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author | Justin Clark-Casey (justincc) | 2013-01-24 00:03:44 +0000 |
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committer | Justin Clark-Casey (justincc) | 2013-01-24 00:03:44 +0000 |
commit | 55c6753b13d4c8cd69cc986db5f6e321b8e65bb7 (patch) | |
tree | 70ae7a976ba9be4e7e8d1cb98d3a6e61e4dfb7d4 /OpenSim/Region/Physics/BulletSPlugin | |
parent | Add information on ScriptStopStrategy to [XEngine] in OpenSimDefaults.ini and... (diff) | |
parent | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim (diff) | |
download | opensim-SC_OLD-55c6753b13d4c8cd69cc986db5f6e321b8e65bb7.zip opensim-SC_OLD-55c6753b13d4c8cd69cc986db5f6e321b8e65bb7.tar.gz opensim-SC_OLD-55c6753b13d4c8cd69cc986db5f6e321b8e65bb7.tar.bz2 opensim-SC_OLD-55c6753b13d4c8cd69cc986db5f6e321b8e65bb7.tar.xz |
Merge branch 'master' into cooptermination
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs | 885 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs | 19 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 106 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 196 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | 7 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs | 113 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs | 10 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs | 47 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 47 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | 20 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 146 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 9 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | 39 |
13 files changed, 1072 insertions, 572 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs index b6ff52b..49b1730 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs | |||
@@ -129,7 +129,12 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
129 | get { return "XNAConstraint"; } | 129 | get { return "XNAConstraint"; } |
130 | } | 130 | } |
131 | } | 131 | } |
132 | internal int m_maxCollisions; | ||
133 | internal CollisionDesc[] m_collisionArray; | ||
132 | 134 | ||
135 | internal int m_maxUpdatesPerFrame; | ||
136 | internal EntityProperties[] m_updateArray; | ||
137 | |||
133 | private static int m_collisionsThisFrame; | 138 | private static int m_collisionsThisFrame; |
134 | private BSScene PhysicsScene { get; set; } | 139 | private BSScene PhysicsScene { get; set; } |
135 | 140 | ||
@@ -148,92 +153,98 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
148 | /// <param name="p_2"></param> | 153 | /// <param name="p_2"></param> |
149 | public override bool RemoveObjectFromWorld(BulletWorld pWorld, BulletBody pBody) | 154 | public override bool RemoveObjectFromWorld(BulletWorld pWorld, BulletBody pBody) |
150 | { | 155 | { |
151 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | 156 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; |
152 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 157 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; |
153 | world.RemoveRigidBody(body); | 158 | world.RemoveRigidBody(body); |
154 | return true; | 159 | return true; |
155 | } | 160 | } |
156 | 161 | ||
157 | public override bool AddConstraintToWorld(BulletWorld world, BulletConstraint constrain, bool disableCollisionsBetweenLinkedObjects) | 162 | public override bool AddConstraintToWorld(BulletWorld pWorld, BulletConstraint pConstraint, bool pDisableCollisionsBetweenLinkedObjects) |
158 | { | 163 | { |
159 | /* TODO */ | 164 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; |
160 | return false; | 165 | TypedConstraint constraint = (pConstraint as BulletConstraintXNA).constrain; |
166 | world.AddConstraint(constraint, pDisableCollisionsBetweenLinkedObjects); | ||
167 | |||
168 | return true; | ||
169 | |||
161 | } | 170 | } |
162 | 171 | ||
163 | public override bool RemoveConstraintFromWorld(BulletWorld world, BulletConstraint constrain) | 172 | public override bool RemoveConstraintFromWorld(BulletWorld pWorld, BulletConstraint pConstraint) |
164 | { | 173 | { |
165 | /* TODO */ | 174 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; |
166 | return false; | 175 | TypedConstraint constraint = (pConstraint as BulletConstraintXNA).constrain; |
176 | world.RemoveConstraint(constraint); | ||
177 | return true; | ||
167 | } | 178 | } |
168 | 179 | ||
169 | public override void SetRestitution(BulletBody pBody, float pRestitution) | 180 | public override void SetRestitution(BulletBody pCollisionObject, float pRestitution) |
170 | { | 181 | { |
171 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 182 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; |
172 | body.SetRestitution(pRestitution); | 183 | collisionObject.SetRestitution(pRestitution); |
173 | } | 184 | } |
174 | 185 | ||
175 | public override int GetShapeType(BulletShape pShape) | 186 | public override int GetShapeType(BulletShape pShape) |
176 | { | 187 | { |
177 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | 188 | CollisionShape shape = (pShape as BulletShapeXNA).shape; |
178 | return (int)shape.GetShapeType(); | 189 | return (int)shape.GetShapeType(); |
179 | } | 190 | } |
180 | public override void SetMargin(BulletShape pShape, float pMargin) | 191 | public override void SetMargin(BulletShape pShape, float pMargin) |
181 | { | 192 | { |
182 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | 193 | CollisionShape shape = (pShape as BulletShapeXNA).shape; |
183 | shape.SetMargin(pMargin); | 194 | shape.SetMargin(pMargin); |
184 | } | 195 | } |
185 | 196 | ||
186 | public override float GetMargin(BulletShape pShape) | 197 | public override float GetMargin(BulletShape pShape) |
187 | { | 198 | { |
188 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | 199 | CollisionShape shape = (pShape as BulletShapeXNA).shape; |
189 | return shape.GetMargin(); | 200 | return shape.GetMargin(); |
190 | } | 201 | } |
191 | 202 | ||
192 | public override void SetLocalScaling(BulletShape pShape, Vector3 pScale) | 203 | public override void SetLocalScaling(BulletShape pShape, Vector3 pScale) |
193 | { | 204 | { |
194 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | 205 | CollisionShape shape = (pShape as BulletShapeXNA).shape; |
195 | IndexedVector3 vec = new IndexedVector3(pScale.X, pScale.Y, pScale.Z); | 206 | IndexedVector3 vec = new IndexedVector3(pScale.X, pScale.Y, pScale.Z); |
196 | shape.SetLocalScaling(ref vec); | 207 | shape.SetLocalScaling(ref vec); |
197 | 208 | ||
198 | } | 209 | } |
199 | 210 | ||
200 | public override void SetContactProcessingThreshold(BulletBody pBody, float contactprocessingthreshold) | 211 | public override void SetContactProcessingThreshold(BulletBody pCollisionObject, float contactprocessingthreshold) |
201 | { | 212 | { |
202 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 213 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; |
203 | body.SetContactProcessingThreshold(contactprocessingthreshold); | 214 | collisionObject.SetContactProcessingThreshold(contactprocessingthreshold); |
204 | } | 215 | } |
205 | 216 | ||
206 | public override void SetCcdMotionThreshold(BulletBody pBody, float pccdMotionThreashold) | 217 | public override void SetCcdMotionThreshold(BulletBody pCollisionObject, float pccdMotionThreashold) |
207 | { | 218 | { |
208 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 219 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; |
209 | body.SetCcdMotionThreshold(pccdMotionThreashold); | 220 | collisionObject.SetCcdMotionThreshold(pccdMotionThreashold); |
210 | } | 221 | } |
211 | 222 | ||
212 | public override void SetCcdSweptSphereRadius(BulletBody pBody, float pCcdSweptSphereRadius) | 223 | public override void SetCcdSweptSphereRadius(BulletBody pCollisionObject, float pCcdSweptSphereRadius) |
213 | { | 224 | { |
214 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 225 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; |
215 | body.SetCcdSweptSphereRadius(pCcdSweptSphereRadius); | 226 | collisionObject.SetCcdSweptSphereRadius(pCcdSweptSphereRadius); |
216 | } | 227 | } |
217 | 228 | ||
218 | public override void SetAngularFactorV(BulletBody pBody, Vector3 pAngularFactor) | 229 | public override void SetAngularFactorV(BulletBody pBody, Vector3 pAngularFactor) |
219 | { | 230 | { |
220 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 231 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
221 | body.SetAngularFactor(new IndexedVector3(pAngularFactor.X, pAngularFactor.Y, pAngularFactor.Z)); | 232 | body.SetAngularFactor(new IndexedVector3(pAngularFactor.X, pAngularFactor.Y, pAngularFactor.Z)); |
222 | } | 233 | } |
223 | 234 | ||
224 | public override CollisionFlags AddToCollisionFlags(BulletBody pBody, CollisionFlags pcollisionFlags) | 235 | public override CollisionFlags AddToCollisionFlags(BulletBody pCollisionObject, CollisionFlags pcollisionFlags) |
225 | { | 236 | { |
226 | CollisionObject body = ((BulletBodyXNA)pBody).body; | 237 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body; |
227 | CollisionFlags existingcollisionFlags = (CollisionFlags)(uint)body.GetCollisionFlags(); | 238 | CollisionFlags existingcollisionFlags = (CollisionFlags)(uint)collisionObject.GetCollisionFlags(); |
228 | existingcollisionFlags |= pcollisionFlags; | 239 | existingcollisionFlags |= pcollisionFlags; |
229 | body.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags)(uint)existingcollisionFlags); | 240 | collisionObject.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags)(uint)existingcollisionFlags); |
230 | return (CollisionFlags) (uint) existingcollisionFlags; | 241 | return (CollisionFlags) (uint) existingcollisionFlags; |
231 | } | 242 | } |
232 | 243 | ||
233 | public override bool AddObjectToWorld(BulletWorld pWorld, BulletBody pBody) | 244 | public override bool AddObjectToWorld(BulletWorld pWorld, BulletBody pBody) |
234 | { | 245 | { |
235 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | 246 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; |
236 | CollisionObject cbody = ((BulletBodyXNA)pBody).body; | 247 | CollisionObject cbody = (pBody as BulletBodyXNA).body; |
237 | RigidBody rbody = cbody as RigidBody; | 248 | RigidBody rbody = cbody as RigidBody; |
238 | 249 | ||
239 | // Bullet resets several variables when an object is added to the world. In particular, | 250 | // Bullet resets several variables when an object is added to the world. In particular, |
@@ -259,99 +270,110 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
259 | return true; | 270 | return true; |
260 | } | 271 | } |
261 | 272 | ||
262 | public override void ForceActivationState(BulletBody pBody, ActivationState pActivationState) | 273 | public override void ForceActivationState(BulletBody pCollisionObject, ActivationState pActivationState) |
263 | { | 274 | { |
264 | CollisionObject body = ((BulletBodyXNA)pBody).body; | 275 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body; |
265 | body.ForceActivationState((BulletXNA.BulletCollision.ActivationState)(uint)pActivationState); | 276 | collisionObject.ForceActivationState((BulletXNA.BulletCollision.ActivationState)(uint)pActivationState); |
266 | } | 277 | } |
267 | 278 | ||
268 | public override void UpdateSingleAabb(BulletWorld pWorld, BulletBody pBody) | 279 | public override void UpdateSingleAabb(BulletWorld pWorld, BulletBody pCollisionObject) |
269 | { | 280 | { |
270 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | 281 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; |
271 | CollisionObject body = ((BulletBodyXNA)pBody).body; | 282 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body; |
272 | world.UpdateSingleAabb(body); | 283 | world.UpdateSingleAabb(collisionObject); |
273 | } | 284 | } |
274 | 285 | ||
275 | public override void UpdateAabbs(BulletWorld world) { /* TODO */ } | 286 | public override void UpdateAabbs(BulletWorld pWorld) { |
276 | public override bool GetForceUpdateAllAabbs(BulletWorld world) { /* TODO */ return false; } | 287 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; |
277 | public override void SetForceUpdateAllAabbs(BulletWorld world, bool force) { /* TODO */ } | 288 | world.UpdateAabbs(); |
289 | } | ||
290 | public override bool GetForceUpdateAllAabbs(BulletWorld pWorld) { | ||
291 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
292 | return world.GetForceUpdateAllAabbs(); | ||
293 | |||
294 | } | ||
295 | public override void SetForceUpdateAllAabbs(BulletWorld pWorld, bool pForce) | ||
296 | { | ||
297 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
298 | world.SetForceUpdateAllAabbs(pForce); | ||
299 | } | ||
278 | 300 | ||
279 | public override bool SetCollisionGroupMask(BulletBody pBody, uint pGroup, uint pMask) | 301 | public override bool SetCollisionGroupMask(BulletBody pCollisionObject, uint pGroup, uint pMask) |
280 | { | 302 | { |
281 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 303 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; |
282 | body.GetBroadphaseHandle().m_collisionFilterGroup = (BulletXNA.BulletCollision.CollisionFilterGroups) pGroup; | 304 | collisionObject.GetBroadphaseHandle().m_collisionFilterGroup = (BulletXNA.BulletCollision.CollisionFilterGroups) pGroup; |
283 | body.GetBroadphaseHandle().m_collisionFilterGroup = (BulletXNA.BulletCollision.CollisionFilterGroups) pGroup; | 305 | collisionObject.GetBroadphaseHandle().m_collisionFilterGroup = (BulletXNA.BulletCollision.CollisionFilterGroups) pGroup; |
284 | if ((uint) body.GetBroadphaseHandle().m_collisionFilterGroup == 0) | 306 | if ((uint) collisionObject.GetBroadphaseHandle().m_collisionFilterGroup == 0) |
285 | return false; | 307 | return false; |
286 | return true; | 308 | return true; |
287 | } | 309 | } |
288 | 310 | ||
289 | public override void ClearAllForces(BulletBody pBody) | 311 | public override void ClearAllForces(BulletBody pCollisionObject) |
290 | { | 312 | { |
291 | CollisionObject body = ((BulletBodyXNA)pBody).body; | 313 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body; |
292 | IndexedVector3 zeroVector = new IndexedVector3(0, 0, 0); | 314 | IndexedVector3 zeroVector = new IndexedVector3(0, 0, 0); |
293 | body.SetInterpolationLinearVelocity(ref zeroVector); | 315 | collisionObject.SetInterpolationLinearVelocity(ref zeroVector); |
294 | body.SetInterpolationAngularVelocity(ref zeroVector); | 316 | collisionObject.SetInterpolationAngularVelocity(ref zeroVector); |
295 | IndexedMatrix bodytransform = body.GetWorldTransform(); | 317 | IndexedMatrix bodytransform = collisionObject.GetWorldTransform(); |
296 | 318 | ||
297 | body.SetInterpolationWorldTransform(ref bodytransform); | 319 | collisionObject.SetInterpolationWorldTransform(ref bodytransform); |
298 | 320 | ||
299 | if (body is RigidBody) | 321 | if (collisionObject is RigidBody) |
300 | { | 322 | { |
301 | RigidBody rigidbody = body as RigidBody; | 323 | RigidBody rigidbody = collisionObject as RigidBody; |
302 | rigidbody.SetLinearVelocity(zeroVector); | 324 | rigidbody.SetLinearVelocity(zeroVector); |
303 | rigidbody.SetAngularVelocity(zeroVector); | 325 | rigidbody.SetAngularVelocity(zeroVector); |
304 | rigidbody.ClearForces(); | 326 | rigidbody.ClearForces(); |
305 | } | 327 | } |
306 | } | 328 | } |
307 | 329 | ||
308 | public override void SetInterpolationAngularVelocity(BulletBody pBody, Vector3 pVector3) | 330 | public override void SetInterpolationAngularVelocity(BulletBody pCollisionObject, Vector3 pVector3) |
309 | { | 331 | { |
310 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 332 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; |
311 | IndexedVector3 vec = new IndexedVector3(pVector3.X, pVector3.Y, pVector3.Z); | 333 | IndexedVector3 vec = new IndexedVector3(pVector3.X, pVector3.Y, pVector3.Z); |
312 | body.SetInterpolationAngularVelocity(ref vec); | 334 | collisionObject.SetInterpolationAngularVelocity(ref vec); |
313 | } | 335 | } |
314 | 336 | ||
315 | public override void SetAngularVelocity(BulletBody pBody, Vector3 pVector3) | 337 | public override void SetAngularVelocity(BulletBody pBody, Vector3 pVector3) |
316 | { | 338 | { |
317 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 339 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
318 | IndexedVector3 vec = new IndexedVector3(pVector3.X, pVector3.Y, pVector3.Z); | 340 | IndexedVector3 vec = new IndexedVector3(pVector3.X, pVector3.Y, pVector3.Z); |
319 | body.SetAngularVelocity(ref vec); | 341 | body.SetAngularVelocity(ref vec); |
320 | } | 342 | } |
321 | public override Vector3 GetTotalForce(BulletBody pBody) | 343 | public override Vector3 GetTotalForce(BulletBody pBody) |
322 | { | 344 | { |
323 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 345 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
324 | IndexedVector3 iv3 = body.GetTotalForce(); | 346 | IndexedVector3 iv3 = body.GetTotalForce(); |
325 | return new Vector3(iv3.X, iv3.Y, iv3.Z); | 347 | return new Vector3(iv3.X, iv3.Y, iv3.Z); |
326 | } | 348 | } |
327 | public override Vector3 GetTotalTorque(BulletBody pBody) | 349 | public override Vector3 GetTotalTorque(BulletBody pBody) |
328 | { | 350 | { |
329 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 351 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
330 | IndexedVector3 iv3 = body.GetTotalTorque(); | 352 | IndexedVector3 iv3 = body.GetTotalTorque(); |
331 | return new Vector3(iv3.X, iv3.Y, iv3.Z); | 353 | return new Vector3(iv3.X, iv3.Y, iv3.Z); |
332 | } | 354 | } |
333 | public override Vector3 GetInvInertiaDiagLocal(BulletBody pBody) | 355 | public override Vector3 GetInvInertiaDiagLocal(BulletBody pBody) |
334 | { | 356 | { |
335 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 357 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
336 | IndexedVector3 iv3 = body.GetInvInertiaDiagLocal(); | 358 | IndexedVector3 iv3 = body.GetInvInertiaDiagLocal(); |
337 | return new Vector3(iv3.X, iv3.Y, iv3.Z); | 359 | return new Vector3(iv3.X, iv3.Y, iv3.Z); |
338 | } | 360 | } |
339 | public override void SetInvInertiaDiagLocal(BulletBody pBody, Vector3 inert) | 361 | public override void SetInvInertiaDiagLocal(BulletBody pBody, Vector3 inert) |
340 | { | 362 | { |
341 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 363 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
342 | IndexedVector3 iv3 = new IndexedVector3(inert.X, inert.Y, inert.Z); | 364 | IndexedVector3 iv3 = new IndexedVector3(inert.X, inert.Y, inert.Z); |
343 | body.SetInvInertiaDiagLocal(ref iv3); | 365 | body.SetInvInertiaDiagLocal(ref iv3); |
344 | } | 366 | } |
345 | public override void ApplyForce(BulletBody pBody, Vector3 force, Vector3 pos) | 367 | public override void ApplyForce(BulletBody pBody, Vector3 force, Vector3 pos) |
346 | { | 368 | { |
347 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 369 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
348 | IndexedVector3 forceiv3 = new IndexedVector3(force.X, force.Y, force.Z); | 370 | IndexedVector3 forceiv3 = new IndexedVector3(force.X, force.Y, force.Z); |
349 | IndexedVector3 posiv3 = new IndexedVector3(pos.X, pos.Y, pos.Z); | 371 | IndexedVector3 posiv3 = new IndexedVector3(pos.X, pos.Y, pos.Z); |
350 | body.ApplyForce(ref forceiv3, ref posiv3); | 372 | body.ApplyForce(ref forceiv3, ref posiv3); |
351 | } | 373 | } |
352 | public override void ApplyImpulse(BulletBody pBody, Vector3 imp, Vector3 pos) | 374 | public override void ApplyImpulse(BulletBody pBody, Vector3 imp, Vector3 pos) |
353 | { | 375 | { |
354 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 376 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
355 | IndexedVector3 impiv3 = new IndexedVector3(imp.X, imp.Y, imp.Z); | 377 | IndexedVector3 impiv3 = new IndexedVector3(imp.X, imp.Y, imp.Z); |
356 | IndexedVector3 posiv3 = new IndexedVector3(pos.X, pos.Y, pos.Z); | 378 | IndexedVector3 posiv3 = new IndexedVector3(pos.X, pos.Y, pos.Z); |
357 | body.ApplyImpulse(ref impiv3, ref posiv3); | 379 | body.ApplyImpulse(ref impiv3, ref posiv3); |
@@ -359,32 +381,32 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
359 | 381 | ||
360 | public override void ClearForces(BulletBody pBody) | 382 | public override void ClearForces(BulletBody pBody) |
361 | { | 383 | { |
362 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 384 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
363 | body.ClearForces(); | 385 | body.ClearForces(); |
364 | } | 386 | } |
365 | 387 | ||
366 | public override void SetTranslation(BulletBody pBody, Vector3 _position, Quaternion _orientation) | 388 | public override void SetTranslation(BulletBody pCollisionObject, Vector3 _position, Quaternion _orientation) |
367 | { | 389 | { |
368 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 390 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; |
369 | IndexedVector3 vposition = new IndexedVector3(_position.X, _position.Y, _position.Z); | 391 | IndexedVector3 vposition = new IndexedVector3(_position.X, _position.Y, _position.Z); |
370 | IndexedQuaternion vquaternion = new IndexedQuaternion(_orientation.X, _orientation.Y, _orientation.Z, | 392 | IndexedQuaternion vquaternion = new IndexedQuaternion(_orientation.X, _orientation.Y, _orientation.Z, |
371 | _orientation.W); | 393 | _orientation.W); |
372 | IndexedMatrix mat = IndexedMatrix.CreateFromQuaternion(vquaternion); | 394 | IndexedMatrix mat = IndexedMatrix.CreateFromQuaternion(vquaternion); |
373 | mat._origin = vposition; | 395 | mat._origin = vposition; |
374 | body.SetWorldTransform(mat); | 396 | collisionObject.SetWorldTransform(mat); |
375 | 397 | ||
376 | } | 398 | } |
377 | 399 | ||
378 | public override Vector3 GetPosition(BulletBody pBody) | 400 | public override Vector3 GetPosition(BulletBody pCollisionObject) |
379 | { | 401 | { |
380 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 402 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; |
381 | IndexedVector3 pos = body.GetInterpolationWorldTransform()._origin; | 403 | IndexedVector3 pos = collisionObject.GetInterpolationWorldTransform()._origin; |
382 | return new Vector3(pos.X, pos.Y, pos.Z); | 404 | return new Vector3(pos.X, pos.Y, pos.Z); |
383 | } | 405 | } |
384 | 406 | ||
385 | public override Vector3 CalculateLocalInertia(BulletShape pShape, float pphysMass) | 407 | public override Vector3 CalculateLocalInertia(BulletShape pShape, float pphysMass) |
386 | { | 408 | { |
387 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | 409 | CollisionShape shape = (pShape as BulletShapeXNA).shape; |
388 | IndexedVector3 inertia = IndexedVector3.Zero; | 410 | IndexedVector3 inertia = IndexedVector3.Zero; |
389 | shape.CalculateLocalInertia(pphysMass, out inertia); | 411 | shape.CalculateLocalInertia(pphysMass, out inertia); |
390 | return new Vector3(inertia.X, inertia.Y, inertia.Z); | 412 | return new Vector3(inertia.X, inertia.Y, inertia.Z); |
@@ -392,7 +414,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
392 | 414 | ||
393 | public override void SetMassProps(BulletBody pBody, float pphysMass, Vector3 plocalInertia) | 415 | public override void SetMassProps(BulletBody pBody, float pphysMass, Vector3 plocalInertia) |
394 | { | 416 | { |
395 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 417 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
396 | IndexedVector3 inertia = new IndexedVector3(plocalInertia.X, plocalInertia.Y, plocalInertia.Z); | 418 | IndexedVector3 inertia = new IndexedVector3(plocalInertia.X, plocalInertia.Y, plocalInertia.Z); |
397 | body.SetMassProps(pphysMass, inertia); | 419 | body.SetMassProps(pphysMass, inertia); |
398 | } | 420 | } |
@@ -400,73 +422,90 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
400 | 422 | ||
401 | public override void SetObjectForce(BulletBody pBody, Vector3 _force) | 423 | public override void SetObjectForce(BulletBody pBody, Vector3 _force) |
402 | { | 424 | { |
403 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 425 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
404 | IndexedVector3 force = new IndexedVector3(_force.X, _force.Y, _force.Z); | 426 | IndexedVector3 force = new IndexedVector3(_force.X, _force.Y, _force.Z); |
405 | body.SetTotalForce(ref force); | 427 | body.SetTotalForce(ref force); |
406 | } | 428 | } |
407 | 429 | ||
408 | public override void SetFriction(BulletBody pBody, float _currentFriction) | 430 | public override void SetFriction(BulletBody pCollisionObject, float _currentFriction) |
409 | { | 431 | { |
410 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 432 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; |
411 | body.SetFriction(_currentFriction); | 433 | collisionObject.SetFriction(_currentFriction); |
412 | } | 434 | } |
413 | 435 | ||
414 | public override void SetLinearVelocity(BulletBody pBody, Vector3 _velocity) | 436 | public override void SetLinearVelocity(BulletBody pBody, Vector3 _velocity) |
415 | { | 437 | { |
416 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 438 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
417 | IndexedVector3 velocity = new IndexedVector3(_velocity.X, _velocity.Y, _velocity.Z); | 439 | IndexedVector3 velocity = new IndexedVector3(_velocity.X, _velocity.Y, _velocity.Z); |
418 | body.SetLinearVelocity(velocity); | 440 | body.SetLinearVelocity(velocity); |
419 | } | 441 | } |
420 | 442 | ||
421 | public override void Activate(BulletBody pBody, bool pforceactivation) | 443 | public override void Activate(BulletBody pCollisionObject, bool pforceactivation) |
422 | { | 444 | { |
423 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 445 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; |
424 | body.Activate(pforceactivation); | 446 | collisionObject.Activate(pforceactivation); |
425 | 447 | ||
426 | } | 448 | } |
427 | 449 | ||
428 | public override Quaternion GetOrientation(BulletBody pBody) | 450 | public override Quaternion GetOrientation(BulletBody pCollisionObject) |
429 | { | 451 | { |
430 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 452 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; |
431 | IndexedQuaternion mat = body.GetInterpolationWorldTransform().GetRotation(); | 453 | IndexedQuaternion mat = collisionObject.GetInterpolationWorldTransform().GetRotation(); |
432 | return new Quaternion(mat.X, mat.Y, mat.Z, mat.W); | 454 | return new Quaternion(mat.X, mat.Y, mat.Z, mat.W); |
433 | } | 455 | } |
434 | 456 | ||
435 | public override CollisionFlags RemoveFromCollisionFlags(BulletBody pBody, CollisionFlags pcollisionFlags) | 457 | public override CollisionFlags RemoveFromCollisionFlags(BulletBody pCollisionObject, CollisionFlags pcollisionFlags) |
436 | { | 458 | { |
437 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 459 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; |
438 | CollisionFlags existingcollisionFlags = (CollisionFlags)(uint)body.GetCollisionFlags(); | 460 | CollisionFlags existingcollisionFlags = (CollisionFlags)(uint)collisionObject.GetCollisionFlags(); |
439 | existingcollisionFlags &= ~pcollisionFlags; | 461 | existingcollisionFlags &= ~pcollisionFlags; |
440 | body.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags)(uint)existingcollisionFlags); | 462 | collisionObject.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags)(uint)existingcollisionFlags); |
441 | return (CollisionFlags)(uint)existingcollisionFlags; | 463 | return (CollisionFlags)(uint)existingcollisionFlags; |
442 | } | 464 | } |
443 | 465 | ||
444 | public override float GetCcdMotionThreshold(BulletBody obj) { /* TODO */ return 0f; } | 466 | public override float GetCcdMotionThreshold(BulletBody pCollisionObject) |
467 | { | ||
468 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
469 | return collisionObject.GetCcdSquareMotionThreshold(); | ||
470 | } | ||
445 | 471 | ||
446 | public override float GetCcdSweptSphereRadius(BulletBody obj) { /* TODO */ return 0f; } | 472 | public override float GetCcdSweptSphereRadius(BulletBody pCollisionObject) |
473 | { | ||
474 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
475 | return collisionObject.GetCcdSweptSphereRadius(); | ||
476 | |||
477 | } | ||
447 | 478 | ||
448 | public override IntPtr GetUserPointer(BulletBody obj) { /* TODO */ return IntPtr.Zero; } | 479 | public override IntPtr GetUserPointer(BulletBody pCollisionObject) |
480 | { | ||
481 | CollisionObject shape = (pCollisionObject as BulletBodyXNA).body; | ||
482 | return (IntPtr)shape.GetUserPointer(); | ||
483 | } | ||
449 | 484 | ||
450 | public override void SetUserPointer(BulletBody obj, IntPtr val) { /* TODO */ } | 485 | public override void SetUserPointer(BulletBody pCollisionObject, IntPtr val) |
486 | { | ||
487 | CollisionObject shape = (pCollisionObject as BulletBodyXNA).body; | ||
488 | shape.SetUserPointer(val); | ||
489 | } | ||
451 | 490 | ||
452 | public override void SetGravity(BulletBody pBody, Vector3 pGravity) | 491 | public override void SetGravity(BulletBody pBody, Vector3 pGravity) |
453 | { | 492 | { |
454 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 493 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
455 | IndexedVector3 gravity = new IndexedVector3(pGravity.X, pGravity.Y, pGravity.Z); | 494 | IndexedVector3 gravity = new IndexedVector3(pGravity.X, pGravity.Y, pGravity.Z); |
456 | body.SetGravity(gravity); | 495 | body.SetGravity(gravity); |
457 | } | 496 | } |
458 | 497 | ||
459 | public override bool DestroyConstraint(BulletWorld pWorld, BulletConstraint pConstraint) | 498 | public override bool DestroyConstraint(BulletWorld pWorld, BulletConstraint pConstraint) |
460 | { | 499 | { |
461 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | 500 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; |
462 | TypedConstraint constraint = ((BulletConstraintXNA)pConstraint).constrain; | 501 | TypedConstraint constraint = (pConstraint as BulletConstraintXNA).constrain; |
463 | world.RemoveConstraint(constraint); | 502 | world.RemoveConstraint(constraint); |
464 | return true; | 503 | return true; |
465 | } | 504 | } |
466 | 505 | ||
467 | public override bool SetLinearLimits(BulletConstraint pConstraint, Vector3 low, Vector3 high) | 506 | public override bool SetLinearLimits(BulletConstraint pConstraint, Vector3 low, Vector3 high) |
468 | { | 507 | { |
469 | Generic6DofConstraint constraint = ((BulletConstraintXNA)pConstraint).constrain as Generic6DofConstraint; | 508 | Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint; |
470 | IndexedVector3 lowlimit = new IndexedVector3(low.X, low.Y, low.Z); | 509 | IndexedVector3 lowlimit = new IndexedVector3(low.X, low.Y, low.Z); |
471 | IndexedVector3 highlimit = new IndexedVector3(high.X, high.Y, high.Z); | 510 | IndexedVector3 highlimit = new IndexedVector3(high.X, high.Y, high.Z); |
472 | constraint.SetLinearLowerLimit(lowlimit); | 511 | constraint.SetLinearLowerLimit(lowlimit); |
@@ -476,7 +515,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
476 | 515 | ||
477 | public override bool SetAngularLimits(BulletConstraint pConstraint, Vector3 low, Vector3 high) | 516 | public override bool SetAngularLimits(BulletConstraint pConstraint, Vector3 low, Vector3 high) |
478 | { | 517 | { |
479 | Generic6DofConstraint constraint = ((BulletConstraintXNA)pConstraint).constrain as Generic6DofConstraint; | 518 | Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint; |
480 | IndexedVector3 lowlimit = new IndexedVector3(low.X, low.Y, low.Z); | 519 | IndexedVector3 lowlimit = new IndexedVector3(low.X, low.Y, low.Z); |
481 | IndexedVector3 highlimit = new IndexedVector3(high.X, high.Y, high.Z); | 520 | IndexedVector3 highlimit = new IndexedVector3(high.X, high.Y, high.Z); |
482 | constraint.SetAngularLowerLimit(lowlimit); | 521 | constraint.SetAngularLowerLimit(lowlimit); |
@@ -486,20 +525,20 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
486 | 525 | ||
487 | public override void SetConstraintNumSolverIterations(BulletConstraint pConstraint, float cnt) | 526 | public override void SetConstraintNumSolverIterations(BulletConstraint pConstraint, float cnt) |
488 | { | 527 | { |
489 | Generic6DofConstraint constraint = ((BulletConstraintXNA)pConstraint).constrain as Generic6DofConstraint; | 528 | Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint; |
490 | constraint.SetOverrideNumSolverIterations((int)cnt); | 529 | constraint.SetOverrideNumSolverIterations((int)cnt); |
491 | } | 530 | } |
492 | 531 | ||
493 | public override bool CalculateTransforms(BulletConstraint pConstraint) | 532 | public override bool CalculateTransforms(BulletConstraint pConstraint) |
494 | { | 533 | { |
495 | Generic6DofConstraint constraint = ((BulletConstraintXNA)pConstraint).constrain as Generic6DofConstraint; | 534 | Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint; |
496 | constraint.CalculateTransforms(); | 535 | constraint.CalculateTransforms(); |
497 | return true; | 536 | return true; |
498 | } | 537 | } |
499 | 538 | ||
500 | public override void SetConstraintEnable(BulletConstraint pConstraint, float p_2) | 539 | public override void SetConstraintEnable(BulletConstraint pConstraint, float p_2) |
501 | { | 540 | { |
502 | Generic6DofConstraint constraint = ((BulletConstraintXNA)pConstraint).constrain as Generic6DofConstraint; | 541 | Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint; |
503 | constraint.SetEnabled((p_2 == 0) ? false : true); | 542 | constraint.SetEnabled((p_2 == 0) ? false : true); |
504 | } | 543 | } |
505 | 544 | ||
@@ -508,9 +547,9 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
508 | public override BulletConstraint Create6DofConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies) | 547 | public override BulletConstraint Create6DofConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies) |
509 | 548 | ||
510 | { | 549 | { |
511 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | 550 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; |
512 | RigidBody body1 = ((BulletBodyXNA)pBody1).rigidBody; | 551 | RigidBody body1 = (pBody1 as BulletBodyXNA).rigidBody; |
513 | RigidBody body2 = ((BulletBodyXNA)pBody2).rigidBody; | 552 | RigidBody body2 = (pBody2 as BulletBodyXNA).rigidBody; |
514 | IndexedVector3 frame1v = new IndexedVector3(pframe1.X, pframe1.Y, pframe1.Z); | 553 | IndexedVector3 frame1v = new IndexedVector3(pframe1.X, pframe1.Y, pframe1.Z); |
515 | IndexedQuaternion frame1rot = new IndexedQuaternion(pframe1rot.X, pframe1rot.Y, pframe1rot.Z, pframe1rot.W); | 554 | IndexedQuaternion frame1rot = new IndexedQuaternion(pframe1rot.X, pframe1rot.Y, pframe1rot.Z, pframe1rot.W); |
516 | IndexedMatrix frame1 = IndexedMatrix.CreateFromQuaternion(frame1rot); | 555 | IndexedMatrix frame1 = IndexedMatrix.CreateFromQuaternion(frame1rot); |
@@ -542,9 +581,9 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
542 | /// <returns></returns> | 581 | /// <returns></returns> |
543 | public override BulletConstraint Create6DofConstraintToPoint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, Vector3 pjoinPoint, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies) | 582 | public override BulletConstraint Create6DofConstraintToPoint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, Vector3 pjoinPoint, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies) |
544 | { | 583 | { |
545 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | 584 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; |
546 | RigidBody body1 = ((BulletBodyXNA)pBody1).rigidBody; | 585 | RigidBody body1 = (pBody1 as BulletBodyXNA).rigidBody; |
547 | RigidBody body2 = ((BulletBodyXNA)pBody2).rigidBody; | 586 | RigidBody body2 = (pBody2 as BulletBodyXNA).rigidBody; |
548 | IndexedMatrix frame1 = new IndexedMatrix(IndexedBasisMatrix.Identity, new IndexedVector3(0, 0, 0)); | 587 | IndexedMatrix frame1 = new IndexedMatrix(IndexedBasisMatrix.Identity, new IndexedVector3(0, 0, 0)); |
549 | IndexedMatrix frame2 = new IndexedMatrix(IndexedBasisMatrix.Identity, new IndexedVector3(0, 0, 0)); | 588 | IndexedMatrix frame2 = new IndexedMatrix(IndexedBasisMatrix.Identity, new IndexedVector3(0, 0, 0)); |
550 | 589 | ||
@@ -563,7 +602,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
563 | //SetFrames(m_constraint.ptr, frameA, frameArot, frameB, frameBrot); | 602 | //SetFrames(m_constraint.ptr, frameA, frameArot, frameB, frameBrot); |
564 | public override bool SetFrames(BulletConstraint pConstraint, Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot) | 603 | public override bool SetFrames(BulletConstraint pConstraint, Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot) |
565 | { | 604 | { |
566 | Generic6DofConstraint constraint = ((BulletConstraintXNA)pConstraint).constrain as Generic6DofConstraint; | 605 | Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint; |
567 | IndexedVector3 frame1v = new IndexedVector3(pframe1.X, pframe1.Y, pframe1.Z); | 606 | IndexedVector3 frame1v = new IndexedVector3(pframe1.X, pframe1.Y, pframe1.Z); |
568 | IndexedQuaternion frame1rot = new IndexedQuaternion(pframe1rot.X, pframe1rot.Y, pframe1rot.Z, pframe1rot.W); | 607 | IndexedQuaternion frame1rot = new IndexedQuaternion(pframe1rot.X, pframe1rot.Y, pframe1rot.Z, pframe1rot.W); |
569 | IndexedMatrix frame1 = IndexedMatrix.CreateFromQuaternion(frame1rot); | 608 | IndexedMatrix frame1 = IndexedMatrix.CreateFromQuaternion(frame1rot); |
@@ -579,109 +618,110 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
579 | 618 | ||
580 | public override Vector3 GetLinearVelocity(BulletBody pBody) | 619 | public override Vector3 GetLinearVelocity(BulletBody pBody) |
581 | { | 620 | { |
582 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 621 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
583 | IndexedVector3 iv3 = body.GetLinearVelocity(); | 622 | IndexedVector3 iv3 = body.GetLinearVelocity(); |
584 | return new Vector3(iv3.X, iv3.Y, iv3.Z); | 623 | return new Vector3(iv3.X, iv3.Y, iv3.Z); |
585 | } | 624 | } |
586 | public override Vector3 GetAngularVelocity(BulletBody pBody) | 625 | public override Vector3 GetAngularVelocity(BulletBody pBody) |
587 | { | 626 | { |
588 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 627 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
589 | IndexedVector3 iv3 = body.GetAngularVelocity(); | 628 | IndexedVector3 iv3 = body.GetAngularVelocity(); |
590 | return new Vector3(iv3.X, iv3.Y, iv3.Z); | 629 | return new Vector3(iv3.X, iv3.Y, iv3.Z); |
591 | } | 630 | } |
592 | public override Vector3 GetVelocityInLocalPoint(BulletBody pBody, Vector3 pos) | 631 | public override Vector3 GetVelocityInLocalPoint(BulletBody pBody, Vector3 pos) |
593 | { | 632 | { |
594 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 633 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
595 | IndexedVector3 posiv3 = new IndexedVector3(pos.X, pos.Y, pos.Z); | 634 | IndexedVector3 posiv3 = new IndexedVector3(pos.X, pos.Y, pos.Z); |
596 | IndexedVector3 iv3 = body.GetVelocityInLocalPoint(ref posiv3); | 635 | IndexedVector3 iv3 = body.GetVelocityInLocalPoint(ref posiv3); |
597 | return new Vector3(iv3.X, iv3.Y, iv3.Z); | 636 | return new Vector3(iv3.X, iv3.Y, iv3.Z); |
598 | } | 637 | } |
599 | public override void Translate(BulletBody pBody, Vector3 trans) | 638 | public override void Translate(BulletBody pCollisionObject, Vector3 trans) |
600 | { | 639 | { |
601 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 640 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; |
641 | collisionObject.Translate(new IndexedVector3(trans.X,trans.Y,trans.Z)); | ||
602 | } | 642 | } |
603 | public override void UpdateDeactivation(BulletBody pBody, float timeStep) | 643 | public override void UpdateDeactivation(BulletBody pBody, float timeStep) |
604 | { | 644 | { |
605 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 645 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
606 | body.UpdateDeactivation(timeStep); | 646 | body.UpdateDeactivation(timeStep); |
607 | } | 647 | } |
608 | 648 | ||
609 | public override bool WantsSleeping(BulletBody pBody) | 649 | public override bool WantsSleeping(BulletBody pBody) |
610 | { | 650 | { |
611 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 651 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
612 | return body.WantsSleeping(); | 652 | return body.WantsSleeping(); |
613 | } | 653 | } |
614 | 654 | ||
615 | public override void SetAngularFactor(BulletBody pBody, float factor) | 655 | public override void SetAngularFactor(BulletBody pBody, float factor) |
616 | { | 656 | { |
617 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 657 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
618 | body.SetAngularFactor(factor); | 658 | body.SetAngularFactor(factor); |
619 | } | 659 | } |
620 | 660 | ||
621 | public override Vector3 GetAngularFactor(BulletBody pBody) | 661 | public override Vector3 GetAngularFactor(BulletBody pBody) |
622 | { | 662 | { |
623 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 663 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
624 | IndexedVector3 iv3 = body.GetAngularFactor(); | 664 | IndexedVector3 iv3 = body.GetAngularFactor(); |
625 | return new Vector3(iv3.X, iv3.Y, iv3.Z); | 665 | return new Vector3(iv3.X, iv3.Y, iv3.Z); |
626 | } | 666 | } |
627 | 667 | ||
628 | public override bool IsInWorld(BulletWorld pWorld, BulletBody pBody) | 668 | public override bool IsInWorld(BulletWorld pWorld, BulletBody pCollisionObject) |
629 | { | 669 | { |
630 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | 670 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; |
631 | CollisionObject body = ((BulletBodyXNA)pBody).body; | 671 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body; |
632 | return world.IsInWorld(body); | 672 | return world.IsInWorld(collisionObject); |
633 | } | 673 | } |
634 | 674 | ||
635 | public override void AddConstraintRef(BulletBody pBody, BulletConstraint pConstrain) | 675 | public override void AddConstraintRef(BulletBody pBody, BulletConstraint pConstraint) |
636 | { | 676 | { |
637 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 677 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
638 | TypedConstraint constrain = ((BulletConstraintXNA)pConstrain).constrain; | 678 | TypedConstraint constrain = (pConstraint as BulletConstraintXNA).constrain; |
639 | body.AddConstraintRef(constrain); | 679 | body.AddConstraintRef(constrain); |
640 | } | 680 | } |
641 | 681 | ||
642 | public override void RemoveConstraintRef(BulletBody pBody, BulletConstraint pConstrain) | 682 | public override void RemoveConstraintRef(BulletBody pBody, BulletConstraint pConstraint) |
643 | { | 683 | { |
644 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 684 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
645 | TypedConstraint constrain = ((BulletConstraintXNA)pConstrain).constrain; | 685 | TypedConstraint constrain = (pConstraint as BulletConstraintXNA).constrain; |
646 | body.RemoveConstraintRef(constrain); | 686 | body.RemoveConstraintRef(constrain); |
647 | } | 687 | } |
648 | 688 | ||
649 | public override BulletConstraint GetConstraintRef(BulletBody pBody, int index) | 689 | public override BulletConstraint GetConstraintRef(BulletBody pBody, int index) |
650 | { | 690 | { |
651 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 691 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
652 | return new BulletConstraintXNA(body.GetConstraintRef(index)); | 692 | return new BulletConstraintXNA(body.GetConstraintRef(index)); |
653 | } | 693 | } |
654 | 694 | ||
655 | public override int GetNumConstraintRefs(BulletBody pBody) | 695 | public override int GetNumConstraintRefs(BulletBody pBody) |
656 | { | 696 | { |
657 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 697 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
658 | return body.GetNumConstraintRefs(); | 698 | return body.GetNumConstraintRefs(); |
659 | } | 699 | } |
660 | 700 | ||
661 | public override void SetInterpolationLinearVelocity(BulletBody pBody, Vector3 VehicleVelocity) | 701 | public override void SetInterpolationLinearVelocity(BulletBody pCollisionObject, Vector3 VehicleVelocity) |
662 | { | 702 | { |
663 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 703 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; |
664 | IndexedVector3 velocity = new IndexedVector3(VehicleVelocity.X, VehicleVelocity.Y, VehicleVelocity.Z); | 704 | IndexedVector3 velocity = new IndexedVector3(VehicleVelocity.X, VehicleVelocity.Y, VehicleVelocity.Z); |
665 | body.SetInterpolationLinearVelocity(ref velocity); | 705 | collisionObject.SetInterpolationLinearVelocity(ref velocity); |
666 | } | 706 | } |
667 | 707 | ||
668 | public override bool UseFrameOffset(BulletConstraint pConstraint, float onOff) | 708 | public override bool UseFrameOffset(BulletConstraint pConstraint, float onOff) |
669 | { | 709 | { |
670 | Generic6DofConstraint constraint = ((BulletConstraintXNA)pConstraint).constrain as Generic6DofConstraint; | 710 | Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint; |
671 | constraint.SetUseFrameOffset((onOff == 0) ? false : true); | 711 | constraint.SetUseFrameOffset((onOff == 0) ? false : true); |
672 | return true; | 712 | return true; |
673 | } | 713 | } |
674 | //SetBreakingImpulseThreshold(m_constraint.ptr, threshold); | 714 | //SetBreakingImpulseThreshold(m_constraint.ptr, threshold); |
675 | public override bool SetBreakingImpulseThreshold(BulletConstraint pConstraint, float threshold) | 715 | public override bool SetBreakingImpulseThreshold(BulletConstraint pConstraint, float threshold) |
676 | { | 716 | { |
677 | Generic6DofConstraint constraint = ((BulletConstraintXNA)pConstraint).constrain as Generic6DofConstraint; | 717 | Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint; |
678 | constraint.SetBreakingImpulseThreshold(threshold); | 718 | constraint.SetBreakingImpulseThreshold(threshold); |
679 | return true; | 719 | return true; |
680 | } | 720 | } |
681 | //BulletSimAPI.SetAngularDamping(Prim.PhysBody.ptr, angularDamping); | 721 | //BulletSimAPI.SetAngularDamping(Prim.PhysBody.ptr, angularDamping); |
682 | public override void SetAngularDamping(BulletBody pBody, float angularDamping) | 722 | public override void SetAngularDamping(BulletBody pBody, float angularDamping) |
683 | { | 723 | { |
684 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 724 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
685 | float lineardamping = body.GetLinearDamping(); | 725 | float lineardamping = body.GetLinearDamping(); |
686 | body.SetDamping(lineardamping, angularDamping); | 726 | body.SetDamping(lineardamping, angularDamping); |
687 | 727 | ||
@@ -689,111 +729,183 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
689 | 729 | ||
690 | public override void UpdateInertiaTensor(BulletBody pBody) | 730 | public override void UpdateInertiaTensor(BulletBody pBody) |
691 | { | 731 | { |
692 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 732 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
693 | body.UpdateInertiaTensor(); | 733 | body.UpdateInertiaTensor(); |
694 | } | 734 | } |
695 | 735 | ||
696 | public override void RecalculateCompoundShapeLocalAabb(BulletShape pCompoundShape) | 736 | public override void RecalculateCompoundShapeLocalAabb(BulletShape pCompoundShape) |
697 | { | 737 | { |
698 | CompoundShape shape = ((BulletShapeXNA)pCompoundShape).shape as CompoundShape; | 738 | CompoundShape shape = (pCompoundShape as BulletShapeXNA).shape as CompoundShape; |
699 | shape.RecalculateLocalAabb(); | 739 | shape.RecalculateLocalAabb(); |
700 | } | 740 | } |
701 | 741 | ||
702 | //BulletSimAPI.GetCollisionFlags(PhysBody.ptr) | 742 | //BulletSimAPI.GetCollisionFlags(PhysBody.ptr) |
703 | public override CollisionFlags GetCollisionFlags(BulletBody pBody) | 743 | public override CollisionFlags GetCollisionFlags(BulletBody pCollisionObject) |
704 | { | 744 | { |
705 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 745 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; |
706 | uint flags = (uint)body.GetCollisionFlags(); | 746 | uint flags = (uint)collisionObject.GetCollisionFlags(); |
707 | return (CollisionFlags) flags; | 747 | return (CollisionFlags) flags; |
708 | } | 748 | } |
709 | 749 | ||
710 | public override void SetDamping(BulletBody pBody, float pLinear, float pAngular) | 750 | public override void SetDamping(BulletBody pBody, float pLinear, float pAngular) |
711 | { | 751 | { |
712 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 752 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
713 | body.SetDamping(pLinear, pAngular); | 753 | body.SetDamping(pLinear, pAngular); |
714 | } | 754 | } |
715 | //PhysBody.ptr, PhysicsScene.Params.deactivationTime); | 755 | //PhysBody.ptr, PhysicsScene.Params.deactivationTime); |
716 | public override void SetDeactivationTime(BulletBody pBody, float pDeactivationTime) | 756 | public override void SetDeactivationTime(BulletBody pCollisionObject, float pDeactivationTime) |
717 | { | 757 | { |
718 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 758 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; |
719 | body.SetDeactivationTime(pDeactivationTime); | 759 | collisionObject.SetDeactivationTime(pDeactivationTime); |
720 | } | 760 | } |
721 | //SetSleepingThresholds(PhysBody.ptr, PhysicsScene.Params.linearSleepingThreshold, PhysicsScene.Params.angularSleepingThreshold); | 761 | //SetSleepingThresholds(PhysBody.ptr, PhysicsScene.Params.linearSleepingThreshold, PhysicsScene.Params.angularSleepingThreshold); |
722 | public override void SetSleepingThresholds(BulletBody pBody, float plinearSleepingThreshold, float pangularSleepingThreshold) | 762 | public override void SetSleepingThresholds(BulletBody pBody, float plinearSleepingThreshold, float pangularSleepingThreshold) |
723 | { | 763 | { |
724 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 764 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
725 | body.SetSleepingThresholds(plinearSleepingThreshold, pangularSleepingThreshold); | 765 | body.SetSleepingThresholds(plinearSleepingThreshold, pangularSleepingThreshold); |
726 | } | 766 | } |
727 | 767 | ||
728 | public override CollisionObjectTypes GetBodyType(BulletBody pBody) | 768 | public override CollisionObjectTypes GetBodyType(BulletBody pCollisionObject) |
729 | { | 769 | { |
730 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 770 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; |
731 | return (CollisionObjectTypes)(int) body.GetInternalType(); | 771 | return (CollisionObjectTypes)(int) collisionObject.GetInternalType(); |
732 | } | 772 | } |
733 | 773 | ||
734 | public override void ApplyGravity(BulletBody obj) { /* TODO */ } | 774 | public override void ApplyGravity(BulletBody pBody) |
775 | { | ||
735 | 776 | ||
736 | public override Vector3 GetGravity(BulletBody obj) { /* TODO */ return Vector3.Zero; } | 777 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
778 | body.ApplyGravity(); | ||
779 | } | ||
737 | 780 | ||
738 | public override void SetLinearDamping(BulletBody obj, float lin_damping) { /* TODO */ } | 781 | public override Vector3 GetGravity(BulletBody pBody) |
782 | { | ||
783 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
784 | IndexedVector3 gravity = body.GetGravity(); | ||
785 | return new Vector3(gravity.X, gravity.Y, gravity.Z); | ||
786 | } | ||
739 | 787 | ||
740 | public override float GetLinearDamping(BulletBody obj) { /* TODO */ return 0f; } | 788 | public override void SetLinearDamping(BulletBody pBody, float lin_damping) |
789 | { | ||
790 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
791 | float angularDamping = body.GetAngularDamping(); | ||
792 | body.SetDamping(lin_damping, angularDamping); | ||
793 | } | ||
741 | 794 | ||
742 | public override float GetAngularDamping(BulletBody obj) { /* TODO */ return 0f; } | 795 | public override float GetLinearDamping(BulletBody pBody) |
796 | { | ||
797 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
798 | return body.GetLinearDamping(); | ||
799 | } | ||
800 | |||
801 | public override float GetAngularDamping(BulletBody pBody) | ||
802 | { | ||
803 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
804 | return body.GetAngularDamping(); | ||
805 | } | ||
743 | 806 | ||
744 | public override float GetLinearSleepingThreshold(BulletBody obj) { /* TODO */ return 0f; } | 807 | public override float GetLinearSleepingThreshold(BulletBody pBody) |
808 | { | ||
809 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
810 | return body.GetLinearSleepingThreshold(); | ||
811 | } | ||
745 | 812 | ||
746 | public override void ApplyDamping(BulletBody obj, float timeStep) { /* TODO */ } | 813 | public override void ApplyDamping(BulletBody pBody, float timeStep) |
814 | { | ||
815 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
816 | body.ApplyDamping(timeStep); | ||
817 | } | ||
747 | 818 | ||
748 | public override Vector3 GetLinearFactor(BulletBody obj) { /* TODO */ return Vector3.Zero; } | 819 | public override Vector3 GetLinearFactor(BulletBody pBody) |
820 | { | ||
821 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
822 | IndexedVector3 linearFactor = body.GetLinearFactor(); | ||
823 | return new Vector3(linearFactor.X, linearFactor.Y, linearFactor.Z); | ||
824 | } | ||
749 | 825 | ||
750 | public override void SetLinearFactor(BulletBody obj, Vector3 factor) { /* TODO */ } | 826 | public override void SetLinearFactor(BulletBody pBody, Vector3 factor) |
827 | { | ||
828 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
829 | body.SetLinearFactor(new IndexedVector3(factor.X, factor.Y, factor.Z)); | ||
830 | } | ||
751 | 831 | ||
752 | public override void SetCenterOfMassByPosRot(BulletBody obj, Vector3 pos, Quaternion rot) { /* TODO */ } | 832 | public override void SetCenterOfMassByPosRot(BulletBody pBody, Vector3 pos, Quaternion rot) |
833 | { | ||
834 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
835 | IndexedQuaternion quat = new IndexedQuaternion(rot.X, rot.Y, rot.Z,rot.W); | ||
836 | IndexedMatrix mat = IndexedMatrix.CreateFromQuaternion(quat); | ||
837 | mat._origin = new IndexedVector3(pos.X, pos.Y, pos.Z); | ||
838 | body.SetCenterOfMassTransform( ref mat); | ||
839 | /* TODO: double check this */ | ||
840 | } | ||
753 | 841 | ||
754 | //BulletSimAPI.ApplyCentralForce(PhysBody.ptr, fSum); | 842 | //BulletSimAPI.ApplyCentralForce(PhysBody.ptr, fSum); |
755 | public override void ApplyCentralForce(BulletBody pBody, Vector3 pfSum) | 843 | public override void ApplyCentralForce(BulletBody pBody, Vector3 pfSum) |
756 | { | 844 | { |
757 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 845 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
758 | IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z); | 846 | IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z); |
759 | body.ApplyCentralForce(ref fSum); | 847 | body.ApplyCentralForce(ref fSum); |
760 | } | 848 | } |
761 | public override void ApplyCentralImpulse(BulletBody pBody, Vector3 pfSum) | 849 | public override void ApplyCentralImpulse(BulletBody pBody, Vector3 pfSum) |
762 | { | 850 | { |
763 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 851 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
764 | IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z); | 852 | IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z); |
765 | body.ApplyCentralImpulse(ref fSum); | 853 | body.ApplyCentralImpulse(ref fSum); |
766 | } | 854 | } |
767 | public override void ApplyTorque(BulletBody pBody, Vector3 pfSum) | 855 | public override void ApplyTorque(BulletBody pBody, Vector3 pfSum) |
768 | { | 856 | { |
769 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 857 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
770 | IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z); | 858 | IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z); |
771 | body.ApplyTorque(ref fSum); | 859 | body.ApplyTorque(ref fSum); |
772 | } | 860 | } |
773 | public override void ApplyTorqueImpulse(BulletBody pBody, Vector3 pfSum) | 861 | public override void ApplyTorqueImpulse(BulletBody pBody, Vector3 pfSum) |
774 | { | 862 | { |
775 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 863 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
776 | IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z); | 864 | IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z); |
777 | body.ApplyTorqueImpulse(ref fSum); | 865 | body.ApplyTorqueImpulse(ref fSum); |
778 | } | 866 | } |
779 | 867 | ||
780 | public override void DestroyObject(BulletWorld p, BulletBody p_2) | 868 | public override void DestroyObject(BulletWorld pWorld, BulletBody pBody) |
781 | { | 869 | { |
782 | //TODO: | 870 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; |
871 | CollisionObject co = (pBody as BulletBodyXNA).rigidBody; | ||
872 | RigidBody bo = co as RigidBody; | ||
873 | if (bo == null) | ||
874 | { | ||
875 | |||
876 | if (world.IsInWorld(co)) | ||
877 | { | ||
878 | world.RemoveCollisionObject(co); | ||
879 | } | ||
880 | } | ||
881 | else | ||
882 | { | ||
883 | |||
884 | if (world.IsInWorld(bo)) | ||
885 | { | ||
886 | world.RemoveRigidBody(bo); | ||
887 | } | ||
888 | } | ||
889 | |||
783 | } | 890 | } |
784 | 891 | ||
785 | public override void Shutdown(BulletWorld pWorld) | 892 | public override void Shutdown(BulletWorld pWorld) |
786 | { | 893 | { |
787 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | 894 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; |
788 | world.Cleanup(); | 895 | world.Cleanup(); |
789 | } | 896 | } |
790 | 897 | ||
791 | public override BulletShape DuplicateCollisionShape(BulletWorld sim, BulletShape srcShape, uint id) | 898 | public override BulletShape DuplicateCollisionShape(BulletWorld pWorld, BulletShape pShape, uint id) |
792 | { | 899 | { |
793 | return null; | 900 | CollisionShape shape1 = (pShape as BulletShapeXNA).shape; |
901 | |||
902 | // TODO: Turn this from a reference copy to a Value Copy. | ||
903 | BulletShapeXNA shape2 = new BulletShapeXNA(shape1, BSPhysicsShapeType.SHAPE_UNKNOWN); | ||
904 | |||
905 | return shape2; | ||
794 | } | 906 | } |
795 | 907 | ||
796 | public override bool DeleteCollisionShape(BulletWorld p, BulletShape p_2) | 908 | public override bool DeleteCollisionShape(BulletWorld pWorld, BulletShape pShape) |
797 | { | 909 | { |
798 | //TODO: | 910 | //TODO: |
799 | return false; | 911 | return false; |
@@ -802,17 +914,40 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
802 | 914 | ||
803 | public override BulletBody CreateBodyFromShape(BulletWorld pWorld, BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation) | 915 | public override BulletBody CreateBodyFromShape(BulletWorld pWorld, BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation) |
804 | { | 916 | { |
805 | CollisionWorld world = ((BulletWorldXNA)pWorld).world; | 917 | CollisionWorld world = (pWorld as BulletWorldXNA).world; |
806 | IndexedMatrix mat = | 918 | IndexedMatrix mat = |
807 | IndexedMatrix.CreateFromQuaternion(new IndexedQuaternion(pRawOrientation.X, pRawOrientation.Y, | 919 | IndexedMatrix.CreateFromQuaternion(new IndexedQuaternion(pRawOrientation.X, pRawOrientation.Y, |
808 | pRawOrientation.Z, pRawOrientation.W)); | 920 | pRawOrientation.Z, pRawOrientation.W)); |
809 | mat._origin = new IndexedVector3(pRawPosition.X, pRawPosition.Y, pRawPosition.Z); | 921 | mat._origin = new IndexedVector3(pRawPosition.X, pRawPosition.Y, pRawPosition.Z); |
810 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | 922 | CollisionShape shape = (pShape as BulletShapeXNA).shape; |
811 | //UpdateSingleAabb(world, shape); | 923 | //UpdateSingleAabb(world, shape); |
812 | // TODO: Feed Update array into null | 924 | // TODO: Feed Update array into null |
813 | RigidBody body = new RigidBody(0,new SimMotionState(world,pLocalID,mat,null),shape,IndexedVector3.Zero); | 925 | SimMotionState motionState = new SimMotionState(world, pLocalID, mat, null); |
814 | 926 | RigidBody body = new RigidBody(0,motionState,shape,IndexedVector3.Zero); | |
927 | RigidBodyConstructionInfo constructionInfo = new RigidBodyConstructionInfo(0, new SimMotionState(world, pLocalID, mat, null),shape,IndexedVector3.Zero) | ||
928 | { | ||
929 | m_mass = 0 | ||
930 | }; | ||
931 | /* | ||
932 | m_mass = mass; | ||
933 | m_motionState =motionState; | ||
934 | m_collisionShape = collisionShape; | ||
935 | m_localInertia = localInertia; | ||
936 | m_linearDamping = 0f; | ||
937 | m_angularDamping = 0f; | ||
938 | m_friction = 0.5f; | ||
939 | m_restitution = 0f; | ||
940 | m_linearSleepingThreshold = 0.8f; | ||
941 | m_angularSleepingThreshold = 1f; | ||
942 | m_additionalDamping = false; | ||
943 | m_additionalDampingFactor = 0.005f; | ||
944 | m_additionalLinearDampingThresholdSqr = 0.01f; | ||
945 | m_additionalAngularDampingThresholdSqr = 0.01f; | ||
946 | m_additionalAngularDampingFactor = 0.01f; | ||
947 | m_startWorldTransform = IndexedMatrix.Identity; | ||
948 | */ | ||
815 | body.SetUserPointer(pLocalID); | 949 | body.SetUserPointer(pLocalID); |
950 | |||
816 | return new BulletBodyXNA(pLocalID, body); | 951 | return new BulletBodyXNA(pLocalID, body); |
817 | } | 952 | } |
818 | 953 | ||
@@ -825,7 +960,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
825 | pRawOrientation.Z, pRawOrientation.W)); | 960 | pRawOrientation.Z, pRawOrientation.W)); |
826 | mat._origin = new IndexedVector3(pRawPosition.X, pRawPosition.Y, pRawPosition.Z); | 961 | mat._origin = new IndexedVector3(pRawPosition.X, pRawPosition.Y, pRawPosition.Z); |
827 | 962 | ||
828 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | 963 | CollisionShape shape = (pShape as BulletShapeXNA).shape; |
829 | 964 | ||
830 | // TODO: Feed Update array into null | 965 | // TODO: Feed Update array into null |
831 | RigidBody body = new RigidBody(0, new DefaultMotionState( mat, IndexedMatrix.Identity), shape, IndexedVector3.Zero); | 966 | RigidBody body = new RigidBody(0, new DefaultMotionState( mat, IndexedMatrix.Identity), shape, IndexedVector3.Zero); |
@@ -834,21 +969,43 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
834 | return new BulletBodyXNA(pLocalID, body); | 969 | return new BulletBodyXNA(pLocalID, body); |
835 | } | 970 | } |
836 | //(m_mapInfo.terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT); | 971 | //(m_mapInfo.terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT); |
837 | public override CollisionFlags SetCollisionFlags(BulletBody pBody, CollisionFlags collisionFlags) | 972 | public override CollisionFlags SetCollisionFlags(BulletBody pCollisionObject, CollisionFlags collisionFlags) |
838 | { | 973 | { |
839 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 974 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; |
840 | body.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags) (uint) collisionFlags); | 975 | collisionObject.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags) (uint) collisionFlags); |
841 | return (CollisionFlags)body.GetCollisionFlags(); | 976 | return (CollisionFlags)collisionObject.GetCollisionFlags(); |
842 | } | 977 | } |
843 | 978 | ||
844 | public override Vector3 GetAnisotripicFriction(BulletConstraint pconstrain) { /* TODO */ return Vector3.Zero; } | 979 | public override Vector3 GetAnisotripicFriction(BulletConstraint pconstrain) |
980 | { | ||
981 | |||
982 | /* TODO */ | ||
983 | return Vector3.Zero; | ||
984 | } | ||
845 | public override Vector3 SetAnisotripicFriction(BulletConstraint pconstrain, Vector3 frict) { /* TODO */ return Vector3.Zero; } | 985 | public override Vector3 SetAnisotripicFriction(BulletConstraint pconstrain, Vector3 frict) { /* TODO */ return Vector3.Zero; } |
846 | public override bool HasAnisotripicFriction(BulletConstraint pconstrain) { /* TODO */ return false; } | 986 | public override bool HasAnisotripicFriction(BulletConstraint pconstrain) { /* TODO */ return false; } |
847 | public override float GetContactProcessingThreshold(BulletBody pBody) { /* TODO */ return 0f; } | 987 | public override float GetContactProcessingThreshold(BulletBody pBody) { /* TODO */ return 0f; } |
848 | public override bool IsStaticObject(BulletBody pBody) { /* TODO */ return false; } | 988 | public override bool IsStaticObject(BulletBody pCollisionObject) |
849 | public override bool IsKinematicObject(BulletBody pBody) { /* TODO */ return false; } | 989 | { |
850 | public override bool IsStaticOrKinematicObject(BulletBody pBody) { /* TODO */ return false; } | 990 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; |
851 | public override bool HasContactResponse(BulletBody pBody) { /* TODO */ return false; } | 991 | return collisionObject.IsStaticObject(); |
992 | |||
993 | } | ||
994 | public override bool IsKinematicObject(BulletBody pCollisionObject) | ||
995 | { | ||
996 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
997 | return collisionObject.IsKinematicObject(); | ||
998 | } | ||
999 | public override bool IsStaticOrKinematicObject(BulletBody pCollisionObject) | ||
1000 | { | ||
1001 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
1002 | return collisionObject.IsStaticOrKinematicObject(); | ||
1003 | } | ||
1004 | public override bool HasContactResponse(BulletBody pCollisionObject) | ||
1005 | { | ||
1006 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
1007 | return collisionObject.HasContactResponse(); | ||
1008 | } | ||
852 | public override int GetActivationState(BulletBody pBody) { /* TODO */ return 0; } | 1009 | public override int GetActivationState(BulletBody pBody) { /* TODO */ return 0; } |
853 | public override void SetActivationState(BulletBody pBody, int state) { /* TODO */ } | 1010 | public override void SetActivationState(BulletBody pBody, int state) { /* TODO */ } |
854 | public override float GetDeactivationTime(BulletBody pBody) { /* TODO */ return 0f; } | 1011 | public override float GetDeactivationTime(BulletBody pBody) { /* TODO */ return 0f; } |
@@ -859,15 +1016,15 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
859 | public override float GetHitFraction(BulletBody pBody) { /* TODO */ return 0f; } | 1016 | public override float GetHitFraction(BulletBody pBody) { /* TODO */ return 0f; } |
860 | 1017 | ||
861 | //(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainHitFraction); | 1018 | //(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainHitFraction); |
862 | public override void SetHitFraction(BulletBody pBody, float pHitFraction) | 1019 | public override void SetHitFraction(BulletBody pCollisionObject, float pHitFraction) |
863 | { | 1020 | { |
864 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 1021 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; |
865 | body.SetHitFraction(pHitFraction); | 1022 | collisionObject.SetHitFraction(pHitFraction); |
866 | } | 1023 | } |
867 | //BuildCapsuleShape(physicsScene.World.ptr, 1f, 1f, prim.Scale); | 1024 | //BuildCapsuleShape(physicsScene.World.ptr, 1f, 1f, prim.Scale); |
868 | public override BulletShape BuildCapsuleShape(BulletWorld pWorld, float pRadius, float pHeight, Vector3 pScale) | 1025 | public override BulletShape BuildCapsuleShape(BulletWorld pWorld, float pRadius, float pHeight, Vector3 pScale) |
869 | { | 1026 | { |
870 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | 1027 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; |
871 | IndexedVector3 scale = new IndexedVector3(pScale.X, pScale.Y, pScale.Z); | 1028 | IndexedVector3 scale = new IndexedVector3(pScale.X, pScale.Y, pScale.Z); |
872 | CapsuleShapeZ capsuleShapeZ = new CapsuleShapeZ(pRadius, pHeight); | 1029 | CapsuleShapeZ capsuleShapeZ = new CapsuleShapeZ(pRadius, pHeight); |
873 | capsuleShapeZ.SetMargin(world.WorldSettings.Params.collisionMargin); | 1030 | capsuleShapeZ.SetMargin(world.WorldSettings.Params.collisionMargin); |
@@ -881,14 +1038,24 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
881 | int maxUpdates, ref EntityProperties[] updateArray | 1038 | int maxUpdates, ref EntityProperties[] updateArray |
882 | ) | 1039 | ) |
883 | { | 1040 | { |
1041 | |||
1042 | m_updateArray = updateArray; | ||
1043 | m_collisionArray = collisionArray; | ||
884 | /* TODO */ | 1044 | /* TODO */ |
885 | return new BulletWorldXNA(1, null, null); | 1045 | ConfigurationParameters[] configparms = new ConfigurationParameters[1]; |
1046 | configparms[0] = parms; | ||
1047 | Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight); | ||
1048 | m_maxCollisions = maxCollisions; | ||
1049 | m_maxUpdatesPerFrame = maxUpdates; | ||
1050 | |||
1051 | |||
1052 | return new BulletWorldXNA(1, PhysicsScene, BSAPIXNA.Initialize2(worldExtent, configparms, maxCollisions, ref collisionArray, maxUpdates, ref updateArray, null)); | ||
886 | } | 1053 | } |
887 | 1054 | ||
888 | private static object Initialize2(Vector3 worldExtent, | 1055 | private static DiscreteDynamicsWorld Initialize2(Vector3 worldExtent, |
889 | ConfigurationParameters[] o, | 1056 | ConfigurationParameters[] o, |
890 | int mMaxCollisionsPerFrame, ref List<BulletXNA.CollisionDesc> collisionArray, | 1057 | int mMaxCollisionsPerFrame, ref CollisionDesc[] collisionArray, |
891 | int mMaxUpdatesPerFrame, ref List<BulletXNA.EntityProperties> updateArray, | 1058 | int mMaxUpdatesPerFrame, ref EntityProperties[] updateArray, |
892 | object mDebugLogCallbackHandle) | 1059 | object mDebugLogCallbackHandle) |
893 | { | 1060 | { |
894 | CollisionWorld.WorldData.ParamData p = new CollisionWorld.WorldData.ParamData(); | 1061 | CollisionWorld.WorldData.ParamData p = new CollisionWorld.WorldData.ParamData(); |
@@ -968,8 +1135,13 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
968 | SequentialImpulseConstraintSolver m_solver = new SequentialImpulseConstraintSolver(); | 1135 | SequentialImpulseConstraintSolver m_solver = new SequentialImpulseConstraintSolver(); |
969 | 1136 | ||
970 | DiscreteDynamicsWorld world = new DiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_solver, cci); | 1137 | DiscreteDynamicsWorld world = new DiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_solver, cci); |
971 | world.UpdatedObjects = updateArray; | 1138 | |
972 | world.UpdatedCollisions = collisionArray; | 1139 | |
1140 | world.UpdatedObjects = BSAPIXNA.GetBulletXNAEntityStruct(BSAPIXNA.BulletSimEntityStructToByteArray(updateArray, updateArray.Length)); | ||
1141 | world.UpdatedCollisions = BSAPIXNA.GetBulletXNACollisionStruct(BSAPIXNA.BulletSimCollisionStructToByteArray(collisionArray, collisionArray.Length)); | ||
1142 | world.LastCollisionDesc = 0; | ||
1143 | world.LastEntityProperty = 0; | ||
1144 | |||
973 | world.WorldSettings.Params = p; | 1145 | world.WorldSettings.Params = p; |
974 | world.SetForceUpdateAllAabbs(p.shouldForceUpdateAllAabbs != 0); | 1146 | world.SetForceUpdateAllAabbs(p.shouldForceUpdateAllAabbs != 0); |
975 | world.GetSolverInfo().m_solverMode = SolverMode.SOLVER_USE_WARMSTARTING | SolverMode.SOLVER_SIMD; | 1147 | world.GetSolverInfo().m_solverMode = SolverMode.SOLVER_USE_WARMSTARTING | SolverMode.SOLVER_SIMD; |
@@ -1003,7 +1175,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1003 | world.GetSolverInfo().m_restingContactRestitutionThreshold = 2; | 1175 | world.GetSolverInfo().m_restingContactRestitutionThreshold = 2; |
1004 | world.SetForceUpdateAllAabbs(true); | 1176 | world.SetForceUpdateAllAabbs(true); |
1005 | 1177 | ||
1006 | 1178 | //BSParam.TerrainImplementation = 0; | |
1007 | world.SetGravity(new IndexedVector3(0,0,p.gravity)); | 1179 | world.SetGravity(new IndexedVector3(0,0,p.gravity)); |
1008 | 1180 | ||
1009 | return world; | 1181 | return world; |
@@ -1011,7 +1183,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1011 | //m_constraint.ptr, ConstraintParams.BT_CONSTRAINT_STOP_CFM, cfm, ConstraintParamAxis.AXIS_ALL | 1183 | //m_constraint.ptr, ConstraintParams.BT_CONSTRAINT_STOP_CFM, cfm, ConstraintParamAxis.AXIS_ALL |
1012 | public override bool SetConstraintParam(BulletConstraint pConstraint, ConstraintParams paramIndex, float paramvalue, ConstraintParamAxis axis) | 1184 | public override bool SetConstraintParam(BulletConstraint pConstraint, ConstraintParams paramIndex, float paramvalue, ConstraintParamAxis axis) |
1013 | { | 1185 | { |
1014 | Generic6DofConstraint constrain = ((BulletConstraintXNA)pConstraint).constrain as Generic6DofConstraint; | 1186 | Generic6DofConstraint constrain = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint; |
1015 | if (axis == ConstraintParamAxis.AXIS_LINEAR_ALL || axis == ConstraintParamAxis.AXIS_ALL) | 1187 | if (axis == ConstraintParamAxis.AXIS_LINEAR_ALL || axis == ConstraintParamAxis.AXIS_ALL) |
1016 | { | 1188 | { |
1017 | constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams) (int) paramIndex, paramvalue, 0); | 1189 | constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams) (int) paramIndex, paramvalue, 0); |
@@ -1034,7 +1206,8 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1034 | public override bool PushUpdate(BulletBody pCollisionObject) | 1206 | public override bool PushUpdate(BulletBody pCollisionObject) |
1035 | { | 1207 | { |
1036 | bool ret = false; | 1208 | bool ret = false; |
1037 | RigidBody rb = ((BulletBodyXNA)pCollisionObject).rigidBody; | 1209 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; |
1210 | RigidBody rb = collisionObject as RigidBody; | ||
1038 | if (rb != null) | 1211 | if (rb != null) |
1039 | { | 1212 | { |
1040 | SimMotionState sms = rb.GetMotionState() as SimMotionState; | 1213 | SimMotionState sms = rb.GetMotionState() as SimMotionState; |
@@ -1052,57 +1225,57 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1052 | 1225 | ||
1053 | public override float GetAngularMotionDisc(BulletShape pShape) | 1226 | public override float GetAngularMotionDisc(BulletShape pShape) |
1054 | { | 1227 | { |
1055 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | 1228 | CollisionShape shape = (pShape as BulletShapeXNA).shape; |
1056 | return shape.GetAngularMotionDisc(); | 1229 | return shape.GetAngularMotionDisc(); |
1057 | } | 1230 | } |
1058 | public override float GetContactBreakingThreshold(BulletShape pShape, float defaultFactor) | 1231 | public override float GetContactBreakingThreshold(BulletShape pShape, float defaultFactor) |
1059 | { | 1232 | { |
1060 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | 1233 | CollisionShape shape = (pShape as BulletShapeXNA).shape; |
1061 | return shape.GetContactBreakingThreshold(defaultFactor); | 1234 | return shape.GetContactBreakingThreshold(defaultFactor); |
1062 | } | 1235 | } |
1063 | public override bool IsCompound(BulletShape pShape) | 1236 | public override bool IsCompound(BulletShape pShape) |
1064 | { | 1237 | { |
1065 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | 1238 | CollisionShape shape = (pShape as BulletShapeXNA).shape; |
1066 | return shape.IsCompound(); | 1239 | return shape.IsCompound(); |
1067 | } | 1240 | } |
1068 | public override bool IsSoftBody(BulletShape pShape) | 1241 | public override bool IsSoftBody(BulletShape pShape) |
1069 | { | 1242 | { |
1070 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | 1243 | CollisionShape shape = (pShape as BulletShapeXNA).shape; |
1071 | return shape.IsSoftBody(); | 1244 | return shape.IsSoftBody(); |
1072 | } | 1245 | } |
1073 | public override bool IsPolyhedral(BulletShape pShape) | 1246 | public override bool IsPolyhedral(BulletShape pShape) |
1074 | { | 1247 | { |
1075 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | 1248 | CollisionShape shape = (pShape as BulletShapeXNA).shape; |
1076 | return shape.IsPolyhedral(); | 1249 | return shape.IsPolyhedral(); |
1077 | } | 1250 | } |
1078 | public override bool IsConvex2d(BulletShape pShape) | 1251 | public override bool IsConvex2d(BulletShape pShape) |
1079 | { | 1252 | { |
1080 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | 1253 | CollisionShape shape = (pShape as BulletShapeXNA).shape; |
1081 | return shape.IsConvex2d(); | 1254 | return shape.IsConvex2d(); |
1082 | } | 1255 | } |
1083 | public override bool IsConvex(BulletShape pShape) | 1256 | public override bool IsConvex(BulletShape pShape) |
1084 | { | 1257 | { |
1085 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | 1258 | CollisionShape shape = (pShape as BulletShapeXNA).shape; |
1086 | return shape.IsConvex(); | 1259 | return shape.IsConvex(); |
1087 | } | 1260 | } |
1088 | public override bool IsNonMoving(BulletShape pShape) | 1261 | public override bool IsNonMoving(BulletShape pShape) |
1089 | { | 1262 | { |
1090 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | 1263 | CollisionShape shape = (pShape as BulletShapeXNA).shape; |
1091 | return shape.IsNonMoving(); | 1264 | return shape.IsNonMoving(); |
1092 | } | 1265 | } |
1093 | public override bool IsConcave(BulletShape pShape) | 1266 | public override bool IsConcave(BulletShape pShape) |
1094 | { | 1267 | { |
1095 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | 1268 | CollisionShape shape = (pShape as BulletShapeXNA).shape; |
1096 | return shape.IsConcave(); | 1269 | return shape.IsConcave(); |
1097 | } | 1270 | } |
1098 | public override bool IsInfinite(BulletShape pShape) | 1271 | public override bool IsInfinite(BulletShape pShape) |
1099 | { | 1272 | { |
1100 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | 1273 | CollisionShape shape = (pShape as BulletShapeXNA).shape; |
1101 | return shape.IsInfinite(); | 1274 | return shape.IsInfinite(); |
1102 | } | 1275 | } |
1103 | public override bool IsNativeShape(BulletShape pShape) | 1276 | public override bool IsNativeShape(BulletShape pShape) |
1104 | { | 1277 | { |
1105 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | 1278 | CollisionShape shape = (pShape as BulletShapeXNA).shape; |
1106 | bool ret; | 1279 | bool ret; |
1107 | switch (shape.GetShapeType()) | 1280 | switch (shape.GetShapeType()) |
1108 | { | 1281 | { |
@@ -1119,38 +1292,53 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1119 | return ret; | 1292 | return ret; |
1120 | } | 1293 | } |
1121 | 1294 | ||
1122 | public override void SetShapeCollisionMargin(BulletShape shape, float margin) { /* TODO */ } | 1295 | public override void SetShapeCollisionMargin(BulletShape pShape, float pMargin) |
1296 | { | ||
1297 | CollisionShape shape = (pShape as BulletShapeXNA).shape; | ||
1298 | shape.SetMargin(pMargin); | ||
1299 | } | ||
1123 | 1300 | ||
1124 | //sim.ptr, shape.ptr,prim.LocalID, prim.RawPosition, prim.RawOrientation | 1301 | //sim.ptr, shape.ptr,prim.LocalID, prim.RawPosition, prim.RawOrientation |
1125 | public override BulletBody CreateGhostFromShape(BulletWorld pWorld, BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation) | 1302 | public override BulletBody CreateGhostFromShape(BulletWorld pWorld, BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation) |
1126 | { | 1303 | { |
1127 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | 1304 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; |
1128 | IndexedMatrix bodyTransform = new IndexedMatrix(); | 1305 | IndexedMatrix bodyTransform = new IndexedMatrix(); |
1129 | bodyTransform._origin = new IndexedVector3(pRawPosition.X, pRawPosition.Y, pRawPosition.Z); | 1306 | bodyTransform._origin = new IndexedVector3(pRawPosition.X, pRawPosition.Y, pRawPosition.Z); |
1130 | bodyTransform.SetRotation(new IndexedQuaternion(pRawOrientation.X,pRawOrientation.Y,pRawOrientation.Z,pRawOrientation.W)); | 1307 | bodyTransform.SetRotation(new IndexedQuaternion(pRawOrientation.X,pRawOrientation.Y,pRawOrientation.Z,pRawOrientation.W)); |
1131 | GhostObject gObj = new PairCachingGhostObject(); | 1308 | GhostObject gObj = new PairCachingGhostObject(); |
1132 | gObj.SetWorldTransform(bodyTransform); | 1309 | gObj.SetWorldTransform(bodyTransform); |
1133 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | 1310 | CollisionShape shape = (pShape as BulletShapeXNA).shape; |
1134 | gObj.SetCollisionShape(shape); | 1311 | gObj.SetCollisionShape(shape); |
1135 | gObj.SetUserPointer(pLocalID); | 1312 | gObj.SetUserPointer(pLocalID); |
1136 | // TODO: Add to Special CollisionObjects! | 1313 | // TODO: Add to Special CollisionObjects! |
1137 | return new BulletBodyXNA(pLocalID, gObj); | 1314 | return new BulletBodyXNA(pLocalID, gObj); |
1138 | } | 1315 | } |
1139 | 1316 | ||
1140 | public override void SetCollisionShape(BulletWorld pWorld, BulletBody pObj, BulletShape pShape) | 1317 | public override void SetCollisionShape(BulletWorld pWorld, BulletBody pCollisionObject, BulletShape pShape) |
1141 | { | 1318 | { |
1142 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | 1319 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; |
1143 | CollisionObject obj = ((BulletBodyXNA)pObj).body; | 1320 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body; |
1144 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | 1321 | if (pShape == null) |
1145 | obj.SetCollisionShape(shape); | 1322 | { |
1146 | 1323 | collisionObject.SetCollisionShape(new EmptyShape()); | |
1324 | } | ||
1325 | else | ||
1326 | { | ||
1327 | CollisionShape shape = (pShape as BulletShapeXNA).shape; | ||
1328 | collisionObject.SetCollisionShape(shape); | ||
1329 | } | ||
1330 | } | ||
1331 | public override BulletShape GetCollisionShape(BulletBody pCollisionObject) | ||
1332 | { | ||
1333 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
1334 | CollisionShape shape = collisionObject.GetCollisionShape(); | ||
1335 | return new BulletShapeXNA(shape,BSPhysicsShapeType.SHAPE_UNKNOWN); | ||
1147 | } | 1336 | } |
1148 | public override BulletShape GetCollisionShape(BulletBody obj) { /* TODO */ return null; } | ||
1149 | 1337 | ||
1150 | //(PhysicsScene.World.ptr, nativeShapeData) | 1338 | //(PhysicsScene.World.ptr, nativeShapeData) |
1151 | public override BulletShape BuildNativeShape(BulletWorld pWorld, ShapeData pShapeData) | 1339 | public override BulletShape BuildNativeShape(BulletWorld pWorld, ShapeData pShapeData) |
1152 | { | 1340 | { |
1153 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | 1341 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; |
1154 | CollisionShape shape = null; | 1342 | CollisionShape shape = null; |
1155 | switch (pShapeData.Type) | 1343 | switch (pShapeData.Type) |
1156 | { | 1344 | { |
@@ -1185,15 +1373,15 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1185 | 1373 | ||
1186 | public override int GetNumberOfCompoundChildren(BulletShape pCompoundShape) | 1374 | public override int GetNumberOfCompoundChildren(BulletShape pCompoundShape) |
1187 | { | 1375 | { |
1188 | CompoundShape compoundshape = ((BulletShapeXNA)pCompoundShape).shape as CompoundShape; | 1376 | CompoundShape compoundshape = (pCompoundShape as BulletShapeXNA).shape as CompoundShape; |
1189 | return compoundshape.GetNumChildShapes(); | 1377 | return compoundshape.GetNumChildShapes(); |
1190 | } | 1378 | } |
1191 | //LinksetRoot.PhysShape.ptr, newShape.ptr, displacementPos, displacementRot | 1379 | //LinksetRoot.PhysShape.ptr, newShape.ptr, displacementPos, displacementRot |
1192 | public override void AddChildShapeToCompoundShape(BulletShape pCShape, BulletShape paddShape, Vector3 displacementPos, Quaternion displacementRot) | 1380 | public override void AddChildShapeToCompoundShape(BulletShape pCShape, BulletShape paddShape, Vector3 displacementPos, Quaternion displacementRot) |
1193 | { | 1381 | { |
1194 | IndexedMatrix relativeTransform = new IndexedMatrix(); | 1382 | IndexedMatrix relativeTransform = new IndexedMatrix(); |
1195 | CompoundShape compoundshape = ((BulletShapeXNA)pCShape).shape as CompoundShape; | 1383 | CompoundShape compoundshape = (pCShape as BulletShapeXNA).shape as CompoundShape; |
1196 | CollisionShape addshape = ((BulletShapeXNA)paddShape).shape; | 1384 | CollisionShape addshape = (paddShape as BulletShapeXNA).shape; |
1197 | 1385 | ||
1198 | relativeTransform._origin = new IndexedVector3(displacementPos.X, displacementPos.Y, displacementPos.Z); | 1386 | relativeTransform._origin = new IndexedVector3(displacementPos.X, displacementPos.Y, displacementPos.Z); |
1199 | relativeTransform.SetRotation(new IndexedQuaternion(displacementRot.X,displacementRot.Y,displacementRot.Z,displacementRot.W)); | 1387 | relativeTransform.SetRotation(new IndexedQuaternion(displacementRot.X,displacementRot.Y,displacementRot.Z,displacementRot.W)); |
@@ -1203,7 +1391,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1203 | 1391 | ||
1204 | public override BulletShape RemoveChildShapeFromCompoundShapeIndex(BulletShape pCShape, int pii) | 1392 | public override BulletShape RemoveChildShapeFromCompoundShapeIndex(BulletShape pCShape, int pii) |
1205 | { | 1393 | { |
1206 | CompoundShape compoundshape = ((BulletShapeXNA)pCShape).shape as CompoundShape; | 1394 | CompoundShape compoundshape = (pCShape as BulletShapeXNA).shape as CompoundShape; |
1207 | CollisionShape ret = null; | 1395 | CollisionShape ret = null; |
1208 | ret = compoundshape.GetChildShape(pii); | 1396 | ret = compoundshape.GetChildShape(pii); |
1209 | compoundshape.RemoveChildShapeByIndex(pii); | 1397 | compoundshape.RemoveChildShapeByIndex(pii); |
@@ -1222,12 +1410,12 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1222 | return new BulletShapeXNA(m_planeshape, BSPhysicsShapeType.SHAPE_GROUNDPLANE); | 1410 | return new BulletShapeXNA(m_planeshape, BSPhysicsShapeType.SHAPE_GROUNDPLANE); |
1223 | } | 1411 | } |
1224 | 1412 | ||
1225 | public override BulletConstraint CreateHingeConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody ppBody2, Vector3 ppivotInA, Vector3 ppivotInB, Vector3 paxisInA, Vector3 paxisInB, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies) | 1413 | public override BulletConstraint CreateHingeConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, Vector3 ppivotInA, Vector3 ppivotInB, Vector3 paxisInA, Vector3 paxisInB, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies) |
1226 | { | 1414 | { |
1227 | HingeConstraint constrain = null; | 1415 | HingeConstraint constrain = null; |
1228 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | 1416 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; |
1229 | RigidBody rb1 = ((BulletBodyXNA)pBody1).rigidBody; | 1417 | RigidBody rb1 = (pBody1 as BulletBodyXNA).rigidBody; |
1230 | RigidBody rb2 = ((BulletBodyXNA)ppBody2).rigidBody; | 1418 | RigidBody rb2 = (pBody2 as BulletBodyXNA).rigidBody; |
1231 | if (rb1 != null && rb2 != null) | 1419 | if (rb1 != null && rb2 != null) |
1232 | { | 1420 | { |
1233 | IndexedVector3 pivotInA = new IndexedVector3(ppivotInA.X, ppivotInA.Y, ppivotInA.Z); | 1421 | IndexedVector3 pivotInA = new IndexedVector3(ppivotInA.X, ppivotInA.Y, ppivotInA.Z); |
@@ -1241,7 +1429,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1241 | 1429 | ||
1242 | public override BulletShape CreateHullShape(BulletWorld pWorld, int pHullCount, float[] pConvHulls) | 1430 | public override BulletShape CreateHullShape(BulletWorld pWorld, int pHullCount, float[] pConvHulls) |
1243 | { | 1431 | { |
1244 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | 1432 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; |
1245 | CompoundShape compoundshape = new CompoundShape(false); | 1433 | CompoundShape compoundshape = new CompoundShape(false); |
1246 | 1434 | ||
1247 | compoundshape.SetMargin(world.WorldSettings.Params.collisionMargin); | 1435 | compoundshape.SetMargin(world.WorldSettings.Params.collisionMargin); |
@@ -1271,7 +1459,11 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1271 | return new BulletShapeXNA(compoundshape, BSPhysicsShapeType.SHAPE_HULL); | 1459 | return new BulletShapeXNA(compoundshape, BSPhysicsShapeType.SHAPE_HULL); |
1272 | } | 1460 | } |
1273 | 1461 | ||
1274 | public override BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShape meshShape) { /* TODO */ return null; } | 1462 | public override BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShape meshShape) |
1463 | { | ||
1464 | /* TODO */ return null; | ||
1465 | |||
1466 | } | ||
1275 | 1467 | ||
1276 | public override BulletShape CreateMeshShape(BulletWorld pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats) | 1468 | public override BulletShape CreateMeshShape(BulletWorld pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats) |
1277 | { | 1469 | { |
@@ -1286,7 +1478,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1286 | ObjectArray<int> indicesarr = new ObjectArray<int>(indices); | 1478 | ObjectArray<int> indicesarr = new ObjectArray<int>(indices); |
1287 | ObjectArray<float> vertices = new ObjectArray<float>(verticesAsFloats); | 1479 | ObjectArray<float> vertices = new ObjectArray<float>(verticesAsFloats); |
1288 | DumpRaw(indicesarr,vertices,pIndicesCount,pVerticesCount); | 1480 | DumpRaw(indicesarr,vertices,pIndicesCount,pVerticesCount); |
1289 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | 1481 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; |
1290 | IndexedMesh mesh = new IndexedMesh(); | 1482 | IndexedMesh mesh = new IndexedMesh(); |
1291 | mesh.m_indexType = PHY_ScalarType.PHY_INTEGER; | 1483 | mesh.m_indexType = PHY_ScalarType.PHY_INTEGER; |
1292 | mesh.m_numTriangles = pIndicesCount/3; | 1484 | mesh.m_numTriangles = pIndicesCount/3; |
@@ -1402,7 +1594,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1402 | 1594 | ||
1403 | public override bool TranslationalLimitMotor(BulletConstraint pConstraint, float ponOff, float targetVelocity, float maxMotorForce) | 1595 | public override bool TranslationalLimitMotor(BulletConstraint pConstraint, float ponOff, float targetVelocity, float maxMotorForce) |
1404 | { | 1596 | { |
1405 | TypedConstraint tconstrain = ((BulletConstraintXNA)pConstraint).constrain; | 1597 | TypedConstraint tconstrain = (pConstraint as BulletConstraintXNA).constrain; |
1406 | bool onOff = ponOff != 0; | 1598 | bool onOff = ponOff != 0; |
1407 | bool ret = false; | 1599 | bool ret = false; |
1408 | 1600 | ||
@@ -1428,47 +1620,45 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1428 | /* TODO */ | 1620 | /* TODO */ |
1429 | updatedEntityCount = 0; | 1621 | updatedEntityCount = 0; |
1430 | collidersCount = 0; | 1622 | collidersCount = 0; |
1431 | return 1; | 1623 | |
1624 | |||
1625 | int ret = PhysicsStep2(world,timeStep,maxSubSteps,fixedTimeStep,out updatedEntityCount,out world.physicsScene.m_updateArray, out collidersCount, out world.physicsScene.m_collisionArray); | ||
1626 | |||
1627 | return ret; | ||
1432 | } | 1628 | } |
1433 | 1629 | ||
1434 | private int PhysicsStep2(BulletWorld pWorld, float timeStep, int m_maxSubSteps, float m_fixedTimeStep, | 1630 | private int PhysicsStep2(BulletWorld pWorld, float timeStep, int m_maxSubSteps, float m_fixedTimeStep, |
1435 | out int updatedEntityCount, out List<BulletXNA.EntityProperties> updatedEntities, | 1631 | out int updatedEntityCount, out EntityProperties[] updatedEntities, |
1436 | out int collidersCount, out List<BulletXNA.CollisionDesc>colliders) | 1632 | out int collidersCount, out CollisionDesc[] colliders) |
1437 | { | 1633 | { |
1438 | int epic = PhysicsStepint(pWorld, timeStep, m_maxSubSteps, m_fixedTimeStep, out updatedEntityCount, out updatedEntities, | 1634 | int epic = PhysicsStepint(pWorld, timeStep, m_maxSubSteps, m_fixedTimeStep, out updatedEntityCount, out updatedEntities, |
1439 | out collidersCount, out colliders); | 1635 | out collidersCount, out colliders, m_maxCollisions, m_maxUpdatesPerFrame); |
1440 | return epic; | 1636 | return epic; |
1441 | } | 1637 | } |
1442 | 1638 | ||
1443 | private static int PhysicsStepint(BulletWorld pWorld,float timeStep, int m_maxSubSteps, float m_fixedTimeStep, out int updatedEntityCount, out List<BulletXNA.EntityProperties> updatedEntities, out int collidersCount, out List<BulletXNA.CollisionDesc> colliders) | 1639 | private static int PhysicsStepint(BulletWorld pWorld,float timeStep, int m_maxSubSteps, float m_fixedTimeStep, out int updatedEntityCount, |
1640 | out EntityProperties[] updatedEntities, out int collidersCount, out CollisionDesc[] colliders, int maxCollisions, int maxUpdates) | ||
1444 | { | 1641 | { |
1445 | int numSimSteps = 0; | 1642 | int numSimSteps = 0; |
1446 | |||
1447 | 1643 | ||
1448 | //if (updatedEntities is null) | 1644 | updatedEntityCount = 0; |
1449 | // updatedEntities = new List<BulletXNA.EntityProperties>(); | 1645 | collidersCount = 0; |
1450 | |||
1451 | //if (colliders is null) | ||
1452 | // colliders = new List<BulletXNA.CollisionDesc>(); | ||
1453 | 1646 | ||
1454 | 1647 | ||
1455 | if (pWorld is BulletWorldXNA) | 1648 | if (pWorld is BulletWorldXNA) |
1456 | { | 1649 | { |
1457 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | 1650 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; |
1458 | 1651 | ||
1652 | world.LastCollisionDesc = 0; | ||
1653 | world.LastEntityProperty = 0; | ||
1654 | world.UpdatedObjects = new BulletXNA.EntityProperties[maxUpdates]; | ||
1655 | world.UpdatedCollisions = new BulletXNA.CollisionDesc[maxCollisions]; | ||
1459 | numSimSteps = world.StepSimulation(timeStep, m_maxSubSteps, m_fixedTimeStep); | 1656 | numSimSteps = world.StepSimulation(timeStep, m_maxSubSteps, m_fixedTimeStep); |
1460 | int updates = 0; | 1657 | int updates = 0; |
1461 | 1658 | ||
1462 | updatedEntityCount = world.UpdatedObjects.Count; | 1659 | |
1463 | updatedEntities = new List<BulletXNA.EntityProperties>(world.UpdatedObjects); | ||
1464 | updatedEntityCount = updatedEntities.Count; | ||
1465 | world.UpdatedObjects.Clear(); | ||
1466 | 1660 | ||
1467 | 1661 | ||
1468 | collidersCount = world.UpdatedCollisions.Count; | ||
1469 | colliders = new List<BulletXNA.CollisionDesc>(world.UpdatedCollisions); | ||
1470 | |||
1471 | world.UpdatedCollisions.Clear(); | ||
1472 | m_collisionsThisFrame = 0; | 1662 | m_collisionsThisFrame = 0; |
1473 | int numManifolds = world.GetDispatcher().GetNumManifolds(); | 1663 | int numManifolds = world.GetDispatcher().GetNumManifolds(); |
1474 | for (int j = 0; j < numManifolds; j++) | 1664 | for (int j = 0; j < numManifolds; j++) |
@@ -1493,16 +1683,31 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1493 | 1683 | ||
1494 | } | 1684 | } |
1495 | 1685 | ||
1686 | updatedEntityCount = world.LastEntityProperty; | ||
1687 | updatedEntities = GetBulletSimEntityStruct(BulletXNAEntityStructToByteArray(world.UpdatedObjects, world.LastEntityProperty)); | ||
1688 | |||
1689 | |||
1690 | |||
1691 | |||
1692 | collidersCount = world.LastCollisionDesc; | ||
1693 | colliders = | ||
1694 | GetBulletSimCollisionStruct(BulletXNACollisionStructToByteArray(world.UpdatedCollisions, world.LastCollisionDesc));//new List<BulletXNA.CollisionDesc>(world.UpdatedCollisions); | ||
1496 | 1695 | ||
1497 | } | 1696 | } |
1498 | else | 1697 | else |
1499 | { | 1698 | { |
1500 | //if (updatedEntities is null) | 1699 | //if (updatedEntities is null) |
1501 | updatedEntities = new List<BulletXNA.EntityProperties>(); | 1700 | //updatedEntities = new List<BulletXNA.EntityProperties>(); |
1502 | updatedEntityCount = 0; | 1701 | //updatedEntityCount = 0; |
1503 | //if (colliders is null) | 1702 | //if (colliders is null) |
1504 | colliders = new List<BulletXNA.CollisionDesc>(); | 1703 | //colliders = new List<BulletXNA.CollisionDesc>(); |
1505 | collidersCount = 0; | 1704 | //collidersCount = 0; |
1705 | |||
1706 | updatedEntities = new EntityProperties[0]; | ||
1707 | |||
1708 | |||
1709 | colliders = new CollisionDesc[0]; | ||
1710 | |||
1506 | } | 1711 | } |
1507 | return numSimSteps; | 1712 | return numSimSteps; |
1508 | } | 1713 | } |
@@ -1535,22 +1740,23 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1535 | point = contact, | 1740 | point = contact, |
1536 | normal = contactNormal | 1741 | normal = contactNormal |
1537 | }; | 1742 | }; |
1538 | world.UpdatedCollisions.Add(cDesc); | 1743 | if (world.LastCollisionDesc < world.UpdatedCollisions.Length) |
1744 | world.UpdatedCollisions[world.LastCollisionDesc++] = (cDesc); | ||
1539 | m_collisionsThisFrame++; | 1745 | m_collisionsThisFrame++; |
1540 | 1746 | ||
1541 | 1747 | ||
1542 | } | 1748 | } |
1543 | private static EntityProperties GetDebugProperties(BulletWorld pWorld, BulletBody pBody) | 1749 | private static EntityProperties GetDebugProperties(BulletWorld pWorld, BulletBody pCollisionObject) |
1544 | { | 1750 | { |
1545 | EntityProperties ent = new EntityProperties(); | 1751 | EntityProperties ent = new EntityProperties(); |
1546 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | 1752 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; |
1547 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 1753 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; |
1548 | IndexedMatrix transform = body.GetWorldTransform(); | 1754 | IndexedMatrix transform = collisionObject.GetWorldTransform(); |
1549 | IndexedVector3 LinearVelocity = body.GetInterpolationLinearVelocity(); | 1755 | IndexedVector3 LinearVelocity = collisionObject.GetInterpolationLinearVelocity(); |
1550 | IndexedVector3 AngularVelocity = body.GetInterpolationAngularVelocity(); | 1756 | IndexedVector3 AngularVelocity = collisionObject.GetInterpolationAngularVelocity(); |
1551 | IndexedQuaternion rotation = transform.GetRotation(); | 1757 | IndexedQuaternion rotation = transform.GetRotation(); |
1552 | ent.Acceleration = Vector3.Zero; | 1758 | ent.Acceleration = Vector3.Zero; |
1553 | ent.ID = (uint)body.GetUserPointer(); | 1759 | ent.ID = (uint)collisionObject.GetUserPointer(); |
1554 | ent.Position = new Vector3(transform._origin.X,transform._origin.Y,transform._origin.Z); | 1760 | ent.Position = new Vector3(transform._origin.X,transform._origin.Y,transform._origin.Z); |
1555 | ent.Rotation = new Quaternion(rotation.X,rotation.Y,rotation.Z,rotation.W); | 1761 | ent.Rotation = new Quaternion(rotation.X,rotation.Y,rotation.Z,rotation.W); |
1556 | ent.Velocity = new Vector3(LinearVelocity.X, LinearVelocity.Y, LinearVelocity.Z); | 1762 | ent.Velocity = new Vector3(LinearVelocity.X, LinearVelocity.Y, LinearVelocity.Z); |
@@ -1562,19 +1768,19 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1562 | 1768 | ||
1563 | public override Vector3 GetLocalScaling(BulletShape pShape) | 1769 | public override Vector3 GetLocalScaling(BulletShape pShape) |
1564 | { | 1770 | { |
1565 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | 1771 | CollisionShape shape = (pShape as BulletShapeXNA).shape; |
1566 | IndexedVector3 scale = shape.GetLocalScaling(); | 1772 | IndexedVector3 scale = shape.GetLocalScaling(); |
1567 | return new Vector3(scale.X,scale.Y,scale.Z); | 1773 | return new Vector3(scale.X,scale.Y,scale.Z); |
1568 | } | 1774 | } |
1569 | 1775 | ||
1570 | public bool RayCastGround(BulletWorld pWorld, Vector3 _RayOrigin, float pRayHeight, BulletBody NotMe) | 1776 | public bool RayCastGround(BulletWorld pWorld, Vector3 _RayOrigin, float pRayHeight, BulletBody NotMe) |
1571 | { | 1777 | { |
1572 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | 1778 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; |
1573 | if (world != null) | 1779 | if (world != null) |
1574 | { | 1780 | { |
1575 | if (NotMe is BulletBodyXNA && NotMe.HasPhysicalBody) | 1781 | if (NotMe is BulletBodyXNA && NotMe.HasPhysicalBody) |
1576 | { | 1782 | { |
1577 | CollisionObject AvoidBody = ((BulletBodyXNA)NotMe).body; | 1783 | CollisionObject AvoidBody = (NotMe as BulletBodyXNA).body; |
1578 | 1784 | ||
1579 | IndexedVector3 rOrigin = new IndexedVector3(_RayOrigin.X, _RayOrigin.Y, _RayOrigin.Z); | 1785 | IndexedVector3 rOrigin = new IndexedVector3(_RayOrigin.X, _RayOrigin.Y, _RayOrigin.Z); |
1580 | IndexedVector3 rEnd = new IndexedVector3(_RayOrigin.X, _RayOrigin.Y, _RayOrigin.Z - pRayHeight); | 1786 | IndexedVector3 rEnd = new IndexedVector3(_RayOrigin.X, _RayOrigin.Y, _RayOrigin.Z - pRayHeight); |
@@ -1594,5 +1800,160 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1594 | } | 1800 | } |
1595 | return false; | 1801 | return false; |
1596 | } | 1802 | } |
1803 | |||
1804 | public static unsafe BulletXNA.CollisionDesc[] GetBulletXNACollisionStruct(byte[] buffer) | ||
1805 | { | ||
1806 | int count = buffer.Length/sizeof (BulletXNA.CollisionDesc); | ||
1807 | BulletXNA.CollisionDesc[] result = new BulletXNA.CollisionDesc[count]; | ||
1808 | BulletXNA.CollisionDesc* ptr; | ||
1809 | fixed (byte* localBytes = new byte[buffer.Length]) | ||
1810 | { | ||
1811 | for (int i = 0; i < buffer.Length; i++) | ||
1812 | { | ||
1813 | localBytes[i] = buffer[i]; | ||
1814 | } | ||
1815 | for (int i=0;i<count;i++) | ||
1816 | { | ||
1817 | ptr = (BulletXNA.CollisionDesc*) (localBytes + sizeof (BulletXNA.CollisionDesc)*i); | ||
1818 | result[i] = new BulletXNA.CollisionDesc(); | ||
1819 | result[i] = *ptr; | ||
1820 | } | ||
1821 | } | ||
1822 | return result; | ||
1823 | } | ||
1824 | |||
1825 | public static unsafe CollisionDesc[] GetBulletSimCollisionStruct(byte[] buffer) | ||
1826 | { | ||
1827 | int count = buffer.Length / sizeof(CollisionDesc); | ||
1828 | CollisionDesc[] result = new CollisionDesc[count]; | ||
1829 | CollisionDesc* ptr; | ||
1830 | fixed (byte* localBytes = new byte[buffer.Length]) | ||
1831 | { | ||
1832 | for (int i = 0; i < buffer.Length; i++) | ||
1833 | { | ||
1834 | localBytes[i] = buffer[i]; | ||
1835 | } | ||
1836 | for (int i = 0; i < count; i++) | ||
1837 | { | ||
1838 | ptr = (CollisionDesc*)(localBytes + sizeof(CollisionDesc) * i); | ||
1839 | result[i] = new CollisionDesc(); | ||
1840 | result[i] = *ptr; | ||
1841 | } | ||
1842 | } | ||
1843 | return result; | ||
1844 | } | ||
1845 | public static unsafe byte[] BulletSimCollisionStructToByteArray(CollisionDesc[] CollisionDescArray, int count) | ||
1846 | { | ||
1847 | int arrayLength = CollisionDescArray.Length > count ? count : CollisionDescArray.Length; | ||
1848 | byte[] byteArray = new byte[sizeof(CollisionDesc) * arrayLength]; | ||
1849 | fixed (CollisionDesc* floatPointer = CollisionDescArray) | ||
1850 | { | ||
1851 | fixed (byte* bytePointer = byteArray) | ||
1852 | { | ||
1853 | CollisionDesc* read = floatPointer; | ||
1854 | CollisionDesc* write = (CollisionDesc*)bytePointer; | ||
1855 | for (int i = 0; i < arrayLength; i++) | ||
1856 | { | ||
1857 | *write++ = *read++; | ||
1858 | } | ||
1859 | } | ||
1860 | } | ||
1861 | return byteArray; | ||
1862 | } | ||
1863 | public static unsafe byte[] BulletXNACollisionStructToByteArray(BulletXNA.CollisionDesc[] CollisionDescArray, int count) | ||
1864 | { | ||
1865 | int arrayLength = CollisionDescArray.Length > count ? count : CollisionDescArray.Length; | ||
1866 | byte[] byteArray = new byte[sizeof(BulletXNA.CollisionDesc) * arrayLength]; | ||
1867 | fixed (BulletXNA.CollisionDesc* floatPointer = CollisionDescArray) | ||
1868 | { | ||
1869 | fixed (byte* bytePointer = byteArray) | ||
1870 | { | ||
1871 | BulletXNA.CollisionDesc* read = floatPointer; | ||
1872 | BulletXNA.CollisionDesc* write = (BulletXNA.CollisionDesc*)bytePointer; | ||
1873 | for (int i = 0; i < arrayLength; i++) | ||
1874 | { | ||
1875 | *write++ = *read++; | ||
1876 | } | ||
1877 | } | ||
1878 | } | ||
1879 | return byteArray; | ||
1880 | } | ||
1881 | public static unsafe BulletXNA.EntityProperties[] GetBulletXNAEntityStruct(byte[] buffer) | ||
1882 | { | ||
1883 | int count = buffer.Length / sizeof(BulletXNA.EntityProperties); | ||
1884 | BulletXNA.EntityProperties[] result = new BulletXNA.EntityProperties[count]; | ||
1885 | BulletXNA.EntityProperties* ptr; | ||
1886 | fixed (byte* localBytes = new byte[buffer.Length]) | ||
1887 | { | ||
1888 | for (int i = 0; i < buffer.Length; i++) | ||
1889 | { | ||
1890 | localBytes[i] = buffer[i]; | ||
1891 | } | ||
1892 | for (int i = 0; i < count; i++) | ||
1893 | { | ||
1894 | ptr = (BulletXNA.EntityProperties*)(localBytes + sizeof(BulletXNA.EntityProperties) * i); | ||
1895 | result[i] = new BulletXNA.EntityProperties(); | ||
1896 | result[i] = *ptr; | ||
1897 | } | ||
1898 | } | ||
1899 | return result; | ||
1900 | } | ||
1901 | |||
1902 | public static unsafe EntityProperties[] GetBulletSimEntityStruct(byte[] buffer) | ||
1903 | { | ||
1904 | int count = buffer.Length / sizeof(EntityProperties); | ||
1905 | EntityProperties[] result = new EntityProperties[count]; | ||
1906 | EntityProperties* ptr; | ||
1907 | fixed (byte* localBytes = new byte[buffer.Length]) | ||
1908 | { | ||
1909 | for (int i = 0; i < buffer.Length; i++) | ||
1910 | { | ||
1911 | localBytes[i] = buffer[i]; | ||
1912 | } | ||
1913 | for (int i = 0; i < count; i++) | ||
1914 | { | ||
1915 | ptr = (EntityProperties*)(localBytes + sizeof(EntityProperties) * i); | ||
1916 | result[i] = new EntityProperties(); | ||
1917 | result[i] = *ptr; | ||
1918 | } | ||
1919 | } | ||
1920 | return result; | ||
1921 | } | ||
1922 | public static unsafe byte[] BulletSimEntityStructToByteArray(EntityProperties[] CollisionDescArray, int count) | ||
1923 | { | ||
1924 | int arrayLength = CollisionDescArray.Length > count ? count : CollisionDescArray.Length; | ||
1925 | byte[] byteArray = new byte[sizeof(EntityProperties) * arrayLength]; | ||
1926 | fixed (EntityProperties* floatPointer = CollisionDescArray) | ||
1927 | { | ||
1928 | fixed (byte* bytePointer = byteArray) | ||
1929 | { | ||
1930 | EntityProperties* read = floatPointer; | ||
1931 | EntityProperties* write = (EntityProperties*)bytePointer; | ||
1932 | for (int i = 0; i < arrayLength; i++) | ||
1933 | { | ||
1934 | *write++ = *read++; | ||
1935 | } | ||
1936 | } | ||
1937 | } | ||
1938 | return byteArray; | ||
1939 | } | ||
1940 | public static unsafe byte[] BulletXNAEntityStructToByteArray(BulletXNA.EntityProperties[] CollisionDescArray, int count) | ||
1941 | { | ||
1942 | int arrayLength = CollisionDescArray.Length > count ? count : CollisionDescArray.Length; | ||
1943 | byte[] byteArray = new byte[sizeof(BulletXNA.EntityProperties) * arrayLength]; | ||
1944 | fixed (BulletXNA.EntityProperties* floatPointer = CollisionDescArray) | ||
1945 | { | ||
1946 | fixed (byte* bytePointer = byteArray) | ||
1947 | { | ||
1948 | BulletXNA.EntityProperties* read = floatPointer; | ||
1949 | BulletXNA.EntityProperties* write = (BulletXNA.EntityProperties*)bytePointer; | ||
1950 | for (int i = 0; i < arrayLength; i++) | ||
1951 | { | ||
1952 | *write++ = *read++; | ||
1953 | } | ||
1954 | } | ||
1955 | } | ||
1956 | return byteArray; | ||
1957 | } | ||
1597 | } | 1958 | } |
1598 | } | 1959 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs index bc163eb..2828cab 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs | |||
@@ -140,6 +140,25 @@ public struct EntityProperties | |||
140 | public Vector3 Velocity; | 140 | public Vector3 Velocity; |
141 | public Vector3 Acceleration; | 141 | public Vector3 Acceleration; |
142 | public Vector3 RotationalVelocity; | 142 | public Vector3 RotationalVelocity; |
143 | |||
144 | public override string ToString() | ||
145 | { | ||
146 | StringBuilder buff = new StringBuilder(); | ||
147 | buff.Append("<i="); | ||
148 | buff.Append(ID.ToString()); | ||
149 | buff.Append(",p="); | ||
150 | buff.Append(Position.ToString()); | ||
151 | buff.Append(",r="); | ||
152 | buff.Append(Rotation.ToString()); | ||
153 | buff.Append(",v="); | ||
154 | buff.Append(Velocity.ToString()); | ||
155 | buff.Append(",a="); | ||
156 | buff.Append(Acceleration.ToString()); | ||
157 | buff.Append(",rv="); | ||
158 | buff.Append(RotationalVelocity.ToString()); | ||
159 | buff.Append(">"); | ||
160 | return buff.ToString(); | ||
161 | } | ||
143 | } | 162 | } |
144 | 163 | ||
145 | // Format of this structure must match the definition in the C++ code | 164 | // Format of this structure must match the definition in the C++ code |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 87a06c1..7603254 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -56,6 +56,7 @@ public sealed class BSCharacter : BSPhysObject | |||
56 | private int _physicsActorType; | 56 | private int _physicsActorType; |
57 | private bool _isPhysical; | 57 | private bool _isPhysical; |
58 | private bool _flying; | 58 | private bool _flying; |
59 | private bool _wasWalking; // 'true' if the avatar was walking/moving last frame | ||
59 | private bool _setAlwaysRun; | 60 | private bool _setAlwaysRun; |
60 | private bool _throttleUpdates; | 61 | private bool _throttleUpdates; |
61 | private bool _floatOnWater; | 62 | private bool _floatOnWater; |
@@ -83,6 +84,7 @@ public sealed class BSCharacter : BSPhysObject | |||
83 | _position = pos; | 84 | _position = pos; |
84 | 85 | ||
85 | _flying = isFlying; | 86 | _flying = isFlying; |
87 | _wasWalking = true; // causes first step to initialize standing | ||
86 | _orientation = OMV.Quaternion.Identity; | 88 | _orientation = OMV.Quaternion.Identity; |
87 | _velocity = OMV.Vector3.Zero; | 89 | _velocity = OMV.Vector3.Zero; |
88 | _buoyancy = ComputeBuoyancyFromFlying(isFlying); | 90 | _buoyancy = ComputeBuoyancyFromFlying(isFlying); |
@@ -198,25 +200,68 @@ public sealed class BSCharacter : BSPhysObject | |||
198 | // TODO: Decide if the step parameters should be changed depending on the avatar's | 200 | // TODO: Decide if the step parameters should be changed depending on the avatar's |
199 | // state (flying, colliding, ...). There is code in ODE to do this. | 201 | // state (flying, colliding, ...). There is code in ODE to do this. |
200 | 202 | ||
201 | OMV.Vector3 stepVelocity = _velocityMotor.Step(timeStep); | 203 | // COMMENTARY: when the user is making the avatar walk, except for falling, the velocity |
202 | 204 | // specified for the avatar is the one that should be used. For falling, if the avatar | |
203 | // If falling, we keep the world's downward vector no matter what the other axis specify. | 205 | // is not flying and is not colliding then it is presumed to be falling and the Z |
204 | if (!Flying && !IsColliding) | 206 | // component is not fooled with (thus allowing gravity to do its thing). |
207 | // When the avatar is standing, though, the user has specified a velocity of zero and | ||
208 | // the avatar should be standing. But if the avatar is pushed by something in the world | ||
209 | // (raising elevator platform, moving vehicle, ...) the avatar should be allowed to | ||
210 | // move. Thus, the velocity cannot be forced to zero. The problem is that small velocity | ||
211 | // errors can creap in and the avatar will slowly float off in some direction. | ||
212 | // So, the problem is that, when an avatar is standing, we cannot tell creaping error | ||
213 | // from real pushing.OMV.Vector3.Zero; | ||
214 | // The code below keeps setting the velocity to zero hoping the world will keep pushing. | ||
215 | |||
216 | _velocityMotor.Step(timeStep); | ||
217 | |||
218 | // If we're not supposed to be moving, make sure things are zero. | ||
219 | if (_velocityMotor.ErrorIsZero() && _velocityMotor.TargetValue == OMV.Vector3.Zero && IsColliding) | ||
205 | { | 220 | { |
206 | stepVelocity.Z = _velocity.Z; | 221 | // The avatar shouldn't be moving |
207 | // DetailLog("{0},BSCharacter.MoveMotor,taint,overrideStepZWithWorldZ,stepVel={1}", LocalID, stepVelocity); | 222 | _velocityMotor.Zero(); |
223 | ZeroMotion(true /* inTaintTime */); | ||
224 | |||
225 | // Standing has more friction on the ground | ||
226 | if (_currentFriction != BSParam.AvatarStandingFriction) | ||
227 | { | ||
228 | _currentFriction = BSParam.AvatarStandingFriction; | ||
229 | PhysicsScene.PE.SetFriction(PhysBody, _currentFriction); | ||
230 | } | ||
231 | DetailLog("{0},BSCharacter.MoveMotor,taint,stopping,target={1}", LocalID, _velocityMotor.TargetValue); | ||
232 | |||
233 | _wasWalking = false; | ||
208 | } | 234 | } |
235 | else | ||
236 | { | ||
237 | OMV.Vector3 stepVelocity = _velocityMotor.CurrentValue; | ||
209 | 238 | ||
210 | // 'stepVelocity' is now the speed we'd like the avatar to move in. Turn that into an instantanous force. | 239 | if (_currentFriction != BSParam.AvatarFriction) |
211 | OMV.Vector3 moveForce = (stepVelocity - _velocity) * Mass; | 240 | { |
241 | // Probably starting up walking. Set friction to moving friction. | ||
242 | _currentFriction = BSParam.AvatarFriction; | ||
243 | PhysicsScene.PE.SetFriction(PhysBody, _currentFriction); | ||
244 | } | ||
212 | 245 | ||
213 | // Should we check for move force being small and forcing velocity to zero? | 246 | // If falling, we keep the world's downward vector no matter what the other axis specify. |
247 | if (!Flying && !IsColliding) | ||
248 | { | ||
249 | stepVelocity.Z = _velocity.Z; | ||
250 | // DetailLog("{0},BSCharacter.MoveMotor,taint,overrideStepZWithWorldZ,stepVel={1}", LocalID, stepVelocity); | ||
251 | } | ||
252 | |||
253 | // 'stepVelocity' is now the speed we'd like the avatar to move in. Turn that into an instantanous force. | ||
254 | OMV.Vector3 moveForce = (stepVelocity - _velocity) * Mass; | ||
214 | 255 | ||
215 | // Add special movement force to allow avatars to walk up stepped surfaces. | 256 | // Should we check for move force being small and forcing velocity to zero? |
216 | moveForce += WalkUpStairs(); | ||
217 | 257 | ||
218 | // DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}", LocalID, stepVelocity, _velocity, Mass, moveForce); | 258 | // Add special movement force to allow avatars to walk up stepped surfaces. |
219 | PhysicsScene.PE.ApplyCentralImpulse(PhysBody, moveForce); | 259 | moveForce += WalkUpStairs(); |
260 | |||
261 | DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}", LocalID, stepVelocity, _velocity, Mass, moveForce); | ||
262 | PhysicsScene.PE.ApplyCentralImpulse(PhysBody, moveForce); | ||
263 | _wasWalking = true; | ||
264 | } | ||
220 | }); | 265 | }); |
221 | } | 266 | } |
222 | 267 | ||
@@ -559,27 +604,6 @@ public sealed class BSCharacter : BSPhysObject | |||
559 | PhysicsScene.AssertInTaintTime("BSCharacter.ForceVelocity"); | 604 | PhysicsScene.AssertInTaintTime("BSCharacter.ForceVelocity"); |
560 | 605 | ||
561 | _velocity = value; | 606 | _velocity = value; |
562 | // Depending on whether the avatar is moving or not, change the friction | ||
563 | // to keep the avatar from slipping around | ||
564 | if (_velocity.Length() == 0) | ||
565 | { | ||
566 | if (_currentFriction != BSParam.AvatarStandingFriction) | ||
567 | { | ||
568 | _currentFriction = BSParam.AvatarStandingFriction; | ||
569 | if (PhysBody.HasPhysicalBody) | ||
570 | PhysicsScene.PE.SetFriction(PhysBody, _currentFriction); | ||
571 | } | ||
572 | } | ||
573 | else | ||
574 | { | ||
575 | if (_currentFriction != BSParam.AvatarFriction) | ||
576 | { | ||
577 | _currentFriction = BSParam.AvatarFriction; | ||
578 | if (PhysBody.HasPhysicalBody) | ||
579 | PhysicsScene.PE.SetFriction(PhysBody, _currentFriction); | ||
580 | } | ||
581 | } | ||
582 | |||
583 | PhysicsScene.PE.SetLinearVelocity(PhysBody, _velocity); | 607 | PhysicsScene.PE.SetLinearVelocity(PhysBody, _velocity); |
584 | PhysicsScene.PE.Activate(PhysBody, true); | 608 | PhysicsScene.PE.Activate(PhysBody, true); |
585 | } | 609 | } |
@@ -652,6 +676,9 @@ public sealed class BSCharacter : BSPhysObject | |||
652 | public override bool IsStatic { | 676 | public override bool IsStatic { |
653 | get { return false; } | 677 | get { return false; } |
654 | } | 678 | } |
679 | public override bool IsPhysicallyActive { | ||
680 | get { return true; } | ||
681 | } | ||
655 | public override bool Flying { | 682 | public override bool Flying { |
656 | get { return _flying; } | 683 | get { return _flying; } |
657 | set { | 684 | set { |
@@ -850,7 +877,14 @@ public sealed class BSCharacter : BSPhysObject | |||
850 | { | 877 | { |
851 | _position = entprop.Position; | 878 | _position = entprop.Position; |
852 | _orientation = entprop.Rotation; | 879 | _orientation = entprop.Rotation; |
853 | _velocity = entprop.Velocity; | 880 | |
881 | // Smooth velocity. OpenSimulator is VERY sensitive to changes in velocity of the avatar | ||
882 | // and will send agent updates to the clients if velocity changes by more than | ||
883 | // 0.001m/s. Bullet introduces a lot of jitter in the velocity which causes many | ||
884 | // extra updates. | ||
885 | if (!entprop.Velocity.ApproxEquals(_velocity, 0.1f)) | ||
886 | _velocity = entprop.Velocity; | ||
887 | |||
854 | _acceleration = entprop.Acceleration; | 888 | _acceleration = entprop.Acceleration; |
855 | _rotationalVelocity = entprop.RotationalVelocity; | 889 | _rotationalVelocity = entprop.RotationalVelocity; |
856 | 890 | ||
@@ -865,7 +899,7 @@ public sealed class BSCharacter : BSPhysObject | |||
865 | CurrentEntityProperties = entprop; | 899 | CurrentEntityProperties = entprop; |
866 | 900 | ||
867 | // Tell the linkset about value changes | 901 | // Tell the linkset about value changes |
868 | Linkset.UpdateProperties(this, true); | 902 | Linkset.UpdateProperties(UpdatedProperties.EntPropUpdates, this); |
869 | 903 | ||
870 | // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. | 904 | // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. |
871 | // base.RequestPhysicsterseUpdate(); | 905 | // base.RequestPhysicsterseUpdate(); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 6601479..fe7891e 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -35,6 +35,7 @@ using System.Collections.Generic; | |||
35 | using System.Reflection; | 35 | using System.Reflection; |
36 | using System.Runtime.InteropServices; | 36 | using System.Runtime.InteropServices; |
37 | using OpenMetaverse; | 37 | using OpenMetaverse; |
38 | using OpenSim.Framework; | ||
38 | using OpenSim.Region.Physics.Manager; | 39 | using OpenSim.Region.Physics.Manager; |
39 | 40 | ||
40 | namespace OpenSim.Region.Physics.BulletSPlugin | 41 | namespace OpenSim.Region.Physics.BulletSPlugin |
@@ -154,7 +155,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
154 | // Return 'true' if this vehicle is doing vehicle things | 155 | // Return 'true' if this vehicle is doing vehicle things |
155 | public bool IsActive | 156 | public bool IsActive |
156 | { | 157 | { |
157 | get { return (Type != Vehicle.TYPE_NONE && !Prim.IsStatic); } | 158 | get { return (Type != Vehicle.TYPE_NONE && Prim.IsPhysicallyActive); } |
158 | } | 159 | } |
159 | 160 | ||
160 | #region Vehicle parameter setting | 161 | #region Vehicle parameter setting |
@@ -230,6 +231,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
230 | break; | 231 | break; |
231 | case Vehicle.ANGULAR_MOTOR_DIRECTION: | 232 | case Vehicle.ANGULAR_MOTOR_DIRECTION: |
232 | m_angularMotorDirection = new Vector3(pValue, pValue, pValue); | 233 | m_angularMotorDirection = new Vector3(pValue, pValue, pValue); |
234 | m_angularMotor.Zero(); | ||
233 | m_angularMotor.SetTarget(m_angularMotorDirection); | 235 | m_angularMotor.SetTarget(m_angularMotorDirection); |
234 | break; | 236 | break; |
235 | case Vehicle.LINEAR_FRICTION_TIMESCALE: | 237 | case Vehicle.LINEAR_FRICTION_TIMESCALE: |
@@ -263,6 +265,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
263 | pValue.Y = ClampInRange(-12.56f, pValue.Y, 12.56f); | 265 | pValue.Y = ClampInRange(-12.56f, pValue.Y, 12.56f); |
264 | pValue.Z = ClampInRange(-12.56f, pValue.Z, 12.56f); | 266 | pValue.Z = ClampInRange(-12.56f, pValue.Z, 12.56f); |
265 | m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); | 267 | m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); |
268 | m_angularMotor.Zero(); | ||
266 | m_angularMotor.SetTarget(m_angularMotorDirection); | 269 | m_angularMotor.SetTarget(m_angularMotorDirection); |
267 | break; | 270 | break; |
268 | case Vehicle.LINEAR_FRICTION_TIMESCALE: | 271 | case Vehicle.LINEAR_FRICTION_TIMESCALE: |
@@ -687,7 +690,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
687 | // Bullet does a bunch of smoothing for changing parameters. | 690 | // Bullet does a bunch of smoothing for changing parameters. |
688 | // Since the vehicle is demanding this setting, we override Bullet's smoothing | 691 | // Since the vehicle is demanding this setting, we override Bullet's smoothing |
689 | // by telling Bullet the value was the same last time. | 692 | // by telling Bullet the value was the same last time. |
690 | PhysicsScene.PE.SetInterpolationLinearVelocity(Prim.PhysBody, m_knownVelocity); | 693 | // PhysicsScene.PE.SetInterpolationLinearVelocity(Prim.PhysBody, m_knownVelocity); |
691 | } | 694 | } |
692 | 695 | ||
693 | if ((m_knownChanged & m_knownChangedForce) != 0) | 696 | if ((m_knownChanged & m_knownChangedForce) != 0) |
@@ -699,7 +702,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
699 | if ((m_knownChanged & m_knownChangedRotationalVelocity) != 0) | 702 | if ((m_knownChanged & m_knownChangedRotationalVelocity) != 0) |
700 | { | 703 | { |
701 | Prim.ForceRotationalVelocity = m_knownRotationalVelocity; | 704 | Prim.ForceRotationalVelocity = m_knownRotationalVelocity; |
702 | PhysicsScene.PE.SetInterpolationAngularVelocity(Prim.PhysBody, m_knownRotationalVelocity); | 705 | // PhysicsScene.PE.SetInterpolationAngularVelocity(Prim.PhysBody, m_knownRotationalVelocity); |
703 | } | 706 | } |
704 | 707 | ||
705 | if ((m_knownChanged & m_knownChangedRotationalImpulse) != 0) | 708 | if ((m_knownChanged & m_knownChangedRotationalImpulse) != 0) |
@@ -719,10 +722,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
719 | 722 | ||
720 | // Since the computation of terrain height can be a little involved, this routine | 723 | // Since the computation of terrain height can be a little involved, this routine |
721 | // is used to fetch the height only once for each vehicle simulation step. | 724 | // is used to fetch the height only once for each vehicle simulation step. |
725 | Vector3 lastRememberedHeightPos; | ||
722 | private float GetTerrainHeight(Vector3 pos) | 726 | private float GetTerrainHeight(Vector3 pos) |
723 | { | 727 | { |
724 | if ((m_knownHas & m_knownChangedTerrainHeight) == 0) | 728 | if ((m_knownHas & m_knownChangedTerrainHeight) == 0 || pos != lastRememberedHeightPos) |
725 | { | 729 | { |
730 | lastRememberedHeightPos = pos; | ||
726 | m_knownTerrainHeight = Prim.PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos); | 731 | m_knownTerrainHeight = Prim.PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos); |
727 | m_knownHas |= m_knownChangedTerrainHeight; | 732 | m_knownHas |= m_knownChangedTerrainHeight; |
728 | } | 733 | } |
@@ -942,10 +947,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
942 | // ================================================================== | 947 | // ================================================================== |
943 | // Clamp high or low velocities | 948 | // Clamp high or low velocities |
944 | float newVelocityLengthSq = VehicleVelocity.LengthSquared(); | 949 | float newVelocityLengthSq = VehicleVelocity.LengthSquared(); |
945 | if (newVelocityLengthSq > 1000f) | 950 | if (newVelocityLengthSq > BSParam.VehicleMaxLinearVelocity) |
946 | { | 951 | { |
947 | VehicleVelocity /= VehicleVelocity.Length(); | 952 | VehicleVelocity /= VehicleVelocity.Length(); |
948 | VehicleVelocity *= 1000f; | 953 | VehicleVelocity *= BSParam.VehicleMaxLinearVelocity; |
949 | } | 954 | } |
950 | else if (newVelocityLengthSq < 0.001f) | 955 | else if (newVelocityLengthSq < 0.001f) |
951 | VehicleVelocity = Vector3.Zero; | 956 | VehicleVelocity = Vector3.Zero; |
@@ -956,39 +961,25 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
956 | 961 | ||
957 | public void ComputeLinearVelocity(float pTimestep) | 962 | public void ComputeLinearVelocity(float pTimestep) |
958 | { | 963 | { |
959 | Vector3 linearMotorStep = m_linearMotor.Step(pTimestep); | 964 | // Step the motor from the current value. Get the correction needed this step. |
965 | Vector3 currentVel = VehicleVelocity * Quaternion.Inverse(VehicleOrientation); | ||
966 | Vector3 linearMotorCorrectionV = m_linearMotor.Step(pTimestep, currentVel); | ||
960 | 967 | ||
961 | // The movement computed in the linear motor is relative to the vehicle | 968 | // Motor is vehicle coordinates. Rotate it to world coordinates |
962 | // coordinates. Rotate the movement to world coordinates. | 969 | Vector3 linearMotorVelocityW = linearMotorCorrectionV * VehicleOrientation; |
963 | Vector3 linearMotorVelocity = linearMotorStep * VehicleOrientation; | ||
964 | 970 | ||
965 | // If we're a ground vehicle, don't loose any Z action (like gravity acceleration). | 971 | // If we're a ground vehicle, don't add any upward Z movement |
966 | float mixFactor = 1f; // 1 means use all linear motor Z value, 0 means use all existing Z | ||
967 | if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != 0) | 972 | if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != 0) |
968 | { | 973 | { |
969 | if (!Prim.IsColliding) | 974 | if (linearMotorVelocityW.Z > 0f) |
970 | { | 975 | linearMotorVelocityW.Z = 0f; |
971 | // If a ground vehicle and not on the ground, I want gravity effect | ||
972 | mixFactor = 0.2f; | ||
973 | } | ||
974 | } | ||
975 | else | ||
976 | { | ||
977 | // I'm not a ground vehicle but don't totally loose the effect of the environment | ||
978 | mixFactor = 0.8f; | ||
979 | } | 976 | } |
980 | linearMotorVelocity.Z = mixFactor * linearMotorVelocity.Z + (1f - mixFactor) * VehicleVelocity.Z; | ||
981 | |||
982 | // What we want to contribute to the vehicle's existing velocity | ||
983 | Vector3 linearMotorForce = linearMotorVelocity - VehicleVelocity; | ||
984 | |||
985 | // Act against the inertia of the vehicle | ||
986 | linearMotorForce *= m_vehicleMass; | ||
987 | 977 | ||
988 | VehicleAddForceImpulse(linearMotorForce * pTimestep); | 978 | // Add this correction to the velocity to make it faster/slower. |
979 | VehicleVelocity += linearMotorVelocityW; | ||
989 | 980 | ||
990 | VDetailLog("{0}, MoveLinear,velocity,vehVel={1},step={2},stepVel={3},mix={4},force={5}", | 981 | VDetailLog("{0}, MoveLinear,velocity,vehVel={1},correction={2},force={3}", |
991 | Prim.LocalID, VehicleVelocity, linearMotorStep, linearMotorVelocity, mixFactor, linearMotorForce); | 982 | Prim.LocalID, VehicleVelocity, linearMotorCorrectionV, linearMotorVelocityW); |
992 | } | 983 | } |
993 | 984 | ||
994 | public void ComputeLinearTerrainHeightCorrection(float pTimestep) | 985 | public void ComputeLinearTerrainHeightCorrection(float pTimestep) |
@@ -1132,8 +1123,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1132 | // a downward raycast to find what is below. | 1123 | // a downward raycast to find what is below. |
1133 | public void ComputeLinearMotorUp(float pTimestep) | 1124 | public void ComputeLinearMotorUp(float pTimestep) |
1134 | { | 1125 | { |
1135 | Vector3 ret = Vector3.Zero; | ||
1136 | |||
1137 | if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0) | 1126 | if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0) |
1138 | { | 1127 | { |
1139 | // This code tries to decide if the object is not on the ground and then pushing down | 1128 | // This code tries to decide if the object is not on the ground and then pushing down |
@@ -1201,62 +1190,27 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1201 | // set directly on the vehicle. | 1190 | // set directly on the vehicle. |
1202 | private void MoveAngular(float pTimestep) | 1191 | private void MoveAngular(float pTimestep) |
1203 | { | 1192 | { |
1204 | // The user wants this many radians per second angular change? | 1193 | // VehicleRotationalVelocity = Vector3.Zero; |
1205 | Vector3 angularMotorContribution = m_angularMotor.Step(pTimestep); | ||
1206 | 1194 | ||
1207 | // ================================================================== | 1195 | ComputeAngularTurning(pTimestep); |
1208 | // From http://wiki.secondlife.com/wiki/LlSetVehicleFlags : | ||
1209 | // This flag prevents linear deflection parallel to world z-axis. This is useful | ||
1210 | // for preventing ground vehicles with large linear deflection, like bumper cars, | ||
1211 | // from climbing their linear deflection into the sky. | ||
1212 | // That is, NO_DEFLECTION_UP says angular motion should not add any pitch or roll movement | ||
1213 | // TODO: This is here because this is where ODE put it but documentation says it | ||
1214 | // is a linear effect. Where should this check go? | ||
1215 | if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0) | ||
1216 | { | ||
1217 | angularMotorContribution.X = 0f; | ||
1218 | angularMotorContribution.Y = 0f; | ||
1219 | VDetailLog("{0}, MoveAngular,noDeflectionUp,angularMotorContrib={1}", Prim.LocalID, angularMotorContribution); | ||
1220 | } | ||
1221 | |||
1222 | Vector3 verticalAttractionContribution = ComputeAngularVerticalAttraction(); | ||
1223 | 1196 | ||
1224 | Vector3 deflectionContribution = ComputeAngularDeflection(); | 1197 | ComputeAngularVerticalAttraction(); |
1225 | 1198 | ||
1226 | Vector3 bankingContribution = ComputeAngularBanking(); | 1199 | ComputeAngularDeflection(); |
1227 | 1200 | ||
1228 | // ================================================================== | 1201 | ComputeAngularBanking(); |
1229 | m_lastVertAttractor = verticalAttractionContribution; | ||
1230 | |||
1231 | m_lastAngularVelocity = angularMotorContribution | ||
1232 | + verticalAttractionContribution | ||
1233 | + deflectionContribution | ||
1234 | + bankingContribution; | ||
1235 | |||
1236 | // Add of the above computation are made relative to vehicle coordinates. | ||
1237 | // Convert to world coordinates. | ||
1238 | m_lastAngularVelocity *= VehicleOrientation; | ||
1239 | 1202 | ||
1240 | // ================================================================== | 1203 | // ================================================================== |
1241 | // Apply the correction velocity. | 1204 | if (VehicleRotationalVelocity.ApproxEquals(Vector3.Zero, 0.01f)) |
1242 | // TODO: Should this be applied as an angular force (torque)? | ||
1243 | if (!m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f)) | ||
1244 | { | ||
1245 | VehicleRotationalVelocity = m_lastAngularVelocity; | ||
1246 | |||
1247 | VDetailLog("{0}, MoveAngular,done,nonZero,angMotorContrib={1},vertAttrContrib={2},bankContrib={3},deflectContrib={4},totalContrib={5}", | ||
1248 | Prim.LocalID, | ||
1249 | angularMotorContribution, verticalAttractionContribution, | ||
1250 | bankingContribution, deflectionContribution, | ||
1251 | m_lastAngularVelocity | ||
1252 | ); | ||
1253 | } | ||
1254 | else | ||
1255 | { | 1205 | { |
1256 | // The vehicle is not adding anything angular wise. | 1206 | // The vehicle is not adding anything angular wise. |
1257 | VehicleRotationalVelocity = Vector3.Zero; | 1207 | VehicleRotationalVelocity = Vector3.Zero; |
1258 | VDetailLog("{0}, MoveAngular,done,zero", Prim.LocalID); | 1208 | VDetailLog("{0}, MoveAngular,done,zero", Prim.LocalID); |
1259 | } | 1209 | } |
1210 | else | ||
1211 | { | ||
1212 | VDetailLog("{0}, MoveAngular,done,nonZero,angVel={1}", Prim.LocalID, VehicleRotationalVelocity); | ||
1213 | } | ||
1260 | 1214 | ||
1261 | // ================================================================== | 1215 | // ================================================================== |
1262 | //Offset section | 1216 | //Offset section |
@@ -1290,6 +1244,31 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1290 | } | 1244 | } |
1291 | 1245 | ||
1292 | } | 1246 | } |
1247 | |||
1248 | private void ComputeAngularTurning(float pTimestep) | ||
1249 | { | ||
1250 | // The user wants this many radians per second angular change? | ||
1251 | Vector3 currentAngularV = VehicleRotationalVelocity * Quaternion.Inverse(VehicleOrientation); | ||
1252 | Vector3 angularMotorContributionV = m_angularMotor.Step(pTimestep, currentAngularV); | ||
1253 | |||
1254 | // ================================================================== | ||
1255 | // From http://wiki.secondlife.com/wiki/LlSetVehicleFlags : | ||
1256 | // This flag prevents linear deflection parallel to world z-axis. This is useful | ||
1257 | // for preventing ground vehicles with large linear deflection, like bumper cars, | ||
1258 | // from climbing their linear deflection into the sky. | ||
1259 | // That is, NO_DEFLECTION_UP says angular motion should not add any pitch or roll movement | ||
1260 | // TODO: This is here because this is where ODE put it but documentation says it | ||
1261 | // is a linear effect. Where should this check go? | ||
1262 | if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0) | ||
1263 | { | ||
1264 | angularMotorContributionV.X = 0f; | ||
1265 | angularMotorContributionV.Y = 0f; | ||
1266 | } | ||
1267 | |||
1268 | VehicleRotationalVelocity += angularMotorContributionV * VehicleOrientation; | ||
1269 | VDetailLog("{0}, MoveAngular,angularTurning,angularMotorContrib={1}", Prim.LocalID, angularMotorContributionV); | ||
1270 | } | ||
1271 | |||
1293 | // From http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial: | 1272 | // From http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial: |
1294 | // Some vehicles, like boats, should always keep their up-side up. This can be done by | 1273 | // Some vehicles, like boats, should always keep their up-side up. This can be done by |
1295 | // enabling the "vertical attractor" behavior that springs the vehicle's local z-axis to | 1274 | // enabling the "vertical attractor" behavior that springs the vehicle's local z-axis to |
@@ -1298,13 +1277,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1298 | // and then set the VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY to control the damping. An | 1277 | // and then set the VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY to control the damping. An |
1299 | // efficiency of 0.0 will cause the spring to wobble around its equilibrium, while an | 1278 | // efficiency of 0.0 will cause the spring to wobble around its equilibrium, while an |
1300 | // efficiency of 1.0 will cause the spring to reach its equilibrium with exponential decay. | 1279 | // efficiency of 1.0 will cause the spring to reach its equilibrium with exponential decay. |
1301 | public Vector3 ComputeAngularVerticalAttraction() | 1280 | public void ComputeAngularVerticalAttraction() |
1302 | { | 1281 | { |
1303 | Vector3 ret = Vector3.Zero; | ||
1304 | |||
1305 | // If vertical attaction timescale is reasonable | 1282 | // If vertical attaction timescale is reasonable |
1306 | if (enableAngularVerticalAttraction && m_verticalAttractionTimescale < m_verticalAttractionCutoff) | 1283 | if (enableAngularVerticalAttraction && m_verticalAttractionTimescale < m_verticalAttractionCutoff) |
1307 | { | 1284 | { |
1285 | Vector3 vertContributionV = Vector3.Zero; | ||
1286 | |||
1308 | // Take a vector pointing up and convert it from world to vehicle relative coords. | 1287 | // Take a vector pointing up and convert it from world to vehicle relative coords. |
1309 | Vector3 verticalError = Vector3.UnitZ * VehicleOrientation; | 1288 | Vector3 verticalError = Vector3.UnitZ * VehicleOrientation; |
1310 | 1289 | ||
@@ -1318,37 +1297,36 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1318 | 1297 | ||
1319 | // Y error means needed rotation around X axis and visa versa. | 1298 | // Y error means needed rotation around X axis and visa versa. |
1320 | // Since the error goes from zero to one, the asin is the corresponding angle. | 1299 | // Since the error goes from zero to one, the asin is the corresponding angle. |
1321 | ret.X = (float)Math.Asin(verticalError.Y); | 1300 | vertContributionV.X = (float)Math.Asin(verticalError.Y); |
1322 | // (Tilt forward (positive X) needs to tilt back (rotate negative) around Y axis.) | 1301 | // (Tilt forward (positive X) needs to tilt back (rotate negative) around Y axis.) |
1323 | ret.Y = -(float)Math.Asin(verticalError.X); | 1302 | vertContributionV.Y = -(float)Math.Asin(verticalError.X); |
1324 | 1303 | ||
1325 | // If verticalError.Z is negative, the vehicle is upside down. Add additional push. | 1304 | // If verticalError.Z is negative, the vehicle is upside down. Add additional push. |
1326 | if (verticalError.Z < 0f) | 1305 | if (verticalError.Z < 0f) |
1327 | { | 1306 | { |
1328 | ret.X += PIOverFour; | 1307 | vertContributionV.X += PIOverFour; |
1329 | ret.Y += PIOverFour; | 1308 | // vertContribution.Y -= PIOverFour; |
1330 | } | 1309 | } |
1331 | 1310 | ||
1332 | // 'ret' is now the necessary velocity to correct tilt in one second. | 1311 | // 'vertContrbution' is now the necessary angular correction to correct tilt in one second. |
1333 | // Correction happens over a number of seconds. | 1312 | // Correction happens over a number of seconds. |
1334 | Vector3 unscaledContrib = ret; | 1313 | Vector3 unscaledContrib = vertContributionV; // DEBUG DEBUG |
1335 | ret /= m_verticalAttractionTimescale; | 1314 | vertContributionV /= m_verticalAttractionTimescale; |
1315 | |||
1316 | VehicleRotationalVelocity += vertContributionV * VehicleOrientation; | ||
1336 | 1317 | ||
1337 | VDetailLog("{0}, MoveAngular,verticalAttraction,,verticalError={1},unscaled={2},eff={3},ts={4},vertAttr={5}", | 1318 | VDetailLog("{0}, MoveAngular,verticalAttraction,,verticalError={1},unscaled={2},eff={3},ts={4},vertAttr={5}", |
1338 | Prim.LocalID, verticalError, unscaledContrib, m_verticalAttractionEfficiency, m_verticalAttractionTimescale, ret); | 1319 | Prim.LocalID, verticalError, unscaledContrib, m_verticalAttractionEfficiency, m_verticalAttractionTimescale, vertContributionV); |
1339 | } | 1320 | } |
1340 | return ret; | ||
1341 | } | 1321 | } |
1342 | 1322 | ||
1343 | // Return the angular correction to correct the direction the vehicle is pointing to be | 1323 | // Angular correction to correct the direction the vehicle is pointing to be |
1344 | // the direction is should want to be pointing. | 1324 | // the direction is should want to be pointing. |
1345 | // The vehicle is moving in some direction and correct its orientation to it is pointing | 1325 | // The vehicle is moving in some direction and correct its orientation to it is pointing |
1346 | // in that direction. | 1326 | // in that direction. |
1347 | // TODO: implement reference frame. | 1327 | // TODO: implement reference frame. |
1348 | public Vector3 ComputeAngularDeflection() | 1328 | public void ComputeAngularDeflection() |
1349 | { | 1329 | { |
1350 | Vector3 ret = Vector3.Zero; | ||
1351 | |||
1352 | // Since angularMotorUp and angularDeflection are computed independently, they will calculate | 1330 | // Since angularMotorUp and angularDeflection are computed independently, they will calculate |
1353 | // approximately the same X or Y correction. When added together (when contributions are combined) | 1331 | // approximately the same X or Y correction. When added together (when contributions are combined) |
1354 | // this creates an over-correction and then wabbling as the target is overshot. | 1332 | // this creates an over-correction and then wabbling as the target is overshot. |
@@ -1356,6 +1334,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1356 | 1334 | ||
1357 | if (enableAngularDeflection && m_angularDeflectionEfficiency != 0 && VehicleForwardSpeed > 0.2) | 1335 | if (enableAngularDeflection && m_angularDeflectionEfficiency != 0 && VehicleForwardSpeed > 0.2) |
1358 | { | 1336 | { |
1337 | Vector3 deflectContributionV = Vector3.Zero; | ||
1338 | |||
1359 | // The direction the vehicle is moving | 1339 | // The direction the vehicle is moving |
1360 | Vector3 movingDirection = VehicleVelocity; | 1340 | Vector3 movingDirection = VehicleVelocity; |
1361 | movingDirection.Normalize(); | 1341 | movingDirection.Normalize(); |
@@ -1381,18 +1361,19 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1381 | // ret = m_angularDeflectionCorrectionMotor(1f, deflectionError); | 1361 | // ret = m_angularDeflectionCorrectionMotor(1f, deflectionError); |
1382 | 1362 | ||
1383 | // Scale the correction by recovery timescale and efficiency | 1363 | // Scale the correction by recovery timescale and efficiency |
1384 | ret = (-deflectionError) * m_angularDeflectionEfficiency; | 1364 | deflectContributionV = (-deflectionError) * m_angularDeflectionEfficiency; |
1385 | ret /= m_angularDeflectionTimescale; | 1365 | deflectContributionV /= m_angularDeflectionTimescale; |
1366 | |||
1367 | VehicleRotationalVelocity += deflectContributionV * VehicleOrientation; | ||
1386 | 1368 | ||
1387 | VDetailLog("{0}, MoveAngular,Deflection,movingDir={1},pointingDir={2},deflectError={3},ret={4}", | 1369 | VDetailLog("{0}, MoveAngular,Deflection,movingDir={1},pointingDir={2},deflectError={3},ret={4}", |
1388 | Prim.LocalID, movingDirection, pointingDirection, deflectionError, ret); | 1370 | Prim.LocalID, movingDirection, pointingDirection, deflectionError, deflectContributionV); |
1389 | VDetailLog("{0}, MoveAngular,Deflection,fwdSpd={1},defEff={2},defTS={3}", | 1371 | VDetailLog("{0}, MoveAngular,Deflection,fwdSpd={1},defEff={2},defTS={3}", |
1390 | Prim.LocalID, VehicleForwardSpeed, m_angularDeflectionEfficiency, m_angularDeflectionTimescale); | 1372 | Prim.LocalID, VehicleForwardSpeed, m_angularDeflectionEfficiency, m_angularDeflectionTimescale); |
1391 | } | 1373 | } |
1392 | return ret; | ||
1393 | } | 1374 | } |
1394 | 1375 | ||
1395 | // Return an angular change to rotate the vehicle around the Z axis when the vehicle | 1376 | // Angular change to rotate the vehicle around the Z axis when the vehicle |
1396 | // is tipped around the X axis. | 1377 | // is tipped around the X axis. |
1397 | // From http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial: | 1378 | // From http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial: |
1398 | // The vertical attractor feature must be enabled in order for the banking behavior to | 1379 | // The vertical attractor feature must be enabled in order for the banking behavior to |
@@ -1423,12 +1404,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1423 | // world z-axis is determined by the VEHICLE_BANKING_TIMESCALE. So if you want the vehicle to | 1404 | // world z-axis is determined by the VEHICLE_BANKING_TIMESCALE. So if you want the vehicle to |
1424 | // bank quickly then give it a banking timescale of about a second or less, otherwise you can | 1405 | // bank quickly then give it a banking timescale of about a second or less, otherwise you can |
1425 | // make a sluggish vehicle by giving it a timescale of several seconds. | 1406 | // make a sluggish vehicle by giving it a timescale of several seconds. |
1426 | public Vector3 ComputeAngularBanking() | 1407 | public void ComputeAngularBanking() |
1427 | { | 1408 | { |
1428 | Vector3 ret = Vector3.Zero; | ||
1429 | |||
1430 | if (enableAngularBanking && m_bankingEfficiency != 0 && m_verticalAttractionTimescale < m_verticalAttractionCutoff) | 1409 | if (enableAngularBanking && m_bankingEfficiency != 0 && m_verticalAttractionTimescale < m_verticalAttractionCutoff) |
1431 | { | 1410 | { |
1411 | Vector3 bankingContributionV = Vector3.Zero; | ||
1412 | |||
1432 | // Rotate a UnitZ vector (pointing up) to how the vehicle is oriented. | 1413 | // Rotate a UnitZ vector (pointing up) to how the vehicle is oriented. |
1433 | // As the vehicle rolls to the right or left, the Y value will increase from | 1414 | // As the vehicle rolls to the right or left, the Y value will increase from |
1434 | // zero (straight up) to 1 or -1 (full tilt right or left) | 1415 | // zero (straight up) to 1 or -1 (full tilt right or left) |
@@ -1445,15 +1426,16 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1445 | mixedYawAngle = ClampInRange(-20f, mixedYawAngle, 20f); | 1426 | mixedYawAngle = ClampInRange(-20f, mixedYawAngle, 20f); |
1446 | 1427 | ||
1447 | // Build the force vector to change rotation from what it is to what it should be | 1428 | // Build the force vector to change rotation from what it is to what it should be |
1448 | ret.Z = -mixedYawAngle; | 1429 | bankingContributionV.Z = -mixedYawAngle; |
1449 | 1430 | ||
1450 | // Don't do it all at once. | 1431 | // Don't do it all at once. |
1451 | ret /= m_bankingTimescale; | 1432 | bankingContributionV /= m_bankingTimescale; |
1433 | |||
1434 | VehicleRotationalVelocity += bankingContributionV * VehicleOrientation; | ||
1452 | 1435 | ||
1453 | VDetailLog("{0}, MoveAngular,Banking,rollComp={1},speed={2},rollComp={3},yAng={4},mYAng={5},ret={6}", | 1436 | VDetailLog("{0}, MoveAngular,Banking,rollComp={1},speed={2},rollComp={3},yAng={4},mYAng={5},ret={6}", |
1454 | Prim.LocalID, rollComponents, VehicleForwardSpeed, rollComponents, yawAngle, mixedYawAngle, ret); | 1437 | Prim.LocalID, rollComponents, VehicleForwardSpeed, rollComponents, yawAngle, mixedYawAngle, bankingContributionV); |
1455 | } | 1438 | } |
1456 | return ret; | ||
1457 | } | 1439 | } |
1458 | 1440 | ||
1459 | // This is from previous instantiations of XXXDynamics.cs. | 1441 | // This is from previous instantiations of XXXDynamics.cs. |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index cbd160f..1e3e5d8 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | |||
@@ -252,7 +252,7 @@ public abstract class BSLinkset | |||
252 | // of the linkset is received. | 252 | // of the linkset is received. |
253 | // Passed flag is update came from physics engine (true) or the user (false). | 253 | // Passed flag is update came from physics engine (true) or the user (false). |
254 | // Called at taint-time!! | 254 | // Called at taint-time!! |
255 | public abstract void UpdateProperties(BSPhysObject physObject, bool physicalUpdate); | 255 | public abstract void UpdateProperties(UpdatedProperties whichUpdated, BSPhysObject physObject); |
256 | 256 | ||
257 | // Routine used when rebuilding the body of the root of the linkset | 257 | // Routine used when rebuilding the body of the root of the linkset |
258 | // Destroy all the constraints have have been made to root. | 258 | // Destroy all the constraints have have been made to root. |
@@ -261,11 +261,6 @@ public abstract class BSLinkset | |||
261 | // Called at taint-time!! | 261 | // Called at taint-time!! |
262 | public abstract bool RemoveBodyDependencies(BSPrim child); | 262 | public abstract bool RemoveBodyDependencies(BSPrim child); |
263 | 263 | ||
264 | // Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true', | ||
265 | // this routine will restore the removed constraints. | ||
266 | // Called at taint-time!! | ||
267 | public abstract void RestoreBodyDependencies(BSPrim child); | ||
268 | |||
269 | // ================================================================ | 264 | // ================================================================ |
270 | protected virtual float ComputeLinksetMass() | 265 | protected virtual float ComputeLinksetMass() |
271 | { | 266 | { |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index 8c9a774..2c8dd23 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs | |||
@@ -51,6 +51,21 @@ sealed class BSLinksetCompoundInfo : BSLinksetInfo | |||
51 | OffsetFromCenterOfMass = p; | 51 | OffsetFromCenterOfMass = p; |
52 | OffsetRot = r; | 52 | OffsetRot = r; |
53 | } | 53 | } |
54 | // 'centerDisplacement' is the distance from the root the the center-of-mass (Bullet 'zero' of the shape) | ||
55 | public BSLinksetCompoundInfo(int indx, BSPhysObject root, BSPhysObject child, OMV.Vector3 centerDisplacement) | ||
56 | { | ||
57 | // Each child position and rotation is given relative to the center-of-mass. | ||
58 | OMV.Quaternion invRootOrientation = OMV.Quaternion.Inverse(root.RawOrientation); | ||
59 | OMV.Vector3 displacementFromRoot = (child.RawPosition - root.RawPosition) * invRootOrientation; | ||
60 | OMV.Vector3 displacementFromCOM = displacementFromRoot - centerDisplacement; | ||
61 | OMV.Quaternion displacementRot = child.RawOrientation * invRootOrientation; | ||
62 | |||
63 | // Save relative position for recomputing child's world position after moving linkset. | ||
64 | Index = indx; | ||
65 | OffsetFromRoot = displacementFromRoot; | ||
66 | OffsetFromCenterOfMass = displacementFromCOM; | ||
67 | OffsetRot = displacementRot; | ||
68 | } | ||
54 | public override void Clear() | 69 | public override void Clear() |
55 | { | 70 | { |
56 | Index = 0; | 71 | Index = 0; |
@@ -182,24 +197,71 @@ public sealed class BSLinksetCompound : BSLinkset | |||
182 | 197 | ||
183 | // 'physicalUpdate' is true if these changes came directly from the physics engine. Don't need to rebuild then. | 198 | // 'physicalUpdate' is true if these changes came directly from the physics engine. Don't need to rebuild then. |
184 | // Called at taint-time. | 199 | // Called at taint-time. |
185 | public override void UpdateProperties(BSPhysObject updated, bool physicalUpdate) | 200 | public override void UpdateProperties(UpdatedProperties whichUpdated, BSPhysObject updated) |
186 | { | 201 | { |
187 | // The user moving a child around requires the rebuilding of the linkset compound shape | 202 | // The user moving a child around requires the rebuilding of the linkset compound shape |
188 | // One problem is this happens when a border is crossed -- the simulator implementation | 203 | // One problem is this happens when a border is crossed -- the simulator implementation |
189 | // is to store the position into the group which causes the move of the object | 204 | // stores the position into the group which causes the move of the object |
190 | // but it also means all the child positions get updated. | 205 | // but it also means all the child positions get updated. |
191 | // What would cause an unnecessary rebuild so we make sure the linkset is in a | 206 | // What would cause an unnecessary rebuild so we make sure the linkset is in a |
192 | // region before bothering to do a rebuild. | 207 | // region before bothering to do a rebuild. |
193 | if (!IsRoot(updated) | 208 | if (!IsRoot(updated) && PhysicsScene.TerrainManager.IsWithinKnownTerrain(LinksetRoot.RawPosition)) |
194 | && !physicalUpdate | ||
195 | && PhysicsScene.TerrainManager.IsWithinKnownTerrain(LinksetRoot.RawPosition)) | ||
196 | { | 209 | { |
197 | // TODO: replace this with are calculation of the child prim's orientation and pos. | 210 | // If a child of the linkset is updating only the position or rotation, that can be done |
198 | // TODO: for the moment, don't rebuild the compound shape. | 211 | // without rebuilding the linkset. |
199 | // This is often just the car turning its wheels. When we can just reorient the one | 212 | // If a handle for the child can be fetch, we update the child here. If a rebuild was |
200 | // member shape of the compound shape, the overhead of rebuilding won't be a problem. | 213 | // scheduled by someone else, the rebuild will just replace this setting. |
201 | // updated.LinksetInfo = null; | 214 | |
202 | // ScheduleRebuild(updated); | 215 | bool updatedChild = false; |
216 | // Anything other than updating position or orientation usually means a physical update | ||
217 | // and that is caused by us updating the object. | ||
218 | if ((whichUpdated & ~(UpdatedProperties.Position | UpdatedProperties.Orientation)) == 0) | ||
219 | { | ||
220 | // Gather the child info. It might not be there if the linkset is in transition. | ||
221 | BSLinksetCompoundInfo lsi = updated.LinksetInfo as BSLinksetCompoundInfo; | ||
222 | if (LinksetRoot.PhysShape.HasPhysicalShape && lsi != null) | ||
223 | { | ||
224 | if (PhysicsScene.PE.IsCompound(LinksetRoot.PhysShape)) | ||
225 | { | ||
226 | BulletShape linksetChildShape = PhysicsScene.PE.GetChildShapeFromCompoundShapeIndex(LinksetRoot.PhysShape, lsi.Index); | ||
227 | if (linksetChildShape.HasPhysicalShape) | ||
228 | { | ||
229 | // Compute the offset from the center-of-gravity | ||
230 | BSLinksetCompoundInfo newLsi = new BSLinksetCompoundInfo(lsi.Index, LinksetRoot, updated, LinksetRoot.PositionDisplacement); | ||
231 | PhysicsScene.PE.UpdateChildTransform(LinksetRoot.PhysShape, lsi.Index, | ||
232 | newLsi.OffsetFromCenterOfMass, | ||
233 | newLsi.OffsetRot, | ||
234 | true /* shouldRecalculateLocalAabb */); | ||
235 | DetailLog("{0},BSLinksetCompound.UpdateProperties,changeChildPosRot,whichUpdated={1}newLsi={2}", | ||
236 | updated.LocalID, whichUpdated, newLsi); | ||
237 | updated.LinksetInfo = newLsi; | ||
238 | updatedChild = true; | ||
239 | } | ||
240 | else // DEBUG DEBUG | ||
241 | { // DEBUG DEBUG | ||
242 | DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild,noChildShape,shape={1}", | ||
243 | updated.LocalID, linksetChildShape); | ||
244 | } // DEBUG DEBUG | ||
245 | } | ||
246 | else // DEBUG DEBUG | ||
247 | { // DEBUG DEBUG | ||
248 | DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild,notCompound", updated.LocalID); | ||
249 | } // DEBUG DEBUG | ||
250 | } | ||
251 | else // DEBUG DEBUG | ||
252 | { // DEBUG DEBUG | ||
253 | DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild,rootPhysShape={1},lsi={2}", | ||
254 | updated.LocalID, LinksetRoot.PhysShape, lsi == null ? "NULL" : lsi.ToString()); | ||
255 | } // DEBUG DEBUG | ||
256 | if (!updatedChild) | ||
257 | { | ||
258 | // If couldn't do the individual child, the linkset needs a rebuild to incorporate the new child info. | ||
259 | DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild.schedulingRebuild,whichUpdated={1}", | ||
260 | updated.LocalID, whichUpdated); | ||
261 | updated.LinksetInfo = null; // setting to 'null' causes relative position to be recomputed. | ||
262 | ScheduleRebuild(updated); | ||
263 | } | ||
264 | } | ||
203 | } | 265 | } |
204 | } | 266 | } |
205 | 267 | ||
@@ -228,13 +290,6 @@ public sealed class BSLinksetCompound : BSLinkset | |||
228 | return ret; | 290 | return ret; |
229 | } | 291 | } |
230 | 292 | ||
231 | // Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true', | ||
232 | // this routine will restore the removed constraints. | ||
233 | // Called at taint-time!! | ||
234 | public override void RestoreBodyDependencies(BSPrim child) | ||
235 | { | ||
236 | } | ||
237 | |||
238 | // When the linkset is built, the child shape is added to the compound shape relative to the | 293 | // When the linkset is built, the child shape is added to the compound shape relative to the |
239 | // root shape. The linkset then moves around but this does not move the actual child | 294 | // root shape. The linkset then moves around but this does not move the actual child |
240 | // prim. The child prim's location must be recomputed based on the location of the root shape. | 295 | // prim. The child prim's location must be recomputed based on the location of the root shape. |
@@ -322,7 +377,7 @@ public sealed class BSLinksetCompound : BSLinkset | |||
322 | // Constraint linksets are rebuilt every time. | 377 | // Constraint linksets are rebuilt every time. |
323 | // Note that this works for rebuilding just the root after a linkset is taken apart. | 378 | // Note that this works for rebuilding just the root after a linkset is taken apart. |
324 | // Called at taint time!! | 379 | // Called at taint time!! |
325 | private bool disableCOM = true; // disable until we get this debugged | 380 | private bool disableCOM = false; // disable until we get this debugged |
326 | private void RecomputeLinksetCompound() | 381 | private void RecomputeLinksetCompound() |
327 | { | 382 | { |
328 | try | 383 | try |
@@ -345,12 +400,16 @@ public sealed class BSLinksetCompound : BSLinkset | |||
345 | } // DEBUG DEBUG | 400 | } // DEBUG DEBUG |
346 | else | 401 | else |
347 | { | 402 | { |
348 | centerOfMass = ComputeLinksetGeometricCenter(); | 403 | centerOfMass = ComputeLinksetCenterOfMass(); |
349 | centerDisplacement = centerOfMass - LinksetRoot.RawPosition; | 404 | // 'centerDisplacement' is the value to *add* to all the shape offsets |
405 | centerDisplacement = LinksetRoot.RawPosition - centerOfMass; | ||
350 | 406 | ||
351 | // Since we're displacing the center of the shape, we need to move the body in the world | 407 | // Since we're displacing the center of the shape, we need to move the body in the world |
352 | LinksetRoot.PositionDisplacement = centerDisplacement; | 408 | LinksetRoot.PositionDisplacement = centerDisplacement; |
353 | 409 | ||
410 | // This causes the root prim position to be set properly based on the new PositionDisplacement | ||
411 | LinksetRoot.ForcePosition = LinksetRoot.RawPosition; | ||
412 | // Update the local transform for the root child shape so it is offset from the <0,0,0> which is COM | ||
354 | PhysicsScene.PE.UpdateChildTransform(LinksetRoot.PhysShape, 0, -centerDisplacement, OMV.Quaternion.Identity, false); | 413 | PhysicsScene.PE.UpdateChildTransform(LinksetRoot.PhysShape, 0, -centerDisplacement, OMV.Quaternion.Identity, false); |
355 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,COM,com={1},rootPos={2},centerDisp={3}", | 414 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,COM,com={1},rootPos={2},centerDisp={3}", |
356 | LinksetRoot.LocalID, centerOfMass, LinksetRoot.RawPosition, centerDisplacement); | 415 | LinksetRoot.LocalID, centerOfMass, LinksetRoot.RawPosition, centerDisplacement); |
@@ -372,15 +431,7 @@ public sealed class BSLinksetCompound : BSLinkset | |||
372 | BSLinksetCompoundInfo lci = cPrim.LinksetInfo as BSLinksetCompoundInfo; | 431 | BSLinksetCompoundInfo lci = cPrim.LinksetInfo as BSLinksetCompoundInfo; |
373 | if (lci == null) | 432 | if (lci == null) |
374 | { | 433 | { |
375 | // Each child position and rotation is given relative to the center-of-mass. | 434 | lci = new BSLinksetCompoundInfo(memberIndex, LinksetRoot, cPrim, centerDisplacement); |
376 | OMV.Quaternion invRootOrientation = OMV.Quaternion.Inverse(LinksetRoot.RawOrientation); | ||
377 | OMV.Vector3 displacementFromRoot = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation; | ||
378 | OMV.Vector3 displacementFromCOM = displacementFromRoot - centerDisplacement; | ||
379 | OMV.Quaternion displacementRot = cPrim.RawOrientation * invRootOrientation; | ||
380 | |||
381 | // Save relative position for recomputing child's world position after moving linkset. | ||
382 | lci = new BSLinksetCompoundInfo(memberIndex, displacementFromCOM, displacementRot); | ||
383 | lci.OffsetFromRoot = displacementFromRoot; | ||
384 | cPrim.LinksetInfo = lci; | 435 | cPrim.LinksetInfo = lci; |
385 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,creatingRelPos,lci={1}", cPrim.LocalID, lci); | 436 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,creatingRelPos,lci={1}", cPrim.LocalID, lci); |
386 | } | 437 | } |
@@ -390,7 +441,7 @@ public sealed class BSLinksetCompound : BSLinkset | |||
390 | 441 | ||
391 | if (cPrim.PhysShape.isNativeShape) | 442 | if (cPrim.PhysShape.isNativeShape) |
392 | { | 443 | { |
393 | // A native shape is turning into a hull collision shape because native | 444 | // A native shape is turned into a hull collision shape because native |
394 | // shapes are not shared so we have to hullify it so it will be tracked | 445 | // shapes are not shared so we have to hullify it so it will be tracked |
395 | // and freed at the correct time. This also solves the scaling problem | 446 | // and freed at the correct time. This also solves the scaling problem |
396 | // (native shapes scaled but hull/meshes are assumed to not be). | 447 | // (native shapes scaled but hull/meshes are assumed to not be). |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs index d0b2a56..3011465 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs | |||
@@ -83,7 +83,7 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
83 | } | 83 | } |
84 | 84 | ||
85 | // Called at taint-time!! | 85 | // Called at taint-time!! |
86 | public override void UpdateProperties(BSPhysObject updated, bool inTaintTime) | 86 | public override void UpdateProperties(UpdatedProperties whichUpdated, BSPhysObject pObj) |
87 | { | 87 | { |
88 | // Nothing to do for constraints on property updates | 88 | // Nothing to do for constraints on property updates |
89 | } | 89 | } |
@@ -110,14 +110,6 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
110 | return ret; | 110 | return ret; |
111 | } | 111 | } |
112 | 112 | ||
113 | // Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true', | ||
114 | // this routine will restore the removed constraints. | ||
115 | // Called at taint-time!! | ||
116 | public override void RestoreBodyDependencies(BSPrim child) | ||
117 | { | ||
118 | // The Refresh operation queued by RemoveBodyDependencies() will build any missing constraints. | ||
119 | } | ||
120 | |||
121 | // ================================================================ | 113 | // ================================================================ |
122 | 114 | ||
123 | // Add a new child to the linkset. | 115 | // Add a new child to the linkset. |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs index 6d0db2e..9501e2d 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs | |||
@@ -138,7 +138,8 @@ public class BSVMotor : BSMotor | |||
138 | CurrentValue = TargetValue = Vector3.Zero; | 138 | CurrentValue = TargetValue = Vector3.Zero; |
139 | } | 139 | } |
140 | 140 | ||
141 | // Compute the next step and return the new current value | 141 | // Compute the next step and return the new current value. |
142 | // Returns the correction needed to move 'current' to 'target'. | ||
142 | public virtual Vector3 Step(float timeStep) | 143 | public virtual Vector3 Step(float timeStep) |
143 | { | 144 | { |
144 | if (!Enabled) return TargetValue; | 145 | if (!Enabled) return TargetValue; |
@@ -148,9 +149,10 @@ public class BSVMotor : BSMotor | |||
148 | 149 | ||
149 | Vector3 correction = Vector3.Zero; | 150 | Vector3 correction = Vector3.Zero; |
150 | Vector3 error = TargetValue - CurrentValue; | 151 | Vector3 error = TargetValue - CurrentValue; |
152 | LastError = error; | ||
151 | if (!ErrorIsZero(error)) | 153 | if (!ErrorIsZero(error)) |
152 | { | 154 | { |
153 | correction = Step(timeStep, error); | 155 | correction = StepError(timeStep, error); |
154 | 156 | ||
155 | CurrentValue += correction; | 157 | CurrentValue += correction; |
156 | 158 | ||
@@ -187,20 +189,31 @@ public class BSVMotor : BSMotor | |||
187 | else | 189 | else |
188 | { | 190 | { |
189 | // Difference between what we have and target is small. Motor is done. | 191 | // Difference between what we have and target is small. Motor is done. |
192 | if (TargetValue.ApproxEquals(Vector3.Zero, ErrorZeroThreshold)) | ||
193 | { | ||
194 | // The target can step down to nearly zero but not get there. If close to zero | ||
195 | // it is really zero. | ||
196 | TargetValue = Vector3.Zero; | ||
197 | } | ||
190 | CurrentValue = TargetValue; | 198 | CurrentValue = TargetValue; |
191 | MDetailLog("{0}, BSVMotor.Step,zero,{1},origTgt={2},origCurr={3},ret={4}", | 199 | MDetailLog("{0}, BSVMotor.Step,zero,{1},origTgt={2},origCurr={3},currTgt={4},currCurr={5}", |
192 | BSScene.DetailLogZero, UseName, origCurrVal, origTarget, CurrentValue); | 200 | BSScene.DetailLogZero, UseName, origCurrVal, origTarget, TargetValue, CurrentValue); |
193 | } | 201 | } |
194 | 202 | ||
195 | return CurrentValue; | 203 | return correction; |
204 | } | ||
205 | // version of step that sets the current value before doing the step | ||
206 | public virtual Vector3 Step(float timeStep, Vector3 current) | ||
207 | { | ||
208 | CurrentValue = current; | ||
209 | return Step(timeStep); | ||
196 | } | 210 | } |
197 | public virtual Vector3 Step(float timeStep, Vector3 error) | 211 | public virtual Vector3 StepError(float timeStep, Vector3 error) |
198 | { | 212 | { |
199 | if (!Enabled) return Vector3.Zero; | 213 | if (!Enabled) return Vector3.Zero; |
200 | 214 | ||
201 | LastError = error; | ||
202 | Vector3 returnCorrection = Vector3.Zero; | 215 | Vector3 returnCorrection = Vector3.Zero; |
203 | if (!ErrorIsZero()) | 216 | if (!ErrorIsZero(error)) |
204 | { | 217 | { |
205 | // correction = error / secondsItShouldTakeToCorrect | 218 | // correction = error / secondsItShouldTakeToCorrect |
206 | Vector3 correctionAmount; | 219 | Vector3 correctionAmount; |
@@ -302,9 +315,10 @@ public class BSFMotor : BSMotor | |||
302 | 315 | ||
303 | float correction = 0f; | 316 | float correction = 0f; |
304 | float error = TargetValue - CurrentValue; | 317 | float error = TargetValue - CurrentValue; |
318 | LastError = error; | ||
305 | if (!ErrorIsZero(error)) | 319 | if (!ErrorIsZero(error)) |
306 | { | 320 | { |
307 | correction = Step(timeStep, error); | 321 | correction = StepError(timeStep, error); |
308 | 322 | ||
309 | CurrentValue += correction; | 323 | CurrentValue += correction; |
310 | 324 | ||
@@ -339,6 +353,12 @@ public class BSFMotor : BSMotor | |||
339 | else | 353 | else |
340 | { | 354 | { |
341 | // Difference between what we have and target is small. Motor is done. | 355 | // Difference between what we have and target is small. Motor is done. |
356 | if (Util.InRange<float>(TargetValue, -ErrorZeroThreshold, ErrorZeroThreshold)) | ||
357 | { | ||
358 | // The target can step down to nearly zero but not get there. If close to zero | ||
359 | // it is really zero. | ||
360 | TargetValue = 0f; | ||
361 | } | ||
342 | CurrentValue = TargetValue; | 362 | CurrentValue = TargetValue; |
343 | MDetailLog("{0}, BSFMotor.Step,zero,{1},origTgt={2},origCurr={3},ret={4}", | 363 | MDetailLog("{0}, BSFMotor.Step,zero,{1},origTgt={2},origCurr={3},ret={4}", |
344 | BSScene.DetailLogZero, UseName, origCurrVal, origTarget, CurrentValue); | 364 | BSScene.DetailLogZero, UseName, origCurrVal, origTarget, CurrentValue); |
@@ -347,13 +367,12 @@ public class BSFMotor : BSMotor | |||
347 | return CurrentValue; | 367 | return CurrentValue; |
348 | } | 368 | } |
349 | 369 | ||
350 | public virtual float Step(float timeStep, float error) | 370 | public virtual float StepError(float timeStep, float error) |
351 | { | 371 | { |
352 | if (!Enabled) return 0f; | 372 | if (!Enabled) return 0f; |
353 | 373 | ||
354 | LastError = error; | ||
355 | float returnCorrection = 0f; | 374 | float returnCorrection = 0f; |
356 | if (!ErrorIsZero()) | 375 | if (!ErrorIsZero(error)) |
357 | { | 376 | { |
358 | // correction = error / secondsItShouldTakeToCorrect | 377 | // correction = error / secondsItShouldTakeToCorrect |
359 | float correctionAmount; | 378 | float correctionAmount; |
@@ -440,8 +459,8 @@ public class BSPIDVMotor : BSVMotor | |||
440 | } | 459 | } |
441 | } | 460 | } |
442 | 461 | ||
443 | // Ignore Current and Target Values and just advance the PID computation on this error. | 462 | // Advance the PID computation on this error. |
444 | public override Vector3 Step(float timeStep, Vector3 error) | 463 | public override Vector3 StepError(float timeStep, Vector3 error) |
445 | { | 464 | { |
446 | if (!Enabled) return Vector3.Zero; | 465 | if (!Enabled) return Vector3.Zero; |
447 | 466 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 3e80aa4..9460daf 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | |||
@@ -45,6 +45,9 @@ public static class BSParam | |||
45 | 45 | ||
46 | public static float MinimumObjectMass { get; private set; } | 46 | public static float MinimumObjectMass { get; private set; } |
47 | public static float MaximumObjectMass { get; private set; } | 47 | public static float MaximumObjectMass { get; private set; } |
48 | public static float MaxLinearVelocity { get; private set; } | ||
49 | public static float MaxAngularVelocity { get; private set; } | ||
50 | public static float MaxAddForceMagnitude { get; private set; } | ||
48 | 51 | ||
49 | public static float LinearDamping { get; private set; } | 52 | public static float LinearDamping { get; private set; } |
50 | public static float AngularDamping { get; private set; } | 53 | public static float AngularDamping { get; private set; } |
@@ -79,6 +82,8 @@ public static class BSParam | |||
79 | public static float AvatarStepApproachFactor { get; private set; } | 82 | public static float AvatarStepApproachFactor { get; private set; } |
80 | public static float AvatarStepForceFactor { get; private set; } | 83 | public static float AvatarStepForceFactor { get; private set; } |
81 | 84 | ||
85 | public static float VehicleMaxLinearVelocity { get; private set; } | ||
86 | public static float VehicleMaxAngularVelocity { get; private set; } | ||
82 | public static float VehicleAngularDamping { get; private set; } | 87 | public static float VehicleAngularDamping { get; private set; } |
83 | public static float VehicleDebuggingEnabled { get; private set; } | 88 | public static float VehicleDebuggingEnabled { get; private set; } |
84 | 89 | ||
@@ -103,7 +108,6 @@ public static class BSParam | |||
103 | public const float MaxDensity = 22587f; | 108 | public const float MaxDensity = 22587f; |
104 | public const float MinRestitution = 0f; | 109 | public const float MinRestitution = 0f; |
105 | public const float MaxRestitution = 1f; | 110 | public const float MaxRestitution = 1f; |
106 | public const float MaxAddForceMagnitude = 20f; | ||
107 | 111 | ||
108 | // =========================================================================== | 112 | // =========================================================================== |
109 | public delegate void ParamUser(BSScene scene, IConfig conf, string paramName, float val); | 113 | public delegate void ParamUser(BSScene scene, IConfig conf, string paramName, float val); |
@@ -232,11 +236,7 @@ public static class BSParam | |||
232 | (s,cf,p,v) => { s.m_maxUpdatesPerFrame = cf.GetInt(p, (int)v); }, | 236 | (s,cf,p,v) => { s.m_maxUpdatesPerFrame = cf.GetInt(p, (int)v); }, |
233 | (s) => { return (float)s.m_maxUpdatesPerFrame; }, | 237 | (s) => { return (float)s.m_maxUpdatesPerFrame; }, |
234 | (s,p,l,v) => { s.m_maxUpdatesPerFrame = (int)v; } ), | 238 | (s,p,l,v) => { s.m_maxUpdatesPerFrame = (int)v; } ), |
235 | new ParameterDefn("MaxTaintsToProcessPerStep", "Number of update taints to process before each simulation step", | 239 | |
236 | 500f, | ||
237 | (s,cf,p,v) => { s.m_taintsToProcessPerStep = cf.GetInt(p, (int)v); }, | ||
238 | (s) => { return (float)s.m_taintsToProcessPerStep; }, | ||
239 | (s,p,l,v) => { s.m_taintsToProcessPerStep = (int)v; } ), | ||
240 | new ParameterDefn("MinObjectMass", "Minimum object mass (0.0001)", | 240 | new ParameterDefn("MinObjectMass", "Minimum object mass (0.0001)", |
241 | 0.0001f, | 241 | 0.0001f, |
242 | (s,cf,p,v) => { MinimumObjectMass = cf.GetFloat(p, v); }, | 242 | (s,cf,p,v) => { MinimumObjectMass = cf.GetFloat(p, v); }, |
@@ -247,6 +247,22 @@ public static class BSParam | |||
247 | (s,cf,p,v) => { MaximumObjectMass = cf.GetFloat(p, v); }, | 247 | (s,cf,p,v) => { MaximumObjectMass = cf.GetFloat(p, v); }, |
248 | (s) => { return (float)MaximumObjectMass; }, | 248 | (s) => { return (float)MaximumObjectMass; }, |
249 | (s,p,l,v) => { MaximumObjectMass = v; } ), | 249 | (s,p,l,v) => { MaximumObjectMass = v; } ), |
250 | new ParameterDefn("MaxLinearVelocity", "Maximum velocity magnitude that can be assigned to an object", | ||
251 | 1000.0f, | ||
252 | (s,cf,p,v) => { MaxLinearVelocity = cf.GetFloat(p, v); }, | ||
253 | (s) => { return (float)MaxLinearVelocity; }, | ||
254 | (s,p,l,v) => { MaxLinearVelocity = v; } ), | ||
255 | new ParameterDefn("MaxAngularVelocity", "Maximum rotational velocity magnitude that can be assigned to an object", | ||
256 | 1000.0f, | ||
257 | (s,cf,p,v) => { MaxAngularVelocity = cf.GetFloat(p, v); }, | ||
258 | (s) => { return (float)MaxAngularVelocity; }, | ||
259 | (s,p,l,v) => { MaxAngularVelocity = v; } ), | ||
260 | // LL documentation says thie number should be 20f for llApplyImpulse and 200f for llRezObject | ||
261 | new ParameterDefn("MaxAddForceMagnitude", "Maximum force that can be applied by llApplyImpulse (SL says 20f)", | ||
262 | 20000.0f, | ||
263 | (s,cf,p,v) => { MaxAddForceMagnitude = cf.GetFloat(p, v); }, | ||
264 | (s) => { return (float)MaxAddForceMagnitude; }, | ||
265 | (s,p,l,v) => { MaxAddForceMagnitude = v; } ), | ||
250 | 266 | ||
251 | new ParameterDefn("PID_D", "Derivitive factor for motion smoothing", | 267 | new ParameterDefn("PID_D", "Derivitive factor for motion smoothing", |
252 | 2200f, | 268 | 2200f, |
@@ -423,8 +439,18 @@ public static class BSParam | |||
423 | (s) => { return AvatarStepForceFactor; }, | 439 | (s) => { return AvatarStepForceFactor; }, |
424 | (s,p,l,v) => { AvatarStepForceFactor = v; } ), | 440 | (s,p,l,v) => { AvatarStepForceFactor = v; } ), |
425 | 441 | ||
442 | new ParameterDefn("VehicleMaxLinearVelocity", "Maximum velocity magnitude that can be assigned to a vehicle", | ||
443 | 1000.0f, | ||
444 | (s,cf,p,v) => { VehicleMaxLinearVelocity = cf.GetFloat(p, v); }, | ||
445 | (s) => { return (float)VehicleMaxLinearVelocity; }, | ||
446 | (s,p,l,v) => { VehicleMaxLinearVelocity = v; } ), | ||
447 | new ParameterDefn("VehicleMaxAngularVelocity", "Maximum rotational velocity magnitude that can be assigned to a vehicle", | ||
448 | 12.0f, | ||
449 | (s,cf,p,v) => { VehicleMaxAngularVelocity = cf.GetFloat(p, v); }, | ||
450 | (s) => { return (float)VehicleMaxAngularVelocity; }, | ||
451 | (s,p,l,v) => { VehicleMaxAngularVelocity = v; } ), | ||
426 | new ParameterDefn("VehicleAngularDamping", "Factor to damp vehicle angular movement per second (0.0 - 1.0)", | 452 | new ParameterDefn("VehicleAngularDamping", "Factor to damp vehicle angular movement per second (0.0 - 1.0)", |
427 | 0.95f, | 453 | 0.0f, |
428 | (s,cf,p,v) => { VehicleAngularDamping = cf.GetFloat(p, v); }, | 454 | (s,cf,p,v) => { VehicleAngularDamping = cf.GetFloat(p, v); }, |
429 | (s) => { return VehicleAngularDamping; }, | 455 | (s) => { return VehicleAngularDamping; }, |
430 | (s,p,l,v) => { VehicleAngularDamping = v; } ), | 456 | (s,p,l,v) => { VehicleAngularDamping = v; } ), |
@@ -619,11 +645,8 @@ public static class BSParam | |||
619 | entries.Add(new PhysParameterEntry(pd.name, pd.desc)); | 645 | entries.Add(new PhysParameterEntry(pd.name, pd.desc)); |
620 | } | 646 | } |
621 | 647 | ||
622 | // make the list in alphabetical order for estetic reasons | 648 | // make the list alphabetical for estetic reasons |
623 | entries.Sort(delegate(PhysParameterEntry ppe1, PhysParameterEntry ppe2) | 649 | entries.Sort((ppe1, ppe2) => { return ppe1.name.CompareTo(ppe2.name); }); |
624 | { | ||
625 | return ppe1.name.CompareTo(ppe2.name); | ||
626 | }); | ||
627 | 650 | ||
628 | SettableParameters = entries.ToArray(); | 651 | SettableParameters = entries.ToArray(); |
629 | } | 652 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index 821f470..027c786 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |||
@@ -55,6 +55,16 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
55 | * BS.ApplyCentralForce BS.ApplyTorque | 55 | * BS.ApplyCentralForce BS.ApplyTorque |
56 | */ | 56 | */ |
57 | 57 | ||
58 | // Flags used to denote which properties updates when making UpdateProperties calls to linksets, etc. | ||
59 | public enum UpdatedProperties : uint | ||
60 | { | ||
61 | Position = 1 << 0, | ||
62 | Orientation = 1 << 1, | ||
63 | Velocity = 1 << 2, | ||
64 | Acceleration = 1 << 3, | ||
65 | RotationalVelocity = 1 << 4, | ||
66 | EntPropUpdates = Position | Orientation | Velocity | Acceleration | RotationalVelocity, | ||
67 | } | ||
58 | public abstract class BSPhysObject : PhysicsActor | 68 | public abstract class BSPhysObject : PhysicsActor |
59 | { | 69 | { |
60 | protected BSPhysObject() | 70 | protected BSPhysObject() |
@@ -139,6 +149,11 @@ public abstract class BSPhysObject : PhysicsActor | |||
139 | public abstract bool IsStatic { get; } | 149 | public abstract bool IsStatic { get; } |
140 | public abstract bool IsSelected { get; } | 150 | public abstract bool IsSelected { get; } |
141 | 151 | ||
152 | // It can be confusing for an actor to know if it should move or update an object | ||
153 | // depeneding on the setting of 'selected', 'physical, ... | ||
154 | // This flag is the true test -- if true, the object is being acted on in the physical world | ||
155 | public abstract bool IsPhysicallyActive { get; } | ||
156 | |||
142 | // Materialness | 157 | // Materialness |
143 | public MaterialAttributes.Material Material { get; private set; } | 158 | public MaterialAttributes.Material Material { get; private set; } |
144 | public override void SetMaterial(int material) | 159 | public override void SetMaterial(int material) |
@@ -302,8 +317,9 @@ public abstract class BSPhysObject : PhysicsActor | |||
302 | public virtual bool SendCollisions() | 317 | public virtual bool SendCollisions() |
303 | { | 318 | { |
304 | bool ret = true; | 319 | bool ret = true; |
320 | |||
305 | // If the 'no collision' call, force it to happen right now so quick collision_end | 321 | // If the 'no collision' call, force it to happen right now so quick collision_end |
306 | bool force = (CollisionCollection.Count == 0); | 322 | bool force = (CollisionCollection.Count == 0 && CollisionsLastTick.Count != 0); |
307 | 323 | ||
308 | // throttle the collisions to the number of milliseconds specified in the subscription | 324 | // throttle the collisions to the number of milliseconds specified in the subscription |
309 | if (force || (PhysicsScene.SimulationNowTime >= NextCollisionOkTime)) | 325 | if (force || (PhysicsScene.SimulationNowTime >= NextCollisionOkTime)) |
@@ -318,7 +334,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
318 | ret = false; | 334 | ret = false; |
319 | } | 335 | } |
320 | 336 | ||
321 | // DetailLog("{0},{1}.SendCollisionUpdate,call,numCollisions={2}", LocalID, TypeName, CollisionCollection.Count); | 337 | DetailLog("{0},{1}.SendCollisionUpdate,call,numCollisions={2}", LocalID, TypeName, CollisionCollection.Count); |
322 | base.SendCollisionUpdate(CollisionCollection); | 338 | base.SendCollisionUpdate(CollisionCollection); |
323 | 339 | ||
324 | // Remember the collisions from this tick for some collision specific processing. | 340 | // Remember the collisions from this tick for some collision specific processing. |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 79fe632..f80084a 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -132,8 +132,8 @@ public sealed class BSPrim : BSPhysObject | |||
132 | base.Destroy(); | 132 | base.Destroy(); |
133 | 133 | ||
134 | // Undo any links between me and any other object | 134 | // Undo any links between me and any other object |
135 | BSPhysObject parentBefore = Linkset.LinksetRoot; | 135 | BSPhysObject parentBefore = Linkset.LinksetRoot; // DEBUG DEBUG |
136 | int childrenBefore = Linkset.NumberOfChildren; | 136 | int childrenBefore = Linkset.NumberOfChildren; // DEBUG DEBUG |
137 | 137 | ||
138 | Linkset = Linkset.RemoveMeFromLinkset(this); | 138 | Linkset = Linkset.RemoveMeFromLinkset(this); |
139 | 139 | ||
@@ -311,16 +311,18 @@ public sealed class BSPrim : BSPhysObject | |||
311 | _position = value; | 311 | _position = value; |
312 | PositionSanityCheck(false); | 312 | PositionSanityCheck(false); |
313 | 313 | ||
314 | // A linkset might need to know if a component information changed. | ||
315 | Linkset.UpdateProperties(this, false); | ||
316 | |||
317 | PhysicsScene.TaintedObject("BSPrim.setPosition", delegate() | 314 | PhysicsScene.TaintedObject("BSPrim.setPosition", delegate() |
318 | { | 315 | { |
319 | DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 316 | DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
320 | ForcePosition = _position; | 317 | ForcePosition = _position; |
318 | |||
319 | // A linkset might need to know if a component information changed. | ||
320 | Linkset.UpdateProperties(UpdatedProperties.Position, this); | ||
321 | |||
321 | }); | 322 | }); |
322 | } | 323 | } |
323 | } | 324 | } |
325 | |||
324 | public override OMV.Vector3 ForcePosition { | 326 | public override OMV.Vector3 ForcePosition { |
325 | get { | 327 | get { |
326 | _position = PhysicsScene.PE.GetPosition(PhysBody) - PositionDisplacement; | 328 | _position = PhysicsScene.PE.GetPosition(PhysBody) - PositionDisplacement; |
@@ -335,25 +337,6 @@ public sealed class BSPrim : BSPhysObject | |||
335 | } | 337 | } |
336 | } | 338 | } |
337 | } | 339 | } |
338 | // Override to have position displacement immediately update the physical position. | ||
339 | // A feeble attempt to keep the sim and physical positions in sync | ||
340 | // Must be called at taint time. | ||
341 | public override OMV.Vector3 PositionDisplacement | ||
342 | { | ||
343 | get | ||
344 | { | ||
345 | return base.PositionDisplacement; | ||
346 | } | ||
347 | set | ||
348 | { | ||
349 | base.PositionDisplacement = value; | ||
350 | PhysicsScene.TaintedObject(PhysicsScene.InTaintTime, "BSPrim.setPosition", delegate() | ||
351 | { | ||
352 | if (PhysBody.HasPhysicalBody) | ||
353 | PhysicsScene.PE.SetTranslation(PhysBody, _position + base.PositionDisplacement, _orientation); | ||
354 | }); | ||
355 | } | ||
356 | } | ||
357 | 340 | ||
358 | // Check that the current position is sane and, if not, modify the position to make it so. | 341 | // Check that the current position is sane and, if not, modify the position to make it so. |
359 | // Check for being below terrain and being out of bounds. | 342 | // Check for being below terrain and being out of bounds. |
@@ -370,11 +353,11 @@ public sealed class BSPrim : BSPhysObject | |||
370 | return ret; | 353 | return ret; |
371 | } | 354 | } |
372 | 355 | ||
373 | float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position); | 356 | float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition); |
374 | OMV.Vector3 upForce = OMV.Vector3.Zero; | 357 | OMV.Vector3 upForce = OMV.Vector3.Zero; |
375 | if (RawPosition.Z < terrainHeight) | 358 | if (RawPosition.Z < terrainHeight) |
376 | { | 359 | { |
377 | DetailLog("{0},BSPrim.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, _position, terrainHeight); | 360 | DetailLog("{0},BSPrim.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, RawPosition, terrainHeight); |
378 | float targetHeight = terrainHeight + (Size.Z / 2f); | 361 | float targetHeight = terrainHeight + (Size.Z / 2f); |
379 | // If the object is below ground it just has to be moved up because pushing will | 362 | // If the object is below ground it just has to be moved up because pushing will |
380 | // not get it through the terrain | 363 | // not get it through the terrain |
@@ -502,6 +485,12 @@ public sealed class BSPrim : BSPhysObject | |||
502 | RegisterPreStepAction("BSPrim.setForce", LocalID, | 485 | RegisterPreStepAction("BSPrim.setForce", LocalID, |
503 | delegate(float timeStep) | 486 | delegate(float timeStep) |
504 | { | 487 | { |
488 | if (!IsPhysicallyActive) | ||
489 | { | ||
490 | UnRegisterPreStepAction("BSPrim.setForce", LocalID); | ||
491 | return; | ||
492 | } | ||
493 | |||
505 | DetailLog("{0},BSPrim.setForce,preStep,force={1}", LocalID, _force); | 494 | DetailLog("{0},BSPrim.setForce,preStep,force={1}", LocalID, _force); |
506 | if (PhysBody.HasPhysicalBody) | 495 | if (PhysBody.HasPhysicalBody) |
507 | { | 496 | { |
@@ -627,6 +616,12 @@ public sealed class BSPrim : BSPhysObject | |||
627 | RegisterPreStepAction("BSPrim.setTorque", LocalID, | 616 | RegisterPreStepAction("BSPrim.setTorque", LocalID, |
628 | delegate(float timeStep) | 617 | delegate(float timeStep) |
629 | { | 618 | { |
619 | if (!IsPhysicallyActive) | ||
620 | { | ||
621 | UnRegisterPreStepAction("BSPrim.setTorque", LocalID); | ||
622 | return; | ||
623 | } | ||
624 | |||
630 | if (PhysBody.HasPhysicalBody) | 625 | if (PhysBody.HasPhysicalBody) |
631 | AddAngularForce(_torque, false, true); | 626 | AddAngularForce(_torque, false, true); |
632 | } | 627 | } |
@@ -670,12 +665,13 @@ public sealed class BSPrim : BSPhysObject | |||
670 | return; | 665 | return; |
671 | _orientation = value; | 666 | _orientation = value; |
672 | 667 | ||
673 | // A linkset might need to know if a component information changed. | ||
674 | Linkset.UpdateProperties(this, false); | ||
675 | |||
676 | PhysicsScene.TaintedObject("BSPrim.setOrientation", delegate() | 668 | PhysicsScene.TaintedObject("BSPrim.setOrientation", delegate() |
677 | { | 669 | { |
678 | ForceOrientation = _orientation; | 670 | ForceOrientation = _orientation; |
671 | |||
672 | // A linkset might need to know if a component information changed. | ||
673 | Linkset.UpdateProperties(UpdatedProperties.Orientation, this); | ||
674 | |||
679 | }); | 675 | }); |
680 | } | 676 | } |
681 | } | 677 | } |
@@ -727,6 +723,12 @@ public sealed class BSPrim : BSPhysObject | |||
727 | get { return !IsPhantom && !_isVolumeDetect; } | 723 | get { return !IsPhantom && !_isVolumeDetect; } |
728 | } | 724 | } |
729 | 725 | ||
726 | // The object is moving and is actively being dynamic in the physical world | ||
727 | public override bool IsPhysicallyActive | ||
728 | { | ||
729 | get { return !_isSelected && IsPhysical; } | ||
730 | } | ||
731 | |||
730 | // Make gravity work if the object is physical and not selected | 732 | // Make gravity work if the object is physical and not selected |
731 | // Called at taint-time!! | 733 | // Called at taint-time!! |
732 | private void SetObjectDynamic(bool forceRebuild) | 734 | private void SetObjectDynamic(bool forceRebuild) |
@@ -971,10 +973,10 @@ public sealed class BSPrim : BSPhysObject | |||
971 | } | 973 | } |
972 | set { | 974 | set { |
973 | _rotationalVelocity = value; | 975 | _rotationalVelocity = value; |
976 | Util.ClampV(_rotationalVelocity, BSParam.MaxAngularVelocity); | ||
974 | // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); | 977 | // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); |
975 | PhysicsScene.TaintedObject("BSPrim.setRotationalVelocity", delegate() | 978 | PhysicsScene.TaintedObject("BSPrim.setRotationalVelocity", delegate() |
976 | { | 979 | { |
977 | DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); | ||
978 | ForceRotationalVelocity = _rotationalVelocity; | 980 | ForceRotationalVelocity = _rotationalVelocity; |
979 | }); | 981 | }); |
980 | } | 982 | } |
@@ -987,7 +989,9 @@ public sealed class BSPrim : BSPhysObject | |||
987 | _rotationalVelocity = value; | 989 | _rotationalVelocity = value; |
988 | if (PhysBody.HasPhysicalBody) | 990 | if (PhysBody.HasPhysicalBody) |
989 | { | 991 | { |
992 | DetailLog("{0},BSPrim.ForceRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); | ||
990 | PhysicsScene.PE.SetAngularVelocity(PhysBody, _rotationalVelocity); | 993 | PhysicsScene.PE.SetAngularVelocity(PhysBody, _rotationalVelocity); |
994 | // PhysicsScene.PE.SetInterpolationAngularVelocity(PhysBody, _rotationalVelocity); | ||
991 | ActivateIfPhysical(false); | 995 | ActivateIfPhysical(false); |
992 | } | 996 | } |
993 | } | 997 | } |
@@ -1055,10 +1059,16 @@ public sealed class BSPrim : BSPhysObject | |||
1055 | 1059 | ||
1056 | RegisterPreStepAction("BSPrim.PIDTarget", LocalID, delegate(float timeStep) | 1060 | RegisterPreStepAction("BSPrim.PIDTarget", LocalID, delegate(float timeStep) |
1057 | { | 1061 | { |
1062 | if (!IsPhysicallyActive) | ||
1063 | { | ||
1064 | UnRegisterPreStepAction("BSPrim.PIDTarget", LocalID); | ||
1065 | return; | ||
1066 | } | ||
1067 | |||
1058 | OMV.Vector3 origPosition = RawPosition; // DEBUG DEBUG (for printout below) | 1068 | OMV.Vector3 origPosition = RawPosition; // DEBUG DEBUG (for printout below) |
1059 | 1069 | ||
1060 | // 'movePosition' is where we'd like the prim to be at this moment. | 1070 | // 'movePosition' is where we'd like the prim to be at this moment. |
1061 | OMV.Vector3 movePosition = _targetMotor.Step(timeStep); | 1071 | OMV.Vector3 movePosition = RawPosition + _targetMotor.Step(timeStep); |
1062 | 1072 | ||
1063 | // If we are very close to our target, turn off the movement motor. | 1073 | // If we are very close to our target, turn off the movement motor. |
1064 | if (_targetMotor.ErrorIsZero()) | 1074 | if (_targetMotor.ErrorIsZero()) |
@@ -1102,6 +1112,9 @@ public sealed class BSPrim : BSPhysObject | |||
1102 | 1112 | ||
1103 | RegisterPreStepAction("BSPrim.Hover", LocalID, delegate(float timeStep) | 1113 | RegisterPreStepAction("BSPrim.Hover", LocalID, delegate(float timeStep) |
1104 | { | 1114 | { |
1115 | if (!IsPhysicallyActive) | ||
1116 | return; | ||
1117 | |||
1105 | _hoverMotor.SetCurrent(RawPosition.Z); | 1118 | _hoverMotor.SetCurrent(RawPosition.Z); |
1106 | _hoverMotor.SetTarget(ComputeCurrentPIDHoverHeight()); | 1119 | _hoverMotor.SetTarget(ComputeCurrentPIDHoverHeight()); |
1107 | float targetHeight = _hoverMotor.Step(timeStep); | 1120 | float targetHeight = _hoverMotor.Step(timeStep); |
@@ -1166,28 +1179,25 @@ public sealed class BSPrim : BSPhysObject | |||
1166 | public override float APIDDamping { set { return; } } | 1179 | public override float APIDDamping { set { return; } } |
1167 | 1180 | ||
1168 | public override void AddForce(OMV.Vector3 force, bool pushforce) { | 1181 | public override void AddForce(OMV.Vector3 force, bool pushforce) { |
1182 | // Per documentation, max force is limited. | ||
1183 | OMV.Vector3 addForce = Util.ClampV(force, BSParam.MaxAddForceMagnitude); | ||
1184 | |||
1169 | // Since this force is being applied in only one step, make this a force per second. | 1185 | // Since this force is being applied in only one step, make this a force per second. |
1170 | OMV.Vector3 addForce = force / PhysicsScene.LastTimeStep; | 1186 | addForce /= PhysicsScene.LastTimeStep; |
1171 | AddForce(addForce, pushforce, false); | 1187 | AddForce(addForce, pushforce, false /* inTaintTime */); |
1172 | } | 1188 | } |
1189 | |||
1173 | // Applying a force just adds this to the total force on the object. | 1190 | // Applying a force just adds this to the total force on the object. |
1174 | // This added force will only last the next simulation tick. | 1191 | // This added force will only last the next simulation tick. |
1175 | public void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { | 1192 | public void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { |
1176 | // for an object, doesn't matter if force is a pushforce or not | 1193 | // for an object, doesn't matter if force is a pushforce or not |
1177 | if (!IsStatic) | 1194 | if (IsPhysicallyActive) |
1178 | { | 1195 | { |
1179 | if (force.IsFinite()) | 1196 | if (force.IsFinite()) |
1180 | { | 1197 | { |
1181 | float magnitude = force.Length(); | ||
1182 | if (magnitude > BSParam.MaxAddForceMagnitude) | ||
1183 | { | ||
1184 | // Force has a limit | ||
1185 | force = force / magnitude * BSParam.MaxAddForceMagnitude; | ||
1186 | } | ||
1187 | |||
1188 | OMV.Vector3 addForce = force; | ||
1189 | // DetailLog("{0},BSPrim.addForce,call,force={1}", LocalID, addForce); | 1198 | // DetailLog("{0},BSPrim.addForce,call,force={1}", LocalID, addForce); |
1190 | 1199 | ||
1200 | OMV.Vector3 addForce = force; | ||
1191 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate() | 1201 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate() |
1192 | { | 1202 | { |
1193 | // Bullet adds this central force to the total force for this tick | 1203 | // Bullet adds this central force to the total force for this tick |
@@ -1209,19 +1219,13 @@ public sealed class BSPrim : BSPhysObject | |||
1209 | 1219 | ||
1210 | public void AddForceImpulse(OMV.Vector3 impulse, bool pushforce, bool inTaintTime) { | 1220 | public void AddForceImpulse(OMV.Vector3 impulse, bool pushforce, bool inTaintTime) { |
1211 | // for an object, doesn't matter if force is a pushforce or not | 1221 | // for an object, doesn't matter if force is a pushforce or not |
1212 | if (!IsStatic) | 1222 | if (!IsPhysicallyActive) |
1213 | { | 1223 | { |
1214 | if (impulse.IsFinite()) | 1224 | if (impulse.IsFinite()) |
1215 | { | 1225 | { |
1216 | float magnitude = impulse.Length(); | 1226 | OMV.Vector3 addImpulse = Util.ClampV(impulse, BSParam.MaxAddForceMagnitude); |
1217 | if (magnitude > BSParam.MaxAddForceMagnitude) | ||
1218 | { | ||
1219 | // Force has a limit | ||
1220 | impulse = impulse / magnitude * BSParam.MaxAddForceMagnitude; | ||
1221 | } | ||
1222 | |||
1223 | // DetailLog("{0},BSPrim.addForceImpulse,call,impulse={1}", LocalID, impulse); | 1227 | // DetailLog("{0},BSPrim.addForceImpulse,call,impulse={1}", LocalID, impulse); |
1224 | OMV.Vector3 addImpulse = impulse; | 1228 | |
1225 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddImpulse", delegate() | 1229 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddImpulse", delegate() |
1226 | { | 1230 | { |
1227 | // Bullet adds this impulse immediately to the velocity | 1231 | // Bullet adds this impulse immediately to the velocity |
@@ -1584,11 +1588,6 @@ public sealed class BSPrim : BSPhysObject | |||
1584 | // Called at taint-time!!! | 1588 | // Called at taint-time!!! |
1585 | public void CreateGeomAndObject(bool forceRebuild) | 1589 | public void CreateGeomAndObject(bool forceRebuild) |
1586 | { | 1590 | { |
1587 | // If this prim is part of a linkset, we must remove and restore the physical | ||
1588 | // links if the body is rebuilt. | ||
1589 | bool needToRestoreLinkset = false; | ||
1590 | bool needToRestoreVehicle = false; | ||
1591 | |||
1592 | // Create the correct physical representation for this type of object. | 1591 | // Create the correct physical representation for this type of object. |
1593 | // Updates PhysBody and PhysShape with the new information. | 1592 | // Updates PhysBody and PhysShape with the new information. |
1594 | // Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary. | 1593 | // Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary. |
@@ -1597,21 +1596,10 @@ public sealed class BSPrim : BSPhysObject | |||
1597 | // Called if the current prim body is about to be destroyed. | 1596 | // Called if the current prim body is about to be destroyed. |
1598 | // Remove all the physical dependencies on the old body. | 1597 | // Remove all the physical dependencies on the old body. |
1599 | // (Maybe someday make the changing of BSShape an event to be subscribed to by BSLinkset, ...) | 1598 | // (Maybe someday make the changing of BSShape an event to be subscribed to by BSLinkset, ...) |
1600 | needToRestoreLinkset = Linkset.RemoveBodyDependencies(this); | 1599 | Linkset.RemoveBodyDependencies(this); |
1601 | needToRestoreVehicle = _vehicle.RemoveBodyDependencies(this); | 1600 | _vehicle.RemoveBodyDependencies(this); |
1602 | }); | 1601 | }); |
1603 | 1602 | ||
1604 | if (needToRestoreLinkset) | ||
1605 | { | ||
1606 | // If physical body dependencies were removed, restore them | ||
1607 | Linkset.RestoreBodyDependencies(this); | ||
1608 | } | ||
1609 | if (needToRestoreVehicle) | ||
1610 | { | ||
1611 | // If physical body dependencies were removed, restore them | ||
1612 | _vehicle.RestoreBodyDependencies(this); | ||
1613 | } | ||
1614 | |||
1615 | // Make sure the properties are set on the new object | 1603 | // Make sure the properties are set on the new object |
1616 | UpdatePhysicalParameters(); | 1604 | UpdatePhysicalParameters(); |
1617 | return; | 1605 | return; |
@@ -1628,17 +1616,28 @@ public sealed class BSPrim : BSPhysObject | |||
1628 | // TODO: handle physics introduced by Bullet with computed vehicle physics. | 1616 | // TODO: handle physics introduced by Bullet with computed vehicle physics. |
1629 | if (_vehicle.IsActive) | 1617 | if (_vehicle.IsActive) |
1630 | { | 1618 | { |
1631 | entprop.RotationalVelocity = OMV.Vector3.Zero; | 1619 | // entprop.RotationalVelocity = OMV.Vector3.Zero; |
1620 | } | ||
1621 | |||
1622 | // DetailLog("{0},BSPrim.UpdateProperties,entry,entprop={1}", LocalID, entprop); // DEBUG DEBUG | ||
1623 | |||
1624 | // Undo any center-of-mass displacement that might have been done. | ||
1625 | if (PositionDisplacement != OMV.Vector3.Zero) | ||
1626 | { | ||
1627 | // Correct for any rotation around the center-of-mass | ||
1628 | // TODO!!! | ||
1629 | entprop.Position -= PositionDisplacement; | ||
1632 | } | 1630 | } |
1633 | 1631 | ||
1634 | // Assign directly to the local variables so the normal set actions do not happen | 1632 | // Assign directly to the local variables so the normal set actions do not happen |
1635 | entprop.Position -= PositionDisplacement; | ||
1636 | _position = entprop.Position; | 1633 | _position = entprop.Position; |
1637 | _orientation = entprop.Rotation; | 1634 | _orientation = entprop.Rotation; |
1638 | _velocity = entprop.Velocity; | 1635 | _velocity = entprop.Velocity; |
1639 | _acceleration = entprop.Acceleration; | 1636 | _acceleration = entprop.Acceleration; |
1640 | _rotationalVelocity = entprop.RotationalVelocity; | 1637 | _rotationalVelocity = entprop.RotationalVelocity; |
1641 | 1638 | ||
1639 | // DetailLog("{0},BSPrim.UpdateProperties,afterAssign,entprop={1}", LocalID, entprop); // DEBUG DEBUG | ||
1640 | |||
1642 | // The sanity check can change the velocity and/or position. | 1641 | // The sanity check can change the velocity and/or position. |
1643 | if (IsPhysical && PositionSanityCheck(true)) | 1642 | if (IsPhysical && PositionSanityCheck(true)) |
1644 | { | 1643 | { |
@@ -1647,8 +1646,7 @@ public sealed class BSPrim : BSPhysObject | |||
1647 | } | 1646 | } |
1648 | 1647 | ||
1649 | OMV.Vector3 direction = OMV.Vector3.UnitX * _orientation; // DEBUG DEBUG DEBUG | 1648 | OMV.Vector3 direction = OMV.Vector3.UnitX * _orientation; // DEBUG DEBUG DEBUG |
1650 | DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},dir={3},vel={4},rotVel={5}", | 1649 | DetailLog("{0},BSPrim.UpdateProperties,call,entProp={1},dir={2}", LocalID, entprop, direction); |
1651 | LocalID, _position, _orientation, direction, _velocity, _rotationalVelocity); | ||
1652 | 1650 | ||
1653 | // remember the current and last set values | 1651 | // remember the current and last set values |
1654 | LastEntityProperties = CurrentEntityProperties; | 1652 | LastEntityProperties = CurrentEntityProperties; |
@@ -1667,7 +1665,7 @@ public sealed class BSPrim : BSPhysObject | |||
1667 | */ | 1665 | */ |
1668 | 1666 | ||
1669 | // The linkset implimentation might want to know about this. | 1667 | // The linkset implimentation might want to know about this. |
1670 | Linkset.UpdateProperties(this, true); | 1668 | Linkset.UpdateProperties(UpdatedProperties.EntPropUpdates, this); |
1671 | } | 1669 | } |
1672 | } | 1670 | } |
1673 | } | 1671 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index e0b4992..34fd2a0 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -81,7 +81,6 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
81 | internal long m_simulationStep = 0; | 81 | internal long m_simulationStep = 0; |
82 | internal float NominalFrameRate { get; set; } | 82 | internal float NominalFrameRate { get; set; } |
83 | public long SimulationStep { get { return m_simulationStep; } } | 83 | public long SimulationStep { get { return m_simulationStep; } } |
84 | internal int m_taintsToProcessPerStep; | ||
85 | internal float LastTimeStep { get; private set; } | 84 | internal float LastTimeStep { get; private set; } |
86 | 85 | ||
87 | // Physical objects can register for prestep or poststep events | 86 | // Physical objects can register for prestep or poststep events |
@@ -709,8 +708,8 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
709 | // TriggerPreStepEvent | 708 | // TriggerPreStepEvent |
710 | // DoOneTimeTaints | 709 | // DoOneTimeTaints |
711 | // Step() | 710 | // Step() |
712 | // ProcessAndForwardCollisions | 711 | // ProcessAndSendToSimulatorCollisions |
713 | // ProcessAndForwardPropertyUpdates | 712 | // ProcessAndSendToSimulatorPropertyUpdates |
714 | // TriggerPostStepEvent | 713 | // TriggerPostStepEvent |
715 | 714 | ||
716 | // Calls to the PhysicsActors can't directly call into the physics engine | 715 | // Calls to the PhysicsActors can't directly call into the physics engine |
@@ -847,8 +846,6 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
847 | 846 | ||
848 | #endregion // Taints | 847 | #endregion // Taints |
849 | 848 | ||
850 | #region INI and command line parameter processing | ||
851 | |||
852 | #region IPhysicsParameters | 849 | #region IPhysicsParameters |
853 | // Get the list of parameters this physics engine supports | 850 | // Get the list of parameters this physics engine supports |
854 | public PhysParameterEntry[] GetParameterList() | 851 | public PhysParameterEntry[] GetParameterList() |
@@ -945,8 +942,6 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
945 | 942 | ||
946 | #endregion IPhysicsParameters | 943 | #endregion IPhysicsParameters |
947 | 944 | ||
948 | #endregion Runtime settable parameters | ||
949 | |||
950 | // Invoke the detailed logger and output something if it's enabled. | 945 | // Invoke the detailed logger and output something if it's enabled. |
951 | public void DetailLog(string msg, params Object[] args) | 946 | public void DetailLog(string msg, params Object[] args) |
952 | { | 947 | { |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt index d4545f7..801f690 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | |||
@@ -1,22 +1,22 @@ | |||
1 | CURRENT PRIORITIES | 1 | CURRENT PRIORITIES |
2 | ================================================= | 2 | ================================================= |
3 | Mantis 6040 script http://opensimulator.org/mantis/view.php?id=6040 | 3 | Deleting a linkset while standing on the root will leave the physical shape of the root behind. |
4 | Msg Kayaker on OSGrid when working | 4 | Not sure if it is because standing on it. Done with large prim linksets. |
5 | Child movement in linkset (don't rebuild linkset) | ||
6 | Vehicle angular vertical attraction | ||
7 | vehicle angular banking | ||
8 | Center-of-gravity | ||
9 | Vehicle angular deflection | ||
10 | Preferred orientation angular correction fix | ||
11 | when should angular and linear motor targets be zeroed? when selected? | ||
12 | Need a vehicle.clear()? Or an 'else' in prestep if not physical. | ||
5 | Teravus llMoveToTarget script debug | 13 | Teravus llMoveToTarget script debug |
6 | Mixing of hover, buoyancy/gravity, moveToTarget, into one force | 14 | Mixing of hover, buoyancy/gravity, moveToTarget, into one force |
7 | Boats floating at proper level | ||
8 | Nebadon vehicles turning funny in arena | 15 | Nebadon vehicles turning funny in arena |
9 | limitMotorUp calibration (more down?) | 16 | limitMotorUp calibration (more down?) |
10 | llRotLookAt | 17 | llRotLookAt |
11 | llLookAt | 18 | llLookAt |
12 | Vehicle angular vertical attraction | ||
13 | Vehicle angular deflection | ||
14 | Preferred orientation angular correction fix | ||
15 | vehicle angular banking | ||
16 | Avatars walking up stairs (HALF DONE) | 19 | Avatars walking up stairs (HALF DONE) |
17 | Radius of the capsule affects ability to climb edges. | ||
18 | Vehicle movement on terrain smoothness | ||
19 | Boats float low in the water (DONE) | ||
20 | Avatar movement | 20 | Avatar movement |
21 | flying into a wall doesn't stop avatar who keeps appearing to move through the obstacle (DONE) | 21 | flying into a wall doesn't stop avatar who keeps appearing to move through the obstacle (DONE) |
22 | walking up stairs is not calibrated correctly (stairs out of Kepler cabin) | 22 | walking up stairs is not calibrated correctly (stairs out of Kepler cabin) |
@@ -72,8 +72,15 @@ Incorporate inter-relationship of angular corrections. For instance, angularDefl | |||
72 | 72 | ||
73 | GENERAL TODO LIST: | 73 | GENERAL TODO LIST: |
74 | ================================================= | 74 | ================================================= |
75 | llMoveToTarget objects are not effected by gravity until target is removed. | ||
76 | Implement llSetPhysicalMaterial. | ||
77 | extend it with Center-of-mass, rolling friction, density | ||
78 | Implement llSetForceAndTorque. | ||
79 | Change BSPrim.moveToTarget to used forces rather than changing position | ||
80 | Changing position allows one to move through walls | ||
75 | Implement an avatar mesh shape. The Bullet capsule is way too limited. | 81 | Implement an avatar mesh shape. The Bullet capsule is way too limited. |
76 | Consider just hand creating a vertex/index array in a new BSShapeAvatar. | 82 | Consider just hand creating a vertex/index array in a new BSShapeAvatar. |
83 | Verify/fix phantom, volume-detect objects do not fall to infinity. Should stop at terrain. | ||
77 | Revisit CollisionMargin. Builders notice the 0.04 spacing between prims. | 84 | Revisit CollisionMargin. Builders notice the 0.04 spacing between prims. |
78 | Duplicating a physical prim causes old prim to jump away | 85 | Duplicating a physical prim causes old prim to jump away |
79 | Dup a phys prim and the original become unselected and thus interacts w/ selected prim. | 86 | Dup a phys prim and the original become unselected and thus interacts w/ selected prim. |
@@ -121,7 +128,7 @@ Physical and phantom will drop through the terrain | |||
121 | LINKSETS | 128 | LINKSETS |
122 | ====================================================== | 129 | ====================================================== |
123 | Editing a child of a linkset causes the child to go phantom | 130 | Editing a child of a linkset causes the child to go phantom |
124 | Move a child prim once when it is physical and can never move it again without it going phantom | 131 | Move a child prim once when it is physical and can never move it again without it going phantom |
125 | Offset the center of the linkset to be the geometric center of all the prims | 132 | Offset the center of the linkset to be the geometric center of all the prims |
126 | Not quite the same as the center-of-gravity | 133 | Not quite the same as the center-of-gravity |
127 | Linksets should allow collisions to individual children | 134 | Linksets should allow collisions to individual children |
@@ -306,4 +313,12 @@ Remove HeightmapInfo from terrain specification (DONE) | |||
306 | Since C++ code does not need terrain height, this structure et al are not needed. | 313 | Since C++ code does not need terrain height, this structure et al are not needed. |
307 | Surfboard go wonky when turning (DONE) | 314 | Surfboard go wonky when turning (DONE) |
308 | Angular motor direction is global coordinates rather than local coordinates? | 315 | Angular motor direction is global coordinates rather than local coordinates? |
309 | (Resolution: made angular motor direction correct coordinate system) \ No newline at end of file | 316 | (Resolution: made angular motor direction correct coordinate system) |
317 | Mantis 6040 script http://opensimulator.org/mantis/view.php?id=6040 (DONE) | ||
318 | Msg Kayaker on OSGrid when working | ||
319 | (Resolution: LINEAR_DIRECTION is in vehicle coords. Test script does the | ||
320 | same in SL as in OS/BulletSim) | ||
321 | Boats float low in the water (DONE) | ||
322 | Boats floating at proper level (DONE) | ||
323 | When is force introduced by SetForce removed? The prestep action could go forever. (DONE) | ||
324 | (Resolution: setForce registers a prestep action which keeps applying the force) \ No newline at end of file | ||