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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs78
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs63
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs10
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSScene.cs1
4 files changed, 51 insertions, 101 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs
index 30f6c8c..96626ca 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs
@@ -35,62 +35,6 @@ using OMV = OpenMetaverse;
35namespace OpenSim.Region.Physics.BulletSPlugin 35namespace OpenSim.Region.Physics.BulletSPlugin
36{ 36{
37 37
38 /*
39// When a child is linked, the relationship position of the child to the parent
40// is remembered so the child's world position can be recomputed when it is
41// removed from the linkset.
42sealed class BSLinksetCompoundInfo : BSLinksetInfo
43{
44 public int Index;
45 public OMV.Vector3 OffsetFromRoot;
46 public OMV.Vector3 OffsetFromCenterOfMass;
47 public OMV.Quaternion OffsetRot;
48 public BSLinksetCompoundInfo(int indx, OMV.Vector3 p, OMV.Quaternion r)
49 {
50 Index = indx;
51 OffsetFromRoot = p;
52 OffsetFromCenterOfMass = p;
53 OffsetRot = r;
54 }
55 // 'centerDisplacement' is the distance from the root the the center-of-mass (Bullet 'zero' of the shape)
56 public BSLinksetCompoundInfo(int indx, BSPrimLinkable root, BSPrimLinkable child, OMV.Vector3 centerDisplacement)
57 {
58 // Each child position and rotation is given relative to the center-of-mass.
59 OMV.Quaternion invRootOrientation = OMV.Quaternion.Inverse(root.RawOrientation);
60 OMV.Vector3 displacementFromRoot = (child.RawPosition - root.RawPosition) * invRootOrientation;
61 OMV.Vector3 displacementFromCOM = displacementFromRoot - centerDisplacement;
62 OMV.Quaternion displacementRot = child.RawOrientation * invRootOrientation;
63
64 // Save relative position for recomputing child's world position after moving linkset.
65 Index = indx;
66 OffsetFromRoot = displacementFromRoot;
67 OffsetFromCenterOfMass = displacementFromCOM;
68 OffsetRot = displacementRot;
69 }
70 public override void Clear()
71 {
72 Index = 0;
73 OffsetFromRoot = OMV.Vector3.Zero;
74 OffsetFromCenterOfMass = OMV.Vector3.Zero;
75 OffsetRot = OMV.Quaternion.Identity;
76 }
77 public override string ToString()
78 {
79 StringBuilder buff = new StringBuilder();
80 buff.Append("<i=");
81 buff.Append(Index.ToString());
82 buff.Append(",p=");
83 buff.Append(OffsetFromRoot.ToString());
84 buff.Append(",m=");
85 buff.Append(OffsetFromCenterOfMass.ToString());
86 buff.Append(",r=");
87 buff.Append(OffsetRot.ToString());
88 buff.Append(">");
89 return buff.ToString();
90 }
91};
92 */
93
94public sealed class BSLinksetCompound : BSLinkset 38public sealed class BSLinksetCompound : BSLinkset
95{ 39{
96 private static string LogHeader = "[BULLETSIM LINKSET COMPOUND]"; 40 private static string LogHeader = "[BULLETSIM LINKSET COMPOUND]";
@@ -151,7 +95,9 @@ public sealed class BSLinksetCompound : BSLinkset
151 public override bool MakeStatic(BSPrimLinkable child) 95 public override bool MakeStatic(BSPrimLinkable child)
152 { 96 {
153 bool ret = false; 97 bool ret = false;
98
154 DetailLog("{0},BSLinksetCompound.MakeStatic,call,IsRoot={1}", child.LocalID, IsRoot(child)); 99 DetailLog("{0},BSLinksetCompound.MakeStatic,call,IsRoot={1}", child.LocalID, IsRoot(child));
100 child.ClearDisplacement();
155 if (IsRoot(child)) 101 if (IsRoot(child))
156 { 102 {
157 // Schedule a rebuild to verify that the root shape is set to the real shape. 103 // Schedule a rebuild to verify that the root shape is set to the real shape.
@@ -364,16 +310,28 @@ public sealed class BSLinksetCompound : BSLinkset
364 int memberIndex = 1; 310 int memberIndex = 1;
365 ForEachMember(delegate(BSPrimLinkable cPrim) 311 ForEachMember(delegate(BSPrimLinkable cPrim)
366 { 312 {
367 // Root shape is always index zero. 313 if (IsRoot(cPrim))
368 cPrim.LinksetChildIndex = IsRoot(cPrim) ? 0 : memberIndex; 314 {
315 // Root shape is always index zero.
316 cPrim.LinksetChildIndex = 0;
317 }
318 else
319 {
320 cPrim.LinksetChildIndex = memberIndex;
321 memberIndex++;
322 }
369 323
370 // Get a reference to the shape of the child and add that shape to the linkset compound shape 324 // Get a reference to the shape of the child and add that shape to the linkset compound shape
371 BSShape childShape = cPrim.PhysShape.GetReference(m_physicsScene, cPrim); 325 BSShape childShape = cPrim.PhysShape.GetReference(m_physicsScene, cPrim);
326
327 // Offset the child shape from the center-of-mass and rotate it to vehicle relative
372 OMV.Vector3 offsetPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation - centerDisplacementV; 328 OMV.Vector3 offsetPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation - centerDisplacementV;
373 OMV.Quaternion offsetRot = OMV.Quaternion.Normalize(cPrim.RawOrientation) * invRootOrientation; 329 OMV.Quaternion offsetRot = OMV.Quaternion.Normalize(cPrim.RawOrientation) * invRootOrientation;
330
331 // Add the child shape to the compound shape being built
374 m_physicsScene.PE.AddChildShapeToCompoundShape(linksetShape.physShapeInfo, childShape.physShapeInfo, offsetPos, offsetRot); 332 m_physicsScene.PE.AddChildShapeToCompoundShape(linksetShape.physShapeInfo, childShape.physShapeInfo, offsetPos, offsetRot);
375 DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addChild,indx={1},cShape={2},offPos={3},offRot={4}", 333 DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addChild,indx={1},cShape={2},offPos={3},offRot={4}",
376 LinksetRoot.LocalID, memberIndex, childShape, offsetPos, offsetRot); 334 LinksetRoot.LocalID, cPrim.LinksetChildIndex, childShape, offsetPos, offsetRot);
377 335
378 // Since we are borrowing the shape of the child, disable the origional child body 336 // Since we are borrowing the shape of the child, disable the origional child body
379 if (!IsRoot(cPrim)) 337 if (!IsRoot(cPrim))
@@ -385,8 +343,6 @@ public sealed class BSLinksetCompound : BSLinkset
385 cPrim.PhysBody.collisionType = CollisionType.LinksetChild; 343 cPrim.PhysBody.collisionType = CollisionType.LinksetChild;
386 } 344 }
387 345
388 memberIndex++;
389
390 return false; // 'false' says to move onto the next child in the list 346 return false; // 'false' says to move onto the next child in the list
391 }); 347 });
392 348
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs
index 9a05349..a11bca0 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs
@@ -51,7 +51,7 @@ public class BSPrimDisplaced : BSPrim
51 // the prim/linkset by the location of the root prim. So, if center-of-mass is anywhere 51 // the prim/linkset by the location of the root prim. So, if center-of-mass is anywhere
52 // but the origin of the root prim, the physical origin is displaced from the simulator origin. 52 // but the origin of the root prim, the physical origin is displaced from the simulator origin.
53 // 53 //
54 // This routine works by capturing the Force* setting of position/orientation/... and 54 // This routine works by capturing ForcePosition and
55 // adjusting the simulator values (being set) into the physical values. 55 // adjusting the simulator values (being set) into the physical values.
56 // The conversion is also done in the opposite direction (physical origin -> simulator origin). 56 // The conversion is also done in the opposite direction (physical origin -> simulator origin).
57 // 57 //
@@ -60,8 +60,6 @@ public class BSPrimDisplaced : BSPrim
60 // class. 60 // class.
61 61
62 public virtual OMV.Vector3 PositionDisplacement { get; set; } 62 public virtual OMV.Vector3 PositionDisplacement { get; set; }
63 public virtual OMV.Quaternion OrientationDisplacement { get; set; }
64 public virtual OMV.Quaternion OrientationDisplacementOrigInv { get; set; }
65 63
66 public BSPrimDisplaced(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, 64 public BSPrimDisplaced(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size,
67 OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) 65 OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical)
@@ -70,15 +68,17 @@ public class BSPrimDisplaced : BSPrim
70 ClearDisplacement(); 68 ClearDisplacement();
71 } 69 }
72 70
71 // Clears any center-of-mass displacement introduced by linksets, etc.
72 // Does not clear the displacement set by the user.
73 public void ClearDisplacement() 73 public void ClearDisplacement()
74 { 74 {
75 PositionDisplacement = OMV.Vector3.Zero; 75 SetEffectiveCenterOfMassDisplacement(OMV.Vector3.Zero);
76 OrientationDisplacement = OMV.Quaternion.Identity;
77 } 76 }
78 77
79 // Set this sets and computes the displacement from the passed prim to the center-of-mass. 78 // Set this sets and computes the displacement from the passed prim to the center-of-mass.
80 // A user set value for center-of-mass overrides whatever might be passed in here. 79 // A user set value for center-of-mass overrides whatever might be passed in here.
81 // The displacement is in local coordinates (relative to root prim in linkset oriented coordinates). 80 // The displacement is in local coordinates (relative to root prim in linkset oriented coordinates).
81 // Called at taint time.
82 public virtual void SetEffectiveCenterOfMassDisplacement(Vector3 centerOfMassDisplacement) 82 public virtual void SetEffectiveCenterOfMassDisplacement(Vector3 centerOfMassDisplacement)
83 { 83 {
84 Vector3 comDisp; 84 Vector3 comDisp;
@@ -87,21 +87,17 @@ public class BSPrimDisplaced : BSPrim
87 else 87 else
88 comDisp = centerOfMassDisplacement; 88 comDisp = centerOfMassDisplacement;
89 89
90 if (comDisp.ApproxEquals(Vector3.Zero, 0.01f) )
91 comDisp = Vector3.Zero;
92
90 DetailLog("{0},BSPrimDisplaced.SetEffectiveCenterOfMassDisplacement,userSet={1},comDisp={2}", 93 DetailLog("{0},BSPrimDisplaced.SetEffectiveCenterOfMassDisplacement,userSet={1},comDisp={2}",
91 LocalID, UserSetCenterOfMassDisplacement.HasValue, comDisp); 94 LocalID, UserSetCenterOfMassDisplacement.HasValue, comDisp);
92 if (comDisp == Vector3.Zero) 95 if ( comDisp != PositionDisplacement )
93 { 96 {
94 // If there is no diplacement. Things get reset. 97 // Displacement setting is changing.
95 PositionDisplacement = OMV.Vector3.Zero; 98 // The relationship between the physical object and simulated object must be aligned.
96 OrientationDisplacement = OMV.Quaternion.Identity;
97 }
98 else
99 {
100 // Remember the displacement from root as well as the origional rotation of the
101 // new center-of-mass.
102 PositionDisplacement = comDisp; 99 PositionDisplacement = comDisp;
103 OrientationDisplacement = Quaternion.Normalize(RawOrientation); 100 this.ForcePosition = RawPosition;
104 OrientationDisplacementOrigInv = Quaternion.Inverse(OrientationDisplacement);
105 } 101 }
106 } 102 }
107 103
@@ -112,7 +108,11 @@ public class BSPrimDisplaced : BSPrim
112 { 108 {
113 if (PositionDisplacement != OMV.Vector3.Zero) 109 if (PositionDisplacement != OMV.Vector3.Zero)
114 { 110 {
115 OMV.Vector3 displacedPos = value - (PositionDisplacement * (OrientationDisplacementOrigInv * RawOrientation)); 111 // The displacement is always relative to the vehicle so, when setting position,
112 // the caller means to set the position of the root prim.
113 // This offsets the setting value to the center-of-mass and sends that to the
114 // physics engine.
115 OMV.Vector3 displacedPos = value - (PositionDisplacement * RawOrientation);
116 DetailLog("{0},BSPrimDisplaced.ForcePosition,val={1},disp={2},newPos={3}", LocalID, value, PositionDisplacement, displacedPos); 116 DetailLog("{0},BSPrimDisplaced.ForcePosition,val={1},disp={2},newPos={3}", LocalID, value, PositionDisplacement, displacedPos);
117 base.ForcePosition = displacedPos; 117 base.ForcePosition = displacedPos;
118 } 118 }
@@ -123,26 +123,12 @@ public class BSPrimDisplaced : BSPrim
123 } 123 }
124 } 124 }
125 125
126 public override Quaternion ForceOrientation 126 // These are also overridden by BSPrimLinkable if the prim can be part of a linkset
127 {
128 get { return base.ForceOrientation; }
129 set
130 {
131 // Changing orientation also changes the position of the center-of-mass since
132 // the orientation passed is for a rotation around the root prim's center.
133 base.ForceOrientation = value;
134 }
135 }
136
137 // TODO: decide if this is the right place for these variables.
138 // Somehow incorporate the optional settability by the user.
139 // Is this used?
140 public override OMV.Vector3 CenterOfMass 127 public override OMV.Vector3 CenterOfMass
141 { 128 {
142 get { return RawPosition; } 129 get { return RawPosition; }
143 } 130 }
144 131
145 // Is this used?
146 public override OMV.Vector3 GeometricCenter 132 public override OMV.Vector3 GeometricCenter
147 { 133 {
148 get { return RawPosition; } 134 get { return RawPosition; }
@@ -151,18 +137,17 @@ public class BSPrimDisplaced : BSPrim
151 public override void UpdateProperties(EntityProperties entprop) 137 public override void UpdateProperties(EntityProperties entprop)
152 { 138 {
153 // Undo any center-of-mass displacement that might have been done. 139 // Undo any center-of-mass displacement that might have been done.
154 if (PositionDisplacement != OMV.Vector3.Zero || OrientationDisplacement != OMV.Quaternion.Identity) 140 if (PositionDisplacement != OMV.Vector3.Zero)
155 { 141 {
156 // The origional shape was offset from 'zero' by PositionDisplacement and rotated by OrientationDisplacement. 142 // The origional shape was offset from 'zero' by PositionDisplacement.
157 // These physical locations and rotation must be back converted to be centered around the displaced 143 // These physical location must be back converted to be centered around the displaced
158 // root shape. 144 // root shape.
159 145
160 // The root position is the reported position displaced by the rotated displacement. 146 // The root position is the reported position displaced by the rotated displacement.
161 OMV.Vector3 displacedPos = entprop.Position + (PositionDisplacement * (entprop.Rotation * OrientationDisplacementOrigInv)); 147 OMV.Vector3 displacedPos = entprop.Position + (PositionDisplacement * entprop.Rotation);
162 148 DetailLog("{0},BSPrimDisplaced.UpdateProperties,physPos={1},disp={2},newPos={3}",
163 DetailLog("{0},BSPrimDisplaced.ForcePosition,physPos={1},disp={2},newPos={3}", LocalID, entprop.Position, PositionDisplacement, displacedPos); 149 LocalID, entprop.Position, PositionDisplacement, displacedPos);
164 entprop.Position = displacedPos; 150 entprop.Position = displacedPos;
165 // entprop.Rotation = something;
166 } 151 }
167 152
168 base.UpdateProperties(entprop); 153 base.UpdateProperties(entprop);
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs
index 6d7de35..7058646 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs
@@ -134,6 +134,16 @@ public class BSPrimLinkable : BSPrimDisplaced
134 get { return Linkset.LinksetMass; } 134 get { return Linkset.LinksetMass; }
135 } 135 }
136 136
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
137 // Refresh the linkset structure and parameters when the prim's physical parameters are changed. 147 // Refresh the linkset structure and parameters when the prim's physical parameters are changed.
138 public override void UpdatePhysicalParameters() 148 public override void UpdatePhysicalParameters()
139 { 149 {
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
index 1645c98..e56a6f6 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
@@ -785,7 +785,6 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
785 { 785 {
786 // The simulation of the time interval took less than realtime. 786 // The simulation of the time interval took less than realtime.
787 // Do a sleep for the rest of realtime. 787 // Do a sleep for the rest of realtime.
788 DetailLog("{0},BulletSPluginPhysicsThread,sleeping={1}", BSScene.DetailLogZero, simulationTimeVsRealtimeDifferenceMS);
789 Thread.Sleep(simulationTimeVsRealtimeDifferenceMS); 788 Thread.Sleep(simulationTimeVsRealtimeDifferenceMS);
790 } 789 }
791 else 790 else