Universe.Physics.BulletSPlugin.BSLinksetConstraints.BuildConstraint C# (CSharp) Method

BuildConstraint() private method

private BuildConstraint ( BSPrimLinkable rootPrim, BSLinkInfo li ) : BSConstraint
rootPrim BSPrimLinkable
li BSLinkInfo
return BSConstraint
        BSConstraint BuildConstraint(BSPrimLinkable rootPrim, BSLinkInfo li)
        {
            BSLinkInfoConstraint linkInfo = li as BSLinkInfoConstraint;
            if (linkInfo == null) return null;

            // Zero motion for children so they don't interpolate
            li.member.ZeroMotion(true);

            BSConstraint constrain = null;

            switch (linkInfo.constraintType)
            {
                case ConstraintType.BS_FIXED_CONSTRAINT_TYPE:
                case ConstraintType.D6_CONSTRAINT_TYPE:
                    // Relative position normalaized to the root prim
                    // Essentually a vector pointing from center of rootPrim to center of li.member
                    OMV.Vector3 childRelativePosition = linkInfo.member.Position - rootPrim.Position;

                    // real world coordinate of midpoint between the two objects
                    OMV.Vector3 midPoint = rootPrim.Position + (childRelativePosition/2);
                    DetailLog(
                        "{0},BSLinksetConstraint.BuildConstraint,6Dof,rBody={1},cBody={2},rLoc={3},cLoc={4},midLoc={5}",
                        rootPrim.LocalID, rootPrim.PhysBody, linkInfo.member.PhysBody, rootPrim.Position,
                        linkInfo.member.Position, midPoint);

                    // create a constraint that allows no freedom of movement between the two objects
                    // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818

                    constrain = new BSConstraint6Dof(PhysicsScene.World, rootPrim.PhysBody, linkInfo.member.PhysBody,
                        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 = (liConstraint.member.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
                                    );
                    // ==================================================================================
                    */
                            break;
                case ConstraintType.D6_SPRING_CONSTRAINT_TYPE:
                    constrain = new BSConstraintSpring(PhysicsScene.World, rootPrim.PhysBody, linkInfo.member.PhysBody,
                                    linkInfo.frameInAloc, linkInfo.frameInArot, linkInfo.frameInBloc, linkInfo.frameInBrot,
                                    linkInfo.useLinearReferenceFrameA,
                                    true /*disableCollisionsBetweenLinkedBodies*/);
                    DetailLog("{0},BSLinksetConstraint.BuildConstraint,spring,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6}",
                                                    rootPrim.LocalID,
                                                    rootPrim.LocalID, rootPrim.PhysBody.AddrString,
                                                    linkInfo.member.LocalID, linkInfo.member.PhysBody.AddrString,
                                                    rootPrim.Position, linkInfo.member.Position);
                    break;
                default:
                    break;
            }

            if (constrain != null) {
                linkInfo.SetLinkParameters (constrain);
                PhysicsScene.Constraints.AddConstraint (constrain);
            }
            return constrain;
        }