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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs62
1 files changed, 34 insertions, 28 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs
index 5f74a14..aa75663 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs
@@ -42,14 +42,14 @@ public class BSActorLockAxis : BSActor
42 public BSActorLockAxis(BSScene physicsScene, BSPhysObject pObj, string actorName) 42 public BSActorLockAxis(BSScene physicsScene, BSPhysObject pObj, string actorName)
43 : base(physicsScene, pObj,actorName) 43 : base(physicsScene, pObj,actorName)
44 { 44 {
45 PhysicsScene.DetailLog("{0},BSActorLockAxis,constructor", Prim.LocalID); 45 m_physicsScene.DetailLog("{0},BSActorLockAxis,constructor", m_controllingPrim.LocalID);
46 LockAxisConstraint = null; 46 LockAxisConstraint = null;
47 } 47 }
48 48
49 // BSActor.isActive 49 // BSActor.isActive
50 public override bool isActive 50 public override bool isActive
51 { 51 {
52 get { return Enabled && Prim.IsPhysicallyActive; } 52 get { return Enabled && m_controllingPrim.IsPhysicallyActive; }
53 } 53 }
54 54
55 // Release any connections and resources used by the actor. 55 // Release any connections and resources used by the actor.
@@ -64,21 +64,22 @@ public class BSActorLockAxis : BSActor
64 // BSActor.Refresh() 64 // BSActor.Refresh()
65 public override void Refresh() 65 public override void Refresh()
66 { 66 {
67 PhysicsScene.DetailLog("{0},BSActorLockAxis,refresh,lockedAxis={1},enabled={2},pActive={3}", 67 m_physicsScene.DetailLog("{0},BSActorLockAxis,refresh,lockedAxis={1},enabled={2},pActive={3}",
68 Prim.LocalID, Prim.LockedAxis, Enabled, Prim.IsPhysicallyActive); 68 m_controllingPrim.LocalID, m_controllingPrim.LockedAxis, Enabled, m_controllingPrim.IsPhysicallyActive);
69 // If all the axis are free, we don't need to exist 69 // If all the axis are free, we don't need to exist
70 if (Prim.LockedAxis == Prim.LockedAxisFree) 70 if (m_controllingPrim.LockedAxis == m_controllingPrim.LockedAxisFree)
71 { 71 {
72 Prim.PhysicalActors.RemoveAndRelease(ActorName); 72 m_physicsScene.DetailLog("{0},BSActorLockAxis,refresh,allAxisFree,removing={1}", m_controllingPrim.LocalID, ActorName);
73 m_controllingPrim.PhysicalActors.RemoveAndRelease(ActorName);
73 return; 74 return;
74 } 75 }
75 // If the object is physically active, add the axis locking constraint 76 // If the object is physically active, add the axis locking constraint
76 if (Enabled 77 if (Enabled
77 && Prim.IsPhysicallyActive 78 && m_controllingPrim.IsPhysicallyActive
78 && TryExperimentalLockAxisCode 79 && TryExperimentalLockAxisCode
79 && Prim.LockedAxis != Prim.LockedAxisFree) 80 && m_controllingPrim.LockedAxis != m_controllingPrim.LockedAxisFree)
80 { 81 {
81 if (LockAxisConstraint != null) 82 if (LockAxisConstraint == null)
82 AddAxisLockConstraint(); 83 AddAxisLockConstraint();
83 } 84 }
84 else 85 else
@@ -98,7 +99,7 @@ public class BSActorLockAxis : BSActor
98 // If a constraint is set up, remove it from the physical scene 99 // If a constraint is set up, remove it from the physical scene
99 RemoveAxisLockConstraint(); 100 RemoveAxisLockConstraint();
100 // Schedule a call before the next simulation step to restore the constraint. 101 // Schedule a call before the next simulation step to restore the constraint.
101 PhysicsScene.PostTaintObject(Prim.LockedAxisActorName, Prim.LocalID, delegate() 102 m_physicsScene.PostTaintObject(m_controllingPrim.LockedAxisActorName, m_controllingPrim.LocalID, delegate()
102 { 103 {
103 Refresh(); 104 Refresh();
104 }); 105 });
@@ -115,56 +116,61 @@ public class BSActorLockAxis : BSActor
115 // Remove any existing axis constraint (just to be sure) 116 // Remove any existing axis constraint (just to be sure)
116 RemoveAxisLockConstraint(); 117 RemoveAxisLockConstraint();
117 118
118 BSConstraint6Dof axisConstrainer = new BSConstraint6Dof(PhysicsScene.World, Prim.PhysBody, 119 BSConstraint6Dof axisConstrainer = new BSConstraint6Dof(m_physicsScene.World, m_controllingPrim.PhysBody,
119 OMV.Vector3.Zero, OMV.Quaternion.Inverse(Prim.RawOrientation), 120 // OMV.Vector3.Zero, OMV.Quaternion.Identity,
120 true /* useLinearReferenceFrameB */, true /* disableCollisionsBetweenLinkedBodies */); 121 OMV.Vector3.Zero, OMV.Quaternion.Inverse(m_controllingPrim.RawOrientation),
122 // OMV.Vector3.Zero, m_controllingPrim.RawOrientation,
123 false /* useLinearReferenceFrameB */, true /* disableCollisionsBetweenLinkedBodies */);
121 LockAxisConstraint = axisConstrainer; 124 LockAxisConstraint = axisConstrainer;
122 PhysicsScene.Constraints.AddConstraint(LockAxisConstraint); 125 m_physicsScene.Constraints.AddConstraint(LockAxisConstraint);
123 126
124 // The constraint is tied to the world and oriented to the prim. 127 // The constraint is tied to the world and oriented to the prim.
125 128
126 // Free to move linearly 129 // Free to move linearly in the region
127 OMV.Vector3 linearLow = OMV.Vector3.Zero; 130 OMV.Vector3 linearLow = OMV.Vector3.Zero;
128 OMV.Vector3 linearHigh = PhysicsScene.TerrainManager.DefaultRegionSize; 131 OMV.Vector3 linearHigh = m_physicsScene.TerrainManager.DefaultRegionSize;
129 axisConstrainer.SetLinearLimits(linearLow, linearHigh); 132 axisConstrainer.SetLinearLimits(linearLow, linearHigh);
130 133
131 // Angular with some axis locked 134 // Angular with some axis locked
132 float f2PI = (float)Math.PI * 2f; 135 float fPI = (float)Math.PI;
133 OMV.Vector3 angularLow = new OMV.Vector3(-f2PI, -f2PI, -f2PI); 136 OMV.Vector3 angularLow = new OMV.Vector3(-fPI, -fPI, -fPI);
134 OMV.Vector3 angularHigh = new OMV.Vector3(f2PI, f2PI, f2PI); 137 OMV.Vector3 angularHigh = new OMV.Vector3(fPI, fPI, fPI);
135 if (Prim.LockedAxis.X != 1f) 138 if (m_controllingPrim.LockedAxis.X != 1f)
136 { 139 {
137 angularLow.X = 0f; 140 angularLow.X = 0f;
138 angularHigh.X = 0f; 141 angularHigh.X = 0f;
139 } 142 }
140 if (Prim.LockedAxis.Y != 1f) 143 if (m_controllingPrim.LockedAxis.Y != 1f)
141 { 144 {
142 angularLow.Y = 0f; 145 angularLow.Y = 0f;
143 angularHigh.Y = 0f; 146 angularHigh.Y = 0f;
144 } 147 }
145 if (Prim.LockedAxis.Z != 1f) 148 if (m_controllingPrim.LockedAxis.Z != 1f)
146 { 149 {
147 angularLow.Z = 0f; 150 angularLow.Z = 0f;
148 angularHigh.Z = 0f; 151 angularHigh.Z = 0f;
149 } 152 }
150 axisConstrainer.SetAngularLimits(angularLow, angularHigh); 153 if (!axisConstrainer.SetAngularLimits(angularLow, angularHigh))
154 {
155 m_physicsScene.DetailLog("{0},BSActorLockAxis.AddAxisLockConstraint,failedSetAngularLimits", m_controllingPrim.LocalID);
156 }
151 157
152 PhysicsScene.DetailLog("{0},BSPrim.LockAngularMotion,create,linLow={1},linHi={2},angLow={3},angHi={4}", 158 m_physicsScene.DetailLog("{0},BSActorLockAxis.AddAxisLockConstraint,create,linLow={1},linHi={2},angLow={3},angHi={4}",
153 Prim.LocalID, linearLow, linearHigh, angularLow, angularHigh); 159 m_controllingPrim.LocalID, linearLow, linearHigh, angularLow, angularHigh);
154 160
155 // Constants from one of the posts mentioned above and used in Bullet's ConstraintDemo. 161 // Constants from one of the posts mentioned above and used in Bullet's ConstraintDemo.
156 axisConstrainer.TranslationalLimitMotor(true /* enable */, 5.0f, 0.1f); 162 axisConstrainer.TranslationalLimitMotor(true /* enable */, 5.0f, 0.1f);
157 163
158 axisConstrainer.RecomputeConstraintVariables(Prim.RawMass); 164 axisConstrainer.RecomputeConstraintVariables(m_controllingPrim.RawMass);
159 } 165 }
160 166
161 private void RemoveAxisLockConstraint() 167 private void RemoveAxisLockConstraint()
162 { 168 {
163 if (LockAxisConstraint != null) 169 if (LockAxisConstraint != null)
164 { 170 {
165 PhysicsScene.Constraints.RemoveAndDestroyConstraint(LockAxisConstraint); 171 m_physicsScene.Constraints.RemoveAndDestroyConstraint(LockAxisConstraint);
166 LockAxisConstraint = null; 172 LockAxisConstraint = null;
167 PhysicsScene.DetailLog("{0},BSPrim.CleanUpLockAxisPhysicals,destroyingConstraint", Prim.LocalID); 173 m_physicsScene.DetailLog("{0},BSActorLockAxis.RemoveAxisLockConstraint,destroyingConstraint", m_controllingPrim.LocalID);
168 } 174 }
169 } 175 }
170} 176}