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author | teravus | 2012-11-15 10:05:16 -0500 |
---|---|---|
committer | teravus | 2012-11-15 10:05:16 -0500 |
commit | e9153e1d1aae50024d8cd05fe14a9bce34343a0e (patch) | |
tree | bc111d34f95a26b99c7e34d9e495dc14d1802cc3 /OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | |
parent | Merge master into teravuswork (diff) | |
download | opensim-SC-e9153e1d1aae50024d8cd05fe14a9bce34343a0e.zip opensim-SC-e9153e1d1aae50024d8cd05fe14a9bce34343a0e.tar.gz opensim-SC-e9153e1d1aae50024d8cd05fe14a9bce34343a0e.tar.bz2 opensim-SC-e9153e1d1aae50024d8cd05fe14a9bce34343a0e.tar.xz |
Revert "Merge master into teravuswork", it should have been avination, not master.
This reverts commit dfac269032300872c4d0dc507f4f9062d102b0f4, reversing
changes made to 619c39e5144f15aca129d6d999bcc5c34133ee64.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | 431 |
1 files changed, 265 insertions, 166 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index 3a92f93..087b9bb 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | |||
@@ -32,78 +32,35 @@ using OMV = OpenMetaverse; | |||
32 | 32 | ||
33 | namespace OpenSim.Region.Physics.BulletSPlugin | 33 | namespace OpenSim.Region.Physics.BulletSPlugin |
34 | { | 34 | { |
35 | public abstract class BSLinkset | 35 | public class BSLinkset |
36 | { | 36 | { |
37 | // private static string LogHeader = "[BULLETSIM LINKSET]"; | 37 | private static string LogHeader = "[BULLETSIM LINKSET]"; |
38 | 38 | ||
39 | public enum LinksetImplementation | 39 | private BSPrim m_linksetRoot; |
40 | { | 40 | public BSPrim LinksetRoot { get { return m_linksetRoot; } } |
41 | Constraint = 0, // linkset tied together with constraints | ||
42 | Compound = 1, // linkset tied together as a compound object | ||
43 | Manual = 2 // linkset tied together manually (code moves all the pieces) | ||
44 | } | ||
45 | // Create the correct type of linkset for this child | ||
46 | public static BSLinkset Factory(BSScene physScene, BSPhysObject parent) | ||
47 | { | ||
48 | BSLinkset ret = null; | ||
49 | |||
50 | switch ((int)physScene.Params.linksetImplementation) | ||
51 | { | ||
52 | case (int)LinksetImplementation.Compound: | ||
53 | ret = new BSLinksetCompound(physScene, parent); | ||
54 | break; | ||
55 | case (int)LinksetImplementation.Manual: | ||
56 | // ret = new BSLinksetManual(physScene, parent); | ||
57 | break; | ||
58 | default: | ||
59 | ret = new BSLinksetConstraints(physScene, parent); | ||
60 | break; | ||
61 | } | ||
62 | return ret; | ||
63 | } | ||
64 | |||
65 | public BSPhysObject LinksetRoot { get; protected set; } | ||
66 | 41 | ||
67 | public BSScene PhysicsScene { get; private set; } | 42 | private BSScene m_physicsScene; |
43 | public BSScene PhysicsScene { get { return m_physicsScene; } } | ||
68 | 44 | ||
69 | static int m_nextLinksetID = 1; | 45 | // The children under the root in this linkset |
70 | public int LinksetID { get; private set; } | 46 | private List<BSPrim> m_children; |
71 | |||
72 | // The children under the root in this linkset. | ||
73 | protected HashSet<BSPhysObject> m_children; | ||
74 | 47 | ||
75 | // We lock the diddling of linkset classes to prevent any badness. | 48 | // We lock the diddling of linkset classes to prevent any badness. |
76 | // This locks the modification of the instances of this class. Changes | 49 | // This locks the modification of the instances of this class. Changes |
77 | // to the physical representation is done via the tainting mechenism. | 50 | // to the physical representation is done via the tainting mechenism. |
78 | protected object m_linksetActivityLock = new Object(); | 51 | private object m_linksetActivityLock = new Object(); |
79 | |||
80 | // Some linksets have a preferred physical shape. | ||
81 | // Returns SHAPE_UNKNOWN if there is no preference. Causes the correct shape to be selected. | ||
82 | public virtual ShapeData.PhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor) | ||
83 | { | ||
84 | return ShapeData.PhysicsShapeType.SHAPE_UNKNOWN; | ||
85 | } | ||
86 | 52 | ||
87 | // Linksets move around the children so the linkset might need to compute the child position | ||
88 | public virtual OMV.Vector3 Position(BSPhysObject member) | ||
89 | { return member.RawPosition; } | ||
90 | public virtual OMV.Quaternion Orientation(BSPhysObject member) | ||
91 | { return member.RawOrientation; } | ||
92 | // TODO: does this need to be done for Velocity and RotationalVelocityy? | ||
93 | |||
94 | // We keep the prim's mass in the linkset structure since it could be dependent on other prims | 53 | // We keep the prim's mass in the linkset structure since it could be dependent on other prims |
95 | protected float m_mass; | 54 | private float m_mass; |
96 | public float LinksetMass | 55 | public float LinksetMass |
97 | { | 56 | { |
98 | get | 57 | get |
99 | { | 58 | { |
100 | m_mass = ComputeLinksetMass(); | 59 | m_mass = ComputeLinksetMass(); |
101 | return m_mass; | 60 | return m_mass; |
102 | } | 61 | } |
103 | } | 62 | } |
104 | 63 | ||
105 | public virtual bool LinksetIsColliding { get { return false; } } | ||
106 | |||
107 | public OMV.Vector3 CenterOfMass | 64 | public OMV.Vector3 CenterOfMass |
108 | { | 65 | { |
109 | get { return ComputeLinksetCenterOfMass(); } | 66 | get { return ComputeLinksetCenterOfMass(); } |
@@ -114,30 +71,23 @@ public abstract class BSLinkset | |||
114 | get { return ComputeLinksetGeometricCenter(); } | 71 | get { return ComputeLinksetGeometricCenter(); } |
115 | } | 72 | } |
116 | 73 | ||
117 | protected void Initialize(BSScene scene, BSPhysObject parent) | 74 | public BSLinkset(BSScene scene, BSPrim parent) |
118 | { | 75 | { |
119 | // A simple linkset of one (no children) | 76 | // A simple linkset of one (no children) |
120 | LinksetID = m_nextLinksetID++; | 77 | m_physicsScene = scene; |
121 | // We create LOTS of linksets. | 78 | m_linksetRoot = parent; |
122 | if (m_nextLinksetID <= 0) | 79 | m_children = new List<BSPrim>(); |
123 | m_nextLinksetID = 1; | 80 | m_mass = parent.MassRaw; |
124 | PhysicsScene = scene; | ||
125 | LinksetRoot = parent; | ||
126 | m_children = new HashSet<BSPhysObject>(); | ||
127 | m_mass = parent.RawMass; | ||
128 | } | 81 | } |
129 | 82 | ||
130 | // Link to a linkset where the child knows the parent. | 83 | // Link to a linkset where the child knows the parent. |
131 | // Parent changing should not happen so do some sanity checking. | 84 | // Parent changing should not happen so do some sanity checking. |
132 | // We return the parent's linkset so the child can track its membership. | 85 | // We return the parent's linkset so the child can track its membership. |
133 | // Called at runtime. | 86 | public BSLinkset AddMeToLinkset(BSPrim child) |
134 | public BSLinkset AddMeToLinkset(BSPhysObject child) | ||
135 | { | 87 | { |
136 | lock (m_linksetActivityLock) | 88 | lock (m_linksetActivityLock) |
137 | { | 89 | { |
138 | // Don't add the root to its own linkset | 90 | AddChildToLinkset(child); |
139 | if (!IsRoot(child)) | ||
140 | AddChildToLinkset(child); | ||
141 | } | 91 | } |
142 | return this; | 92 | return this; |
143 | } | 93 | } |
@@ -145,27 +95,36 @@ public abstract class BSLinkset | |||
145 | // Remove a child from a linkset. | 95 | // Remove a child from a linkset. |
146 | // Returns a new linkset for the child which is a linkset of one (just the | 96 | // Returns a new linkset for the child which is a linkset of one (just the |
147 | // orphened child). | 97 | // orphened child). |
148 | // Called at runtime. | 98 | public BSLinkset RemoveMeFromLinkset(BSPrim child) |
149 | public BSLinkset RemoveMeFromLinkset(BSPhysObject child) | ||
150 | { | 99 | { |
151 | lock (m_linksetActivityLock) | 100 | lock (m_linksetActivityLock) |
152 | { | 101 | { |
153 | if (IsRoot(child)) | 102 | if (IsRoot(child)) |
154 | { | 103 | { |
155 | // Cannot remove the root from a linkset. | 104 | // if root of linkset, take the linkset apart |
156 | return this; | 105 | while (m_children.Count > 0) |
106 | { | ||
107 | // Note that we don't do a foreach because the remove routine | ||
108 | // takes it out of the list. | ||
109 | RemoveChildFromOtherLinkset(m_children[0]); | ||
110 | } | ||
111 | m_children.Clear(); // just to make sure | ||
112 | } | ||
113 | else | ||
114 | { | ||
115 | // Just removing a child from an existing linkset | ||
116 | RemoveChildFromLinkset(child); | ||
157 | } | 117 | } |
158 | RemoveChildFromLinkset(child); | ||
159 | } | 118 | } |
160 | 119 | ||
161 | // The child is down to a linkset of just itself | 120 | // The child is down to a linkset of just itself |
162 | return BSLinkset.Factory(PhysicsScene, child); | 121 | return new BSLinkset(PhysicsScene, child); |
163 | } | 122 | } |
164 | 123 | ||
165 | // Return 'true' if the passed object is the root object of this linkset | 124 | // Return 'true' if the passed object is the root object of this linkset |
166 | public bool IsRoot(BSPhysObject requestor) | 125 | public bool IsRoot(BSPrim requestor) |
167 | { | 126 | { |
168 | return (requestor.LocalID == LinksetRoot.LocalID); | 127 | return (requestor.LocalID == m_linksetRoot.LocalID); |
169 | } | 128 | } |
170 | 129 | ||
171 | public int NumberOfChildren { get { return m_children.Count; } } | 130 | public int NumberOfChildren { get { return m_children.Count; } } |
@@ -174,14 +133,12 @@ public abstract class BSLinkset | |||
174 | public bool HasAnyChildren { get { return (m_children.Count > 0); } } | 133 | public bool HasAnyChildren { get { return (m_children.Count > 0); } } |
175 | 134 | ||
176 | // Return 'true' if this child is in this linkset | 135 | // Return 'true' if this child is in this linkset |
177 | public bool HasChild(BSPhysObject child) | 136 | public bool HasChild(BSPrim child) |
178 | { | 137 | { |
179 | bool ret = false; | 138 | bool ret = false; |
180 | lock (m_linksetActivityLock) | 139 | lock (m_linksetActivityLock) |
181 | { | 140 | { |
182 | ret = m_children.Contains(child); | 141 | foreach (BSPrim bp in m_children) |
183 | /* Safer version but the above should work | ||
184 | foreach (BSPhysObject bp in m_children) | ||
185 | { | 142 | { |
186 | if (child.LocalID == bp.LocalID) | 143 | if (child.LocalID == bp.LocalID) |
187 | { | 144 | { |
@@ -189,132 +146,274 @@ public abstract class BSLinkset | |||
189 | break; | 146 | break; |
190 | } | 147 | } |
191 | } | 148 | } |
192 | */ | ||
193 | } | 149 | } |
194 | return ret; | 150 | return ret; |
195 | } | 151 | } |
196 | 152 | ||
197 | // Perform an action on each member of the linkset including root prim. | 153 | private float ComputeLinksetMass() |
198 | // Depends on the action on whether this should be done at taint time. | ||
199 | public delegate bool ForEachMemberAction(BSPhysObject obj); | ||
200 | public virtual bool ForEachMember(ForEachMemberAction action) | ||
201 | { | 154 | { |
202 | bool ret = false; | 155 | float mass = m_linksetRoot.MassRaw; |
156 | foreach (BSPrim bp in m_children) | ||
157 | { | ||
158 | mass += bp.MassRaw; | ||
159 | } | ||
160 | return mass; | ||
161 | } | ||
162 | |||
163 | private OMV.Vector3 ComputeLinksetCenterOfMass() | ||
164 | { | ||
165 | OMV.Vector3 com = m_linksetRoot.Position * m_linksetRoot.MassRaw; | ||
166 | float totalMass = m_linksetRoot.MassRaw; | ||
167 | |||
203 | lock (m_linksetActivityLock) | 168 | lock (m_linksetActivityLock) |
204 | { | 169 | { |
205 | action(LinksetRoot); | 170 | foreach (BSPrim bp in m_children) |
206 | foreach (BSPhysObject po in m_children) | ||
207 | { | 171 | { |
208 | if (action(po)) | 172 | com += bp.Position * bp.MassRaw; |
209 | break; | 173 | totalMass += bp.MassRaw; |
210 | } | 174 | } |
175 | if (totalMass != 0f) | ||
176 | com /= totalMass; | ||
211 | } | 177 | } |
212 | return ret; | 178 | |
179 | return com; | ||
213 | } | 180 | } |
214 | 181 | ||
215 | // I am the root of a linkset and a new child is being added | 182 | private OMV.Vector3 ComputeLinksetGeometricCenter() |
216 | // Called while LinkActivity is locked. | 183 | { |
217 | protected abstract void AddChildToLinkset(BSPhysObject child); | 184 | OMV.Vector3 com = m_linksetRoot.Position; |
218 | 185 | ||
219 | // I am the root of a linkset and one of my children is being removed. | 186 | lock (m_linksetActivityLock) |
220 | // Safe to call even if the child is not really in my linkset. | 187 | { |
221 | protected abstract void RemoveChildFromLinkset(BSPhysObject child); | 188 | foreach (BSPrim bp in m_children) |
189 | { | ||
190 | com += bp.Position * bp.MassRaw; | ||
191 | } | ||
192 | com /= (m_children.Count + 1); | ||
193 | } | ||
194 | |||
195 | return com; | ||
196 | } | ||
222 | 197 | ||
223 | // When physical properties are changed the linkset needs to recalculate | 198 | // When physical properties are changed the linkset needs to recalculate |
224 | // its internal properties. | 199 | // its internal properties. |
225 | // May be called at runtime or taint-time. | 200 | public void Refresh(BSPrim requestor) |
226 | public abstract void Refresh(BSPhysObject requestor); | ||
227 | |||
228 | // The object is going dynamic (physical). Do any setup necessary | ||
229 | // for a dynamic linkset. | ||
230 | // Only the state of the passed object can be modified. The rest of the linkset | ||
231 | // has not yet been fully constructed. | ||
232 | // Return 'true' if any properties updated on the passed object. | ||
233 | // Called at taint-time! | ||
234 | public abstract bool MakeDynamic(BSPhysObject child); | ||
235 | |||
236 | // The object is going static (non-physical). Do any setup necessary | ||
237 | // for a static linkset. | ||
238 | // Return 'true' if any properties updated on the passed object. | ||
239 | // Called at taint-time! | ||
240 | public abstract bool MakeStatic(BSPhysObject child); | ||
241 | |||
242 | // Called when a parameter update comes from the physics engine for any object | ||
243 | // of the linkset is received. | ||
244 | // Called at taint-time!! | ||
245 | public abstract void UpdateProperties(BSPhysObject physObject); | ||
246 | |||
247 | // Routine used when rebuilding the body of the root of the linkset | ||
248 | // Destroy all the constraints have have been made to root. | ||
249 | // This is called when the root body is changing. | ||
250 | // Returns 'true' of something was actually removed and would need restoring | ||
251 | // Called at taint-time!! | ||
252 | public abstract bool RemoveBodyDependencies(BSPrim child); | ||
253 | |||
254 | // Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true', | ||
255 | // this routine will restore the removed constraints. | ||
256 | // Called at taint-time!! | ||
257 | public abstract void RestoreBodyDependencies(BSPrim child); | ||
258 | |||
259 | // ================================================================ | ||
260 | protected virtual float ComputeLinksetMass() | ||
261 | { | 201 | { |
262 | float mass = LinksetRoot.RawMass; | 202 | // If there are no children, there aren't any constraints to recompute |
263 | if (HasAnyChildren) | 203 | if (!HasAnyChildren) |
204 | return; | ||
205 | |||
206 | // Only the root does the recomputation | ||
207 | if (IsRoot(requestor)) | ||
208 | { | ||
209 | PhysicsScene.TaintedObject("BSLinkSet.Refresh", delegate() | ||
210 | { | ||
211 | RecomputeLinksetConstraintVariables(); | ||
212 | }); | ||
213 | } | ||
214 | } | ||
215 | |||
216 | // Call each of the constraints that make up this linkset and recompute the | ||
217 | // various transforms and variables. Used when objects are added or removed | ||
218 | // from a linkset to make sure the constraints know about the new mass and | ||
219 | // geometry. | ||
220 | // Must only be called at taint time!! | ||
221 | private bool RecomputeLinksetConstraintVariables() | ||
222 | { | ||
223 | float linksetMass = LinksetMass; | ||
224 | lock (m_linksetActivityLock) | ||
264 | { | 225 | { |
265 | lock (m_linksetActivityLock) | 226 | foreach (BSPrim child in m_children) |
266 | { | 227 | { |
267 | foreach (BSPhysObject bp in m_children) | 228 | BSConstraint constrain; |
229 | if (m_physicsScene.Constraints.TryGetConstraint(LinksetRoot.Body, child.Body, out constrain)) | ||
230 | { | ||
231 | // DetailLog("{0},BSLinkset.RecomputeLinksetConstraintVariables,taint,child={1},mass={2},A={3},B={4}", | ||
232 | // LinksetRoot.LocalID, child.LocalID, linksetMass, constrain.Body1.ID, constrain.Body2.ID); | ||
233 | constrain.RecomputeConstraintVariables(linksetMass); | ||
234 | } | ||
235 | else | ||
268 | { | 236 | { |
269 | mass += bp.RawMass; | 237 | // Non-fatal error that can happen when children are being added to the linkset but |
238 | // their constraints have not been created yet. | ||
239 | // Caused by the fact that m_children is built at run time but building constraints | ||
240 | // happens at taint time. | ||
241 | // m_physicsScene.Logger.ErrorFormat("[BULLETSIM LINKSET] RecomputeLinksetConstraintVariables: constraint not found for root={0}, child={1}", | ||
242 | // m_linksetRoot.Body.ID, child.Body.ID); | ||
270 | } | 243 | } |
271 | } | 244 | } |
272 | } | 245 | } |
273 | return mass; | 246 | return false; |
274 | } | 247 | } |
275 | 248 | ||
276 | protected virtual OMV.Vector3 ComputeLinksetCenterOfMass() | 249 | // I am the root of a linkset and a new child is being added |
250 | // Called while LinkActivity is locked. | ||
251 | private void AddChildToLinkset(BSPrim child) | ||
277 | { | 252 | { |
278 | OMV.Vector3 com; | 253 | if (!HasChild(child)) |
279 | lock (m_linksetActivityLock) | ||
280 | { | 254 | { |
281 | com = LinksetRoot.Position * LinksetRoot.RawMass; | 255 | m_children.Add(child); |
282 | float totalMass = LinksetRoot.RawMass; | ||
283 | 256 | ||
284 | foreach (BSPhysObject bp in m_children) | 257 | BSPrim rootx = LinksetRoot; // capture the root as of now |
258 | BSPrim childx = child; | ||
259 | m_physicsScene.TaintedObject("AddChildToLinkset", delegate() | ||
285 | { | 260 | { |
286 | com += bp.Position * bp.RawMass; | 261 | // DebugLog("{0}: AddChildToLinkset: adding child {1} to {2}", LogHeader, child.LocalID, m_linksetRoot.LocalID); |
287 | totalMass += bp.RawMass; | 262 | // DetailLog("{0},AddChildToLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); |
288 | } | 263 | PhysicallyLinkAChildToRoot(rootx, childx); // build the physical binding between me and the child |
289 | if (totalMass != 0f) | 264 | }); |
290 | com /= totalMass; | ||
291 | } | 265 | } |
266 | return; | ||
267 | } | ||
292 | 268 | ||
293 | return com; | 269 | // Forcefully removing a child from a linkset. |
270 | // This is not being called by the child so we have to make sure the child doesn't think | ||
271 | // it's still connected to the linkset. | ||
272 | // Normal OpenSimulator operation will never do this because other SceneObjectPart information | ||
273 | // has to be updated also (like pointer to prim's parent). | ||
274 | private void RemoveChildFromOtherLinkset(BSPrim pchild) | ||
275 | { | ||
276 | pchild.Linkset = new BSLinkset(m_physicsScene, pchild); | ||
277 | RemoveChildFromLinkset(pchild); | ||
294 | } | 278 | } |
295 | 279 | ||
296 | protected virtual OMV.Vector3 ComputeLinksetGeometricCenter() | 280 | // I am the root of a linkset and one of my children is being removed. |
281 | // Safe to call even if the child is not really in my linkset. | ||
282 | private void RemoveChildFromLinkset(BSPrim child) | ||
297 | { | 283 | { |
298 | OMV.Vector3 com; | 284 | if (m_children.Remove(child)) |
299 | lock (m_linksetActivityLock) | ||
300 | { | 285 | { |
301 | com = LinksetRoot.Position; | 286 | BSPrim rootx = LinksetRoot; // capture the root as of now |
302 | 287 | BSPrim childx = child; | |
303 | foreach (BSPhysObject bp in m_children) | 288 | m_physicsScene.TaintedObject("RemoveChildFromLinkset", delegate() |
304 | { | 289 | { |
305 | com += bp.Position * bp.RawMass; | 290 | // DebugLog("{0}: RemoveChildFromLinkset: Removing constraint to {1}", LogHeader, child.LocalID); |
306 | } | 291 | // DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); |
307 | com /= (m_children.Count + 1); | 292 | |
293 | PhysicallyUnlinkAChildFromRoot(rootx, childx); | ||
294 | }); | ||
295 | |||
296 | RecomputeLinksetConstraintVariables(); | ||
297 | } | ||
298 | else | ||
299 | { | ||
300 | // This will happen if we remove the root of the linkset first. Non-fatal occurance. | ||
301 | // PhysicsScene.Logger.ErrorFormat("{0}: Asked to remove child from linkset that was not in linkset", LogHeader); | ||
308 | } | 302 | } |
303 | return; | ||
304 | } | ||
309 | 305 | ||
310 | return com; | 306 | // Create a constraint between me (root of linkset) and the passed prim (the child). |
307 | // Called at taint time! | ||
308 | private void PhysicallyLinkAChildToRoot(BSPrim rootPrim, BSPrim childPrim) | ||
309 | { | ||
310 | // Zero motion for children so they don't interpolate | ||
311 | childPrim.ZeroMotion(); | ||
312 | |||
313 | // Relative position normalized to the root prim | ||
314 | // Essentually a vector pointing from center of rootPrim to center of childPrim | ||
315 | OMV.Vector3 childRelativePosition = childPrim.Position - rootPrim.Position; | ||
316 | |||
317 | // real world coordinate of midpoint between the two objects | ||
318 | OMV.Vector3 midPoint = rootPrim.Position + (childRelativePosition / 2); | ||
319 | |||
320 | // create a constraint that allows no freedom of movement between the two objects | ||
321 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 | ||
322 | // DebugLog("{0}: CreateLinkset: Adding a constraint between root prim {1} and child prim {2}", LogHeader, LocalID, childPrim.LocalID); | ||
323 | DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2},rLoc={3},cLoc={4},midLoc={5}", | ||
324 | rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID, rootPrim.Position, childPrim.Position, midPoint); | ||
325 | BS6DofConstraint constrain = new BS6DofConstraint( | ||
326 | m_physicsScene.World, rootPrim.Body, childPrim.Body, | ||
327 | midPoint, | ||
328 | true, | ||
329 | true | ||
330 | ); | ||
331 | /* NOTE: attempt to build constraint with full frame computation, etc. | ||
332 | * Using the midpoint is easier since it lets the Bullet code use the transforms | ||
333 | * of the objects. | ||
334 | * Code left here as an example. | ||
335 | // ================================================================================== | ||
336 | // relative position normalized to the root prim | ||
337 | OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation); | ||
338 | OMV.Vector3 childRelativePosition = (childPrim.Position - rootPrim.Position) * invThisOrientation; | ||
339 | |||
340 | // relative rotation of the child to the parent | ||
341 | OMV.Quaternion childRelativeRotation = invThisOrientation * childPrim.Orientation; | ||
342 | OMV.Quaternion inverseChildRelativeRotation = OMV.Quaternion.Inverse(childRelativeRotation); | ||
343 | |||
344 | // create a constraint that allows no freedom of movement between the two objects | ||
345 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 | ||
346 | // DebugLog("{0}: CreateLinkset: Adding a constraint between root prim {1} and child prim {2}", LogHeader, LocalID, childPrim.LocalID); | ||
347 | DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID); | ||
348 | BS6DofConstraint constrain = new BS6DofConstraint( | ||
349 | PhysicsScene.World, rootPrim.Body, childPrim.Body, | ||
350 | OMV.Vector3.Zero, | ||
351 | OMV.Quaternion.Inverse(rootPrim.Orientation), | ||
352 | OMV.Vector3.Zero, | ||
353 | OMV.Quaternion.Inverse(childPrim.Orientation), | ||
354 | // A point half way between the parent and child | ||
355 | // childRelativePosition/2, | ||
356 | // childRelativeRotation, | ||
357 | // childRelativePosition/2, | ||
358 | // inverseChildRelativeRotation, | ||
359 | true, | ||
360 | true | ||
361 | ); | ||
362 | // ================================================================================== | ||
363 | */ | ||
364 | |||
365 | m_physicsScene.Constraints.AddConstraint(constrain); | ||
366 | |||
367 | // zero linear and angular limits makes the objects unable to move in relation to each other | ||
368 | constrain.SetLinearLimits(OMV.Vector3.Zero, OMV.Vector3.Zero); | ||
369 | constrain.SetAngularLimits(OMV.Vector3.Zero, OMV.Vector3.Zero); | ||
370 | |||
371 | // tweek the constraint to increase stability | ||
372 | constrain.UseFrameOffset(PhysicsScene.BoolNumeric(PhysicsScene.Params.linkConstraintUseFrameOffset)); | ||
373 | constrain.TranslationalLimitMotor(PhysicsScene.BoolNumeric(PhysicsScene.Params.linkConstraintEnableTransMotor), | ||
374 | PhysicsScene.Params.linkConstraintTransMotorMaxVel, | ||
375 | PhysicsScene.Params.linkConstraintTransMotorMaxForce); | ||
376 | constrain.SetCFMAndERP(PhysicsScene.Params.linkConstraintCFM, PhysicsScene.Params.linkConstraintERP); | ||
377 | |||
378 | RecomputeLinksetConstraintVariables(); | ||
379 | } | ||
380 | |||
381 | // Remove linkage between myself and a particular child | ||
382 | // Called at taint time! | ||
383 | private void PhysicallyUnlinkAChildFromRoot(BSPrim rootPrim, BSPrim childPrim) | ||
384 | { | ||
385 | // DebugLog("{0}: PhysicallyUnlinkAChildFromRoot: RemoveConstraint between root prim {1} and child prim {2}", | ||
386 | // LogHeader, rootPrim.LocalID, childPrim.LocalID); | ||
387 | DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID); | ||
388 | |||
389 | // Find the constraint for this link and get rid of it from the overall collection and from my list | ||
390 | m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.Body, childPrim.Body); | ||
391 | |||
392 | // Make the child refresh its location | ||
393 | BulletSimAPI.PushUpdate2(childPrim.Body.Ptr); | ||
394 | } | ||
395 | |||
396 | // Remove linkage between myself and any possible children I might have | ||
397 | // Called at taint time! | ||
398 | private void PhysicallyUnlinkAllChildrenFromRoot(BSPrim rootPrim) | ||
399 | { | ||
400 | // DebugLog("{0}: PhysicallyUnlinkAllChildren:", LogHeader); | ||
401 | DetailLog("{0},PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID); | ||
402 | |||
403 | m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.Body); | ||
404 | } | ||
405 | |||
406 | // Invoke the detailed logger and output something if it's enabled. | ||
407 | private void DebugLog(string msg, params Object[] args) | ||
408 | { | ||
409 | if (m_physicsScene.ShouldDebugLog) | ||
410 | m_physicsScene.Logger.DebugFormat(msg, args); | ||
311 | } | 411 | } |
312 | 412 | ||
313 | // Invoke the detailed logger and output something if it's enabled. | 413 | // Invoke the detailed logger and output something if it's enabled. |
314 | protected void DetailLog(string msg, params Object[] args) | 414 | private void DetailLog(string msg, params Object[] args) |
315 | { | 415 | { |
316 | if (PhysicsScene.PhysicsLogging.Enabled) | 416 | m_physicsScene.PhysicsLogging.Write(msg, args); |
317 | PhysicsScene.DetailLog(msg, args); | ||
318 | } | 417 | } |
319 | 418 | ||
320 | } | 419 | } |