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-rwxr-xr-xOpenSim/Region/PhysicsModules/BulletS/BSActorSetForce.cs138
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diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSActorSetForce.cs b/OpenSim/Region/PhysicsModules/BulletS/BSActorSetForce.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 */
27
28using System;
29using System.Collections.Generic;
30using System.Linq;
31using System.Text;
32
33using OpenSim.Region.PhysicsModules.SharedBase;
34
35using OMV = OpenMetaverse;
36
37namespace OpenSim.Region.PhysicsModule.BulletS
38{
39public class BSActorSetForce : BSActor
40{
41 BSFMotor m_forceMotor;
42
43 public BSActorSetForce(BSScene physicsScene, BSPhysObject pObj, string actorName)
44 : base(physicsScene, pObj, actorName)
45 {
46 m_forceMotor = null;
47 m_physicsScene.DetailLog("{0},BSActorSetForce,constructor", m_controllingPrim.LocalID);
48 }
49
50 // BSActor.isActive
51 public override bool isActive
52 {
53 get { return Enabled && m_controllingPrim.IsPhysicallyActive; }
54 }
55
56 // Release any connections and resources used by the actor.
57 // BSActor.Dispose()
58 public override void Dispose()
59 {
60 Enabled = false;
61 DeactivateSetForce();
62 }
63
64 // Called when physical parameters (properties set in Bullet) need to be re-applied.
65 // Called at taint-time.
66 // BSActor.Refresh()
67 public override void Refresh()
68 {
69 m_physicsScene.DetailLog("{0},BSActorSetForce,refresh", m_controllingPrim.LocalID);
70
71 // If not active any more, get rid of me (shouldn't ever happen, but just to be safe)
72 if (m_controllingPrim.RawForce == OMV.Vector3.Zero)
73 {
74 m_physicsScene.DetailLog("{0},BSActorSetForce,refresh,notSetForce,removing={1}", m_controllingPrim.LocalID, ActorName);
75 Enabled = false;
76 return;
77 }
78
79 // If the object is physically active, add the hoverer prestep action
80 if (isActive)
81 {
82 ActivateSetForce();
83 }
84 else
85 {
86 DeactivateSetForce();
87 }
88 }
89
90 // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...).
91 // Register a prestep action to restore physical requirements before the next simulation step.
92 // Called at taint-time.
93 // BSActor.RemoveDependencies()
94 public override void RemoveDependencies()
95 {
96 // Nothing to do for the hoverer since it is all software at pre-step action time.
97 }
98
99 // If a hover motor has not been created, create one and start the hovering.
100 private void ActivateSetForce()
101 {
102 if (m_forceMotor == null)
103 {
104 // A fake motor that might be used someday
105 m_forceMotor = new BSFMotor("setForce", 1f, 1f, 1f);
106
107 m_physicsScene.BeforeStep += Mover;
108 }
109 }
110
111 private void DeactivateSetForce()
112 {
113 if (m_forceMotor != null)
114 {
115 m_physicsScene.BeforeStep -= Mover;
116 m_forceMotor = null;
117 }
118 }
119
120 // Called just before the simulation step. Update the vertical position for hoverness.
121 private void Mover(float timeStep)
122 {
123 // Don't do force while the object is selected.
124 if (!isActive)
125 return;
126
127 m_physicsScene.DetailLog("{0},BSActorSetForce,preStep,force={1}", m_controllingPrim.LocalID, m_controllingPrim.RawForce);
128 if (m_controllingPrim.PhysBody.HasPhysicalBody)
129 {
130 m_physicsScene.PE.ApplyCentralForce(m_controllingPrim.PhysBody, m_controllingPrim.RawForce);
131 m_controllingPrim.ActivateIfPhysical(false);
132 }
133
134 // TODO:
135 }
136}
137}
138