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author | Robert Adams | 2012-10-21 16:12:06 -0700 |
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committer | Robert Adams | 2012-10-22 22:24:30 -0700 |
commit | a61f20ac74836049cbd24397670c2dcd75fb22da (patch) | |
tree | 5a93b9f5437189f871f8e56223239316bcec21bd /OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs | |
parent | Make it possible to turn the base UDP object packet pools on and off whilst r... (diff) | |
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BulletSim: Create LinkSet abstract class and sparate constraint based linksets into own subclass. Will eventually add manual movement linkset subclass.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs | 396 |
1 files changed, 396 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs new file mode 100755 index 0000000..ee53d92 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs | |||
@@ -0,0 +1,396 @@ | |||
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 | */ | ||
27 | using System; | ||
28 | using System.Collections.Generic; | ||
29 | using System.Text; | ||
30 | |||
31 | using OMV = OpenMetaverse; | ||
32 | |||
33 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
34 | { | ||
35 | public class BSLinksetConstraints : BSLinkset | ||
36 | { | ||
37 | // private static string LogHeader = "[BULLETSIM LINKSET CONSTRAINTS]"; | ||
38 | |||
39 | public BSLinksetConstraints(BSScene scene, BSPhysObject parent) | ||
40 | { | ||
41 | base.Initialize(scene, parent); | ||
42 | } | ||
43 | |||
44 | // When physical properties are changed the linkset needs to recalculate | ||
45 | // its internal properties. | ||
46 | // May be called at runtime or taint-time (just pass the appropriate flag). | ||
47 | public override void Refresh(BSPhysObject requestor, bool inTaintTime) | ||
48 | { | ||
49 | // If there are no children, not physical or not root, I am not the one that recomputes the constraints | ||
50 | // (For the moment, static linksets do create constraints so remove the test for physical.) | ||
51 | if (!HasAnyChildren || /*!requestor.IsPhysical ||*/ !IsRoot(requestor)) | ||
52 | return; | ||
53 | |||
54 | BSScene.TaintCallback refreshOperation = delegate() | ||
55 | { | ||
56 | RecomputeLinksetConstraintVariables(); | ||
57 | DetailLog("{0},BSLinkset.Refresh,complete,rBody={1}", | ||
58 | LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X")); | ||
59 | }; | ||
60 | if (inTaintTime) | ||
61 | refreshOperation(); | ||
62 | else | ||
63 | PhysicsScene.TaintedObject("BSLinkSet.Refresh", refreshOperation); | ||
64 | } | ||
65 | |||
66 | // The object is going dynamic (physical). Do any setup necessary | ||
67 | // for a dynamic linkset. | ||
68 | // Only the state of the passed object can be modified. The rest of the linkset | ||
69 | // has not yet been fully constructed. | ||
70 | // Return 'true' if any properties updated on the passed object. | ||
71 | // Called at taint-time! | ||
72 | public override bool MakeDynamic(BSPhysObject child) | ||
73 | { | ||
74 | // What is done for each object in BSPrim is what we want. | ||
75 | return false; | ||
76 | } | ||
77 | |||
78 | // The object is going static (non-physical). Do any setup necessary | ||
79 | // for a static linkset. | ||
80 | // Return 'true' if any properties updated on the passed object. | ||
81 | // Called at taint-time! | ||
82 | public override bool MakeStatic(BSPhysObject child) | ||
83 | { | ||
84 | // What is done for each object in BSPrim is what we want. | ||
85 | return false; | ||
86 | } | ||
87 | |||
88 | // If the software is handling the movement of all the objects in a linkset | ||
89 | // (like if one doesn't use constraints for static linksets), this is called | ||
90 | // when an update for the root of the linkset is received. | ||
91 | // Called at taint-time!! | ||
92 | public override void UpdateProperties(BSPhysObject physObject) | ||
93 | { | ||
94 | // The root local properties have been updated. Apply to the children if appropriate. | ||
95 | if (IsRoot(physObject) && HasAnyChildren) | ||
96 | { | ||
97 | if (!physObject.IsPhysical) | ||
98 | { | ||
99 | // TODO: implement software linkset update for static object linksets | ||
100 | } | ||
101 | } | ||
102 | } | ||
103 | |||
104 | // Routine used when rebuilding the body of the root of the linkset | ||
105 | // Destroy all the constraints have have been made to root. | ||
106 | // This is called when the root body is changing. | ||
107 | // Returns 'true' of something eas actually removed and would need restoring | ||
108 | // Called at taint-time!! | ||
109 | public override bool RemoveBodyDependencies(BSPrim child) | ||
110 | { | ||
111 | bool ret = false; | ||
112 | |||
113 | lock (m_linksetActivityLock) | ||
114 | { | ||
115 | if (IsRoot(child)) | ||
116 | { | ||
117 | // If the one with the dependency is root, must undo all children | ||
118 | DetailLog("{0},BSLinkset.RemoveBodyDependencies,removeChildrenForRoot,rID={1},rBody={2}", | ||
119 | child.LocalID, LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X")); | ||
120 | |||
121 | ret = PhysicallyUnlinkAllChildrenFromRoot(LinksetRoot); | ||
122 | } | ||
123 | else | ||
124 | { | ||
125 | DetailLog("{0},BSLinkset.RemoveBodyDependencies,removeSingleChild,rID={1},rBody={2},cID={3},cBody={4}", | ||
126 | child.LocalID, | ||
127 | LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"), | ||
128 | child.LocalID, child.BSBody.ptr.ToString("X")); | ||
129 | // ret = PhysicallyUnlinkAChildFromRoot(LinksetRoot, child); | ||
130 | // Despite the function name, this removes any link to the specified object. | ||
131 | ret = PhysicallyUnlinkAllChildrenFromRoot(child); | ||
132 | } | ||
133 | } | ||
134 | return ret; | ||
135 | } | ||
136 | |||
137 | // Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true', | ||
138 | // this routine will restore the removed constraints. | ||
139 | // Called at taint-time!! | ||
140 | public override void RestoreBodyDependencies(BSPrim child) | ||
141 | { | ||
142 | lock (m_linksetActivityLock) | ||
143 | { | ||
144 | if (IsRoot(child)) | ||
145 | { | ||
146 | DetailLog("{0},BSLinkset.RestoreBodyDependencies,restoreChildrenForRoot,rID={1},numChild={2}", | ||
147 | child.LocalID, LinksetRoot.LocalID, m_taintChildren.Count); | ||
148 | foreach (BSPhysObject bpo in m_taintChildren) | ||
149 | { | ||
150 | PhysicallyLinkAChildToRoot(LinksetRoot, bpo); | ||
151 | } | ||
152 | } | ||
153 | else | ||
154 | { | ||
155 | DetailLog("{0},BSLinkset.RestoreBodyDependencies,restoreSingleChild,rID={1},rBody={2},cID={3},cBody={4}", | ||
156 | LinksetRoot.LocalID, | ||
157 | LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"), | ||
158 | child.LocalID, child.BSBody.ptr.ToString("X")); | ||
159 | PhysicallyLinkAChildToRoot(LinksetRoot, child); | ||
160 | } | ||
161 | } | ||
162 | } | ||
163 | |||
164 | // ================================================================ | ||
165 | // Below this point is internal magic | ||
166 | |||
167 | // I am the root of a linkset and a new child is being added | ||
168 | // Called while LinkActivity is locked. | ||
169 | protected override void AddChildToLinkset(BSPhysObject child) | ||
170 | { | ||
171 | if (!HasChild(child)) | ||
172 | { | ||
173 | m_children.Add(child); | ||
174 | |||
175 | BSPhysObject rootx = LinksetRoot; // capture the root as of now | ||
176 | BSPhysObject childx = child; | ||
177 | |||
178 | DetailLog("{0},AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID); | ||
179 | |||
180 | PhysicsScene.TaintedObject("AddChildToLinkset", delegate() | ||
181 | { | ||
182 | DetailLog("{0},AddChildToLinkset,taint,rID={1},rBody={2},cID={3},cBody={4}", | ||
183 | rootx.LocalID, | ||
184 | rootx.LocalID, rootx.BSBody.ptr.ToString("X"), | ||
185 | childx.LocalID, childx.BSBody.ptr.ToString("X")); | ||
186 | // Since this is taint-time, the body and shape could have changed for the child | ||
187 | rootx.ForcePosition = rootx.Position; // DEBUG | ||
188 | childx.ForcePosition = childx.Position; // DEBUG | ||
189 | PhysicallyLinkAChildToRoot(rootx, childx); | ||
190 | m_taintChildren.Add(child); | ||
191 | }); | ||
192 | } | ||
193 | return; | ||
194 | } | ||
195 | |||
196 | // Forcefully removing a child from a linkset. | ||
197 | // This is not being called by the child so we have to make sure the child doesn't think | ||
198 | // it's still connected to the linkset. | ||
199 | // Normal OpenSimulator operation will never do this because other SceneObjectPart information | ||
200 | // also has to be updated (like pointer to prim's parent). | ||
201 | protected override void RemoveChildFromOtherLinkset(BSPhysObject pchild) | ||
202 | { | ||
203 | pchild.Linkset = BSLinkset.Factory(PhysicsScene, pchild); | ||
204 | RemoveChildFromLinkset(pchild); | ||
205 | } | ||
206 | |||
207 | // I am the root of a linkset and one of my children is being removed. | ||
208 | // Safe to call even if the child is not really in my linkset. | ||
209 | protected override void RemoveChildFromLinkset(BSPhysObject child) | ||
210 | { | ||
211 | if (m_children.Remove(child)) | ||
212 | { | ||
213 | BSPhysObject rootx = LinksetRoot; // capture the root and body as of now | ||
214 | BSPhysObject childx = child; | ||
215 | |||
216 | DetailLog("{0},RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}", | ||
217 | childx.LocalID, | ||
218 | rootx.LocalID, rootx.BSBody.ptr.ToString("X"), | ||
219 | childx.LocalID, childx.BSBody.ptr.ToString("X")); | ||
220 | |||
221 | PhysicsScene.TaintedObject("RemoveChildFromLinkset", delegate() | ||
222 | { | ||
223 | m_taintChildren.Remove(child); | ||
224 | PhysicallyUnlinkAChildFromRoot(rootx, childx); | ||
225 | RecomputeLinksetConstraintVariables(); | ||
226 | }); | ||
227 | |||
228 | } | ||
229 | else | ||
230 | { | ||
231 | // This will happen if we remove the root of the linkset first. Non-fatal occurance. | ||
232 | // PhysicsScene.Logger.ErrorFormat("{0}: Asked to remove child from linkset that was not in linkset", LogHeader); | ||
233 | } | ||
234 | return; | ||
235 | } | ||
236 | |||
237 | // Create a constraint between me (root of linkset) and the passed prim (the child). | ||
238 | // Called at taint time! | ||
239 | private void PhysicallyLinkAChildToRoot(BSPhysObject rootPrim, BSPhysObject childPrim) | ||
240 | { | ||
241 | // Zero motion for children so they don't interpolate | ||
242 | childPrim.ZeroMotion(); | ||
243 | |||
244 | // Relative position normalized to the root prim | ||
245 | // Essentually a vector pointing from center of rootPrim to center of childPrim | ||
246 | OMV.Vector3 childRelativePosition = childPrim.Position - rootPrim.Position; | ||
247 | |||
248 | // real world coordinate of midpoint between the two objects | ||
249 | OMV.Vector3 midPoint = rootPrim.Position + (childRelativePosition / 2); | ||
250 | |||
251 | DetailLog("{0},BSLinkset.PhysicallyLinkAChildToRoot,taint,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6},midLoc={7}", | ||
252 | rootPrim.LocalID, | ||
253 | rootPrim.LocalID, rootPrim.BSBody.ptr.ToString("X"), | ||
254 | childPrim.LocalID, childPrim.BSBody.ptr.ToString("X"), | ||
255 | rootPrim.Position, childPrim.Position, midPoint); | ||
256 | |||
257 | // create a constraint that allows no freedom of movement between the two objects | ||
258 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 | ||
259 | |||
260 | BS6DofConstraint constrain = new BS6DofConstraint( | ||
261 | PhysicsScene.World, rootPrim.BSBody, childPrim.BSBody, midPoint, true, true ); | ||
262 | |||
263 | /* NOTE: below is an attempt to build constraint with full frame computation, etc. | ||
264 | * Using the midpoint is easier since it lets the Bullet code manipulate the transforms | ||
265 | * of the objects. | ||
266 | * Code left as a warning to future programmers. | ||
267 | // ================================================================================== | ||
268 | // relative position normalized to the root prim | ||
269 | OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation); | ||
270 | OMV.Vector3 childRelativePosition = (childPrim.Position - rootPrim.Position) * invThisOrientation; | ||
271 | |||
272 | // relative rotation of the child to the parent | ||
273 | OMV.Quaternion childRelativeRotation = invThisOrientation * childPrim.Orientation; | ||
274 | OMV.Quaternion inverseChildRelativeRotation = OMV.Quaternion.Inverse(childRelativeRotation); | ||
275 | |||
276 | // create a constraint that allows no freedom of movement between the two objects | ||
277 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 | ||
278 | DetailLog("{0},BSLinkset.PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID); | ||
279 | BS6DofConstraint constrain = new BS6DofConstraint( | ||
280 | PhysicsScene.World, rootPrim.Body, childPrim.Body, | ||
281 | OMV.Vector3.Zero, | ||
282 | OMV.Quaternion.Inverse(rootPrim.Orientation), | ||
283 | OMV.Vector3.Zero, | ||
284 | OMV.Quaternion.Inverse(childPrim.Orientation), | ||
285 | // A point half way between the parent and child | ||
286 | // childRelativePosition/2, | ||
287 | // childRelativeRotation, | ||
288 | // childRelativePosition/2, | ||
289 | // inverseChildRelativeRotation, | ||
290 | true, | ||
291 | true | ||
292 | ); | ||
293 | // ================================================================================== | ||
294 | */ | ||
295 | |||
296 | PhysicsScene.Constraints.AddConstraint(constrain); | ||
297 | |||
298 | // zero linear and angular limits makes the objects unable to move in relation to each other | ||
299 | constrain.SetLinearLimits(OMV.Vector3.Zero, OMV.Vector3.Zero); | ||
300 | constrain.SetAngularLimits(OMV.Vector3.Zero, OMV.Vector3.Zero); | ||
301 | |||
302 | // tweek the constraint to increase stability | ||
303 | constrain.UseFrameOffset(PhysicsScene.BoolNumeric(PhysicsScene.Params.linkConstraintUseFrameOffset)); | ||
304 | constrain.TranslationalLimitMotor(PhysicsScene.BoolNumeric(PhysicsScene.Params.linkConstraintEnableTransMotor), | ||
305 | PhysicsScene.Params.linkConstraintTransMotorMaxVel, | ||
306 | PhysicsScene.Params.linkConstraintTransMotorMaxForce); | ||
307 | constrain.SetCFMAndERP(PhysicsScene.Params.linkConstraintCFM, PhysicsScene.Params.linkConstraintERP); | ||
308 | if (PhysicsScene.Params.linkConstraintSolverIterations != 0f) | ||
309 | { | ||
310 | constrain.SetSolverIterations(PhysicsScene.Params.linkConstraintSolverIterations); | ||
311 | } | ||
312 | } | ||
313 | |||
314 | // Remove linkage between myself and a particular child | ||
315 | // The root and child bodies are passed in because we need to remove the constraint between | ||
316 | // the bodies that were at unlink time. | ||
317 | // Called at taint time! | ||
318 | private bool PhysicallyUnlinkAChildFromRoot(BSPhysObject rootPrim, BSPhysObject childPrim) | ||
319 | { | ||
320 | bool ret = false; | ||
321 | DetailLog("{0},BSLinkset.PhysicallyUnlinkAChildFromRoot,taint,root={1},rBody={2},child={3},cBody={4}", | ||
322 | rootPrim.LocalID, | ||
323 | rootPrim.LocalID, rootPrim.BSBody.ptr.ToString("X"), | ||
324 | childPrim.LocalID, childPrim.BSBody.ptr.ToString("X")); | ||
325 | |||
326 | // Find the constraint for this link and get rid of it from the overall collection and from my list | ||
327 | if (PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.BSBody, childPrim.BSBody)) | ||
328 | { | ||
329 | // Make the child refresh its location | ||
330 | BulletSimAPI.PushUpdate2(childPrim.BSBody.ptr); | ||
331 | ret = true; | ||
332 | } | ||
333 | |||
334 | return ret; | ||
335 | } | ||
336 | |||
337 | // Remove linkage between myself and any possible children I might have. | ||
338 | // Called at taint time! | ||
339 | private bool PhysicallyUnlinkAllChildrenFromRoot(BSPhysObject rootPrim) | ||
340 | { | ||
341 | DetailLog("{0},BSLinkset.PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID); | ||
342 | bool ret = false; | ||
343 | |||
344 | if (PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.BSBody)) | ||
345 | { | ||
346 | ret = true; | ||
347 | } | ||
348 | return ret; | ||
349 | } | ||
350 | |||
351 | // Call each of the constraints that make up this linkset and recompute the | ||
352 | // various transforms and variables. Used when objects are added or removed | ||
353 | // from a linkset to make sure the constraints know about the new mass and | ||
354 | // geometry. | ||
355 | // Must only be called at taint time!! | ||
356 | private void RecomputeLinksetConstraintVariables() | ||
357 | { | ||
358 | float linksetMass = LinksetMass; | ||
359 | foreach (BSPhysObject child in m_taintChildren) | ||
360 | { | ||
361 | BSConstraint constrain; | ||
362 | if (PhysicsScene.Constraints.TryGetConstraint(LinksetRoot.BSBody, child.BSBody, out constrain)) | ||
363 | { | ||
364 | // DetailLog("{0},BSLinkset.RecomputeLinksetConstraintVariables,taint,child={1},mass={2},A={3},B={4}", | ||
365 | // LinksetRoot.LocalID, child.LocalID, linksetMass, constrain.Body1.ID, constrain.Body2.ID); | ||
366 | constrain.RecomputeConstraintVariables(linksetMass); | ||
367 | } | ||
368 | else | ||
369 | { | ||
370 | // Non-fatal error that happens when children are being added to the linkset but | ||
371 | // their constraints have not been created yet. | ||
372 | break; | ||
373 | } | ||
374 | } | ||
375 | |||
376 | // If the whole linkset is not here, doesn't make sense to recompute linkset wide values | ||
377 | if (m_children.Count == m_taintChildren.Count) | ||
378 | { | ||
379 | // If this is a multiple object linkset, set everybody's center of mass to the set's center of mass | ||
380 | OMV.Vector3 centerOfMass = ComputeLinksetCenterOfMass(); | ||
381 | BulletSimAPI.SetCenterOfMassByPosRot2(LinksetRoot.BSBody.ptr, | ||
382 | centerOfMass, OMV.Quaternion.Identity); | ||
383 | DetailLog("{0},BSLinkset.RecomputeLinksetConstraintVariables,setCenterOfMass,COM={1},rBody={2}", | ||
384 | LinksetRoot.LocalID, centerOfMass, LinksetRoot.BSBody.ptr.ToString("X")); | ||
385 | foreach (BSPhysObject child in m_taintChildren) | ||
386 | { | ||
387 | BulletSimAPI.SetCenterOfMassByPosRot2(child.BSBody.ptr, | ||
388 | centerOfMass, OMV.Quaternion.Identity); | ||
389 | } | ||
390 | |||
391 | // BulletSimAPI.DumpAllInfo2(PhysicsScene.World.ptr); // DEBUG DEBUG DEBUG | ||
392 | } | ||
393 | return; | ||
394 | } | ||
395 | } | ||
396 | } | ||