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Major renaming of Physics dlls / folders. No functional changes, just renames.
This commit is contained in:
219
OpenSim/Region/PhysicsModules/BulletS/BSActorLockAxis.cs
Executable file
219
OpenSim/Region/PhysicsModules/BulletS/BSActorLockAxis.cs
Executable file
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyrightD
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using OMV = OpenMetaverse;
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namespace OpenSim.Region.Physics.BulletSPlugin
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{
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public class BSActorLockAxis : BSActor
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{
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private BSConstraint LockAxisConstraint = null;
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private bool HaveRegisteredForBeforeStepCallback = false;
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// The lock access flags (which axises were locked) when the contraint was built.
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// Used to see if locking has changed since when the constraint was built.
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OMV.Vector3 LockAxisLinearFlags;
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OMV.Vector3 LockAxisAngularFlags;
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public BSActorLockAxis(BSScene physicsScene, BSPhysObject pObj, string actorName)
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: base(physicsScene, pObj, actorName)
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{
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m_physicsScene.DetailLog("{0},BSActorLockAxis,constructor", m_controllingPrim.LocalID);
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LockAxisConstraint = null;
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HaveRegisteredForBeforeStepCallback = false;
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}
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// BSActor.isActive
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public override bool isActive
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{
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get { return Enabled && m_controllingPrim.IsPhysicallyActive; }
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}
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// Release any connections and resources used by the actor.
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// BSActor.Dispose()
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public override void Dispose()
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{
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Enabled = false;
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UnRegisterForBeforeStepCallback();
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RemoveAxisLockConstraint();
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}
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// Called when physical parameters (properties set in Bullet) need to be re-applied.
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// Called at taint-time.
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// BSActor.Refresh()
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public override void Refresh()
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{
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// Since the axis logging is done with a constraint, Refresh() time is good for
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// changing parameters but this needs to wait until the prim/linkset is physically
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// constructed. Therefore, the constraint itself is placed at pre-step time.
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// If all the axis are free, we don't need to exist
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// Refresh() only turns off. Enabling is done by InitializeAxisActor()
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// whenever parameters are changed.
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// This leaves 'enable' free to turn off an actor when it is not wanted to run.
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if (m_controllingPrim.LockedAngularAxis == m_controllingPrim.LockedAxisFree
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&& m_controllingPrim.LockedLinearAxis == m_controllingPrim.LockedAxisFree)
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{
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Enabled = false;
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}
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if (isActive)
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{
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RegisterForBeforeStepCallback();
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}
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else
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{
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RemoveDependencies();
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UnRegisterForBeforeStepCallback();
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}
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}
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// The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...).
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// Register a prestep action to restore physical requirements before the next simulation step.
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// Called at taint-time.
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// BSActor.RemoveDependencies()
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public override void RemoveDependencies()
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{
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RemoveAxisLockConstraint();
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}
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private void RegisterForBeforeStepCallback()
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{
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if (!HaveRegisteredForBeforeStepCallback)
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{
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m_physicsScene.BeforeStep += PhysicsScene_BeforeStep;
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HaveRegisteredForBeforeStepCallback = true;
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}
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}
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private void UnRegisterForBeforeStepCallback()
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{
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if (HaveRegisteredForBeforeStepCallback)
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{
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m_physicsScene.BeforeStep -= PhysicsScene_BeforeStep;
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HaveRegisteredForBeforeStepCallback = false;
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}
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}
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private void PhysicsScene_BeforeStep(float timestep)
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{
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// If all the axis are free, we don't need to exist
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if (m_controllingPrim.LockedAngularAxis == m_controllingPrim.LockedAxisFree
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&& m_controllingPrim.LockedLinearAxis == m_controllingPrim.LockedAxisFree)
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{
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Enabled = false;
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}
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// If the object is physically active, add the axis locking constraint
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if (isActive)
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{
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// Check to see if the locking parameters have changed
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if (m_controllingPrim.LockedLinearAxis != this.LockAxisLinearFlags
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|| m_controllingPrim.LockedAngularAxis != this.LockAxisAngularFlags)
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{
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// The locking has changed. Remove the old constraint and build a new one
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RemoveAxisLockConstraint();
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}
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AddAxisLockConstraint();
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}
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else
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{
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RemoveAxisLockConstraint();
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}
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}
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// Note that this relies on being called at TaintTime
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private void AddAxisLockConstraint()
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{
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if (LockAxisConstraint == null)
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{
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// Lock that axis by creating a 6DOF constraint that has one end in the world and
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// the other in the object.
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// http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=20817
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// http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=26380
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// Remove any existing axis constraint (just to be sure)
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RemoveAxisLockConstraint();
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BSConstraint6Dof axisConstrainer = new BSConstraint6Dof(m_physicsScene.World, m_controllingPrim.PhysBody,
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OMV.Vector3.Zero, OMV.Quaternion.Identity,
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false /* useLinearReferenceFrameB */, true /* disableCollisionsBetweenLinkedBodies */);
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LockAxisConstraint = axisConstrainer;
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m_physicsScene.Constraints.AddConstraint(LockAxisConstraint);
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// Remember the clocking being inforced so we can notice if they have changed
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LockAxisLinearFlags = m_controllingPrim.LockedLinearAxis;
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LockAxisAngularFlags = m_controllingPrim.LockedAngularAxis;
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// The constraint is tied to the world and oriented to the prim.
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if (!axisConstrainer.SetLinearLimits(m_controllingPrim.LockedLinearAxisLow, m_controllingPrim.LockedLinearAxisHigh))
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{
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m_physicsScene.DetailLog("{0},BSActorLockAxis.AddAxisLockConstraint,failedSetLinearLimits",
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m_controllingPrim.LocalID);
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}
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if (!axisConstrainer.SetAngularLimits(m_controllingPrim.LockedAngularAxisLow, m_controllingPrim.LockedAngularAxisHigh))
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{
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m_physicsScene.DetailLog("{0},BSActorLockAxis.AddAxisLockConstraint,failedSetAngularLimits",
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m_controllingPrim.LocalID);
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}
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m_physicsScene.DetailLog("{0},BSActorLockAxis.AddAxisLockConstraint,create,linLow={1},linHi={2},angLow={3},angHi={4}",
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m_controllingPrim.LocalID,
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m_controllingPrim.LockedLinearAxisLow,
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m_controllingPrim.LockedLinearAxisHigh,
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m_controllingPrim.LockedAngularAxisLow,
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m_controllingPrim.LockedAngularAxisHigh);
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// Constants from one of the posts mentioned above and used in Bullet's ConstraintDemo.
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axisConstrainer.TranslationalLimitMotor(true /* enable */, 5.0f, 0.1f);
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axisConstrainer.RecomputeConstraintVariables(m_controllingPrim.RawMass);
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RegisterForBeforeStepCallback();
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}
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}
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private void RemoveAxisLockConstraint()
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{
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UnRegisterForBeforeStepCallback();
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if (LockAxisConstraint != null)
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{
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m_physicsScene.Constraints.RemoveAndDestroyConstraint(LockAxisConstraint);
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LockAxisConstraint = null;
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m_physicsScene.DetailLog("{0},BSActorLockAxis.RemoveAxisLockConstraint,destroyingConstraint", m_controllingPrim.LocalID);
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}
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}
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}
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}
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