diff options
author | Mic Bowman | 2013-02-08 22:43:56 -0800 |
---|---|---|
committer | Mic Bowman | 2013-02-08 22:43:56 -0800 |
commit | 0a297a0e52b673427ff61b254f6065c217b1375d (patch) | |
tree | aa337fff2dfda8677a7a76eb08b76a1d07df178a /OpenSim/Region/Physics/BulletSPlugin | |
parent | Make JsonStore path parsing more robust. Should fix the (diff) | |
parent | Fixed ReadSculptData(): the check whether there are enough bytes to read was ... (diff) | |
download | opensim-SC-0a297a0e52b673427ff61b254f6065c217b1375d.zip opensim-SC-0a297a0e52b673427ff61b254f6065c217b1375d.tar.gz opensim-SC-0a297a0e52b673427ff61b254f6065c217b1375d.tar.bz2 opensim-SC-0a297a0e52b673427ff61b254f6065c217b1375d.tar.xz |
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin')
12 files changed, 446 insertions, 255 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs index 5e06c1e..7ab86d2 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs | |||
@@ -183,6 +183,7 @@ public struct ConfigurationParameters | |||
183 | public float shouldEnableFrictionCaching; | 183 | public float shouldEnableFrictionCaching; |
184 | public float numberOfSolverIterations; | 184 | public float numberOfSolverIterations; |
185 | public float useSingleSidedMeshes; | 185 | public float useSingleSidedMeshes; |
186 | public float globalContactBreakingThreshold; | ||
186 | 187 | ||
187 | public float physicsLoggingFrames; | 188 | public float physicsLoggingFrames; |
188 | 189 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index d694a6a..f781aea 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -45,7 +45,6 @@ public sealed class BSCharacter : BSPhysObject | |||
45 | private bool _selected; | 45 | private bool _selected; |
46 | private OMV.Vector3 _position; | 46 | private OMV.Vector3 _position; |
47 | private float _mass; | 47 | private float _mass; |
48 | private float _avatarDensity; | ||
49 | private float _avatarVolume; | 48 | private float _avatarVolume; |
50 | private OMV.Vector3 _force; | 49 | private OMV.Vector3 _force; |
51 | private OMV.Vector3 _velocity; | 50 | private OMV.Vector3 _velocity; |
@@ -63,9 +62,6 @@ public sealed class BSCharacter : BSPhysObject | |||
63 | private bool _kinematic; | 62 | private bool _kinematic; |
64 | private float _buoyancy; | 63 | private float _buoyancy; |
65 | 64 | ||
66 | // The friction and velocity of the avatar is modified depending on whether walking or not. | ||
67 | private float _currentFriction; // the friction currently being used (changed by setVelocity). | ||
68 | |||
69 | private BSVMotor _velocityMotor; | 65 | private BSVMotor _velocityMotor; |
70 | 66 | ||
71 | private OMV.Vector3 _PIDTarget; | 67 | private OMV.Vector3 _PIDTarget; |
@@ -86,8 +82,8 @@ public sealed class BSCharacter : BSPhysObject | |||
86 | _orientation = OMV.Quaternion.Identity; | 82 | _orientation = OMV.Quaternion.Identity; |
87 | _velocity = OMV.Vector3.Zero; | 83 | _velocity = OMV.Vector3.Zero; |
88 | _buoyancy = ComputeBuoyancyFromFlying(isFlying); | 84 | _buoyancy = ComputeBuoyancyFromFlying(isFlying); |
89 | _currentFriction = BSParam.AvatarStandingFriction; | 85 | Friction = BSParam.AvatarStandingFriction; |
90 | _avatarDensity = BSParam.AvatarDensity; | 86 | Density = BSParam.AvatarDensity; |
91 | 87 | ||
92 | // Old versions of ScenePresence passed only the height. If width and/or depth are zero, | 88 | // Old versions of ScenePresence passed only the height. If width and/or depth are zero, |
93 | // replace with the default values. | 89 | // replace with the default values. |
@@ -104,7 +100,7 @@ public sealed class BSCharacter : BSPhysObject | |||
104 | SetupMovementMotor(); | 100 | SetupMovementMotor(); |
105 | 101 | ||
106 | DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5}", | 102 | DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5}", |
107 | LocalID, _size, Scale, _avatarDensity, _avatarVolume, RawMass); | 103 | LocalID, _size, Scale, Density, _avatarVolume, RawMass); |
108 | 104 | ||
109 | // do actual creation in taint time | 105 | // do actual creation in taint time |
110 | PhysicsScene.TaintedObject("BSCharacter.create", delegate() | 106 | PhysicsScene.TaintedObject("BSCharacter.create", delegate() |
@@ -140,7 +136,7 @@ public sealed class BSCharacter : BSPhysObject | |||
140 | ZeroMotion(true); | 136 | ZeroMotion(true); |
141 | ForcePosition = _position; | 137 | ForcePosition = _position; |
142 | 138 | ||
143 | // Set the velocity and compute the proper friction | 139 | // Set the velocity |
144 | _velocityMotor.Reset(); | 140 | _velocityMotor.Reset(); |
145 | _velocityMotor.SetTarget(_velocity); | 141 | _velocityMotor.SetTarget(_velocity); |
146 | _velocityMotor.SetCurrent(_velocity); | 142 | _velocityMotor.SetCurrent(_velocity); |
@@ -214,35 +210,38 @@ public sealed class BSCharacter : BSPhysObject | |||
214 | _velocityMotor.Step(timeStep); | 210 | _velocityMotor.Step(timeStep); |
215 | 211 | ||
216 | // If we're not supposed to be moving, make sure things are zero. | 212 | // If we're not supposed to be moving, make sure things are zero. |
217 | if (_velocityMotor.ErrorIsZero() && _velocityMotor.TargetValue == OMV.Vector3.Zero && IsColliding) | 213 | if (_velocityMotor.ErrorIsZero() && _velocityMotor.TargetValue == OMV.Vector3.Zero) |
218 | { | 214 | { |
219 | // The avatar shouldn't be moving | 215 | // The avatar shouldn't be moving |
220 | _velocityMotor.Zero(); | 216 | _velocityMotor.Zero(); |
221 | 217 | ||
222 | // If we are colliding with a stationary object, presume we're standing and don't move around | 218 | if (IsColliding) |
223 | if (!ColliderIsMoving) | ||
224 | { | 219 | { |
225 | DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,zeroingMotion", LocalID); | 220 | // If we are colliding with a stationary object, presume we're standing and don't move around |
226 | ZeroMotion(true /* inTaintTime */); | 221 | if (!ColliderIsMoving) |
227 | } | 222 | { |
223 | DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,zeroingMotion", LocalID); | ||
224 | ZeroMotion(true /* inTaintTime */); | ||
225 | } | ||
228 | 226 | ||
229 | // Standing has more friction on the ground | 227 | // Standing has more friction on the ground |
230 | if (_currentFriction != BSParam.AvatarStandingFriction) | 228 | if (Friction != BSParam.AvatarStandingFriction) |
231 | { | 229 | { |
232 | _currentFriction = BSParam.AvatarStandingFriction; | 230 | Friction = BSParam.AvatarStandingFriction; |
233 | PhysicsScene.PE.SetFriction(PhysBody, _currentFriction); | 231 | PhysicsScene.PE.SetFriction(PhysBody, Friction); |
232 | } | ||
234 | } | 233 | } |
235 | DetailLog("{0},BSCharacter.MoveMotor,taint,stopping,target={1}", LocalID, _velocityMotor.TargetValue); | 234 | DetailLog("{0},BSCharacter.MoveMotor,taint,stopping,target={1},colliding={2}", LocalID, _velocityMotor.TargetValue, IsColliding); |
236 | } | 235 | } |
237 | else | 236 | else |
238 | { | 237 | { |
239 | OMV.Vector3 stepVelocity = _velocityMotor.CurrentValue; | 238 | OMV.Vector3 stepVelocity = _velocityMotor.CurrentValue; |
240 | 239 | ||
241 | if (_currentFriction != BSParam.AvatarFriction) | 240 | if (Friction != BSParam.AvatarFriction) |
242 | { | 241 | { |
243 | // Probably starting up walking. Set friction to moving friction. | 242 | // Probably starting up walking. Set friction to moving friction. |
244 | _currentFriction = BSParam.AvatarFriction; | 243 | Friction = BSParam.AvatarFriction; |
245 | PhysicsScene.PE.SetFriction(PhysBody, _currentFriction); | 244 | PhysicsScene.PE.SetFriction(PhysBody, Friction); |
246 | } | 245 | } |
247 | 246 | ||
248 | // If falling, we keep the world's downward vector no matter what the other axis specify. | 247 | // If falling, we keep the world's downward vector no matter what the other axis specify. |
@@ -342,7 +341,7 @@ public sealed class BSCharacter : BSPhysObject | |||
342 | Scale = ComputeAvatarScale(_size); | 341 | Scale = ComputeAvatarScale(_size); |
343 | ComputeAvatarVolumeAndMass(); | 342 | ComputeAvatarVolumeAndMass(); |
344 | DetailLog("{0},BSCharacter.setSize,call,size={1},scale={2},density={3},volume={4},mass={5}", | 343 | DetailLog("{0},BSCharacter.setSize,call,size={1},scale={2},density={3},volume={4},mass={5}", |
345 | LocalID, _size, Scale, _avatarDensity, _avatarVolume, RawMass); | 344 | LocalID, _size, Scale, Density, _avatarVolume, RawMass); |
346 | 345 | ||
347 | PhysicsScene.TaintedObject("BSCharacter.setSize", delegate() | 346 | PhysicsScene.TaintedObject("BSCharacter.setSize", delegate() |
348 | { | 347 | { |
@@ -870,7 +869,7 @@ public sealed class BSCharacter : BSPhysObject | |||
870 | * Math.Min(Size.X, Size.Y) / 2 | 869 | * Math.Min(Size.X, Size.Y) / 2 |
871 | * Size.Y / 2f // plus the volume of the capsule end caps | 870 | * Size.Y / 2f // plus the volume of the capsule end caps |
872 | ); | 871 | ); |
873 | _mass = _avatarDensity * _avatarVolume; | 872 | _mass = Density * _avatarVolume; |
874 | } | 873 | } |
875 | 874 | ||
876 | // The physics engine says that properties have updated. Update same and inform | 875 | // The physics engine says that properties have updated. Update same and inform |
@@ -901,7 +900,7 @@ public sealed class BSCharacter : BSPhysObject | |||
901 | CurrentEntityProperties = entprop; | 900 | CurrentEntityProperties = entprop; |
902 | 901 | ||
903 | // Tell the linkset about value changes | 902 | // Tell the linkset about value changes |
904 | Linkset.UpdateProperties(UpdatedProperties.EntPropUpdates, this); | 903 | // Linkset.UpdateProperties(UpdatedProperties.EntPropUpdates, this); |
905 | 904 | ||
906 | // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. | 905 | // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. |
907 | // base.RequestPhysicsterseUpdate(); | 906 | // base.RequestPhysicsterseUpdate(); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index b51e9fd..41d353a 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -597,7 +597,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
597 | if (IsActive) | 597 | if (IsActive) |
598 | { | 598 | { |
599 | // Remember the mass so we don't have to fetch it every step | 599 | // Remember the mass so we don't have to fetch it every step |
600 | m_vehicleMass = Prim.Linkset.LinksetMass; | 600 | m_vehicleMass = Prim.TotalMass; |
601 | 601 | ||
602 | // Friction affects are handled by this vehicle code | 602 | // Friction affects are handled by this vehicle code |
603 | PhysicsScene.PE.SetFriction(Prim.PhysBody, BSParam.VehicleFriction); | 603 | PhysicsScene.PE.SetFriction(Prim.PhysBody, BSParam.VehicleFriction); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index 1e3e5d8..e35311f 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | |||
@@ -52,7 +52,7 @@ public abstract class BSLinkset | |||
52 | Manual = 2 // linkset tied together manually (code moves all the pieces) | 52 | Manual = 2 // linkset tied together manually (code moves all the pieces) |
53 | } | 53 | } |
54 | // Create the correct type of linkset for this child | 54 | // Create the correct type of linkset for this child |
55 | public static BSLinkset Factory(BSScene physScene, BSPhysObject parent) | 55 | public static BSLinkset Factory(BSScene physScene, BSPrimLinkable parent) |
56 | { | 56 | { |
57 | BSLinkset ret = null; | 57 | BSLinkset ret = null; |
58 | 58 | ||
@@ -71,10 +71,14 @@ public abstract class BSLinkset | |||
71 | ret = new BSLinksetCompound(physScene, parent); | 71 | ret = new BSLinksetCompound(physScene, parent); |
72 | break; | 72 | break; |
73 | } | 73 | } |
74 | if (ret == null) | ||
75 | { | ||
76 | physScene.Logger.ErrorFormat("[BULLETSIM LINKSET] Factory could not create linkset. Parent name={1}, ID={2}", parent.Name, parent.LocalID); | ||
77 | } | ||
74 | return ret; | 78 | return ret; |
75 | } | 79 | } |
76 | 80 | ||
77 | public BSPhysObject LinksetRoot { get; protected set; } | 81 | public BSPrimLinkable LinksetRoot { get; protected set; } |
78 | 82 | ||
79 | public BSScene PhysicsScene { get; private set; } | 83 | public BSScene PhysicsScene { get; private set; } |
80 | 84 | ||
@@ -82,7 +86,7 @@ public abstract class BSLinkset | |||
82 | public int LinksetID { get; private set; } | 86 | public int LinksetID { get; private set; } |
83 | 87 | ||
84 | // The children under the root in this linkset. | 88 | // The children under the root in this linkset. |
85 | protected HashSet<BSPhysObject> m_children; | 89 | protected HashSet<BSPrimLinkable> m_children; |
86 | 90 | ||
87 | // We lock the diddling of linkset classes to prevent any badness. | 91 | // We lock the diddling of linkset classes to prevent any badness. |
88 | // This locks the modification of the instances of this class. Changes | 92 | // This locks the modification of the instances of this class. Changes |
@@ -91,7 +95,7 @@ public abstract class BSLinkset | |||
91 | 95 | ||
92 | // Some linksets have a preferred physical shape. | 96 | // Some linksets have a preferred physical shape. |
93 | // Returns SHAPE_UNKNOWN if there is no preference. Causes the correct shape to be selected. | 97 | // Returns SHAPE_UNKNOWN if there is no preference. Causes the correct shape to be selected. |
94 | public virtual BSPhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor) | 98 | public virtual BSPhysicsShapeType PreferredPhysicalShape(BSPrimLinkable requestor) |
95 | { | 99 | { |
96 | return BSPhysicsShapeType.SHAPE_UNKNOWN; | 100 | return BSPhysicsShapeType.SHAPE_UNKNOWN; |
97 | } | 101 | } |
@@ -111,7 +115,7 @@ public abstract class BSLinkset | |||
111 | get { return ComputeLinksetGeometricCenter(); } | 115 | get { return ComputeLinksetGeometricCenter(); } |
112 | } | 116 | } |
113 | 117 | ||
114 | protected BSLinkset(BSScene scene, BSPhysObject parent) | 118 | protected BSLinkset(BSScene scene, BSPrimLinkable parent) |
115 | { | 119 | { |
116 | // A simple linkset of one (no children) | 120 | // A simple linkset of one (no children) |
117 | LinksetID = m_nextLinksetID++; | 121 | LinksetID = m_nextLinksetID++; |
@@ -120,7 +124,7 @@ public abstract class BSLinkset | |||
120 | m_nextLinksetID = 1; | 124 | m_nextLinksetID = 1; |
121 | PhysicsScene = scene; | 125 | PhysicsScene = scene; |
122 | LinksetRoot = parent; | 126 | LinksetRoot = parent; |
123 | m_children = new HashSet<BSPhysObject>(); | 127 | m_children = new HashSet<BSPrimLinkable>(); |
124 | LinksetMass = parent.RawMass; | 128 | LinksetMass = parent.RawMass; |
125 | Rebuilding = false; | 129 | Rebuilding = false; |
126 | } | 130 | } |
@@ -129,7 +133,7 @@ public abstract class BSLinkset | |||
129 | // Parent changing should not happen so do some sanity checking. | 133 | // Parent changing should not happen so do some sanity checking. |
130 | // We return the parent's linkset so the child can track its membership. | 134 | // We return the parent's linkset so the child can track its membership. |
131 | // Called at runtime. | 135 | // Called at runtime. |
132 | public BSLinkset AddMeToLinkset(BSPhysObject child) | 136 | public BSLinkset AddMeToLinkset(BSPrimLinkable child) |
133 | { | 137 | { |
134 | lock (m_linksetActivityLock) | 138 | lock (m_linksetActivityLock) |
135 | { | 139 | { |
@@ -145,14 +149,13 @@ public abstract class BSLinkset | |||
145 | // Returns a new linkset for the child which is a linkset of one (just the | 149 | // Returns a new linkset for the child which is a linkset of one (just the |
146 | // orphened child). | 150 | // orphened child). |
147 | // Called at runtime. | 151 | // Called at runtime. |
148 | public BSLinkset RemoveMeFromLinkset(BSPhysObject child) | 152 | public BSLinkset RemoveMeFromLinkset(BSPrimLinkable child) |
149 | { | 153 | { |
150 | lock (m_linksetActivityLock) | 154 | lock (m_linksetActivityLock) |
151 | { | 155 | { |
152 | if (IsRoot(child)) | 156 | if (IsRoot(child)) |
153 | { | 157 | { |
154 | // Cannot remove the root from a linkset. | 158 | // Cannot remove the root from a linkset. |
155 | child.PositionDisplacement = OMV.Vector3.Zero; | ||
156 | return this; | 159 | return this; |
157 | } | 160 | } |
158 | RemoveChildFromLinkset(child); | 161 | RemoveChildFromLinkset(child); |
@@ -160,12 +163,11 @@ public abstract class BSLinkset | |||
160 | } | 163 | } |
161 | 164 | ||
162 | // The child is down to a linkset of just itself | 165 | // The child is down to a linkset of just itself |
163 | child.PositionDisplacement = OMV.Vector3.Zero; | ||
164 | return BSLinkset.Factory(PhysicsScene, child); | 166 | return BSLinkset.Factory(PhysicsScene, child); |
165 | } | 167 | } |
166 | 168 | ||
167 | // Return 'true' if the passed object is the root object of this linkset | 169 | // Return 'true' if the passed object is the root object of this linkset |
168 | public bool IsRoot(BSPhysObject requestor) | 170 | public bool IsRoot(BSPrimLinkable requestor) |
169 | { | 171 | { |
170 | return (requestor.LocalID == LinksetRoot.LocalID); | 172 | return (requestor.LocalID == LinksetRoot.LocalID); |
171 | } | 173 | } |
@@ -176,14 +178,14 @@ public abstract class BSLinkset | |||
176 | public bool HasAnyChildren { get { return (m_children.Count > 0); } } | 178 | public bool HasAnyChildren { get { return (m_children.Count > 0); } } |
177 | 179 | ||
178 | // Return 'true' if this child is in this linkset | 180 | // Return 'true' if this child is in this linkset |
179 | public bool HasChild(BSPhysObject child) | 181 | public bool HasChild(BSPrimLinkable child) |
180 | { | 182 | { |
181 | bool ret = false; | 183 | bool ret = false; |
182 | lock (m_linksetActivityLock) | 184 | lock (m_linksetActivityLock) |
183 | { | 185 | { |
184 | ret = m_children.Contains(child); | 186 | ret = m_children.Contains(child); |
185 | /* Safer version but the above should work | 187 | /* Safer version but the above should work |
186 | foreach (BSPhysObject bp in m_children) | 188 | foreach (BSPrimLinkable bp in m_children) |
187 | { | 189 | { |
188 | if (child.LocalID == bp.LocalID) | 190 | if (child.LocalID == bp.LocalID) |
189 | { | 191 | { |
@@ -198,14 +200,14 @@ public abstract class BSLinkset | |||
198 | 200 | ||
199 | // Perform an action on each member of the linkset including root prim. | 201 | // Perform an action on each member of the linkset including root prim. |
200 | // Depends on the action on whether this should be done at taint time. | 202 | // Depends on the action on whether this should be done at taint time. |
201 | public delegate bool ForEachMemberAction(BSPhysObject obj); | 203 | public delegate bool ForEachMemberAction(BSPrimLinkable obj); |
202 | public virtual bool ForEachMember(ForEachMemberAction action) | 204 | public virtual bool ForEachMember(ForEachMemberAction action) |
203 | { | 205 | { |
204 | bool ret = false; | 206 | bool ret = false; |
205 | lock (m_linksetActivityLock) | 207 | lock (m_linksetActivityLock) |
206 | { | 208 | { |
207 | action(LinksetRoot); | 209 | action(LinksetRoot); |
208 | foreach (BSPhysObject po in m_children) | 210 | foreach (BSPrimLinkable po in m_children) |
209 | { | 211 | { |
210 | if (action(po)) | 212 | if (action(po)) |
211 | break; | 213 | break; |
@@ -216,16 +218,16 @@ public abstract class BSLinkset | |||
216 | 218 | ||
217 | // I am the root of a linkset and a new child is being added | 219 | // I am the root of a linkset and a new child is being added |
218 | // Called while LinkActivity is locked. | 220 | // Called while LinkActivity is locked. |
219 | protected abstract void AddChildToLinkset(BSPhysObject child); | 221 | protected abstract void AddChildToLinkset(BSPrimLinkable child); |
220 | 222 | ||
221 | // I am the root of a linkset and one of my children is being removed. | 223 | // I am the root of a linkset and one of my children is being removed. |
222 | // Safe to call even if the child is not really in my linkset. | 224 | // Safe to call even if the child is not really in my linkset. |
223 | protected abstract void RemoveChildFromLinkset(BSPhysObject child); | 225 | protected abstract void RemoveChildFromLinkset(BSPrimLinkable child); |
224 | 226 | ||
225 | // When physical properties are changed the linkset needs to recalculate | 227 | // When physical properties are changed the linkset needs to recalculate |
226 | // its internal properties. | 228 | // its internal properties. |
227 | // May be called at runtime or taint-time. | 229 | // May be called at runtime or taint-time. |
228 | public virtual void Refresh(BSPhysObject requestor) | 230 | public virtual void Refresh(BSPrimLinkable requestor) |
229 | { | 231 | { |
230 | LinksetMass = ComputeLinksetMass(); | 232 | LinksetMass = ComputeLinksetMass(); |
231 | } | 233 | } |
@@ -240,26 +242,26 @@ public abstract class BSLinkset | |||
240 | // has not yet been fully constructed. | 242 | // has not yet been fully constructed. |
241 | // Return 'true' if any properties updated on the passed object. | 243 | // Return 'true' if any properties updated on the passed object. |
242 | // Called at taint-time! | 244 | // Called at taint-time! |
243 | public abstract bool MakeDynamic(BSPhysObject child); | 245 | public abstract bool MakeDynamic(BSPrimLinkable child); |
244 | 246 | ||
245 | // The object is going static (non-physical). Do any setup necessary | 247 | // The object is going static (non-physical). Do any setup necessary |
246 | // for a static linkset. | 248 | // for a static linkset. |
247 | // Return 'true' if any properties updated on the passed object. | 249 | // Return 'true' if any properties updated on the passed object. |
248 | // Called at taint-time! | 250 | // Called at taint-time! |
249 | public abstract bool MakeStatic(BSPhysObject child); | 251 | public abstract bool MakeStatic(BSPrimLinkable child); |
250 | 252 | ||
251 | // Called when a parameter update comes from the physics engine for any object | 253 | // Called when a parameter update comes from the physics engine for any object |
252 | // of the linkset is received. | 254 | // of the linkset is received. |
253 | // Passed flag is update came from physics engine (true) or the user (false). | 255 | // Passed flag is update came from physics engine (true) or the user (false). |
254 | // Called at taint-time!! | 256 | // Called at taint-time!! |
255 | public abstract void UpdateProperties(UpdatedProperties whichUpdated, BSPhysObject physObject); | 257 | public abstract void UpdateProperties(UpdatedProperties whichUpdated, BSPrimLinkable physObject); |
256 | 258 | ||
257 | // Routine used when rebuilding the body of the root of the linkset | 259 | // Routine used when rebuilding the body of the root of the linkset |
258 | // Destroy all the constraints have have been made to root. | 260 | // Destroy all the constraints have have been made to root. |
259 | // This is called when the root body is changing. | 261 | // This is called when the root body is changing. |
260 | // Returns 'true' of something was actually removed and would need restoring | 262 | // Returns 'true' of something was actually removed and would need restoring |
261 | // Called at taint-time!! | 263 | // Called at taint-time!! |
262 | public abstract bool RemoveBodyDependencies(BSPrim child); | 264 | public abstract bool RemoveBodyDependencies(BSPrimLinkable child); |
263 | 265 | ||
264 | // ================================================================ | 266 | // ================================================================ |
265 | protected virtual float ComputeLinksetMass() | 267 | protected virtual float ComputeLinksetMass() |
@@ -269,7 +271,7 @@ public abstract class BSLinkset | |||
269 | { | 271 | { |
270 | lock (m_linksetActivityLock) | 272 | lock (m_linksetActivityLock) |
271 | { | 273 | { |
272 | foreach (BSPhysObject bp in m_children) | 274 | foreach (BSPrimLinkable bp in m_children) |
273 | { | 275 | { |
274 | mass += bp.RawMass; | 276 | mass += bp.RawMass; |
275 | } | 277 | } |
@@ -286,7 +288,7 @@ public abstract class BSLinkset | |||
286 | com = LinksetRoot.Position * LinksetRoot.RawMass; | 288 | com = LinksetRoot.Position * LinksetRoot.RawMass; |
287 | float totalMass = LinksetRoot.RawMass; | 289 | float totalMass = LinksetRoot.RawMass; |
288 | 290 | ||
289 | foreach (BSPhysObject bp in m_children) | 291 | foreach (BSPrimLinkable bp in m_children) |
290 | { | 292 | { |
291 | com += bp.Position * bp.RawMass; | 293 | com += bp.Position * bp.RawMass; |
292 | totalMass += bp.RawMass; | 294 | totalMass += bp.RawMass; |
@@ -305,7 +307,7 @@ public abstract class BSLinkset | |||
305 | { | 307 | { |
306 | com = LinksetRoot.Position; | 308 | com = LinksetRoot.Position; |
307 | 309 | ||
308 | foreach (BSPhysObject bp in m_children) | 310 | foreach (BSPrimLinkable bp in m_children) |
309 | { | 311 | { |
310 | com += bp.Position; | 312 | com += bp.Position; |
311 | } | 313 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index 0c4db40..36bae9b 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs | |||
@@ -52,7 +52,7 @@ sealed class BSLinksetCompoundInfo : BSLinksetInfo | |||
52 | OffsetRot = r; | 52 | OffsetRot = r; |
53 | } | 53 | } |
54 | // 'centerDisplacement' is the distance from the root the the center-of-mass (Bullet 'zero' of the shape) | 54 | // 'centerDisplacement' is the distance from the root the the center-of-mass (Bullet 'zero' of the shape) |
55 | public BSLinksetCompoundInfo(int indx, BSPhysObject root, BSPhysObject child, OMV.Vector3 centerDisplacement) | 55 | public BSLinksetCompoundInfo(int indx, BSPrimLinkable root, BSPrimLinkable child, OMV.Vector3 centerDisplacement) |
56 | { | 56 | { |
57 | // Each child position and rotation is given relative to the center-of-mass. | 57 | // Each child position and rotation is given relative to the center-of-mass. |
58 | OMV.Quaternion invRootOrientation = OMV.Quaternion.Inverse(root.RawOrientation); | 58 | OMV.Quaternion invRootOrientation = OMV.Quaternion.Inverse(root.RawOrientation); |
@@ -93,12 +93,12 @@ public sealed class BSLinksetCompound : BSLinkset | |||
93 | { | 93 | { |
94 | private static string LogHeader = "[BULLETSIM LINKSET COMPOUND]"; | 94 | private static string LogHeader = "[BULLETSIM LINKSET COMPOUND]"; |
95 | 95 | ||
96 | public BSLinksetCompound(BSScene scene, BSPhysObject parent) : base(scene, parent) | 96 | public BSLinksetCompound(BSScene scene, BSPrimLinkable parent) : base(scene, parent) |
97 | { | 97 | { |
98 | } | 98 | } |
99 | 99 | ||
100 | // For compound implimented linksets, if there are children, use compound shape for the root. | 100 | // For compound implimented linksets, if there are children, use compound shape for the root. |
101 | public override BSPhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor) | 101 | public override BSPhysicsShapeType PreferredPhysicalShape(BSPrimLinkable requestor) |
102 | { | 102 | { |
103 | // Returning 'unknown' means we don't have a preference. | 103 | // Returning 'unknown' means we don't have a preference. |
104 | BSPhysicsShapeType ret = BSPhysicsShapeType.SHAPE_UNKNOWN; | 104 | BSPhysicsShapeType ret = BSPhysicsShapeType.SHAPE_UNKNOWN; |
@@ -112,7 +112,7 @@ public sealed class BSLinksetCompound : BSLinkset | |||
112 | 112 | ||
113 | // When physical properties are changed the linkset needs to recalculate | 113 | // When physical properties are changed the linkset needs to recalculate |
114 | // its internal properties. | 114 | // its internal properties. |
115 | public override void Refresh(BSPhysObject requestor) | 115 | public override void Refresh(BSPrimLinkable requestor) |
116 | { | 116 | { |
117 | base.Refresh(requestor); | 117 | base.Refresh(requestor); |
118 | 118 | ||
@@ -121,7 +121,7 @@ public sealed class BSLinksetCompound : BSLinkset | |||
121 | } | 121 | } |
122 | 122 | ||
123 | // Schedule a refresh to happen after all the other taint processing. | 123 | // Schedule a refresh to happen after all the other taint processing. |
124 | private void ScheduleRebuild(BSPhysObject requestor) | 124 | private void ScheduleRebuild(BSPrimLinkable requestor) |
125 | { | 125 | { |
126 | DetailLog("{0},BSLinksetCompound.ScheduleRebuild,,rebuilding={1},hasChildren={2},actuallyScheduling={3}", | 126 | DetailLog("{0},BSLinksetCompound.ScheduleRebuild,,rebuilding={1},hasChildren={2},actuallyScheduling={3}", |
127 | requestor.LocalID, Rebuilding, HasAnyChildren, (!Rebuilding && HasAnyChildren)); | 127 | requestor.LocalID, Rebuilding, HasAnyChildren, (!Rebuilding && HasAnyChildren)); |
@@ -143,7 +143,7 @@ public sealed class BSLinksetCompound : BSLinkset | |||
143 | // has not yet been fully constructed. | 143 | // has not yet been fully constructed. |
144 | // Return 'true' if any properties updated on the passed object. | 144 | // Return 'true' if any properties updated on the passed object. |
145 | // Called at taint-time! | 145 | // Called at taint-time! |
146 | public override bool MakeDynamic(BSPhysObject child) | 146 | public override bool MakeDynamic(BSPrimLinkable child) |
147 | { | 147 | { |
148 | bool ret = false; | 148 | bool ret = false; |
149 | DetailLog("{0},BSLinksetCompound.MakeDynamic,call,IsRoot={1}", child.LocalID, IsRoot(child)); | 149 | DetailLog("{0},BSLinksetCompound.MakeDynamic,call,IsRoot={1}", child.LocalID, IsRoot(child)); |
@@ -173,7 +173,7 @@ public sealed class BSLinksetCompound : BSLinkset | |||
173 | // This doesn't normally happen -- OpenSim removes the objects from the physical | 173 | // This doesn't normally happen -- OpenSim removes the objects from the physical |
174 | // world if it is a static linkset. | 174 | // world if it is a static linkset. |
175 | // Called at taint-time! | 175 | // Called at taint-time! |
176 | public override bool MakeStatic(BSPhysObject child) | 176 | public override bool MakeStatic(BSPrimLinkable child) |
177 | { | 177 | { |
178 | bool ret = false; | 178 | bool ret = false; |
179 | DetailLog("{0},BSLinksetCompound.MakeStatic,call,IsRoot={1}", child.LocalID, IsRoot(child)); | 179 | DetailLog("{0},BSLinksetCompound.MakeStatic,call,IsRoot={1}", child.LocalID, IsRoot(child)); |
@@ -197,7 +197,7 @@ public sealed class BSLinksetCompound : BSLinkset | |||
197 | 197 | ||
198 | // 'physicalUpdate' is true if these changes came directly from the physics engine. Don't need to rebuild then. | 198 | // 'physicalUpdate' is true if these changes came directly from the physics engine. Don't need to rebuild then. |
199 | // Called at taint-time. | 199 | // Called at taint-time. |
200 | public override void UpdateProperties(UpdatedProperties whichUpdated, BSPhysObject updated) | 200 | public override void UpdateProperties(UpdatedProperties whichUpdated, BSPrimLinkable updated) |
201 | { | 201 | { |
202 | // The user moving a child around requires the rebuilding of the linkset compound shape | 202 | // The user moving a child around requires the rebuilding of the linkset compound shape |
203 | // One problem is this happens when a border is crossed -- the simulator implementation | 203 | // One problem is this happens when a border is crossed -- the simulator implementation |
@@ -222,7 +222,7 @@ public sealed class BSLinksetCompound : BSLinkset | |||
222 | if (lsi != null) | 222 | if (lsi != null) |
223 | { | 223 | { |
224 | // Since the child moved or rotationed, it needs a new relative position within the linkset | 224 | // Since the child moved or rotationed, it needs a new relative position within the linkset |
225 | BSLinksetCompoundInfo newLsi = new BSLinksetCompoundInfo(lsi.Index, LinksetRoot, updated, LinksetRoot.PositionDisplacement); | 225 | BSLinksetCompoundInfo newLsi = new BSLinksetCompoundInfo(lsi.Index, LinksetRoot, updated, OMV.Vector3.Zero); |
226 | updated.LinksetInfo = newLsi; | 226 | updated.LinksetInfo = newLsi; |
227 | 227 | ||
228 | // Find the physical instance of the child | 228 | // Find the physical instance of the child |
@@ -291,7 +291,7 @@ public sealed class BSLinksetCompound : BSLinkset | |||
291 | // Since we don't keep in world relationships, do nothing unless it's a child changing. | 291 | // Since we don't keep in world relationships, do nothing unless it's a child changing. |
292 | // Returns 'true' of something was actually removed and would need restoring | 292 | // Returns 'true' of something was actually removed and would need restoring |
293 | // Called at taint-time!! | 293 | // Called at taint-time!! |
294 | public override bool RemoveBodyDependencies(BSPrim child) | 294 | public override bool RemoveBodyDependencies(BSPrimLinkable child) |
295 | { | 295 | { |
296 | bool ret = false; | 296 | bool ret = false; |
297 | 297 | ||
@@ -316,7 +316,7 @@ public sealed class BSLinksetCompound : BSLinkset | |||
316 | // When the linkset is built, the child shape is added to the compound shape relative to the | 316 | // When the linkset is built, the child shape is added to the compound shape relative to the |
317 | // root shape. The linkset then moves around but this does not move the actual child | 317 | // root shape. The linkset then moves around but this does not move the actual child |
318 | // prim. The child prim's location must be recomputed based on the location of the root shape. | 318 | // prim. The child prim's location must be recomputed based on the location of the root shape. |
319 | private void RecomputeChildWorldPosition(BSPhysObject child, bool inTaintTime) | 319 | private void RecomputeChildWorldPosition(BSPrimLinkable child, bool inTaintTime) |
320 | { | 320 | { |
321 | // For the moment (20130201), disable this computation (converting the child physical addr back to | 321 | // For the moment (20130201), disable this computation (converting the child physical addr back to |
322 | // a region address) until we have a good handle on center-of-mass offsets and what the physics | 322 | // a region address) until we have a good handle on center-of-mass offsets and what the physics |
@@ -361,7 +361,7 @@ public sealed class BSLinksetCompound : BSLinkset | |||
361 | 361 | ||
362 | // Add a new child to the linkset. | 362 | // Add a new child to the linkset. |
363 | // Called while LinkActivity is locked. | 363 | // Called while LinkActivity is locked. |
364 | protected override void AddChildToLinkset(BSPhysObject child) | 364 | protected override void AddChildToLinkset(BSPrimLinkable child) |
365 | { | 365 | { |
366 | if (!HasChild(child)) | 366 | if (!HasChild(child)) |
367 | { | 367 | { |
@@ -377,7 +377,7 @@ public sealed class BSLinksetCompound : BSLinkset | |||
377 | 377 | ||
378 | // Remove the specified child from the linkset. | 378 | // Remove the specified child from the linkset. |
379 | // Safe to call even if the child is not really in the linkset. | 379 | // Safe to call even if the child is not really in the linkset. |
380 | protected override void RemoveChildFromLinkset(BSPhysObject child) | 380 | protected override void RemoveChildFromLinkset(BSPrimLinkable child) |
381 | { | 381 | { |
382 | if (m_children.Remove(child)) | 382 | if (m_children.Remove(child)) |
383 | { | 383 | { |
@@ -429,7 +429,7 @@ public sealed class BSLinksetCompound : BSLinkset | |||
429 | if (disableCOM) // DEBUG DEBUG | 429 | if (disableCOM) // DEBUG DEBUG |
430 | { // DEBUG DEBUG | 430 | { // DEBUG DEBUG |
431 | centerOfMass = LinksetRoot.RawPosition; // DEBUG DEBUG | 431 | centerOfMass = LinksetRoot.RawPosition; // DEBUG DEBUG |
432 | LinksetRoot.PositionDisplacement = OMV.Vector3.Zero; | 432 | // LinksetRoot.PositionDisplacement = OMV.Vector3.Zero; |
433 | } // DEBUG DEBUG | 433 | } // DEBUG DEBUG |
434 | else | 434 | else |
435 | { | 435 | { |
@@ -438,7 +438,7 @@ public sealed class BSLinksetCompound : BSLinkset | |||
438 | centerDisplacement = LinksetRoot.RawPosition - centerOfMass; | 438 | centerDisplacement = LinksetRoot.RawPosition - centerOfMass; |
439 | 439 | ||
440 | // Since we're displacing the center of the shape, we need to move the body in the world | 440 | // Since we're displacing the center of the shape, we need to move the body in the world |
441 | LinksetRoot.PositionDisplacement = centerDisplacement; | 441 | // LinksetRoot.PositionDisplacement = centerDisplacement; |
442 | 442 | ||
443 | // This causes the root prim position to be set properly based on the new PositionDisplacement | 443 | // This causes the root prim position to be set properly based on the new PositionDisplacement |
444 | LinksetRoot.ForcePosition = LinksetRoot.RawPosition; | 444 | LinksetRoot.ForcePosition = LinksetRoot.RawPosition; |
@@ -453,7 +453,7 @@ public sealed class BSLinksetCompound : BSLinkset | |||
453 | 453 | ||
454 | // Add a shape for each of the other children in the linkset | 454 | // Add a shape for each of the other children in the linkset |
455 | int memberIndex = 1; | 455 | int memberIndex = 1; |
456 | ForEachMember(delegate(BSPhysObject cPrim) | 456 | ForEachMember(delegate(BSPrimLinkable cPrim) |
457 | { | 457 | { |
458 | if (!IsRoot(cPrim)) | 458 | if (!IsRoot(cPrim)) |
459 | { | 459 | { |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs index 3011465..cc814d1 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs | |||
@@ -36,7 +36,7 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
36 | { | 36 | { |
37 | // private static string LogHeader = "[BULLETSIM LINKSET CONSTRAINTS]"; | 37 | // private static string LogHeader = "[BULLETSIM LINKSET CONSTRAINTS]"; |
38 | 38 | ||
39 | public BSLinksetConstraints(BSScene scene, BSPhysObject parent) : base(scene, parent) | 39 | public BSLinksetConstraints(BSScene scene, BSPrimLinkable parent) : base(scene, parent) |
40 | { | 40 | { |
41 | } | 41 | } |
42 | 42 | ||
@@ -44,7 +44,7 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
44 | // its internal properties. | 44 | // its internal properties. |
45 | // This is queued in the 'post taint' queue so the | 45 | // This is queued in the 'post taint' queue so the |
46 | // refresh will happen once after all the other taints are applied. | 46 | // refresh will happen once after all the other taints are applied. |
47 | public override void Refresh(BSPhysObject requestor) | 47 | public override void Refresh(BSPrimLinkable requestor) |
48 | { | 48 | { |
49 | base.Refresh(requestor); | 49 | base.Refresh(requestor); |
50 | 50 | ||
@@ -65,7 +65,7 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
65 | // has not yet been fully constructed. | 65 | // has not yet been fully constructed. |
66 | // Return 'true' if any properties updated on the passed object. | 66 | // Return 'true' if any properties updated on the passed object. |
67 | // Called at taint-time! | 67 | // Called at taint-time! |
68 | public override bool MakeDynamic(BSPhysObject child) | 68 | public override bool MakeDynamic(BSPrimLinkable child) |
69 | { | 69 | { |
70 | // What is done for each object in BSPrim is what we want. | 70 | // What is done for each object in BSPrim is what we want. |
71 | return false; | 71 | return false; |
@@ -76,14 +76,14 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
76 | // This doesn't normally happen -- OpenSim removes the objects from the physical | 76 | // This doesn't normally happen -- OpenSim removes the objects from the physical |
77 | // world if it is a static linkset. | 77 | // world if it is a static linkset. |
78 | // Called at taint-time! | 78 | // Called at taint-time! |
79 | public override bool MakeStatic(BSPhysObject child) | 79 | public override bool MakeStatic(BSPrimLinkable child) |
80 | { | 80 | { |
81 | // What is done for each object in BSPrim is what we want. | 81 | // What is done for each object in BSPrim is what we want. |
82 | return false; | 82 | return false; |
83 | } | 83 | } |
84 | 84 | ||
85 | // Called at taint-time!! | 85 | // Called at taint-time!! |
86 | public override void UpdateProperties(UpdatedProperties whichUpdated, BSPhysObject pObj) | 86 | public override void UpdateProperties(UpdatedProperties whichUpdated, BSPrimLinkable pObj) |
87 | { | 87 | { |
88 | // Nothing to do for constraints on property updates | 88 | // Nothing to do for constraints on property updates |
89 | } | 89 | } |
@@ -93,7 +93,7 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
93 | // up to rebuild the constraints before the next simulation step. | 93 | // up to rebuild the constraints before the next simulation step. |
94 | // Returns 'true' of something was actually removed and would need restoring | 94 | // Returns 'true' of something was actually removed and would need restoring |
95 | // Called at taint-time!! | 95 | // Called at taint-time!! |
96 | public override bool RemoveBodyDependencies(BSPrim child) | 96 | public override bool RemoveBodyDependencies(BSPrimLinkable child) |
97 | { | 97 | { |
98 | bool ret = false; | 98 | bool ret = false; |
99 | 99 | ||
@@ -114,7 +114,7 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
114 | 114 | ||
115 | // Add a new child to the linkset. | 115 | // Add a new child to the linkset. |
116 | // Called while LinkActivity is locked. | 116 | // Called while LinkActivity is locked. |
117 | protected override void AddChildToLinkset(BSPhysObject child) | 117 | protected override void AddChildToLinkset(BSPrimLinkable child) |
118 | { | 118 | { |
119 | if (!HasChild(child)) | 119 | if (!HasChild(child)) |
120 | { | 120 | { |
@@ -130,12 +130,12 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
130 | 130 | ||
131 | // Remove the specified child from the linkset. | 131 | // Remove the specified child from the linkset. |
132 | // Safe to call even if the child is not really in my linkset. | 132 | // Safe to call even if the child is not really in my linkset. |
133 | protected override void RemoveChildFromLinkset(BSPhysObject child) | 133 | protected override void RemoveChildFromLinkset(BSPrimLinkable child) |
134 | { | 134 | { |
135 | if (m_children.Remove(child)) | 135 | if (m_children.Remove(child)) |
136 | { | 136 | { |
137 | BSPhysObject rootx = LinksetRoot; // capture the root and body as of now | 137 | BSPrimLinkable rootx = LinksetRoot; // capture the root and body as of now |
138 | BSPhysObject childx = child; | 138 | BSPrimLinkable childx = child; |
139 | 139 | ||
140 | DetailLog("{0},BSLinksetConstraints.RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}", | 140 | DetailLog("{0},BSLinksetConstraints.RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}", |
141 | childx.LocalID, | 141 | childx.LocalID, |
@@ -159,13 +159,13 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
159 | 159 | ||
160 | // Create a constraint between me (root of linkset) and the passed prim (the child). | 160 | // Create a constraint between me (root of linkset) and the passed prim (the child). |
161 | // Called at taint time! | 161 | // Called at taint time! |
162 | private void PhysicallyLinkAChildToRoot(BSPhysObject rootPrim, BSPhysObject childPrim) | 162 | private void PhysicallyLinkAChildToRoot(BSPrimLinkable rootPrim, BSPrimLinkable childPrim) |
163 | { | 163 | { |
164 | // Don't build the constraint when asked. Put it off until just before the simulation step. | 164 | // Don't build the constraint when asked. Put it off until just before the simulation step. |
165 | Refresh(rootPrim); | 165 | Refresh(rootPrim); |
166 | } | 166 | } |
167 | 167 | ||
168 | private BSConstraint BuildConstraint(BSPhysObject rootPrim, BSPhysObject childPrim) | 168 | private BSConstraint BuildConstraint(BSPrimLinkable rootPrim, BSPrimLinkable childPrim) |
169 | { | 169 | { |
170 | // Zero motion for children so they don't interpolate | 170 | // Zero motion for children so they don't interpolate |
171 | childPrim.ZeroMotion(true); | 171 | childPrim.ZeroMotion(true); |
@@ -239,7 +239,7 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
239 | // The root and child bodies are passed in because we need to remove the constraint between | 239 | // The root and child bodies are passed in because we need to remove the constraint between |
240 | // the bodies that were present at unlink time. | 240 | // the bodies that were present at unlink time. |
241 | // Called at taint time! | 241 | // Called at taint time! |
242 | private bool PhysicallyUnlinkAChildFromRoot(BSPhysObject rootPrim, BSPhysObject childPrim) | 242 | private bool PhysicallyUnlinkAChildFromRoot(BSPrimLinkable rootPrim, BSPrimLinkable childPrim) |
243 | { | 243 | { |
244 | bool ret = false; | 244 | bool ret = false; |
245 | DetailLog("{0},BSLinksetConstraint.PhysicallyUnlinkAChildFromRoot,taint,root={1},rBody={2},child={3},cBody={4}", | 245 | DetailLog("{0},BSLinksetConstraint.PhysicallyUnlinkAChildFromRoot,taint,root={1},rBody={2},child={3},cBody={4}", |
@@ -261,7 +261,7 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
261 | // Remove linkage between myself and any possible children I might have. | 261 | // Remove linkage between myself and any possible children I might have. |
262 | // Returns 'true' of any constraints were destroyed. | 262 | // Returns 'true' of any constraints were destroyed. |
263 | // Called at taint time! | 263 | // Called at taint time! |
264 | private bool PhysicallyUnlinkAllChildrenFromRoot(BSPhysObject rootPrim) | 264 | private bool PhysicallyUnlinkAllChildrenFromRoot(BSPrimLinkable rootPrim) |
265 | { | 265 | { |
266 | DetailLog("{0},BSLinksetConstraint.PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID); | 266 | DetailLog("{0},BSLinksetConstraint.PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID); |
267 | 267 | ||
@@ -281,7 +281,7 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
281 | DetailLog("{0},BSLinksetConstraint.RecomputeLinksetConstraints,set,rBody={1},linksetMass={2}", | 281 | DetailLog("{0},BSLinksetConstraint.RecomputeLinksetConstraints,set,rBody={1},linksetMass={2}", |
282 | LinksetRoot.LocalID, LinksetRoot.PhysBody.AddrString, linksetMass); | 282 | LinksetRoot.LocalID, LinksetRoot.PhysBody.AddrString, linksetMass); |
283 | 283 | ||
284 | foreach (BSPhysObject child in m_children) | 284 | foreach (BSPrimLinkable child in m_children) |
285 | { | 285 | { |
286 | // A child in the linkset physically shows the mass of the whole linkset. | 286 | // A child in the linkset physically shows the mass of the whole linkset. |
287 | // This allows Bullet to apply enough force on the child to move the whole linkset. | 287 | // This allows Bullet to apply enough force on the child to move the whole linkset. |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 601c78c..3e0b4bc 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | |||
@@ -87,6 +87,7 @@ public static class BSParam | |||
87 | public static float NumberOfSolverIterations; | 87 | public static float NumberOfSolverIterations; |
88 | public static bool UseSingleSidedMeshes { get { return UseSingleSidedMeshesF != ConfigurationParameters.numericFalse; } } | 88 | public static bool UseSingleSidedMeshes { get { return UseSingleSidedMeshesF != ConfigurationParameters.numericFalse; } } |
89 | public static float UseSingleSidedMeshesF; | 89 | public static float UseSingleSidedMeshesF; |
90 | public static float GlobalContactBreakingThreshold; | ||
90 | 91 | ||
91 | // Avatar parameters | 92 | // Avatar parameters |
92 | public static float AvatarFriction { get; private set; } | 93 | public static float AvatarFriction { get; private set; } |
@@ -424,7 +425,7 @@ public static class BSParam | |||
424 | (s) => { return AvatarFriction; }, | 425 | (s) => { return AvatarFriction; }, |
425 | (s,p,l,v) => { AvatarFriction = v; } ), | 426 | (s,p,l,v) => { AvatarFriction = v; } ), |
426 | new ParameterDefn("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.", | 427 | new ParameterDefn("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.", |
427 | 10.0f, | 428 | 0.95f, |
428 | (s,cf,p,v) => { AvatarStandingFriction = cf.GetFloat(p, v); }, | 429 | (s,cf,p,v) => { AvatarStandingFriction = cf.GetFloat(p, v); }, |
429 | (s) => { return AvatarStandingFriction; }, | 430 | (s) => { return AvatarStandingFriction; }, |
430 | (s,p,l,v) => { AvatarStandingFriction = v; } ), | 431 | (s,p,l,v) => { AvatarStandingFriction = v; } ), |
@@ -570,6 +571,11 @@ public static class BSParam | |||
570 | (s,cf,p,v) => { UseSingleSidedMeshesF = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, | 571 | (s,cf,p,v) => { UseSingleSidedMeshesF = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, |
571 | (s) => { return UseSingleSidedMeshesF; }, | 572 | (s) => { return UseSingleSidedMeshesF; }, |
572 | (s,p,l,v) => { UseSingleSidedMeshesF = v; s.UnmanagedParams[0].useSingleSidedMeshes = v; } ), | 573 | (s,p,l,v) => { UseSingleSidedMeshesF = v; s.UnmanagedParams[0].useSingleSidedMeshes = v; } ), |
574 | new ParameterDefn("GlobalContactBreakingThreshold", "Amount of shape radius before breaking a collision contact (0 says Bullet default (0.2))", | ||
575 | 0f, | ||
576 | (s,cf,p,v) => { GlobalContactBreakingThreshold = cf.GetFloat(p, v); }, | ||
577 | (s) => { return GlobalContactBreakingThreshold; }, | ||
578 | (s,p,l,v) => { GlobalContactBreakingThreshold = v; s.UnmanagedParams[0].globalContactBreakingThreshold = v; } ), | ||
573 | 579 | ||
574 | new ParameterDefn("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)", | 580 | new ParameterDefn("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)", |
575 | (float)BSLinkset.LinksetImplementation.Compound, | 581 | (float)BSLinkset.LinksetImplementation.Compound, |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index 0d8bb03..de69fa0 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |||
@@ -86,10 +86,6 @@ public abstract class BSPhysObject : PhysicsActor | |||
86 | PhysBody = new BulletBody(localID); | 86 | PhysBody = new BulletBody(localID); |
87 | PhysShape = new BulletShape(); | 87 | PhysShape = new BulletShape(); |
88 | 88 | ||
89 | // A linkset of just me | ||
90 | Linkset = BSLinkset.Factory(PhysicsScene, this); | ||
91 | PositionDisplacement = OMV.Vector3.Zero; | ||
92 | |||
93 | LastAssetBuildFailed = false; | 89 | LastAssetBuildFailed = false; |
94 | 90 | ||
95 | // Default material type. Also sets Friction, Restitution and Density. | 91 | // Default material type. Also sets Friction, Restitution and Density. |
@@ -117,8 +113,6 @@ public abstract class BSPhysObject : PhysicsActor | |||
117 | public string PhysObjectName { get; protected set; } | 113 | public string PhysObjectName { get; protected set; } |
118 | public string TypeName { get; protected set; } | 114 | public string TypeName { get; protected set; } |
119 | 115 | ||
120 | public BSLinkset Linkset { get; set; } | ||
121 | public BSLinksetInfo LinksetInfo { get; set; } | ||
122 | 116 | ||
123 | // Return the object mass without calculating it or having side effects | 117 | // Return the object mass without calculating it or having side effects |
124 | public abstract float RawMass { get; } | 118 | public abstract float RawMass { get; } |
@@ -188,15 +182,6 @@ public abstract class BSPhysObject : PhysicsActor | |||
188 | public abstract OMV.Vector3 RawPosition { get; set; } | 182 | public abstract OMV.Vector3 RawPosition { get; set; } |
189 | public abstract OMV.Vector3 ForcePosition { get; set; } | 183 | public abstract OMV.Vector3 ForcePosition { get; set; } |
190 | 184 | ||
191 | // 'Position' and 'Orientation' is what the simulator thinks the positions of the prim is. | ||
192 | // Because Bullet needs the zero coordinate to be the center of mass of the linkset, | ||
193 | // sometimes it is necessary to displace the position the physics engine thinks | ||
194 | // the position is. PositionDisplacement must be added and removed from the | ||
195 | // position as the simulator position is stored and fetched from the physics | ||
196 | // engine. Similar to OrientationDisplacement. | ||
197 | public virtual OMV.Vector3 PositionDisplacement { get; set; } | ||
198 | public virtual OMV.Quaternion OrientationDisplacement { get; set; } | ||
199 | |||
200 | public abstract OMV.Quaternion RawOrientation { get; set; } | 185 | public abstract OMV.Quaternion RawOrientation { get; set; } |
201 | public abstract OMV.Quaternion ForceOrientation { get; set; } | 186 | public abstract OMV.Quaternion ForceOrientation { get; set; } |
202 | 187 | ||
@@ -302,22 +287,16 @@ public abstract class BSPhysObject : PhysicsActor | |||
302 | CollidingObjectStep = PhysicsScene.SimulationStep; | 287 | CollidingObjectStep = PhysicsScene.SimulationStep; |
303 | } | 288 | } |
304 | 289 | ||
305 | // prims in the same linkset cannot collide with each other | ||
306 | if (collidee != null && (this.Linkset.LinksetID == collidee.Linkset.LinksetID)) | ||
307 | { | ||
308 | return ret; | ||
309 | } | ||
310 | |||
311 | CollisionAccumulation++; | 290 | CollisionAccumulation++; |
312 | 291 | ||
313 | // For movement tests, remember if we are colliding with an object that is moving. | 292 | // For movement tests, remember if we are colliding with an object that is moving. |
314 | ColliderIsMoving = collidee != null ? collidee.RawVelocity != OMV.Vector3.Zero : false; | 293 | ColliderIsMoving = collidee != null ? (collidee.RawVelocity != OMV.Vector3.Zero) : false; |
315 | 294 | ||
316 | // If someone has subscribed for collision events log the collision so it will be reported up | 295 | // If someone has subscribed for collision events log the collision so it will be reported up |
317 | if (SubscribedEvents()) { | 296 | if (SubscribedEvents()) { |
318 | CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); | 297 | CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); |
319 | DetailLog("{0},{1}.Collison.AddCollider,call,with={2},point={3},normal={4},depth={5}", | 298 | DetailLog("{0},{1}.Collison.AddCollider,call,with={2},point={3},normal={4},depth={5},colliderMoving={6}", |
320 | LocalID, TypeName, collidingWith, contactPoint, contactNormal, pentrationDepth); | 299 | LocalID, TypeName, collidingWith, contactPoint, contactNormal, pentrationDepth, ColliderIsMoving); |
321 | 300 | ||
322 | ret = true; | 301 | ret = true; |
323 | } | 302 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 85c2627..cf7aa0f 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -39,7 +39,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
39 | { | 39 | { |
40 | 40 | ||
41 | [Serializable] | 41 | [Serializable] |
42 | public sealed class BSPrim : BSPhysObject | 42 | public class BSPrim : BSPhysObject |
43 | { | 43 | { |
44 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 44 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
45 | private static readonly string LogHeader = "[BULLETS PRIM]"; | 45 | private static readonly string LogHeader = "[BULLETS PRIM]"; |
@@ -102,9 +102,6 @@ public sealed class BSPrim : BSPhysObject | |||
102 | 102 | ||
103 | _mass = CalculateMass(); | 103 | _mass = CalculateMass(); |
104 | 104 | ||
105 | // Cause linkset variables to be initialized (like mass) | ||
106 | Linkset.Refresh(this); | ||
107 | |||
108 | DetailLog("{0},BSPrim.constructor,call", LocalID); | 105 | DetailLog("{0},BSPrim.constructor,call", LocalID); |
109 | // do the actual object creation at taint time | 106 | // do the actual object creation at taint time |
110 | PhysicsScene.TaintedObject("BSPrim.create", delegate() | 107 | PhysicsScene.TaintedObject("BSPrim.create", delegate() |
@@ -121,15 +118,6 @@ public sealed class BSPrim : BSPhysObject | |||
121 | // m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID); | 118 | // m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID); |
122 | base.Destroy(); | 119 | base.Destroy(); |
123 | 120 | ||
124 | // Undo any links between me and any other object | ||
125 | BSPhysObject parentBefore = Linkset.LinksetRoot; // DEBUG DEBUG | ||
126 | int childrenBefore = Linkset.NumberOfChildren; // DEBUG DEBUG | ||
127 | |||
128 | Linkset = Linkset.RemoveMeFromLinkset(this); | ||
129 | |||
130 | DetailLog("{0},BSPrim.Destroy,call,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}", | ||
131 | LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren); | ||
132 | |||
133 | // Undo any vehicle properties | 121 | // Undo any vehicle properties |
134 | this.VehicleType = (int)Vehicle.TYPE_NONE; | 122 | this.VehicleType = (int)Vehicle.TYPE_NONE; |
135 | 123 | ||
@@ -166,9 +154,9 @@ public sealed class BSPrim : BSPhysObject | |||
166 | ForceBodyShapeRebuild(false); | 154 | ForceBodyShapeRebuild(false); |
167 | } | 155 | } |
168 | } | 156 | } |
169 | // Whatever the linkset wants is what I want. | 157 | // 'unknown' says to choose the best type |
170 | public override BSPhysicsShapeType PreferredPhysicalShape | 158 | public override BSPhysicsShapeType PreferredPhysicalShape |
171 | { get { return Linkset.PreferredPhysicalShape(this); } } | 159 | { get { return BSPhysicsShapeType.SHAPE_UNKNOWN; } } |
172 | 160 | ||
173 | public override bool ForceBodyShapeRebuild(bool inTaintTime) | 161 | public override bool ForceBodyShapeRebuild(bool inTaintTime) |
174 | { | 162 | { |
@@ -213,33 +201,10 @@ public sealed class BSPrim : BSPhysObject | |||
213 | 201 | ||
214 | // link me to the specified parent | 202 | // link me to the specified parent |
215 | public override void link(PhysicsActor obj) { | 203 | public override void link(PhysicsActor obj) { |
216 | BSPrim parent = obj as BSPrim; | ||
217 | if (parent != null) | ||
218 | { | ||
219 | BSPhysObject parentBefore = Linkset.LinksetRoot; | ||
220 | int childrenBefore = Linkset.NumberOfChildren; | ||
221 | |||
222 | Linkset = parent.Linkset.AddMeToLinkset(this); | ||
223 | |||
224 | DetailLog("{0},BSPrim.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}", | ||
225 | LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren); | ||
226 | } | ||
227 | return; | ||
228 | } | 204 | } |
229 | 205 | ||
230 | // delink me from my linkset | 206 | // delink me from my linkset |
231 | public override void delink() { | 207 | public override void delink() { |
232 | // TODO: decide if this parent checking needs to happen at taint time | ||
233 | // Race condition here: if link() and delink() in same simulation tick, the delink will not happen | ||
234 | |||
235 | BSPhysObject parentBefore = Linkset.LinksetRoot; | ||
236 | int childrenBefore = Linkset.NumberOfChildren; | ||
237 | |||
238 | Linkset = Linkset.RemoveMeFromLinkset(this); | ||
239 | |||
240 | DetailLog("{0},BSPrim.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ", | ||
241 | LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren); | ||
242 | return; | ||
243 | } | 208 | } |
244 | 209 | ||
245 | // Set motion values to zero. | 210 | // Set motion values to zero. |
@@ -287,15 +252,8 @@ public sealed class BSPrim : BSPhysObject | |||
287 | } | 252 | } |
288 | public override OMV.Vector3 Position { | 253 | public override OMV.Vector3 Position { |
289 | get { | 254 | get { |
290 | /* NOTE: this refetch is not necessary. The simulator knows about linkset children | ||
291 | * and does not fetch this position info for children. Thus this is commented out. | ||
292 | // child prims move around based on their parent. Need to get the latest location | ||
293 | if (!Linkset.IsRoot(this)) | ||
294 | _position = Linkset.PositionGet(this); | ||
295 | */ | ||
296 | |||
297 | // don't do the GetObjectPosition for root elements because this function is called a zillion times. | 255 | // don't do the GetObjectPosition for root elements because this function is called a zillion times. |
298 | // _position = PhysicsScene.PE.GetObjectPosition2(PhysicsScene.World, BSBody) - PositionDisplacement; | 256 | // _position = ForcePosition; |
299 | return _position; | 257 | return _position; |
300 | } | 258 | } |
301 | set { | 259 | set { |
@@ -313,24 +271,20 @@ public sealed class BSPrim : BSPhysObject | |||
313 | { | 271 | { |
314 | DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 272 | DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
315 | ForcePosition = _position; | 273 | ForcePosition = _position; |
316 | |||
317 | // A linkset might need to know if a component information changed. | ||
318 | Linkset.UpdateProperties(UpdatedProperties.Position, this); | ||
319 | |||
320 | }); | 274 | }); |
321 | } | 275 | } |
322 | } | 276 | } |
323 | 277 | ||
324 | public override OMV.Vector3 ForcePosition { | 278 | public override OMV.Vector3 ForcePosition { |
325 | get { | 279 | get { |
326 | _position = PhysicsScene.PE.GetPosition(PhysBody) - PositionDisplacement; | 280 | _position = PhysicsScene.PE.GetPosition(PhysBody); |
327 | return _position; | 281 | return _position; |
328 | } | 282 | } |
329 | set { | 283 | set { |
330 | _position = value; | 284 | _position = value; |
331 | if (PhysBody.HasPhysicalBody) | 285 | if (PhysBody.HasPhysicalBody) |
332 | { | 286 | { |
333 | PhysicsScene.PE.SetTranslation(PhysBody, _position + PositionDisplacement, _orientation); | 287 | PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation); |
334 | ActivateIfPhysical(false); | 288 | ActivateIfPhysical(false); |
335 | } | 289 | } |
336 | } | 290 | } |
@@ -398,12 +352,13 @@ public sealed class BSPrim : BSPhysObject | |||
398 | // If the simulator cares about the mass of the linkset, it will sum it itself. | 352 | // If the simulator cares about the mass of the linkset, it will sum it itself. |
399 | public override float Mass | 353 | public override float Mass |
400 | { | 354 | { |
401 | get | 355 | get { return _mass; } |
402 | { | 356 | } |
403 | return _mass; | 357 | // TotalMass returns the mass of the large object the prim may be in (overridden by linkset code) |
404 | } | 358 | public virtual float TotalMass |
359 | { | ||
360 | get { return _mass; } | ||
405 | } | 361 | } |
406 | |||
407 | // used when we only want this prim's mass and not the linkset thing | 362 | // used when we only want this prim's mass and not the linkset thing |
408 | public override float RawMass { | 363 | public override float RawMass { |
409 | get { return _mass; } | 364 | get { return _mass; } |
@@ -467,13 +422,13 @@ public sealed class BSPrim : BSPhysObject | |||
467 | // Is this used? | 422 | // Is this used? |
468 | public override OMV.Vector3 CenterOfMass | 423 | public override OMV.Vector3 CenterOfMass |
469 | { | 424 | { |
470 | get { return Linkset.CenterOfMass; } | 425 | get { return RawPosition; } |
471 | } | 426 | } |
472 | 427 | ||
473 | // Is this used? | 428 | // Is this used? |
474 | public override OMV.Vector3 GeometricCenter | 429 | public override OMV.Vector3 GeometricCenter |
475 | { | 430 | { |
476 | get { return Linkset.GeometricCenter; } | 431 | get { return RawPosition; } |
477 | } | 432 | } |
478 | 433 | ||
479 | public override OMV.Vector3 Force { | 434 | public override OMV.Vector3 Force { |
@@ -721,14 +676,6 @@ public sealed class BSPrim : BSPhysObject | |||
721 | } | 676 | } |
722 | public override OMV.Quaternion Orientation { | 677 | public override OMV.Quaternion Orientation { |
723 | get { | 678 | get { |
724 | /* NOTE: this refetch is not necessary. The simulator knows about linkset children | ||
725 | * and does not fetch this position info for children. Thus this is commented out. | ||
726 | // Children move around because tied to parent. Get a fresh value. | ||
727 | if (!Linkset.IsRoot(this)) | ||
728 | { | ||
729 | _orientation = Linkset.OrientationGet(this); | ||
730 | } | ||
731 | */ | ||
732 | return _orientation; | 679 | return _orientation; |
733 | } | 680 | } |
734 | set { | 681 | set { |
@@ -739,10 +686,6 @@ public sealed class BSPrim : BSPhysObject | |||
739 | PhysicsScene.TaintedObject("BSPrim.setOrientation", delegate() | 686 | PhysicsScene.TaintedObject("BSPrim.setOrientation", delegate() |
740 | { | 687 | { |
741 | ForceOrientation = _orientation; | 688 | ForceOrientation = _orientation; |
742 | |||
743 | // A linkset might need to know if a component information changed. | ||
744 | Linkset.UpdateProperties(UpdatedProperties.Orientation, this); | ||
745 | |||
746 | }); | 689 | }); |
747 | } | 690 | } |
748 | } | 691 | } |
@@ -758,7 +701,7 @@ public sealed class BSPrim : BSPhysObject | |||
758 | { | 701 | { |
759 | _orientation = value; | 702 | _orientation = value; |
760 | if (PhysBody.HasPhysicalBody) | 703 | if (PhysBody.HasPhysicalBody) |
761 | PhysicsScene.PE.SetTranslation(PhysBody, _position + PositionDisplacement, _orientation); | 704 | PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation); |
762 | } | 705 | } |
763 | } | 706 | } |
764 | public override int PhysicsActorType { | 707 | public override int PhysicsActorType { |
@@ -814,7 +757,7 @@ public sealed class BSPrim : BSPhysObject | |||
814 | // isSolid: other objects bounce off of this object | 757 | // isSolid: other objects bounce off of this object |
815 | // isVolumeDetect: other objects pass through but can generate collisions | 758 | // isVolumeDetect: other objects pass through but can generate collisions |
816 | // collisionEvents: whether this object returns collision events | 759 | // collisionEvents: whether this object returns collision events |
817 | public void UpdatePhysicalParameters() | 760 | public virtual void UpdatePhysicalParameters() |
818 | { | 761 | { |
819 | if (!PhysBody.HasPhysicalBody) | 762 | if (!PhysBody.HasPhysicalBody) |
820 | { | 763 | { |
@@ -844,12 +787,6 @@ public sealed class BSPrim : BSPhysObject | |||
844 | // Rebuild its shape | 787 | // Rebuild its shape |
845 | PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, PhysBody); | 788 | PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, PhysBody); |
846 | 789 | ||
847 | // Recompute any linkset parameters. | ||
848 | // When going from non-physical to physical, this re-enables the constraints that | ||
849 | // had been automatically disabled when the mass was set to zero. | ||
850 | // For compound based linksets, this enables and disables interactions of the children. | ||
851 | Linkset.Refresh(this); | ||
852 | |||
853 | DetailLog("{0},BSPrim.UpdatePhysicalParameters,taintExit,static={1},solid={2},mass={3},collide={4},cf={5:X},cType={6},body={7},shape={8}", | 790 | DetailLog("{0},BSPrim.UpdatePhysicalParameters,taintExit,static={1},solid={2},mass={3},collide={4},cf={5:X},cType={6},body={7},shape={8}", |
854 | LocalID, IsStatic, IsSolid, Mass, SubscribedEvents(), CurrentCollisionFlags, PhysBody.collisionType, PhysBody, PhysShape); | 791 | LocalID, IsStatic, IsSolid, Mass, SubscribedEvents(), CurrentCollisionFlags, PhysBody.collisionType, PhysBody, PhysShape); |
855 | } | 792 | } |
@@ -859,7 +796,7 @@ public sealed class BSPrim : BSPhysObject | |||
859 | // When dynamic, the object can fall and be pushed by others. | 796 | // When dynamic, the object can fall and be pushed by others. |
860 | // This is independent of its 'solidness' which controls what passes through | 797 | // This is independent of its 'solidness' which controls what passes through |
861 | // this object and what interacts with it. | 798 | // this object and what interacts with it. |
862 | private void MakeDynamic(bool makeStatic) | 799 | protected virtual void MakeDynamic(bool makeStatic) |
863 | { | 800 | { |
864 | if (makeStatic) | 801 | if (makeStatic) |
865 | { | 802 | { |
@@ -889,9 +826,6 @@ public sealed class BSPrim : BSPhysObject | |||
889 | 826 | ||
890 | // This collides like a static object | 827 | // This collides like a static object |
891 | PhysBody.collisionType = CollisionType.Static; | 828 | PhysBody.collisionType = CollisionType.Static; |
892 | |||
893 | // There can be special things needed for implementing linksets | ||
894 | Linkset.MakeStatic(this); | ||
895 | } | 829 | } |
896 | else | 830 | else |
897 | { | 831 | { |
@@ -908,10 +842,7 @@ public sealed class BSPrim : BSPhysObject | |||
908 | // PhysicsScene.PE.ClearAllForces(BSBody); | 842 | // PhysicsScene.PE.ClearAllForces(BSBody); |
909 | 843 | ||
910 | // For good measure, make sure the transform is set through to the motion state | 844 | // For good measure, make sure the transform is set through to the motion state |
911 | PhysicsScene.PE.SetTranslation(PhysBody, _position + PositionDisplacement, _orientation); | 845 | ForcePosition = _position; |
912 | |||
913 | // Center of mass is at the center of the object | ||
914 | // DEBUG DEBUG PhysicsScene.PE.SetCenterOfMassByPosRot(Linkset.LinksetRoot.PhysBody, _position, _orientation); | ||
915 | 846 | ||
916 | // A dynamic object has mass | 847 | // A dynamic object has mass |
917 | UpdatePhysicalMassProperties(RawMass, false); | 848 | UpdatePhysicalMassProperties(RawMass, false); |
@@ -935,9 +866,6 @@ public sealed class BSPrim : BSPhysObject | |||
935 | // Force activation of the object so Bullet will act on it. | 866 | // Force activation of the object so Bullet will act on it. |
936 | // Must do the ForceActivationState2() to overcome the DISABLE_SIMULATION from static objects. | 867 | // Must do the ForceActivationState2() to overcome the DISABLE_SIMULATION from static objects. |
937 | PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.ACTIVE_TAG); | 868 | PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.ACTIVE_TAG); |
938 | |||
939 | // There might be special things needed for implementing linksets. | ||
940 | Linkset.MakeDynamic(this); | ||
941 | } | 869 | } |
942 | } | 870 | } |
943 | 871 | ||
@@ -1643,16 +1571,6 @@ public sealed class BSPrim : BSPhysObject | |||
1643 | 1571 | ||
1644 | returnMass = Density * volume; | 1572 | returnMass = Density * volume; |
1645 | 1573 | ||
1646 | /* Comment out code that computes the mass of the linkset. That is done in the Linkset class. | ||
1647 | if (IsRootOfLinkset) | ||
1648 | { | ||
1649 | foreach (BSPrim prim in _childrenPrims) | ||
1650 | { | ||
1651 | returnMass += prim.CalculateMass(); | ||
1652 | } | ||
1653 | } | ||
1654 | */ | ||
1655 | |||
1656 | returnMass = Util.Clamp(returnMass, BSParam.MinimumObjectMass, BSParam.MaximumObjectMass); | 1574 | returnMass = Util.Clamp(returnMass, BSParam.MinimumObjectMass, BSParam.MaximumObjectMass); |
1657 | 1575 | ||
1658 | return returnMass; | 1576 | return returnMass; |
@@ -1672,8 +1590,7 @@ public sealed class BSPrim : BSPhysObject | |||
1672 | // Called if the current prim body is about to be destroyed. | 1590 | // Called if the current prim body is about to be destroyed. |
1673 | // Remove all the physical dependencies on the old body. | 1591 | // Remove all the physical dependencies on the old body. |
1674 | // (Maybe someday make the changing of BSShape an event to be subscribed to by BSLinkset, ...) | 1592 | // (Maybe someday make the changing of BSShape an event to be subscribed to by BSLinkset, ...) |
1675 | Linkset.RemoveBodyDependencies(this); | 1593 | RemoveBodyDependencies(); |
1676 | VehicleController.RemoveBodyDependencies(this); | ||
1677 | }); | 1594 | }); |
1678 | 1595 | ||
1679 | // Make sure the properties are set on the new object | 1596 | // Make sure the properties are set on the new object |
@@ -1681,57 +1598,50 @@ public sealed class BSPrim : BSPhysObject | |||
1681 | return; | 1598 | return; |
1682 | } | 1599 | } |
1683 | 1600 | ||
1601 | protected virtual void RemoveBodyDependencies() | ||
1602 | { | ||
1603 | VehicleController.RemoveBodyDependencies(this); | ||
1604 | } | ||
1605 | |||
1684 | // The physics engine says that properties have updated. Update same and inform | 1606 | // The physics engine says that properties have updated. Update same and inform |
1685 | // the world that things have changed. | 1607 | // the world that things have changed. |
1686 | public override void UpdateProperties(EntityProperties entprop) | 1608 | public override void UpdateProperties(EntityProperties entprop) |
1687 | { | 1609 | { |
1688 | // Updates only for individual prims and for the root object of a linkset. | 1610 | // A temporary kludge to suppress the rotational effects introduced on vehicles by Bullet |
1689 | if (Linkset.IsRoot(this)) | 1611 | // TODO: handle physics introduced by Bullet with computed vehicle physics. |
1612 | if (VehicleController.IsActive) | ||
1690 | { | 1613 | { |
1691 | // A temporary kludge to suppress the rotational effects introduced on vehicles by Bullet | 1614 | entprop.RotationalVelocity = OMV.Vector3.Zero; |
1692 | // TODO: handle physics introduced by Bullet with computed vehicle physics. | 1615 | } |
1693 | if (VehicleController.IsActive) | ||
1694 | { | ||
1695 | entprop.RotationalVelocity = OMV.Vector3.Zero; | ||
1696 | } | ||
1697 | |||
1698 | // DetailLog("{0},BSPrim.UpdateProperties,entry,entprop={1}", LocalID, entprop); // DEBUG DEBUG | ||
1699 | 1616 | ||
1700 | // Undo any center-of-mass displacement that might have been done. | 1617 | // DetailLog("{0},BSPrim.UpdateProperties,entry,entprop={1}", LocalID, entprop); // DEBUG DEBUG |
1701 | if (PositionDisplacement != OMV.Vector3.Zero) | ||
1702 | { | ||
1703 | // Correct for any rotation around the center-of-mass | ||
1704 | // TODO!!! | ||
1705 | entprop.Position -= PositionDisplacement; | ||
1706 | } | ||
1707 | 1618 | ||
1708 | // Assign directly to the local variables so the normal set actions do not happen | 1619 | // Assign directly to the local variables so the normal set actions do not happen |
1709 | _position = entprop.Position; | 1620 | _position = entprop.Position; |
1710 | _orientation = entprop.Rotation; | 1621 | _orientation = entprop.Rotation; |
1711 | _velocity = entprop.Velocity; | 1622 | _velocity = entprop.Velocity; |
1712 | _acceleration = entprop.Acceleration; | 1623 | _acceleration = entprop.Acceleration; |
1713 | _rotationalVelocity = entprop.RotationalVelocity; | 1624 | _rotationalVelocity = entprop.RotationalVelocity; |
1714 | 1625 | ||
1715 | // DetailLog("{0},BSPrim.UpdateProperties,afterAssign,entprop={1}", LocalID, entprop); // DEBUG DEBUG | 1626 | // DetailLog("{0},BSPrim.UpdateProperties,afterAssign,entprop={1}", LocalID, entprop); // DEBUG DEBUG |
1716 | 1627 | ||
1717 | // The sanity check can change the velocity and/or position. | 1628 | // The sanity check can change the velocity and/or position. |
1718 | if (PositionSanityCheck(true /* inTaintTime */ )) | 1629 | if (PositionSanityCheck(true /* inTaintTime */ )) |
1719 | { | 1630 | { |
1720 | entprop.Position = _position; | 1631 | entprop.Position = _position; |
1721 | entprop.Velocity = _velocity; | 1632 | entprop.Velocity = _velocity; |
1722 | entprop.RotationalVelocity = _rotationalVelocity; | 1633 | entprop.RotationalVelocity = _rotationalVelocity; |
1723 | entprop.Acceleration = _acceleration; | 1634 | entprop.Acceleration = _acceleration; |
1724 | } | 1635 | } |
1725 | 1636 | ||
1726 | OMV.Vector3 direction = OMV.Vector3.UnitX * _orientation; // DEBUG DEBUG DEBUG | 1637 | OMV.Vector3 direction = OMV.Vector3.UnitX * _orientation; // DEBUG DEBUG DEBUG |
1727 | DetailLog("{0},BSPrim.UpdateProperties,call,entProp={1},dir={2}", LocalID, entprop, direction); | 1638 | DetailLog("{0},BSPrim.UpdateProperties,call,entProp={1},dir={2}", LocalID, entprop, direction); |
1728 | 1639 | ||
1729 | // remember the current and last set values | 1640 | // remember the current and last set values |
1730 | LastEntityProperties = CurrentEntityProperties; | 1641 | LastEntityProperties = CurrentEntityProperties; |
1731 | CurrentEntityProperties = entprop; | 1642 | CurrentEntityProperties = entprop; |
1732 | 1643 | ||
1733 | base.RequestPhysicsterseUpdate(); | 1644 | base.RequestPhysicsterseUpdate(); |
1734 | } | ||
1735 | /* | 1645 | /* |
1736 | else | 1646 | else |
1737 | { | 1647 | { |
@@ -1741,9 +1651,6 @@ public sealed class BSPrim : BSPhysObject | |||
1741 | entprop.Acceleration, entprop.RotationalVelocity); | 1651 | entprop.Acceleration, entprop.RotationalVelocity); |
1742 | } | 1652 | } |
1743 | */ | 1653 | */ |
1744 | |||
1745 | // The linkset implimentation might want to know about this. | ||
1746 | Linkset.UpdateProperties(UpdatedProperties.EntPropUpdates, this); | ||
1747 | } | 1654 | } |
1748 | } | 1655 | } |
1749 | } | 1656 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs new file mode 100755 index 0000000..6401308 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs | |||
@@ -0,0 +1,118 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | * | ||
27 | * The quotations from http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial | ||
28 | * are Copyright (c) 2009 Linden Research, Inc and are used under their license | ||
29 | * of Creative Commons Attribution-Share Alike 3.0 | ||
30 | * (http://creativecommons.org/licenses/by-sa/3.0/). | ||
31 | */ | ||
32 | |||
33 | using System; | ||
34 | using System.Collections.Generic; | ||
35 | using System.Reflection; | ||
36 | using System.Runtime.InteropServices; | ||
37 | using OpenMetaverse; | ||
38 | using OpenSim.Framework; | ||
39 | using OpenSim.Region.Physics.Manager; | ||
40 | |||
41 | using OMV = OpenMetaverse; | ||
42 | |||
43 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
44 | { | ||
45 | public class BSPrimDisplaced : BSPrim | ||
46 | { | ||
47 | // 'Position' and 'Orientation' is what the simulator thinks the positions of the prim is. | ||
48 | // Because Bullet needs the zero coordinate to be the center of mass of the linkset, | ||
49 | // sometimes it is necessary to displace the position the physics engine thinks | ||
50 | // the position is. PositionDisplacement must be added and removed from the | ||
51 | // position as the simulator position is stored and fetched from the physics | ||
52 | // engine. Similar to OrientationDisplacement. | ||
53 | public virtual OMV.Vector3 PositionDisplacement { get; set; } | ||
54 | public virtual OMV.Quaternion OrientationDisplacement { get; set; } | ||
55 | public virtual OMV.Vector3 CenterOfMassLocation { get; set; } | ||
56 | public virtual OMV.Vector3 GeometricCenterLocation { get; set; } | ||
57 | |||
58 | public BSPrimDisplaced(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, | ||
59 | OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) | ||
60 | : base(localID, primName, parent_scene, pos, size, rotation, pbs, pisPhysical) | ||
61 | { | ||
62 | CenterOfMassLocation = RawPosition; | ||
63 | GeometricCenterLocation = RawPosition; | ||
64 | } | ||
65 | |||
66 | public override Vector3 ForcePosition | ||
67 | { | ||
68 | get | ||
69 | { | ||
70 | return base.ForcePosition; | ||
71 | } | ||
72 | set | ||
73 | { | ||
74 | base.ForcePosition = value; | ||
75 | CenterOfMassLocation = RawPosition; | ||
76 | GeometricCenterLocation = RawPosition; | ||
77 | } | ||
78 | } | ||
79 | |||
80 | public override Quaternion ForceOrientation | ||
81 | { | ||
82 | get | ||
83 | { | ||
84 | return base.ForceOrientation; | ||
85 | } | ||
86 | set | ||
87 | { | ||
88 | base.ForceOrientation = value; | ||
89 | } | ||
90 | } | ||
91 | |||
92 | // Is this used? | ||
93 | public override OMV.Vector3 CenterOfMass | ||
94 | { | ||
95 | get { return CenterOfMassLocation; } | ||
96 | } | ||
97 | |||
98 | // Is this used? | ||
99 | public override OMV.Vector3 GeometricCenter | ||
100 | { | ||
101 | get { return GeometricCenterLocation; } | ||
102 | } | ||
103 | |||
104 | |||
105 | public override void UpdateProperties(EntityProperties entprop) | ||
106 | { | ||
107 | // Undo any center-of-mass displacement that might have been done. | ||
108 | if (PositionDisplacement != OMV.Vector3.Zero) | ||
109 | { | ||
110 | // Correct for any rotation around the center-of-mass | ||
111 | // TODO!!! | ||
112 | entprop.Position -= PositionDisplacement; | ||
113 | } | ||
114 | |||
115 | base.UpdateProperties(entprop); | ||
116 | } | ||
117 | } | ||
118 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs new file mode 100755 index 0000000..9898562 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs | |||
@@ -0,0 +1,179 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | using System; | ||
28 | using System.Collections.Generic; | ||
29 | using System.Linq; | ||
30 | using System.Text; | ||
31 | |||
32 | using OpenSim.Framework; | ||
33 | |||
34 | using OMV = OpenMetaverse; | ||
35 | |||
36 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
37 | { | ||
38 | public class BSPrimLinkable : BSPrimDisplaced | ||
39 | { | ||
40 | public BSLinkset Linkset { get; set; } | ||
41 | public BSLinksetInfo LinksetInfo { get; set; } | ||
42 | |||
43 | public BSPrimLinkable(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, | ||
44 | OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) | ||
45 | : base(localID, primName, parent_scene, pos, size, rotation, pbs, pisPhysical) | ||
46 | { | ||
47 | Linkset = BSLinkset.Factory(PhysicsScene, this); | ||
48 | |||
49 | PhysicsScene.TaintedObject("BSPrimLinksetCompound.Refresh", delegate() | ||
50 | { | ||
51 | Linkset.Refresh(this); | ||
52 | }); | ||
53 | } | ||
54 | |||
55 | public override void Destroy() | ||
56 | { | ||
57 | Linkset = Linkset.RemoveMeFromLinkset(this); | ||
58 | base.Destroy(); | ||
59 | } | ||
60 | |||
61 | public override BSPhysicsShapeType PreferredPhysicalShape | ||
62 | { get { return Linkset.PreferredPhysicalShape(this); } } | ||
63 | |||
64 | public override void link(Manager.PhysicsActor obj) | ||
65 | { | ||
66 | BSPrimLinkable parent = obj as BSPrimLinkable; | ||
67 | if (parent != null) | ||
68 | { | ||
69 | BSPhysObject parentBefore = Linkset.LinksetRoot; | ||
70 | int childrenBefore = Linkset.NumberOfChildren; | ||
71 | |||
72 | Linkset = parent.Linkset.AddMeToLinkset(this); | ||
73 | |||
74 | DetailLog("{0},BSPrimLinkset.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}", | ||
75 | LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren); | ||
76 | } | ||
77 | return; | ||
78 | } | ||
79 | |||
80 | public override void delink() | ||
81 | { | ||
82 | // TODO: decide if this parent checking needs to happen at taint time | ||
83 | // Race condition here: if link() and delink() in same simulation tick, the delink will not happen | ||
84 | |||
85 | BSPhysObject parentBefore = Linkset.LinksetRoot; | ||
86 | int childrenBefore = Linkset.NumberOfChildren; | ||
87 | |||
88 | Linkset = Linkset.RemoveMeFromLinkset(this); | ||
89 | |||
90 | DetailLog("{0},BSPrimLinkset.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ", | ||
91 | LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren); | ||
92 | return; | ||
93 | base.delink(); | ||
94 | } | ||
95 | |||
96 | // When simulator changes position, this might be moving a child of the linkset. | ||
97 | public override OMV.Vector3 Position | ||
98 | { | ||
99 | get { return base.Position; } | ||
100 | set | ||
101 | { | ||
102 | base.Position = value; | ||
103 | PhysicsScene.TaintedObject("BSPrimLinkset.setPosition", delegate() | ||
104 | { | ||
105 | Linkset.UpdateProperties(UpdatedProperties.Position, this); | ||
106 | }); | ||
107 | } | ||
108 | } | ||
109 | |||
110 | // When simulator changes orientation, this might be moving a child of the linkset. | ||
111 | public override OMV.Quaternion Orientation | ||
112 | { | ||
113 | get { return base.Orientation; } | ||
114 | set | ||
115 | { | ||
116 | base.Orientation = value; | ||
117 | PhysicsScene.TaintedObject("BSPrimLinkset.setOrientation", delegate() | ||
118 | { | ||
119 | Linkset.UpdateProperties(UpdatedProperties.Orientation, this); | ||
120 | }); | ||
121 | } | ||
122 | } | ||
123 | |||
124 | public override float TotalMass | ||
125 | { | ||
126 | get { return Linkset.LinksetMass; } | ||
127 | } | ||
128 | |||
129 | public override void UpdatePhysicalParameters() | ||
130 | { | ||
131 | base.UpdatePhysicalParameters(); | ||
132 | // Recompute any linkset parameters. | ||
133 | // When going from non-physical to physical, this re-enables the constraints that | ||
134 | // had been automatically disabled when the mass was set to zero. | ||
135 | // For compound based linksets, this enables and disables interactions of the children. | ||
136 | Linkset.Refresh(this); | ||
137 | } | ||
138 | |||
139 | protected override void MakeDynamic(bool makeStatic) | ||
140 | { | ||
141 | base.MakeDynamic(makeStatic); | ||
142 | if (makeStatic) | ||
143 | Linkset.MakeStatic(this); | ||
144 | else | ||
145 | Linkset.MakeDynamic(this); | ||
146 | } | ||
147 | |||
148 | // Body is being taken apart. Remove physical dependencies and schedule a rebuild. | ||
149 | protected override void RemoveBodyDependencies() | ||
150 | { | ||
151 | Linkset.RemoveBodyDependencies(this); | ||
152 | base.RemoveBodyDependencies(); | ||
153 | } | ||
154 | |||
155 | public override void UpdateProperties(EntityProperties entprop) | ||
156 | { | ||
157 | if (Linkset.IsRoot(this)) | ||
158 | { | ||
159 | // Properties are only updated for the roots of a linkset. | ||
160 | // TODO: this will have to change when linksets are articulated. | ||
161 | base.UpdateProperties(entprop); | ||
162 | } | ||
163 | // The linkset might like to know about changing locations | ||
164 | Linkset.UpdateProperties(UpdatedProperties.EntPropUpdates, this); | ||
165 | } | ||
166 | |||
167 | public override bool Collide(uint collidingWith, BSPhysObject collidee, | ||
168 | OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) | ||
169 | { | ||
170 | // prims in the same linkset cannot collide with each other | ||
171 | BSPrimLinkable convCollidee = collidee as BSPrimLinkable; | ||
172 | if (convCollidee != null && (this.Linkset.LinksetID == convCollidee.Linkset.LinksetID)) | ||
173 | { | ||
174 | return false; | ||
175 | } | ||
176 | return base.Collide(collidingWith, collidee, contactPoint, contactNormal, pentrationDepth); | ||
177 | } | ||
178 | } | ||
179 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index f8a0c1e..05722b8 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -434,7 +434,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
434 | { | 434 | { |
435 | if (!m_initialized) return; | 435 | if (!m_initialized) return; |
436 | 436 | ||
437 | BSPrim bsprim = prim as BSPrim; | 437 | BSPhysObject bsprim = prim as BSPhysObject; |
438 | if (bsprim != null) | 438 | if (bsprim != null) |
439 | { | 439 | { |
440 | DetailLog("{0},RemovePrim,call", bsprim.LocalID); | 440 | DetailLog("{0},RemovePrim,call", bsprim.LocalID); |
@@ -463,9 +463,9 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
463 | 463 | ||
464 | if (!m_initialized) return null; | 464 | if (!m_initialized) return null; |
465 | 465 | ||
466 | DetailLog("{0},AddPrimShape,call", localID); | 466 | DetailLog("{0},BSScene.AddPrimShape,call", localID); |
467 | 467 | ||
468 | BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical); | 468 | BSPhysObject prim = new BSPrimLinkable(localID, primName, this, position, size, rotation, pbs, isPhysical); |
469 | lock (PhysObjects) PhysObjects.Add(localID, prim); | 469 | lock (PhysObjects) PhysObjects.Add(localID, prim); |
470 | return prim; | 470 | return prim; |
471 | } | 471 | } |