diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs | 105 |
1 files changed, 51 insertions, 54 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs index c40a499..09ee32b 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs | |||
@@ -36,7 +36,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
36 | { | 36 | { |
37 | public class BSActorLockAxis : BSActor | 37 | public class BSActorLockAxis : BSActor |
38 | { | 38 | { |
39 | bool TryExperimentalLockAxisCode = true; | ||
40 | BSConstraint LockAxisConstraint = null; | 39 | BSConstraint LockAxisConstraint = null; |
41 | 40 | ||
42 | public BSActorLockAxis(BSScene physicsScene, BSPhysObject pObj, string actorName) | 41 | public BSActorLockAxis(BSScene physicsScene, BSPhysObject pObj, string actorName) |
@@ -69,18 +68,13 @@ public class BSActorLockAxis : BSActor | |||
69 | // If all the axis are free, we don't need to exist | 68 | // If all the axis are free, we don't need to exist |
70 | if (m_controllingPrim.LockedAxis == m_controllingPrim.LockedAxisFree) | 69 | if (m_controllingPrim.LockedAxis == m_controllingPrim.LockedAxisFree) |
71 | { | 70 | { |
72 | m_physicsScene.DetailLog("{0},BSActorLockAxis,refresh,allAxisFree,removing={1}", m_controllingPrim.LocalID, ActorName); | 71 | Enabled = false; |
73 | m_controllingPrim.PhysicalActors.RemoveAndRelease(ActorName); | ||
74 | return; | ||
75 | } | 72 | } |
73 | |||
76 | // If the object is physically active, add the axis locking constraint | 74 | // If the object is physically active, add the axis locking constraint |
77 | if (Enabled | 75 | if (isActive) |
78 | && m_controllingPrim.IsPhysicallyActive | ||
79 | && TryExperimentalLockAxisCode | ||
80 | && m_controllingPrim.LockedAxis != m_controllingPrim.LockedAxisFree) | ||
81 | { | 76 | { |
82 | if (LockAxisConstraint == null) | 77 | AddAxisLockConstraint(); |
83 | AddAxisLockConstraint(); | ||
84 | } | 78 | } |
85 | else | 79 | else |
86 | { | 80 | { |
@@ -108,58 +102,61 @@ public class BSActorLockAxis : BSActor | |||
108 | 102 | ||
109 | private void AddAxisLockConstraint() | 103 | private void AddAxisLockConstraint() |
110 | { | 104 | { |
111 | // Lock that axis by creating a 6DOF constraint that has one end in the world and | 105 | if (LockAxisConstraint == null) |
112 | // the other in the object. | 106 | { |
113 | // http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=20817 | 107 | // Lock that axis by creating a 6DOF constraint that has one end in the world and |
114 | // http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=26380 | 108 | // the other in the object. |
109 | // http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=20817 | ||
110 | // http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=26380 | ||
115 | 111 | ||
116 | // Remove any existing axis constraint (just to be sure) | 112 | // Remove any existing axis constraint (just to be sure) |
117 | RemoveAxisLockConstraint(); | 113 | RemoveAxisLockConstraint(); |
118 | 114 | ||
119 | BSConstraint6Dof axisConstrainer = new BSConstraint6Dof(m_physicsScene.World, m_controllingPrim.PhysBody, | 115 | BSConstraint6Dof axisConstrainer = new BSConstraint6Dof(m_physicsScene.World, m_controllingPrim.PhysBody, |
120 | OMV.Vector3.Zero, OMV.Quaternion.Identity, | 116 | OMV.Vector3.Zero, OMV.Quaternion.Identity, |
121 | false /* useLinearReferenceFrameB */, true /* disableCollisionsBetweenLinkedBodies */); | 117 | false /* useLinearReferenceFrameB */, true /* disableCollisionsBetweenLinkedBodies */); |
122 | LockAxisConstraint = axisConstrainer; | 118 | LockAxisConstraint = axisConstrainer; |
123 | m_physicsScene.Constraints.AddConstraint(LockAxisConstraint); | 119 | m_physicsScene.Constraints.AddConstraint(LockAxisConstraint); |
124 | 120 | ||
125 | // The constraint is tied to the world and oriented to the prim. | 121 | // The constraint is tied to the world and oriented to the prim. |
126 | 122 | ||
127 | // Free to move linearly in the region | 123 | // Free to move linearly in the region |
128 | OMV.Vector3 linearLow = OMV.Vector3.Zero; | 124 | OMV.Vector3 linearLow = OMV.Vector3.Zero; |
129 | OMV.Vector3 linearHigh = m_physicsScene.TerrainManager.DefaultRegionSize; | 125 | OMV.Vector3 linearHigh = m_physicsScene.TerrainManager.DefaultRegionSize; |
130 | axisConstrainer.SetLinearLimits(linearLow, linearHigh); | 126 | axisConstrainer.SetLinearLimits(linearLow, linearHigh); |
131 | 127 | ||
132 | // Angular with some axis locked | 128 | // Angular with some axis locked |
133 | float fPI = (float)Math.PI; | 129 | float fPI = (float)Math.PI; |
134 | OMV.Vector3 angularLow = new OMV.Vector3(-fPI, -fPI, -fPI); | 130 | OMV.Vector3 angularLow = new OMV.Vector3(-fPI, -fPI, -fPI); |
135 | OMV.Vector3 angularHigh = new OMV.Vector3(fPI, fPI, fPI); | 131 | OMV.Vector3 angularHigh = new OMV.Vector3(fPI, fPI, fPI); |
136 | if (m_controllingPrim.LockedAxis.X != 1f) | 132 | if (m_controllingPrim.LockedAxis.X != 1f) |
137 | { | 133 | { |
138 | angularLow.X = 0f; | 134 | angularLow.X = 0f; |
139 | angularHigh.X = 0f; | 135 | angularHigh.X = 0f; |
140 | } | 136 | } |
141 | if (m_controllingPrim.LockedAxis.Y != 1f) | 137 | if (m_controllingPrim.LockedAxis.Y != 1f) |
142 | { | 138 | { |
143 | angularLow.Y = 0f; | 139 | angularLow.Y = 0f; |
144 | angularHigh.Y = 0f; | 140 | angularHigh.Y = 0f; |
145 | } | 141 | } |
146 | if (m_controllingPrim.LockedAxis.Z != 1f) | 142 | if (m_controllingPrim.LockedAxis.Z != 1f) |
147 | { | 143 | { |
148 | angularLow.Z = 0f; | 144 | angularLow.Z = 0f; |
149 | angularHigh.Z = 0f; | 145 | angularHigh.Z = 0f; |
150 | } | 146 | } |
151 | if (!axisConstrainer.SetAngularLimits(angularLow, angularHigh)) | 147 | if (!axisConstrainer.SetAngularLimits(angularLow, angularHigh)) |
152 | { | 148 | { |
153 | m_physicsScene.DetailLog("{0},BSActorLockAxis.AddAxisLockConstraint,failedSetAngularLimits", m_controllingPrim.LocalID); | 149 | m_physicsScene.DetailLog("{0},BSActorLockAxis.AddAxisLockConstraint,failedSetAngularLimits", m_controllingPrim.LocalID); |
154 | } | 150 | } |
155 | 151 | ||
156 | m_physicsScene.DetailLog("{0},BSActorLockAxis.AddAxisLockConstraint,create,linLow={1},linHi={2},angLow={3},angHi={4}", | 152 | m_physicsScene.DetailLog("{0},BSActorLockAxis.AddAxisLockConstraint,create,linLow={1},linHi={2},angLow={3},angHi={4}", |
157 | m_controllingPrim.LocalID, linearLow, linearHigh, angularLow, angularHigh); | 153 | m_controllingPrim.LocalID, linearLow, linearHigh, angularLow, angularHigh); |
158 | 154 | ||
159 | // Constants from one of the posts mentioned above and used in Bullet's ConstraintDemo. | 155 | // Constants from one of the posts mentioned above and used in Bullet's ConstraintDemo. |
160 | axisConstrainer.TranslationalLimitMotor(true /* enable */, 5.0f, 0.1f); | 156 | axisConstrainer.TranslationalLimitMotor(true /* enable */, 5.0f, 0.1f); |
161 | 157 | ||
162 | axisConstrainer.RecomputeConstraintVariables(m_controllingPrim.RawMass); | 158 | axisConstrainer.RecomputeConstraintVariables(m_controllingPrim.RawMass); |
159 | } | ||
163 | } | 160 | } |
164 | 161 | ||
165 | private void RemoveAxisLockConstraint() | 162 | private void RemoveAxisLockConstraint() |