BulletSim: Add C# classes for storing and tracking constraints.
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyrightD
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Text;
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using OpenMetaverse;
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namespace OpenSim.Region.Physics.BulletSPlugin
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{
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public class BSConstraint : IDisposable
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{
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private BulletSim m_world;
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private BulletBody m_body1;
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private BulletBody m_body2;
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private BulletConstraint m_constraint;
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private bool m_enabled = false;
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public BSConstraint(BulletSim world, BulletBody obj1, BulletBody obj2,
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Vector3 frame1, Quaternion frame1rot,
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Vector3 frame2, Quaternion frame2rot
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)
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{
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m_world = world;
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m_body1 = obj1;
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m_body2 = obj2;
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/*
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BulletSimAPI.AddConstraint(world.ID, m_body1.ID, m_body2.ID,
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frame1, frame1rot,
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frame2, frame2rot,
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linearLow, linearHigh,
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angularLow, angularHigh
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);
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*/
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m_constraint = new BulletConstraint(BulletSimAPI.CreateConstraint2(m_world.Ptr, m_body1.Ptr, m_body2.Ptr,
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frame1, frame1rot,
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frame2, frame2rot));
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m_enabled = true;
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}
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public void Dispose()
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{
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if (m_enabled)
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{
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// BulletSimAPI.RemoveConstraint(m_world.ID, m_body1.ID, m_body2.ID);
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BulletSimAPI.DestroyConstraint2(m_world.Ptr, m_constraint.Ptr);
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m_enabled = false;
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}
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}
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public BulletBody Body1 { get { return m_body1; } }
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public BulletBody Body2 { get { return m_body2; } }
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public bool SetLinearLimits(Vector3 low, Vector3 high)
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{
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bool ret = false;
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if (m_enabled)
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ret = BulletSimAPI.SetLinearLimits2(m_constraint.Ptr, low, high);
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return ret;
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}
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public bool SetAngularLimits(Vector3 low, Vector3 high)
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{
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bool ret = false;
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if (m_enabled)
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ret = BulletSimAPI.SetAngularLimits2(m_constraint.Ptr, low, high);
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return ret;
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}
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public bool UseFrameOffset(bool useOffset)
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{
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bool ret = false;
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float onOff = useOffset ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse;
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if (m_enabled)
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ret = BulletSimAPI.UseFrameOffset2(m_constraint.Ptr, onOff);
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return ret;
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}
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public bool TranslationalLimitMotor(bool enable, float targetVelocity, float maxMotorForce)
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{
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bool ret = false;
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float onOff = enable ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse;
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if (m_enabled)
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ret = BulletSimAPI.TranslationalLimitMotor2(m_constraint.Ptr, onOff, targetVelocity, maxMotorForce);
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return ret;
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}
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public bool CalculateTransforms()
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{
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bool ret = false;
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if (m_enabled)
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{
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BulletSimAPI.CalculateTransforms2(m_constraint.Ptr);
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ret = true;
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}
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return ret;
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}
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}
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}
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@ -0,0 +1,178 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyrightD
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Text;
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using log4net;
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using OpenMetaverse;
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namespace OpenSim.Region.Physics.BulletSPlugin
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{
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public class BSConstraintCollection : IDisposable
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{
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// private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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// private static readonly string LogHeader = "[CONSTRAINT COLLECTION]";
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delegate bool ConstraintAction(BSConstraint constrain);
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private List<BSConstraint> m_constraints;
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private BulletSim m_world;
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public BSConstraintCollection(BulletSim world)
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{
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m_world = world;
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m_constraints = new List<BSConstraint>();
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}
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public void Dispose()
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{
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this.Clear();
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}
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public void Clear()
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{
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foreach (BSConstraint cons in m_constraints)
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{
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cons.Dispose();
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}
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m_constraints.Clear();
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}
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public BSConstraint CreateConstraint(BulletSim world, BulletBody obj1, BulletBody obj2,
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Vector3 frame1, Quaternion frame1rot,
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Vector3 frame2, Quaternion frame2rot)
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{
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BSConstraint constrain = new BSConstraint(world, obj1, obj2, frame1, frame1rot, frame2, frame2rot);
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this.AddConstraint(constrain);
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return constrain;
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}
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public bool AddConstraint(BSConstraint cons)
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{
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// There is only one constraint between any bodies. Remove any old just to make sure.
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RemoveAndDestroyConstraint(cons.Body1, cons.Body2);
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m_constraints.Add(cons);
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return true;
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}
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// Get the constraint between two bodies. There can be only one the way we're using them.
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public bool TryGetConstraint(BulletBody body1, BulletBody body2, out BSConstraint returnConstraint)
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{
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bool found = false;
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BSConstraint foundConstraint = null;
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uint lookingID1 = body1.ID;
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uint lookingID2 = body2.ID;
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ForEachConstraint(delegate(BSConstraint constrain)
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{
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if ((constrain.Body1.ID == lookingID1 && constrain.Body2.ID == lookingID2)
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|| (constrain.Body1.ID == lookingID2 && constrain.Body2.ID == lookingID1))
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{
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foundConstraint = constrain;
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found = true;
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}
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return found;
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});
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returnConstraint = foundConstraint;
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return found;
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}
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public bool RemoveAndDestroyConstraint(BulletBody body1, BulletBody body2)
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{
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// return BulletSimAPI.RemoveConstraint(m_world.ID, obj1.ID, obj2.ID);
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bool ret = false;
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BSConstraint constrain;
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if (this.TryGetConstraint(body1, body2, out constrain))
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{
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// remove the constraint from our collection
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m_constraints.Remove(constrain);
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// tell the engine that all its structures need to be freed
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constrain.Dispose();
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// we destroyed something
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ret = true;
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}
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return ret;
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}
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public bool RemoveAndDestroyConstraint(BulletBody body1)
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{
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// return BulletSimAPI.RemoveConstraintByID(m_world.ID, obj.ID);
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List<BSConstraint> toRemove = new List<BSConstraint>();
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uint lookingID = body1.ID;
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ForEachConstraint(delegate(BSConstraint constrain)
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{
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if (constrain.Body1.ID == lookingID || constrain.Body2.ID == lookingID)
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{
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toRemove.Add(constrain);
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}
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return false;
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});
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lock (m_constraints)
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{
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foreach (BSConstraint constrain in toRemove)
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{
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m_constraints.Remove(constrain);
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constrain.Dispose();
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}
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}
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return (toRemove.Count > 0);
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}
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public bool RecalculateAllConstraints()
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{
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foreach (BSConstraint constrain in m_constraints)
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{
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constrain.CalculateTransforms();
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}
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return true;
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}
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// Lock the constraint list and loop through it.
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// The constraint action returns 'true' if it wants the loop aborted.
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private void ForEachConstraint(ConstraintAction action)
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{
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lock (m_constraints)
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{
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foreach (BSConstraint constrain in m_constraints)
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{
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if (action(constrain))
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break;
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}
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}
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}
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}
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}
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