/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyrightD * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using System; using System.Collections.Generic; using System.Linq; using System.Text; using OpenSim.Region.Physics.Manager; using OMV = OpenMetaverse; namespace OpenSim.Region.Physics.BulletSPlugin { public class BSActorSetTorque : BSActor { BSFMotor m_torqueMotor; public BSActorSetTorque(BSScene physicsScene, BSPhysObject pObj, string actorName) : base(physicsScene, pObj, actorName) { m_torqueMotor = null; m_physicsScene.DetailLog("{0},BSActorSetTorque,constructor", m_controllingPrim.LocalID); } // BSActor.isActive public override bool isActive { get { return Enabled && m_controllingPrim.IsPhysicallyActive; } } // Release any connections and resources used by the actor. // BSActor.Dispose() public override void Dispose() { Enabled = false; DeactivateSetTorque(); } // Called when physical parameters (properties set in Bullet) need to be re-applied. // Called at taint-time. // BSActor.Refresh() public override void Refresh() { m_physicsScene.DetailLog("{0},BSActorSetTorque,refresh,torque={1}", m_controllingPrim.LocalID, m_controllingPrim.RawTorque); // If not active any more, get rid of me (shouldn't ever happen, but just to be safe) if (m_controllingPrim.RawTorque == OMV.Vector3.Zero) { m_physicsScene.DetailLog("{0},BSActorSetTorque,refresh,notSetTorque,disabling={1}", m_controllingPrim.LocalID, ActorName); Enabled = false; return; } // If the object is physically active, add the hoverer prestep action if (isActive) { ActivateSetTorque(); } else { DeactivateSetTorque(); } } // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). // Register a prestep action to restore physical requirements before the next simulation step. // Called at taint-time. // BSActor.RemoveDependencies() public override void RemoveDependencies() { // Nothing to do for the hoverer since it is all software at pre-step action time. } // If a hover motor has not been created, create one and start the hovering. private void ActivateSetTorque() { if (m_torqueMotor == null) { // A fake motor that might be used someday m_torqueMotor = new BSFMotor("setTorque", 1f, 1f, 1f); m_physicsScene.BeforeStep += Mover; } } private void DeactivateSetTorque() { if (m_torqueMotor != null) { m_physicsScene.BeforeStep -= Mover; m_torqueMotor = null; } } // Called just before the simulation step. Update the vertical position for hoverness. private void Mover(float timeStep) { // Don't do force while the object is selected. if (!isActive) return; m_physicsScene.DetailLog("{0},BSActorSetTorque,preStep,force={1}", m_controllingPrim.LocalID, m_controllingPrim.RawTorque); if (m_controllingPrim.PhysBody.HasPhysicalBody) { m_controllingPrim.AddAngularForce(m_controllingPrim.RawTorque, false, true); m_controllingPrim.ActivateIfPhysical(false); } // TODO: } } }