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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.Linq;
- using System.Text;
- using OMV = OpenMetaverse;
- namespace OpenSim.Region.Physics.BulletSPlugin
- {
- public class BSActorLockAxis : BSActor
- {
- BSConstraint LockAxisConstraint = null;
- // 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;
- // we place our constraint just before the simulation step to make sure the linkset is complete
- m_physicsScene.BeforeStep += PhysicsScene_BeforeStep;
- }
- // 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()
- {
- m_physicsScene.BeforeStep -= PhysicsScene_BeforeStep;
- 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.
- /*
- m_physicsScene.DetailLog("{0},BSActorLockAxis,refresh,lockedLinear={1},lockedAngular={2},enabled={3},pActive={4}",
- m_controllingPrim.LocalID,
- m_controllingPrim.LockedLinearAxis,
- m_controllingPrim.LockedAngularAxis,
- Enabled, m_controllingPrim.IsPhysicallyActive);
- // 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();
- }
- */
- }
- // 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();
- // The pre-step action will restore the constraint of needed
- }
- 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();
- }
- }
- 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);
- }
- }
- private void RemoveAxisLockConstraint()
- {
- if (LockAxisConstraint != null)
- {
- m_physicsScene.Constraints.RemoveAndDestroyConstraint(LockAxisConstraint);
- LockAxisConstraint = null;
- m_physicsScene.DetailLog("{0},BSActorLockAxis.RemoveAxisLockConstraint,destroyingConstraint", m_controllingPrim.LocalID);
- }
- }
- }
- }
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