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authorteravus2012-12-23 15:21:25 -0500
committerteravus2012-12-23 15:21:25 -0500
commit92e4f9f412046f8f7926c99c9e56c3a8b6b2edbf (patch)
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* Initial commit of BulletSimN (BulletSNPlugin). Purely C# implementation of BulletSim. This is designed to be /as close as possible/ to the BulletSim plugin while still being entirely in the managed space to make keeping it up to date easy as possible (no thinking work). This implementation is /slower/ then the c++ version just because it's fully managed, so it's not appropriate for huge sims, but it will run small ones OK. At the moment, it supports all known features of BulletSim. Think of it like.. POS but everything works. To use this plugin, set the physics plugin to BulletSimN.
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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.Text;
30
31using OpenSim.Framework;
32
33using OMV = OpenMetaverse;
34
35namespace OpenSim.Region.Physics.BulletSNPlugin
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.
41sealed class BSLinksetCompoundInfo : BSLinksetInfo
42{
43 public OMV.Vector3 OffsetPos;
44 public OMV.Quaternion OffsetRot;
45 public BSLinksetCompoundInfo(OMV.Vector3 p, OMV.Quaternion r)
46 {
47 OffsetPos = p;
48 OffsetRot = r;
49 }
50 public override void Clear()
51 {
52 OffsetPos = OMV.Vector3.Zero;
53 OffsetRot = OMV.Quaternion.Identity;
54 }
55 public override string ToString()
56 {
57 StringBuilder buff = new StringBuilder();
58 buff.Append("<p=");
59 buff.Append(OffsetPos.ToString());
60 buff.Append(",r=");
61 buff.Append(OffsetRot.ToString());
62 buff.Append(">");
63 return buff.ToString();
64 }
65};
66
67public sealed class BSLinksetCompound : BSLinkset
68{
69 private static string LogHeader = "[BULLETSIM LINKSET COMPOUND]";
70
71 public BSLinksetCompound(BSScene scene, BSPhysObject parent) : base(scene, parent)
72 {
73 }
74
75 // For compound implimented linksets, if there are children, use compound shape for the root.
76 public override BSPhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor)
77 {
78 // Returning 'unknown' means we don't have a preference.
79 BSPhysicsShapeType ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
80 if (IsRoot(requestor) && HasAnyChildren)
81 {
82 ret = BSPhysicsShapeType.SHAPE_COMPOUND;
83 }
84 // DetailLog("{0},BSLinksetCompound.PreferredPhysicalShape,call,shape={1}", LinksetRoot.LocalID, ret);
85 return ret;
86 }
87
88 // When physical properties are changed the linkset needs to recalculate
89 // its internal properties.
90 public override void Refresh(BSPhysObject requestor)
91 {
92 // Something changed so do the rebuilding thing
93 // ScheduleRebuild();
94 }
95
96 // Schedule a refresh to happen after all the other taint processing.
97 private void ScheduleRebuild(BSPhysObject requestor)
98 {
99 DetailLog("{0},BSLinksetCompound.Refresh,schedulingRefresh,rebuilding={1}",
100 requestor.LocalID, Rebuilding);
101 // When rebuilding, it is possible to set properties that would normally require a rebuild.
102 // If already rebuilding, don't request another rebuild.
103 if (!Rebuilding)
104 {
105 PhysicsScene.PostTaintObject("BSLinksetCompound.Refresh", LinksetRoot.LocalID, delegate()
106 {
107 if (HasAnyChildren)
108 RecomputeLinksetCompound();
109 });
110 }
111 }
112
113 // The object is going dynamic (physical). Do any setup necessary
114 // for a dynamic linkset.
115 // Only the state of the passed object can be modified. The rest of the linkset
116 // has not yet been fully constructed.
117 // Return 'true' if any properties updated on the passed object.
118 // Called at taint-time!
119 public override bool MakeDynamic(BSPhysObject child)
120 {
121 bool ret = false;
122 DetailLog("{0},BSLinksetCompound.MakeDynamic,call,IsRoot={1}", child.LocalID, IsRoot(child));
123 if (IsRoot(child))
124 {
125 // The root is going dynamic. Make sure mass is properly set.
126 m_mass = ComputeLinksetMass();
127 ScheduleRebuild(LinksetRoot);
128 }
129 else
130 {
131 // The origional prims are removed from the world as the shape of the root compound
132 // shape takes over.
133 BulletSimAPI.AddToCollisionFlags2(child.PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE);
134 BulletSimAPI.ForceActivationState2(child.PhysBody.ptr, ActivationState.DISABLE_SIMULATION);
135 // We don't want collisions from the old linkset children.
136 BulletSimAPI.RemoveFromCollisionFlags2(child.PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
137
138 child.PhysBody.collisionType = CollisionType.LinksetChild;
139
140 ret = true;
141 }
142 return ret;
143 }
144
145 // The object is going static (non-physical). Do any setup necessary for a static linkset.
146 // Return 'true' if any properties updated on the passed object.
147 // This doesn't normally happen -- OpenSim removes the objects from the physical
148 // world if it is a static linkset.
149 // Called at taint-time!
150 public override bool MakeStatic(BSPhysObject child)
151 {
152 bool ret = false;
153 DetailLog("{0},BSLinksetCompound.MakeStatic,call,IsRoot={1}", child.LocalID, IsRoot(child));
154 if (IsRoot(child))
155 {
156 ScheduleRebuild(LinksetRoot);
157 }
158 else
159 {
160 // The non-physical children can come back to life.
161 BulletSimAPI.RemoveFromCollisionFlags2(child.PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE);
162
163 child.PhysBody.collisionType = CollisionType.LinksetChild;
164
165 // Don't force activation so setting of DISABLE_SIMULATION can stay if used.
166 BulletSimAPI.Activate2(child.PhysBody.ptr, false);
167 ret = true;
168 }
169 return ret;
170 }
171
172 public override void UpdateProperties(BSPhysObject updated, bool physicalUpdate)
173 {
174 // The user moving a child around requires the rebuilding of the linkset compound shape
175 // One problem is this happens when a border is crossed -- the simulator implementation
176 // is to store the position into the group which causes the move of the object
177 // but it also means all the child positions get updated.
178 // What would cause an unnecessary rebuild so we make sure the linkset is in a
179 // region before bothering to do a rebuild.
180 if (!IsRoot(updated)
181 && !physicalUpdate
182 && PhysicsScene.TerrainManager.IsWithinKnownTerrain(LinksetRoot.RawPosition))
183 {
184 updated.LinksetInfo = null;
185 ScheduleRebuild(updated);
186 }
187 }
188
189 // Routine called when rebuilding the body of some member of the linkset.
190 // Since we don't keep in world relationships, do nothing unless it's a child changing.
191 // Returns 'true' of something was actually removed and would need restoring
192 // Called at taint-time!!
193 public override bool RemoveBodyDependencies(BSPrim child)
194 {
195 bool ret = false;
196
197 DetailLog("{0},BSLinksetCompound.RemoveBodyDependencies,refreshIfChild,rID={1},rBody={2},isRoot={3}",
198 child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString(), IsRoot(child));
199
200 if (!IsRoot(child))
201 {
202 // Because it is a convenient time, recompute child world position and rotation based on
203 // its position in the linkset.
204 RecomputeChildWorldPosition(child, true);
205 }
206
207 // Cannot schedule a refresh/rebuild here because this routine is called when
208 // the linkset is being rebuilt.
209 // InternalRefresh(LinksetRoot);
210
211 return ret;
212 }
213
214 // Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true',
215 // this routine will restore the removed constraints.
216 // Called at taint-time!!
217 public override void RestoreBodyDependencies(BSPrim child)
218 {
219 }
220
221 // When the linkset is built, the child shape is added to the compound shape relative to the
222 // root shape. The linkset then moves around but this does not move the actual child
223 // prim. The child prim's location must be recomputed based on the location of the root shape.
224 private void RecomputeChildWorldPosition(BSPhysObject child, bool inTaintTime)
225 {
226 BSLinksetCompoundInfo lci = child.LinksetInfo as BSLinksetCompoundInfo;
227 if (lci != null)
228 {
229 if (inTaintTime)
230 {
231 OMV.Vector3 oldPos = child.RawPosition;
232 child.ForcePosition = LinksetRoot.RawPosition + lci.OffsetPos;
233 child.ForceOrientation = LinksetRoot.RawOrientation * lci.OffsetRot;
234 DetailLog("{0},BSLinksetCompound.RecomputeChildWorldPosition,oldPos={1},lci={2},newPos={3}",
235 child.LocalID, oldPos, lci, child.RawPosition);
236 }
237 else
238 {
239 // TaintedObject is not used here so the raw position is set now and not at taint-time.
240 child.Position = LinksetRoot.RawPosition + lci.OffsetPos;
241 child.Orientation = LinksetRoot.RawOrientation * lci.OffsetRot;
242 }
243 }
244 else
245 {
246 // This happens when children have been added to the linkset but the linkset
247 // has not been constructed yet. So like, at taint time, adding children to a linkset
248 // and then changing properties of the children (makePhysical, for instance)
249 // but the post-print action of actually rebuilding the linkset has not yet happened.
250 // PhysicsScene.Logger.WarnFormat("{0} Restoring linkset child position failed because of no relative position computed. ID={1}",
251 // LogHeader, child.LocalID);
252 DetailLog("{0},BSLinksetCompound.recomputeChildWorldPosition,noRelativePositonInfo", child.LocalID);
253 }
254 }
255
256 // ================================================================
257
258 // Add a new child to the linkset.
259 // Called while LinkActivity is locked.
260 protected override void AddChildToLinkset(BSPhysObject child)
261 {
262 if (!HasChild(child))
263 {
264 m_children.Add(child);
265
266 DetailLog("{0},BSLinksetCompound.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID);
267
268 // Rebuild the compound shape with the new child shape included
269 ScheduleRebuild(child);
270 }
271 return;
272 }
273
274 // Remove the specified child from the linkset.
275 // Safe to call even if the child is not really in the linkset.
276 protected override void RemoveChildFromLinkset(BSPhysObject child)
277 {
278 if (m_children.Remove(child))
279 {
280 DetailLog("{0},BSLinksetCompound.RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}",
281 child.LocalID,
282 LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString(),
283 child.LocalID, child.PhysBody.ptr.ToString());
284
285 // Cause the child's body to be rebuilt and thus restored to normal operation
286 RecomputeChildWorldPosition(child, false);
287 child.ForceBodyShapeRebuild(false);
288
289 if (!HasAnyChildren)
290 {
291 // The linkset is now empty. The root needs rebuilding.
292 LinksetRoot.ForceBodyShapeRebuild(false);
293 }
294 else
295 {
296 // Rebuild the compound shape with the child removed
297 ScheduleRebuild(child);
298 }
299 }
300 return;
301 }
302
303 // Called before the simulation step to make sure the compound based linkset
304 // is all initialized.
305 // Constraint linksets are rebuilt every time.
306 // Note that this works for rebuilding just the root after a linkset is taken apart.
307 // Called at taint time!!
308 private void RecomputeLinksetCompound()
309 {
310 try
311 {
312 // Suppress rebuilding while rebuilding
313 Rebuilding = true;
314
315 // Cause the root shape to be rebuilt as a compound object with just the root in it
316 LinksetRoot.ForceBodyShapeRebuild(true);
317
318 DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,start,rBody={1},rShape={2},numChildren={3}",
319 LinksetRoot.LocalID, LinksetRoot.PhysBody, LinksetRoot.PhysShape, NumberOfChildren);
320
321 // Add a shape for each of the other children in the linkset
322 ForEachMember(delegate(BSPhysObject cPrim)
323 {
324 if (!IsRoot(cPrim))
325 {
326 // Compute the displacement of the child from the root of the linkset.
327 // This info is saved in the child prim so the relationship does not
328 // change over time and the new child position can be computed
329 // when the linkset is being disassembled (the linkset may have moved).
330 BSLinksetCompoundInfo lci = cPrim.LinksetInfo as BSLinksetCompoundInfo;
331 if (lci == null)
332 {
333 // Each child position and rotation is given relative to the root.
334 OMV.Quaternion invRootOrientation = OMV.Quaternion.Inverse(LinksetRoot.RawOrientation);
335 OMV.Vector3 displacementPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation;
336 OMV.Quaternion displacementRot = cPrim.RawOrientation * invRootOrientation;
337
338 // Save relative position for recomputing child's world position after moving linkset.
339 lci = new BSLinksetCompoundInfo(displacementPos, displacementRot);
340 cPrim.LinksetInfo = lci;
341 DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,creatingRelPos,lci={1}", cPrim.LocalID, lci);
342 }
343
344 DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addMemberToShape,mID={1},mShape={2},dispPos={3},dispRot={4}",
345 LinksetRoot.LocalID, cPrim.LocalID, cPrim.PhysShape, lci.OffsetPos, lci.OffsetRot);
346
347 if (cPrim.PhysShape.isNativeShape)
348 {
349 // A native shape is turning into a hull collision shape because native
350 // shapes are not shared so we have to hullify it so it will be tracked
351 // and freed at the correct time. This also solves the scaling problem
352 // (native shapes scaled but hull/meshes are assumed to not be).
353 // TODO: decide of the native shape can just be used in the compound shape.
354 // Use call to CreateGeomNonSpecial().
355 BulletShape saveShape = cPrim.PhysShape;
356 cPrim.PhysShape.Clear(); // Don't let the create free the child's shape
357 // PhysicsScene.Shapes.CreateGeomNonSpecial(true, cPrim, null);
358 PhysicsScene.Shapes.CreateGeomMeshOrHull(cPrim, null);
359 BulletShape newShape = cPrim.PhysShape;
360 cPrim.PhysShape = saveShape;
361 BulletSimAPI.AddChildShapeToCompoundShape2(LinksetRoot.PhysShape.ptr, newShape.ptr, lci.OffsetPos, lci.OffsetRot);
362 }
363 else
364 {
365 // For the shared shapes (meshes and hulls), just use the shape in the child.
366 // The reference count added here will be decremented when the compound shape
367 // is destroyed in BSShapeCollection (the child shapes are looped over and dereferenced).
368 if (PhysicsScene.Shapes.ReferenceShape(cPrim.PhysShape))
369 {
370 PhysicsScene.Logger.ErrorFormat("{0} Rebuilt sharable shape when building linkset! Region={1}, primID={2}, shape={3}",
371 LogHeader, PhysicsScene.RegionName, cPrim.LocalID, cPrim.PhysShape);
372 }
373 BulletSimAPI.AddChildShapeToCompoundShape2(LinksetRoot.PhysShape.ptr, cPrim.PhysShape.ptr, lci.OffsetPos, lci.OffsetRot);
374 }
375 }
376 return false; // 'false' says to move onto the next child in the list
377 });
378
379 // With all of the linkset packed into the root prim, it has the mass of everyone.
380 float linksetMass = LinksetMass;
381 LinksetRoot.UpdatePhysicalMassProperties(linksetMass);
382 }
383 finally
384 {
385 Rebuilding = false;
386 }
387
388 BulletSimAPI.RecalculateCompoundShapeLocalAabb2(LinksetRoot.PhysShape.ptr);
389
390 // DEBUG: see of inter-linkset collisions are causing problems for constraint linksets.
391 // BulletSimAPI.SetCollisionFilterMask2(LinksetRoot.BSBody.ptr,
392 // (uint)CollisionFilterGroups.LinksetFilter, (uint)CollisionFilterGroups.LinksetMask);
393
394 }
395}
396} \ No newline at end of file