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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs230
1 files changed, 198 insertions, 32 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs
index d65d407..126b146 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs
@@ -30,6 +30,7 @@ using System.Linq;
30using System.Text; 30using System.Text;
31 31
32using OpenSim.Framework; 32using OpenSim.Framework;
33using OpenSim.Region.OptionalModules.Scripting;
33 34
34using OMV = OpenMetaverse; 35using OMV = OpenMetaverse;
35 36
@@ -37,44 +38,49 @@ namespace OpenSim.Region.Physics.BulletSPlugin
37{ 38{
38public class BSPrimLinkable : BSPrimDisplaced 39public class BSPrimLinkable : BSPrimDisplaced
39{ 40{
41 // The purpose of this subclass is to add linkset functionality to the prim. This overrides
42 // operations necessary for keeping the linkset created and, additionally, this
43 // calls the linkset implementation for its creation and management.
44
45 private static readonly string LogHeader = "[BULLETS PRIMLINKABLE]";
46
47 // This adds the overrides for link() and delink() so the prim is linkable.
48
40 public BSLinkset Linkset { get; set; } 49 public BSLinkset Linkset { get; set; }
41 // The index of this child prim. 50 // The index of this child prim.
42 public int LinksetChildIndex { get; set; } 51 public int LinksetChildIndex { get; set; }
43 52
44 public BSLinksetInfo LinksetInfo { get; set; } 53 public BSLinkset.LinksetImplementation LinksetType { get; set; }
45 54
46 public BSPrimLinkable(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, 55 public BSPrimLinkable(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size,
47 OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) 56 OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical)
48 : base(localID, primName, parent_scene, pos, size, rotation, pbs, pisPhysical) 57 : base(localID, primName, parent_scene, pos, size, rotation, pbs, pisPhysical)
49 { 58 {
50 Linkset = BSLinkset.Factory(PhysicsScene, this); 59 // Default linkset implementation for this prim
60 LinksetType = (BSLinkset.LinksetImplementation)BSParam.LinksetImplementation;
51 61
52 PhysicsScene.TaintedObject("BSPrimLinksetCompound.Refresh", delegate() 62 Linkset = BSLinkset.Factory(PhysScene, this);
53 { 63
54 Linkset.Refresh(this); 64 Linkset.Refresh(this);
55 });
56 } 65 }
57 66
58 public override void Destroy() 67 public override void Destroy()
59 { 68 {
60 Linkset = Linkset.RemoveMeFromLinkset(this); 69 Linkset = Linkset.RemoveMeFromLinkset(this, false /* inTaintTime */);
61 base.Destroy(); 70 base.Destroy();
62 } 71 }
63 72
64 public override BSPhysicsShapeType PreferredPhysicalShape
65 { get { return Linkset.PreferredPhysicalShape(this); } }
66
67 public override void link(Manager.PhysicsActor obj) 73 public override void link(Manager.PhysicsActor obj)
68 { 74 {
69 BSPrimLinkable parent = obj as BSPrimLinkable; 75 BSPrimLinkable parent = obj as BSPrimLinkable;
70 if (parent != null) 76 if (parent != null)
71 { 77 {
72 BSPhysObject parentBefore = Linkset.LinksetRoot; 78 BSPhysObject parentBefore = Linkset.LinksetRoot; // DEBUG
73 int childrenBefore = Linkset.NumberOfChildren; 79 int childrenBefore = Linkset.NumberOfChildren; // DEBUG
74 80
75 Linkset = parent.Linkset.AddMeToLinkset(this); 81 Linkset = parent.Linkset.AddMeToLinkset(this);
76 82
77 DetailLog("{0},BSPrimLinkset.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}", 83 DetailLog("{0},BSPrimLinkable.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}",
78 LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren); 84 LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren);
79 } 85 }
80 return; 86 return;
@@ -85,12 +91,12 @@ public class BSPrimLinkable : BSPrimDisplaced
85 // TODO: decide if this parent checking needs to happen at taint time 91 // TODO: decide if this parent checking needs to happen at taint time
86 // Race condition here: if link() and delink() in same simulation tick, the delink will not happen 92 // Race condition here: if link() and delink() in same simulation tick, the delink will not happen
87 93
88 BSPhysObject parentBefore = Linkset.LinksetRoot; 94 BSPhysObject parentBefore = Linkset.LinksetRoot; // DEBUG
89 int childrenBefore = Linkset.NumberOfChildren; 95 int childrenBefore = Linkset.NumberOfChildren; // DEBUG
90 96
91 Linkset = Linkset.RemoveMeFromLinkset(this); 97 Linkset = Linkset.RemoveMeFromLinkset(this, false /* inTaintTime*/);
92 98
93 DetailLog("{0},BSPrimLinkset.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ", 99 DetailLog("{0},BSPrimLinkable.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ",
94 LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren); 100 LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren);
95 return; 101 return;
96 } 102 }
@@ -102,7 +108,7 @@ public class BSPrimLinkable : BSPrimDisplaced
102 set 108 set
103 { 109 {
104 base.Position = value; 110 base.Position = value;
105 PhysicsScene.TaintedObject("BSPrimLinkset.setPosition", delegate() 111 PhysScene.TaintedObject(LocalID, "BSPrimLinkable.setPosition", delegate()
106 { 112 {
107 Linkset.UpdateProperties(UpdatedProperties.Position, this); 113 Linkset.UpdateProperties(UpdatedProperties.Position, this);
108 }); 114 });
@@ -116,7 +122,7 @@ public class BSPrimLinkable : BSPrimDisplaced
116 set 122 set
117 { 123 {
118 base.Orientation = value; 124 base.Orientation = value;
119 PhysicsScene.TaintedObject("BSPrimLinkset.setOrientation", delegate() 125 PhysScene.TaintedObject(LocalID, "BSPrimLinkable.setOrientation", delegate()
120 { 126 {
121 Linkset.UpdateProperties(UpdatedProperties.Orientation, this); 127 Linkset.UpdateProperties(UpdatedProperties.Orientation, this);
122 }); 128 });
@@ -128,6 +134,17 @@ public class BSPrimLinkable : BSPrimDisplaced
128 get { return Linkset.LinksetMass; } 134 get { return Linkset.LinksetMass; }
129 } 135 }
130 136
137 public override OMV.Vector3 CenterOfMass
138 {
139 get { return Linkset.CenterOfMass; }
140 }
141
142 public override OMV.Vector3 GeometricCenter
143 {
144 get { return Linkset.GeometricCenter; }
145 }
146
147 // Refresh the linkset structure and parameters when the prim's physical parameters are changed.
131 public override void UpdatePhysicalParameters() 148 public override void UpdatePhysicalParameters()
132 { 149 {
133 base.UpdatePhysicalParameters(); 150 base.UpdatePhysicalParameters();
@@ -139,44 +156,193 @@ public class BSPrimLinkable : BSPrimDisplaced
139 Linkset.Refresh(this); 156 Linkset.Refresh(this);
140 } 157 }
141 158
159 // When the prim is made dynamic or static, the linkset needs to change.
142 protected override void MakeDynamic(bool makeStatic) 160 protected override void MakeDynamic(bool makeStatic)
143 { 161 {
144 base.MakeDynamic(makeStatic); 162 base.MakeDynamic(makeStatic);
145 if (makeStatic) 163 if (Linkset != null) // null can happen during initialization
146 Linkset.MakeStatic(this); 164 {
147 else 165 if (makeStatic)
148 Linkset.MakeDynamic(this); 166 Linkset.MakeStatic(this);
167 else
168 Linkset.MakeDynamic(this);
169 }
149 } 170 }
150 171
151 // Body is being taken apart. Remove physical dependencies and schedule a rebuild. 172 // Body is being taken apart. Remove physical dependencies and schedule a rebuild.
152 protected override void RemoveBodyDependencies() 173 protected override void RemoveDependencies()
153 { 174 {
154 Linkset.RemoveBodyDependencies(this); 175 Linkset.RemoveDependencies(this);
155 base.RemoveBodyDependencies(); 176 base.RemoveDependencies();
156 } 177 }
157 178
179 // Called after a simulation step for the changes in physical object properties.
180 // Do any filtering/modification needed for linksets.
158 public override void UpdateProperties(EntityProperties entprop) 181 public override void UpdateProperties(EntityProperties entprop)
159 { 182 {
160 if (Linkset.IsRoot(this)) 183 if (Linkset.IsRoot(this) || Linkset.ShouldReportPropertyUpdates(this))
161 { 184 {
162 // Properties are only updated for the roots of a linkset. 185 // Properties are only updated for the roots of a linkset.
163 // TODO: this will have to change when linksets are articulated. 186 // TODO: this will have to change when linksets are articulated.
164 base.UpdateProperties(entprop); 187 base.UpdateProperties(entprop);
165 } 188 }
189 /*
190 else
191 {
192 // For debugging, report the movement of children
193 DetailLog("{0},BSPrim.UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
194 LocalID, entprop.Position, entprop.Rotation, entprop.Velocity,
195 entprop.Acceleration, entprop.RotationalVelocity);
196 }
197 */
166 // The linkset might like to know about changing locations 198 // The linkset might like to know about changing locations
167 Linkset.UpdateProperties(UpdatedProperties.EntPropUpdates, this); 199 Linkset.UpdateProperties(UpdatedProperties.EntPropUpdates, this);
168 } 200 }
169 201
202 // Called after a simulation step to post a collision with this object.
203 // This returns 'true' if the collision has been queued and the SendCollisions call must
204 // be made at the end of the simulation step.
170 public override bool Collide(uint collidingWith, BSPhysObject collidee, 205 public override bool Collide(uint collidingWith, BSPhysObject collidee,
171 OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) 206 OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
172 { 207 {
173 // prims in the same linkset cannot collide with each other 208 bool ret = false;
174 BSPrimLinkable convCollidee = collidee as BSPrimLinkable; 209 // Ask the linkset if it wants to handle the collision
175 if (convCollidee != null && (this.Linkset.LinksetID == convCollidee.Linkset.LinksetID)) 210 if (!Linkset.HandleCollide(collidingWith, collidee, contactPoint, contactNormal, pentrationDepth))
211 {
212 // The linkset didn't handle it so pass the collision through normal processing
213 ret = base.Collide(collidingWith, collidee, contactPoint, contactNormal, pentrationDepth);
214 }
215 return ret;
216 }
217
218 // A linkset reports any collision on any part of the linkset.
219 public long SomeCollisionSimulationStep = 0;
220 public override bool HasSomeCollision
221 {
222 get
223 {
224 return (SomeCollisionSimulationStep == PhysScene.SimulationStep) || base.IsColliding;
225 }
226 set
176 { 227 {
177 return false; 228 if (value)
229 SomeCollisionSimulationStep = PhysScene.SimulationStep;
230 else
231 SomeCollisionSimulationStep = 0;
232
233 base.HasSomeCollision = value;
234 }
235 }
236
237 // Convert the existing linkset of this prim into a new type.
238 public bool ConvertLinkset(BSLinkset.LinksetImplementation newType)
239 {
240 bool ret = false;
241 if (LinksetType != newType)
242 {
243 DetailLog("{0},BSPrimLinkable.ConvertLinkset,oldT={1},newT={2}", LocalID, LinksetType, newType);
244
245 // Set the implementation type first so the call to BSLinkset.Factory gets the new type.
246 this.LinksetType = newType;
247
248 BSLinkset oldLinkset = this.Linkset;
249 BSLinkset newLinkset = BSLinkset.Factory(PhysScene, this);
250
251 this.Linkset = newLinkset;
252
253 // Pick up any physical dependencies this linkset might have in the physics engine.
254 oldLinkset.RemoveDependencies(this);
255
256 // Create a list of the children (mainly because can't interate through a list that's changing)
257 List<BSPrimLinkable> children = new List<BSPrimLinkable>();
258 oldLinkset.ForEachMember((child) =>
259 {
260 if (!oldLinkset.IsRoot(child))
261 children.Add(child);
262 return false; // 'false' says to continue to next member
263 });
264
265 // Remove the children from the old linkset and add to the new (will be a new instance from the factory)
266 foreach (BSPrimLinkable child in children)
267 {
268 oldLinkset.RemoveMeFromLinkset(child, true /*inTaintTime*/);
269 }
270 foreach (BSPrimLinkable child in children)
271 {
272 newLinkset.AddMeToLinkset(child);
273 child.Linkset = newLinkset;
274 }
275
276 // Force the shape and linkset to get reconstructed
277 newLinkset.Refresh(this);
278 this.ForceBodyShapeRebuild(true /* inTaintTime */);
279 }
280 return ret;
281 }
282
283 #region Extension
284 public override object Extension(string pFunct, params object[] pParams)
285 {
286 DetailLog("{0} BSPrimLinkable.Extension,op={1},nParam={2}", LocalID, pFunct, pParams.Length);
287 object ret = null;
288 switch (pFunct)
289 {
290 // physGetLinksetType();
291 // pParams = [ BSPhysObject root, null ]
292 case ExtendedPhysics.PhysFunctGetLinksetType:
293 {
294 ret = (object)LinksetType;
295 DetailLog("{0},BSPrimLinkable.Extension.physGetLinksetType,type={1}", LocalID, ret);
296 break;
297 }
298 // physSetLinksetType(type);
299 // pParams = [ BSPhysObject root, null, integer type ]
300 case ExtendedPhysics.PhysFunctSetLinksetType:
301 {
302 if (pParams.Length > 2)
303 {
304 BSLinkset.LinksetImplementation linksetType = (BSLinkset.LinksetImplementation)pParams[2];
305 if (Linkset.IsRoot(this))
306 {
307 PhysScene.TaintedObject(LocalID, "BSPrim.PhysFunctSetLinksetType", delegate()
308 {
309 // Cause the linkset type to change
310 DetailLog("{0},BSPrimLinkable.Extension.physSetLinksetType, oldType={1},newType={2}",
311 LocalID, Linkset.LinksetImpl, linksetType);
312 ConvertLinkset(linksetType);
313 });
314 }
315 ret = (object)(int)linksetType;
316 }
317 break;
318 }
319 // physChangeLinkType(linknum, typeCode);
320 // pParams = [ BSPhysObject root, BSPhysObject child, integer linkType ]
321 case ExtendedPhysics.PhysFunctChangeLinkType:
322 {
323 ret = Linkset.Extension(pFunct, pParams);
324 break;
325 }
326 // physGetLinkType(linknum);
327 // pParams = [ BSPhysObject root, BSPhysObject child ]
328 case ExtendedPhysics.PhysFunctGetLinkType:
329 {
330 ret = Linkset.Extension(pFunct, pParams);
331 break;
332 }
333 // physChangeLinkParams(linknum, [code, value, code, value, ...]);
334 // pParams = [ BSPhysObject root, BSPhysObject child, object[] [ string op, object opParam, string op, object opParam, ... ] ]
335 case ExtendedPhysics.PhysFunctChangeLinkParams:
336 {
337 ret = Linkset.Extension(pFunct, pParams);
338 break;
339 }
340 default:
341 ret = base.Extension(pFunct, pParams);
342 break;
178 } 343 }
179 return base.Collide(collidingWith, collidee, contactPoint, contactNormal, pentrationDepth); 344 return ret;
180 } 345 }
346 #endregion // Extension
181} 347}
182} 348}