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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs193
1 files changed, 108 insertions, 85 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs
index d2abdb4..2189468 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs
@@ -61,9 +61,8 @@ public sealed class BSLinksetCompound : BSLinkset
61{ 61{
62 private static string LogHeader = "[BULLETSIM LINKSET COMPOUND]"; 62 private static string LogHeader = "[BULLETSIM LINKSET COMPOUND]";
63 63
64 public BSLinksetCompound(BSScene scene, BSPhysObject parent) 64 public BSLinksetCompound(BSScene scene, BSPhysObject parent) : base(scene, parent)
65 { 65 {
66 base.Initialize(scene, parent);
67 } 66 }
68 67
69 // For compound implimented linksets, if there are children, use compound shape for the root. 68 // For compound implimented linksets, if there are children, use compound shape for the root.
@@ -81,8 +80,6 @@ public sealed class BSLinksetCompound : BSLinkset
81 80
82 // When physical properties are changed the linkset needs to recalculate 81 // When physical properties are changed the linkset needs to recalculate
83 // its internal properties. 82 // its internal properties.
84 // This is queued in the 'post taint' queue so the
85 // refresh will happen once after all the other taints are applied.
86 public override void Refresh(BSPhysObject requestor) 83 public override void Refresh(BSPhysObject requestor)
87 { 84 {
88 // External request for Refresh (from BSPrim) doesn't need to do anything 85 // External request for Refresh (from BSPrim) doesn't need to do anything
@@ -92,12 +89,18 @@ public sealed class BSLinksetCompound : BSLinkset
92 // Schedule a refresh to happen after all the other taint processing. 89 // Schedule a refresh to happen after all the other taint processing.
93 private void InternalRefresh(BSPhysObject requestor) 90 private void InternalRefresh(BSPhysObject requestor)
94 { 91 {
95 DetailLog("{0},BSLinksetCompound.Refresh,schedulingRefresh,requestor={1}", LinksetRoot.LocalID, requestor.LocalID); 92 DetailLog("{0},BSLinksetCompound.Refresh,schedulingRefresh,requestor={1},rebuilding={2}",
96 PhysicsScene.PostTaintObject("BSLinksetCompound.Refresh", requestor.LocalID, delegate() 93 LinksetRoot.LocalID, requestor.LocalID, Rebuilding);
94 // When rebuilding, it is possible to set properties that would normally require a rebuild.
95 // If already rebuilding, don't request another rebuild.
96 if (!Rebuilding)
97 { 97 {
98 if (IsRoot(requestor) && HasAnyChildren) 98 PhysicsScene.PostTaintObject("BSLinksetCompound.Refresh", requestor.LocalID, delegate()
99 RecomputeLinksetCompound(); 99 {
100 }); 100 if (IsRoot(requestor) && HasAnyChildren)
101 RecomputeLinksetCompound();
102 });
103 }
101 } 104 }
102 105
103 // The object is going dynamic (physical). Do any setup necessary 106 // The object is going dynamic (physical). Do any setup necessary
@@ -114,6 +117,8 @@ public sealed class BSLinksetCompound : BSLinkset
114 { 117 {
115 // The root is going dynamic. Make sure mass is properly set. 118 // The root is going dynamic. Make sure mass is properly set.
116 m_mass = ComputeLinksetMass(); 119 m_mass = ComputeLinksetMass();
120 if (HasAnyChildren)
121 InternalRefresh(LinksetRoot);
117 } 122 }
118 else 123 else
119 { 124 {
@@ -123,6 +128,9 @@ public sealed class BSLinksetCompound : BSLinkset
123 BulletSimAPI.ForceActivationState2(child.PhysBody.ptr, ActivationState.DISABLE_SIMULATION); 128 BulletSimAPI.ForceActivationState2(child.PhysBody.ptr, ActivationState.DISABLE_SIMULATION);
124 // We don't want collisions from the old linkset children. 129 // We don't want collisions from the old linkset children.
125 BulletSimAPI.RemoveFromCollisionFlags2(child.PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); 130 BulletSimAPI.RemoveFromCollisionFlags2(child.PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
131
132 child.PhysBody.collisionType = CollisionType.LinksetChild;
133
126 ret = true; 134 ret = true;
127 } 135 }
128 return ret; 136 return ret;
@@ -137,10 +145,18 @@ public sealed class BSLinksetCompound : BSLinkset
137 { 145 {
138 bool ret = false; 146 bool ret = false;
139 DetailLog("{0},BSLinksetCompound.MakeStatic,call,IsRoot={1}", child.LocalID, IsRoot(child)); 147 DetailLog("{0},BSLinksetCompound.MakeStatic,call,IsRoot={1}", child.LocalID, IsRoot(child));
140 if (!IsRoot(child)) 148 if (IsRoot(child))
149 {
150 if (HasAnyChildren)
151 InternalRefresh(LinksetRoot);
152 }
153 else
141 { 154 {
142 // The non-physical children can come back to life. 155 // The non-physical children can come back to life.
143 BulletSimAPI.RemoveFromCollisionFlags2(child.PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); 156 BulletSimAPI.RemoveFromCollisionFlags2(child.PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE);
157
158 child.PhysBody.collisionType = CollisionType.LinksetChild;
159
144 // Don't force activation so setting of DISABLE_SIMULATION can stay if used. 160 // Don't force activation so setting of DISABLE_SIMULATION can stay if used.
145 BulletSimAPI.Activate2(child.PhysBody.ptr, false); 161 BulletSimAPI.Activate2(child.PhysBody.ptr, false);
146 ret = true; 162 ret = true;
@@ -182,19 +198,25 @@ public sealed class BSLinksetCompound : BSLinkset
182 // Because it is a convenient time, recompute child world position and rotation based on 198 // Because it is a convenient time, recompute child world position and rotation based on
183 // its position in the linkset. 199 // its position in the linkset.
184 RecomputeChildWorldPosition(child, true); 200 RecomputeChildWorldPosition(child, true);
185
186 // Cause the current shape to be freed and the new one to be built.
187 InternalRefresh(LinksetRoot);
188 ret = true;
189 } 201 }
190 202
203 // Cannot schedule a refresh/rebuild here because this routine is called when
204 // the linkset is being rebuilt.
205 // InternalRefresh(LinksetRoot);
206
191 return ret; 207 return ret;
192 } 208 }
193 209
194 // When the linkset is built, the child shape is added 210 // Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true',
195 // to the compound shape relative to the root shape. The linkset then moves around but 211 // this routine will restore the removed constraints.
196 // this does not move the actual child prim. The child prim's location must be recomputed 212 // Called at taint-time!!
197 // based on the location of the root shape. 213 public override void RestoreBodyDependencies(BSPrim child)
214 {
215 }
216
217 // When the linkset is built, the child shape is added to the compound shape relative to the
218 // root shape. The linkset then moves around but this does not move the actual child
219 // prim. The child prim's location must be recomputed based on the location of the root shape.
198 private void RecomputeChildWorldPosition(BSPhysObject child, bool inTaintTime) 220 private void RecomputeChildWorldPosition(BSPhysObject child, bool inTaintTime)
199 { 221 {
200 BSLinksetCompoundInfo lci = child.LinksetInfo as BSLinksetCompoundInfo; 222 BSLinksetCompoundInfo lci = child.LinksetInfo as BSLinksetCompoundInfo;
@@ -227,14 +249,6 @@ public sealed class BSLinksetCompound : BSLinkset
227 } 249 }
228 } 250 }
229 251
230 // Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true',
231 // this routine will restore the removed constraints.
232 // Called at taint-time!!
233 public override void RestoreBodyDependencies(BSPrim child)
234 {
235 // The Refresh operation queued by RemoveBodyDependencies() will build any missing constraints.
236 }
237
238 // ================================================================ 252 // ================================================================
239 253
240 // Add a new child to the linkset. 254 // Add a new child to the linkset.
@@ -254,7 +268,7 @@ public sealed class BSLinksetCompound : BSLinkset
254 } 268 }
255 269
256 // Remove the specified child from the linkset. 270 // Remove the specified child from the linkset.
257 // Safe to call even if the child is not really in my linkset. 271 // Safe to call even if the child is not really in the linkset.
258 protected override void RemoveChildFromLinkset(BSPhysObject child) 272 protected override void RemoveChildFromLinkset(BSPhysObject child)
259 { 273 {
260 if (m_children.Remove(child)) 274 if (m_children.Remove(child))
@@ -289,74 +303,83 @@ public sealed class BSLinksetCompound : BSLinkset
289 // Called at taint time!! 303 // Called at taint time!!
290 private void RecomputeLinksetCompound() 304 private void RecomputeLinksetCompound()
291 { 305 {
292 // Cause the root shape to be rebuilt as a compound object with just the root in it 306 try
293 LinksetRoot.ForceBodyShapeRebuild(true); 307 {
308 // Suppress rebuilding while rebuilding
309 Rebuilding = true;
294 310
295 DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,start,rBody={1},rShape={2},numChildren={3}", 311 // Cause the root shape to be rebuilt as a compound object with just the root in it
296 LinksetRoot.LocalID, LinksetRoot.PhysBody, LinksetRoot.PhysShape, NumberOfChildren); 312 LinksetRoot.ForceBodyShapeRebuild(true);
297 313
298 // Add a shape for each of the other children in the linkset 314 DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,start,rBody={1},rShape={2},numChildren={3}",
299 ForEachMember(delegate(BSPhysObject cPrim) 315 LinksetRoot.LocalID, LinksetRoot.PhysBody, LinksetRoot.PhysShape, NumberOfChildren);
300 { 316
301 if (!IsRoot(cPrim)) 317 // Add a shape for each of the other children in the linkset
318 ForEachMember(delegate(BSPhysObject cPrim)
302 { 319 {
303 // Compute the displacement of the child from the root of the linkset. 320 if (!IsRoot(cPrim))
304 // This info is saved in the child prim so the relationship does not
305 // change over time and the new child position can be computed
306 // when the linkset is being disassembled (the linkset may have moved).
307 BSLinksetCompoundInfo lci = cPrim.LinksetInfo as BSLinksetCompoundInfo;
308 if (lci == null)
309 { 321 {
310 // Each child position and rotation is given relative to the root. 322 // Compute the displacement of the child from the root of the linkset.
311 OMV.Quaternion invRootOrientation = OMV.Quaternion.Inverse(LinksetRoot.RawOrientation); 323 // This info is saved in the child prim so the relationship does not
312 OMV.Vector3 displacementPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation; 324 // change over time and the new child position can be computed
313 OMV.Quaternion displacementRot = cPrim.RawOrientation * invRootOrientation; 325 // when the linkset is being disassembled (the linkset may have moved).
314 326 BSLinksetCompoundInfo lci = cPrim.LinksetInfo as BSLinksetCompoundInfo;
315 // Save relative position for recomputing child's world position after moving linkset. 327 if (lci == null)
316 lci = new BSLinksetCompoundInfo(displacementPos, displacementRot); 328 {
317 cPrim.LinksetInfo = lci; 329 // Each child position and rotation is given relative to the root.
318 DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,creatingRelPos,lci={1}", cPrim.LocalID, lci); 330 OMV.Quaternion invRootOrientation = OMV.Quaternion.Inverse(LinksetRoot.RawOrientation);
319 } 331 OMV.Vector3 displacementPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation;
332 OMV.Quaternion displacementRot = cPrim.RawOrientation * invRootOrientation;
333
334 // Save relative position for recomputing child's world position after moving linkset.
335 lci = new BSLinksetCompoundInfo(displacementPos, displacementRot);
336 cPrim.LinksetInfo = lci;
337 DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,creatingRelPos,lci={1}", cPrim.LocalID, lci);
338 }
320 339
321 DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addMemberToShape,mID={1},mShape={2},dispPos={3},dispRot={4}", 340 DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addMemberToShape,mID={1},mShape={2},dispPos={3},dispRot={4}",
322 LinksetRoot.LocalID, cPrim.LocalID, cPrim.PhysShape, lci.OffsetPos, lci.OffsetRot); 341 LinksetRoot.LocalID, cPrim.LocalID, cPrim.PhysShape, lci.OffsetPos, lci.OffsetRot);
323 342
324 if (cPrim.PhysShape.isNativeShape) 343 if (cPrim.PhysShape.isNativeShape)
325 { 344 {
326 // A native shape is turning into a hull collision shape because native 345 // A native shape is turning into a hull collision shape because native
327 // shapes are not shared so we have to hullify it so it will be tracked 346 // shapes are not shared so we have to hullify it so it will be tracked
328 // and freed at the correct time. This also solves the scaling problem 347 // and freed at the correct time. This also solves the scaling problem
329 // (native shapes scaled but hull/meshes are assumed to not be). 348 // (native shapes scaled but hull/meshes are assumed to not be).
330 // TODO: decide of the native shape can just be used in the compound shape. 349 // TODO: decide of the native shape can just be used in the compound shape.
331 // Use call to CreateGeomNonSpecial(). 350 // Use call to CreateGeomNonSpecial().
332 BulletShape saveShape = cPrim.PhysShape; 351 BulletShape saveShape = cPrim.PhysShape;
333 cPrim.PhysShape.Clear(); // Don't let the create free the child's shape 352 cPrim.PhysShape.Clear(); // Don't let the create free the child's shape
334 // PhysicsScene.Shapes.CreateGeomNonSpecial(true, cPrim, null); 353 // PhysicsScene.Shapes.CreateGeomNonSpecial(true, cPrim, null);
335 PhysicsScene.Shapes.CreateGeomMeshOrHull(cPrim, null); 354 PhysicsScene.Shapes.CreateGeomMeshOrHull(cPrim, null);
336 BulletShape newShape = cPrim.PhysShape; 355 BulletShape newShape = cPrim.PhysShape;
337 cPrim.PhysShape = saveShape; 356 cPrim.PhysShape = saveShape;
338 BulletSimAPI.AddChildShapeToCompoundShape2(LinksetRoot.PhysShape.ptr, newShape.ptr, lci.OffsetPos , lci.OffsetRot); 357 BulletSimAPI.AddChildShapeToCompoundShape2(LinksetRoot.PhysShape.ptr, newShape.ptr, lci.OffsetPos, lci.OffsetRot);
339 } 358 }
340 else 359 else
341 {
342 // For the shared shapes (meshes and hulls), just use the shape in the child.
343 // The reference count added here will be decremented when the compound shape
344 // is destroyed in BSShapeCollection (the child shapes are looped over and dereferenced).
345 if (PhysicsScene.Shapes.ReferenceShape(cPrim.PhysShape))
346 { 360 {
347 PhysicsScene.Logger.ErrorFormat("{0} Rebuilt sharable shape when building linkset! Region={1}, primID={2}, shape={3}", 361 // For the shared shapes (meshes and hulls), just use the shape in the child.
348 LogHeader, PhysicsScene.RegionName, cPrim.LocalID, cPrim.PhysShape); 362 // The reference count added here will be decremented when the compound shape
363 // is destroyed in BSShapeCollection (the child shapes are looped over and dereferenced).
364 if (PhysicsScene.Shapes.ReferenceShape(cPrim.PhysShape))
365 {
366 PhysicsScene.Logger.ErrorFormat("{0} Rebuilt sharable shape when building linkset! Region={1}, primID={2}, shape={3}",
367 LogHeader, PhysicsScene.RegionName, cPrim.LocalID, cPrim.PhysShape);
368 }
369 BulletSimAPI.AddChildShapeToCompoundShape2(LinksetRoot.PhysShape.ptr, cPrim.PhysShape.ptr, lci.OffsetPos, lci.OffsetRot);
349 } 370 }
350 BulletSimAPI.AddChildShapeToCompoundShape2(LinksetRoot.PhysShape.ptr, cPrim.PhysShape.ptr, lci.OffsetPos , lci.OffsetRot);
351 } 371 }
352 } 372 return false; // 'false' says to move onto the next child in the list
353 373 });
354 return false; // 'false' says to move onto the next child in the list
355 });
356 374
357 // With all of the linkset packed into the root prim, it has the mass of everyone. 375 // With all of the linkset packed into the root prim, it has the mass of everyone.
358 float linksetMass = LinksetMass; 376 float linksetMass = LinksetMass;
359 LinksetRoot.UpdatePhysicalMassProperties(linksetMass); 377 LinksetRoot.UpdatePhysicalMassProperties(linksetMass);
378 }
379 finally
380 {
381 Rebuilding = false;
382 }
360 383
361 BulletSimAPI.RecalculateCompoundShapeLocalAabb2(LinksetRoot.PhysShape.ptr); 384 BulletSimAPI.RecalculateCompoundShapeLocalAabb2(LinksetRoot.PhysShape.ptr);
362 385