | OMV.Vector3 displacedPos = entprop.Position + (PositionDisplacement * (entprop.Rotation * OrientationDisplacementOrigInv)); | 147 | OMV.Vector3 displacedPos = entprop.Position + (PositionDisplacement * entprop.Rotation); |
162 | 148 | DetailLog("{0},BSPrimDisplaced.UpdateProperties,physPos={1},disp={2},newPos={3}", | |
163 | DetailLog("{0},BSPrimDisplaced.ForcePosition,physPos={1},disp={2},newPos={3}", LocalID, entprop.Position, PositionDisplacement, displacedPos); | 149 | LocalID, entprop.Position, PositionDisplacement, displacedPos); |
164 | entprop.Position = displacedPos; | 150 | entprop.Position = displacedPos; |
165 | // entprop.Rotation = something; | ||
166 | } | 151 | } |
167 | 152 | ||
168 | base.UpdateProperties(entprop); | 153 | base.UpdateProperties(entprop); |