diff options
author | dan miller | 2007-10-07 14:40:02 +0000 |
---|---|---|
committer | dan miller | 2007-10-07 14:40:02 +0000 |
commit | 2d5f5e2b32c5b8cc5bf6492964e06724b8935fd1 (patch) | |
tree | b76a0d37987e75822ea0c3b3cff914a495548054 /OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs | |
parent | removed the OpenSim.Region.ScriptEngine.DotNetEngine reference from OpenSim.... (diff) | |
download | opensim-SC-2d5f5e2b32c5b8cc5bf6492964e06724b8935fd1.zip opensim-SC-2d5f5e2b32c5b8cc5bf6492964e06724b8935fd1.tar.gz opensim-SC-2d5f5e2b32c5b8cc5bf6492964e06724b8935fd1.tar.bz2 opensim-SC-2d5f5e2b32c5b8cc5bf6492964e06724b8935fd1.tar.xz |
applied Darok"s BulletXPlugin changes 003.patch
Diffstat (limited to 'OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs | 464 |
1 files changed, 365 insertions, 99 deletions
diff --git a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs index af13d02..705eb38 100644 --- a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs +++ b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs | |||
@@ -30,19 +30,29 @@ | |||
30 | #region References | 30 | #region References |
31 | using System; | 31 | using System; |
32 | using System.Collections.Generic; | 32 | using System.Collections.Generic; |
33 | using OpenSim.Framework.Types; | ||
34 | using OpenSim.Region.Physics.Manager; | 33 | using OpenSim.Region.Physics.Manager; |
34 | using OpenSim.Framework.Types; | ||
35 | using Axiom.Math; | 35 | using Axiom.Math; |
36 | using AxiomQuaternion = Axiom.Math.Quaternion; | 36 | using AxiomQuaternion = Axiom.Math.Quaternion; |
37 | //Specific References for BulletXPlugin | 37 | //Specific References for BulletXPlugin |
38 | using MonoXnaCompactMaths; //Called as MXCM | 38 | using MonoXnaCompactMaths; |
39 | using XnaDevRu.BulletX; | 39 | using XnaDevRu.BulletX; |
40 | using XnaDevRu.BulletX.Dynamics; | 40 | using XnaDevRu.BulletX.Dynamics; |
41 | |||
41 | #endregion | 42 | #endregion |
42 | 43 | ||
43 | namespace OpenSim.Region.Physics.BulletXPlugin | 44 | namespace OpenSim.Region.Physics.BulletXPlugin |
44 | { | 45 | { |
45 | /// <summary> | 46 | /// <summary> |
47 | /// This class is only here for compilations reasons | ||
48 | /// </summary> | ||
49 | public class Mesh | ||
50 | { | ||
51 | public Mesh() | ||
52 | { | ||
53 | } | ||
54 | } | ||
55 | /// <summary> | ||
46 | /// BulletXConversions are called now BulletXMaths | 56 | /// BulletXConversions are called now BulletXMaths |
47 | /// This Class converts objects and types for BulletX and give some operations | 57 | /// This Class converts objects and types for BulletX and give some operations |
48 | /// </summary> | 58 | /// </summary> |
@@ -222,12 +232,14 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
222 | private const int maxXY = 256; | 232 | private const int maxXY = 256; |
223 | private const int maxZ = 4096; | 233 | private const int maxZ = 4096; |
224 | private const int maxHandles = 32766; //Why? I don't know | 234 | private const int maxHandles = 32766; //Why? I don't know |
225 | private static float gravity = 9.8f; | 235 | private const float gravity = 9.8f; |
226 | private static float heightLevel0 = 77.0f; | 236 | private const float heightLevel0 = 77.0f; |
227 | private static float heightLevel1 = 200.0f; | 237 | private const float heightLevel1 = 200.0f; |
228 | private static float lowGravityFactor = 0.2f; | 238 | private const float lowGravityFactor = 0.2f; |
229 | 239 | //OpenSim calls Simulate 10 times per seconds. So FPS = "Simulate Calls" * simulationSubSteps = 100 FPS | |
230 | private float[] _heightmap; | 240 | private const int simulationSubSteps = 10; |
241 | //private float[] _heightmap; | ||
242 | private BulletXPlanet _simFlatPlanet; | ||
231 | private List<BulletXCharacter> _characters = new List<BulletXCharacter>(); | 243 | private List<BulletXCharacter> _characters = new List<BulletXCharacter>(); |
232 | private List<BulletXPrim> _prims = new List<BulletXPrim>(); | 244 | private List<BulletXPrim> _prims = new List<BulletXPrim>(); |
233 | 245 | ||
@@ -235,6 +247,11 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
235 | public static float HeightLevel0 { get { return heightLevel0; } } | 247 | public static float HeightLevel0 { get { return heightLevel0; } } |
236 | public static float HeightLevel1 { get { return heightLevel1; } } | 248 | public static float HeightLevel1 { get { return heightLevel1; } } |
237 | public static float LowGravityFactor { get { return lowGravityFactor; } } | 249 | public static float LowGravityFactor { get { return lowGravityFactor; } } |
250 | public static int MaxXY { get { return maxXY; } } | ||
251 | public static int MaxZ { get { return maxZ; } } | ||
252 | |||
253 | private List<RigidBody> _forgottenRigidBodies = new List<RigidBody>(); | ||
254 | internal string is_ex_message = "Can't remove rigidBody!: "; | ||
238 | #endregion | 255 | #endregion |
239 | 256 | ||
240 | public BulletXScene() | 257 | public BulletXScene() |
@@ -250,10 +267,9 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
250 | ddWorld = new DiscreteDynamicsWorld(cDispatcher, opCache, sicSolver); | 267 | ddWorld = new DiscreteDynamicsWorld(cDispatcher, opCache, sicSolver); |
251 | ddWorld.Gravity = new MonoXnaCompactMaths.Vector3(0, 0, -gravity); | 268 | ddWorld.Gravity = new MonoXnaCompactMaths.Vector3(0, 0, -gravity); |
252 | } | 269 | } |
253 | 270 | //this._heightmap = new float[65536]; | |
254 | this._heightmap = new float[65536]; | ||
255 | } | 271 | } |
256 | public override PhysicsActor AddAvatar(string avName, PhysicsVector position) | 272 | public override PhysicsActor AddAvatar(string avName, PhysicsVector position) |
257 | { | 273 | { |
258 | PhysicsVector pos = new PhysicsVector(); | 274 | PhysicsVector pos = new PhysicsVector(); |
259 | pos.X = position.X; | 275 | pos.X = position.X; |
@@ -262,7 +278,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
262 | BulletXCharacter newAv = null; | 278 | BulletXCharacter newAv = null; |
263 | lock (BulletXLock) | 279 | lock (BulletXLock) |
264 | { | 280 | { |
265 | newAv = new BulletXCharacter(this, pos); | 281 | newAv = new BulletXCharacter(avName, this, pos); |
266 | _characters.Add(newAv); | 282 | _characters.Add(newAv); |
267 | } | 283 | } |
268 | return newAv; | 284 | return newAv; |
@@ -273,48 +289,98 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
273 | { | 289 | { |
274 | lock (BulletXLock) | 290 | lock (BulletXLock) |
275 | { | 291 | { |
292 | try | ||
293 | { | ||
294 | ddWorld.RemoveRigidBody(((BulletXCharacter)actor).RigidBody); | ||
295 | } | ||
296 | catch (Exception ex) | ||
297 | { | ||
298 | BulletXMessage(is_ex_message + ex.Message, true); | ||
299 | ((BulletXCharacter)actor).RigidBody.ActivationState = ActivationState.DisableSimulation; | ||
300 | AddForgottenRigidBody(((BulletXCharacter)actor).RigidBody); | ||
301 | } | ||
276 | _characters.Remove((BulletXCharacter)actor); | 302 | _characters.Remove((BulletXCharacter)actor); |
277 | } | 303 | } |
304 | GC.Collect(); | ||
305 | } | ||
306 | } | ||
307 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, PhysicsVector size, AxiomQuaternion rotation) | ||
308 | { | ||
309 | PhysicsActor result; | ||
310 | |||
311 | switch (pbs.ProfileShape) | ||
312 | { | ||
313 | case ProfileShape.Square: | ||
314 | /// support simple box & hollow box now; later, more shapes | ||
315 | if (pbs.ProfileHollow == 0) | ||
316 | { | ||
317 | result = AddPrim(primName, position, size, rotation, null, null); | ||
318 | } | ||
319 | else | ||
320 | { | ||
321 | Mesh mesh = null; | ||
322 | result = AddPrim(primName, position, size, rotation, mesh, pbs); | ||
323 | } | ||
324 | break; | ||
325 | |||
326 | default: | ||
327 | result = AddPrim(primName, position, size, rotation, null, null); | ||
328 | break; | ||
278 | } | 329 | } |
330 | |||
331 | return result; | ||
279 | } | 332 | } |
280 | PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, AxiomQuaternion rotation) | 333 | public PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, Axiom.Math.Quaternion rotation) |
334 | { | ||
335 | return AddPrim("", position, size, rotation, null, null); | ||
336 | } | ||
337 | public PhysicsActor AddPrim(String name, PhysicsVector position, PhysicsVector size, AxiomQuaternion rotation, Mesh mesh, PrimitiveBaseShape pbs) | ||
281 | { | 338 | { |
282 | BulletXPrim newPrim = null; | 339 | BulletXPrim newPrim = null; |
283 | lock (BulletXLock) | 340 | lock (BulletXLock) |
284 | { | 341 | { |
285 | newPrim = new BulletXPrim(this, position, size, rotation); | 342 | newPrim = new BulletXPrim(name, this, position, size, rotation, mesh, pbs); |
286 | _prims.Add(newPrim); | 343 | _prims.Add(newPrim); |
287 | } | 344 | } |
288 | return newPrim; | 345 | return newPrim; |
289 | } | 346 | } |
290 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, PhysicsVector size, AxiomQuaternion rotation) | ||
291 | { | ||
292 | return AddPrim(position, size, rotation); | ||
293 | } | ||
294 | |||
295 | public override void RemovePrim(PhysicsActor prim) | 347 | public override void RemovePrim(PhysicsActor prim) |
296 | { | 348 | { |
297 | if (prim is BulletXPrim) | 349 | if (prim is BulletXPrim) |
298 | { | 350 | { |
299 | lock (BulletXLock) | 351 | lock (BulletXLock) |
300 | { | 352 | { |
353 | try | ||
354 | { | ||
355 | ddWorld.RemoveRigidBody(((BulletXPrim)prim).RigidBody); | ||
356 | } | ||
357 | catch (Exception ex) | ||
358 | { | ||
359 | BulletXMessage(is_ex_message + ex.Message, true); | ||
360 | ((BulletXPrim)prim).RigidBody.ActivationState = ActivationState.DisableSimulation; | ||
361 | AddForgottenRigidBody(((BulletXPrim)prim).RigidBody); | ||
362 | } | ||
301 | _prims.Remove((BulletXPrim)prim); | 363 | _prims.Remove((BulletXPrim)prim); |
302 | } | 364 | } |
365 | GC.Collect(); | ||
303 | } | 366 | } |
304 | } | 367 | } |
305 | public override void Simulate(float timeStep) | 368 | public override void Simulate(float timeStep) |
306 | { | 369 | { |
307 | lock (BulletXLock) | 370 | lock (BulletXLock) |
308 | { | 371 | { |
309 | BXSMove(timeStep); | 372 | //Try to remove garbage |
310 | ddWorld.StepSimulation(timeStep, 0, timeStep); | 373 | RemoveForgottenRigidBodies(); |
311 | //Heightmap Validation: | 374 | //End of remove |
312 | BXSValidateHeight(); | 375 | MoveAllObjects(timeStep); |
376 | ddWorld.StepSimulation(timeStep, simulationSubSteps, timeStep); | ||
377 | //Extra Heightmap Validation: BulletX's HeightFieldTerrain somestimes doesn't work so fine. | ||
378 | ValidateHeightForAll(); | ||
313 | //End heightmap validation. | 379 | //End heightmap validation. |
314 | BXSUpdateKinetics(); | 380 | UpdateKineticsForAll(); |
315 | } | 381 | } |
316 | } | 382 | } |
317 | private void BXSMove(float timeStep) | 383 | private void MoveAllObjects(float timeStep) |
318 | { | 384 | { |
319 | foreach (BulletXCharacter actor in _characters) | 385 | foreach (BulletXCharacter actor in _characters) |
320 | { | 386 | { |
@@ -324,39 +390,33 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
324 | { | 390 | { |
325 | } | 391 | } |
326 | } | 392 | } |
327 | private void BXSValidateHeight() | 393 | private void ValidateHeightForAll() |
328 | { | 394 | { |
329 | float _height; | 395 | float _height; |
330 | foreach (BulletXCharacter actor in _characters) | 396 | foreach (BulletXCharacter actor in _characters) |
331 | { | 397 | { |
332 | if ((actor.RigidBodyHorizontalPosition.x < 0) || (actor.RigidBodyHorizontalPosition.y < 0)) | 398 | //_height = HeightValue(actor.RigidBodyPosition); |
333 | { | 399 | _height = _simFlatPlanet.HeightValue(actor.RigidBodyPosition); |
334 | _height = 0; | ||
335 | } | ||
336 | else | ||
337 | { | ||
338 | _height = this._heightmap[ | ||
339 | (int)Math.Round(actor.RigidBodyHorizontalPosition.x) * 256 | ||
340 | + (int)Math.Round(actor.RigidBodyHorizontalPosition.y)]; | ||
341 | } | ||
342 | actor.ValidateHeight(_height); | 400 | actor.ValidateHeight(_height); |
401 | //if (_simFlatPlanet.heightIsNotValid(actor.RigidBodyPosition, out _height)) actor.ValidateHeight(_height); | ||
343 | } | 402 | } |
344 | foreach (BulletXPrim prim in _prims) | 403 | foreach (BulletXPrim prim in _prims) |
345 | { | 404 | { |
346 | if ((prim.RigidBodyHorizontalPosition.x < 0) || (prim.RigidBodyHorizontalPosition.y < 0)) | 405 | //_height = HeightValue(prim.RigidBodyPosition); |
347 | { | 406 | _height = _simFlatPlanet.HeightValue(prim.RigidBodyPosition); |
348 | _height = 0; | ||
349 | } | ||
350 | else | ||
351 | { | ||
352 | _height = this._heightmap[ | ||
353 | (int)Math.Round(prim.RigidBodyHorizontalPosition.x) * 256 | ||
354 | + (int)Math.Round(prim.RigidBodyHorizontalPosition.y)]; | ||
355 | } | ||
356 | prim.ValidateHeight(_height); | 407 | prim.ValidateHeight(_height); |
408 | //if (_simFlatPlanet.heightIsNotValid(prim.RigidBodyPosition, out _height)) prim.ValidateHeight(_height); | ||
357 | } | 409 | } |
410 | //foreach (BulletXCharacter actor in _characters) | ||
411 | //{ | ||
412 | // actor.ValidateHeight(0); | ||
413 | //} | ||
414 | //foreach (BulletXPrim prim in _prims) | ||
415 | //{ | ||
416 | // prim.ValidateHeight(0); | ||
417 | //} | ||
358 | } | 418 | } |
359 | private void BXSUpdateKinetics() | 419 | private void UpdateKineticsForAll() |
360 | { | 420 | { |
361 | //UpdatePosition > UpdateKinetics. | 421 | //UpdatePosition > UpdateKinetics. |
362 | //Not only position will be updated, also velocity cause acceleration. | 422 | //Not only position will be updated, also velocity cause acceleration. |
@@ -368,6 +428,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
368 | { | 428 | { |
369 | prim.UpdateKinetics(); | 429 | prim.UpdateKinetics(); |
370 | } | 430 | } |
431 | //if(this._simFlatPlanet!=null) this._simFlatPlanet.Restore(); | ||
371 | } | 432 | } |
372 | public override void GetResults() | 433 | public override void GetResults() |
373 | { | 434 | { |
@@ -382,24 +443,97 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
382 | } | 443 | } |
383 | public override void SetTerrain(float[] heightMap) | 444 | public override void SetTerrain(float[] heightMap) |
384 | { | 445 | { |
385 | //As the same as ODE, heightmap (x,y) must be swapped for BulletX | 446 | ////As the same as ODE, heightmap (x,y) must be swapped for BulletX |
386 | for (int i = 0; i < 65536; i++) | 447 | //for (int i = 0; i < 65536; i++) |
448 | //{ | ||
449 | // // this._heightmap[i] = (double)heightMap[i]; | ||
450 | // // dbm (danx0r) -- heightmap x,y must be swapped for Ode (should fix ODE, but for now...) | ||
451 | // int x = i & 0xff; | ||
452 | // int y = i >> 8; | ||
453 | // this._heightmap[i] = heightMap[x * 256 + y]; | ||
454 | //} | ||
455 | |||
456 | //float[] swappedHeightMap = new float[65536]; | ||
457 | ////As the same as ODE, heightmap (x,y) must be swapped for BulletX | ||
458 | //for (int i = 0; i < 65536; i++) | ||
459 | //{ | ||
460 | // // this._heightmap[i] = (double)heightMap[i]; | ||
461 | // // dbm (danx0r) -- heightmap x,y must be swapped for Ode (should fix ODE, but for now...) | ||
462 | // int x = i & 0xff; | ||
463 | // int y = i >> 8; | ||
464 | // swappedHeightMap[i] = heightMap[x * 256 + y]; | ||
465 | //} | ||
466 | DeleteTerrain(); | ||
467 | //There is a BulletXLock inside the constructor of BulletXPlanet | ||
468 | //this._simFlatPlanet = new BulletXPlanet(this, swappedHeightMap); | ||
469 | this._simFlatPlanet = new BulletXPlanet(this, heightMap); | ||
470 | //this._heightmap = heightMap; | ||
471 | } | ||
472 | public override void DeleteTerrain() | ||
473 | { | ||
474 | if (this._simFlatPlanet != null) | ||
387 | { | 475 | { |
388 | // this._heightmap[i] = (double)heightMap[i]; | 476 | lock (BulletXLock) |
389 | // dbm (danx0r) -- heightmap x,y must be swapped for Ode (should fix ODE, but for now...) | 477 | { |
390 | int x = i & 0xff; | 478 | try |
391 | int y = i >> 8; | 479 | { |
392 | this._heightmap[i] = heightMap[x * 256 + y]; | 480 | ddWorld.RemoveRigidBody(this._simFlatPlanet.RigidBody); |
481 | } | ||
482 | catch (Exception ex) | ||
483 | { | ||
484 | BulletXMessage(is_ex_message + ex.Message, true); | ||
485 | this._simFlatPlanet.RigidBody.ActivationState = ActivationState.DisableSimulation; | ||
486 | AddForgottenRigidBody(this._simFlatPlanet.RigidBody); | ||
487 | } | ||
488 | } | ||
489 | this._simFlatPlanet = null; | ||
490 | GC.Collect(); | ||
491 | BulletXMessage("Terrain erased!", false); | ||
393 | } | 492 | } |
394 | lock (BulletXLock) | 493 | //this._heightmap = null; |
494 | } | ||
495 | internal void AddForgottenRigidBody(RigidBody forgottenRigidBody) | ||
496 | { | ||
497 | _forgottenRigidBodies.Add(forgottenRigidBody); | ||
498 | } | ||
499 | private void RemoveForgottenRigidBodies() | ||
500 | { | ||
501 | RigidBody forgottenRigidBody; | ||
502 | int nRigidBodies = _forgottenRigidBodies.Count; | ||
503 | for(int i = nRigidBodies - 1; i >= 0; i--) | ||
395 | { | 504 | { |
396 | //Updating BulletX HeightMap??? | 505 | forgottenRigidBody = _forgottenRigidBodies[i]; |
506 | try | ||
507 | { | ||
508 | ddWorld.RemoveRigidBody(forgottenRigidBody); | ||
509 | _forgottenRigidBodies.Remove(forgottenRigidBody); | ||
510 | BulletXMessage("Forgotten Rigid Body Removed", false); | ||
511 | } | ||
512 | catch (Exception ex) | ||
513 | { | ||
514 | BulletXMessage("Can't remove forgottenRigidBody!: " + ex.Message, false); | ||
515 | } | ||
397 | } | 516 | } |
517 | GC.Collect(); | ||
398 | } | 518 | } |
399 | public override void DeleteTerrain() | 519 | internal void BulletXMessage(string message, bool isWarning) |
400 | { | 520 | { |
401 | 521 | PhysicsPluginManager.PhysicsPluginMessage("[Modified BulletX]:\t" + message, isWarning); | |
402 | } | 522 | } |
523 | //temp | ||
524 | //private float HeightValue(MonoXnaCompactMaths.Vector3 position) | ||
525 | //{ | ||
526 | // int li_x, li_y; | ||
527 | // float height; | ||
528 | // li_x = (int)Math.Round(position.X); if (li_x < 0) li_x = 0; | ||
529 | // li_y = (int)Math.Round(position.Y); if (li_y < 0) li_y = 0; | ||
530 | |||
531 | // height = this._heightmap[li_y * 256 + li_x]; | ||
532 | // if (height < 0) height = 0; | ||
533 | // else if (height > maxZ) height = maxZ; | ||
534 | |||
535 | // return height; | ||
536 | //} | ||
403 | } | 537 | } |
404 | /// <summary> | 538 | /// <summary> |
405 | /// PhysicsActor Character Class for BulletX | 539 | /// PhysicsActor Character Class for BulletX |
@@ -414,19 +548,20 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
414 | private bool flying; | 548 | private bool flying; |
415 | private RigidBody rigidBody; | 549 | private RigidBody rigidBody; |
416 | 550 | ||
417 | public Axiom.Math.Vector2 RigidBodyHorizontalPosition | 551 | public MonoXnaCompactMaths.Vector3 RigidBodyPosition |
418 | { | 552 | { |
419 | get | 553 | get { return this.rigidBody.CenterOfMassPosition; } |
420 | { | ||
421 | return new Axiom.Math.Vector2(this.rigidBody.CenterOfMassPosition.X, this.rigidBody.CenterOfMassPosition.Y); | ||
422 | } | ||
423 | } | 554 | } |
424 | public BulletXCharacter(BulletXScene parent_scene, PhysicsVector pos) | 555 | public BulletXCharacter(BulletXScene parent_scene, PhysicsVector pos) |
425 | : this(parent_scene, pos, new PhysicsVector(), new PhysicsVector(), new PhysicsVector(), | 556 | : this("", parent_scene, pos) |
557 | { | ||
558 | } | ||
559 | public BulletXCharacter(String avName, BulletXScene parent_scene, PhysicsVector pos) | ||
560 | : this(avName, parent_scene, pos, new PhysicsVector(), new PhysicsVector(), new PhysicsVector(), | ||
426 | AxiomQuaternion.Identity) | 561 | AxiomQuaternion.Identity) |
427 | { | 562 | { |
428 | } | 563 | } |
429 | public BulletXCharacter(BulletXScene parent_scene, PhysicsVector pos, PhysicsVector velocity, | 564 | public BulletXCharacter(String avName, BulletXScene parent_scene, PhysicsVector pos, PhysicsVector velocity, |
430 | PhysicsVector size, PhysicsVector acceleration, AxiomQuaternion orientation) | 565 | PhysicsVector size, PhysicsVector acceleration, AxiomQuaternion orientation) |
431 | { | 566 | { |
432 | //This fields will be removed. They're temporal | 567 | //This fields will be removed. They're temporal |
@@ -462,7 +597,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
462 | MonoXnaCompactMaths.Vector3 _localInertia = new MonoXnaCompactMaths.Vector3(); | 597 | MonoXnaCompactMaths.Vector3 _localInertia = new MonoXnaCompactMaths.Vector3(); |
463 | _collisionShape.CalculateLocalInertia(_mass, out _localInertia); //Always when mass > 0 | 598 | _collisionShape.CalculateLocalInertia(_mass, out _localInertia); //Always when mass > 0 |
464 | rigidBody = new RigidBody(_mass, _motionState, _collisionShape, _localInertia, _linearDamping, _angularDamping, _friction, _restitution); | 599 | rigidBody = new RigidBody(_mass, _motionState, _collisionShape, _localInertia, _linearDamping, _angularDamping, _friction, _restitution); |
465 | rigidBody.ActivationState = ActivationState.DisableDeactivation; | 600 | //rigidBody.ActivationState = ActivationState.DisableDeactivation; |
466 | //It's seems that there are a bug with rigidBody constructor and its CenterOfMassPosition | 601 | //It's seems that there are a bug with rigidBody constructor and its CenterOfMassPosition |
467 | MonoXnaCompactMaths.Vector3 _vDebugTranslation; | 602 | MonoXnaCompactMaths.Vector3 _vDebugTranslation; |
468 | _vDebugTranslation = _startTransform.Translation - rigidBody.CenterOfMassPosition; | 603 | _vDebugTranslation = _startTransform.Translation - rigidBody.CenterOfMassPosition; |
@@ -535,6 +670,13 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
535 | } | 670 | } |
536 | } | 671 | } |
537 | } | 672 | } |
673 | public RigidBody RigidBody | ||
674 | { | ||
675 | get | ||
676 | { | ||
677 | return rigidBody; | ||
678 | } | ||
679 | } | ||
538 | public override bool Flying | 680 | public override bool Flying |
539 | { | 681 | { |
540 | get | 682 | get |
@@ -579,8 +721,8 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
579 | //_velocity == rigidBody.LinearVelocity | 721 | //_velocity == rigidBody.LinearVelocity |
580 | vec.X = this._velocity.X; | 722 | vec.X = this._velocity.X; |
581 | vec.Y = this._velocity.Y; | 723 | vec.Y = this._velocity.Y; |
582 | vec.Z = this._velocity.Z; | 724 | vec.Z = this._velocity.Z; |
583 | 725 | if ((vec.X != 0.0f) || (vec.Y != 0.0f) || (vec.Z != 0.0f)) rigidBody.Activate(); | |
584 | if (flying) | 726 | if (flying) |
585 | { | 727 | { |
586 | //Antigravity with movement | 728 | //Antigravity with movement |
@@ -677,33 +819,37 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
677 | //For now all prims have the same density, all prims are made of water. Be water my friend! :D | 819 | //For now all prims have the same density, all prims are made of water. Be water my friend! :D |
678 | private const float _density = 1000.0f; | 820 | private const float _density = 1000.0f; |
679 | private RigidBody rigidBody; | 821 | private RigidBody rigidBody; |
822 | private BulletXScene _parent_scene; | ||
680 | //_physical value will be linked with the prim object value | 823 | //_physical value will be linked with the prim object value |
681 | private Boolean _physical = false; | 824 | private Boolean _physical = false; |
682 | 825 | ||
683 | public Axiom.Math.Vector2 RigidBodyHorizontalPosition | 826 | public MonoXnaCompactMaths.Vector3 RigidBodyPosition |
684 | { | 827 | { |
685 | get | 828 | get { return this.rigidBody.CenterOfMassPosition; } |
686 | { | ||
687 | return new Axiom.Math.Vector2(this.rigidBody.CenterOfMassPosition.X, this.rigidBody.CenterOfMassPosition.Y); | ||
688 | } | ||
689 | } | 829 | } |
690 | public BulletXPrim(BulletXScene parent_scene, PhysicsVector pos, PhysicsVector size, AxiomQuaternion rotation) | 830 | public BulletXPrim(BulletXScene parent_scene, PhysicsVector pos, PhysicsVector size, AxiomQuaternion rotation) |
691 | : this(parent_scene, pos, new PhysicsVector(), size, new PhysicsVector(), rotation) | 831 | : this("", parent_scene, pos, new PhysicsVector(), size, new PhysicsVector(), rotation, null, null) |
692 | { | 832 | { |
693 | } | 833 | } |
694 | public BulletXPrim(BulletXScene parent_scene, PhysicsVector pos, PhysicsVector velocity, PhysicsVector size, | 834 | public BulletXPrim(String primName, BulletXScene parent_scene, PhysicsVector pos, PhysicsVector size, |
695 | PhysicsVector aceleration, AxiomQuaternion rotation) | 835 | AxiomQuaternion rotation, Mesh mesh, PrimitiveBaseShape pbs) |
836 | : this(primName, parent_scene, pos, new PhysicsVector(), size, new PhysicsVector(), rotation, mesh, pbs) | ||
837 | { | ||
838 | } | ||
839 | public BulletXPrim(String primName, BulletXScene parent_scene, PhysicsVector pos, PhysicsVector velocity, PhysicsVector size, | ||
840 | PhysicsVector aceleration, AxiomQuaternion rotation, Mesh mesh, PrimitiveBaseShape pbs) | ||
696 | { | 841 | { |
697 | _position = pos; | ||
698 | _velocity = velocity; | ||
699 | _size = size; | ||
700 | if ((size.X == 0) || (size.Y == 0) || (size.Z == 0)) throw new Exception("Size 0"); | 842 | if ((size.X == 0) || (size.Y == 0) || (size.Z == 0)) throw new Exception("Size 0"); |
843 | if (rotation.Norm == 0f) rotation = AxiomQuaternion.Identity; | ||
701 | 844 | ||
845 | _position = pos; | ||
846 | if (_physical) _velocity = velocity; else _velocity = new PhysicsVector(); | ||
847 | _size = size; | ||
702 | _acceleration = aceleration; | 848 | _acceleration = aceleration; |
703 | //Because a bug, orientation will be fixed to AxiomQuaternion.Identity | 849 | _orientation = rotation; |
704 | _orientation = AxiomQuaternion.Identity; | 850 | |
705 | //_orientation = rotation; | 851 | _parent_scene = parent_scene; |
706 | //--- | 852 | |
707 | //For RigidBody Constructor. The next values might change | 853 | //For RigidBody Constructor. The next values might change |
708 | float _linearDamping = 0.0f; | 854 | float _linearDamping = 0.0f; |
709 | float _angularDamping = 0.0f; | 855 | float _angularDamping = 0.0f; |
@@ -718,9 +864,9 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
718 | CollisionShape _collisionShape = new XnaDevRu.BulletX.BoxShape(BulletXMaths.PhysicsVectorToXnaVector3(_size) / 2.0f); | 864 | CollisionShape _collisionShape = new XnaDevRu.BulletX.BoxShape(BulletXMaths.PhysicsVectorToXnaVector3(_size) / 2.0f); |
719 | DefaultMotionState _motionState = new DefaultMotionState(_startTransform, _centerOfMassOffset); | 865 | DefaultMotionState _motionState = new DefaultMotionState(_startTransform, _centerOfMassOffset); |
720 | MonoXnaCompactMaths.Vector3 _localInertia = new MonoXnaCompactMaths.Vector3(); | 866 | MonoXnaCompactMaths.Vector3 _localInertia = new MonoXnaCompactMaths.Vector3(); |
721 | _collisionShape.CalculateLocalInertia(Mass, out _localInertia); //Always when mass > 0 | 867 | if(_physical) _collisionShape.CalculateLocalInertia(Mass, out _localInertia); //Always when mass > 0 |
722 | rigidBody = new RigidBody(Mass, _motionState, _collisionShape, _localInertia, _linearDamping, _angularDamping, _friction, _restitution); | 868 | rigidBody = new RigidBody(Mass, _motionState, _collisionShape, _localInertia, _linearDamping, _angularDamping, _friction, _restitution); |
723 | rigidBody.ActivationState = ActivationState.DisableDeactivation; | 869 | //rigidBody.ActivationState = ActivationState.DisableDeactivation; |
724 | //It's seems that there are a bug with rigidBody constructor and its CenterOfMassPosition | 870 | //It's seems that there are a bug with rigidBody constructor and its CenterOfMassPosition |
725 | MonoXnaCompactMaths.Vector3 _vDebugTranslation; | 871 | MonoXnaCompactMaths.Vector3 _vDebugTranslation; |
726 | _vDebugTranslation = _startTransform.Translation - rigidBody.CenterOfMassPosition; | 872 | _vDebugTranslation = _startTransform.Translation - rigidBody.CenterOfMassPosition; |
@@ -754,8 +900,16 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
754 | { | 900 | { |
755 | lock (BulletXScene.BulletXLock) | 901 | lock (BulletXScene.BulletXLock) |
756 | { | 902 | { |
757 | _velocity = value; | 903 | //Static objects don' have linear velocity |
758 | Speed(); | 904 | if (_physical) |
905 | { | ||
906 | _velocity = value; | ||
907 | Speed(); | ||
908 | } | ||
909 | else | ||
910 | { | ||
911 | _velocity = new PhysicsVector(); | ||
912 | } | ||
759 | } | 913 | } |
760 | } | 914 | } |
761 | } | 915 | } |
@@ -801,7 +955,14 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
801 | get | 955 | get |
802 | { | 956 | { |
803 | //For now all prims are boxes | 957 | //For now all prims are boxes |
804 | return _density * _size.X * _size.Y * _size.Z; | 958 | return (_physical ? 1 : 0) * _density * _size.X * _size.Y * _size.Z; |
959 | } | ||
960 | } | ||
961 | public RigidBody RigidBody | ||
962 | { | ||
963 | get | ||
964 | { | ||
965 | return rigidBody; | ||
805 | } | 966 | } |
806 | } | 967 | } |
807 | public override bool Flying | 968 | public override bool Flying |
@@ -863,7 +1024,9 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
863 | m.Translation = v3; | 1024 | m.Translation = v3; |
864 | rigidBody.WorldTransform = m; | 1025 | rigidBody.WorldTransform = m; |
865 | //When a Prim touch the ground it's vertical velocity it's reduced to ZERO | 1026 | //When a Prim touch the ground it's vertical velocity it's reduced to ZERO |
866 | Speed(new PhysicsVector(this.rigidBody.LinearVelocity.X, this.rigidBody.LinearVelocity.Y, 0.0f)); | 1027 | //Static objects don't have linear velocity |
1028 | if(_physical) | ||
1029 | Speed(new PhysicsVector(this.rigidBody.LinearVelocity.X, this.rigidBody.LinearVelocity.Y, 0.0f)); | ||
867 | } | 1030 | } |
868 | } | 1031 | } |
869 | internal void UpdateKinetics() | 1032 | internal void UpdateKinetics() |
@@ -872,18 +1035,12 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
872 | { | 1035 | { |
873 | this._position = BulletXMaths.XnaVector3ToPhysicsVector(rigidBody.CenterOfMassPosition); | 1036 | this._position = BulletXMaths.XnaVector3ToPhysicsVector(rigidBody.CenterOfMassPosition); |
874 | this._velocity = BulletXMaths.XnaVector3ToPhysicsVector(rigidBody.LinearVelocity); | 1037 | this._velocity = BulletXMaths.XnaVector3ToPhysicsVector(rigidBody.LinearVelocity); |
875 | //Orientation is not implemented yet in MonoXnaCompactMaths | 1038 | this._orientation = BulletXMaths.XnaQuaternionToAxiomQuaternion(rigidBody.Orientation); |
876 | //this._orientation = BulletXMaths.XnaQuaternionToAxiomQuaternion(rigidBody.Orientation); < Good | ||
877 | //ReOrient(); | ||
878 | //--- | ||
879 | ReOrient(); | ||
880 | } | 1039 | } |
881 | else //Doesn't updates properties. That's a cancel | 1040 | else //Doesn't updates properties. That's a cancel |
882 | { | 1041 | { |
883 | Translate(); | 1042 | Translate(); |
884 | Speed(); | 1043 | //Speed(); //<- Static objects don't have linear velocity |
885 | //Orientation is not implemented yet in MonoXnaCompactMaths | ||
886 | //ReOrient(); | ||
887 | ReOrient(); | 1044 | ReOrient(); |
888 | } | 1045 | } |
889 | } | 1046 | } |
@@ -915,10 +1072,49 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
915 | } | 1072 | } |
916 | private void ReSize(PhysicsVector _newSize) | 1073 | private void ReSize(PhysicsVector _newSize) |
917 | { | 1074 | { |
1075 | //I wonder to know how to resize with a simple instruction in BulletX. It seems that for now there isn't | ||
1076 | //so i have to do it manually. That's recreating rigidbody | ||
918 | MonoXnaCompactMaths.Vector3 _newsize; | 1077 | MonoXnaCompactMaths.Vector3 _newsize; |
919 | _newsize = BulletXMaths.PhysicsVectorToXnaVector3(_newSize); | 1078 | _newsize = BulletXMaths.PhysicsVectorToXnaVector3(_newSize); |
920 | //For now all prims are Boxes | 1079 | if ((_newsize.X == 0) || (_newsize.Y == 0) || (_newsize.Z == 0)) throw new Exception("Size 0"); |
921 | rigidBody.CollisionShape = new XnaDevRu.BulletX.BoxShape(BulletXMaths.PhysicsVectorToXnaVector3(_newSize) / 2.0f); | 1080 | |
1081 | //For RigidBody Constructor. The next values might change | ||
1082 | float _linearDamping = 0.0f; | ||
1083 | float _angularDamping = 0.0f; | ||
1084 | float _friction = 0.5f; | ||
1085 | float _restitution = 0.0f; | ||
1086 | Matrix _startTransform = Matrix.Identity; | ||
1087 | Matrix _centerOfMassOffset = Matrix.Identity; | ||
1088 | RigidBody _tmpRigidBody; | ||
1089 | _startTransform.Translation = BulletXMaths.PhysicsVectorToXnaVector3(this._position); | ||
1090 | //For now all prims are boxes | ||
1091 | CollisionShape _collisionShape = new XnaDevRu.BulletX.BoxShape(BulletXMaths.PhysicsVectorToXnaVector3(_newSize) / 2.0f); | ||
1092 | DefaultMotionState _motionState = new DefaultMotionState(_startTransform, _centerOfMassOffset); | ||
1093 | MonoXnaCompactMaths.Vector3 _localInertia = new MonoXnaCompactMaths.Vector3(); | ||
1094 | if (_physical) _collisionShape.CalculateLocalInertia(Mass, out _localInertia); //Always when mass > 0 | ||
1095 | _tmpRigidBody = new RigidBody(Mass, _motionState, _collisionShape, _localInertia, _linearDamping, _angularDamping, _friction, _restitution); | ||
1096 | //rigidBody.ActivationState = ActivationState.DisableDeactivation; | ||
1097 | //It's seems that there are a bug with rigidBody constructor and its CenterOfMassPosition | ||
1098 | MonoXnaCompactMaths.Vector3 _vDebugTranslation; | ||
1099 | _vDebugTranslation = _startTransform.Translation - rigidBody.CenterOfMassPosition; | ||
1100 | _tmpRigidBody.Translate(_vDebugTranslation); | ||
1101 | //--- | ||
1102 | //There is a bug when trying to remove a rigidBody that is colliding with something.. | ||
1103 | try | ||
1104 | { | ||
1105 | this._parent_scene.ddWorld.RemoveRigidBody(rigidBody); | ||
1106 | } | ||
1107 | catch(Exception ex) | ||
1108 | { | ||
1109 | this._parent_scene.BulletXMessage(this._parent_scene.is_ex_message + ex.Message, true); | ||
1110 | rigidBody.ActivationState = ActivationState.DisableSimulation; | ||
1111 | this._parent_scene.AddForgottenRigidBody(rigidBody); | ||
1112 | } | ||
1113 | rigidBody = _tmpRigidBody; | ||
1114 | this._parent_scene.ddWorld.AddRigidBody(rigidBody); | ||
1115 | if (_physical) Speed();//Static objects don't have linear velocity | ||
1116 | ReOrient(); | ||
1117 | GC.Collect(); | ||
922 | } | 1118 | } |
923 | private void ReOrient() | 1119 | private void ReOrient() |
924 | { | 1120 | { |
@@ -935,4 +1131,74 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
935 | #endregion | 1131 | #endregion |
936 | 1132 | ||
937 | } | 1133 | } |
1134 | /// <summary> | ||
1135 | /// This Class manage a HeighField as a RigidBody. This is for to be added in the BulletXScene | ||
1136 | /// </summary> | ||
1137 | internal class BulletXPlanet | ||
1138 | { | ||
1139 | private PhysicsVector _staticPosition; | ||
1140 | private PhysicsVector _staticVelocity; | ||
1141 | private AxiomQuaternion _staticOrientation; | ||
1142 | private float _mass; | ||
1143 | private BulletXScene _parentscene; | ||
1144 | internal float[] _heightField; | ||
1145 | private RigidBody _flatPlanet; | ||
1146 | internal RigidBody RigidBody { get { return _flatPlanet; } } | ||
1147 | internal BulletXPlanet(BulletXScene parent_scene, float[] heightField) | ||
1148 | { | ||
1149 | _staticPosition = new PhysicsVector(BulletXScene.MaxXY / 2, BulletXScene.MaxXY/2, 0); | ||
1150 | _staticVelocity = new PhysicsVector(); | ||
1151 | _staticOrientation = AxiomQuaternion.Identity; | ||
1152 | _mass = 0; //No active | ||
1153 | _parentscene = parent_scene; | ||
1154 | _heightField = heightField; | ||
1155 | |||
1156 | float _linearDamping = 0.0f; | ||
1157 | float _angularDamping = 0.0f; | ||
1158 | float _friction = 0.5f; | ||
1159 | float _restitution = 0.0f; | ||
1160 | Matrix _startTransform = Matrix.Identity; | ||
1161 | Matrix _centerOfMassOffset = Matrix.Identity; | ||
1162 | |||
1163 | lock (BulletXScene.BulletXLock) | ||
1164 | { | ||
1165 | try | ||
1166 | { | ||
1167 | _startTransform.Translation = BulletXMaths.PhysicsVectorToXnaVector3(_staticPosition); | ||
1168 | CollisionShape _collisionShape = new HeightfieldTerrainShape(BulletXScene.MaxXY, BulletXScene.MaxXY, _heightField, (float)BulletXScene.MaxZ, 2, true, false); | ||
1169 | DefaultMotionState _motionState = new DefaultMotionState(_startTransform, _centerOfMassOffset); | ||
1170 | MonoXnaCompactMaths.Vector3 _localInertia = new MonoXnaCompactMaths.Vector3(); | ||
1171 | //_collisionShape.CalculateLocalInertia(_mass, out _localInertia); //Always when mass > 0 | ||
1172 | _flatPlanet = new RigidBody(_mass, _motionState, _collisionShape, _localInertia, _linearDamping, _angularDamping, _friction, _restitution); | ||
1173 | //It's seems that there are a bug with rigidBody constructor and its CenterOfMassPosition | ||
1174 | MonoXnaCompactMaths.Vector3 _vDebugTranslation; | ||
1175 | _vDebugTranslation = _startTransform.Translation - _flatPlanet.CenterOfMassPosition; | ||
1176 | _flatPlanet.Translate(_vDebugTranslation); | ||
1177 | parent_scene.ddWorld.AddRigidBody(_flatPlanet); | ||
1178 | } | ||
1179 | catch (Exception ex) | ||
1180 | { | ||
1181 | this._parentscene.BulletXMessage(ex.Message, true); | ||
1182 | } | ||
1183 | } | ||
1184 | this._parentscene.BulletXMessage("BulletXPlanet created.", false); | ||
1185 | } | ||
1186 | internal float HeightValue(MonoXnaCompactMaths.Vector3 position) | ||
1187 | { | ||
1188 | int li_x, li_y; | ||
1189 | float height; | ||
1190 | li_x = (int)Math.Round(position.X); | ||
1191 | if (li_x < 0) li_x = 0; | ||
1192 | if (li_x >= BulletXScene.MaxXY) li_x = BulletXScene.MaxXY - 1; | ||
1193 | li_y = (int)Math.Round(position.Y); | ||
1194 | if (li_y < 0) li_y = 0; | ||
1195 | if (li_y >= BulletXScene.MaxXY) li_y = BulletXScene.MaxXY - 1; | ||
1196 | |||
1197 | height = ((HeightfieldTerrainShape)this._flatPlanet.CollisionShape).getHeightFieldValue(li_x, li_y); | ||
1198 | if (height < 0) height = 0; | ||
1199 | else if (height > BulletXScene.MaxZ) height = BulletXScene.MaxZ; | ||
1200 | |||
1201 | return height; | ||
1202 | } | ||
1203 | } | ||
938 | } | 1204 | } |