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authorteravus2012-12-23 15:21:25 -0500
committerteravus2012-12-23 15:21:25 -0500
commit92e4f9f412046f8f7926c99c9e56c3a8b6b2edbf (patch)
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parentRevert "Whitespace change to trigger bot" (diff)
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* Initial commit of BulletSimN (BulletSNPlugin). Purely C# implementation of BulletSim. This is designed to be /as close as possible/ to the BulletSim plugin while still being entirely in the managed space to make keeping it up to date easy as possible (no thinking work). This implementation is /slower/ then the c++ version just because it's fully managed, so it's not appropriate for huge sims, but it will run small ones OK. At the moment, it supports all known features of BulletSim. Think of it like.. POS but everything works. To use this plugin, set the physics plugin to BulletSimN.
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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.Physics.BulletSNPlugin
34{
35public sealed class BSLinksetConstraints : BSLinkset
36{
37 // private static string LogHeader = "[BULLETSIM LINKSET CONSTRAINTS]";
38
39 public BSLinksetConstraints(BSScene scene, BSPhysObject parent) : base(scene, parent)
40 {
41 }
42
43 // When physical properties are changed the linkset needs to recalculate
44 // its internal properties.
45 // This is queued in the 'post taint' queue so the
46 // refresh will happen once after all the other taints are applied.
47 public override void Refresh(BSPhysObject requestor)
48 {
49 // Queue to happen after all the other taint processing
50 PhysicsScene.PostTaintObject("BSLinksetContraints.Refresh", requestor.LocalID, delegate()
51 {
52 if (HasAnyChildren && IsRoot(requestor))
53 RecomputeLinksetConstraints();
54 });
55 }
56
57 // The object is going dynamic (physical). Do any setup necessary
58 // for a dynamic linkset.
59 // Only the state of the passed object can be modified. The rest of the linkset
60 // has not yet been fully constructed.
61 // Return 'true' if any properties updated on the passed object.
62 // Called at taint-time!
63 public override bool MakeDynamic(BSPhysObject child)
64 {
65 // What is done for each object in BSPrim is what we want.
66 return false;
67 }
68
69 // The object is going static (non-physical). Do any setup necessary for a static linkset.
70 // Return 'true' if any properties updated on the passed object.
71 // This doesn't normally happen -- OpenSim removes the objects from the physical
72 // world if it is a static linkset.
73 // Called at taint-time!
74 public override bool MakeStatic(BSPhysObject child)
75 {
76 // What is done for each object in BSPrim is what we want.
77 return false;
78 }
79
80 // Called at taint-time!!
81 public override void UpdateProperties(BSPhysObject updated, bool inTaintTime)
82 {
83 // Nothing to do for constraints on property updates
84 }
85
86 // Routine called when rebuilding the body of some member of the linkset.
87 // Destroy all the constraints have have been made to root and set
88 // up to rebuild the constraints before the next simulation step.
89 // Returns 'true' of something was actually removed and would need restoring
90 // Called at taint-time!!
91 public override bool RemoveBodyDependencies(BSPrim child)
92 {
93 bool ret = false;
94
95 DetailLog("{0},BSLinksetConstraint.RemoveBodyDependencies,removeChildrenForRoot,rID={1},rBody={2}",
96 child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString());
97
98 lock (m_linksetActivityLock)
99 {
100 // Just undo all the constraints for this linkset. Rebuild at the end of the step.
101 ret = PhysicallyUnlinkAllChildrenFromRoot(LinksetRoot);
102 // Cause the constraints, et al to be rebuilt before the next simulation step.
103 Refresh(LinksetRoot);
104 }
105 return ret;
106 }
107
108 // Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true',
109 // this routine will restore the removed constraints.
110 // Called at taint-time!!
111 public override void RestoreBodyDependencies(BSPrim child)
112 {
113 // The Refresh operation queued by RemoveBodyDependencies() will build any missing constraints.
114 }
115
116 // ================================================================
117
118 // Add a new child to the linkset.
119 // Called while LinkActivity is locked.
120 protected override void AddChildToLinkset(BSPhysObject child)
121 {
122 if (!HasChild(child))
123 {
124 m_children.Add(child);
125
126 DetailLog("{0},BSLinksetConstraints.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID);
127
128 // Cause constraints and assorted properties to be recomputed before the next simulation step.
129 Refresh(LinksetRoot);
130 }
131 return;
132 }
133
134 // Remove the specified child from the linkset.
135 // Safe to call even if the child is not really in my linkset.
136 protected override void RemoveChildFromLinkset(BSPhysObject child)
137 {
138 if (m_children.Remove(child))
139 {
140 BSPhysObject rootx = LinksetRoot; // capture the root and body as of now
141 BSPhysObject childx = child;
142
143 DetailLog("{0},BSLinksetConstraints.RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}",
144 childx.LocalID,
145 rootx.LocalID, rootx.PhysBody.ptr.ToString(),
146 childx.LocalID, childx.PhysBody.ptr.ToString());
147
148 PhysicsScene.TaintedObject("BSLinksetConstraints.RemoveChildFromLinkset", delegate()
149 {
150 PhysicallyUnlinkAChildFromRoot(rootx, childx);
151 });
152 // See that the linkset parameters are recomputed at the end of the taint time.
153 Refresh(LinksetRoot);
154 }
155 else
156 {
157 // Non-fatal occurance.
158 // PhysicsScene.Logger.ErrorFormat("{0}: Asked to remove child from linkset that was not in linkset", LogHeader);
159 }
160 return;
161 }
162
163 // Create a constraint between me (root of linkset) and the passed prim (the child).
164 // Called at taint time!
165 private void PhysicallyLinkAChildToRoot(BSPhysObject rootPrim, BSPhysObject childPrim)
166 {
167 // Don't build the constraint when asked. Put it off until just before the simulation step.
168 Refresh(rootPrim);
169 }
170
171 private BSConstraint BuildConstraint(BSPhysObject rootPrim, BSPhysObject childPrim)
172 {
173 // Zero motion for children so they don't interpolate
174 childPrim.ZeroMotion(true);
175
176 // Relative position normalized to the root prim
177 // Essentually a vector pointing from center of rootPrim to center of childPrim
178 OMV.Vector3 childRelativePosition = childPrim.Position - rootPrim.Position;
179
180 // real world coordinate of midpoint between the two objects
181 OMV.Vector3 midPoint = rootPrim.Position + (childRelativePosition / 2);
182
183 DetailLog("{0},BSLinksetConstraint.BuildConstraint,taint,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6},midLoc={7}",
184 rootPrim.LocalID,
185 rootPrim.LocalID, rootPrim.PhysBody.ptr.ToString(),
186 childPrim.LocalID, childPrim.PhysBody.ptr.ToString(),
187 rootPrim.Position, childPrim.Position, midPoint);
188
189 // create a constraint that allows no freedom of movement between the two objects
190 // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
191
192 BSConstraint6Dof constrain = new BSConstraint6Dof(
193 PhysicsScene.World, rootPrim.PhysBody, childPrim.PhysBody, midPoint, true, true );
194 // PhysicsScene.World, childPrim.BSBody, rootPrim.BSBody, midPoint, true, true );
195
196 /* NOTE: below is an attempt to build constraint with full frame computation, etc.
197 * Using the midpoint is easier since it lets the Bullet code manipulate the transforms
198 * of the objects.
199 * Code left for future programmers.
200 // ==================================================================================
201 // relative position normalized to the root prim
202 OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation);
203 OMV.Vector3 childRelativePosition = (childPrim.Position - rootPrim.Position) * invThisOrientation;
204
205 // relative rotation of the child to the parent
206 OMV.Quaternion childRelativeRotation = invThisOrientation * childPrim.Orientation;
207 OMV.Quaternion inverseChildRelativeRotation = OMV.Quaternion.Inverse(childRelativeRotation);
208
209 DetailLog("{0},BSLinksetConstraint.PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID);
210 BS6DofConstraint constrain = new BS6DofConstraint(
211 PhysicsScene.World, rootPrim.Body, childPrim.Body,
212 OMV.Vector3.Zero,
213 OMV.Quaternion.Inverse(rootPrim.Orientation),
214 OMV.Vector3.Zero,
215 OMV.Quaternion.Inverse(childPrim.Orientation),
216 true,
217 true
218 );
219 // ==================================================================================
220 */
221
222 PhysicsScene.Constraints.AddConstraint(constrain);
223
224 // zero linear and angular limits makes the objects unable to move in relation to each other
225 constrain.SetLinearLimits(OMV.Vector3.Zero, OMV.Vector3.Zero);
226 constrain.SetAngularLimits(OMV.Vector3.Zero, OMV.Vector3.Zero);
227
228 // tweek the constraint to increase stability
229 constrain.UseFrameOffset(BSParam.BoolNumeric(BSParam.LinkConstraintUseFrameOffset));
230 constrain.TranslationalLimitMotor(BSParam.BoolNumeric(BSParam.LinkConstraintEnableTransMotor),
231 BSParam.LinkConstraintTransMotorMaxVel,
232 BSParam.LinkConstraintTransMotorMaxForce);
233 constrain.SetCFMAndERP(BSParam.LinkConstraintCFM, BSParam.LinkConstraintERP);
234 if (BSParam.LinkConstraintSolverIterations != 0f)
235 {
236 constrain.SetSolverIterations(BSParam.LinkConstraintSolverIterations);
237 }
238 return constrain;
239 }
240
241 // Remove linkage between the linkset root and a particular child
242 // The root and child bodies are passed in because we need to remove the constraint between
243 // the bodies that were present at unlink time.
244 // Called at taint time!
245 private bool PhysicallyUnlinkAChildFromRoot(BSPhysObject rootPrim, BSPhysObject childPrim)
246 {
247 bool ret = false;
248 DetailLog("{0},BSLinksetConstraint.PhysicallyUnlinkAChildFromRoot,taint,root={1},rBody={2},child={3},cBody={4}",
249 rootPrim.LocalID,
250 rootPrim.LocalID, rootPrim.PhysBody.ptr.ToString(),
251 childPrim.LocalID, childPrim.PhysBody.ptr.ToString());
252
253 // Find the constraint for this link and get rid of it from the overall collection and from my list
254 if (PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody, childPrim.PhysBody))
255 {
256 // Make the child refresh its location
257 BulletSimAPI.PushUpdate2(childPrim.PhysBody.ptr);
258 ret = true;
259 }
260
261 return ret;
262 }
263
264 // Remove linkage between myself and any possible children I might have.
265 // Returns 'true' of any constraints were destroyed.
266 // Called at taint time!
267 private bool PhysicallyUnlinkAllChildrenFromRoot(BSPhysObject rootPrim)
268 {
269 DetailLog("{0},BSLinksetConstraint.PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID);
270
271 return PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody);
272 }
273
274 // Call each of the constraints that make up this linkset and recompute the
275 // various transforms and variables. Create constraints of not created yet.
276 // Called before the simulation step to make sure the constraint based linkset
277 // is all initialized.
278 // Called at taint time!!
279 private void RecomputeLinksetConstraints()
280 {
281 float linksetMass = LinksetMass;
282 LinksetRoot.UpdatePhysicalMassProperties(linksetMass);
283
284 // DEBUG: see of inter-linkset collisions are causing problems
285 // BulletSimAPI.SetCollisionFilterMask2(LinksetRoot.BSBody.ptr,
286 // (uint)CollisionFilterGroups.LinksetFilter, (uint)CollisionFilterGroups.LinksetMask);
287 DetailLog("{0},BSLinksetConstraint.RecomputeLinksetConstraints,set,rBody={1},linksetMass={2}",
288 LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString(), linksetMass);
289
290 foreach (BSPhysObject child in m_children)
291 {
292 // A child in the linkset physically shows the mass of the whole linkset.
293 // This allows Bullet to apply enough force on the child to move the whole linkset.
294 // (Also do the mass stuff before recomputing the constraint so mass is not zero.)
295 child.UpdatePhysicalMassProperties(linksetMass);
296
297 BSConstraint constrain;
298 if (!PhysicsScene.Constraints.TryGetConstraint(LinksetRoot.PhysBody, child.PhysBody, out constrain))
299 {
300 // If constraint doesn't exist yet, create it.
301 constrain = BuildConstraint(LinksetRoot, child);
302 }
303 constrain.RecomputeConstraintVariables(linksetMass);
304
305 // DEBUG: see of inter-linkset collisions are causing problems
306 // BulletSimAPI.SetCollisionFilterMask2(child.BSBody.ptr,
307 // (uint)CollisionFilterGroups.LinksetFilter, (uint)CollisionFilterGroups.LinksetMask);
308
309 // BulletSimAPI.DumpConstraint2(PhysicsScene.World.ptr, constrain.Constraint.ptr); // DEBUG DEBUG
310 }
311
312 }
313}
314}