669 lines
32 KiB
C#
Executable File
669 lines
32 KiB
C#
Executable File
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyrightD
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Text;
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using OpenSim.Region.OptionalModules.Scripting;
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using OMV = OpenMetaverse;
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namespace OpenSim.Region.Physics.BulletSPlugin
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{
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public sealed class BSLinksetConstraints : BSLinkset
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{
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// private static string LogHeader = "[BULLETSIM LINKSET CONSTRAINTS]";
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public class BSLinkInfoConstraint : BSLinkInfo
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{
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public ConstraintType constraintType;
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public BSConstraint constraint;
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public OMV.Vector3 linearLimitLow;
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public OMV.Vector3 linearLimitHigh;
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public OMV.Vector3 angularLimitLow;
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public OMV.Vector3 angularLimitHigh;
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public bool useFrameOffset;
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public bool enableTransMotor;
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public float transMotorMaxVel;
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public float transMotorMaxForce;
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public float cfm;
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public float erp;
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public float solverIterations;
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//
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public OMV.Vector3 frameInAloc;
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public OMV.Quaternion frameInArot;
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public OMV.Vector3 frameInBloc;
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public OMV.Quaternion frameInBrot;
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// Spring
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public float springDamping;
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public float springStiffness;
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public BSLinkInfoConstraint(BSPrimLinkable pMember)
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: base(pMember)
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{
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constraint = null;
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ResetLink();
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}
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// Set all the parameters for this constraint to a fixed, non-movable constraint.
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public override void ResetLink()
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{
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// constraintType = ConstraintType.D6_CONSTRAINT_TYPE;
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constraintType = ConstraintType.FIXED_CONSTRAINT_TYPE;
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linearLimitLow = OMV.Vector3.Zero;
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linearLimitHigh = OMV.Vector3.Zero;
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angularLimitLow = OMV.Vector3.Zero;
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angularLimitHigh = OMV.Vector3.Zero;
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useFrameOffset = BSParam.LinkConstraintUseFrameOffset;
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enableTransMotor = BSParam.LinkConstraintEnableTransMotor;
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transMotorMaxVel = BSParam.LinkConstraintTransMotorMaxVel;
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transMotorMaxForce = BSParam.LinkConstraintTransMotorMaxForce;
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cfm = BSParam.LinkConstraintCFM;
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erp = BSParam.LinkConstraintERP;
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solverIterations = BSParam.LinkConstraintSolverIterations;
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frameInAloc = OMV.Vector3.Zero;
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frameInArot = OMV.Quaternion.Identity;
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frameInBloc = OMV.Vector3.Zero;
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frameInBrot = OMV.Quaternion.Identity;
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springDamping = -1f;
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springStiffness = -1f;
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}
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// Given a constraint, apply the current constraint parameters to same.
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public override void SetLinkParameters(BSConstraint constrain)
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{
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switch (constraintType)
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{
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case ConstraintType.FIXED_CONSTRAINT_TYPE:
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case ConstraintType.D6_CONSTRAINT_TYPE:
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BSConstraint6Dof constrain6dof = constrain as BSConstraint6Dof;
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if (constrain6dof != null)
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{
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// NOTE: D6_SPRING_CONSTRAINT_TYPE should be updated if you change any of this code.
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// zero linear and angular limits makes the objects unable to move in relation to each other
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constrain6dof.SetLinearLimits(linearLimitLow, linearLimitHigh);
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constrain6dof.SetAngularLimits(angularLimitLow, angularLimitHigh);
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// tweek the constraint to increase stability
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constrain6dof.UseFrameOffset(useFrameOffset);
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constrain6dof.TranslationalLimitMotor(enableTransMotor, transMotorMaxVel, transMotorMaxForce);
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constrain6dof.SetCFMAndERP(cfm, erp);
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if (solverIterations != 0f)
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{
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constrain6dof.SetSolverIterations(solverIterations);
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}
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}
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break;
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case ConstraintType.D6_SPRING_CONSTRAINT_TYPE:
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BSConstraintSpring constrainSpring = constrain as BSConstraintSpring;
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if (constrainSpring != null)
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{
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// zero linear and angular limits makes the objects unable to move in relation to each other
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constrainSpring.SetLinearLimits(linearLimitLow, linearLimitHigh);
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constrainSpring.SetAngularLimits(angularLimitLow, angularLimitHigh);
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// tweek the constraint to increase stability
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constrainSpring.UseFrameOffset(useFrameOffset);
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constrainSpring.TranslationalLimitMotor(enableTransMotor, transMotorMaxVel, transMotorMaxForce);
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constrainSpring.SetCFMAndERP(cfm, erp);
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if (solverIterations != 0f)
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{
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constrainSpring.SetSolverIterations(solverIterations);
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}
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for (int ii = 0; ii < 6; ii++)
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{
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if (springDamping != -1)
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constrainSpring.SetDamping(ii, springDamping);
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if (springStiffness != -1)
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constrainSpring.SetStiffness(ii, springStiffness);
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}
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}
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break;
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default:
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break;
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}
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}
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// Return 'true' if the property updates from the physics engine should be reported
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// to the simulator.
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// If the constraint is fixed, we don't need to report as the simulator and viewer will
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// report the right things.
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public override bool ShouldUpdateChildProperties()
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{
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bool ret = true;
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if (constraintType == ConstraintType.FIXED_CONSTRAINT_TYPE)
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ret = false;
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return ret;
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}
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}
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public BSLinksetConstraints(BSScene scene, BSPrimLinkable parent) : base(scene, parent)
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{
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LinksetImpl = LinksetImplementation.Constraint;
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}
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private static string LogHeader = "[BULLETSIM LINKSET CONSTRAINT]";
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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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// This is queued in the 'post taint' queue so the
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// refresh will happen once after all the other taints are applied.
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public override void Refresh(BSPrimLinkable requestor)
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{
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ScheduleRebuild(requestor);
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base.Refresh(requestor);
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}
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private void ScheduleRebuild(BSPrimLinkable requestor)
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{
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DetailLog("{0},BSLinksetConstraint.ScheduleRebuild,,rebuilding={1},hasChildren={2},actuallyScheduling={3}",
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requestor.LocalID, Rebuilding, HasAnyChildren, (!Rebuilding && HasAnyChildren));
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// When rebuilding, it is possible to set properties that would normally require a rebuild.
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// If already rebuilding, don't request another rebuild.
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// If a linkset with just a root prim (simple non-linked prim) don't bother rebuilding.
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if (!Rebuilding && HasAnyChildren)
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{
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// Queue to happen after all the other taint processing
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m_physicsScene.PostTaintObject("BSLinksetContraints.Refresh", requestor.LocalID, delegate()
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{
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if (HasAnyChildren)
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RecomputeLinksetConstraints();
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});
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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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// 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 override bool MakeDynamic(BSPrimLinkable child)
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{
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bool ret = false;
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DetailLog("{0},BSLinksetConstraints.MakeDynamic,call,IsRoot={1}", child.LocalID, IsRoot(child));
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if (IsRoot(child))
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{
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// The root is going dynamic. Rebuild the linkset so parts and mass get computed properly.
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Refresh(LinksetRoot);
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}
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return ret;
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}
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// The object is going static (non-physical). Do any setup necessary for a static linkset.
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// Return 'true' if any properties updated on the passed object.
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// This doesn't normally happen -- OpenSim removes the objects from the physical
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// world if it is a static linkset.
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// Called at taint-time!
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public override bool MakeStatic(BSPrimLinkable child)
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{
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bool ret = false;
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DetailLog("{0},BSLinksetConstraint.MakeStatic,call,IsRoot={1}", child.LocalID, IsRoot(child));
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child.ClearDisplacement();
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if (IsRoot(child))
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{
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// Schedule a rebuild to verify that the root shape is set to the real shape.
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Refresh(LinksetRoot);
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}
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return ret;
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}
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// Called at taint-time!!
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public override void UpdateProperties(UpdatedProperties whichUpdated, BSPrimLinkable pObj)
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{
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// Nothing to do for constraints on property updates
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}
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// Routine called when rebuilding the body of some member of the linkset.
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// Destroy all the constraints have have been made to root and set
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// up to rebuild the constraints before the next simulation step.
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// Returns 'true' of something was actually removed and would need restoring
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// Called at taint-time!!
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public override bool RemoveDependencies(BSPrimLinkable child)
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{
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bool ret = false;
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DetailLog("{0},BSLinksetConstraint.RemoveDependencies,removeChildrenForRoot,rID={1},rBody={2}",
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child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody.AddrString);
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lock (m_linksetActivityLock)
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{
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// Just undo all the constraints for this linkset. Rebuild at the end of the step.
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ret = PhysicallyUnlinkAllChildrenFromRoot(LinksetRoot);
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// Cause the constraints, et al to be rebuilt before the next simulation step.
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Refresh(LinksetRoot);
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}
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return ret;
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}
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// ================================================================
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// Add a new child to the linkset.
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// Called while LinkActivity is locked.
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protected override void AddChildToLinkset(BSPrimLinkable child)
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{
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if (!HasChild(child))
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{
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m_children.Add(child, new BSLinkInfoConstraint(child));
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DetailLog("{0},BSLinksetConstraints.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID);
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// Cause constraints and assorted properties to be recomputed before the next simulation step.
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Refresh(LinksetRoot);
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}
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return;
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}
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// Remove the specified child from the linkset.
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// Safe to call even if the child is not really in my linkset.
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protected override void RemoveChildFromLinkset(BSPrimLinkable child, bool inTaintTime)
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{
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if (m_children.Remove(child))
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{
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BSPrimLinkable rootx = LinksetRoot; // capture the root and body as of now
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BSPrimLinkable childx = child;
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DetailLog("{0},BSLinksetConstraints.RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}",
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childx.LocalID,
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rootx.LocalID, rootx.PhysBody.AddrString,
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childx.LocalID, childx.PhysBody.AddrString);
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m_physicsScene.TaintedObject(inTaintTime, "BSLinksetConstraints.RemoveChildFromLinkset", delegate()
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{
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PhysicallyUnlinkAChildFromRoot(rootx, childx);
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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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// Non-fatal occurance.
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// PhysicsScene.Logger.ErrorFormat("{0}: Asked to remove child from linkset that was not in linkset", LogHeader);
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}
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return;
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}
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// Create a constraint between me (root of linkset) and the passed prim (the child).
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// Called at taint time!
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private void PhysicallyLinkAChildToRoot(BSPrimLinkable rootPrim, BSPrimLinkable childPrim)
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{
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// Don't build the constraint when asked. Put it off until just before the simulation step.
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Refresh(rootPrim);
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}
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// Create a static constraint between the two passed objects
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private BSConstraint BuildConstraint(BSPrimLinkable rootPrim, BSLinkInfo li)
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{
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BSLinkInfoConstraint linkInfo = li as BSLinkInfoConstraint;
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if (linkInfo == null)
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return null;
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// Zero motion for children so they don't interpolate
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li.member.ZeroMotion(true);
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BSConstraint constrain = null;
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switch (linkInfo.constraintType)
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{
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case ConstraintType.FIXED_CONSTRAINT_TYPE:
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case ConstraintType.D6_CONSTRAINT_TYPE:
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// Relative position normalized to the root prim
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// Essentually a vector pointing from center of rootPrim to center of li.member
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OMV.Vector3 childRelativePosition = linkInfo.member.Position - rootPrim.Position;
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// real world coordinate of midpoint between the two objects
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OMV.Vector3 midPoint = rootPrim.Position + (childRelativePosition / 2);
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DetailLog("{0},BSLinksetConstraint.BuildConstraint,6Dof,rBody={1},cBody={2},rLoc={3},cLoc={4},midLoc={7}",
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rootPrim.LocalID, rootPrim.PhysBody, linkInfo.member.PhysBody,
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rootPrim.Position, linkInfo.member.Position, midPoint);
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// create a constraint that allows no freedom of movement between the two objects
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// http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
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constrain = new BSConstraint6Dof(
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m_physicsScene.World, rootPrim.PhysBody, linkInfo.member.PhysBody, midPoint, true, true );
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/* NOTE: below is an attempt to build constraint with full frame computation, etc.
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* Using the midpoint is easier since it lets the Bullet code manipulate the transforms
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* of the objects.
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* Code left for future programmers.
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// ==================================================================================
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// relative position normalized to the root prim
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OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation);
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OMV.Vector3 childRelativePosition = (liConstraint.member.Position - rootPrim.Position) * invThisOrientation;
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// relative rotation of the child to the parent
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OMV.Quaternion childRelativeRotation = invThisOrientation * liConstraint.member.Orientation;
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OMV.Quaternion inverseChildRelativeRotation = OMV.Quaternion.Inverse(childRelativeRotation);
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DetailLog("{0},BSLinksetConstraint.PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, liConstraint.member.LocalID);
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constrain = new BS6DofConstraint(
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PhysicsScene.World, rootPrim.Body, liConstraint.member.Body,
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OMV.Vector3.Zero,
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OMV.Quaternion.Inverse(rootPrim.Orientation),
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OMV.Vector3.Zero,
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OMV.Quaternion.Inverse(liConstraint.member.Orientation),
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true,
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true
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);
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// ==================================================================================
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*/
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break;
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case ConstraintType.D6_SPRING_CONSTRAINT_TYPE:
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constrain = new BSConstraintSpring(m_physicsScene.World, rootPrim.PhysBody, linkInfo.member.PhysBody,
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linkInfo.frameInAloc, linkInfo.frameInArot, linkInfo.frameInBloc, linkInfo.frameInBrot,
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true /*useLinearReferenceFrameA*/,
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true /*disableCollisionsBetweenLinkedBodies*/);
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DetailLog("{0},BSLinksetConstraint.BuildConstraint,spring,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6},midLoc={7}",
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rootPrim.LocalID,
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rootPrim.LocalID, rootPrim.PhysBody.AddrString,
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linkInfo.member.LocalID, linkInfo.member.PhysBody.AddrString,
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rootPrim.Position, linkInfo.member.Position);
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break;
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default:
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break;
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}
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linkInfo.SetLinkParameters(constrain);
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m_physicsScene.Constraints.AddConstraint(constrain);
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return constrain;
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}
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// Remove linkage between the linkset root and a particular child
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// The root and child bodies are passed in because we need to remove the constraint between
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// the bodies that were present at unlink time.
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// Called at taint time!
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private bool PhysicallyUnlinkAChildFromRoot(BSPrimLinkable rootPrim, BSPrimLinkable childPrim)
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{
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bool ret = false;
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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.PhysBody.AddrString,
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childPrim.LocalID, childPrim.PhysBody.AddrString);
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// Find the constraint for this link and get rid of it from the overall collection and from my list
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if (m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody, childPrim.PhysBody))
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{
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// Make the child refresh its location
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m_physicsScene.PE.PushUpdate(childPrim.PhysBody);
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ret = true;
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}
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return ret;
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}
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// Remove linkage between myself and any possible children I might have.
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// Returns 'true' of any constraints were destroyed.
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// Called at taint time!
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private bool PhysicallyUnlinkAllChildrenFromRoot(BSPrimLinkable rootPrim)
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{
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DetailLog("{0},BSLinksetConstraint.PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID);
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return m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody);
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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. Create constraints of not created yet.
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// Called before the simulation step to make sure the constraint based linkset
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// is all initialized.
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// Called at taint time!!
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private void RecomputeLinksetConstraints()
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{
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float linksetMass = LinksetMass;
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LinksetRoot.UpdatePhysicalMassProperties(linksetMass, true);
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DetailLog("{0},BSLinksetConstraint.RecomputeLinksetConstraints,set,rBody={1},linksetMass={2}",
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LinksetRoot.LocalID, LinksetRoot.PhysBody.AddrString, linksetMass);
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try
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{
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Rebuilding = true;
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// There is no reason to build all this physical stuff for a non-physical linkset.
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if (!LinksetRoot.IsPhysicallyActive || !HasAnyChildren)
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{
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DetailLog("{0},BSLinksetConstraint.RecomputeLinksetCompound,notPhysicalOrNoChildren", LinksetRoot.LocalID);
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return; // Note the 'finally' clause at the botton which will get executed.
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}
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ForEachLinkInfo((li) =>
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{
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// A child in the linkset physically shows the mass of the whole linkset.
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// This allows Bullet to apply enough force on the child to move the whole linkset.
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// (Also do the mass stuff before recomputing the constraint so mass is not zero.)
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li.member.UpdatePhysicalMassProperties(linksetMass, true);
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BSConstraint constrain;
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if (!m_physicsScene.Constraints.TryGetConstraint(LinksetRoot.PhysBody, li.member.PhysBody, out constrain))
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{
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// If constraint doesn't exist yet, create it.
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constrain = BuildConstraint(LinksetRoot, li);
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}
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|
li.SetLinkParameters(constrain);
|
|
constrain.RecomputeConstraintVariables(linksetMass);
|
|
|
|
// PhysicsScene.PE.DumpConstraint(PhysicsScene.World, constrain.Constraint); // DEBUG DEBUG
|
|
return false; // 'false' says to keep processing other members
|
|
});
|
|
}
|
|
finally
|
|
{
|
|
Rebuilding = false;
|
|
}
|
|
}
|
|
|
|
#region Extension
|
|
public override object Extension(string pFunct, params object[] pParams)
|
|
{
|
|
object ret = null;
|
|
switch (pFunct)
|
|
{
|
|
// pParams = (int linkNUm, PhysActor linkChild)
|
|
case ExtendedPhysics.PhysFunctChangeLinkType:
|
|
if (pParams.Length > 1)
|
|
{
|
|
int requestedType = (int)pParams[1];
|
|
if (requestedType == (int)ConstraintType.FIXED_CONSTRAINT_TYPE
|
|
|| requestedType == (int)ConstraintType.D6_CONSTRAINT_TYPE
|
|
|| requestedType == (int)ConstraintType.D6_SPRING_CONSTRAINT_TYPE
|
|
|| requestedType == (int)ConstraintType.HINGE_CONSTRAINT_TYPE
|
|
|| requestedType == (int)ConstraintType.CONETWIST_CONSTRAINT_TYPE
|
|
|| requestedType == (int)ConstraintType.SLIDER_CONSTRAINT_TYPE)
|
|
{
|
|
BSPrimLinkable child = pParams[0] as BSPrimLinkable;
|
|
if (child != null)
|
|
{
|
|
m_physicsScene.TaintedObject("BSLinksetConstraint.PhysFunctChangeLinkFixed", delegate()
|
|
{
|
|
// Pick up all the constraints currently created.
|
|
RemoveDependencies(child);
|
|
|
|
BSLinkInfo linkInfo = null;
|
|
if (TryGetLinkInfo(child, out linkInfo))
|
|
{
|
|
BSLinkInfoConstraint linkInfoC = linkInfo as BSLinkInfoConstraint;
|
|
if (linkInfoC != null)
|
|
{
|
|
// Setting to fixed is easy. The reset state is the fixed link configuration.
|
|
linkInfoC.ResetLink();
|
|
linkInfoC.constraintType = (ConstraintType)requestedType;
|
|
ret = (object)true;
|
|
}
|
|
}
|
|
// Cause the whole linkset to be rebuilt in post-taint time.
|
|
Refresh(child);
|
|
});
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case ExtendedPhysics.PhysFunctGetLinkType:
|
|
if (pParams.Length > 0)
|
|
{
|
|
BSPrimLinkable child = pParams[0] as BSPrimLinkable;
|
|
if (child != null)
|
|
{
|
|
BSLinkInfo linkInfo = null;
|
|
if (TryGetLinkInfo(child, out linkInfo))
|
|
{
|
|
BSLinkInfoConstraint linkInfoC = linkInfo as BSLinkInfoConstraint;
|
|
if (linkInfoC != null)
|
|
{
|
|
ret = (object)(int)linkInfoC.constraintType;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case ExtendedPhysics.PhysFunctChangeLinkParams:
|
|
// There should be two parameters: the childActor and a list of parameters to set
|
|
try
|
|
{
|
|
if (pParams.Length > 1)
|
|
{
|
|
BSPrimLinkable child = pParams[0] as BSPrimLinkable;
|
|
object[] setOps = (object[])pParams[1];
|
|
BSLinkInfo baseLinkInfo = null;
|
|
if (TryGetLinkInfo(child, out baseLinkInfo))
|
|
{
|
|
BSLinkInfoConstraint linkInfo = baseLinkInfo as BSLinkInfoConstraint;
|
|
if (linkInfo != null)
|
|
{
|
|
float valueFloat;
|
|
bool valueBool;
|
|
OMV.Vector3 valueVector;
|
|
OMV.Quaternion valueQuaternion;
|
|
|
|
int opIndex = 0;
|
|
while (opIndex < setOps.Length)
|
|
{
|
|
int thisOp = (int)setOps[opIndex];
|
|
switch (thisOp)
|
|
{
|
|
case ExtendedPhysics.PHYS_PARAM_FRAMEINA_LOC:
|
|
valueVector = (OMV.Vector3)setOps[opIndex + 1];
|
|
linkInfo.frameInAloc = valueVector;
|
|
break;
|
|
case ExtendedPhysics.PHYS_PARAM_FRAMEINA_ROT:
|
|
valueQuaternion = (OMV.Quaternion)setOps[opIndex + 1];
|
|
linkInfo.frameInArot = valueQuaternion;
|
|
break;
|
|
case ExtendedPhysics.PHYS_PARAM_FRAMEINB_LOC:
|
|
valueVector = (OMV.Vector3)setOps[opIndex + 1];
|
|
linkInfo.frameInBloc = valueVector;
|
|
break;
|
|
case ExtendedPhysics.PHYS_PARAM_FRAMEINB_ROT:
|
|
valueQuaternion = (OMV.Quaternion)setOps[opIndex + 1];
|
|
linkInfo.frameInBrot = valueQuaternion;
|
|
break;
|
|
case ExtendedPhysics.PHYS_PARAM_LINEAR_LIMIT_LOW:
|
|
valueVector = (OMV.Vector3)setOps[opIndex + 1];
|
|
linkInfo.linearLimitLow = valueVector;
|
|
break;
|
|
case ExtendedPhysics.PHYS_PARAM_LINEAR_LIMIT_HIGH:
|
|
valueVector = (OMV.Vector3)setOps[opIndex + 1];
|
|
linkInfo.linearLimitHigh = valueVector;
|
|
break;
|
|
case ExtendedPhysics.PHYS_PARAM_ANGULAR_LIMIT_LOW:
|
|
valueVector = (OMV.Vector3)setOps[opIndex + 1];
|
|
linkInfo.angularLimitLow = valueVector;
|
|
break;
|
|
case ExtendedPhysics.PHYS_PARAM_ANGULAR_LIMIT_HIGH:
|
|
valueVector = (OMV.Vector3)setOps[opIndex + 1];
|
|
linkInfo.angularLimitHigh = valueVector;
|
|
break;
|
|
case ExtendedPhysics.PHYS_PARAM_USE_FRAME_OFFSET:
|
|
valueBool = (bool)setOps[opIndex + 1];
|
|
linkInfo.useFrameOffset = valueBool;
|
|
break;
|
|
case ExtendedPhysics.PHYS_PARAM_ENABLE_TRANSMOTOR:
|
|
valueBool = (bool)setOps[opIndex + 1];
|
|
linkInfo.enableTransMotor = valueBool;
|
|
break;
|
|
case ExtendedPhysics.PHYS_PARAM_TRANSMOTOR_MAXVEL:
|
|
valueFloat = (float)setOps[opIndex + 1];
|
|
linkInfo.transMotorMaxVel = valueFloat;
|
|
break;
|
|
case ExtendedPhysics.PHYS_PARAM_TRANSMOTOR_MAXFORCE:
|
|
valueFloat = (float)setOps[opIndex + 1];
|
|
linkInfo.transMotorMaxForce = valueFloat;
|
|
break;
|
|
case ExtendedPhysics.PHYS_PARAM_CFM:
|
|
valueFloat = (float)setOps[opIndex + 1];
|
|
linkInfo.cfm = valueFloat;
|
|
break;
|
|
case ExtendedPhysics.PHYS_PARAM_ERP:
|
|
valueFloat = (float)setOps[opIndex + 1];
|
|
linkInfo.erp = valueFloat;
|
|
break;
|
|
case ExtendedPhysics.PHYS_PARAM_SOLVER_ITERATIONS:
|
|
valueFloat = (float)setOps[opIndex + 1];
|
|
linkInfo.solverIterations = valueFloat;
|
|
break;
|
|
case ExtendedPhysics.PHYS_PARAM_SPRING_DAMPING:
|
|
valueFloat = (float)setOps[opIndex + 1];
|
|
linkInfo.springDamping = valueFloat;
|
|
break;
|
|
case ExtendedPhysics.PHYS_PARAM_SPRING_STIFFNESS:
|
|
valueFloat = (float)setOps[opIndex + 1];
|
|
linkInfo.springStiffness = valueFloat;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
// There are many ways to mess up the parameters. If not just right don't fail without some error.
|
|
m_physicsScene.Logger.WarnFormat("{0} bad parameters in physSetLinksetParams: {1}", LogHeader, e);
|
|
}
|
|
break;
|
|
default:
|
|
ret = base.Extension(pFunct, pParams);
|
|
break;
|
|
}
|
|
return ret;
|
|
}
|
|
#endregion // Extension
|
|
|
|
}
|
|
}
|