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-rw-r--r-- | OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETScene.cs | 776 |
1 files changed, 0 insertions, 776 deletions
diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETScene.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETScene.cs deleted file mode 100644 index 0d1bd82..0000000 --- a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETScene.cs +++ /dev/null | |||
@@ -1,776 +0,0 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Reflection; | ||
31 | using System.IO; | ||
32 | using System.Diagnostics; | ||
33 | using System.Threading; | ||
34 | using log4net; | ||
35 | using Nini.Config; | ||
36 | using OpenSim.Framework; | ||
37 | using OpenSim.Region.Physics.Manager; | ||
38 | using OpenMetaverse; | ||
39 | using BulletDotNET; | ||
40 | |||
41 | namespace OpenSim.Region.Physics.BulletDotNETPlugin | ||
42 | { | ||
43 | public class BulletDotNETScene : PhysicsScene | ||
44 | { | ||
45 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
46 | |||
47 | // private string m_sceneIdentifier = string.Empty; | ||
48 | |||
49 | private List<BulletDotNETCharacter> m_characters = new List<BulletDotNETCharacter>(); | ||
50 | private Dictionary<uint, BulletDotNETCharacter> m_charactersLocalID = new Dictionary<uint, BulletDotNETCharacter>(); | ||
51 | private List<BulletDotNETPrim> m_prims = new List<BulletDotNETPrim>(); | ||
52 | private Dictionary<uint, BulletDotNETPrim> m_primsLocalID = new Dictionary<uint, BulletDotNETPrim>(); | ||
53 | private List<BulletDotNETPrim> m_activePrims = new List<BulletDotNETPrim>(); | ||
54 | private List<PhysicsActor> m_taintedActors = new List<PhysicsActor>(); | ||
55 | private btDiscreteDynamicsWorld m_world; | ||
56 | private btAxisSweep3 m_broadphase; | ||
57 | private btCollisionConfiguration m_collisionConfiguration; | ||
58 | private btConstraintSolver m_solver; | ||
59 | private btCollisionDispatcher m_dispatcher; | ||
60 | private btHeightfieldTerrainShape m_terrainShape; | ||
61 | public btRigidBody TerrainBody; | ||
62 | private btVector3 m_terrainPosition; | ||
63 | private btVector3 m_gravity; | ||
64 | public btMotionState m_terrainMotionState; | ||
65 | public btTransform m_terrainTransform; | ||
66 | public btVector3 VectorZero; | ||
67 | public btQuaternion QuatIdentity; | ||
68 | public btTransform TransZero; | ||
69 | |||
70 | public float geomDefaultDensity = 10.000006836f; | ||
71 | |||
72 | private float avPIDD = 65f; | ||
73 | private float avPIDP = 21f; | ||
74 | private float avCapRadius = 0.37f; | ||
75 | private float avStandupTensor = 2000000f; | ||
76 | private float avDensity = 80f; | ||
77 | private float avHeightFudgeFactor = 0.52f; | ||
78 | private float avMovementDivisorWalk = 1.8f; | ||
79 | private float avMovementDivisorRun = 0.8f; | ||
80 | |||
81 | // private float minimumGroundFlightOffset = 3f; | ||
82 | |||
83 | public bool meshSculptedPrim = true; | ||
84 | |||
85 | public float meshSculptLOD = 32; | ||
86 | public float MeshSculptphysicalLOD = 16; | ||
87 | |||
88 | public float bodyPIDD = 35f; | ||
89 | public float bodyPIDG = 25; | ||
90 | internal int geomCrossingFailuresBeforeOutofbounds = 4; | ||
91 | |||
92 | public float bodyMotorJointMaxforceTensor = 2; | ||
93 | |||
94 | public int bodyFramesAutoDisable = 20; | ||
95 | |||
96 | public float WorldTimeStep = 10f/60f; | ||
97 | public const float WorldTimeComp = 1/60f; | ||
98 | public float gravityz = -9.8f; | ||
99 | |||
100 | private float[] _origheightmap; // Used for Fly height. Kitto Flora | ||
101 | private bool usingGImpactAlgorithm = false; | ||
102 | |||
103 | // private IConfigSource m_config; | ||
104 | private readonly btVector3 worldAabbMin = new btVector3(-10f, -10f, 0); | ||
105 | private readonly btVector3 worldAabbMax = new btVector3((int)Constants.RegionSize + 10f, (int)Constants.RegionSize + 10f, 9000); | ||
106 | |||
107 | public IMesher mesher; | ||
108 | private ContactAddedCallbackHandler m_CollisionInterface; | ||
109 | |||
110 | public BulletDotNETScene(string sceneIdentifier) | ||
111 | { | ||
112 | // m_sceneIdentifier = sceneIdentifier; | ||
113 | VectorZero = new btVector3(0, 0, 0); | ||
114 | QuatIdentity = new btQuaternion(0, 0, 0, 1); | ||
115 | TransZero = new btTransform(QuatIdentity, VectorZero); | ||
116 | m_gravity = new btVector3(0, 0, gravityz); | ||
117 | _origheightmap = new float[(int)Constants.RegionSize * (int)Constants.RegionSize]; | ||
118 | |||
119 | } | ||
120 | |||
121 | public override void Initialise(IMesher meshmerizer, IConfigSource config) | ||
122 | { | ||
123 | mesher = meshmerizer; | ||
124 | // m_config = config; | ||
125 | /* | ||
126 | if (Environment.OSVersion.Platform == PlatformID.Unix) | ||
127 | { | ||
128 | m_log.Fatal("[BulletDotNET]: This configuration is not supported on *nix currently"); | ||
129 | Thread.Sleep(5000); | ||
130 | Environment.Exit(0); | ||
131 | } | ||
132 | */ | ||
133 | m_broadphase = new btAxisSweep3(worldAabbMin, worldAabbMax, 16000); | ||
134 | m_collisionConfiguration = new btDefaultCollisionConfiguration(); | ||
135 | m_solver = new btSequentialImpulseConstraintSolver(); | ||
136 | m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration); | ||
137 | m_world = new btDiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_solver, m_collisionConfiguration); | ||
138 | m_world.setGravity(m_gravity); | ||
139 | EnableCollisionInterface(); | ||
140 | |||
141 | |||
142 | } | ||
143 | |||
144 | public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) | ||
145 | { | ||
146 | BulletDotNETCharacter chr = new BulletDotNETCharacter(avName, this, position, size, avPIDD, avPIDP, | ||
147 | avCapRadius, avStandupTensor, avDensity, | ||
148 | avHeightFudgeFactor, avMovementDivisorWalk, | ||
149 | avMovementDivisorRun); | ||
150 | try | ||
151 | { | ||
152 | m_characters.Add(chr); | ||
153 | m_charactersLocalID.Add(chr.m_localID, chr); | ||
154 | } | ||
155 | catch | ||
156 | { | ||
157 | // noop if it's already there | ||
158 | m_log.Debug("[PHYSICS] BulletDotNet: adding duplicate avatar localID"); | ||
159 | } | ||
160 | AddPhysicsActorTaint(chr); | ||
161 | return chr; | ||
162 | } | ||
163 | |||
164 | public override void RemoveAvatar(PhysicsActor actor) | ||
165 | { | ||
166 | BulletDotNETCharacter chr = (BulletDotNETCharacter) actor; | ||
167 | |||
168 | m_charactersLocalID.Remove(chr.m_localID); | ||
169 | m_characters.Remove(chr); | ||
170 | m_world.removeRigidBody(chr.Body); | ||
171 | m_world.removeCollisionObject(chr.Body); | ||
172 | |||
173 | chr.Remove(); | ||
174 | AddPhysicsActorTaint(chr); | ||
175 | //chr = null; | ||
176 | } | ||
177 | |||
178 | public override void RemovePrim(PhysicsActor prim) | ||
179 | { | ||
180 | if (prim is BulletDotNETPrim) | ||
181 | { | ||
182 | |||
183 | BulletDotNETPrim p = (BulletDotNETPrim)prim; | ||
184 | |||
185 | p.setPrimForRemoval(); | ||
186 | AddPhysicsActorTaint(prim); | ||
187 | //RemovePrimThreadLocked(p); | ||
188 | |||
189 | } | ||
190 | } | ||
191 | |||
192 | private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation, | ||
193 | IMesh mesh, PrimitiveBaseShape pbs, bool isphysical) | ||
194 | { | ||
195 | Vector3 pos = position; | ||
196 | //pos.X = position.X; | ||
197 | //pos.Y = position.Y; | ||
198 | //pos.Z = position.Z; | ||
199 | Vector3 siz = Vector3.Zero; | ||
200 | siz.X = size.X; | ||
201 | siz.Y = size.Y; | ||
202 | siz.Z = size.Z; | ||
203 | Quaternion rot = rotation; | ||
204 | |||
205 | BulletDotNETPrim newPrim; | ||
206 | |||
207 | newPrim = new BulletDotNETPrim(name, this, pos, siz, rot, mesh, pbs, isphysical); | ||
208 | |||
209 | //lock (m_prims) | ||
210 | // m_prims.Add(newPrim); | ||
211 | |||
212 | |||
213 | return newPrim; | ||
214 | } | ||
215 | |||
216 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, Vector3 size, Quaternion rotation, bool isPhysical, uint localid) | ||
217 | { | ||
218 | PhysicsActor result; | ||
219 | IMesh mesh = null; | ||
220 | |||
221 | //switch (pbs.ProfileShape) | ||
222 | //{ | ||
223 | // case ProfileShape.Square: | ||
224 | // //support simple box & hollow box now; later, more shapes | ||
225 | // if (needsMeshing(pbs)) | ||
226 | // { | ||
227 | // mesh = mesher.CreateMesh(primName, pbs, size, 32f, isPhysical); | ||
228 | // } | ||
229 | |||
230 | // break; | ||
231 | //} | ||
232 | |||
233 | if (needsMeshing(pbs)) | ||
234 | mesh = mesher.CreateMesh(primName, pbs, size, 32f, isPhysical); | ||
235 | |||
236 | result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical); | ||
237 | |||
238 | return result; | ||
239 | } | ||
240 | |||
241 | public override void AddPhysicsActorTaint(PhysicsActor prim) | ||
242 | { | ||
243 | lock (m_taintedActors) | ||
244 | { | ||
245 | if (!m_taintedActors.Contains(prim)) | ||
246 | { | ||
247 | m_taintedActors.Add(prim); | ||
248 | } | ||
249 | } | ||
250 | } | ||
251 | internal void SetUsingGImpact() | ||
252 | { | ||
253 | if (!usingGImpactAlgorithm) | ||
254 | btGImpactCollisionAlgorithm.registerAlgorithm(m_dispatcher); | ||
255 | usingGImpactAlgorithm = true; | ||
256 | } | ||
257 | |||
258 | public override float Simulate(float timeStep) | ||
259 | { | ||
260 | |||
261 | lock (m_taintedActors) | ||
262 | { | ||
263 | foreach (PhysicsActor act in m_taintedActors) | ||
264 | { | ||
265 | if (act is BulletDotNETCharacter) | ||
266 | ((BulletDotNETCharacter) act).ProcessTaints(timeStep); | ||
267 | if (act is BulletDotNETPrim) | ||
268 | ((BulletDotNETPrim)act).ProcessTaints(timeStep); | ||
269 | } | ||
270 | m_taintedActors.Clear(); | ||
271 | } | ||
272 | |||
273 | lock (m_characters) | ||
274 | { | ||
275 | foreach (BulletDotNETCharacter chr in m_characters) | ||
276 | { | ||
277 | chr.Move(timeStep); | ||
278 | } | ||
279 | } | ||
280 | |||
281 | lock (m_prims) | ||
282 | { | ||
283 | foreach (BulletDotNETPrim prim in m_prims) | ||
284 | { | ||
285 | if (prim != null) | ||
286 | prim.Move(timeStep); | ||
287 | } | ||
288 | } | ||
289 | float steps = m_world.stepSimulation(timeStep, 10, WorldTimeComp); | ||
290 | |||
291 | foreach (BulletDotNETCharacter chr in m_characters) | ||
292 | { | ||
293 | chr.UpdatePositionAndVelocity(); | ||
294 | } | ||
295 | |||
296 | foreach (BulletDotNETPrim prm in m_activePrims) | ||
297 | { | ||
298 | /* | ||
299 | if (prm != null) | ||
300 | if (prm.Body != null) | ||
301 | */ | ||
302 | prm.UpdatePositionAndVelocity(); | ||
303 | } | ||
304 | if (m_CollisionInterface != null) | ||
305 | { | ||
306 | List<BulletDotNETPrim> primsWithCollisions = new List<BulletDotNETPrim>(); | ||
307 | List<BulletDotNETCharacter> charactersWithCollisions = new List<BulletDotNETCharacter>(); | ||
308 | |||
309 | // get the collisions that happened this tick | ||
310 | List<BulletDotNET.ContactAddedCallbackHandler.ContactInfo> collisions = m_CollisionInterface.GetContactList(); | ||
311 | // passed back the localID of the prim so we can associate the prim | ||
312 | foreach (BulletDotNET.ContactAddedCallbackHandler.ContactInfo ci in collisions) | ||
313 | { | ||
314 | // ContactPoint = { contactPoint, contactNormal, penetrationDepth } | ||
315 | ContactPoint contact = new ContactPoint(new Vector3(ci.pX, ci.pY, ci.pZ), | ||
316 | new Vector3(ci.nX, ci.nY, ci.nZ), ci.depth); | ||
317 | |||
318 | ProcessContact(ci.contact, ci.contactWith, contact, ref primsWithCollisions, ref charactersWithCollisions); | ||
319 | ProcessContact(ci.contactWith, ci.contact, contact, ref primsWithCollisions, ref charactersWithCollisions); | ||
320 | |||
321 | } | ||
322 | m_CollisionInterface.Clear(); | ||
323 | // for those prims and characters that had collisions cause collision events | ||
324 | foreach (BulletDotNETPrim bdnp in primsWithCollisions) | ||
325 | { | ||
326 | bdnp.SendCollisions(); | ||
327 | } | ||
328 | foreach (BulletDotNETCharacter bdnc in charactersWithCollisions) | ||
329 | { | ||
330 | bdnc.SendCollisions(); | ||
331 | } | ||
332 | } | ||
333 | return steps; | ||
334 | } | ||
335 | |||
336 | private void ProcessContact(uint cont, uint contWith, ContactPoint contact, | ||
337 | ref List<BulletDotNETPrim> primsWithCollisions, | ||
338 | ref List<BulletDotNETCharacter> charactersWithCollisions) | ||
339 | { | ||
340 | BulletDotNETPrim bdnp; | ||
341 | // collisions with a normal prim? | ||
342 | if (m_primsLocalID.TryGetValue(cont, out bdnp)) | ||
343 | { | ||
344 | // Added collision event to the prim. This creates a pile of events | ||
345 | // that will be sent to any subscribed listeners. | ||
346 | bdnp.AddCollision(contWith, contact); | ||
347 | if (!primsWithCollisions.Contains(bdnp)) | ||
348 | { | ||
349 | primsWithCollisions.Add(bdnp); | ||
350 | } | ||
351 | } | ||
352 | else | ||
353 | { | ||
354 | BulletDotNETCharacter bdnc; | ||
355 | // if not a prim, maybe it's one of the characters | ||
356 | if (m_charactersLocalID.TryGetValue(cont, out bdnc)) | ||
357 | { | ||
358 | bdnc.AddCollision(contWith, contact); | ||
359 | if (!charactersWithCollisions.Contains(bdnc)) | ||
360 | { | ||
361 | charactersWithCollisions.Add(bdnc); | ||
362 | } | ||
363 | } | ||
364 | } | ||
365 | } | ||
366 | |||
367 | public override void GetResults() | ||
368 | { | ||
369 | |||
370 | } | ||
371 | |||
372 | public override void SetTerrain(float[] heightMap) | ||
373 | { | ||
374 | if (m_terrainShape != null) | ||
375 | DeleteTerrain(); | ||
376 | |||
377 | float hfmax = -9000; | ||
378 | float hfmin = 90000; | ||
379 | |||
380 | for (int i = 0; i <heightMap.Length;i++) | ||
381 | { | ||
382 | if (Single.IsNaN(heightMap[i]) || Single.IsInfinity(heightMap[i])) | ||
383 | { | ||
384 | heightMap[i] = 0f; | ||
385 | } | ||
386 | |||
387 | hfmin = (heightMap[i] < hfmin) ? heightMap[i] : hfmin; | ||
388 | hfmax = (heightMap[i] > hfmax) ? heightMap[i] : hfmax; | ||
389 | } | ||
390 | // store this for later reference. | ||
391 | // Note, we're storing it after we check it for anomolies above | ||
392 | _origheightmap = heightMap; | ||
393 | |||
394 | hfmin = 0; | ||
395 | hfmax = 256; | ||
396 | |||
397 | m_terrainShape = new btHeightfieldTerrainShape((int)Constants.RegionSize, (int)Constants.RegionSize, heightMap, | ||
398 | 1.0f, hfmin, hfmax, (int)btHeightfieldTerrainShape.UPAxis.Z, | ||
399 | (int)btHeightfieldTerrainShape.PHY_ScalarType.PHY_FLOAT, false); | ||
400 | float AabbCenterX = Constants.RegionSize/2f; | ||
401 | float AabbCenterY = Constants.RegionSize/2f; | ||
402 | |||
403 | float AabbCenterZ = 0; | ||
404 | float temphfmin, temphfmax; | ||
405 | |||
406 | temphfmin = hfmin; | ||
407 | temphfmax = hfmax; | ||
408 | |||
409 | if (temphfmin < 0) | ||
410 | { | ||
411 | temphfmax = 0 - temphfmin; | ||
412 | temphfmin = 0 - temphfmin; | ||
413 | } | ||
414 | else if (temphfmin > 0) | ||
415 | { | ||
416 | temphfmax = temphfmax + (0 - temphfmin); | ||
417 | //temphfmin = temphfmin + (0 - temphfmin); | ||
418 | } | ||
419 | AabbCenterZ = temphfmax/2f; | ||
420 | |||
421 | if (m_terrainPosition == null) | ||
422 | { | ||
423 | m_terrainPosition = new btVector3(AabbCenterX, AabbCenterY, AabbCenterZ); | ||
424 | } | ||
425 | else | ||
426 | { | ||
427 | try | ||
428 | { | ||
429 | m_terrainPosition.setValue(AabbCenterX, AabbCenterY, AabbCenterZ); | ||
430 | } | ||
431 | catch (ObjectDisposedException) | ||
432 | { | ||
433 | m_terrainPosition = new btVector3(AabbCenterX, AabbCenterY, AabbCenterZ); | ||
434 | } | ||
435 | } | ||
436 | if (m_terrainMotionState != null) | ||
437 | { | ||
438 | m_terrainMotionState.Dispose(); | ||
439 | m_terrainMotionState = null; | ||
440 | } | ||
441 | m_terrainTransform = new btTransform(QuatIdentity, m_terrainPosition); | ||
442 | m_terrainMotionState = new btDefaultMotionState(m_terrainTransform); | ||
443 | TerrainBody = new btRigidBody(0, m_terrainMotionState, m_terrainShape); | ||
444 | TerrainBody.setUserPointer((IntPtr)0); | ||
445 | m_world.addRigidBody(TerrainBody); | ||
446 | |||
447 | |||
448 | } | ||
449 | |||
450 | public override void SetWaterLevel(float baseheight) | ||
451 | { | ||
452 | |||
453 | } | ||
454 | |||
455 | public override void DeleteTerrain() | ||
456 | { | ||
457 | if (TerrainBody != null) | ||
458 | { | ||
459 | m_world.removeRigidBody(TerrainBody); | ||
460 | } | ||
461 | |||
462 | if (m_terrainShape != null) | ||
463 | { | ||
464 | m_terrainShape.Dispose(); | ||
465 | m_terrainShape = null; | ||
466 | } | ||
467 | |||
468 | if (m_terrainMotionState != null) | ||
469 | { | ||
470 | m_terrainMotionState.Dispose(); | ||
471 | m_terrainMotionState = null; | ||
472 | } | ||
473 | |||
474 | if (m_terrainTransform != null) | ||
475 | { | ||
476 | m_terrainTransform.Dispose(); | ||
477 | m_terrainTransform = null; | ||
478 | } | ||
479 | |||
480 | if (m_terrainPosition != null) | ||
481 | { | ||
482 | m_terrainPosition.Dispose(); | ||
483 | m_terrainPosition = null; | ||
484 | } | ||
485 | } | ||
486 | |||
487 | public override void Dispose() | ||
488 | { | ||
489 | disposeAllBodies(); | ||
490 | m_world.Dispose(); | ||
491 | m_broadphase.Dispose(); | ||
492 | ((btDefaultCollisionConfiguration) m_collisionConfiguration).Dispose(); | ||
493 | ((btSequentialImpulseConstraintSolver) m_solver).Dispose(); | ||
494 | worldAabbMax.Dispose(); | ||
495 | worldAabbMin.Dispose(); | ||
496 | VectorZero.Dispose(); | ||
497 | QuatIdentity.Dispose(); | ||
498 | m_gravity.Dispose(); | ||
499 | VectorZero = null; | ||
500 | QuatIdentity = null; | ||
501 | } | ||
502 | |||
503 | public override Dictionary<uint, float> GetTopColliders() | ||
504 | { | ||
505 | return new Dictionary<uint, float>(); | ||
506 | } | ||
507 | |||
508 | public btDiscreteDynamicsWorld getBulletWorld() | ||
509 | { | ||
510 | return m_world; | ||
511 | } | ||
512 | |||
513 | private void disposeAllBodies() | ||
514 | { | ||
515 | lock (m_prims) | ||
516 | { | ||
517 | m_primsLocalID.Clear(); | ||
518 | foreach (BulletDotNETPrim prim in m_prims) | ||
519 | { | ||
520 | if (prim.Body != null) | ||
521 | m_world.removeRigidBody(prim.Body); | ||
522 | |||
523 | prim.Dispose(); | ||
524 | } | ||
525 | m_prims.Clear(); | ||
526 | |||
527 | foreach (BulletDotNETCharacter chr in m_characters) | ||
528 | { | ||
529 | if (chr.Body != null) | ||
530 | m_world.removeRigidBody(chr.Body); | ||
531 | chr.Dispose(); | ||
532 | } | ||
533 | m_characters.Clear(); | ||
534 | } | ||
535 | } | ||
536 | |||
537 | public override bool IsThreaded | ||
538 | { | ||
539 | get { return false; } | ||
540 | } | ||
541 | |||
542 | internal void addCollisionEventReporting(PhysicsActor bulletDotNETCharacter) | ||
543 | { | ||
544 | //TODO: FIXME: | ||
545 | } | ||
546 | |||
547 | internal void remCollisionEventReporting(PhysicsActor bulletDotNETCharacter) | ||
548 | { | ||
549 | //TODO: FIXME: | ||
550 | } | ||
551 | |||
552 | internal void AddRigidBody(btRigidBody Body) | ||
553 | { | ||
554 | m_world.addRigidBody(Body); | ||
555 | } | ||
556 | [Obsolete("bad!")] | ||
557 | internal void removeFromWorld(btRigidBody body) | ||
558 | { | ||
559 | |||
560 | m_world.removeRigidBody(body); | ||
561 | } | ||
562 | |||
563 | internal void removeFromWorld(BulletDotNETPrim prm ,btRigidBody body) | ||
564 | { | ||
565 | lock (m_prims) | ||
566 | { | ||
567 | if (m_prims.Contains(prm)) | ||
568 | { | ||
569 | m_world.removeRigidBody(body); | ||
570 | } | ||
571 | remActivePrim(prm); | ||
572 | m_primsLocalID.Remove(prm.m_localID); | ||
573 | m_prims.Remove(prm); | ||
574 | } | ||
575 | |||
576 | } | ||
577 | |||
578 | internal float GetWaterLevel() | ||
579 | { | ||
580 | throw new NotImplementedException(); | ||
581 | } | ||
582 | |||
583 | // Recovered for use by fly height. Kitto Flora | ||
584 | public float GetTerrainHeightAtXY(float x, float y) | ||
585 | { | ||
586 | // Teravus: Kitto, this code causes recurring errors that stall physics permenantly unless | ||
587 | // the values are checked, so checking below. | ||
588 | // Is there any reason that we don't do this in ScenePresence? | ||
589 | // The only physics engine that benefits from it in the physics plugin is this one | ||
590 | |||
591 | if (x > (int)Constants.RegionSize || y > (int)Constants.RegionSize || | ||
592 | x < 0.001f || y < 0.001f) | ||
593 | return 0; | ||
594 | |||
595 | return _origheightmap[(int)y * Constants.RegionSize + (int)x]; | ||
596 | } | ||
597 | // End recovered. Kitto Flora | ||
598 | |||
599 | /// <summary> | ||
600 | /// Routine to figure out if we need to mesh this prim with our mesher | ||
601 | /// </summary> | ||
602 | /// <param name="pbs"></param> | ||
603 | /// <returns></returns> | ||
604 | public bool needsMeshing(PrimitiveBaseShape pbs) | ||
605 | { | ||
606 | // most of this is redundant now as the mesher will return null if it cant mesh a prim | ||
607 | // but we still need to check for sculptie meshing being enabled so this is the most | ||
608 | // convenient place to do it for now... | ||
609 | |||
610 | // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f) | ||
611 | // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString()); | ||
612 | int iPropertiesNotSupportedDefault = 0; | ||
613 | |||
614 | if (pbs.SculptEntry && !meshSculptedPrim) | ||
615 | { | ||
616 | #if SPAM | ||
617 | m_log.Warn("NonMesh"); | ||
618 | #endif | ||
619 | return false; | ||
620 | } | ||
621 | |||
622 | // if it's a standard box or sphere with no cuts, hollows, twist or top shear, return false since ODE can use an internal representation for the prim | ||
623 | if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight) | ||
624 | || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1 | ||
625 | && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z)) | ||
626 | { | ||
627 | |||
628 | if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0 | ||
629 | && pbs.ProfileHollow == 0 | ||
630 | && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0 | ||
631 | && pbs.PathBegin == 0 && pbs.PathEnd == 0 | ||
632 | && pbs.PathTaperX == 0 && pbs.PathTaperY == 0 | ||
633 | && pbs.PathScaleX == 100 && pbs.PathScaleY == 100 | ||
634 | && pbs.PathShearX == 0 && pbs.PathShearY == 0) | ||
635 | { | ||
636 | #if SPAM | ||
637 | m_log.Warn("NonMesh"); | ||
638 | #endif | ||
639 | return false; | ||
640 | } | ||
641 | } | ||
642 | |||
643 | if (pbs.ProfileHollow != 0) | ||
644 | iPropertiesNotSupportedDefault++; | ||
645 | |||
646 | if ((pbs.PathBegin != 0) || pbs.PathEnd != 0) | ||
647 | iPropertiesNotSupportedDefault++; | ||
648 | |||
649 | if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0)) | ||
650 | iPropertiesNotSupportedDefault++; | ||
651 | |||
652 | if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0) | ||
653 | iPropertiesNotSupportedDefault++; | ||
654 | |||
655 | if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100)) | ||
656 | iPropertiesNotSupportedDefault++; | ||
657 | |||
658 | if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0)) | ||
659 | iPropertiesNotSupportedDefault++; | ||
660 | |||
661 | if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight) | ||
662 | iPropertiesNotSupportedDefault++; | ||
663 | |||
664 | if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1 && (pbs.Scale.X != pbs.Scale.Y || pbs.Scale.Y != pbs.Scale.Z || pbs.Scale.Z != pbs.Scale.X)) | ||
665 | iPropertiesNotSupportedDefault++; | ||
666 | |||
667 | if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1) | ||
668 | iPropertiesNotSupportedDefault++; | ||
669 | |||
670 | // test for torus | ||
671 | if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square) | ||
672 | { | ||
673 | if (pbs.PathCurve == (byte)Extrusion.Curve1) | ||
674 | { | ||
675 | iPropertiesNotSupportedDefault++; | ||
676 | } | ||
677 | } | ||
678 | else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle) | ||
679 | { | ||
680 | if (pbs.PathCurve == (byte)Extrusion.Straight) | ||
681 | { | ||
682 | iPropertiesNotSupportedDefault++; | ||
683 | } | ||
684 | |||
685 | // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits | ||
686 | else if (pbs.PathCurve == (byte)Extrusion.Curve1) | ||
687 | { | ||
688 | iPropertiesNotSupportedDefault++; | ||
689 | } | ||
690 | } | ||
691 | else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle) | ||
692 | { | ||
693 | if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2) | ||
694 | { | ||
695 | iPropertiesNotSupportedDefault++; | ||
696 | } | ||
697 | } | ||
698 | else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle) | ||
699 | { | ||
700 | if (pbs.PathCurve == (byte)Extrusion.Straight) | ||
701 | { | ||
702 | iPropertiesNotSupportedDefault++; | ||
703 | } | ||
704 | else if (pbs.PathCurve == (byte)Extrusion.Curve1) | ||
705 | { | ||
706 | iPropertiesNotSupportedDefault++; | ||
707 | } | ||
708 | } | ||
709 | |||
710 | |||
711 | if (iPropertiesNotSupportedDefault == 0) | ||
712 | { | ||
713 | #if SPAM | ||
714 | m_log.Warn("NonMesh"); | ||
715 | #endif | ||
716 | return false; | ||
717 | } | ||
718 | #if SPAM | ||
719 | m_log.Debug("Mesh"); | ||
720 | #endif | ||
721 | return true; | ||
722 | } | ||
723 | |||
724 | internal void addActivePrim(BulletDotNETPrim pPrim) | ||
725 | { | ||
726 | lock (m_activePrims) | ||
727 | { | ||
728 | if (!m_activePrims.Contains(pPrim)) | ||
729 | { | ||
730 | m_activePrims.Add(pPrim); | ||
731 | } | ||
732 | } | ||
733 | } | ||
734 | |||
735 | public void remActivePrim(BulletDotNETPrim pDeactivatePrim) | ||
736 | { | ||
737 | lock (m_activePrims) | ||
738 | { | ||
739 | m_activePrims.Remove(pDeactivatePrim); | ||
740 | } | ||
741 | } | ||
742 | |||
743 | internal void AddPrimToScene(BulletDotNETPrim pPrim) | ||
744 | { | ||
745 | lock (m_prims) | ||
746 | { | ||
747 | if (!m_prims.Contains(pPrim)) | ||
748 | { | ||
749 | try | ||
750 | { | ||
751 | m_prims.Add(pPrim); | ||
752 | m_primsLocalID.Add(pPrim.m_localID, pPrim); | ||
753 | } | ||
754 | catch | ||
755 | { | ||
756 | // noop if it's already there | ||
757 | m_log.Debug("[PHYSICS] BulletDotNet: adding duplicate prim localID"); | ||
758 | } | ||
759 | m_world.addRigidBody(pPrim.Body); | ||
760 | // m_log.Debug("[PHYSICS] added prim to scene"); | ||
761 | } | ||
762 | } | ||
763 | } | ||
764 | internal void EnableCollisionInterface() | ||
765 | { | ||
766 | if (m_CollisionInterface == null) | ||
767 | { | ||
768 | m_CollisionInterface = new ContactAddedCallbackHandler(m_world); | ||
769 | // m_world.SetCollisionAddedCallback(m_CollisionInterface); | ||
770 | } | ||
771 | } | ||
772 | |||
773 | |||
774 | |||
775 | } | ||
776 | } | ||