diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs | 352 |
1 files changed, 257 insertions, 95 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index b9c2cf9..2dc89b5 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs | |||
@@ -28,22 +28,64 @@ using System; | |||
28 | using System.Collections.Generic; | 28 | using System.Collections.Generic; |
29 | using System.Text; | 29 | using System.Text; |
30 | 30 | ||
31 | using OpenSim.Framework; | ||
32 | |||
31 | using OMV = OpenMetaverse; | 33 | using OMV = OpenMetaverse; |
32 | 34 | ||
33 | namespace OpenSim.Region.Physics.BulletSPlugin | 35 | namespace OpenSim.Region.Physics.BulletSPlugin |
34 | { | 36 | { |
37 | |||
38 | // When a child is linked, the relationship position of the child to the parent | ||
39 | // is remembered so the child's world position can be recomputed when it is | ||
40 | // removed from the linkset. | ||
41 | sealed class BSLinksetCompoundInfo : BSLinksetInfo | ||
42 | { | ||
43 | public int Index; | ||
44 | public OMV.Vector3 OffsetFromRoot; | ||
45 | public OMV.Vector3 OffsetFromCenterOfMass; | ||
46 | public OMV.Quaternion OffsetRot; | ||
47 | public BSLinksetCompoundInfo(int indx, OMV.Vector3 p, OMV.Quaternion r) | ||
48 | { | ||
49 | Index = indx; | ||
50 | OffsetFromRoot = p; | ||
51 | OffsetFromCenterOfMass = p; | ||
52 | OffsetRot = r; | ||
53 | } | ||
54 | public override void Clear() | ||
55 | { | ||
56 | Index = 0; | ||
57 | OffsetFromRoot = OMV.Vector3.Zero; | ||
58 | OffsetFromCenterOfMass = OMV.Vector3.Zero; | ||
59 | OffsetRot = OMV.Quaternion.Identity; | ||
60 | } | ||
61 | public override string ToString() | ||
62 | { | ||
63 | StringBuilder buff = new StringBuilder(); | ||
64 | buff.Append("<i="); | ||
65 | buff.Append(Index.ToString()); | ||
66 | buff.Append(",p="); | ||
67 | buff.Append(OffsetFromRoot.ToString()); | ||
68 | buff.Append(",m="); | ||
69 | buff.Append(OffsetFromCenterOfMass.ToString()); | ||
70 | buff.Append(",r="); | ||
71 | buff.Append(OffsetRot.ToString()); | ||
72 | buff.Append(">"); | ||
73 | return buff.ToString(); | ||
74 | } | ||
75 | }; | ||
76 | |||
35 | public sealed class BSLinksetCompound : BSLinkset | 77 | public sealed class BSLinksetCompound : BSLinkset |
36 | { | 78 | { |
37 | private static string LogHeader = "[BULLETSIM LINKSET COMPOUND]"; | 79 | private static string LogHeader = "[BULLETSIM LINKSET COMPOUND]"; |
38 | 80 | ||
39 | public BSLinksetCompound(BSScene scene, BSPhysObject parent) | 81 | public BSLinksetCompound(BSScene scene, BSPhysObject parent) : base(scene, parent) |
40 | { | 82 | { |
41 | base.Initialize(scene, parent); | ||
42 | } | 83 | } |
43 | 84 | ||
44 | // For compound implimented linksets, if there are children, use compound shape for the root. | 85 | // For compound implimented linksets, if there are children, use compound shape for the root. |
45 | public override BSPhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor) | 86 | public override BSPhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor) |
46 | { | 87 | { |
88 | // Returning 'unknown' means we don't have a preference. | ||
47 | BSPhysicsShapeType ret = BSPhysicsShapeType.SHAPE_UNKNOWN; | 89 | BSPhysicsShapeType ret = BSPhysicsShapeType.SHAPE_UNKNOWN; |
48 | if (IsRoot(requestor) && HasAnyChildren) | 90 | if (IsRoot(requestor) && HasAnyChildren) |
49 | { | 91 | { |
@@ -55,27 +97,33 @@ public sealed class BSLinksetCompound : BSLinkset | |||
55 | 97 | ||
56 | // When physical properties are changed the linkset needs to recalculate | 98 | // When physical properties are changed the linkset needs to recalculate |
57 | // its internal properties. | 99 | // its internal properties. |
58 | // This is queued in the 'post taint' queue so the | ||
59 | // refresh will happen once after all the other taints are applied. | ||
60 | public override void Refresh(BSPhysObject requestor) | 100 | public override void Refresh(BSPhysObject requestor) |
61 | { | 101 | { |
62 | // External request for Refresh (from BSPrim) is not necessary | 102 | base.Refresh(requestor); |
63 | // InternalRefresh(requestor); | 103 | |
104 | // Something changed so do the rebuilding thing | ||
105 | // ScheduleRebuild(); | ||
64 | } | 106 | } |
65 | 107 | ||
66 | private void InternalRefresh(BSPhysObject requestor) | 108 | // Schedule a refresh to happen after all the other taint processing. |
109 | private void ScheduleRebuild(BSPhysObject requestor) | ||
67 | { | 110 | { |
68 | DetailLog("{0},BSLinksetCompound.Refresh,schedulingRefresh,requestor={1}", LinksetRoot.LocalID, requestor.LocalID); | 111 | DetailLog("{0},BSLinksetCompound.ScheduleRebuild,,rebuilding={1},hasChildren={2}", |
69 | // Queue to happen after all the other taint processing | 112 | requestor.LocalID, Rebuilding, HasAnyChildren); |
70 | PhysicsScene.PostTaintObject("BSLinksetCompound.Refresh", requestor.LocalID, delegate() | 113 | // When rebuilding, it is possible to set properties that would normally require a rebuild. |
114 | // If already rebuilding, don't request another rebuild. | ||
115 | // If a linkset with just a root prim (simple non-linked prim) don't bother rebuilding. | ||
116 | if (!Rebuilding && HasAnyChildren) | ||
71 | { | 117 | { |
72 | if (IsRoot(requestor) && HasAnyChildren) | 118 | PhysicsScene.PostTaintObject("BSLinksetCompound.ScheduleRebuild", LinksetRoot.LocalID, delegate() |
73 | RecomputeLinksetCompound(); | 119 | { |
74 | }); | 120 | if (HasAnyChildren) |
121 | RecomputeLinksetCompound(); | ||
122 | }); | ||
123 | } | ||
75 | } | 124 | } |
76 | 125 | ||
77 | // The object is going dynamic (physical). Do any setup necessary | 126 | // The object is going dynamic (physical). Do any setup necessary for a dynamic linkset. |
78 | // for a dynamic linkset. | ||
79 | // Only the state of the passed object can be modified. The rest of the linkset | 127 | // Only the state of the passed object can be modified. The rest of the linkset |
80 | // has not yet been fully constructed. | 128 | // has not yet been fully constructed. |
81 | // Return 'true' if any properties updated on the passed object. | 129 | // Return 'true' if any properties updated on the passed object. |
@@ -84,12 +132,22 @@ public sealed class BSLinksetCompound : BSLinkset | |||
84 | { | 132 | { |
85 | bool ret = false; | 133 | bool ret = false; |
86 | DetailLog("{0},BSLinksetCompound.MakeDynamic,call,IsRoot={1}", child.LocalID, IsRoot(child)); | 134 | DetailLog("{0},BSLinksetCompound.MakeDynamic,call,IsRoot={1}", child.LocalID, IsRoot(child)); |
87 | if (!IsRoot(child)) | 135 | if (IsRoot(child)) |
136 | { | ||
137 | // The root is going dynamic. Rebuild the linkset so parts and mass get computed properly. | ||
138 | ScheduleRebuild(LinksetRoot); | ||
139 | } | ||
140 | else | ||
88 | { | 141 | { |
89 | // Physical children are removed from the world as the shape ofthe root compound | 142 | // The origional prims are removed from the world as the shape of the root compound |
90 | // shape takes over. | 143 | // shape takes over. |
91 | BulletSimAPI.AddToCollisionFlags2(child.PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); | 144 | PhysicsScene.PE.AddToCollisionFlags(child.PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); |
92 | BulletSimAPI.ForceActivationState2(child.PhysBody.ptr, ActivationState.DISABLE_SIMULATION); | 145 | PhysicsScene.PE.ForceActivationState(child.PhysBody, ActivationState.DISABLE_SIMULATION); |
146 | // We don't want collisions from the old linkset children. | ||
147 | PhysicsScene.PE.RemoveFromCollisionFlags(child.PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
148 | |||
149 | child.PhysBody.collisionType = CollisionType.LinksetChild; | ||
150 | |||
93 | ret = true; | 151 | ret = true; |
94 | } | 152 | } |
95 | return ret; | 153 | return ret; |
@@ -104,33 +162,45 @@ public sealed class BSLinksetCompound : BSLinkset | |||
104 | { | 162 | { |
105 | bool ret = false; | 163 | bool ret = false; |
106 | DetailLog("{0},BSLinksetCompound.MakeStatic,call,IsRoot={1}", child.LocalID, IsRoot(child)); | 164 | DetailLog("{0},BSLinksetCompound.MakeStatic,call,IsRoot={1}", child.LocalID, IsRoot(child)); |
107 | if (!IsRoot(child)) | 165 | if (IsRoot(child)) |
166 | { | ||
167 | ScheduleRebuild(LinksetRoot); | ||
168 | } | ||
169 | else | ||
108 | { | 170 | { |
109 | // The non-physical children can come back to life. | 171 | // The non-physical children can come back to life. |
110 | BulletSimAPI.RemoveFromCollisionFlags2(child.PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); | 172 | PhysicsScene.PE.RemoveFromCollisionFlags(child.PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); |
111 | // Don't force activation so setting of DISABLE_SIMULATION can stay. | 173 | |
112 | BulletSimAPI.Activate2(child.PhysBody.ptr, false); | 174 | child.PhysBody.collisionType = CollisionType.LinksetChild; |
175 | |||
176 | // Don't force activation so setting of DISABLE_SIMULATION can stay if used. | ||
177 | PhysicsScene.PE.Activate(child.PhysBody, false); | ||
113 | ret = true; | 178 | ret = true; |
114 | } | 179 | } |
115 | return ret; | 180 | return ret; |
116 | } | 181 | } |
117 | 182 | ||
118 | // Called at taint-time!! | 183 | // 'physicalUpdate' is true if these changes came directly from the physics engine. Don't need to rebuild then. |
119 | public override void UpdateProperties(BSPhysObject updated) | 184 | // Called at taint-time. |
120 | { | 185 | public override void UpdateProperties(BSPhysObject updated, bool physicalUpdate) |
121 | // Nothing to do for constraints on property updates | ||
122 | } | ||
123 | |||
124 | // The children move around in relationship to the root. | ||
125 | // Just grab the current values of wherever it is right now. | ||
126 | public override OMV.Vector3 Position(BSPhysObject member) | ||
127 | { | ||
128 | return BulletSimAPI.GetPosition2(member.PhysBody.ptr); | ||
129 | } | ||
130 | |||
131 | public override OMV.Quaternion Orientation(BSPhysObject member) | ||
132 | { | 186 | { |
133 | return BulletSimAPI.GetOrientation2(member.PhysBody.ptr); | 187 | // The user moving a child around requires the rebuilding of the linkset compound shape |
188 | // One problem is this happens when a border is crossed -- the simulator implementation | ||
189 | // is to store the position into the group which causes the move of the object | ||
190 | // but it also means all the child positions get updated. | ||
191 | // What would cause an unnecessary rebuild so we make sure the linkset is in a | ||
192 | // region before bothering to do a rebuild. | ||
193 | if (!IsRoot(updated) | ||
194 | && !physicalUpdate | ||
195 | && PhysicsScene.TerrainManager.IsWithinKnownTerrain(LinksetRoot.RawPosition)) | ||
196 | { | ||
197 | // TODO: replace this with are calculation of the child prim's orientation and pos. | ||
198 | // TODO: for the moment, don't rebuild the compound shape. | ||
199 | // This is often just the car turning its wheels. When we can just reorient the one | ||
200 | // member shape of the compound shape, the overhead of rebuilding won't be a problem. | ||
201 | // updated.LinksetInfo = null; | ||
202 | // ScheduleRebuild(updated); | ||
203 | } | ||
134 | } | 204 | } |
135 | 205 | ||
136 | // Routine called when rebuilding the body of some member of the linkset. | 206 | // Routine called when rebuilding the body of some member of the linkset. |
@@ -142,24 +212,62 @@ public sealed class BSLinksetCompound : BSLinkset | |||
142 | bool ret = false; | 212 | bool ret = false; |
143 | 213 | ||
144 | DetailLog("{0},BSLinksetCompound.RemoveBodyDependencies,refreshIfChild,rID={1},rBody={2},isRoot={3}", | 214 | DetailLog("{0},BSLinksetCompound.RemoveBodyDependencies,refreshIfChild,rID={1},rBody={2},isRoot={3}", |
145 | child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X"), IsRoot(child)); | 215 | child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody.AddrString, IsRoot(child)); |
146 | 216 | ||
147 | if (!IsRoot(child)) | 217 | if (!IsRoot(child)) |
148 | { | 218 | { |
149 | // Cause the current shape to be freed and the new one to be built. | 219 | // Because it is a convenient time, recompute child world position and rotation based on |
150 | InternalRefresh(LinksetRoot); | 220 | // its position in the linkset. |
151 | ret = true; | 221 | RecomputeChildWorldPosition(child, true); |
152 | } | 222 | } |
153 | 223 | ||
224 | // Cannot schedule a refresh/rebuild here because this routine is called when | ||
225 | // the linkset is being rebuilt. | ||
226 | // InternalRefresh(LinksetRoot); | ||
227 | |||
154 | return ret; | 228 | return ret; |
155 | } | 229 | } |
156 | 230 | ||
157 | // Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true', | 231 | // Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true', |
158 | // this routine will restore the removed constraints. | 232 | // this routine will restore the removed constraints. |
159 | // Called at taint-time!! | 233 | // Called at taint-time!! |
160 | public override void RestoreBodyDependencies(BSPrim child) | 234 | public override void RestoreBodyDependencies(BSPrim child) |
161 | { | 235 | { |
162 | // The Refresh operation queued by RemoveBodyDependencies() will build any missing constraints. | 236 | } |
237 | |||
238 | // When the linkset is built, the child shape is added to the compound shape relative to the | ||
239 | // root shape. The linkset then moves around but this does not move the actual child | ||
240 | // prim. The child prim's location must be recomputed based on the location of the root shape. | ||
241 | private void RecomputeChildWorldPosition(BSPhysObject child, bool inTaintTime) | ||
242 | { | ||
243 | BSLinksetCompoundInfo lci = child.LinksetInfo as BSLinksetCompoundInfo; | ||
244 | if (lci != null) | ||
245 | { | ||
246 | if (inTaintTime) | ||
247 | { | ||
248 | OMV.Vector3 oldPos = child.RawPosition; | ||
249 | child.ForcePosition = LinksetRoot.RawPosition + lci.OffsetFromRoot; | ||
250 | child.ForceOrientation = LinksetRoot.RawOrientation * lci.OffsetRot; | ||
251 | DetailLog("{0},BSLinksetCompound.RecomputeChildWorldPosition,oldPos={1},lci={2},newPos={3}", | ||
252 | child.LocalID, oldPos, lci, child.RawPosition); | ||
253 | } | ||
254 | else | ||
255 | { | ||
256 | // TaintedObject is not used here so the raw position is set now and not at taint-time. | ||
257 | child.Position = LinksetRoot.RawPosition + lci.OffsetFromRoot; | ||
258 | child.Orientation = LinksetRoot.RawOrientation * lci.OffsetRot; | ||
259 | } | ||
260 | } | ||
261 | else | ||
262 | { | ||
263 | // This happens when children have been added to the linkset but the linkset | ||
264 | // has not been constructed yet. So like, at taint time, adding children to a linkset | ||
265 | // and then changing properties of the children (makePhysical, for instance) | ||
266 | // but the post-print action of actually rebuilding the linkset has not yet happened. | ||
267 | // PhysicsScene.Logger.WarnFormat("{0} Restoring linkset child position failed because of no relative position computed. ID={1}", | ||
268 | // LogHeader, child.LocalID); | ||
269 | DetailLog("{0},BSLinksetCompound.recomputeChildWorldPosition,noRelativePositonInfo", child.LocalID); | ||
270 | } | ||
163 | } | 271 | } |
164 | 272 | ||
165 | // ================================================================ | 273 | // ================================================================ |
@@ -174,24 +282,25 @@ public sealed class BSLinksetCompound : BSLinkset | |||
174 | 282 | ||
175 | DetailLog("{0},BSLinksetCompound.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID); | 283 | DetailLog("{0},BSLinksetCompound.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID); |
176 | 284 | ||
177 | // Cause constraints and assorted properties to be recomputed before the next simulation step. | 285 | // Rebuild the compound shape with the new child shape included |
178 | InternalRefresh(LinksetRoot); | 286 | ScheduleRebuild(child); |
179 | } | 287 | } |
180 | return; | 288 | return; |
181 | } | 289 | } |
182 | 290 | ||
183 | // Remove the specified child from the linkset. | 291 | // Remove the specified child from the linkset. |
184 | // Safe to call even if the child is not really in my linkset. | 292 | // Safe to call even if the child is not really in the linkset. |
185 | protected override void RemoveChildFromLinkset(BSPhysObject child) | 293 | protected override void RemoveChildFromLinkset(BSPhysObject child) |
186 | { | 294 | { |
187 | if (m_children.Remove(child)) | 295 | if (m_children.Remove(child)) |
188 | { | 296 | { |
189 | DetailLog("{0},BSLinksetCompound.RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}", | 297 | DetailLog("{0},BSLinksetCompound.RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}", |
190 | child.LocalID, | 298 | child.LocalID, |
191 | LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X"), | 299 | LinksetRoot.LocalID, LinksetRoot.PhysBody.AddrString, |
192 | child.LocalID, child.PhysBody.ptr.ToString("X")); | 300 | child.LocalID, child.PhysBody.AddrString); |
193 | 301 | ||
194 | // Cause the child's body to be rebuilt and thus restored to normal operation | 302 | // Cause the child's body to be rebuilt and thus restored to normal operation |
303 | RecomputeChildWorldPosition(child, false); | ||
195 | child.ForceBodyShapeRebuild(false); | 304 | child.ForceBodyShapeRebuild(false); |
196 | 305 | ||
197 | if (!HasAnyChildren) | 306 | if (!HasAnyChildren) |
@@ -201,8 +310,8 @@ public sealed class BSLinksetCompound : BSLinkset | |||
201 | } | 310 | } |
202 | else | 311 | else |
203 | { | 312 | { |
204 | // Schedule a rebuild of the linkset before the next simulation tick. | 313 | // Rebuild the compound shape with the child removed |
205 | InternalRefresh(LinksetRoot); | 314 | ScheduleRebuild(child); |
206 | } | 315 | } |
207 | } | 316 | } |
208 | return; | 317 | return; |
@@ -213,63 +322,116 @@ public sealed class BSLinksetCompound : BSLinkset | |||
213 | // Constraint linksets are rebuilt every time. | 322 | // Constraint linksets are rebuilt every time. |
214 | // Note that this works for rebuilding just the root after a linkset is taken apart. | 323 | // Note that this works for rebuilding just the root after a linkset is taken apart. |
215 | // Called at taint time!! | 324 | // Called at taint time!! |
325 | private bool disableCOM = true; // disable until we get this debugged | ||
216 | private void RecomputeLinksetCompound() | 326 | private void RecomputeLinksetCompound() |
217 | { | 327 | { |
218 | // Cause the root shape to be rebuilt as a compound object with just the root in it | 328 | try |
219 | LinksetRoot.ForceBodyShapeRebuild(true); | ||
220 | |||
221 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,start,rBody={1},rShape={2},numChildren={3}", | ||
222 | LinksetRoot.LocalID, LinksetRoot.PhysBody, LinksetRoot.PhysShape, NumberOfChildren); | ||
223 | |||
224 | // Add a shape for each of the other children in the linkset | ||
225 | ForEachMember(delegate(BSPhysObject cPrim) | ||
226 | { | 329 | { |
227 | if (!IsRoot(cPrim)) | 330 | // Suppress rebuilding while rebuilding |
331 | Rebuilding = true; | ||
332 | |||
333 | // Cause the root shape to be rebuilt as a compound object with just the root in it | ||
334 | LinksetRoot.ForceBodyShapeRebuild(true); | ||
335 | |||
336 | // The center of mass for the linkset is the geometric center of the group. | ||
337 | // Compute a displacement for each component so it is relative to the center-of-mass. | ||
338 | // Bullet presumes an object's origin (relative <0,0,0>) is its center-of-mass | ||
339 | OMV.Vector3 centerOfMass; | ||
340 | OMV.Vector3 centerDisplacement = OMV.Vector3.Zero; | ||
341 | if (disableCOM) // DEBUG DEBUG | ||
342 | { // DEBUG DEBUG | ||
343 | centerOfMass = LinksetRoot.RawPosition; // DEBUG DEBUG | ||
344 | LinksetRoot.PositionDisplacement = OMV.Vector3.Zero; | ||
345 | } // DEBUG DEBUG | ||
346 | else | ||
228 | { | 347 | { |
229 | // Each child position and rotation is given relative to the root. | 348 | centerOfMass = ComputeLinksetGeometricCenter(); |
230 | OMV.Quaternion invRootOrientation = OMV.Quaternion.Inverse(LinksetRoot.RawOrientation); | 349 | centerDisplacement = centerOfMass - LinksetRoot.RawPosition; |
231 | OMV.Vector3 displacementPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation; | ||
232 | OMV.Quaternion displacementRot = cPrim.RawOrientation * invRootOrientation; | ||
233 | 350 | ||
234 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addMemberToShape,mID={1},mShape={2},dispPos={3},dispRot={4}", | 351 | // Since we're displacing the center of the shape, we need to move the body in the world |
235 | LinksetRoot.LocalID, cPrim.LocalID, cPrim.PhysShape, displacementPos, displacementRot); | 352 | LinksetRoot.PositionDisplacement = centerDisplacement; |
236 | 353 | ||
237 | if (cPrim.PhysShape.isNativeShape) | 354 | PhysicsScene.PE.UpdateChildTransform(LinksetRoot.PhysShape, 0, -centerDisplacement, OMV.Quaternion.Identity, false); |
238 | { | 355 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,COM,com={1},rootPos={2},centerDisp={3}", |
239 | // Native shapes are not shared so we need to create a new one. | 356 | LinksetRoot.LocalID, centerOfMass, LinksetRoot.RawPosition, centerDisplacement); |
240 | // A mesh or hull is created because scale is not available on a native shape. | 357 | } |
241 | // (TODO: Bullet does have a btScaledCollisionShape. Can that be used?) | 358 | |
242 | BulletShape saveShape = cPrim.PhysShape; | 359 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,start,rBody={1},rShape={2},numChildren={3}", |
243 | cPrim.PhysShape.ptr = IntPtr.Zero; // Don't let the create free the child's shape | 360 | LinksetRoot.LocalID, LinksetRoot.PhysBody, LinksetRoot.PhysShape, NumberOfChildren); |
244 | PhysicsScene.Shapes.CreateGeomMeshOrHull(cPrim, null); | 361 | |
245 | BulletShape newShape = cPrim.PhysShape; | 362 | // Add a shape for each of the other children in the linkset |
246 | cPrim.PhysShape = saveShape; | 363 | int memberIndex = 1; |
247 | BulletSimAPI.AddChildShapeToCompoundShape2(LinksetRoot.PhysShape.ptr, newShape.ptr, displacementPos, displacementRot); | 364 | ForEachMember(delegate(BSPhysObject cPrim) |
248 | } | 365 | { |
249 | else | 366 | if (!IsRoot(cPrim)) |
250 | { | 367 | { |
251 | // For the shared shapes (meshes and hulls), just use the shape in the child. | 368 | // Compute the displacement of the child from the root of the linkset. |
252 | if (PhysicsScene.Shapes.ReferenceShape(cPrim.PhysShape)) | 369 | // This info is saved in the child prim so the relationship does not |
370 | // change over time and the new child position can be computed | ||
371 | // when the linkset is being disassembled (the linkset may have moved). | ||
372 | BSLinksetCompoundInfo lci = cPrim.LinksetInfo as BSLinksetCompoundInfo; | ||
373 | if (lci == null) | ||
253 | { | 374 | { |
254 | PhysicsScene.Logger.ErrorFormat("{0} Rebuilt sharable shape when building linkset! Region={1}, primID={2}, shape={3}", | 375 | // Each child position and rotation is given relative to the center-of-mass. |
255 | LogHeader, PhysicsScene.RegionName, cPrim.LocalID, cPrim.PhysShape); | 376 | OMV.Quaternion invRootOrientation = OMV.Quaternion.Inverse(LinksetRoot.RawOrientation); |
377 | OMV.Vector3 displacementFromRoot = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation; | ||
378 | OMV.Vector3 displacementFromCOM = displacementFromRoot - centerDisplacement; | ||
379 | OMV.Quaternion displacementRot = cPrim.RawOrientation * invRootOrientation; | ||
380 | |||
381 | // Save relative position for recomputing child's world position after moving linkset. | ||
382 | lci = new BSLinksetCompoundInfo(memberIndex, displacementFromCOM, displacementRot); | ||
383 | lci.OffsetFromRoot = displacementFromRoot; | ||
384 | cPrim.LinksetInfo = lci; | ||
385 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,creatingRelPos,lci={1}", cPrim.LocalID, lci); | ||
256 | } | 386 | } |
257 | BulletSimAPI.AddChildShapeToCompoundShape2(LinksetRoot.PhysShape.ptr, cPrim.PhysShape.ptr, displacementPos, displacementRot); | ||
258 | } | ||
259 | } | ||
260 | return false; // 'false' says to move onto the next child in the list | ||
261 | }); | ||
262 | 387 | ||
263 | // With all of the linkset packed into the root prim, it has the mass of everyone. | 388 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addMemberToShape,mID={1},mShape={2},lci={3}", |
264 | float linksetMass = LinksetMass; | 389 | LinksetRoot.LocalID, cPrim.LocalID, cPrim.PhysShape, lci); |
265 | LinksetRoot.UpdatePhysicalMassProperties(linksetMass); | ||
266 | 390 | ||
267 | BulletSimAPI.RecalculateCompoundShapeLocalAabb2(LinksetRoot.PhysShape.ptr); | 391 | if (cPrim.PhysShape.isNativeShape) |
392 | { | ||
393 | // A native shape is turning into a hull collision shape because native | ||
394 | // shapes are not shared so we have to hullify it so it will be tracked | ||
395 | // and freed at the correct time. This also solves the scaling problem | ||
396 | // (native shapes scaled but hull/meshes are assumed to not be). | ||
397 | // TODO: decide of the native shape can just be used in the compound shape. | ||
398 | // Use call to CreateGeomNonSpecial(). | ||
399 | BulletShape saveShape = cPrim.PhysShape; | ||
400 | cPrim.PhysShape.Clear(); // Don't let the create free the child's shape | ||
401 | // PhysicsScene.Shapes.CreateGeomNonSpecial(true, cPrim, null); | ||
402 | PhysicsScene.Shapes.CreateGeomMeshOrHull(cPrim, null); | ||
403 | BulletShape newShape = cPrim.PhysShape; | ||
404 | cPrim.PhysShape = saveShape; | ||
405 | PhysicsScene.PE.AddChildShapeToCompoundShape(LinksetRoot.PhysShape, newShape, lci.OffsetFromCenterOfMass, lci.OffsetRot); | ||
406 | } | ||
407 | else | ||
408 | { | ||
409 | // For the shared shapes (meshes and hulls), just use the shape in the child. | ||
410 | // The reference count added here will be decremented when the compound shape | ||
411 | // is destroyed in BSShapeCollection (the child shapes are looped over and dereferenced). | ||
412 | if (PhysicsScene.Shapes.ReferenceShape(cPrim.PhysShape)) | ||
413 | { | ||
414 | PhysicsScene.Logger.ErrorFormat("{0} Rebuilt sharable shape when building linkset! Region={1}, primID={2}, shape={3}", | ||
415 | LogHeader, PhysicsScene.RegionName, cPrim.LocalID, cPrim.PhysShape); | ||
416 | } | ||
417 | PhysicsScene.PE.AddChildShapeToCompoundShape(LinksetRoot.PhysShape, cPrim.PhysShape, lci.OffsetFromCenterOfMass, lci.OffsetRot); | ||
418 | } | ||
419 | lci.Index = memberIndex; | ||
420 | memberIndex++; | ||
421 | } | ||
422 | return false; // 'false' says to move onto the next child in the list | ||
423 | }); | ||
268 | 424 | ||
269 | // DEBUG: see of inter-linkset collisions are causing problems for constraint linksets. | 425 | // With all of the linkset packed into the root prim, it has the mass of everyone. |
270 | // BulletSimAPI.SetCollisionFilterMask2(LinksetRoot.BSBody.ptr, | 426 | LinksetMass = ComputeLinksetMass(); |
271 | // (uint)CollisionFilterGroups.LinksetFilter, (uint)CollisionFilterGroups.LinksetMask); | 427 | LinksetRoot.UpdatePhysicalMassProperties(LinksetMass, true); |
428 | } | ||
429 | finally | ||
430 | { | ||
431 | Rebuilding = false; | ||
432 | } | ||
272 | 433 | ||
434 | PhysicsScene.PE.RecalculateCompoundShapeLocalAabb(LinksetRoot.PhysShape); | ||
273 | } | 435 | } |
274 | } | 436 | } |
275 | } \ No newline at end of file | 437 | } \ No newline at end of file |