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author | Robert Adams | 2012-07-25 14:52:17 -0700 |
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committer | Robert Adams | 2012-07-25 16:31:08 -0700 |
commit | d7add2940a38437e748ca74163bbf37acecfa04c (patch) | |
tree | 9628de187941813fc3f9cf3348786c43dd6c50c6 /OpenSim/Region | |
parent | BulletSim: small change to use the pointer to the bullet object for zeroing f... (diff) | |
download | opensim-SC_OLD-d7add2940a38437e748ca74163bbf37acecfa04c.zip opensim-SC_OLD-d7add2940a38437e748ca74163bbf37acecfa04c.tar.gz opensim-SC_OLD-d7add2940a38437e748ca74163bbf37acecfa04c.tar.bz2 opensim-SC_OLD-d7add2940a38437e748ca74163bbf37acecfa04c.tar.xz |
BulletSim: add parameters for setting linkset constraint factors
Diffstat (limited to 'OpenSim/Region')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 24 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 25 |
2 files changed, 32 insertions, 17 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 6c8ae2e..3be28e3 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -1295,10 +1295,9 @@ public sealed class BSPrim : PhysicsActor | |||
1295 | // relative to each other. | 1295 | // relative to each other. |
1296 | void CreateLinkset() | 1296 | void CreateLinkset() |
1297 | { | 1297 | { |
1298 | DebugLog("{0}: CreateLinkset. Root prim={1}, prims={2}", LogHeader, LocalID, _childrenPrims.Count+1); | 1298 | // DebugLog("{0}: CreateLinkset. Root prim={1}, prims={2}", LogHeader, LocalID, _childrenPrims.Count+1); |
1299 | 1299 | ||
1300 | // remove any constraints that might be in place | 1300 | // remove any constraints that might be in place |
1301 | DebugLog("{0}: CreateLinkset: RemoveConstraints between me and any children", LogHeader, LocalID); | ||
1302 | UnlinkAllChildren(); | 1301 | UnlinkAllChildren(); |
1303 | 1302 | ||
1304 | // create constraints between the root prim and each of the children | 1303 | // create constraints between the root prim and each of the children |
@@ -1324,18 +1323,8 @@ public sealed class BSPrim : PhysicsActor | |||
1324 | 1323 | ||
1325 | // create a constraint that allows no freedom of movement between the two objects | 1324 | // create a constraint that allows no freedom of movement between the two objects |
1326 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 | 1325 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 |
1327 | DebugLog("{0}: CreateLinkset: Adding a constraint between root prim {1} and child prim {2}", LogHeader, LocalID, childPrim.LocalID); | 1326 | // DebugLog("{0}: CreateLinkset: Adding a constraint between root prim {1} and child prim {2}", LogHeader, LocalID, childPrim.LocalID); |
1328 | DetailLog("{0},LinkAChildToMe,taint,root={1},child={2}", LocalID, LocalID, childPrim.LocalID); | 1327 | DetailLog("{0},LinkAChildToMe,taint,root={1},child={2}", LocalID, LocalID, childPrim.LocalID); |
1329 | /* | ||
1330 | BulletSimAPI.AddConstraint(_scene.WorldID, LocalID, childPrim.LocalID, | ||
1331 | childRelativePosition, | ||
1332 | childRelativeRotation, | ||
1333 | OMV.Vector3.Zero, | ||
1334 | OMV.Quaternion.Identity, | ||
1335 | OMV.Vector3.Zero, OMV.Vector3.Zero, | ||
1336 | OMV.Vector3.Zero, OMV.Vector3.Zero); | ||
1337 | */ | ||
1338 | // BSConstraint constrain = new BSConstraint(_scene.World, this.Body, childPrim.Body, | ||
1339 | BSConstraint constrain = _scene.Constraints.CreateConstraint( | 1328 | BSConstraint constrain = _scene.Constraints.CreateConstraint( |
1340 | _scene.World, this.Body, childPrim.Body, | 1329 | _scene.World, this.Body, childPrim.Body, |
1341 | childRelativePosition, | 1330 | childRelativePosition, |
@@ -1346,8 +1335,13 @@ public sealed class BSPrim : PhysicsActor | |||
1346 | constrain.SetAngularLimits(OMV.Vector3.Zero, OMV.Vector3.Zero); | 1335 | constrain.SetAngularLimits(OMV.Vector3.Zero, OMV.Vector3.Zero); |
1347 | 1336 | ||
1348 | // tweek the constraint to increase stability | 1337 | // tweek the constraint to increase stability |
1349 | constrain.UseFrameOffset(true); | 1338 | constrain.UseFrameOffset(_scene.BoolNumeric(_scene.Params.linkConstraintUseFrameOffset)); |
1350 | constrain.TranslationalLimitMotor(true, 5f, 0.1f); | 1339 | if (_scene.BoolNumeric(_scene.Params.linkConstraintEnableTransMotor)) |
1340 | { | ||
1341 | constrain.TranslationalLimitMotor(true, | ||
1342 | _scene.Params.linkConstraintTransMotorMaxVel, | ||
1343 | _scene.Params.linkConstraintTransMotorMaxForce); | ||
1344 | } | ||
1351 | } | 1345 | } |
1352 | 1346 | ||
1353 | // Remove linkage between myself and a particular child | 1347 | // Remove linkage between myself and a particular child |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 07a377b..a1587a8 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -1025,6 +1025,27 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1025 | (s) => { return s.m_params[0].numberOfSolverIterations; }, | 1025 | (s) => { return s.m_params[0].numberOfSolverIterations; }, |
1026 | (s,p,l,v) => { s.m_params[0].numberOfSolverIterations = v; } ), | 1026 | (s,p,l,v) => { s.m_params[0].numberOfSolverIterations = v; } ), |
1027 | 1027 | ||
1028 | new ParameterDefn("LinkConstraintUseFrameOffset", "For linksets built with constraints, enable frame offsetFor linksets built with constraints, enable frame offset.", | ||
1029 | ConfigurationParameters.numericTrue, | ||
1030 | (s,cf,p,v) => { s.m_params[0].linkConstraintUseFrameOffset = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); }, | ||
1031 | (s) => { return s.m_params[0].linkConstraintUseFrameOffset; }, | ||
1032 | (s,p,l,v) => { s.m_params[0].linkConstraintUseFrameOffset = v; } ), | ||
1033 | new ParameterDefn("LinkConstraintEnableTransMotor", "Whether to enable translational motor on linkset constraints", | ||
1034 | ConfigurationParameters.numericTrue, | ||
1035 | (s,cf,p,v) => { s.m_params[0].linkConstraintEnableTransMotor = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); }, | ||
1036 | (s) => { return s.m_params[0].linkConstraintEnableTransMotor; }, | ||
1037 | (s,p,l,v) => { s.m_params[0].linkConstraintEnableTransMotor = v; } ), | ||
1038 | new ParameterDefn("LinkConstraintTransMotorMaxVel", "Maximum velocity to be applied by translational motor in linkset constraints", | ||
1039 | 5.0f, | ||
1040 | (s,cf,p,v) => { s.m_params[0].linkConstraintTransMotorMaxVel = cf.GetFloat(p, v); }, | ||
1041 | (s) => { return s.m_params[0].linkConstraintTransMotorMaxVel; }, | ||
1042 | (s,p,l,v) => { s.m_params[0].linkConstraintTransMotorMaxVel = v; } ), | ||
1043 | new ParameterDefn("LinkConstraintTransMotorMaxForce", "Maximum force to be applied by translational motor in linkset constraints", | ||
1044 | 0.1f, | ||
1045 | (s,cf,p,v) => { s.m_params[0].linkConstraintTransMotorMaxForce = cf.GetFloat(p, v); }, | ||
1046 | (s) => { return s.m_params[0].linkConstraintTransMotorMaxForce; }, | ||
1047 | (s,p,l,v) => { s.m_params[0].linkConstraintTransMotorMaxForce = v; } ), | ||
1048 | |||
1028 | new ParameterDefn("DetailedStats", "Frames between outputting detailed phys stats. (0 is off)", | 1049 | new ParameterDefn("DetailedStats", "Frames between outputting detailed phys stats. (0 is off)", |
1029 | 0f, | 1050 | 0f, |
1030 | (s,cf,p,v) => { s.m_detailedStatsStep = cf.GetInt(p, (int)v); }, | 1051 | (s,cf,p,v) => { s.m_detailedStatsStep = cf.GetInt(p, (int)v); }, |
@@ -1039,13 +1060,13 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1039 | }; | 1060 | }; |
1040 | 1061 | ||
1041 | // Convert a boolean to our numeric true and false values | 1062 | // Convert a boolean to our numeric true and false values |
1042 | protected float NumericBool(bool b) | 1063 | public float NumericBool(bool b) |
1043 | { | 1064 | { |
1044 | return (b ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse); | 1065 | return (b ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse); |
1045 | } | 1066 | } |
1046 | 1067 | ||
1047 | // Convert numeric true and false values to a boolean | 1068 | // Convert numeric true and false values to a boolean |
1048 | protected bool BoolNumeric(float b) | 1069 | public bool BoolNumeric(float b) |
1049 | { | 1070 | { |
1050 | return (b == ConfigurationParameters.numericTrue ? true : false); | 1071 | return (b == ConfigurationParameters.numericTrue ? true : false); |
1051 | } | 1072 | } |