127 lines
4.5 KiB
C#
Executable File
127 lines
4.5 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.Text;
|
|
using OpenMetaverse;
|
|
|
|
namespace OpenSim.Region.Physics.BulletSPlugin
|
|
{
|
|
|
|
public abstract class BSConstraint : IDisposable
|
|
{
|
|
protected BulletSim m_world;
|
|
protected BulletBody m_body1;
|
|
protected BulletBody m_body2;
|
|
protected BulletConstraint m_constraint;
|
|
protected bool m_enabled = false;
|
|
|
|
public BSConstraint()
|
|
{
|
|
}
|
|
|
|
public virtual void Dispose()
|
|
{
|
|
if (m_enabled)
|
|
{
|
|
m_enabled = false;
|
|
bool success = BulletSimAPI.DestroyConstraint2(m_world.ptr, m_constraint.ptr);
|
|
m_world.physicsScene.DetailLog("{0},BSConstraint.Dispose,taint,body1={1},body2={2},success={3}", BSScene.DetailLogZero, m_body1.ID, m_body2.ID, success);
|
|
m_constraint.ptr = System.IntPtr.Zero;
|
|
}
|
|
}
|
|
|
|
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 virtual bool SetLinearLimits(Vector3 low, Vector3 high)
|
|
{
|
|
bool ret = false;
|
|
if (m_enabled)
|
|
ret = BulletSimAPI.SetLinearLimits2(m_constraint.ptr, low, high);
|
|
return ret;
|
|
}
|
|
|
|
public virtual bool SetAngularLimits(Vector3 low, Vector3 high)
|
|
{
|
|
bool ret = false;
|
|
if (m_enabled)
|
|
ret = BulletSimAPI.SetAngularLimits2(m_constraint.ptr, low, high);
|
|
return ret;
|
|
}
|
|
|
|
public virtual bool SetSolverIterations(float cnt)
|
|
{
|
|
bool ret = false;
|
|
if (m_enabled)
|
|
{
|
|
BulletSimAPI.SetConstraintNumSolverIterations2(m_constraint.ptr, cnt);
|
|
ret = true;
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
public virtual bool CalculateTransforms()
|
|
{
|
|
bool ret = false;
|
|
if (m_enabled)
|
|
{
|
|
// Recompute the internal transforms
|
|
BulletSimAPI.CalculateTransforms2(m_constraint.ptr);
|
|
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.
|
|
BulletSimAPI.SetConstraintEnable2(m_constraint.ptr, m_world.physicsScene.NumericBool(true));
|
|
}
|
|
else
|
|
{
|
|
m_world.physicsScene.Logger.ErrorFormat("[BULLETSIM CONSTRAINT] CalculateTransforms failed. A={0}, B={1}", Body1.ID, Body2.ID);
|
|
}
|
|
}
|
|
return ret;
|
|
}
|
|
}
|
|
}
|