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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs51
1 files changed, 37 insertions, 14 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs
index 25084d8..65fac00 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs
@@ -34,12 +34,20 @@ namespace OpenSim.Region.Physics.BulletSPlugin
34 34
35public abstract class BSConstraint : IDisposable 35public abstract class BSConstraint : IDisposable
36{ 36{
37 private static string LogHeader = "[BULLETSIM CONSTRAINT]";
38
37 protected BulletSim m_world; 39 protected BulletSim m_world;
38 protected BulletBody m_body1; 40 protected BulletBody m_body1;
39 protected BulletBody m_body2; 41 protected BulletBody m_body2;
40 protected BulletConstraint m_constraint; 42 protected BulletConstraint m_constraint;
41 protected bool m_enabled = false; 43 protected bool m_enabled = false;
42 44
45 public BulletBody Body1 { get { return m_body1; } }
46 public BulletBody Body2 { get { return m_body2; } }
47 public BulletConstraint Constraint { get { return m_constraint; } }
48 public abstract ConstraintType Type { get; }
49 public bool IsEnabled { get { return m_enabled; } }
50
43 public BSConstraint() 51 public BSConstraint()
44 { 52 {
45 } 53 }
@@ -48,22 +56,25 @@ public abstract class BSConstraint : IDisposable
48 { 56 {
49 if (m_enabled) 57 if (m_enabled)
50 { 58 {
51 // BulletSimAPI.RemoveConstraint(m_world.ID, m_body1.ID, m_body2.ID);
52 bool success = BulletSimAPI.DestroyConstraint2(m_world.Ptr, m_constraint.Ptr);
53 m_world.scene.DetailLog("{0},BSConstraint.Dispose,taint,body1={1},body2={2},success={3}", BSScene.DetailLogZero, m_body1.ID, m_body2.ID, success);
54 m_constraint.Ptr = System.IntPtr.Zero;
55 m_enabled = false; 59 m_enabled = false;
60 if (m_constraint.ptr != IntPtr.Zero)
61 {
62 bool success = BulletSimAPI.DestroyConstraint2(m_world.ptr, m_constraint.ptr);
63 m_world.physicsScene.DetailLog("{0},BSConstraint.Dispose,taint,id1={1},body1={2},id2={3},body2={4},success={5}",
64 BSScene.DetailLogZero,
65 m_body1.ID, m_body1.ptr.ToString("X"),
66 m_body2.ID, m_body2.ptr.ToString("X"),
67 success);
68 m_constraint.ptr = System.IntPtr.Zero;
69 }
56 } 70 }
57 } 71 }
58 72
59 public BulletBody Body1 { get { return m_body1; } }
60 public BulletBody Body2 { get { return m_body2; } }
61
62 public virtual bool SetLinearLimits(Vector3 low, Vector3 high) 73 public virtual bool SetLinearLimits(Vector3 low, Vector3 high)
63 { 74 {
64 bool ret = false; 75 bool ret = false;
65 if (m_enabled) 76 if (m_enabled)
66 ret = BulletSimAPI.SetLinearLimits2(m_constraint.Ptr, low, high); 77 ret = BulletSimAPI.SetLinearLimits2(m_constraint.ptr, low, high);
67 return ret; 78 return ret;
68 } 79 }
69 80
@@ -71,7 +82,18 @@ public abstract class BSConstraint : IDisposable
71 { 82 {
72 bool ret = false; 83 bool ret = false;
73 if (m_enabled) 84 if (m_enabled)
74 ret = BulletSimAPI.SetAngularLimits2(m_constraint.Ptr, low, high); 85 ret = BulletSimAPI.SetAngularLimits2(m_constraint.ptr, low, high);
86 return ret;
87 }
88
89 public virtual bool SetSolverIterations(float cnt)
90 {
91 bool ret = false;
92 if (m_enabled)
93 {
94 BulletSimAPI.SetConstraintNumSolverIterations2(m_constraint.ptr, cnt);
95 ret = true;
96 }
75 return ret; 97 return ret;
76 } 98 }
77 99
@@ -81,7 +103,7 @@ public abstract class BSConstraint : IDisposable
81 if (m_enabled) 103 if (m_enabled)
82 { 104 {
83 // Recompute the internal transforms 105 // Recompute the internal transforms
84 BulletSimAPI.CalculateTransforms2(m_constraint.Ptr); 106 BulletSimAPI.CalculateTransforms2(m_constraint.ptr);
85 ret = true; 107 ret = true;
86 } 108 }
87 return ret; 109 return ret;
@@ -97,13 +119,14 @@ public abstract class BSConstraint : IDisposable
97 ret = CalculateTransforms(); 119 ret = CalculateTransforms();
98 if (ret) 120 if (ret)
99 { 121 {
100 // m_world.scene.PhysicsLogging.Write("{0},BSConstraint.RecomputeConstraintVariables,taint,enabling,A={1},B={2}", 122 // Setting an object's mass to zero (making it static like when it's selected)
101 // BSScene.DetailLogZero, Body1.ID, Body2.ID); 123 // automatically disables the constraints.
102 BulletSimAPI.SetConstraintEnable2(m_constraint.Ptr, m_world.scene.NumericBool(true)); 124 // If the link is enabled, be sure to set the constraint itself to enabled.
125 BulletSimAPI.SetConstraintEnable2(m_constraint.ptr, m_world.physicsScene.NumericBool(true));
103 } 126 }
104 else 127 else
105 { 128 {
106 m_world.scene.Logger.ErrorFormat("[BULLETSIM CONSTRAINT] CalculateTransforms failed. A={0}, B={1}", Body1.ID, Body2.ID); 129 m_world.physicsScene.Logger.ErrorFormat("{0} CalculateTransforms failed. A={1}, B={2}", LogHeader, Body1.ID, Body2.ID);
107 } 130 }
108 } 131 }
109 return ret; 132 return ret;