diff options
-rw-r--r-- | OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs | 464 | ||||
-rw-r--r-- | OpenSim/Region/Physics/Manager/PhysicsPluginManager.cs | 13 | ||||
-rw-r--r-- | ThirdPartyLicenses/BulletLicense.txt | 17 | ||||
-rw-r--r-- | bin/Modified.XnaDevRu.BulletX.dll | bin | 208896 -> 208896 bytes | |||
-rw-r--r-- | bin/MonoXnaCompactMaths.dll | bin | 36864 -> 36864 bytes | |||
-rw-r--r-- | libraries/ModifiedBulletX/ModifiedBulletX.suo | bin | 138240 -> 138240 bytes | |||
-rw-r--r-- | libraries/ModifiedBulletX/ModifiedBulletX/Collision/CollisionShapes/HeightfieldTerrainShape.cs | 360 | ||||
-rw-r--r-- | libraries/ModifiedBulletX/ModifiedBulletX/Modified.XnaDevRu.BulletX.csproj | 1 | ||||
-rw-r--r-- | libraries/ModifiedBulletX/MonoXnaCompactMaths/Matrix.cs | 11 | ||||
-rw-r--r-- | libraries/ModifiedBulletX/MonoXnaCompactMaths/Quaternion.cs | 91 |
10 files changed, 853 insertions, 104 deletions
diff --git a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs index af13d02..705eb38 100644 --- a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs +++ b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs | |||
@@ -30,19 +30,29 @@ | |||
30 | #region References | 30 | #region References |
31 | using System; | 31 | using System; |
32 | using System.Collections.Generic; | 32 | using System.Collections.Generic; |
33 | using OpenSim.Framework.Types; | ||
34 | using OpenSim.Region.Physics.Manager; | 33 | using OpenSim.Region.Physics.Manager; |
34 | using OpenSim.Framework.Types; | ||
35 | using Axiom.Math; | 35 | using Axiom.Math; |
36 | using AxiomQuaternion = Axiom.Math.Quaternion; | 36 | using AxiomQuaternion = Axiom.Math.Quaternion; |
37 | //Specific References for BulletXPlugin | 37 | //Specific References for BulletXPlugin |
38 | using MonoXnaCompactMaths; //Called as MXCM | 38 | using MonoXnaCompactMaths; |
39 | using XnaDevRu.BulletX; | 39 | using XnaDevRu.BulletX; |
40 | using XnaDevRu.BulletX.Dynamics; | 40 | using XnaDevRu.BulletX.Dynamics; |
41 | |||
41 | #endregion | 42 | #endregion |
42 | 43 | ||
43 | namespace OpenSim.Region.Physics.BulletXPlugin | 44 | namespace OpenSim.Region.Physics.BulletXPlugin |
44 | { | 45 | { |
45 | /// <summary> | 46 | /// <summary> |
47 | /// This class is only here for compilations reasons | ||
48 | /// </summary> | ||
49 | public class Mesh | ||
50 | { | ||
51 | public Mesh() | ||
52 | { | ||
53 | } | ||
54 | } | ||
55 | /// <summary> | ||
46 | /// BulletXConversions are called now BulletXMaths | 56 | /// BulletXConversions are called now BulletXMaths |
47 | /// This Class converts objects and types for BulletX and give some operations | 57 | /// This Class converts objects and types for BulletX and give some operations |
48 | /// </summary> | 58 | /// </summary> |
@@ -222,12 +232,14 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
222 | private const int maxXY = 256; | 232 | private const int maxXY = 256; |
223 | private const int maxZ = 4096; | 233 | private const int maxZ = 4096; |
224 | private const int maxHandles = 32766; //Why? I don't know | 234 | private const int maxHandles = 32766; //Why? I don't know |
225 | private static float gravity = 9.8f; | 235 | private const float gravity = 9.8f; |
226 | private static float heightLevel0 = 77.0f; | 236 | private const float heightLevel0 = 77.0f; |
227 | private static float heightLevel1 = 200.0f; | 237 | private const float heightLevel1 = 200.0f; |
228 | private static float lowGravityFactor = 0.2f; | 238 | private const float lowGravityFactor = 0.2f; |
229 | 239 | //OpenSim calls Simulate 10 times per seconds. So FPS = "Simulate Calls" * simulationSubSteps = 100 FPS | |
230 | private float[] _heightmap; | 240 | private const int simulationSubSteps = 10; |
241 | //private float[] _heightmap; | ||
242 | private BulletXPlanet _simFlatPlanet; | ||
231 | private List<BulletXCharacter> _characters = new List<BulletXCharacter>(); | 243 | private List<BulletXCharacter> _characters = new List<BulletXCharacter>(); |
232 | private List<BulletXPrim> _prims = new List<BulletXPrim>(); | 244 | private List<BulletXPrim> _prims = new List<BulletXPrim>(); |
233 | 245 | ||
@@ -235,6 +247,11 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
235 | public static float HeightLevel0 { get { return heightLevel0; } } | 247 | public static float HeightLevel0 { get { return heightLevel0; } } |
236 | public static float HeightLevel1 { get { return heightLevel1; } } | 248 | public static float HeightLevel1 { get { return heightLevel1; } } |
237 | public static float LowGravityFactor { get { return lowGravityFactor; } } | 249 | public static float LowGravityFactor { get { return lowGravityFactor; } } |
250 | public static int MaxXY { get { return maxXY; } } | ||
251 | public static int MaxZ { get { return maxZ; } } | ||
252 | |||
253 | private List<RigidBody> _forgottenRigidBodies = new List<RigidBody>(); | ||
254 | internal string is_ex_message = "Can't remove rigidBody!: "; | ||
238 | #endregion | 255 | #endregion |
239 | 256 | ||
240 | public BulletXScene() | 257 | public BulletXScene() |
@@ -250,10 +267,9 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
250 | ddWorld = new DiscreteDynamicsWorld(cDispatcher, opCache, sicSolver); | 267 | ddWorld = new DiscreteDynamicsWorld(cDispatcher, opCache, sicSolver); |
251 | ddWorld.Gravity = new MonoXnaCompactMaths.Vector3(0, 0, -gravity); | 268 | ddWorld.Gravity = new MonoXnaCompactMaths.Vector3(0, 0, -gravity); |
252 | } | 269 | } |
253 | 270 | //this._heightmap = new float[65536]; | |
254 | this._heightmap = new float[65536]; | ||
255 | } | 271 | } |
256 | public override PhysicsActor AddAvatar(string avName, PhysicsVector position) | 272 | public override PhysicsActor AddAvatar(string avName, PhysicsVector position) |
257 | { | 273 | { |
258 | PhysicsVector pos = new PhysicsVector(); | 274 | PhysicsVector pos = new PhysicsVector(); |
259 | pos.X = position.X; | 275 | pos.X = position.X; |
@@ -262,7 +278,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
262 | BulletXCharacter newAv = null; | 278 | BulletXCharacter newAv = null; |
263 | lock (BulletXLock) | 279 | lock (BulletXLock) |
264 | { | 280 | { |
265 | newAv = new BulletXCharacter(this, pos); | 281 | newAv = new BulletXCharacter(avName, this, pos); |
266 | _characters.Add(newAv); | 282 | _characters.Add(newAv); |
267 | } | 283 | } |
268 | return newAv; | 284 | return newAv; |
@@ -273,48 +289,98 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
273 | { | 289 | { |
274 | lock (BulletXLock) | 290 | lock (BulletXLock) |
275 | { | 291 | { |
292 | try | ||
293 | { | ||
294 | ddWorld.RemoveRigidBody(((BulletXCharacter)actor).RigidBody); | ||
295 | } | ||
296 | catch (Exception ex) | ||
297 | { | ||
298 | BulletXMessage(is_ex_message + ex.Message, true); | ||
299 | ((BulletXCharacter)actor).RigidBody.ActivationState = ActivationState.DisableSimulation; | ||
300 | AddForgottenRigidBody(((BulletXCharacter)actor).RigidBody); | ||
301 | } | ||
276 | _characters.Remove((BulletXCharacter)actor); | 302 | _characters.Remove((BulletXCharacter)actor); |
277 | } | 303 | } |
304 | GC.Collect(); | ||
305 | } | ||
306 | } | ||
307 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, PhysicsVector size, AxiomQuaternion rotation) | ||
308 | { | ||
309 | PhysicsActor result; | ||
310 | |||
311 | switch (pbs.ProfileShape) | ||
312 | { | ||
313 | case ProfileShape.Square: | ||
314 | /// support simple box & hollow box now; later, more shapes | ||
315 | if (pbs.ProfileHollow == 0) | ||
316 | { | ||
317 | result = AddPrim(primName, position, size, rotation, null, null); | ||
318 | } | ||
319 | else | ||
320 | { | ||
321 | Mesh mesh = null; | ||
322 | result = AddPrim(primName, position, size, rotation, mesh, pbs); | ||
323 | } | ||
324 | break; | ||
325 | |||
326 | default: | ||
327 | result = AddPrim(primName, position, size, rotation, null, null); | ||
328 | break; | ||
278 | } | 329 | } |
330 | |||
331 | return result; | ||
279 | } | 332 | } |
280 | PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, AxiomQuaternion rotation) | 333 | public PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, Axiom.Math.Quaternion rotation) |
334 | { | ||
335 | return AddPrim("", position, size, rotation, null, null); | ||
336 | } | ||
337 | public PhysicsActor AddPrim(String name, PhysicsVector position, PhysicsVector size, AxiomQuaternion rotation, Mesh mesh, PrimitiveBaseShape pbs) | ||
281 | { | 338 | { |
282 | BulletXPrim newPrim = null; | 339 | BulletXPrim newPrim = null; |
283 | lock (BulletXLock) | 340 | lock (BulletXLock) |
284 | { | 341 | { |
285 | newPrim = new BulletXPrim(this, position, size, rotation); | 342 | newPrim = new BulletXPrim(name, this, position, size, rotation, mesh, pbs); |
286 | _prims.Add(newPrim); | 343 | _prims.Add(newPrim); |
287 | } | 344 | } |
288 | return newPrim; | 345 | return newPrim; |
289 | } | 346 | } |
290 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, PhysicsVector size, AxiomQuaternion rotation) | ||
291 | { | ||
292 | return AddPrim(position, size, rotation); | ||
293 | } | ||
294 | |||
295 | public override void RemovePrim(PhysicsActor prim) | 347 | public override void RemovePrim(PhysicsActor prim) |
296 | { | 348 | { |
297 | if (prim is BulletXPrim) | 349 | if (prim is BulletXPrim) |
298 | { | 350 | { |
299 | lock (BulletXLock) | 351 | lock (BulletXLock) |
300 | { | 352 | { |
353 | try | ||
354 | { | ||
355 | ddWorld.RemoveRigidBody(((BulletXPrim)prim).RigidBody); | ||
356 | } | ||
357 | catch (Exception ex) | ||
358 | { | ||
359 | BulletXMessage(is_ex_message + ex.Message, true); | ||
360 | ((BulletXPrim)prim).RigidBody.ActivationState = ActivationState.DisableSimulation; | ||
361 | AddForgottenRigidBody(((BulletXPrim)prim).RigidBody); | ||
362 | } | ||
301 | _prims.Remove((BulletXPrim)prim); | 363 | _prims.Remove((BulletXPrim)prim); |
302 | } | 364 | } |
365 | GC.Collect(); | ||
303 | } | 366 | } |
304 | } | 367 | } |
305 | public override void Simulate(float timeStep) | 368 | public override void Simulate(float timeStep) |
306 | { | 369 | { |
307 | lock (BulletXLock) | 370 | lock (BulletXLock) |
308 | { | 371 | { |
309 | BXSMove(timeStep); | 372 | //Try to remove garbage |
310 | ddWorld.StepSimulation(timeStep, 0, timeStep); | 373 | RemoveForgottenRigidBodies(); |
311 | //Heightmap Validation: | 374 | //End of remove |
312 | BXSValidateHeight(); | 375 | MoveAllObjects(timeStep); |
376 | ddWorld.StepSimulation(timeStep, simulationSubSteps, timeStep); | ||
377 | //Extra Heightmap Validation: BulletX's HeightFieldTerrain somestimes doesn't work so fine. | ||
378 | ValidateHeightForAll(); | ||
313 | //End heightmap validation. | 379 | //End heightmap validation. |
314 | BXSUpdateKinetics(); | 380 | UpdateKineticsForAll(); |
315 | } | 381 | } |
316 | } | 382 | } |
317 | private void BXSMove(float timeStep) | 383 | private void MoveAllObjects(float timeStep) |
318 | { | 384 | { |
319 | foreach (BulletXCharacter actor in _characters) | 385 | foreach (BulletXCharacter actor in _characters) |
320 | { | 386 | { |
@@ -324,39 +390,33 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
324 | { | 390 | { |
325 | } | 391 | } |
326 | } | 392 | } |
327 | private void BXSValidateHeight() | 393 | private void ValidateHeightForAll() |
328 | { | 394 | { |
329 | float _height; | 395 | float _height; |
330 | foreach (BulletXCharacter actor in _characters) | 396 | foreach (BulletXCharacter actor in _characters) |
331 | { | 397 | { |
332 | if ((actor.RigidBodyHorizontalPosition.x < 0) || (actor.RigidBodyHorizontalPosition.y < 0)) | 398 | //_height = HeightValue(actor.RigidBodyPosition); |
333 | { | 399 | _height = _simFlatPlanet.HeightValue(actor.RigidBodyPosition); |
334 | _height = 0; | ||
335 | } | ||
336 | else | ||
337 | { | ||
338 | _height = this._heightmap[ | ||
339 | (int)Math.Round(actor.RigidBodyHorizontalPosition.x) * 256 | ||
340 | + (int)Math.Round(actor.RigidBodyHorizontalPosition.y)]; | ||
341 | } | ||
342 | actor.ValidateHeight(_height); | 400 | actor.ValidateHeight(_height); |
401 | //if (_simFlatPlanet.heightIsNotValid(actor.RigidBodyPosition, out _height)) actor.ValidateHeight(_height); | ||
343 | } | 402 | } |
344 | foreach (BulletXPrim prim in _prims) | 403 | foreach (BulletXPrim prim in _prims) |
345 | { | 404 | { |
346 | if ((prim.RigidBodyHorizontalPosition.x < 0) || (prim.RigidBodyHorizontalPosition.y < 0)) | 405 | //_height = HeightValue(prim.RigidBodyPosition); |
347 | { | 406 | _height = _simFlatPlanet.HeightValue(prim.RigidBodyPosition); |
348 | _height = 0; | ||
349 | } | ||
350 | else | ||
351 | { | ||
352 | _height = this._heightmap[ | ||
353 | (int)Math.Round(prim.RigidBodyHorizontalPosition.x) * 256 | ||
354 | + (int)Math.Round(prim.RigidBodyHorizontalPosition.y)]; | ||
355 | } | ||
356 | prim.ValidateHeight(_height); | 407 | prim.ValidateHeight(_height); |
408 | //if (_simFlatPlanet.heightIsNotValid(prim.RigidBodyPosition, out _height)) prim.ValidateHeight(_height); | ||
357 | } | 409 | } |
410 | //foreach (BulletXCharacter actor in _characters) | ||
411 | //{ | ||
412 | // actor.ValidateHeight(0); | ||
413 | //} | ||
414 | //foreach (BulletXPrim prim in _prims) | ||
415 | //{ | ||
416 | // prim.ValidateHeight(0); | ||
417 | //} | ||
358 | } | 418 | } |
359 | private void BXSUpdateKinetics() | 419 | private void UpdateKineticsForAll() |
360 | { | 420 | { |
361 | //UpdatePosition > UpdateKinetics. | 421 | //UpdatePosition > UpdateKinetics. |
362 | //Not only position will be updated, also velocity cause acceleration. | 422 | //Not only position will be updated, also velocity cause acceleration. |
@@ -368,6 +428,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
368 | { | 428 | { |
369 | prim.UpdateKinetics(); | 429 | prim.UpdateKinetics(); |
370 | } | 430 | } |
431 | //if(this._simFlatPlanet!=null) this._simFlatPlanet.Restore(); | ||
371 | } | 432 | } |
372 | public override void GetResults() | 433 | public override void GetResults() |
373 | { | 434 | { |
@@ -382,24 +443,97 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
382 | } | 443 | } |
383 | public override void SetTerrain(float[] heightMap) | 444 | public override void SetTerrain(float[] heightMap) |
384 | { | 445 | { |
385 | //As the same as ODE, heightmap (x,y) must be swapped for BulletX | 446 | ////As the same as ODE, heightmap (x,y) must be swapped for BulletX |
386 | for (int i = 0; i < 65536; i++) | 447 | //for (int i = 0; i < 65536; i++) |
448 | //{ | ||
449 | // // this._heightmap[i] = (double)heightMap[i]; | ||
450 | // // dbm (danx0r) -- heightmap x,y must be swapped for Ode (should fix ODE, but for now...) | ||
451 | // int x = i & 0xff; | ||
452 | // int y = i >> 8; | ||
453 | // this._heightmap[i] = heightMap[x * 256 + y]; | ||
454 | //} | ||
455 | |||
456 | //float[] swappedHeightMap = new float[65536]; | ||
457 | ////As the same as ODE, heightmap (x,y) must be swapped for BulletX | ||
458 | //for (int i = 0; i < 65536; i++) | ||
459 | //{ | ||
460 | // // this._heightmap[i] = (double)heightMap[i]; | ||
461 | // // dbm (danx0r) -- heightmap x,y must be swapped for Ode (should fix ODE, but for now...) | ||
462 | // int x = i & 0xff; | ||
463 | // int y = i >> 8; | ||
464 | // swappedHeightMap[i] = heightMap[x * 256 + y]; | ||
465 | //} | ||
466 | DeleteTerrain(); | ||
467 | //There is a BulletXLock inside the constructor of BulletXPlanet | ||
468 | //this._simFlatPlanet = new BulletXPlanet(this, swappedHeightMap); | ||
469 | this._simFlatPlanet = new BulletXPlanet(this, heightMap); | ||
470 | //this._heightmap = heightMap; | ||
471 | } | ||
472 | public override void DeleteTerrain() | ||
473 | { | ||
474 | if (this._simFlatPlanet != null) | ||
387 | { | 475 | { |
388 | // this._heightmap[i] = (double)heightMap[i]; | 476 | lock (BulletXLock) |
389 | // dbm (danx0r) -- heightmap x,y must be swapped for Ode (should fix ODE, but for now...) | 477 | { |
390 | int x = i & 0xff; | 478 | try |
391 | int y = i >> 8; | 479 | { |
392 | this._heightmap[i] = heightMap[x * 256 + y]; | 480 | ddWorld.RemoveRigidBody(this._simFlatPlanet.RigidBody); |
481 | } | ||
482 | catch (Exception ex) | ||
483 | { | ||
484 | BulletXMessage(is_ex_message + ex.Message, true); | ||
485 | this._simFlatPlanet.RigidBody.ActivationState = ActivationState.DisableSimulation; | ||
486 | AddForgottenRigidBody(this._simFlatPlanet.RigidBody); | ||
487 | } | ||
488 | } | ||
489 | this._simFlatPlanet = null; | ||
490 | GC.Collect(); | ||
491 | BulletXMessage("Terrain erased!", false); | ||
393 | } | 492 | } |
394 | lock (BulletXLock) | 493 | //this._heightmap = null; |
494 | } | ||
495 | internal void AddForgottenRigidBody(RigidBody forgottenRigidBody) | ||
496 | { | ||
497 | _forgottenRigidBodies.Add(forgottenRigidBody); | ||
498 | } | ||
499 | private void RemoveForgottenRigidBodies() | ||
500 | { | ||
501 | RigidBody forgottenRigidBody; | ||
502 | int nRigidBodies = _forgottenRigidBodies.Count; | ||
503 | for(int i = nRigidBodies - 1; i >= 0; i--) | ||
395 | { | 504 | { |
396 | //Updating BulletX HeightMap??? | 505 | forgottenRigidBody = _forgottenRigidBodies[i]; |
506 | try | ||
507 | { | ||
508 | ddWorld.RemoveRigidBody(forgottenRigidBody); | ||
509 | _forgottenRigidBodies.Remove(forgottenRigidBody); | ||
510 | BulletXMessage("Forgotten Rigid Body Removed", false); | ||
511 | } | ||
512 | catch (Exception ex) | ||
513 | { | ||
514 | BulletXMessage("Can't remove forgottenRigidBody!: " + ex.Message, false); | ||
515 | } | ||
397 | } | 516 | } |
517 | GC.Collect(); | ||
398 | } | 518 | } |
399 | public override void DeleteTerrain() | 519 | internal void BulletXMessage(string message, bool isWarning) |
400 | { | 520 | { |
401 | 521 | PhysicsPluginManager.PhysicsPluginMessage("[Modified BulletX]:\t" + message, isWarning); | |
402 | } | 522 | } |
523 | //temp | ||
524 | //private float HeightValue(MonoXnaCompactMaths.Vector3 position) | ||
525 | //{ | ||
526 | // int li_x, li_y; | ||
527 | // float height; | ||
528 | // li_x = (int)Math.Round(position.X); if (li_x < 0) li_x = 0; | ||
529 | // li_y = (int)Math.Round(position.Y); if (li_y < 0) li_y = 0; | ||
530 | |||
531 | // height = this._heightmap[li_y * 256 + li_x]; | ||
532 | // if (height < 0) height = 0; | ||
533 | // else if (height > maxZ) height = maxZ; | ||
534 | |||
535 | // return height; | ||
536 | //} | ||
403 | } | 537 | } |
404 | /// <summary> | 538 | /// <summary> |
405 | /// PhysicsActor Character Class for BulletX | 539 | /// PhysicsActor Character Class for BulletX |
@@ -414,19 +548,20 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
414 | private bool flying; | 548 | private bool flying; |
415 | private RigidBody rigidBody; | 549 | private RigidBody rigidBody; |
416 | 550 | ||
417 | public Axiom.Math.Vector2 RigidBodyHorizontalPosition | 551 | public MonoXnaCompactMaths.Vector3 RigidBodyPosition |
418 | { | 552 | { |
419 | get | 553 | get { return this.rigidBody.CenterOfMassPosition; } |
420 | { | ||
421 | return new Axiom.Math.Vector2(this.rigidBody.CenterOfMassPosition.X, this.rigidBody.CenterOfMassPosition.Y); | ||
422 | } | ||
423 | } | 554 | } |
424 | public BulletXCharacter(BulletXScene parent_scene, PhysicsVector pos) | 555 | public BulletXCharacter(BulletXScene parent_scene, PhysicsVector pos) |
425 | : this(parent_scene, pos, new PhysicsVector(), new PhysicsVector(), new PhysicsVector(), | 556 | : this("", parent_scene, pos) |
557 | { | ||
558 | } | ||
559 | public BulletXCharacter(String avName, BulletXScene parent_scene, PhysicsVector pos) | ||
560 | : this(avName, parent_scene, pos, new PhysicsVector(), new PhysicsVector(), new PhysicsVector(), | ||
426 | AxiomQuaternion.Identity) | 561 | AxiomQuaternion.Identity) |
427 | { | 562 | { |
428 | } | 563 | } |
429 | public BulletXCharacter(BulletXScene parent_scene, PhysicsVector pos, PhysicsVector velocity, | 564 | public BulletXCharacter(String avName, BulletXScene parent_scene, PhysicsVector pos, PhysicsVector velocity, |
430 | PhysicsVector size, PhysicsVector acceleration, AxiomQuaternion orientation) | 565 | PhysicsVector size, PhysicsVector acceleration, AxiomQuaternion orientation) |
431 | { | 566 | { |
432 | //This fields will be removed. They're temporal | 567 | //This fields will be removed. They're temporal |
@@ -462,7 +597,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
462 | MonoXnaCompactMaths.Vector3 _localInertia = new MonoXnaCompactMaths.Vector3(); | 597 | MonoXnaCompactMaths.Vector3 _localInertia = new MonoXnaCompactMaths.Vector3(); |
463 | _collisionShape.CalculateLocalInertia(_mass, out _localInertia); //Always when mass > 0 | 598 | _collisionShape.CalculateLocalInertia(_mass, out _localInertia); //Always when mass > 0 |
464 | rigidBody = new RigidBody(_mass, _motionState, _collisionShape, _localInertia, _linearDamping, _angularDamping, _friction, _restitution); | 599 | rigidBody = new RigidBody(_mass, _motionState, _collisionShape, _localInertia, _linearDamping, _angularDamping, _friction, _restitution); |
465 | rigidBody.ActivationState = ActivationState.DisableDeactivation; | 600 | //rigidBody.ActivationState = ActivationState.DisableDeactivation; |
466 | //It's seems that there are a bug with rigidBody constructor and its CenterOfMassPosition | 601 | //It's seems that there are a bug with rigidBody constructor and its CenterOfMassPosition |
467 | MonoXnaCompactMaths.Vector3 _vDebugTranslation; | 602 | MonoXnaCompactMaths.Vector3 _vDebugTranslation; |
468 | _vDebugTranslation = _startTransform.Translation - rigidBody.CenterOfMassPosition; | 603 | _vDebugTranslation = _startTransform.Translation - rigidBody.CenterOfMassPosition; |
@@ -535,6 +670,13 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
535 | } | 670 | } |
536 | } | 671 | } |
537 | } | 672 | } |
673 | public RigidBody RigidBody | ||
674 | { | ||
675 | get | ||
676 | { | ||
677 | return rigidBody; | ||
678 | } | ||
679 | } | ||
538 | public override bool Flying | 680 | public override bool Flying |
539 | { | 681 | { |
540 | get | 682 | get |
@@ -579,8 +721,8 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
579 | //_velocity == rigidBody.LinearVelocity | 721 | //_velocity == rigidBody.LinearVelocity |
580 | vec.X = this._velocity.X; | 722 | vec.X = this._velocity.X; |
581 | vec.Y = this._velocity.Y; | 723 | vec.Y = this._velocity.Y; |
582 | vec.Z = this._velocity.Z; | 724 | vec.Z = this._velocity.Z; |
583 | 725 | if ((vec.X != 0.0f) || (vec.Y != 0.0f) || (vec.Z != 0.0f)) rigidBody.Activate(); | |
584 | if (flying) | 726 | if (flying) |
585 | { | 727 | { |
586 | //Antigravity with movement | 728 | //Antigravity with movement |
@@ -677,33 +819,37 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
677 | //For now all prims have the same density, all prims are made of water. Be water my friend! :D | 819 | //For now all prims have the same density, all prims are made of water. Be water my friend! :D |
678 | private const float _density = 1000.0f; | 820 | private const float _density = 1000.0f; |
679 | private RigidBody rigidBody; | 821 | private RigidBody rigidBody; |
822 | private BulletXScene _parent_scene; | ||
680 | //_physical value will be linked with the prim object value | 823 | //_physical value will be linked with the prim object value |
681 | private Boolean _physical = false; | 824 | private Boolean _physical = false; |
682 | 825 | ||
683 | public Axiom.Math.Vector2 RigidBodyHorizontalPosition | 826 | public MonoXnaCompactMaths.Vector3 RigidBodyPosition |
684 | { | 827 | { |
685 | get | 828 | get { return this.rigidBody.CenterOfMassPosition; } |
686 | { | ||
687 | return new Axiom.Math.Vector2(this.rigidBody.CenterOfMassPosition.X, this.rigidBody.CenterOfMassPosition.Y); | ||
688 | } | ||
689 | } | 829 | } |
690 | public BulletXPrim(BulletXScene parent_scene, PhysicsVector pos, PhysicsVector size, AxiomQuaternion rotation) | 830 | public BulletXPrim(BulletXScene parent_scene, PhysicsVector pos, PhysicsVector size, AxiomQuaternion rotation) |
691 | : this(parent_scene, pos, new PhysicsVector(), size, new PhysicsVector(), rotation) | 831 | : this("", parent_scene, pos, new PhysicsVector(), size, new PhysicsVector(), rotation, null, null) |
692 | { | 832 | { |
693 | } | 833 | } |
694 | public BulletXPrim(BulletXScene parent_scene, PhysicsVector pos, PhysicsVector velocity, PhysicsVector size, | 834 | public BulletXPrim(String primName, BulletXScene parent_scene, PhysicsVector pos, PhysicsVector size, |
695 | PhysicsVector aceleration, AxiomQuaternion rotation) | 835 | AxiomQuaternion rotation, Mesh mesh, PrimitiveBaseShape pbs) |
836 | : this(primName, parent_scene, pos, new PhysicsVector(), size, new PhysicsVector(), rotation, mesh, pbs) | ||
837 | { | ||
838 | } | ||
839 | public BulletXPrim(String primName, BulletXScene parent_scene, PhysicsVector pos, PhysicsVector velocity, PhysicsVector size, | ||
840 | PhysicsVector aceleration, AxiomQuaternion rotation, Mesh mesh, PrimitiveBaseShape pbs) | ||
696 | { | 841 | { |
697 | _position = pos; | ||
698 | _velocity = velocity; | ||
699 | _size = size; | ||
700 | if ((size.X == 0) || (size.Y == 0) || (size.Z == 0)) throw new Exception("Size 0"); | 842 | if ((size.X == 0) || (size.Y == 0) || (size.Z == 0)) throw new Exception("Size 0"); |
843 | if (rotation.Norm == 0f) rotation = AxiomQuaternion.Identity; | ||
701 | 844 | ||
845 | _position = pos; | ||
846 | if (_physical) _velocity = velocity; else _velocity = new PhysicsVector(); | ||
847 | _size = size; | ||
702 | _acceleration = aceleration; | 848 | _acceleration = aceleration; |
703 | //Because a bug, orientation will be fixed to AxiomQuaternion.Identity | 849 | _orientation = rotation; |
704 | _orientation = AxiomQuaternion.Identity; | 850 | |
705 | //_orientation = rotation; | 851 | _parent_scene = parent_scene; |
706 | //--- | 852 | |
707 | //For RigidBody Constructor. The next values might change | 853 | //For RigidBody Constructor. The next values might change |
708 | float _linearDamping = 0.0f; | 854 | float _linearDamping = 0.0f; |
709 | float _angularDamping = 0.0f; | 855 | float _angularDamping = 0.0f; |
@@ -718,9 +864,9 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
718 | CollisionShape _collisionShape = new XnaDevRu.BulletX.BoxShape(BulletXMaths.PhysicsVectorToXnaVector3(_size) / 2.0f); | 864 | CollisionShape _collisionShape = new XnaDevRu.BulletX.BoxShape(BulletXMaths.PhysicsVectorToXnaVector3(_size) / 2.0f); |
719 | DefaultMotionState _motionState = new DefaultMotionState(_startTransform, _centerOfMassOffset); | 865 | DefaultMotionState _motionState = new DefaultMotionState(_startTransform, _centerOfMassOffset); |
720 | MonoXnaCompactMaths.Vector3 _localInertia = new MonoXnaCompactMaths.Vector3(); | 866 | MonoXnaCompactMaths.Vector3 _localInertia = new MonoXnaCompactMaths.Vector3(); |
721 | _collisionShape.CalculateLocalInertia(Mass, out _localInertia); //Always when mass > 0 | 867 | if(_physical) _collisionShape.CalculateLocalInertia(Mass, out _localInertia); //Always when mass > 0 |
722 | rigidBody = new RigidBody(Mass, _motionState, _collisionShape, _localInertia, _linearDamping, _angularDamping, _friction, _restitution); | 868 | rigidBody = new RigidBody(Mass, _motionState, _collisionShape, _localInertia, _linearDamping, _angularDamping, _friction, _restitution); |
723 | rigidBody.ActivationState = ActivationState.DisableDeactivation; | 869 | //rigidBody.ActivationState = ActivationState.DisableDeactivation; |
724 | //It's seems that there are a bug with rigidBody constructor and its CenterOfMassPosition | 870 | //It's seems that there are a bug with rigidBody constructor and its CenterOfMassPosition |
725 | MonoXnaCompactMaths.Vector3 _vDebugTranslation; | 871 | MonoXnaCompactMaths.Vector3 _vDebugTranslation; |
726 | _vDebugTranslation = _startTransform.Translation - rigidBody.CenterOfMassPosition; | 872 | _vDebugTranslation = _startTransform.Translation - rigidBody.CenterOfMassPosition; |
@@ -754,8 +900,16 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
754 | { | 900 | { |
755 | lock (BulletXScene.BulletXLock) | 901 | lock (BulletXScene.BulletXLock) |
756 | { | 902 | { |
757 | _velocity = value; | 903 | //Static objects don' have linear velocity |
758 | Speed(); | 904 | if (_physical) |
905 | { | ||
906 | _velocity = value; | ||
907 | Speed(); | ||
908 | } | ||
909 | else | ||
910 | { | ||
911 | _velocity = new PhysicsVector(); | ||
912 | } | ||
759 | } | 913 | } |
760 | } | 914 | } |
761 | } | 915 | } |
@@ -801,7 +955,14 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
801 | get | 955 | get |
802 | { | 956 | { |
803 | //For now all prims are boxes | 957 | //For now all prims are boxes |
804 | return _density * _size.X * _size.Y * _size.Z; | 958 | return (_physical ? 1 : 0) * _density * _size.X * _size.Y * _size.Z; |
959 | } | ||
960 | } | ||
961 | public RigidBody RigidBody | ||
962 | { | ||
963 | get | ||
964 | { | ||
965 | return rigidBody; | ||
805 | } | 966 | } |
806 | } | 967 | } |
807 | public override bool Flying | 968 | public override bool Flying |
@@ -863,7 +1024,9 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
863 | m.Translation = v3; | 1024 | m.Translation = v3; |
864 | rigidBody.WorldTransform = m; | 1025 | rigidBody.WorldTransform = m; |
865 | //When a Prim touch the ground it's vertical velocity it's reduced to ZERO | 1026 | //When a Prim touch the ground it's vertical velocity it's reduced to ZERO |
866 | Speed(new PhysicsVector(this.rigidBody.LinearVelocity.X, this.rigidBody.LinearVelocity.Y, 0.0f)); | 1027 | //Static objects don't have linear velocity |
1028 | if(_physical) | ||
1029 | Speed(new PhysicsVector(this.rigidBody.LinearVelocity.X, this.rigidBody.LinearVelocity.Y, 0.0f)); | ||
867 | } | 1030 | } |
868 | } | 1031 | } |
869 | internal void UpdateKinetics() | 1032 | internal void UpdateKinetics() |
@@ -872,18 +1035,12 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
872 | { | 1035 | { |
873 | this._position = BulletXMaths.XnaVector3ToPhysicsVector(rigidBody.CenterOfMassPosition); | 1036 | this._position = BulletXMaths.XnaVector3ToPhysicsVector(rigidBody.CenterOfMassPosition); |
874 | this._velocity = BulletXMaths.XnaVector3ToPhysicsVector(rigidBody.LinearVelocity); | 1037 | this._velocity = BulletXMaths.XnaVector3ToPhysicsVector(rigidBody.LinearVelocity); |
875 | //Orientation is not implemented yet in MonoXnaCompactMaths | 1038 | this._orientation = BulletXMaths.XnaQuaternionToAxiomQuaternion(rigidBody.Orientation); |
876 | //this._orientation = BulletXMaths.XnaQuaternionToAxiomQuaternion(rigidBody.Orientation); < Good | ||
877 | //ReOrient(); | ||
878 | //--- | ||
879 | ReOrient(); | ||
880 | } | 1039 | } |
881 | else //Doesn't updates properties. That's a cancel | 1040 | else //Doesn't updates properties. That's a cancel |
882 | { | 1041 | { |
883 | Translate(); | 1042 | Translate(); |
884 | Speed(); | 1043 | //Speed(); //<- Static objects don't have linear velocity |
885 | //Orientation is not implemented yet in MonoXnaCompactMaths | ||
886 | //ReOrient(); | ||
887 | ReOrient(); | 1044 | ReOrient(); |
888 | } | 1045 | } |
889 | } | 1046 | } |
@@ -915,10 +1072,49 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
915 | } | 1072 | } |
916 | private void ReSize(PhysicsVector _newSize) | 1073 | private void ReSize(PhysicsVector _newSize) |
917 | { | 1074 | { |
1075 | //I wonder to know how to resize with a simple instruction in BulletX. It seems that for now there isn't | ||
1076 | //so i have to do it manually. That's recreating rigidbody | ||
918 | MonoXnaCompactMaths.Vector3 _newsize; | 1077 | MonoXnaCompactMaths.Vector3 _newsize; |
919 | _newsize = BulletXMaths.PhysicsVectorToXnaVector3(_newSize); | 1078 | _newsize = BulletXMaths.PhysicsVectorToXnaVector3(_newSize); |
920 | //For now all prims are Boxes | 1079 | if ((_newsize.X == 0) || (_newsize.Y == 0) || (_newsize.Z == 0)) throw new Exception("Size 0"); |
921 | rigidBody.CollisionShape = new XnaDevRu.BulletX.BoxShape(BulletXMaths.PhysicsVectorToXnaVector3(_newSize) / 2.0f); | 1080 | |
1081 | //For RigidBody Constructor. The next values might change | ||
1082 | float _linearDamping = 0.0f; | ||
1083 | float _angularDamping = 0.0f; | ||
1084 | float _friction = 0.5f; | ||
1085 | float _restitution = 0.0f; | ||
1086 | Matrix _startTransform = Matrix.Identity; | ||
1087 | Matrix _centerOfMassOffset = Matrix.Identity; | ||
1088 | RigidBody _tmpRigidBody; | ||
1089 | _startTransform.Translation = BulletXMaths.PhysicsVectorToXnaVector3(this._position); | ||
1090 | //For now all prims are boxes | ||
1091 | CollisionShape _collisionShape = new XnaDevRu.BulletX.BoxShape(BulletXMaths.PhysicsVectorToXnaVector3(_newSize) / 2.0f); | ||
1092 | DefaultMotionState _motionState = new DefaultMotionState(_startTransform, _centerOfMassOffset); | ||
1093 | MonoXnaCompactMaths.Vector3 _localInertia = new MonoXnaCompactMaths.Vector3(); | ||
1094 | if (_physical) _collisionShape.CalculateLocalInertia(Mass, out _localInertia); //Always when mass > 0 | ||
1095 | _tmpRigidBody = new RigidBody(Mass, _motionState, _collisionShape, _localInertia, _linearDamping, _angularDamping, _friction, _restitution); | ||
1096 | //rigidBody.ActivationState = ActivationState.DisableDeactivation; | ||
1097 | //It's seems that there are a bug with rigidBody constructor and its CenterOfMassPosition | ||
1098 | MonoXnaCompactMaths.Vector3 _vDebugTranslation; | ||
1099 | _vDebugTranslation = _startTransform.Translation - rigidBody.CenterOfMassPosition; | ||
1100 | _tmpRigidBody.Translate(_vDebugTranslation); | ||
1101 | //--- | ||
1102 | //There is a bug when trying to remove a rigidBody that is colliding with something.. | ||
1103 | try | ||
1104 | { | ||
1105 | this._parent_scene.ddWorld.RemoveRigidBody(rigidBody); | ||
1106 | } | ||
1107 | catch(Exception ex) | ||
1108 | { | ||
1109 | this._parent_scene.BulletXMessage(this._parent_scene.is_ex_message + ex.Message, true); | ||
1110 | rigidBody.ActivationState = ActivationState.DisableSimulation; | ||
1111 | this._parent_scene.AddForgottenRigidBody(rigidBody); | ||
1112 | } | ||
1113 | rigidBody = _tmpRigidBody; | ||
1114 | this._parent_scene.ddWorld.AddRigidBody(rigidBody); | ||
1115 | if (_physical) Speed();//Static objects don't have linear velocity | ||
1116 | ReOrient(); | ||
1117 | GC.Collect(); | ||
922 | } | 1118 | } |
923 | private void ReOrient() | 1119 | private void ReOrient() |
924 | { | 1120 | { |
@@ -935,4 +1131,74 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
935 | #endregion | 1131 | #endregion |
936 | 1132 | ||
937 | } | 1133 | } |
1134 | /// <summary> | ||
1135 | /// This Class manage a HeighField as a RigidBody. This is for to be added in the BulletXScene | ||
1136 | /// </summary> | ||
1137 | internal class BulletXPlanet | ||
1138 | { | ||
1139 | private PhysicsVector _staticPosition; | ||
1140 | private PhysicsVector _staticVelocity; | ||
1141 | private AxiomQuaternion _staticOrientation; | ||
1142 | private float _mass; | ||
1143 | private BulletXScene _parentscene; | ||
1144 | internal float[] _heightField; | ||
1145 | private RigidBody _flatPlanet; | ||
1146 | internal RigidBody RigidBody { get { return _flatPlanet; } } | ||
1147 | internal BulletXPlanet(BulletXScene parent_scene, float[] heightField) | ||
1148 | { | ||
1149 | _staticPosition = new PhysicsVector(BulletXScene.MaxXY / 2, BulletXScene.MaxXY/2, 0); | ||
1150 | _staticVelocity = new PhysicsVector(); | ||
1151 | _staticOrientation = AxiomQuaternion.Identity; | ||
1152 | _mass = 0; //No active | ||
1153 | _parentscene = parent_scene; | ||
1154 | _heightField = heightField; | ||
1155 | |||
1156 | float _linearDamping = 0.0f; | ||
1157 | float _angularDamping = 0.0f; | ||
1158 | float _friction = 0.5f; | ||
1159 | float _restitution = 0.0f; | ||
1160 | Matrix _startTransform = Matrix.Identity; | ||
1161 | Matrix _centerOfMassOffset = Matrix.Identity; | ||
1162 | |||
1163 | lock (BulletXScene.BulletXLock) | ||
1164 | { | ||
1165 | try | ||
1166 | { | ||
1167 | _startTransform.Translation = BulletXMaths.PhysicsVectorToXnaVector3(_staticPosition); | ||
1168 | CollisionShape _collisionShape = new HeightfieldTerrainShape(BulletXScene.MaxXY, BulletXScene.MaxXY, _heightField, (float)BulletXScene.MaxZ, 2, true, false); | ||
1169 | DefaultMotionState _motionState = new DefaultMotionState(_startTransform, _centerOfMassOffset); | ||
1170 | MonoXnaCompactMaths.Vector3 _localInertia = new MonoXnaCompactMaths.Vector3(); | ||
1171 | //_collisionShape.CalculateLocalInertia(_mass, out _localInertia); //Always when mass > 0 | ||
1172 | _flatPlanet = new RigidBody(_mass, _motionState, _collisionShape, _localInertia, _linearDamping, _angularDamping, _friction, _restitution); | ||
1173 | //It's seems that there are a bug with rigidBody constructor and its CenterOfMassPosition | ||
1174 | MonoXnaCompactMaths.Vector3 _vDebugTranslation; | ||
1175 | _vDebugTranslation = _startTransform.Translation - _flatPlanet.CenterOfMassPosition; | ||
1176 | _flatPlanet.Translate(_vDebugTranslation); | ||
1177 | parent_scene.ddWorld.AddRigidBody(_flatPlanet); | ||
1178 | } | ||
1179 | catch (Exception ex) | ||
1180 | { | ||
1181 | this._parentscene.BulletXMessage(ex.Message, true); | ||
1182 | } | ||
1183 | } | ||
1184 | this._parentscene.BulletXMessage("BulletXPlanet created.", false); | ||
1185 | } | ||
1186 | internal float HeightValue(MonoXnaCompactMaths.Vector3 position) | ||
1187 | { | ||
1188 | int li_x, li_y; | ||
1189 | float height; | ||
1190 | li_x = (int)Math.Round(position.X); | ||
1191 | if (li_x < 0) li_x = 0; | ||
1192 | if (li_x >= BulletXScene.MaxXY) li_x = BulletXScene.MaxXY - 1; | ||
1193 | li_y = (int)Math.Round(position.Y); | ||
1194 | if (li_y < 0) li_y = 0; | ||
1195 | if (li_y >= BulletXScene.MaxXY) li_y = BulletXScene.MaxXY - 1; | ||
1196 | |||
1197 | height = ((HeightfieldTerrainShape)this._flatPlanet.CollisionShape).getHeightFieldValue(li_x, li_y); | ||
1198 | if (height < 0) height = 0; | ||
1199 | else if (height > BulletXScene.MaxZ) height = BulletXScene.MaxZ; | ||
1200 | |||
1201 | return height; | ||
1202 | } | ||
1203 | } | ||
938 | } | 1204 | } |
diff --git a/OpenSim/Region/Physics/Manager/PhysicsPluginManager.cs b/OpenSim/Region/Physics/Manager/PhysicsPluginManager.cs index 15645b1..87b6d34 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsPluginManager.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsPluginManager.cs | |||
@@ -104,6 +104,19 @@ namespace OpenSim.Region.Physics.Manager | |||
104 | 104 | ||
105 | pluginAssembly = null; | 105 | pluginAssembly = null; |
106 | } | 106 | } |
107 | //--- | ||
108 | public static void PhysicsPluginMessage(string message, bool isWarning) | ||
109 | { | ||
110 | if (isWarning) | ||
111 | { | ||
112 | MainLog.Instance.Warn("PHYSICS", message); | ||
113 | } | ||
114 | else | ||
115 | { | ||
116 | MainLog.Instance.Verbose("PHYSICS", message); | ||
117 | } | ||
118 | } | ||
119 | //--- | ||
107 | } | 120 | } |
108 | 121 | ||
109 | public interface IPhysicsPlugin | 122 | public interface IPhysicsPlugin |
diff --git a/ThirdPartyLicenses/BulletLicense.txt b/ThirdPartyLicenses/BulletLicense.txt new file mode 100644 index 0000000..c3ec68c --- /dev/null +++ b/ThirdPartyLicenses/BulletLicense.txt | |||
@@ -0,0 +1,17 @@ | |||
1 | /* | ||
2 | Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/ | ||
3 | |||
4 | This software is provided 'as-is', without any express or implied warranty. | ||
5 | In no event will the authors be held liable for any damages arising from the use of this software. | ||
6 | Permission is granted to anyone to use this software for any purpose, | ||
7 | including commercial applications, and to alter it and redistribute it freely, | ||
8 | subject to the following restrictions: | ||
9 | |||
10 | 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. | ||
11 | 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. | ||
12 | 3. This notice may not be removed or altered from any source distribution. | ||
13 | */ | ||
14 | |||
15 | |||
16 | Free for commercial use, but please mail bullet@erwincoumans.com to report projects, and join the forum at | ||
17 | www.continuousphysics.com/Bullet/phpBB2 | ||
diff --git a/bin/Modified.XnaDevRu.BulletX.dll b/bin/Modified.XnaDevRu.BulletX.dll index 8de2a5f..496a99a 100644 --- a/bin/Modified.XnaDevRu.BulletX.dll +++ b/bin/Modified.XnaDevRu.BulletX.dll | |||
Binary files differ | |||
diff --git a/bin/MonoXnaCompactMaths.dll b/bin/MonoXnaCompactMaths.dll index a4e345a..1372653 100644 --- a/bin/MonoXnaCompactMaths.dll +++ b/bin/MonoXnaCompactMaths.dll | |||
Binary files differ | |||
diff --git a/libraries/ModifiedBulletX/ModifiedBulletX.suo b/libraries/ModifiedBulletX/ModifiedBulletX.suo index 4f0acd9..6244108 100644 --- a/libraries/ModifiedBulletX/ModifiedBulletX.suo +++ b/libraries/ModifiedBulletX/ModifiedBulletX.suo | |||
Binary files differ | |||
diff --git a/libraries/ModifiedBulletX/ModifiedBulletX/Collision/CollisionShapes/HeightfieldTerrainShape.cs b/libraries/ModifiedBulletX/ModifiedBulletX/Collision/CollisionShapes/HeightfieldTerrainShape.cs new file mode 100644 index 0000000..0f30f1f --- /dev/null +++ b/libraries/ModifiedBulletX/ModifiedBulletX/Collision/CollisionShapes/HeightfieldTerrainShape.cs | |||
@@ -0,0 +1,360 @@ | |||
1 | /* | ||
2 | * WARNING!: this class is not in the original BulletX | ||
3 | * By the way it's based on the Bullet btHeightfieldTerrainShape: | ||
4 | * http://www.continuousphysics.com/Bullet/BulletFull/classbtHeightfieldTerrainShape.html | ||
5 | ***************************************************************************************** | ||
6 | * 3RD PARTY LICENSE. The next it's the original 3rd party lincense of Bullet: | ||
7 | * ---------------------------------------------------------------------------- | ||
8 | Bullet Continuous Collision Detection and Physics Library | ||
9 | Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/ | ||
10 | |||
11 | This software is provided 'as-is', without any express or implied warranty. | ||
12 | In no event will the authors be held liable for any damages arising from the use of this software. | ||
13 | Permission is granted to anyone to use this software for any purpose, | ||
14 | including commercial applications, and to alter it and redistribute it freely, | ||
15 | subject to the following restrictions: | ||
16 | |||
17 | 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. | ||
18 | 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. | ||
19 | 3. This notice may not be removed or altered from any source distribution. | ||
20 | * ------------------------------------------------------------------------------ | ||
21 | */ | ||
22 | using System; | ||
23 | using System.Collections.Generic; | ||
24 | using System.Text; | ||
25 | using MonoXnaCompactMaths; | ||
26 | |||
27 | namespace XnaDevRu.BulletX | ||
28 | { | ||
29 | public class HeightfieldTerrainShape : ConcaveShape | ||
30 | { | ||
31 | private Vector3 _localAabbMin; | ||
32 | private Vector3 _localAabbMax; | ||
33 | private Vector3 _localScaling = new Vector3(1f,1f,1f); | ||
34 | private int _width; | ||
35 | private int _length; | ||
36 | private float[] _heightfieldData; | ||
37 | private float _maxHeight; | ||
38 | private int _upAxis; | ||
39 | private bool _useFloatData; | ||
40 | private bool _flipQuadEdges; | ||
41 | private bool _useDiamondSubdivision = false; | ||
42 | private float _defaultCollisionMargin = 0.6f; | ||
43 | |||
44 | public HeightfieldTerrainShape(int width, int length, float[] heightfieldData, float maxHeight, | ||
45 | int upAxis, bool useFloatData, bool flipQuadEdges) | ||
46 | { | ||
47 | _width = width; | ||
48 | _length = length; | ||
49 | _heightfieldData = heightfieldData; | ||
50 | _maxHeight = maxHeight; | ||
51 | _upAxis = upAxis; | ||
52 | _useFloatData = useFloatData; | ||
53 | _flipQuadEdges = flipQuadEdges; | ||
54 | this.Margin = _defaultCollisionMargin; | ||
55 | |||
56 | float quantizationMargin = 1f; | ||
57 | |||
58 | //enlarge the AABB to avoid division by zero when initializing the quantization value | ||
59 | Vector3 clampValue = new Vector3(quantizationMargin, quantizationMargin, quantizationMargin); | ||
60 | Vector3 halfExtents = new Vector3(0, 0, 0); | ||
61 | |||
62 | switch (_upAxis) | ||
63 | { | ||
64 | case 0: | ||
65 | halfExtents.X = _maxHeight; | ||
66 | halfExtents.Y = _width; | ||
67 | halfExtents.Z = _length; | ||
68 | break; | ||
69 | case 1: | ||
70 | halfExtents.X = _width; | ||
71 | halfExtents.Y = _maxHeight; | ||
72 | halfExtents.Z = _length; | ||
73 | break; | ||
74 | case 2: | ||
75 | halfExtents.X = _width; | ||
76 | halfExtents.Y = _length; | ||
77 | halfExtents.Z = _maxHeight; | ||
78 | break; | ||
79 | default: | ||
80 | //need to get valid _upAxis | ||
81 | //btAssert(0); | ||
82 | throw new Exception("HeightfieldTerrainShape: need to get valid _upAxis"); | ||
83 | } | ||
84 | |||
85 | halfExtents *= 0.5f; | ||
86 | |||
87 | _localAabbMin = -halfExtents - clampValue; | ||
88 | _localAabbMax = halfExtents + clampValue; | ||
89 | //Vector3 aabbSize = new Vector3(); | ||
90 | //aabbSize = m_localAabbMax - m_localAabbMin; | ||
91 | |||
92 | } | ||
93 | |||
94 | protected Vector3 LocalAabbMin | ||
95 | { get { return _localAabbMin; } set { _localAabbMin = value; } } | ||
96 | protected Vector3 LocalAabbMax | ||
97 | { get { return _localAabbMax; } set { _localAabbMax = value; } } | ||
98 | public override string Name | ||
99 | { | ||
100 | get | ||
101 | { | ||
102 | return "HeightfieldTerrain"; | ||
103 | } | ||
104 | } | ||
105 | public override Vector3 LocalScaling | ||
106 | { | ||
107 | get | ||
108 | { | ||
109 | return _localScaling; | ||
110 | } | ||
111 | set | ||
112 | { | ||
113 | _localScaling = value; | ||
114 | } | ||
115 | } | ||
116 | public override float Margin | ||
117 | { | ||
118 | get | ||
119 | { | ||
120 | return base.Margin; | ||
121 | } | ||
122 | set | ||
123 | { | ||
124 | base.Margin = value; | ||
125 | } | ||
126 | } | ||
127 | public override BroadphaseNativeTypes ShapeType | ||
128 | { | ||
129 | get { return BroadphaseNativeTypes.Terrain; } | ||
130 | } | ||
131 | public Vector3 HalfExtents | ||
132 | { | ||
133 | get | ||
134 | { | ||
135 | Vector3 halfExtents = new Vector3(); | ||
136 | switch (_upAxis) | ||
137 | { | ||
138 | case 0: | ||
139 | halfExtents.X = 2f;//_maxHeight; | ||
140 | halfExtents.Y = _width; | ||
141 | halfExtents.Z = _length; | ||
142 | break; | ||
143 | case 1: | ||
144 | halfExtents.X = _width; | ||
145 | halfExtents.Y = 2f;// _maxHeight; | ||
146 | halfExtents.Z = _length; | ||
147 | break; | ||
148 | case 2: | ||
149 | halfExtents.X = _width; | ||
150 | halfExtents.Y = _length; | ||
151 | halfExtents.Z = 2f;// _maxHeight; | ||
152 | break; | ||
153 | default: | ||
154 | //need to get valid m_upAxis | ||
155 | //btAssert(0); | ||
156 | throw new Exception("HeightfieldTerrainShape: need to get valid _upAxis"); | ||
157 | //break; | ||
158 | } | ||
159 | halfExtents *= 0.5f; | ||
160 | return halfExtents; | ||
161 | } | ||
162 | } | ||
163 | |||
164 | public override void ProcessAllTriangles(ITriangleCallback callback, Vector3 aabbMin, Vector3 aabbMax) | ||
165 | { | ||
166 | //(void)callback; | ||
167 | //(void)aabbMax; | ||
168 | //(void)aabbMin; | ||
169 | |||
170 | //quantize the aabbMin and aabbMax, and adjust the start/end ranges | ||
171 | |||
172 | int[] quantizedAabbMin = new int[3]; | ||
173 | int[] quantizedAabbMax = new int[3]; | ||
174 | |||
175 | Vector3 localAabbMin = aabbMin * new Vector3(1f/_localScaling.X,1f/_localScaling.Y,1f/_localScaling.Z ); | ||
176 | Vector3 localAabbMax = aabbMax * new Vector3(1f/_localScaling.X,1f/_localScaling.Y,1f/_localScaling.Z); | ||
177 | |||
178 | quantizeWithClamp(ref quantizedAabbMin, localAabbMin); | ||
179 | quantizeWithClamp(ref quantizedAabbMax, localAabbMax); | ||
180 | |||
181 | |||
182 | |||
183 | int startX=0; | ||
184 | int endX=_width-1; | ||
185 | int startJ=0; | ||
186 | int endJ=_length-1; | ||
187 | |||
188 | switch(_upAxis) | ||
189 | { | ||
190 | case 0: | ||
191 | quantizedAabbMin[1]+=_width/2-1; | ||
192 | quantizedAabbMax[1]+=_width/2+1; | ||
193 | quantizedAabbMin[2]+=_length/2-1; | ||
194 | quantizedAabbMax[2]+=_length/2+1; | ||
195 | |||
196 | if (quantizedAabbMin[1]>startX) | ||
197 | startX = quantizedAabbMin[1]; | ||
198 | if (quantizedAabbMax[1]<endX) | ||
199 | endX = quantizedAabbMax[1]; | ||
200 | if (quantizedAabbMin[2]>startJ) | ||
201 | startJ = quantizedAabbMin[2]; | ||
202 | if (quantizedAabbMax[2]<endJ) | ||
203 | endJ = quantizedAabbMax[2]; | ||
204 | break; | ||
205 | case 1: | ||
206 | quantizedAabbMin[0]+=_width/2-1; | ||
207 | quantizedAabbMax[0]+=_width/2+1; | ||
208 | quantizedAabbMin[2]+=_length/2-1; | ||
209 | quantizedAabbMax[2]+=_length/2+1; | ||
210 | |||
211 | if (quantizedAabbMin[0]>startX) | ||
212 | startX = quantizedAabbMin[0]; | ||
213 | if (quantizedAabbMax[0]<endX) | ||
214 | endX = quantizedAabbMax[0]; | ||
215 | if (quantizedAabbMin[2]>startJ) | ||
216 | startJ = quantizedAabbMin[2]; | ||
217 | if (quantizedAabbMax[2]<endJ) | ||
218 | endJ = quantizedAabbMax[2]; | ||
219 | break; | ||
220 | case 2: | ||
221 | quantizedAabbMin[0]+=_width/2-1; | ||
222 | quantizedAabbMax[0]+=_width/2+1; | ||
223 | quantizedAabbMin[1]+=_length/2-1; | ||
224 | quantizedAabbMax[1]+=_length/2+1; | ||
225 | |||
226 | if (quantizedAabbMin[0]>startX) | ||
227 | startX = quantizedAabbMin[0]; | ||
228 | if (quantizedAabbMax[0]<endX) | ||
229 | endX = quantizedAabbMax[0]; | ||
230 | if (quantizedAabbMin[1]>startJ) | ||
231 | startJ = quantizedAabbMin[1]; | ||
232 | if (quantizedAabbMax[1]<endJ) | ||
233 | endJ = quantizedAabbMax[1]; | ||
234 | break; | ||
235 | default: | ||
236 | //need to get valid m_upAxis | ||
237 | throw new Exception("HeightfieldTerrainShape: need to get valid _upAxis"); | ||
238 | //break; | ||
239 | } | ||
240 | |||
241 | for(int j=startJ; j<endJ; j++) | ||
242 | { | ||
243 | for(int x=startX; x<endX; x++) | ||
244 | { | ||
245 | Vector3[] vertices = new Vector3[3]; | ||
246 | //if (m_flipQuadEdges || (m_useDiamondSubdivision && ((j + x) & 1))) | ||
247 | if (_flipQuadEdges || (_useDiamondSubdivision && (((j + x) & 1) > 0))) | ||
248 | { | ||
249 | //first triangle | ||
250 | getVertex(x,j,ref vertices[0]); | ||
251 | getVertex(x+1,j,ref vertices[1]); | ||
252 | getVertex(x+1,j+1,ref vertices[2]); | ||
253 | //callback->processTriangle(vertices,x,j); | ||
254 | callback.ProcessTriangle(vertices,x,j); | ||
255 | |||
256 | //second triangle | ||
257 | getVertex(x,j,ref vertices[0]); | ||
258 | getVertex(x+1,j+1,ref vertices[1]); | ||
259 | getVertex(x,j+1,ref vertices[2]); | ||
260 | //callback->processTriangle(vertices,x,j); | ||
261 | callback.ProcessTriangle(vertices, x, j); | ||
262 | } | ||
263 | else | ||
264 | { | ||
265 | //first triangle | ||
266 | getVertex(x,j,ref vertices[0]); | ||
267 | getVertex(x,j+1,ref vertices[1]); | ||
268 | getVertex(x+1,j,ref vertices[2]); | ||
269 | //callback->processTriangle(vertices,x,j); | ||
270 | callback.ProcessTriangle(vertices,x,j); | ||
271 | |||
272 | //second triangle | ||
273 | getVertex(x+1,j,ref vertices[0]); | ||
274 | getVertex(x,j+1,ref vertices[1]); | ||
275 | getVertex(x+1,j+1,ref vertices[2]); | ||
276 | //callback->processTriangle(vertices,x,j); | ||
277 | callback.ProcessTriangle(vertices,x,j); | ||
278 | } | ||
279 | } | ||
280 | } | ||
281 | } | ||
282 | public override void GetAabb(Matrix t, out Vector3 aabbMin, out Vector3 aabbMax) | ||
283 | { | ||
284 | //aabbMin = new Vector3(-1e30f, -1e30f, -1e30f); | ||
285 | //aabbMax = new Vector3(1e30f, 1e30f, 1e30f); | ||
286 | |||
287 | Vector3 halfExtents = (_localAabbMax - _localAabbMin) * _localScaling * 0.5f; | ||
288 | |||
289 | Vector3 center = t.Translation; | ||
290 | Vector3 extent = new Vector3(Math.Abs(halfExtents.X), Math.Abs(halfExtents.Y), Math.Abs(halfExtents.Z)); | ||
291 | extent += new Vector3(Margin, Margin, Margin); | ||
292 | |||
293 | aabbMin = center - extent; | ||
294 | aabbMax = center + extent; | ||
295 | } | ||
296 | public override void CalculateLocalInertia(float mass, out Vector3 inertia) | ||
297 | { | ||
298 | //moving concave objects not supported | ||
299 | inertia = new Vector3(); | ||
300 | } | ||
301 | public float getHeightFieldValue(int x,int y) | ||
302 | { | ||
303 | float val = 0f; | ||
304 | if (_useFloatData) | ||
305 | { | ||
306 | val = _heightfieldData[(y * _width) + x]; | ||
307 | } | ||
308 | else | ||
309 | { | ||
310 | //assume unsigned short int | ||
311 | int heightFieldValue = (int)_heightfieldData[(y * _width) + x]; | ||
312 | val = heightFieldValue * _maxHeight/65535f; | ||
313 | } | ||
314 | return val; | ||
315 | } | ||
316 | public void getVertex(int x,int y,ref Vector3 vertex) | ||
317 | { | ||
318 | if (x < 0) x = 0; | ||
319 | if (y < 0) y = 0; | ||
320 | if (x >= _width) x = _width - 1; | ||
321 | if (y >= _length) y = _length - 1; | ||
322 | float height = getHeightFieldValue(x,y); | ||
323 | switch(_upAxis) | ||
324 | { | ||
325 | case 0: | ||
326 | vertex.X = height; | ||
327 | vertex.Y = (- _width/2 ) + x; | ||
328 | vertex.Z = (- _length/2 ) + y; | ||
329 | break; | ||
330 | case 1: | ||
331 | vertex.X = (- _width/2 ) + x; | ||
332 | vertex.Y = height; | ||
333 | vertex.Z = (- _length/2 ) + y; | ||
334 | break; | ||
335 | case 2: | ||
336 | vertex.X = (- _width/2 ) + x; | ||
337 | vertex.Y = (- _length/2 ) + y; | ||
338 | vertex.Z = height; | ||
339 | break; | ||
340 | default: | ||
341 | //need to get valid m_upAxis | ||
342 | throw new Exception("HeightfieldTerrainShape: need to get valid _upAxis"); | ||
343 | //break; | ||
344 | } | ||
345 | vertex *= _localScaling; | ||
346 | } | ||
347 | public void quantizeWithClamp(ref int[] _out,Vector3 point) | ||
348 | { | ||
349 | Vector3 clampedPoint = point; | ||
350 | MathHelper.SetMax(ref clampedPoint,_localAabbMin); | ||
351 | MathHelper.SetMin(ref clampedPoint, _localAabbMax); | ||
352 | Vector3 v = clampedPoint; | ||
353 | |||
354 | _out[0] = (int)(v.X); | ||
355 | _out[1] = (int)(v.Y); | ||
356 | _out[2] = (int)(v.Z); | ||
357 | //correct for | ||
358 | } | ||
359 | } | ||
360 | } | ||
diff --git a/libraries/ModifiedBulletX/ModifiedBulletX/Modified.XnaDevRu.BulletX.csproj b/libraries/ModifiedBulletX/ModifiedBulletX/Modified.XnaDevRu.BulletX.csproj index 06b98bc..3aead70 100644 --- a/libraries/ModifiedBulletX/ModifiedBulletX/Modified.XnaDevRu.BulletX.csproj +++ b/libraries/ModifiedBulletX/ModifiedBulletX/Modified.XnaDevRu.BulletX.csproj | |||
@@ -78,6 +78,7 @@ | |||
78 | <Compile Include="Collision\CollisionShapes\CylinderShapeZ.cs" /> | 78 | <Compile Include="Collision\CollisionShapes\CylinderShapeZ.cs" /> |
79 | <Compile Include="Collision\CollisionShapes\EmptyShape.cs" /> | 79 | <Compile Include="Collision\CollisionShapes\EmptyShape.cs" /> |
80 | <Compile Include="Collision\CollisionShapes\FilteredCallback.cs" /> | 80 | <Compile Include="Collision\CollisionShapes\FilteredCallback.cs" /> |
81 | <Compile Include="Collision\CollisionShapes\HeightfieldTerrainShape.cs" /> | ||
81 | <Compile Include="Collision\CollisionShapes\InternalTriangleIndexCallback.cs" /> | 82 | <Compile Include="Collision\CollisionShapes\InternalTriangleIndexCallback.cs" /> |
82 | <Compile Include="Collision\CollisionShapes\LocalSupportVertexCallback.cs" /> | 83 | <Compile Include="Collision\CollisionShapes\LocalSupportVertexCallback.cs" /> |
83 | <Compile Include="Collision\CollisionShapes\MinkowskiSumShape.cs" /> | 84 | <Compile Include="Collision\CollisionShapes\MinkowskiSumShape.cs" /> |
diff --git a/libraries/ModifiedBulletX/MonoXnaCompactMaths/Matrix.cs b/libraries/ModifiedBulletX/MonoXnaCompactMaths/Matrix.cs index 22842ca..9b88ab3 100644 --- a/libraries/ModifiedBulletX/MonoXnaCompactMaths/Matrix.cs +++ b/libraries/ModifiedBulletX/MonoXnaCompactMaths/Matrix.cs | |||
@@ -573,7 +573,11 @@ namespace MonoXnaCompactMaths | |||
573 | 573 | ||
574 | public static Matrix operator /(Matrix matrix1, float divider) | 574 | public static Matrix operator /(Matrix matrix1, float divider) |
575 | { | 575 | { |
576 | throw new NotImplementedException(); | 576 | return new Matrix( |
577 | matrix1.M11 / divider, matrix1.M12 / divider, matrix1.M13 / divider, matrix1.M14 / divider, | ||
578 | matrix1.M21 / divider, matrix1.M22 / divider, matrix1.M23 / divider, matrix1.M24 / divider, | ||
579 | matrix1.M31 / divider, matrix1.M32 / divider, matrix1.M33 / divider, matrix1.M34 / divider, | ||
580 | matrix1.M41 / divider, matrix1.M42 / divider, matrix1.M43 / divider, matrix1.M44 / divider); | ||
577 | } | 581 | } |
578 | 582 | ||
579 | 583 | ||
@@ -658,7 +662,10 @@ namespace MonoXnaCompactMaths | |||
658 | 662 | ||
659 | public override string ToString() | 663 | public override string ToString() |
660 | { | 664 | { |
661 | throw new NotImplementedException(); | 665 | return "[(" + this.M11 + ", " + this.M12 + ", " + this.M13 + ", " + this.M14 + ")\n (" |
666 | + this.M21 + ", " + this.M22 + ", " + this.M23 + ", " + this.M24 + ")\n (" | ||
667 | + this.M31 + ", " + this.M32 + ", " + this.M33 + ", " + this.M34 + ")\n (" | ||
668 | + this.M41 + ", " + this.M42 + ", " + this.M43 + ", " + this.M44 + ")]"; | ||
662 | } | 669 | } |
663 | 670 | ||
664 | 671 | ||
diff --git a/libraries/ModifiedBulletX/MonoXnaCompactMaths/Quaternion.cs b/libraries/ModifiedBulletX/MonoXnaCompactMaths/Quaternion.cs index b4f1873..b6d9d34 100644 --- a/libraries/ModifiedBulletX/MonoXnaCompactMaths/Quaternion.cs +++ b/libraries/ModifiedBulletX/MonoXnaCompactMaths/Quaternion.cs | |||
@@ -90,7 +90,91 @@ namespace MonoXnaCompactMaths | |||
90 | 90 | ||
91 | public static Quaternion CreateFromRotationMatrix(Matrix matrix) | 91 | public static Quaternion CreateFromRotationMatrix(Matrix matrix) |
92 | { | 92 | { |
93 | throw new NotImplementedException(); | 93 | float Omega2 = matrix.M44; |
94 | if (!isAprox(Omega2, 1f)) | ||
95 | { | ||
96 | //"Normalize" the Rotation matrix. Norma = M44 = Omega2 | ||
97 | matrix = matrix / Omega2; | ||
98 | } | ||
99 | //Deducted from: public static Matrix CreateFromQuaternion(Quaternion quaternion) | ||
100 | float lambda1pos, lambda2pos, lambda3pos, lambda1neg, lambda2neg, lambda3neg; | ||
101 | lambda1pos = (1f - matrix.M11 + matrix.M23 + matrix.M32) / 2f; | ||
102 | lambda2pos = (1f - matrix.M22 + matrix.M13 + matrix.M31) / 2f; | ||
103 | lambda3pos = (1f - matrix.M33 + matrix.M12 + matrix.M21) / 2f; | ||
104 | lambda1neg = (1f - matrix.M11 - matrix.M23 - matrix.M32) / 2f; | ||
105 | lambda2neg = (1f - matrix.M22 - matrix.M13 - matrix.M31) / 2f; | ||
106 | lambda3neg = (1f - matrix.M33 - matrix.M12 - matrix.M21) / 2f; | ||
107 | |||
108 | //lambadIS = (qJ + s*qK)^2 | ||
109 | //q0 = w | q1 = x | q2 = y, q3 = z | ||
110 | //Every value of qI (I=1,2,3) has 4 possible values cause the sqrt | ||
111 | float[] x = new float[4]; float[] y = new float[4]; float[] z = new float[4]; | ||
112 | float[] sig1 = {1f, 1f, -1f, -1f}; | ||
113 | float[] sig2 = {1f, -1f, 1f, -1f}; | ||
114 | for (int i = 0; i < 4; i++) | ||
115 | { | ||
116 | x[i] = (sig1[i] * (float)Math.Sqrt(lambda1pos) + sig2[i] * (float)Math.Sqrt(lambda1neg)) / 2f; | ||
117 | y[i] = (sig1[i] * (float)Math.Sqrt(lambda2pos) + sig2[i] * (float)Math.Sqrt(lambda2neg)) / 2f; | ||
118 | z[i] = (sig1[i] * (float)Math.Sqrt(lambda3pos) + sig2[i] * (float)Math.Sqrt(lambda3neg)) / 2f; | ||
119 | } | ||
120 | |||
121 | //Only a set of x, y, z are the corrects values. So it requires testing | ||
122 | int li_i=0, li_j=0, li_k=0; | ||
123 | bool lb_testL1P, lb_testL2P, lb_testL3P, lb_testL1N, lb_testL2N, lb_testL3N; | ||
124 | bool lb_superLambda = false; | ||
125 | while((li_i<4)&&(!lb_superLambda)) | ||
126 | { | ||
127 | while ((li_j < 4) && (!lb_superLambda)) | ||
128 | { | ||
129 | while ((li_k < 4) && (!lb_superLambda)) | ||
130 | { | ||
131 | lb_testL1P = isAprox((float)( | ||
132 | Math.Pow((double)(y[li_j] + z[li_k]), 2.0)), lambda1pos); | ||
133 | lb_testL2P = isAprox((float)( | ||
134 | Math.Pow((double)(x[li_i] + z[li_k]), 2.0)), lambda2pos); | ||
135 | lb_testL3P = isAprox((float)( | ||
136 | Math.Pow((double)(x[li_i] + y[li_j]), 2.0)), lambda3pos); | ||
137 | lb_testL1N = isAprox((float)( | ||
138 | Math.Pow((double)(y[li_j] - z[li_k]), 2.0)), lambda1neg); | ||
139 | lb_testL2N = isAprox((float)( | ||
140 | Math.Pow((double)(x[li_i] - z[li_k]), 2.0)), lambda2neg); | ||
141 | lb_testL3N = isAprox((float)( | ||
142 | Math.Pow((double)(x[li_i] - y[li_j]), 2.0)), lambda3neg); | ||
143 | |||
144 | lb_superLambda = (lb_testL1P && lb_testL2P && lb_testL3P | ||
145 | && lb_testL1N && lb_testL2N && lb_testL3N); | ||
146 | |||
147 | if (!lb_superLambda) li_k++; | ||
148 | } | ||
149 | if (!lb_superLambda) li_j++; | ||
150 | } | ||
151 | if (!lb_superLambda) li_i++; | ||
152 | } | ||
153 | |||
154 | Quaternion q = new Quaternion(); | ||
155 | |||
156 | if (lb_superLambda) | ||
157 | { | ||
158 | q.X = x[li_i]; q.Y = y[li_j]; q.Z = z[li_k]; | ||
159 | q.W = (matrix.M12 - 2f * q.X * q.Y) / (2f * q.Z); | ||
160 | |||
161 | if (!isAprox(Omega2, 1f)) | ||
162 | { | ||
163 | if (Omega2 < 0) throw new Exception("Quaternion.CreateFromRotationMatrix: Omega2 is negative!"); | ||
164 | q = q * (float)Math.Sqrt(Omega2);//2 possibles values (+/-). For now only 1. | ||
165 | } | ||
166 | } | ||
167 | else | ||
168 | { | ||
169 | q = Quaternion.identity; | ||
170 | } | ||
171 | |||
172 | return q; | ||
173 | } | ||
174 | private static float floatError = 0.000001f; | ||
175 | private static bool isAprox(float test, float realValue) | ||
176 | { | ||
177 | return (((realValue * (1f - floatError)) <= test) && (test <= (realValue * (1f + floatError)))); | ||
94 | } | 178 | } |
95 | 179 | ||
96 | 180 | ||
@@ -317,7 +401,8 @@ namespace MonoXnaCompactMaths | |||
317 | 401 | ||
318 | public static Quaternion operator *(Quaternion quaternion1, float scaleFactor) | 402 | public static Quaternion operator *(Quaternion quaternion1, float scaleFactor) |
319 | { | 403 | { |
320 | throw new NotImplementedException(); | 404 | return new Quaternion(quaternion1.X / scaleFactor, quaternion1.Y / scaleFactor, |
405 | quaternion1.Z / scaleFactor, quaternion1.W / scaleFactor); | ||
321 | } | 406 | } |
322 | 407 | ||
323 | 408 | ||
@@ -335,7 +420,7 @@ namespace MonoXnaCompactMaths | |||
335 | 420 | ||
336 | public override string ToString() | 421 | public override string ToString() |
337 | { | 422 | { |
338 | throw new NotImplementedException(); | 423 | return "(" + this.X + ", " + this.Y + ", " + this.Z + ", " + this.W + ")"; |
339 | } | 424 | } |
340 | 425 | ||
341 | private static void Conjugate(ref Quaternion quaternion, out Quaternion result) | 426 | private static void Conjugate(ref Quaternion quaternion, out Quaternion result) |