diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index 4ce58c7d75..e05562a2c9 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs @@ -485,8 +485,8 @@ public sealed class BSLinksetCompound : BSLinkset } OMV.Vector3 offsetPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation - centerDisplacement; OMV.Quaternion offsetRot = cPrim.RawOrientation * invRootOrientation; - PhysicsScene.PE.AddChildShapeToCompoundShape(LinksetRoot.PhysShape, cPrim.PhysShape, offsetPos, offsetRot); - DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addNonNative,indx={1},rShape={2},cShape={3},offPos={4},offRot={5}", + PhysicsScene.PE.AddChildShapeToCompoundShape(LinksetRoot.PhysShape, cPrim.PhysShape, offsetPos, offsetRot); + DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addNonNative,indx={1},rShape={2},cShape={3},offPos={4},offRot={5}", LinksetRoot.LocalID, memberIndex, LinksetRoot.PhysShape, cPrim.PhysShape, offsetPos, offsetRot); } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 4bb2a9ebb9..4d61ad20f0 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -239,50 +239,98 @@ public class BSPrim : BSPhysObject }); } + bool TryExperimentalLockAxisCode = false; + BSConstraint LockAxisConstraint = null; public override void LockAngularMotion(OMV.Vector3 axis) { DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis); + // "1" means free, "0" means locked OMV.Vector3 locking = new OMV.Vector3(1f, 1f, 1f); if (axis.X != 1) locking.X = 0f; if (axis.Y != 1) locking.Y = 0f; if (axis.Z != 1) locking.Z = 0f; LockedAxis = locking; - /* Not implemented yet - if (LockedAxis != LockedAxisFree) + if (TryExperimentalLockAxisCode && LockedAxis != LockedAxisFree) { - // Something is locked so start the thingy that keeps that axis from changing - RegisterPreUpdatePropertyAction("BSPrim.LockAngularMotion", delegate(ref EntityProperties entprop) + // Lock that axis by creating a 6DOF constraint that has one end in the world and + // the other in the object. + // http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=20817 + // http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=26380 + + PhysicsScene.TaintedObject("BSPrim.LockAngularMotion", delegate() { - if (LockedAxis != LockedAxisFree) - { - if (IsPhysicallyActive) - { - // Bullet can lock axis but it only works for global axis. - // Check if this prim is aligned on global axis and use Bullet's - // system if so. + CleanUpLockAxisPhysicals(true /* inTaintTime */); - ForceOrientation = entprop.Rotation; - ForceRotationalVelocity = entprop.RotationalVelocity; - } - } - else - { - UnRegisterPreUpdatePropertyAction("BSPrim.LockAngularMotion"); - } + BSConstraint6Dof axisConstrainer = new BSConstraint6Dof(PhysicsScene.World, PhysBody, + OMV.Vector3.Zero, OMV.Quaternion.Inverse(RawOrientation), + true /* useLinearReferenceFrameB */, true /* disableCollisionsBetweenLinkedBodies */); + LockAxisConstraint = axisConstrainer; + PhysicsScene.Constraints.AddConstraint(LockAxisConstraint); + // The constraint is tied to the world and oriented to the prim. + + // Free to move linearly + OMV.Vector3 linearLow = OMV.Vector3.Zero; + OMV.Vector3 linearHigh = PhysicsScene.TerrainManager.DefaultRegionSize; + axisConstrainer.SetLinearLimits(linearLow, linearHigh); + + // Angular with some axis locked + float f2PI = (float)Math.PI * 2f; + OMV.Vector3 angularLow = new OMV.Vector3(-f2PI, -f2PI, -f2PI); + OMV.Vector3 angularHigh = new OMV.Vector3(f2PI, f2PI, f2PI); + if (LockedAxis.X != 1f) + { + angularLow.X = 0f; + angularHigh.X = 0f; + } + if (LockedAxis.Y != 1f) + { + angularLow.Y = 0f; + angularHigh.Y = 0f; + } + if (LockedAxis.Z != 1f) + { + angularLow.Z = 0f; + angularHigh.Z = 0f; + } + axisConstrainer.SetAngularLimits(angularLow, angularHigh); + + DetailLog("{0},BSPrim.LockAngularMotion,create,linLow={1},linHi={2},angLow={3},angHi={4}", + LocalID, linearLow, linearHigh, angularLow, angularHigh); + + // Constants from one of the posts mentioned above and used in Bullet's ConstraintDemo. + axisConstrainer.TranslationalLimitMotor(true /* enable */, 5.0f, 0.1f); + + axisConstrainer.RecomputeConstraintVariables(RawMass); }); } else { // Everything seems unlocked - UnRegisterPreUpdatePropertyAction("BSPrim.LockAngularMotion"); + CleanUpLockAxisPhysicals(false /* inTaintTime */); } - */ return; } + // Get rid of any constraint built for LockAxis + // Most often the constraint is removed when the constraint collection is cleaned for this prim. + private void CleanUpLockAxisPhysicals(bool inTaintTime) + { + if (LockAxisConstraint != null) + { + PhysicsScene.TaintedObject(inTaintTime, "BSPrim.CleanUpLockAxisPhysicals", delegate() + { + if (LockAxisConstraint != null) + { + PhysicsScene.Constraints.RemoveAndDestroyConstraint(LockAxisConstraint); + LockAxisConstraint = null; + DetailLog("{0},BSPrim.CleanUpLockAxisPhysicals,destroyingConstraint", LocalID); + } + }); + } + } public override OMV.Vector3 RawPosition { @@ -762,6 +810,7 @@ public class BSPrim : BSPhysObject SetObjectDynamic(true); // whether phys-to-static or static-to-phys, the object is not moving. ZeroMotion(true); + }); } } @@ -885,6 +934,8 @@ public class BSPrim : BSPhysObject // For good measure, make sure the transform is set through to the motion state ForcePosition = _position; + ForceVelocity = _velocity; + ForceRotationalVelocity = _rotationalVelocity; // A dynamic object has mass UpdatePhysicalMassProperties(RawMass, false); @@ -1064,8 +1115,8 @@ public class BSPrim : BSPhysObject _buoyancy = value; // DetailLog("{0},BSPrim.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy); // Force the recalculation of the various inertia,etc variables in the object - DetailLog("{0},BSPrim.ForceBuoyancy,buoy={1},mass={2}", LocalID, _buoyancy, _mass); - UpdatePhysicalMassProperties(_mass, true); + UpdatePhysicalMassProperties(RawMass, true); + DetailLog("{0},BSPrim.ForceBuoyancy,buoy={1},mass={2},grav={3}", LocalID, _buoyancy, RawMass, Gravity); ActivateIfPhysical(false); } } @@ -1303,6 +1354,7 @@ public class BSPrim : BSPhysObject { if (PhysBody.HasPhysicalBody) { + DetailLog("{0},BSPrim.AddAngularForce,taint,angForce={1}", LocalID, angForce); PhysicsScene.PE.ApplyTorque(PhysBody, angForce); ActivateIfPhysical(false); }