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Diffstat (limited to 'OpenSim/Region/Physics/BulletSNPlugin/BSLinksetCompound.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSNPlugin/BSLinksetCompound.cs | 396 |
1 files changed, 396 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSNPlugin/BSLinksetCompound.cs new file mode 100644 index 0000000..23a0b8b --- /dev/null +++ b/OpenSim/Region/Physics/BulletSNPlugin/BSLinksetCompound.cs | |||
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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 | */ | ||
27 | using System; | ||
28 | using System.Collections.Generic; | ||
29 | using System.Text; | ||
30 | |||
31 | using OpenSim.Framework; | ||
32 | |||
33 | using OMV = OpenMetaverse; | ||
34 | |||
35 | namespace 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. | ||
41 | sealed 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 | |||
67 | public 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 | ||