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authorRobert Adams2012-08-09 15:01:05 -0700
committerRobert Adams2012-08-09 15:01:05 -0700
commit38e79b80a87d213748d55d66e8b72021999d3945 (patch)
treef8da528b7cc0038e6df145c1ad70874c142a85e3 /OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs
parentBulletSim: add avatar code to keep avatars from ending up trapped under the t... (diff)
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BulletSim: separate out the constraints by type. The linksets use
6dof constraint but eventually others will be exposed so future features can use all the Bullet capabilities. Force children to generate a position update when unlinked.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs60
1 files changed, 11 insertions, 49 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs
index ea3093a..a17efea 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs
@@ -32,30 +32,19 @@ using OpenMetaverse;
32namespace OpenSim.Region.Physics.BulletSPlugin 32namespace OpenSim.Region.Physics.BulletSPlugin
33{ 33{
34 34
35public class BSConstraint : IDisposable 35public abstract class BSConstraint : IDisposable
36{ 36{
37 private BulletSim m_world; 37 protected BulletSim m_world;
38 private BulletBody m_body1; 38 protected BulletBody m_body1;
39 private BulletBody m_body2; 39 protected BulletBody m_body2;
40 private BulletConstraint m_constraint; 40 protected BulletConstraint m_constraint;
41 private bool m_enabled = false; 41 protected bool m_enabled = false;
42 42
43 public BSConstraint(BulletSim world, BulletBody obj1, BulletBody obj2, 43 public BSConstraint()
44 Vector3 frame1, Quaternion frame1rot,
45 Vector3 frame2, Quaternion frame2rot
46 )
47 { 44 {
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 } 45 }
57 46
58 public void Dispose() 47 public virtual void Dispose()
59 { 48 {
60 if (m_enabled) 49 if (m_enabled)
61 { 50 {
@@ -68,7 +57,7 @@ public class BSConstraint : IDisposable
68 public BulletBody Body1 { get { return m_body1; } } 57 public BulletBody Body1 { get { return m_body1; } }
69 public BulletBody Body2 { get { return m_body2; } } 58 public BulletBody Body2 { get { return m_body2; } }
70 59
71 public bool SetLinearLimits(Vector3 low, Vector3 high) 60 public virtual bool SetLinearLimits(Vector3 low, Vector3 high)
72 { 61 {
73 bool ret = false; 62 bool ret = false;
74 if (m_enabled) 63 if (m_enabled)
@@ -76,7 +65,7 @@ public class BSConstraint : IDisposable
76 return ret; 65 return ret;
77 } 66 }
78 67
79 public bool SetAngularLimits(Vector3 low, Vector3 high) 68 public virtual bool SetAngularLimits(Vector3 low, Vector3 high)
80 { 69 {
81 bool ret = false; 70 bool ret = false;
82 if (m_enabled) 71 if (m_enabled)
@@ -84,34 +73,7 @@ public class BSConstraint : IDisposable
84 return ret; 73 return ret;
85 } 74 }
86 75
87 public bool SetCFMAndERP(float cfm, float erp) 76 public virtual bool CalculateTransforms()
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 { 77 {
116 bool ret = false; 78 bool ret = false;
117 if (m_enabled) 79 if (m_enabled)