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authordarok2007-11-01 17:49:56 +0000
committerdarok2007-11-01 17:49:56 +0000
commit4faa824c3e6d2c93445a172cfb948e39e45c5ef5 (patch)
tree3c92d9f6efec266d42c5544a5b2d1abc5d674785 /OpenSim
parentrenamed FetchAsset to RequestAsset on IAssetServer, as think its a more fitti... (diff)
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Changes in BulletXPlugin: Added new class BulletXActor class inherits from PhysicsActor and it's the ancestor for BulletXCharacter and BulletXPrim.
Diffstat (limited to 'OpenSim')
-rw-r--r--OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs601
1 files changed, 312 insertions, 289 deletions
diff --git a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
index 8b05295..6960f4e 100644
--- a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
+++ b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
@@ -633,35 +633,227 @@ namespace OpenSim.Region.Physics.BulletXPlugin
633 } 633 }
634 634
635 /// <summary> 635 /// <summary>
636 /// PhysicsActor Character Class for BulletX 636 /// Generic Physics Actor for BulletX inherit from PhysicActor
637 /// </summary> 637 /// </summary>
638 public class BulletXCharacter : PhysicsActor 638 public class BulletXActor : PhysicsActor
639 { 639 {
640 private PhysicsVector _position; 640 protected bool flying = false;
641 private PhysicsVector _velocity; 641 protected bool _physical = true;
642 private PhysicsVector _size; 642 protected PhysicsVector _position;
643 private PhysicsVector _acceleration; 643 protected PhysicsVector _velocity;
644 private AxiomQuaternion _orientation; 644 protected PhysicsVector _size;
645 private bool flying; 645 protected PhysicsVector _acceleration;
646 private bool iscolliding = false; 646 protected AxiomQuaternion _orientation;
647 private RigidBody rigidBody; 647 protected RigidBody rigidBody;
648 private Boolean iscolliding = false;
649
650 public BulletXActor()
651 {
652 }
653
654 public override PhysicsVector Position
655 {
656 get
657 {
658 return _position;
659 }
660 set
661 {
662 lock (BulletXScene.BulletXLock)
663 {
664 _position = value;
665 Translate();
666 }
667 }
668 }
669 public override PhysicsVector Velocity
670 {
671 get
672 {
673 return _velocity;
674 }
675 set
676 {
677 lock (BulletXScene.BulletXLock)
678 {
679 //Static objects don' have linear velocity
680 if (_physical)
681 {
682 _velocity = value;
683 Speed();
684 }
685 else
686 {
687 _velocity = new PhysicsVector();
688 }
689 }
690 }
691 }
692 public override PhysicsVector Size
693 {
694 get
695 {
696 return _size;
697 }
698 set
699 {
700 lock (BulletXScene.BulletXLock)
701 {
702 _size = value;
703 }
704 }
705 }
706 public override PhysicsVector Acceleration
707 {
708 get
709 {
710 return _acceleration;
711 }
712 }
713 public override AxiomQuaternion Orientation
714 {
715 get
716 {
717 return _orientation;
718 }
719 set
720 {
721 lock (BulletXScene.BulletXLock)
722 {
723 _orientation = value;
724 ReOrient();
725 }
726 }
727 }
728 public virtual float Mass
729 { get { return 0; } }
730 public RigidBody RigidBody
731 {
732 get
733 {
734 return rigidBody;
735 }
736 }
737 public MonoXnaCompactMaths.Vector3 RigidBodyPosition
738 {
739 get { return this.rigidBody.CenterOfMassPosition; }
740 }
741 public override bool Flying
742 {
743 get
744 {
745 return flying;
746 }
747 set
748 {
749 flying = value;
750 }
751 }
752 public override bool IsColliding
753 {
754 get { return iscolliding; }
755 set { iscolliding = value; }
756 }
757 /*public override bool Physical
758 {
759 get
760 {
761 return _physical;
762 }
763 set
764 {
765 _physical = value;
766 }
767 }*/
768 public virtual void SetAcceleration(PhysicsVector accel)
769 {
770 lock (BulletXScene.BulletXLock)
771 {
772 _acceleration = accel;
773 }
774 }
775 public override bool Kinematic
776 {
777 get
778 {
779 return false;
780 }
781 set
782 {
783
784 }
785 }
786 public override void AddForce(PhysicsVector force)
787 {
648 788
649 public Vector3 RigidBodyPosition 789 }
790 public override void SetMomentum(PhysicsVector momentum)
791 {
792 }
793 internal virtual void ValidateHeight(float heighmapPositionValue)
794 {
795 }
796 internal virtual void UpdateKinetics()
650 { 797 {
651 get { return rigidBody.CenterOfMassPosition; }
652 } 798 }
653 799
800 #region Methods for updating values of RigidBody
801 internal protected void Translate()
802 {
803 Translate(this._position);
804 }
805 internal protected void Translate(PhysicsVector _newPos)
806 {
807 MonoXnaCompactMaths.Vector3 _translation;
808 _translation = BulletXMaths.PhysicsVectorToXnaVector3(_newPos) - rigidBody.CenterOfMassPosition;
809 rigidBody.Translate(_translation);
810 }
811 internal protected void Speed()
812 {
813 Speed(this._velocity);
814 }
815 internal protected void Speed(PhysicsVector _newSpeed)
816 {
817 MonoXnaCompactMaths.Vector3 _speed;
818 _speed = BulletXMaths.PhysicsVectorToXnaVector3(_newSpeed);
819 rigidBody.LinearVelocity = _speed;
820 }
821 internal protected void ReOrient()
822 {
823 ReOrient(this._orientation);
824 }
825 internal protected void ReOrient(AxiomQuaternion _newOrient)
826 {
827 MonoXnaCompactMaths.Quaternion _newOrientation;
828 _newOrientation = BulletXMaths.AxiomQuaternionToXnaQuaternion(_newOrient);
829 Matrix _comTransform = rigidBody.CenterOfMassTransform;
830 BulletXMaths.SetRotation(ref _comTransform, _newOrientation);
831 rigidBody.CenterOfMassTransform = _comTransform;
832 }
833 internal protected void ReSize()
834 {
835 ReSize(this._size);
836 }
837 internal protected virtual void ReSize(PhysicsVector _newSize)
838 {
839 }
840 #endregion
841 }
842
843 /// <summary>
844 /// PhysicsActor Character Class for BulletX
845 /// </summary>
846 public class BulletXCharacter : BulletXActor
847 {
654 public BulletXCharacter(BulletXScene parent_scene, PhysicsVector pos) 848 public BulletXCharacter(BulletXScene parent_scene, PhysicsVector pos)
655 : this("", parent_scene, pos) 849 : this("", parent_scene, pos)
656 { 850 {
657 } 851 }
658
659 public BulletXCharacter(String avName, BulletXScene parent_scene, PhysicsVector pos) 852 public BulletXCharacter(String avName, BulletXScene parent_scene, PhysicsVector pos)
660 : this(avName, parent_scene, pos, new PhysicsVector(), new PhysicsVector(), new PhysicsVector(), 853 : this(avName, parent_scene, pos, new PhysicsVector(), new PhysicsVector(), new PhysicsVector(),
661 AxiomQuaternion.Identity) 854 AxiomQuaternion.Identity)
662 { 855 {
663 } 856 }
664
665 public BulletXCharacter(String avName, BulletXScene parent_scene, PhysicsVector pos, PhysicsVector velocity, 857 public BulletXCharacter(String avName, BulletXScene parent_scene, PhysicsVector pos, PhysicsVector velocity,
666 PhysicsVector size, PhysicsVector acceleration, AxiomQuaternion orientation) 858 PhysicsVector size, PhysicsVector acceleration, AxiomQuaternion orientation)
667 { 859 {
@@ -711,95 +903,55 @@ namespace OpenSim.Region.Physics.BulletXPlugin
711 903
712 public override PhysicsVector Position 904 public override PhysicsVector Position
713 { 905 {
714 get { return _position; } 906 get { return base.Position; }
715 set 907 set { base.Position = value; }
716 {
717 lock (BulletXScene.BulletXLock)
718 {
719 _position = value;
720 Translate();
721 }
722 }
723 } 908 }
724
725 public override PhysicsVector Velocity 909 public override PhysicsVector Velocity
726 { 910 {
727 get { return _velocity; } 911 get { return base.Velocity; }
728 set 912 set { base.Velocity = value; }
729 {
730 lock (BulletXScene.BulletXLock)
731 {
732 _velocity = value;
733 Speed();
734 }
735 }
736 } 913 }
737
738 public override PhysicsVector Size 914 public override PhysicsVector Size
739 { 915 {
740 get { return _size; } 916 get { return base.Size; }
741 set 917 set { base.Size = value; }
742 {
743 lock (BulletXScene.BulletXLock)
744 {
745 _size = value;
746 }
747 }
748 } 918 }
749
750 public override PhysicsVector Acceleration 919 public override PhysicsVector Acceleration
751 { 920 {
752 get { return _acceleration; } 921 get { return base.Acceleration; }
753 } 922 }
754
755 public override AxiomQuaternion Orientation 923 public override AxiomQuaternion Orientation
756 { 924 {
757 get { return _orientation; } 925 get { return base.Orientation; }
758 set 926 set { base.Orientation = value; }
759 {
760 lock (BulletXScene.BulletXLock)
761 {
762 _orientation = value;
763 }
764 }
765 }
766
767 public RigidBody RigidBody
768 {
769 get { return rigidBody; }
770 } 927 }
771
772 public override bool Flying 928 public override bool Flying
773 { 929 {
774 get { return flying; } 930 get { return base.Flying; }
775 set { flying = value; } 931 set { base.Flying = value; }
776 } 932 }
777 public override bool IsColliding 933 public override bool IsColliding
778 { 934 {
779 get { return iscolliding; } 935 get { return base.IsColliding; }
780 set { iscolliding = value; } 936 set { base.IsColliding = value; }
781 } 937 }
782 938 public override bool Kinematic
783 public void SetAcceleration(PhysicsVector accel)
784 { 939 {
785 lock (BulletXScene.BulletXLock) 940 get { return base.Kinematic; }
786 { 941 set { base.Kinematic = value; }
787 _acceleration = accel;
788 }
789 } 942 }
790 943
791 public override bool Kinematic 944 public override void SetAcceleration(PhysicsVector accel)
792 { 945 {
793 get { return false; } 946 base.SetAcceleration(accel);
794 set { }
795 } 947 }
796
797 public override void AddForce(PhysicsVector force) 948 public override void AddForce(PhysicsVector force)
798 { 949 {
950 base.AddForce(force);
799 } 951 }
800
801 public override void SetMomentum(PhysicsVector momentum) 952 public override void SetMomentum(PhysicsVector momentum)
802 { 953 {
954 base.SetMomentum(momentum);
803 } 955 }
804 956
805 internal void Move(float timeStep) 957 internal void Move(float timeStep)
@@ -835,9 +987,8 @@ namespace OpenSim.Region.Physics.BulletXPlugin
835 } 987 }
836 rigidBody.LinearVelocity = vec; 988 rigidBody.LinearVelocity = vec;
837 } 989 }
838
839 //This validation is very basic 990 //This validation is very basic
840 internal void ValidateHeight(float heighmapPositionValue) 991 internal override void ValidateHeight(float heighmapPositionValue)
841 { 992 {
842 if (rigidBody.CenterOfMassPosition.Z < heighmapPositionValue + _size.Z/2.0f) 993 if (rigidBody.CenterOfMassPosition.Z < heighmapPositionValue + _size.Z/2.0f)
843 { 994 {
@@ -850,93 +1001,30 @@ namespace OpenSim.Region.Physics.BulletXPlugin
850 Speed(new PhysicsVector(rigidBody.LinearVelocity.X, rigidBody.LinearVelocity.Y, 0.0f)); 1001 Speed(new PhysicsVector(rigidBody.LinearVelocity.X, rigidBody.LinearVelocity.Y, 0.0f));
851 } 1002 }
852 } 1003 }
853 1004 internal override void UpdateKinetics()
854 internal void UpdateKinetics()
855 { 1005 {
856 _position = BulletXMaths.XnaVector3ToPhysicsVector(rigidBody.CenterOfMassPosition); 1006 _position = BulletXMaths.XnaVector3ToPhysicsVector(rigidBody.CenterOfMassPosition);
857 _velocity = BulletXMaths.XnaVector3ToPhysicsVector(rigidBody.LinearVelocity); 1007 _velocity = BulletXMaths.XnaVector3ToPhysicsVector(rigidBody.LinearVelocity);
858 //Orientation it seems that it will be the default. 1008 //Orientation it seems that it will be the default.
859 ReOrient(); 1009 ReOrient();
860 } 1010 }
861
862 #region Methods for updating values of RigidBody
863
864 private void Translate()
865 {
866 Translate(_position);
867 }
868
869 private void Translate(PhysicsVector _newPos)
870 {
871 Vector3 _translation;
872 _translation = BulletXMaths.PhysicsVectorToXnaVector3(_newPos) - rigidBody.CenterOfMassPosition;
873 rigidBody.Translate(_translation);
874 }
875
876 private void Speed()
877 {
878 Speed(_velocity);
879 }
880
881 private void Speed(PhysicsVector _newSpeed)
882 {
883 Vector3 _speed;
884 _speed = BulletXMaths.PhysicsVectorToXnaVector3(_newSpeed);
885 rigidBody.LinearVelocity = _speed;
886 }
887
888 private void ReOrient()
889 {
890 ReOrient(_orientation);
891 }
892
893 private void ReOrient(AxiomQuaternion _newOrient)
894 {
895 Quaternion _newOrientation;
896 _newOrientation = BulletXMaths.AxiomQuaternionToXnaQuaternion(_newOrient);
897 Matrix _comTransform = rigidBody.CenterOfMassTransform;
898 BulletXMaths.SetRotation(ref _comTransform, _newOrientation);
899 rigidBody.CenterOfMassTransform = _comTransform;
900 }
901
902 #endregion
903 } 1011 }
904 1012
905 /// <summary> 1013 /// <summary>
906 /// PhysicsActor Prim Class for BulletX 1014 /// PhysicsActor Prim Class for BulletX
907 /// </summary> 1015 /// </summary>
908 public class BulletXPrim : PhysicsActor 1016 public class BulletXPrim : BulletXActor
909 { 1017 {
910 private PhysicsVector _position;
911 private PhysicsVector _velocity;
912 private PhysicsVector _size;
913 private PhysicsVector _acceleration;
914 private AxiomQuaternion _orientation;
915 //Density it will depends of material. 1018 //Density it will depends of material.
916 //For now all prims have the same density, all prims are made of water. Be water my friend! :D 1019 //For now all prims have the same density, all prims are made of water. Be water my friend! :D
917 private const float _density = 1000.0f; 1020 private const float _density = 1000.0f;
918 private RigidBody rigidBody;
919 private BulletXScene _parent_scene; 1021 private BulletXScene _parent_scene;
920 //_physical value will be linked with the prim object value
921 private Boolean _physical = false;
922 private Boolean iscolliding = false;
923
924 public Vector3 RigidBodyPosition
925 {
926 get { return rigidBody.CenterOfMassPosition; }
927 }
928
929 public BulletXPrim(BulletXScene parent_scene, PhysicsVector pos, PhysicsVector size, AxiomQuaternion rotation)
930 : this("", parent_scene, pos, new PhysicsVector(), size, new PhysicsVector(), rotation, null, null)
931 {
932 }
933 1022
934 public BulletXPrim(String primName, BulletXScene parent_scene, PhysicsVector pos, PhysicsVector size, 1023 public BulletXPrim(String primName, BulletXScene parent_scene, PhysicsVector pos, PhysicsVector size,
935 AxiomQuaternion rotation, Mesh mesh, PrimitiveBaseShape pbs) 1024 AxiomQuaternion rotation, Mesh mesh, PrimitiveBaseShape pbs)
936 : this(primName, parent_scene, pos, new PhysicsVector(), size, new PhysicsVector(), rotation, mesh, pbs) 1025 : this(primName, parent_scene, pos, new PhysicsVector(), size, new PhysicsVector(), rotation, mesh, pbs)
937 { 1026 {
938 } 1027 }
939
940 public BulletXPrim(String primName, BulletXScene parent_scene, PhysicsVector pos, PhysicsVector velocity, 1028 public BulletXPrim(String primName, BulletXScene parent_scene, PhysicsVector pos, PhysicsVector velocity,
941 PhysicsVector size, 1029 PhysicsVector size,
942 PhysicsVector aceleration, AxiomQuaternion rotation, Mesh mesh, PrimitiveBaseShape pbs) 1030 PhysicsVector aceleration, AxiomQuaternion rotation, Mesh mesh, PrimitiveBaseShape pbs)
@@ -983,41 +1071,20 @@ namespace OpenSim.Region.Physics.BulletXPlugin
983 1071
984 public override PhysicsVector Position 1072 public override PhysicsVector Position
985 { 1073 {
986 get { return _position; } 1074 get { return base.Position; }
987 set 1075 set { base.Position = value; }
988 {
989 lock (BulletXScene.BulletXLock)
990 {
991 _position = value;
992 Translate();
993 }
994 }
995 } 1076 }
996
997 public override PhysicsVector Velocity 1077 public override PhysicsVector Velocity
998 { 1078 {
999 get { return _velocity; } 1079 get { return base.Velocity; }
1000 set 1080 set { base.Velocity = value; }
1001 {
1002 lock (BulletXScene.BulletXLock)
1003 {
1004 //Static objects don' have linear velocity
1005 if (_physical)
1006 {
1007 _velocity = value;
1008 Speed();
1009 }
1010 else
1011 {
1012 _velocity = new PhysicsVector();
1013 }
1014 }
1015 }
1016 } 1081 }
1017
1018 public override PhysicsVector Size 1082 public override PhysicsVector Size
1019 { 1083 {
1020 get { return _size; } 1084 get
1085 {
1086 return _size;
1087 }
1021 set 1088 set
1022 { 1089 {
1023 lock (BulletXScene.BulletXLock) 1090 lock (BulletXScene.BulletXLock)
@@ -1027,87 +1094,86 @@ namespace OpenSim.Region.Physics.BulletXPlugin
1027 } 1094 }
1028 } 1095 }
1029 } 1096 }
1030
1031 public override PhysicsVector Acceleration 1097 public override PhysicsVector Acceleration
1032 { 1098 {
1033 get { return _acceleration; } 1099 get { return base.Acceleration; }
1034 } 1100 }
1035
1036 public override AxiomQuaternion Orientation 1101 public override AxiomQuaternion Orientation
1037 { 1102 {
1038 get { return _orientation; } 1103 get { return base.Orientation; }
1039 set 1104 set { base.Orientation = value; }
1040 {
1041 lock (BulletXScene.BulletXLock)
1042 {
1043 _orientation = value;
1044 ReOrient();
1045 }
1046 }
1047 } 1105 }
1048 1106 public override float Mass
1049 public float Mass
1050 { 1107 {
1051 get 1108 get
1052 { 1109 {
1053 //For now all prims are boxes 1110 //For now all prims are boxes
1054 return (_physical ? 1 : 0)*_density*_size.X*_size.Y*_size.Z; 1111 return (_physical ? 1 : 0) * _density * _size.X * _size.Y * _size.Z;
1055 } 1112 }
1056 } 1113 }
1057 1114 public Boolean Physical
1058 public RigidBody RigidBody
1059 { 1115 {
1060 get { return rigidBody; } 1116 get { return _physical; }
1117 set { _physical = value; }
1061 } 1118 }
1062 1119 /*public override bool Physical
1063 public override bool Flying
1064 { 1120 {
1065 get { return false; //no flying prims for you 1121 get
1122 {
1123 return base.Physical;
1124 }
1125 set
1126 {
1127 base.Physical = value;
1128 if (value)
1129 {
1130 //---
1131 PhysicsPluginManager.PhysicsPluginMessage("Physical - Recreate", true);
1132 //---
1133 ReCreateRigidBody(this._size);
1134 }
1135 else
1136 {
1137 //---
1138 PhysicsPluginManager.PhysicsPluginMessage("Physical - SetMassProps", true);
1139 //---
1140 this.rigidBody.SetMassProps(Mass, new MonoXnaCompactMaths.Vector3());
1141 }
1066 } 1142 }
1067 set { } 1143 }*/
1144 public override bool Flying
1145 {
1146 get { return base.Flying; }
1147 set { base.Flying = value; }
1068 } 1148 }
1069
1070 public override bool IsColliding 1149 public override bool IsColliding
1071 { 1150 {
1072 get { return iscolliding; } 1151 get { return base.IsColliding; }
1073 set { iscolliding = value; } 1152 set { base.IsColliding = value; }
1074 } 1153 }
1075 public Boolean Physical 1154 public override bool Kinematic
1076 { 1155 {
1077 get { return _physical; } 1156 get { return base.Kinematic; }
1078 set { _physical = value; } 1157 set { base.Kinematic = value; }
1079 } 1158 }
1080 1159
1081 public void SetAcceleration(PhysicsVector accel) 1160 public override void SetAcceleration(PhysicsVector accel)
1082 { 1161 {
1083 lock (BulletXScene.BulletXLock) 1162 lock (BulletXScene.BulletXLock)
1084 { 1163 {
1085 _acceleration = accel; 1164 _acceleration = accel;
1086 } 1165 }
1087 } 1166 }
1088
1089 public override bool Kinematic
1090 {
1091 get
1092 {
1093 return false;
1094 //return this._prim.Kinematic;
1095 }
1096 set
1097 {
1098 //this._prim.Kinematic = value;
1099 }
1100 }
1101
1102 public override void AddForce(PhysicsVector force) 1167 public override void AddForce(PhysicsVector force)
1103 { 1168 {
1169 base.AddForce(force);
1104 } 1170 }
1105
1106 public override void SetMomentum(PhysicsVector momentum) 1171 public override void SetMomentum(PhysicsVector momentum)
1107 { 1172 {
1173 base.SetMomentum(momentum);
1108 } 1174 }
1109 1175
1110 internal void ValidateHeight(float heighmapPositionValue) 1176 internal override void ValidateHeight(float heighmapPositionValue)
1111 { 1177 {
1112 if (rigidBody.CenterOfMassPosition.Z < heighmapPositionValue + _size.Z/2.0f) 1178 if (rigidBody.CenterOfMassPosition.Z < heighmapPositionValue + _size.Z/2.0f)
1113 { 1179 {
@@ -1122,8 +1188,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
1122 Speed(new PhysicsVector(rigidBody.LinearVelocity.X, rigidBody.LinearVelocity.Y, 0.0f)); 1188 Speed(new PhysicsVector(rigidBody.LinearVelocity.X, rigidBody.LinearVelocity.Y, 0.0f));
1123 } 1189 }
1124 } 1190 }
1125 1191 internal override void UpdateKinetics()
1126 internal void UpdateKinetics()
1127 { 1192 {
1128 if (_physical) //Updates properties. Prim updates its properties physically 1193 if (_physical) //Updates properties. Prim updates its properties physically
1129 { 1194 {
@@ -1140,44 +1205,8 @@ namespace OpenSim.Region.Physics.BulletXPlugin
1140 } 1205 }
1141 1206
1142 #region Methods for updating values of RigidBody 1207 #region Methods for updating values of RigidBody
1143 1208 internal protected void CreateRigidBody(BulletXScene parent_scene, PhysicsVector pos, PhysicsVector size)
1144 private void Translate()
1145 { 1209 {
1146 Translate(_position);
1147 }
1148
1149 private void Translate(PhysicsVector _newPos)
1150 {
1151 Vector3 _translation;
1152 _translation = BulletXMaths.PhysicsVectorToXnaVector3(_newPos) - rigidBody.CenterOfMassPosition;
1153 rigidBody.Translate(_translation);
1154 }
1155
1156 private void Speed()
1157 {
1158 Speed(_velocity);
1159 }
1160
1161 private void Speed(PhysicsVector _newSpeed)
1162 {
1163 Vector3 _speed;
1164 _speed = BulletXMaths.PhysicsVectorToXnaVector3(_newSpeed);
1165 rigidBody.LinearVelocity = _speed;
1166 }
1167
1168 private void ReSize()
1169 {
1170 ReSize(_size);
1171 }
1172
1173 private void ReSize(PhysicsVector _newSize)
1174 {
1175 //I wonder to know how to resize with a simple instruction in BulletX. It seems that for now there isn't
1176 //so i have to do it manually. That's recreating rigidbody
1177 Vector3 _newsize;
1178 _newsize = BulletXMaths.PhysicsVectorToXnaVector3(_newSize);
1179 if ((_newsize.X == 0) || (_newsize.Y == 0) || (_newsize.Z == 0)) throw new Exception("Size 0");
1180
1181 //For RigidBody Constructor. The next values might change 1210 //For RigidBody Constructor. The next values might change
1182 float _linearDamping = 0.0f; 1211 float _linearDamping = 0.0f;
1183 float _angularDamping = 0.0f; 1212 float _angularDamping = 0.0f;
@@ -1185,54 +1214,48 @@ namespace OpenSim.Region.Physics.BulletXPlugin
1185 float _restitution = 0.0f; 1214 float _restitution = 0.0f;
1186 Matrix _startTransform = Matrix.Identity; 1215 Matrix _startTransform = Matrix.Identity;
1187 Matrix _centerOfMassOffset = Matrix.Identity; 1216 Matrix _centerOfMassOffset = Matrix.Identity;
1188 RigidBody _tmpRigidBody; 1217 lock (BulletXScene.BulletXLock)
1189 _startTransform.Translation = BulletXMaths.PhysicsVectorToXnaVector3(_position); 1218 {
1190 //For now all prims are boxes 1219 _startTransform.Translation = BulletXMaths.PhysicsVectorToXnaVector3(pos);
1191 CollisionShape _collisionShape = new BoxShape(BulletXMaths.PhysicsVectorToXnaVector3(_newSize)/2.0f); 1220 //For now all prims are boxes
1192 DefaultMotionState _motionState = new DefaultMotionState(_startTransform, _centerOfMassOffset); 1221 CollisionShape _collisionShape = new XnaDevRu.BulletX.BoxShape(BulletXMaths.PhysicsVectorToXnaVector3(size) / 2.0f);
1193 Vector3 _localInertia = new Vector3(); 1222 DefaultMotionState _motionState = new DefaultMotionState(_startTransform, _centerOfMassOffset);
1194 if (_physical) _collisionShape.CalculateLocalInertia(Mass, out _localInertia); //Always when mass > 0 1223 MonoXnaCompactMaths.Vector3 _localInertia = new MonoXnaCompactMaths.Vector3();
1195 _tmpRigidBody = 1224 if (_physical) _collisionShape.CalculateLocalInertia(Mass, out _localInertia); //Always when mass > 0
1196 new RigidBody(Mass, _motionState, _collisionShape, _localInertia, _linearDamping, _angularDamping, 1225 rigidBody = new RigidBody(Mass, _motionState, _collisionShape, _localInertia, _linearDamping, _angularDamping, _friction, _restitution);
1197 _friction, _restitution); 1226 //rigidBody.ActivationState = ActivationState.DisableDeactivation;
1198 //rigidBody.ActivationState = ActivationState.DisableDeactivation; 1227 //It's seems that there are a bug with rigidBody constructor and its CenterOfMassPosition
1199 //It's seems that there are a bug with rigidBody constructor and its CenterOfMassPosition 1228 MonoXnaCompactMaths.Vector3 _vDebugTranslation;
1200 Vector3 _vDebugTranslation; 1229 _vDebugTranslation = _startTransform.Translation - rigidBody.CenterOfMassPosition;
1201 _vDebugTranslation = _startTransform.Translation - rigidBody.CenterOfMassPosition; 1230 rigidBody.Translate(_vDebugTranslation);
1202 _tmpRigidBody.Translate(_vDebugTranslation); 1231 //---
1203 //--- 1232 parent_scene.ddWorld.AddRigidBody(rigidBody);
1233 }
1234 }
1235 internal protected void ReCreateRigidBody(PhysicsVector size)
1236 {
1204 //There is a bug when trying to remove a rigidBody that is colliding with something.. 1237 //There is a bug when trying to remove a rigidBody that is colliding with something..
1205 try 1238 try
1206 { 1239 {
1207 _parent_scene.ddWorld.RemoveRigidBody(rigidBody); 1240 this._parent_scene.ddWorld.RemoveRigidBody(rigidBody);
1208 } 1241 }
1209 catch (Exception ex) 1242 catch (Exception ex)
1210 { 1243 {
1211 _parent_scene.BulletXMessage(_parent_scene.is_ex_message + ex.Message, true); 1244 this._parent_scene.BulletXMessage(this._parent_scene.is_ex_message + ex.Message, true);
1212 rigidBody.ActivationState = ActivationState.DisableSimulation; 1245 rigidBody.ActivationState = ActivationState.DisableSimulation;
1213 _parent_scene.AddForgottenRigidBody(rigidBody); 1246 this._parent_scene.AddForgottenRigidBody(rigidBody);
1214 } 1247 }
1215 rigidBody = _tmpRigidBody; 1248 CreateRigidBody(this._parent_scene, this._position, size);
1216 _parent_scene.ddWorld.AddRigidBody(rigidBody); 1249 if (_physical) Speed();//Static objects don't have linear velocity
1217 if (_physical) Speed(); //Static objects don't have linear velocity
1218 ReOrient(); 1250 ReOrient();
1219 GC.Collect(); 1251 GC.Collect();
1220 } 1252 }
1221 1253 internal protected override void ReSize(PhysicsVector _newSize)
1222 private void ReOrient()
1223 {
1224 ReOrient(_orientation);
1225 }
1226
1227 private void ReOrient(AxiomQuaternion _newOrient)
1228 { 1254 {
1229 Quaternion _newOrientation; 1255 //I wonder to know how to resize with a simple instruction in BulletX. It seems that for now there isn't
1230 _newOrientation = BulletXMaths.AxiomQuaternionToXnaQuaternion(_newOrient); 1256 //so i have to do it manually. That's recreating rigidbody
1231 Matrix _comTransform = rigidBody.CenterOfMassTransform; 1257 ReCreateRigidBody(_newSize);
1232 BulletXMaths.SetRotation(ref _comTransform, _newOrientation);
1233 rigidBody.CenterOfMassTransform = _comTransform;
1234 } 1258 }
1235
1236 #endregion 1259 #endregion
1237 } 1260 }
1238 1261