BulletSim: rename some constraint variables to be consistant with other name use.
Added callbacks for shape and body changes in GetBodyAndShape() so the linkset constraints can be picked up and restored. A better design might be to have a "prim shape changed" event. Think about that. Added constraint types to general constraint class.connector_plugin
parent
7b65985047
commit
74dea4cfd5
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@ -34,6 +34,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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public class BS6DofConstraint : BSConstraint
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{
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private static string LogHeader = "[BULLETSIM 6DOF CONSTRAINT]";
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public override ConstraintType Type { get { return ConstraintType.D6_CONSTRAINT_TYPE; } }
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// Create a btGeneric6DofConstraint
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public BS6DofConstraint(BulletSim world, BulletBody obj1, BulletBody obj2,
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Vector3 frame1, Quaternion frame1rot,
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@ -49,6 +53,9 @@ public class BS6DofConstraint : BSConstraint
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frame2, frame2rot,
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useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies));
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m_enabled = true;
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world.physicsScene.DetailLog("{0},BS6DofConstraint,createFrame,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}",
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BSScene.DetailLogZero, world.worldID,
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obj1.ID, obj1.ptr.ToString("X"), obj2.ID, obj2.ptr.ToString("X"));
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}
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public BS6DofConstraint(BulletSim world, BulletBody obj1, BulletBody obj2,
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@ -60,12 +67,13 @@ public class BS6DofConstraint : BSConstraint
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m_body2 = obj2;
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if (obj1.ptr == IntPtr.Zero || obj2.ptr == IntPtr.Zero)
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{
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world.scene.DetailLog("{0},BS6DOFConstraint,badBodyPtr,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}",
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"[BULLETSIM 6DOF CONSTRAINT]", world.worldID,
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obj1.ID, obj1.ptr.ToString("X"), obj2.ID, obj2.ptr.ToString("X"));
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world.scene.Logger.ErrorFormat("{0} Attempt to build 6DOF constraint with missing bodies: wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}",
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world.physicsScene.DetailLog("{0},BS6DOFConstraint,badBodyPtr,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}",
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BSScene.DetailLogZero, world.worldID,
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obj1.ID, obj1.ptr.ToString("X"), obj2.ID, obj2.ptr.ToString("X"));
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world.physicsScene.Logger.ErrorFormat("{0} Attempt to build 6DOF constraint with missing bodies: wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}",
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"[BULLETSIM 6DOF CONSTRAINT]", world.worldID,
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obj1.ID, obj1.ptr.ToString("X"), obj2.ID, obj2.ptr.ToString("X"));
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m_enabled = false;
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}
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else
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{
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@ -73,8 +81,20 @@ public class BS6DofConstraint : BSConstraint
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BulletSimAPI.Create6DofConstraintToPoint2(m_world.ptr, m_body1.ptr, m_body2.ptr,
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joinPoint,
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useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies));
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world.physicsScene.DetailLog("{0},BS6DofConstraint,createMidPoint,wID={1}, csrt={2}, rID={3}, rBody={4}, cID={5}, cBody={6}",
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BSScene.DetailLogZero, world.worldID, m_constraint.ptr.ToString("X"),
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obj1.ID, obj1.ptr.ToString("X"), obj2.ID, obj2.ptr.ToString("X"));
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if (m_constraint.ptr == IntPtr.Zero)
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{
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world.physicsScene.Logger.ErrorFormat("{0} Failed creation of 6Dof constraint. rootID={1}, childID={2}",
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LogHeader, obj1.ID, obj2.ID);
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m_enabled = false;
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}
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else
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{
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m_enabled = true;
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}
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}
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m_enabled = true;
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}
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public bool SetFrames(Vector3 frameA, Quaternion frameArot, Vector3 frameB, Quaternion frameBrot)
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@ -82,7 +102,7 @@ public class BS6DofConstraint : BSConstraint
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bool ret = false;
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if (m_enabled)
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{
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BulletSimAPI.SetFrames2(m_constraint.Ptr, frameA, frameArot, frameB, frameBrot);
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BulletSimAPI.SetFrames2(m_constraint.ptr, frameA, frameArot, frameB, frameBrot);
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ret = true;
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}
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return ret;
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@ -93,9 +113,9 @@ public class BS6DofConstraint : BSConstraint
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bool ret = false;
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if (m_enabled)
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{
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BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_STOP_CFM, cfm, ConstraintParamAxis.AXIS_ALL);
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BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_STOP_ERP, erp, ConstraintParamAxis.AXIS_ALL);
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BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_CFM, cfm, ConstraintParamAxis.AXIS_ALL);
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BulletSimAPI.SetConstraintParam2(m_constraint.ptr, ConstraintParams.BT_CONSTRAINT_STOP_CFM, cfm, ConstraintParamAxis.AXIS_ALL);
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BulletSimAPI.SetConstraintParam2(m_constraint.ptr, ConstraintParams.BT_CONSTRAINT_STOP_ERP, erp, ConstraintParamAxis.AXIS_ALL);
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BulletSimAPI.SetConstraintParam2(m_constraint.ptr, ConstraintParams.BT_CONSTRAINT_CFM, cfm, ConstraintParamAxis.AXIS_ALL);
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ret = true;
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}
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return ret;
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@ -106,7 +126,7 @@ public class BS6DofConstraint : BSConstraint
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bool ret = false;
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float onOff = useOffset ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse;
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if (m_enabled)
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ret = BulletSimAPI.UseFrameOffset2(m_constraint.Ptr, onOff);
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ret = BulletSimAPI.UseFrameOffset2(m_constraint.ptr, onOff);
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return ret;
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}
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@ -115,7 +135,7 @@ public class BS6DofConstraint : BSConstraint
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bool ret = false;
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float onOff = enable ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse;
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if (m_enabled)
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ret = BulletSimAPI.TranslationalLimitMotor2(m_constraint.Ptr, onOff, targetVelocity, maxMotorForce);
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ret = BulletSimAPI.TranslationalLimitMotor2(m_constraint.ptr, onOff, targetVelocity, maxMotorForce);
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return ret;
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}
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@ -123,7 +143,7 @@ public class BS6DofConstraint : BSConstraint
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{
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bool ret = false;
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if (m_enabled)
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ret = BulletSimAPI.SetBreakingImpulseThreshold2(m_constraint.Ptr, threshold);
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ret = BulletSimAPI.SetBreakingImpulseThreshold2(m_constraint.ptr, threshold);
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return ret;
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}
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}
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@ -49,20 +49,23 @@ public abstract class BSConstraint : IDisposable
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if (m_enabled)
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{
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m_enabled = false;
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bool success = BulletSimAPI.DestroyConstraint2(m_world.ptr, m_constraint.Ptr);
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m_world.scene.DetailLog("{0},BSConstraint.Dispose,taint,body1={1},body2={2},success={3}", BSScene.DetailLogZero, m_body1.ID, m_body2.ID, success);
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m_constraint.Ptr = System.IntPtr.Zero;
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bool success = BulletSimAPI.DestroyConstraint2(m_world.ptr, m_constraint.ptr);
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m_world.physicsScene.DetailLog("{0},BSConstraint.Dispose,taint,body1={1},body2={2},success={3}", BSScene.DetailLogZero, m_body1.ID, m_body2.ID, success);
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m_constraint.ptr = System.IntPtr.Zero;
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}
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}
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public BulletBody Body1 { get { return m_body1; } }
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public BulletBody Body2 { get { return m_body2; } }
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public BulletConstraint Constraint { get { return m_constraint; } }
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public abstract ConstraintType Type { get; }
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public virtual bool SetLinearLimits(Vector3 low, Vector3 high)
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{
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bool ret = false;
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if (m_enabled)
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ret = BulletSimAPI.SetLinearLimits2(m_constraint.Ptr, low, high);
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ret = BulletSimAPI.SetLinearLimits2(m_constraint.ptr, low, high);
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return ret;
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}
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@ -70,7 +73,7 @@ public abstract class BSConstraint : IDisposable
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{
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bool ret = false;
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if (m_enabled)
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ret = BulletSimAPI.SetAngularLimits2(m_constraint.Ptr, low, high);
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ret = BulletSimAPI.SetAngularLimits2(m_constraint.ptr, low, high);
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return ret;
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}
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@ -79,7 +82,7 @@ public abstract class BSConstraint : IDisposable
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bool ret = false;
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if (m_enabled)
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{
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BulletSimAPI.SetConstraintNumSolverIterations2(m_constraint.Ptr, cnt);
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BulletSimAPI.SetConstraintNumSolverIterations2(m_constraint.ptr, cnt);
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ret = true;
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}
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return ret;
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@ -91,7 +94,7 @@ public abstract class BSConstraint : IDisposable
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if (m_enabled)
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{
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// Recompute the internal transforms
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BulletSimAPI.CalculateTransforms2(m_constraint.Ptr);
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BulletSimAPI.CalculateTransforms2(m_constraint.ptr);
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ret = true;
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}
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return ret;
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@ -110,11 +113,11 @@ public abstract class BSConstraint : IDisposable
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// Setting an object's mass to zero (making it static like when it's selected)
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// automatically disables the constraints.
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// If the link is enabled, be sure to set the constraint itself to enabled.
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BulletSimAPI.SetConstraintEnable2(m_constraint.Ptr, m_world.scene.NumericBool(true));
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BulletSimAPI.SetConstraintEnable2(m_constraint.ptr, m_world.physicsScene.NumericBool(true));
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}
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else
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{
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m_world.scene.Logger.ErrorFormat("[BULLETSIM CONSTRAINT] CalculateTransforms failed. A={0}, B={1}", Body1.ID, Body2.ID);
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m_world.physicsScene.Logger.ErrorFormat("[BULLETSIM CONSTRAINT] CalculateTransforms failed. A={0}, B={1}", Body1.ID, Body2.ID);
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}
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}
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return ret;
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@ -34,6 +34,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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class BSHingeConstraint : BSConstraint
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{
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public override ConstraintType Type { get { return ConstraintType.HINGE_CONSTRAINT_TYPE; } }
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public BSHingeConstraint(BulletSim world, BulletBody obj1, BulletBody obj2,
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Vector3 pivotInA, Vector3 pivotInB,
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Vector3 axisInA, Vector3 axisInB,
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@ -88,6 +88,7 @@ public class BSLinkset
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// Link to a linkset where the child knows the parent.
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// Parent changing should not happen so do some sanity checking.
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// We return the parent's linkset so the child can track its membership.
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// Called at runtime.
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public BSLinkset AddMeToLinkset(BSPhysObject child)
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{
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lock (m_linksetActivityLock)
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@ -102,6 +103,7 @@ public class BSLinkset
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// Remove a child from a linkset.
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// Returns a new linkset for the child which is a linkset of one (just the
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// orphened child).
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// Called at runtime.
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public BSLinkset RemoveMeFromLinkset(BSPhysObject child)
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{
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lock (m_linksetActivityLock)
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@ -113,27 +115,6 @@ public class BSLinkset
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}
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RemoveChildFromLinkset(child);
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/* Alternate implementation that destroys the linkset of the root is removed.
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* This fails because items are added and removed from linksets to build shapes.
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* Code left for reference.
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if (IsRoot(child))
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{
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// if root of linkset, take the linkset apart
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while (m_children.Count > 0)
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{
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// Note that we don't do a foreach because the remove routine
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// takes it out of the list.
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RemoveChildFromOtherLinkset(m_children[0]);
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}
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m_children.Clear(); // just to make sure
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}
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else
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{
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// Just removing a child from an existing linkset
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RemoveChildFromLinkset(child);
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}
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*/
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}
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// The child is down to a linkset of just itself
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@ -169,6 +150,106 @@ public class BSLinkset
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return ret;
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}
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// The object is going dynamic (physical). Do any setup necessary
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// for a dynamic linkset.
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// Only the state of the passed object can be modified. The rest of the linkset
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// has not yet been fully constructed.
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// Return 'true' if any properties updated on the passed object.
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// Called at taint-time!
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public bool MakeDynamic(BSPhysObject child)
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{
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// What is done for each object in BSPrim is what we want.
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return false;
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}
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// The object is going static (non-physical). Do any setup necessary
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// for a static linkset.
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// Return 'true' if any properties updated on the passed object.
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// Called at taint-time!
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public bool MakeStatic(BSPhysObject child)
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{
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// What is done for each object in BSPrim is what we want.
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return false;
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}
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// When physical properties are changed the linkset needs to recalculate
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// its internal properties.
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// Called at runtime.
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public void Refresh(BSPhysObject requestor)
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{
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// If there are no children, there can't be any constraints to recompute
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if (!HasAnyChildren)
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return;
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// Only the root does the recomputation
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if (IsRoot(requestor))
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{
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PhysicsScene.TaintedObject("BSLinkSet.Refresh", delegate()
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{
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RecomputeLinksetConstraintVariables();
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});
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}
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}
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// Routine used when rebuilding the body of the root of the linkset
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// Destroy all the constraints have have been made to root.
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// This is called when the root body is changing.
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// Called at taint-time!!
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public void RemoveBodyDependencies(BSPrim child)
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{
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lock (m_linksetActivityLock)
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{
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if (IsRoot(child))
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{
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// If the one with the dependency is root, must undo all children
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DetailLog("{0},BSLinkset.RemoveBodyDependencies,removeChildrenForRoot,rID={1},numChild={2}",
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LinksetRoot.LocalID, m_children.Count);
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foreach (BSPhysObject bpo in m_children)
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{
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PhysicallyUnlinkAChildFromRoot(LinksetRoot, LinksetRoot.BSBody, bpo, bpo.BSBody);
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}
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}
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else
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{
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DetailLog("{0},BSLinkset.RemoveBodyDependencies,removeSingleChild,rID={1},rBody={2},cID={3},cBody={4}",
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LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"),
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child.LocalID, child.BSBody.ptr.ToString("X"));
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// Remove the dependency on the body of this one
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PhysicallyUnlinkAChildFromRoot(LinksetRoot, LinksetRoot.BSBody, child, child.BSBody);
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}
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}
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}
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// Routine used when rebuilding the body of the root of the linkset
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// This is called after RemoveAllLinksToRoot() to restore all the constraints.
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// This is called when the root body has been changed.
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// Called at taint-time!!
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public void RestoreBodyDependencies(BSPrim child)
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{
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lock (m_linksetActivityLock)
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{
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if (IsRoot(child))
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{
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DetailLog("{0},BSLinkset.RestoreBodyDependencies,restoreChildrenForRoot,rID={1},numChild={2}",
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LinksetRoot.LocalID, m_children.Count);
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foreach (BSPhysObject bpo in m_children)
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{
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PhysicallyLinkAChildToRoot(LinksetRoot, LinksetRoot.BSBody, bpo, bpo.BSBody);
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}
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}
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else
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{
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DetailLog("{0},BSLinkset.RestoreBodyDependencies,restoreSingleChild,rID={1},rBody={2},cID={3},cBody={4}",
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LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"),
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child.LocalID, child.BSBody.ptr.ToString("X"));
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PhysicallyLinkAChildToRoot(LinksetRoot, LinksetRoot.BSBody, child, child.BSBody);
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}
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}
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}
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// ================================================================
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// Below this point is internal magic
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private float ComputeLinksetMass()
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{
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float mass;
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@ -220,46 +301,6 @@ public class BSLinkset
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return com;
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}
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// The object is going dynamic (physical). Do any setup necessary
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// for a dynamic linkset.
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// Only the state of the passed object can be modified. The rest of the linkset
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// has not yet been fully constructed.
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// Return 'true' if any properties updated on the passed object.
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// Called at taint-time!
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public bool MakeDynamic(BSPhysObject child)
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{
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// What is done for each object in BSPrim is what we want.
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return false;
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}
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// The object is going static (non-physical). Do any setup necessary
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// for a static linkset.
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// Return 'true' if any properties updated on the passed object.
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// Called at taint-time!
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public bool MakeStatic(BSPhysObject child)
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{
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// What is done for each object in BSPrim is what we want.
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return false;
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}
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// When physical properties are changed the linkset needs to recalculate
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// its internal properties.
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public void Refresh(BSPhysObject requestor)
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{
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// If there are no children, there can't be any constraints to recompute
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if (!HasAnyChildren)
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return;
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// Only the root does the recomputation
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if (IsRoot(requestor))
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{
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PhysicsScene.TaintedObject("BSLinkSet.Refresh", delegate()
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{
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RecomputeLinksetConstraintVariables();
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});
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}
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}
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// Call each of the constraints that make up this linkset and recompute the
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// various transforms and variables. Used when objects are added or removed
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// from a linkset to make sure the constraints know about the new mass and
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@ -327,6 +368,11 @@ public class BSLinkset
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BSPhysObject childx = child;
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BulletBody childBodyx = child.BSBody;
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DetailLog("{0},AddChildToLinkset,call,rID={1},rBody={2},cID={3},cBody={4}",
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rootx.LocalID,
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rootx.LocalID, rootBodyx.ptr.ToString("X"),
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childx.LocalID, childBodyx.ptr.ToString("X"));
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PhysicsScene.TaintedObject("AddChildToLinkset", delegate()
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{
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DetailLog("{0},AddChildToLinkset,taint,child={1}", LinksetRoot.LocalID, child.LocalID);
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@ -358,10 +404,14 @@ public class BSLinkset
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BulletBody rootBodyx = LinksetRoot.BSBody;
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BSPhysObject childx = child;
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BulletBody childBodyx = child.BSBody;
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DetailLog("{0},RemoveChildFromLinkset,call,child={1}",
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rootx.LocalID,
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rootx.LocalID, rootBodyx.ptr.ToString("X"),
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childx.LocalID, childBodyx.ptr.ToString("X"));
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|
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PhysicsScene.TaintedObject("RemoveChildFromLinkset", delegate()
|
||||
{
|
||||
DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", LinksetRoot.LocalID, child.LocalID);
|
||||
|
||||
PhysicallyUnlinkAChildFromRoot(rootx, rootBodyx, childx, childBodyx);
|
||||
RecomputeLinksetConstraintVariables();
|
||||
});
|
||||
|
@ -390,14 +440,15 @@ public class BSLinkset
|
|||
// real world coordinate of midpoint between the two objects
|
||||
OMV.Vector3 midPoint = rootPrim.Position + (childRelativePosition / 2);
|
||||
|
||||
// create a constraint that allows no freedom of movement between the two objects
|
||||
// http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
|
||||
DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6},midLoc={7}",
|
||||
rootPrim.LocalID,
|
||||
rootPrim.LocalID, rootBody.ptr.ToString("X"),
|
||||
childPrim.LocalID, childBody.ptr.ToString("X"),
|
||||
rootPrim.Position, childPrim.Position, midPoint);
|
||||
|
||||
// create a constraint that allows no freedom of movement between the two objects
|
||||
// http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
|
||||
|
||||
// There is great subtlty in these paramters. Notice the check for a ptr of zero.
|
||||
// We pass the BulletBody structure into the taint in order to capture the pointer
|
||||
// of the body at the time of constraint creation. This doesn't work for the very first
|
||||
|
@ -416,6 +467,7 @@ public class BSLinkset
|
|||
true,
|
||||
true
|
||||
);
|
||||
|
||||
/* NOTE: below is an attempt to build constraint with full frame computation, etc.
|
||||
* Using the midpoint is easier since it lets the Bullet code manipulate the transforms
|
||||
* of the objects.
|
||||
|
|
|
@ -1111,13 +1111,21 @@ public sealed class BSPrim : BSPhysObject
|
|||
// Undo me from any possible linkset so, if body is rebuilt, the link will get restored.
|
||||
// NOTE that the new linkset is not set. This saves the handle to the linkset
|
||||
// so we can add ourselves back when shape mangling is complete.
|
||||
Linkset.RemoveMeFromLinkset(this);
|
||||
bool needToRestoreLinkset = false;
|
||||
|
||||
// Create the correct physical representation for this type of object.
|
||||
// Updates BSBody and BSShape with the new information.
|
||||
PhysicsScene.Shapes.GetBodyAndShape(forceRebuild, PhysicsScene.World, this, shapeData, _pbs);
|
||||
PhysicsScene.Shapes.GetBodyAndShape(forceRebuild, PhysicsScene.World, this, shapeData, _pbs,
|
||||
null, delegate(BulletBody dBody)
|
||||
{
|
||||
// Called if the current prim body is about to be destroyed.
|
||||
// The problem is the constraints for Linksets which need to be updated for the new body.
|
||||
Linkset.RemoveBodyDependencies(this);
|
||||
needToRestoreLinkset = true;
|
||||
});
|
||||
|
||||
Linkset = Linkset.AddMeToLinkset(this);
|
||||
if (needToRestoreLinkset)
|
||||
Linkset.RestoreBodyDependencies(this);
|
||||
|
||||
// Make sure the properties are set on the new object
|
||||
UpdatePhysicalParameters();
|
||||
|
|
|
@ -81,12 +81,21 @@ public class BSShapeCollection : IDisposable
|
|||
// TODO!!!!!!!!!
|
||||
}
|
||||
|
||||
// Callbacks called just before either the body or shape is destroyed.
|
||||
// Mostly used for changing bodies out from under Linksets.
|
||||
// Useful for other cases where parameters need saving.
|
||||
// Passing 'null' says no callback.
|
||||
public delegate void ShapeDestructionCallback(BulletShape shape);
|
||||
public delegate void BodyDestructionCallback(BulletBody body);
|
||||
|
||||
// Called to update/change the body and shape for an object.
|
||||
// First checks the shape and updates that if necessary then makes
|
||||
// sure the body is of the right type.
|
||||
// Return 'true' if either the body or the shape changed.
|
||||
// Called at taint-time!!
|
||||
public bool GetBodyAndShape(bool forceRebuild, BulletSim sim, BSPrim prim, ShapeData shapeData, PrimitiveBaseShape pbs)
|
||||
public bool GetBodyAndShape(bool forceRebuild, BulletSim sim, BSPrim prim,
|
||||
ShapeData shapeData, PrimitiveBaseShape pbs,
|
||||
ShapeDestructionCallback shapeCallback, BodyDestructionCallback bodyCallback)
|
||||
{
|
||||
bool ret = false;
|
||||
|
||||
|
@ -95,11 +104,11 @@ public class BSShapeCollection : IDisposable
|
|||
{
|
||||
// Do we have the correct geometry for this type of object?
|
||||
// Updates prim.BSShape with information/pointers to requested shape
|
||||
bool newGeom = CreateGeom(forceRebuild, prim, shapeData, pbs);
|
||||
bool newGeom = CreateGeom(forceRebuild, prim, shapeData, pbs, shapeCallback);
|
||||
// If we had to select a new shape geometry for the object,
|
||||
// rebuild the body around it.
|
||||
// Updates prim.BSBody with information/pointers to requested body
|
||||
bool newBody = CreateBody((newGeom || forceRebuild), prim, PhysicsScene.World, prim.BSShape, shapeData);
|
||||
bool newBody = CreateBody((newGeom || forceRebuild), prim, PhysicsScene.World, prim.BSShape, shapeData, bodyCallback);
|
||||
ret = newGeom || newBody;
|
||||
}
|
||||
DetailLog("{0},BSShapeCollection.GetBodyAndShape,force={1},ret={2},body={3},shape={4}",
|
||||
|
@ -135,7 +144,7 @@ public class BSShapeCollection : IDisposable
|
|||
|
||||
// Release the usage of a body.
|
||||
// Called when releasing use of a BSBody. BSShape is handled separately.
|
||||
public void DereferenceBody(BulletBody shape, bool inTaintTime)
|
||||
public void DereferenceBody(BulletBody shape, bool inTaintTime, BodyDestructionCallback bodyCallback )
|
||||
{
|
||||
if (shape.ptr == IntPtr.Zero)
|
||||
return;
|
||||
|
@ -244,7 +253,7 @@ public class BSShapeCollection : IDisposable
|
|||
|
||||
// Release the usage of a shape.
|
||||
// The collisionObject is released since it is a copy of the real collision shape.
|
||||
private void DereferenceShape(BulletShape shape, bool atTaintTime)
|
||||
private void DereferenceShape(BulletShape shape, bool atTaintTime, ShapeDestructionCallback shapeCallback)
|
||||
{
|
||||
if (shape.ptr == IntPtr.Zero)
|
||||
return;
|
||||
|
@ -254,10 +263,10 @@ public class BSShapeCollection : IDisposable
|
|||
switch (shape.type)
|
||||
{
|
||||
case ShapeData.PhysicsShapeType.SHAPE_HULL:
|
||||
DereferenceHull(shape);
|
||||
DereferenceHull(shape, shapeCallback);
|
||||
break;
|
||||
case ShapeData.PhysicsShapeType.SHAPE_MESH:
|
||||
DereferenceMesh(shape);
|
||||
DereferenceMesh(shape, shapeCallback);
|
||||
break;
|
||||
case ShapeData.PhysicsShapeType.SHAPE_UNKNOWN:
|
||||
break;
|
||||
|
@ -267,6 +276,7 @@ public class BSShapeCollection : IDisposable
|
|||
{
|
||||
DetailLog("{0},BSShapeCollection.DereferenceShape,deleteNativeShape,ptr={1},taintTime={2}",
|
||||
BSScene.DetailLogZero, shape.ptr.ToString("X"), atTaintTime);
|
||||
if (shapeCallback != null) shapeCallback(shape);
|
||||
BulletSimAPI.DeleteCollisionShape2(PhysicsScene.World.ptr, shape.ptr);
|
||||
}
|
||||
break;
|
||||
|
@ -287,13 +297,14 @@ public class BSShapeCollection : IDisposable
|
|||
|
||||
// Count down the reference count for a mesh shape
|
||||
// Called at taint-time.
|
||||
private void DereferenceMesh(BulletShape shape)
|
||||
private void DereferenceMesh(BulletShape shape, ShapeDestructionCallback shapeCallback)
|
||||
{
|
||||
MeshDesc meshDesc;
|
||||
if (Meshes.TryGetValue(shape.shapeKey, out meshDesc))
|
||||
{
|
||||
meshDesc.referenceCount--;
|
||||
// TODO: release the Bullet storage
|
||||
if (shapeCallback != null) shapeCallback(shape);
|
||||
meshDesc.lastReferenced = System.DateTime.Now;
|
||||
Meshes[shape.shapeKey] = meshDesc;
|
||||
DetailLog("{0},BSShapeCollection.DereferenceMesh,key={1},refCnt={2}",
|
||||
|
@ -304,13 +315,14 @@ public class BSShapeCollection : IDisposable
|
|||
|
||||
// Count down the reference count for a hull shape
|
||||
// Called at taint-time.
|
||||
private void DereferenceHull(BulletShape shape)
|
||||
private void DereferenceHull(BulletShape shape, ShapeDestructionCallback shapeCallback)
|
||||
{
|
||||
HullDesc hullDesc;
|
||||
if (Hulls.TryGetValue(shape.shapeKey, out hullDesc))
|
||||
{
|
||||
hullDesc.referenceCount--;
|
||||
// TODO: release the Bullet storage (aging old entries?)
|
||||
if (shapeCallback != null) shapeCallback(shape);
|
||||
hullDesc.lastReferenced = System.DateTime.Now;
|
||||
Hulls[shape.shapeKey] = hullDesc;
|
||||
DetailLog("{0},BSShapeCollection.DereferenceHull,key={1},refCnt={2}",
|
||||
|
@ -324,7 +336,8 @@ public class BSShapeCollection : IDisposable
|
|||
// if 'forceRebuild' is true, the geometry is rebuilt. Otherwise a previously built version is used.
|
||||
// Returns 'true' if the geometry was rebuilt.
|
||||
// Called at taint-time!
|
||||
private bool CreateGeom(bool forceRebuild, BSPrim prim, ShapeData shapeData, PrimitiveBaseShape pbs)
|
||||
private bool CreateGeom(bool forceRebuild, BSPrim prim, ShapeData shapeData,
|
||||
PrimitiveBaseShape pbs, ShapeDestructionCallback shapeCallback)
|
||||
{
|
||||
bool ret = false;
|
||||
bool haveShape = false;
|
||||
|
@ -349,8 +362,8 @@ public class BSShapeCollection : IDisposable
|
|||
|| prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_SPHERE
|
||||
)
|
||||
{
|
||||
ret = GetReferenceToNativeShape(prim, shapeData,
|
||||
ShapeData.PhysicsShapeType.SHAPE_SPHERE, ShapeData.FixedShapeKey.KEY_SPHERE);
|
||||
ret = GetReferenceToNativeShape(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_SPHERE,
|
||||
ShapeData.FixedShapeKey.KEY_SPHERE, shapeCallback);
|
||||
DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},shape={2}",
|
||||
prim.LocalID, forceRebuild, prim.BSShape);
|
||||
}
|
||||
|
@ -363,8 +376,8 @@ public class BSShapeCollection : IDisposable
|
|||
|| prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_BOX
|
||||
)
|
||||
{
|
||||
ret = GetReferenceToNativeShape(
|
||||
prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_BOX, ShapeData.FixedShapeKey.KEY_BOX);
|
||||
ret = GetReferenceToNativeShape( prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_BOX,
|
||||
ShapeData.FixedShapeKey.KEY_BOX, shapeCallback);
|
||||
DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},shape={2}",
|
||||
prim.LocalID, forceRebuild, prim.BSShape);
|
||||
}
|
||||
|
@ -378,13 +391,13 @@ public class BSShapeCollection : IDisposable
|
|||
if (prim.IsPhysical)
|
||||
{
|
||||
// Update prim.BSShape to reference a hull of this shape.
|
||||
ret = GetReferenceToHull(prim, shapeData, pbs);
|
||||
ret = GetReferenceToHull(prim, shapeData, pbs, shapeCallback);
|
||||
DetailLog("{0},BSShapeCollection.CreateGeom,hull,shape={1},key={2}",
|
||||
shapeData.ID, prim.BSShape, prim.BSShape.shapeKey.ToString("X"));
|
||||
}
|
||||
else
|
||||
{
|
||||
ret = GetReferenceToMesh(prim, shapeData, pbs);
|
||||
ret = GetReferenceToMesh(prim, shapeData, pbs, shapeCallback);
|
||||
DetailLog("{0},BSShapeCollection.CreateGeom,mesh,shape={1},key={2}",
|
||||
shapeData.ID, prim.BSShape, prim.BSShape.shapeKey.ToString("X"));
|
||||
}
|
||||
|
@ -394,7 +407,8 @@ public class BSShapeCollection : IDisposable
|
|||
|
||||
// Creates a native shape and assignes it to prim.BSShape
|
||||
private bool GetReferenceToNativeShape( BSPrim prim, ShapeData shapeData,
|
||||
ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey)
|
||||
ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey,
|
||||
ShapeDestructionCallback shapeCallback)
|
||||
{
|
||||
BulletShape newShape;
|
||||
|
||||
|
@ -404,7 +418,7 @@ public class BSShapeCollection : IDisposable
|
|||
shapeData.Scale = shapeData.Size;
|
||||
|
||||
// release any previous shape
|
||||
DereferenceShape(prim.BSShape, true);
|
||||
DereferenceShape(prim.BSShape, true, shapeCallback);
|
||||
|
||||
// Native shapes are always built independently.
|
||||
newShape = new BulletShape(BulletSimAPI.BuildNativeShape2(PhysicsScene.World.ptr, shapeData), shapeType);
|
||||
|
@ -422,7 +436,8 @@ public class BSShapeCollection : IDisposable
|
|||
// Dereferences previous shape in BSShape and adds a reference for this new shape.
|
||||
// Returns 'true' of a mesh was actually built. Otherwise .
|
||||
// Called at taint-time!
|
||||
private bool GetReferenceToMesh(BSPrim prim, ShapeData shapeData, PrimitiveBaseShape pbs)
|
||||
private bool GetReferenceToMesh(BSPrim prim, ShapeData shapeData, PrimitiveBaseShape pbs,
|
||||
ShapeDestructionCallback shapeCallback)
|
||||
{
|
||||
BulletShape newShape = new BulletShape(IntPtr.Zero);
|
||||
|
||||
|
@ -436,7 +451,7 @@ public class BSShapeCollection : IDisposable
|
|||
prim.LocalID, prim.BSShape.shapeKey.ToString("X"), newMeshKey.ToString("X"));
|
||||
|
||||
// Since we're recreating new, get rid of the reference to the previous shape
|
||||
DereferenceShape(prim.BSShape, true);
|
||||
DereferenceShape(prim.BSShape, true, shapeCallback);
|
||||
|
||||
newShape = CreatePhysicalMesh(prim.PhysObjectName, newMeshKey, pbs, shapeData.Size, lod);
|
||||
|
||||
|
@ -490,7 +505,8 @@ public class BSShapeCollection : IDisposable
|
|||
|
||||
// See that hull shape exists in the physical world and update prim.BSShape.
|
||||
// We could be creating the hull because scale changed or whatever.
|
||||
private bool GetReferenceToHull(BSPrim prim, ShapeData shapeData, PrimitiveBaseShape pbs)
|
||||
private bool GetReferenceToHull(BSPrim prim, ShapeData shapeData, PrimitiveBaseShape pbs,
|
||||
ShapeDestructionCallback shapeCallback)
|
||||
{
|
||||
BulletShape newShape;
|
||||
|
||||
|
@ -505,7 +521,7 @@ public class BSShapeCollection : IDisposable
|
|||
prim.LocalID, prim.BSShape.shapeKey.ToString("X"), newHullKey.ToString("X"));
|
||||
|
||||
// Remove usage of the previous shape. Also removes reference to underlying mesh if it is a hull.
|
||||
DereferenceShape(prim.BSShape, true);
|
||||
DereferenceShape(prim.BSShape, true, shapeCallback);
|
||||
|
||||
newShape = CreatePhysicalHull(prim.PhysObjectName, newHullKey, pbs, shapeData.Size, lod);
|
||||
|
||||
|
@ -656,7 +672,8 @@ public class BSShapeCollection : IDisposable
|
|||
// Updates prim.BSBody with the information about the new body if one is created.
|
||||
// Returns 'true' if an object was actually created.
|
||||
// Called at taint-time.
|
||||
private bool CreateBody(bool forceRebuild, BSPrim prim, BulletSim sim, BulletShape shape, ShapeData shapeData)
|
||||
private bool CreateBody(bool forceRebuild, BSPrim prim, BulletSim sim, BulletShape shape,
|
||||
ShapeData shapeData, BodyDestructionCallback bodyCallback)
|
||||
{
|
||||
bool ret = false;
|
||||
|
||||
|
@ -679,7 +696,7 @@ public class BSShapeCollection : IDisposable
|
|||
|
||||
if (mustRebuild || forceRebuild)
|
||||
{
|
||||
DereferenceBody(prim.BSBody, true);
|
||||
DereferenceBody(prim.BSBody, true, bodyCallback);
|
||||
|
||||
BulletBody aBody;
|
||||
IntPtr bodyPtr = IntPtr.Zero;
|
||||
|
|
|
@ -42,12 +42,12 @@ public struct BulletSim
|
|||
{
|
||||
ptr = xx;
|
||||
worldID = worldId;
|
||||
scene = bss;
|
||||
physicsScene = bss;
|
||||
}
|
||||
public IntPtr ptr;
|
||||
public uint worldID;
|
||||
// The scene is only in here so very low level routines have a handle to print debug/error messages
|
||||
public BSScene scene;
|
||||
public BSScene physicsScene;
|
||||
}
|
||||
|
||||
// An allocated Bullet btRigidBody
|
||||
|
@ -120,14 +120,27 @@ public struct BulletShape
|
|||
}
|
||||
}
|
||||
|
||||
// Constraint type values as defined by Bullet
|
||||
public enum ConstraintType : int
|
||||
{
|
||||
POINT2POINT_CONSTRAINT_TYPE = 3,
|
||||
HINGE_CONSTRAINT_TYPE,
|
||||
CONETWIST_CONSTRAINT_TYPE,
|
||||
D6_CONSTRAINT_TYPE,
|
||||
SLIDER_CONSTRAINT_TYPE,
|
||||
CONTACT_CONSTRAINT_TYPE,
|
||||
D6_SPRING_CONSTRAINT_TYPE,
|
||||
MAX_CONSTRAINT_TYPE
|
||||
}
|
||||
|
||||
// An allocated Bullet btConstraint
|
||||
public struct BulletConstraint
|
||||
{
|
||||
public BulletConstraint(IntPtr xx)
|
||||
{
|
||||
Ptr = xx;
|
||||
ptr = xx;
|
||||
}
|
||||
public IntPtr Ptr;
|
||||
public IntPtr ptr;
|
||||
}
|
||||
|
||||
// An allocated HeightMapThing which holds various heightmap info.
|
||||
|
|
Loading…
Reference in New Issue