BulletSim: Use Refresh/PostTaints to cause recomputing of constraint variables before the simulation step. Update logging and messages to properly name LinksetConstraints. Use UpdatePhysicalMassProperties to put the whole linkset mass into all the physical linkset members so they have the inertia to move the whole linkset.
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9568f24c26
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8c9e4c1f7b
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@ -43,23 +43,20 @@ public sealed class BSLinksetConstraints : BSLinkset
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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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// May be called at runtime or taint-time (just pass the appropriate flag).
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public override void Refresh(BSPhysObject requestor, bool inTaintTime)
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// This is queued in such a way that the
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// refresh will only happen once after all the other taints are applied.
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public override void Refresh(BSPhysObject requestor)
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{
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// If there are no children or not root, I am not the one that recomputes the constraints
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if (!HasAnyChildren || !IsRoot(requestor))
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// If there are no children, there are no constraints to recompute.
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if (!HasAnyChildren)
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return;
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BSScene.TaintCallback refreshOperation = delegate()
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// Queue to happen after all the other taint processing
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PhysicsScene.PostTaintObject("BSLinksetContraints.Refresh", requestor.LocalID, delegate()
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{
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RecomputeLinksetConstraintVariables();
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DetailLog("{0},BSLinkset.Refresh,complete,rBody={1}",
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LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"));
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};
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if (inTaintTime)
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refreshOperation();
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else
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PhysicsScene.TaintedObject("BSLinkSet.Refresh", refreshOperation);
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});
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}
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// The object is going dynamic (physical). Do any setup necessary
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@ -104,14 +101,14 @@ public sealed class BSLinksetConstraints : BSLinkset
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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},rBody={2}",
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DetailLog("{0},BSLinksetConstraint.RemoveBodyDependencies,removeChildrenForRoot,rID={1},rBody={2}",
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child.LocalID, LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"));
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ret = PhysicallyUnlinkAllChildrenFromRoot(LinksetRoot);
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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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DetailLog("{0},BSLinksetConstraint.RemoveBodyDependencies,removeSingleChild,rID={1},rBody={2},cID={3},cBody={4}",
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child.LocalID,
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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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@ -132,7 +129,7 @@ public sealed class BSLinksetConstraints : BSLinkset
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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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DetailLog("{0},BSLinksetConstraint.RestoreBodyDependencies,restoreChildrenForRoot,rID={1},numChild={2}",
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child.LocalID, LinksetRoot.LocalID, m_taintChildren.Count);
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foreach (BSPhysObject bpo in m_taintChildren)
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{
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@ -141,7 +138,7 @@ public sealed class BSLinksetConstraints : BSLinkset
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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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DetailLog("{0},BSLinksetConstraint.RestoreBodyDependencies,restoreSingleChild,rID={1},rBody={2},cID={3},cBody={4}",
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LinksetRoot.LocalID,
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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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@ -178,6 +175,7 @@ public sealed class BSLinksetConstraints : BSLinkset
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PhysicallyLinkAChildToRoot(rootx, childx);
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m_taintChildren.Add(child);
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});
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Refresh(LinksetRoot);
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}
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return;
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}
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@ -211,9 +209,9 @@ public sealed class BSLinksetConstraints : BSLinkset
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{
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m_taintChildren.Remove(child);
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PhysicallyUnlinkAChildFromRoot(rootx, childx);
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RecomputeLinksetConstraintVariables();
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});
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// See that the linkset parameters are recomputed at the end of the taint time.
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Refresh(LinksetRoot);
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}
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else
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{
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@ -237,7 +235,7 @@ public sealed class BSLinksetConstraints : BSLinkset
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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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DetailLog("{0},BSLinkset.PhysicallyLinkAChildToRoot,taint,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6},midLoc={7}",
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DetailLog("{0},BSLinksetConstraint.PhysicallyLinkAChildToRoot,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.BSBody.ptr.ToString("X"),
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childPrim.LocalID, childPrim.BSBody.ptr.ToString("X"),
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@ -248,6 +246,7 @@ public sealed class BSLinksetConstraints : BSLinkset
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BSConstraint6Dof constrain = new BSConstraint6Dof(
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PhysicsScene.World, rootPrim.BSBody, childPrim.BSBody, midPoint, true, true );
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// PhysicsScene.World, childPrim.BSBody, rootPrim.BSBody, 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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@ -264,7 +263,7 @@ public sealed class BSLinksetConstraints : BSLinkset
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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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DetailLog("{0},BSLinkset.PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID);
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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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OMV.Vector3.Zero,
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@ -307,7 +306,7 @@ public sealed class BSLinksetConstraints : BSLinkset
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private bool PhysicallyUnlinkAChildFromRoot(BSPhysObject rootPrim, BSPhysObject childPrim)
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{
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bool ret = false;
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DetailLog("{0},BSLinkset.PhysicallyUnlinkAChildFromRoot,taint,root={1},rBody={2},child={3},cBody={4}",
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DetailLog("{0},BSLinksetConstraint.PhysicallyUnlinkAChildFromRoot,taint,root={1},rBody={2},child={3},cBody={4}",
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rootPrim.LocalID,
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rootPrim.LocalID, rootPrim.BSBody.ptr.ToString("X"),
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childPrim.LocalID, childPrim.BSBody.ptr.ToString("X"));
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@ -327,7 +326,7 @@ public sealed class BSLinksetConstraints : BSLinkset
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// Called at taint time!
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private bool PhysicallyUnlinkAllChildrenFromRoot(BSPhysObject rootPrim)
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{
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DetailLog("{0},BSLinkset.PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID);
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DetailLog("{0},BSLinksetConstraint.PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID);
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bool ret = false;
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if (PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.BSBody))
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@ -350,7 +349,7 @@ public sealed class BSLinksetConstraints : BSLinkset
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BSConstraint constrain;
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if (PhysicsScene.Constraints.TryGetConstraint(LinksetRoot.BSBody, child.BSBody, out constrain))
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{
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// DetailLog("{0},BSLinkset.RecomputeLinksetConstraintVariables,taint,child={1},mass={2},A={3},B={4}",
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// DetailLog("{0},BSLinksetConstraint.RecomputeLinksetConstraintVariables,taint,child={1},mass={2},A={3},B={4}",
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// LinksetRoot.LocalID, child.LocalID, linksetMass, constrain.Body1.ID, constrain.Body2.ID);
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constrain.RecomputeConstraintVariables(linksetMass);
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}
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@ -367,15 +366,23 @@ public sealed class BSLinksetConstraints : BSLinkset
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{
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// If this is a multiple object linkset, set everybody's center of mass to the set's center of mass
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OMV.Vector3 centerOfMass = ComputeLinksetCenterOfMass();
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BulletSimAPI.SetCenterOfMassByPosRot2(LinksetRoot.BSBody.ptr,
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centerOfMass, OMV.Quaternion.Identity);
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DetailLog("{0},BSLinkset.RecomputeLinksetConstraintVariables,setCenterOfMass,COM={1},rBody={2}",
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LinksetRoot.LocalID, centerOfMass, LinksetRoot.BSBody.ptr.ToString("X"));
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BulletSimAPI.SetCenterOfMassByPosRot2(LinksetRoot.BSBody.ptr, centerOfMass, OMV.Quaternion.Identity);
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// BulletSimAPI.SetCollisionFilterMask2(LinksetRoot.BSBody.ptr,
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// (uint)CollisionFilterGroups.LinksetFilter, (uint)CollisionFilterGroups.LinksetMask);
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DetailLog("{0},BSLinksetConstraint.RecomputeLinksetConstraintVariables,setCenterOfMass,COM={1},rBody={2},linksetMass={3}",
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LinksetRoot.LocalID, centerOfMass, LinksetRoot.BSBody.ptr.ToString("X"), linksetMass);
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foreach (BSPhysObject child in m_taintChildren)
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{
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BulletSimAPI.SetCenterOfMassByPosRot2(child.BSBody.ptr,
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centerOfMass, OMV.Quaternion.Identity);
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BulletSimAPI.SetCenterOfMassByPosRot2(child.BSBody.ptr, centerOfMass, OMV.Quaternion.Identity);
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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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child.UpdatePhysicalMassProperties(linksetMass);
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// DEBUG: see of inter-linkset collisions are causing problems
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// BulletSimAPI.SetCollisionFilterMask2(child.BSBody.ptr,
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// (uint)CollisionFilterGroups.LinksetFilter, (uint)CollisionFilterGroups.LinksetMask);
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}
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// Also update the root's physical mass to the whole linkset
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LinksetRoot.UpdatePhysicalMassProperties(linksetMass);
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// BulletSimAPI.DumpAllInfo2(PhysicsScene.World.ptr); // DEBUG DEBUG DEBUG
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}
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