diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs | 136 |
1 files changed, 74 insertions, 62 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs index 7219617..8b0fdeb 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs | |||
@@ -36,11 +36,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
36 | { | 36 | { |
37 | public class BSActorLockAxis : BSActor | 37 | public class BSActorLockAxis : BSActor |
38 | { | 38 | { |
39 | bool TryExperimentalLockAxisCode = true; | ||
40 | BSConstraint LockAxisConstraint = null; | 39 | BSConstraint LockAxisConstraint = null; |
41 | 40 | ||
42 | public BSActorLockAxis(BSScene physicsScene, BSPhysObject pObj, string actorName) | 41 | public BSActorLockAxis(BSScene physicsScene, BSPhysObject pObj, string actorName) |
43 | : base(physicsScene, pObj,actorName) | 42 | : base(physicsScene, pObj, actorName) |
44 | { | 43 | { |
45 | m_physicsScene.DetailLog("{0},BSActorLockAxis,constructor", m_controllingPrim.LocalID); | 44 | m_physicsScene.DetailLog("{0},BSActorLockAxis,constructor", m_controllingPrim.LocalID); |
46 | LockAxisConstraint = null; | 45 | LockAxisConstraint = null; |
@@ -64,23 +63,18 @@ public class BSActorLockAxis : BSActor | |||
64 | // BSActor.Refresh() | 63 | // BSActor.Refresh() |
65 | public override void Refresh() | 64 | public override void Refresh() |
66 | { | 65 | { |
67 | m_physicsScene.DetailLog("{0},BSActorLockAxis,refresh,lockedAxis={1},enabled={2},pActive={3}", | 66 | m_physicsScene.DetailLog("{0},BSActorLockAxis,refresh,lockedAxis={1},enabled={2},pActive={3}", |
68 | m_controllingPrim.LocalID, m_controllingPrim.LockedAxis, Enabled, m_controllingPrim.IsPhysicallyActive); | 67 | m_controllingPrim.LocalID, m_controllingPrim.LockedAngularAxis, Enabled, m_controllingPrim.IsPhysicallyActive); |
69 | // If all the axis are free, we don't need to exist | 68 | // If all the axis are free, we don't need to exist |
70 | if (m_controllingPrim.LockedAxis == m_controllingPrim.LockedAxisFree) | 69 | if (m_controllingPrim.LockedAngularAxis == m_controllingPrim.LockedAxisFree) |
71 | { | 70 | { |
72 | m_physicsScene.DetailLog("{0},BSActorLockAxis,refresh,allAxisFree,removing={1}", m_controllingPrim.LocalID, ActorName); | 71 | Enabled = false; |
73 | m_controllingPrim.PhysicalActors.RemoveAndRelease(ActorName); | ||
74 | return; | ||
75 | } | 72 | } |
73 | |||
76 | // If the object is physically active, add the axis locking constraint | 74 | // If the object is physically active, add the axis locking constraint |
77 | if (Enabled | 75 | if (isActive) |
78 | && m_controllingPrim.IsPhysicallyActive | ||
79 | && TryExperimentalLockAxisCode | ||
80 | && m_controllingPrim.LockedAxis != m_controllingPrim.LockedAxisFree) | ||
81 | { | 76 | { |
82 | if (LockAxisConstraint == null) | 77 | AddAxisLockConstraint(); |
83 | AddAxisLockConstraint(); | ||
84 | } | 78 | } |
85 | else | 79 | else |
86 | { | 80 | { |
@@ -91,15 +85,15 @@ public class BSActorLockAxis : BSActor | |||
91 | // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). | 85 | // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). |
92 | // Register a prestep action to restore physical requirements before the next simulation step. | 86 | // Register a prestep action to restore physical requirements before the next simulation step. |
93 | // Called at taint-time. | 87 | // Called at taint-time. |
94 | // BSActor.RemoveBodyDependencies() | 88 | // BSActor.RemoveDependencies() |
95 | public override void RemoveBodyDependencies() | 89 | public override void RemoveDependencies() |
96 | { | 90 | { |
97 | if (LockAxisConstraint != null) | 91 | if (LockAxisConstraint != null) |
98 | { | 92 | { |
99 | // If a constraint is set up, remove it from the physical scene | 93 | // If a constraint is set up, remove it from the physical scene |
100 | RemoveAxisLockConstraint(); | 94 | RemoveAxisLockConstraint(); |
101 | // Schedule a call before the next simulation step to restore the constraint. | 95 | // Schedule a call before the next simulation step to restore the constraint. |
102 | m_physicsScene.PostTaintObject(m_controllingPrim.LockedAxisActorName, m_controllingPrim.LocalID, delegate() | 96 | m_physicsScene.PostTaintObject("BSActorLockAxis:" + ActorName, m_controllingPrim.LocalID, delegate() |
103 | { | 97 | { |
104 | Refresh(); | 98 | Refresh(); |
105 | }); | 99 | }); |
@@ -108,58 +102,76 @@ public class BSActorLockAxis : BSActor | |||
108 | 102 | ||
109 | private void AddAxisLockConstraint() | 103 | private void AddAxisLockConstraint() |
110 | { | 104 | { |
111 | // Lock that axis by creating a 6DOF constraint that has one end in the world and | 105 | if (LockAxisConstraint == null) |
112 | // the other in the object. | 106 | { |
113 | // http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=20817 | 107 | // Lock that axis by creating a 6DOF constraint that has one end in the world and |
114 | // http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=26380 | 108 | // the other in the object. |
115 | 109 | // http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=20817 | |
116 | // Remove any existing axis constraint (just to be sure) | 110 | // http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=26380 |
117 | RemoveAxisLockConstraint(); | ||
118 | 111 | ||
119 | BSConstraint6Dof axisConstrainer = new BSConstraint6Dof(m_physicsScene.World, m_controllingPrim.PhysBody, | 112 | // Remove any existing axis constraint (just to be sure) |
120 | OMV.Vector3.Zero, OMV.Quaternion.Identity, | 113 | RemoveAxisLockConstraint(); |
121 | false /* useLinearReferenceFrameB */, true /* disableCollisionsBetweenLinkedBodies */); | ||
122 | LockAxisConstraint = axisConstrainer; | ||
123 | m_physicsScene.Constraints.AddConstraint(LockAxisConstraint); | ||
124 | 114 | ||
125 | // The constraint is tied to the world and oriented to the prim. | 115 | BSConstraint6Dof axisConstrainer = new BSConstraint6Dof(m_physicsScene.World, m_controllingPrim.PhysBody, |
116 | OMV.Vector3.Zero, OMV.Quaternion.Identity, | ||
117 | false /* useLinearReferenceFrameB */, true /* disableCollisionsBetweenLinkedBodies */); | ||
118 | LockAxisConstraint = axisConstrainer; | ||
119 | m_physicsScene.Constraints.AddConstraint(LockAxisConstraint); | ||
126 | 120 | ||
127 | // Free to move linearly in the region | 121 | // The constraint is tied to the world and oriented to the prim. |
128 | OMV.Vector3 linearLow = OMV.Vector3.Zero; | ||
129 | OMV.Vector3 linearHigh = m_physicsScene.TerrainManager.DefaultRegionSize; | ||
130 | axisConstrainer.SetLinearLimits(linearLow, linearHigh); | ||
131 | 122 | ||
132 | // Angular with some axis locked | 123 | // Free to move linearly in the region |
133 | float fPI = (float)Math.PI; | 124 | OMV.Vector3 linearLow = OMV.Vector3.Zero; |
134 | OMV.Vector3 angularLow = new OMV.Vector3(-fPI, -fPI, -fPI); | 125 | OMV.Vector3 linearHigh = m_physicsScene.TerrainManager.DefaultRegionSize; |
135 | OMV.Vector3 angularHigh = new OMV.Vector3(fPI, fPI, fPI); | 126 | if (m_controllingPrim.LockedLinearAxis.X != BSPhysObject.FreeAxis) |
136 | if (m_controllingPrim.LockedAxis.X != 1f) | 127 | { |
137 | { | 128 | linearLow.X = m_controllingPrim.RawPosition.X; |
138 | angularLow.X = 0f; | 129 | linearHigh.X = m_controllingPrim.RawPosition.X; |
139 | angularHigh.X = 0f; | 130 | } |
140 | } | 131 | if (m_controllingPrim.LockedLinearAxis.Y != BSPhysObject.FreeAxis) |
141 | if (m_controllingPrim.LockedAxis.Y != 1f) | 132 | { |
142 | { | 133 | linearLow.Y = m_controllingPrim.RawPosition.Y; |
143 | angularLow.Y = 0f; | 134 | linearHigh.Y = m_controllingPrim.RawPosition.Y; |
144 | angularHigh.Y = 0f; | 135 | } |
145 | } | 136 | if (m_controllingPrim.LockedLinearAxis.Z != BSPhysObject.FreeAxis) |
146 | if (m_controllingPrim.LockedAxis.Z != 1f) | 137 | { |
147 | { | 138 | linearLow.Z = m_controllingPrim.RawPosition.Z; |
148 | angularLow.Z = 0f; | 139 | linearHigh.Z = m_controllingPrim.RawPosition.Z; |
149 | angularHigh.Z = 0f; | 140 | } |
150 | } | 141 | axisConstrainer.SetLinearLimits(linearLow, linearHigh); |
151 | if (!axisConstrainer.SetAngularLimits(angularLow, angularHigh)) | 142 | |
152 | { | 143 | // Angular with some axis locked |
153 | m_physicsScene.DetailLog("{0},BSActorLockAxis.AddAxisLockConstraint,failedSetAngularLimits", m_controllingPrim.LocalID); | 144 | float fPI = (float)Math.PI; |
154 | } | 145 | OMV.Vector3 angularLow = new OMV.Vector3(-fPI, -fPI, -fPI); |
146 | OMV.Vector3 angularHigh = new OMV.Vector3(fPI, fPI, fPI); | ||
147 | if (m_controllingPrim.LockedAngularAxis.X != BSPhysObject.FreeAxis) | ||
148 | { | ||
149 | angularLow.X = 0f; | ||
150 | angularHigh.X = 0f; | ||
151 | } | ||
152 | if (m_controllingPrim.LockedAngularAxis.Y != BSPhysObject.FreeAxis) | ||
153 | { | ||
154 | angularLow.Y = 0f; | ||
155 | angularHigh.Y = 0f; | ||
156 | } | ||
157 | if (m_controllingPrim.LockedAngularAxis.Z != BSPhysObject.FreeAxis) | ||
158 | { | ||
159 | angularLow.Z = 0f; | ||
160 | angularHigh.Z = 0f; | ||
161 | } | ||
162 | if (!axisConstrainer.SetAngularLimits(angularLow, angularHigh)) | ||
163 | { | ||
164 | m_physicsScene.DetailLog("{0},BSActorLockAxis.AddAxisLockConstraint,failedSetAngularLimits", m_controllingPrim.LocalID); | ||
165 | } | ||
155 | 166 | ||
156 | m_physicsScene.DetailLog("{0},BSActorLockAxis.AddAxisLockConstraint,create,linLow={1},linHi={2},angLow={3},angHi={4}", | 167 | m_physicsScene.DetailLog("{0},BSActorLockAxis.AddAxisLockConstraint,create,linLow={1},linHi={2},angLow={3},angHi={4}", |
157 | m_controllingPrim.LocalID, linearLow, linearHigh, angularLow, angularHigh); | 168 | m_controllingPrim.LocalID, linearLow, linearHigh, angularLow, angularHigh); |
158 | 169 | ||
159 | // Constants from one of the posts mentioned above and used in Bullet's ConstraintDemo. | 170 | // Constants from one of the posts mentioned above and used in Bullet's ConstraintDemo. |
160 | axisConstrainer.TranslationalLimitMotor(true /* enable */, 5.0f, 0.1f); | 171 | axisConstrainer.TranslationalLimitMotor(true /* enable */, 5.0f, 0.1f); |
161 | 172 | ||
162 | axisConstrainer.RecomputeConstraintVariables(m_controllingPrim.RawMass); | 173 | axisConstrainer.RecomputeConstraintVariables(m_controllingPrim.RawMass); |
174 | } | ||
163 | } | 175 | } |
164 | 176 | ||
165 | private void RemoveAxisLockConstraint() | 177 | private void RemoveAxisLockConstraint() |