OpenSimMirror/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs

478 lines
17 KiB
C#
Executable File

/*
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* 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:
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* 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
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using System;
using System.Collections.Generic;
using System.Text;
using OMV = OpenMetaverse;
namespace OpenSim.Region.Physics.BulletSPlugin
{
public abstract class BSLinkset
{
// private static string LogHeader = "[BULLETSIM LINKSET]";
public enum LinksetImplementation
{
Constraint = 0, // linkset tied together with constraints
Compound = 1, // linkset tied together as a compound object
Manual = 2 // linkset tied together manually (code moves all the pieces)
}
// Create the correct type of linkset for this child
public static BSLinkset Factory(BSScene physScene, BSPrimLinkable parent)
{
BSLinkset ret = null;
switch (parent.LinksetType)
{
case LinksetImplementation.Constraint:
ret = new BSLinksetConstraints(physScene, parent);
break;
case LinksetImplementation.Compound:
ret = new BSLinksetCompound(physScene, parent);
break;
case LinksetImplementation.Manual:
// ret = new BSLinksetManual(physScene, parent);
break;
default:
ret = new BSLinksetCompound(physScene, parent);
break;
}
if (ret == null)
{
physScene.Logger.ErrorFormat("[BULLETSIM LINKSET] Factory could not create linkset. Parent name={1}, ID={2}", parent.Name, parent.LocalID);
}
return ret;
}
public class BSLinkInfo
{
public BSPrimLinkable member;
public BSLinkInfo(BSPrimLinkable pMember)
{
member = pMember;
}
public virtual void ResetLink() { }
public virtual void SetLinkParameters(BSConstraint constrain) { }
// Returns 'true' if physical property updates from the child should be reported to the simulator
public virtual bool ShouldUpdateChildProperties() { return false; }
}
public LinksetImplementation LinksetImpl { get; protected set; }
public BSPrimLinkable LinksetRoot { get; protected set; }
protected BSScene m_physicsScene { get; private set; }
static int m_nextLinksetID = 1;
public int LinksetID { get; private set; }
// The children under the root in this linkset.
// protected HashSet<BSPrimLinkable> m_children;
protected Dictionary<BSPrimLinkable, BSLinkInfo> m_children;
// We lock the diddling of linkset classes to prevent any badness.
// This locks the modification of the instances of this class. Changes
// to the physical representation is done via the tainting mechenism.
protected object m_linksetActivityLock = new Object();
// We keep the prim's mass in the linkset structure since it could be dependent on other prims
public float LinksetMass { get; protected set; }
public virtual bool LinksetIsColliding { get { return false; } }
public OMV.Vector3 CenterOfMass
{
get { return ComputeLinksetCenterOfMass(); }
}
public OMV.Vector3 GeometricCenter
{
get { return ComputeLinksetGeometricCenter(); }
}
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;
m_physicsScene = scene;
LinksetRoot = parent;
m_children = new Dictionary<BSPrimLinkable, BSLinkInfo>();
LinksetMass = parent.RawMass;
Rebuilding = false;
parent.ClearDisplacement();
}
// 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);
LinksetMass = ComputeLinksetMass();
}
return this;
}
// 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, bool inTaintTime)
{
lock (m_linksetActivityLock)
{
if (IsRoot(child))
{
// Cannot remove the root from a linkset.
return this;
}
RemoveChildFromLinkset(child, inTaintTime);
LinksetMass = ComputeLinksetMass();
}
// The child is down to a linkset of just itself
return BSLinkset.Factory(m_physicsScene, child);
}
// Return 'true' if the passed object is the root object of this linkset
public bool IsRoot(BSPrimLinkable requestor)
{
return (requestor.LocalID == LinksetRoot.LocalID);
}
public int NumberOfChildren { get { return m_children.Count; } }
// Return 'true' if this linkset has any children (more than the root member)
public bool HasAnyChildren { get { return (m_children.Count > 0); } }
// Return 'true' if this child is in this linkset
public bool HasChild(BSPrimLinkable child)
{
bool ret = false;
lock (m_linksetActivityLock)
{
ret = m_children.ContainsKey(child);
}
return ret;
}
// Perform an action on each member of the linkset including root prim.
// Depends on the action on whether this should be done at taint time.
public delegate bool ForEachMemberAction(BSPrimLinkable obj);
public virtual bool ForEachMember(ForEachMemberAction action)
{
bool ret = false;
lock (m_linksetActivityLock)
{
action(LinksetRoot);
foreach (BSPrimLinkable po in m_children.Keys)
{
if (action(po))
break;
}
}
return ret;
}
public bool TryGetLinkInfo(BSPrimLinkable child, out BSLinkInfo foundInfo)
{
bool ret = false;
BSLinkInfo found = null;
lock (m_linksetActivityLock)
{
ret = m_children.TryGetValue(child, out found);
}
foundInfo = found;
return ret;
}
// Perform an action on each member of the linkset including root prim.
// Depends on the action on whether this should be done at taint time.
public delegate bool ForEachLinkInfoAction(BSLinkInfo obj);
public virtual bool ForEachLinkInfo(ForEachLinkInfoAction action)
{
bool ret = false;
lock (m_linksetActivityLock)
{
foreach (BSLinkInfo po in m_children.Values)
{
if (action(po))
break;
}
}
return ret;
}
// Check the type of the link and return 'true' if the link is flexible and the
// updates from the child should be sent to the simulator so things change.
public virtual bool ShouldReportPropertyUpdates(BSPrimLinkable child)
{
bool ret = false;
BSLinkInfo linkInfo;
if (m_children.TryGetValue(child, out linkInfo))
{
ret = linkInfo.ShouldUpdateChildProperties();
}
return ret;
}
// Called after a simulation step to post a collision with this object.
// Return 'true' if linkset processed the collision. 'false' says the linkset didn't have
// anything to add for the collision and it should be passed through normal processing.
// Default processing for a linkset.
public virtual bool HandleCollide(uint collidingWith, BSPhysObject collidee,
OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
{
bool ret = false;
// prims in the same linkset cannot collide with each other
BSPrimLinkable convCollidee = collidee as BSPrimLinkable;
if (convCollidee != null && (LinksetID == convCollidee.Linkset.LinksetID))
{
// By returning 'true', we tell the caller the collision has been 'handled' so it won't
// do anything about this collision and thus, effectivily, ignoring the collision.
ret = true;
}
else
{
// Not a collision between members of the linkset. Must be a real collision.
// So the linkset root can know if there is a collision anywhere in the linkset.
LinksetRoot.SomeCollisionSimulationStep = m_physicsScene.SimulationStep;
}
return ret;
}
// I am the root of a linkset and a new child is being added
// Called while LinkActivity is locked.
protected abstract void AddChildToLinkset(BSPrimLinkable child);
// I am the root of a linkset and one of my children is being removed.
// Safe to call even if the child is not really in my linkset.
protected abstract void RemoveChildFromLinkset(BSPrimLinkable child, bool inTaintTime);
// When physical properties are changed the linkset needs to recalculate
// its internal properties.
// May be called at runtime or taint-time.
public virtual void Refresh(BSPrimLinkable requestor)
{
LinksetMass = ComputeLinksetMass();
}
// Flag denoting the linkset is in the process of being rebuilt.
// Used to know not the schedule a rebuild in the middle of a rebuild.
protected bool Rebuilding { get; set; }
// 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 abstract bool MakeDynamic(BSPrimLinkable child);
// 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.
// Called at taint-time!
public abstract bool MakeStatic(BSPrimLinkable child);
// Called when a parameter update comes from the physics engine for any object
// of the linkset is received.
// Passed flag is update came from physics engine (true) or the user (false).
// Called at taint-time!!
public abstract void UpdateProperties(UpdatedProperties whichUpdated, BSPrimLinkable physObject);
// Routine used when rebuilding the body of the root of the linkset
// Destroy all the constraints have have been made to root.
// This is called when the root body is changing.
// Returns 'true' of something was actually removed and would need restoring
// Called at taint-time!!
public abstract bool RemoveDependencies(BSPrimLinkable child);
// ================================================================
// Some physical setting happen to all members of the linkset
public virtual void SetPhysicalFriction(float friction)
{
ForEachMember((member) =>
{
if (member.PhysBody.HasPhysicalBody)
m_physicsScene.PE.SetFriction(member.PhysBody, friction);
return false; // 'false' says to continue looping
}
);
}
public virtual void SetPhysicalRestitution(float restitution)
{
ForEachMember((member) =>
{
if (member.PhysBody.HasPhysicalBody)
m_physicsScene.PE.SetRestitution(member.PhysBody, restitution);
return false; // 'false' says to continue looping
}
);
}
public virtual void SetPhysicalGravity(OMV.Vector3 gravity)
{
ForEachMember((member) =>
{
if (member.PhysBody.HasPhysicalBody)
m_physicsScene.PE.SetGravity(member.PhysBody, gravity);
return false; // 'false' says to continue looping
}
);
}
public virtual void ComputeAndSetLocalInertia(OMV.Vector3 inertiaFactor, float linksetMass)
{
ForEachMember((member) =>
{
if (member.PhysBody.HasPhysicalBody)
{
OMV.Vector3 inertia = m_physicsScene.PE.CalculateLocalInertia(member.PhysShape.physShapeInfo, linksetMass);
member.Inertia = inertia * inertiaFactor;
m_physicsScene.PE.SetMassProps(member.PhysBody, linksetMass, member.Inertia);
m_physicsScene.PE.UpdateInertiaTensor(member.PhysBody);
DetailLog("{0},BSLinkset.ComputeAndSetLocalInertia,m.mass={1}, inertia={2}", member.LocalID, linksetMass, member.Inertia);
}
return false; // 'false' says to continue looping
}
);
}
public virtual void SetPhysicalCollisionFlags(CollisionFlags collFlags)
{
ForEachMember((member) =>
{
if (member.PhysBody.HasPhysicalBody)
m_physicsScene.PE.SetCollisionFlags(member.PhysBody, collFlags);
return false; // 'false' says to continue looping
}
);
}
public virtual void AddToPhysicalCollisionFlags(CollisionFlags collFlags)
{
ForEachMember((member) =>
{
if (member.PhysBody.HasPhysicalBody)
m_physicsScene.PE.AddToCollisionFlags(member.PhysBody, collFlags);
return false; // 'false' says to continue looping
}
);
}
public virtual void RemoveFromPhysicalCollisionFlags(CollisionFlags collFlags)
{
ForEachMember((member) =>
{
if (member.PhysBody.HasPhysicalBody)
m_physicsScene.PE.RemoveFromCollisionFlags(member.PhysBody, collFlags);
return false; // 'false' says to continue looping
}
);
}
// ================================================================
protected virtual float ComputeLinksetMass()
{
float mass = LinksetRoot.RawMass;
if (HasAnyChildren)
{
lock (m_linksetActivityLock)
{
foreach (BSPrimLinkable bp in m_children.Keys)
{
mass += bp.RawMass;
}
}
}
return mass;
}
// Computes linkset's center of mass in world coordinates.
protected virtual OMV.Vector3 ComputeLinksetCenterOfMass()
{
OMV.Vector3 com;
lock (m_linksetActivityLock)
{
com = LinksetRoot.Position * LinksetRoot.RawMass;
float totalMass = LinksetRoot.RawMass;
foreach (BSPrimLinkable bp in m_children.Keys)
{
com += bp.Position * bp.RawMass;
totalMass += bp.RawMass;
}
if (totalMass != 0f)
com /= totalMass;
}
return com;
}
protected virtual OMV.Vector3 ComputeLinksetGeometricCenter()
{
OMV.Vector3 com;
lock (m_linksetActivityLock)
{
com = LinksetRoot.Position;
foreach (BSPrimLinkable bp in m_children.Keys)
{
com += bp.Position;
}
com /= (m_children.Count + 1);
}
return com;
}
#region Extension
public virtual object Extension(string pFunct, params object[] pParams)
{
return null;
}
#endregion // Extension
// Invoke the detailed logger and output something if it's enabled.
protected void DetailLog(string msg, params Object[] args)
{
if (m_physicsScene.PhysicsLogging.Enabled)
m_physicsScene.DetailLog(msg, args);
}
}
}