139 lines
4.9 KiB
C#
Executable File
139 lines
4.9 KiB
C#
Executable File
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyrightD
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using OpenSim.Region.Physics.Manager;
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using OMV = OpenMetaverse;
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namespace OpenSim.Region.Physics.BulletSPlugin
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{
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public class BSActorSetTorque : BSActor
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{
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BSFMotor m_torqueMotor;
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public BSActorSetTorque(BSScene physicsScene, BSPhysObject pObj, string actorName)
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: base(physicsScene, pObj, actorName)
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{
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m_torqueMotor = null;
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m_physicsScene.DetailLog("{0},BSActorSetTorque,constructor", m_controllingPrim.LocalID);
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}
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// BSActor.isActive
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public override bool isActive
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{
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get { return Enabled && m_controllingPrim.IsPhysicallyActive; }
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}
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// Release any connections and resources used by the actor.
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// BSActor.Dispose()
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public override void Dispose()
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{
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Enabled = false;
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}
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// Called when physical parameters (properties set in Bullet) need to be re-applied.
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// Called at taint-time.
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// BSActor.Refresh()
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public override void Refresh()
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{
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m_physicsScene.DetailLog("{0},BSActorSetTorque,refresh,torque={1}", m_controllingPrim.LocalID, m_controllingPrim.RawTorque);
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// If not active any more, get rid of me (shouldn't ever happen, but just to be safe)
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if (m_controllingPrim.RawTorque == OMV.Vector3.Zero)
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{
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m_physicsScene.DetailLog("{0},BSActorSetTorque,refresh,notSetTorque,disabling={1}", m_controllingPrim.LocalID, ActorName);
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Enabled = false;
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return;
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}
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// If the object is physically active, add the hoverer prestep action
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if (isActive)
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{
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ActivateSetTorque();
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}
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else
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{
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DeactivateSetTorque();
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}
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}
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// The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...).
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// Register a prestep action to restore physical requirements before the next simulation step.
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// Called at taint-time.
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// BSActor.RemoveBodyDependencies()
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public override void RemoveBodyDependencies()
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{
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// Nothing to do for the hoverer since it is all software at pre-step action time.
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}
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// If a hover motor has not been created, create one and start the hovering.
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private void ActivateSetTorque()
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{
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if (m_torqueMotor == null)
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{
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// A fake motor that might be used someday
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m_torqueMotor = new BSFMotor("setTorque", 1f, 1f, 1f, 1f);
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m_physicsScene.BeforeStep += Mover;
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}
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}
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private void DeactivateSetTorque()
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{
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if (m_torqueMotor != null)
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{
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m_physicsScene.BeforeStep -= Mover;
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m_torqueMotor = null;
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}
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}
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// Called just before the simulation step. Update the vertical position for hoverness.
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private void Mover(float timeStep)
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{
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// Don't do force while the object is selected.
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if (!isActive)
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return;
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m_physicsScene.DetailLog("{0},BSActorSetTorque,preStep,force={1}", m_controllingPrim.LocalID, m_controllingPrim.RawTorque);
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if (m_controllingPrim.PhysBody.HasPhysicalBody)
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{
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m_controllingPrim.AddAngularForce(m_controllingPrim.RawTorque, false, true);
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m_controllingPrim.ActivateIfPhysical(false);
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}
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// TODO:
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}
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}
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}
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