/* * 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.Text; using OpenMetaverse; namespace OpenSim.Region.Physics.BulletSPlugin { public sealed class BS6DofConstraint : BSConstraint { private static string LogHeader = "[BULLETSIM 6DOF CONSTRAINT]"; public override ConstraintType Type { get { return ConstraintType.D6_CONSTRAINT_TYPE; } } // Create a btGeneric6DofConstraint public BS6DofConstraint(BulletSim world, BulletBody obj1, BulletBody obj2, Vector3 frame1, Quaternion frame1rot, Vector3 frame2, Quaternion frame2rot, bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) { m_world = world; m_body1 = obj1; m_body2 = obj2; m_constraint = new BulletConstraint( BulletSimAPI.Create6DofConstraint2(m_world.ptr, m_body1.ptr, m_body2.ptr, frame1, frame1rot, frame2, frame2rot, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies)); m_enabled = true; world.physicsScene.DetailLog("{0},BS6DofConstraint,createFrame,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}", BSScene.DetailLogZero, world.worldID, obj1.ID, obj1.ptr.ToString("X"), obj2.ID, obj2.ptr.ToString("X")); } public BS6DofConstraint(BulletSim world, BulletBody obj1, BulletBody obj2, Vector3 joinPoint, bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) { m_world = world; m_body1 = obj1; m_body2 = obj2; if (obj1.ptr == IntPtr.Zero || obj2.ptr == IntPtr.Zero) { world.physicsScene.DetailLog("{0},BS6DOFConstraint,badBodyPtr,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}", BSScene.DetailLogZero, world.worldID, obj1.ID, obj1.ptr.ToString("X"), obj2.ID, obj2.ptr.ToString("X")); world.physicsScene.Logger.ErrorFormat("{0} Attempt to build 6DOF constraint with missing bodies: wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}", "[BULLETSIM 6DOF CONSTRAINT]", world.worldID, obj1.ID, obj1.ptr.ToString("X"), obj2.ID, obj2.ptr.ToString("X")); m_enabled = false; } else { m_constraint = new BulletConstraint( BulletSimAPI.Create6DofConstraintToPoint2(m_world.ptr, m_body1.ptr, m_body2.ptr, joinPoint, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies)); world.physicsScene.DetailLog("{0},BS6DofConstraint,createMidPoint,wID={1}, csrt={2}, rID={3}, rBody={4}, cID={5}, cBody={6}", BSScene.DetailLogZero, world.worldID, m_constraint.ptr.ToString("X"), obj1.ID, obj1.ptr.ToString("X"), obj2.ID, obj2.ptr.ToString("X")); if (m_constraint.ptr == IntPtr.Zero) { world.physicsScene.Logger.ErrorFormat("{0} Failed creation of 6Dof constraint. rootID={1}, childID={2}", LogHeader, obj1.ID, obj2.ID); m_enabled = false; } else { m_enabled = true; } } } public bool SetFrames(Vector3 frameA, Quaternion frameArot, Vector3 frameB, Quaternion frameBrot) { bool ret = false; if (m_enabled) { BulletSimAPI.SetFrames2(m_constraint.ptr, frameA, frameArot, frameB, frameBrot); ret = true; } return ret; } public bool SetCFMAndERP(float cfm, float erp) { bool ret = false; if (m_enabled) { BulletSimAPI.SetConstraintParam2(m_constraint.ptr, ConstraintParams.BT_CONSTRAINT_STOP_CFM, cfm, ConstraintParamAxis.AXIS_ALL); BulletSimAPI.SetConstraintParam2(m_constraint.ptr, ConstraintParams.BT_CONSTRAINT_STOP_ERP, erp, ConstraintParamAxis.AXIS_ALL); BulletSimAPI.SetConstraintParam2(m_constraint.ptr, ConstraintParams.BT_CONSTRAINT_CFM, cfm, ConstraintParamAxis.AXIS_ALL); ret = true; } return ret; } public bool UseFrameOffset(bool useOffset) { bool ret = false; float onOff = useOffset ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse; if (m_enabled) ret = BulletSimAPI.UseFrameOffset2(m_constraint.ptr, onOff); return ret; } public bool TranslationalLimitMotor(bool enable, float targetVelocity, float maxMotorForce) { bool ret = false; float onOff = enable ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse; if (m_enabled) ret = BulletSimAPI.TranslationalLimitMotor2(m_constraint.ptr, onOff, targetVelocity, maxMotorForce); return ret; } public bool SetBreakingImpulseThreshold(float threshold) { bool ret = false; if (m_enabled) ret = BulletSimAPI.SetBreakingImpulseThreshold2(m_constraint.ptr, threshold); return ret; } } }