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author | Robert Adams | 2013-03-31 09:12:18 -0700 |
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committer | Robert Adams | 2013-03-31 22:19:41 -0700 |
commit | 2c581cae2a77628704ae7ae2f9f0f0a87cbb0072 (patch) | |
tree | 2095b9afd1a0c984119fcac98e3dfd94ab99aabb /OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs | |
parent | Export permission, part two. Setting export perms for textures and clothing w... (diff) | |
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BulletSim: Add physical 'actors' that operate on the physical object.
Add first 'actor' for locked axis.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs | 168 |
1 files changed, 168 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs new file mode 100755 index 0000000..b4af126 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs | |||
@@ -0,0 +1,168 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Linq; | ||
31 | using System.Text; | ||
32 | |||
33 | using OMV = OpenMetaverse; | ||
34 | |||
35 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
36 | { | ||
37 | public class BSActorLockAxis : BSActor | ||
38 | { | ||
39 | bool TryExperimentalLockAxisCode = false; | ||
40 | BSConstraint LockAxisConstraint = null; | ||
41 | |||
42 | public BSActorLockAxis(BSScene physicsScene, BSPhysObject pObj, string actorName) | ||
43 | : base(physicsScene, pObj,actorName) | ||
44 | { | ||
45 | LockAxisConstraint = null; | ||
46 | } | ||
47 | |||
48 | // BSActor.isActive | ||
49 | public override bool isActive | ||
50 | { | ||
51 | get { return Enabled && Prim.IsPhysicallyActive; } | ||
52 | } | ||
53 | |||
54 | // Release any connections and resources used by the actor. | ||
55 | // BSActor.Release() | ||
56 | public override void Release() | ||
57 | { | ||
58 | RemoveAxisLockConstraint(); | ||
59 | } | ||
60 | |||
61 | // Called when physical parameters (properties set in Bullet) need to be re-applied. | ||
62 | // Called at taint-time. | ||
63 | // BSActor.Refresh() | ||
64 | public override void Refresh() | ||
65 | { | ||
66 | // If all the axis are free, we don't need to exist | ||
67 | if (Prim.LockedAxis == Prim.LockedAxisFree) | ||
68 | { | ||
69 | Prim.PhysicalActors.RemoveAndRelease(ActorName); | ||
70 | return; | ||
71 | } | ||
72 | // If the object is physically active, add the axis locking constraint | ||
73 | if (Enabled | ||
74 | && Prim.IsPhysicallyActive | ||
75 | && TryExperimentalLockAxisCode | ||
76 | && Prim.LockedAxis != Prim.LockedAxisFree) | ||
77 | { | ||
78 | if (LockAxisConstraint != null) | ||
79 | AddAxisLockConstraint(); | ||
80 | } | ||
81 | else | ||
82 | { | ||
83 | RemoveAxisLockConstraint(); | ||
84 | } | ||
85 | } | ||
86 | |||
87 | // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). | ||
88 | // Register a prestep action to restore physical requirements before the next simulation step. | ||
89 | // Called at taint-time. | ||
90 | // BSActor.RemoveBodyDependencies() | ||
91 | public override void RemoveBodyDependencies() | ||
92 | { | ||
93 | if (LockAxisConstraint != null) | ||
94 | { | ||
95 | // If a constraint is set up, remove it from the physical scene | ||
96 | RemoveAxisLockConstraint(); | ||
97 | // Schedule a call before the next simulation step to restore the constraint. | ||
98 | PhysicsScene.PostTaintObject(Prim.LockedAxisActorName, Prim.LocalID, delegate() | ||
99 | { | ||
100 | Refresh(); | ||
101 | }); | ||
102 | } | ||
103 | } | ||
104 | |||
105 | private void AddAxisLockConstraint() | ||
106 | { | ||
107 | // Lock that axis by creating a 6DOF constraint that has one end in the world and | ||
108 | // the other in the object. | ||
109 | // http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=20817 | ||
110 | // http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=26380 | ||
111 | |||
112 | // Remove any existing axis constraint (just to be sure) | ||
113 | RemoveAxisLockConstraint(); | ||
114 | |||
115 | BSConstraint6Dof axisConstrainer = new BSConstraint6Dof(PhysicsScene.World, Prim.PhysBody, | ||
116 | OMV.Vector3.Zero, OMV.Quaternion.Inverse(Prim.RawOrientation), | ||
117 | true /* useLinearReferenceFrameB */, true /* disableCollisionsBetweenLinkedBodies */); | ||
118 | LockAxisConstraint = axisConstrainer; | ||
119 | PhysicsScene.Constraints.AddConstraint(LockAxisConstraint); | ||
120 | |||
121 | // The constraint is tied to the world and oriented to the prim. | ||
122 | |||
123 | // Free to move linearly | ||
124 | OMV.Vector3 linearLow = OMV.Vector3.Zero; | ||
125 | OMV.Vector3 linearHigh = PhysicsScene.TerrainManager.DefaultRegionSize; | ||
126 | axisConstrainer.SetLinearLimits(linearLow, linearHigh); | ||
127 | |||
128 | // Angular with some axis locked | ||
129 | float f2PI = (float)Math.PI * 2f; | ||
130 | OMV.Vector3 angularLow = new OMV.Vector3(-f2PI, -f2PI, -f2PI); | ||
131 | OMV.Vector3 angularHigh = new OMV.Vector3(f2PI, f2PI, f2PI); | ||
132 | if (Prim.LockedAxis.X != 1f) | ||
133 | { | ||
134 | angularLow.X = 0f; | ||
135 | angularHigh.X = 0f; | ||
136 | } | ||
137 | if (Prim.LockedAxis.Y != 1f) | ||
138 | { | ||
139 | angularLow.Y = 0f; | ||
140 | angularHigh.Y = 0f; | ||
141 | } | ||
142 | if (Prim.LockedAxis.Z != 1f) | ||
143 | { | ||
144 | angularLow.Z = 0f; | ||
145 | angularHigh.Z = 0f; | ||
146 | } | ||
147 | axisConstrainer.SetAngularLimits(angularLow, angularHigh); | ||
148 | |||
149 | PhysicsScene.DetailLog("{0},BSPrim.LockAngularMotion,create,linLow={1},linHi={2},angLow={3},angHi={4}", | ||
150 | Prim.LocalID, linearLow, linearHigh, angularLow, angularHigh); | ||
151 | |||
152 | // Constants from one of the posts mentioned above and used in Bullet's ConstraintDemo. | ||
153 | axisConstrainer.TranslationalLimitMotor(true /* enable */, 5.0f, 0.1f); | ||
154 | |||
155 | axisConstrainer.RecomputeConstraintVariables(Prim.RawMass); | ||
156 | } | ||
157 | |||
158 | private void RemoveAxisLockConstraint() | ||
159 | { | ||
160 | if (LockAxisConstraint != null) | ||
161 | { | ||
162 | PhysicsScene.Constraints.RemoveAndDestroyConstraint(LockAxisConstraint); | ||
163 | LockAxisConstraint = null; | ||
164 | PhysicsScene.DetailLog("{0},BSPrim.CleanUpLockAxisPhysicals,destroyingConstraint", Prim.LocalID); | ||
165 | } | ||
166 | } | ||
167 | } | ||
168 | } | ||