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- /*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyrightD
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- using System;
- using System.Collections.Generic;
- using System.Text;
- using OMV = OpenMetaverse;
- namespace OpenSim.Region.Physics.BulletSPlugin
- {
- public sealed class BSLinksetConstraints : BSLinkset
- {
- // private static string LogHeader = "[BULLETSIM LINKSET CONSTRAINTS]";
- public BSLinksetConstraints(BSScene scene, BSPrimLinkable parent) : base(scene, parent)
- {
- }
- // When physical properties are changed the linkset needs to recalculate
- // its internal properties.
- // This is queued in the 'post taint' queue so the
- // refresh will happen once after all the other taints are applied.
- public override void Refresh(BSPrimLinkable requestor)
- {
- base.Refresh(requestor);
- if (HasAnyChildren && IsRoot(requestor))
- {
- // Queue to happen after all the other taint processing
- m_physicsScene.PostTaintObject("BSLinksetContraints.Refresh", requestor.LocalID, delegate()
- {
- if (HasAnyChildren && IsRoot(requestor))
- RecomputeLinksetConstraints();
- });
- }
- }
- // The object is going dynamic (physical). Do any setup necessary
- // for a dynamic linkset.
- // Only the state of the passed object can be modified. The rest of the linkset
- // has not yet been fully constructed.
- // Return 'true' if any properties updated on the passed object.
- // Called at taint-time!
- public override bool MakeDynamic(BSPrimLinkable child)
- {
- // What is done for each object in BSPrim is what we want.
- return false;
- }
- // The object is going static (non-physical). Do any setup necessary for a static linkset.
- // Return 'true' if any properties updated on the passed object.
- // This doesn't normally happen -- OpenSim removes the objects from the physical
- // world if it is a static linkset.
- // Called at taint-time!
- public override bool MakeStatic(BSPrimLinkable child)
- {
- // What is done for each object in BSPrim is what we want.
- return false;
- }
- // Called at taint-time!!
- public override void UpdateProperties(UpdatedProperties whichUpdated, BSPrimLinkable pObj)
- {
- // Nothing to do for constraints on property updates
- }
- // Routine called when rebuilding the body of some member of the linkset.
- // Destroy all the constraints have have been made to root and set
- // up to rebuild the constraints before the next simulation step.
- // Returns 'true' of something was actually removed and would need restoring
- // Called at taint-time!!
- public override bool RemoveDependencies(BSPrimLinkable child)
- {
- bool ret = false;
- DetailLog("{0},BSLinksetConstraint.RemoveDependencies,removeChildrenForRoot,rID={1},rBody={2}",
- child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody.AddrString);
- lock (m_linksetActivityLock)
- {
- // Just undo all the constraints for this linkset. Rebuild at the end of the step.
- ret = PhysicallyUnlinkAllChildrenFromRoot(LinksetRoot);
- // Cause the constraints, et al to be rebuilt before the next simulation step.
- Refresh(LinksetRoot);
- }
- return ret;
- }
- // ================================================================
- // Add a new child to the linkset.
- // Called while LinkActivity is locked.
- protected override void AddChildToLinkset(BSPrimLinkable child)
- {
- if (!HasChild(child))
- {
- m_children.Add(child);
- DetailLog("{0},BSLinksetConstraints.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID);
- // Cause constraints and assorted properties to be recomputed before the next simulation step.
- Refresh(LinksetRoot);
- }
- return;
- }
- // Remove the specified child from the linkset.
- // Safe to call even if the child is not really in my linkset.
- protected override void RemoveChildFromLinkset(BSPrimLinkable child)
- {
- if (m_children.Remove(child))
- {
- BSPrimLinkable rootx = LinksetRoot; // capture the root and body as of now
- BSPrimLinkable childx = child;
- DetailLog("{0},BSLinksetConstraints.RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}",
- childx.LocalID,
- rootx.LocalID, rootx.PhysBody.AddrString,
- childx.LocalID, childx.PhysBody.AddrString);
- m_physicsScene.TaintedObject("BSLinksetConstraints.RemoveChildFromLinkset", delegate()
- {
- PhysicallyUnlinkAChildFromRoot(rootx, childx);
- });
- // See that the linkset parameters are recomputed at the end of the taint time.
- Refresh(LinksetRoot);
- }
- else
- {
- // Non-fatal occurance.
- // PhysicsScene.Logger.ErrorFormat("{0}: Asked to remove child from linkset that was not in linkset", LogHeader);
- }
- return;
- }
- // Create a constraint between me (root of linkset) and the passed prim (the child).
- // Called at taint time!
- private void PhysicallyLinkAChildToRoot(BSPrimLinkable rootPrim, BSPrimLinkable childPrim)
- {
- // Don't build the constraint when asked. Put it off until just before the simulation step.
- Refresh(rootPrim);
- }
- private BSConstraint BuildConstraint(BSPrimLinkable rootPrim, BSPrimLinkable childPrim)
- {
- // Zero motion for children so they don't interpolate
- childPrim.ZeroMotion(true);
- // 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);
- DetailLog("{0},BSLinksetConstraint.BuildConstraint,taint,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6},midLoc={7}",
- rootPrim.LocalID,
- rootPrim.LocalID, rootPrim.PhysBody.AddrString,
- childPrim.LocalID, childPrim.PhysBody.AddrString,
- rootPrim.Position, childPrim.Position, midPoint);
- // create a constraint that allows no freedom of movement between the two objects
- // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
- BSConstraint6Dof constrain = new BSConstraint6Dof(
- m_physicsScene.World, rootPrim.PhysBody, childPrim.PhysBody, midPoint, true, true );
- // PhysicsScene.World, childPrim.BSBody, rootPrim.BSBody, midPoint, true, true );
- /* NOTE: below is an attempt to build constraint with full frame computation, etc.
- * Using the midpoint is easier since it lets the Bullet code manipulate the transforms
- * of the objects.
- * Code left for future programmers.
- // ==================================================================================
- // relative position normalized to the root prim
- OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation);
- OMV.Vector3 childRelativePosition = (childPrim.Position - rootPrim.Position) * invThisOrientation;
- // relative rotation of the child to the parent
- OMV.Quaternion childRelativeRotation = invThisOrientation * childPrim.Orientation;
- OMV.Quaternion inverseChildRelativeRotation = OMV.Quaternion.Inverse(childRelativeRotation);
- DetailLog("{0},BSLinksetConstraint.PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID);
- BS6DofConstraint constrain = new BS6DofConstraint(
- PhysicsScene.World, rootPrim.Body, childPrim.Body,
- OMV.Vector3.Zero,
- OMV.Quaternion.Inverse(rootPrim.Orientation),
- OMV.Vector3.Zero,
- OMV.Quaternion.Inverse(childPrim.Orientation),
- true,
- true
- );
- // ==================================================================================
- */
- m_physicsScene.Constraints.AddConstraint(constrain);
- // 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.SetAngularLimits(OMV.Vector3.Zero, OMV.Vector3.Zero);
- // tweek the constraint to increase stability
- constrain.UseFrameOffset(BSParam.LinkConstraintUseFrameOffset);
- constrain.TranslationalLimitMotor(BSParam.LinkConstraintEnableTransMotor,
- BSParam.LinkConstraintTransMotorMaxVel,
- BSParam.LinkConstraintTransMotorMaxForce);
- constrain.SetCFMAndERP(BSParam.LinkConstraintCFM, BSParam.LinkConstraintERP);
- if (BSParam.LinkConstraintSolverIterations != 0f)
- {
- constrain.SetSolverIterations(BSParam.LinkConstraintSolverIterations);
- }
- return constrain;
- }
- // Remove linkage between the linkset root and a particular child
- // The root and child bodies are passed in because we need to remove the constraint between
- // the bodies that were present at unlink time.
- // Called at taint time!
- private bool PhysicallyUnlinkAChildFromRoot(BSPrimLinkable rootPrim, BSPrimLinkable childPrim)
- {
- bool ret = false;
- DetailLog("{0},BSLinksetConstraint.PhysicallyUnlinkAChildFromRoot,taint,root={1},rBody={2},child={3},cBody={4}",
- rootPrim.LocalID,
- rootPrim.LocalID, rootPrim.PhysBody.AddrString,
- childPrim.LocalID, childPrim.PhysBody.AddrString);
- // Find the constraint for this link and get rid of it from the overall collection and from my list
- if (m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody, childPrim.PhysBody))
- {
- // Make the child refresh its location
- m_physicsScene.PE.PushUpdate(childPrim.PhysBody);
- ret = true;
- }
- return ret;
- }
- // Remove linkage between myself and any possible children I might have.
- // Returns 'true' of any constraints were destroyed.
- // Called at taint time!
- private bool PhysicallyUnlinkAllChildrenFromRoot(BSPrimLinkable rootPrim)
- {
- DetailLog("{0},BSLinksetConstraint.PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID);
- return m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody);
- }
- // Call each of the constraints that make up this linkset and recompute the
- // various transforms and variables. Create constraints of not created yet.
- // Called before the simulation step to make sure the constraint based linkset
- // is all initialized.
- // Called at taint time!!
- private void RecomputeLinksetConstraints()
- {
- float linksetMass = LinksetMass;
- LinksetRoot.UpdatePhysicalMassProperties(linksetMass, true);
- DetailLog("{0},BSLinksetConstraint.RecomputeLinksetConstraints,set,rBody={1},linksetMass={2}",
- LinksetRoot.LocalID, LinksetRoot.PhysBody.AddrString, linksetMass);
- foreach (BSPrimLinkable child in m_children)
- {
- // A child in the linkset physically shows the mass of the whole linkset.
- // This allows Bullet to apply enough force on the child to move the whole linkset.
- // (Also do the mass stuff before recomputing the constraint so mass is not zero.)
- child.UpdatePhysicalMassProperties(linksetMass, true);
- BSConstraint constrain;
- if (!m_physicsScene.Constraints.TryGetConstraint(LinksetRoot.PhysBody, child.PhysBody, out constrain))
- {
- // If constraint doesn't exist yet, create it.
- constrain = BuildConstraint(LinksetRoot, child);
- }
- constrain.RecomputeConstraintVariables(linksetMass);
- // PhysicsScene.PE.DumpConstraint(PhysicsScene.World, constrain.Constraint); // DEBUG DEBUG
- }
- }
- }
- }
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