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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSConstraint6Dof.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSConstraint6Dof.cs64
1 files changed, 39 insertions, 25 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint6Dof.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint6Dof.cs
index 23ef052..476a0e5 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint6Dof.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint6Dof.cs
@@ -39,51 +39,50 @@ public sealed class BSConstraint6Dof : BSConstraint
39 public override ConstraintType Type { get { return ConstraintType.D6_CONSTRAINT_TYPE; } } 39 public override ConstraintType Type { get { return ConstraintType.D6_CONSTRAINT_TYPE; } }
40 40
41 // Create a btGeneric6DofConstraint 41 // Create a btGeneric6DofConstraint
42 public BSConstraint6Dof(BulletSim world, BulletBody obj1, BulletBody obj2, 42 public BSConstraint6Dof(BulletWorld world, BulletBody obj1, BulletBody obj2,
43 Vector3 frame1, Quaternion frame1rot, 43 Vector3 frame1, Quaternion frame1rot,
44 Vector3 frame2, Quaternion frame2rot, 44 Vector3 frame2, Quaternion frame2rot,
45 bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) 45 bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
46 : base(world)
46 { 47 {
47 m_world = world;
48 m_body1 = obj1; 48 m_body1 = obj1;
49 m_body2 = obj2; 49 m_body2 = obj2;
50 m_constraint = new BulletConstraint( 50 m_constraint = PhysicsScene.PE.Create6DofConstraint(m_world, m_body1, m_body2,
51 BulletSimAPI.Create6DofConstraint2(m_world.ptr, m_body1.ptr, m_body2.ptr,
52 frame1, frame1rot, 51 frame1, frame1rot,
53 frame2, frame2rot, 52 frame2, frame2rot,
54 useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies)); 53 useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
55 m_enabled = true; 54 m_enabled = true;
56 world.physicsScene.DetailLog("{0},BS6DofConstraint,createFrame,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}", 55 world.physicsScene.DetailLog("{0},BS6DofConstraint,createFrame,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}",
57 BSScene.DetailLogZero, world.worldID, 56 BSScene.DetailLogZero, world.worldID,
58 obj1.ID, obj1.ptr.ToString("X"), obj2.ID, obj2.ptr.ToString("X")); 57 obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString);
59 } 58 }
60 59
61 public BSConstraint6Dof(BulletSim world, BulletBody obj1, BulletBody obj2, 60 // 6 Dof constraint based on a midpoint between the two constrained bodies
61 public BSConstraint6Dof(BulletWorld world, BulletBody obj1, BulletBody obj2,
62 Vector3 joinPoint, 62 Vector3 joinPoint,
63 bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) 63 bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
64 : base(world)
64 { 65 {
65 m_world = world;
66 m_body1 = obj1; 66 m_body1 = obj1;
67 m_body2 = obj2; 67 m_body2 = obj2;
68 if (obj1.ptr == IntPtr.Zero || obj2.ptr == IntPtr.Zero) 68 if (!obj1.HasPhysicalBody || !obj2.HasPhysicalBody)
69 { 69 {
70 world.physicsScene.DetailLog("{0},BS6DOFConstraint,badBodyPtr,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}", 70 world.physicsScene.DetailLog("{0},BS6DOFConstraint,badBodyPtr,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}",
71 BSScene.DetailLogZero, world.worldID, 71 BSScene.DetailLogZero, world.worldID,
72 obj1.ID, obj1.ptr.ToString("X"), obj2.ID, obj2.ptr.ToString("X")); 72 obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString);
73 world.physicsScene.Logger.ErrorFormat("{0} Attempt to build 6DOF constraint with missing bodies: wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}", 73 world.physicsScene.Logger.ErrorFormat("{0} Attempt to build 6DOF constraint with missing bodies: wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}",
74 LogHeader, world.worldID, obj1.ID, obj1.ptr.ToString("X"), obj2.ID, obj2.ptr.ToString("X")); 74 LogHeader, world.worldID, obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString);
75 m_enabled = false; 75 m_enabled = false;
76 } 76 }
77 else 77 else
78 { 78 {
79 m_constraint = new BulletConstraint( 79 m_constraint = PhysicsScene.PE.Create6DofConstraintToPoint(m_world, m_body1, m_body2,
80 BulletSimAPI.Create6DofConstraintToPoint2(m_world.ptr, m_body1.ptr, m_body2.ptr,
81 joinPoint, 80 joinPoint,
82 useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies)); 81 useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
83 world.physicsScene.DetailLog("{0},BS6DofConstraint,createMidPoint,wID={1}, csrt={2}, rID={3}, rBody={4}, cID={5}, cBody={6}", 82 PhysicsScene.DetailLog("{0},BS6DofConstraint,createMidPoint,wID={1}, csrt={2}, rID={3}, rBody={4}, cID={5}, cBody={6}",
84 BSScene.DetailLogZero, world.worldID, m_constraint.ptr.ToString("X"), 83 BSScene.DetailLogZero, world.worldID, m_constraint.AddrString,
85 obj1.ID, obj1.ptr.ToString("X"), obj2.ID, obj2.ptr.ToString("X")); 84 obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString);
86 if (m_constraint.ptr == IntPtr.Zero) 85 if (!m_constraint.HasPhysicalConstraint)
87 { 86 {
88 world.physicsScene.Logger.ErrorFormat("{0} Failed creation of 6Dof constraint. rootID={1}, childID={2}", 87 world.physicsScene.Logger.ErrorFormat("{0} Failed creation of 6Dof constraint. rootID={1}, childID={2}",
89 LogHeader, obj1.ID, obj2.ID); 88 LogHeader, obj1.ID, obj2.ID);
@@ -96,12 +95,27 @@ public sealed class BSConstraint6Dof : BSConstraint
96 } 95 }
97 } 96 }
98 97
98 // A 6 Dof constraint that is fixed in the world and constrained to a on-the-fly created static object
99 public BSConstraint6Dof(BulletWorld world, BulletBody obj1, Vector3 frameInBloc, Quaternion frameInBrot,
100 bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
101 : base(world)
102 {
103 m_body1 = obj1;
104 m_body2 = obj1; // Look out for confusion down the road
105 m_constraint = PhysicsScene.PE.Create6DofConstraintFixed(m_world, m_body1,
106 frameInBloc, frameInBrot,
107 useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
108 m_enabled = true;
109 world.physicsScene.DetailLog("{0},BS6DofConstraint,createFixed,wID={1},rID={2},rBody={3}",
110 BSScene.DetailLogZero, world.worldID, obj1.ID, obj1.AddrString);
111 }
112
99 public bool SetFrames(Vector3 frameA, Quaternion frameArot, Vector3 frameB, Quaternion frameBrot) 113 public bool SetFrames(Vector3 frameA, Quaternion frameArot, Vector3 frameB, Quaternion frameBrot)
100 { 114 {
101 bool ret = false; 115 bool ret = false;
102 if (m_enabled) 116 if (m_enabled)
103 { 117 {
104 BulletSimAPI.SetFrames2(m_constraint.ptr, frameA, frameArot, frameB, frameBrot); 118 PhysicsScene.PE.SetFrames(m_constraint, frameA, frameArot, frameB, frameBrot);
105 ret = true; 119 ret = true;
106 } 120 }
107 return ret; 121 return ret;
@@ -112,9 +126,9 @@ public sealed class BSConstraint6Dof : BSConstraint
112 bool ret = false; 126 bool ret = false;
113 if (m_enabled) 127 if (m_enabled)
114 { 128 {
115 BulletSimAPI.SetConstraintParam2(m_constraint.ptr, ConstraintParams.BT_CONSTRAINT_STOP_CFM, cfm, ConstraintParamAxis.AXIS_ALL); 129 PhysicsScene.PE.SetConstraintParam(m_constraint, ConstraintParams.BT_CONSTRAINT_STOP_CFM, cfm, ConstraintParamAxis.AXIS_ALL);
116 BulletSimAPI.SetConstraintParam2(m_constraint.ptr, ConstraintParams.BT_CONSTRAINT_STOP_ERP, erp, ConstraintParamAxis.AXIS_ALL); 130 PhysicsScene.PE.SetConstraintParam(m_constraint, ConstraintParams.BT_CONSTRAINT_STOP_ERP, erp, ConstraintParamAxis.AXIS_ALL);
117 BulletSimAPI.SetConstraintParam2(m_constraint.ptr, ConstraintParams.BT_CONSTRAINT_CFM, cfm, ConstraintParamAxis.AXIS_ALL); 131 PhysicsScene.PE.SetConstraintParam(m_constraint, ConstraintParams.BT_CONSTRAINT_CFM, cfm, ConstraintParamAxis.AXIS_ALL);
118 ret = true; 132 ret = true;
119 } 133 }
120 return ret; 134 return ret;
@@ -125,7 +139,7 @@ public sealed class BSConstraint6Dof : BSConstraint
125 bool ret = false; 139 bool ret = false;
126 float onOff = useOffset ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse; 140 float onOff = useOffset ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse;
127 if (m_enabled) 141 if (m_enabled)
128 ret = BulletSimAPI.UseFrameOffset2(m_constraint.ptr, onOff); 142 ret = PhysicsScene.PE.UseFrameOffset(m_constraint, onOff);
129 return ret; 143 return ret;
130 } 144 }
131 145
@@ -135,7 +149,7 @@ public sealed class BSConstraint6Dof : BSConstraint
135 float onOff = enable ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse; 149 float onOff = enable ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse;
136 if (m_enabled) 150 if (m_enabled)
137 { 151 {
138 ret = BulletSimAPI.TranslationalLimitMotor2(m_constraint.ptr, onOff, targetVelocity, maxMotorForce); 152 ret = PhysicsScene.PE.TranslationalLimitMotor(m_constraint, onOff, targetVelocity, maxMotorForce);
139 m_world.physicsScene.DetailLog("{0},BS6DOFConstraint,TransLimitMotor,enable={1},vel={2},maxForce={3}", 153 m_world.physicsScene.DetailLog("{0},BS6DOFConstraint,TransLimitMotor,enable={1},vel={2},maxForce={3}",
140 BSScene.DetailLogZero, enable, targetVelocity, maxMotorForce); 154 BSScene.DetailLogZero, enable, targetVelocity, maxMotorForce);
141 } 155 }
@@ -146,7 +160,7 @@ public sealed class BSConstraint6Dof : BSConstraint
146 { 160 {
147 bool ret = false; 161 bool ret = false;
148 if (m_enabled) 162 if (m_enabled)
149 ret = BulletSimAPI.SetBreakingImpulseThreshold2(m_constraint.ptr, threshold); 163 ret = PhysicsScene.PE.SetBreakingImpulseThreshold(m_constraint, threshold);
150 return ret; 164 return ret;
151 } 165 }
152} 166}