opensim – Blame information for rev 1
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1 | eva | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ |
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3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
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4 | * |
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5 | * Redistribution and use in source and binary forms, with or without |
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6 | * modification, are permitted provided that the following conditions are met: |
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7 | * * Redistributions of source code must retain the above copyright |
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8 | * notice, this list of conditions and the following disclaimer. |
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9 | * * Redistributions in binary form must reproduce the above copyrightD |
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10 | * notice, this list of conditions and the following disclaimer in the |
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11 | * documentation and/or other materials provided with the distribution. |
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12 | * * Neither the name of the OpenSimulator Project nor the |
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13 | * names of its contributors may be used to endorse or promote products |
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14 | * derived from this software without specific prior written permission. |
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15 | * |
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16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
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17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
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20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
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22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
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23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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26 | */ |
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27 | |||
28 | using System; |
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29 | using System.Collections.Generic; |
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30 | using System.Linq; |
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31 | using System.Text; |
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32 | |||
33 | using OpenSim.Region.Physics.Manager; |
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34 | |||
35 | using OMV = OpenMetaverse; |
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36 | |||
37 | namespace OpenSim.Region.Physics.BulletSPlugin |
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38 | { |
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39 | public class BSActorSetForce : BSActor |
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40 | { |
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41 | BSFMotor m_forceMotor; |
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42 | |||
43 | public BSActorSetForce(BSScene physicsScene, BSPhysObject pObj, string actorName) |
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44 | : base(physicsScene, pObj, actorName) |
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45 | { |
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46 | m_forceMotor = null; |
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47 | m_physicsScene.DetailLog("{0},BSActorSetForce,constructor", m_controllingPrim.LocalID); |
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48 | } |
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49 | |||
50 | // BSActor.isActive |
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51 | public override bool isActive |
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52 | { |
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53 | get { return Enabled && m_controllingPrim.IsPhysicallyActive; } |
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54 | } |
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55 | |||
56 | // Release any connections and resources used by the actor. |
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57 | // BSActor.Dispose() |
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58 | public override void Dispose() |
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59 | { |
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60 | Enabled = false; |
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61 | } |
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62 | |||
63 | // Called when physical parameters (properties set in Bullet) need to be re-applied. |
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64 | // Called at taint-time. |
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65 | // BSActor.Refresh() |
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66 | public override void Refresh() |
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67 | { |
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68 | m_physicsScene.DetailLog("{0},BSActorSetForce,refresh", m_controllingPrim.LocalID); |
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69 | |||
70 | // If not active any more, get rid of me (shouldn't ever happen, but just to be safe) |
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71 | if (m_controllingPrim.RawForce == OMV.Vector3.Zero) |
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72 | { |
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73 | m_physicsScene.DetailLog("{0},BSActorSetForce,refresh,notSetForce,removing={1}", m_controllingPrim.LocalID, ActorName); |
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74 | Enabled = false; |
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75 | return; |
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76 | } |
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77 | |||
78 | // If the object is physically active, add the hoverer prestep action |
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79 | if (isActive) |
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80 | { |
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81 | ActivateSetForce(); |
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82 | } |
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83 | else |
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84 | { |
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85 | DeactivateSetForce(); |
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86 | } |
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87 | } |
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88 | |||
89 | // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). |
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90 | // Register a prestep action to restore physical requirements before the next simulation step. |
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91 | // Called at taint-time. |
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92 | // BSActor.RemoveDependencies() |
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93 | public override void RemoveDependencies() |
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94 | { |
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95 | // Nothing to do for the hoverer since it is all software at pre-step action time. |
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96 | } |
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97 | |||
98 | // If a hover motor has not been created, create one and start the hovering. |
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99 | private void ActivateSetForce() |
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100 | { |
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101 | if (m_forceMotor == null) |
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102 | { |
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103 | // A fake motor that might be used someday |
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104 | m_forceMotor = new BSFMotor("setForce", 1f, 1f, 1f); |
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105 | |||
106 | m_physicsScene.BeforeStep += Mover; |
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107 | } |
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108 | } |
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109 | |||
110 | private void DeactivateSetForce() |
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111 | { |
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112 | if (m_forceMotor != null) |
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113 | { |
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114 | m_physicsScene.BeforeStep -= Mover; |
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115 | m_forceMotor = null; |
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116 | } |
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117 | } |
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118 | |||
119 | // Called just before the simulation step. Update the vertical position for hoverness. |
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120 | private void Mover(float timeStep) |
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121 | { |
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122 | // Don't do force while the object is selected. |
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123 | if (!isActive) |
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124 | return; |
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125 | |||
126 | m_physicsScene.DetailLog("{0},BSActorSetForce,preStep,force={1}", m_controllingPrim.LocalID, m_controllingPrim.RawForce); |
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127 | if (m_controllingPrim.PhysBody.HasPhysicalBody) |
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128 | { |
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129 | m_physicsScene.PE.ApplyCentralForce(m_controllingPrim.PhysBody, m_controllingPrim.RawForce); |
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130 | m_controllingPrim.ActivateIfPhysical(false); |
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131 | } |
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132 | |||
133 | // TODO: |
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134 | } |
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135 | } |
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136 | } |
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137 |