BulletSim: fix problem where editting a physical linkset caused the
child prim physical positions to get out of sync with the view. More reliably compute the offset of children in a physical linkset.user_profiles
parent
75a05c16c5
commit
5bb85a14d4
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@ -219,30 +219,31 @@ public sealed class BSLinksetCompound : BSLinkset
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{
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// Gather the child info. It might not be there if the linkset is in transition.
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BSLinksetCompoundInfo lsi = updated.LinksetInfo as BSLinksetCompoundInfo;
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// The linksetInfo will need to be rebuilt either here or when the linkset is rebuilt
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if (LinksetRoot.PhysShape.HasPhysicalShape && lsi != null)
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if (lsi != null)
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{
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if (PhysicsScene.PE.IsCompound(LinksetRoot.PhysShape))
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// Since the child moved or rotationed, it needs a new relative position within the linkset
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BSLinksetCompoundInfo newLsi = new BSLinksetCompoundInfo(lsi.Index, LinksetRoot, updated, LinksetRoot.PositionDisplacement);
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updated.LinksetInfo = newLsi;
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// Find the physical instance of the child
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if (LinksetRoot.PhysShape.HasPhysicalShape && PhysicsScene.PE.IsCompound(LinksetRoot.PhysShape))
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{
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// It is possible that the linkset is still under construction and the child is not yet
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// inserted into the compound shape. A rebuild of the linkset in a pre-step action will
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// build the whole thing with the new position or rotation.
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// The index must be checked because Bullet references the child array but does no validity
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// checking of the child index passed.
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int numLinksetChildren = PhysicsScene.PE.GetNumberOfCompoundChildren(LinksetRoot.PhysShape);
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if (lsi.Index < numLinksetChildren)
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{
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// It is possible that the linkset is still under construction and the child is not yet
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// inserted into the compound shape. A rebuild of the linkset in a pre-step action will
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// build the whole thing with the new position or rotation.
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// This must be checked for because Bullet references the child array but does no validity
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// checking of the child index passed.
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BulletShape linksetChildShape = PhysicsScene.PE.GetChildShapeFromCompoundShapeIndex(LinksetRoot.PhysShape, lsi.Index);
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if (linksetChildShape.HasPhysicalShape)
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{
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// Compute the offset from the center-of-gravity
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BSLinksetCompoundInfo newLsi = new BSLinksetCompoundInfo(lsi.Index, LinksetRoot, updated, LinksetRoot.PositionDisplacement);
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// Found the child shape within the compound shape
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PhysicsScene.PE.UpdateChildTransform(LinksetRoot.PhysShape, lsi.Index,
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newLsi.OffsetFromCenterOfMass,
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newLsi.OffsetRot,
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true /* shouldRecalculateLocalAabb */);
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updated.LinksetInfo = newLsi;
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updatedChild = true;
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DetailLog("{0},BSLinksetCompound.UpdateProperties,changeChildPosRot,whichUpdated={1},newLsi={2}",
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updated.LocalID, whichUpdated, newLsi);
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@ -262,19 +263,20 @@ public sealed class BSLinksetCompound : BSLinkset
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}
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else // DEBUG DEBUG
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{ // DEBUG DEBUG
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DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild,notCompound", updated.LocalID);
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DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild,noBodyOrNotCompound", updated.LocalID);
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} // DEBUG DEBUG
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}
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else // DEBUG DEBUG
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{ // DEBUG DEBUG
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DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild,rootPhysShape={1},lsi={2}",
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updated.LocalID, LinksetRoot.PhysShape, lsi == null ? "NULL" : lsi.ToString());
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DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild,noLinkSetInfo,rootPhysShape={1}",
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updated.LocalID, LinksetRoot.PhysShape);
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} // DEBUG DEBUG
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if (!updatedChild)
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{
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// If couldn't do the individual child, the linkset needs a rebuild to incorporate the new child info.
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// Note that there are several ways through this code that will not update the child that can
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// occur if the linkset is being rebuilt. In this case, scheduling a rebuild is a NOOP since
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// Note: there are several ways through this code that will not update the child if
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// the linkset is being rebuilt. In this case, scheduling a rebuild is a NOOP since
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// there will already be a rebuild scheduled.
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DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild.schedulingRebuild,whichUpdated={1}",
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updated.LocalID, whichUpdated);
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@ -300,7 +302,8 @@ public sealed class BSLinksetCompound : BSLinkset
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{
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// Because it is a convenient time, recompute child world position and rotation based on
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// its position in the linkset.
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RecomputeChildWorldPosition(child, true);
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RecomputeChildWorldPosition(child, true /* inTaintTime */);
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child.LinksetInfo = null;
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}
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// Cannot schedule a refresh/rebuild here because this routine is called when
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@ -315,6 +318,14 @@ public sealed class BSLinksetCompound : BSLinkset
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// prim. The child prim's location must be recomputed based on the location of the root shape.
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private void RecomputeChildWorldPosition(BSPhysObject child, bool inTaintTime)
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{
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// For the moment (20130201), disable this computation (converting the child physical addr back to
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// a region address) until we have a good handle on center-of-mass offsets and what the physics
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// engine moving a child actually means.
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// The simulator keeps track of where children should be as the linkset moves. Setting
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// the pos/rot here does not effect that knowledge as there is no good way for the
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// physics engine to send the simulator an update for a child.
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/*
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BSLinksetCompoundInfo lci = child.LinksetInfo as BSLinksetCompoundInfo;
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if (lci != null)
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{
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@ -343,6 +354,7 @@ public sealed class BSLinksetCompound : BSLinkset
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// LogHeader, child.LocalID);
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DetailLog("{0},BSLinksetCompound.recomputeChildWorldPosition,noRelativePositonInfo", child.LocalID);
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}
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*/
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}
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// ================================================================
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@ -376,6 +388,7 @@ public sealed class BSLinksetCompound : BSLinkset
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// Cause the child's body to be rebuilt and thus restored to normal operation
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RecomputeChildWorldPosition(child, false);
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child.LinksetInfo = null;
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child.ForceBodyShapeRebuild(false);
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if (!HasAnyChildren)
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@ -397,7 +410,7 @@ public sealed class BSLinksetCompound : BSLinkset
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// Constraint linksets are rebuilt every time.
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// Note that this works for rebuilding just the root after a linkset is taken apart.
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// Called at taint time!!
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private bool disableCOM = true; // disable until we get this debugged
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private bool disableCOM = true; // DEBUG DEBUG: disable until we get this debugged
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private void RecomputeLinksetCompound()
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{
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try
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@ -127,6 +127,7 @@ Physical and phantom will drop through the terrain
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LINKSETS
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======================================================
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Child prims do not report collisions
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Editing a child of a linkset causes the child to go phantom
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Move a child prim once when it is physical and can never move it again without it going phantom
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Offset the center of the linkset to be the geometric center of all the prims
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