diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs | 79 |
1 files changed, 32 insertions, 47 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs index c855fda..d0b2a56 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs | |||
@@ -36,9 +36,8 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
36 | { | 36 | { |
37 | // private static string LogHeader = "[BULLETSIM LINKSET CONSTRAINTS]"; | 37 | // private static string LogHeader = "[BULLETSIM LINKSET CONSTRAINTS]"; |
38 | 38 | ||
39 | public BSLinksetConstraints(BSScene scene, BSPhysObject parent) | 39 | public BSLinksetConstraints(BSScene scene, BSPhysObject parent) : base(scene, parent) |
40 | { | 40 | { |
41 | base.Initialize(scene, parent); | ||
42 | } | 41 | } |
43 | 42 | ||
44 | // When physical properties are changed the linkset needs to recalculate | 43 | // When physical properties are changed the linkset needs to recalculate |
@@ -47,12 +46,17 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
47 | // refresh will happen once after all the other taints are applied. | 46 | // refresh will happen once after all the other taints are applied. |
48 | public override void Refresh(BSPhysObject requestor) | 47 | public override void Refresh(BSPhysObject requestor) |
49 | { | 48 | { |
50 | // Queue to happen after all the other taint processing | 49 | base.Refresh(requestor); |
51 | PhysicsScene.PostTaintObject("BSLinksetContraints.Refresh", requestor.LocalID, delegate() | 50 | |
52 | { | 51 | if (HasAnyChildren && IsRoot(requestor)) |
53 | if (HasAnyChildren && IsRoot(requestor)) | 52 | { |
54 | RecomputeLinksetConstraints(); | 53 | // Queue to happen after all the other taint processing |
55 | }); | 54 | PhysicsScene.PostTaintObject("BSLinksetContraints.Refresh", requestor.LocalID, delegate() |
55 | { | ||
56 | if (HasAnyChildren && IsRoot(requestor)) | ||
57 | RecomputeLinksetConstraints(); | ||
58 | }); | ||
59 | } | ||
56 | } | 60 | } |
57 | 61 | ||
58 | // The object is going dynamic (physical). Do any setup necessary | 62 | // The object is going dynamic (physical). Do any setup necessary |
@@ -79,23 +83,11 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
79 | } | 83 | } |
80 | 84 | ||
81 | // Called at taint-time!! | 85 | // Called at taint-time!! |
82 | public override void UpdateProperties(BSPhysObject updated) | 86 | public override void UpdateProperties(BSPhysObject updated, bool inTaintTime) |
83 | { | 87 | { |
84 | // Nothing to do for constraints on property updates | 88 | // Nothing to do for constraints on property updates |
85 | } | 89 | } |
86 | 90 | ||
87 | // The children of the linkset are moved around by the constraints. | ||
88 | // Just grab the current values of wherever it is right now. | ||
89 | public override OMV.Vector3 Position(BSPhysObject member) | ||
90 | { | ||
91 | return BulletSimAPI.GetPosition2(member.PhysBody.ptr); | ||
92 | } | ||
93 | |||
94 | public override OMV.Quaternion Orientation(BSPhysObject member) | ||
95 | { | ||
96 | return BulletSimAPI.GetOrientation2(member.PhysBody.ptr); | ||
97 | } | ||
98 | |||
99 | // Routine called when rebuilding the body of some member of the linkset. | 91 | // Routine called when rebuilding the body of some member of the linkset. |
100 | // Destroy all the constraints have have been made to root and set | 92 | // Destroy all the constraints have have been made to root and set |
101 | // up to rebuild the constraints before the next simulation step. | 93 | // up to rebuild the constraints before the next simulation step. |
@@ -106,7 +98,7 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
106 | bool ret = false; | 98 | bool ret = false; |
107 | 99 | ||
108 | DetailLog("{0},BSLinksetConstraint.RemoveBodyDependencies,removeChildrenForRoot,rID={1},rBody={2}", | 100 | DetailLog("{0},BSLinksetConstraint.RemoveBodyDependencies,removeChildrenForRoot,rID={1},rBody={2}", |
109 | child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X")); | 101 | child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody.AddrString); |
110 | 102 | ||
111 | lock (m_linksetActivityLock) | 103 | lock (m_linksetActivityLock) |
112 | { | 104 | { |
@@ -155,8 +147,8 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
155 | 147 | ||
156 | DetailLog("{0},BSLinksetConstraints.RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}", | 148 | DetailLog("{0},BSLinksetConstraints.RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}", |
157 | childx.LocalID, | 149 | childx.LocalID, |
158 | rootx.LocalID, rootx.PhysBody.ptr.ToString("X"), | 150 | rootx.LocalID, rootx.PhysBody.AddrString, |
159 | childx.LocalID, childx.PhysBody.ptr.ToString("X")); | 151 | childx.LocalID, childx.PhysBody.AddrString); |
160 | 152 | ||
161 | PhysicsScene.TaintedObject("BSLinksetConstraints.RemoveChildFromLinkset", delegate() | 153 | PhysicsScene.TaintedObject("BSLinksetConstraints.RemoveChildFromLinkset", delegate() |
162 | { | 154 | { |
@@ -195,8 +187,8 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
195 | 187 | ||
196 | DetailLog("{0},BSLinksetConstraint.BuildConstraint,taint,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6},midLoc={7}", | 188 | DetailLog("{0},BSLinksetConstraint.BuildConstraint,taint,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6},midLoc={7}", |
197 | rootPrim.LocalID, | 189 | rootPrim.LocalID, |
198 | rootPrim.LocalID, rootPrim.PhysBody.ptr.ToString("X"), | 190 | rootPrim.LocalID, rootPrim.PhysBody.AddrString, |
199 | childPrim.LocalID, childPrim.PhysBody.ptr.ToString("X"), | 191 | childPrim.LocalID, childPrim.PhysBody.AddrString, |
200 | rootPrim.Position, childPrim.Position, midPoint); | 192 | rootPrim.Position, childPrim.Position, midPoint); |
201 | 193 | ||
202 | // create a constraint that allows no freedom of movement between the two objects | 194 | // create a constraint that allows no freedom of movement between the two objects |
@@ -239,14 +231,14 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
239 | constrain.SetAngularLimits(OMV.Vector3.Zero, OMV.Vector3.Zero); | 231 | constrain.SetAngularLimits(OMV.Vector3.Zero, OMV.Vector3.Zero); |
240 | 232 | ||
241 | // tweek the constraint to increase stability | 233 | // tweek the constraint to increase stability |
242 | constrain.UseFrameOffset(PhysicsScene.BoolNumeric(PhysicsScene.Params.linkConstraintUseFrameOffset)); | 234 | constrain.UseFrameOffset(BSParam.BoolNumeric(BSParam.LinkConstraintUseFrameOffset)); |
243 | constrain.TranslationalLimitMotor(PhysicsScene.BoolNumeric(PhysicsScene.Params.linkConstraintEnableTransMotor), | 235 | constrain.TranslationalLimitMotor(BSParam.BoolNumeric(BSParam.LinkConstraintEnableTransMotor), |
244 | PhysicsScene.Params.linkConstraintTransMotorMaxVel, | 236 | BSParam.LinkConstraintTransMotorMaxVel, |
245 | PhysicsScene.Params.linkConstraintTransMotorMaxForce); | 237 | BSParam.LinkConstraintTransMotorMaxForce); |
246 | constrain.SetCFMAndERP(PhysicsScene.Params.linkConstraintCFM, PhysicsScene.Params.linkConstraintERP); | 238 | constrain.SetCFMAndERP(BSParam.LinkConstraintCFM, BSParam.LinkConstraintERP); |
247 | if (PhysicsScene.Params.linkConstraintSolverIterations != 0f) | 239 | if (BSParam.LinkConstraintSolverIterations != 0f) |
248 | { | 240 | { |
249 | constrain.SetSolverIterations(PhysicsScene.Params.linkConstraintSolverIterations); | 241 | constrain.SetSolverIterations(BSParam.LinkConstraintSolverIterations); |
250 | } | 242 | } |
251 | return constrain; | 243 | return constrain; |
252 | } | 244 | } |
@@ -260,14 +252,14 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
260 | bool ret = false; | 252 | bool ret = false; |
261 | DetailLog("{0},BSLinksetConstraint.PhysicallyUnlinkAChildFromRoot,taint,root={1},rBody={2},child={3},cBody={4}", | 253 | DetailLog("{0},BSLinksetConstraint.PhysicallyUnlinkAChildFromRoot,taint,root={1},rBody={2},child={3},cBody={4}", |
262 | rootPrim.LocalID, | 254 | rootPrim.LocalID, |
263 | rootPrim.LocalID, rootPrim.PhysBody.ptr.ToString("X"), | 255 | rootPrim.LocalID, rootPrim.PhysBody.AddrString, |
264 | childPrim.LocalID, childPrim.PhysBody.ptr.ToString("X")); | 256 | childPrim.LocalID, childPrim.PhysBody.AddrString); |
265 | 257 | ||
266 | // Find the constraint for this link and get rid of it from the overall collection and from my list | 258 | // Find the constraint for this link and get rid of it from the overall collection and from my list |
267 | if (PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody, childPrim.PhysBody)) | 259 | if (PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody, childPrim.PhysBody)) |
268 | { | 260 | { |
269 | // Make the child refresh its location | 261 | // Make the child refresh its location |
270 | BulletSimAPI.PushUpdate2(childPrim.PhysBody.ptr); | 262 | PhysicsScene.PE.PushUpdate(childPrim.PhysBody); |
271 | ret = true; | 263 | ret = true; |
272 | } | 264 | } |
273 | 265 | ||
@@ -292,20 +284,17 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
292 | private void RecomputeLinksetConstraints() | 284 | private void RecomputeLinksetConstraints() |
293 | { | 285 | { |
294 | float linksetMass = LinksetMass; | 286 | float linksetMass = LinksetMass; |
295 | LinksetRoot.UpdatePhysicalMassProperties(linksetMass); | 287 | LinksetRoot.UpdatePhysicalMassProperties(linksetMass, true); |
296 | 288 | ||
297 | // DEBUG: see of inter-linkset collisions are causing problems | ||
298 | // BulletSimAPI.SetCollisionFilterMask2(LinksetRoot.BSBody.ptr, | ||
299 | // (uint)CollisionFilterGroups.LinksetFilter, (uint)CollisionFilterGroups.LinksetMask); | ||
300 | DetailLog("{0},BSLinksetConstraint.RecomputeLinksetConstraints,set,rBody={1},linksetMass={2}", | 289 | DetailLog("{0},BSLinksetConstraint.RecomputeLinksetConstraints,set,rBody={1},linksetMass={2}", |
301 | LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X"), linksetMass); | 290 | LinksetRoot.LocalID, LinksetRoot.PhysBody.AddrString, linksetMass); |
302 | 291 | ||
303 | foreach (BSPhysObject child in m_children) | 292 | foreach (BSPhysObject child in m_children) |
304 | { | 293 | { |
305 | // A child in the linkset physically shows the mass of the whole linkset. | 294 | // A child in the linkset physically shows the mass of the whole linkset. |
306 | // This allows Bullet to apply enough force on the child to move the whole linkset. | 295 | // This allows Bullet to apply enough force on the child to move the whole linkset. |
307 | // (Also do the mass stuff before recomputing the constraint so mass is not zero.) | 296 | // (Also do the mass stuff before recomputing the constraint so mass is not zero.) |
308 | child.UpdatePhysicalMassProperties(linksetMass); | 297 | child.UpdatePhysicalMassProperties(linksetMass, true); |
309 | 298 | ||
310 | BSConstraint constrain; | 299 | BSConstraint constrain; |
311 | if (!PhysicsScene.Constraints.TryGetConstraint(LinksetRoot.PhysBody, child.PhysBody, out constrain)) | 300 | if (!PhysicsScene.Constraints.TryGetConstraint(LinksetRoot.PhysBody, child.PhysBody, out constrain)) |
@@ -315,11 +304,7 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
315 | } | 304 | } |
316 | constrain.RecomputeConstraintVariables(linksetMass); | 305 | constrain.RecomputeConstraintVariables(linksetMass); |
317 | 306 | ||
318 | // DEBUG: see of inter-linkset collisions are causing problems | 307 | // PhysicsScene.PE.DumpConstraint(PhysicsScene.World, constrain.Constraint); // DEBUG DEBUG |
319 | // BulletSimAPI.SetCollisionFilterMask2(child.BSBody.ptr, | ||
320 | // (uint)CollisionFilterGroups.LinksetFilter, (uint)CollisionFilterGroups.LinksetMask); | ||
321 | |||
322 | // BulletSimAPI.DumpConstraint2(PhysicsScene.World.ptr, constrain.Constraint.ptr); // DEBUG DEBUG | ||
323 | } | 308 | } |
324 | 309 | ||
325 | } | 310 | } |