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-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs | 153 |
1 files changed, 153 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs new file mode 100755 index 0000000..f1c3b5c --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.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 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 | // The purpose of this module is to do any mapping between what the simulator thinks | ||
48 | // the prim position and orientation is and what the physical position/orientation. | ||
49 | // This difference happens because Bullet assumes the center-of-mass is the <0,0,0> | ||
50 | // of the prim/linkset. The simulator tracks the location of the prim/linkset by | ||
51 | // the location of the root prim. So, if center-of-mass is anywhere but the origin | ||
52 | // of the root prim, the physical origin is displaced from the simulator origin. | ||
53 | // | ||
54 | // This routine works by capturing the Force* setting of position/orientation/... and | ||
55 | // adjusting the simulator values (being set) into the physical values. | ||
56 | // The conversion is also done in the opposite direction (physical origin -> simulator origin). | ||
57 | // | ||
58 | // The updateParameter call is also captured and the values from the physics engine | ||
59 | // are converted into simulator origin values before being passed to the base | ||
60 | // class. | ||
61 | |||
62 | public virtual OMV.Vector3 PositionDisplacement { get; set; } | ||
63 | public virtual OMV.Quaternion OrientationDisplacement { get; set; } | ||
64 | |||
65 | public BSPrimDisplaced(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, | ||
66 | OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) | ||
67 | : base(localID, primName, parent_scene, pos, size, rotation, pbs, pisPhysical) | ||
68 | { | ||
69 | ClearDisplacement(); | ||
70 | } | ||
71 | |||
72 | public void ClearDisplacement() | ||
73 | { | ||
74 | PositionDisplacement = OMV.Vector3.Zero; | ||
75 | OrientationDisplacement = OMV.Quaternion.Identity; | ||
76 | } | ||
77 | |||
78 | // Set this sets and computes the displacement from the passed prim to the center-of-mass. | ||
79 | // A user set value for center-of-mass overrides whatever might be passed in here. | ||
80 | // The displacement is in local coordinates (relative to root prim in linkset oriented coordinates). | ||
81 | public virtual void SetEffectiveCenterOfMassW(Vector3 centerOfMassDisplacement) | ||
82 | { | ||
83 | Vector3 comDisp; | ||
84 | if (UserSetCenterOfMass.HasValue) | ||
85 | comDisp = (OMV.Vector3)UserSetCenterOfMass; | ||
86 | else | ||
87 | comDisp = centerOfMassDisplacement; | ||
88 | |||
89 | if (comDisp == Vector3.Zero) | ||
90 | { | ||
91 | // If there is no diplacement. Things get reset. | ||
92 | PositionDisplacement = OMV.Vector3.Zero; | ||
93 | OrientationDisplacement = OMV.Quaternion.Identity; | ||
94 | } | ||
95 | else | ||
96 | { | ||
97 | // Remember the displacement from root as well as the origional rotation of the | ||
98 | // new center-of-mass. | ||
99 | PositionDisplacement = comDisp; | ||
100 | OrientationDisplacement = OMV.Quaternion.Identity; | ||
101 | } | ||
102 | } | ||
103 | |||
104 | public override Vector3 ForcePosition | ||
105 | { | ||
106 | get { return base.ForcePosition; } | ||
107 | set | ||
108 | { | ||
109 | if (PositionDisplacement != OMV.Vector3.Zero) | ||
110 | base.ForcePosition = value - (PositionDisplacement * RawOrientation); | ||
111 | else | ||
112 | base.ForcePosition = value; | ||
113 | } | ||
114 | } | ||
115 | |||
116 | public override Quaternion ForceOrientation | ||
117 | { | ||
118 | get { return base.ForceOrientation; } | ||
119 | set | ||
120 | { | ||
121 | base.ForceOrientation = value; | ||
122 | } | ||
123 | } | ||
124 | |||
125 | // TODO: decide if this is the right place for these variables. | ||
126 | // Somehow incorporate the optional settability by the user. | ||
127 | // Is this used? | ||
128 | public override OMV.Vector3 CenterOfMass | ||
129 | { | ||
130 | get { return RawPosition; } | ||
131 | } | ||
132 | |||
133 | // Is this used? | ||
134 | public override OMV.Vector3 GeometricCenter | ||
135 | { | ||
136 | get { return RawPosition; } | ||
137 | } | ||
138 | |||
139 | public override void UpdateProperties(EntityProperties entprop) | ||
140 | { | ||
141 | // Undo any center-of-mass displacement that might have been done. | ||
142 | if (PositionDisplacement != OMV.Vector3.Zero || OrientationDisplacement != OMV.Quaternion.Identity) | ||
143 | { | ||
144 | // Correct for any rotation around the center-of-mass | ||
145 | // TODO!!! | ||
146 | entprop.Position = entprop.Position + (PositionDisplacement * entprop.Rotation); | ||
147 | // entprop.Rotation = something; | ||
148 | } | ||
149 | |||
150 | base.UpdateProperties(entprop); | ||
151 | } | ||
152 | } | ||
153 | } | ||