154 lines
6.2 KiB
C#
Executable File
154 lines
6.2 KiB
C#
Executable File
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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* The quotations from http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial
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* are Copyright (c) 2009 Linden Research, Inc and are used under their license
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* of Creative Commons Attribution-Share Alike 3.0
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* (http://creativecommons.org/licenses/by-sa/3.0/).
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*/
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using System.Runtime.InteropServices;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Physics.Manager;
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using OMV = OpenMetaverse;
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namespace OpenSim.Region.Physics.BulletSPlugin
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{
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public class BSPrimDisplaced : BSPrim
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{
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// The purpose of this module is to do any mapping between what the simulator thinks
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// the prim position and orientation is and what the physical position/orientation.
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// This difference happens because Bullet assumes the center-of-mass is the <0,0,0>
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// of the prim/linkset. The simulator tracks the location of the prim/linkset by
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// the location of the root prim. So, if center-of-mass is anywhere but the origin
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// of the root prim, the physical origin is displaced from the simulator origin.
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//
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// This routine works by capturing the Force* setting of position/orientation/... and
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// adjusting the simulator values (being set) into the physical values.
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// The conversion is also done in the opposite direction (physical origin -> simulator origin).
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//
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// The updateParameter call is also captured and the values from the physics engine
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// are converted into simulator origin values before being passed to the base
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// class.
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public virtual OMV.Vector3 PositionDisplacement { get; set; }
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public virtual OMV.Quaternion OrientationDisplacement { get; set; }
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public BSPrimDisplaced(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size,
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OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical)
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: base(localID, primName, parent_scene, pos, size, rotation, pbs, pisPhysical)
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{
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ClearDisplacement();
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}
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public void ClearDisplacement()
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{
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PositionDisplacement = OMV.Vector3.Zero;
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OrientationDisplacement = OMV.Quaternion.Identity;
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}
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// Set this sets and computes the displacement from the passed prim to the center-of-mass.
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// A user set value for center-of-mass overrides whatever might be passed in here.
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// The displacement is in local coordinates (relative to root prim in linkset oriented coordinates).
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public virtual void SetEffectiveCenterOfMassW(Vector3 centerOfMassDisplacement)
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{
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Vector3 comDisp;
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if (UserSetCenterOfMass.HasValue)
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comDisp = (OMV.Vector3)UserSetCenterOfMass;
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else
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comDisp = centerOfMassDisplacement;
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if (comDisp == Vector3.Zero)
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{
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// If there is no diplacement. Things get reset.
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PositionDisplacement = OMV.Vector3.Zero;
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OrientationDisplacement = OMV.Quaternion.Identity;
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}
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else
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{
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// Remember the displacement from root as well as the origional rotation of the
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// new center-of-mass.
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PositionDisplacement = comDisp;
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OrientationDisplacement = OMV.Quaternion.Identity;
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}
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}
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public override Vector3 ForcePosition
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{
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get { return base.ForcePosition; }
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set
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{
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if (PositionDisplacement != OMV.Vector3.Zero)
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base.ForcePosition = value - (PositionDisplacement * RawOrientation);
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else
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base.ForcePosition = value;
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}
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}
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public override Quaternion ForceOrientation
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{
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get { return base.ForceOrientation; }
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set
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{
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base.ForceOrientation = value;
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}
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}
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// TODO: decide if this is the right place for these variables.
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// Somehow incorporate the optional settability by the user.
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// Is this used?
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public override OMV.Vector3 CenterOfMass
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{
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get { return RawPosition; }
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}
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// Is this used?
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public override OMV.Vector3 GeometricCenter
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{
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get { return RawPosition; }
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}
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public override void UpdateProperties(EntityProperties entprop)
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{
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// Undo any center-of-mass displacement that might have been done.
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if (PositionDisplacement != OMV.Vector3.Zero || OrientationDisplacement != OMV.Quaternion.Identity)
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{
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// Correct for any rotation around the center-of-mass
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// TODO!!!
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entprop.Position = entprop.Position + (PositionDisplacement * entprop.Rotation);
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// entprop.Rotation = something;
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}
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base.UpdateProperties(entprop);
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}
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}
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}
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