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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs352
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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 */
27using System;
28using System.Collections.Generic;
29using System.Text;
30
31using OMV = OpenMetaverse;
32
33namespace OpenSim.Region.Physics.BulletSPlugin
34{
35public class BSLinkset
36{
37 private static string LogHeader = "[BULLETSIM LINKSET]";
38
39 private BSPrim m_linksetRoot;
40 public BSPrim Root { get { return m_linksetRoot; } }
41
42 private BSScene m_scene;
43
44 private List<BSPrim> m_children;
45
46 // We lock the diddling of linkset classes to prevent any badness.
47 // This locks the modification of the instances of this class. Changes
48 // to the physical representation is done via the tainting mechenism.
49 private object m_linksetActivityLock = new Object();
50
51 // We keep the prim's mass in the linkset structure since it could be dependent on other prims
52 private float m_mass;
53 public float LinksetMass
54 {
55 get
56 {
57 m_mass = ComputeLinksetMass();
58 return m_mass;
59 }
60 }
61
62 public OMV.Vector3 CenterOfMass
63 {
64 get { return ComputeLinksetCenterOfMass(); }
65 }
66
67 public OMV.Vector3 GeometricCenter
68 {
69 get { return ComputeLinksetGeometricCenter(); }
70 }
71
72 public BSLinkset(BSScene scene, BSPrim parent)
73 {
74 // A simple linkset of one (no children)
75 m_scene = scene;
76 m_linksetRoot = parent;
77 m_children = new List<BSPrim>();
78 m_mass = parent.MassRaw;
79 }
80
81 // Link to a linkset where the child knows the parent.
82 // Parent changing should not happen so do some sanity checking.
83 // We return the parent's linkset so the child can track it's membership.
84 public BSLinkset AddMeToLinkset(BSPrim child, BSPrim parent)
85 {
86 lock (m_linksetActivityLock)
87 {
88 parent.Linkset.AddChildToLinkset(child);
89 }
90 return parent.Linkset;
91 }
92
93 public BSLinkset RemoveMeFromLinkset(BSPrim child)
94 {
95 lock (m_linksetActivityLock)
96 {
97 if (IsRoot(child))
98 {
99 // if root of linkset, take the linkset apart
100 while (m_children.Count > 0)
101 {
102 // Note that we don't do a foreach because the remove routine
103 // takes it out of the list.
104 RemoveChildFromLinkset(m_children[0]);
105 }
106 m_children.Clear(); // just to make sure
107 }
108 else
109 {
110 // Just removing a child from an existing linkset
111 RemoveChildFromLinkset(child);
112 }
113 }
114
115 // The child is down to a linkset of just itself
116 return new BSLinkset(m_scene, child);
117 }
118
119 // An existing linkset had one of its members rebuilt or something.
120 // Go through the linkset and rebuild the pointers to the bodies of the linkset members.
121 public BSLinkset RefreshLinkset(BSPrim requestor)
122 {
123 BSLinkset ret = requestor.Linkset;
124
125 lock (m_linksetActivityLock)
126 {
127 System.IntPtr aPtr = BulletSimAPI.GetBodyHandle2(m_scene.World.Ptr, m_linksetRoot.LocalID);
128 if (aPtr == System.IntPtr.Zero)
129 {
130 // That's odd. We can't find the root of the linkset.
131 // The linkset is somehow dead. The requestor is now a member of a linkset of one.
132 DetailLog("{0},RefreshLinkset.RemoveRoot,child={1}", m_linksetRoot.LocalID, m_linksetRoot.LocalID);
133 ret = RemoveMeFromLinkset(m_linksetRoot);
134 }
135 else
136 {
137 // Reconstruct the pointer to the body of the linkset root.
138 DetailLog("{0},RefreshLinkset.RebuildRoot,rootID={1},ptr={2}", m_linksetRoot.LocalID, m_linksetRoot.LocalID, aPtr);
139 m_linksetRoot.Body = new BulletBody(m_linksetRoot.LocalID, aPtr);
140
141 List<BSPrim> toRemove = new List<BSPrim>();
142 foreach (BSPrim bsp in m_children)
143 {
144 aPtr = BulletSimAPI.GetBodyHandle2(m_scene.World.Ptr, bsp.LocalID);
145 if (aPtr == System.IntPtr.Zero)
146 {
147 toRemove.Add(bsp);
148 }
149 else
150 {
151 // Reconstruct the pointer to the body of the linkset root.
152 DetailLog("{0},RefreshLinkset.RebuildChild,rootID={1},ptr={2}", bsp.LocalID, m_linksetRoot.LocalID, aPtr);
153 bsp.Body = new BulletBody(bsp.LocalID, aPtr);
154 }
155 }
156 foreach (BSPrim bsp in toRemove)
157 {
158 RemoveChildFromLinkset(bsp);
159 }
160 }
161 }
162
163 return ret;
164 }
165
166
167 // Return 'true' if the passed object is the root object of this linkset
168 public bool IsRoot(BSPrim requestor)
169 {
170 return (requestor.LocalID == m_linksetRoot.LocalID);
171 }
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(BSPrim child)
178 {
179 bool ret = false;
180 foreach (BSPrim bp in m_children)
181 {
182 if (child.LocalID == bp.LocalID)
183 {
184 ret = true;
185 break;
186 }
187 }
188 return ret;
189 }
190
191 private float ComputeLinksetMass()
192 {
193 float mass = m_linksetRoot.MassRaw;
194 foreach (BSPrim bp in m_children)
195 {
196 mass += bp.MassRaw;
197 }
198 return mass;
199 }
200
201 private OMV.Vector3 ComputeLinksetCenterOfMass()
202 {
203 OMV.Vector3 com = m_linksetRoot.Position * m_linksetRoot.MassRaw;
204 float totalMass = m_linksetRoot.MassRaw;
205
206 foreach (BSPrim bp in m_children)
207 {
208 com += bp.Position * bp.MassRaw;
209 totalMass += bp.MassRaw;
210 }
211 com /= totalMass;
212
213 return com;
214 }
215
216 private OMV.Vector3 ComputeLinksetGeometricCenter()
217 {
218 OMV.Vector3 com = m_linksetRoot.Position;
219
220 foreach (BSPrim bp in m_children)
221 {
222 com += bp.Position * bp.MassRaw;
223 }
224 com /= m_children.Count + 1;
225
226 return com;
227 }
228
229 // I am the root of a linkset and a new child is being added
230 public void AddChildToLinkset(BSPrim pchild)
231 {
232 BSPrim child = pchild;
233 if (!HasChild(child))
234 {
235 m_children.Add(child);
236
237 m_scene.TaintedObject(delegate()
238 {
239 DebugLog("{0}: AddChildToLinkset: adding child {1} to {2}", LogHeader, child.LocalID, m_linksetRoot.LocalID);
240 DetailLog("{0},AddChildToLinkset,child={1}", m_linksetRoot.LocalID, pchild.LocalID);
241 PhysicallyLinkAChildToRoot(pchild); // build the physical binding between me and the child
242 });
243 }
244 return;
245 }
246
247 // I am the root of a linkset and one of my children is being removed.
248 // Safe to call even if the child is not really in my linkset.
249 public void RemoveChildFromLinkset(BSPrim pchild)
250 {
251 BSPrim child = pchild;
252
253 if (m_children.Remove(child))
254 {
255 m_scene.TaintedObject(delegate()
256 {
257 DebugLog("{0}: RemoveChildFromLinkset: Removing constraint to {1}", LogHeader, child.LocalID);
258 DetailLog("{0},RemoveChildFromLinkset,child={1}", m_linksetRoot.LocalID, pchild.LocalID);
259
260 if (m_children.Count == 0)
261 {
262 // if the linkset is empty, make sure all linkages have been removed
263 PhysicallyUnlinkAllChildrenFromRoot();
264 }
265 else
266 {
267 PhysicallyUnlinkAChildFromRoot(pchild);
268 }
269 });
270 }
271 else
272 {
273 // This will happen if we remove the root of the linkset first. Non-fatal occurance.
274 // m_scene.Logger.ErrorFormat("{0}: Asked to remove child from linkset that was not in linkset", LogHeader);
275 }
276 return;
277 }
278
279 // Create a constraint between me (root of linkset) and the passed prim (the child).
280 // Called at taint time!
281 private void PhysicallyLinkAChildToRoot(BSPrim childPrim)
282 {
283 // Zero motion for children so they don't interpolate
284 childPrim.ZeroMotion();
285
286 // relative position normalized to the root prim
287 OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(m_linksetRoot.Orientation);
288 OMV.Vector3 childRelativePosition = (childPrim.Position - m_linksetRoot.Position) * invThisOrientation;
289
290 // relative rotation of the child to the parent
291 OMV.Quaternion childRelativeRotation = invThisOrientation * childPrim.Orientation;
292
293 // create a constraint that allows no freedom of movement between the two objects
294 // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
295 // DebugLog("{0}: CreateLinkset: Adding a constraint between root prim {1} and child prim {2}", LogHeader, LocalID, childPrim.LocalID);
296 DetailLog("{0},LinkAChildToMe,taint,root={1},child={2}", m_linksetRoot.LocalID, m_linksetRoot.LocalID, childPrim.LocalID);
297 BSConstraint constrain = m_scene.Constraints.CreateConstraint(
298 m_scene.World, m_linksetRoot.Body, childPrim.Body,
299 // childRelativePosition,
300 // childRelativeRotation,
301 OMV.Vector3.Zero,
302 OMV.Quaternion.Identity,
303 OMV.Vector3.Zero,
304 OMV.Quaternion.Identity
305 );
306 constrain.SetLinearLimits(OMV.Vector3.Zero, OMV.Vector3.Zero);
307 constrain.SetAngularLimits(OMV.Vector3.Zero, OMV.Vector3.Zero);
308
309 // tweek the constraint to increase stability
310 constrain.UseFrameOffset(m_scene.BoolNumeric(m_scene.Params.linkConstraintUseFrameOffset));
311 constrain.TranslationalLimitMotor(m_scene.BoolNumeric(m_scene.Params.linkConstraintEnableTransMotor),
312 m_scene.Params.linkConstraintTransMotorMaxVel,
313 m_scene.Params.linkConstraintTransMotorMaxForce);
314 constrain.SetCFMAndERP(m_scene.Params.linkConstraintCFM, m_scene.Params.linkConstraintERP);
315
316 }
317
318 // Remove linkage between myself and a particular child
319 // Called at taint time!
320 private void PhysicallyUnlinkAChildFromRoot(BSPrim childPrim)
321 {
322 DebugLog("{0}: PhysicallyUnlinkAChildFromRoot: RemoveConstraint between root prim {1} and child prim {2}",
323 LogHeader, m_linksetRoot.LocalID, childPrim.LocalID);
324 DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},child={2}", m_linksetRoot.LocalID, m_linksetRoot.LocalID, childPrim.LocalID);
325 // BulletSimAPI.RemoveConstraint(_scene.WorldID, LocalID, childPrim.LocalID);
326 m_scene.Constraints.RemoveAndDestroyConstraint(m_linksetRoot.Body, childPrim.Body);
327 }
328
329 // Remove linkage between myself and any possible children I might have
330 // Called at taint time!
331 private void PhysicallyUnlinkAllChildrenFromRoot()
332 {
333 // DebugLog("{0}: PhysicallyUnlinkAllChildren:", LogHeader);
334 DetailLog("{0},PhysicallyUnlinkAllChildren,taint", m_linksetRoot.LocalID);
335 m_scene.Constraints.RemoveAndDestroyConstraint(m_linksetRoot.Body);
336 // BulletSimAPI.RemoveConstraintByID(_scene.WorldID, LocalID);
337 }
338
339 // Invoke the detailed logger and output something if it's enabled.
340 private void DebugLog(string msg, params Object[] args)
341 {
342 m_scene.Logger.DebugFormat(msg, args);
343 }
344
345 // Invoke the detailed logger and output something if it's enabled.
346 private void DetailLog(string msg, params Object[] args)
347 {
348 m_scene.PhysicsLogging.Write(msg, args);
349 }
350
351}
352}