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BSLinksetConstraints.cs
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27 using System;
28 using System.Collections.Generic;
29 using System.Text;
30 
31 using OMV = OpenMetaverse;
32 
33 namespace OpenSim.Region.PhysicsModule.BulletS
34 {
35 public sealed class BSLinksetConstraints : BSLinkset
36 {
37  // private static string LogHeader = "[BULLETSIM LINKSET CONSTRAINTS]";
38 
40  {
43  public OMV.Vector3 linearLimitLow;
44  public OMV.Vector3 linearLimitHigh;
45  public OMV.Vector3 angularLimitLow;
46  public OMV.Vector3 angularLimitHigh;
47  public bool useFrameOffset;
48  public bool enableTransMotor;
49  public float transMotorMaxVel;
50  public float transMotorMaxForce;
51  public float cfm;
52  public float erp;
53  public float solverIterations;
54  //
55  public OMV.Vector3 frameInAloc;
56  public OMV.Quaternion frameInArot;
57  public OMV.Vector3 frameInBloc;
58  public OMV.Quaternion frameInBrot;
60  // Spring
61  public bool[] springAxisEnable;
62  public float[] springDamping;
63  public float[] springStiffness;
64  public OMV.Vector3 springLinearEquilibriumPoint;
65  public OMV.Vector3 springAngularEquilibriumPoint;
66 
68  : base(pMember)
69  {
70  constraint = null;
71  ResetLink();
72  member.PhysScene.DetailLog("{0},BSLinkInfoConstraint.creation", member.LocalID);
73  }
74 
75  // Set all the parameters for this constraint to a fixed, non-movable constraint.
76  public override void ResetLink()
77  {
78  // constraintType = ConstraintType.D6_CONSTRAINT_TYPE;
79  constraintType = ConstraintType.BS_FIXED_CONSTRAINT_TYPE;
80  linearLimitLow = OMV.Vector3.Zero;
81  linearLimitHigh = OMV.Vector3.Zero;
82  angularLimitLow = OMV.Vector3.Zero;
83  angularLimitHigh = OMV.Vector3.Zero;
84  useFrameOffset = BSParam.LinkConstraintUseFrameOffset;
85  enableTransMotor = BSParam.LinkConstraintEnableTransMotor;
86  transMotorMaxVel = BSParam.LinkConstraintTransMotorMaxVel;
87  transMotorMaxForce = BSParam.LinkConstraintTransMotorMaxForce;
88  cfm = BSParam.LinkConstraintCFM;
89  erp = BSParam.LinkConstraintERP;
90  solverIterations = BSParam.LinkConstraintSolverIterations;
91  frameInAloc = OMV.Vector3.Zero;
92  frameInArot = OMV.Quaternion.Identity;
93  frameInBloc = OMV.Vector3.Zero;
94  frameInBrot = OMV.Quaternion.Identity;
95  useLinearReferenceFrameA = true;
96  springAxisEnable = new bool[6];
97  springDamping = new float[6];
98  springStiffness = new float[6];
99  for (int ii = 0; ii < springAxisEnable.Length; ii++)
100  {
101  springAxisEnable[ii] = false;
102  springDamping[ii] = BSAPITemplate.SPRING_NOT_SPECIFIED;
103  springStiffness[ii] = BSAPITemplate.SPRING_NOT_SPECIFIED;
104  }
105  springLinearEquilibriumPoint = OMV.Vector3.Zero;
106  springAngularEquilibriumPoint = OMV.Vector3.Zero;
107  member.PhysScene.DetailLog("{0},BSLinkInfoConstraint.ResetLink", member.LocalID);
108  }
109 
110  // Given a constraint, apply the current constraint parameters to same.
111  public override void SetLinkParameters(BSConstraint constrain)
112  {
113  member.PhysScene.DetailLog("{0},BSLinkInfoConstraint.SetLinkParameters,type={1}", member.LocalID, constraintType);
114  switch (constraintType)
115  {
116  case ConstraintType.BS_FIXED_CONSTRAINT_TYPE:
117  case ConstraintType.D6_CONSTRAINT_TYPE:
118  BSConstraint6Dof constrain6dof = constrain as BSConstraint6Dof;
119  if (constrain6dof != null)
120  {
121  // NOTE: D6_SPRING_CONSTRAINT_TYPE should be updated if you change any of this code.
122  // zero linear and angular limits makes the objects unable to move in relation to each other
123  constrain6dof.SetLinearLimits(linearLimitLow, linearLimitHigh);
124  constrain6dof.SetAngularLimits(angularLimitLow, angularLimitHigh);
125 
126  // tweek the constraint to increase stability
127  constrain6dof.UseFrameOffset(useFrameOffset);
128  constrain6dof.TranslationalLimitMotor(enableTransMotor, transMotorMaxVel, transMotorMaxForce);
129  constrain6dof.SetCFMAndERP(cfm, erp);
130  if (solverIterations != 0f)
131  {
132  constrain6dof.SetSolverIterations(solverIterations);
133  }
134  }
135  break;
136  case ConstraintType.D6_SPRING_CONSTRAINT_TYPE:
137  BSConstraintSpring constrainSpring = constrain as BSConstraintSpring;
138  if (constrainSpring != null)
139  {
140  // zero linear and angular limits makes the objects unable to move in relation to each other
141  constrainSpring.SetLinearLimits(linearLimitLow, linearLimitHigh);
142  constrainSpring.SetAngularLimits(angularLimitLow, angularLimitHigh);
143 
144  // tweek the constraint to increase stability
145  constrainSpring.UseFrameOffset(useFrameOffset);
146  constrainSpring.TranslationalLimitMotor(enableTransMotor, transMotorMaxVel, transMotorMaxForce);
147  constrainSpring.SetCFMAndERP(cfm, erp);
148  if (solverIterations != 0f)
149  {
150  constrainSpring.SetSolverIterations(solverIterations);
151  }
152  for (int ii = 0; ii < springAxisEnable.Length; ii++)
153  {
154  constrainSpring.SetAxisEnable(ii, springAxisEnable[ii]);
155  if (springDamping[ii] != BSAPITemplate.SPRING_NOT_SPECIFIED)
156  constrainSpring.SetDamping(ii, springDamping[ii]);
157  if (springStiffness[ii] != BSAPITemplate.SPRING_NOT_SPECIFIED)
158  constrainSpring.SetStiffness(ii, springStiffness[ii]);
159  }
160  constrainSpring.CalculateTransforms();
161 
162  if (springLinearEquilibriumPoint != OMV.Vector3.Zero)
163  constrainSpring.SetEquilibriumPoint(springLinearEquilibriumPoint, springAngularEquilibriumPoint);
164  else
165  constrainSpring.SetEquilibriumPoint(BSAPITemplate.SPRING_NOT_SPECIFIED, BSAPITemplate.SPRING_NOT_SPECIFIED);
166  }
167  break;
168  default:
169  break;
170  }
171  }
172 
173  // Return 'true' if the property updates from the physics engine should be reported
174  // to the simulator.
175  // If the constraint is fixed, we don't need to report as the simulator and viewer will
176  // report the right things.
177  public override bool ShouldUpdateChildProperties()
178  {
179  bool ret = true;
180  if (constraintType == ConstraintType.BS_FIXED_CONSTRAINT_TYPE)
181  ret = false;
182 
183  return ret;
184  }
185  }
186 
187  public BSLinksetConstraints(BSScene scene, BSPrimLinkable parent) : base(scene, parent)
188  {
189  LinksetImpl = LinksetImplementation.Constraint;
190  }
191 
192  private static string LogHeader = "[BULLETSIM LINKSET CONSTRAINT]";
193 
194  // When physical properties are changed the linkset needs to recalculate
195  // its internal properties.
196  // This is queued in the 'post taint' queue so the
197  // refresh will happen once after all the other taints are applied.
198  public override void Refresh(BSPrimLinkable requestor)
199  {
200  ScheduleRebuild(requestor);
201  base.Refresh(requestor);
202 
203  }
204 
205  private void ScheduleRebuild(BSPrimLinkable requestor)
206  {
207  DetailLog("{0},BSLinksetConstraint.ScheduleRebuild,,rebuilding={1},hasChildren={2},actuallyScheduling={3}",
208  requestor.LocalID, Rebuilding, HasAnyChildren, (!Rebuilding && HasAnyChildren));
209 
210  // When rebuilding, it is possible to set properties that would normally require a rebuild.
211  // If already rebuilding, don't request another rebuild.
212  // If a linkset with just a root prim (simple non-linked prim) don't bother rebuilding.
213  lock (this)
214  {
215  if (!RebuildScheduled)
216  {
217  if (!Rebuilding && HasAnyChildren)
218  {
219  RebuildScheduled = true;
220  // Queue to happen after all the other taint processing
221  m_physicsScene.PostTaintObject("BSLinksetContraints.Refresh", requestor.LocalID, delegate()
222  {
223  if (HasAnyChildren)
224  {
225  // Constraints that have not been changed are not rebuild but make sure
226  // the constraint of the requestor is rebuilt.
227  PhysicallyUnlinkAChildFromRoot(LinksetRoot, requestor);
228  // Rebuild the linkset and all its constraints.
229  RecomputeLinksetConstraints();
230  }
231  RebuildScheduled = false;
232  });
233  }
234  }
235  }
236  }
237 
238  // The object is going dynamic (physical). Do any setup necessary
239  // for a dynamic linkset.
240  // Only the state of the passed object can be modified. The rest of the linkset
241  // has not yet been fully constructed.
242  // Return 'true' if any properties updated on the passed object.
243  // Called at taint-time!
244  public override bool MakeDynamic(BSPrimLinkable child)
245  {
246  bool ret = false;
247  DetailLog("{0},BSLinksetConstraints.MakeDynamic,call,IsRoot={1}", child.LocalID, IsRoot(child));
248  if (IsRoot(child))
249  {
250  // The root is going dynamic. Rebuild the linkset so parts and mass get computed properly.
251  Refresh(LinksetRoot);
252  }
253  return ret;
254  }
255 
256  // The object is going static (non-physical). Do any setup necessary for a static linkset.
257  // Return 'true' if any properties updated on the passed object.
258  // This doesn't normally happen -- OpenSim removes the objects from the physical
259  // world if it is a static linkset.
260  // Called at taint-time!
261  public override bool MakeStatic(BSPrimLinkable child)
262  {
263  bool ret = false;
264 
265  DetailLog("{0},BSLinksetConstraint.MakeStatic,call,IsRoot={1}", child.LocalID, IsRoot(child));
266  child.ClearDisplacement();
267  if (IsRoot(child))
268  {
269  // Schedule a rebuild to verify that the root shape is set to the real shape.
270  Refresh(LinksetRoot);
271  }
272  return ret;
273  }
274 
275  // Called at taint-time!!
276  public override void UpdateProperties(UpdatedProperties whichUpdated, BSPrimLinkable pObj)
277  {
278  // Nothing to do for constraints on property updates
279  }
280 
281  // Routine called when rebuilding the body of some member of the linkset.
282  // Destroy all the constraints have have been made to root and set
283  // up to rebuild the constraints before the next simulation step.
284  // Returns 'true' of something was actually removed and would need restoring
285  // Called at taint-time!!
286  public override bool RemoveDependencies(BSPrimLinkable child)
287  {
288  bool ret = false;
289 
290  DetailLog("{0},BSLinksetConstraint.RemoveDependencies,removeChildrenForRoot,rID={1},rBody={2}",
291  child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody.AddrString);
292 
293  lock (m_linksetActivityLock)
294  {
295  // Just undo all the constraints for this linkset. Rebuild at the end of the step.
296  ret = PhysicallyUnlinkAllChildrenFromRoot(LinksetRoot);
297  // Cause the constraints, et al to be rebuilt before the next simulation step.
298  Refresh(LinksetRoot);
299  }
300  return ret;
301  }
302 
303  // ================================================================
304 
305  // Add a new child to the linkset.
306  // Called while LinkActivity is locked.
307  protected override void AddChildToLinkset(BSPrimLinkable child)
308  {
309  if (!HasChild(child))
310  {
311  m_children.Add(child, new BSLinkInfoConstraint(child));
312 
313  DetailLog("{0},BSLinksetConstraints.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID);
314 
315  // Cause constraints and assorted properties to be recomputed before the next simulation step.
316  Refresh(LinksetRoot);
317  }
318  return;
319  }
320 
321  // Remove the specified child from the linkset.
322  // Safe to call even if the child is not really in my linkset.
323  protected override void RemoveChildFromLinkset(BSPrimLinkable child, bool inTaintTime)
324  {
325  if (m_children.Remove(child))
326  {
327  BSPrimLinkable rootx = LinksetRoot; // capture the root and body as of now
328  BSPrimLinkable childx = child;
329 
330  DetailLog("{0},BSLinksetConstraints.RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}",
331  childx.LocalID,
332  rootx.LocalID, rootx.PhysBody.AddrString,
333  childx.LocalID, childx.PhysBody.AddrString);
334 
335  m_physicsScene.TaintedObject(inTaintTime, childx.LocalID, "BSLinksetConstraints.RemoveChildFromLinkset", delegate()
336  {
337  PhysicallyUnlinkAChildFromRoot(rootx, childx);
338  });
339  // See that the linkset parameters are recomputed at the end of the taint time.
340  Refresh(LinksetRoot);
341  }
342  else
343  {
344  // Non-fatal occurance.
345  // PhysicsScene.Logger.ErrorFormat("{0}: Asked to remove child from linkset that was not in linkset", LogHeader);
346  }
347  return;
348  }
349 
350  // Create a constraint between me (root of linkset) and the passed prim (the child).
351  // Called at taint time!
352  private void PhysicallyLinkAChildToRoot(BSPrimLinkable rootPrim, BSPrimLinkable childPrim)
353  {
354  // Don't build the constraint when asked. Put it off until just before the simulation step.
355  Refresh(rootPrim);
356  }
357 
358  // Create a static constraint between the two passed objects
359  private BSConstraint BuildConstraint(BSPrimLinkable rootPrim, BSLinkInfo li)
360  {
361  BSLinkInfoConstraint linkInfo = li as BSLinkInfoConstraint;
362  if (linkInfo == null)
363  return null;
364 
365  // Zero motion for children so they don't interpolate
366  li.member.ZeroMotion(true);
367 
368  BSConstraint constrain = null;
369 
370  switch (linkInfo.constraintType)
371  {
372  case ConstraintType.BS_FIXED_CONSTRAINT_TYPE:
373  case ConstraintType.D6_CONSTRAINT_TYPE:
374  // Relative position normalized to the root prim
375  // Essentually a vector pointing from center of rootPrim to center of li.member
376  OMV.Vector3 childRelativePosition = linkInfo.member.Position - rootPrim.Position;
377 
378  // real world coordinate of midpoint between the two objects
379  OMV.Vector3 midPoint = rootPrim.Position + (childRelativePosition / 2);
380 
381  DetailLog("{0},BSLinksetConstraint.BuildConstraint,6Dof,rBody={1},cBody={2},rLoc={3},cLoc={4},midLoc={5}",
382  rootPrim.LocalID, rootPrim.PhysBody, linkInfo.member.PhysBody,
383  rootPrim.Position, linkInfo.member.Position, midPoint);
384 
385  // create a constraint that allows no freedom of movement between the two objects
386  // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
387 
388  constrain = new BSConstraint6Dof(
389  m_physicsScene.World, rootPrim.PhysBody, linkInfo.member.PhysBody, midPoint, true, true );
390 
391  /* NOTE: below is an attempt to build constraint with full frame computation, etc.
392  * Using the midpoint is easier since it lets the Bullet code manipulate the transforms
393  * of the objects.
394  * Code left for future programmers.
395  // ==================================================================================
396  // relative position normalized to the root prim
397  OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation);
398  OMV.Vector3 childRelativePosition = (liConstraint.member.Position - rootPrim.Position) * invThisOrientation;
399 
400  // relative rotation of the child to the parent
401  OMV.Quaternion childRelativeRotation = invThisOrientation * liConstraint.member.Orientation;
402  OMV.Quaternion inverseChildRelativeRotation = OMV.Quaternion.Inverse(childRelativeRotation);
403 
404  DetailLog("{0},BSLinksetConstraint.PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, liConstraint.member.LocalID);
405  constrain = new BS6DofConstraint(
406  PhysicsScene.World, rootPrim.Body, liConstraint.member.Body,
407  OMV.Vector3.Zero,
408  OMV.Quaternion.Inverse(rootPrim.Orientation),
409  OMV.Vector3.Zero,
410  OMV.Quaternion.Inverse(liConstraint.member.Orientation),
411  true,
412  true
413  );
414  // ==================================================================================
415  */
416 
417  break;
418  case ConstraintType.D6_SPRING_CONSTRAINT_TYPE:
419  constrain = new BSConstraintSpring(m_physicsScene.World, rootPrim.PhysBody, linkInfo.member.PhysBody,
420  linkInfo.frameInAloc, linkInfo.frameInArot, linkInfo.frameInBloc, linkInfo.frameInBrot,
421  linkInfo.useLinearReferenceFrameA,
422  true /*disableCollisionsBetweenLinkedBodies*/);
423  DetailLog("{0},BSLinksetConstraint.BuildConstraint,spring,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6}",
424  rootPrim.LocalID,
425  rootPrim.LocalID, rootPrim.PhysBody.AddrString,
426  linkInfo.member.LocalID, linkInfo.member.PhysBody.AddrString,
427  rootPrim.Position, linkInfo.member.Position);
428 
429  break;
430  default:
431  break;
432  }
433 
434  linkInfo.SetLinkParameters(constrain);
435 
436  m_physicsScene.Constraints.AddConstraint(constrain);
437 
438  return constrain;
439  }
440 
441  // Remove linkage between the linkset root and a particular child
442  // The root and child bodies are passed in because we need to remove the constraint between
443  // the bodies that were present at unlink time.
444  // Called at taint time!
445  private bool PhysicallyUnlinkAChildFromRoot(BSPrimLinkable rootPrim, BSPrimLinkable childPrim)
446  {
447  bool ret = false;
448  DetailLog("{0},BSLinksetConstraint.PhysicallyUnlinkAChildFromRoot,taint,root={1},rBody={2},child={3},cBody={4}",
449  rootPrim.LocalID,
450  rootPrim.LocalID, rootPrim.PhysBody.AddrString,
451  childPrim.LocalID, childPrim.PhysBody.AddrString);
452 
453  // If asked to unlink root from root, just remove all the constraints
454  if (rootPrim == childPrim || childPrim == LinksetRoot)
455  {
456  PhysicallyUnlinkAllChildrenFromRoot(LinksetRoot);
457  ret = true;
458  }
459  else
460  {
461  // Find the constraint for this link and get rid of it from the overall collection and from my list
462  if (m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody, childPrim.PhysBody))
463  {
464  // Make the child refresh its location
465  m_physicsScene.PE.PushUpdate(childPrim.PhysBody);
466  ret = true;
467  }
468  }
469 
470  return ret;
471  }
472 
473  // Remove linkage between myself and any possible children I might have.
474  // Returns 'true' of any constraints were destroyed.
475  // Called at taint time!
476  private bool PhysicallyUnlinkAllChildrenFromRoot(BSPrimLinkable rootPrim)
477  {
478  DetailLog("{0},BSLinksetConstraint.PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID);
479 
480  return m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody);
481  }
482 
483  // Call each of the constraints that make up this linkset and recompute the
484  // various transforms and variables. Create constraints of not created yet.
485  // Called before the simulation step to make sure the constraint based linkset
486  // is all initialized.
487  // Called at taint time!!
488  private void RecomputeLinksetConstraints()
489  {
490  float linksetMass = LinksetMass;
491  LinksetRoot.UpdatePhysicalMassProperties(linksetMass, true);
492 
493  DetailLog("{0},BSLinksetConstraint.RecomputeLinksetConstraints,set,rBody={1},linksetMass={2}",
494  LinksetRoot.LocalID, LinksetRoot.PhysBody.AddrString, linksetMass);
495 
496  try
497  {
498  Rebuilding = true;
499 
500  // There is no reason to build all this physical stuff for a non-physical linkset.
501  if (!LinksetRoot.IsPhysicallyActive || !HasAnyChildren)
502  {
503  DetailLog("{0},BSLinksetConstraint.RecomputeLinksetCompound,notPhysicalOrNoChildren", LinksetRoot.LocalID);
504  return; // Note the 'finally' clause at the botton which will get executed.
505  }
506 
507  ForEachLinkInfo((li) =>
508  {
509  // A child in the linkset physically shows the mass of the whole linkset.
510  // This allows Bullet to apply enough force on the child to move the whole linkset.
511  // (Also do the mass stuff before recomputing the constraint so mass is not zero.)
512  li.member.UpdatePhysicalMassProperties(linksetMass, true);
513 
514  BSConstraint constrain;
515  if (!m_physicsScene.Constraints.TryGetConstraint(LinksetRoot.PhysBody, li.member.PhysBody, out constrain))
516  {
517  // If constraint doesn't exist yet, create it.
518  constrain = BuildConstraint(LinksetRoot, li);
519  }
520  li.SetLinkParameters(constrain);
521  constrain.RecomputeConstraintVariables(linksetMass);
522 
523  // PhysicsScene.PE.DumpConstraint(PhysicsScene.World, constrain.Constraint); // DEBUG DEBUG
524  return false; // 'false' says to keep processing other members
525  });
526  }
527  finally
528  {
529  Rebuilding = false;
530  }
531  }
532 
533  #region Extension
534  public override object Extension(string pFunct, params object[] pParams)
535  {
536  object ret = null;
537  switch (pFunct)
538  {
539  // pParams = [ BSPhysObject root, BSPhysObject child, integer linkType ]
540  case ExtendedPhysics.PhysFunctChangeLinkType:
541  if (pParams.Length > 2)
542  {
543  int requestedType = (int)pParams[2];
544  DetailLog("{0},BSLinksetConstraint.ChangeLinkType,requestedType={1}", LinksetRoot.LocalID, requestedType);
545  if (requestedType == (int)ConstraintType.BS_FIXED_CONSTRAINT_TYPE
546  || requestedType == (int)ConstraintType.D6_CONSTRAINT_TYPE
547  || requestedType == (int)ConstraintType.D6_SPRING_CONSTRAINT_TYPE
548  || requestedType == (int)ConstraintType.HINGE_CONSTRAINT_TYPE
549  || requestedType == (int)ConstraintType.CONETWIST_CONSTRAINT_TYPE
550  || requestedType == (int)ConstraintType.SLIDER_CONSTRAINT_TYPE)
551  {
552  BSPrimLinkable child = pParams[1] as BSPrimLinkable;
553  if (child != null)
554  {
555  DetailLog("{0},BSLinksetConstraint.ChangeLinkType,rootID={1},childID={2},type={3}",
556  LinksetRoot.LocalID, LinksetRoot.LocalID, child.LocalID, requestedType);
557  m_physicsScene.TaintedObject(child.LocalID, "BSLinksetConstraint.PhysFunctChangeLinkType", delegate()
558  {
559  // Pick up all the constraints currently created.
560  RemoveDependencies(child);
561 
562  BSLinkInfo linkInfo = null;
563  if (TryGetLinkInfo(child, out linkInfo))
564  {
565  BSLinkInfoConstraint linkInfoC = linkInfo as BSLinkInfoConstraint;
566  if (linkInfoC != null)
567  {
568  linkInfoC.constraintType = (ConstraintType)requestedType;
569  ret = (object)true;
570  DetailLog("{0},BSLinksetConstraint.ChangeLinkType,link={1},type={2}",
571  linkInfo.member.LocalID, linkInfo.member.LocalID, linkInfoC.constraintType);
572  }
573  else
574  {
575  DetailLog("{0},BSLinksetConstraint.ChangeLinkType,linkInfoNotConstraint,childID={1}", LinksetRoot.LocalID, child.LocalID);
576  }
577  }
578  else
579  {
580  DetailLog("{0},BSLinksetConstraint.ChangeLinkType,noLinkInfoForChild,childID={1}", LinksetRoot.LocalID, child.LocalID);
581  }
582  // Cause the whole linkset to be rebuilt in post-taint time.
583  Refresh(child);
584  });
585  }
586  else
587  {
588  DetailLog("{0},BSLinksetConstraint.SetLinkType,childNotBSPrimLinkable", LinksetRoot.LocalID);
589  }
590  }
591  else
592  {
593  DetailLog("{0},BSLinksetConstraint.SetLinkType,illegalRequestedType,reqested={1},spring={2}",
594  LinksetRoot.LocalID, requestedType, ((int)ConstraintType.D6_SPRING_CONSTRAINT_TYPE));
595  }
596  }
597  break;
598  // pParams = [ BSPhysObject root, BSPhysObject child ]
599  case ExtendedPhysics.PhysFunctGetLinkType:
600  if (pParams.Length > 0)
601  {
602  BSPrimLinkable child = pParams[1] as BSPrimLinkable;
603  if (child != null)
604  {
605  BSLinkInfo linkInfo = null;
606  if (TryGetLinkInfo(child, out linkInfo))
607  {
608  BSLinkInfoConstraint linkInfoC = linkInfo as BSLinkInfoConstraint;
609  if (linkInfoC != null)
610  {
611  ret = (object)(int)linkInfoC.constraintType;
612  DetailLog("{0},BSLinksetConstraint.GetLinkType,link={1},type={2}",
613  linkInfo.member.LocalID, linkInfo.member.LocalID, linkInfoC.constraintType);
614 
615  }
616  }
617  }
618  }
619  break;
620  // pParams = [ BSPhysObject root, BSPhysObject child, int op, object opParams, int op, object opParams, ... ]
621  case ExtendedPhysics.PhysFunctChangeLinkParams:
622  // There should be two parameters: the childActor and a list of parameters to set
623  if (pParams.Length > 2)
624  {
625  BSPrimLinkable child = pParams[1] as BSPrimLinkable;
626  BSLinkInfo baseLinkInfo = null;
627  if (TryGetLinkInfo(child, out baseLinkInfo))
628  {
629  BSLinkInfoConstraint linkInfo = baseLinkInfo as BSLinkInfoConstraint;
630  if (linkInfo != null)
631  {
632  int valueInt;
633  float valueFloat;
634  bool valueBool;
635  OMV.Vector3 valueVector;
636  OMV.Vector3 valueVector2;
637  OMV.Quaternion valueQuaternion;
638  int axisLow, axisHigh;
639 
640  int opIndex = 2;
641  while (opIndex < pParams.Length)
642  {
643  int thisOp = 0;
644  string errMsg = "";
645  try
646  {
647  thisOp = (int)pParams[opIndex];
648  DetailLog("{0},BSLinksetConstraint.ChangeLinkParams2,op={1},val={2}",
649  linkInfo.member.LocalID, thisOp, pParams[opIndex + 1]);
650  switch (thisOp)
651  {
652  case ExtendedPhysics.PHYS_PARAM_LINK_TYPE:
653  valueInt = (int)pParams[opIndex + 1];
654  ConstraintType valueType = (ConstraintType)valueInt;
655  if (valueType == ConstraintType.BS_FIXED_CONSTRAINT_TYPE
656  || valueType == ConstraintType.D6_CONSTRAINT_TYPE
657  || valueType == ConstraintType.D6_SPRING_CONSTRAINT_TYPE
658  || valueType == ConstraintType.HINGE_CONSTRAINT_TYPE
659  || valueType == ConstraintType.CONETWIST_CONSTRAINT_TYPE
660  || valueType == ConstraintType.SLIDER_CONSTRAINT_TYPE)
661  {
662  linkInfo.constraintType = valueType;
663  }
664  opIndex += 2;
665  break;
666  case ExtendedPhysics.PHYS_PARAM_FRAMEINA_LOC:
667  errMsg = "PHYS_PARAM_FRAMEINA_LOC takes one parameter of type vector";
668  valueVector = (OMV.Vector3)pParams[opIndex + 1];
669  linkInfo.frameInAloc = valueVector;
670  opIndex += 2;
671  break;
672  case ExtendedPhysics.PHYS_PARAM_FRAMEINA_ROT:
673  errMsg = "PHYS_PARAM_FRAMEINA_ROT takes one parameter of type rotation";
674  valueQuaternion = (OMV.Quaternion)pParams[opIndex + 1];
675  linkInfo.frameInArot = valueQuaternion;
676  opIndex += 2;
677  break;
678  case ExtendedPhysics.PHYS_PARAM_FRAMEINB_LOC:
679  errMsg = "PHYS_PARAM_FRAMEINB_LOC takes one parameter of type vector";
680  valueVector = (OMV.Vector3)pParams[opIndex + 1];
681  linkInfo.frameInBloc = valueVector;
682  opIndex += 2;
683  break;
684  case ExtendedPhysics.PHYS_PARAM_FRAMEINB_ROT:
685  errMsg = "PHYS_PARAM_FRAMEINB_ROT takes one parameter of type rotation";
686  valueQuaternion = (OMV.Quaternion)pParams[opIndex + 1];
687  linkInfo.frameInBrot = valueQuaternion;
688  opIndex += 2;
689  break;
690  case ExtendedPhysics.PHYS_PARAM_LINEAR_LIMIT_LOW:
691  errMsg = "PHYS_PARAM_LINEAR_LIMIT_LOW takes one parameter of type vector";
692  valueVector = (OMV.Vector3)pParams[opIndex + 1];
693  linkInfo.linearLimitLow = valueVector;
694  opIndex += 2;
695  break;
696  case ExtendedPhysics.PHYS_PARAM_LINEAR_LIMIT_HIGH:
697  errMsg = "PHYS_PARAM_LINEAR_LIMIT_HIGH takes one parameter of type vector";
698  valueVector = (OMV.Vector3)pParams[opIndex + 1];
699  linkInfo.linearLimitHigh = valueVector;
700  opIndex += 2;
701  break;
702  case ExtendedPhysics.PHYS_PARAM_ANGULAR_LIMIT_LOW:
703  errMsg = "PHYS_PARAM_ANGULAR_LIMIT_LOW takes one parameter of type vector";
704  valueVector = (OMV.Vector3)pParams[opIndex + 1];
705  linkInfo.angularLimitLow = valueVector;
706  opIndex += 2;
707  break;
708  case ExtendedPhysics.PHYS_PARAM_ANGULAR_LIMIT_HIGH:
709  errMsg = "PHYS_PARAM_ANGULAR_LIMIT_HIGH takes one parameter of type vector";
710  valueVector = (OMV.Vector3)pParams[opIndex + 1];
711  linkInfo.angularLimitHigh = valueVector;
712  opIndex += 2;
713  break;
714  case ExtendedPhysics.PHYS_PARAM_USE_FRAME_OFFSET:
715  errMsg = "PHYS_PARAM_USE_FRAME_OFFSET takes one parameter of type integer (bool)";
716  valueBool = ((int)pParams[opIndex + 1]) != 0;
717  linkInfo.useFrameOffset = valueBool;
718  opIndex += 2;
719  break;
720  case ExtendedPhysics.PHYS_PARAM_ENABLE_TRANSMOTOR:
721  errMsg = "PHYS_PARAM_ENABLE_TRANSMOTOR takes one parameter of type integer (bool)";
722  valueBool = ((int)pParams[opIndex + 1]) != 0;
723  linkInfo.enableTransMotor = valueBool;
724  opIndex += 2;
725  break;
726  case ExtendedPhysics.PHYS_PARAM_TRANSMOTOR_MAXVEL:
727  errMsg = "PHYS_PARAM_TRANSMOTOR_MAXVEL takes one parameter of type float";
728  valueFloat = (float)pParams[opIndex + 1];
729  linkInfo.transMotorMaxVel = valueFloat;
730  opIndex += 2;
731  break;
732  case ExtendedPhysics.PHYS_PARAM_TRANSMOTOR_MAXFORCE:
733  errMsg = "PHYS_PARAM_TRANSMOTOR_MAXFORCE takes one parameter of type float";
734  valueFloat = (float)pParams[opIndex + 1];
735  linkInfo.transMotorMaxForce = valueFloat;
736  opIndex += 2;
737  break;
738  case ExtendedPhysics.PHYS_PARAM_CFM:
739  errMsg = "PHYS_PARAM_CFM takes one parameter of type float";
740  valueFloat = (float)pParams[opIndex + 1];
741  linkInfo.cfm = valueFloat;
742  opIndex += 2;
743  break;
744  case ExtendedPhysics.PHYS_PARAM_ERP:
745  errMsg = "PHYS_PARAM_ERP takes one parameter of type float";
746  valueFloat = (float)pParams[opIndex + 1];
747  linkInfo.erp = valueFloat;
748  opIndex += 2;
749  break;
750  case ExtendedPhysics.PHYS_PARAM_SOLVER_ITERATIONS:
751  errMsg = "PHYS_PARAM_SOLVER_ITERATIONS takes one parameter of type float";
752  valueFloat = (float)pParams[opIndex + 1];
753  linkInfo.solverIterations = valueFloat;
754  opIndex += 2;
755  break;
756  case ExtendedPhysics.PHYS_PARAM_SPRING_AXIS_ENABLE:
757  errMsg = "PHYS_PARAM_SPRING_AXIS_ENABLE takes two parameters of types integer and integer (bool)";
758  valueInt = (int)pParams[opIndex + 1];
759  valueBool = ((int)pParams[opIndex + 2]) != 0;
760  GetAxisRange(valueInt, out axisLow, out axisHigh);
761  for (int ii = axisLow; ii <= axisHigh; ii++)
762  linkInfo.springAxisEnable[ii] = valueBool;
763  opIndex += 3;
764  break;
766  errMsg = "PHYS_PARAM_SPRING_DAMPING takes two parameters of types integer and float";
767  valueInt = (int)pParams[opIndex + 1];
768  valueFloat = (float)pParams[opIndex + 2];
769  GetAxisRange(valueInt, out axisLow, out axisHigh);
770  for (int ii = axisLow; ii <= axisHigh; ii++)
771  linkInfo.springDamping[ii] = valueFloat;
772  opIndex += 3;
773  break;
775  errMsg = "PHYS_PARAM_SPRING_STIFFNESS takes two parameters of types integer and float";
776  valueInt = (int)pParams[opIndex + 1];
777  valueFloat = (float)pParams[opIndex + 2];
778  GetAxisRange(valueInt, out axisLow, out axisHigh);
779  for (int ii = axisLow; ii <= axisHigh; ii++)
780  linkInfo.springStiffness[ii] = valueFloat;
781  opIndex += 3;
782  break;
784  errMsg = "PHYS_PARAM_SPRING_EQUILIBRIUM_POINT takes two parameters of type vector";
785  valueVector = (OMV.Vector3)pParams[opIndex + 1];
786  valueVector2 = (OMV.Vector3)pParams[opIndex + 2];
787  linkInfo.springLinearEquilibriumPoint = valueVector;
788  linkInfo.springAngularEquilibriumPoint = valueVector2;
789  opIndex += 3;
790  break;
791  case ExtendedPhysics.PHYS_PARAM_USE_LINEAR_FRAMEA:
792  errMsg = "PHYS_PARAM_USE_LINEAR_FRAMEA takes one parameter of type integer (bool)";
793  valueBool = ((int)pParams[opIndex + 1]) != 0;
794  linkInfo.useLinearReferenceFrameA = valueBool;
795  opIndex += 2;
796  break;
797  default:
798  break;
799  }
800  }
801  catch (InvalidCastException e)
802  {
803  m_physicsScene.Logger.WarnFormat("{0} value of wrong type in physSetLinksetParams: {1}, err={2}",
804  LogHeader, errMsg, e);
805  }
806  catch (Exception e)
807  {
808  m_physicsScene.Logger.WarnFormat("{0} bad parameters in physSetLinksetParams: {1}", LogHeader, e);
809  }
810  }
811  }
812  // Something changed so a rebuild is in order
813  Refresh(child);
814  }
815  }
816  break;
817  default:
818  ret = base.Extension(pFunct, pParams);
819  break;
820  }
821  return ret;
822  }
823 
824  // Bullet constraints keep some limit parameters for each linear and angular axis.
825  // Setting same is easier if there is an easy way to see all or types.
826  // This routine returns the array limits for the set of axis.
827  private void GetAxisRange(int rangeSpec, out int low, out int high)
828  {
829  switch (rangeSpec)
830  {
831  case ExtendedPhysics.PHYS_AXIS_LINEAR_ALL:
832  low = 0;
833  high = 2;
834  break;
835  case ExtendedPhysics.PHYS_AXIS_ANGULAR_ALL:
836  low = 3;
837  high = 5;
838  break;
839  case ExtendedPhysics.PHYS_AXIS_ALL:
840  low = 0;
841  high = 5;
842  break;
843  default:
844  low = high = rangeSpec;
845  break;
846  }
847  return;
848  }
849  #endregion // Extension
850 
851 }
852 }
OpenMetaverse OMV
override object Extension(string pFunct, params object[] pParams)
override void RemoveChildFromLinkset(BSPrimLinkable child, bool inTaintTime)
BSLinksetConstraints(BSScene scene, BSPrimLinkable parent)
override void UpdateProperties(UpdatedProperties whichUpdated, BSPrimLinkable pObj)