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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs438
1 files changed, 342 insertions, 96 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs
index b9c2cf9..0c4db40 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs
@@ -28,22 +28,79 @@ using System;
28using System.Collections.Generic; 28using System.Collections.Generic;
29using System.Text; 29using System.Text;
30 30
31using OpenSim.Framework;
32
31using OMV = OpenMetaverse; 33using OMV = OpenMetaverse;
32 34
33namespace OpenSim.Region.Physics.BulletSPlugin 35namespace OpenSim.Region.Physics.BulletSPlugin
34{ 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 int Index;
44 public OMV.Vector3 OffsetFromRoot;
45 public OMV.Vector3 OffsetFromCenterOfMass;
46 public OMV.Quaternion OffsetRot;
47 public BSLinksetCompoundInfo(int indx, OMV.Vector3 p, OMV.Quaternion r)
48 {
49 Index = indx;
50 OffsetFromRoot = p;
51 OffsetFromCenterOfMass = p;
52 OffsetRot = r;
53 }
54 // 'centerDisplacement' is the distance from the root the the center-of-mass (Bullet 'zero' of the shape)
55 public BSLinksetCompoundInfo(int indx, BSPhysObject root, BSPhysObject child, OMV.Vector3 centerDisplacement)
56 {
57 // Each child position and rotation is given relative to the center-of-mass.
58 OMV.Quaternion invRootOrientation = OMV.Quaternion.Inverse(root.RawOrientation);
59 OMV.Vector3 displacementFromRoot = (child.RawPosition - root.RawPosition) * invRootOrientation;
60 OMV.Vector3 displacementFromCOM = displacementFromRoot - centerDisplacement;
61 OMV.Quaternion displacementRot = child.RawOrientation * invRootOrientation;
62
63 // Save relative position for recomputing child's world position after moving linkset.
64 Index = indx;
65 OffsetFromRoot = displacementFromRoot;
66 OffsetFromCenterOfMass = displacementFromCOM;
67 OffsetRot = displacementRot;
68 }
69 public override void Clear()
70 {
71 Index = 0;
72 OffsetFromRoot = OMV.Vector3.Zero;
73 OffsetFromCenterOfMass = OMV.Vector3.Zero;
74 OffsetRot = OMV.Quaternion.Identity;
75 }
76 public override string ToString()
77 {
78 StringBuilder buff = new StringBuilder();
79 buff.Append("<i=");
80 buff.Append(Index.ToString());
81 buff.Append(",p=");
82 buff.Append(OffsetFromRoot.ToString());
83 buff.Append(",m=");
84 buff.Append(OffsetFromCenterOfMass.ToString());
85 buff.Append(",r=");
86 buff.Append(OffsetRot.ToString());
87 buff.Append(">");
88 return buff.ToString();
89 }
90};
91
35public sealed class BSLinksetCompound : BSLinkset 92public sealed class BSLinksetCompound : BSLinkset
36{ 93{
37 private static string LogHeader = "[BULLETSIM LINKSET COMPOUND]"; 94 private static string LogHeader = "[BULLETSIM LINKSET COMPOUND]";
38 95
39 public BSLinksetCompound(BSScene scene, BSPhysObject parent) 96 public BSLinksetCompound(BSScene scene, BSPhysObject parent) : base(scene, parent)
40 { 97 {
41 base.Initialize(scene, parent);
42 } 98 }
43 99
44 // For compound implimented linksets, if there are children, use compound shape for the root. 100 // For compound implimented linksets, if there are children, use compound shape for the root.
45 public override BSPhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor) 101 public override BSPhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor)
46 { 102 {
103 // Returning 'unknown' means we don't have a preference.
47 BSPhysicsShapeType ret = BSPhysicsShapeType.SHAPE_UNKNOWN; 104 BSPhysicsShapeType ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
48 if (IsRoot(requestor) && HasAnyChildren) 105 if (IsRoot(requestor) && HasAnyChildren)
49 { 106 {
@@ -55,27 +112,33 @@ public sealed class BSLinksetCompound : BSLinkset
55 112
56 // When physical properties are changed the linkset needs to recalculate 113 // When physical properties are changed the linkset needs to recalculate
57 // its internal properties. 114 // its internal properties.
58 // This is queued in the 'post taint' queue so the
59 // refresh will happen once after all the other taints are applied.
60 public override void Refresh(BSPhysObject requestor) 115 public override void Refresh(BSPhysObject requestor)
61 { 116 {
62 // External request for Refresh (from BSPrim) is not necessary 117 base.Refresh(requestor);
63 // InternalRefresh(requestor); 118
119 // Something changed so do the rebuilding thing
120 // ScheduleRebuild();
64 } 121 }
65 122
66 private void InternalRefresh(BSPhysObject requestor) 123 // Schedule a refresh to happen after all the other taint processing.
124 private void ScheduleRebuild(BSPhysObject requestor)
67 { 125 {
68 DetailLog("{0},BSLinksetCompound.Refresh,schedulingRefresh,requestor={1}", LinksetRoot.LocalID, requestor.LocalID); 126 DetailLog("{0},BSLinksetCompound.ScheduleRebuild,,rebuilding={1},hasChildren={2},actuallyScheduling={3}",
69 // Queue to happen after all the other taint processing 127 requestor.LocalID, Rebuilding, HasAnyChildren, (!Rebuilding && HasAnyChildren));
70 PhysicsScene.PostTaintObject("BSLinksetCompound.Refresh", requestor.LocalID, delegate() 128 // When rebuilding, it is possible to set properties that would normally require a rebuild.
129 // If already rebuilding, don't request another rebuild.
130 // If a linkset with just a root prim (simple non-linked prim) don't bother rebuilding.
131 if (!Rebuilding && HasAnyChildren)
71 { 132 {
72 if (IsRoot(requestor) && HasAnyChildren) 133 PhysicsScene.PostTaintObject("BSLinksetCompound.ScheduleRebuild", LinksetRoot.LocalID, delegate()
73 RecomputeLinksetCompound(); 134 {
74 }); 135 if (HasAnyChildren)
136 RecomputeLinksetCompound();
137 });
138 }
75 } 139 }
76 140
77 // The object is going dynamic (physical). Do any setup necessary 141 // The object is going dynamic (physical). Do any setup necessary for a dynamic linkset.
78 // for a dynamic linkset.
79 // Only the state of the passed object can be modified. The rest of the linkset 142 // Only the state of the passed object can be modified. The rest of the linkset
80 // has not yet been fully constructed. 143 // has not yet been fully constructed.
81 // Return 'true' if any properties updated on the passed object. 144 // Return 'true' if any properties updated on the passed object.
@@ -84,12 +147,22 @@ public sealed class BSLinksetCompound : BSLinkset
84 { 147 {
85 bool ret = false; 148 bool ret = false;
86 DetailLog("{0},BSLinksetCompound.MakeDynamic,call,IsRoot={1}", child.LocalID, IsRoot(child)); 149 DetailLog("{0},BSLinksetCompound.MakeDynamic,call,IsRoot={1}", child.LocalID, IsRoot(child));
87 if (!IsRoot(child)) 150 if (IsRoot(child))
151 {
152 // The root is going dynamic. Rebuild the linkset so parts and mass get computed properly.
153 ScheduleRebuild(LinksetRoot);
154 }
155 else
88 { 156 {
89 // Physical children are removed from the world as the shape ofthe root compound 157 // The origional prims are removed from the world as the shape of the root compound
90 // shape takes over. 158 // shape takes over.
91 BulletSimAPI.AddToCollisionFlags2(child.PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); 159 PhysicsScene.PE.AddToCollisionFlags(child.PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE);
92 BulletSimAPI.ForceActivationState2(child.PhysBody.ptr, ActivationState.DISABLE_SIMULATION); 160 PhysicsScene.PE.ForceActivationState(child.PhysBody, ActivationState.DISABLE_SIMULATION);
161 // We don't want collisions from the old linkset children.
162 PhysicsScene.PE.RemoveFromCollisionFlags(child.PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
163
164 child.PhysBody.collisionType = CollisionType.LinksetChild;
165
93 ret = true; 166 ret = true;
94 } 167 }
95 return ret; 168 return ret;
@@ -104,33 +177,114 @@ public sealed class BSLinksetCompound : BSLinkset
104 { 177 {
105 bool ret = false; 178 bool ret = false;
106 DetailLog("{0},BSLinksetCompound.MakeStatic,call,IsRoot={1}", child.LocalID, IsRoot(child)); 179 DetailLog("{0},BSLinksetCompound.MakeStatic,call,IsRoot={1}", child.LocalID, IsRoot(child));
107 if (!IsRoot(child)) 180 if (IsRoot(child))
181 {
182 ScheduleRebuild(LinksetRoot);
183 }
184 else
108 { 185 {
109 // The non-physical children can come back to life. 186 // The non-physical children can come back to life.
110 BulletSimAPI.RemoveFromCollisionFlags2(child.PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); 187 PhysicsScene.PE.RemoveFromCollisionFlags(child.PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE);
111 // Don't force activation so setting of DISABLE_SIMULATION can stay. 188
112 BulletSimAPI.Activate2(child.PhysBody.ptr, false); 189 child.PhysBody.collisionType = CollisionType.LinksetChild;
190
191 // Don't force activation so setting of DISABLE_SIMULATION can stay if used.
192 PhysicsScene.PE.Activate(child.PhysBody, false);
113 ret = true; 193 ret = true;
114 } 194 }
115 return ret; 195 return ret;
116 } 196 }
117 197
118 // Called at taint-time!! 198 // 'physicalUpdate' is true if these changes came directly from the physics engine. Don't need to rebuild then.
119 public override void UpdateProperties(BSPhysObject updated) 199 // Called at taint-time.
200 public override void UpdateProperties(UpdatedProperties whichUpdated, BSPhysObject updated)
120 { 201 {
121 // Nothing to do for constraints on property updates 202 // The user moving a child around requires the rebuilding of the linkset compound shape
122 } 203 // One problem is this happens when a border is crossed -- the simulator implementation
204 // stores the position into the group which causes the move of the object
205 // but it also means all the child positions get updated.
206 // What would cause an unnecessary rebuild so we make sure the linkset is in a
207 // region before bothering to do a rebuild.
208 if (!IsRoot(updated) && PhysicsScene.TerrainManager.IsWithinKnownTerrain(LinksetRoot.RawPosition))
209 {
210 // If a child of the linkset is updating only the position or rotation, that can be done
211 // without rebuilding the linkset.
212 // If a handle for the child can be fetch, we update the child here. If a rebuild was
213 // scheduled by someone else, the rebuild will just replace this setting.
214
215 bool updatedChild = false;
216 // Anything other than updating position or orientation usually means a physical update
217 // and that is caused by us updating the object.
218 if ((whichUpdated & ~(UpdatedProperties.Position | UpdatedProperties.Orientation)) == 0)
219 {
220 // Gather the child info. It might not be there if the linkset is in transition.
221 BSLinksetCompoundInfo lsi = updated.LinksetInfo as BSLinksetCompoundInfo;
222 if (lsi != null)
223 {
224 // Since the child moved or rotationed, it needs a new relative position within the linkset
225 BSLinksetCompoundInfo newLsi = new BSLinksetCompoundInfo(lsi.Index, LinksetRoot, updated, LinksetRoot.PositionDisplacement);
226 updated.LinksetInfo = newLsi;
123 227
124 // The children move around in relationship to the root. 228 // Find the physical instance of the child
125 // Just grab the current values of wherever it is right now. 229 if (LinksetRoot.PhysShape.HasPhysicalShape && PhysicsScene.PE.IsCompound(LinksetRoot.PhysShape))
126 public override OMV.Vector3 Position(BSPhysObject member) 230 {
127 { 231 // It is possible that the linkset is still under construction and the child is not yet
128 return BulletSimAPI.GetPosition2(member.PhysBody.ptr); 232 // inserted into the compound shape. A rebuild of the linkset in a pre-step action will
129 } 233 // build the whole thing with the new position or rotation.
234 // The index must be checked because Bullet references the child array but does no validity
235 // checking of the child index passed.
236 int numLinksetChildren = PhysicsScene.PE.GetNumberOfCompoundChildren(LinksetRoot.PhysShape);
237 if (lsi.Index < numLinksetChildren)
238 {
239 BulletShape linksetChildShape = PhysicsScene.PE.GetChildShapeFromCompoundShapeIndex(LinksetRoot.PhysShape, lsi.Index);
240 if (linksetChildShape.HasPhysicalShape)
241 {
242 // Found the child shape within the compound shape
243 PhysicsScene.PE.UpdateChildTransform(LinksetRoot.PhysShape, lsi.Index,
244 newLsi.OffsetFromCenterOfMass,
245 newLsi.OffsetRot,
246 true /* shouldRecalculateLocalAabb */);
247 updatedChild = true;
248 DetailLog("{0},BSLinksetCompound.UpdateProperties,changeChildPosRot,whichUpdated={1},newLsi={2}",
249 updated.LocalID, whichUpdated, newLsi);
250 }
251 else // DEBUG DEBUG
252 { // DEBUG DEBUG
253 DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild,noChildShape,shape={1}",
254 updated.LocalID, linksetChildShape);
255 } // DEBUG DEBUG
256 }
257 else // DEBUG DEBUG
258 { // DEBUG DEBUG
259 // the child is not yet in the compound shape. This is non-fatal.
260 DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild,childNotInCompoundShape,numChildren={1},index={2}",
261 updated.LocalID, numLinksetChildren, lsi.Index);
262 } // DEBUG DEBUG
263 }
264 else // DEBUG DEBUG
265 { // DEBUG DEBUG
266 DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild,noBodyOrNotCompound", updated.LocalID);
267 } // DEBUG DEBUG
268 }
269 else // DEBUG DEBUG
270 { // DEBUG DEBUG
271 DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild,noLinkSetInfo,rootPhysShape={1}",
272 updated.LocalID, LinksetRoot.PhysShape);
273 } // DEBUG DEBUG
130 274
131 public override OMV.Quaternion Orientation(BSPhysObject member) 275 if (!updatedChild)
132 { 276 {
133 return BulletSimAPI.GetOrientation2(member.PhysBody.ptr); 277 // If couldn't do the individual child, the linkset needs a rebuild to incorporate the new child info.
278 // Note: there are several ways through this code that will not update the child if
279 // the linkset is being rebuilt. In this case, scheduling a rebuild is a NOOP since
280 // there will already be a rebuild scheduled.
281 DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild.schedulingRebuild,whichUpdated={1}",
282 updated.LocalID, whichUpdated);
283 updated.LinksetInfo = null; // setting to 'null' causes relative position to be recomputed.
284 ScheduleRebuild(updated);
285 }
286 }
287 }
134 } 288 }
135 289
136 // Routine called when rebuilding the body of some member of the linkset. 290 // Routine called when rebuilding the body of some member of the linkset.
@@ -142,24 +296,65 @@ public sealed class BSLinksetCompound : BSLinkset
142 bool ret = false; 296 bool ret = false;
143 297
144 DetailLog("{0},BSLinksetCompound.RemoveBodyDependencies,refreshIfChild,rID={1},rBody={2},isRoot={3}", 298 DetailLog("{0},BSLinksetCompound.RemoveBodyDependencies,refreshIfChild,rID={1},rBody={2},isRoot={3}",
145 child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X"), IsRoot(child)); 299 child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody, IsRoot(child));
146 300
147 if (!IsRoot(child)) 301 if (!IsRoot(child))
148 { 302 {
149 // Cause the current shape to be freed and the new one to be built. 303 // Because it is a convenient time, recompute child world position and rotation based on
150 InternalRefresh(LinksetRoot); 304 // its position in the linkset.
151 ret = true; 305 RecomputeChildWorldPosition(child, true /* inTaintTime */);
306 child.LinksetInfo = null;
152 } 307 }
153 308
309 // Cannot schedule a refresh/rebuild here because this routine is called when
310 // the linkset is being rebuilt.
311 // InternalRefresh(LinksetRoot);
312
154 return ret; 313 return ret;
155 } 314 }
156 315
157 // Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true', 316 // When the linkset is built, the child shape is added to the compound shape relative to the
158 // this routine will restore the removed constraints. 317 // root shape. The linkset then moves around but this does not move the actual child
159 // Called at taint-time!! 318 // prim. The child prim's location must be recomputed based on the location of the root shape.
160 public override void RestoreBodyDependencies(BSPrim child) 319 private void RecomputeChildWorldPosition(BSPhysObject child, bool inTaintTime)
161 { 320 {
162 // The Refresh operation queued by RemoveBodyDependencies() will build any missing constraints. 321 // For the moment (20130201), disable this computation (converting the child physical addr back to
322 // a region address) until we have a good handle on center-of-mass offsets and what the physics
323 // engine moving a child actually means.
324 // The simulator keeps track of where children should be as the linkset moves. Setting
325 // the pos/rot here does not effect that knowledge as there is no good way for the
326 // physics engine to send the simulator an update for a child.
327
328 /*
329 BSLinksetCompoundInfo lci = child.LinksetInfo as BSLinksetCompoundInfo;
330 if (lci != null)
331 {
332 if (inTaintTime)
333 {
334 OMV.Vector3 oldPos = child.RawPosition;
335 child.ForcePosition = LinksetRoot.RawPosition + lci.OffsetFromRoot;
336 child.ForceOrientation = LinksetRoot.RawOrientation * lci.OffsetRot;
337 DetailLog("{0},BSLinksetCompound.RecomputeChildWorldPosition,oldPos={1},lci={2},newPos={3}",
338 child.LocalID, oldPos, lci, child.RawPosition);
339 }
340 else
341 {
342 // TaintedObject is not used here so the raw position is set now and not at taint-time.
343 child.Position = LinksetRoot.RawPosition + lci.OffsetFromRoot;
344 child.Orientation = LinksetRoot.RawOrientation * lci.OffsetRot;
345 }
346 }
347 else
348 {
349 // This happens when children have been added to the linkset but the linkset
350 // has not been constructed yet. So like, at taint time, adding children to a linkset
351 // and then changing properties of the children (makePhysical, for instance)
352 // but the post-print action of actually rebuilding the linkset has not yet happened.
353 // PhysicsScene.Logger.WarnFormat("{0} Restoring linkset child position failed because of no relative position computed. ID={1}",
354 // LogHeader, child.LocalID);
355 DetailLog("{0},BSLinksetCompound.recomputeChildWorldPosition,noRelativePositonInfo", child.LocalID);
356 }
357 */
163 } 358 }
164 359
165 // ================================================================ 360 // ================================================================
@@ -174,24 +369,26 @@ public sealed class BSLinksetCompound : BSLinkset
174 369
175 DetailLog("{0},BSLinksetCompound.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID); 370 DetailLog("{0},BSLinksetCompound.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID);
176 371
177 // Cause constraints and assorted properties to be recomputed before the next simulation step. 372 // Rebuild the compound shape with the new child shape included
178 InternalRefresh(LinksetRoot); 373 ScheduleRebuild(child);
179 } 374 }
180 return; 375 return;
181 } 376 }
182 377
183 // Remove the specified child from the linkset. 378 // Remove the specified child from the linkset.
184 // Safe to call even if the child is not really in my linkset. 379 // Safe to call even if the child is not really in the linkset.
185 protected override void RemoveChildFromLinkset(BSPhysObject child) 380 protected override void RemoveChildFromLinkset(BSPhysObject child)
186 { 381 {
187 if (m_children.Remove(child)) 382 if (m_children.Remove(child))
188 { 383 {
189 DetailLog("{0},BSLinksetCompound.RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}", 384 DetailLog("{0},BSLinksetCompound.RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}",
190 child.LocalID, 385 child.LocalID,
191 LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X"), 386 LinksetRoot.LocalID, LinksetRoot.PhysBody.AddrString,
192 child.LocalID, child.PhysBody.ptr.ToString("X")); 387 child.LocalID, child.PhysBody.AddrString);
193 388
194 // Cause the child's body to be rebuilt and thus restored to normal operation 389 // Cause the child's body to be rebuilt and thus restored to normal operation
390 RecomputeChildWorldPosition(child, false);
391 child.LinksetInfo = null;
195 child.ForceBodyShapeRebuild(false); 392 child.ForceBodyShapeRebuild(false);
196 393
197 if (!HasAnyChildren) 394 if (!HasAnyChildren)
@@ -201,8 +398,8 @@ public sealed class BSLinksetCompound : BSLinkset
201 } 398 }
202 else 399 else
203 { 400 {
204 // Schedule a rebuild of the linkset before the next simulation tick. 401 // Rebuild the compound shape with the child removed
205 InternalRefresh(LinksetRoot); 402 ScheduleRebuild(LinksetRoot);
206 } 403 }
207 } 404 }
208 return; 405 return;
@@ -213,63 +410,112 @@ public sealed class BSLinksetCompound : BSLinkset
213 // Constraint linksets are rebuilt every time. 410 // Constraint linksets are rebuilt every time.
214 // Note that this works for rebuilding just the root after a linkset is taken apart. 411 // Note that this works for rebuilding just the root after a linkset is taken apart.
215 // Called at taint time!! 412 // Called at taint time!!
413 private bool disableCOM = true; // DEBUG DEBUG: disable until we get this debugged
216 private void RecomputeLinksetCompound() 414 private void RecomputeLinksetCompound()
217 { 415 {
218 // Cause the root shape to be rebuilt as a compound object with just the root in it 416 try
219 LinksetRoot.ForceBodyShapeRebuild(true);
220
221 DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,start,rBody={1},rShape={2},numChildren={3}",
222 LinksetRoot.LocalID, LinksetRoot.PhysBody, LinksetRoot.PhysShape, NumberOfChildren);
223
224 // Add a shape for each of the other children in the linkset
225 ForEachMember(delegate(BSPhysObject cPrim)
226 { 417 {
227 if (!IsRoot(cPrim)) 418 // Suppress rebuilding while rebuilding. (We know rebuilding is on only one thread.)
419 Rebuilding = true;
420
421 // Cause the root shape to be rebuilt as a compound object with just the root in it
422 LinksetRoot.ForceBodyShapeRebuild(true /* inTaintTime */);
423
424 // The center of mass for the linkset is the geometric center of the group.
425 // Compute a displacement for each component so it is relative to the center-of-mass.
426 // Bullet presumes an object's origin (relative <0,0,0>) is its center-of-mass
427 OMV.Vector3 centerOfMass;
428 OMV.Vector3 centerDisplacement = OMV.Vector3.Zero;
429 if (disableCOM) // DEBUG DEBUG
430 { // DEBUG DEBUG
431 centerOfMass = LinksetRoot.RawPosition; // DEBUG DEBUG
432 LinksetRoot.PositionDisplacement = OMV.Vector3.Zero;
433 } // DEBUG DEBUG
434 else
228 { 435 {
229 // Each child position and rotation is given relative to the root. 436 centerOfMass = ComputeLinksetCenterOfMass();
230 OMV.Quaternion invRootOrientation = OMV.Quaternion.Inverse(LinksetRoot.RawOrientation); 437 // 'centerDisplacement' is the value to *add* to all the shape offsets
231 OMV.Vector3 displacementPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation; 438 centerDisplacement = LinksetRoot.RawPosition - centerOfMass;
232 OMV.Quaternion displacementRot = cPrim.RawOrientation * invRootOrientation; 439
440 // Since we're displacing the center of the shape, we need to move the body in the world
441 LinksetRoot.PositionDisplacement = centerDisplacement;
442
443 // This causes the root prim position to be set properly based on the new PositionDisplacement
444 LinksetRoot.ForcePosition = LinksetRoot.RawPosition;
445 // Update the local transform for the root child shape so it is offset from the <0,0,0> which is COM
446 PhysicsScene.PE.UpdateChildTransform(LinksetRoot.PhysShape, 0, -centerDisplacement, OMV.Quaternion.Identity, false);
447 DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,COM,com={1},rootPos={2},centerDisp={3}",
448 LinksetRoot.LocalID, centerOfMass, LinksetRoot.RawPosition, centerDisplacement);
449 }
233 450
234 DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addMemberToShape,mID={1},mShape={2},dispPos={3},dispRot={4}", 451 DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,start,rBody={1},rShape={2},numChildren={3}",
235 LinksetRoot.LocalID, cPrim.LocalID, cPrim.PhysShape, displacementPos, displacementRot); 452 LinksetRoot.LocalID, LinksetRoot.PhysBody, LinksetRoot.PhysShape, NumberOfChildren);
236 453
237 if (cPrim.PhysShape.isNativeShape) 454 // Add a shape for each of the other children in the linkset
238 { 455 int memberIndex = 1;
239 // Native shapes are not shared so we need to create a new one. 456 ForEachMember(delegate(BSPhysObject cPrim)
240 // A mesh or hull is created because scale is not available on a native shape. 457 {
241 // (TODO: Bullet does have a btScaledCollisionShape. Can that be used?) 458 if (!IsRoot(cPrim))
242 BulletShape saveShape = cPrim.PhysShape;
243 cPrim.PhysShape.ptr = IntPtr.Zero; // Don't let the create free the child's shape
244 PhysicsScene.Shapes.CreateGeomMeshOrHull(cPrim, null);
245 BulletShape newShape = cPrim.PhysShape;
246 cPrim.PhysShape = saveShape;
247 BulletSimAPI.AddChildShapeToCompoundShape2(LinksetRoot.PhysShape.ptr, newShape.ptr, displacementPos, displacementRot);
248 }
249 else
250 { 459 {
251 // For the shared shapes (meshes and hulls), just use the shape in the child. 460 // Compute the displacement of the child from the root of the linkset.
252 if (PhysicsScene.Shapes.ReferenceShape(cPrim.PhysShape)) 461 // This info is saved in the child prim so the relationship does not
462 // change over time and the new child position can be computed
463 // when the linkset is being disassembled (the linkset may have moved).
464 BSLinksetCompoundInfo lci = cPrim.LinksetInfo as BSLinksetCompoundInfo;
465 if (lci == null)
253 { 466 {
254 PhysicsScene.Logger.ErrorFormat("{0} Rebuilt sharable shape when building linkset! Region={1}, primID={2}, shape={3}", 467 lci = new BSLinksetCompoundInfo(memberIndex, LinksetRoot, cPrim, centerDisplacement);
255 LogHeader, PhysicsScene.RegionName, cPrim.LocalID, cPrim.PhysShape); 468 cPrim.LinksetInfo = lci;
469 DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,creatingRelPos,lci={1}", cPrim.LocalID, lci);
256 } 470 }
257 BulletSimAPI.AddChildShapeToCompoundShape2(LinksetRoot.PhysShape.ptr, cPrim.PhysShape.ptr, displacementPos, displacementRot);
258 }
259 }
260 return false; // 'false' says to move onto the next child in the list
261 });
262 471
263 // With all of the linkset packed into the root prim, it has the mass of everyone. 472 DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addMemberToShape,mID={1},mShape={2},lci={3}",
264 float linksetMass = LinksetMass; 473 LinksetRoot.LocalID, cPrim.LocalID, cPrim.PhysShape, lci);
265 LinksetRoot.UpdatePhysicalMassProperties(linksetMass);
266 474
267 BulletSimAPI.RecalculateCompoundShapeLocalAabb2(LinksetRoot.PhysShape.ptr); 475 if (cPrim.PhysShape.isNativeShape)
476 {
477 // A native shape is turned into a hull collision shape because native
478 // shapes are not shared so we have to hullify it so it will be tracked
479 // and freed at the correct time. This also solves the scaling problem
480 // (native shapes scaled but hull/meshes are assumed to not be).
481 // TODO: decide of the native shape can just be used in the compound shape.
482 // Use call to CreateGeomNonSpecial().
483 BulletShape saveShape = cPrim.PhysShape;
484 cPrim.PhysShape.Clear(); // Don't let the create free the child's shape
485 // PhysicsScene.Shapes.CreateGeomNonSpecial(true, cPrim, null);
486 PhysicsScene.Shapes.CreateGeomMeshOrHull(cPrim, null);
487 BulletShape newShape = cPrim.PhysShape;
488 cPrim.PhysShape = saveShape;
489 PhysicsScene.PE.AddChildShapeToCompoundShape(LinksetRoot.PhysShape, newShape, lci.OffsetFromCenterOfMass, lci.OffsetRot);
490 }
491 else
492 {
493 // For the shared shapes (meshes and hulls), just use the shape in the child.
494 // The reference count added here will be decremented when the compound shape
495 // is destroyed in BSShapeCollection (the child shapes are looped over and dereferenced).
496 if (PhysicsScene.Shapes.ReferenceShape(cPrim.PhysShape))
497 {
498 PhysicsScene.Logger.ErrorFormat("{0} Rebuilt sharable shape when building linkset! Region={1}, primID={2}, shape={3}",
499 LogHeader, PhysicsScene.RegionName, cPrim.LocalID, cPrim.PhysShape);
500 }
501 PhysicsScene.PE.AddChildShapeToCompoundShape(LinksetRoot.PhysShape, cPrim.PhysShape, lci.OffsetFromCenterOfMass, lci.OffsetRot);
502 }
503 lci.Index = memberIndex;
504 memberIndex++;
505 }
506 return false; // 'false' says to move onto the next child in the list
507 });
268 508
269 // DEBUG: see of inter-linkset collisions are causing problems for constraint linksets. 509 // With all of the linkset packed into the root prim, it has the mass of everyone.
270 // BulletSimAPI.SetCollisionFilterMask2(LinksetRoot.BSBody.ptr, 510 LinksetMass = ComputeLinksetMass();
271 // (uint)CollisionFilterGroups.LinksetFilter, (uint)CollisionFilterGroups.LinksetMask); 511 LinksetRoot.UpdatePhysicalMassProperties(LinksetMass, true);
512 }
513 finally
514 {
515 Rebuilding = false;
516 }
272 517
518 PhysicsScene.PE.RecalculateCompoundShapeLocalAabb(LinksetRoot.PhysShape);
273 } 519 }
274} 520}
275} \ No newline at end of file 521} \ No newline at end of file