aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/PhysicsModules/BulletS/BSPrimLinkable.cs
diff options
context:
space:
mode:
authorDavid Walter Seikel2016-11-03 21:44:39 +1000
committerDavid Walter Seikel2016-11-03 21:44:39 +1000
commit134f86e8d5c414409631b25b8c6f0ee45fbd8631 (patch)
tree216b89d3fb89acfb81be1e440c25c41ab09fa96d /OpenSim/Region/PhysicsModules/BulletS/BSPrimLinkable.cs
parentMore changing to production grid. Double oops. (diff)
downloadopensim-SC_OLD-134f86e8d5c414409631b25b8c6f0ee45fbd8631.zip
opensim-SC_OLD-134f86e8d5c414409631b25b8c6f0ee45fbd8631.tar.gz
opensim-SC_OLD-134f86e8d5c414409631b25b8c6f0ee45fbd8631.tar.bz2
opensim-SC_OLD-134f86e8d5c414409631b25b8c6f0ee45fbd8631.tar.xz
Initial update to OpenSim 0.8.2.1 source code.
Diffstat (limited to '')
-rwxr-xr-xOpenSim/Region/PhysicsModules/BulletS/BSPrimLinkable.cs349
1 files changed, 349 insertions, 0 deletions
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSPrimLinkable.cs b/OpenSim/Region/PhysicsModules/BulletS/BSPrimLinkable.cs
new file mode 100755
index 0000000..55b5da0
--- /dev/null
+++ b/OpenSim/Region/PhysicsModules/BulletS/BSPrimLinkable.cs
@@ -0,0 +1,349 @@
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;
33
34using OMV = OpenMetaverse;
35
36namespace OpenSim.Region.PhysicsModule.BulletS
37{
38public class BSPrimLinkable : BSPrimDisplaced
39{
40 // The purpose of this subclass is to add linkset functionality to the prim. This overrides
41 // operations necessary for keeping the linkset created and, additionally, this
42 // calls the linkset implementation for its creation and management.
43
44#pragma warning disable 414
45 private static readonly string LogHeader = "[BULLETS PRIMLINKABLE]";
46#pragma warning restore 414
47
48 // This adds the overrides for link() and delink() so the prim is linkable.
49
50 public BSLinkset Linkset { get; set; }
51 // The index of this child prim.
52 public int LinksetChildIndex { get; set; }
53
54 public BSLinkset.LinksetImplementation LinksetType { get; set; }
55
56 public BSPrimLinkable(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size,
57 OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical)
58 : base(localID, primName, parent_scene, pos, size, rotation, pbs, pisPhysical)
59 {
60 // Default linkset implementation for this prim
61 LinksetType = (BSLinkset.LinksetImplementation)BSParam.LinksetImplementation;
62
63 Linkset = BSLinkset.Factory(PhysScene, this);
64
65 Linkset.Refresh(this);
66 }
67
68 public override void Destroy()
69 {
70 Linkset = Linkset.RemoveMeFromLinkset(this, false /* inTaintTime */);
71 base.Destroy();
72 }
73
74 public override void link(OpenSim.Region.PhysicsModules.SharedBase.PhysicsActor obj)
75 {
76 BSPrimLinkable parent = obj as BSPrimLinkable;
77 if (parent != null)
78 {
79 BSPhysObject parentBefore = Linkset.LinksetRoot; // DEBUG
80 int childrenBefore = Linkset.NumberOfChildren; // DEBUG
81
82 Linkset = parent.Linkset.AddMeToLinkset(this);
83
84 DetailLog("{0},BSPrimLinkable.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}",
85 LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren);
86 }
87 return;
88 }
89
90 public override void delink()
91 {
92 // TODO: decide if this parent checking needs to happen at taint time
93 // Race condition here: if link() and delink() in same simulation tick, the delink will not happen
94
95 BSPhysObject parentBefore = Linkset.LinksetRoot; // DEBUG
96 int childrenBefore = Linkset.NumberOfChildren; // DEBUG
97
98 Linkset = Linkset.RemoveMeFromLinkset(this, false /* inTaintTime*/);
99
100 DetailLog("{0},BSPrimLinkable.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ",
101 LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren);
102 return;
103 }
104
105 // When simulator changes position, this might be moving a child of the linkset.
106 public override OMV.Vector3 Position
107 {
108 get { return base.Position; }
109 set
110 {
111 base.Position = value;
112 PhysScene.TaintedObject(LocalID, "BSPrimLinkable.setPosition", delegate()
113 {
114 Linkset.UpdateProperties(UpdatedProperties.Position, this);
115 });
116 }
117 }
118
119 // When simulator changes orientation, this might be moving a child of the linkset.
120 public override OMV.Quaternion Orientation
121 {
122 get { return base.Orientation; }
123 set
124 {
125 base.Orientation = value;
126 PhysScene.TaintedObject(LocalID, "BSPrimLinkable.setOrientation", delegate()
127 {
128 Linkset.UpdateProperties(UpdatedProperties.Orientation, this);
129 });
130 }
131 }
132
133 public override float TotalMass
134 {
135 get { return Linkset.LinksetMass; }
136 }
137
138 public override OMV.Vector3 CenterOfMass
139 {
140 get { return Linkset.CenterOfMass; }
141 }
142
143 public override OMV.Vector3 GeometricCenter
144 {
145 get { return Linkset.GeometricCenter; }
146 }
147
148 // Refresh the linkset structure and parameters when the prim's physical parameters are changed.
149 public override void UpdatePhysicalParameters()
150 {
151 base.UpdatePhysicalParameters();
152 // Recompute any linkset parameters.
153 // When going from non-physical to physical, this re-enables the constraints that
154 // had been automatically disabled when the mass was set to zero.
155 // For compound based linksets, this enables and disables interactions of the children.
156 if (Linkset != null) // null can happen during initialization
157 Linkset.Refresh(this);
158 }
159
160 // When the prim is made dynamic or static, the linkset needs to change.
161 protected override void MakeDynamic(bool makeStatic)
162 {
163 base.MakeDynamic(makeStatic);
164 if (Linkset != null) // null can happen during initialization
165 {
166 if (makeStatic)
167 Linkset.MakeStatic(this);
168 else
169 Linkset.MakeDynamic(this);
170 }
171 }
172
173 // Body is being taken apart. Remove physical dependencies and schedule a rebuild.
174 protected override void RemoveDependencies()
175 {
176 Linkset.RemoveDependencies(this);
177 base.RemoveDependencies();
178 }
179
180 // Called after a simulation step for the changes in physical object properties.
181 // Do any filtering/modification needed for linksets.
182 public override void UpdateProperties(EntityProperties entprop)
183 {
184 if (Linkset.IsRoot(this) || Linkset.ShouldReportPropertyUpdates(this))
185 {
186 // Properties are only updated for the roots of a linkset.
187 // TODO: this will have to change when linksets are articulated.
188 base.UpdateProperties(entprop);
189 }
190 /*
191 else
192 {
193 // For debugging, report the movement of children
194 DetailLog("{0},BSPrim.UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
195 LocalID, entprop.Position, entprop.Rotation, entprop.Velocity,
196 entprop.Acceleration, entprop.RotationalVelocity);
197 }
198 */
199 // The linkset might like to know about changing locations
200 Linkset.UpdateProperties(UpdatedProperties.EntPropUpdates, this);
201 }
202
203 // Called after a simulation step to post a collision with this object.
204 // This returns 'true' if the collision has been queued and the SendCollisions call must
205 // be made at the end of the simulation step.
206 public override bool Collide(uint collidingWith, BSPhysObject collidee,
207 OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
208 {
209 bool ret = false;
210 // Ask the linkset if it wants to handle the collision
211 if (!Linkset.HandleCollide(collidingWith, collidee, contactPoint, contactNormal, pentrationDepth))
212 {
213 // The linkset didn't handle it so pass the collision through normal processing
214 ret = base.Collide(collidingWith, collidee, contactPoint, contactNormal, pentrationDepth);
215 }
216 return ret;
217 }
218
219 // A linkset reports any collision on any part of the linkset.
220 public long SomeCollisionSimulationStep = 0;
221 public override bool HasSomeCollision
222 {
223 get
224 {
225 return (SomeCollisionSimulationStep == PhysScene.SimulationStep) || base.IsColliding;
226 }
227 set
228 {
229 if (value)
230 SomeCollisionSimulationStep = PhysScene.SimulationStep;
231 else
232 SomeCollisionSimulationStep = 0;
233
234 base.HasSomeCollision = value;
235 }
236 }
237
238 // Convert the existing linkset of this prim into a new type.
239 public bool ConvertLinkset(BSLinkset.LinksetImplementation newType)
240 {
241 bool ret = false;
242 if (LinksetType != newType)
243 {
244 DetailLog("{0},BSPrimLinkable.ConvertLinkset,oldT={1},newT={2}", LocalID, LinksetType, newType);
245
246 // Set the implementation type first so the call to BSLinkset.Factory gets the new type.
247 this.LinksetType = newType;
248
249 BSLinkset oldLinkset = this.Linkset;
250 BSLinkset newLinkset = BSLinkset.Factory(PhysScene, this);
251
252 this.Linkset = newLinkset;
253
254 // Pick up any physical dependencies this linkset might have in the physics engine.
255 oldLinkset.RemoveDependencies(this);
256
257 // Create a list of the children (mainly because can't interate through a list that's changing)
258 List<BSPrimLinkable> children = new List<BSPrimLinkable>();
259 oldLinkset.ForEachMember((child) =>
260 {
261 if (!oldLinkset.IsRoot(child))
262 children.Add(child);
263 return false; // 'false' says to continue to next member
264 });
265
266 // Remove the children from the old linkset and add to the new (will be a new instance from the factory)
267 foreach (BSPrimLinkable child in children)
268 {
269 oldLinkset.RemoveMeFromLinkset(child, true /*inTaintTime*/);
270 }
271 foreach (BSPrimLinkable child in children)
272 {
273 newLinkset.AddMeToLinkset(child);
274 child.Linkset = newLinkset;
275 }
276
277 // Force the shape and linkset to get reconstructed
278 newLinkset.Refresh(this);
279 this.ForceBodyShapeRebuild(true /* inTaintTime */);
280 }
281 return ret;
282 }
283
284 #region Extension
285 public override object Extension(string pFunct, params object[] pParams)
286 {
287 DetailLog("{0} BSPrimLinkable.Extension,op={1},nParam={2}", LocalID, pFunct, pParams.Length);
288 object ret = null;
289 switch (pFunct)
290 {
291 // physGetLinksetType();
292 // pParams = [ BSPhysObject root, null ]
293 case ExtendedPhysics.PhysFunctGetLinksetType:
294 {
295 ret = (object)LinksetType;
296 DetailLog("{0},BSPrimLinkable.Extension.physGetLinksetType,type={1}", LocalID, ret);
297 break;
298 }
299 // physSetLinksetType(type);
300 // pParams = [ BSPhysObject root, null, integer type ]
301 case ExtendedPhysics.PhysFunctSetLinksetType:
302 {
303 if (pParams.Length > 2)
304 {
305 BSLinkset.LinksetImplementation linksetType = (BSLinkset.LinksetImplementation)pParams[2];
306 if (Linkset.IsRoot(this))
307 {
308 PhysScene.TaintedObject(LocalID, "BSPrim.PhysFunctSetLinksetType", delegate()
309 {
310 // Cause the linkset type to change
311 DetailLog("{0},BSPrimLinkable.Extension.physSetLinksetType, oldType={1},newType={2}",
312 LocalID, Linkset.LinksetImpl, linksetType);
313 ConvertLinkset(linksetType);
314 });
315 }
316 ret = (object)(int)linksetType;
317 }
318 break;
319 }
320 // physChangeLinkType(linknum, typeCode);
321 // pParams = [ BSPhysObject root, BSPhysObject child, integer linkType ]
322 case ExtendedPhysics.PhysFunctChangeLinkType:
323 {
324 ret = Linkset.Extension(pFunct, pParams);
325 break;
326 }
327 // physGetLinkType(linknum);
328 // pParams = [ BSPhysObject root, BSPhysObject child ]
329 case ExtendedPhysics.PhysFunctGetLinkType:
330 {
331 ret = Linkset.Extension(pFunct, pParams);
332 break;
333 }
334 // physChangeLinkParams(linknum, [code, value, code, value, ...]);
335 // pParams = [ BSPhysObject root, BSPhysObject child, object[] [ string op, object opParam, string op, object opParam, ... ] ]
336 case ExtendedPhysics.PhysFunctChangeLinkParams:
337 {
338 ret = Linkset.Extension(pFunct, pParams);
339 break;
340 }
341 default:
342 ret = base.Extension(pFunct, pParams);
343 break;
344 }
345 return ret;
346 }
347 #endregion // Extension
348}
349}