diff options
Merge branch 'ubitwork' of ssh://3dhosting.de/var/git/careminster into ubitwork
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs | 51 |
1 files changed, 37 insertions, 14 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs index 25084d8..65fac00 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs | |||
@@ -34,12 +34,20 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
34 | 34 | ||
35 | public abstract class BSConstraint : IDisposable | 35 | public abstract class BSConstraint : IDisposable |
36 | { | 36 | { |
37 | private static string LogHeader = "[BULLETSIM CONSTRAINT]"; | ||
38 | |||
37 | protected BulletSim m_world; | 39 | protected BulletSim m_world; |
38 | protected BulletBody m_body1; | 40 | protected BulletBody m_body1; |
39 | protected BulletBody m_body2; | 41 | protected BulletBody m_body2; |
40 | protected BulletConstraint m_constraint; | 42 | protected BulletConstraint m_constraint; |
41 | protected bool m_enabled = false; | 43 | protected bool m_enabled = false; |
42 | 44 | ||
45 | public BulletBody Body1 { get { return m_body1; } } | ||
46 | public BulletBody Body2 { get { return m_body2; } } | ||
47 | public BulletConstraint Constraint { get { return m_constraint; } } | ||
48 | public abstract ConstraintType Type { get; } | ||
49 | public bool IsEnabled { get { return m_enabled; } } | ||
50 | |||
43 | public BSConstraint() | 51 | public BSConstraint() |
44 | { | 52 | { |
45 | } | 53 | } |
@@ -48,22 +56,25 @@ public abstract class BSConstraint : IDisposable | |||
48 | { | 56 | { |
49 | if (m_enabled) | 57 | if (m_enabled) |
50 | { | 58 | { |
51 | // BulletSimAPI.RemoveConstraint(m_world.ID, m_body1.ID, m_body2.ID); | ||
52 | bool success = BulletSimAPI.DestroyConstraint2(m_world.Ptr, m_constraint.Ptr); | ||
53 | m_world.scene.DetailLog("{0},BSConstraint.Dispose,taint,body1={1},body2={2},success={3}", BSScene.DetailLogZero, m_body1.ID, m_body2.ID, success); | ||
54 | m_constraint.Ptr = System.IntPtr.Zero; | ||
55 | m_enabled = false; | 59 | m_enabled = false; |
60 | if (m_constraint.ptr != IntPtr.Zero) | ||
61 | { | ||
62 | bool success = BulletSimAPI.DestroyConstraint2(m_world.ptr, m_constraint.ptr); | ||
63 | m_world.physicsScene.DetailLog("{0},BSConstraint.Dispose,taint,id1={1},body1={2},id2={3},body2={4},success={5}", | ||
64 | BSScene.DetailLogZero, | ||
65 | m_body1.ID, m_body1.ptr.ToString("X"), | ||
66 | m_body2.ID, m_body2.ptr.ToString("X"), | ||
67 | success); | ||
68 | m_constraint.ptr = System.IntPtr.Zero; | ||
69 | } | ||
56 | } | 70 | } |
57 | } | 71 | } |
58 | 72 | ||
59 | public BulletBody Body1 { get { return m_body1; } } | ||
60 | public BulletBody Body2 { get { return m_body2; } } | ||
61 | |||
62 | public virtual bool SetLinearLimits(Vector3 low, Vector3 high) | 73 | public virtual bool SetLinearLimits(Vector3 low, Vector3 high) |
63 | { | 74 | { |
64 | bool ret = false; | 75 | bool ret = false; |
65 | if (m_enabled) | 76 | if (m_enabled) |
66 | ret = BulletSimAPI.SetLinearLimits2(m_constraint.Ptr, low, high); | 77 | ret = BulletSimAPI.SetLinearLimits2(m_constraint.ptr, low, high); |
67 | return ret; | 78 | return ret; |
68 | } | 79 | } |
69 | 80 | ||
@@ -71,7 +82,18 @@ public abstract class BSConstraint : IDisposable | |||
71 | { | 82 | { |
72 | bool ret = false; | 83 | bool ret = false; |
73 | if (m_enabled) | 84 | if (m_enabled) |
74 | ret = BulletSimAPI.SetAngularLimits2(m_constraint.Ptr, low, high); | 85 | ret = BulletSimAPI.SetAngularLimits2(m_constraint.ptr, low, high); |
86 | return ret; | ||
87 | } | ||
88 | |||
89 | public virtual bool SetSolverIterations(float cnt) | ||
90 | { | ||
91 | bool ret = false; | ||
92 | if (m_enabled) | ||
93 | { | ||
94 | BulletSimAPI.SetConstraintNumSolverIterations2(m_constraint.ptr, cnt); | ||
95 | ret = true; | ||
96 | } | ||
75 | return ret; | 97 | return ret; |
76 | } | 98 | } |
77 | 99 | ||
@@ -81,7 +103,7 @@ public abstract class BSConstraint : IDisposable | |||
81 | if (m_enabled) | 103 | if (m_enabled) |
82 | { | 104 | { |
83 | // Recompute the internal transforms | 105 | // Recompute the internal transforms |
84 | BulletSimAPI.CalculateTransforms2(m_constraint.Ptr); | 106 | BulletSimAPI.CalculateTransforms2(m_constraint.ptr); |
85 | ret = true; | 107 | ret = true; |
86 | } | 108 | } |
87 | return ret; | 109 | return ret; |
@@ -97,13 +119,14 @@ public abstract class BSConstraint : IDisposable | |||
97 | ret = CalculateTransforms(); | 119 | ret = CalculateTransforms(); |
98 | if (ret) | 120 | if (ret) |
99 | { | 121 | { |
100 | // m_world.scene.PhysicsLogging.Write("{0},BSConstraint.RecomputeConstraintVariables,taint,enabling,A={1},B={2}", | 122 | // Setting an object's mass to zero (making it static like when it's selected) |
101 | // BSScene.DetailLogZero, Body1.ID, Body2.ID); | 123 | // automatically disables the constraints. |
102 | BulletSimAPI.SetConstraintEnable2(m_constraint.Ptr, m_world.scene.NumericBool(true)); | 124 | // If the link is enabled, be sure to set the constraint itself to enabled. |
125 | BulletSimAPI.SetConstraintEnable2(m_constraint.ptr, m_world.physicsScene.NumericBool(true)); | ||
103 | } | 126 | } |
104 | else | 127 | else |
105 | { | 128 | { |
106 | m_world.scene.Logger.ErrorFormat("[BULLETSIM CONSTRAINT] CalculateTransforms failed. A={0}, B={1}", Body1.ID, Body2.ID); | 129 | m_world.physicsScene.Logger.ErrorFormat("{0} CalculateTransforms failed. A={1}, B={2}", LogHeader, Body1.ID, Body2.ID); |
107 | } | 130 | } |
108 | } | 131 | } |
109 | return ret; | 132 | return ret; |