/* * 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 class BSConstraint : IDisposable { private BulletSim m_world; private BulletBody m_body1; private BulletBody m_body2; private BulletConstraint m_constraint; private bool m_enabled = false; public BSConstraint(BulletSim world, BulletBody obj1, BulletBody obj2, Vector3 frame1, Quaternion frame1rot, Vector3 frame2, Quaternion frame2rot ) { m_world = world; m_body1 = obj1; m_body2 = obj2; /* BulletSimAPI.AddConstraint(world.ID, m_body1.ID, m_body2.ID, frame1, frame1rot, frame2, frame2rot, linearLow, linearHigh, angularLow, angularHigh ); */ m_constraint = new BulletConstraint(BulletSimAPI.CreateConstraint2(m_world.Ptr, m_body1.Ptr, m_body2.Ptr, frame1, frame1rot, frame2, frame2rot)); m_enabled = true; } public void Dispose() { if (m_enabled) { // BulletSimAPI.RemoveConstraint(m_world.ID, m_body1.ID, m_body2.ID); BulletSimAPI.DestroyConstraint2(m_world.Ptr, m_constraint.Ptr); m_enabled = false; } } public BulletBody Body1 { get { return m_body1; } } public BulletBody Body2 { get { return m_body2; } } public bool SetLinearLimits(Vector3 low, Vector3 high) { bool ret = false; if (m_enabled) ret = BulletSimAPI.SetLinearLimits2(m_constraint.Ptr, low, high); return ret; } public bool SetAngularLimits(Vector3 low, Vector3 high) { bool ret = false; if (m_enabled) ret = BulletSimAPI.SetAngularLimits2(m_constraint.Ptr, low, high); return ret; } public bool UseFrameOffset(bool useOffset) { bool ret = false; float onOff = useOffset ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse; if (m_enabled) ret = BulletSimAPI.UseFrameOffset2(m_constraint.Ptr, onOff); return ret; } public bool TranslationalLimitMotor(bool enable, float targetVelocity, float maxMotorForce) { bool ret = false; float onOff = enable ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse; if (m_enabled) ret = BulletSimAPI.TranslationalLimitMotor2(m_constraint.Ptr, onOff, targetVelocity, maxMotorForce); return ret; } public bool CalculateTransforms() { bool ret = false; if (m_enabled) { BulletSimAPI.CalculateTransforms2(m_constraint.Ptr); ret = true; } return ret; } } }