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BSConstraint6Dof.cs
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27 using System;
28 using System.Collections.Generic;
29 using System.Text;
30 using OpenMetaverse;
31 
32 namespace OpenSim.Region.PhysicsModule.BulletS
33 {
34 
36 {
37  private static string LogHeader = "[BULLETSIM 6DOF CONSTRAINT]";
38 
39  public override ConstraintType Type { get { return ConstraintType.D6_CONSTRAINT_TYPE; } }
40 
41  public BSConstraint6Dof(BulletWorld world, BulletBody obj1, BulletBody obj2) :base(world)
42  {
43  m_body1 = obj1;
44  m_body2 = obj2;
45  m_enabled = false;
46  }
47 
48  // Create a btGeneric6DofConstraint
50  Vector3 frame1, Quaternion frame1rot,
51  Vector3 frame2, Quaternion frame2rot,
52  bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
53  : base(world)
54  {
55  m_body1 = obj1;
56  m_body2 = obj2;
57  m_constraint = PhysicsScene.PE.Create6DofConstraint(m_world, m_body1, m_body2,
58  frame1, frame1rot,
59  frame2, frame2rot,
60  useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
61  m_enabled = true;
62  PhysicsScene.DetailLog("{0},BS6DofConstraint,create,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}",
63  m_body1.ID, world.worldID,
64  obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString);
65  PhysicsScene.DetailLog("{0},BS6DofConstraint,create, f1Loc={1},f1Rot={2},f2Loc={3},f2Rot={4},usefA={5},disCol={6}",
66  m_body1.ID, frame1, frame1rot, frame2, frame2rot, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
67  }
68 
69  // 6 Dof constraint based on a midpoint between the two constrained bodies
71  Vector3 joinPoint,
72  bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
73  : base(world)
74  {
75  m_body1 = obj1;
76  m_body2 = obj2;
77  if (!obj1.HasPhysicalBody || !obj2.HasPhysicalBody)
78  {
79  world.physicsScene.DetailLog("{0},BS6DOFConstraint,badBodyPtr,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}",
80  BSScene.DetailLogZero, world.worldID,
81  obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString);
82  world.physicsScene.Logger.ErrorFormat("{0} Attempt to build 6DOF constraint with missing bodies: wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}",
83  LogHeader, world.worldID, obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString);
84  m_enabled = false;
85  }
86  else
87  {
88  m_constraint = PhysicsScene.PE.Create6DofConstraintToPoint(m_world, m_body1, m_body2,
89  joinPoint,
90  useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
91 
92  PhysicsScene.DetailLog("{0},BS6DofConstraint,createMidPoint,wID={1}, csrt={2}, rID={3}, rBody={4}, cID={5}, cBody={6}",
93  m_body1.ID, world.worldID, m_constraint.AddrString,
94  obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString);
95 
96  if (!m_constraint.HasPhysicalConstraint)
97  {
98  world.physicsScene.Logger.ErrorFormat("{0} Failed creation of 6Dof constraint. rootID={1}, childID={2}",
99  LogHeader, obj1.ID, obj2.ID);
100  m_enabled = false;
101  }
102  else
103  {
104  m_enabled = true;
105  }
106  }
107  }
108 
109  // A 6 Dof constraint that is fixed in the world and constrained to a on-the-fly created static object
110  public BSConstraint6Dof(BulletWorld world, BulletBody obj1, Vector3 frameInBloc, Quaternion frameInBrot,
111  bool useLinearReferenceFrameB, bool disableCollisionsBetweenLinkedBodies)
112  : base(world)
113  {
114  m_body1 = obj1;
115  m_body2 = obj1; // Look out for confusion down the road
116  m_constraint = PhysicsScene.PE.Create6DofConstraintFixed(m_world, m_body1,
117  frameInBloc, frameInBrot,
118  useLinearReferenceFrameB, disableCollisionsBetweenLinkedBodies);
119  m_enabled = true;
120  PhysicsScene.DetailLog("{0},BS6DofConstraint,createFixed,wID={1},rID={2},rBody={3}",
121  m_body1.ID, world.worldID, obj1.ID, obj1.AddrString);
122  PhysicsScene.DetailLog("{0},BS6DofConstraint,createFixed, fBLoc={1},fBRot={2},usefA={3},disCol={4}",
123  m_body1.ID, frameInBloc, frameInBrot, useLinearReferenceFrameB, disableCollisionsBetweenLinkedBodies);
124  }
125 
126  public bool SetFrames(Vector3 frameA, Quaternion frameArot, Vector3 frameB, Quaternion frameBrot)
127  {
128  bool ret = false;
129  if (m_enabled)
130  {
131  PhysicsScene.PE.SetFrames(m_constraint, frameA, frameArot, frameB, frameBrot);
132  ret = true;
133  }
134  return ret;
135  }
136 
137  public bool SetCFMAndERP(float cfm, float erp)
138  {
139  bool ret = false;
140  if (m_enabled)
141  {
142  PhysicsScene.PE.SetConstraintParam(m_constraint, ConstraintParams.BT_CONSTRAINT_STOP_CFM, cfm, ConstraintParamAxis.AXIS_ALL);
143  PhysicsScene.PE.SetConstraintParam(m_constraint, ConstraintParams.BT_CONSTRAINT_STOP_ERP, erp, ConstraintParamAxis.AXIS_ALL);
144  PhysicsScene.PE.SetConstraintParam(m_constraint, ConstraintParams.BT_CONSTRAINT_CFM, cfm, ConstraintParamAxis.AXIS_ALL);
145  ret = true;
146  }
147  return ret;
148  }
149 
150  public bool UseFrameOffset(bool useOffset)
151  {
152  bool ret = false;
153  float onOff = useOffset ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse;
154  if (m_enabled)
155  ret = PhysicsScene.PE.UseFrameOffset(m_constraint, onOff);
156  return ret;
157  }
158 
159  public bool TranslationalLimitMotor(bool enable, float targetVelocity, float maxMotorForce)
160  {
161  bool ret = false;
162  float onOff = enable ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse;
163  if (m_enabled)
164  {
165  ret = PhysicsScene.PE.TranslationalLimitMotor(m_constraint, onOff, targetVelocity, maxMotorForce);
166  m_world.physicsScene.DetailLog("{0},BS6DOFConstraint,TransLimitMotor,enable={1},vel={2},maxForce={3}",
167  BSScene.DetailLogZero, enable, targetVelocity, maxMotorForce);
168  }
169  return ret;
170  }
171 
172  public bool SetBreakingImpulseThreshold(float threshold)
173  {
174  bool ret = false;
175  if (m_enabled)
176  ret = PhysicsScene.PE.SetBreakingImpulseThreshold(m_constraint, threshold);
177  return ret;
178  }
179 }
180 }
BSConstraint6Dof(BulletWorld world, BulletBody obj1, BulletBody obj2)
bool TranslationalLimitMotor(bool enable, float targetVelocity, float maxMotorForce)
BSConstraint6Dof(BulletWorld world, BulletBody obj1, BulletBody obj2, Vector3 joinPoint, bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
BSConstraint6Dof(BulletWorld world, BulletBody obj1, Vector3 frameInBloc, Quaternion frameInBrot, bool useLinearReferenceFrameB, bool disableCollisionsBetweenLinkedBodies)
BSConstraint6Dof(BulletWorld world, BulletBody obj1, BulletBody obj2, Vector3 frame1, Quaternion frame1rot, Vector3 frame2, Quaternion frame2rot, bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
bool SetFrames(Vector3 frameA, Quaternion frameArot, Vector3 frameB, Quaternion frameBrot)