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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs125
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diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.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 */
27using System;
28using System.Collections.Generic;
29using System.Text;
30using OpenMetaverse;
31
32namespace OpenSim.Region.Physics.BulletSPlugin
33{
34
35public class BSConstraint : IDisposable
36{
37 private BulletSim m_world;
38 private BulletBody m_body1;
39 private BulletBody m_body2;
40 private BulletConstraint m_constraint;
41 private bool m_enabled = false;
42
43 public BSConstraint(BulletSim world, BulletBody obj1, BulletBody obj2,
44 Vector3 frame1, Quaternion frame1rot,
45 Vector3 frame2, Quaternion frame2rot
46 )
47 {
48 m_world = world;
49 m_body1 = obj1;
50 m_body2 = obj2;
51 m_constraint = new BulletConstraint(BulletSimAPI.CreateConstraint2(m_world.Ptr, m_body1.Ptr, m_body2.Ptr,
52 frame1, frame1rot,
53 frame2, frame2rot,
54 true /*useLinearReferenceFrameA*/, true /*disableCollisionsBetweenLinkedBodies*/));
55 m_enabled = true;
56 }
57
58 public void Dispose()
59 {
60 if (m_enabled)
61 {
62 // BulletSimAPI.RemoveConstraint(m_world.ID, m_body1.ID, m_body2.ID);
63 BulletSimAPI.DestroyConstraint2(m_world.Ptr, m_constraint.Ptr);
64 m_enabled = false;
65 }
66 }
67
68 public BulletBody Body1 { get { return m_body1; } }
69 public BulletBody Body2 { get { return m_body2; } }
70
71 public bool SetLinearLimits(Vector3 low, Vector3 high)
72 {
73 bool ret = false;
74 if (m_enabled)
75 ret = BulletSimAPI.SetLinearLimits2(m_constraint.Ptr, low, high);
76 return ret;
77 }
78
79 public bool SetAngularLimits(Vector3 low, Vector3 high)
80 {
81 bool ret = false;
82 if (m_enabled)
83 ret = BulletSimAPI.SetAngularLimits2(m_constraint.Ptr, low, high);
84 return ret;
85 }
86
87 public bool SetCFMAndERP(float cfm, float erp)
88 {
89 bool ret = true;
90 BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_STOP_CFM, cfm, ConstraintParamAxis.AXIS_ALL);
91 BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_STOP_ERP, erp, ConstraintParamAxis.AXIS_ALL);
92 BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_CFM, cfm, ConstraintParamAxis.AXIS_ALL);
93 return ret;
94 }
95
96 public bool UseFrameOffset(bool useOffset)
97 {
98 bool ret = false;
99 float onOff = useOffset ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse;
100 if (m_enabled)
101 ret = BulletSimAPI.UseFrameOffset2(m_constraint.Ptr, onOff);
102 return ret;
103 }
104
105 public bool TranslationalLimitMotor(bool enable, float targetVelocity, float maxMotorForce)
106 {
107 bool ret = false;
108 float onOff = enable ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse;
109 if (m_enabled)
110 ret = BulletSimAPI.TranslationalLimitMotor2(m_constraint.Ptr, onOff, targetVelocity, maxMotorForce);
111 return ret;
112 }
113
114 public bool CalculateTransforms()
115 {
116 bool ret = false;
117 if (m_enabled)
118 {
119 BulletSimAPI.CalculateTransforms2(m_constraint.Ptr);
120 ret = true;
121 }
122 return ret;
123 }
124}
125}