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1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyrightD
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27using System;
28using System.Collections.Generic;
29using System.Text;
30
31using OMV = OpenMetaverse;
32
33namespace OpenSim.Region.PhysicsModule.BulletS
34{
35public sealed class BSLinksetConstraints : BSLinkset
36{
37 // private static string LogHeader = "[BULLETSIM LINKSET CONSTRAINTS]";
38
39 public class BSLinkInfoConstraint : BSLinkInfo
40 {
41 public ConstraintType constraintType;
42 public BSConstraint constraint;
43 public OMV.Vector3 linearLimitLow;
44 public OMV.Vector3 linearLimitHigh;
45 public OMV.Vector3 angularLimitLow;
46 public OMV.Vector3 angularLimitHigh;
47 public bool useFrameOffset;
48 public bool enableTransMotor;
49 public float transMotorMaxVel;
50 public float transMotorMaxForce;
51 public float cfm;
52 public float erp;
53 public float solverIterations;
54 //
55 public OMV.Vector3 frameInAloc;
56 public OMV.Quaternion frameInArot;
57 public OMV.Vector3 frameInBloc;
58 public OMV.Quaternion frameInBrot;
59 public bool useLinearReferenceFrameA;
60 // Spring
61 public bool[] springAxisEnable;
62 public float[] springDamping;
63 public float[] springStiffness;
64 public OMV.Vector3 springLinearEquilibriumPoint;
65 public OMV.Vector3 springAngularEquilibriumPoint;
66
67 public BSLinkInfoConstraint(BSPrimLinkable pMember)
68 : base(pMember)
69 {
70 constraint = null;
71 ResetLink();
72 member.PhysScene.DetailLog("{0},BSLinkInfoConstraint.creation", member.LocalID);
73 }
74
75 // Set all the parameters for this constraint to a fixed, non-movable constraint.
76 public override void ResetLink()
77 {
78 // constraintType = ConstraintType.D6_CONSTRAINT_TYPE;
79 constraintType = ConstraintType.BS_FIXED_CONSTRAINT_TYPE;
80 linearLimitLow = OMV.Vector3.Zero;
81 linearLimitHigh = OMV.Vector3.Zero;
82 angularLimitLow = OMV.Vector3.Zero;
83 angularLimitHigh = OMV.Vector3.Zero;
84 useFrameOffset = BSParam.LinkConstraintUseFrameOffset;
85 enableTransMotor = BSParam.LinkConstraintEnableTransMotor;
86 transMotorMaxVel = BSParam.LinkConstraintTransMotorMaxVel;
87 transMotorMaxForce = BSParam.LinkConstraintTransMotorMaxForce;
88 cfm = BSParam.LinkConstraintCFM;
89 erp = BSParam.LinkConstraintERP;
90 solverIterations = BSParam.LinkConstraintSolverIterations;
91 frameInAloc = OMV.Vector3.Zero;
92 frameInArot = OMV.Quaternion.Identity;
93 frameInBloc = OMV.Vector3.Zero;
94 frameInBrot = OMV.Quaternion.Identity;
95 useLinearReferenceFrameA = true;
96 springAxisEnable = new bool[6];
97 springDamping = new float[6];
98 springStiffness = new float[6];
99 for (int ii = 0; ii < springAxisEnable.Length; ii++)
100 {
101 springAxisEnable[ii] = false;
102 springDamping[ii] = BSAPITemplate.SPRING_NOT_SPECIFIED;
103 springStiffness[ii] = BSAPITemplate.SPRING_NOT_SPECIFIED;
104 }
105 springLinearEquilibriumPoint = OMV.Vector3.Zero;
106 springAngularEquilibriumPoint = OMV.Vector3.Zero;
107 member.PhysScene.DetailLog("{0},BSLinkInfoConstraint.ResetLink", member.LocalID);
108 }
109
110 // Given a constraint, apply the current constraint parameters to same.
111 public override void SetLinkParameters(BSConstraint constrain)
112 {
113 member.PhysScene.DetailLog("{0},BSLinkInfoConstraint.SetLinkParameters,type={1}", member.LocalID, constraintType);
114 switch (constraintType)
115 {
116 case ConstraintType.BS_FIXED_CONSTRAINT_TYPE:
117 case ConstraintType.D6_CONSTRAINT_TYPE:
118 BSConstraint6Dof constrain6dof = constrain as BSConstraint6Dof;
119 if (constrain6dof != null)
120 {
121 // NOTE: D6_SPRING_CONSTRAINT_TYPE should be updated if you change any of this code.
122 // zero linear and angular limits makes the objects unable to move in relation to each other
123 constrain6dof.SetLinearLimits(linearLimitLow, linearLimitHigh);
124 constrain6dof.SetAngularLimits(angularLimitLow, angularLimitHigh);
125
126 // tweek the constraint to increase stability
127 constrain6dof.UseFrameOffset(useFrameOffset);
128 constrain6dof.TranslationalLimitMotor(enableTransMotor, transMotorMaxVel, transMotorMaxForce);
129 constrain6dof.SetCFMAndERP(cfm, erp);
130 if (solverIterations != 0f)
131 {
132 constrain6dof.SetSolverIterations(solverIterations);
133 }
134 }
135 break;
136 case ConstraintType.D6_SPRING_CONSTRAINT_TYPE:
137 BSConstraintSpring constrainSpring = constrain as BSConstraintSpring;
138 if (constrainSpring != null)
139 {
140 // zero linear and angular limits makes the objects unable to move in relation to each other
141 constrainSpring.SetLinearLimits(linearLimitLow, linearLimitHigh);
142 constrainSpring.SetAngularLimits(angularLimitLow, angularLimitHigh);
143
144 // tweek the constraint to increase stability
145 constrainSpring.UseFrameOffset(useFrameOffset);
146 constrainSpring.TranslationalLimitMotor(enableTransMotor, transMotorMaxVel, transMotorMaxForce);
147 constrainSpring.SetCFMAndERP(cfm, erp);
148 if (solverIterations != 0f)
149 {
150 constrainSpring.SetSolverIterations(solverIterations);
151 }
152 for (int ii = 0; ii < springAxisEnable.Length; ii++)
153 {
154 constrainSpring.SetAxisEnable(ii, springAxisEnable[ii]);
155 if (springDamping[ii] != BSAPITemplate.SPRING_NOT_SPECIFIED)
156 constrainSpring.SetDamping(ii, springDamping[ii]);
157 if (springStiffness[ii] != BSAPITemplate.SPRING_NOT_SPECIFIED)
158 constrainSpring.SetStiffness(ii, springStiffness[ii]);
159 }
160 constrainSpring.CalculateTransforms();
161
162 if (springLinearEquilibriumPoint != OMV.Vector3.Zero)
163 constrainSpring.SetEquilibriumPoint(springLinearEquilibriumPoint, springAngularEquilibriumPoint);
164 else
165 constrainSpring.SetEquilibriumPoint(BSAPITemplate.SPRING_NOT_SPECIFIED, BSAPITemplate.SPRING_NOT_SPECIFIED);
166 }
167 break;
168 default:
169 break;
170 }
171 }
172
173 // Return 'true' if the property updates from the physics engine should be reported
174 // to the simulator.
175 // If the constraint is fixed, we don't need to report as the simulator and viewer will
176 // report the right things.
177 public override bool ShouldUpdateChildProperties()
178 {
179 bool ret = true;
180 if (constraintType == ConstraintType.BS_FIXED_CONSTRAINT_TYPE)
181 ret = false;
182
183 return ret;
184 }
185 }
186
187 public BSLinksetConstraints(BSScene scene, BSPrimLinkable parent) : base(scene, parent)
188 {
189 LinksetImpl = LinksetImplementation.Constraint;
190 }
191
192 private static string LogHeader = "[BULLETSIM LINKSET CONSTRAINT]";
193
194 // When physical properties are changed the linkset needs to recalculate
195 // its internal properties.
196 // This is queued in the 'post taint' queue so the
197 // refresh will happen once after all the other taints are applied.
198 public override void Refresh(BSPrimLinkable requestor)
199 {
200 ScheduleRebuild(requestor);
201 base.Refresh(requestor);
202
203 }
204
205 private void ScheduleRebuild(BSPrimLinkable requestor)
206 {
207 DetailLog("{0},BSLinksetConstraint.ScheduleRebuild,,rebuilding={1},hasChildren={2},actuallyScheduling={3}",
208 requestor.LocalID, Rebuilding, HasAnyChildren, (!Rebuilding && HasAnyChildren));
209
210 // When rebuilding, it is possible to set properties that would normally require a rebuild.
211 // If already rebuilding, don't request another rebuild.
212 // If a linkset with just a root prim (simple non-linked prim) don't bother rebuilding.
213 lock (this)
214 {
215 if (!RebuildScheduled)
216 {
217 if (!Rebuilding && HasAnyChildren)
218 {
219 RebuildScheduled = true;
220 // Queue to happen after all the other taint processing
221 m_physicsScene.PostTaintObject("BSLinksetContraints.Refresh", requestor.LocalID, delegate()
222 {
223 if (HasAnyChildren)
224 {
225 // Constraints that have not been changed are not rebuild but make sure
226 // the constraint of the requestor is rebuilt.
227 PhysicallyUnlinkAChildFromRoot(LinksetRoot, requestor);
228 // Rebuild the linkset and all its constraints.
229 RecomputeLinksetConstraints();
230 }
231 RebuildScheduled = false;
232 });
233 }
234 }
235 }
236 }
237
238 // The object is going dynamic (physical). Do any setup necessary
239 // for a dynamic linkset.
240 // Only the state of the passed object can be modified. The rest of the linkset
241 // has not yet been fully constructed.
242 // Return 'true' if any properties updated on the passed object.
243 // Called at taint-time!
244 public override bool MakeDynamic(BSPrimLinkable child)
245 {
246 bool ret = false;
247 DetailLog("{0},BSLinksetConstraints.MakeDynamic,call,IsRoot={1}", child.LocalID, IsRoot(child));
248 if (IsRoot(child))
249 {
250 // The root is going dynamic. Rebuild the linkset so parts and mass get computed properly.
251 Refresh(LinksetRoot);
252 }
253 return ret;
254 }
255
256 // The object is going static (non-physical). Do any setup necessary for a static linkset.
257 // Return 'true' if any properties updated on the passed object.
258 // This doesn't normally happen -- OpenSim removes the objects from the physical
259 // world if it is a static linkset.
260 // Called at taint-time!
261 public override bool MakeStatic(BSPrimLinkable child)
262 {
263 bool ret = false;
264
265 DetailLog("{0},BSLinksetConstraint.MakeStatic,call,IsRoot={1}", child.LocalID, IsRoot(child));
266 child.ClearDisplacement();
267 if (IsRoot(child))
268 {
269 // Schedule a rebuild to verify that the root shape is set to the real shape.
270 Refresh(LinksetRoot);
271 }
272 return ret;
273 }
274
275 // Called at taint-time!!
276 public override void UpdateProperties(UpdatedProperties whichUpdated, BSPrimLinkable pObj)
277 {
278 // Nothing to do for constraints on property updates
279 }
280
281 // Routine called when rebuilding the body of some member of the linkset.
282 // Destroy all the constraints have have been made to root and set
283 // up to rebuild the constraints before the next simulation step.
284 // Returns 'true' of something was actually removed and would need restoring
285 // Called at taint-time!!
286 public override bool RemoveDependencies(BSPrimLinkable child)
287 {
288 bool ret = false;
289
290 DetailLog("{0},BSLinksetConstraint.RemoveDependencies,removeChildrenForRoot,rID={1},rBody={2}",
291 child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody.AddrString);
292
293 lock (m_linksetActivityLock)
294 {
295 // Just undo all the constraints for this linkset. Rebuild at the end of the step.
296 ret = PhysicallyUnlinkAllChildrenFromRoot(LinksetRoot);
297 // Cause the constraints, et al to be rebuilt before the next simulation step.
298 Refresh(LinksetRoot);
299 }
300 return ret;
301 }
302
303 // ================================================================
304
305 // Add a new child to the linkset.
306 // Called while LinkActivity is locked.
307 protected override void AddChildToLinkset(BSPrimLinkable child)
308 {
309 if (!HasChild(child))
310 {
311 m_children.Add(child, new BSLinkInfoConstraint(child));
312
313 DetailLog("{0},BSLinksetConstraints.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID);
314
315 // Cause constraints and assorted properties to be recomputed before the next simulation step.
316 Refresh(LinksetRoot);
317 }
318 return;
319 }
320
321 // Remove the specified child from the linkset.
322 // Safe to call even if the child is not really in my linkset.
323 protected override void RemoveChildFromLinkset(BSPrimLinkable child, bool inTaintTime)
324 {
325 if (m_children.Remove(child))
326 {
327 BSPrimLinkable rootx = LinksetRoot; // capture the root and body as of now
328 BSPrimLinkable childx = child;
329
330 DetailLog("{0},BSLinksetConstraints.RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}",
331 childx.LocalID,
332 rootx.LocalID, rootx.PhysBody.AddrString,
333 childx.LocalID, childx.PhysBody.AddrString);
334
335 m_physicsScene.TaintedObject(inTaintTime, childx.LocalID, "BSLinksetConstraints.RemoveChildFromLinkset", delegate()
336 {
337 PhysicallyUnlinkAChildFromRoot(rootx, childx);
338 });
339 // See that the linkset parameters are recomputed at the end of the taint time.
340 Refresh(LinksetRoot);
341 }
342 else
343 {
344 // Non-fatal occurance.
345 // PhysicsScene.Logger.ErrorFormat("{0}: Asked to remove child from linkset that was not in linkset", LogHeader);
346 }
347 return;
348 }
349
350 // Create a constraint between me (root of linkset) and the passed prim (the child).
351 // Called at taint time!
352 private void PhysicallyLinkAChildToRoot(BSPrimLinkable rootPrim, BSPrimLinkable childPrim)
353 {
354 // Don't build the constraint when asked. Put it off until just before the simulation step.
355 Refresh(rootPrim);
356 }
357
358 // Create a static constraint between the two passed objects
359 private BSConstraint BuildConstraint(BSPrimLinkable rootPrim, BSLinkInfo li)
360 {
361 BSLinkInfoConstraint linkInfo = li as BSLinkInfoConstraint;
362 if (linkInfo == null)
363 return null;
364
365 // Zero motion for children so they don't interpolate
366 li.member.ZeroMotion(true);
367
368 BSConstraint constrain = null;
369
370 switch (linkInfo.constraintType)
371 {
372 case ConstraintType.BS_FIXED_CONSTRAINT_TYPE:
373 case ConstraintType.D6_CONSTRAINT_TYPE:
374 // Relative position normalized to the root prim
375 // Essentually a vector pointing from center of rootPrim to center of li.member
376 OMV.Vector3 childRelativePosition = linkInfo.member.Position - rootPrim.Position;
377
378 // real world coordinate of midpoint between the two objects
379 OMV.Vector3 midPoint = rootPrim.Position + (childRelativePosition / 2);
380
381 DetailLog("{0},BSLinksetConstraint.BuildConstraint,6Dof,rBody={1},cBody={2},rLoc={3},cLoc={4},midLoc={5}",
382 rootPrim.LocalID, rootPrim.PhysBody, linkInfo.member.PhysBody,
383 rootPrim.Position, linkInfo.member.Position, midPoint);
384
385 // create a constraint that allows no freedom of movement between the two objects
386 // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
387
388 constrain = new BSConstraint6Dof(
389 m_physicsScene.World, rootPrim.PhysBody, linkInfo.member.PhysBody, midPoint, true, true );
390
391 /* NOTE: below is an attempt to build constraint with full frame computation, etc.
392 * Using the midpoint is easier since it lets the Bullet code manipulate the transforms
393 * of the objects.
394 * Code left for future programmers.
395 // ==================================================================================
396 // relative position normalized to the root prim
397 OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation);
398 OMV.Vector3 childRelativePosition = (liConstraint.member.Position - rootPrim.Position) * invThisOrientation;
399
400 // relative rotation of the child to the parent
401 OMV.Quaternion childRelativeRotation = invThisOrientation * liConstraint.member.Orientation;
402 OMV.Quaternion inverseChildRelativeRotation = OMV.Quaternion.Inverse(childRelativeRotation);
403
404 DetailLog("{0},BSLinksetConstraint.PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, liConstraint.member.LocalID);
405 constrain = new BS6DofConstraint(
406 PhysicsScene.World, rootPrim.Body, liConstraint.member.Body,
407 OMV.Vector3.Zero,
408 OMV.Quaternion.Inverse(rootPrim.Orientation),
409 OMV.Vector3.Zero,
410 OMV.Quaternion.Inverse(liConstraint.member.Orientation),
411 true,
412 true
413 );
414 // ==================================================================================
415 */
416
417 break;
418 case ConstraintType.D6_SPRING_CONSTRAINT_TYPE:
419 constrain = new BSConstraintSpring(m_physicsScene.World, rootPrim.PhysBody, linkInfo.member.PhysBody,
420 linkInfo.frameInAloc, linkInfo.frameInArot, linkInfo.frameInBloc, linkInfo.frameInBrot,
421 linkInfo.useLinearReferenceFrameA,
422 true /*disableCollisionsBetweenLinkedBodies*/);
423 DetailLog("{0},BSLinksetConstraint.BuildConstraint,spring,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6}",
424 rootPrim.LocalID,
425 rootPrim.LocalID, rootPrim.PhysBody.AddrString,
426 linkInfo.member.LocalID, linkInfo.member.PhysBody.AddrString,
427 rootPrim.Position, linkInfo.member.Position);
428
429 break;
430 default:
431 break;
432 }
433
434 linkInfo.SetLinkParameters(constrain);
435
436 m_physicsScene.Constraints.AddConstraint(constrain);
437
438 return constrain;
439 }
440
441 // Remove linkage between the linkset root and a particular child
442 // The root and child bodies are passed in because we need to remove the constraint between
443 // the bodies that were present at unlink time.
444 // Called at taint time!
445 private bool PhysicallyUnlinkAChildFromRoot(BSPrimLinkable rootPrim, BSPrimLinkable childPrim)
446 {
447 bool ret = false;
448 DetailLog("{0},BSLinksetConstraint.PhysicallyUnlinkAChildFromRoot,taint,root={1},rBody={2},child={3},cBody={4}",
449 rootPrim.LocalID,
450 rootPrim.LocalID, rootPrim.PhysBody.AddrString,
451 childPrim.LocalID, childPrim.PhysBody.AddrString);
452
453 // If asked to unlink root from root, just remove all the constraints
454 if (rootPrim == childPrim || childPrim == LinksetRoot)
455 {
456 PhysicallyUnlinkAllChildrenFromRoot(LinksetRoot);
457 ret = true;
458 }
459 else
460 {
461 // Find the constraint for this link and get rid of it from the overall collection and from my list
462 if (m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody, childPrim.PhysBody))
463 {
464 // Make the child refresh its location
465 m_physicsScene.PE.PushUpdate(childPrim.PhysBody);
466 ret = true;
467 }
468 }
469
470 return ret;
471 }
472
473 // Remove linkage between myself and any possible children I might have.
474 // Returns 'true' of any constraints were destroyed.
475 // Called at taint time!
476 private bool PhysicallyUnlinkAllChildrenFromRoot(BSPrimLinkable rootPrim)
477 {
478 DetailLog("{0},BSLinksetConstraint.PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID);
479
480 return m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody);
481 }
482
483 // Call each of the constraints that make up this linkset and recompute the
484 // various transforms and variables. Create constraints of not created yet.
485 // Called before the simulation step to make sure the constraint based linkset
486 // is all initialized.
487 // Called at taint time!!
488 private void RecomputeLinksetConstraints()
489 {
490 float linksetMass = LinksetMass;
491 LinksetRoot.UpdatePhysicalMassProperties(linksetMass, true);
492
493 DetailLog("{0},BSLinksetConstraint.RecomputeLinksetConstraints,set,rBody={1},linksetMass={2}",
494 LinksetRoot.LocalID, LinksetRoot.PhysBody.AddrString, linksetMass);
495
496 try
497 {
498 Rebuilding = true;
499
500 // There is no reason to build all this physical stuff for a non-physical linkset.
501 if (!LinksetRoot.IsPhysicallyActive || !HasAnyChildren)
502 {
503 DetailLog("{0},BSLinksetConstraint.RecomputeLinksetCompound,notPhysicalOrNoChildren", LinksetRoot.LocalID);
504 return; // Note the 'finally' clause at the botton which will get executed.
505 }
506
507 ForEachLinkInfo((li) =>
508 {
509 // A child in the linkset physically shows the mass of the whole linkset.
510 // This allows Bullet to apply enough force on the child to move the whole linkset.
511 // (Also do the mass stuff before recomputing the constraint so mass is not zero.)
512 li.member.UpdatePhysicalMassProperties(linksetMass, true);
513
514 BSConstraint constrain;
515 if (!m_physicsScene.Constraints.TryGetConstraint(LinksetRoot.PhysBody, li.member.PhysBody, out constrain))
516 {
517 // If constraint doesn't exist yet, create it.
518 constrain = BuildConstraint(LinksetRoot, li);
519 }
520 li.SetLinkParameters(constrain);
521 constrain.RecomputeConstraintVariables(linksetMass);
522
523 // PhysicsScene.PE.DumpConstraint(PhysicsScene.World, constrain.Constraint); // DEBUG DEBUG
524 return false; // 'false' says to keep processing other members
525 });
526 }
527 finally
528 {
529 Rebuilding = false;
530 }
531 }
532
533 #region Extension
534 public override object Extension(string pFunct, params object[] pParams)
535 {
536 object ret = null;
537 switch (pFunct)
538 {
539 // pParams = [ BSPhysObject root, BSPhysObject child, integer linkType ]
540 case ExtendedPhysics.PhysFunctChangeLinkType:
541 if (pParams.Length > 2)
542 {
543 int requestedType = (int)pParams[2];
544 DetailLog("{0},BSLinksetConstraint.ChangeLinkType,requestedType={1}", LinksetRoot.LocalID, requestedType);
545 if (requestedType == (int)ConstraintType.BS_FIXED_CONSTRAINT_TYPE
546 || requestedType == (int)ConstraintType.D6_CONSTRAINT_TYPE
547 || requestedType == (int)ConstraintType.D6_SPRING_CONSTRAINT_TYPE
548 || requestedType == (int)ConstraintType.HINGE_CONSTRAINT_TYPE
549 || requestedType == (int)ConstraintType.CONETWIST_CONSTRAINT_TYPE
550 || requestedType == (int)ConstraintType.SLIDER_CONSTRAINT_TYPE)
551 {
552 BSPrimLinkable child = pParams[1] as BSPrimLinkable;
553 if (child != null)
554 {
555 DetailLog("{0},BSLinksetConstraint.ChangeLinkType,rootID={1},childID={2},type={3}",
556 LinksetRoot.LocalID, LinksetRoot.LocalID, child.LocalID, requestedType);
557 m_physicsScene.TaintedObject(child.LocalID, "BSLinksetConstraint.PhysFunctChangeLinkType", delegate()
558 {
559 // Pick up all the constraints currently created.
560 RemoveDependencies(child);
561
562 BSLinkInfo linkInfo = null;
563 if (TryGetLinkInfo(child, out linkInfo))
564 {
565 BSLinkInfoConstraint linkInfoC = linkInfo as BSLinkInfoConstraint;
566 if (linkInfoC != null)
567 {
568 linkInfoC.constraintType = (ConstraintType)requestedType;
569 ret = (object)true;
570 DetailLog("{0},BSLinksetConstraint.ChangeLinkType,link={1},type={2}",
571 linkInfo.member.LocalID, linkInfo.member.LocalID, linkInfoC.constraintType);
572 }
573 else
574 {
575 DetailLog("{0},BSLinksetConstraint.ChangeLinkType,linkInfoNotConstraint,childID={1}", LinksetRoot.LocalID, child.LocalID);
576 }
577 }
578 else
579 {
580 DetailLog("{0},BSLinksetConstraint.ChangeLinkType,noLinkInfoForChild,childID={1}", LinksetRoot.LocalID, child.LocalID);
581 }
582 // Cause the whole linkset to be rebuilt in post-taint time.
583 Refresh(child);
584 });
585 }
586 else
587 {
588 DetailLog("{0},BSLinksetConstraint.SetLinkType,childNotBSPrimLinkable", LinksetRoot.LocalID);
589 }
590 }
591 else
592 {
593 DetailLog("{0},BSLinksetConstraint.SetLinkType,illegalRequestedType,reqested={1},spring={2}",
594 LinksetRoot.LocalID, requestedType, ((int)ConstraintType.D6_SPRING_CONSTRAINT_TYPE));
595 }
596 }
597 break;
598 // pParams = [ BSPhysObject root, BSPhysObject child ]
599 case ExtendedPhysics.PhysFunctGetLinkType:
600 if (pParams.Length > 0)
601 {
602 BSPrimLinkable child = pParams[1] as BSPrimLinkable;
603 if (child != null)
604 {
605 BSLinkInfo linkInfo = null;
606 if (TryGetLinkInfo(child, out linkInfo))
607 {
608 BSLinkInfoConstraint linkInfoC = linkInfo as BSLinkInfoConstraint;
609 if (linkInfoC != null)
610 {
611 ret = (object)(int)linkInfoC.constraintType;
612 DetailLog("{0},BSLinksetConstraint.GetLinkType,link={1},type={2}",
613 linkInfo.member.LocalID, linkInfo.member.LocalID, linkInfoC.constraintType);
614
615 }
616 }
617 }
618 }
619 break;
620 // pParams = [ BSPhysObject root, BSPhysObject child, int op, object opParams, int op, object opParams, ... ]
621 case ExtendedPhysics.PhysFunctChangeLinkParams:
622 // There should be two parameters: the childActor and a list of parameters to set
623 if (pParams.Length > 2)
624 {
625 BSPrimLinkable child = pParams[1] as BSPrimLinkable;
626 BSLinkInfo baseLinkInfo = null;
627 if (TryGetLinkInfo(child, out baseLinkInfo))
628 {
629 BSLinkInfoConstraint linkInfo = baseLinkInfo as BSLinkInfoConstraint;
630 if (linkInfo != null)
631 {
632 int valueInt;
633 float valueFloat;
634 bool valueBool;
635 OMV.Vector3 valueVector;
636 OMV.Vector3 valueVector2;
637 OMV.Quaternion valueQuaternion;
638 int axisLow, axisHigh;
639
640 int opIndex = 2;
641 while (opIndex < pParams.Length)
642 {
643 int thisOp = 0;
644 string errMsg = "";
645 try
646 {
647 thisOp = (int)pParams[opIndex];
648 DetailLog("{0},BSLinksetConstraint.ChangeLinkParams2,op={1},val={2}",
649 linkInfo.member.LocalID, thisOp, pParams[opIndex + 1]);
650 switch (thisOp)
651 {
652 case ExtendedPhysics.PHYS_PARAM_LINK_TYPE:
653 valueInt = (int)pParams[opIndex + 1];
654 ConstraintType valueType = (ConstraintType)valueInt;
655 if (valueType == ConstraintType.BS_FIXED_CONSTRAINT_TYPE
656 || valueType == ConstraintType.D6_CONSTRAINT_TYPE
657 || valueType == ConstraintType.D6_SPRING_CONSTRAINT_TYPE
658 || valueType == ConstraintType.HINGE_CONSTRAINT_TYPE
659 || valueType == ConstraintType.CONETWIST_CONSTRAINT_TYPE
660 || valueType == ConstraintType.SLIDER_CONSTRAINT_TYPE)
661 {
662 linkInfo.constraintType = valueType;
663 }
664 opIndex += 2;
665 break;
666 case ExtendedPhysics.PHYS_PARAM_FRAMEINA_LOC:
667 errMsg = "PHYS_PARAM_FRAMEINA_LOC takes one parameter of type vector";
668 valueVector = (OMV.Vector3)pParams[opIndex + 1];
669 linkInfo.frameInAloc = valueVector;
670 opIndex += 2;
671 break;
672 case ExtendedPhysics.PHYS_PARAM_FRAMEINA_ROT:
673 errMsg = "PHYS_PARAM_FRAMEINA_ROT takes one parameter of type rotation";
674 valueQuaternion = (OMV.Quaternion)pParams[opIndex + 1];
675 linkInfo.frameInArot = valueQuaternion;
676 opIndex += 2;
677 break;
678 case ExtendedPhysics.PHYS_PARAM_FRAMEINB_LOC:
679 errMsg = "PHYS_PARAM_FRAMEINB_LOC takes one parameter of type vector";
680 valueVector = (OMV.Vector3)pParams[opIndex + 1];
681 linkInfo.frameInBloc = valueVector;
682 opIndex += 2;
683 break;
684 case ExtendedPhysics.PHYS_PARAM_FRAMEINB_ROT:
685 errMsg = "PHYS_PARAM_FRAMEINB_ROT takes one parameter of type rotation";
686 valueQuaternion = (OMV.Quaternion)pParams[opIndex + 1];
687 linkInfo.frameInBrot = valueQuaternion;
688 opIndex += 2;
689 break;
690 case ExtendedPhysics.PHYS_PARAM_LINEAR_LIMIT_LOW:
691 errMsg = "PHYS_PARAM_LINEAR_LIMIT_LOW takes one parameter of type vector";
692 valueVector = (OMV.Vector3)pParams[opIndex + 1];
693 linkInfo.linearLimitLow = valueVector;
694 opIndex += 2;
695 break;
696 case ExtendedPhysics.PHYS_PARAM_LINEAR_LIMIT_HIGH:
697 errMsg = "PHYS_PARAM_LINEAR_LIMIT_HIGH takes one parameter of type vector";
698 valueVector = (OMV.Vector3)pParams[opIndex + 1];
699 linkInfo.linearLimitHigh = valueVector;
700 opIndex += 2;
701 break;
702 case ExtendedPhysics.PHYS_PARAM_ANGULAR_LIMIT_LOW:
703 errMsg = "PHYS_PARAM_ANGULAR_LIMIT_LOW takes one parameter of type vector";
704 valueVector = (OMV.Vector3)pParams[opIndex + 1];
705 linkInfo.angularLimitLow = valueVector;
706 opIndex += 2;
707 break;
708 case ExtendedPhysics.PHYS_PARAM_ANGULAR_LIMIT_HIGH:
709 errMsg = "PHYS_PARAM_ANGULAR_LIMIT_HIGH takes one parameter of type vector";
710 valueVector = (OMV.Vector3)pParams[opIndex + 1];
711 linkInfo.angularLimitHigh = valueVector;
712 opIndex += 2;
713 break;
714 case ExtendedPhysics.PHYS_PARAM_USE_FRAME_OFFSET:
715 errMsg = "PHYS_PARAM_USE_FRAME_OFFSET takes one parameter of type integer (bool)";
716 valueBool = ((int)pParams[opIndex + 1]) != 0;
717 linkInfo.useFrameOffset = valueBool;
718 opIndex += 2;
719 break;
720 case ExtendedPhysics.PHYS_PARAM_ENABLE_TRANSMOTOR:
721 errMsg = "PHYS_PARAM_ENABLE_TRANSMOTOR takes one parameter of type integer (bool)";
722 valueBool = ((int)pParams[opIndex + 1]) != 0;
723 linkInfo.enableTransMotor = valueBool;
724 opIndex += 2;
725 break;
726 case ExtendedPhysics.PHYS_PARAM_TRANSMOTOR_MAXVEL:
727 errMsg = "PHYS_PARAM_TRANSMOTOR_MAXVEL takes one parameter of type float";
728 valueFloat = (float)pParams[opIndex + 1];
729 linkInfo.transMotorMaxVel = valueFloat;
730 opIndex += 2;
731 break;
732 case ExtendedPhysics.PHYS_PARAM_TRANSMOTOR_MAXFORCE:
733 errMsg = "PHYS_PARAM_TRANSMOTOR_MAXFORCE takes one parameter of type float";
734 valueFloat = (float)pParams[opIndex + 1];
735 linkInfo.transMotorMaxForce = valueFloat;
736 opIndex += 2;
737 break;
738 case ExtendedPhysics.PHYS_PARAM_CFM:
739 errMsg = "PHYS_PARAM_CFM takes one parameter of type float";
740 valueFloat = (float)pParams[opIndex + 1];
741 linkInfo.cfm = valueFloat;
742 opIndex += 2;
743 break;
744 case ExtendedPhysics.PHYS_PARAM_ERP:
745 errMsg = "PHYS_PARAM_ERP takes one parameter of type float";
746 valueFloat = (float)pParams[opIndex + 1];
747 linkInfo.erp = valueFloat;
748 opIndex += 2;
749 break;
750 case ExtendedPhysics.PHYS_PARAM_SOLVER_ITERATIONS:
751 errMsg = "PHYS_PARAM_SOLVER_ITERATIONS takes one parameter of type float";
752 valueFloat = (float)pParams[opIndex + 1];
753 linkInfo.solverIterations = valueFloat;
754 opIndex += 2;
755 break;
756 case ExtendedPhysics.PHYS_PARAM_SPRING_AXIS_ENABLE:
757 errMsg = "PHYS_PARAM_SPRING_AXIS_ENABLE takes two parameters of types integer and integer (bool)";
758 valueInt = (int)pParams[opIndex + 1];
759 valueBool = ((int)pParams[opIndex + 2]) != 0;
760 GetAxisRange(valueInt, out axisLow, out axisHigh);
761 for (int ii = axisLow; ii <= axisHigh; ii++)
762 linkInfo.springAxisEnable[ii] = valueBool;
763 opIndex += 3;
764 break;
765 case ExtendedPhysics.PHYS_PARAM_SPRING_DAMPING:
766 errMsg = "PHYS_PARAM_SPRING_DAMPING takes two parameters of types integer and float";
767 valueInt = (int)pParams[opIndex + 1];
768 valueFloat = (float)pParams[opIndex + 2];
769 GetAxisRange(valueInt, out axisLow, out axisHigh);
770 for (int ii = axisLow; ii <= axisHigh; ii++)
771 linkInfo.springDamping[ii] = valueFloat;
772 opIndex += 3;
773 break;
774 case ExtendedPhysics.PHYS_PARAM_SPRING_STIFFNESS:
775 errMsg = "PHYS_PARAM_SPRING_STIFFNESS takes two parameters of types integer and float";
776 valueInt = (int)pParams[opIndex + 1];
777 valueFloat = (float)pParams[opIndex + 2];
778 GetAxisRange(valueInt, out axisLow, out axisHigh);
779 for (int ii = axisLow; ii <= axisHigh; ii++)
780 linkInfo.springStiffness[ii] = valueFloat;
781 opIndex += 3;
782 break;
783 case ExtendedPhysics.PHYS_PARAM_SPRING_EQUILIBRIUM_POINT:
784 errMsg = "PHYS_PARAM_SPRING_EQUILIBRIUM_POINT takes two parameters of type vector";
785 valueVector = (OMV.Vector3)pParams[opIndex + 1];
786 valueVector2 = (OMV.Vector3)pParams[opIndex + 2];
787 linkInfo.springLinearEquilibriumPoint = valueVector;
788 linkInfo.springAngularEquilibriumPoint = valueVector2;
789 opIndex += 3;
790 break;
791 case ExtendedPhysics.PHYS_PARAM_USE_LINEAR_FRAMEA:
792 errMsg = "PHYS_PARAM_USE_LINEAR_FRAMEA takes one parameter of type integer (bool)";
793 valueBool = ((int)pParams[opIndex + 1]) != 0;
794 linkInfo.useLinearReferenceFrameA = valueBool;
795 opIndex += 2;
796 break;
797 default:
798 break;
799 }
800 }
801 catch (InvalidCastException e)
802 {
803 m_physicsScene.Logger.WarnFormat("{0} value of wrong type in physSetLinksetParams: {1}, err={2}",
804 LogHeader, errMsg, e);
805 }
806 catch (Exception e)
807 {
808 m_physicsScene.Logger.WarnFormat("{0} bad parameters in physSetLinksetParams: {1}", LogHeader, e);
809 }
810 }
811 }
812 // Something changed so a rebuild is in order
813 Refresh(child);
814 }
815 }
816 break;
817 default:
818 ret = base.Extension(pFunct, pParams);
819 break;
820 }
821 return ret;
822 }
823
824 // Bullet constraints keep some limit parameters for each linear and angular axis.
825 // Setting same is easier if there is an easy way to see all or types.
826 // This routine returns the array limits for the set of axis.
827 private void GetAxisRange(int rangeSpec, out int low, out int high)
828 {
829 switch (rangeSpec)
830 {
831 case ExtendedPhysics.PHYS_AXIS_LINEAR_ALL:
832 low = 0;
833 high = 2;
834 break;
835 case ExtendedPhysics.PHYS_AXIS_ANGULAR_ALL:
836 low = 3;
837 high = 5;
838 break;
839 case ExtendedPhysics.PHYS_AXIS_ALL:
840 low = 0;
841 high = 5;
842 break;
843 default:
844 low = high = rangeSpec;
845 break;
846 }
847 return;
848 }
849 #endregion // Extension
850
851}
852}