BulletSim: add BSLinkInfo structure to remember link specific information
for each link in a linkset. Extend BSLinksetConstraint to create and use BSLinkInfo with the default static constraint.TeleportWork
parent
87ee0c395e
commit
5bcccfc305
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@ -70,6 +70,15 @@ public abstract class BSLinkset
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return ret;
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}
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public class BSLinkInfo
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{
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public BSPrimLinkable member;
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public BSLinkInfo(BSPrimLinkable pMember)
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{
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member = pMember;
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}
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}
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public BSPrimLinkable LinksetRoot { get; protected set; }
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protected BSScene m_physicsScene { get; private set; }
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@ -78,7 +87,8 @@ public abstract class BSLinkset
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public int LinksetID { get; private set; }
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// The children under the root in this linkset.
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protected HashSet<BSPrimLinkable> m_children;
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// protected HashSet<BSPrimLinkable> m_children;
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protected Dictionary<BSPrimLinkable, BSLinkInfo> m_children;
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// We lock the diddling of linkset classes to prevent any badness.
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// This locks the modification of the instances of this class. Changes
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@ -109,7 +119,7 @@ public abstract class BSLinkset
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m_nextLinksetID = 1;
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m_physicsScene = scene;
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LinksetRoot = parent;
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m_children = new HashSet<BSPrimLinkable>();
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m_children = new Dictionary<BSPrimLinkable, BSLinkInfo>();
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LinksetMass = parent.RawMass;
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Rebuilding = false;
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@ -170,17 +180,7 @@ public abstract class BSLinkset
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bool ret = false;
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lock (m_linksetActivityLock)
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{
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ret = m_children.Contains(child);
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/* Safer version but the above should work
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foreach (BSPrimLinkable bp in m_children)
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{
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if (child.LocalID == bp.LocalID)
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{
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ret = true;
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break;
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}
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}
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*/
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ret = m_children.ContainsKey(child);
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}
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return ret;
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}
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@ -194,7 +194,24 @@ public abstract class BSLinkset
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lock (m_linksetActivityLock)
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{
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action(LinksetRoot);
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foreach (BSPrimLinkable po in m_children)
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foreach (BSPrimLinkable po in m_children.Keys)
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{
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if (action(po))
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break;
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}
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}
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return ret;
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}
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// Perform an action on each member of the linkset including root prim.
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// Depends on the action on whether this should be done at taint time.
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public delegate bool ForEachLinkInfoAction(BSLinkInfo obj);
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public virtual bool ForEachLinkInfo(ForEachLinkInfoAction action)
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{
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bool ret = false;
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lock (m_linksetActivityLock)
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{
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foreach (BSLinkInfo po in m_children.Values)
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{
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if (action(po))
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break;
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@ -364,7 +381,7 @@ public abstract class BSLinkset
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{
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lock (m_linksetActivityLock)
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{
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foreach (BSPrimLinkable bp in m_children)
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foreach (BSPrimLinkable bp in m_children.Keys)
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{
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mass += bp.RawMass;
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}
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@ -382,7 +399,7 @@ public abstract class BSLinkset
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com = LinksetRoot.Position * LinksetRoot.RawMass;
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float totalMass = LinksetRoot.RawMass;
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foreach (BSPrimLinkable bp in m_children)
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foreach (BSPrimLinkable bp in m_children.Keys)
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{
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com += bp.Position * bp.RawMass;
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totalMass += bp.RawMass;
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@ -401,7 +418,7 @@ public abstract class BSLinkset
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{
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com = LinksetRoot.Position;
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foreach (BSPrimLinkable bp in m_children)
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foreach (BSPrimLinkable bp in m_children.Keys)
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{
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com += bp.Position;
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}
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@ -257,7 +257,7 @@ public sealed class BSLinksetCompound : BSLinkset
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{
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if (!HasChild(child))
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{
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m_children.Add(child);
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m_children.Add(child, new BSLinkInfo(child));
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DetailLog("{0},BSLinksetCompound.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID);
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@ -353,7 +353,7 @@ public sealed class BSLinksetCompound : BSLinkset
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// Add the shapes of all the components of the linkset
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int memberIndex = 1;
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ForEachMember(delegate(BSPrimLinkable cPrim)
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ForEachMember((cPrim) =>
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{
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if (IsRoot(cPrim))
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{
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@ -36,6 +36,75 @@ public sealed class BSLinksetConstraints : BSLinkset
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{
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// private static string LogHeader = "[BULLETSIM LINKSET CONSTRAINTS]";
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public class BSLinkInfoConstraint : BSLinkInfo
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{
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public ConstraintType constraintType;
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public BSConstraint constraint;
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public OMV.Vector3 linearLimitLow;
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public OMV.Vector3 linearLimitHigh;
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public OMV.Vector3 angularLimitLow;
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public OMV.Vector3 angularLimitHigh;
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public bool useFrameOffset;
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public bool enableTransMotor;
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public float transMotorMaxVel;
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public float transMotorMaxForce;
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public float cfm;
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public float erp;
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public float solverIterations;
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public BSLinkInfoConstraint(BSPrimLinkable pMember)
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: base(pMember)
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{
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constraint = null;
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ResetToFixedConstraint();
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}
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// Set all the parameters for this constraint to a fixed, non-movable constraint.
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public void ResetToFixedConstraint()
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{
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constraintType = ConstraintType.D6_CONSTRAINT_TYPE;
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linearLimitLow = OMV.Vector3.Zero;
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linearLimitHigh = OMV.Vector3.Zero;
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angularLimitLow = OMV.Vector3.Zero;
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angularLimitHigh = OMV.Vector3.Zero;
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useFrameOffset = BSParam.LinkConstraintUseFrameOffset;
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enableTransMotor = BSParam.LinkConstraintEnableTransMotor;
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transMotorMaxVel = BSParam.LinkConstraintTransMotorMaxVel;
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transMotorMaxForce = BSParam.LinkConstraintTransMotorMaxForce;
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cfm = BSParam.LinkConstraintCFM;
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erp = BSParam.LinkConstraintERP;
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solverIterations = BSParam.LinkConstraintSolverIterations;
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}
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// Given a constraint, apply the current constraint parameters to same.
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public void SetConstraintParameters(BSConstraint constrain)
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{
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switch (constraintType)
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{
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case ConstraintType.D6_CONSTRAINT_TYPE:
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BSConstraint6Dof constrain6dof = constrain as BSConstraint6Dof;
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if (constrain6dof != null)
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{
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// zero linear and angular limits makes the objects unable to move in relation to each other
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constrain6dof.SetLinearLimits(linearLimitLow, linearLimitHigh);
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constrain6dof.SetAngularLimits(angularLimitLow, angularLimitHigh);
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// tweek the constraint to increase stability
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constrain6dof.UseFrameOffset(useFrameOffset);
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constrain6dof.TranslationalLimitMotor(enableTransMotor, transMotorMaxVel, transMotorMaxForce);
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constrain6dof.SetCFMAndERP(cfm, erp);
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if (solverIterations != 0f)
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{
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constrain6dof.SetSolverIterations(solverIterations);
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}
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}
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break;
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default:
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break;
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}
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}
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}
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public BSLinksetConstraints(BSScene scene, BSPrimLinkable parent) : base(scene, parent)
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{
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}
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@ -142,7 +211,7 @@ public sealed class BSLinksetConstraints : BSLinkset
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{
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if (!HasChild(child))
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{
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m_children.Add(child);
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m_children.Add(child, new BSLinkInfoConstraint(child));
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DetailLog("{0},BSLinksetConstraints.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID);
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@ -190,14 +259,23 @@ public sealed class BSLinksetConstraints : BSLinkset
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}
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// Create a static constraint between the two passed objects
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private BSConstraint BuildConstraint(BSPrimLinkable rootPrim, BSPrimLinkable childPrim)
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private BSConstraint BuildConstraint(BSPrimLinkable rootPrim, BSLinkInfo li)
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{
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// Zero motion for children so they don't interpolate
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childPrim.ZeroMotion(true);
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BSLinkInfoConstraint liConstraint = li as BSLinkInfoConstraint;
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if (liConstraint == null)
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return null;
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// Zero motion for children so they don't interpolate
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li.member.ZeroMotion(true);
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BSConstraint constrain = null;
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switch (liConstraint.constraintType)
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{
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case ConstraintType.D6_CONSTRAINT_TYPE:
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// Relative position normalized to the root prim
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// Essentually a vector pointing from center of rootPrim to center of childPrim
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OMV.Vector3 childRelativePosition = childPrim.Position - rootPrim.Position;
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// Essentually a vector pointing from center of rootPrim to center of li.member
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OMV.Vector3 childRelativePosition = liConstraint.member.Position - rootPrim.Position;
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// real world coordinate of midpoint between the two objects
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OMV.Vector3 midPoint = rootPrim.Position + (childRelativePosition / 2);
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@ -205,15 +283,14 @@ public sealed class BSLinksetConstraints : BSLinkset
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DetailLog("{0},BSLinksetConstraint.BuildConstraint,taint,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6},midLoc={7}",
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rootPrim.LocalID,
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rootPrim.LocalID, rootPrim.PhysBody.AddrString,
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childPrim.LocalID, childPrim.PhysBody.AddrString,
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rootPrim.Position, childPrim.Position, midPoint);
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liConstraint.member.LocalID, liConstraint.member.PhysBody.AddrString,
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rootPrim.Position, liConstraint.member.Position, midPoint);
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// create a constraint that allows no freedom of movement between the two objects
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// http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
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BSConstraint6Dof constrain = new BSConstraint6Dof(
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m_physicsScene.World, rootPrim.PhysBody, childPrim.PhysBody, midPoint, true, true );
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// PhysicsScene.World, childPrim.BSBody, rootPrim.BSBody, midPoint, true, true );
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constrain = new BSConstraint6Dof(
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m_physicsScene.World, rootPrim.PhysBody, liConstraint.member.PhysBody, midPoint, true, true );
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/* NOTE: below is an attempt to build constraint with full frame computation, etc.
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* Using the midpoint is easier since it lets the Bullet code manipulate the transforms
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@ -222,41 +299,34 @@ public sealed class BSLinksetConstraints : BSLinkset
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// ==================================================================================
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// relative position normalized to the root prim
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OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation);
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OMV.Vector3 childRelativePosition = (childPrim.Position - rootPrim.Position) * invThisOrientation;
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OMV.Vector3 childRelativePosition = (liConstraint.member.Position - rootPrim.Position) * invThisOrientation;
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// relative rotation of the child to the parent
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OMV.Quaternion childRelativeRotation = invThisOrientation * childPrim.Orientation;
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OMV.Quaternion childRelativeRotation = invThisOrientation * liConstraint.member.Orientation;
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OMV.Quaternion inverseChildRelativeRotation = OMV.Quaternion.Inverse(childRelativeRotation);
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DetailLog("{0},BSLinksetConstraint.PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID);
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BS6DofConstraint constrain = new BS6DofConstraint(
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PhysicsScene.World, rootPrim.Body, childPrim.Body,
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DetailLog("{0},BSLinksetConstraint.PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, liConstraint.member.LocalID);
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constrain = new BS6DofConstraint(
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PhysicsScene.World, rootPrim.Body, liConstraint.member.Body,
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OMV.Vector3.Zero,
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OMV.Quaternion.Inverse(rootPrim.Orientation),
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OMV.Vector3.Zero,
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OMV.Quaternion.Inverse(childPrim.Orientation),
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OMV.Quaternion.Inverse(liConstraint.member.Orientation),
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true,
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true
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);
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// ==================================================================================
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*/
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break;
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default:
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break;
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}
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liConstraint.SetConstraintParameters(constrain);
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m_physicsScene.Constraints.AddConstraint(constrain);
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// zero linear and angular limits makes the objects unable to move in relation to each other
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constrain.SetLinearLimits(OMV.Vector3.Zero, OMV.Vector3.Zero);
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constrain.SetAngularLimits(OMV.Vector3.Zero, OMV.Vector3.Zero);
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// tweek the constraint to increase stability
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constrain.UseFrameOffset(BSParam.LinkConstraintUseFrameOffset);
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constrain.TranslationalLimitMotor(BSParam.LinkConstraintEnableTransMotor,
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BSParam.LinkConstraintTransMotorMaxVel,
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BSParam.LinkConstraintTransMotorMaxForce);
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constrain.SetCFMAndERP(BSParam.LinkConstraintCFM, BSParam.LinkConstraintERP);
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if (BSParam.LinkConstraintSolverIterations != 0f)
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{
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constrain.SetSolverIterations(BSParam.LinkConstraintSolverIterations);
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}
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return constrain;
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}
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@ -317,23 +387,24 @@ public sealed class BSLinksetConstraints : BSLinkset
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return; // Note the 'finally' clause at the botton which will get executed.
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}
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foreach (BSPrimLinkable child in m_children)
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ForEachLinkInfo((li) =>
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{
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// A child in the linkset physically shows the mass of the whole linkset.
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// This allows Bullet to apply enough force on the child to move the whole linkset.
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// (Also do the mass stuff before recomputing the constraint so mass is not zero.)
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child.UpdatePhysicalMassProperties(linksetMass, true);
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li.member.UpdatePhysicalMassProperties(linksetMass, true);
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BSConstraint constrain;
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if (!m_physicsScene.Constraints.TryGetConstraint(LinksetRoot.PhysBody, child.PhysBody, out constrain))
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if (!m_physicsScene.Constraints.TryGetConstraint(LinksetRoot.PhysBody, li.member.PhysBody, out constrain))
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{
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// If constraint doesn't exist yet, create it.
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constrain = BuildConstraint(LinksetRoot, child);
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constrain = BuildConstraint(LinksetRoot, li);
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}
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constrain.RecomputeConstraintVariables(linksetMass);
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// PhysicsScene.PE.DumpConstraint(PhysicsScene.World, constrain.Constraint); // DEBUG DEBUG
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}
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return false; // 'false' says to keep processing other members
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});
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}
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finally
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{
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