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authorRobert Adams2013-09-09 14:53:16 -0700
committerRobert Adams2013-09-11 09:12:19 -0700
commitc5eabb28b4c933cfacefa85381e290372fbc094e (patch)
treec79acadaa6de935d18865a1bc0d5c9162e23747a /OpenSim/Region/Physics/BulletSPlugin/BSConstraintSpring.cs
parentBulletSim: add extended physics LSL constants for axis specification. (diff)
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BulletSim: add LSL function and plumbing for setting a spring
equilibrium point in the physics engine constraint.
Diffstat (limited to '')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSConstraintSpring.cs13
1 files changed, 13 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraintSpring.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintSpring.cs
index 652c94a..8e7ddff 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraintSpring.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintSpring.cs
@@ -85,6 +85,19 @@ public sealed class BSConstraintSpring : BSConstraint6Dof
85 return true; 85 return true;
86 } 86 }
87 87
88 public bool SetEquilibriumPoint(Vector3 linearEq, Vector3 angularEq)
89 {
90 PhysicsScene.DetailLog("{0},BSConstraintSpring.SetEquilibriumPoint,obj1ID={1},obj2ID={2},linearEq={3},angularEq={4}",
91 m_body1.ID, m_body1.ID, m_body2.ID, linearEq, angularEq);
92 PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 0, linearEq.X);
93 PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 1, linearEq.Y);
94 PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 2, linearEq.Z);
95 PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 3, angularEq.X);
96 PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 4, angularEq.Y);
97 PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 5, angularEq.Z);
98 return true;
99 }
100
88} 101}
89 102
90} \ No newline at end of file 103} \ No newline at end of file