mirror of
https://github.com/opensim/opensim.git
synced 2026-08-13 13:15:44 +08:00
Add compound shape creation and freeing in shape manager.
Add optional taint-time execution method and update code to use it.
Add API2 linkage for more compound shape methods (get num, get/remove by index, ...)
Modify perferred shape return so linkset children can have differet shapes than root.
Add Position and Orientation calls to linksets so children can be moved around by
the linkset by its own calculation. Allows for very general linkset implementations.
230 lines
9.6 KiB
C#
Executable File
230 lines
9.6 KiB
C#
Executable File
/*
|
|
* 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 sealed class BSLinksetCompound : BSLinkset
|
|
{
|
|
// private static string LogHeader = "[BULLETSIM LINKSET CONSTRAINTS]";
|
|
|
|
public BSLinksetCompound(BSScene scene, BSPhysObject parent)
|
|
{
|
|
base.Initialize(scene, parent);
|
|
}
|
|
|
|
// For compound implimented linksets, if there are children, use compound shape for the root.
|
|
public override ShapeData.PhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor)
|
|
{
|
|
ShapeData.PhysicsShapeType ret = ShapeData.PhysicsShapeType.SHAPE_UNKNOWN;
|
|
if (IsRoot(requestor) && HasAnyChildren)
|
|
{
|
|
ret = ShapeData.PhysicsShapeType.SHAPE_COMPOUND;
|
|
}
|
|
// DetailLog("{0},BSLinksetCompound.PreferredPhysicalShape,call,shape={1}", LinksetRoot.LocalID, ret);
|
|
return ret;
|
|
}
|
|
|
|
// When physical properties are changed the linkset needs to recalculate
|
|
// its internal properties.
|
|
// This is queued in the 'post taint' queue so the
|
|
// refresh will happen once after all the other taints are applied.
|
|
public override void Refresh(BSPhysObject requestor)
|
|
{
|
|
DetailLog("{0},BSLinksetCompound.Refresh,schedulingRefresh,requestor={1}", LinksetRoot.LocalID, requestor.LocalID);
|
|
// Queue to happen after all the other taint processing
|
|
PhysicsScene.PostTaintObject("BSLinksetCompound.Refresh", requestor.LocalID, delegate()
|
|
{
|
|
if (IsRoot(requestor) && HasAnyChildren)
|
|
RecomputeLinksetCompound();
|
|
});
|
|
}
|
|
|
|
// The object is going dynamic (physical). Do any setup necessary
|
|
// for a dynamic linkset.
|
|
// Only the state of the passed object can be modified. The rest of the linkset
|
|
// has not yet been fully constructed.
|
|
// Return 'true' if any properties updated on the passed object.
|
|
// Called at taint-time!
|
|
public override bool MakeDynamic(BSPhysObject child)
|
|
{
|
|
bool ret = false;
|
|
DetailLog("{0},BSLinksetCompound.MakeDynamic,call,isChild={1}", child.LocalID, HasChild(child));
|
|
if (HasChild(child))
|
|
{
|
|
// Physical children are removed from the world as the shape ofthe root compound
|
|
// shape takes over.
|
|
BulletSimAPI.AddToCollisionFlags2(child.PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE);
|
|
BulletSimAPI.ForceActivationState2(child.PhysBody.ptr, ActivationState.DISABLE_SIMULATION);
|
|
ret = true;
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
// 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.
|
|
// This doesn't normally happen -- OpenSim removes the objects from the physical
|
|
// world if it is a static linkset.
|
|
// Called at taint-time!
|
|
public override bool MakeStatic(BSPhysObject child)
|
|
{
|
|
bool ret = false;
|
|
DetailLog("{0},BSLinksetCompound.MakeStatic,call,hasChild={1}", child.LocalID, HasChild(child));
|
|
if (HasChild(child))
|
|
{
|
|
// The non-physical children can come back to life.
|
|
BulletSimAPI.RemoveFromCollisionFlags2(child.PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE);
|
|
// Don't force activation so setting of DISABLE_SIMULATION can stay.
|
|
BulletSimAPI.Activate2(child.PhysBody.ptr, false);
|
|
ret = true;
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
// Called at taint-time!!
|
|
public override void UpdateProperties(BSPhysObject updated)
|
|
{
|
|
// Nothing to do for constraints on property updates
|
|
}
|
|
|
|
// The children move around in relationship to the root.
|
|
// Just grab the current values of wherever it is right now.
|
|
public override OMV.Vector3 Position(BSPhysObject member)
|
|
{
|
|
return BulletSimAPI.GetPosition2(member.PhysBody.ptr);
|
|
}
|
|
|
|
public override OMV.Quaternion Orientation(BSPhysObject member)
|
|
{
|
|
return BulletSimAPI.GetOrientation2(member.PhysBody.ptr);
|
|
}
|
|
|
|
// Routine called when rebuilding the body of some member of the linkset.
|
|
// Since we don't keep in-physical world relationships, do nothing unless it's a child changing.
|
|
// Returns 'true' of something was actually removed and would need restoring
|
|
// Called at taint-time!!
|
|
public override bool RemoveBodyDependencies(BSPrim child)
|
|
{
|
|
bool ret = false;
|
|
|
|
DetailLog("{0},BSLinksetCompound.RemoveBodyDependencies,removeChildrenForRoot,rID={1},rBody={2},isRoot={3}",
|
|
child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X"), IsRoot(child));
|
|
|
|
if (!IsRoot(child))
|
|
{
|
|
// Cause the current shape to be freed and the new one to be built.
|
|
Refresh(LinksetRoot);
|
|
ret = true;
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
// Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true',
|
|
// this routine will restore the removed constraints.
|
|
// Called at taint-time!!
|
|
public override void RestoreBodyDependencies(BSPrim child)
|
|
{
|
|
// The Refresh operation queued by RemoveBodyDependencies() will build any missing constraints.
|
|
}
|
|
|
|
// ================================================================
|
|
|
|
// Add a new child to the linkset.
|
|
// Called while LinkActivity is locked.
|
|
protected override void AddChildToLinkset(BSPhysObject child)
|
|
{
|
|
if (!HasChild(child))
|
|
{
|
|
m_children.Add(child);
|
|
|
|
DetailLog("{0},BSLinksetCompound.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID);
|
|
|
|
// Cause constraints and assorted properties to be recomputed before the next simulation step.
|
|
Refresh(LinksetRoot);
|
|
}
|
|
return;
|
|
}
|
|
|
|
// Remove the specified child from the linkset.
|
|
// Safe to call even if the child is not really in my linkset.
|
|
protected override void RemoveChildFromLinkset(BSPhysObject child)
|
|
{
|
|
if (m_children.Remove(child))
|
|
{
|
|
DetailLog("{0},BSLinksetCompound.RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}",
|
|
child.LocalID,
|
|
LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X"),
|
|
child.LocalID, child.PhysBody.ptr.ToString("X"));
|
|
|
|
// Cause the child's body to be rebuilt and thus restored to normal operation
|
|
child.ForceBodyShapeRebuild(false);
|
|
|
|
if (!HasAnyChildren)
|
|
{
|
|
// The linkset is now empty. The root needs rebuilding.
|
|
LinksetRoot.ForceBodyShapeRebuild(false);
|
|
}
|
|
else
|
|
{
|
|
// Schedule a rebuild of the linkset before the next simulation tick.
|
|
Refresh(LinksetRoot);
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
|
|
// Call each of the constraints that make up this linkset and recompute the
|
|
// various transforms and variables. Create constraints of not created yet.
|
|
// Called before the simulation step to make sure the constraint based linkset
|
|
// is all initialized.
|
|
// Called at taint time!!
|
|
private void RecomputeLinksetCompound()
|
|
{
|
|
DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,start,rBody={1},numChildren={2}",
|
|
LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X"), NumberOfChildren);
|
|
|
|
LinksetRoot.ForceBodyShapeRebuild(true);
|
|
|
|
float linksetMass = LinksetMass;
|
|
LinksetRoot.UpdatePhysicalMassProperties(linksetMass);
|
|
|
|
// DEBUG: see of inter-linkset collisions are causing problems
|
|
// BulletSimAPI.SetCollisionFilterMask2(LinksetRoot.BSBody.ptr,
|
|
// (uint)CollisionFilterGroups.LinksetFilter, (uint)CollisionFilterGroups.LinksetMask);
|
|
DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,end,rBody={1},linksetMass={2}",
|
|
LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X"), linksetMass);
|
|
|
|
|
|
}
|
|
}
|
|
} |