diff options
author | Robert Adams | 2012-09-19 08:21:29 -0700 |
---|---|---|
committer | Robert Adams | 2012-09-27 22:01:21 -0700 |
commit | a27e4ce6cbfb0a2e852624fd4d81121ca829f85c (patch) | |
tree | cd467ddf5dcc8a7109eef5d82f1929c1b5bf77b8 /OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |
parent | BulletSim: Convert BSCharacter to use common BSPhysObject code and variables. (diff) | |
download | opensim-SC-a27e4ce6cbfb0a2e852624fd4d81121ca829f85c.zip opensim-SC-a27e4ce6cbfb0a2e852624fd4d81121ca829f85c.tar.gz opensim-SC-a27e4ce6cbfb0a2e852624fd4d81121ca829f85c.tar.bz2 opensim-SC-a27e4ce6cbfb0a2e852624fd4d81121ca829f85c.tar.xz |
BulletSim: add class and infrastructure for shape and object
tracking in the C# code. Needed for the changing body type
(to and from GhostObjects) for volumeDetect.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 47 |
1 files changed, 41 insertions, 6 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 4f10d46..4d17e6c 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -474,12 +474,13 @@ public sealed class BSPrim : BSPhysObject | |||
474 | */ | 474 | */ |
475 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.Ptr, BSBody.Ptr); | 475 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.Ptr, BSBody.Ptr); |
476 | 476 | ||
477 | // Set up the object physicalness (does gravity and collisions move this object) | ||
478 | MakeDynamic(IsStatic); | ||
479 | |||
480 | // Make solid or not (do things bounce off or pass through this object) | 477 | // Make solid or not (do things bounce off or pass through this object) |
478 | // This is done first because it can change the collisionObject type. | ||
481 | MakeSolid(IsSolid); | 479 | MakeSolid(IsSolid); |
482 | 480 | ||
481 | // Set up the object physicalness (does gravity and collisions move this object) | ||
482 | MakeDynamic(IsStatic); | ||
483 | |||
483 | // Arrange for collisions events if the simulator wants them | 484 | // Arrange for collisions events if the simulator wants them |
484 | EnableCollisions(SubscribedEvents()); | 485 | EnableCollisions(SubscribedEvents()); |
485 | 486 | ||
@@ -554,17 +555,51 @@ public sealed class BSPrim : BSPhysObject | |||
554 | } | 555 | } |
555 | 556 | ||
556 | // "Making solid" means that other object will not pass through this object. | 557 | // "Making solid" means that other object will not pass through this object. |
558 | // To make transparent, we create a Bullet ghost object. | ||
559 | // Note: This expects to be called from the UpdatePhysicalParameters() routine as | ||
560 | // the functions after this one set up the state of a possibly newly created collision body. | ||
557 | private void MakeSolid(bool makeSolid) | 561 | private void MakeSolid(bool makeSolid) |
558 | { | 562 | { |
563 | CollisionObjectTypes bodyType = (CollisionObjectTypes)BulletSimAPI.GetBodyType2(BSBody.Ptr); | ||
564 | /* | ||
559 | if (makeSolid) | 565 | if (makeSolid) |
560 | { | 566 | { |
561 | // Easy in Bullet -- just remove the object flag that controls collision response | 567 | if ((bodyType & CollisionObjectTypes.CO_RIGID_BODY) == 0) |
562 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); | 568 | { |
569 | // Solid things are made out of rigid bodies. Remove this old body from the world | ||
570 | // and use this shape in a new rigid body. | ||
571 | BulletBody oldBody = BSBody; | ||
572 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.Ptr, BSBody.Ptr); | ||
573 | BSShape = new BulletShape(BulletSimAPI.GetCollisionShape2(BSBody.Ptr)); | ||
574 | BSBody = new BulletBody(LocalID, BulletSimAPI.CreateBodyFromShape2(PhysicsScene.World.Ptr, BSShape.Ptr, _position, _orientation)); | ||
575 | BulletSimAPI.DestroyObject2(PhysicsScene.World.Ptr, oldBody.Ptr); | ||
576 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.Ptr, BSBody.Ptr); | ||
577 | } | ||
563 | } | 578 | } |
564 | else | 579 | else |
565 | { | 580 | { |
566 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); | 581 | if ((bodyType & CollisionObjectTypes.CO_GHOST_OBJECT) == 0) |
582 | { | ||
583 | // Non-solid things are made out of ghost objects. Remove this old body from the world | ||
584 | // and use this shape in a new rigid body. | ||
585 | BulletBody oldBody = BSBody; | ||
586 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.Ptr, BSBody.Ptr); | ||
587 | BSShape = new BulletShape(BulletSimAPI.GetCollisionShape2(BSBody.Ptr)); | ||
588 | BSBody = new BulletBody(LocalID, | ||
589 | BulletSimAPI.CreateGhostFromShape2(PhysicsScene.World.Ptr, BSShape.Ptr, _position, _orientation)); | ||
590 | if (BSBody.Ptr == IntPtr.Zero) | ||
591 | { | ||
592 | m_log.ErrorFormat("{0} BSPrim.MakeSolid: failed creation of ghost object. LocalID=[1}", LogHeader, LocalID); | ||
593 | BSBody = oldBody; | ||
594 | } | ||
595 | else | ||
596 | { | ||
597 | BulletSimAPI.DestroyObject2(PhysicsScene.World.Ptr, oldBody.Ptr); | ||
598 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.Ptr, BSBody.Ptr); | ||
599 | } | ||
600 | } | ||
567 | } | 601 | } |
602 | */ | ||
568 | } | 603 | } |
569 | 604 | ||
570 | // Turn on or off the flag controlling whether collision events are returned to the simulator. | 605 | // Turn on or off the flag controlling whether collision events are returned to the simulator. |