clockwerk-opensim-stable – Blame information for rev 1

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