BulletSim: improve linking to add each link individually rather than rebuilding the object each time. Makes it an O(n) operation rather than O(n\!).
parent
e126915bc1
commit
73f9e14b43
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@ -149,22 +149,26 @@ public sealed class BSPrim : PhysicsActor
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{
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{
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// m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID);
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// m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID);
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// DetailLog("{0},Destroy", LocalID);
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// DetailLog("{0},Destroy", LocalID);
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// Undo any vehicle properties
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// Undo any vehicle properties
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_vehicle.ProcessTypeChange(Vehicle.TYPE_NONE);
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_vehicle.ProcessTypeChange(Vehicle.TYPE_NONE);
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_scene.RemoveVehiclePrim(this); // just to make sure
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_scene.RemoveVehiclePrim(this); // just to make sure
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// undo any dependance with/on other objects
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if (_parentPrim != null)
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{
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// If I'm someone's child, tell them to forget about me.
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_parentPrim.RemoveChildFromLinkset(this);
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_parentPrim = null;
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}
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_scene.TaintedObject(delegate()
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_scene.TaintedObject(delegate()
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{
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{
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// undo any dependance with/on other objects
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if (_parentPrim != null)
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{
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// If I'm someone's child, tell them to forget about me.
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_parentPrim.RemoveChildFromLinkset(this);
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_parentPrim = null;
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}
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// make sure there are no possible children depending on me
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UnlinkAllChildren();
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// everything in the C# world will get garbage collected. Tell the C++ world to free stuff.
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// everything in the C# world will get garbage collected. Tell the C++ world to free stuff.
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BulletSimAPI.DestroyObject(_scene.WorldID, _localID);
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BulletSimAPI.DestroyObject(_scene.WorldID, LocalID);
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});
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});
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}
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}
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@ -272,7 +276,8 @@ public sealed class BSPrim : PhysicsActor
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DetailLog("{0},AddChildToLinkset,child={1}", LocalID, pchild.LocalID);
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DetailLog("{0},AddChildToLinkset,child={1}", LocalID, pchild.LocalID);
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_childrenPrims.Add(child);
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_childrenPrims.Add(child);
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child._parentPrim = this; // the child has gained a parent
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child._parentPrim = this; // the child has gained a parent
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RecreateGeomAndObject(); // rebuild my shape with the new child added
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// RecreateGeomAndObject(); // rebuild my shape with the new child added
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LinkAChildToMe(pchild); // build the physical binding between me and the child
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}
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}
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});
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});
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return;
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return;
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@ -289,13 +294,18 @@ public sealed class BSPrim : PhysicsActor
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{
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{
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DebugLog("{0}: RemoveChildFromLinkset: Removing constraint to {1}", LogHeader, child.LocalID);
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DebugLog("{0}: RemoveChildFromLinkset: Removing constraint to {1}", LogHeader, child.LocalID);
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DetailLog("{0},RemoveChildToLinkset,child={1}", LocalID, pchild.LocalID);
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DetailLog("{0},RemoveChildToLinkset,child={1}", LocalID, pchild.LocalID);
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if (!BulletSimAPI.RemoveConstraintByID(_scene.WorldID, child.LocalID))
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{
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m_log.ErrorFormat("{0}: RemoveChildFromLinkset: Failed remove constraint for {1}", LogHeader, child.LocalID);
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}
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_childrenPrims.Remove(child);
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_childrenPrims.Remove(child);
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child._parentPrim = null; // the child has lost its parent
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child._parentPrim = null; // the child has lost its parent
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RecreateGeomAndObject(); // rebuild my shape with the child removed
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if (_childrenPrims.Count == 0)
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{
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// if the linkset is empty, make sure all linkages have been removed
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UnlinkAllChildren();
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}
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else
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{
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// RecreateGeomAndObject(); // rebuild my shape with the child removed
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UnlinkAChildFromMe(pchild);
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}
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}
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}
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else
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else
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{
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{
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@ -1247,30 +1257,6 @@ public sealed class BSPrim : PhysicsActor
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}
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}
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}
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}
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// Create a linkset by creating a compound hull at the root prim that consists of all
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// the children.
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// NOTE: This does not allow proper collisions with the children prims so it is not a workable solution
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void CreateLinksetWithCompoundHull()
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{
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// If I am the root prim of a linkset, replace my physical shape with all the
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// pieces of the children.
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// All of the children should have called CreateGeom so they have a hull
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// in the physics engine already. Here we pull together all of those hulls
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// into one shape.
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int totalPrimsInLinkset = _childrenPrims.Count + 1;
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// m_log.DebugFormat("{0}: CreateLinkset. Root prim={1}, prims={2}", LogHeader, LocalID, totalPrimsInLinkset);
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ShapeData[] shapes = new ShapeData[totalPrimsInLinkset];
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FillShapeInfo(out shapes[0]);
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int ii = 1;
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foreach (BSPrim prim in _childrenPrims)
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{
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// m_log.DebugFormat("{0}: CreateLinkset: adding prim {1}", LogHeader, prim.LocalID);
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prim.FillShapeInfo(out shapes[ii]);
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ii++;
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}
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BulletSimAPI.CreateLinkset(_scene.WorldID, totalPrimsInLinkset, shapes);
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}
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// Copy prim's info into the BulletSim shape description structure
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// Copy prim's info into the BulletSim shape description structure
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public void FillShapeInfo(out ShapeData shape)
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public void FillShapeInfo(out ShapeData shape)
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{
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{
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@ -1290,9 +1276,10 @@ public sealed class BSPrim : PhysicsActor
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shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue;
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shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue;
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}
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}
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#region Linkset creation and destruction
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// Create the linkset by putting constraints between the objects of the set so they cannot move
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// Create the linkset by putting constraints between the objects of the set so they cannot move
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// relative to each other.
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// relative to each other.
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// TODO: make this more effeicient: a large linkset gets rebuilt over and over and prims are added
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void CreateLinksetWithConstraints()
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void CreateLinksetWithConstraints()
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{
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{
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DebugLog("{0}: CreateLinkset. Root prim={1}, prims={2}", LogHeader, LocalID, _childrenPrims.Count+1);
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DebugLog("{0}: CreateLinkset. Root prim={1}, prims={2}", LogHeader, LocalID, _childrenPrims.Count+1);
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@ -1306,29 +1293,58 @@ public sealed class BSPrim : PhysicsActor
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// create constraints between the root prim and each of the children
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// create constraints between the root prim and each of the children
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foreach (BSPrim prim in _childrenPrims)
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foreach (BSPrim prim in _childrenPrims)
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{
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{
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// Zero motion for children so they don't interpolate
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LinkAChildToMe(prim);
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prim.ZeroMotion();
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// relative position normalized to the root prim
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OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(this._orientation);
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OMV.Vector3 childRelativePosition = (prim._position - this._position) * invThisOrientation;
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// relative rotation of the child to the parent
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OMV.Quaternion childRelativeRotation = invThisOrientation * prim._orientation;
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// this is 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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DebugLog("{0}: CreateLinkset: Adding a constraint between root prim {1} and child prim {2}", LogHeader, LocalID, prim.LocalID);
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BulletSimAPI.AddConstraint(_scene.WorldID, LocalID, prim.LocalID,
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childRelativePosition,
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childRelativeRotation,
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OMV.Vector3.Zero,
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OMV.Quaternion.Identity,
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OMV.Vector3.Zero, OMV.Vector3.Zero,
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OMV.Vector3.Zero, OMV.Vector3.Zero);
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}
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}
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}
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}
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// Create a constraint between me (root of linkset) and the passed prim (the child).
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// Called at taint time!
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private void LinkAChildToMe(BSPrim childPrim)
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{
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// Zero motion for children so they don't interpolate
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childPrim.ZeroMotion();
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// relative position normalized to the root prim
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OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(this._orientation);
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OMV.Vector3 childRelativePosition = (childPrim._position - this._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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// 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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DebugLog("{0}: CreateLinkset: Adding a constraint between root prim {1} and child prim {2}", LogHeader, LocalID, childPrim.LocalID);
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DetailLog("{0},LinkAChildToMe,taint,root={1},child={2}", LocalID, LocalID, childPrim.LocalID);
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BulletSimAPI.AddConstraint(_scene.WorldID, LocalID, childPrim.LocalID,
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childRelativePosition,
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childRelativeRotation,
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OMV.Vector3.Zero,
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OMV.Quaternion.Identity,
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OMV.Vector3.Zero, OMV.Vector3.Zero,
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OMV.Vector3.Zero, OMV.Vector3.Zero);
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}
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// Remove linkage between myself and a particular child
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// Called at taint time!
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private void UnlinkAChildFromMe(BSPrim childPrim)
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{
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DebugLog("{0}: UnlinkAChildFromMe: RemoveConstraint between root prim {1} and child prim {2}",
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LogHeader, LocalID, childPrim.LocalID);
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DetailLog("{0},UnlinkAChildFromMe,taint,root={1},child={2}", LocalID, LocalID, childPrim.LocalID);
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BulletSimAPI.RemoveConstraint(_scene.WorldID, LocalID, childPrim.LocalID);
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}
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// Remove linkage between myself and any possible children I might have
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// Called at taint time!
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private void UnlinkAllChildren()
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{
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DebugLog("{0}: UnlinkAllChildren:", LogHeader);
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DetailLog("{0},UnlinkAllChildren,taint", LocalID);
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BulletSimAPI.RemoveConstraintByID(_scene.WorldID, LocalID);
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}
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#endregion // Linkset creation and destruction
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// Rebuild the geometry and object.
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// Rebuild the geometry and object.
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// This is called when the shape changes so we need to recreate the mesh/hull.
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// This is called when the shape changes so we need to recreate the mesh/hull.
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// No locking here because this is done when the physics engine is not simulating
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// No locking here because this is done when the physics engine is not simulating
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