From 38e79b80a87d213748d55d66e8b72021999d3945 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Thu, 9 Aug 2012 15:01:05 -0700 Subject: BulletSim: separate out the constraints by type. The linksets use 6dof constraint but eventually others will be exposed so future features can use all the Bullet capabilities. Force children to generate a position update when unlinked. --- .../Region/Physics/BulletSPlugin/BSConstraint.cs | 60 ++++------------------ 1 file changed, 11 insertions(+), 49 deletions(-) (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs index ea3093a..a17efea 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs @@ -32,30 +32,19 @@ using OpenMetaverse; namespace OpenSim.Region.Physics.BulletSPlugin { -public class BSConstraint : IDisposable +public abstract class BSConstraint : IDisposable { - private BulletSim m_world; - private BulletBody m_body1; - private BulletBody m_body2; - private BulletConstraint m_constraint; - private bool m_enabled = false; + protected BulletSim m_world; + protected BulletBody m_body1; + protected BulletBody m_body2; + protected BulletConstraint m_constraint; + protected bool m_enabled = false; - public BSConstraint(BulletSim world, BulletBody obj1, BulletBody obj2, - Vector3 frame1, Quaternion frame1rot, - Vector3 frame2, Quaternion frame2rot - ) + public BSConstraint() { - m_world = world; - m_body1 = obj1; - m_body2 = obj2; - m_constraint = new BulletConstraint(BulletSimAPI.CreateConstraint2(m_world.Ptr, m_body1.Ptr, m_body2.Ptr, - frame1, frame1rot, - frame2, frame2rot, - true /*useLinearReferenceFrameA*/, true /*disableCollisionsBetweenLinkedBodies*/)); - m_enabled = true; } - public void Dispose() + public virtual void Dispose() { if (m_enabled) { @@ -68,7 +57,7 @@ public class BSConstraint : IDisposable public BulletBody Body1 { get { return m_body1; } } public BulletBody Body2 { get { return m_body2; } } - public bool SetLinearLimits(Vector3 low, Vector3 high) + public virtual bool SetLinearLimits(Vector3 low, Vector3 high) { bool ret = false; if (m_enabled) @@ -76,7 +65,7 @@ public class BSConstraint : IDisposable return ret; } - public bool SetAngularLimits(Vector3 low, Vector3 high) + public virtual bool SetAngularLimits(Vector3 low, Vector3 high) { bool ret = false; if (m_enabled) @@ -84,34 +73,7 @@ public class BSConstraint : IDisposable return ret; } - public bool SetCFMAndERP(float cfm, float erp) - { - bool ret = true; - BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_STOP_CFM, cfm, ConstraintParamAxis.AXIS_ALL); - BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_STOP_ERP, erp, ConstraintParamAxis.AXIS_ALL); - BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_CFM, cfm, ConstraintParamAxis.AXIS_ALL); - return ret; - } - - public bool UseFrameOffset(bool useOffset) - { - bool ret = false; - float onOff = useOffset ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse; - if (m_enabled) - ret = BulletSimAPI.UseFrameOffset2(m_constraint.Ptr, onOff); - return ret; - } - - public bool TranslationalLimitMotor(bool enable, float targetVelocity, float maxMotorForce) - { - bool ret = false; - float onOff = enable ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse; - if (m_enabled) - ret = BulletSimAPI.TranslationalLimitMotor2(m_constraint.Ptr, onOff, targetVelocity, maxMotorForce); - return ret; - } - - public bool CalculateTransforms() + public virtual bool CalculateTransforms() { bool ret = false; if (m_enabled) -- cgit v1.1 From 0c7ce4fc98d4be185d5a5d83d4cc1c596b5cb1d3 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Fri, 10 Aug 2012 16:22:44 -0700 Subject: BulletSim: many, many detailed logging messages for physical linkset debugging. Linkset bugs fixed where accounting of children would get lost. Moved scene based vehicle tracking logic from prim to the scene. Added GetCollisionFlags2 method to BulletSimAPI. Updated DLLs and SOs. --- OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs index a17efea..da26b72 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs @@ -49,7 +49,9 @@ public abstract class BSConstraint : IDisposable if (m_enabled) { // BulletSimAPI.RemoveConstraint(m_world.ID, m_body1.ID, m_body2.ID); - BulletSimAPI.DestroyConstraint2(m_world.Ptr, m_constraint.Ptr); + bool success = BulletSimAPI.DestroyConstraint2(m_world.Ptr, m_constraint.Ptr); + m_world.scene.DetailLog("{0},BSConstraint.Dispose,taint,body1={1},body2={2},success={3}", BSScene.DetailLogZero, m_body1.ID, m_body2.ID, success); + m_constraint.Ptr = System.IntPtr.Zero; m_enabled = false; } } -- cgit v1.1