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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs140
1 files changed, 86 insertions, 54 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs
index 8b0fdeb..3b3c161 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs
@@ -1,4 +1,4 @@
1/* 1/*
2 * Copyright (c) Contributors, http://opensimulator.org/ 2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders. 3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 * 4 *
@@ -36,13 +36,20 @@ namespace OpenSim.Region.Physics.BulletSPlugin
36{ 36{
37public class BSActorLockAxis : BSActor 37public class BSActorLockAxis : BSActor
38{ 38{
39 BSConstraint LockAxisConstraint = null; 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;
40 46
41 public BSActorLockAxis(BSScene physicsScene, BSPhysObject pObj, string actorName) 47 public BSActorLockAxis(BSScene physicsScene, BSPhysObject pObj, string actorName)
42 : base(physicsScene, pObj, actorName) 48 : base(physicsScene, pObj, actorName)
43 { 49 {
44 m_physicsScene.DetailLog("{0},BSActorLockAxis,constructor", m_controllingPrim.LocalID); 50 m_physicsScene.DetailLog("{0},BSActorLockAxis,constructor", m_controllingPrim.LocalID);
45 LockAxisConstraint = null; 51 LockAxisConstraint = null;
52 HaveRegisteredForBeforeStepCallback = false;
46 } 53 }
47 54
48 // BSActor.isActive 55 // BSActor.isActive
@@ -55,6 +62,8 @@ public class BSActorLockAxis : BSActor
55 // BSActor.Dispose() 62 // BSActor.Dispose()
56 public override void Dispose() 63 public override void Dispose()
57 { 64 {
65 Enabled = false;
66 UnRegisterForBeforeStepCallback();
58 RemoveAxisLockConstraint(); 67 RemoveAxisLockConstraint();
59 } 68 }
60 69
@@ -63,22 +72,28 @@ public class BSActorLockAxis : BSActor
63 // BSActor.Refresh() 72 // BSActor.Refresh()
64 public override void Refresh() 73 public override void Refresh()
65 { 74 {
66 m_physicsScene.DetailLog("{0},BSActorLockAxis,refresh,lockedAxis={1},enabled={2},pActive={3}", 75 // Since the axis logging is done with a constraint, Refresh() time is good for
67 m_controllingPrim.LocalID, m_controllingPrim.LockedAngularAxis, Enabled, m_controllingPrim.IsPhysicallyActive); 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
68 // If all the axis are free, we don't need to exist 79 // If all the axis are free, we don't need to exist
69 if (m_controllingPrim.LockedAngularAxis == m_controllingPrim.LockedAxisFree) 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)
70 { 85 {
71 Enabled = false; 86 Enabled = false;
72 } 87 }
73 88
74 // If the object is physically active, add the axis locking constraint
75 if (isActive) 89 if (isActive)
76 { 90 {
77 AddAxisLockConstraint(); 91 RegisterForBeforeStepCallback();
78 } 92 }
79 else 93 else
80 { 94 {
81 RemoveAxisLockConstraint(); 95 RemoveDependencies();
96 UnRegisterForBeforeStepCallback();
82 } 97 }
83 } 98 }
84 99
@@ -88,18 +103,56 @@ public class BSActorLockAxis : BSActor
88 // BSActor.RemoveDependencies() 103 // BSActor.RemoveDependencies()
89 public override void RemoveDependencies() 104 public override void RemoveDependencies()
90 { 105 {
91 if (LockAxisConstraint != null) 106 RemoveAxisLockConstraint();
107 }
108
109 private void RegisterForBeforeStepCallback()
110 {
111 if (!HaveRegisteredForBeforeStepCallback)
92 { 112 {
93 // If a constraint is set up, remove it from the physical scene 113 m_physicsScene.BeforeStep += PhysicsScene_BeforeStep;
94 RemoveAxisLockConstraint(); 114 HaveRegisteredForBeforeStepCallback = true;
95 // Schedule a call before the next simulation step to restore the constraint. 115 }
96 m_physicsScene.PostTaintObject("BSActorLockAxis:" + ActorName, m_controllingPrim.LocalID, delegate() 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)
97 { 142 {
98 Refresh(); 143 // The locking has changed. Remove the old constraint and build a new one
99 }); 144 RemoveAxisLockConstraint();
145 }
146
147 AddAxisLockConstraint();
148 }
149 else
150 {
151 RemoveAxisLockConstraint();
100 } 152 }
101 } 153 }
102 154
155 // Note that this relies on being called at TaintTime
103 private void AddAxisLockConstraint() 156 private void AddAxisLockConstraint()
104 { 157 {
105 if (LockAxisConstraint == null) 158 if (LockAxisConstraint == null)
@@ -118,64 +171,43 @@ public class BSActorLockAxis : BSActor
118 LockAxisConstraint = axisConstrainer; 171 LockAxisConstraint = axisConstrainer;
119 m_physicsScene.Constraints.AddConstraint(LockAxisConstraint); 172 m_physicsScene.Constraints.AddConstraint(LockAxisConstraint);
120 173
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
121 // The constraint is tied to the world and oriented to the prim. 178 // The constraint is tied to the world and oriented to the prim.
122 179
123 // Free to move linearly in the region 180 if (!axisConstrainer.SetLinearLimits(m_controllingPrim.LockedLinearAxisLow, m_controllingPrim.LockedLinearAxisHigh))
124 OMV.Vector3 linearLow = OMV.Vector3.Zero;
125 OMV.Vector3 linearHigh = m_physicsScene.TerrainManager.DefaultRegionSize;
126 if (m_controllingPrim.LockedLinearAxis.X != BSPhysObject.FreeAxis)
127 { 181 {
128 linearLow.X = m_controllingPrim.RawPosition.X; 182 m_physicsScene.DetailLog("{0},BSActorLockAxis.AddAxisLockConstraint,failedSetLinearLimits",
129 linearHigh.X = m_controllingPrim.RawPosition.X; 183 m_controllingPrim.LocalID);
130 } 184 }
131 if (m_controllingPrim.LockedLinearAxis.Y != BSPhysObject.FreeAxis)
132 {
133 linearLow.Y = m_controllingPrim.RawPosition.Y;
134 linearHigh.Y = m_controllingPrim.RawPosition.Y;
135 }
136 if (m_controllingPrim.LockedLinearAxis.Z != BSPhysObject.FreeAxis)
137 {
138 linearLow.Z = m_controllingPrim.RawPosition.Z;
139 linearHigh.Z = m_controllingPrim.RawPosition.Z;
140 }
141 axisConstrainer.SetLinearLimits(linearLow, linearHigh);
142 185
143 // Angular with some axis locked 186 if (!axisConstrainer.SetAngularLimits(m_controllingPrim.LockedAngularAxisLow, m_controllingPrim.LockedAngularAxisHigh))
144 float fPI = (float)Math.PI;
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 { 187 {
154 angularLow.Y = 0f; 188 m_physicsScene.DetailLog("{0},BSActorLockAxis.AddAxisLockConstraint,failedSetAngularLimits",
155 angularHigh.Y = 0f; 189 m_controllingPrim.LocalID);
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 } 190 }
166 191
167 m_physicsScene.DetailLog("{0},BSActorLockAxis.AddAxisLockConstraint,create,linLow={1},linHi={2},angLow={3},angHi={4}", 192 m_physicsScene.DetailLog("{0},BSActorLockAxis.AddAxisLockConstraint,create,linLow={1},linHi={2},angLow={3},angHi={4}",
168 m_controllingPrim.LocalID, linearLow, linearHigh, angularLow, angularHigh); 193 m_controllingPrim.LocalID,
194 m_controllingPrim.LockedLinearAxisLow,
195 m_controllingPrim.LockedLinearAxisHigh,
196 m_controllingPrim.LockedAngularAxisLow,
197 m_controllingPrim.LockedAngularAxisHigh);
169 198
170 // Constants from one of the posts mentioned above and used in Bullet's ConstraintDemo. 199 // Constants from one of the posts mentioned above and used in Bullet's ConstraintDemo.
171 axisConstrainer.TranslationalLimitMotor(true /* enable */, 5.0f, 0.1f); 200 axisConstrainer.TranslationalLimitMotor(true /* enable */, 5.0f, 0.1f);
172 201
173 axisConstrainer.RecomputeConstraintVariables(m_controllingPrim.RawMass); 202 axisConstrainer.RecomputeConstraintVariables(m_controllingPrim.RawMass);
203
204 RegisterForBeforeStepCallback();
174 } 205 }
175 } 206 }
176 207
177 private void RemoveAxisLockConstraint() 208 private void RemoveAxisLockConstraint()
178 { 209 {
210 UnRegisterForBeforeStepCallback();
179 if (LockAxisConstraint != null) 211 if (LockAxisConstraint != null)
180 { 212 {
181 m_physicsScene.Constraints.RemoveAndDestroyConstraint(LockAxisConstraint); 213 m_physicsScene.Constraints.RemoveAndDestroyConstraint(LockAxisConstraint);