Exemple #1
0
        public override bool Collide(uint collidingWith, BSPhysObject collidee,
                                     OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
        {
            // prims in the same linkset cannot collide with each other
            BSPrimLinkable convCollidee = collidee as BSPrimLinkable;

            if (convCollidee != null && (this.Linkset.LinksetID == convCollidee.Linkset.LinksetID))
            {
                return(false);
            }
            return(base.Collide(collidingWith, collidee, contactPoint, contactNormal, pentrationDepth));
        }
        // For compound implimented linksets, if there are children, use compound shape for the root.
        public override BSPhysicsShapeType PreferredPhysicalShape(BSPrimLinkable requestor)
        {
            // Returning 'unknown' means we don't have a preference.
            BSPhysicsShapeType ret = BSPhysicsShapeType.SHAPE_UNKNOWN;

            if (IsRoot(requestor) && HasAnyChildren && requestor.IsPhysical)
            {
                ret = BSPhysicsShapeType.SHAPE_COMPOUND;
            }

            return(ret);
        }
Exemple #3
0
 // 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.
 // Called at runtime.
 public BSLinkset AddMeToLinkset(BSPrimLinkable child)
 {
     lock (m_linksetActivityLock)
     {
         // Don't add the root to its own linkset
         if (!IsRoot(child))
         {
             AddChildToLinkset(child, true);
         }
         LinksetMass = ComputeLinksetMass();
     }
     return(this);
 }
        // 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(BSPrimLinkable child)
        {
            bool ret = false;

            DetailLog("{0},BSLinksetCompound.MakeDynamic,call,IsRoot={1}", child.LocalID, IsRoot(child));
            if (IsRoot(child))
            {
                // The root is going dynamic. Rebuild the linkset so parts and mass get computed properly.
                ScheduleRebuild(LinksetRoot);
            }

            return(ret);
        }
        // 'centerDisplacement' is the distance from the root the the center-of-mass (Bullet 'zero' of the shape)
        public BSLinksetCompoundInfo(int indx, BSPrimLinkable root, BSPrimLinkable child, OMV.Vector3 centerDisplacement)
        {
            // Each child position and rotation is given relative to the center-of-mass.
            OMV.Quaternion invRootOrientation   = OMV.Quaternion.Inverse(root.RawOrientation);
            OMV.Vector3    displacementFromRoot = (child.RawPosition - root.RawPosition) * invRootOrientation;
            OMV.Vector3    displacementFromCOM  = displacementFromRoot - centerDisplacement;
            OMV.Quaternion displacementRot      = child.RawOrientation * invRootOrientation;

            // Save relative position for recomputing child's world position after moving linkset.
            Index                  = indx;
            OffsetFromRoot         = displacementFromRoot;
            OffsetFromCenterOfMass = displacementFromCOM;
            OffsetRot              = displacementRot;
        }
        // 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(BSPrimLinkable requestor)
        {
            base.Refresh(requestor);

            if (HasAnyChildren && IsRoot(requestor))
            {
                // Queue to happen after all the other taint processing
                PhysicsScene.PostTaintObject("BSLinksetContraints.Refresh", requestor.LocalID, delegate()
                {
                    if (HasAnyChildren && IsRoot(requestor))
                    {
                        RecomputeLinksetConstraints();
                    }
                });
            }
        }
        // Routine called when rebuilding the body of some member of the linkset.
        // Destroy all the constraints have have been made to root and set
        //     up to rebuild the constraints before the next simulation step.
        // Returns 'true' of something was actually removed and would need restoring
        // Called at taint-time!!
        public override bool RemoveBodyDependencies(BSPrimLinkable child)
        {
            bool ret = false;

            DetailLog("{0},BSLinksetConstraint.RemoveBodyDependencies,removeChildrenForRoot,rID={1},rBody={2}",
                      child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody.AddrString);

            lock (m_linksetActivityLock)
            {
                // Just undo all the constraints for this linkset. Rebuild at the end of the step.
                ret = PhysicallyUnlinkAllChildrenFromRoot(LinksetRoot);
                // Cause the constraints, et al to be rebuilt before the next simulation step.
                Refresh(LinksetRoot);
            }
            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(BSPrimLinkable child)
        {
            if (!LinksetRoot.IsPhysical)
            {
                return(false);
            }
            bool ret = false;

            DetailLog("{0},BSLinksetCompound.MakeStatic,call,IsRoot={1}", child.LocalID, IsRoot(child));
            if (IsRoot(child))
            {
                ScheduleRebuild(LinksetRoot);
            }

            return(ret);
        }
        // ================================================================

        // Add a new child to the linkset.
        // Called while LinkActivity is locked.
        protected override void AddChildToLinkset(BSPrimLinkable child, bool scheduleRebuild)
        {
            if (!HasChild(child))
            {
                m_children.Add(child);

                DetailLog("{0},BSLinksetCompound.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID);

                // Rebuild the compound shape with the new child shape included
                if (scheduleRebuild)
                {
                    ScheduleRebuild(child);
                }
            }
            return;
        }
Exemple #10
0
        public override void link(PhysicsActor obj)
        {
            BSPrimLinkable parent = obj as BSPrimLinkable;

            if (parent != null)
            {
                BSPhysObject parentBefore   = Linkset.LinksetRoot;
                int          childrenBefore = Linkset.NumberOfChildren;

                Linkset = parent.Linkset.AddMeToLinkset(this);

                DetailLog("{0},BSPrimLinkset.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}",
                          LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren);
            }
            return;
        }
Exemple #11
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        // Remove a child from a linkset.
        // Returns a new linkset for the child which is a linkset of one (just the
        //    orphened child).
        // Called at runtime.
        public BSLinkset RemoveMeFromLinkset(BSPrimLinkable child)
        {
            lock (m_linksetActivityLock)
            {
                if (IsRoot(child))
                {
                    // Cannot remove the root from a linkset.
                    return(this);
                }
                RemoveChildFromLinkset(child);
                LinksetMass = ComputeLinksetMass();
            }

            // The child is down to a linkset of just itself
            return(BSLinkset.Factory(PhysicsScene, child));
        }
Exemple #12
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        public override PhysicsActor AddPrimShape(UUID primID, uint localID, string name, byte physicsType, PrimitiveBaseShape shape,
                                                  Vector3 position, Vector3 size, Quaternion rotation, bool isPhysical, int material,
                                                  float friction, float restitution, float gravityMultiplier, float density)
        {
            // MainConsole.Instance.DebugFormat("{0}: AddPrimShape2: {1}", LogHeader, primName);

            if (!m_initialized)
            {
                return(null);
            }

            BSPhysObject prim = new BSPrimLinkable(localID, name, this, position, size, rotation, shape, false, material, friction, restitution, gravityMultiplier, density);

            prim.UUID = primID;
            lock (PhysObjects) PhysObjects.Add(localID, prim);
            return(prim);
        }
Exemple #13
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        protected BSLinkset(BSScene scene, BSPrimLinkable parent)
        {
            // A simple linkset of one (no children)
            LinksetID = m_nextLinksetID++;
            // We create LOTS of linksets.
            if (m_nextLinksetID <= 0)
            {
                m_nextLinksetID = 1;
            }
            PhysicsScene = scene;
            LinksetRoot  = parent;
            m_children   = new HashSet <BSPrimLinkable>();
            LinksetMass  = parent.RawMass;
            Rebuilding   = false;

            parent.ClearDisplacement();
        }
        // Routine called when rebuilding the body of some member of the linkset.
        // Since we don't keep in 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(BSPrimLinkable child)
        {
            bool ret = false;

            DetailLog("{0},BSLinksetCompound.RemoveBodyDependencies,refreshIfChild,rID={1},rBody={2},isRoot={3}",
                      child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody, IsRoot(child));

            if (!IsRoot(child))
            {
                // Because it is a convenient time, recompute child world position and rotation based on
                //    its position in the linkset.
                RecomputeChildWorldPosition(child, true);
                child.LinksetInfo = null;
            }

            return(ret);
        }
Exemple #15
0
        public override void DeletePrim(PhysicsActor prim)
        {
            BSPrimLinkable linkablePrim = prim as BSPrimLinkable;

            if (linkablePrim != null && linkablePrim.Linkset.HasAnyChildren)
            {
                linkablePrim.BlockPhysicalReconstruction = true;
                //Remove all the children prims first, then kill the root
                foreach (BSPrimLinkable childPrim in linkablePrim.Linkset.Children)
                {
                    childPrim.BlockPhysicalReconstruction = true;
                    RemovePrim(childPrim);
                }
                //TODO: DISABLE LINKSET REBUILDING DURING THIS PROCESS
            }

            RemovePrim(prim);
        }
 // Schedule a refresh to happen after all the other taint processing.
 protected override void ScheduleRebuild(BSPrimLinkable requestor)
 {
     DetailLog("{0},BSLinksetCompound.ScheduleRebuild,,rebuilding={1},hasChildren={2},actuallyScheduling={3}",
               requestor.LocalID, Rebuilding, HasAnyChildren, (!Rebuilding && HasAnyChildren));
     // When rebuilding, it is possible to set properties that would normally require a rebuild.
     //    If already rebuilding, don't request another rebuild.
     //    If a linkset with just a root prim (simple non-linked prim) don't bother rebuilding.
     if (!Rebuilding && HasAnyChildren)
     {
         PhysicsScene.PostTaintObject("BSLinksetCompound.ScheduleRebuild", LinksetRoot.LocalID, delegate()
         {
             if (HasAnyChildren)
             {
                 RecomputeLinksetCompound();
             }
         });
     }
 }
        // Remove linkage between the linkset root and a particular child
        // The root and child bodies are passed in because we need to remove the constraint between
        //      the bodies that were present at unlink time.
        // Called at taint time!
        private bool PhysicallyUnlinkAChildFromRoot(BSPrimLinkable rootPrim, BSPrimLinkable childPrim)
        {
            bool ret = false;

            DetailLog("{0},BSLinksetConstraint.PhysicallyUnlinkAChildFromRoot,taint,root={1},rBody={2},child={3},cBody={4}",
                      rootPrim.LocalID,
                      rootPrim.LocalID, rootPrim.PhysBody.AddrString,
                      childPrim.LocalID, childPrim.PhysBody.AddrString);

            // Find the constraint for this link and get rid of it from the overall collection and from my list
            if (PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody, childPrim.PhysBody))
            {
                // Make the child refresh its location
                PhysicsScene.PE.PushUpdate(childPrim.PhysBody);
                ret = true;
            }

            return(ret);
        }
        private BSConstraint BuildConstraint(BSPrimLinkable rootPrim, BSPrimLinkable childPrim)
        {
            // Zero motion for children so they don't interpolate
            childPrim.ZeroMotion(true);

            // 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);

            DetailLog("{0},BSLinksetConstraint.BuildConstraint,taint,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6},midLoc={7}",
                      rootPrim.LocalID,
                      rootPrim.LocalID, rootPrim.PhysBody.AddrString,
                      childPrim.LocalID, childPrim.PhysBody.AddrString,
                      rootPrim.Position, childPrim.Position, midPoint);

            // create a constraint that allows no freedom of movement between the two objects
            // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818

            BSConstraint6Dof constrain = new BSConstraint6Dof(
                PhysicsScene.World, rootPrim.PhysBody, childPrim.PhysBody, midPoint, true, true);

            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(BSParam.LinkConstraintUseFrameOffset);
            constrain.TranslationalLimitMotor(BSParam.LinkConstraintEnableTransMotor,
                                              BSParam.LinkConstraintTransMotorMaxVel,
                                              BSParam.LinkConstraintTransMotorMaxForce);
            constrain.SetCFMAndERP(BSParam.LinkConstraintCFM, BSParam.LinkConstraintERP);
            if (BSParam.LinkConstraintSolverIterations != 0f)
            {
                constrain.SetSolverIterations(BSParam.LinkConstraintSolverIterations);
            }
            return(constrain);
        }
        // ================================================================

        // Add a new child to the linkset.
        // Called while LinkActivity is locked.
        protected override void AddChildToLinkset(BSPrimLinkable child, bool scheduleRebuild)
        {
            if (!this.LinksetRoot.IsPhysical)
            {
                return;
            }
            if (!HasChild(child))
            {
                m_children.Add(child);

                DetailLog("{0},BSLinksetConstraints.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID);

                // Cause constraints and assorted properties to be recomputed before the next simulation step.
                if (scheduleRebuild)
                {
                    Refresh(LinksetRoot);
                }
            }
            return;
        }
        // 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(BSPrimLinkable child)
        {
            bool ret = false;

            DetailLog("{0},BSLinksetCompound.MakeStatic,call,IsRoot={1}", child.LocalID, IsRoot(child));
            if (IsRoot(child))
            {
                ScheduleRebuild(LinksetRoot);
            }
            else
            {
                // The non-physical children can come back to life.
                PhysicsScene.PE.RemoveFromCollisionFlags(child.PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE);

                child.PhysBody.collisionType = CollisionType.LinksetChild;

                // Don't force activation so setting of DISABLE_SIMULATION can stay if used.
                PhysicsScene.PE.Activate(child.PhysBody, false);
                ret = true;
            }
            return(ret);
        }
        // Remove the specified child from the linkset.
        // Safe to call even if the child is not really in my linkset.
        protected override void RemoveChildFromLinkset(BSPrimLinkable child)
        {
            if (m_children.Remove(child))
            {
                BSPrimLinkable rootx  = LinksetRoot; // capture the root and body as of now
                BSPrimLinkable childx = child;

                DetailLog("{0},BSLinksetConstraints.RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}",
                          childx.LocalID,
                          rootx.LocalID, rootx.PhysBody.AddrString,
                          childx.LocalID, childx.PhysBody.AddrString);

                PhysicsScene.TaintedObject("BSLinksetConstraints.RemoveChildFromLinkset", delegate()
                {
                    PhysicallyUnlinkAChildFromRoot(rootx, childx);
                });
                // See that the linkset parameters are recomputed at the end of the taint time.
                Refresh(LinksetRoot);
            }
            else
            {
            }
            return;
        }
        // Remove linkage between myself and any possible children I might have.
        // Returns 'true' of any constraints were destroyed.
        // Called at taint time!
        private bool PhysicallyUnlinkAllChildrenFromRoot(BSPrimLinkable rootPrim)
        {
            DetailLog("{0},BSLinksetConstraint.PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID);

            return(PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody));
        }
 // Create a constraint between me (root of linkset) and the passed prim (the child).
 // Called at taint time!
 private void PhysicallyLinkAChildToRoot(BSPrimLinkable rootPrim, BSPrimLinkable childPrim)
 {
     // Don't build the constraint when asked. Put it off until just before the simulation step.
     Refresh(rootPrim);
 }
 // When physical properties are changed the linkset needs to recalculate
 //   its internal properties.
 public override void Refresh(BSPrimLinkable requestor)
 {
     base.Refresh(requestor);
 }
 public BSLinksetGroupCompound(BSScene scene, BSPrimLinkable parent)
     : base(scene, parent)
 {
 }
 public BSLinksetConstraints(BSScene scene, BSPrimLinkable parent)
     : base(scene, parent)
 {
 }
        // 'physicalUpdate' is true if these changes came directly from the physics engine. Don't need to rebuild then.
        // Called at taint-time.
        public override void UpdateProperties(UpdatedProperties whichUpdated, BSPrimLinkable updated)
        {
            if (!LinksetRoot.IsPhysical)
            {
                return;
            }
            // The user moving a child around requires the rebuilding of the linkset compound shape
            // One problem is this happens when a border is crossed -- the simulator implementation
            //    stores the position into the group which causes the move of the object
            //    but it also means all the child positions get updated.
            //    What would cause an unnecessary rebuild so we make sure the linkset is in a
            //    region before bothering to do a rebuild.
            if (!IsRoot(updated) && PhysicsScene.TerrainManager.IsWithinKnownTerrain(LinksetRoot.RawPosition))
            {
                // If a child of the linkset is updating only the position or rotation, that can be done
                //    without rebuilding the linkset.
                // If a handle for the child can be fetch, we update the child here. If a rebuild was
                //    scheduled by someone else, the rebuild will just replace this setting.

                bool updatedChild = false;
                // Anything other than updating position or orientation usually means a physical update
                //     and that is caused by us updating the object.
                if ((whichUpdated & ~(UpdatedProperties.Position | UpdatedProperties.Orientation)) == 0)
                {
                    // Find the physical instance of the child
                    if (LinksetRoot.PhysShape.HasPhysicalShape && PhysicsScene.PE.IsCompound(LinksetRoot.PhysShape))
                    {
                        // It is possible that the linkset is still under construction and the child is not yet
                        //    inserted into the compound shape. A rebuild of the linkset in a pre-step action will
                        //    build the whole thing with the new position or rotation.
                        // The index must be checked because Bullet references the child array but does no validity
                        //    checking of the child index passed.
                        int numLinksetChildren = PhysicsScene.PE.GetNumberOfCompoundChildren(LinksetRoot.PhysShape);
                        if (updated.LinksetChildIndex < numLinksetChildren)
                        {
                            BulletShape linksetChildShape = PhysicsScene.PE.GetChildShapeFromCompoundShapeIndex(LinksetRoot.PhysShape, updated.LinksetChildIndex);
                            if (linksetChildShape.HasPhysicalShape)
                            {
                                // Found the child shape within the compound shape
                                PhysicsScene.PE.UpdateChildTransform(LinksetRoot.PhysShape, updated.LinksetChildIndex,
                                                                     updated.RawPosition - LinksetRoot.RawPosition,
                                                                     updated.RawOrientation * OMV.Quaternion.Inverse(LinksetRoot.RawOrientation),
                                                                     true /* shouldRecalculateLocalAabb */);
                                updatedChild = true;
                                DetailLog("{0},BSLinksetCompound.UpdateProperties,changeChildPosRot,whichUpdated={1},pos={2},rot={3}",
                                          updated.LocalID, whichUpdated, updated.RawPosition, updated.RawOrientation);
                            }
                            else    // DEBUG DEBUG
                            {       // DEBUG DEBUG
                                DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild,noChildShape,shape={1}",
                                          updated.LocalID, linksetChildShape);
                            }   // DEBUG DEBUG
                        }
                        else    // DEBUG DEBUG
                        {       // DEBUG DEBUG
                            // the child is not yet in the compound shape. This is non-fatal.
                            DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild,childNotInCompoundShape,numChildren={1},index={2}",
                                      updated.LocalID, numLinksetChildren, updated.LinksetChildIndex);
                        }   // DEBUG DEBUG
                    }
                    else    // DEBUG DEBUG
                    {       // DEBUG DEBUG
                        DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild,noBodyOrNotCompound", updated.LocalID);
                    }       // DEBUG DEBUG

                    if (!updatedChild)
                    {
                        // If couldn't do the individual child, the linkset needs a rebuild to incorporate the new child info.
                        // Note: there are several ways through this code that will not update the child if
                        //    the linkset is being rebuilt. In this case, scheduling a rebuild is a NOOP since
                        //    there will already be a rebuild scheduled.
                        DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild.schedulingRebuild,whichUpdated={1}",
                                  updated.LocalID, whichUpdated);
                        updated.LinksetInfo = null; // setting to 'null' causes relative position to be recomputed.
                        ScheduleRebuild(updated);
                    }
                }
            }
        }
 // 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(BSPrimLinkable child)
 {
     // What is done for each object in BSPrim is what we want.
     return(false);
 }
 protected override void ScheduleRebuild(BSPrimLinkable requestor)
 {
     Refresh(requestor);
 }
 // Called at taint-time!!
 public override void UpdateProperties(UpdatedProperties whichUpdated, BSPrimLinkable pObj)
 {
     // Nothing to do for constraints on property updates
 }