/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyrightD * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using System; using System.Collections.Generic; using System.Text; using OMV = OpenMetaverse; namespace OpenSim.Region.Physics.BulletSPlugin { public class BSLinkset { private static string LogHeader = "[BULLETSIM LINKSET]"; private BSPhysObject m_linksetRoot; public BSPhysObject LinksetRoot { get { return m_linksetRoot; } } private BSScene m_physicsScene; public BSScene PhysicsScene { get { return m_physicsScene; } } static int m_nextLinksetID = 1; public int LinksetID { get; private set; } // The children under the root in this linkset private List m_children; // We lock the diddling of linkset classes to prevent any badness. // This locks the modification of the instances of this class. Changes // to the physical representation is done via the tainting mechenism. private object m_linksetActivityLock = new Object(); // We keep the prim's mass in the linkset structure since it could be dependent on other prims private float m_mass; public float LinksetMass { get { m_mass = ComputeLinksetMass(); return m_mass; } } public OMV.Vector3 CenterOfMass { get { return ComputeLinksetCenterOfMass(); } } public OMV.Vector3 GeometricCenter { get { return ComputeLinksetGeometricCenter(); } } public BSLinkset(BSScene scene, BSPhysObject parent) { // A simple linkset of one (no children) LinksetID = m_nextLinksetID++; // We create LOTS of linksets. if (m_nextLinksetID < 0) m_nextLinksetID = 1; m_physicsScene = scene; m_linksetRoot = parent; m_children = new List(); m_mass = parent.MassRaw; } // Link to a linkset where the child knows the parent. // Parent changing should not happen so do some sanity checking. // We return the parent's linkset so the child can track its membership. public BSLinkset AddMeToLinkset(BSPhysObject child) { lock (m_linksetActivityLock) { AddChildToLinkset(child); } return this; } // Remove a child from a linkset. // Returns a new linkset for the child which is a linkset of one (just the // orphened child). public BSLinkset RemoveMeFromLinkset(BSPhysObject child) { lock (m_linksetActivityLock) { if (IsRoot(child)) { // if root of linkset, take the linkset apart while (m_children.Count > 0) { // Note that we don't do a foreach because the remove routine // takes it out of the list. RemoveChildFromOtherLinkset(m_children[0]); } m_children.Clear(); // just to make sure } else { // Just removing a child from an existing linkset RemoveChildFromLinkset(child); } } // The child is down to a linkset of just itself return new BSLinkset(PhysicsScene, child); } // Return 'true' if the passed object is the root object of this linkset public bool IsRoot(BSPhysObject requestor) { return (requestor.LocalID == m_linksetRoot.LocalID); } public int NumberOfChildren { get { return m_children.Count; } } // Return 'true' if this linkset has any children (more than the root member) public bool HasAnyChildren { get { return (m_children.Count > 0); } } // Return 'true' if this child is in this linkset public bool HasChild(BSPhysObject child) { bool ret = false; lock (m_linksetActivityLock) { foreach (BSPhysObject bp in m_children) { if (child.LocalID == bp.LocalID) { ret = true; break; } } } return ret; } private float ComputeLinksetMass() { float mass = m_linksetRoot.MassRaw; foreach (BSPhysObject bp in m_children) { mass += bp.MassRaw; } return mass; } private OMV.Vector3 ComputeLinksetCenterOfMass() { OMV.Vector3 com = m_linksetRoot.Position * m_linksetRoot.MassRaw; float totalMass = m_linksetRoot.MassRaw; lock (m_linksetActivityLock) { foreach (BSPhysObject bp in m_children) { com += bp.Position * bp.MassRaw; totalMass += bp.MassRaw; } if (totalMass != 0f) com /= totalMass; } return com; } private OMV.Vector3 ComputeLinksetGeometricCenter() { OMV.Vector3 com = m_linksetRoot.Position; lock (m_linksetActivityLock) { foreach (BSPhysObject bp in m_children) { com += bp.Position * bp.MassRaw; } com /= (m_children.Count + 1); } return com; } // The object is going dynamic (physical). Do any setup necessary // for a dynamic linkset. // Return 'true' if any properties updated on the passed object. // Called at taint-time! public bool MakeDynamic(BSPhysObject child) { return false; } // The object is going static (non-physical). Do any setup necessary // for a static linkset. // Return 'true' if any properties updated on the passed object. // Called at taint-time! public bool MakeStatic(BSPhysObject child) { return false; } // When physical properties are changed the linkset needs to recalculate // its internal properties. public void Refresh(BSPhysObject requestor) { // If there are no children, there can't be any constraints to recompute if (!HasAnyChildren) return; // Only the root does the recomputation if (IsRoot(requestor)) { PhysicsScene.TaintedObject("BSLinkSet.Refresh", delegate() { RecomputeLinksetConstraintVariables(); }); } } // Call each of the constraints that make up this linkset and recompute the // various transforms and variables. Used when objects are added or removed // from a linkset to make sure the constraints know about the new mass and // geometry. // Must only be called at taint time!! private void RecomputeLinksetConstraintVariables() { float linksetMass = LinksetMass; lock (m_linksetActivityLock) { bool somethingMissing = false; foreach (BSPhysObject child in m_children) { BSConstraint constrain; if (m_physicsScene.Constraints.TryGetConstraint(LinksetRoot.BSBody, child.BSBody, out constrain)) { // DetailLog("{0},BSLinkset.RecomputeLinksetConstraintVariables,taint,child={1},mass={2},A={3},B={4}", // LinksetRoot.LocalID, child.LocalID, linksetMass, constrain.Body1.ID, constrain.Body2.ID); constrain.RecomputeConstraintVariables(linksetMass); } else { // Non-fatal error that happens when children are being added to the linkset but // their constraints have not been created yet. // Caused by the fact that m_children is built at run time but building constraints // happens at taint time. somethingMissing = true; break; } } // If the whole linkset is not here, doesn't make sense to recompute the root prim now. if (!somethingMissing) { // The root prim takes on the weight of the whole linkset OMV.Vector3 inertia = BulletSimAPI.CalculateLocalInertia2(LinksetRoot.BSShape.Ptr, linksetMass); BulletSimAPI.SetMassProps2(LinksetRoot.BSBody.Ptr, linksetMass, inertia); OMV.Vector3 centerOfMass = ComputeLinksetCenterOfMass(); BulletSimAPI.SetCenterOfMassByPosRot2(LinksetRoot.BSBody.Ptr, centerOfMass, OMV.Quaternion.Identity); BulletSimAPI.UpdateInertiaTensor2(LinksetRoot.BSBody.Ptr); } } return; } // I am the root of a linkset and a new child is being added // Called while LinkActivity is locked. private void AddChildToLinkset(BSPhysObject child) { if (!HasChild(child)) { m_children.Add(child); BSPhysObject rootx = LinksetRoot; // capture the root as of now BSPhysObject childx = child; m_physicsScene.TaintedObject("AddChildToLinkset", delegate() { DetailLog("{0},AddChildToLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); PhysicallyLinkAChildToRoot(rootx, childx); // build the physical binding between me and the child }); } return; } // Forcefully removing a child from a linkset. // This is not being called by the child so we have to make sure the child doesn't think // it's still connected to the linkset. // Normal OpenSimulator operation will never do this because other SceneObjectPart information // has to be updated also (like pointer to prim's parent). private void RemoveChildFromOtherLinkset(BSPhysObject pchild) { pchild.Linkset = new BSLinkset(m_physicsScene, pchild); RemoveChildFromLinkset(pchild); } // I am the root of a linkset and one of my children is being removed. // Safe to call even if the child is not really in my linkset. private void RemoveChildFromLinkset(BSPhysObject child) { if (m_children.Remove(child)) { BSPhysObject rootx = LinksetRoot; // capture the root as of now BSPhysObject childx = child; m_physicsScene.TaintedObject("RemoveChildFromLinkset", delegate() { DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); PhysicallyUnlinkAChildFromRoot(rootx, childx); RecomputeLinksetConstraintVariables(); }); } else { // This will happen if we remove the root of the linkset first. Non-fatal occurance. // PhysicsScene.Logger.ErrorFormat("{0}: Asked to remove child from linkset that was not in linkset", LogHeader); } return; } // Create a constraint between me (root of linkset) and the passed prim (the child). // Called at taint time! private void PhysicallyLinkAChildToRoot(BSPhysObject rootPrim, BSPhysObject childPrim) { // Zero motion for children so they don't interpolate childPrim.ZeroMotion(); // Relative position normalized to the root prim // Essentually a vector pointing from center of rootPrim to center of childPrim OMV.Vector3 childRelativePosition = childPrim.Position - rootPrim.Position; // real world coordinate of midpoint between the two objects OMV.Vector3 midPoint = rootPrim.Position + (childRelativePosition / 2); // create a constraint that allows no freedom of movement between the two objects // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2},rLoc={3},cLoc={4},midLoc={5}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID, rootPrim.Position, childPrim.Position, midPoint); BS6DofConstraint constrain = new BS6DofConstraint( m_physicsScene.World, rootPrim.BSBody, childPrim.BSBody, midPoint, true, true ); /* NOTE: below is an attempt to build constraint with full frame computation, etc. * Using the midpoint is easier since it lets the Bullet code use the transforms * of the objects. * Code left as a warning to future programmers. // ================================================================================== // relative position normalized to the root prim OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation); OMV.Vector3 childRelativePosition = (childPrim.Position - rootPrim.Position) * invThisOrientation; // relative rotation of the child to the parent OMV.Quaternion childRelativeRotation = invThisOrientation * childPrim.Orientation; OMV.Quaternion inverseChildRelativeRotation = OMV.Quaternion.Inverse(childRelativeRotation); // create a constraint that allows no freedom of movement between the two objects // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID); BS6DofConstraint constrain = new BS6DofConstraint( PhysicsScene.World, rootPrim.Body, childPrim.Body, OMV.Vector3.Zero, OMV.Quaternion.Inverse(rootPrim.Orientation), OMV.Vector3.Zero, OMV.Quaternion.Inverse(childPrim.Orientation), // A point half way between the parent and child // childRelativePosition/2, // childRelativeRotation, // childRelativePosition/2, // inverseChildRelativeRotation, true, true ); // ================================================================================== */ m_physicsScene.Constraints.AddConstraint(constrain); // zero linear and angular limits makes the objects unable to move in relation to each other constrain.SetLinearLimits(OMV.Vector3.Zero, OMV.Vector3.Zero); constrain.SetAngularLimits(OMV.Vector3.Zero, OMV.Vector3.Zero); // tweek the constraint to increase stability constrain.UseFrameOffset(PhysicsScene.BoolNumeric(PhysicsScene.Params.linkConstraintUseFrameOffset)); constrain.TranslationalLimitMotor(PhysicsScene.BoolNumeric(PhysicsScene.Params.linkConstraintEnableTransMotor), PhysicsScene.Params.linkConstraintTransMotorMaxVel, PhysicsScene.Params.linkConstraintTransMotorMaxForce); constrain.SetCFMAndERP(PhysicsScene.Params.linkConstraintCFM, PhysicsScene.Params.linkConstraintERP); if (PhysicsScene.Params.linkConstraintSolverIterations != 0f) { constrain.SetSolverIterations(PhysicsScene.Params.linkConstraintSolverIterations); } RecomputeLinksetConstraintVariables(); } // Remove linkage between myself and a particular child // Called at taint time! private void PhysicallyUnlinkAChildFromRoot(BSPhysObject rootPrim, BSPhysObject childPrim) { DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID); // Find the constraint for this link and get rid of it from the overall collection and from my list m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.BSBody, childPrim.BSBody); // Make the child refresh its location BulletSimAPI.PushUpdate2(childPrim.BSBody.Ptr); } // Remove linkage between myself and any possible children I might have // Called at taint time! private void PhysicallyUnlinkAllChildrenFromRoot(BSPhysObject rootPrim) { DetailLog("{0},PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID); m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.BSBody); } // Invoke the detailed logger and output something if it's enabled. private void DetailLog(string msg, params Object[] args) { m_physicsScene.PhysicsLogging.Write(msg, args); } } }