Esempio n. 1
0
        private void AddAxisLockConstraint()
        {
            if (LockAxisConstraint == null)
            {
                // Lock that axis by creating a 6DOF constraint that has one end in the world and
                //    the other in the object.
                // http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=20817
                // http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=26380

                // Remove any existing axis constraint (just to be sure)
                RemoveAxisLockConstraint();

                BSConstraint6Dof axisConstrainer = new BSConstraint6Dof(m_physicsScene.World, m_controllingPrim.PhysBody,
                                                                        OMV.Vector3.Zero, OMV.Quaternion.Identity,
                                                                        false, true);
                LockAxisConstraint = axisConstrainer;
                m_physicsScene.Constraints.AddConstraint(LockAxisConstraint);

                // The constraint is tied to the world and oriented to the prim.

                // Free to move linearly in the region
                OMV.Vector3 linearLow  = OMV.Vector3.Zero;
                OMV.Vector3 linearHigh = m_physicsScene.TerrainManager.WorldMax;
                axisConstrainer.SetLinearLimits(linearLow, linearHigh);

                // Angular with some axis locked
                float       fPI         = (float)Math.PI;
                OMV.Vector3 angularLow  = new OMV.Vector3(-fPI, -fPI, -fPI);
                OMV.Vector3 angularHigh = new OMV.Vector3(fPI, fPI, fPI);
                if (m_controllingPrim.LockedAxis.X != 1f)
                {
                    angularLow.X  = 0f;
                    angularHigh.X = 0f;
                }
                if (m_controllingPrim.LockedAxis.Y != 1f)
                {
                    angularLow.Y  = 0f;
                    angularHigh.Y = 0f;
                }
                if (m_controllingPrim.LockedAxis.Z != 1f)
                {
                    angularLow.Z  = 0f;
                    angularHigh.Z = 0f;
                }
                if (!axisConstrainer.SetAngularLimits(angularLow, angularHigh))
                {
                    m_physicsScene.DetailLog("{0},BSActorLockAxis.AddAxisLockConstraint,failedSetAngularLimits", m_controllingPrim.LocalID);
                }

                m_physicsScene.DetailLog("{0},BSActorLockAxis.AddAxisLockConstraint,create,linLow={1},linHi={2},angLow={3},angHi={4}",
                                         m_controllingPrim.LocalID, linearLow, linearHigh, angularLow, angularHigh);

                // Constants from one of the posts mentioned above and used in Bullet's ConstraintDemo.
                axisConstrainer.TranslationalLimitMotor(true, 5.0f, 0.1f);

                axisConstrainer.RecomputeConstraintVariables(m_controllingPrim.RawMass);
            }
        }
        private BSConstraint BuildConstraint(BSPrimLinkable rootPrim, BSPrimLinkable childPrim)
        {
            // Zero motion for children so they don't interpolate
            childPrim.ZeroMotion(true);

            // Relative position normalized to the root prim
            // Essentually a vector pointing from center of rootPrim to center of childPrim
            OMV.Vector3 childRelativePosition = childPrim.Position - rootPrim.Position;

            // real world coordinate of midpoint between the two objects
            OMV.Vector3 midPoint = rootPrim.Position + (childRelativePosition / 2);

            DetailLog("{0},BSLinksetConstraint.BuildConstraint,taint,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6},midLoc={7}",
                      rootPrim.LocalID,
                      rootPrim.LocalID, rootPrim.PhysBody.AddrString,
                      childPrim.LocalID, childPrim.PhysBody.AddrString,
                      rootPrim.Position, childPrim.Position, midPoint);

            // create a constraint that allows no freedom of movement between the two objects
            // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818

            BSConstraint6Dof constrain = new BSConstraint6Dof(
                PhysicsScene.World, rootPrim.PhysBody, childPrim.PhysBody, midPoint, true, true);

            PhysicsScene.Constraints.AddConstraint(constrain);

            // zero linear and angular limits makes the objects unable to move in relation to each other
            constrain.SetLinearLimits(OMV.Vector3.Zero, OMV.Vector3.Zero);
            constrain.SetAngularLimits(OMV.Vector3.Zero, OMV.Vector3.Zero);

            // tweek the constraint to increase stability
            constrain.UseFrameOffset(BSParam.LinkConstraintUseFrameOffset);
            constrain.TranslationalLimitMotor(BSParam.LinkConstraintEnableTransMotor,
                                              BSParam.LinkConstraintTransMotorMaxVel,
                                              BSParam.LinkConstraintTransMotorMaxForce);
            constrain.SetCFMAndERP(BSParam.LinkConstraintCFM, BSParam.LinkConstraintERP);
            if (BSParam.LinkConstraintSolverIterations != 0f)
            {
                constrain.SetSolverIterations(BSParam.LinkConstraintSolverIterations);
            }
            return(constrain);
        }