opensim-development – Blame information for rev 1

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1 eva 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 using System;
28 using System.Collections.Generic;
29 using System.Text;
30 using OpenMetaverse;
31  
32 namespace OpenSim.Region.Physics.BulletSPlugin
33 {
34  
35 public abstract class BSConstraint : IDisposable
36 {
37 private static string LogHeader = "[BULLETSIM CONSTRAINT]";
38  
39 protected BulletWorld m_world;
40 protected BSScene PhysicsScene;
41 protected BulletBody m_body1;
42 protected BulletBody m_body2;
43 protected BulletConstraint m_constraint;
44 protected bool m_enabled = false;
45  
46 public BulletBody Body1 { get { return m_body1; } }
47 public BulletBody Body2 { get { return m_body2; } }
48 public BulletConstraint Constraint { get { return m_constraint; } }
49 public abstract ConstraintType Type { get; }
50 public bool IsEnabled { get { return m_enabled; } }
51  
52 public BSConstraint(BulletWorld world)
53 {
54 m_world = world;
55 PhysicsScene = m_world.physicsScene;
56 }
57  
58 public virtual void Dispose()
59 {
60 if (m_enabled)
61 {
62 m_enabled = false;
63 if (m_constraint.HasPhysicalConstraint)
64 {
65 bool success = PhysicsScene.PE.DestroyConstraint(m_world, m_constraint);
66 m_world.physicsScene.DetailLog("{0},BSConstraint.Dispose,taint,id1={1},body1={2},id2={3},body2={4},success={5}",
67 m_body1.ID,
68 m_body1.ID, m_body1.AddrString,
69 m_body2.ID, m_body2.AddrString,
70 success);
71 m_constraint.Clear();
72 }
73 }
74 }
75  
76 public virtual bool SetLinearLimits(Vector3 low, Vector3 high)
77 {
78 bool ret = false;
79 if (m_enabled)
80 {
81 m_world.physicsScene.DetailLog("{0},BSConstraint.SetLinearLimits,taint,low={1},high={2}", m_body1.ID, low, high);
82 ret = PhysicsScene.PE.SetLinearLimits(m_constraint, low, high);
83 }
84 return ret;
85 }
86  
87 public virtual bool SetAngularLimits(Vector3 low, Vector3 high)
88 {
89 bool ret = false;
90 if (m_enabled)
91 {
92 m_world.physicsScene.DetailLog("{0},BSConstraint.SetAngularLimits,taint,low={1},high={2}", m_body1.ID, low, high);
93 ret = PhysicsScene.PE.SetAngularLimits(m_constraint, low, high);
94 }
95 return ret;
96 }
97  
98 public virtual bool SetSolverIterations(float cnt)
99 {
100 bool ret = false;
101 if (m_enabled)
102 {
103 PhysicsScene.PE.SetConstraintNumSolverIterations(m_constraint, cnt);
104 ret = true;
105 }
106 return ret;
107 }
108  
109 public virtual bool CalculateTransforms()
110 {
111 bool ret = false;
112 if (m_enabled)
113 {
114 // Recompute the internal transforms
115 PhysicsScene.PE.CalculateTransforms(m_constraint);
116 ret = true;
117 }
118 return ret;
119 }
120  
121 // Reset this constraint making sure it has all its internal structures
122 // recomputed and is enabled and ready to go.
123 public virtual bool RecomputeConstraintVariables(float mass)
124 {
125 bool ret = false;
126 if (m_enabled)
127 {
128 ret = CalculateTransforms();
129 if (ret)
130 {
131 // Setting an object's mass to zero (making it static like when it's selected)
132 // automatically disables the constraints.
133 // If the link is enabled, be sure to set the constraint itself to enabled.
134 PhysicsScene.PE.SetConstraintEnable(m_constraint, BSParam.NumericBool(true));
135 }
136 else
137 {
138 m_world.physicsScene.Logger.ErrorFormat("{0} CalculateTransforms failed. A={1}, B={2}", LogHeader, Body1.ID, Body2.ID);
139 }
140 }
141 return ret;
142 }
143 }
144 }