/* * 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 OMV = OpenMetaverse; namespace OpenSim.Region.Physics.BulletSPlugin { public class BSActorLockAxis : BSActor { bool TryExperimentalLockAxisCode = false; BSConstraint LockAxisConstraint = null; public BSActorLockAxis(BSScene physicsScene, BSPhysObject pObj, string actorName) : base(physicsScene, pObj,actorName) { LockAxisConstraint = null; } // BSActor.isActive public override bool isActive { get { return Enabled && Prim.IsPhysicallyActive; } } // Release any connections and resources used by the actor. // BSActor.Release() public override void Release() { RemoveAxisLockConstraint(); } // Called when physical parameters (properties set in Bullet) need to be re-applied. // Called at taint-time. // BSActor.Refresh() public override void Refresh() { // If all the axis are free, we don't need to exist if (Prim.LockedAxis == Prim.LockedAxisFree) { Prim.PhysicalActors.RemoveAndRelease(ActorName); return; } // If the object is physically active, add the axis locking constraint if (Enabled && Prim.IsPhysicallyActive && TryExperimentalLockAxisCode && Prim.LockedAxis != Prim.LockedAxisFree) { if (LockAxisConstraint != null) AddAxisLockConstraint(); } else { RemoveAxisLockConstraint(); } } // 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.RemoveBodyDependencies() public override void RemoveBodyDependencies() { if (LockAxisConstraint != null) { // If a constraint is set up, remove it from the physical scene RemoveAxisLockConstraint(); // Schedule a call before the next simulation step to restore the constraint. PhysicsScene.PostTaintObject(Prim.LockedAxisActorName, Prim.LocalID, delegate() { Refresh(); }); } } private void AddAxisLockConstraint() { // Lock that axis by creating a 6DOF constraint that has one end in the world and // the other in the object. // http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=20817 // http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=26380 // Remove any existing axis constraint (just to be sure) RemoveAxisLockConstraint(); BSConstraint6Dof axisConstrainer = new BSConstraint6Dof(PhysicsScene.World, Prim.PhysBody, OMV.Vector3.Zero, OMV.Quaternion.Inverse(Prim.RawOrientation), true /* useLinearReferenceFrameB */, true /* disableCollisionsBetweenLinkedBodies */); LockAxisConstraint = axisConstrainer; PhysicsScene.Constraints.AddConstraint(LockAxisConstraint); // The constraint is tied to the world and oriented to the prim. // Free to move linearly OMV.Vector3 linearLow = OMV.Vector3.Zero; OMV.Vector3 linearHigh = PhysicsScene.TerrainManager.DefaultRegionSize; axisConstrainer.SetLinearLimits(linearLow, linearHigh); // Angular with some axis locked float f2PI = (float)Math.PI * 2f; OMV.Vector3 angularLow = new OMV.Vector3(-f2PI, -f2PI, -f2PI); OMV.Vector3 angularHigh = new OMV.Vector3(f2PI, f2PI, f2PI); if (Prim.LockedAxis.X != 1f) { angularLow.X = 0f; angularHigh.X = 0f; } if (Prim.LockedAxis.Y != 1f) { angularLow.Y = 0f; angularHigh.Y = 0f; } if (Prim.LockedAxis.Z != 1f) { angularLow.Z = 0f; angularHigh.Z = 0f; } axisConstrainer.SetAngularLimits(angularLow, angularHigh); PhysicsScene.DetailLog("{0},BSPrim.LockAngularMotion,create,linLow={1},linHi={2},angLow={3},angHi={4}", Prim.LocalID, linearLow, linearHigh, angularLow, angularHigh); // Constants from one of the posts mentioned above and used in Bullet's ConstraintDemo. axisConstrainer.TranslationalLimitMotor(true /* enable */, 5.0f, 0.1f); axisConstrainer.RecomputeConstraintVariables(Prim.RawMass); } private void RemoveAxisLockConstraint() { if (LockAxisConstraint != null) { PhysicsScene.Constraints.RemoveAndDestroyConstraint(LockAxisConstraint); LockAxisConstraint = null; PhysicsScene.DetailLog("{0},BSPrim.CleanUpLockAxisPhysicals,destroyingConstraint", Prim.LocalID); } } } }