183 lines
8.5 KiB
C#
Executable File
183 lines
8.5 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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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.PhysicsModules.SharedBase;
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using OMV = OpenMetaverse;
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namespace OpenSim.Region.PhysicsModule.BulletS
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{
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public class BSPrimDisplaced : BSPrim
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{
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// The purpose of this subclass 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, on the other hand, tracks the location of
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// the prim/linkset by the location of the root prim. So, if center-of-mass is anywhere
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// but the origin 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 ForcePosition 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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// PositionDisplacement is the vehicle relative distance from the root prim position to the center-of-mass.
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public virtual OMV.Vector3 PositionDisplacement { 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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// Clears any center-of-mass displacement introduced by linksets, etc.
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// Does not clear the displacement set by the user.
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public void ClearDisplacement()
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{
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if (UserSetCenterOfMassDisplacement.HasValue)
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PositionDisplacement = (OMV.Vector3)UserSetCenterOfMassDisplacement;
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else
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PositionDisplacement = OMV.Vector3.Zero;
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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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// Returns the relative offset from the root position to the center-of-mass.
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// Called at taint time.
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public virtual Vector3 SetEffectiveCenterOfMassDisplacement(Vector3 centerOfMassDisplacement)
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{
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PhysScene.AssertInTaintTime("BSPrimDisplaced.SetEffectiveCenterOfMassDisplacement");
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Vector3 comDisp;
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if (UserSetCenterOfMassDisplacement.HasValue)
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comDisp = (OMV.Vector3)UserSetCenterOfMassDisplacement;
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else
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comDisp = centerOfMassDisplacement;
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// Eliminate any jitter caused be very slight differences in masses and positions
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if (comDisp.ApproxEquals(Vector3.Zero, 0.01f) )
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comDisp = Vector3.Zero;
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DetailLog("{0},BSPrimDisplaced.SetEffectiveCenterOfMassDisplacement,userSet={1},comDisp={2}",
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LocalID, UserSetCenterOfMassDisplacement.HasValue, comDisp);
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if ( !comDisp.ApproxEquals(PositionDisplacement, 0.01f) )
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{
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// Displacement setting is changing.
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// The relationship between the physical object and simulated object must be aligned.
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PositionDisplacement = comDisp;
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this.ForcePosition = RawPosition;
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}
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return PositionDisplacement;
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}
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// 'ForcePosition' is the one way to set the physical position of the body in the physics engine.
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// Displace the simulator idea of position (center of root prim) to the physical position.
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public override Vector3 ForcePosition
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{
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get {
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OMV.Vector3 physPosition = PhysScene.PE.GetPosition(PhysBody);
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if (PositionDisplacement != OMV.Vector3.Zero)
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{
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// If there is some displacement, return the physical position (center-of-mass)
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// location minus the displacement to give the center of the root prim.
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OMV.Vector3 displacement = PositionDisplacement * ForceOrientation;
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DetailLog("{0},BSPrimDisplaced.ForcePosition,get,physPos={1},disp={2},simPos={3}",
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LocalID, physPosition, displacement, physPosition - displacement);
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physPosition -= displacement;
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}
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RawPosition = physPosition;
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return physPosition;
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}
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set
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{
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if (PositionDisplacement != OMV.Vector3.Zero)
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{
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// This value is the simulator's idea of where the prim is: the center of the root prim
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RawPosition = value;
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// Move the passed root prim postion to the center-of-mass position and set in the physics engine.
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OMV.Vector3 displacement = PositionDisplacement * RawOrientation;
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OMV.Vector3 displacedPos = RawPosition + displacement;
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DetailLog("{0},BSPrimDisplaced.ForcePosition,set,simPos={1},disp={2},physPos={3}",
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LocalID, RawPosition, displacement, displacedPos);
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if (PhysBody.HasPhysicalBody)
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{
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PhysScene.PE.SetTranslation(PhysBody, displacedPos, RawOrientation);
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ActivateIfPhysical(false);
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}
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}
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else
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{
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base.ForcePosition = value;
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}
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}
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}
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// These are also overridden by BSPrimLinkable if the prim can be part of a linkset
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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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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)
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{
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// The origional shape was offset from 'zero' by PositionDisplacement.
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// These physical location must be back converted to be centered around the displaced
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// root shape.
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// Move the returned center-of-mass location to the root prim location.
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OMV.Vector3 displacement = PositionDisplacement * entprop.Rotation;
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OMV.Vector3 displacedPos = entprop.Position - displacement;
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DetailLog("{0},BSPrimDisplaced.UpdateProperties,physPos={1},disp={2},simPos={3}",
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LocalID, entprop.Position, displacement, displacedPos);
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entprop.Position = displacedPos;
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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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