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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.Linq;
30using System.Text;
31
32using OpenSim.Framework;
33using OpenSim.Region.OptionalModules.Scripting;
34
35using OMV = OpenMetaverse;
36
37namespace OpenSim.Region.Physics.BulletSPlugin
38{
39public class BSPrimLinkable : BSPrimDisplaced
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#pragma warning disable 414
46 private static readonly string LogHeader = "[BULLETS PRIMLINKABLE]";
47#pragma warning restore 414
48
49 // This adds the overrides for link() and delink() so the prim is linkable.
50
51 public BSLinkset Linkset { get; set; }
52 // The index of this child prim.
53 public int LinksetChildIndex { get; set; }
54
55 public BSLinkset.LinksetImplementation LinksetType { get; set; }
56
57 public BSPrimLinkable(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size,
58 OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical)
59 : base(localID, primName, parent_scene, pos, size, rotation, pbs, pisPhysical)
60 {
61 // Default linkset implementation for this prim
62 LinksetType = (BSLinkset.LinksetImplementation)BSParam.LinksetImplementation;
63
64 Linkset = BSLinkset.Factory(PhysScene, this);
65
66 Linkset.Refresh(this);
67 }
68
69 public override void Destroy()
70 {
71 Linkset = Linkset.RemoveMeFromLinkset(this, false /* inTaintTime */);
72 base.Destroy();
73 }
74
75 public override void link(Manager.PhysicsActor obj)
76 {
77 BSPrimLinkable parent = obj as BSPrimLinkable;
78 if (parent != null)
79 {
80 BSPhysObject parentBefore = Linkset.LinksetRoot; // DEBUG
81 int childrenBefore = Linkset.NumberOfChildren; // DEBUG
82
83 Linkset = parent.Linkset.AddMeToLinkset(this);
84
85 DetailLog("{0},BSPrimLinkable.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}",
86 LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren);
87 }
88 return;
89 }
90
91 public override void delink()
92 {
93 // TODO: decide if this parent checking needs to happen at taint time
94 // Race condition here: if link() and delink() in same simulation tick, the delink will not happen
95
96 BSPhysObject parentBefore = Linkset.LinksetRoot; // DEBUG
97 int childrenBefore = Linkset.NumberOfChildren; // DEBUG
98
99 Linkset = Linkset.RemoveMeFromLinkset(this, false /* inTaintTime*/);
100
101 DetailLog("{0},BSPrimLinkable.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ",
102 LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren);
103 return;
104 }
105
106 // When simulator changes position, this might be moving a child of the linkset.
107 public override OMV.Vector3 Position
108 {
109 get { return base.Position; }
110 set
111 {
112 base.Position = value;
113 PhysScene.TaintedObject(LocalID, "BSPrimLinkable.setPosition", delegate()
114 {
115 Linkset.UpdateProperties(UpdatedProperties.Position, this);
116 });
117 }
118 }
119
120 // When simulator changes orientation, this might be moving a child of the linkset.
121 public override OMV.Quaternion Orientation
122 {
123 get { return base.Orientation; }
124 set
125 {
126 base.Orientation = value;
127 PhysScene.TaintedObject(LocalID, "BSPrimLinkable.setOrientation", delegate()
128 {
129 Linkset.UpdateProperties(UpdatedProperties.Orientation, this);
130 });
131 }
132 }
133
134 public override float TotalMass
135 {
136 get { return Linkset.LinksetMass; }
137 }
138
139 public override OMV.Vector3 CenterOfMass
140 {
141 get { return Linkset.CenterOfMass; }
142 }
143
144 public override OMV.Vector3 GeometricCenter
145 {
146 get { return Linkset.GeometricCenter; }
147 }
148
149 // Refresh the linkset structure and parameters when the prim's physical parameters are changed.
150 public override void UpdatePhysicalParameters()
151 {
152 base.UpdatePhysicalParameters();
153 // Recompute any linkset parameters.
154 // When going from non-physical to physical, this re-enables the constraints that
155 // had been automatically disabled when the mass was set to zero.
156 // For compound based linksets, this enables and disables interactions of the children.
157 if (Linkset != null) // null can happen during initialization
158 Linkset.Refresh(this);
159 }
160
161 // When the prim is made dynamic or static, the linkset needs to change.
162 protected override void MakeDynamic(bool makeStatic)
163 {
164 base.MakeDynamic(makeStatic);
165 if (Linkset != null) // null can happen during initialization
166 {
167 if (makeStatic)
168 Linkset.MakeStatic(this);
169 else
170 Linkset.MakeDynamic(this);
171 }
172 }
173
174 // Body is being taken apart. Remove physical dependencies and schedule a rebuild.
175 protected override void RemoveDependencies()
176 {
177 Linkset.RemoveDependencies(this);
178 base.RemoveDependencies();
179 }
180
181 // Called after a simulation step for the changes in physical object properties.
182 // Do any filtering/modification needed for linksets.
183 public override void UpdateProperties(EntityProperties entprop)
184 {
185 if (Linkset.IsRoot(this) || Linkset.ShouldReportPropertyUpdates(this))
186 {
187 // Properties are only updated for the roots of a linkset.
188 // TODO: this will have to change when linksets are articulated.
189 base.UpdateProperties(entprop);
190 }
191 /*
192 else
193 {
194 // For debugging, report the movement of children
195 DetailLog("{0},BSPrim.UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
196 LocalID, entprop.Position, entprop.Rotation, entprop.Velocity,
197 entprop.Acceleration, entprop.RotationalVelocity);
198 }
199 */
200 // The linkset might like to know about changing locations
201 Linkset.UpdateProperties(UpdatedProperties.EntPropUpdates, this);
202 }
203
204 // Called after a simulation step to post a collision with this object.
205 // This returns 'true' if the collision has been queued and the SendCollisions call must
206 // be made at the end of the simulation step.
207 public override bool Collide(uint collidingWith, BSPhysObject collidee,
208 OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
209 {
210 bool ret = false;
211 // Ask the linkset if it wants to handle the collision
212 if (!Linkset.HandleCollide(collidingWith, collidee, contactPoint, contactNormal, pentrationDepth))
213 {
214 // The linkset didn't handle it so pass the collision through normal processing
215 ret = base.Collide(collidingWith, collidee, contactPoint, contactNormal, pentrationDepth);
216 }
217 return ret;
218 }
219
220 // A linkset reports any collision on any part of the linkset.
221 public long SomeCollisionSimulationStep = 0;
222 public override bool HasSomeCollision
223 {
224 get
225 {
226 return (SomeCollisionSimulationStep == PhysScene.SimulationStep) || base.IsColliding;
227 }
228 set
229 {
230 if (value)
231 SomeCollisionSimulationStep = PhysScene.SimulationStep;
232 else
233 SomeCollisionSimulationStep = 0;
234
235 base.HasSomeCollision = value;
236 }
237 }
238
239 // Convert the existing linkset of this prim into a new type.
240 public bool ConvertLinkset(BSLinkset.LinksetImplementation newType)
241 {
242 bool ret = false;
243 if (LinksetType != newType)
244 {
245 DetailLog("{0},BSPrimLinkable.ConvertLinkset,oldT={1},newT={2}", LocalID, LinksetType, newType);
246
247 // Set the implementation type first so the call to BSLinkset.Factory gets the new type.
248 this.LinksetType = newType;
249
250 BSLinkset oldLinkset = this.Linkset;
251 BSLinkset newLinkset = BSLinkset.Factory(PhysScene, this);
252
253 this.Linkset = newLinkset;
254
255 // Pick up any physical dependencies this linkset might have in the physics engine.
256 oldLinkset.RemoveDependencies(this);
257
258 // Create a list of the children (mainly because can't interate through a list that's changing)
259 List<BSPrimLinkable> children = new List<BSPrimLinkable>();
260 oldLinkset.ForEachMember((child) =>
261 {
262 if (!oldLinkset.IsRoot(child))
263 children.Add(child);
264 return false; // 'false' says to continue to next member
265 });
266
267 // Remove the children from the old linkset and add to the new (will be a new instance from the factory)
268 foreach (BSPrimLinkable child in children)
269 {
270 oldLinkset.RemoveMeFromLinkset(child, true /*inTaintTime*/);
271 }
272 foreach (BSPrimLinkable child in children)
273 {
274 newLinkset.AddMeToLinkset(child);
275 child.Linkset = newLinkset;
276 }
277
278 // Force the shape and linkset to get reconstructed
279 newLinkset.Refresh(this);
280 this.ForceBodyShapeRebuild(true /* inTaintTime */);
281 }
282 return ret;
283 }
284
285 #region Extension
286 public override object Extension(string pFunct, params object[] pParams)
287 {
288 DetailLog("{0} BSPrimLinkable.Extension,op={1},nParam={2}", LocalID, pFunct, pParams.Length);
289 object ret = null;
290 switch (pFunct)
291 {
292 // physGetLinksetType();
293 // pParams = [ BSPhysObject root, null ]
294 case ExtendedPhysics.PhysFunctGetLinksetType:
295 {
296 ret = (object)LinksetType;
297 DetailLog("{0},BSPrimLinkable.Extension.physGetLinksetType,type={1}", LocalID, ret);
298 break;
299 }
300 // physSetLinksetType(type);
301 // pParams = [ BSPhysObject root, null, integer type ]
302 case ExtendedPhysics.PhysFunctSetLinksetType:
303 {
304 if (pParams.Length > 2)
305 {
306 BSLinkset.LinksetImplementation linksetType = (BSLinkset.LinksetImplementation)pParams[2];
307 if (Linkset.IsRoot(this))
308 {
309 PhysScene.TaintedObject(LocalID, "BSPrim.PhysFunctSetLinksetType", delegate()
310 {
311 // Cause the linkset type to change
312 DetailLog("{0},BSPrimLinkable.Extension.physSetLinksetType, oldType={1},newType={2}",
313 LocalID, Linkset.LinksetImpl, linksetType);
314 ConvertLinkset(linksetType);
315 });
316 }
317 ret = (object)(int)linksetType;
318 }
319 break;
320 }
321 // physChangeLinkType(linknum, typeCode);
322 // pParams = [ BSPhysObject root, BSPhysObject child, integer linkType ]
323 case ExtendedPhysics.PhysFunctChangeLinkType:
324 {
325 ret = Linkset.Extension(pFunct, pParams);
326 break;
327 }
328 // physGetLinkType(linknum);
329 // pParams = [ BSPhysObject root, BSPhysObject child ]
330 case ExtendedPhysics.PhysFunctGetLinkType:
331 {
332 ret = Linkset.Extension(pFunct, pParams);
333 break;
334 }
335 // physChangeLinkParams(linknum, [code, value, code, value, ...]);
336 // pParams = [ BSPhysObject root, BSPhysObject child, object[] [ string op, object opParam, string op, object opParam, ... ] ]
337 case ExtendedPhysics.PhysFunctChangeLinkParams:
338 {
339 ret = Linkset.Extension(pFunct, pParams);
340 break;
341 }
342 default:
343 ret = base.Extension(pFunct, pParams);
344 break;
345 }
346 return ret;
347 }
348 #endregion // Extension
349}
350}