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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 sealed class BSConstraintSpring : BSConstraint6Dof
- {
- public override ConstraintType Type { get { return ConstraintType.D6_SPRING_CONSTRAINT_TYPE; } }
- public BSConstraintSpring(BulletWorld world, BulletBody obj1, BulletBody obj2,
- Vector3 frame1Loc, Quaternion frame1Rot,
- Vector3 frame2Loc, Quaternion frame2Rot,
- bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
- :base(world, obj1, obj2)
- {
- m_constraint = PhysicsScene.PE.Create6DofSpringConstraint(world, obj1, obj2,
- frame1Loc, frame1Rot, frame2Loc, frame2Rot,
- useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
- m_enabled = true;
- PhysicsScene.DetailLog("{0},BSConstraintSpring,create,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}",
- obj1.ID, world.worldID, obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString);
- PhysicsScene.DetailLog("{0},BSConstraintSpring,create, f1Loc={1},f1Rot={2},f2Loc={3},f2Rot={4},usefA={5},disCol={6}",
- m_body1.ID, frame1Loc, frame1Rot, frame2Loc, frame2Rot, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
- }
- public bool SetAxisEnable(int pIndex, bool pAxisEnable)
- {
- PhysicsScene.DetailLog("{0},BSConstraintSpring.SetEnable,obj1ID={1},obj2ID={2},indx={3},enable={4}",
- m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pAxisEnable);
- PhysicsScene.PE.SpringEnable(m_constraint, pIndex, BSParam.NumericBool(pAxisEnable));
- return true;
- }
- public bool SetStiffness(int pIndex, float pStiffness)
- {
- PhysicsScene.DetailLog("{0},BSConstraintSpring.SetStiffness,obj1ID={1},obj2ID={2},indx={3},stiff={4}",
- m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pStiffness);
- PhysicsScene.PE.SpringSetStiffness(m_constraint, pIndex, pStiffness);
- return true;
- }
- public bool SetDamping(int pIndex, float pDamping)
- {
- PhysicsScene.DetailLog("{0},BSConstraintSpring.SetDamping,obj1ID={1},obj2ID={2},indx={3},damp={4}",
- m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pDamping);
- PhysicsScene.PE.SpringSetDamping(m_constraint, pIndex, pDamping);
- return true;
- }
- public bool SetEquilibriumPoint(int pIndex, float pEqPoint)
- {
- PhysicsScene.DetailLog("{0},BSConstraintSpring.SetEquilibriumPoint,obj1ID={1},obj2ID={2},indx={3},eqPoint={4}",
- m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pEqPoint);
- PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, pIndex, pEqPoint);
- return true;
- }
- public bool SetEquilibriumPoint(Vector3 linearEq, Vector3 angularEq)
- {
- PhysicsScene.DetailLog("{0},BSConstraintSpring.SetEquilibriumPoint,obj1ID={1},obj2ID={2},linearEq={3},angularEq={4}",
- m_body1.ID, m_body1.ID, m_body2.ID, linearEq, angularEq);
- PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 0, linearEq.X);
- PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 1, linearEq.Y);
- PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 2, linearEq.Z);
- PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 3, angularEq.X);
- PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 4, angularEq.Y);
- PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 5, angularEq.Z);
- return true;
- }
- }
- }
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