/* * 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 copyright * 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. * * The quotations from http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial * are Copyright (c) 2009 Linden Research, Inc and are used under their license * of Creative Commons Attribution-Share Alike 3.0 * (http://creativecommons.org/licenses/by-sa/3.0/). */ using System; using System.Collections.Generic; using System.Reflection; using System.Runtime.InteropServices; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Region.Physics.Manager; using OMV = OpenMetaverse; namespace OpenSim.Region.Physics.BulletSPlugin { public class BSPrimDisplaced : BSPrim { // The purpose of this subclass is to do any mapping between what the simulator thinks // the prim position and orientation is and what the physical position/orientation. // This difference happens because Bullet assumes the center-of-mass is the <0,0,0> // of the prim/linkset. The simulator, on the other hand, tracks the location of // the prim/linkset by the location of the root prim. So, if center-of-mass is anywhere // but the origin of the root prim, the physical origin is displaced from the simulator origin. // // This routine works by capturing ForcePosition and // adjusting the simulator values (being set) into the physical values. // The conversion is also done in the opposite direction (physical origin -> simulator origin). // // The updateParameter call is also captured and the values from the physics engine // are converted into simulator origin values before being passed to the base // class. public virtual OMV.Vector3 PositionDisplacement { get; set; } public BSPrimDisplaced(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) : base(localID, primName, parent_scene, pos, size, rotation, pbs, pisPhysical) { ClearDisplacement(); } // Clears any center-of-mass displacement introduced by linksets, etc. // Does not clear the displacement set by the user. public void ClearDisplacement() { SetEffectiveCenterOfMassDisplacement(OMV.Vector3.Zero); } // Set this sets and computes the displacement from the passed prim to the center-of-mass. // A user set value for center-of-mass overrides whatever might be passed in here. // The displacement is in local coordinates (relative to root prim in linkset oriented coordinates). // Called at taint time. public virtual void SetEffectiveCenterOfMassDisplacement(Vector3 centerOfMassDisplacement) { Vector3 comDisp; if (UserSetCenterOfMassDisplacement.HasValue) comDisp = (OMV.Vector3)UserSetCenterOfMassDisplacement; else comDisp = centerOfMassDisplacement; if (comDisp.ApproxEquals(Vector3.Zero, 0.01f) ) comDisp = Vector3.Zero; DetailLog("{0},BSPrimDisplaced.SetEffectiveCenterOfMassDisplacement,userSet={1},comDisp={2}", LocalID, UserSetCenterOfMassDisplacement.HasValue, comDisp); if ( comDisp != PositionDisplacement ) { // Displacement setting is changing. // The relationship between the physical object and simulated object must be aligned. PositionDisplacement = comDisp; this.ForcePosition = RawPosition; } } public override Vector3 ForcePosition { get { return base.ForcePosition; } set { if (PositionDisplacement != OMV.Vector3.Zero) { // The displacement is always relative to the vehicle so, when setting position, // the caller means to set the position of the root prim. // This offsets the setting value to the center-of-mass and sends that to the // physics engine. OMV.Vector3 displacedPos = value - (PositionDisplacement * RawOrientation); DetailLog("{0},BSPrimDisplaced.ForcePosition,val={1},disp={2},newPos={3}", LocalID, value, PositionDisplacement, displacedPos); base.ForcePosition = displacedPos; } else { base.ForcePosition = value; } } } // These are also overridden by BSPrimLinkable if the prim can be part of a linkset public override OMV.Vector3 CenterOfMass { get { return RawPosition; } } public override OMV.Vector3 GeometricCenter { get { return RawPosition; } } public override void UpdateProperties(EntityProperties entprop) { // Undo any center-of-mass displacement that might have been done. if (PositionDisplacement != OMV.Vector3.Zero) { // The origional shape was offset from 'zero' by PositionDisplacement. // These physical location must be back converted to be centered around the displaced // root shape. // The root position is the reported position displaced by the rotated displacement. OMV.Vector3 displacedPos = entprop.Position + (PositionDisplacement * entprop.Rotation); DetailLog("{0},BSPrimDisplaced.UpdateProperties,physPos={1},disp={2},newPos={3}", LocalID, entprop.Position, PositionDisplacement, displacedPos); entprop.Position = displacedPos; } base.UpdateProperties(entprop); } } }