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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs474
1 files changed, 112 insertions, 362 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
index 43b1262..0df4310 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
@@ -32,10 +32,39 @@ using OMV = OpenMetaverse;
32 32
33namespace OpenSim.Region.Physics.BulletSPlugin 33namespace OpenSim.Region.Physics.BulletSPlugin
34{ 34{
35public class BSLinkset 35public abstract class BSLinkset
36{ 36{
37 // private static string LogHeader = "[BULLETSIM LINKSET]"; 37 // private static string LogHeader = "[BULLETSIM LINKSET]";
38 38
39 public enum LinksetImplementation
40 {
41 Constraint = 0, // linkset tied together with constraints
42 Compound = 1, // linkset tied together as a compound object
43 Manual = 2 // linkset tied together manually (code moves all the pieces)
44 }
45 // Create the correct type of linkset for this child
46 public static BSLinkset Factory(BSScene physScene, BSPhysObject parent)
47 {
48 BSLinkset ret = null;
49
50 switch ((int)physScene.Params.linksetImplementation)
51 {
52 case (int)LinksetImplementation.Constraint:
53 ret = new BSLinksetConstraints(physScene, parent);
54 break;
55 case (int)LinksetImplementation.Compound:
56 ret = new BSLinksetCompound(physScene, parent);
57 break;
58 case (int)LinksetImplementation.Manual:
59 // ret = new BSLinksetManual(physScene, parent);
60 break;
61 default:
62 ret = new BSLinksetCompound(physScene, parent);
63 break;
64 }
65 return ret;
66 }
67
39 public BSPhysObject LinksetRoot { get; protected set; } 68 public BSPhysObject LinksetRoot { get; protected set; }
40 69
41 public BSScene PhysicsScene { get; private set; } 70 public BSScene PhysicsScene { get; private set; }
@@ -44,33 +73,39 @@ public class BSLinkset
44 public int LinksetID { get; private set; } 73 public int LinksetID { get; private set; }
45 74
46 // The children under the root in this linkset. 75 // The children under the root in this linkset.
47 // There are two lists of children: the current children at runtime 76 protected HashSet<BSPhysObject> m_children;
48 // and the children at taint-time. For instance, if you delink a
49 // child from the linkset, the child is removed from m_children
50 // but the constraint won't be removed until taint time.
51 // Two lists lets this track the 'current' children and
52 // the physical 'taint' children separately.
53 // After taint processing and before the simulation step, these
54 // two lists must be the same.
55 private HashSet<BSPhysObject> m_children;
56 private HashSet<BSPhysObject> m_taintChildren;
57 77
58 // We lock the diddling of linkset classes to prevent any badness. 78 // We lock the diddling of linkset classes to prevent any badness.
59 // This locks the modification of the instances of this class. Changes 79 // This locks the modification of the instances of this class. Changes
60 // to the physical representation is done via the tainting mechenism. 80 // to the physical representation is done via the tainting mechenism.
61 private object m_linksetActivityLock = new Object(); 81 protected object m_linksetActivityLock = new Object();
62 82
83 // Some linksets have a preferred physical shape.
84 // Returns SHAPE_UNKNOWN if there is no preference. Causes the correct shape to be selected.
85 public virtual BSPhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor)
86 {
87 return BSPhysicsShapeType.SHAPE_UNKNOWN;
88 }
89
90 // Linksets move around the children so the linkset might need to compute the child position
91 public virtual OMV.Vector3 Position(BSPhysObject member)
92 { return member.RawPosition; }
93 public virtual OMV.Quaternion Orientation(BSPhysObject member)
94 { return member.RawOrientation; }
95 // TODO: does this need to be done for Velocity and RotationalVelocityy?
96
63 // We keep the prim's mass in the linkset structure since it could be dependent on other prims 97 // We keep the prim's mass in the linkset structure since it could be dependent on other prims
64 private float m_mass; 98 protected float m_mass;
65 public float LinksetMass 99 public float LinksetMass
66 { 100 {
67 get 101 get
68 { 102 {
69 m_mass = ComputeLinksetMass();
70 return m_mass; 103 return m_mass;
71 } 104 }
72 } 105 }
73 106
107 public virtual bool LinksetIsColliding { get { return false; } }
108
74 public OMV.Vector3 CenterOfMass 109 public OMV.Vector3 CenterOfMass
75 { 110 {
76 get { return ComputeLinksetCenterOfMass(); } 111 get { return ComputeLinksetCenterOfMass(); }
@@ -81,7 +116,7 @@ public class BSLinkset
81 get { return ComputeLinksetGeometricCenter(); } 116 get { return ComputeLinksetGeometricCenter(); }
82 } 117 }
83 118
84 public BSLinkset(BSScene scene, BSPhysObject parent) 119 protected void Initialize(BSScene scene, BSPhysObject parent)
85 { 120 {
86 // A simple linkset of one (no children) 121 // A simple linkset of one (no children)
87 LinksetID = m_nextLinksetID++; 122 LinksetID = m_nextLinksetID++;
@@ -91,8 +126,7 @@ public class BSLinkset
91 PhysicsScene = scene; 126 PhysicsScene = scene;
92 LinksetRoot = parent; 127 LinksetRoot = parent;
93 m_children = new HashSet<BSPhysObject>(); 128 m_children = new HashSet<BSPhysObject>();
94 m_taintChildren = new HashSet<BSPhysObject>(); 129 m_mass = parent.RawMass;
95 m_mass = parent.MassRaw;
96 } 130 }
97 131
98 // Link to a linkset where the child knows the parent. 132 // Link to a linkset where the child knows the parent.
@@ -106,6 +140,7 @@ public class BSLinkset
106 // Don't add the root to its own linkset 140 // Don't add the root to its own linkset
107 if (!IsRoot(child)) 141 if (!IsRoot(child))
108 AddChildToLinkset(child); 142 AddChildToLinkset(child);
143 m_mass = ComputeLinksetMass();
109 } 144 }
110 return this; 145 return this;
111 } 146 }
@@ -123,12 +158,12 @@ public class BSLinkset
123 // Cannot remove the root from a linkset. 158 // Cannot remove the root from a linkset.
124 return this; 159 return this;
125 } 160 }
126
127 RemoveChildFromLinkset(child); 161 RemoveChildFromLinkset(child);
162 m_mass = ComputeLinksetMass();
128 } 163 }
129 164
130 // The child is down to a linkset of just itself 165 // The child is down to a linkset of just itself
131 return new BSLinkset(PhysicsScene, child); 166 return BSLinkset.Factory(PhysicsScene, child);
132 } 167 }
133 168
134 // Return 'true' if the passed object is the root object of this linkset 169 // Return 'true' if the passed object is the root object of this linkset
@@ -148,6 +183,8 @@ public class BSLinkset
148 bool ret = false; 183 bool ret = false;
149 lock (m_linksetActivityLock) 184 lock (m_linksetActivityLock)
150 { 185 {
186 ret = m_children.Contains(child);
187 /* Safer version but the above should work
151 foreach (BSPhysObject bp in m_children) 188 foreach (BSPhysObject bp in m_children)
152 { 189 {
153 if (child.LocalID == bp.LocalID) 190 if (child.LocalID == bp.LocalID)
@@ -156,159 +193,102 @@ public class BSLinkset
156 break; 193 break;
157 } 194 }
158 } 195 }
196 */
159 } 197 }
160 return ret; 198 return ret;
161 } 199 }
162 200
163 // When physical properties are changed the linkset needs to recalculate 201 // Perform an action on each member of the linkset including root prim.
164 // its internal properties. 202 // Depends on the action on whether this should be done at taint time.
165 // May be called at runtime or taint-time (just pass the appropriate flag). 203 public delegate bool ForEachMemberAction(BSPhysObject obj);
166 public void Refresh(BSPhysObject requestor, bool inTaintTime) 204 public virtual bool ForEachMember(ForEachMemberAction action)
167 { 205 {
168 // If there are no children, not physical or not root, I am not the one that recomputes the constraints 206 bool ret = false;
169 // (For the moment, static linksets do create constraints so remove the test for physical.) 207 lock (m_linksetActivityLock)
170 if (!HasAnyChildren || /*!requestor.IsPhysical ||*/ !IsRoot(requestor)) 208 {
171 return; 209 action(LinksetRoot);
172 210 foreach (BSPhysObject po in m_children)
173 BSScene.TaintCallback refreshOperation = delegate()
174 { 211 {
175 RecomputeLinksetConstraintVariables(); 212 if (action(po))
176 DetailLog("{0},BSLinkset.Refresh,complete,rBody={1}", 213 break;
177 LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X")); 214 }
178 }; 215 }
179 if (inTaintTime) 216 return ret;
180 refreshOperation();
181 else
182 PhysicsScene.TaintedObject("BSLinkSet.Refresh", refreshOperation);
183 } 217 }
184 218
219 // I am the root of a linkset and a new child is being added
220 // Called while LinkActivity is locked.
221 protected abstract void AddChildToLinkset(BSPhysObject child);
222
223 // I am the root of a linkset and one of my children is being removed.
224 // Safe to call even if the child is not really in my linkset.
225 protected abstract void RemoveChildFromLinkset(BSPhysObject child);
226
227 // When physical properties are changed the linkset needs to recalculate
228 // its internal properties.
229 // May be called at runtime or taint-time.
230 public abstract void Refresh(BSPhysObject requestor);
231
185 // The object is going dynamic (physical). Do any setup necessary 232 // The object is going dynamic (physical). Do any setup necessary
186 // for a dynamic linkset. 233 // for a dynamic linkset.
187 // Only the state of the passed object can be modified. The rest of the linkset 234 // Only the state of the passed object can be modified. The rest of the linkset
188 // has not yet been fully constructed. 235 // has not yet been fully constructed.
189 // Return 'true' if any properties updated on the passed object. 236 // Return 'true' if any properties updated on the passed object.
190 // Called at taint-time! 237 // Called at taint-time!
191 public bool MakeDynamic(BSPhysObject child) 238 public abstract bool MakeDynamic(BSPhysObject child);
192 {
193 // What is done for each object in BSPrim is what we want.
194 return false;
195 }
196 239
197 // The object is going static (non-physical). Do any setup necessary 240 // The object is going static (non-physical). Do any setup necessary
198 // for a static linkset. 241 // for a static linkset.
199 // Return 'true' if any properties updated on the passed object. 242 // Return 'true' if any properties updated on the passed object.
200 // Called at taint-time! 243 // Called at taint-time!
201 public bool MakeStatic(BSPhysObject child) 244 public abstract bool MakeStatic(BSPhysObject child);
202 {
203 // What is done for each object in BSPrim is what we want.
204 return false;
205 }
206 245
207 // If the software is handling the movement of all the objects in a linkset 246 // Called when a parameter update comes from the physics engine for any object
208 // (like if one doesn't use constraints for static linksets), this is called 247 // of the linkset is received.
209 // when an update for the root of the linkset is received.
210 // Called at taint-time!! 248 // Called at taint-time!!
211 public void UpdateProperties(BSPhysObject physObject) 249 public abstract void UpdateProperties(BSPhysObject physObject);
212 {
213 // The root local properties have been updated. Apply to the children if appropriate.
214 if (IsRoot(physObject) && HasAnyChildren)
215 {
216 if (!physObject.IsPhysical)
217 {
218 // TODO: implement software linkset update for static object linksets
219 }
220 }
221 }
222 250
223 // Routine used when rebuilding the body of the root of the linkset 251 // Routine used when rebuilding the body of the root of the linkset
224 // Destroy all the constraints have have been made to root. 252 // Destroy all the constraints have have been made to root.
225 // This is called when the root body is changing. 253 // This is called when the root body is changing.
226 // Returns 'true' of something eas actually removed and would need restoring 254 // Returns 'true' of something was actually removed and would need restoring
227 // Called at taint-time!! 255 // Called at taint-time!!
228 public bool RemoveBodyDependencies(BSPrim child) 256 public abstract bool RemoveBodyDependencies(BSPrim child);
229 {
230 bool ret = false;
231
232 lock (m_linksetActivityLock)
233 {
234 if (IsRoot(child))
235 {
236 // If the one with the dependency is root, must undo all children
237 DetailLog("{0},BSLinkset.RemoveBodyDependencies,removeChildrenForRoot,rID={1},rBody={2}",
238 child.LocalID, LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"));
239
240 ret = PhysicallyUnlinkAllChildrenFromRoot(LinksetRoot);
241 }
242 else
243 {
244 DetailLog("{0},BSLinkset.RemoveBodyDependencies,removeSingleChild,rID={1},rBody={2},cID={3},cBody={4}",
245 child.LocalID,
246 LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"),
247 child.LocalID, child.BSBody.ptr.ToString("X"));
248 // ret = PhysicallyUnlinkAChildFromRoot(LinksetRoot, child);
249 // Despite the function name, this removes any link to the specified object.
250 ret = PhysicallyUnlinkAllChildrenFromRoot(child);
251 }
252 }
253 return ret;
254 }
255 257
256 // Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true', 258 // Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true',
257 // this routine will restore the removed constraints. 259 // this routine will restore the removed constraints.
258 // Called at taint-time!! 260 // Called at taint-time!!
259 public void RestoreBodyDependencies(BSPrim child) 261 public abstract void RestoreBodyDependencies(BSPrim child);
260 {
261 lock (m_linksetActivityLock)
262 {
263 if (IsRoot(child))
264 {
265 DetailLog("{0},BSLinkset.RestoreBodyDependencies,restoreChildrenForRoot,rID={1},numChild={2}",
266 child.LocalID, LinksetRoot.LocalID, m_taintChildren.Count);
267 foreach (BSPhysObject bpo in m_taintChildren)
268 {
269 PhysicallyLinkAChildToRoot(LinksetRoot, bpo);
270 }
271 }
272 else
273 {
274 DetailLog("{0},BSLinkset.RestoreBodyDependencies,restoreSingleChild,rID={1},rBody={2},cID={3},cBody={4}",
275 LinksetRoot.LocalID,
276 LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"),
277 child.LocalID, child.BSBody.ptr.ToString("X"));
278 PhysicallyLinkAChildToRoot(LinksetRoot, child);
279 }
280 }
281 }
282 262
283 // ================================================================ 263 // ================================================================
284 // Below this point is internal magic 264 protected virtual float ComputeLinksetMass()
285
286 private float ComputeLinksetMass()
287 { 265 {
288 float mass; 266 float mass = LinksetRoot.RawMass;
289 lock (m_linksetActivityLock) 267 if (HasAnyChildren)
290 { 268 {
291 mass = LinksetRoot.MassRaw; 269 lock (m_linksetActivityLock)
292 foreach (BSPhysObject bp in m_taintChildren)
293 { 270 {
294 mass += bp.MassRaw; 271 foreach (BSPhysObject bp in m_children)
272 {
273 mass += bp.RawMass;
274 }
295 } 275 }
296 } 276 }
297 return mass; 277 return mass;
298 } 278 }
299 279
300 private OMV.Vector3 ComputeLinksetCenterOfMass() 280 protected virtual OMV.Vector3 ComputeLinksetCenterOfMass()
301 { 281 {
302 OMV.Vector3 com; 282 OMV.Vector3 com;
303 lock (m_linksetActivityLock) 283 lock (m_linksetActivityLock)
304 { 284 {
305 com = LinksetRoot.Position * LinksetRoot.MassRaw; 285 com = LinksetRoot.Position * LinksetRoot.RawMass;
306 float totalMass = LinksetRoot.MassRaw; 286 float totalMass = LinksetRoot.RawMass;
307 287
308 foreach (BSPhysObject bp in m_taintChildren) 288 foreach (BSPhysObject bp in m_children)
309 { 289 {
310 com += bp.Position * bp.MassRaw; 290 com += bp.Position * bp.RawMass;
311 totalMass += bp.MassRaw; 291 totalMass += bp.RawMass;
312 } 292 }
313 if (totalMass != 0f) 293 if (totalMass != 0f)
314 com /= totalMass; 294 com /= totalMass;
@@ -317,255 +297,25 @@ public class BSLinkset
317 return com; 297 return com;
318 } 298 }
319 299
320 private OMV.Vector3 ComputeLinksetGeometricCenter() 300 protected virtual OMV.Vector3 ComputeLinksetGeometricCenter()
321 { 301 {
322 OMV.Vector3 com; 302 OMV.Vector3 com;
323 lock (m_linksetActivityLock) 303 lock (m_linksetActivityLock)
324 { 304 {
325 com = LinksetRoot.Position; 305 com = LinksetRoot.Position;
326 306
327 foreach (BSPhysObject bp in m_taintChildren) 307 foreach (BSPhysObject bp in m_children)
328 { 308 {
329 com += bp.Position * bp.MassRaw; 309 com += bp.Position * bp.RawMass;
330 } 310 }
331 com /= (m_taintChildren.Count + 1); 311 com /= (m_children.Count + 1);
332 } 312 }
333 313
334 return com; 314 return com;
335 } 315 }
336 316
337 // I am the root of a linkset and a new child is being added
338 // Called while LinkActivity is locked.
339 private void AddChildToLinkset(BSPhysObject child)
340 {
341 if (!HasChild(child))
342 {
343 m_children.Add(child);
344
345 BSPhysObject rootx = LinksetRoot; // capture the root as of now
346 BSPhysObject childx = child;
347
348 DetailLog("{0},AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID);
349
350 PhysicsScene.TaintedObject("AddChildToLinkset", delegate()
351 {
352 DetailLog("{0},AddChildToLinkset,taint,rID={1},rBody={2},cID={3},cBody={4}",
353 rootx.LocalID,
354 rootx.LocalID, rootx.BSBody.ptr.ToString("X"),
355 childx.LocalID, childx.BSBody.ptr.ToString("X"));
356 // Since this is taint-time, the body and shape could have changed for the child
357 rootx.ForcePosition = rootx.Position; // DEBUG
358 childx.ForcePosition = childx.Position; // DEBUG
359 PhysicallyLinkAChildToRoot(rootx, childx);
360 m_taintChildren.Add(child);
361 });
362 }
363 return;
364 }
365
366 // Forcefully removing a child from a linkset.
367 // This is not being called by the child so we have to make sure the child doesn't think
368 // it's still connected to the linkset.
369 // Normal OpenSimulator operation will never do this because other SceneObjectPart information
370 // also has to be updated (like pointer to prim's parent).
371 private void RemoveChildFromOtherLinkset(BSPhysObject pchild)
372 {
373 pchild.Linkset = new BSLinkset(PhysicsScene, pchild);
374 RemoveChildFromLinkset(pchild);
375 }
376
377 // I am the root of a linkset and one of my children is being removed.
378 // Safe to call even if the child is not really in my linkset.
379 private void RemoveChildFromLinkset(BSPhysObject child)
380 {
381 if (m_children.Remove(child))
382 {
383 BSPhysObject rootx = LinksetRoot; // capture the root and body as of now
384 BSPhysObject childx = child;
385
386 DetailLog("{0},RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}",
387 childx.LocalID,
388 rootx.LocalID, rootx.BSBody.ptr.ToString("X"),
389 childx.LocalID, childx.BSBody.ptr.ToString("X"));
390
391 PhysicsScene.TaintedObject("RemoveChildFromLinkset", delegate()
392 {
393 m_taintChildren.Remove(child);
394 PhysicallyUnlinkAChildFromRoot(rootx, childx);
395 RecomputeLinksetConstraintVariables();
396 });
397
398 }
399 else
400 {
401 // This will happen if we remove the root of the linkset first. Non-fatal occurance.
402 // PhysicsScene.Logger.ErrorFormat("{0}: Asked to remove child from linkset that was not in linkset", LogHeader);
403 }
404 return;
405 }
406
407 // Create a constraint between me (root of linkset) and the passed prim (the child).
408 // Called at taint time!
409 private void PhysicallyLinkAChildToRoot(BSPhysObject rootPrim, BSPhysObject childPrim)
410 {
411 // Zero motion for children so they don't interpolate
412 childPrim.ZeroMotion();
413
414 // Relative position normalized to the root prim
415 // Essentually a vector pointing from center of rootPrim to center of childPrim
416 OMV.Vector3 childRelativePosition = childPrim.Position - rootPrim.Position;
417
418 // real world coordinate of midpoint between the two objects
419 OMV.Vector3 midPoint = rootPrim.Position + (childRelativePosition / 2);
420
421 DetailLog("{0},BSLinkset.PhysicallyLinkAChildToRoot,taint,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6},midLoc={7}",
422 rootPrim.LocalID,
423 rootPrim.LocalID, rootPrim.BSBody.ptr.ToString("X"),
424 childPrim.LocalID, childPrim.BSBody.ptr.ToString("X"),
425 rootPrim.Position, childPrim.Position, midPoint);
426
427 // create a constraint that allows no freedom of movement between the two objects
428 // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
429
430 BS6DofConstraint constrain = new BS6DofConstraint(
431 PhysicsScene.World, rootPrim.BSBody, childPrim.BSBody, midPoint, true, true );
432
433 /* NOTE: below is an attempt to build constraint with full frame computation, etc.
434 * Using the midpoint is easier since it lets the Bullet code manipulate the transforms
435 * of the objects.
436 * Code left as a warning to future programmers.
437 // ==================================================================================
438 // relative position normalized to the root prim
439 OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation);
440 OMV.Vector3 childRelativePosition = (childPrim.Position - rootPrim.Position) * invThisOrientation;
441
442 // relative rotation of the child to the parent
443 OMV.Quaternion childRelativeRotation = invThisOrientation * childPrim.Orientation;
444 OMV.Quaternion inverseChildRelativeRotation = OMV.Quaternion.Inverse(childRelativeRotation);
445
446 // create a constraint that allows no freedom of movement between the two objects
447 // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
448 DetailLog("{0},BSLinkset.PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID);
449 BS6DofConstraint constrain = new BS6DofConstraint(
450 PhysicsScene.World, rootPrim.Body, childPrim.Body,
451 OMV.Vector3.Zero,
452 OMV.Quaternion.Inverse(rootPrim.Orientation),
453 OMV.Vector3.Zero,
454 OMV.Quaternion.Inverse(childPrim.Orientation),
455 // A point half way between the parent and child
456 // childRelativePosition/2,
457 // childRelativeRotation,
458 // childRelativePosition/2,
459 // inverseChildRelativeRotation,
460 true,
461 true
462 );
463 // ==================================================================================
464 */
465
466 PhysicsScene.Constraints.AddConstraint(constrain);
467
468 // zero linear and angular limits makes the objects unable to move in relation to each other
469 constrain.SetLinearLimits(OMV.Vector3.Zero, OMV.Vector3.Zero);
470 constrain.SetAngularLimits(OMV.Vector3.Zero, OMV.Vector3.Zero);
471
472 // tweek the constraint to increase stability
473 constrain.UseFrameOffset(PhysicsScene.BoolNumeric(PhysicsScene.Params.linkConstraintUseFrameOffset));
474 constrain.TranslationalLimitMotor(PhysicsScene.BoolNumeric(PhysicsScene.Params.linkConstraintEnableTransMotor),
475 PhysicsScene.Params.linkConstraintTransMotorMaxVel,
476 PhysicsScene.Params.linkConstraintTransMotorMaxForce);
477 constrain.SetCFMAndERP(PhysicsScene.Params.linkConstraintCFM, PhysicsScene.Params.linkConstraintERP);
478 if (PhysicsScene.Params.linkConstraintSolverIterations != 0f)
479 {
480 constrain.SetSolverIterations(PhysicsScene.Params.linkConstraintSolverIterations);
481 }
482 }
483
484 // Remove linkage between myself and a particular child
485 // The root and child bodies are passed in because we need to remove the constraint between
486 // the bodies that were at unlink time.
487 // Called at taint time!
488 private bool PhysicallyUnlinkAChildFromRoot(BSPhysObject rootPrim, BSPhysObject childPrim)
489 {
490 bool ret = false;
491 DetailLog("{0},BSLinkset.PhysicallyUnlinkAChildFromRoot,taint,root={1},rBody={2},child={3},cBody={4}",
492 rootPrim.LocalID,
493 rootPrim.LocalID, rootPrim.BSBody.ptr.ToString("X"),
494 childPrim.LocalID, childPrim.BSBody.ptr.ToString("X"));
495
496 // Find the constraint for this link and get rid of it from the overall collection and from my list
497 if (PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.BSBody, childPrim.BSBody))
498 {
499 // Make the child refresh its location
500 BulletSimAPI.PushUpdate2(childPrim.BSBody.ptr);
501 ret = true;
502 }
503
504 return ret;
505 }
506
507 // Remove linkage between myself and any possible children I might have.
508 // Called at taint time!
509 private bool PhysicallyUnlinkAllChildrenFromRoot(BSPhysObject rootPrim)
510 {
511 DetailLog("{0},BSLinkset.PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID);
512 bool ret = false;
513
514 if (PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.BSBody))
515 {
516 ret = true;
517 }
518 return ret;
519 }
520
521 // Call each of the constraints that make up this linkset and recompute the
522 // various transforms and variables. Used when objects are added or removed
523 // from a linkset to make sure the constraints know about the new mass and
524 // geometry.
525 // Must only be called at taint time!!
526 private void RecomputeLinksetConstraintVariables()
527 {
528 float linksetMass = LinksetMass;
529 foreach (BSPhysObject child in m_taintChildren)
530 {
531 BSConstraint constrain;
532 if (PhysicsScene.Constraints.TryGetConstraint(LinksetRoot.BSBody, child.BSBody, out constrain))
533 {
534 // DetailLog("{0},BSLinkset.RecomputeLinksetConstraintVariables,taint,child={1},mass={2},A={3},B={4}",
535 // LinksetRoot.LocalID, child.LocalID, linksetMass, constrain.Body1.ID, constrain.Body2.ID);
536 constrain.RecomputeConstraintVariables(linksetMass);
537 }
538 else
539 {
540 // Non-fatal error that happens when children are being added to the linkset but
541 // their constraints have not been created yet.
542 break;
543 }
544 }
545
546 // If the whole linkset is not here, doesn't make sense to recompute linkset wide values
547 if (m_children.Count == m_taintChildren.Count)
548 {
549 // If this is a multiple object linkset, set everybody's center of mass to the set's center of mass
550 OMV.Vector3 centerOfMass = ComputeLinksetCenterOfMass();
551 BulletSimAPI.SetCenterOfMassByPosRot2(LinksetRoot.BSBody.ptr,
552 centerOfMass, OMV.Quaternion.Identity);
553 DetailLog("{0},BSLinkset.RecomputeLinksetConstraintVariables,setCenterOfMass,COM={1},rBody={2}",
554 LinksetRoot.LocalID, centerOfMass, LinksetRoot.BSBody.ptr.ToString("X"));
555 foreach (BSPhysObject child in m_taintChildren)
556 {
557 BulletSimAPI.SetCenterOfMassByPosRot2(child.BSBody.ptr,
558 centerOfMass, OMV.Quaternion.Identity);
559 }
560
561 // BulletSimAPI.DumpAllInfo2(PhysicsScene.World.ptr); // DEBUG DEBUG DEBUG
562 }
563 return;
564 }
565
566
567 // Invoke the detailed logger and output something if it's enabled. 317 // Invoke the detailed logger and output something if it's enabled.
568 private void DetailLog(string msg, params Object[] args) 318 protected void DetailLog(string msg, params Object[] args)
569 { 319 {
570 if (PhysicsScene.PhysicsLogging.Enabled) 320 if (PhysicsScene.PhysicsLogging.Enabled)
571 PhysicsScene.DetailLog(msg, args); 321 PhysicsScene.DetailLog(msg, args);