/* * 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. */ using System; using System.Collections.Generic; using System.Reflection; using System.Runtime.InteropServices; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Region.PhysicsModules.SharedBase; using OMV = OpenMetaverse; namespace OpenSim.Region.PhysicsModule.BulletS { 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. // PositionDisplacement is the vehicle relative distance from the root prim position to the center-of-mass. 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() { if (UserSetCenterOfMassDisplacement.HasValue) PositionDisplacement = (OMV.Vector3)UserSetCenterOfMassDisplacement; else PositionDisplacement = 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). // Returns the relative offset from the root position to the center-of-mass. // Called at taint time. public virtual Vector3 SetEffectiveCenterOfMassDisplacement(Vector3 centerOfMassDisplacement) { Vector3 comDisp; if (UserSetCenterOfMassDisplacement.HasValue) comDisp = (OMV.Vector3)UserSetCenterOfMassDisplacement; else comDisp = centerOfMassDisplacement; // Eliminate any jitter caused be very slight differences in masses and positions if (comDisp.ApproxEquals(Vector3.Zero, 0.01f) ) comDisp = Vector3.Zero; DetailLog("{0},BSPrimDisplaced.SetEffectiveCenterOfMassDisplacement,userSet={1},comDisp={2}", LocalID, UserSetCenterOfMassDisplacement.HasValue, comDisp); if ( !comDisp.ApproxEquals(PositionDisplacement, 0.01f) ) { // Displacement setting is changing. // The relationship between the physical object and simulated object must be aligned. PositionDisplacement = comDisp; this.ForcePosition = RawPosition; } return PositionDisplacement; } // 'ForcePosition' is the one way to set the physical position of the body in the physics engine. // Displace the simulator idea of position (center of root prim) to the physical position. public override Vector3 ForcePosition { get { OMV.Vector3 physPosition = PhysScene.PE.GetPosition(PhysBody); if (PositionDisplacement != OMV.Vector3.Zero) { // If there is some displacement, return the physical position (center-of-mass) // location minus the displacement to give the center of the root prim. OMV.Vector3 displacement = PositionDisplacement * ForceOrientation; DetailLog("{0},BSPrimDisplaced.ForcePosition,get,physPos={1},disp={2},simPos={3}", LocalID, physPosition, displacement, physPosition - displacement); physPosition -= displacement; } RawPosition = physPosition; return physPosition; } set { if (PositionDisplacement != OMV.Vector3.Zero) { // This value is the simulator's idea of where the prim is: the center of the root prim RawPosition = value; // Move the passed root prim postion to the center-of-mass position and set in the physics engine. OMV.Vector3 displacement = PositionDisplacement * RawOrientation; OMV.Vector3 displacedPos = RawPosition + displacement; DetailLog("{0},BSPrimDisplaced.ForcePosition,set,simPos={1},disp={2},physPos={3}", LocalID, RawPosition, displacement, displacedPos); if (PhysBody.HasPhysicalBody) { PhysScene.PE.SetTranslation(PhysBody, displacedPos, RawOrientation); ActivateIfPhysical(false); } } 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. // Move the returned center-of-mass location to the root prim location. OMV.Vector3 displacement = PositionDisplacement * entprop.Rotation; OMV.Vector3 displacedPos = entprop.Position - displacement; DetailLog("{0},BSPrimDisplaced.UpdateProperties,physPos={1},disp={2},simPos={3}", LocalID, entprop.Position, displacement, displacedPos); entprop.Position = displacedPos; } base.UpdateProperties(entprop); } } }