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authorRobert Adams2015-09-08 04:54:16 -0700
committerRobert Adams2015-09-08 04:54:16 -0700
commite5367d822be9b05e74c859afe2d2956a3e95aa33 (patch)
treee904050a30715df587aa527d7f313755177726a7 /OpenSim/Region/PhysicsModules/BulletS/BSActorLockAxis.cs
parentadd lost admin_reset_land method (diff)
parentDeleted 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')
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diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSActorLockAxis.cs b/OpenSim/Region/PhysicsModules/BulletS/BSActorLockAxis.cs
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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
28using System;
29using System.Collections.Generic;
30using System.Linq;
31using System.Text;
32
33using OMV = OpenMetaverse;
34
35namespace OpenSim.Region.PhysicsModule.BulletS
36{
37public 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}