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BSConstraintSpring.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 
35 public sealed class BSConstraintSpring : BSConstraint6Dof
36 {
37  public override ConstraintType Type { get { return ConstraintType.D6_SPRING_CONSTRAINT_TYPE; } }
38 
40  Vector3 frame1Loc, Quaternion frame1Rot,
41  Vector3 frame2Loc, Quaternion frame2Rot,
42  bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
43  :base(world, obj1, obj2)
44  {
45  m_constraint = PhysicsScene.PE.Create6DofSpringConstraint(world, obj1, obj2,
46  frame1Loc, frame1Rot, frame2Loc, frame2Rot,
47  useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
48  m_enabled = true;
49 
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);
54  }
55 
56  public bool SetAxisEnable(int pIndex, bool pAxisEnable)
57  {
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));
61  return true;
62  }
63 
64  public bool SetStiffness(int pIndex, float pStiffness)
65  {
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);
69  return true;
70  }
71 
72  public bool SetDamping(int pIndex, float pDamping)
73  {
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);
77  return true;
78  }
79 
80  public bool SetEquilibriumPoint(int pIndex, float pEqPoint)
81  {
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);
85  return true;
86  }
87 
88  public bool SetEquilibriumPoint(Vector3 linearEq, Vector3 angularEq)
89  {
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);
98  return true;
99  }
100 
101 }
102 
103 }
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)