BulletSim: add spring constraint to linkset constraint types.

0.7.6-extended
Robert Adams 2013-08-07 07:55:46 -07:00 committed by Justin Clark-Casey (justincc)
parent 0acde92af9
commit ee86b460cb
1 changed files with 85 additions and 0 deletions

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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;
world.physicsScene.DetailLog("{0},BSConstraintSpring,createFrame,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}",
BSScene.DetailLogZero, world.worldID,
obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString);
}
public bool SetEnable(int index, bool axisEnable)
{
bool ret = false;
return ret;
}
public bool SetStiffness(int index, float stiffness)
{
bool ret = false;
return ret;
}
public bool SetDamping(int index, float damping)
{
bool ret = false;
return ret;
}
public bool SetEquilibriumPoint(int index, float eqPoint)
{
bool ret = false;
return ret;
}
}
}