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authorlbsa712007-10-30 09:05:31 +0000
committerlbsa712007-10-30 09:05:31 +0000
commit67e12b95ea7b68f4904a7484d77ecfd787d16d0c (patch)
tree20b00d24c8a7617017960432ec044852e3ad5fa9 /OpenSim/Region/Physics/BulletXPlugin
parent* Deleted .user file (diff)
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* Optimized usings
* Shortened type references * Removed redundant 'this' qualifier
Diffstat (limited to 'OpenSim/Region/Physics/BulletXPlugin')
-rw-r--r--OpenSim/Region/Physics/BulletXPlugin/AssemblyInfo.cs24
-rw-r--r--OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs589
2 files changed, 345 insertions, 268 deletions
diff --git a/OpenSim/Region/Physics/BulletXPlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/BulletXPlugin/AssemblyInfo.cs
index 0180917..c8596f7 100644
--- a/OpenSim/Region/Physics/BulletXPlugin/AssemblyInfo.cs
+++ b/OpenSim/Region/Physics/BulletXPlugin/AssemblyInfo.cs
@@ -1,4 +1,4 @@
1/* 1/*
2* Copyright (c) Contributors, http://opensimulator.org/ 2* Copyright (c) Contributors, http://opensimulator.org/
3* See CONTRIBUTORS.TXT for a full list of copyright holders. 3* See CONTRIBUTORS.TXT for a full list of copyright holders.
4* 4*
@@ -27,24 +27,26 @@
27*/ 27*/
28using System.Reflection; 28using System.Reflection;
29using System.Runtime.InteropServices; 29using System.Runtime.InteropServices;
30
30// Information about this assembly is defined by the following 31// Information about this assembly is defined by the following
31// attributes. 32// attributes.
32// 33//
33// change them to the information which is associated with the assembly 34// change them to the information which is associated with the assembly
34// you compile. 35// you compile.
35 36
36[assembly: AssemblyTitle("BulletXPlugin")] 37[assembly : AssemblyTitle("BulletXPlugin")]
37[assembly: AssemblyDescription("")] 38[assembly : AssemblyDescription("")]
38[assembly: AssemblyConfiguration("")] 39[assembly : AssemblyConfiguration("")]
39[assembly: AssemblyCompany("")] 40[assembly : AssemblyCompany("")]
40[assembly: AssemblyProduct("BulletXPlugin")] 41[assembly : AssemblyProduct("BulletXPlugin")]
41[assembly: AssemblyCopyright("")] 42[assembly : AssemblyCopyright("")]
42[assembly: AssemblyTrademark("")] 43[assembly : AssemblyTrademark("")]
43[assembly: AssemblyCulture("")] 44[assembly : AssemblyCulture("")]
44 45
45// This sets the default COM visibility of types in the assembly to invisible. 46// This sets the default COM visibility of types in the assembly to invisible.
46// If you need to expose a type to COM, use [ComVisible(true)] on that type. 47// If you need to expose a type to COM, use [ComVisible(true)] on that type.
47[assembly: ComVisible(false)] 48
49[assembly : ComVisible(false)]
48 50
49// The assembly version has following format : 51// The assembly version has following format :
50// 52//
@@ -53,4 +55,4 @@ using System.Runtime.InteropServices;
53// You can specify all values by your own or you can build default build and revision 55// You can specify all values by your own or you can build default build and revision
54// numbers with the '*' character (the default): 56// numbers with the '*' character (the default):
55 57
56[assembly: AssemblyVersion("1.0.0.0")] 58[assembly : AssemblyVersion("1.0.0.0")] \ No newline at end of file
diff --git a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
index 9fdc017..1658e2d 100644
--- a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
+++ b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
@@ -27,6 +27,7 @@
27*/ 27*/
28 28
29#region Copyright 29#region Copyright
30
30/* 31/*
31* Copyright (c) Contributors, http://www.openmetaverse.org/ 32* Copyright (c) Contributors, http://www.openmetaverse.org/
32* See CONTRIBUTORS.TXT for a full list of copyright holders. 33* See CONTRIBUTORS.TXT for a full list of copyright holders.
@@ -54,18 +55,21 @@
54* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 55* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
55* 56*
56*/ 57*/
58
57#endregion 59#endregion
60
58#region References 61#region References
62
59using System; 63using System;
60using System.Collections.Generic; 64using System.Collections.Generic;
61using OpenSim.Region.Physics.Manager;
62using OpenSim.Framework;
63using Axiom.Math;
64using AxiomQuaternion = Axiom.Math.Quaternion;
65//Specific References for BulletXPlugin
66using MonoXnaCompactMaths; 65using MonoXnaCompactMaths;
66using OpenSim.Framework;
67using OpenSim.Region.Physics.Manager;
67using XnaDevRu.BulletX; 68using XnaDevRu.BulletX;
68using XnaDevRu.BulletX.Dynamics; 69using XnaDevRu.BulletX.Dynamics;
70using AxiomQuaternion = Axiom.Math.Quaternion;
71using BoxShape=XnaDevRu.BulletX.BoxShape;
72//Specific References for BulletXPlugin
69 73
70#endregion 74#endregion
71 75
@@ -80,27 +84,31 @@ namespace OpenSim.Region.Physics.BulletXPlugin
80 { 84 {
81 } 85 }
82 } 86 }
87
83 /// <summary> 88 /// <summary>
84 /// BulletXConversions are called now BulletXMaths 89 /// BulletXConversions are called now BulletXMaths
85 /// This Class converts objects and types for BulletX and give some operations 90 /// This Class converts objects and types for BulletX and give some operations
86 /// </summary> 91 /// </summary>
87 public class BulletXMaths 92 public class BulletXMaths
88 { 93 {
89 //Vector3 94 //Vector3
90 public static MonoXnaCompactMaths.Vector3 PhysicsVectorToXnaVector3(PhysicsVector physicsVector) 95 public static Vector3 PhysicsVectorToXnaVector3(PhysicsVector physicsVector)
91 { 96 {
92 return new MonoXnaCompactMaths.Vector3(physicsVector.X, physicsVector.Y, physicsVector.Z); 97 return new Vector3(physicsVector.X, physicsVector.Y, physicsVector.Z);
93 } 98 }
94 public static PhysicsVector XnaVector3ToPhysicsVector(MonoXnaCompactMaths.Vector3 xnaVector3) 99
100 public static PhysicsVector XnaVector3ToPhysicsVector(Vector3 xnaVector3)
95 { 101 {
96 return new PhysicsVector(xnaVector3.X, xnaVector3.Y, xnaVector3.Z); 102 return new PhysicsVector(xnaVector3.X, xnaVector3.Y, xnaVector3.Z);
97 } 103 }
104
98 //Quaternion 105 //Quaternion
99 public static MonoXnaCompactMaths.Quaternion AxiomQuaternionToXnaQuaternion(AxiomQuaternion axiomQuaternion) 106 public static Quaternion AxiomQuaternionToXnaQuaternion(AxiomQuaternion axiomQuaternion)
100 { 107 {
101 return new MonoXnaCompactMaths.Quaternion(axiomQuaternion.x, axiomQuaternion.y, axiomQuaternion.z, axiomQuaternion.w); 108 return new Quaternion(axiomQuaternion.x, axiomQuaternion.y, axiomQuaternion.z, axiomQuaternion.w);
102 } 109 }
103 public static AxiomQuaternion XnaQuaternionToAxiomQuaternion(MonoXnaCompactMaths.Quaternion xnaQuaternion) 110
111 public static AxiomQuaternion XnaQuaternionToAxiomQuaternion(Quaternion xnaQuaternion)
104 { 112 {
105 return new AxiomQuaternion(xnaQuaternion.W, xnaQuaternion.X, xnaQuaternion.Y, xnaQuaternion.Z); 113 return new AxiomQuaternion(xnaQuaternion.W, xnaQuaternion.X, xnaQuaternion.Y, xnaQuaternion.Z);
106 } 114 }
@@ -110,70 +118,79 @@ namespace OpenSim.Region.Physics.BulletXPlugin
110 //- GetRotation (class MatrixOperations) 118 //- GetRotation (class MatrixOperations)
111 //- GetElement (class MathHelper) 119 //- GetElement (class MathHelper)
112 //- SetElement (class MathHelper) 120 //- SetElement (class MathHelper)
113 internal static void SetRotation(ref Matrix m, MonoXnaCompactMaths.Quaternion q) 121 internal static void SetRotation(ref Matrix m, Quaternion q)
114 { 122 {
115 float d = q.LengthSquared(); 123 float d = q.LengthSquared();
116 float s = 2f / d; 124 float s = 2f/d;
117 float xs = q.X * s, ys = q.Y * s, zs = q.Z * s; 125 float xs = q.X*s, ys = q.Y*s, zs = q.Z*s;
118 float wx = q.W * xs, wy = q.W * ys, wz = q.W * zs; 126 float wx = q.W*xs, wy = q.W*ys, wz = q.W*zs;
119 float xx = q.X * xs, xy = q.X * ys, xz = q.X * zs; 127 float xx = q.X*xs, xy = q.X*ys, xz = q.X*zs;
120 float yy = q.Y * ys, yz = q.Y * zs, zz = q.Z * zs; 128 float yy = q.Y*ys, yz = q.Y*zs, zz = q.Z*zs;
121 m = new Matrix(1 - (yy + zz), xy - wz, xz + wy, 0, 129 m = new Matrix(1 - (yy + zz), xy - wz, xz + wy, 0,
122 xy + wz, 1 - (xx + zz), yz - wx, 0, 130 xy + wz, 1 - (xx + zz), yz - wx, 0,
123 xz - wy, yz + wx, 1 - (xx + yy), 0, 131 xz - wy, yz + wx, 1 - (xx + yy), 0,
124 m.M41, m.M42, m.M43, 1); 132 m.M41, m.M42, m.M43, 1);
125 } 133 }
126 internal static MonoXnaCompactMaths.Quaternion GetRotation(Matrix m) 134
135 internal static Quaternion GetRotation(Matrix m)
127 { 136 {
128 MonoXnaCompactMaths.Quaternion q = new MonoXnaCompactMaths.Quaternion(); 137 Quaternion q = new Quaternion();
129 138
130 float trace = m.M11 + m.M22 + m.M33; 139 float trace = m.M11 + m.M22 + m.M33;
131 140
132 if (trace > 0) 141 if (trace > 0)
133 { 142 {
134 float s = (float)Math.Sqrt(trace + 1); 143 float s = (float) Math.Sqrt(trace + 1);
135 q.W = s * 0.5f; 144 q.W = s*0.5f;
136 s = 0.5f / s; 145 s = 0.5f/s;
137 146
138 q.X = (m.M32 - m.M23) * s; 147 q.X = (m.M32 - m.M23)*s;
139 q.Y = (m.M13 - m.M31) * s; 148 q.Y = (m.M13 - m.M31)*s;
140 q.Z = (m.M21 - m.M12) * s; 149 q.Z = (m.M21 - m.M12)*s;
141 } 150 }
142 else 151 else
143 { 152 {
144 int i = m.M11 < m.M22 ? 153 int i = m.M11 < m.M22
145 (m.M22 < m.M33 ? 2 : 1) : 154 ?
146 (m.M11 < m.M33 ? 2 : 0); 155 (m.M22 < m.M33 ? 2 : 1)
147 int j = (i + 1) % 3; 156 :
148 int k = (i + 2) % 3; 157 (m.M11 < m.M33 ? 2 : 0);
149 158 int j = (i + 1)%3;
150 float s = (float)Math.Sqrt(GetElement(m, i, i) - GetElement(m, j, j) - GetElement(m, k, k) + 1); 159 int k = (i + 2)%3;
151 SetElement(ref q, i, s * 0.5f); 160
152 s = 0.5f / s; 161 float s = (float) Math.Sqrt(GetElement(m, i, i) - GetElement(m, j, j) - GetElement(m, k, k) + 1);
153 162 SetElement(ref q, i, s*0.5f);
154 q.W = (GetElement(m, k, j) - GetElement(m, j, k)) * s; 163 s = 0.5f/s;
155 SetElement(ref q, j, (GetElement(m, j, i) + GetElement(m, i, j)) * s); 164
156 SetElement(ref q, k, (GetElement(m, k, i) + GetElement(m, i, k)) * s); 165 q.W = (GetElement(m, k, j) - GetElement(m, j, k))*s;
166 SetElement(ref q, j, (GetElement(m, j, i) + GetElement(m, i, j))*s);
167 SetElement(ref q, k, (GetElement(m, k, i) + GetElement(m, i, k))*s);
157 } 168 }
158 169
159 return q; 170 return q;
160 } 171 }
161 internal static float SetElement(ref MonoXnaCompactMaths.Quaternion q, int index, float value) 172
173 internal static float SetElement(ref Quaternion q, int index, float value)
162 { 174 {
163 switch (index) 175 switch (index)
164 { 176 {
165 case 0: 177 case 0:
166 q.X = value; break; 178 q.X = value;
179 break;
167 case 1: 180 case 1:
168 q.Y = value; break; 181 q.Y = value;
182 break;
169 case 2: 183 case 2:
170 q.Z = value; break; 184 q.Z = value;
185 break;
171 case 3: 186 case 3:
172 q.W = value; break; 187 q.W = value;
188 break;
173 } 189 }
174 190
175 return 0; 191 return 0;
176 } 192 }
193
177 internal static float GetElement(Matrix mat, int row, int col) 194 internal static float GetElement(Matrix mat, int row, int col)
178 { 195 {
179 switch (row) 196 switch (row)
@@ -187,7 +204,8 @@ namespace OpenSim.Region.Physics.BulletXPlugin
187 return mat.M12; 204 return mat.M12;
188 case 2: 205 case 2:
189 return mat.M13; 206 return mat.M13;
190 } break; 207 }
208 break;
191 case 1: 209 case 1:
192 switch (col) 210 switch (col)
193 { 211 {
@@ -197,7 +215,8 @@ namespace OpenSim.Region.Physics.BulletXPlugin
197 return mat.M22; 215 return mat.M22;
198 case 2: 216 case 2:
199 return mat.M23; 217 return mat.M23;
200 } break; 218 }
219 break;
201 case 2: 220 case 2:
202 switch (col) 221 switch (col)
203 { 222 {
@@ -207,12 +226,14 @@ namespace OpenSim.Region.Physics.BulletXPlugin
207 return mat.M32; 226 return mat.M32;
208 case 2: 227 case 2:
209 return mat.M33; 228 return mat.M33;
210 } break; 229 }
230 break;
211 } 231 }
212 232
213 return 0; 233 return 0;
214 } 234 }
215 } 235 }
236
216 /// <summary> 237 /// <summary>
217 /// PhysicsPlugin Class for BulletX 238 /// PhysicsPlugin Class for BulletX
218 /// </summary> 239 /// </summary>
@@ -223,10 +244,12 @@ namespace OpenSim.Region.Physics.BulletXPlugin
223 public BulletXPlugin() 244 public BulletXPlugin()
224 { 245 {
225 } 246 }
247
226 public bool Init() 248 public bool Init()
227 { 249 {
228 return true; 250 return true;
229 } 251 }
252
230 public PhysicsScene GetScene() 253 public PhysicsScene GetScene()
231 { 254 {
232 if (_mScene == null) 255 if (_mScene == null)
@@ -235,20 +258,24 @@ namespace OpenSim.Region.Physics.BulletXPlugin
235 } 258 }
236 return (_mScene); 259 return (_mScene);
237 } 260 }
261
238 public string GetName() 262 public string GetName()
239 { 263 {
240 return ("modified_BulletX");//Changed!! "BulletXEngine" To "modified_BulletX" 264 return ("modified_BulletX"); //Changed!! "BulletXEngine" To "modified_BulletX"
241 } 265 }
266
242 public void Dispose() 267 public void Dispose()
243 { 268 {
244 } 269 }
245 } 270 }
271
246 /// <summary> 272 /// <summary>
247 /// PhysicsScene Class for BulletX 273 /// PhysicsScene Class for BulletX
248 /// </summary> 274 /// </summary>
249 public class BulletXScene : PhysicsScene 275 public class BulletXScene : PhysicsScene
250 { 276 {
251 #region BulletXScene Fields 277 #region BulletXScene Fields
278
252 public DiscreteDynamicsWorld ddWorld; 279 public DiscreteDynamicsWorld ddWorld;
253 private CollisionDispatcher cDispatcher; 280 private CollisionDispatcher cDispatcher;
254 private OverlappingPairCache opCache; 281 private OverlappingPairCache opCache;
@@ -271,33 +298,58 @@ namespace OpenSim.Region.Physics.BulletXPlugin
271 private List<BulletXCharacter> _characters = new List<BulletXCharacter>(); 298 private List<BulletXCharacter> _characters = new List<BulletXCharacter>();
272 private List<BulletXPrim> _prims = new List<BulletXPrim>(); 299 private List<BulletXPrim> _prims = new List<BulletXPrim>();
273 300
274 public static float Gravity { get { return gravity; } } 301 public static float Gravity
275 public static float HeightLevel0 { get { return heightLevel0; } } 302 {
276 public static float HeightLevel1 { get { return heightLevel1; } } 303 get { return gravity; }
277 public static float LowGravityFactor { get { return lowGravityFactor; } } 304 }
278 public static int MaxXY { get { return maxXY; } } 305
279 public static int MaxZ { get { return maxZ; } } 306 public static float HeightLevel0
307 {
308 get { return heightLevel0; }
309 }
310
311 public static float HeightLevel1
312 {
313 get { return heightLevel1; }
314 }
315
316 public static float LowGravityFactor
317 {
318 get { return lowGravityFactor; }
319 }
320
321 public static int MaxXY
322 {
323 get { return maxXY; }
324 }
325
326 public static int MaxZ
327 {
328 get { return maxZ; }
329 }
280 330
281 private List<RigidBody> _forgottenRigidBodies = new List<RigidBody>(); 331 private List<RigidBody> _forgottenRigidBodies = new List<RigidBody>();
282 internal string is_ex_message = "Can't remove rigidBody!: "; 332 internal string is_ex_message = "Can't remove rigidBody!: ";
333
283 #endregion 334 #endregion
284 335
285 public BulletXScene() 336 public BulletXScene()
286 { 337 {
287 cDispatcher = new CollisionDispatcher(); 338 cDispatcher = new CollisionDispatcher();
288 MonoXnaCompactMaths.Vector3 worldMinDim = new MonoXnaCompactMaths.Vector3((float)minXY, (float)minXY, (float)minZ); 339 Vector3 worldMinDim = new Vector3((float) minXY, (float) minXY, (float) minZ);
289 MonoXnaCompactMaths.Vector3 worldMaxDim = new MonoXnaCompactMaths.Vector3((float)maxXY, (float)maxXY, (float)maxZ); 340 Vector3 worldMaxDim = new Vector3((float) maxXY, (float) maxXY, (float) maxZ);
290 opCache = new AxisSweep3(worldMinDim, worldMaxDim, maxHandles); 341 opCache = new AxisSweep3(worldMinDim, worldMaxDim, maxHandles);
291 sicSolver = new SequentialImpulseConstraintSolver(); 342 sicSolver = new SequentialImpulseConstraintSolver();
292 343
293 lock (BulletXLock) 344 lock (BulletXLock)
294 { 345 {
295 ddWorld = new DiscreteDynamicsWorld(cDispatcher, opCache, sicSolver); 346 ddWorld = new DiscreteDynamicsWorld(cDispatcher, opCache, sicSolver);
296 ddWorld.Gravity = new MonoXnaCompactMaths.Vector3(0, 0, -gravity); 347 ddWorld.Gravity = new Vector3(0, 0, -gravity);
297 } 348 }
298 //this._heightmap = new float[65536]; 349 //this._heightmap = new float[65536];
299 } 350 }
300 public override PhysicsActor AddAvatar(string avName, PhysicsVector position) 351
352 public override PhysicsActor AddAvatar(string avName, PhysicsVector position)
301 { 353 {
302 PhysicsVector pos = new PhysicsVector(); 354 PhysicsVector pos = new PhysicsVector();
303 pos.X = position.X; 355 pos.X = position.X;
@@ -311,6 +363,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
311 } 363 }
312 return newAv; 364 return newAv;
313 } 365 }
366
314 public override void RemoveAvatar(PhysicsActor actor) 367 public override void RemoveAvatar(PhysicsActor actor)
315 { 368 {
316 if (actor is BulletXCharacter) 369 if (actor is BulletXCharacter)
@@ -319,20 +372,22 @@ namespace OpenSim.Region.Physics.BulletXPlugin
319 { 372 {
320 try 373 try
321 { 374 {
322 ddWorld.RemoveRigidBody(((BulletXCharacter)actor).RigidBody); 375 ddWorld.RemoveRigidBody(((BulletXCharacter) actor).RigidBody);
323 } 376 }
324 catch (Exception ex) 377 catch (Exception ex)
325 { 378 {
326 BulletXMessage(is_ex_message + ex.Message, true); 379 BulletXMessage(is_ex_message + ex.Message, true);
327 ((BulletXCharacter)actor).RigidBody.ActivationState = ActivationState.DisableSimulation; 380 ((BulletXCharacter) actor).RigidBody.ActivationState = ActivationState.DisableSimulation;
328 AddForgottenRigidBody(((BulletXCharacter)actor).RigidBody); 381 AddForgottenRigidBody(((BulletXCharacter) actor).RigidBody);
329 } 382 }
330 _characters.Remove((BulletXCharacter)actor); 383 _characters.Remove((BulletXCharacter) actor);
331 } 384 }
332 GC.Collect(); 385 GC.Collect();
333 } 386 }
334 } 387 }
335 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, PhysicsVector size, AxiomQuaternion rotation) 388
389 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
390 PhysicsVector size, AxiomQuaternion rotation)
336 { 391 {
337 PhysicsActor result; 392 PhysicsActor result;
338 393
@@ -358,11 +413,14 @@ namespace OpenSim.Region.Physics.BulletXPlugin
358 413
359 return result; 414 return result;
360 } 415 }
361 public PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, Axiom.Math.Quaternion rotation) 416
417 public PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, AxiomQuaternion rotation)
362 { 418 {
363 return AddPrim("", position, size, rotation, null, null); 419 return AddPrim("", position, size, rotation, null, null);
364 } 420 }
365 public PhysicsActor AddPrim(String name, PhysicsVector position, PhysicsVector size, AxiomQuaternion rotation, Mesh mesh, PrimitiveBaseShape pbs) 421
422 public PhysicsActor AddPrim(String name, PhysicsVector position, PhysicsVector size, AxiomQuaternion rotation,
423 Mesh mesh, PrimitiveBaseShape pbs)
366 { 424 {
367 BulletXPrim newPrim = null; 425 BulletXPrim newPrim = null;
368 lock (BulletXLock) 426 lock (BulletXLock)
@@ -372,6 +430,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
372 } 430 }
373 return newPrim; 431 return newPrim;
374 } 432 }
433
375 public override void RemovePrim(PhysicsActor prim) 434 public override void RemovePrim(PhysicsActor prim)
376 { 435 {
377 if (prim is BulletXPrim) 436 if (prim is BulletXPrim)
@@ -380,19 +439,20 @@ namespace OpenSim.Region.Physics.BulletXPlugin
380 { 439 {
381 try 440 try
382 { 441 {
383 ddWorld.RemoveRigidBody(((BulletXPrim)prim).RigidBody); 442 ddWorld.RemoveRigidBody(((BulletXPrim) prim).RigidBody);
384 } 443 }
385 catch (Exception ex) 444 catch (Exception ex)
386 { 445 {
387 BulletXMessage(is_ex_message + ex.Message, true); 446 BulletXMessage(is_ex_message + ex.Message, true);
388 ((BulletXPrim)prim).RigidBody.ActivationState = ActivationState.DisableSimulation; 447 ((BulletXPrim) prim).RigidBody.ActivationState = ActivationState.DisableSimulation;
389 AddForgottenRigidBody(((BulletXPrim)prim).RigidBody); 448 AddForgottenRigidBody(((BulletXPrim) prim).RigidBody);
390 } 449 }
391 _prims.Remove((BulletXPrim)prim); 450 _prims.Remove((BulletXPrim) prim);
392 } 451 }
393 GC.Collect(); 452 GC.Collect();
394 } 453 }
395 } 454 }
455
396 public override void Simulate(float timeStep) 456 public override void Simulate(float timeStep)
397 { 457 {
398 lock (BulletXLock) 458 lock (BulletXLock)
@@ -408,6 +468,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
408 UpdateKineticsForAll(); 468 UpdateKineticsForAll();
409 } 469 }
410 } 470 }
471
411 private void MoveAllObjects(float timeStep) 472 private void MoveAllObjects(float timeStep)
412 { 473 {
413 foreach (BulletXCharacter actor in _characters) 474 foreach (BulletXCharacter actor in _characters)
@@ -418,6 +479,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
418 { 479 {
419 } 480 }
420 } 481 }
482
421 private void ValidateHeightForAll() 483 private void ValidateHeightForAll()
422 { 484 {
423 float _height; 485 float _height;
@@ -431,7 +493,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
431 foreach (BulletXPrim prim in _prims) 493 foreach (BulletXPrim prim in _prims)
432 { 494 {
433 //_height = HeightValue(prim.RigidBodyPosition); 495 //_height = HeightValue(prim.RigidBodyPosition);
434 _height = _simFlatPlanet.HeightValue(prim.RigidBodyPosition); 496 _height = _simFlatPlanet.HeightValue(prim.RigidBodyPosition);
435 prim.ValidateHeight(_height); 497 prim.ValidateHeight(_height);
436 //if (_simFlatPlanet.heightIsNotValid(prim.RigidBodyPosition, out _height)) prim.ValidateHeight(_height); 498 //if (_simFlatPlanet.heightIsNotValid(prim.RigidBodyPosition, out _height)) prim.ValidateHeight(_height);
437 } 499 }
@@ -444,6 +506,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
444 // prim.ValidateHeight(0); 506 // prim.ValidateHeight(0);
445 //} 507 //}
446 } 508 }
509
447 private void UpdateKineticsForAll() 510 private void UpdateKineticsForAll()
448 { 511 {
449 //UpdatePosition > UpdateKinetics. 512 //UpdatePosition > UpdateKinetics.
@@ -458,17 +521,17 @@ namespace OpenSim.Region.Physics.BulletXPlugin
458 } 521 }
459 //if(this._simFlatPlanet!=null) this._simFlatPlanet.Restore(); 522 //if(this._simFlatPlanet!=null) this._simFlatPlanet.Restore();
460 } 523 }
524
461 public override void GetResults() 525 public override void GetResults()
462 { 526 {
463
464 } 527 }
528
465 public override bool IsThreaded 529 public override bool IsThreaded
466 { 530 {
467 get 531 get { return (false); // for now we won't be multithreaded
468 {
469 return (false); // for now we won't be multithreaded
470 } 532 }
471 } 533 }
534
472 public override void SetTerrain(float[] heightMap) 535 public override void SetTerrain(float[] heightMap)
473 { 536 {
474 ////As the same as ODE, heightmap (x,y) must be swapped for BulletX 537 ////As the same as ODE, heightmap (x,y) must be swapped for BulletX
@@ -494,41 +557,44 @@ namespace OpenSim.Region.Physics.BulletXPlugin
494 DeleteTerrain(); 557 DeleteTerrain();
495 //There is a BulletXLock inside the constructor of BulletXPlanet 558 //There is a BulletXLock inside the constructor of BulletXPlanet
496 //this._simFlatPlanet = new BulletXPlanet(this, swappedHeightMap); 559 //this._simFlatPlanet = new BulletXPlanet(this, swappedHeightMap);
497 this._simFlatPlanet = new BulletXPlanet(this, heightMap); 560 _simFlatPlanet = new BulletXPlanet(this, heightMap);
498 //this._heightmap = heightMap; 561 //this._heightmap = heightMap;
499 } 562 }
563
500 public override void DeleteTerrain() 564 public override void DeleteTerrain()
501 { 565 {
502 if (this._simFlatPlanet != null) 566 if (_simFlatPlanet != null)
503 { 567 {
504 lock (BulletXLock) 568 lock (BulletXLock)
505 { 569 {
506 try 570 try
507 { 571 {
508 ddWorld.RemoveRigidBody(this._simFlatPlanet.RigidBody); 572 ddWorld.RemoveRigidBody(_simFlatPlanet.RigidBody);
509 } 573 }
510 catch (Exception ex) 574 catch (Exception ex)
511 { 575 {
512 BulletXMessage(is_ex_message + ex.Message, true); 576 BulletXMessage(is_ex_message + ex.Message, true);
513 this._simFlatPlanet.RigidBody.ActivationState = ActivationState.DisableSimulation; 577 _simFlatPlanet.RigidBody.ActivationState = ActivationState.DisableSimulation;
514 AddForgottenRigidBody(this._simFlatPlanet.RigidBody); 578 AddForgottenRigidBody(_simFlatPlanet.RigidBody);
515 } 579 }
516 } 580 }
517 this._simFlatPlanet = null; 581 _simFlatPlanet = null;
518 GC.Collect(); 582 GC.Collect();
519 BulletXMessage("Terrain erased!", false); 583 BulletXMessage("Terrain erased!", false);
520 } 584 }
521 //this._heightmap = null; 585 //this._heightmap = null;
522 } 586 }
587
523 internal void AddForgottenRigidBody(RigidBody forgottenRigidBody) 588 internal void AddForgottenRigidBody(RigidBody forgottenRigidBody)
524 { 589 {
525 _forgottenRigidBodies.Add(forgottenRigidBody); 590 _forgottenRigidBodies.Add(forgottenRigidBody);
526 } 591 }
592
527 private void RemoveForgottenRigidBodies() 593 private void RemoveForgottenRigidBodies()
528 { 594 {
529 RigidBody forgottenRigidBody; 595 RigidBody forgottenRigidBody;
530 int nRigidBodies = _forgottenRigidBodies.Count; 596 int nRigidBodies = _forgottenRigidBodies.Count;
531 for(int i = nRigidBodies - 1; i >= 0; i--) 597 for (int i = nRigidBodies - 1; i >= 0; i--)
532 { 598 {
533 forgottenRigidBody = _forgottenRigidBodies[i]; 599 forgottenRigidBody = _forgottenRigidBodies[i];
534 try 600 try
@@ -544,10 +610,12 @@ namespace OpenSim.Region.Physics.BulletXPlugin
544 } 610 }
545 GC.Collect(); 611 GC.Collect();
546 } 612 }
613
547 internal void BulletXMessage(string message, bool isWarning) 614 internal void BulletXMessage(string message, bool isWarning)
548 { 615 {
549 PhysicsPluginManager.PhysicsPluginMessage("[Modified BulletX]:\t" + message, isWarning); 616 PhysicsPluginManager.PhysicsPluginMessage("[Modified BulletX]:\t" + message, isWarning);
550 } 617 }
618
551 //temp 619 //temp
552 //private float HeightValue(MonoXnaCompactMaths.Vector3 position) 620 //private float HeightValue(MonoXnaCompactMaths.Vector3 position)
553 //{ 621 //{
@@ -559,10 +627,11 @@ namespace OpenSim.Region.Physics.BulletXPlugin
559 // height = this._heightmap[li_y * 256 + li_x]; 627 // height = this._heightmap[li_y * 256 + li_x];
560 // if (height < 0) height = 0; 628 // if (height < 0) height = 0;
561 // else if (height > maxZ) height = maxZ; 629 // else if (height > maxZ) height = maxZ;
562 630
563 // return height; 631 // return height;
564 //} 632 //}
565 } 633 }
634
566 /// <summary> 635 /// <summary>
567 /// PhysicsActor Character Class for BulletX 636 /// PhysicsActor Character Class for BulletX
568 /// </summary> 637 /// </summary>
@@ -576,21 +645,24 @@ namespace OpenSim.Region.Physics.BulletXPlugin
576 private bool flying; 645 private bool flying;
577 private RigidBody rigidBody; 646 private RigidBody rigidBody;
578 647
579 public MonoXnaCompactMaths.Vector3 RigidBodyPosition 648 public Vector3 RigidBodyPosition
580 { 649 {
581 get { return this.rigidBody.CenterOfMassPosition; } 650 get { return rigidBody.CenterOfMassPosition; }
582 } 651 }
652
583 public BulletXCharacter(BulletXScene parent_scene, PhysicsVector pos) 653 public BulletXCharacter(BulletXScene parent_scene, PhysicsVector pos)
584 : this("", parent_scene, pos) 654 : this("", parent_scene, pos)
585 { 655 {
586 } 656 }
657
587 public BulletXCharacter(String avName, BulletXScene parent_scene, PhysicsVector pos) 658 public BulletXCharacter(String avName, BulletXScene parent_scene, PhysicsVector pos)
588 : this(avName, parent_scene, pos, new PhysicsVector(), new PhysicsVector(), new PhysicsVector(), 659 : this(avName, parent_scene, pos, new PhysicsVector(), new PhysicsVector(), new PhysicsVector(),
589 AxiomQuaternion.Identity) 660 AxiomQuaternion.Identity)
590 { 661 {
591 } 662 }
663
592 public BulletXCharacter(String avName, BulletXScene parent_scene, PhysicsVector pos, PhysicsVector velocity, 664 public BulletXCharacter(String avName, BulletXScene parent_scene, PhysicsVector pos, PhysicsVector velocity,
593 PhysicsVector size, PhysicsVector acceleration, AxiomQuaternion orientation) 665 PhysicsVector size, PhysicsVector acceleration, AxiomQuaternion orientation)
594 { 666 {
595 //This fields will be removed. They're temporal 667 //This fields will be removed. They're temporal
596 float _sizeX = 0.5f; 668 float _sizeX = 0.5f;
@@ -622,23 +694,23 @@ namespace OpenSim.Region.Physics.BulletXPlugin
622 //For now, like ODE, collisionShape = sphere of radious = 1.0 694 //For now, like ODE, collisionShape = sphere of radious = 1.0
623 CollisionShape _collisionShape = new SphereShape(1.0f); 695 CollisionShape _collisionShape = new SphereShape(1.0f);
624 DefaultMotionState _motionState = new DefaultMotionState(_startTransform, _centerOfMassOffset); 696 DefaultMotionState _motionState = new DefaultMotionState(_startTransform, _centerOfMassOffset);
625 MonoXnaCompactMaths.Vector3 _localInertia = new MonoXnaCompactMaths.Vector3(); 697 Vector3 _localInertia = new Vector3();
626 _collisionShape.CalculateLocalInertia(_mass, out _localInertia); //Always when mass > 0 698 _collisionShape.CalculateLocalInertia(_mass, out _localInertia); //Always when mass > 0
627 rigidBody = new RigidBody(_mass, _motionState, _collisionShape, _localInertia, _linearDamping, _angularDamping, _friction, _restitution); 699 rigidBody =
700 new RigidBody(_mass, _motionState, _collisionShape, _localInertia, _linearDamping, _angularDamping,
701 _friction, _restitution);
628 //rigidBody.ActivationState = ActivationState.DisableDeactivation; 702 //rigidBody.ActivationState = ActivationState.DisableDeactivation;
629 //It's seems that there are a bug with rigidBody constructor and its CenterOfMassPosition 703 //It's seems that there are a bug with rigidBody constructor and its CenterOfMassPosition
630 MonoXnaCompactMaths.Vector3 _vDebugTranslation; 704 Vector3 _vDebugTranslation;
631 _vDebugTranslation = _startTransform.Translation - rigidBody.CenterOfMassPosition; 705 _vDebugTranslation = _startTransform.Translation - rigidBody.CenterOfMassPosition;
632 rigidBody.Translate(_vDebugTranslation); 706 rigidBody.Translate(_vDebugTranslation);
633 parent_scene.ddWorld.AddRigidBody(rigidBody); 707 parent_scene.ddWorld.AddRigidBody(rigidBody);
634 } 708 }
635 } 709 }
710
636 public override PhysicsVector Position 711 public override PhysicsVector Position
637 { 712 {
638 get 713 get { return _position; }
639 {
640 return _position;
641 }
642 set 714 set
643 { 715 {
644 lock (BulletXScene.BulletXLock) 716 lock (BulletXScene.BulletXLock)
@@ -648,12 +720,10 @@ namespace OpenSim.Region.Physics.BulletXPlugin
648 } 720 }
649 } 721 }
650 } 722 }
723
651 public override PhysicsVector Velocity 724 public override PhysicsVector Velocity
652 { 725 {
653 get 726 get { return _velocity; }
654 {
655 return _velocity;
656 }
657 set 727 set
658 { 728 {
659 lock (BulletXScene.BulletXLock) 729 lock (BulletXScene.BulletXLock)
@@ -663,12 +733,10 @@ namespace OpenSim.Region.Physics.BulletXPlugin
663 } 733 }
664 } 734 }
665 } 735 }
736
666 public override PhysicsVector Size 737 public override PhysicsVector Size
667 { 738 {
668 get 739 get { return _size; }
669 {
670 return _size;
671 }
672 set 740 set
673 { 741 {
674 lock (BulletXScene.BulletXLock) 742 lock (BulletXScene.BulletXLock)
@@ -677,19 +745,15 @@ namespace OpenSim.Region.Physics.BulletXPlugin
677 } 745 }
678 } 746 }
679 } 747 }
748
680 public override PhysicsVector Acceleration 749 public override PhysicsVector Acceleration
681 { 750 {
682 get 751 get { return _acceleration; }
683 {
684 return _acceleration;
685 }
686 } 752 }
753
687 public override AxiomQuaternion Orientation 754 public override AxiomQuaternion Orientation
688 { 755 {
689 get 756 get { return _orientation; }
690 {
691 return _orientation;
692 }
693 set 757 set
694 { 758 {
695 lock (BulletXScene.BulletXLock) 759 lock (BulletXScene.BulletXLock)
@@ -698,24 +762,18 @@ namespace OpenSim.Region.Physics.BulletXPlugin
698 } 762 }
699 } 763 }
700 } 764 }
765
701 public RigidBody RigidBody 766 public RigidBody RigidBody
702 { 767 {
703 get 768 get { return rigidBody; }
704 {
705 return rigidBody;
706 }
707 } 769 }
770
708 public override bool Flying 771 public override bool Flying
709 { 772 {
710 get 773 get { return flying; }
711 { 774 set { flying = value; }
712 return flying;
713 }
714 set
715 {
716 flying = value;
717 }
718 } 775 }
776
719 public void SetAcceleration(PhysicsVector accel) 777 public void SetAcceleration(PhysicsVector accel)
720 { 778 {
721 lock (BulletXScene.BulletXLock) 779 lock (BulletXScene.BulletXLock)
@@ -723,116 +781,121 @@ namespace OpenSim.Region.Physics.BulletXPlugin
723 _acceleration = accel; 781 _acceleration = accel;
724 } 782 }
725 } 783 }
784
726 public override bool Kinematic 785 public override bool Kinematic
727 { 786 {
728 get 787 get { return false; }
729 { 788 set { }
730 return false;
731 }
732 set
733 {
734
735 }
736 } 789 }
790
737 public override void AddForce(PhysicsVector force) 791 public override void AddForce(PhysicsVector force)
738 { 792 {
739
740 } 793 }
794
741 public override void SetMomentum(PhysicsVector momentum) 795 public override void SetMomentum(PhysicsVector momentum)
742 { 796 {
743
744 } 797 }
798
745 internal void Move(float timeStep) 799 internal void Move(float timeStep)
746 { 800 {
747 MonoXnaCompactMaths.Vector3 vec = new MonoXnaCompactMaths.Vector3(); 801 Vector3 vec = new Vector3();
748 //At this point it's supossed that: 802 //At this point it's supossed that:
749 //_velocity == rigidBody.LinearVelocity 803 //_velocity == rigidBody.LinearVelocity
750 vec.X = this._velocity.X; 804 vec.X = _velocity.X;
751 vec.Y = this._velocity.Y; 805 vec.Y = _velocity.Y;
752 vec.Z = this._velocity.Z; 806 vec.Z = _velocity.Z;
753 if ((vec.X != 0.0f) || (vec.Y != 0.0f) || (vec.Z != 0.0f)) rigidBody.Activate(); 807 if ((vec.X != 0.0f) || (vec.Y != 0.0f) || (vec.Z != 0.0f)) rigidBody.Activate();
754 if (flying) 808 if (flying)
755 { 809 {
756 //Antigravity with movement 810 //Antigravity with movement
757 if (this._position.Z <= BulletXScene.HeightLevel0) 811 if (_position.Z <= BulletXScene.HeightLevel0)
758 { 812 {
759 vec.Z += BulletXScene.Gravity * timeStep; 813 vec.Z += BulletXScene.Gravity*timeStep;
760 } 814 }
761 //Lowgravity with movement 815 //Lowgravity with movement
762 else if ((this._position.Z > BulletXScene.HeightLevel0) 816 else if ((_position.Z > BulletXScene.HeightLevel0)
763 && (this._position.Z <= BulletXScene.HeightLevel1)) 817 && (_position.Z <= BulletXScene.HeightLevel1))
764 { 818 {
765 vec.Z += BulletXScene.Gravity * timeStep * (1.0f - BulletXScene.LowGravityFactor); 819 vec.Z += BulletXScene.Gravity*timeStep*(1.0f - BulletXScene.LowGravityFactor);
766 } 820 }
767 //Lowgravity with... 821 //Lowgravity with...
768 else if (this._position.Z > BulletXScene.HeightLevel1) 822 else if (_position.Z > BulletXScene.HeightLevel1)
769 { 823 {
770 if (vec.Z > 0) //no movement 824 if (vec.Z > 0) //no movement
771 vec.Z = BulletXScene.Gravity * timeStep * (1.0f - BulletXScene.LowGravityFactor); 825 vec.Z = BulletXScene.Gravity*timeStep*(1.0f - BulletXScene.LowGravityFactor);
772 else 826 else
773 vec.Z += BulletXScene.Gravity * timeStep * (1.0f - BulletXScene.LowGravityFactor); 827 vec.Z += BulletXScene.Gravity*timeStep*(1.0f - BulletXScene.LowGravityFactor);
774
775 } 828 }
776 } 829 }
777 rigidBody.LinearVelocity = vec; 830 rigidBody.LinearVelocity = vec;
778 } 831 }
832
779 //This validation is very basic 833 //This validation is very basic
780 internal void ValidateHeight(float heighmapPositionValue) 834 internal void ValidateHeight(float heighmapPositionValue)
781 { 835 {
782 if (rigidBody.CenterOfMassPosition.Z < heighmapPositionValue + _size.Z / 2.0f) 836 if (rigidBody.CenterOfMassPosition.Z < heighmapPositionValue + _size.Z/2.0f)
783 { 837 {
784 Matrix m = rigidBody.WorldTransform; 838 Matrix m = rigidBody.WorldTransform;
785 MonoXnaCompactMaths.Vector3 v3 = m.Translation; 839 Vector3 v3 = m.Translation;
786 v3.Z = heighmapPositionValue + _size.Z / 2.0f; 840 v3.Z = heighmapPositionValue + _size.Z/2.0f;
787 m.Translation = v3; 841 m.Translation = v3;
788 rigidBody.WorldTransform = m; 842 rigidBody.WorldTransform = m;
789 //When an Avie touch the ground it's vertical velocity it's reduced to ZERO 843 //When an Avie touch the ground it's vertical velocity it's reduced to ZERO
790 Speed(new PhysicsVector(this.rigidBody.LinearVelocity.X, this.rigidBody.LinearVelocity.Y, 0.0f)); 844 Speed(new PhysicsVector(rigidBody.LinearVelocity.X, rigidBody.LinearVelocity.Y, 0.0f));
791 } 845 }
792 } 846 }
847
793 internal void UpdateKinetics() 848 internal void UpdateKinetics()
794 { 849 {
795 this._position = BulletXMaths.XnaVector3ToPhysicsVector(rigidBody.CenterOfMassPosition); 850 _position = BulletXMaths.XnaVector3ToPhysicsVector(rigidBody.CenterOfMassPosition);
796 this._velocity = BulletXMaths.XnaVector3ToPhysicsVector(rigidBody.LinearVelocity); 851 _velocity = BulletXMaths.XnaVector3ToPhysicsVector(rigidBody.LinearVelocity);
797 //Orientation it seems that it will be the default. 852 //Orientation it seems that it will be the default.
798 ReOrient(); 853 ReOrient();
799 } 854 }
800 855
801 #region Methods for updating values of RigidBody 856 #region Methods for updating values of RigidBody
857
802 private void Translate() 858 private void Translate()
803 { 859 {
804 Translate(this._position); 860 Translate(_position);
805 } 861 }
862
806 private void Translate(PhysicsVector _newPos) 863 private void Translate(PhysicsVector _newPos)
807 { 864 {
808 MonoXnaCompactMaths.Vector3 _translation; 865 Vector3 _translation;
809 _translation = BulletXMaths.PhysicsVectorToXnaVector3(_newPos) - rigidBody.CenterOfMassPosition; 866 _translation = BulletXMaths.PhysicsVectorToXnaVector3(_newPos) - rigidBody.CenterOfMassPosition;
810 rigidBody.Translate(_translation); 867 rigidBody.Translate(_translation);
811 } 868 }
869
812 private void Speed() 870 private void Speed()
813 { 871 {
814 Speed(this._velocity); 872 Speed(_velocity);
815 } 873 }
874
816 private void Speed(PhysicsVector _newSpeed) 875 private void Speed(PhysicsVector _newSpeed)
817 { 876 {
818 MonoXnaCompactMaths.Vector3 _speed; 877 Vector3 _speed;
819 _speed = BulletXMaths.PhysicsVectorToXnaVector3(_newSpeed); 878 _speed = BulletXMaths.PhysicsVectorToXnaVector3(_newSpeed);
820 rigidBody.LinearVelocity = _speed; 879 rigidBody.LinearVelocity = _speed;
821 } 880 }
881
822 private void ReOrient() 882 private void ReOrient()
823 { 883 {
824 ReOrient(this._orientation); 884 ReOrient(_orientation);
825 } 885 }
886
826 private void ReOrient(AxiomQuaternion _newOrient) 887 private void ReOrient(AxiomQuaternion _newOrient)
827 { 888 {
828 MonoXnaCompactMaths.Quaternion _newOrientation; 889 Quaternion _newOrientation;
829 _newOrientation = BulletXMaths.AxiomQuaternionToXnaQuaternion(_newOrient); 890 _newOrientation = BulletXMaths.AxiomQuaternionToXnaQuaternion(_newOrient);
830 Matrix _comTransform = rigidBody.CenterOfMassTransform; 891 Matrix _comTransform = rigidBody.CenterOfMassTransform;
831 BulletXMaths.SetRotation(ref _comTransform, _newOrientation); 892 BulletXMaths.SetRotation(ref _comTransform, _newOrientation);
832 rigidBody.CenterOfMassTransform = _comTransform; 893 rigidBody.CenterOfMassTransform = _comTransform;
833 } 894 }
895
834 #endregion 896 #endregion
835 } 897 }
898
836 /// <summary> 899 /// <summary>
837 /// PhysicsActor Prim Class for BulletX 900 /// PhysicsActor Prim Class for BulletX
838 /// </summary> 901 /// </summary>
@@ -851,27 +914,32 @@ namespace OpenSim.Region.Physics.BulletXPlugin
851 //_physical value will be linked with the prim object value 914 //_physical value will be linked with the prim object value
852 private Boolean _physical = false; 915 private Boolean _physical = false;
853 916
854 public MonoXnaCompactMaths.Vector3 RigidBodyPosition 917 public Vector3 RigidBodyPosition
855 { 918 {
856 get { return this.rigidBody.CenterOfMassPosition; } 919 get { return rigidBody.CenterOfMassPosition; }
857 } 920 }
921
858 public BulletXPrim(BulletXScene parent_scene, PhysicsVector pos, PhysicsVector size, AxiomQuaternion rotation) 922 public BulletXPrim(BulletXScene parent_scene, PhysicsVector pos, PhysicsVector size, AxiomQuaternion rotation)
859 : this("", parent_scene, pos, new PhysicsVector(), size, new PhysicsVector(), rotation, null, null) 923 : this("", parent_scene, pos, new PhysicsVector(), size, new PhysicsVector(), rotation, null, null)
860 { 924 {
861 } 925 }
862 public BulletXPrim(String primName, BulletXScene parent_scene, PhysicsVector pos, PhysicsVector size, 926
863 AxiomQuaternion rotation, Mesh mesh, PrimitiveBaseShape pbs) 927 public BulletXPrim(String primName, BulletXScene parent_scene, PhysicsVector pos, PhysicsVector size,
928 AxiomQuaternion rotation, Mesh mesh, PrimitiveBaseShape pbs)
864 : this(primName, parent_scene, pos, new PhysicsVector(), size, new PhysicsVector(), rotation, mesh, pbs) 929 : this(primName, parent_scene, pos, new PhysicsVector(), size, new PhysicsVector(), rotation, mesh, pbs)
865 { 930 {
866 } 931 }
867 public BulletXPrim(String primName, BulletXScene parent_scene, PhysicsVector pos, PhysicsVector velocity, PhysicsVector size, 932
868 PhysicsVector aceleration, AxiomQuaternion rotation, Mesh mesh, PrimitiveBaseShape pbs) 933 public BulletXPrim(String primName, BulletXScene parent_scene, PhysicsVector pos, PhysicsVector velocity,
934 PhysicsVector size,
935 PhysicsVector aceleration, AxiomQuaternion rotation, Mesh mesh, PrimitiveBaseShape pbs)
869 { 936 {
870 if ((size.X == 0) || (size.Y == 0) || (size.Z == 0)) throw new Exception("Size 0"); 937 if ((size.X == 0) || (size.Y == 0) || (size.Z == 0)) throw new Exception("Size 0");
871 if (rotation.Norm == 0f) rotation = AxiomQuaternion.Identity; 938 if (rotation.Norm == 0f) rotation = AxiomQuaternion.Identity;
872 939
873 _position = pos; 940 _position = pos;
874 if (_physical) _velocity = velocity; else _velocity = new PhysicsVector(); 941 if (_physical) _velocity = velocity;
942 else _velocity = new PhysicsVector();
875 _size = size; 943 _size = size;
876 _acceleration = aceleration; 944 _acceleration = aceleration;
877 _orientation = rotation; 945 _orientation = rotation;
@@ -889,26 +957,26 @@ namespace OpenSim.Region.Physics.BulletXPlugin
889 { 957 {
890 _startTransform.Translation = BulletXMaths.PhysicsVectorToXnaVector3(pos); 958 _startTransform.Translation = BulletXMaths.PhysicsVectorToXnaVector3(pos);
891 //For now all prims are boxes 959 //For now all prims are boxes
892 CollisionShape _collisionShape = new XnaDevRu.BulletX.BoxShape(BulletXMaths.PhysicsVectorToXnaVector3(_size) / 2.0f); 960 CollisionShape _collisionShape = new BoxShape(BulletXMaths.PhysicsVectorToXnaVector3(_size)/2.0f);
893 DefaultMotionState _motionState = new DefaultMotionState(_startTransform, _centerOfMassOffset); 961 DefaultMotionState _motionState = new DefaultMotionState(_startTransform, _centerOfMassOffset);
894 MonoXnaCompactMaths.Vector3 _localInertia = new MonoXnaCompactMaths.Vector3(); 962 Vector3 _localInertia = new Vector3();
895 if(_physical) _collisionShape.CalculateLocalInertia(Mass, out _localInertia); //Always when mass > 0 963 if (_physical) _collisionShape.CalculateLocalInertia(Mass, out _localInertia); //Always when mass > 0
896 rigidBody = new RigidBody(Mass, _motionState, _collisionShape, _localInertia, _linearDamping, _angularDamping, _friction, _restitution); 964 rigidBody =
965 new RigidBody(Mass, _motionState, _collisionShape, _localInertia, _linearDamping, _angularDamping,
966 _friction, _restitution);
897 //rigidBody.ActivationState = ActivationState.DisableDeactivation; 967 //rigidBody.ActivationState = ActivationState.DisableDeactivation;
898 //It's seems that there are a bug with rigidBody constructor and its CenterOfMassPosition 968 //It's seems that there are a bug with rigidBody constructor and its CenterOfMassPosition
899 MonoXnaCompactMaths.Vector3 _vDebugTranslation; 969 Vector3 _vDebugTranslation;
900 _vDebugTranslation = _startTransform.Translation - rigidBody.CenterOfMassPosition; 970 _vDebugTranslation = _startTransform.Translation - rigidBody.CenterOfMassPosition;
901 rigidBody.Translate(_vDebugTranslation); 971 rigidBody.Translate(_vDebugTranslation);
902 //--- 972 //---
903 parent_scene.ddWorld.AddRigidBody(rigidBody); 973 parent_scene.ddWorld.AddRigidBody(rigidBody);
904 } 974 }
905 } 975 }
976
906 public override PhysicsVector Position 977 public override PhysicsVector Position
907 { 978 {
908 get 979 get { return _position; }
909 {
910 return _position;
911 }
912 set 980 set
913 { 981 {
914 lock (BulletXScene.BulletXLock) 982 lock (BulletXScene.BulletXLock)
@@ -918,12 +986,10 @@ namespace OpenSim.Region.Physics.BulletXPlugin
918 } 986 }
919 } 987 }
920 } 988 }
989
921 public override PhysicsVector Velocity 990 public override PhysicsVector Velocity
922 { 991 {
923 get 992 get { return _velocity; }
924 {
925 return _velocity;
926 }
927 set 993 set
928 { 994 {
929 lock (BulletXScene.BulletXLock) 995 lock (BulletXScene.BulletXLock)
@@ -941,12 +1007,10 @@ namespace OpenSim.Region.Physics.BulletXPlugin
941 } 1007 }
942 } 1008 }
943 } 1009 }
1010
944 public override PhysicsVector Size 1011 public override PhysicsVector Size
945 { 1012 {
946 get 1013 get { return _size; }
947 {
948 return _size;
949 }
950 set 1014 set
951 { 1015 {
952 lock (BulletXScene.BulletXLock) 1016 lock (BulletXScene.BulletXLock)
@@ -956,19 +1020,15 @@ namespace OpenSim.Region.Physics.BulletXPlugin
956 } 1020 }
957 } 1021 }
958 } 1022 }
1023
959 public override PhysicsVector Acceleration 1024 public override PhysicsVector Acceleration
960 { 1025 {
961 get 1026 get { return _acceleration; }
962 {
963 return _acceleration;
964 }
965 } 1027 }
1028
966 public override AxiomQuaternion Orientation 1029 public override AxiomQuaternion Orientation
967 { 1030 {
968 get 1031 get { return _orientation; }
969 {
970 return _orientation;
971 }
972 set 1032 set
973 { 1033 {
974 lock (BulletXScene.BulletXLock) 1034 lock (BulletXScene.BulletXLock)
@@ -978,43 +1038,34 @@ namespace OpenSim.Region.Physics.BulletXPlugin
978 } 1038 }
979 } 1039 }
980 } 1040 }
1041
981 public float Mass 1042 public float Mass
982 { 1043 {
983 get 1044 get
984 { 1045 {
985 //For now all prims are boxes 1046 //For now all prims are boxes
986 return (_physical ? 1 : 0) * _density * _size.X * _size.Y * _size.Z; 1047 return (_physical ? 1 : 0)*_density*_size.X*_size.Y*_size.Z;
987 } 1048 }
988 } 1049 }
1050
989 public RigidBody RigidBody 1051 public RigidBody RigidBody
990 { 1052 {
991 get 1053 get { return rigidBody; }
992 {
993 return rigidBody;
994 }
995 } 1054 }
1055
996 public override bool Flying 1056 public override bool Flying
997 { 1057 {
998 get 1058 get { return false; //no flying prims for you
999 {
1000 return false; //no flying prims for you
1001 }
1002 set
1003 {
1004
1005 } 1059 }
1060 set { }
1006 } 1061 }
1062
1007 public Boolean Physical 1063 public Boolean Physical
1008 { 1064 {
1009 get 1065 get { return _physical; }
1010 { 1066 set { _physical = value; }
1011 return _physical;
1012 }
1013 set
1014 {
1015 _physical = value;
1016 }
1017 } 1067 }
1068
1018 public void SetAcceleration(PhysicsVector accel) 1069 public void SetAcceleration(PhysicsVector accel)
1019 { 1070 {
1020 lock (BulletXScene.BulletXLock) 1071 lock (BulletXScene.BulletXLock)
@@ -1022,6 +1073,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
1022 _acceleration = accel; 1073 _acceleration = accel;
1023 } 1074 }
1024 } 1075 }
1076
1025 public override bool Kinematic 1077 public override bool Kinematic
1026 { 1078 {
1027 get 1079 get
@@ -1034,36 +1086,38 @@ namespace OpenSim.Region.Physics.BulletXPlugin
1034 //this._prim.Kinematic = value; 1086 //this._prim.Kinematic = value;
1035 } 1087 }
1036 } 1088 }
1089
1037 public override void AddForce(PhysicsVector force) 1090 public override void AddForce(PhysicsVector force)
1038 { 1091 {
1039
1040 } 1092 }
1093
1041 public override void SetMomentum(PhysicsVector momentum) 1094 public override void SetMomentum(PhysicsVector momentum)
1042 { 1095 {
1043
1044 } 1096 }
1097
1045 internal void ValidateHeight(float heighmapPositionValue) 1098 internal void ValidateHeight(float heighmapPositionValue)
1046 { 1099 {
1047 if (rigidBody.CenterOfMassPosition.Z < heighmapPositionValue + _size.Z / 2.0f) 1100 if (rigidBody.CenterOfMassPosition.Z < heighmapPositionValue + _size.Z/2.0f)
1048 { 1101 {
1049 Matrix m = rigidBody.WorldTransform; 1102 Matrix m = rigidBody.WorldTransform;
1050 MonoXnaCompactMaths.Vector3 v3 = m.Translation; 1103 Vector3 v3 = m.Translation;
1051 v3.Z = heighmapPositionValue + _size.Z / 2.0f; 1104 v3.Z = heighmapPositionValue + _size.Z/2.0f;
1052 m.Translation = v3; 1105 m.Translation = v3;
1053 rigidBody.WorldTransform = m; 1106 rigidBody.WorldTransform = m;
1054 //When a Prim touch the ground it's vertical velocity it's reduced to ZERO 1107 //When a Prim touch the ground it's vertical velocity it's reduced to ZERO
1055 //Static objects don't have linear velocity 1108 //Static objects don't have linear velocity
1056 if(_physical) 1109 if (_physical)
1057 Speed(new PhysicsVector(this.rigidBody.LinearVelocity.X, this.rigidBody.LinearVelocity.Y, 0.0f)); 1110 Speed(new PhysicsVector(rigidBody.LinearVelocity.X, rigidBody.LinearVelocity.Y, 0.0f));
1058 } 1111 }
1059 } 1112 }
1113
1060 internal void UpdateKinetics() 1114 internal void UpdateKinetics()
1061 { 1115 {
1062 if (_physical) //Updates properties. Prim updates its properties physically 1116 if (_physical) //Updates properties. Prim updates its properties physically
1063 { 1117 {
1064 this._position = BulletXMaths.XnaVector3ToPhysicsVector(rigidBody.CenterOfMassPosition); 1118 _position = BulletXMaths.XnaVector3ToPhysicsVector(rigidBody.CenterOfMassPosition);
1065 this._velocity = BulletXMaths.XnaVector3ToPhysicsVector(rigidBody.LinearVelocity); 1119 _velocity = BulletXMaths.XnaVector3ToPhysicsVector(rigidBody.LinearVelocity);
1066 this._orientation = BulletXMaths.XnaQuaternionToAxiomQuaternion(rigidBody.Orientation); 1120 _orientation = BulletXMaths.XnaQuaternionToAxiomQuaternion(rigidBody.Orientation);
1067 } 1121 }
1068 else //Doesn't updates properties. That's a cancel 1122 else //Doesn't updates properties. That's a cancel
1069 { 1123 {
@@ -1074,35 +1128,41 @@ namespace OpenSim.Region.Physics.BulletXPlugin
1074 } 1128 }
1075 1129
1076 #region Methods for updating values of RigidBody 1130 #region Methods for updating values of RigidBody
1131
1077 private void Translate() 1132 private void Translate()
1078 { 1133 {
1079 Translate(this._position); 1134 Translate(_position);
1080 } 1135 }
1136
1081 private void Translate(PhysicsVector _newPos) 1137 private void Translate(PhysicsVector _newPos)
1082 { 1138 {
1083 MonoXnaCompactMaths.Vector3 _translation; 1139 Vector3 _translation;
1084 _translation = BulletXMaths.PhysicsVectorToXnaVector3(_newPos) - rigidBody.CenterOfMassPosition; 1140 _translation = BulletXMaths.PhysicsVectorToXnaVector3(_newPos) - rigidBody.CenterOfMassPosition;
1085 rigidBody.Translate(_translation); 1141 rigidBody.Translate(_translation);
1086 } 1142 }
1143
1087 private void Speed() 1144 private void Speed()
1088 { 1145 {
1089 Speed(this._velocity); 1146 Speed(_velocity);
1090 } 1147 }
1148
1091 private void Speed(PhysicsVector _newSpeed) 1149 private void Speed(PhysicsVector _newSpeed)
1092 { 1150 {
1093 MonoXnaCompactMaths.Vector3 _speed; 1151 Vector3 _speed;
1094 _speed = BulletXMaths.PhysicsVectorToXnaVector3(_newSpeed); 1152 _speed = BulletXMaths.PhysicsVectorToXnaVector3(_newSpeed);
1095 rigidBody.LinearVelocity = _speed; 1153 rigidBody.LinearVelocity = _speed;
1096 } 1154 }
1155
1097 private void ReSize() 1156 private void ReSize()
1098 { 1157 {
1099 ReSize(this._size); 1158 ReSize(_size);
1100 } 1159 }
1160
1101 private void ReSize(PhysicsVector _newSize) 1161 private void ReSize(PhysicsVector _newSize)
1102 { 1162 {
1103 //I wonder to know how to resize with a simple instruction in BulletX. It seems that for now there isn't 1163 //I wonder to know how to resize with a simple instruction in BulletX. It seems that for now there isn't
1104 //so i have to do it manually. That's recreating rigidbody 1164 //so i have to do it manually. That's recreating rigidbody
1105 MonoXnaCompactMaths.Vector3 _newsize; 1165 Vector3 _newsize;
1106 _newsize = BulletXMaths.PhysicsVectorToXnaVector3(_newSize); 1166 _newsize = BulletXMaths.PhysicsVectorToXnaVector3(_newSize);
1107 if ((_newsize.X == 0) || (_newsize.Y == 0) || (_newsize.Z == 0)) throw new Exception("Size 0"); 1167 if ((_newsize.X == 0) || (_newsize.Y == 0) || (_newsize.Z == 0)) throw new Exception("Size 0");
1108 1168
@@ -1114,67 +1174,77 @@ namespace OpenSim.Region.Physics.BulletXPlugin
1114 Matrix _startTransform = Matrix.Identity; 1174 Matrix _startTransform = Matrix.Identity;
1115 Matrix _centerOfMassOffset = Matrix.Identity; 1175 Matrix _centerOfMassOffset = Matrix.Identity;
1116 RigidBody _tmpRigidBody; 1176 RigidBody _tmpRigidBody;
1117 _startTransform.Translation = BulletXMaths.PhysicsVectorToXnaVector3(this._position); 1177 _startTransform.Translation = BulletXMaths.PhysicsVectorToXnaVector3(_position);
1118 //For now all prims are boxes 1178 //For now all prims are boxes
1119 CollisionShape _collisionShape = new XnaDevRu.BulletX.BoxShape(BulletXMaths.PhysicsVectorToXnaVector3(_newSize) / 2.0f); 1179 CollisionShape _collisionShape = new BoxShape(BulletXMaths.PhysicsVectorToXnaVector3(_newSize)/2.0f);
1120 DefaultMotionState _motionState = new DefaultMotionState(_startTransform, _centerOfMassOffset); 1180 DefaultMotionState _motionState = new DefaultMotionState(_startTransform, _centerOfMassOffset);
1121 MonoXnaCompactMaths.Vector3 _localInertia = new MonoXnaCompactMaths.Vector3(); 1181 Vector3 _localInertia = new Vector3();
1122 if (_physical) _collisionShape.CalculateLocalInertia(Mass, out _localInertia); //Always when mass > 0 1182 if (_physical) _collisionShape.CalculateLocalInertia(Mass, out _localInertia); //Always when mass > 0
1123 _tmpRigidBody = new RigidBody(Mass, _motionState, _collisionShape, _localInertia, _linearDamping, _angularDamping, _friction, _restitution); 1183 _tmpRigidBody =
1184 new RigidBody(Mass, _motionState, _collisionShape, _localInertia, _linearDamping, _angularDamping,
1185 _friction, _restitution);
1124 //rigidBody.ActivationState = ActivationState.DisableDeactivation; 1186 //rigidBody.ActivationState = ActivationState.DisableDeactivation;
1125 //It's seems that there are a bug with rigidBody constructor and its CenterOfMassPosition 1187 //It's seems that there are a bug with rigidBody constructor and its CenterOfMassPosition
1126 MonoXnaCompactMaths.Vector3 _vDebugTranslation; 1188 Vector3 _vDebugTranslation;
1127 _vDebugTranslation = _startTransform.Translation - rigidBody.CenterOfMassPosition; 1189 _vDebugTranslation = _startTransform.Translation - rigidBody.CenterOfMassPosition;
1128 _tmpRigidBody.Translate(_vDebugTranslation); 1190 _tmpRigidBody.Translate(_vDebugTranslation);
1129 //--- 1191 //---
1130 //There is a bug when trying to remove a rigidBody that is colliding with something.. 1192 //There is a bug when trying to remove a rigidBody that is colliding with something..
1131 try 1193 try
1132 { 1194 {
1133 this._parent_scene.ddWorld.RemoveRigidBody(rigidBody); 1195 _parent_scene.ddWorld.RemoveRigidBody(rigidBody);
1134 } 1196 }
1135 catch(Exception ex) 1197 catch (Exception ex)
1136 { 1198 {
1137 this._parent_scene.BulletXMessage(this._parent_scene.is_ex_message + ex.Message, true); 1199 _parent_scene.BulletXMessage(_parent_scene.is_ex_message + ex.Message, true);
1138 rigidBody.ActivationState = ActivationState.DisableSimulation; 1200 rigidBody.ActivationState = ActivationState.DisableSimulation;
1139 this._parent_scene.AddForgottenRigidBody(rigidBody); 1201 _parent_scene.AddForgottenRigidBody(rigidBody);
1140 } 1202 }
1141 rigidBody = _tmpRigidBody; 1203 rigidBody = _tmpRigidBody;
1142 this._parent_scene.ddWorld.AddRigidBody(rigidBody); 1204 _parent_scene.ddWorld.AddRigidBody(rigidBody);
1143 if (_physical) Speed();//Static objects don't have linear velocity 1205 if (_physical) Speed(); //Static objects don't have linear velocity
1144 ReOrient(); 1206 ReOrient();
1145 GC.Collect(); 1207 GC.Collect();
1146 } 1208 }
1209
1147 private void ReOrient() 1210 private void ReOrient()
1148 { 1211 {
1149 ReOrient(this._orientation); 1212 ReOrient(_orientation);
1150 } 1213 }
1214
1151 private void ReOrient(AxiomQuaternion _newOrient) 1215 private void ReOrient(AxiomQuaternion _newOrient)
1152 { 1216 {
1153 MonoXnaCompactMaths.Quaternion _newOrientation; 1217 Quaternion _newOrientation;
1154 _newOrientation = BulletXMaths.AxiomQuaternionToXnaQuaternion(_newOrient); 1218 _newOrientation = BulletXMaths.AxiomQuaternionToXnaQuaternion(_newOrient);
1155 Matrix _comTransform = rigidBody.CenterOfMassTransform; 1219 Matrix _comTransform = rigidBody.CenterOfMassTransform;
1156 BulletXMaths.SetRotation(ref _comTransform, _newOrientation); 1220 BulletXMaths.SetRotation(ref _comTransform, _newOrientation);
1157 rigidBody.CenterOfMassTransform = _comTransform; 1221 rigidBody.CenterOfMassTransform = _comTransform;
1158 } 1222 }
1159 #endregion
1160 1223
1224 #endregion
1161 } 1225 }
1226
1162 /// <summary> 1227 /// <summary>
1163 /// This Class manage a HeighField as a RigidBody. This is for to be added in the BulletXScene 1228 /// This Class manage a HeighField as a RigidBody. This is for to be added in the BulletXScene
1164 /// </summary> 1229 /// </summary>
1165 internal class BulletXPlanet 1230 internal class BulletXPlanet
1166 { 1231 {
1167 private PhysicsVector _staticPosition; 1232 private PhysicsVector _staticPosition;
1168 private PhysicsVector _staticVelocity; 1233 private PhysicsVector _staticVelocity;
1169 private AxiomQuaternion _staticOrientation; 1234 private AxiomQuaternion _staticOrientation;
1170 private float _mass; 1235 private float _mass;
1171 private BulletXScene _parentscene; 1236 private BulletXScene _parentscene;
1172 internal float[] _heightField; 1237 internal float[] _heightField;
1173 private RigidBody _flatPlanet; 1238 private RigidBody _flatPlanet;
1174 internal RigidBody RigidBody { get { return _flatPlanet; } } 1239
1240 internal RigidBody RigidBody
1241 {
1242 get { return _flatPlanet; }
1243 }
1244
1175 internal BulletXPlanet(BulletXScene parent_scene, float[] heightField) 1245 internal BulletXPlanet(BulletXScene parent_scene, float[] heightField)
1176 { 1246 {
1177 _staticPosition = new PhysicsVector(BulletXScene.MaxXY / 2, BulletXScene.MaxXY/2, 0); 1247 _staticPosition = new PhysicsVector(BulletXScene.MaxXY/2, BulletXScene.MaxXY/2, 0);
1178 _staticVelocity = new PhysicsVector(); 1248 _staticVelocity = new PhysicsVector();
1179 _staticOrientation = AxiomQuaternion.Identity; 1249 _staticOrientation = AxiomQuaternion.Identity;
1180 _mass = 0; //No active 1250 _mass = 0; //No active
@@ -1193,40 +1263,45 @@ namespace OpenSim.Region.Physics.BulletXPlugin
1193 try 1263 try
1194 { 1264 {
1195 _startTransform.Translation = BulletXMaths.PhysicsVectorToXnaVector3(_staticPosition); 1265 _startTransform.Translation = BulletXMaths.PhysicsVectorToXnaVector3(_staticPosition);
1196 CollisionShape _collisionShape = new HeightfieldTerrainShape(BulletXScene.MaxXY, BulletXScene.MaxXY, _heightField, (float)BulletXScene.MaxZ, 2, true, false); 1266 CollisionShape _collisionShape =
1267 new HeightfieldTerrainShape(BulletXScene.MaxXY, BulletXScene.MaxXY, _heightField,
1268 (float) BulletXScene.MaxZ, 2, true, false);
1197 DefaultMotionState _motionState = new DefaultMotionState(_startTransform, _centerOfMassOffset); 1269 DefaultMotionState _motionState = new DefaultMotionState(_startTransform, _centerOfMassOffset);
1198 MonoXnaCompactMaths.Vector3 _localInertia = new MonoXnaCompactMaths.Vector3(); 1270 Vector3 _localInertia = new Vector3();
1199 //_collisionShape.CalculateLocalInertia(_mass, out _localInertia); //Always when mass > 0 1271 //_collisionShape.CalculateLocalInertia(_mass, out _localInertia); //Always when mass > 0
1200 _flatPlanet = new RigidBody(_mass, _motionState, _collisionShape, _localInertia, _linearDamping, _angularDamping, _friction, _restitution); 1272 _flatPlanet =
1273 new RigidBody(_mass, _motionState, _collisionShape, _localInertia, _linearDamping,
1274 _angularDamping, _friction, _restitution);
1201 //It's seems that there are a bug with rigidBody constructor and its CenterOfMassPosition 1275 //It's seems that there are a bug with rigidBody constructor and its CenterOfMassPosition
1202 MonoXnaCompactMaths.Vector3 _vDebugTranslation; 1276 Vector3 _vDebugTranslation;
1203 _vDebugTranslation = _startTransform.Translation - _flatPlanet.CenterOfMassPosition; 1277 _vDebugTranslation = _startTransform.Translation - _flatPlanet.CenterOfMassPosition;
1204 _flatPlanet.Translate(_vDebugTranslation); 1278 _flatPlanet.Translate(_vDebugTranslation);
1205 parent_scene.ddWorld.AddRigidBody(_flatPlanet); 1279 parent_scene.ddWorld.AddRigidBody(_flatPlanet);
1206 } 1280 }
1207 catch (Exception ex) 1281 catch (Exception ex)
1208 { 1282 {
1209 this._parentscene.BulletXMessage(ex.Message, true); 1283 _parentscene.BulletXMessage(ex.Message, true);
1210 } 1284 }
1211 } 1285 }
1212 this._parentscene.BulletXMessage("BulletXPlanet created.", false); 1286 _parentscene.BulletXMessage("BulletXPlanet created.", false);
1213 } 1287 }
1214 internal float HeightValue(MonoXnaCompactMaths.Vector3 position) 1288
1289 internal float HeightValue(Vector3 position)
1215 { 1290 {
1216 int li_x, li_y; 1291 int li_x, li_y;
1217 float height; 1292 float height;
1218 li_x = (int)Math.Round(position.X); 1293 li_x = (int) Math.Round(position.X);
1219 if (li_x < 0) li_x = 0; 1294 if (li_x < 0) li_x = 0;
1220 if (li_x >= BulletXScene.MaxXY) li_x = BulletXScene.MaxXY - 1; 1295 if (li_x >= BulletXScene.MaxXY) li_x = BulletXScene.MaxXY - 1;
1221 li_y = (int)Math.Round(position.Y); 1296 li_y = (int) Math.Round(position.Y);
1222 if (li_y < 0) li_y = 0; 1297 if (li_y < 0) li_y = 0;
1223 if (li_y >= BulletXScene.MaxXY) li_y = BulletXScene.MaxXY - 1; 1298 if (li_y >= BulletXScene.MaxXY) li_y = BulletXScene.MaxXY - 1;
1224 1299
1225 height = ((HeightfieldTerrainShape)this._flatPlanet.CollisionShape).getHeightFieldValue(li_x, li_y); 1300 height = ((HeightfieldTerrainShape) _flatPlanet.CollisionShape).getHeightFieldValue(li_x, li_y);
1226 if (height < 0) height = 0; 1301 if (height < 0) height = 0;
1227 else if (height > BulletXScene.MaxZ) height = BulletXScene.MaxZ; 1302 else if (height > BulletXScene.MaxZ) height = BulletXScene.MaxZ;
1228 1303
1229 return height; 1304 return height;
1230 } 1305 }
1231 } 1306 }
1232} 1307} \ No newline at end of file