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Diffstat (limited to 'OpenSim/Region/Physics/BulletSNPlugin/BSLinkset.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSNPlugin/BSLinkset.cs | 329 |
1 files changed, 329 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSNPlugin/BSLinkset.cs new file mode 100644 index 0000000..845a113 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSNPlugin/BSLinkset.cs | |||
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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.Text; | ||
30 | |||
31 | using OMV = OpenMetaverse; | ||
32 | |||
33 | namespace OpenSim.Region.Physics.BulletSNPlugin | ||
34 | { | ||
35 | |||
36 | // A BSPrim can get individual information about its linkedness attached | ||
37 | // to it through an instance of a subclass of LinksetInfo. | ||
38 | // Each type of linkset will define the information needed for its type. | ||
39 | public abstract class BSLinksetInfo | ||
40 | { | ||
41 | public virtual void Clear() { } | ||
42 | } | ||
43 | |||
44 | public abstract class BSLinkset | ||
45 | { | ||
46 | // private static string LogHeader = "[BULLETSIM LINKSET]"; | ||
47 | |||
48 | public enum LinksetImplementation | ||
49 | { | ||
50 | Constraint = 0, // linkset tied together with constraints | ||
51 | Compound = 1, // linkset tied together as a compound object | ||
52 | Manual = 2 // linkset tied together manually (code moves all the pieces) | ||
53 | } | ||
54 | // Create the correct type of linkset for this child | ||
55 | public static BSLinkset Factory(BSScene physScene, BSPhysObject parent) | ||
56 | { | ||
57 | BSLinkset ret = null; | ||
58 | |||
59 | switch ((int)BSParam.LinksetImplementation) | ||
60 | { | ||
61 | case (int)LinksetImplementation.Constraint: | ||
62 | ret = new BSLinksetConstraints(physScene, parent); | ||
63 | break; | ||
64 | case (int)LinksetImplementation.Compound: | ||
65 | ret = new BSLinksetCompound(physScene, parent); | ||
66 | break; | ||
67 | case (int)LinksetImplementation.Manual: | ||
68 | // ret = new BSLinksetManual(physScene, parent); | ||
69 | break; | ||
70 | default: | ||
71 | ret = new BSLinksetCompound(physScene, parent); | ||
72 | break; | ||
73 | } | ||
74 | return ret; | ||
75 | } | ||
76 | |||
77 | public BSPhysObject LinksetRoot { get; protected set; } | ||
78 | |||
79 | public BSScene PhysicsScene { get; private set; } | ||
80 | |||
81 | static int m_nextLinksetID = 1; | ||
82 | public int LinksetID { get; private set; } | ||
83 | |||
84 | // The children under the root in this linkset. | ||
85 | protected HashSet<BSPhysObject> m_children; | ||
86 | |||
87 | // We lock the diddling of linkset classes to prevent any badness. | ||
88 | // This locks the modification of the instances of this class. Changes | ||
89 | // to the physical representation is done via the tainting mechenism. | ||
90 | protected object m_linksetActivityLock = new Object(); | ||
91 | |||
92 | // Some linksets have a preferred physical shape. | ||
93 | // Returns SHAPE_UNKNOWN if there is no preference. Causes the correct shape to be selected. | ||
94 | public virtual BSPhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor) | ||
95 | { | ||
96 | return BSPhysicsShapeType.SHAPE_UNKNOWN; | ||
97 | } | ||
98 | |||
99 | // We keep the prim's mass in the linkset structure since it could be dependent on other prims | ||
100 | public float LinksetMass { get; protected set; } | ||
101 | |||
102 | public virtual bool LinksetIsColliding { get { return false; } } | ||
103 | |||
104 | public OMV.Vector3 CenterOfMass | ||
105 | { | ||
106 | get { return ComputeLinksetCenterOfMass(); } | ||
107 | } | ||
108 | |||
109 | public OMV.Vector3 GeometricCenter | ||
110 | { | ||
111 | get { return ComputeLinksetGeometricCenter(); } | ||
112 | } | ||
113 | |||
114 | protected BSLinkset(BSScene scene, BSPhysObject parent) | ||
115 | { | ||
116 | // A simple linkset of one (no children) | ||
117 | LinksetID = m_nextLinksetID++; | ||
118 | // We create LOTS of linksets. | ||
119 | if (m_nextLinksetID <= 0) | ||
120 | m_nextLinksetID = 1; | ||
121 | PhysicsScene = scene; | ||
122 | LinksetRoot = parent; | ||
123 | m_children = new HashSet<BSPhysObject>(); | ||
124 | LinksetMass = parent.RawMass; | ||
125 | Rebuilding = false; | ||
126 | } | ||
127 | |||
128 | // Link to a linkset where the child knows the parent. | ||
129 | // Parent changing should not happen so do some sanity checking. | ||
130 | // We return the parent's linkset so the child can track its membership. | ||
131 | // Called at runtime. | ||
132 | public BSLinkset AddMeToLinkset(BSPhysObject child) | ||
133 | { | ||
134 | lock (m_linksetActivityLock) | ||
135 | { | ||
136 | // Don't add the root to its own linkset | ||
137 | if (!IsRoot(child)) | ||
138 | AddChildToLinkset(child); | ||
139 | LinksetMass = ComputeLinksetMass(); | ||
140 | } | ||
141 | return this; | ||
142 | } | ||
143 | |||
144 | // Remove a child from a linkset. | ||
145 | // Returns a new linkset for the child which is a linkset of one (just the | ||
146 | // orphened child). | ||
147 | // Called at runtime. | ||
148 | public BSLinkset RemoveMeFromLinkset(BSPhysObject child) | ||
149 | { | ||
150 | lock (m_linksetActivityLock) | ||
151 | { | ||
152 | if (IsRoot(child)) | ||
153 | { | ||
154 | // Cannot remove the root from a linkset. | ||
155 | return this; | ||
156 | } | ||
157 | RemoveChildFromLinkset(child); | ||
158 | LinksetMass = ComputeLinksetMass(); | ||
159 | } | ||
160 | |||
161 | // The child is down to a linkset of just itself | ||
162 | return BSLinkset.Factory(PhysicsScene, child); | ||
163 | } | ||
164 | |||
165 | // Return 'true' if the passed object is the root object of this linkset | ||
166 | public bool IsRoot(BSPhysObject requestor) | ||
167 | { | ||
168 | return (requestor.LocalID == LinksetRoot.LocalID); | ||
169 | } | ||
170 | |||
171 | public int NumberOfChildren { get { return m_children.Count; } } | ||
172 | |||
173 | // Return 'true' if this linkset has any children (more than the root member) | ||
174 | public bool HasAnyChildren { get { return (m_children.Count > 0); } } | ||
175 | |||
176 | // Return 'true' if this child is in this linkset | ||
177 | public bool HasChild(BSPhysObject child) | ||
178 | { | ||
179 | bool ret = false; | ||
180 | lock (m_linksetActivityLock) | ||
181 | { | ||
182 | ret = m_children.Contains(child); | ||
183 | /* Safer version but the above should work | ||
184 | foreach (BSPhysObject bp in m_children) | ||
185 | { | ||
186 | if (child.LocalID == bp.LocalID) | ||
187 | { | ||
188 | ret = true; | ||
189 | break; | ||
190 | } | ||
191 | } | ||
192 | */ | ||
193 | } | ||
194 | return ret; | ||
195 | } | ||
196 | |||
197 | // Perform an action on each member of the linkset including root prim. | ||
198 | // Depends on the action on whether this should be done at taint time. | ||
199 | public delegate bool ForEachMemberAction(BSPhysObject obj); | ||
200 | public virtual bool ForEachMember(ForEachMemberAction action) | ||
201 | { | ||
202 | bool ret = false; | ||
203 | lock (m_linksetActivityLock) | ||
204 | { | ||
205 | action(LinksetRoot); | ||
206 | foreach (BSPhysObject po in m_children) | ||
207 | { | ||
208 | if (action(po)) | ||
209 | break; | ||
210 | } | ||
211 | } | ||
212 | return ret; | ||
213 | } | ||
214 | |||
215 | // I am the root of a linkset and a new child is being added | ||
216 | // Called while LinkActivity is locked. | ||
217 | protected abstract void AddChildToLinkset(BSPhysObject child); | ||
218 | |||
219 | // I am the root of a linkset and one of my children is being removed. | ||
220 | // Safe to call even if the child is not really in my linkset. | ||
221 | protected abstract void RemoveChildFromLinkset(BSPhysObject child); | ||
222 | |||
223 | // When physical properties are changed the linkset needs to recalculate | ||
224 | // its internal properties. | ||
225 | // May be called at runtime or taint-time. | ||
226 | public virtual void Refresh(BSPhysObject requestor) | ||
227 | { | ||
228 | LinksetMass = ComputeLinksetMass(); | ||
229 | } | ||
230 | |||
231 | // Flag denoting the linkset is in the process of being rebuilt. | ||
232 | // Used to know not the schedule a rebuild in the middle of a rebuild. | ||
233 | protected bool Rebuilding { get; set; } | ||
234 | |||
235 | // The object is going dynamic (physical). Do any setup necessary | ||
236 | // for a dynamic linkset. | ||
237 | // Only the state of the passed object can be modified. The rest of the linkset | ||
238 | // has not yet been fully constructed. | ||
239 | // Return 'true' if any properties updated on the passed object. | ||
240 | // Called at taint-time! | ||
241 | public abstract bool MakeDynamic(BSPhysObject child); | ||
242 | |||
243 | // The object is going static (non-physical). Do any setup necessary | ||
244 | // for a static linkset. | ||
245 | // Return 'true' if any properties updated on the passed object. | ||
246 | // Called at taint-time! | ||
247 | public abstract bool MakeStatic(BSPhysObject child); | ||
248 | |||
249 | // Called when a parameter update comes from the physics engine for any object | ||
250 | // of the linkset is received. | ||
251 | // Passed flag is update came from physics engine (true) or the user (false). | ||
252 | // Called at taint-time!! | ||
253 | public abstract void UpdateProperties(BSPhysObject physObject, bool physicalUpdate); | ||
254 | |||
255 | // Routine used when rebuilding the body of the root of the linkset | ||
256 | // Destroy all the constraints have have been made to root. | ||
257 | // This is called when the root body is changing. | ||
258 | // Returns 'true' of something was actually removed and would need restoring | ||
259 | // Called at taint-time!! | ||
260 | public abstract bool RemoveBodyDependencies(BSPrim child); | ||
261 | |||
262 | // Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true', | ||
263 | // this routine will restore the removed constraints. | ||
264 | // Called at taint-time!! | ||
265 | public abstract void RestoreBodyDependencies(BSPrim child); | ||
266 | |||
267 | // ================================================================ | ||
268 | protected virtual float ComputeLinksetMass() | ||
269 | { | ||
270 | float mass = LinksetRoot.RawMass; | ||
271 | if (HasAnyChildren) | ||
272 | { | ||
273 | lock (m_linksetActivityLock) | ||
274 | { | ||
275 | foreach (BSPhysObject bp in m_children) | ||
276 | { | ||
277 | mass += bp.RawMass; | ||
278 | } | ||
279 | } | ||
280 | } | ||
281 | return mass; | ||
282 | } | ||
283 | |||
284 | protected virtual OMV.Vector3 ComputeLinksetCenterOfMass() | ||
285 | { | ||
286 | OMV.Vector3 com; | ||
287 | lock (m_linksetActivityLock) | ||
288 | { | ||
289 | com = LinksetRoot.Position * LinksetRoot.RawMass; | ||
290 | float totalMass = LinksetRoot.RawMass; | ||
291 | |||
292 | foreach (BSPhysObject bp in m_children) | ||
293 | { | ||
294 | com += bp.Position * bp.RawMass; | ||
295 | totalMass += bp.RawMass; | ||
296 | } | ||
297 | if (totalMass != 0f) | ||
298 | com /= totalMass; | ||
299 | } | ||
300 | |||
301 | return com; | ||
302 | } | ||
303 | |||
304 | protected virtual OMV.Vector3 ComputeLinksetGeometricCenter() | ||
305 | { | ||
306 | OMV.Vector3 com; | ||
307 | lock (m_linksetActivityLock) | ||
308 | { | ||
309 | com = LinksetRoot.Position; | ||
310 | |||
311 | foreach (BSPhysObject bp in m_children) | ||
312 | { | ||
313 | com += bp.Position * bp.RawMass; | ||
314 | } | ||
315 | com /= (m_children.Count + 1); | ||
316 | } | ||
317 | |||
318 | return com; | ||
319 | } | ||
320 | |||
321 | // Invoke the detailed logger and output something if it's enabled. | ||
322 | protected void DetailLog(string msg, params Object[] args) | ||
323 | { | ||
324 | if (PhysicsScene.PhysicsLogging.Enabled) | ||
325 | PhysicsScene.DetailLog(msg, args); | ||
326 | } | ||
327 | |||
328 | } | ||
329 | } | ||