/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyrightD * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using System; using System.Collections.Generic; using System.Linq; using System.Text; using OpenSim.Framework; using OMV = OpenMetaverse; namespace OpenSim.Region.Physics.BulletSPlugin { public class BSPrimLinkable : BSPrimDisplaced { // The purpose of this subclass is to add linkset functionality to the prim. This overrides // operations necessary for keeping the linkset created and, additionally, this // calls the linkset implementation for its creation and management. private static readonly string LogHeader = "[BULLETS PRIMLINKABLE]"; // This adds the overrides for link() and delink() so the prim is linkable. public BSLinkset Linkset { get; set; } // The index of this child prim. public int LinksetChildIndex { get; set; } public BSLinkset.LinksetImplementation LinksetType { get; set; } public BSPrimLinkable(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) : base(localID, primName, parent_scene, pos, size, rotation, pbs, pisPhysical) { // Default linkset implementation for this prim LinksetType = (BSLinkset.LinksetImplementation)BSParam.LinksetImplementation; Linkset = BSLinkset.Factory(PhysScene, this); Linkset.Refresh(this); } public override void Destroy() { Linkset = Linkset.RemoveMeFromLinkset(this, false /* inTaintTime */); base.Destroy(); } public override void link(Manager.PhysicsActor obj) { BSPrimLinkable parent = obj as BSPrimLinkable; if (parent != null) { BSPhysObject parentBefore = Linkset.LinksetRoot; // DEBUG int childrenBefore = Linkset.NumberOfChildren; // DEBUG Linkset = parent.Linkset.AddMeToLinkset(this); DetailLog("{0},BSPrimLinkable.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}", LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren); } return; } public override void delink() { // TODO: decide if this parent checking needs to happen at taint time // Race condition here: if link() and delink() in same simulation tick, the delink will not happen BSPhysObject parentBefore = Linkset.LinksetRoot; // DEBUG int childrenBefore = Linkset.NumberOfChildren; // DEBUG Linkset = Linkset.RemoveMeFromLinkset(this, false /* inTaintTime*/); DetailLog("{0},BSPrimLinkable.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ", LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren); return; } // When simulator changes position, this might be moving a child of the linkset. public override OMV.Vector3 Position { get { return base.Position; } set { base.Position = value; PhysScene.TaintedObject("BSPrimLinkable.setPosition", delegate() { Linkset.UpdateProperties(UpdatedProperties.Position, this); }); } } // When simulator changes orientation, this might be moving a child of the linkset. public override OMV.Quaternion Orientation { get { return base.Orientation; } set { base.Orientation = value; PhysScene.TaintedObject("BSPrimLinkable.setOrientation", delegate() { Linkset.UpdateProperties(UpdatedProperties.Orientation, this); }); } } public override float TotalMass { get { return Linkset.LinksetMass; } } public override OMV.Vector3 CenterOfMass { get { return Linkset.CenterOfMass; } } public override OMV.Vector3 GeometricCenter { get { return Linkset.GeometricCenter; } } // Refresh the linkset structure and parameters when the prim's physical parameters are changed. public override void UpdatePhysicalParameters() { base.UpdatePhysicalParameters(); // Recompute any linkset parameters. // When going from non-physical to physical, this re-enables the constraints that // had been automatically disabled when the mass was set to zero. // For compound based linksets, this enables and disables interactions of the children. if (Linkset != null) // null can happen during initialization Linkset.Refresh(this); } // When the prim is made dynamic or static, the linkset needs to change. protected override void MakeDynamic(bool makeStatic) { base.MakeDynamic(makeStatic); if (Linkset != null) // null can happen during initialization { if (makeStatic) Linkset.MakeStatic(this); else Linkset.MakeDynamic(this); } } // Body is being taken apart. Remove physical dependencies and schedule a rebuild. protected override void RemoveDependencies() { Linkset.RemoveDependencies(this); base.RemoveDependencies(); } // Called after a simulation step for the changes in physical object properties. // Do any filtering/modification needed for linksets. public override void UpdateProperties(EntityProperties entprop) { if (Linkset.IsRoot(this)) { // Properties are only updated for the roots of a linkset. // TODO: this will have to change when linksets are articulated. base.UpdateProperties(entprop); } /* else { // For debugging, report the movement of children DetailLog("{0},BSPrim.UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}", LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, entprop.Acceleration, entprop.RotationalVelocity); } */ // The linkset might like to know about changing locations Linkset.UpdateProperties(UpdatedProperties.EntPropUpdates, this); } // Called after a simulation step to post a collision with this object. // This returns 'true' if the collision has been queued and the SendCollisions call must // be made at the end of the simulation step. public override bool Collide(uint collidingWith, BSPhysObject collidee, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) { bool ret = false; // Ask the linkset if it wants to handle the collision if (!Linkset.HandleCollide(collidingWith, collidee, contactPoint, contactNormal, pentrationDepth)) { // The linkset didn't handle it so pass the collision through normal processing ret = base.Collide(collidingWith, collidee, contactPoint, contactNormal, pentrationDepth); } return ret; } // A linkset reports any collision on any part of the linkset. public long SomeCollisionSimulationStep = 0; public override bool HasSomeCollision { get { return (SomeCollisionSimulationStep == PhysScene.SimulationStep) || base.IsColliding; } set { if (value) SomeCollisionSimulationStep = PhysScene.SimulationStep; else SomeCollisionSimulationStep = 0; base.HasSomeCollision = value; } } // Convert the existing linkset of this prim into a new type. public bool ConvertLinkset(BSLinkset.LinksetImplementation newType) { bool ret = false; if (LinksetType != newType) { DetailLog("{0},BSPrimLinkable.ConvertLinkset,oldT={1},newT={2}", LocalID, LinksetType, newType); // Set the implementation type first so the call to BSLinkset.Factory gets the new type. this.LinksetType = newType; BSLinkset oldLinkset = this.Linkset; BSLinkset newLinkset = BSLinkset.Factory(PhysScene, this); this.Linkset = newLinkset; // Pick up any physical dependencies this linkset might have in the physics engine. oldLinkset.RemoveDependencies(this); // Create a list of the children (mainly because can't interate through a list that's changing) List children = new List(); oldLinkset.ForEachMember((child) => { if (!oldLinkset.IsRoot(child)) children.Add(child); return false; // 'false' says to continue to next member }); // Remove the children from the old linkset and add to the new (will be a new instance from the factory) foreach (BSPrimLinkable child in children) { oldLinkset.RemoveMeFromLinkset(child, true /*inTaintTime*/); } foreach (BSPrimLinkable child in children) { newLinkset.AddMeToLinkset(child); child.Linkset = newLinkset; } // Force the shape and linkset to get reconstructed newLinkset.Refresh(this); this.ForceBodyShapeRebuild(true /* inTaintTime */); } return ret; } #region Extension public override object Extension(string pFunct, params object[] pParams) { object ret = null; switch (pFunct) { // physGetLinksetType(); case BSScene.PhysFunctGetLinksetType: { ret = (object)LinksetType; m_log.DebugFormat("{0} Extension.physGetLinksetType, type={1}", LogHeader, ret); break; } // physSetLinksetType(type); case BSScene.PhysFunctSetLinksetType: { if (pParams.Length > 0) { BSLinkset.LinksetImplementation linksetType = (BSLinkset.LinksetImplementation)pParams[0]; if (Linkset.IsRoot(this)) { PhysScene.TaintedObject("BSPrim.PhysFunctSetLinksetType", delegate() { // Cause the linkset type to change m_log.DebugFormat("{0} Extension.physSetLinksetType, oldType={1}, newType={2}", LogHeader, Linkset.LinksetImpl, linksetType); ConvertLinkset(linksetType); }); } ret = (object)(int)linksetType; } break; } // physChangeLinkFixed(linknum); // Params: int linkNum, PhysActor linkedPrim case BSScene.PhysFunctChangeLinkFixed: { if (pParams.Length > 1) { int linkNum = (int)pParams[0]; Manager.PhysicsActor linkActor = (Manager.PhysicsActor)pParams[1]; Linkset.Refresh(this); } break; } default: ret = base.Extension(pFunct, pParams); break; } return ret; } #endregion // Extension } }