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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs57
1 files changed, 16 insertions, 41 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs
index 30a7bee..0c7f315 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs
@@ -232,21 +232,25 @@ private sealed class BulletConstraintXNA : BulletConstraint
232 232
233 public override bool AddObjectToWorld(BulletWorld pWorld, BulletBody pBody) 233 public override bool AddObjectToWorld(BulletWorld pWorld, BulletBody pBody)
234 { 234 {
235 DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world;
236 CollisionObject cbody = ((BulletBodyXNA)pBody).body;
237 RigidBody rbody = cbody as RigidBody;
238
235 // Bullet resets several variables when an object is added to the world. In particular, 239 // Bullet resets several variables when an object is added to the world. In particular,
236 // BulletXNA resets position and rotation. Gravity is also reset depending on the static/dynamic 240 // BulletXNA resets position and rotation. Gravity is also reset depending on the static/dynamic
237 // type. Of course, the collision flags in the broadphase proxy are initialized to default. 241 // type. Of course, the collision flags in the broadphase proxy are initialized to default.
238 DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; 242 IndexedMatrix origPos = cbody.GetWorldTransform();
239 RigidBody body = ((BulletBodyXNA)pBody).rigidBody; 243 if (rbody != null)
240 244 {
241 IndexedMatrix origPos = body.GetWorldTransform(); 245 IndexedVector3 origGrav = rbody.GetGravity();
242 IndexedVector3 origGrav = body.GetGravity(); 246 world.AddRigidBody(rbody);
243 247 rbody.SetGravity(origGrav);
244 //if (!(body.GetCollisionShape().GetShapeType() == BroadphaseNativeTypes.STATIC_PLANE_PROXYTYPE && body.GetCollisionShape().GetShapeType() == BroadphaseNativeTypes.TERRAIN_SHAPE_PROXYTYPE)) 248 }
245 249 else
246 world.AddRigidBody(body); 250 {
247 251 world.AddCollisionObject(rbody);
248 body.SetWorldTransform(origPos); 252 }
249 body.SetGravity(origGrav); 253 cbody.SetWorldTransform(origPos);
250 254
251 pBody.ApplyCollisionMask(pWorld.physicsScene); 255 pBody.ApplyCollisionMask(pWorld.physicsScene);
252 256
@@ -773,35 +777,6 @@ private sealed class BulletConstraintXNA : BulletConstraint
773 body.ApplyTorqueImpulse(ref fSum); 777 body.ApplyTorqueImpulse(ref fSum);
774 } 778 }
775 779
776 public override void DumpRigidBody(BulletWorld p, BulletBody p_2)
777 {
778 //TODO:
779 }
780
781 public override void DumpCollisionShape(BulletWorld p, BulletShape p_2)
782 {
783 //TODO:
784 }
785 public override void DumpConstraint(BulletWorld world, BulletConstraint constrain)
786 {
787 //TODO:
788 }
789
790 public override void DumpActivationInfo(BulletWorld world)
791 {
792 //TODO:
793 }
794
795 public override void DumpAllInfo(BulletWorld world)
796 {
797 //TODO:
798 }
799
800 public override void DumpPhysicsStatistics(BulletWorld world)
801 {
802 //TODO:
803 }
804
805 public override void DestroyObject(BulletWorld p, BulletBody p_2) 780 public override void DestroyObject(BulletWorld p, BulletBody p_2)
806 { 781 {
807 //TODO: 782 //TODO: