/* * 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.PhysicsModule.BulletS { public class BSActorLockAxis : BSActor { private BSConstraint LockAxisConstraint = null; private bool HaveRegisteredForBeforeStepCallback = false; // The lock access flags (which axises were locked) when the contraint was built. // Used to see if locking has changed since when the constraint was built. OMV.Vector3 LockAxisLinearFlags; OMV.Vector3 LockAxisAngularFlags; public BSActorLockAxis(BSScene physicsScene, BSPhysObject pObj, string actorName) : base(physicsScene, pObj, actorName) { m_physicsScene.DetailLog("{0},BSActorLockAxis,constructor", m_controllingPrim.LocalID); LockAxisConstraint = null; HaveRegisteredForBeforeStepCallback = false; } // 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; UnRegisterForBeforeStepCallback(); RemoveAxisLockConstraint(); } // Called when physical parameters (properties set in Bullet) need to be re-applied. // Called at taint-time. // BSActor.Refresh() public override void Refresh() { // Since the axis logging is done with a constraint, Refresh() time is good for // changing parameters but this needs to wait until the prim/linkset is physically // constructed. Therefore, the constraint itself is placed at pre-step time. // If all the axis are free, we don't need to exist // Refresh() only turns off. Enabling is done by InitializeAxisActor() // whenever parameters are changed. // This leaves 'enable' free to turn off an actor when it is not wanted to run. if (m_controllingPrim.LockedAngularAxis == m_controllingPrim.LockedAxisFree && m_controllingPrim.LockedLinearAxis == m_controllingPrim.LockedAxisFree) { Enabled = false; } if (isActive) { RegisterForBeforeStepCallback(); } else { RemoveDependencies(); UnRegisterForBeforeStepCallback(); } } // 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() { RemoveAxisLockConstraint(); } private void RegisterForBeforeStepCallback() { if (!HaveRegisteredForBeforeStepCallback) { m_physicsScene.BeforeStep += PhysicsScene_BeforeStep; HaveRegisteredForBeforeStepCallback = true; } } private void UnRegisterForBeforeStepCallback() { if (HaveRegisteredForBeforeStepCallback) { m_physicsScene.BeforeStep -= PhysicsScene_BeforeStep; HaveRegisteredForBeforeStepCallback = false; } } private void PhysicsScene_BeforeStep(float timestep) { // If all the axis are free, we don't need to exist if (m_controllingPrim.LockedAngularAxis == m_controllingPrim.LockedAxisFree && m_controllingPrim.LockedLinearAxis == m_controllingPrim.LockedAxisFree) { Enabled = false; } // If the object is physically active, add the axis locking constraint if (isActive) { // Check to see if the locking parameters have changed if (m_controllingPrim.LockedLinearAxis != this.LockAxisLinearFlags || m_controllingPrim.LockedAngularAxis != this.LockAxisAngularFlags) { // The locking has changed. Remove the old constraint and build a new one RemoveAxisLockConstraint(); } AddAxisLockConstraint(); } else { RemoveAxisLockConstraint(); } } // Note that this relies on being called at TaintTime private void AddAxisLockConstraint() { if (LockAxisConstraint == null) { // 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(m_physicsScene.World, m_controllingPrim.PhysBody, OMV.Vector3.Zero, OMV.Quaternion.Identity, false /* useLinearReferenceFrameB */, true /* disableCollisionsBetweenLinkedBodies */); LockAxisConstraint = axisConstrainer; m_physicsScene.Constraints.AddConstraint(LockAxisConstraint); // Remember the clocking being inforced so we can notice if they have changed LockAxisLinearFlags = m_controllingPrim.LockedLinearAxis; LockAxisAngularFlags = m_controllingPrim.LockedAngularAxis; // The constraint is tied to the world and oriented to the prim. if (!axisConstrainer.SetLinearLimits(m_controllingPrim.LockedLinearAxisLow, m_controllingPrim.LockedLinearAxisHigh)) { m_physicsScene.DetailLog("{0},BSActorLockAxis.AddAxisLockConstraint,failedSetLinearLimits", m_controllingPrim.LocalID); } if (!axisConstrainer.SetAngularLimits(m_controllingPrim.LockedAngularAxisLow, m_controllingPrim.LockedAngularAxisHigh)) { m_physicsScene.DetailLog("{0},BSActorLockAxis.AddAxisLockConstraint,failedSetAngularLimits", m_controllingPrim.LocalID); } m_physicsScene.DetailLog("{0},BSActorLockAxis.AddAxisLockConstraint,create,linLow={1},linHi={2},angLow={3},angHi={4}", m_controllingPrim.LocalID, m_controllingPrim.LockedLinearAxisLow, m_controllingPrim.LockedLinearAxisHigh, m_controllingPrim.LockedAngularAxisLow, m_controllingPrim.LockedAngularAxisHigh); // Constants from one of the posts mentioned above and used in Bullet's ConstraintDemo. axisConstrainer.TranslationalLimitMotor(true /* enable */, 5.0f, 0.1f); axisConstrainer.RecomputeConstraintVariables(m_controllingPrim.RawMass); RegisterForBeforeStepCallback(); } } private void RemoveAxisLockConstraint() { UnRegisterForBeforeStepCallback(); if (LockAxisConstraint != null) { m_physicsScene.Constraints.RemoveAndDestroyConstraint(LockAxisConstraint); LockAxisConstraint = null; m_physicsScene.DetailLog("{0},BSActorLockAxis.RemoveAxisLockConstraint,destroyingConstraint", m_controllingPrim.LocalID); } } } }