BulletSim: add locking to constraintCollection and rename some of the public method variables to reduce confusion between a physics scene and the real scene.
parent
68f112888b
commit
9efe7bf7ba
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@ -56,21 +56,25 @@ public class BSConstraintCollection : IDisposable
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public void Clear()
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public void Clear()
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{
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{
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foreach (BSConstraint cons in m_constraints)
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lock (m_constraints)
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{
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{
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cons.Dispose();
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foreach (BSConstraint cons in m_constraints)
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{
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cons.Dispose();
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}
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m_constraints.Clear();
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}
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}
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m_constraints.Clear();
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}
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}
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public bool AddConstraint(BSConstraint cons)
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public bool AddConstraint(BSConstraint cons)
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{
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{
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// There is only one constraint between any bodies. Remove any old just to make sure.
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lock (m_constraints)
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RemoveAndDestroyConstraint(cons.Body1, cons.Body2);
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{
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// There is only one constraint between any bodies. Remove any old just to make sure.
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RemoveAndDestroyConstraint(cons.Body1, cons.Body2);
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m_world.scene.DetailLog("{0},BSConstraintCollection.AddConstraint,call,body1={1},body2={2}", BSScene.DetailLogZero, cons.Body1.ID, cons.Body2.ID);
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m_constraints.Add(cons);
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}
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m_constraints.Add(cons);
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return true;
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return true;
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}
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}
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@ -84,16 +88,19 @@ public class BSConstraintCollection : IDisposable
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uint lookingID1 = body1.ID;
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uint lookingID1 = body1.ID;
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uint lookingID2 = body2.ID;
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uint lookingID2 = body2.ID;
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ForEachConstraint(delegate(BSConstraint constrain)
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lock (m_constraints)
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{
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{
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if ((constrain.Body1.ID == lookingID1 && constrain.Body2.ID == lookingID2)
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foreach (BSConstraint constrain in m_constraints)
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|| (constrain.Body1.ID == lookingID2 && constrain.Body2.ID == lookingID1))
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{
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{
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foundConstraint = constrain;
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if ((constrain.Body1.ID == lookingID1 && constrain.Body2.ID == lookingID2)
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found = true;
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|| (constrain.Body1.ID == lookingID2 && constrain.Body2.ID == lookingID1))
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{
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foundConstraint = constrain;
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found = true;
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break;
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}
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}
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}
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return found;
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}
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});
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returnConstraint = foundConstraint;
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returnConstraint = foundConstraint;
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return found;
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return found;
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}
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}
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@ -103,17 +110,16 @@ public class BSConstraintCollection : IDisposable
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// Return 'true' if a constraint was found and destroyed.
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// Return 'true' if a constraint was found and destroyed.
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public bool RemoveAndDestroyConstraint(BulletBody body1, BulletBody body2)
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public bool RemoveAndDestroyConstraint(BulletBody body1, BulletBody body2)
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{
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{
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// return BulletSimAPI.RemoveConstraint(m_world.ID, obj1.ID, obj2.ID);
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bool ret = false;
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bool ret = false;
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BSConstraint constrain;
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lock (m_constraints)
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if (this.TryGetConstraint(body1, body2, out constrain))
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{
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{
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m_world.scene.DetailLog("{0},BSConstraintCollection.RemoveAndDestroyConstraint,taint,body1={1},body2={2}", BSScene.DetailLogZero, body1.ID, body2.ID);
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BSConstraint constrain;
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// remove the constraint from our collection
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if (this.TryGetConstraint(body1, body2, out constrain))
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RemoveAndDestroyConstraint(constrain);
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{
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ret = true;
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// remove the constraint from our collection
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RemoveAndDestroyConstraint(constrain);
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ret = true;
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}
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}
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}
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return ret;
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return ret;
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@ -122,8 +128,11 @@ public class BSConstraintCollection : IDisposable
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// The constraint MUST exist in the collection
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// The constraint MUST exist in the collection
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public bool RemoveAndDestroyConstraint(BSConstraint constrain)
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public bool RemoveAndDestroyConstraint(BSConstraint constrain)
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{
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{
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// remove the constraint from our collection
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lock (m_constraints)
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m_constraints.Remove(constrain);
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{
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// remove the constraint from our collection
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m_constraints.Remove(constrain);
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}
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// tell the engine that all its structures need to be freed
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// tell the engine that all its structures need to be freed
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constrain.Dispose();
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constrain.Dispose();
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// we destroyed something
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// we destroyed something
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@ -138,16 +147,15 @@ public class BSConstraintCollection : IDisposable
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List<BSConstraint> toRemove = new List<BSConstraint>();
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List<BSConstraint> toRemove = new List<BSConstraint>();
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uint lookingID = body1.ID;
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uint lookingID = body1.ID;
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ForEachConstraint(delegate(BSConstraint constrain)
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{
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if (constrain.Body1.ID == lookingID || constrain.Body2.ID == lookingID)
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{
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toRemove.Add(constrain);
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}
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return false;
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});
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lock (m_constraints)
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lock (m_constraints)
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{
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{
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foreach (BSConstraint constrain in m_constraints)
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{
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if (constrain.Body1.ID == lookingID || constrain.Body2.ID == lookingID)
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{
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toRemove.Add(constrain);
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}
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}
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foreach (BSConstraint constrain in toRemove)
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foreach (BSConstraint constrain in toRemove)
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{
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{
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m_constraints.Remove(constrain);
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m_constraints.Remove(constrain);
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@ -159,28 +167,16 @@ public class BSConstraintCollection : IDisposable
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public bool RecalculateAllConstraints()
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public bool RecalculateAllConstraints()
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{
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{
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ForEachConstraint(delegate(BSConstraint constrain)
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bool ret = false;
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{
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constrain.CalculateTransforms();
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return false;
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});
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return true;
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}
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// Lock the constraint list and loop through it.
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// The constraint action returns 'true' if it wants the loop aborted.
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private void ForEachConstraint(ConstraintAction action)
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{
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lock (m_constraints)
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lock (m_constraints)
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{
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{
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foreach (BSConstraint constrain in m_constraints)
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foreach (BSConstraint constrain in m_constraints)
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{
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{
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if (action(constrain))
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constrain.CalculateTransforms();
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break;
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ret = true;
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}
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}
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}
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}
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return ret;
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}
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}
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}
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}
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}
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}
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@ -37,11 +37,12 @@ public class BSLinkset
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private static string LogHeader = "[BULLETSIM LINKSET]";
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private static string LogHeader = "[BULLETSIM LINKSET]";
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private BSPrim m_linksetRoot;
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private BSPrim m_linksetRoot;
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public BSPrim Root { get { return m_linksetRoot; } }
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public BSPrim LinksetRoot { get { return m_linksetRoot; } }
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private BSScene m_scene;
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private BSScene m_physicsScene;
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public BSScene Scene { get { return m_scene; } }
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public BSScene PhysicsScene { get { return m_physicsScene; } }
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// The children under the root in this linkset
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private List<BSPrim> m_children;
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private List<BSPrim> m_children;
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// We lock the diddling of linkset classes to prevent any badness.
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// We lock the diddling of linkset classes to prevent any badness.
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@ -73,7 +74,7 @@ public class BSLinkset
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public BSLinkset(BSScene scene, BSPrim parent)
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public BSLinkset(BSScene scene, BSPrim parent)
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{
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{
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// A simple linkset of one (no children)
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// A simple linkset of one (no children)
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m_scene = scene;
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m_physicsScene = scene;
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m_linksetRoot = parent;
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m_linksetRoot = parent;
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m_children = new List<BSPrim>();
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m_children = new List<BSPrim>();
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m_mass = parent.MassRaw;
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m_mass = parent.MassRaw;
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@ -91,6 +92,9 @@ public class BSLinkset
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return this;
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return this;
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}
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}
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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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public BSLinkset RemoveMeFromLinkset(BSPrim child)
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public BSLinkset RemoveMeFromLinkset(BSPrim child)
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{
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{
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lock (m_linksetActivityLock)
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lock (m_linksetActivityLock)
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@ -114,60 +118,9 @@ public class BSLinkset
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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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// The child is down to a linkset of just itself
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return new BSLinkset(Scene, child);
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return new BSLinkset(PhysicsScene, child);
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}
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}
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/* DEPRECATED: this is really bad in that it trys to unlink other prims.
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// An existing linkset had one of its members rebuilt or something.
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// Go through the linkset and rebuild the pointers to the bodies of the linkset members.
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public BSLinkset RefreshLinkset(BSPrim requestor)
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{
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BSLinkset ret = requestor.Linkset;
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lock (m_linksetActivityLock)
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{
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// The body pointer is refetched in case anything has moved.
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System.IntPtr aPtr = BulletSimAPI.GetBodyHandle2(m_scene.World.Ptr, m_linksetRoot.LocalID);
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if (aPtr == System.IntPtr.Zero)
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{
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// That's odd. We can't find the root of the linkset.
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// The linkset is somehow dead. The requestor is now a member of a linkset of one.
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DetailLog("{0},RefreshLinkset.RemoveRoot,child={1}", m_linksetRoot.LocalID, m_linksetRoot.LocalID);
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ret = RemoveMeFromLinkset(m_linksetRoot);
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}
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else
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{
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// Reconstruct the pointer to the body of the linkset root.
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DetailLog("{0},RefreshLinkset.RebuildRoot,rootID={1},ptr={2}", m_linksetRoot.LocalID, m_linksetRoot.LocalID, aPtr);
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m_linksetRoot.Body = new BulletBody(m_linksetRoot.LocalID, aPtr);
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List<BSPrim> toRemove = new List<BSPrim>();
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foreach (BSPrim bsp in m_children)
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{
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aPtr = BulletSimAPI.GetBodyHandle2(m_scene.World.Ptr, bsp.LocalID);
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if (aPtr == System.IntPtr.Zero)
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{
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toRemove.Add(bsp);
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}
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else
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{
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// Reconstruct the pointer to the body of the linkset root.
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DetailLog("{0},RefreshLinkset.RebuildChild,rootID={1},ptr={2}", bsp.LocalID, m_linksetRoot.LocalID, aPtr);
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bsp.Body = new BulletBody(bsp.LocalID, aPtr);
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}
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}
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foreach (BSPrim bsp in toRemove)
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{
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RemoveChildFromOtherLinkset(bsp);
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}
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}
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}
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return ret;
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}
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*/
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// Return 'true' if the passed object is the root object of this linkset
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// Return 'true' if the passed object is the root object of this linkset
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public bool IsRoot(BSPrim requestor)
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public bool IsRoot(BSPrim requestor)
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{
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{
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@ -183,12 +136,15 @@ public class BSLinkset
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public bool HasChild(BSPrim child)
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public bool HasChild(BSPrim child)
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{
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{
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bool ret = false;
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bool ret = false;
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foreach (BSPrim bp in m_children)
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lock (m_linksetActivityLock)
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{
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{
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if (child.LocalID == bp.LocalID)
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foreach (BSPrim bp in m_children)
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{
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{
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ret = true;
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if (child.LocalID == bp.LocalID)
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break;
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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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}
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}
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return ret;
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return ret;
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OMV.Vector3 com = m_linksetRoot.Position * m_linksetRoot.MassRaw;
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OMV.Vector3 com = m_linksetRoot.Position * m_linksetRoot.MassRaw;
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float totalMass = m_linksetRoot.MassRaw;
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float totalMass = m_linksetRoot.MassRaw;
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foreach (BSPrim bp in m_children)
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lock (m_linksetActivityLock)
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{
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{
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com += bp.Position * bp.MassRaw;
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foreach (BSPrim bp in m_children)
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totalMass += bp.MassRaw;
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{
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com += bp.Position * bp.MassRaw;
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totalMass += bp.MassRaw;
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}
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if (totalMass != 0f)
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com /= totalMass;
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}
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}
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if (totalMass != 0f)
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com /= totalMass;
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return com;
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return com;
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}
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}
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{
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{
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OMV.Vector3 com = m_linksetRoot.Position;
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OMV.Vector3 com = m_linksetRoot.Position;
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foreach (BSPrim bp in m_children)
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lock (m_linksetActivityLock)
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{
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{
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com += bp.Position * bp.MassRaw;
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foreach (BSPrim bp in m_children)
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{
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com += bp.Position * bp.MassRaw;
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}
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com /= (m_children.Count + 1);
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}
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}
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com /= (m_children.Count + 1);
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return com;
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return com;
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}
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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(BSPrim requestor)
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{
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// If there are no children, there aren't 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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// geometry.
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// Must only be called at taint time!!
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private bool RecomputeLinksetConstraintVariables()
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{
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float linksetMass = LinksetMass;
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lock (m_linksetActivityLock)
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{
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foreach (BSPrim child in m_children)
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{
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BSConstraint constrain;
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if (m_physicsScene.Constraints.TryGetConstraint(LinksetRoot.Body, child.Body, 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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// 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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else
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{
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// Non-fatal error that can happen when children are being added to the linkset but
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// their constraints have not been created yet.
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// Caused by the fact that m_children is built at run time but building constraints
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// happens at taint time.
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// m_physicsScene.Logger.ErrorFormat("[BULLETSIM LINKSET] RecomputeLinksetConstraintVariables: constraint not found for root={0}, child={1}",
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// m_linksetRoot.Body.ID, child.Body.ID);
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}
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}
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}
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return false;
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}
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// I am the root of a linkset and a new child is being added
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// I am the root of a linkset and a new child is being added
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// Called while LinkActivity is locked.
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// Called while LinkActivity is locked.
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public void AddChildToLinkset(BSPrim child)
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private void AddChildToLinkset(BSPrim child)
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{
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{
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if (!HasChild(child))
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if (!HasChild(child))
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{
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{
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m_children.Add(child);
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m_children.Add(child);
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BSPrim root = Root; // capture the root as of now
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BSPrim rootx = LinksetRoot; // capture the root as of now
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m_scene.TaintedObject("AddChildToLinkset", delegate()
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BSPrim childx = child;
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||||||
|
m_physicsScene.TaintedObject("AddChildToLinkset", delegate()
|
||||||
{
|
{
|
||||||
DebugLog("{0}: AddChildToLinkset: adding child {1} to {2}", LogHeader, child.LocalID, m_linksetRoot.LocalID);
|
// DebugLog("{0}: AddChildToLinkset: adding child {1} to {2}", LogHeader, child.LocalID, m_linksetRoot.LocalID);
|
||||||
DetailLog("{0},AddChildToLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID);
|
// DetailLog("{0},AddChildToLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID);
|
||||||
PhysicallyLinkAChildToRoot(root, child); // build the physical binding between me and the child
|
PhysicallyLinkAChildToRoot(rootx, childx); // build the physical binding between me and the child
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
return;
|
return;
|
||||||
|
@ -257,31 +271,34 @@ public class BSLinkset
|
||||||
// it's still connected to the linkset.
|
// it's still connected to the linkset.
|
||||||
// Normal OpenSimulator operation will never do this because other SceneObjectPart information
|
// Normal OpenSimulator operation will never do this because other SceneObjectPart information
|
||||||
// has to be updated also (like pointer to prim's parent).
|
// has to be updated also (like pointer to prim's parent).
|
||||||
public void RemoveChildFromOtherLinkset(BSPrim pchild)
|
private void RemoveChildFromOtherLinkset(BSPrim pchild)
|
||||||
{
|
{
|
||||||
pchild.Linkset = new BSLinkset(m_scene, pchild);
|
pchild.Linkset = new BSLinkset(m_physicsScene, pchild);
|
||||||
RemoveChildFromLinkset(pchild);
|
RemoveChildFromLinkset(pchild);
|
||||||
}
|
}
|
||||||
|
|
||||||
// I am the root of a linkset and one of my children is being removed.
|
// I am the root of a linkset and one of my children is being removed.
|
||||||
// Safe to call even if the child is not really in my linkset.
|
// Safe to call even if the child is not really in my linkset.
|
||||||
public void RemoveChildFromLinkset(BSPrim child)
|
private void RemoveChildFromLinkset(BSPrim child)
|
||||||
{
|
{
|
||||||
if (m_children.Remove(child))
|
if (m_children.Remove(child))
|
||||||
{
|
{
|
||||||
BSPrim root = Root; // capture the root as of now
|
BSPrim rootx = LinksetRoot; // capture the root as of now
|
||||||
m_scene.TaintedObject("RemoveChildFromLinkset", delegate()
|
BSPrim childx = child;
|
||||||
|
m_physicsScene.TaintedObject("RemoveChildFromLinkset", delegate()
|
||||||
{
|
{
|
||||||
DebugLog("{0}: RemoveChildFromLinkset: Removing constraint to {1}", LogHeader, child.LocalID);
|
// DebugLog("{0}: RemoveChildFromLinkset: Removing constraint to {1}", LogHeader, child.LocalID);
|
||||||
DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID);
|
// DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID);
|
||||||
|
|
||||||
PhysicallyUnlinkAChildFromRoot(root, child);
|
PhysicallyUnlinkAChildFromRoot(rootx, childx);
|
||||||
});
|
});
|
||||||
|
|
||||||
|
RecomputeLinksetConstraintVariables();
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// This will happen if we remove the root of the linkset first. Non-fatal occurance.
|
// This will happen if we remove the root of the linkset first. Non-fatal occurance.
|
||||||
// m_scene.Logger.ErrorFormat("{0}: Asked to remove child from linkset that was not in linkset", LogHeader);
|
// PhysicsScene.Logger.ErrorFormat("{0}: Asked to remove child from linkset that was not in linkset", LogHeader);
|
||||||
}
|
}
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
@ -293,37 +310,72 @@ public class BSLinkset
|
||||||
// Zero motion for children so they don't interpolate
|
// Zero motion for children so they don't interpolate
|
||||||
childPrim.ZeroMotion();
|
childPrim.ZeroMotion();
|
||||||
|
|
||||||
|
// Relative position normalized to the root prim
|
||||||
|
// Essentually a vector pointing from center of rootPrim to center of childPrim
|
||||||
|
OMV.Vector3 childRelativePosition = childPrim.Position - rootPrim.Position;
|
||||||
|
|
||||||
|
// 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
|
||||||
|
// DebugLog("{0}: CreateLinkset: Adding a constraint between root prim {1} and child prim {2}", LogHeader, LocalID, childPrim.LocalID);
|
||||||
|
DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2},rLoc={3},cLoc={4},midLoc={5}",
|
||||||
|
rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID, rootPrim.Position, childPrim.Position, midPoint);
|
||||||
|
BS6DofConstraint constrain = new BS6DofConstraint(
|
||||||
|
m_physicsScene.World, rootPrim.Body, childPrim.Body,
|
||||||
|
midPoint,
|
||||||
|
true,
|
||||||
|
true
|
||||||
|
);
|
||||||
|
/* NOTE: attempt to build constraint with full frame computation, etc.
|
||||||
|
* Using the midpoint is easier since it lets the Bullet code use the transforms
|
||||||
|
* of the objects.
|
||||||
|
* Code left here as an example.
|
||||||
|
// ==================================================================================
|
||||||
// relative position normalized to the root prim
|
// relative position normalized to the root prim
|
||||||
OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation);
|
OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation);
|
||||||
OMV.Vector3 childRelativePosition = (childPrim.Position - rootPrim.Position) * invThisOrientation;
|
OMV.Vector3 childRelativePosition = (childPrim.Position - rootPrim.Position) * invThisOrientation;
|
||||||
|
|
||||||
// relative rotation of the child to the parent
|
// relative rotation of the child to the parent
|
||||||
OMV.Quaternion childRelativeRotation = invThisOrientation * childPrim.Orientation;
|
OMV.Quaternion childRelativeRotation = invThisOrientation * childPrim.Orientation;
|
||||||
|
OMV.Quaternion inverseChildRelativeRotation = OMV.Quaternion.Inverse(childRelativeRotation);
|
||||||
|
|
||||||
// create a constraint that allows no freedom of movement between the two objects
|
// create a constraint that allows no freedom of movement between the two objects
|
||||||
// http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
|
// http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
|
||||||
// DebugLog("{0}: CreateLinkset: Adding a constraint between root prim {1} and child prim {2}", LogHeader, LocalID, childPrim.LocalID);
|
// DebugLog("{0}: CreateLinkset: Adding a constraint between root prim {1} and child prim {2}", LogHeader, LocalID, childPrim.LocalID);
|
||||||
DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID);
|
DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID);
|
||||||
BS6DofConstraint constrain = new BS6DofConstraint(
|
BS6DofConstraint constrain = new BS6DofConstraint(
|
||||||
m_scene.World, rootPrim.Body, childPrim.Body,
|
PhysicsScene.World, rootPrim.Body, childPrim.Body,
|
||||||
childRelativePosition,
|
|
||||||
childRelativeRotation,
|
|
||||||
OMV.Vector3.Zero,
|
OMV.Vector3.Zero,
|
||||||
-childRelativeRotation
|
OMV.Quaternion.Inverse(rootPrim.Orientation),
|
||||||
|
OMV.Vector3.Zero,
|
||||||
|
OMV.Quaternion.Inverse(childPrim.Orientation),
|
||||||
|
// A point half way between the parent and child
|
||||||
|
// childRelativePosition/2,
|
||||||
|
// childRelativeRotation,
|
||||||
|
// childRelativePosition/2,
|
||||||
|
// inverseChildRelativeRotation,
|
||||||
|
true,
|
||||||
|
true
|
||||||
);
|
);
|
||||||
m_scene.Constraints.AddConstraint(constrain);
|
// ==================================================================================
|
||||||
|
*/
|
||||||
|
|
||||||
|
m_physicsScene.Constraints.AddConstraint(constrain);
|
||||||
|
|
||||||
// zero linear and angular limits makes the objects unable to move in relation to each other
|
// zero linear and angular limits makes the objects unable to move in relation to each other
|
||||||
constrain.SetLinearLimits(OMV.Vector3.Zero, OMV.Vector3.Zero);
|
constrain.SetLinearLimits(OMV.Vector3.Zero, OMV.Vector3.Zero);
|
||||||
constrain.SetAngularLimits(OMV.Vector3.Zero, OMV.Vector3.Zero);
|
constrain.SetAngularLimits(OMV.Vector3.Zero, OMV.Vector3.Zero);
|
||||||
|
|
||||||
// tweek the constraint to increase stability
|
// tweek the constraint to increase stability
|
||||||
constrain.UseFrameOffset(m_scene.BoolNumeric(m_scene.Params.linkConstraintUseFrameOffset));
|
constrain.UseFrameOffset(PhysicsScene.BoolNumeric(PhysicsScene.Params.linkConstraintUseFrameOffset));
|
||||||
constrain.TranslationalLimitMotor(m_scene.BoolNumeric(m_scene.Params.linkConstraintEnableTransMotor),
|
constrain.TranslationalLimitMotor(PhysicsScene.BoolNumeric(PhysicsScene.Params.linkConstraintEnableTransMotor),
|
||||||
m_scene.Params.linkConstraintTransMotorMaxVel,
|
PhysicsScene.Params.linkConstraintTransMotorMaxVel,
|
||||||
m_scene.Params.linkConstraintTransMotorMaxForce);
|
PhysicsScene.Params.linkConstraintTransMotorMaxForce);
|
||||||
constrain.SetCFMAndERP(m_scene.Params.linkConstraintCFM, m_scene.Params.linkConstraintERP);
|
constrain.SetCFMAndERP(PhysicsScene.Params.linkConstraintCFM, PhysicsScene.Params.linkConstraintERP);
|
||||||
|
|
||||||
|
RecomputeLinksetConstraintVariables();
|
||||||
}
|
}
|
||||||
|
|
||||||
// Remove linkage between myself and a particular child
|
// Remove linkage between myself and a particular child
|
||||||
|
@ -334,7 +386,9 @@ public class BSLinkset
|
||||||
// LogHeader, rootPrim.LocalID, childPrim.LocalID);
|
// LogHeader, rootPrim.LocalID, childPrim.LocalID);
|
||||||
DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID);
|
DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID);
|
||||||
|
|
||||||
m_scene.Constraints.RemoveAndDestroyConstraint(rootPrim.Body, childPrim.Body);
|
// Find the constraint for this link and get rid of it from the overall collection and from my list
|
||||||
|
m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.Body, childPrim.Body);
|
||||||
|
|
||||||
// Make the child refresh its location
|
// Make the child refresh its location
|
||||||
BulletSimAPI.PushUpdate2(childPrim.Body.Ptr);
|
BulletSimAPI.PushUpdate2(childPrim.Body.Ptr);
|
||||||
}
|
}
|
||||||
|
@ -346,20 +400,20 @@ public class BSLinkset
|
||||||
// DebugLog("{0}: PhysicallyUnlinkAllChildren:", LogHeader);
|
// DebugLog("{0}: PhysicallyUnlinkAllChildren:", LogHeader);
|
||||||
DetailLog("{0},PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID);
|
DetailLog("{0},PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID);
|
||||||
|
|
||||||
m_scene.Constraints.RemoveAndDestroyConstraint(rootPrim.Body);
|
m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.Body);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Invoke the detailed logger and output something if it's enabled.
|
// Invoke the detailed logger and output something if it's enabled.
|
||||||
private void DebugLog(string msg, params Object[] args)
|
private void DebugLog(string msg, params Object[] args)
|
||||||
{
|
{
|
||||||
if (m_scene.ShouldDebugLog)
|
if (m_physicsScene.ShouldDebugLog)
|
||||||
m_scene.Logger.DebugFormat(msg, args);
|
m_physicsScene.Logger.DebugFormat(msg, args);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Invoke the detailed logger and output something if it's enabled.
|
// Invoke the detailed logger and output something if it's enabled.
|
||||||
private void DetailLog(string msg, params Object[] args)
|
private void DetailLog(string msg, params Object[] args)
|
||||||
{
|
{
|
||||||
m_scene.PhysicsLogging.Write(msg, args);
|
m_physicsScene.PhysicsLogging.Write(msg, args);
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue