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- /*
- * 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 abstract class BSConstraint : IDisposable
- {
- private static string LogHeader = "[BULLETSIM CONSTRAINT]";
- protected BulletWorld m_world;
- protected BSScene PhysicsScene;
- protected BulletBody m_body1;
- protected BulletBody m_body2;
- protected BulletConstraint m_constraint;
- protected bool m_enabled = false;
- public BulletBody Body1 { get { return m_body1; } }
- public BulletBody Body2 { get { return m_body2; } }
- public BulletConstraint Constraint { get { return m_constraint; } }
- public abstract ConstraintType Type { get; }
- public bool IsEnabled { get { return m_enabled; } }
- public BSConstraint(BulletWorld world)
- {
- m_world = world;
- PhysicsScene = m_world.physicsScene;
- }
- public virtual void Dispose()
- {
- if (m_enabled)
- {
- m_enabled = false;
- if (m_constraint.HasPhysicalConstraint)
- {
- bool success = PhysicsScene.PE.DestroyConstraint(m_world, m_constraint);
- m_world.physicsScene.DetailLog("{0},BSConstraint.Dispose,taint,id1={1},body1={2},id2={3},body2={4},success={5}",
- m_body1.ID,
- m_body1.ID, m_body1.AddrString,
- m_body2.ID, m_body2.AddrString,
- success);
- m_constraint.Clear();
- }
- }
- }
- public virtual bool SetLinearLimits(Vector3 low, Vector3 high)
- {
- bool ret = false;
- if (m_enabled)
- {
- m_world.physicsScene.DetailLog("{0},BSConstraint.SetLinearLimits,taint,low={1},high={2}", m_body1.ID, low, high);
- ret = PhysicsScene.PE.SetLinearLimits(m_constraint, low, high);
- }
- return ret;
- }
- public virtual bool SetAngularLimits(Vector3 low, Vector3 high)
- {
- bool ret = false;
- if (m_enabled)
- {
- m_world.physicsScene.DetailLog("{0},BSConstraint.SetAngularLimits,taint,low={1},high={2}", m_body1.ID, low, high);
- ret = PhysicsScene.PE.SetAngularLimits(m_constraint, low, high);
- }
- return ret;
- }
- public virtual bool SetSolverIterations(float cnt)
- {
- bool ret = false;
- if (m_enabled)
- {
- PhysicsScene.PE.SetConstraintNumSolverIterations(m_constraint, cnt);
- ret = true;
- }
- return ret;
- }
- public virtual bool CalculateTransforms()
- {
- bool ret = false;
- if (m_enabled)
- {
- // Recompute the internal transforms
- PhysicsScene.PE.CalculateTransforms(m_constraint);
- ret = true;
- }
- return ret;
- }
- // Reset this constraint making sure it has all its internal structures
- // recomputed and is enabled and ready to go.
- public virtual bool RecomputeConstraintVariables(float mass)
- {
- bool ret = false;
- if (m_enabled)
- {
- ret = CalculateTransforms();
- if (ret)
- {
- // Setting an object's mass to zero (making it static like when it's selected)
- // automatically disables the constraints.
- // If the link is enabled, be sure to set the constraint itself to enabled.
- PhysicsScene.PE.SetConstraintEnable(m_constraint, BSParam.NumericBool(true));
- }
- else
- {
- m_world.physicsScene.Logger.ErrorFormat("{0} CalculateTransforms failed. A={1}, B={2}", LogHeader, Body1.ID, Body2.ID);
- }
- }
- return ret;
- }
- }
- }
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