diff options
Diffstat (limited to 'OpenSim/Region/Physics')
6 files changed, 164 insertions, 29 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs index fbb9e21..07f5a21 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs | |||
@@ -50,7 +50,8 @@ public class BSConstraint : IDisposable | |||
50 | m_body2 = obj2; | 50 | m_body2 = obj2; |
51 | m_constraint = new BulletConstraint(BulletSimAPI.CreateConstraint2(m_world.Ptr, m_body1.Ptr, m_body2.Ptr, | 51 | m_constraint = new BulletConstraint(BulletSimAPI.CreateConstraint2(m_world.Ptr, m_body1.Ptr, m_body2.Ptr, |
52 | frame1, frame1rot, | 52 | frame1, frame1rot, |
53 | frame2, frame2rot)); | 53 | frame2, frame2rot, |
54 | true /*useLinearReferenceFrameA*/, true /*disableCollisionsBetweenLinkedBodies*/)); | ||
54 | m_enabled = true; | 55 | m_enabled = true; |
55 | } | 56 | } |
56 | 57 | ||
@@ -83,6 +84,15 @@ public class BSConstraint : IDisposable | |||
83 | return ret; | 84 | return ret; |
84 | } | 85 | } |
85 | 86 | ||
87 | public bool SetCFMAndERP(float cfm, float erp) | ||
88 | { | ||
89 | bool ret = false; | ||
90 | BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_STOP_CFM, cfm, ConstraintParamAxis.AXIS_ALL); | ||
91 | BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_STOP_ERP, erp, ConstraintParamAxis.AXIS_ALL); | ||
92 | BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_CFM, cfm, ConstraintParamAxis.AXIS_ALL); | ||
93 | return ret; | ||
94 | } | ||
95 | |||
86 | public bool UseFrameOffset(bool useOffset) | 96 | public bool UseFrameOffset(bool useOffset) |
87 | { | 97 | { |
88 | bool ret = false; | 98 | bool ret = false; |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraintCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintCollection.cs index a2650fb..c88e645 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraintCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintCollection.cs | |||
@@ -83,7 +83,8 @@ public class BSConstraintCollection : IDisposable | |||
83 | return true; | 83 | return true; |
84 | } | 84 | } |
85 | 85 | ||
86 | // Get the constraint between two bodies. There can be only one the way we're using them. | 86 | // Get the constraint between two bodies. There can be only one. |
87 | // Return 'true' if a constraint was found. | ||
87 | public bool TryGetConstraint(BulletBody body1, BulletBody body2, out BSConstraint returnConstraint) | 88 | public bool TryGetConstraint(BulletBody body1, BulletBody body2, out BSConstraint returnConstraint) |
88 | { | 89 | { |
89 | bool found = false; | 90 | bool found = false; |
@@ -105,6 +106,9 @@ public class BSConstraintCollection : IDisposable | |||
105 | return found; | 106 | return found; |
106 | } | 107 | } |
107 | 108 | ||
109 | // Remove any constraint between the passed bodies. | ||
110 | // Presumed there is only one such constraint possible. | ||
111 | // Return 'true' if a constraint was found and destroyed. | ||
108 | public bool RemoveAndDestroyConstraint(BulletBody body1, BulletBody body2) | 112 | public bool RemoveAndDestroyConstraint(BulletBody body1, BulletBody body2) |
109 | { | 113 | { |
110 | // return BulletSimAPI.RemoveConstraint(m_world.ID, obj1.ID, obj2.ID); | 114 | // return BulletSimAPI.RemoveConstraint(m_world.ID, obj1.ID, obj2.ID); |
@@ -125,6 +129,8 @@ public class BSConstraintCollection : IDisposable | |||
125 | return ret; | 129 | return ret; |
126 | } | 130 | } |
127 | 131 | ||
132 | // Remove all constraints that reference the passed body. | ||
133 | // Return 'true' if any constraints were destroyed. | ||
128 | public bool RemoveAndDestroyConstraint(BulletBody body1) | 134 | public bool RemoveAndDestroyConstraint(BulletBody body1) |
129 | { | 135 | { |
130 | // return BulletSimAPI.RemoveConstraintByID(m_world.ID, obj.ID); | 136 | // return BulletSimAPI.RemoveConstraintByID(m_world.ID, obj.ID); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index 3bc2100..6f8430c 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | |||
@@ -117,10 +117,50 @@ public class BSLinkset | |||
117 | } | 117 | } |
118 | 118 | ||
119 | // An existing linkset had one of its members rebuilt or something. | 119 | // An existing linkset had one of its members rebuilt or something. |
120 | // Undo all the physical linking and rebuild the physical linkset. | 120 | // Go through the linkset and rebuild the pointers to the bodies of the linkset members. |
121 | public bool RefreshLinkset(BSPrim requestor) | 121 | public BSLinkset RefreshLinkset(BSPrim requestor) |
122 | { | 122 | { |
123 | return true; | 123 | BSLinkset ret = requestor.Linkset; |
124 | |||
125 | lock (m_linksetActivityLock) | ||
126 | { | ||
127 | System.IntPtr aPtr = BulletSimAPI.GetBodyHandle2(m_scene.World.Ptr, m_linksetRoot.LocalID); | ||
128 | if (aPtr == System.IntPtr.Zero) | ||
129 | { | ||
130 | // That's odd. We can't find the root of the linkset. | ||
131 | // The linkset is somehow dead. The requestor is now a member of a linkset of one. | ||
132 | DetailLog("{0},RefreshLinkset.RemoveRoot,child={1}", m_linksetRoot.LocalID, m_linksetRoot.LocalID); | ||
133 | ret = RemoveMeFromLinkset(m_linksetRoot); | ||
134 | } | ||
135 | else | ||
136 | { | ||
137 | // Reconstruct the pointer to the body of the linkset root. | ||
138 | DetailLog("{0},RefreshLinkset.RebuildRoot,rootID={1},ptr={2}", m_linksetRoot.LocalID, m_linksetRoot.LocalID, aPtr); | ||
139 | m_linksetRoot.Body = new BulletBody(m_linksetRoot.LocalID, aPtr); | ||
140 | |||
141 | List<BSPrim> toRemove = new List<BSPrim>(); | ||
142 | foreach (BSPrim bsp in m_children) | ||
143 | { | ||
144 | aPtr = BulletSimAPI.GetBodyHandle2(m_scene.World.Ptr, bsp.LocalID); | ||
145 | if (aPtr == System.IntPtr.Zero) | ||
146 | { | ||
147 | toRemove.Add(bsp); | ||
148 | } | ||
149 | else | ||
150 | { | ||
151 | // Reconstruct the pointer to the body of the linkset root. | ||
152 | DetailLog("{0},RefreshLinkset.RebuildChild,rootID={1},ptr={2}", bsp.LocalID, m_linksetRoot.LocalID, aPtr); | ||
153 | bsp.Body = new BulletBody(bsp.LocalID, aPtr); | ||
154 | } | ||
155 | } | ||
156 | foreach (BSPrim bsp in toRemove) | ||
157 | { | ||
158 | RemoveChildFromLinkset(bsp); | ||
159 | } | ||
160 | } | ||
161 | } | ||
162 | |||
163 | return ret; | ||
124 | } | 164 | } |
125 | 165 | ||
126 | 166 | ||
@@ -256,10 +296,13 @@ public class BSLinkset | |||
256 | DetailLog("{0},LinkAChildToMe,taint,root={1},child={2}", m_linksetRoot.LocalID, m_linksetRoot.LocalID, childPrim.LocalID); | 296 | DetailLog("{0},LinkAChildToMe,taint,root={1},child={2}", m_linksetRoot.LocalID, m_linksetRoot.LocalID, childPrim.LocalID); |
257 | BSConstraint constrain = m_scene.Constraints.CreateConstraint( | 297 | BSConstraint constrain = m_scene.Constraints.CreateConstraint( |
258 | m_scene.World, m_linksetRoot.Body, childPrim.Body, | 298 | m_scene.World, m_linksetRoot.Body, childPrim.Body, |
259 | childRelativePosition, | 299 | // childRelativePosition, |
260 | childRelativeRotation, | 300 | // childRelativeRotation, |
301 | OMV.Vector3.Zero, | ||
302 | OMV.Quaternion.Identity, | ||
261 | OMV.Vector3.Zero, | 303 | OMV.Vector3.Zero, |
262 | OMV.Quaternion.Identity); | 304 | OMV.Quaternion.Identity |
305 | ); | ||
263 | constrain.SetLinearLimits(OMV.Vector3.Zero, OMV.Vector3.Zero); | 306 | constrain.SetLinearLimits(OMV.Vector3.Zero, OMV.Vector3.Zero); |
264 | constrain.SetAngularLimits(OMV.Vector3.Zero, OMV.Vector3.Zero); | 307 | constrain.SetAngularLimits(OMV.Vector3.Zero, OMV.Vector3.Zero); |
265 | 308 | ||
@@ -268,6 +311,7 @@ public class BSLinkset | |||
268 | constrain.TranslationalLimitMotor(m_scene.BoolNumeric(m_scene.Params.linkConstraintEnableTransMotor), | 311 | constrain.TranslationalLimitMotor(m_scene.BoolNumeric(m_scene.Params.linkConstraintEnableTransMotor), |
269 | m_scene.Params.linkConstraintTransMotorMaxVel, | 312 | m_scene.Params.linkConstraintTransMotorMaxVel, |
270 | m_scene.Params.linkConstraintTransMotorMaxForce); | 313 | m_scene.Params.linkConstraintTransMotorMaxForce); |
314 | constrain.SetCFMAndERP(m_scene.Params.linkConstraintCFM, m_scene.Params.linkConstraintERP); | ||
271 | 315 | ||
272 | } | 316 | } |
273 | 317 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 7590d93..50d11e6 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -103,7 +103,10 @@ public sealed class BSPrim : PhysicsActor | |||
103 | long _collidingGroundStep; | 103 | long _collidingGroundStep; |
104 | 104 | ||
105 | private BulletBody m_body; | 105 | private BulletBody m_body; |
106 | public BulletBody Body { get { return m_body; } } | 106 | public BulletBody Body { |
107 | get { return m_body; } | ||
108 | set { m_body = value; } | ||
109 | } | ||
107 | 110 | ||
108 | private BSDynamics _vehicle; | 111 | private BSDynamics _vehicle; |
109 | 112 | ||
@@ -477,9 +480,11 @@ public sealed class BSPrim : PhysicsActor | |||
477 | // Only called at taint time so it is save to call into Bullet. | 480 | // Only called at taint time so it is save to call into Bullet. |
478 | private void SetObjectDynamic() | 481 | private void SetObjectDynamic() |
479 | { | 482 | { |
480 | // m_log.DebugFormat("{0}: ID={1}, SetObjectDynamic: IsStatic={2}, IsSolid={3}", LogHeader, _localID, IsStatic, IsSolid); | 483 | // RA: remove this for the moment. |
481 | 484 | // The problem is that dynamic objects are hulls so if we are becoming physical | |
482 | RecreateGeomAndObject(); | 485 | // the shape has to be checked and possibly built. |
486 | // Maybe a VerifyCorrectPhysicalShape() routine? | ||
487 | // RecreateGeomAndObject(); | ||
483 | 488 | ||
484 | float mass = _mass; | 489 | float mass = _mass; |
485 | // Bullet wants static objects have a mass of zero | 490 | // Bullet wants static objects have a mass of zero |
@@ -971,21 +976,23 @@ public sealed class BSPrim : PhysicsActor | |||
971 | { | 976 | { |
972 | DetailLog("{0},CreateGeom,sphere", LocalID); | 977 | DetailLog("{0},CreateGeom,sphere", LocalID); |
973 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE; | 978 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE; |
974 | ret = true; | ||
975 | // Bullet native objects are scaled by the Bullet engine so pass the size in | 979 | // Bullet native objects are scaled by the Bullet engine so pass the size in |
976 | _scale = _size; | 980 | _scale = _size; |
981 | // TODO: do we need to check for and destroy a mesh or hull that might have been left from before? | ||
982 | ret = true; | ||
977 | } | 983 | } |
978 | } | 984 | } |
979 | } | 985 | } |
980 | else | 986 | else |
981 | { | 987 | { |
982 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, size={2}", LogHeader, LocalID, _size); | 988 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, type={2}, size={3}", LogHeader, LocalID, _shapeType, _size); |
983 | if (_shapeType != ShapeData.PhysicsShapeType.SHAPE_BOX) | 989 | if (_shapeType != ShapeData.PhysicsShapeType.SHAPE_BOX) |
984 | { | 990 | { |
985 | DetailLog("{0},CreateGeom,box", LocalID); | 991 | DetailLog("{0},CreateGeom,box", LocalID); |
986 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX; | 992 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX; |
987 | ret = true; | ||
988 | _scale = _size; | 993 | _scale = _size; |
994 | // TODO: do we need to check for and destroy a mesh or hull that might have been left from before? | ||
995 | ret = true; | ||
989 | } | 996 | } |
990 | } | 997 | } |
991 | } | 998 | } |
@@ -1203,11 +1210,9 @@ public sealed class BSPrim : PhysicsActor | |||
1203 | FillShapeInfo(out shape); | 1210 | FillShapeInfo(out shape); |
1204 | // m_log.DebugFormat("{0}: CreateObject: lID={1}, shape={2}", LogHeader, _localID, shape.Type); | 1211 | // m_log.DebugFormat("{0}: CreateObject: lID={1}, shape={2}", LogHeader, _localID, shape.Type); |
1205 | BulletSimAPI.CreateObject(_scene.WorldID, shape); | 1212 | BulletSimAPI.CreateObject(_scene.WorldID, shape); |
1213 | |||
1206 | // the CreateObject() may have recreated the rigid body. Make sure we have the latest. | 1214 | // the CreateObject() may have recreated the rigid body. Make sure we have the latest. |
1207 | m_body.Ptr = BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID); | 1215 | m_body.Ptr = BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID); |
1208 | |||
1209 | // The root object could have been recreated. Make sure everything linksety is up to date. | ||
1210 | _linkset.RefreshLinkset(this); | ||
1211 | } | 1216 | } |
1212 | 1217 | ||
1213 | // Copy prim's info into the BulletSim shape description structure | 1218 | // Copy prim's info into the BulletSim shape description structure |
@@ -1236,8 +1241,8 @@ public sealed class BSPrim : PhysicsActor | |||
1236 | private void RecreateGeomAndObject() | 1241 | private void RecreateGeomAndObject() |
1237 | { | 1242 | { |
1238 | // m_log.DebugFormat("{0}: RecreateGeomAndObject. lID={1}", LogHeader, _localID); | 1243 | // m_log.DebugFormat("{0}: RecreateGeomAndObject. lID={1}", LogHeader, _localID); |
1239 | CreateGeom(true); | 1244 | if (CreateGeom(true)) |
1240 | CreateObject(); | 1245 | CreateObject(); |
1241 | return; | 1246 | return; |
1242 | } | 1247 | } |
1243 | 1248 | ||
@@ -1322,6 +1327,15 @@ public sealed class BSPrim : PhysicsActor | |||
1322 | 1327 | ||
1323 | base.RequestPhysicsterseUpdate(); | 1328 | base.RequestPhysicsterseUpdate(); |
1324 | } | 1329 | } |
1330 | /* | ||
1331 | else | ||
1332 | { | ||
1333 | // For debugging, we can also report the movement of children | ||
1334 | DetailLog("{0},UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}", | ||
1335 | LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, | ||
1336 | entprop.Acceleration, entprop.RotationalVelocity); | ||
1337 | } | ||
1338 | */ | ||
1325 | } | 1339 | } |
1326 | 1340 | ||
1327 | // I've collided with something | 1341 | // I've collided with something |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index c6d622b..28d5cb5 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -315,6 +315,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
315 | public override PhysicsActor AddAvatar(uint localID, string avName, Vector3 position, Vector3 size, bool isFlying) | 315 | public override PhysicsActor AddAvatar(uint localID, string avName, Vector3 position, Vector3 size, bool isFlying) |
316 | { | 316 | { |
317 | // m_log.DebugFormat("{0}: AddAvatar: {1}", LogHeader, avName); | 317 | // m_log.DebugFormat("{0}: AddAvatar: {1}", LogHeader, avName); |
318 | |||
319 | if (!m_initialized) return null; | ||
320 | |||
318 | BSCharacter actor = new BSCharacter(localID, avName, this, position, size, isFlying); | 321 | BSCharacter actor = new BSCharacter(localID, avName, this, position, size, isFlying); |
319 | lock (m_avatars) m_avatars.Add(localID, actor); | 322 | lock (m_avatars) m_avatars.Add(localID, actor); |
320 | return actor; | 323 | return actor; |
@@ -323,6 +326,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
323 | public override void RemoveAvatar(PhysicsActor actor) | 326 | public override void RemoveAvatar(PhysicsActor actor) |
324 | { | 327 | { |
325 | // m_log.DebugFormat("{0}: RemoveAvatar", LogHeader); | 328 | // m_log.DebugFormat("{0}: RemoveAvatar", LogHeader); |
329 | |||
330 | if (!m_initialized) return; | ||
331 | |||
326 | BSCharacter bsactor = actor as BSCharacter; | 332 | BSCharacter bsactor = actor as BSCharacter; |
327 | if (bsactor != null) | 333 | if (bsactor != null) |
328 | { | 334 | { |
@@ -341,6 +347,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
341 | 347 | ||
342 | public override void RemovePrim(PhysicsActor prim) | 348 | public override void RemovePrim(PhysicsActor prim) |
343 | { | 349 | { |
350 | if (!m_initialized) return; | ||
351 | |||
344 | BSPrim bsprim = prim as BSPrim; | 352 | BSPrim bsprim = prim as BSPrim; |
345 | if (bsprim != null) | 353 | if (bsprim != null) |
346 | { | 354 | { |
@@ -366,6 +374,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
366 | Vector3 size, Quaternion rotation, bool isPhysical, uint localID) | 374 | Vector3 size, Quaternion rotation, bool isPhysical, uint localID) |
367 | { | 375 | { |
368 | // m_log.DebugFormat("{0}: AddPrimShape2: {1}", LogHeader, primName); | 376 | // m_log.DebugFormat("{0}: AddPrimShape2: {1}", LogHeader, primName); |
377 | |||
378 | if (!m_initialized) return null; | ||
379 | |||
369 | BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical); | 380 | BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical); |
370 | lock (m_prims) m_prims.Add(localID, prim); | 381 | lock (m_prims) m_prims.Add(localID, prim); |
371 | return prim; | 382 | return prim; |
@@ -807,6 +818,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
807 | 818 | ||
808 | // List of all of the externally visible parameters. | 819 | // List of all of the externally visible parameters. |
809 | // For each parameter, this table maps a text name to getter and setters. | 820 | // For each parameter, this table maps a text name to getter and setters. |
821 | // To add a new externally referencable/settable parameter, add the paramter storage | ||
822 | // location somewhere in the program and make an entry in this table with the | ||
823 | // getters and setters. | ||
824 | // To add a new variable, it is easiest to find an existing definition and copy it. | ||
825 | // Parameter values are floats. Booleans are converted to a floating value. | ||
826 | // | ||
810 | // A ParameterDefn() takes the following parameters: | 827 | // A ParameterDefn() takes the following parameters: |
811 | // -- the text name of the parameter. This is used for console input and ini file. | 828 | // -- the text name of the parameter. This is used for console input and ini file. |
812 | // -- a short text description of the parameter. This shows up in the console listing. | 829 | // -- a short text description of the parameter. This shows up in the console listing. |
@@ -815,7 +832,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
815 | // -- a delegate for getting the value as a float | 832 | // -- a delegate for getting the value as a float |
816 | // -- a delegate for setting the value from a float | 833 | // -- a delegate for setting the value from a float |
817 | // | 834 | // |
818 | // To add a new variable, it is best to find an existing definition and copy it. | 835 | // The single letter parameters for the delegates are: |
836 | // s = BSScene | ||
837 | // p = string parameter name | ||
838 | // l = localID of referenced object | ||
839 | // v = float value | ||
840 | // cf = parameter configuration class (for fetching values from ini file) | ||
819 | private ParameterDefn[] ParameterDefinitions = | 841 | private ParameterDefn[] ParameterDefinitions = |
820 | { | 842 | { |
821 | new ParameterDefn("MeshSculptedPrim", "Whether to create meshes for sculpties", | 843 | new ParameterDefn("MeshSculptedPrim", "Whether to create meshes for sculpties", |
@@ -1048,6 +1070,16 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1048 | (s,cf,p,v) => { s.m_params[0].linkConstraintTransMotorMaxForce = cf.GetFloat(p, v); }, | 1070 | (s,cf,p,v) => { s.m_params[0].linkConstraintTransMotorMaxForce = cf.GetFloat(p, v); }, |
1049 | (s) => { return s.m_params[0].linkConstraintTransMotorMaxForce; }, | 1071 | (s) => { return s.m_params[0].linkConstraintTransMotorMaxForce; }, |
1050 | (s,p,l,v) => { s.m_params[0].linkConstraintTransMotorMaxForce = v; } ), | 1072 | (s,p,l,v) => { s.m_params[0].linkConstraintTransMotorMaxForce = v; } ), |
1073 | new ParameterDefn("LinkConstraintCFM", "Amount constraint can be violated. 0=none, 1=all. Default=0", | ||
1074 | 0.0f, | ||
1075 | (s,cf,p,v) => { s.m_params[0].linkConstraintCFM = cf.GetFloat(p, v); }, | ||
1076 | (s) => { return s.m_params[0].linkConstraintCFM; }, | ||
1077 | (s,p,l,v) => { s.m_params[0].linkConstraintCFM = v; } ), | ||
1078 | new ParameterDefn("LinkConstraintERP", "Amount constraint is corrected each tick. 0=none, 1=all. Default = 0.2", | ||
1079 | 0.2f, | ||
1080 | (s,cf,p,v) => { s.m_params[0].linkConstraintERP = cf.GetFloat(p, v); }, | ||
1081 | (s) => { return s.m_params[0].linkConstraintERP; }, | ||
1082 | (s,p,l,v) => { s.m_params[0].linkConstraintERP = v; } ), | ||
1051 | 1083 | ||
1052 | new ParameterDefn("DetailedStats", "Frames between outputting detailed phys stats. (0 is off)", | 1084 | new ParameterDefn("DetailedStats", "Frames between outputting detailed phys stats. (0 is off)", |
1053 | 0f, | 1085 | 0f, |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs index 65e3145..fe705cc 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs | |||
@@ -66,13 +66,14 @@ public struct ShapeData | |||
66 | { | 66 | { |
67 | public enum PhysicsShapeType | 67 | public enum PhysicsShapeType |
68 | { | 68 | { |
69 | SHAPE_AVATAR = 0, | 69 | SHAPE_UNKNOWN = 0, |
70 | SHAPE_BOX = 1, | 70 | SHAPE_AVATAR = 1, |
71 | SHAPE_CONE = 2, | 71 | SHAPE_BOX = 2, |
72 | SHAPE_CYLINDER = 3, | 72 | SHAPE_CONE = 3, |
73 | SHAPE_SPHERE = 4, | 73 | SHAPE_CYLINDER = 4, |
74 | SHAPE_MESH = 5, | 74 | SHAPE_SPHERE = 5, |
75 | SHAPE_HULL = 6 | 75 | SHAPE_MESH = 6, |
76 | SHAPE_HULL = 7 | ||
76 | }; | 77 | }; |
77 | public uint ID; | 78 | public uint ID; |
78 | public PhysicsShapeType Type; | 79 | public PhysicsShapeType Type; |
@@ -168,6 +169,8 @@ public struct ConfigurationParameters | |||
168 | public float linkConstraintEnableTransMotor; | 169 | public float linkConstraintEnableTransMotor; |
169 | public float linkConstraintTransMotorMaxVel; | 170 | public float linkConstraintTransMotorMaxVel; |
170 | public float linkConstraintTransMotorMaxForce; | 171 | public float linkConstraintTransMotorMaxForce; |
172 | public float linkConstraintERP; | ||
173 | public float linkConstraintCFM; | ||
171 | 174 | ||
172 | public const float numericTrue = 1f; | 175 | public const float numericTrue = 1f; |
173 | public const float numericFalse = 0f; | 176 | public const float numericFalse = 0f; |
@@ -189,6 +192,28 @@ public enum CollisionFlags : uint | |||
189 | PHYSICAL_OBJECT = 1 << 12, | 192 | PHYSICAL_OBJECT = 1 << 12, |
190 | }; | 193 | }; |
191 | 194 | ||
195 | // CFM controls the 'hardness' of the constraint. 0=fixed, 0..1=violatable. Default=0 | ||
196 | // ERP controls amount of correction per tick. Usable range=0.1..0.8. Default=0.2. | ||
197 | public enum ConstraintParams : int | ||
198 | { | ||
199 | BT_CONSTRAINT_ERP = 1, // this one is not used in Bullet as of 20120730 | ||
200 | BT_CONSTRAINT_STOP_ERP, | ||
201 | BT_CONSTRAINT_CFM, | ||
202 | BT_CONSTRAINT_STOP_CFM, | ||
203 | }; | ||
204 | public enum ConstraintParamAxis : int | ||
205 | { | ||
206 | AXIS_LINEAR_X = 0, | ||
207 | AXIS_LINEAR_Y, | ||
208 | AXIS_LINEAR_Z, | ||
209 | AXIS_ANGULAR_X, | ||
210 | AXIS_ANGULAR_Y, | ||
211 | AXIS_ANGULAR_Z, | ||
212 | AXIS_LINEAR_ALL = 20, // these last three added by BulletSim so we don't have to do zillions of calls | ||
213 | AXIS_ANGULAR_ALL, | ||
214 | AXIS_ALL | ||
215 | }; | ||
216 | |||
192 | // =============================================================================== | 217 | // =============================================================================== |
193 | static class BulletSimAPI { | 218 | static class BulletSimAPI { |
194 | 219 | ||
@@ -380,7 +405,8 @@ public static extern IntPtr CreateObject2(IntPtr sim, ShapeData shapeData); | |||
380 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 405 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
381 | public static extern IntPtr CreateConstraint2(IntPtr sim, IntPtr obj1, IntPtr obj2, | 406 | public static extern IntPtr CreateConstraint2(IntPtr sim, IntPtr obj1, IntPtr obj2, |
382 | Vector3 frame1loc, Quaternion frame1rot, | 407 | Vector3 frame1loc, Quaternion frame1rot, |
383 | Vector3 frame2loc, Quaternion frame2rot); | 408 | Vector3 frame2loc, Quaternion frame2rot, |
409 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies); | ||
384 | 410 | ||
385 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 411 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
386 | public static extern bool SetLinearLimits2(IntPtr constrain, Vector3 low, Vector3 hi); | 412 | public static extern bool SetLinearLimits2(IntPtr constrain, Vector3 low, Vector3 hi); |
@@ -398,6 +424,9 @@ public static extern bool TranslationalLimitMotor2(IntPtr constrain, float enabl | |||
398 | public static extern bool CalculateTransforms2(IntPtr constrain); | 424 | public static extern bool CalculateTransforms2(IntPtr constrain); |
399 | 425 | ||
400 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 426 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
427 | public static extern bool SetConstraintParam2(IntPtr constrain, ConstraintParams paramIndex, float value, ConstraintParamAxis axis); | ||
428 | |||
429 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
401 | public static extern bool DestroyConstraint2(IntPtr sim, IntPtr constrain); | 430 | public static extern bool DestroyConstraint2(IntPtr sim, IntPtr constrain); |
402 | 431 | ||
403 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 432 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |