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author | Robert Adams | 2015-09-08 04:54:16 -0700 |
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committer | Robert Adams | 2015-09-08 04:54:16 -0700 |
commit | e5367d822be9b05e74c859afe2d2956a3e95aa33 (patch) | |
tree | e904050a30715df587aa527d7f313755177726a7 /OpenSim/Region/PhysicsModules/BulletS/BSActorLockAxis.cs | |
parent | add lost admin_reset_land method (diff) | |
parent | Deleted access control spec from [LoginService] section of standalone config.... (diff) | |
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Merge of ubitworkvarnew with opensim/master as of 20150905.
This integrates the OpenSim refactoring to make physics, etc into modules.
AVN physics hasn't been moved to new location.
Does not compile yet.
Merge branch 'osmaster' into mbworknew1
Diffstat (limited to 'OpenSim/Region/PhysicsModules/BulletS/BSActorLockAxis.cs')
-rwxr-xr-x | OpenSim/Region/PhysicsModules/BulletS/BSActorLockAxis.cs | 219 |
1 files changed, 219 insertions, 0 deletions
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSActorLockAxis.cs b/OpenSim/Region/PhysicsModules/BulletS/BSActorLockAxis.cs new file mode 100755 index 0000000..78c1b6a --- /dev/null +++ b/OpenSim/Region/PhysicsModules/BulletS/BSActorLockAxis.cs | |||
@@ -0,0 +1,219 @@ | |||
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.PhysicsModule.BulletS | ||
36 | { | ||
37 | public class BSActorLockAxis : BSActor | ||
38 | { | ||
39 | private BSConstraint LockAxisConstraint = null; | ||
40 | private bool HaveRegisteredForBeforeStepCallback = false; | ||
41 | |||
42 | // The lock access flags (which axises were locked) when the contraint was built. | ||
43 | // Used to see if locking has changed since when the constraint was built. | ||
44 | OMV.Vector3 LockAxisLinearFlags; | ||
45 | OMV.Vector3 LockAxisAngularFlags; | ||
46 | |||
47 | public BSActorLockAxis(BSScene physicsScene, BSPhysObject pObj, string actorName) | ||
48 | : base(physicsScene, pObj, actorName) | ||
49 | { | ||
50 | m_physicsScene.DetailLog("{0},BSActorLockAxis,constructor", m_controllingPrim.LocalID); | ||
51 | LockAxisConstraint = null; | ||
52 | HaveRegisteredForBeforeStepCallback = false; | ||
53 | } | ||
54 | |||
55 | // BSActor.isActive | ||
56 | public override bool isActive | ||
57 | { | ||
58 | get { return Enabled && m_controllingPrim.IsPhysicallyActive; } | ||
59 | } | ||
60 | |||
61 | // Release any connections and resources used by the actor. | ||
62 | // BSActor.Dispose() | ||
63 | public override void Dispose() | ||
64 | { | ||
65 | Enabled = false; | ||
66 | UnRegisterForBeforeStepCallback(); | ||
67 | RemoveAxisLockConstraint(); | ||
68 | } | ||
69 | |||
70 | // Called when physical parameters (properties set in Bullet) need to be re-applied. | ||
71 | // Called at taint-time. | ||
72 | // BSActor.Refresh() | ||
73 | public override void Refresh() | ||
74 | { | ||
75 | // Since the axis logging is done with a constraint, Refresh() time is good for | ||
76 | // changing parameters but this needs to wait until the prim/linkset is physically | ||
77 | // constructed. Therefore, the constraint itself is placed at pre-step time. | ||
78 | |||
79 | // If all the axis are free, we don't need to exist | ||
80 | // Refresh() only turns off. Enabling is done by InitializeAxisActor() | ||
81 | // whenever parameters are changed. | ||
82 | // This leaves 'enable' free to turn off an actor when it is not wanted to run. | ||
83 | if (m_controllingPrim.LockedAngularAxis == m_controllingPrim.LockedAxisFree | ||
84 | && m_controllingPrim.LockedLinearAxis == m_controllingPrim.LockedAxisFree) | ||
85 | { | ||
86 | Enabled = false; | ||
87 | } | ||
88 | |||
89 | if (isActive) | ||
90 | { | ||
91 | RegisterForBeforeStepCallback(); | ||
92 | } | ||
93 | else | ||
94 | { | ||
95 | RemoveDependencies(); | ||
96 | UnRegisterForBeforeStepCallback(); | ||
97 | } | ||
98 | } | ||
99 | |||
100 | // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). | ||
101 | // Register a prestep action to restore physical requirements before the next simulation step. | ||
102 | // Called at taint-time. | ||
103 | // BSActor.RemoveDependencies() | ||
104 | public override void RemoveDependencies() | ||
105 | { | ||
106 | RemoveAxisLockConstraint(); | ||
107 | } | ||
108 | |||
109 | private void RegisterForBeforeStepCallback() | ||
110 | { | ||
111 | if (!HaveRegisteredForBeforeStepCallback) | ||
112 | { | ||
113 | m_physicsScene.BeforeStep += PhysicsScene_BeforeStep; | ||
114 | HaveRegisteredForBeforeStepCallback = true; | ||
115 | } | ||
116 | } | ||
117 | |||
118 | private void UnRegisterForBeforeStepCallback() | ||
119 | { | ||
120 | if (HaveRegisteredForBeforeStepCallback) | ||
121 | { | ||
122 | m_physicsScene.BeforeStep -= PhysicsScene_BeforeStep; | ||
123 | HaveRegisteredForBeforeStepCallback = false; | ||
124 | } | ||
125 | } | ||
126 | |||
127 | private void PhysicsScene_BeforeStep(float timestep) | ||
128 | { | ||
129 | // If all the axis are free, we don't need to exist | ||
130 | if (m_controllingPrim.LockedAngularAxis == m_controllingPrim.LockedAxisFree | ||
131 | && m_controllingPrim.LockedLinearAxis == m_controllingPrim.LockedAxisFree) | ||
132 | { | ||
133 | Enabled = false; | ||
134 | } | ||
135 | |||
136 | // If the object is physically active, add the axis locking constraint | ||
137 | if (isActive) | ||
138 | { | ||
139 | // Check to see if the locking parameters have changed | ||
140 | if (m_controllingPrim.LockedLinearAxis != this.LockAxisLinearFlags | ||
141 | || m_controllingPrim.LockedAngularAxis != this.LockAxisAngularFlags) | ||
142 | { | ||
143 | // The locking has changed. Remove the old constraint and build a new one | ||
144 | RemoveAxisLockConstraint(); | ||
145 | } | ||
146 | |||
147 | AddAxisLockConstraint(); | ||
148 | } | ||
149 | else | ||
150 | { | ||
151 | RemoveAxisLockConstraint(); | ||
152 | } | ||
153 | } | ||
154 | |||
155 | // Note that this relies on being called at TaintTime | ||
156 | private void AddAxisLockConstraint() | ||
157 | { | ||
158 | if (LockAxisConstraint == null) | ||
159 | { | ||
160 | // Lock that axis by creating a 6DOF constraint that has one end in the world and | ||
161 | // the other in the object. | ||
162 | // http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=20817 | ||
163 | // http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=26380 | ||
164 | |||
165 | // Remove any existing axis constraint (just to be sure) | ||
166 | RemoveAxisLockConstraint(); | ||
167 | |||
168 | BSConstraint6Dof axisConstrainer = new BSConstraint6Dof(m_physicsScene.World, m_controllingPrim.PhysBody, | ||
169 | OMV.Vector3.Zero, OMV.Quaternion.Identity, | ||
170 | false /* useLinearReferenceFrameB */, true /* disableCollisionsBetweenLinkedBodies */); | ||
171 | LockAxisConstraint = axisConstrainer; | ||
172 | m_physicsScene.Constraints.AddConstraint(LockAxisConstraint); | ||
173 | |||
174 | // Remember the clocking being inforced so we can notice if they have changed | ||
175 | LockAxisLinearFlags = m_controllingPrim.LockedLinearAxis; | ||
176 | LockAxisAngularFlags = m_controllingPrim.LockedAngularAxis; | ||
177 | |||
178 | // The constraint is tied to the world and oriented to the prim. | ||
179 | |||
180 | if (!axisConstrainer.SetLinearLimits(m_controllingPrim.LockedLinearAxisLow, m_controllingPrim.LockedLinearAxisHigh)) | ||
181 | { | ||
182 | m_physicsScene.DetailLog("{0},BSActorLockAxis.AddAxisLockConstraint,failedSetLinearLimits", | ||
183 | m_controllingPrim.LocalID); | ||
184 | } | ||
185 | |||
186 | if (!axisConstrainer.SetAngularLimits(m_controllingPrim.LockedAngularAxisLow, m_controllingPrim.LockedAngularAxisHigh)) | ||
187 | { | ||
188 | m_physicsScene.DetailLog("{0},BSActorLockAxis.AddAxisLockConstraint,failedSetAngularLimits", | ||
189 | m_controllingPrim.LocalID); | ||
190 | } | ||
191 | |||
192 | m_physicsScene.DetailLog("{0},BSActorLockAxis.AddAxisLockConstraint,create,linLow={1},linHi={2},angLow={3},angHi={4}", | ||
193 | m_controllingPrim.LocalID, | ||
194 | m_controllingPrim.LockedLinearAxisLow, | ||
195 | m_controllingPrim.LockedLinearAxisHigh, | ||
196 | m_controllingPrim.LockedAngularAxisLow, | ||
197 | m_controllingPrim.LockedAngularAxisHigh); | ||
198 | |||
199 | // Constants from one of the posts mentioned above and used in Bullet's ConstraintDemo. | ||
200 | axisConstrainer.TranslationalLimitMotor(true /* enable */, 5.0f, 0.1f); | ||
201 | |||
202 | axisConstrainer.RecomputeConstraintVariables(m_controllingPrim.RawMass); | ||
203 | |||
204 | RegisterForBeforeStepCallback(); | ||
205 | } | ||
206 | } | ||
207 | |||
208 | private void RemoveAxisLockConstraint() | ||
209 | { | ||
210 | UnRegisterForBeforeStepCallback(); | ||
211 | if (LockAxisConstraint != null) | ||
212 | { | ||
213 | m_physicsScene.Constraints.RemoveAndDestroyConstraint(LockAxisConstraint); | ||
214 | LockAxisConstraint = null; | ||
215 | m_physicsScene.DetailLog("{0},BSActorLockAxis.RemoveAxisLockConstraint,destroyingConstraint", m_controllingPrim.LocalID); | ||
216 | } | ||
217 | } | ||
218 | } | ||
219 | } | ||