diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | 378 |
1 files changed, 245 insertions, 133 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index 7e784eb..4f225ae 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | |||
@@ -36,17 +36,24 @@ public class BSLinkset | |||
36 | { | 36 | { |
37 | private static string LogHeader = "[BULLETSIM LINKSET]"; | 37 | private static string LogHeader = "[BULLETSIM LINKSET]"; |
38 | 38 | ||
39 | private BSPhysObject m_linksetRoot; | 39 | public BSPhysObject LinksetRoot { get; protected set; } |
40 | public BSPhysObject LinksetRoot { get { return m_linksetRoot; } } | ||
41 | 40 | ||
42 | private BSScene m_physicsScene; | 41 | public BSScene PhysicsScene { get; private set; } |
43 | public BSScene PhysicsScene { get { return m_physicsScene; } } | ||
44 | 42 | ||
45 | static int m_nextLinksetID = 1; | 43 | static int m_nextLinksetID = 1; |
46 | public int LinksetID { get; private set; } | 44 | public int LinksetID { get; private set; } |
47 | 45 | ||
48 | // The children under the root in this linkset | 46 | // The children under the root in this linkset. |
47 | // There are two lists of children: the current children at runtime | ||
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. | ||
49 | private List<BSPhysObject> m_children; | 55 | private List<BSPhysObject> m_children; |
56 | private List<BSPhysObject> m_taintChildren; | ||
50 | 57 | ||
51 | // We lock the diddling of linkset classes to prevent any badness. | 58 | // We lock the diddling of linkset classes to prevent any badness. |
52 | // This locks the modification of the instances of this class. Changes | 59 | // This locks the modification of the instances of this class. Changes |
@@ -55,9 +62,9 @@ public class BSLinkset | |||
55 | 62 | ||
56 | // We keep the prim's mass in the linkset structure since it could be dependent on other prims | 63 | // We keep the prim's mass in the linkset structure since it could be dependent on other prims |
57 | private float m_mass; | 64 | private float m_mass; |
58 | public float LinksetMass | 65 | public float LinksetMass |
59 | { | 66 | { |
60 | get | 67 | get |
61 | { | 68 | { |
62 | m_mass = ComputeLinksetMass(); | 69 | m_mass = ComputeLinksetMass(); |
63 | return m_mass; | 70 | return m_mass; |
@@ -79,22 +86,26 @@ public class BSLinkset | |||
79 | // A simple linkset of one (no children) | 86 | // A simple linkset of one (no children) |
80 | LinksetID = m_nextLinksetID++; | 87 | LinksetID = m_nextLinksetID++; |
81 | // We create LOTS of linksets. | 88 | // We create LOTS of linksets. |
82 | if (m_nextLinksetID < 0) | 89 | if (m_nextLinksetID <= 0) |
83 | m_nextLinksetID = 1; | 90 | m_nextLinksetID = 1; |
84 | m_physicsScene = scene; | 91 | PhysicsScene = scene; |
85 | m_linksetRoot = parent; | 92 | LinksetRoot = parent; |
86 | m_children = new List<BSPhysObject>(); | 93 | m_children = new List<BSPhysObject>(); |
94 | m_taintChildren = new List<BSPhysObject>(); | ||
87 | m_mass = parent.MassRaw; | 95 | m_mass = parent.MassRaw; |
88 | } | 96 | } |
89 | 97 | ||
90 | // Link to a linkset where the child knows the parent. | 98 | // Link to a linkset where the child knows the parent. |
91 | // Parent changing should not happen so do some sanity checking. | 99 | // Parent changing should not happen so do some sanity checking. |
92 | // We return the parent's linkset so the child can track its membership. | 100 | // We return the parent's linkset so the child can track its membership. |
101 | // Called at runtime. | ||
93 | public BSLinkset AddMeToLinkset(BSPhysObject child) | 102 | public BSLinkset AddMeToLinkset(BSPhysObject child) |
94 | { | 103 | { |
95 | lock (m_linksetActivityLock) | 104 | lock (m_linksetActivityLock) |
96 | { | 105 | { |
97 | AddChildToLinkset(child); | 106 | // Don't add the root to its own linkset |
107 | if (!IsRoot(child)) | ||
108 | AddChildToLinkset(child); | ||
98 | } | 109 | } |
99 | return this; | 110 | return this; |
100 | } | 111 | } |
@@ -102,26 +113,18 @@ public class BSLinkset | |||
102 | // Remove a child from a linkset. | 113 | // Remove a child from a linkset. |
103 | // Returns a new linkset for the child which is a linkset of one (just the | 114 | // Returns a new linkset for the child which is a linkset of one (just the |
104 | // orphened child). | 115 | // orphened child). |
116 | // Called at runtime. | ||
105 | public BSLinkset RemoveMeFromLinkset(BSPhysObject child) | 117 | public BSLinkset RemoveMeFromLinkset(BSPhysObject child) |
106 | { | 118 | { |
107 | lock (m_linksetActivityLock) | 119 | lock (m_linksetActivityLock) |
108 | { | 120 | { |
109 | if (IsRoot(child)) | 121 | if (IsRoot(child)) |
110 | { | 122 | { |
111 | // if root of linkset, take the linkset apart | 123 | // Cannot remove the root from a linkset. |
112 | while (m_children.Count > 0) | 124 | return this; |
113 | { | ||
114 | // Note that we don't do a foreach because the remove routine | ||
115 | // takes it out of the list. | ||
116 | RemoveChildFromOtherLinkset(m_children[0]); | ||
117 | } | ||
118 | m_children.Clear(); // just to make sure | ||
119 | } | ||
120 | else | ||
121 | { | ||
122 | // Just removing a child from an existing linkset | ||
123 | RemoveChildFromLinkset(child); | ||
124 | } | 125 | } |
126 | |||
127 | RemoveChildFromLinkset(child); | ||
125 | } | 128 | } |
126 | 129 | ||
127 | // The child is down to a linkset of just itself | 130 | // The child is down to a linkset of just itself |
@@ -131,7 +134,7 @@ public class BSLinkset | |||
131 | // Return 'true' if the passed object is the root object of this linkset | 134 | // Return 'true' if the passed object is the root object of this linkset |
132 | public bool IsRoot(BSPhysObject requestor) | 135 | public bool IsRoot(BSPhysObject requestor) |
133 | { | 136 | { |
134 | return (requestor.LocalID == m_linksetRoot.LocalID); | 137 | return (requestor.LocalID == LinksetRoot.LocalID); |
135 | } | 138 | } |
136 | 139 | ||
137 | public int NumberOfChildren { get { return m_children.Count; } } | 140 | public int NumberOfChildren { get { return m_children.Count; } } |
@@ -157,51 +160,6 @@ public class BSLinkset | |||
157 | return ret; | 160 | return ret; |
158 | } | 161 | } |
159 | 162 | ||
160 | private float ComputeLinksetMass() | ||
161 | { | ||
162 | float mass = m_linksetRoot.MassRaw; | ||
163 | foreach (BSPhysObject bp in m_children) | ||
164 | { | ||
165 | mass += bp.MassRaw; | ||
166 | } | ||
167 | return mass; | ||
168 | } | ||
169 | |||
170 | private OMV.Vector3 ComputeLinksetCenterOfMass() | ||
171 | { | ||
172 | OMV.Vector3 com = m_linksetRoot.Position * m_linksetRoot.MassRaw; | ||
173 | float totalMass = m_linksetRoot.MassRaw; | ||
174 | |||
175 | lock (m_linksetActivityLock) | ||
176 | { | ||
177 | foreach (BSPhysObject bp in m_children) | ||
178 | { | ||
179 | com += bp.Position * bp.MassRaw; | ||
180 | totalMass += bp.MassRaw; | ||
181 | } | ||
182 | if (totalMass != 0f) | ||
183 | com /= totalMass; | ||
184 | } | ||
185 | |||
186 | return com; | ||
187 | } | ||
188 | |||
189 | private OMV.Vector3 ComputeLinksetGeometricCenter() | ||
190 | { | ||
191 | OMV.Vector3 com = m_linksetRoot.Position; | ||
192 | |||
193 | lock (m_linksetActivityLock) | ||
194 | { | ||
195 | foreach (BSPhysObject bp in m_children) | ||
196 | { | ||
197 | com += bp.Position * bp.MassRaw; | ||
198 | } | ||
199 | com /= (m_children.Count + 1); | ||
200 | } | ||
201 | |||
202 | return com; | ||
203 | } | ||
204 | |||
205 | // The object is going dynamic (physical). Do any setup necessary | 163 | // The object is going dynamic (physical). Do any setup necessary |
206 | // for a dynamic linkset. | 164 | // for a dynamic linkset. |
207 | // Only the state of the passed object can be modified. The rest of the linkset | 165 | // Only the state of the passed object can be modified. The rest of the linkset |
@@ -210,8 +168,8 @@ public class BSLinkset | |||
210 | // Called at taint-time! | 168 | // Called at taint-time! |
211 | public bool MakeDynamic(BSPhysObject child) | 169 | public bool MakeDynamic(BSPhysObject child) |
212 | { | 170 | { |
213 | bool ret = false; | 171 | // What is done for each object in BSPrim is what we want. |
214 | return ret; | 172 | return false; |
215 | } | 173 | } |
216 | 174 | ||
217 | // The object is going static (non-physical). Do any setup necessary | 175 | // The object is going static (non-physical). Do any setup necessary |
@@ -226,6 +184,7 @@ public class BSLinkset | |||
226 | 184 | ||
227 | // When physical properties are changed the linkset needs to recalculate | 185 | // When physical properties are changed the linkset needs to recalculate |
228 | // its internal properties. | 186 | // its internal properties. |
187 | // Called at runtime. | ||
229 | public void Refresh(BSPhysObject requestor) | 188 | public void Refresh(BSPhysObject requestor) |
230 | { | 189 | { |
231 | // If there are no children, there can't be any constraints to recompute | 190 | // If there are no children, there can't be any constraints to recompute |
@@ -242,58 +201,125 @@ public class BSLinkset | |||
242 | } | 201 | } |
243 | } | 202 | } |
244 | 203 | ||
245 | // Call each of the constraints that make up this linkset and recompute the | 204 | // Routine used when rebuilding the body of the root of the linkset |
246 | // various transforms and variables. Used when objects are added or removed | 205 | // Destroy all the constraints have have been made to root. |
247 | // from a linkset to make sure the constraints know about the new mass and | 206 | // This is called when the root body is changing. |
248 | // geometry. | 207 | // Returns 'true' of something eas actually removed and would need restoring |
249 | // Must only be called at taint time!! | 208 | // Called at taint-time!! |
250 | private void RecomputeLinksetConstraintVariables() | 209 | public bool RemoveBodyDependencies(BSPrim child) |
251 | { | 210 | { |
252 | float linksetMass = LinksetMass; | 211 | bool ret = false; |
212 | |||
253 | lock (m_linksetActivityLock) | 213 | lock (m_linksetActivityLock) |
254 | { | 214 | { |
255 | bool somethingMissing = false; | 215 | if (IsRoot(child)) |
256 | foreach (BSPhysObject child in m_children) | ||
257 | { | 216 | { |
258 | BSConstraint constrain; | 217 | // If the one with the dependency is root, must undo all children |
259 | if (m_physicsScene.Constraints.TryGetConstraint(LinksetRoot.BSBody, child.BSBody, out constrain)) | 218 | DetailLog("{0},BSLinkset.RemoveBodyDependencies,removeChildrenForRoot,rID={1},numChild={2}", |
219 | child.LocalID, LinksetRoot.LocalID, m_taintChildren.Count); | ||
220 | foreach (BSPhysObject bpo in m_taintChildren) | ||
260 | { | 221 | { |
261 | // DetailLog("{0},BSLinkset.RecomputeLinksetConstraintVariables,taint,child={1},mass={2},A={3},B={4}", | 222 | PhysicallyUnlinkAChildFromRoot(LinksetRoot, LinksetRoot.BSBody, bpo, bpo.BSBody); |
262 | // LinksetRoot.LocalID, child.LocalID, linksetMass, constrain.Body1.ID, constrain.Body2.ID); | 223 | ret = true; |
263 | constrain.RecomputeConstraintVariables(linksetMass); | ||
264 | } | 224 | } |
265 | else | 225 | } |
226 | else | ||
227 | { | ||
228 | DetailLog("{0},BSLinkset.RemoveBodyDependencies,removeSingleChild,rID={1},rBody={2},cID={3},cBody={4}", | ||
229 | child.LocalID, | ||
230 | LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"), | ||
231 | child.LocalID, child.BSBody.ptr.ToString("X")); | ||
232 | // Remove the dependency on the body of this one | ||
233 | if (m_taintChildren.Contains(child)) | ||
266 | { | 234 | { |
267 | // Non-fatal error that happens when children are being added to the linkset but | 235 | PhysicallyUnlinkAChildFromRoot(LinksetRoot, LinksetRoot.BSBody, child, child.BSBody); |
268 | // their constraints have not been created yet. | 236 | ret = true; |
269 | // Caused by the fact that m_children is built at run time but building constraints | ||
270 | // happens at taint time. | ||
271 | somethingMissing = true; | ||
272 | break; | ||
273 | } | 237 | } |
274 | } | 238 | } |
239 | } | ||
240 | return ret; | ||
241 | } | ||
275 | 242 | ||
276 | // If the whole linkset is not here, doesn't make sense to recompute linkset wide values | 243 | // Routine used when rebuilding the body of the root of the linkset |
277 | if (!somethingMissing) | 244 | // This is called after RemoveAllLinksToRoot() to restore all the constraints. |
245 | // This is called when the root body has been changed. | ||
246 | // Called at taint-time!! | ||
247 | public void RestoreBodyDependencies(BSPrim child) | ||
248 | { | ||
249 | lock (m_linksetActivityLock) | ||
250 | { | ||
251 | if (IsRoot(child)) | ||
278 | { | 252 | { |
279 | // If this is a multiple object linkset, set everybody's center of mass to the set's center of mass | 253 | DetailLog("{0},BSLinkset.RestoreBodyDependencies,restoreChildrenForRoot,rID={1},numChild={2}", |
280 | OMV.Vector3 centerOfMass = ComputeLinksetCenterOfMass(); | 254 | child.LocalID, LinksetRoot.LocalID, m_taintChildren.Count); |
281 | BulletSimAPI.SetCenterOfMassByPosRot2(LinksetRoot.BSBody.Ptr, centerOfMass, OMV.Quaternion.Identity); | 255 | foreach (BSPhysObject bpo in m_taintChildren) |
282 | foreach (BSPhysObject child in m_children) | ||
283 | { | 256 | { |
284 | BulletSimAPI.SetCenterOfMassByPosRot2(child.BSBody.Ptr, centerOfMass, OMV.Quaternion.Identity); | 257 | PhysicallyLinkAChildToRoot(LinksetRoot, LinksetRoot.BSBody, bpo, bpo.BSBody); |
285 | } | 258 | } |
286 | /* | 259 | } |
287 | // The root prim takes on the weight of the whole linkset | 260 | else |
288 | OMV.Vector3 inertia = BulletSimAPI.CalculateLocalInertia2(LinksetRoot.BSShape.Ptr, linksetMass); | 261 | { |
289 | BulletSimAPI.SetMassProps2(LinksetRoot.BSBody.Ptr, linksetMass, inertia); | 262 | DetailLog("{0},BSLinkset.RestoreBodyDependencies,restoreSingleChild,rID={1},rBody={2},cID={3},cBody={4}", |
290 | OMV.Vector3 centerOfMass = ComputeLinksetCenterOfMass(); | 263 | LinksetRoot.LocalID, |
291 | BulletSimAPI.SetCenterOfMassByPosRot2(LinksetRoot.BSBody.Ptr, centerOfMass, OMV.Quaternion.Identity); | 264 | LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"), |
292 | BulletSimAPI.UpdateInertiaTensor2(LinksetRoot.BSBody.Ptr); | 265 | child.LocalID, child.BSBody.ptr.ToString("X")); |
293 | */ | 266 | PhysicallyLinkAChildToRoot(LinksetRoot, LinksetRoot.BSBody, child, child.BSBody); |
294 | } | 267 | } |
295 | } | 268 | } |
296 | return; | 269 | } |
270 | |||
271 | // ================================================================ | ||
272 | // Below this point is internal magic | ||
273 | |||
274 | private float ComputeLinksetMass() | ||
275 | { | ||
276 | float mass; | ||
277 | lock (m_linksetActivityLock) | ||
278 | { | ||
279 | mass = LinksetRoot.MassRaw; | ||
280 | foreach (BSPhysObject bp in m_taintChildren) | ||
281 | { | ||
282 | mass += bp.MassRaw; | ||
283 | } | ||
284 | } | ||
285 | return mass; | ||
286 | } | ||
287 | |||
288 | private OMV.Vector3 ComputeLinksetCenterOfMass() | ||
289 | { | ||
290 | OMV.Vector3 com; | ||
291 | lock (m_linksetActivityLock) | ||
292 | { | ||
293 | com = LinksetRoot.Position * LinksetRoot.MassRaw; | ||
294 | float totalMass = LinksetRoot.MassRaw; | ||
295 | |||
296 | foreach (BSPhysObject bp in m_taintChildren) | ||
297 | { | ||
298 | com += bp.Position * bp.MassRaw; | ||
299 | totalMass += bp.MassRaw; | ||
300 | } | ||
301 | if (totalMass != 0f) | ||
302 | com /= totalMass; | ||
303 | } | ||
304 | |||
305 | return com; | ||
306 | } | ||
307 | |||
308 | private OMV.Vector3 ComputeLinksetGeometricCenter() | ||
309 | { | ||
310 | OMV.Vector3 com; | ||
311 | lock (m_linksetActivityLock) | ||
312 | { | ||
313 | com = LinksetRoot.Position; | ||
314 | |||
315 | foreach (BSPhysObject bp in m_taintChildren) | ||
316 | { | ||
317 | com += bp.Position * bp.MassRaw; | ||
318 | } | ||
319 | com /= (m_taintChildren.Count + 1); | ||
320 | } | ||
321 | |||
322 | return com; | ||
297 | } | 323 | } |
298 | 324 | ||
299 | // I am the root of a linkset and a new child is being added | 325 | // I am the root of a linkset and a new child is being added |
@@ -304,12 +330,22 @@ public class BSLinkset | |||
304 | { | 330 | { |
305 | m_children.Add(child); | 331 | m_children.Add(child); |
306 | 332 | ||
307 | BSPhysObject rootx = LinksetRoot; // capture the root as of now | 333 | BSPhysObject rootx = LinksetRoot; // capture the root and body as of now |
334 | BulletBody rootBodyx = LinksetRoot.BSBody; | ||
308 | BSPhysObject childx = child; | 335 | BSPhysObject childx = child; |
309 | m_physicsScene.TaintedObject("AddChildToLinkset", delegate() | 336 | BulletBody childBodyx = child.BSBody; |
337 | |||
338 | DetailLog("{0},AddChildToLinkset,call,rID={1},rBody={2},cID={3},cBody={4}", | ||
339 | rootx.LocalID, | ||
340 | rootx.LocalID, rootBodyx.ptr.ToString("X"), | ||
341 | childx.LocalID, childBodyx.ptr.ToString("X")); | ||
342 | |||
343 | PhysicsScene.TaintedObject("AddChildToLinkset", delegate() | ||
310 | { | 344 | { |
311 | DetailLog("{0},AddChildToLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); | 345 | DetailLog("{0},AddChildToLinkset,taint,child={1}", LinksetRoot.LocalID, child.LocalID); |
312 | PhysicallyLinkAChildToRoot(rootx, childx); // build the physical binding between me and the child | 346 | // build the physical binding between me and the child |
347 | m_taintChildren.Add(childx); | ||
348 | PhysicallyLinkAChildToRoot(rootx, rootBodyx, childx, childBodyx); | ||
313 | }); | 349 | }); |
314 | } | 350 | } |
315 | return; | 351 | return; |
@@ -319,10 +355,10 @@ public class BSLinkset | |||
319 | // This is not being called by the child so we have to make sure the child doesn't think | 355 | // This is not being called by the child so we have to make sure the child doesn't think |
320 | // it's still connected to the linkset. | 356 | // it's still connected to the linkset. |
321 | // Normal OpenSimulator operation will never do this because other SceneObjectPart information | 357 | // Normal OpenSimulator operation will never do this because other SceneObjectPart information |
322 | // has to be updated also (like pointer to prim's parent). | 358 | // also has to be updated (like pointer to prim's parent). |
323 | private void RemoveChildFromOtherLinkset(BSPhysObject pchild) | 359 | private void RemoveChildFromOtherLinkset(BSPhysObject pchild) |
324 | { | 360 | { |
325 | pchild.Linkset = new BSLinkset(m_physicsScene, pchild); | 361 | pchild.Linkset = new BSLinkset(PhysicsScene, pchild); |
326 | RemoveChildFromLinkset(pchild); | 362 | RemoveChildFromLinkset(pchild); |
327 | } | 363 | } |
328 | 364 | ||
@@ -332,13 +368,22 @@ public class BSLinkset | |||
332 | { | 368 | { |
333 | if (m_children.Remove(child)) | 369 | if (m_children.Remove(child)) |
334 | { | 370 | { |
335 | BSPhysObject rootx = LinksetRoot; // capture the root as of now | 371 | BSPhysObject rootx = LinksetRoot; // capture the root and body as of now |
372 | BulletBody rootBodyx = LinksetRoot.BSBody; | ||
336 | BSPhysObject childx = child; | 373 | BSPhysObject childx = child; |
337 | m_physicsScene.TaintedObject("RemoveChildFromLinkset", delegate() | 374 | BulletBody childBodyx = child.BSBody; |
375 | |||
376 | DetailLog("{0},RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}", | ||
377 | childx.LocalID, | ||
378 | rootx.LocalID, rootBodyx.ptr.ToString("X"), | ||
379 | childx.LocalID, childBodyx.ptr.ToString("X")); | ||
380 | |||
381 | PhysicsScene.TaintedObject("RemoveChildFromLinkset", delegate() | ||
338 | { | 382 | { |
339 | DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); | 383 | if (m_taintChildren.Contains(childx)) |
384 | m_taintChildren.Remove(childx); | ||
340 | 385 | ||
341 | PhysicallyUnlinkAChildFromRoot(rootx, childx); | 386 | PhysicallyUnlinkAChildFromRoot(rootx, rootBodyx, childx, childBodyx); |
342 | RecomputeLinksetConstraintVariables(); | 387 | RecomputeLinksetConstraintVariables(); |
343 | }); | 388 | }); |
344 | 389 | ||
@@ -353,7 +398,8 @@ public class BSLinkset | |||
353 | 398 | ||
354 | // Create a constraint between me (root of linkset) and the passed prim (the child). | 399 | // Create a constraint between me (root of linkset) and the passed prim (the child). |
355 | // Called at taint time! | 400 | // Called at taint time! |
356 | private void PhysicallyLinkAChildToRoot(BSPhysObject rootPrim, BSPhysObject childPrim) | 401 | private void PhysicallyLinkAChildToRoot(BSPhysObject rootPrim, BulletBody rootBody, |
402 | BSPhysObject childPrim, BulletBody childBody) | ||
357 | { | 403 | { |
358 | // Zero motion for children so they don't interpolate | 404 | // Zero motion for children so they don't interpolate |
359 | childPrim.ZeroMotion(); | 405 | childPrim.ZeroMotion(); |
@@ -365,18 +411,36 @@ public class BSLinkset | |||
365 | // real world coordinate of midpoint between the two objects | 411 | // real world coordinate of midpoint between the two objects |
366 | OMV.Vector3 midPoint = rootPrim.Position + (childRelativePosition / 2); | 412 | OMV.Vector3 midPoint = rootPrim.Position + (childRelativePosition / 2); |
367 | 413 | ||
414 | DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6},midLoc={7}", | ||
415 | rootPrim.LocalID, | ||
416 | rootPrim.LocalID, rootBody.ptr.ToString("X"), | ||
417 | childPrim.LocalID, childBody.ptr.ToString("X"), | ||
418 | rootPrim.Position, childPrim.Position, midPoint); | ||
419 | |||
368 | // create a constraint that allows no freedom of movement between the two objects | 420 | // create a constraint that allows no freedom of movement between the two objects |
369 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 | 421 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 |
370 | DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2},rLoc={3},cLoc={4},midLoc={5}", | 422 | |
371 | rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID, rootPrim.Position, childPrim.Position, midPoint); | 423 | // There is great subtlty in these paramters. Notice the check for a ptr of zero. |
424 | // We pass the BulletBody structure into the taint in order to capture the pointer | ||
425 | // of the body at the time of constraint creation. This doesn't work for the very first | ||
426 | // construction because there is no body yet. The body | ||
427 | // is constructed later at taint time. Thus we use the body address at time of the | ||
428 | // taint creation but, if it is zero, use what's in the prim at the moment. | ||
429 | // There is a possible race condition since shape can change without a taint call | ||
430 | // (like changing to a mesh that is already constructed). The fix for that would be | ||
431 | // to only change BSShape at taint time thus syncronizing these operations at | ||
432 | // the cost of efficiency and lag. | ||
372 | BS6DofConstraint constrain = new BS6DofConstraint( | 433 | BS6DofConstraint constrain = new BS6DofConstraint( |
373 | m_physicsScene.World, rootPrim.BSBody, childPrim.BSBody, | 434 | PhysicsScene.World, |
435 | rootBody.ptr == IntPtr.Zero ? rootPrim.BSBody : rootBody, | ||
436 | childBody.ptr == IntPtr.Zero ? childPrim.BSBody : childBody, | ||
374 | midPoint, | 437 | midPoint, |
375 | true, | 438 | true, |
376 | true | 439 | true |
377 | ); | 440 | ); |
441 | |||
378 | /* NOTE: below is an attempt to build constraint with full frame computation, etc. | 442 | /* NOTE: below is an attempt to build constraint with full frame computation, etc. |
379 | * Using the midpoint is easier since it lets the Bullet code use the transforms | 443 | * Using the midpoint is easier since it lets the Bullet code manipulate the transforms |
380 | * of the objects. | 444 | * of the objects. |
381 | * Code left as a warning to future programmers. | 445 | * Code left as a warning to future programmers. |
382 | // ================================================================================== | 446 | // ================================================================================== |
@@ -408,7 +472,7 @@ public class BSLinkset | |||
408 | // ================================================================================== | 472 | // ================================================================================== |
409 | */ | 473 | */ |
410 | 474 | ||
411 | m_physicsScene.Constraints.AddConstraint(constrain); | 475 | PhysicsScene.Constraints.AddConstraint(constrain); |
412 | 476 | ||
413 | // zero linear and angular limits makes the objects unable to move in relation to each other | 477 | // zero linear and angular limits makes the objects unable to move in relation to each other |
414 | constrain.SetLinearLimits(OMV.Vector3.Zero, OMV.Vector3.Zero); | 478 | constrain.SetLinearLimits(OMV.Vector3.Zero, OMV.Vector3.Zero); |
@@ -429,31 +493,79 @@ public class BSLinkset | |||
429 | } | 493 | } |
430 | 494 | ||
431 | // Remove linkage between myself and a particular child | 495 | // Remove linkage between myself and a particular child |
496 | // The root and child bodies are passed in because we need to remove the constraint between | ||
497 | // the bodies that were at unlink time. | ||
432 | // Called at taint time! | 498 | // Called at taint time! |
433 | private void PhysicallyUnlinkAChildFromRoot(BSPhysObject rootPrim, BSPhysObject childPrim) | 499 | private void PhysicallyUnlinkAChildFromRoot(BSPhysObject rootPrim, BulletBody rootBody, |
500 | BSPhysObject childPrim, BulletBody childBody) | ||
434 | { | 501 | { |
435 | DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID); | 502 | DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},rBody={2},child={3},cBody={4}", |
503 | rootPrim.LocalID, | ||
504 | rootPrim.LocalID, rootBody.ptr.ToString("X"), | ||
505 | childPrim.LocalID, childBody.ptr.ToString("X")); | ||
436 | 506 | ||
437 | // Find the constraint for this link and get rid of it from the overall collection and from my list | 507 | // Find the constraint for this link and get rid of it from the overall collection and from my list |
438 | m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.BSBody, childPrim.BSBody); | 508 | PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootBody, childBody); |
439 | 509 | ||
440 | // Make the child refresh its location | 510 | // Make the child refresh its location |
441 | BulletSimAPI.PushUpdate2(childPrim.BSBody.Ptr); | 511 | BulletSimAPI.PushUpdate2(childPrim.BSBody.ptr); |
442 | } | 512 | } |
443 | 513 | ||
444 | // Remove linkage between myself and any possible children I might have | 514 | /* |
515 | // Remove linkage between myself and any possible children I might have. | ||
445 | // Called at taint time! | 516 | // Called at taint time! |
446 | private void PhysicallyUnlinkAllChildrenFromRoot(BSPhysObject rootPrim) | 517 | private void PhysicallyUnlinkAllChildrenFromRoot(BSPhysObject rootPrim) |
447 | { | 518 | { |
448 | DetailLog("{0},PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID); | 519 | DetailLog("{0},PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID); |
449 | 520 | ||
450 | m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.BSBody); | 521 | PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.BSBody); |
522 | } | ||
523 | */ | ||
524 | |||
525 | // Call each of the constraints that make up this linkset and recompute the | ||
526 | // various transforms and variables. Used when objects are added or removed | ||
527 | // from a linkset to make sure the constraints know about the new mass and | ||
528 | // geometry. | ||
529 | // Must only be called at taint time!! | ||
530 | private void RecomputeLinksetConstraintVariables() | ||
531 | { | ||
532 | float linksetMass = LinksetMass; | ||
533 | foreach (BSPhysObject child in m_taintChildren) | ||
534 | { | ||
535 | BSConstraint constrain; | ||
536 | if (PhysicsScene.Constraints.TryGetConstraint(LinksetRoot.BSBody, child.BSBody, out constrain)) | ||
537 | { | ||
538 | // DetailLog("{0},BSLinkset.RecomputeLinksetConstraintVariables,taint,child={1},mass={2},A={3},B={4}", | ||
539 | // LinksetRoot.LocalID, child.LocalID, linksetMass, constrain.Body1.ID, constrain.Body2.ID); | ||
540 | constrain.RecomputeConstraintVariables(linksetMass); | ||
541 | } | ||
542 | else | ||
543 | { | ||
544 | // Non-fatal error that happens when children are being added to the linkset but | ||
545 | // their constraints have not been created yet. | ||
546 | break; | ||
547 | } | ||
548 | } | ||
549 | |||
550 | // If the whole linkset is not here, doesn't make sense to recompute linkset wide values | ||
551 | if (m_children.Count == m_taintChildren.Count) | ||
552 | { | ||
553 | // If this is a multiple object linkset, set everybody's center of mass to the set's center of mass | ||
554 | OMV.Vector3 centerOfMass = ComputeLinksetCenterOfMass(); | ||
555 | BulletSimAPI.SetCenterOfMassByPosRot2(LinksetRoot.BSBody.ptr, centerOfMass, OMV.Quaternion.Identity); | ||
556 | foreach (BSPhysObject child in m_taintChildren) | ||
557 | { | ||
558 | BulletSimAPI.SetCenterOfMassByPosRot2(child.BSBody.ptr, centerOfMass, OMV.Quaternion.Identity); | ||
559 | } | ||
560 | } | ||
561 | return; | ||
451 | } | 562 | } |
452 | 563 | ||
564 | |||
453 | // Invoke the detailed logger and output something if it's enabled. | 565 | // Invoke the detailed logger and output something if it's enabled. |
454 | private void DetailLog(string msg, params Object[] args) | 566 | private void DetailLog(string msg, params Object[] args) |
455 | { | 567 | { |
456 | m_physicsScene.PhysicsLogging.Write(msg, args); | 568 | PhysicsScene.PhysicsLogging.Write(msg, args); |
457 | } | 569 | } |
458 | 570 | ||
459 | } | 571 | } |