/*
 * 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
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 * 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.PhysicsModule.BulletS
{
    public sealed class BSLinksetConstraints : BSLinkset
    {
        // private static string LogHeader = "[BULLETSIM LINKSET CONSTRAINTS]";

        public class BSLinkInfoConstraint : BSLinkInfo
        {
            public ConstraintType constraintType;
            public BSConstraint constraint;
            public OMV.Vector3 linearLimitLow;
            public OMV.Vector3 linearLimitHigh;
            public OMV.Vector3 angularLimitLow;
            public OMV.Vector3 angularLimitHigh;
            public bool useFrameOffset;
            public bool enableTransMotor;
            public float transMotorMaxVel;
            public float transMotorMaxForce;
            public float cfm;
            public float erp;
            public float solverIterations;
            //
            public OMV.Vector3 frameInAloc;
            public OMV.Quaternion frameInArot;
            public OMV.Vector3 frameInBloc;
            public OMV.Quaternion frameInBrot;
            public bool useLinearReferenceFrameA;
            // Spring
            public bool[] springAxisEnable;
            public float[] springDamping;
            public float[] springStiffness;
            public OMV.Vector3 springLinearEquilibriumPoint;
            public OMV.Vector3 springAngularEquilibriumPoint;

            public BSLinkInfoConstraint(BSPrimLinkable pMember)
                : base(pMember)
            {
                constraint = null;
                ResetLink();
                member.PhysScene.DetailLog("{0},BSLinkInfoConstraint.creation", member.LocalID);
            }

            // Set all the parameters for this constraint to a fixed, non-movable constraint.
            public override void ResetLink()
            {
                // constraintType = ConstraintType.D6_CONSTRAINT_TYPE;
                constraintType = ConstraintType.BS_FIXED_CONSTRAINT_TYPE;
                linearLimitLow = OMV.Vector3.Zero;
                linearLimitHigh = OMV.Vector3.Zero;
                angularLimitLow = OMV.Vector3.Zero;
                angularLimitHigh = OMV.Vector3.Zero;
                useFrameOffset = BSParam.LinkConstraintUseFrameOffset;
                enableTransMotor = BSParam.LinkConstraintEnableTransMotor;
                transMotorMaxVel = BSParam.LinkConstraintTransMotorMaxVel;
                transMotorMaxForce = BSParam.LinkConstraintTransMotorMaxForce;
                cfm = BSParam.LinkConstraintCFM;
                erp = BSParam.LinkConstraintERP;
                solverIterations = BSParam.LinkConstraintSolverIterations;
                frameInAloc = OMV.Vector3.Zero;
                frameInArot = OMV.Quaternion.Identity;
                frameInBloc = OMV.Vector3.Zero;
                frameInBrot = OMV.Quaternion.Identity;
                useLinearReferenceFrameA = true;
                springAxisEnable = new bool[6];
                springDamping = new float[6];
                springStiffness = new float[6];
                for (int ii = 0; ii < springAxisEnable.Length; ii++)
                {
                    springAxisEnable[ii] = false;
                    springDamping[ii] = BSAPITemplate.SPRING_NOT_SPECIFIED;
                    springStiffness[ii] = BSAPITemplate.SPRING_NOT_SPECIFIED;
                }
                springLinearEquilibriumPoint = OMV.Vector3.Zero;
                springAngularEquilibriumPoint = OMV.Vector3.Zero;
                member.PhysScene.DetailLog("{0},BSLinkInfoConstraint.ResetLink", member.LocalID);
            }

            // Given a constraint, apply the current constraint parameters to same.
            public override void SetLinkParameters(BSConstraint constrain)
            {
                member.PhysScene.DetailLog("{0},BSLinkInfoConstraint.SetLinkParameters,type={1}", member.LocalID, constraintType);
                switch (constraintType)
                {
                    case ConstraintType.BS_FIXED_CONSTRAINT_TYPE:
                    case ConstraintType.D6_CONSTRAINT_TYPE:
                        BSConstraint6Dof constrain6dof = constrain as BSConstraint6Dof;
                        if (constrain6dof != null)
                        {
                            // NOTE: D6_SPRING_CONSTRAINT_TYPE should be updated if you change any of this code.
                            // zero linear and angular limits makes the objects unable to move in relation to each other
                            constrain6dof.SetLinearLimits(linearLimitLow, linearLimitHigh);
                            constrain6dof.SetAngularLimits(angularLimitLow, angularLimitHigh);

                            // tweek the constraint to increase stability
                            constrain6dof.UseFrameOffset(useFrameOffset);
                            constrain6dof.TranslationalLimitMotor(enableTransMotor, transMotorMaxVel, transMotorMaxForce);
                            constrain6dof.SetCFMAndERP(cfm, erp);
                            if (solverIterations != 0f)
                            {
                                constrain6dof.SetSolverIterations(solverIterations);
                            }
                        }
                        break;
                    case ConstraintType.D6_SPRING_CONSTRAINT_TYPE:
                        BSConstraintSpring constrainSpring = constrain as BSConstraintSpring;
                        if (constrainSpring != null)
                        {
                            // zero linear and angular limits makes the objects unable to move in relation to each other
                            constrainSpring.SetLinearLimits(linearLimitLow, linearLimitHigh);
                            constrainSpring.SetAngularLimits(angularLimitLow, angularLimitHigh);

                            // tweek the constraint to increase stability
                            constrainSpring.UseFrameOffset(useFrameOffset);
                            constrainSpring.TranslationalLimitMotor(enableTransMotor, transMotorMaxVel, transMotorMaxForce);
                            constrainSpring.SetCFMAndERP(cfm, erp);
                            if (solverIterations != 0f)
                            {
                                constrainSpring.SetSolverIterations(solverIterations);
                            }
                            for (int ii = 0; ii < springAxisEnable.Length; ii++)
                            {
                                constrainSpring.SetAxisEnable(ii, springAxisEnable[ii]);
                                if (springDamping[ii] != BSAPITemplate.SPRING_NOT_SPECIFIED)
                                    constrainSpring.SetDamping(ii, springDamping[ii]);
                                if (springStiffness[ii] != BSAPITemplate.SPRING_NOT_SPECIFIED)
                                    constrainSpring.SetStiffness(ii, springStiffness[ii]);
                            }
                            constrainSpring.CalculateTransforms();

                            if (springLinearEquilibriumPoint != OMV.Vector3.Zero)
                                constrainSpring.SetEquilibriumPoint(springLinearEquilibriumPoint, springAngularEquilibriumPoint);
                            else
                                constrainSpring.SetEquilibriumPoint(BSAPITemplate.SPRING_NOT_SPECIFIED, BSAPITemplate.SPRING_NOT_SPECIFIED);
                        }
                        break;
                    default:
                        break;
                }
            }

            // Return 'true' if the property updates from the physics engine should be reported
            //    to the simulator.
            // If the constraint is fixed, we don't need to report as the simulator and viewer will
            //    report the right things.
            public override bool ShouldUpdateChildProperties()
            {
                bool ret = true;
                if (constraintType == ConstraintType.BS_FIXED_CONSTRAINT_TYPE)
                    ret = false;

                return ret;
            }
        }

        public BSLinksetConstraints(BSScene scene, BSPrimLinkable parent) : base(scene, parent)
        {
            LinksetImpl = LinksetImplementation.Constraint;
        }

        private static string LogHeader = "[BULLETSIM LINKSET CONSTRAINT]";

        // 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)
        {
            ScheduleRebuild(requestor);
            base.Refresh(requestor);

        }

        private void ScheduleRebuild(BSPrimLinkable requestor)
        {
            DetailLog("{0},BSLinksetConstraint.ScheduleRebuild,,rebuilding={1},hasChildren={2},actuallyScheduling={3}",
                                requestor.LocalID, Rebuilding, HasAnyChildren, (!Rebuilding && HasAnyChildren));

            // When rebuilding, it is possible to set properties that would normally require a rebuild.
            //    If already rebuilding, don't request another rebuild.
            //    If a linkset with just a root prim (simple non-linked prim) don't bother rebuilding.
            lock (this)
            {
                if (!RebuildScheduled)
                {
                    if (!Rebuilding && HasAnyChildren)
                    {
                        RebuildScheduled = true;
                        // Queue to happen after all the other taint processing
                        m_physicsScene.PostTaintObject("BSLinksetContraints.Refresh", requestor.LocalID, delegate()
                        {
                            if (HasAnyChildren)
                            {
                                // Constraints that have not been changed are not rebuild but make sure
                                //     the constraint of the requestor is rebuilt.
                                PhysicallyUnlinkAChildFromRoot(LinksetRoot, requestor);
                                // Rebuild the linkset and all its constraints.
                                RecomputeLinksetConstraints();
                            }
                            RebuildScheduled = false;
                        });
                    }
                }
            }
        }

        // 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)
        {
            bool ret = false;
            DetailLog("{0},BSLinksetConstraints.MakeDynamic,call,IsRoot={1}", child.LocalID, IsRoot(child));
            if (IsRoot(child))
            {
                // The root is going dynamic. Rebuild the linkset so parts and mass get computed properly.
                Refresh(LinksetRoot);
            }
            return ret;
        }

        // 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)
        {
            bool ret = false;

            DetailLog("{0},BSLinksetConstraint.MakeStatic,call,IsRoot={1}", child.LocalID, IsRoot(child));
            child.ClearDisplacement();
            if (IsRoot(child))
            {
                // Schedule a rebuild to verify that the root shape is set to the real shape.
                Refresh(LinksetRoot);
            }
            return ret;
        }

        // 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, new BSLinkInfoConstraint(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, bool inTaintTime)
        {
            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(inTaintTime, childx.LocalID, "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);
        }

        // Create a static constraint between the two passed objects
        private 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 normalized 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(
                                        m_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 * liConstraint.member.Orientation;
                    OMV.Quaternion inverseChildRelativeRotation = OMV.Quaternion.Inverse(childRelativeRotation);

                    DetailLog("{0},BSLinksetConstraint.PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, liConstraint.member.LocalID);
                    constrain = new BS6DofConstraint(
                                    PhysicsScene.World, rootPrim.Body, liConstraint.member.Body,
                                    OMV.Vector3.Zero,
                                    OMV.Quaternion.Inverse(rootPrim.Orientation),
                                    OMV.Vector3.Zero,
                                    OMV.Quaternion.Inverse(liConstraint.member.Orientation),
                                    true,
                                    true
                                    );
                    // ==================================================================================
                    */

                    break;
                case ConstraintType.D6_SPRING_CONSTRAINT_TYPE:
                    constrain = new BSConstraintSpring(m_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;
            }

            linkInfo.SetLinkParameters(constrain);

            m_physicsScene.Constraints.AddConstraint(constrain);

            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);

            // If asked to unlink root from root, just remove all the constraints
            if (rootPrim == childPrim || childPrim == LinksetRoot)
            {
                PhysicallyUnlinkAllChildrenFromRoot(LinksetRoot);
                ret = true;
            }
            else
            {
                // 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);

            try
            {
                Rebuilding = true;

                // There is no reason to build all this physical stuff for a non-physical linkset.
                if (!LinksetRoot.IsPhysicallyActive || !HasAnyChildren)
                {
                    DetailLog("{0},BSLinksetConstraint.RecomputeLinksetCompound,notPhysicalOrNoChildren", LinksetRoot.LocalID);
                    return; // Note the 'finally' clause at the botton which will get executed.
                }

                ForEachLinkInfo((li) =>
                {
                    // 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.)
                    li.member.UpdatePhysicalMassProperties(linksetMass, true);

                    BSConstraint constrain;
                    if (!m_physicsScene.Constraints.TryGetConstraint(LinksetRoot.PhysBody, li.member.PhysBody, out constrain))
                    {
                        // If constraint doesn't exist yet, create it.
                        constrain = BuildConstraint(LinksetRoot, li);
                    }
                    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 = [ BSPhysObject root, BSPhysObject child, integer linkType ]
                case ExtendedPhysics.PhysFunctChangeLinkType:
                    if (pParams.Length > 2)
                    {
                        int requestedType = (int)pParams[2];
                        DetailLog("{0},BSLinksetConstraint.ChangeLinkType,requestedType={1}", LinksetRoot.LocalID, requestedType);
                        if (requestedType == (int)ConstraintType.BS_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[1] as BSPrimLinkable;
                            if (child != null)
                            {
                                DetailLog("{0},BSLinksetConstraint.ChangeLinkType,rootID={1},childID={2},type={3}",
                                                        LinksetRoot.LocalID, LinksetRoot.LocalID, child.LocalID, requestedType);
                                m_physicsScene.TaintedObject(child.LocalID, "BSLinksetConstraint.PhysFunctChangeLinkType", 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)
                                        {
                                            linkInfoC.constraintType = (ConstraintType)requestedType;
                                            ret = (object)true;
                                            DetailLog("{0},BSLinksetConstraint.ChangeLinkType,link={1},type={2}",
                                                        linkInfo.member.LocalID, linkInfo.member.LocalID, linkInfoC.constraintType);
                                        }
                                        else
                                        {
                                            DetailLog("{0},BSLinksetConstraint.ChangeLinkType,linkInfoNotConstraint,childID={1}", LinksetRoot.LocalID, child.LocalID);
                                        }
                                    }
                                    else
                                    {
                                        DetailLog("{0},BSLinksetConstraint.ChangeLinkType,noLinkInfoForChild,childID={1}", LinksetRoot.LocalID, child.LocalID);
                                    }
                                    // Cause the whole linkset to be rebuilt in post-taint time.
                                    Refresh(child);
                                });
                            }
                            else
                            {
                                DetailLog("{0},BSLinksetConstraint.SetLinkType,childNotBSPrimLinkable", LinksetRoot.LocalID);
                            }
                        }
                        else
                        {
                            DetailLog("{0},BSLinksetConstraint.SetLinkType,illegalRequestedType,reqested={1},spring={2}",
                                            LinksetRoot.LocalID, requestedType, ((int)ConstraintType.D6_SPRING_CONSTRAINT_TYPE));
                        }
                    }
                    break;
                // pParams = [ BSPhysObject root, BSPhysObject child ]
                case ExtendedPhysics.PhysFunctGetLinkType:
                    if (pParams.Length > 0)
                    {
                        BSPrimLinkable child = pParams[1] 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;
                                    DetailLog("{0},BSLinksetConstraint.GetLinkType,link={1},type={2}",
                                                linkInfo.member.LocalID, linkInfo.member.LocalID, linkInfoC.constraintType);

                                }
                            }
                        }
                    }
                    break;
                // pParams = [ BSPhysObject root, BSPhysObject child, int op, object opParams, int op, object opParams, ... ]
                case ExtendedPhysics.PhysFunctChangeLinkParams:
                    // There should be two parameters: the childActor and a list of parameters to set
                    if (pParams.Length > 2)
                    {
                        BSPrimLinkable child = pParams[1] as BSPrimLinkable;
                        BSLinkInfo baseLinkInfo = null;
                        if (TryGetLinkInfo(child, out baseLinkInfo))
                        {
                            BSLinkInfoConstraint linkInfo = baseLinkInfo as BSLinkInfoConstraint;
                            if (linkInfo != null)
                            {
                                int valueInt;
                                float valueFloat;
                                bool valueBool;
                                OMV.Vector3 valueVector;
                                OMV.Vector3 valueVector2;
                                OMV.Quaternion valueQuaternion;
                                int axisLow, axisHigh;

                                int opIndex = 2;
                                while (opIndex < pParams.Length)
                                {
                                    int thisOp = 0;
                                    string errMsg = "";
                                    try
                                    {
                                        thisOp = (int)pParams[opIndex];
                                        DetailLog("{0},BSLinksetConstraint.ChangeLinkParams2,op={1},val={2}",
                                                            linkInfo.member.LocalID, thisOp, pParams[opIndex + 1]);
                                        switch (thisOp)
                                        {
                                            case ExtendedPhysics.PHYS_PARAM_LINK_TYPE:
                                                valueInt = (int)pParams[opIndex + 1];
                                                ConstraintType valueType = (ConstraintType)valueInt;
                                                if (valueType == ConstraintType.BS_FIXED_CONSTRAINT_TYPE
                                                    || valueType == ConstraintType.D6_CONSTRAINT_TYPE
                                                    || valueType == ConstraintType.D6_SPRING_CONSTRAINT_TYPE
                                                    || valueType == ConstraintType.HINGE_CONSTRAINT_TYPE
                                                    || valueType == ConstraintType.CONETWIST_CONSTRAINT_TYPE
                                                    || valueType == ConstraintType.SLIDER_CONSTRAINT_TYPE)
                                                {
                                                    linkInfo.constraintType = valueType;
                                                }
                                                opIndex += 2;
                                                break;
                                            case ExtendedPhysics.PHYS_PARAM_FRAMEINA_LOC:
                                                errMsg = "PHYS_PARAM_FRAMEINA_LOC takes one parameter of type vector";
                                                valueVector = (OMV.Vector3)pParams[opIndex + 1];
                                                linkInfo.frameInAloc = valueVector;
                                                opIndex += 2;
                                                break;
                                            case ExtendedPhysics.PHYS_PARAM_FRAMEINA_ROT:
                                                errMsg = "PHYS_PARAM_FRAMEINA_ROT takes one parameter of type rotation";
                                                valueQuaternion = (OMV.Quaternion)pParams[opIndex + 1];
                                                linkInfo.frameInArot = valueQuaternion;
                                                opIndex += 2;
                                                break;
                                            case ExtendedPhysics.PHYS_PARAM_FRAMEINB_LOC:
                                                errMsg = "PHYS_PARAM_FRAMEINB_LOC takes one parameter of type vector";
                                                valueVector = (OMV.Vector3)pParams[opIndex + 1];
                                                linkInfo.frameInBloc = valueVector;
                                                opIndex += 2;
                                                break;
                                            case ExtendedPhysics.PHYS_PARAM_FRAMEINB_ROT:
                                                errMsg = "PHYS_PARAM_FRAMEINB_ROT takes one parameter of type rotation";
                                                valueQuaternion = (OMV.Quaternion)pParams[opIndex + 1];
                                                linkInfo.frameInBrot = valueQuaternion;
                                                opIndex += 2;
                                                break;
                                            case ExtendedPhysics.PHYS_PARAM_LINEAR_LIMIT_LOW:
                                                errMsg = "PHYS_PARAM_LINEAR_LIMIT_LOW takes one parameter of type vector";
                                                valueVector = (OMV.Vector3)pParams[opIndex + 1];
                                                linkInfo.linearLimitLow = valueVector;
                                                opIndex += 2;
                                                break;
                                            case ExtendedPhysics.PHYS_PARAM_LINEAR_LIMIT_HIGH:
                                                errMsg = "PHYS_PARAM_LINEAR_LIMIT_HIGH takes one parameter of type vector";
                                                valueVector = (OMV.Vector3)pParams[opIndex + 1];
                                                linkInfo.linearLimitHigh = valueVector;
                                                opIndex += 2;
                                                break;
                                            case ExtendedPhysics.PHYS_PARAM_ANGULAR_LIMIT_LOW:
                                                errMsg = "PHYS_PARAM_ANGULAR_LIMIT_LOW takes one parameter of type vector";
                                                valueVector = (OMV.Vector3)pParams[opIndex + 1];
                                                linkInfo.angularLimitLow = valueVector;
                                                opIndex += 2;
                                                break;
                                            case ExtendedPhysics.PHYS_PARAM_ANGULAR_LIMIT_HIGH:
                                                errMsg = "PHYS_PARAM_ANGULAR_LIMIT_HIGH takes one parameter of type vector";
                                                valueVector = (OMV.Vector3)pParams[opIndex + 1];
                                                linkInfo.angularLimitHigh = valueVector;
                                                opIndex += 2;
                                                break;
                                            case ExtendedPhysics.PHYS_PARAM_USE_FRAME_OFFSET:
                                                errMsg = "PHYS_PARAM_USE_FRAME_OFFSET takes one parameter of type integer (bool)";
                                                valueBool = ((int)pParams[opIndex + 1]) != 0;
                                                linkInfo.useFrameOffset = valueBool;
                                                opIndex += 2;
                                                break;
                                            case ExtendedPhysics.PHYS_PARAM_ENABLE_TRANSMOTOR:
                                                errMsg = "PHYS_PARAM_ENABLE_TRANSMOTOR takes one parameter of type integer (bool)";
                                                valueBool = ((int)pParams[opIndex + 1]) != 0;
                                                linkInfo.enableTransMotor = valueBool;
                                                opIndex += 2;
                                                break;
                                            case ExtendedPhysics.PHYS_PARAM_TRANSMOTOR_MAXVEL:
                                                errMsg = "PHYS_PARAM_TRANSMOTOR_MAXVEL takes one parameter of type float";
                                                valueFloat = (float)pParams[opIndex + 1];
                                                linkInfo.transMotorMaxVel = valueFloat;
                                                opIndex += 2;
                                                break;
                                            case ExtendedPhysics.PHYS_PARAM_TRANSMOTOR_MAXFORCE:
                                                errMsg = "PHYS_PARAM_TRANSMOTOR_MAXFORCE takes one parameter of type float";
                                                valueFloat = (float)pParams[opIndex + 1];
                                                linkInfo.transMotorMaxForce = valueFloat;
                                                opIndex += 2;
                                                break;
                                            case ExtendedPhysics.PHYS_PARAM_CFM:
                                                errMsg = "PHYS_PARAM_CFM takes one parameter of type float";
                                                valueFloat = (float)pParams[opIndex + 1];
                                                linkInfo.cfm = valueFloat;
                                                opIndex += 2;
                                                break;
                                            case ExtendedPhysics.PHYS_PARAM_ERP:
                                                errMsg = "PHYS_PARAM_ERP takes one parameter of type float";
                                                valueFloat = (float)pParams[opIndex + 1];
                                                linkInfo.erp = valueFloat;
                                                opIndex += 2;
                                                break;
                                            case ExtendedPhysics.PHYS_PARAM_SOLVER_ITERATIONS:
                                                errMsg = "PHYS_PARAM_SOLVER_ITERATIONS takes one parameter of type float";
                                                valueFloat = (float)pParams[opIndex + 1];
                                                linkInfo.solverIterations = valueFloat;
                                                opIndex += 2;
                                                break;
                                            case ExtendedPhysics.PHYS_PARAM_SPRING_AXIS_ENABLE:
                                                errMsg = "PHYS_PARAM_SPRING_AXIS_ENABLE takes two parameters of types integer and integer (bool)";
                                                valueInt = (int)pParams[opIndex + 1];
                                                valueBool = ((int)pParams[opIndex + 2]) != 0;
                                                GetAxisRange(valueInt, out axisLow, out axisHigh);
                                                for (int ii = axisLow; ii <= axisHigh; ii++)
                                                    linkInfo.springAxisEnable[ii] = valueBool;
                                                opIndex += 3;
                                                break;
                                            case ExtendedPhysics.PHYS_PARAM_SPRING_DAMPING:
                                                errMsg = "PHYS_PARAM_SPRING_DAMPING takes two parameters of types integer and float";
                                                valueInt = (int)pParams[opIndex + 1];
                                                valueFloat = (float)pParams[opIndex + 2];
                                                GetAxisRange(valueInt, out axisLow, out axisHigh);
                                                for (int ii = axisLow; ii <= axisHigh; ii++)
                                                    linkInfo.springDamping[ii] = valueFloat;
                                                opIndex += 3;
                                                break;
                                            case ExtendedPhysics.PHYS_PARAM_SPRING_STIFFNESS:
                                                errMsg = "PHYS_PARAM_SPRING_STIFFNESS takes two parameters of types integer and float";
                                                valueInt = (int)pParams[opIndex + 1];
                                                valueFloat = (float)pParams[opIndex + 2];
                                                GetAxisRange(valueInt, out axisLow, out axisHigh);
                                                for (int ii = axisLow; ii <= axisHigh; ii++)
                                                    linkInfo.springStiffness[ii] = valueFloat;
                                                opIndex += 3;
                                                break;
                                            case ExtendedPhysics.PHYS_PARAM_SPRING_EQUILIBRIUM_POINT:
                                                errMsg = "PHYS_PARAM_SPRING_EQUILIBRIUM_POINT takes two parameters of type vector";
                                                valueVector = (OMV.Vector3)pParams[opIndex + 1];
                                                valueVector2 = (OMV.Vector3)pParams[opIndex + 2];
                                                linkInfo.springLinearEquilibriumPoint = valueVector;
                                                linkInfo.springAngularEquilibriumPoint = valueVector2;
                                                opIndex += 3;
                                                break;
                                            case ExtendedPhysics.PHYS_PARAM_USE_LINEAR_FRAMEA:
                                                errMsg = "PHYS_PARAM_USE_LINEAR_FRAMEA takes one parameter of type integer (bool)";
                                                valueBool = ((int)pParams[opIndex + 1]) != 0;
                                                linkInfo.useLinearReferenceFrameA = valueBool;
                                                opIndex += 2;
                                                break;
                                            default:
                                                break;
                                        }
                                    }
                                    catch (InvalidCastException e)
                                    {
                                        m_physicsScene.Logger.WarnFormat("{0} value of wrong type in physSetLinksetParams: {1}, err={2}",
                                                            LogHeader, errMsg, e);
                                    }
                                    catch (Exception e)
                                    {
                                        m_physicsScene.Logger.WarnFormat("{0} bad parameters in physSetLinksetParams: {1}", LogHeader, e);
                                    }
                                }
                            }
                            // Something changed so a rebuild is in order
                            Refresh(child);
                        }
                    }
                break;
                default:
                    ret = base.Extension(pFunct, pParams);
                    break;
            }
            return ret;
        }

        // Bullet constraints keep some limit parameters for each linear and angular axis.
        // Setting same is easier if there is an easy way to see all or types.
        // This routine returns the array limits for the set of axis.
        private void GetAxisRange(int rangeSpec, out int low, out int high)
        {
            switch (rangeSpec)
            {
                case ExtendedPhysics.PHYS_AXIS_LINEAR_ALL:
                    low = 0;
                    high = 2;
                    break;
                case ExtendedPhysics.PHYS_AXIS_ANGULAR_ALL:
                    low = 3;
                    high = 5;
                    break;
                case ExtendedPhysics.PHYS_AXIS_ALL:
                    low = 0;
                    high = 5;
                    break;
                default:
                    low = high = rangeSpec;
                    break;
            }
            return;
        }
        #endregion // Extension
    }
}
