/* * 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 abstract class BSConstraint : IDisposable { private static string LogHeader = "[BULLETSIM CONSTRAINT]"; protected BulletWorld m_world; protected BSScene PhysicsScene; protected BulletBody m_body1; protected BulletBody m_body2; protected BulletConstraint m_constraint; protected bool m_enabled = false; public BulletBody Body1 { get { return m_body1; } } public BulletBody Body2 { get { return m_body2; } } public BulletConstraint Constraint { get { return m_constraint; } } public abstract ConstraintType Type { get; } public bool IsEnabled { get { return m_enabled; } } public BSConstraint(BulletWorld world) { m_world = world; PhysicsScene = m_world.physicsScene; } public virtual void Dispose() { if (m_enabled) { m_enabled = false; if (m_constraint.HasPhysicalConstraint) { bool success = PhysicsScene.PE.DestroyConstraint(m_world, m_constraint); m_world.physicsScene.DetailLog("{0},BSConstraint.Dispose,taint,id1={1},body1={2},id2={3},body2={4},success={5}", m_body1.ID, m_body1.ID, m_body1.AddrString, m_body2.ID, m_body2.AddrString, success); m_constraint.Clear(); } } } public virtual bool SetLinearLimits(Vector3 low, Vector3 high) { bool ret = false; if (m_enabled) { m_world.physicsScene.DetailLog("{0},BSConstraint.SetLinearLimits,taint,low={1},high={2}", m_body1.ID, low, high); ret = PhysicsScene.PE.SetLinearLimits(m_constraint, low, high); } return ret; } public virtual bool SetAngularLimits(Vector3 low, Vector3 high) { bool ret = false; if (m_enabled) { m_world.physicsScene.DetailLog("{0},BSConstraint.SetAngularLimits,taint,low={1},high={2}", m_body1.ID, low, high); ret = PhysicsScene.PE.SetAngularLimits(m_constraint, low, high); } return ret; } public virtual bool SetSolverIterations(float cnt) { bool ret = false; if (m_enabled) { PhysicsScene.PE.SetConstraintNumSolverIterations(m_constraint, cnt); ret = true; } return ret; } public virtual bool CalculateTransforms() { bool ret = false; if (m_enabled) { // Recompute the internal transforms PhysicsScene.PE.CalculateTransforms(m_constraint); ret = true; } return ret; } // Reset this constraint making sure it has all its internal structures // recomputed and is enabled and ready to go. public virtual bool RecomputeConstraintVariables(float mass) { bool ret = false; if (m_enabled) { ret = CalculateTransforms(); if (ret) { // Setting an object's mass to zero (making it static like when it's selected) // automatically disables the constraints. // If the link is enabled, be sure to set the constraint itself to enabled. PhysicsScene.PE.SetConstraintEnable(m_constraint, BSParam.NumericBool(true)); } else { m_world.physicsScene.Logger.ErrorFormat("{0} CalculateTransforms failed. A={1}, B={2}", LogHeader, Body1.ID, Body2.ID); } } return ret; } } }