mirror of
https://github.com/opensim/opensim.git
synced 2026-08-08 02:05:34 +08:00
BulletSim: implementation of setting spring specific physical parameters. Add setting of linkset type to physChangeLinkParams. Lots of detail logging for setting of linkset constraint parameters.
This commit is contained in:
@@ -47,37 +47,42 @@ public sealed class BSConstraintSpring : BSConstraint6Dof
|
||||
useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
|
||||
m_enabled = true;
|
||||
|
||||
world.physicsScene.DetailLog("{0},BSConstraintSpring,createFrame,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}",
|
||||
BSScene.DetailLogZero, world.worldID,
|
||||
obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString);
|
||||
PhysicsScene.DetailLog("{0},BSConstraintSpring,create,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}",
|
||||
obj1.ID, world.worldID, obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString);
|
||||
PhysicsScene.DetailLog("{0},BSConstraintSpring,create, f1Loc={1},f1Rot={2},f2Loc={3},f2Rot={4},usefA={5},disCol={6}",
|
||||
m_body1.ID, frame1Loc, frame1Rot, frame2Loc, frame2Rot, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
|
||||
}
|
||||
|
||||
public bool SetEnable(int index, bool axisEnable)
|
||||
public bool SetEnable(int pIndex, bool pAxisEnable)
|
||||
{
|
||||
bool ret = false;
|
||||
|
||||
return ret;
|
||||
PhysicsScene.DetailLog("{0},BSConstraintSpring.SetEnable,obj1ID={1},obj2ID={2},indx={3},enable={4}",
|
||||
m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pAxisEnable);
|
||||
PhysicsScene.PE.SpringEnable(m_constraint, pIndex, BSParam.NumericBool(pAxisEnable));
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool SetStiffness(int index, float stiffness)
|
||||
public bool SetStiffness(int pIndex, float pStiffness)
|
||||
{
|
||||
bool ret = false;
|
||||
|
||||
return ret;
|
||||
PhysicsScene.DetailLog("{0},BSConstraintSpring.SetStiffness,obj1ID={1},obj2ID={2},indx={3},enable={4}",
|
||||
m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pStiffness);
|
||||
PhysicsScene.PE.SpringSetStiffness(m_constraint, pIndex, pStiffness);
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool SetDamping(int index, float damping)
|
||||
public bool SetDamping(int pIndex, float pDamping)
|
||||
{
|
||||
bool ret = false;
|
||||
|
||||
return ret;
|
||||
PhysicsScene.DetailLog("{0},BSConstraintSpring.SetDamping,obj1ID={1},obj2ID={2},indx={3},enable={4}",
|
||||
m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pDamping);
|
||||
PhysicsScene.PE.SpringSetDamping(m_constraint, pIndex, pDamping);
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool SetEquilibriumPoint(int index, float eqPoint)
|
||||
public bool SetEquilibriumPoint(int pIndex, float pEqPoint)
|
||||
{
|
||||
bool ret = false;
|
||||
|
||||
return ret;
|
||||
PhysicsScene.DetailLog("{0},BSConstraintSpring.SetEquilibriumPoint,obj1ID={1},obj2ID={2},indx={3},enable={4}",
|
||||
m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pEqPoint);
|
||||
PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, pIndex, pEqPoint);
|
||||
return true;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user