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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs177
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diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs b/OpenSim/Region/Physics/BulletSPlugin/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.Physics.BulletSPlugin
36{
37public class BSActorLockAxis : BSActor
38{
39 bool TryExperimentalLockAxisCode = false;
40 BSConstraint LockAxisConstraint = null;
41
42 public BSActorLockAxis(BSScene physicsScene, BSPhysObject pObj, string actorName)
43 : base(physicsScene, pObj,actorName)
44 {
45 m_physicsScene.DetailLog("{0},BSActorLockAxis,constructor", m_controllingPrim.LocalID);
46 LockAxisConstraint = null;
47 }
48
49 // BSActor.isActive
50 public override bool isActive
51 {
52 get { return Enabled && m_controllingPrim.IsPhysicallyActive; }
53 }
54
55 // Release any connections and resources used by the actor.
56 // BSActor.Dispose()
57 public override void Dispose()
58 {
59 RemoveAxisLockConstraint();
60 }
61
62 // Called when physical parameters (properties set in Bullet) need to be re-applied.
63 // Called at taint-time.
64 // BSActor.Refresh()
65 public override void Refresh()
66 {
67 m_physicsScene.DetailLog("{0},BSActorLockAxis,refresh,lockedAxis={1},enabled={2},pActive={3}",
68 m_controllingPrim.LocalID, m_controllingPrim.LockedAxis, Enabled, m_controllingPrim.IsPhysicallyActive);
69 // If all the axis are free, we don't need to exist
70 if (m_controllingPrim.LockedAxis == m_controllingPrim.LockedAxisFree)
71 {
72 m_physicsScene.DetailLog("{0},BSActorLockAxis,refresh,allAxisFree,removing={1}", m_controllingPrim.LocalID, ActorName);
73 m_controllingPrim.PhysicalActors.RemoveAndRelease(ActorName);
74 return;
75 }
76 // If the object is physically active, add the axis locking constraint
77 if (Enabled
78 && m_controllingPrim.IsPhysicallyActive
79 && TryExperimentalLockAxisCode
80 && m_controllingPrim.LockedAxis != m_controllingPrim.LockedAxisFree)
81 {
82 if (LockAxisConstraint == null)
83 AddAxisLockConstraint();
84 }
85 else
86 {
87 RemoveAxisLockConstraint();
88 }
89 }
90
91 // 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.
93 // Called at taint-time.
94 // BSActor.RemoveBodyDependencies()
95 public override void RemoveBodyDependencies()
96 {
97 if (LockAxisConstraint != null)
98 {
99 // If a constraint is set up, remove it from the physical scene
100 RemoveAxisLockConstraint();
101 // Schedule a call before the next simulation step to restore the constraint.
102 m_physicsScene.PostTaintObject(m_controllingPrim.LockedAxisActorName, m_controllingPrim.LocalID, delegate()
103 {
104 Refresh();
105 });
106 }
107 }
108
109 private void AddAxisLockConstraint()
110 {
111 // Lock that axis by creating a 6DOF constraint that has one end in the world and
112 // the other in the object.
113 // http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=20817
114 // http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=26380
115
116 // Remove any existing axis constraint (just to be sure)
117 RemoveAxisLockConstraint();
118
119 BSConstraint6Dof axisConstrainer = new BSConstraint6Dof(m_physicsScene.World, m_controllingPrim.PhysBody,
120 // OMV.Vector3.Zero, OMV.Quaternion.Identity,
121 OMV.Vector3.Zero, OMV.Quaternion.Inverse(m_controllingPrim.RawOrientation),
122 // OMV.Vector3.Zero, m_controllingPrim.RawOrientation,
123 false /* useLinearReferenceFrameB */, true /* disableCollisionsBetweenLinkedBodies */);
124 LockAxisConstraint = axisConstrainer;
125 m_physicsScene.Constraints.AddConstraint(LockAxisConstraint);
126
127 // The constraint is tied to the world and oriented to the prim.
128
129 // Free to move linearly in the region
130 OMV.Vector3 linearLow = OMV.Vector3.Zero;
131 OMV.Vector3 linearHigh = m_physicsScene.TerrainManager.DefaultRegionSize;
132 axisConstrainer.SetLinearLimits(linearLow, linearHigh);
133
134 // Angular with some axis locked
135 float fPI = (float)Math.PI;
136 OMV.Vector3 angularLow = new OMV.Vector3(-fPI, -fPI, -fPI);
137 OMV.Vector3 angularHigh = new OMV.Vector3(fPI, fPI, fPI);
138 if (m_controllingPrim.LockedAxis.X != 1f)
139 {
140 angularLow.X = 0f;
141 angularHigh.X = 0f;
142 }
143 if (m_controllingPrim.LockedAxis.Y != 1f)
144 {
145 angularLow.Y = 0f;
146 angularHigh.Y = 0f;
147 }
148 if (m_controllingPrim.LockedAxis.Z != 1f)
149 {
150 angularLow.Z = 0f;
151 angularHigh.Z = 0f;
152 }
153 if (!axisConstrainer.SetAngularLimits(angularLow, angularHigh))
154 {
155 m_physicsScene.DetailLog("{0},BSActorLockAxis.AddAxisLockConstraint,failedSetAngularLimits", m_controllingPrim.LocalID);
156 }
157
158 m_physicsScene.DetailLog("{0},BSActorLockAxis.AddAxisLockConstraint,create,linLow={1},linHi={2},angLow={3},angHi={4}",
159 m_controllingPrim.LocalID, linearLow, linearHigh, angularLow, angularHigh);
160
161 // Constants from one of the posts mentioned above and used in Bullet's ConstraintDemo.
162 axisConstrainer.TranslationalLimitMotor(true /* enable */, 5.0f, 0.1f);
163
164 axisConstrainer.RecomputeConstraintVariables(m_controllingPrim.RawMass);
165 }
166
167 private void RemoveAxisLockConstraint()
168 {
169 if (LockAxisConstraint != null)
170 {
171 m_physicsScene.Constraints.RemoveAndDestroyConstraint(LockAxisConstraint);
172 LockAxisConstraint = null;
173 m_physicsScene.DetailLog("{0},BSActorLockAxis.RemoveAxisLockConstraint,destroyingConstraint", m_controllingPrim.LocalID);
174 }
175 }
176}
177}