28 using System.Collections.Generic;
32 namespace OpenSim.
Region.PhysicsModule.BulletS
37 public override ConstraintType Type {
get {
return ConstraintType.D6_SPRING_CONSTRAINT_TYPE; } }
40 Vector3 frame1Loc, Quaternion frame1Rot,
41 Vector3 frame2Loc, Quaternion frame2Rot,
42 bool useLinearReferenceFrameA,
bool disableCollisionsBetweenLinkedBodies)
43 :base(world, obj1, obj2)
45 m_constraint = PhysicsScene.PE.Create6DofSpringConstraint(world, obj1, obj2,
46 frame1Loc, frame1Rot, frame2Loc, frame2Rot,
47 useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
50 PhysicsScene.DetailLog(
"{0},BSConstraintSpring,create,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}",
51 obj1.ID, world.worldID, obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString);
52 PhysicsScene.DetailLog(
"{0},BSConstraintSpring,create, f1Loc={1},f1Rot={2},f2Loc={3},f2Rot={4},usefA={5},disCol={6}",
53 m_body1.ID, frame1Loc, frame1Rot, frame2Loc, frame2Rot, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
58 PhysicsScene.DetailLog(
"{0},BSConstraintSpring.SetEnable,obj1ID={1},obj2ID={2},indx={3},enable={4}",
59 m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pAxisEnable);
60 PhysicsScene.PE.SpringEnable(m_constraint, pIndex, BSParam.NumericBool(pAxisEnable));
66 PhysicsScene.DetailLog(
"{0},BSConstraintSpring.SetStiffness,obj1ID={1},obj2ID={2},indx={3},stiff={4}",
67 m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pStiffness);
68 PhysicsScene.PE.SpringSetStiffness(m_constraint, pIndex, pStiffness);
74 PhysicsScene.DetailLog(
"{0},BSConstraintSpring.SetDamping,obj1ID={1},obj2ID={2},indx={3},damp={4}",
75 m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pDamping);
76 PhysicsScene.PE.SpringSetDamping(m_constraint, pIndex, pDamping);
82 PhysicsScene.DetailLog(
"{0},BSConstraintSpring.SetEquilibriumPoint,obj1ID={1},obj2ID={2},indx={3},eqPoint={4}",
83 m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pEqPoint);
84 PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, pIndex, pEqPoint);
90 PhysicsScene.DetailLog(
"{0},BSConstraintSpring.SetEquilibriumPoint,obj1ID={1},obj2ID={2},linearEq={3},angularEq={4}",
91 m_body1.ID, m_body1.ID, m_body2.ID, linearEq, angularEq);
92 PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 0, linearEq.X);
93 PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 1, linearEq.Y);
94 PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 2, linearEq.Z);
95 PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 3, angularEq.X);
96 PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 4, angularEq.Y);
97 PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 5, angularEq.Z);
bool SetDamping(int pIndex, float pDamping)
bool SetEquilibriumPoint(int pIndex, float pEqPoint)
bool SetStiffness(int pIndex, float pStiffness)
BSConstraintSpring(BulletWorld world, BulletBody obj1, BulletBody obj2, Vector3 frame1Loc, Quaternion frame1Rot, Vector3 frame2Loc, Quaternion frame2Rot, bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
bool SetEquilibriumPoint(Vector3 linearEq, Vector3 angularEq)
bool SetAxisEnable(int pIndex, bool pAxisEnable)