220 lines
8.9 KiB
C#
Executable File
220 lines
8.9 KiB
C#
Executable File
/*
|
|
* 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
|
|
{
|
|
private BSConstraint LockAxisConstraint = null;
|
|
private bool HaveRegisteredForBeforeStepCallback = false;
|
|
|
|
// 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;
|
|
HaveRegisteredForBeforeStepCallback = false;
|
|
}
|
|
|
|
// 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()
|
|
{
|
|
Enabled = false;
|
|
UnRegisterForBeforeStepCallback();
|
|
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.
|
|
|
|
// If all the axis are free, we don't need to exist
|
|
// Refresh() only turns off. Enabling is done by InitializeAxisActor()
|
|
// whenever parameters are changed.
|
|
// This leaves 'enable' free to turn off an actor when it is not wanted to run.
|
|
if (m_controllingPrim.LockedAngularAxis == m_controllingPrim.LockedAxisFree
|
|
&& m_controllingPrim.LockedLinearAxis == m_controllingPrim.LockedAxisFree)
|
|
{
|
|
Enabled = false;
|
|
}
|
|
|
|
if (isActive)
|
|
{
|
|
RegisterForBeforeStepCallback();
|
|
}
|
|
else
|
|
{
|
|
RemoveDependencies();
|
|
UnRegisterForBeforeStepCallback();
|
|
}
|
|
}
|
|
|
|
// 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();
|
|
}
|
|
|
|
private void RegisterForBeforeStepCallback()
|
|
{
|
|
if (!HaveRegisteredForBeforeStepCallback)
|
|
{
|
|
m_physicsScene.BeforeStep += PhysicsScene_BeforeStep;
|
|
HaveRegisteredForBeforeStepCallback = true;
|
|
}
|
|
}
|
|
|
|
private void UnRegisterForBeforeStepCallback()
|
|
{
|
|
if (HaveRegisteredForBeforeStepCallback)
|
|
{
|
|
m_physicsScene.BeforeStep -= PhysicsScene_BeforeStep;
|
|
HaveRegisteredForBeforeStepCallback = false;
|
|
}
|
|
}
|
|
|
|
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();
|
|
}
|
|
}
|
|
|
|
// Note that this relies on being called at TaintTime
|
|
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);
|
|
|
|
RegisterForBeforeStepCallback();
|
|
}
|
|
}
|
|
|
|
private void RemoveAxisLockConstraint()
|
|
{
|
|
UnRegisterForBeforeStepCallback();
|
|
if (LockAxisConstraint != null)
|
|
{
|
|
m_physicsScene.Constraints.RemoveAndDestroyConstraint(LockAxisConstraint);
|
|
LockAxisConstraint = null;
|
|
m_physicsScene.DetailLog("{0},BSActorLockAxis.RemoveAxisLockConstraint,destroyingConstraint", m_controllingPrim.LocalID);
|
|
}
|
|
}
|
|
}
|
|
}
|