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-rwxr-xr-xOpenSim/Region/PhysicsModules/BulletS/BSConstraintSpring.cs103
1 files changed, 103 insertions, 0 deletions
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSConstraintSpring.cs b/OpenSim/Region/PhysicsModules/BulletS/BSConstraintSpring.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.PhysicsModule.BulletS
33{
34
35public sealed class BSConstraintSpring : BSConstraint6Dof
36{
37 public override ConstraintType Type { get { return ConstraintType.D6_SPRING_CONSTRAINT_TYPE; } }
38
39 public BSConstraintSpring(BulletWorld world, BulletBody obj1, BulletBody obj2,
40 Vector3 frame1Loc, Quaternion frame1Rot,
41 Vector3 frame2Loc, Quaternion frame2Rot,
42 bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
43 :base(world, obj1, obj2)
44 {
45 m_constraint = PhysicsScene.PE.Create6DofSpringConstraint(world, obj1, obj2,
46 frame1Loc, frame1Rot, frame2Loc, frame2Rot,
47 useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
48 m_enabled = true;
49
50 PhysicsScene.DetailLog("{0},BSConstraintSpring,create,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}",
51 obj1.ID, world.worldID, obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString);
52 PhysicsScene.DetailLog("{0},BSConstraintSpring,create, f1Loc={1},f1Rot={2},f2Loc={3},f2Rot={4},usefA={5},disCol={6}",
53 m_body1.ID, frame1Loc, frame1Rot, frame2Loc, frame2Rot, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
54 }
55
56 public bool SetAxisEnable(int pIndex, bool pAxisEnable)
57 {
58 PhysicsScene.DetailLog("{0},BSConstraintSpring.SetEnable,obj1ID={1},obj2ID={2},indx={3},enable={4}",
59 m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pAxisEnable);
60 PhysicsScene.PE.SpringEnable(m_constraint, pIndex, BSParam.NumericBool(pAxisEnable));
61 return true;
62 }
63
64 public bool SetStiffness(int pIndex, float pStiffness)
65 {
66 PhysicsScene.DetailLog("{0},BSConstraintSpring.SetStiffness,obj1ID={1},obj2ID={2},indx={3},stiff={4}",
67 m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pStiffness);
68 PhysicsScene.PE.SpringSetStiffness(m_constraint, pIndex, pStiffness);
69 return true;
70 }
71
72 public bool SetDamping(int pIndex, float pDamping)
73 {
74 PhysicsScene.DetailLog("{0},BSConstraintSpring.SetDamping,obj1ID={1},obj2ID={2},indx={3},damp={4}",
75 m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pDamping);
76 PhysicsScene.PE.SpringSetDamping(m_constraint, pIndex, pDamping);
77 return true;
78 }
79
80 public bool SetEquilibriumPoint(int pIndex, float pEqPoint)
81 {
82 PhysicsScene.DetailLog("{0},BSConstraintSpring.SetEquilibriumPoint,obj1ID={1},obj2ID={2},indx={3},eqPoint={4}",
83 m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pEqPoint);
84 PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, pIndex, pEqPoint);
85 return true;
86 }
87
88 public bool SetEquilibriumPoint(Vector3 linearEq, Vector3 angularEq)
89 {
90 PhysicsScene.DetailLog("{0},BSConstraintSpring.SetEquilibriumPoint,obj1ID={1},obj2ID={2},linearEq={3},angularEq={4}",
91 m_body1.ID, m_body1.ID, m_body2.ID, linearEq, angularEq);
92 PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 0, linearEq.X);
93 PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 1, linearEq.Y);
94 PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 2, linearEq.Z);
95 PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 3, angularEq.X);
96 PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 4, angularEq.Y);
97 PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 5, angularEq.Z);
98 return true;
99 }
100
101}
102
103} \ No newline at end of file