BSActorSetTorque.cs 4.9 KB

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  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyrightD
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSimulator Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. using System;
  28. using System.Collections.Generic;
  29. using System.Linq;
  30. using System.Text;
  31. using OpenSim.Region.PhysicsModules.SharedBase;
  32. using OMV = OpenMetaverse;
  33. namespace OpenSim.Region.PhysicsModule.BulletS
  34. {
  35. public class BSActorSetTorque : BSActor
  36. {
  37. BSFMotor m_torqueMotor;
  38. public BSActorSetTorque(BSScene physicsScene, BSPhysObject pObj, string actorName)
  39. : base(physicsScene, pObj, actorName)
  40. {
  41. m_torqueMotor = null;
  42. m_physicsScene.DetailLog("{0},BSActorSetTorque,constructor", m_controllingPrim.LocalID);
  43. }
  44. // BSActor.isActive
  45. public override bool isActive
  46. {
  47. get { return Enabled && m_controllingPrim.IsPhysicallyActive; }
  48. }
  49. // Release any connections and resources used by the actor.
  50. // BSActor.Dispose()
  51. public override void Dispose()
  52. {
  53. Enabled = false;
  54. DeactivateSetTorque();
  55. }
  56. // Called when physical parameters (properties set in Bullet) need to be re-applied.
  57. // Called at taint-time.
  58. // BSActor.Refresh()
  59. public override void Refresh()
  60. {
  61. m_physicsScene.DetailLog("{0},BSActorSetTorque,refresh,torque={1}", m_controllingPrim.LocalID, m_controllingPrim.RawTorque);
  62. // If not active any more, get rid of me (shouldn't ever happen, but just to be safe)
  63. if (m_controllingPrim.RawTorque == OMV.Vector3.Zero)
  64. {
  65. m_physicsScene.DetailLog("{0},BSActorSetTorque,refresh,notSetTorque,disabling={1}", m_controllingPrim.LocalID, ActorName);
  66. Enabled = false;
  67. return;
  68. }
  69. // If the object is physically active, add the hoverer prestep action
  70. if (isActive)
  71. {
  72. ActivateSetTorque();
  73. }
  74. else
  75. {
  76. DeactivateSetTorque();
  77. }
  78. }
  79. // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...).
  80. // Register a prestep action to restore physical requirements before the next simulation step.
  81. // Called at taint-time.
  82. // BSActor.RemoveDependencies()
  83. public override void RemoveDependencies()
  84. {
  85. // Nothing to do for the hoverer since it is all software at pre-step action time.
  86. }
  87. // If a hover motor has not been created, create one and start the hovering.
  88. private void ActivateSetTorque()
  89. {
  90. if (m_torqueMotor == null)
  91. {
  92. // A fake motor that might be used someday
  93. m_torqueMotor = new BSFMotor("setTorque", 1f, 1f, 1f);
  94. m_physicsScene.BeforeStep += Mover;
  95. }
  96. }
  97. private void DeactivateSetTorque()
  98. {
  99. if (m_torqueMotor != null)
  100. {
  101. m_physicsScene.BeforeStep -= Mover;
  102. m_torqueMotor = null;
  103. }
  104. }
  105. // Called just before the simulation step. Update the vertical position for hoverness.
  106. private void Mover(float timeStep)
  107. {
  108. // Don't do force while the object is selected.
  109. if (!isActive)
  110. return;
  111. m_physicsScene.DetailLog("{0},BSActorSetTorque,preStep,force={1}", m_controllingPrim.LocalID, m_controllingPrim.RawTorque);
  112. if (m_controllingPrim.PhysBody.HasPhysicalBody)
  113. {
  114. m_controllingPrim.AddAngularForce(true /* inTaintTime */, m_controllingPrim.RawTorque);
  115. m_controllingPrim.ActivateIfPhysical(false);
  116. }
  117. // TODO:
  118. }
  119. }
  120. }