diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletDotNETPlugin')
-rw-r--r-- | OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs | 376 |
1 files changed, 268 insertions, 108 deletions
diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs index bf44a0f..0f54a9f 100644 --- a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs +++ b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs | |||
@@ -35,6 +35,7 @@ using OpenMetaverse; | |||
35 | using BulletDotNET; | 35 | using BulletDotNET; |
36 | using OpenSim.Framework; | 36 | using OpenSim.Framework; |
37 | using OpenSim.Region.Physics.Manager; | 37 | using OpenSim.Region.Physics.Manager; |
38 | using OpenSim.Region.Physics.Meshing; | ||
38 | 39 | ||
39 | namespace OpenSim.Region.Physics.BulletDotNETPlugin | 40 | namespace OpenSim.Region.Physics.BulletDotNETPlugin |
40 | { | 41 | { |
@@ -325,12 +326,12 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
325 | } | 326 | } |
326 | public override void link(PhysicsActor obj) | 327 | public override void link(PhysicsActor obj) |
327 | { | 328 | { |
328 | //TODO: | 329 | m_taintparent = obj; |
329 | } | 330 | } |
330 | 331 | ||
331 | public override void delink() | 332 | public override void delink() |
332 | { | 333 | { |
333 | //TODO: | 334 | m_taintparent = null; |
334 | } | 335 | } |
335 | 336 | ||
336 | public override void LockAngularMotion(PhysicsVector axis) | 337 | public override void LockAngularMotion(PhysicsVector axis) |
@@ -729,6 +730,17 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
729 | changeadd(timestep); | 730 | changeadd(timestep); |
730 | } | 731 | } |
731 | 732 | ||
733 | if (prim_geom == null) | ||
734 | { | ||
735 | CreateGeom(IntPtr.Zero, primMesh); | ||
736 | |||
737 | if (IsPhysical) | ||
738 | SetBody(Mass); | ||
739 | else | ||
740 | SetBody(0); | ||
741 | m_log.Debug("[PHYSICS]: GEOM_DOESNT_EXSIT"); | ||
742 | } | ||
743 | |||
732 | if (prim_geom.Handle == IntPtr.Zero) | 744 | if (prim_geom.Handle == IntPtr.Zero) |
733 | { | 745 | { |
734 | CreateGeom(IntPtr.Zero, primMesh); | 746 | CreateGeom(IntPtr.Zero, primMesh); |
@@ -953,24 +965,9 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
953 | // TODO: dispose parts that make up body | 965 | // TODO: dispose parts that make up body |
954 | } | 966 | } |
955 | m_log.Debug("[PHYSICS]: _________ChangePhysics"); | 967 | m_log.Debug("[PHYSICS]: _________ChangePhysics"); |
956 | if (_parent_scene.needsMeshing(_pbs)) | ||
957 | { | ||
958 | // Don't need to re-enable body.. it's done in SetMesh | ||
959 | float meshlod = _parent_scene.meshSculptLOD; | ||
960 | 968 | ||
961 | if (IsPhysical) | 969 | ProcessGeomCreation(); |
962 | meshlod = _parent_scene.MeshSculptphysicalLOD; | ||
963 | 970 | ||
964 | IMesh mesh = _parent_scene.mesher.CreateMesh(SOPName, _pbs, _size, meshlod, IsPhysical); | ||
965 | // createmesh returns null when it doesn't mesh. | ||
966 | CreateGeom(IntPtr.Zero, mesh); | ||
967 | } | ||
968 | else | ||
969 | { | ||
970 | _mesh = null; | ||
971 | CreateGeom(IntPtr.Zero, null); | ||
972 | } | ||
973 | SetCollisionShape(prim_geom); | ||
974 | if (m_isphysical) | 971 | if (m_isphysical) |
975 | SetBody(Mass); | 972 | SetBody(Mass); |
976 | else | 973 | else |
@@ -981,6 +978,71 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
981 | m_taintPhysics = m_isphysical; | 978 | m_taintPhysics = m_isphysical; |
982 | } | 979 | } |
983 | 980 | ||
981 | |||
982 | |||
983 | internal void ProcessGeomCreation() | ||
984 | { | ||
985 | if (_parent_scene.needsMeshing(_pbs)) | ||
986 | { | ||
987 | ProcessGeomCreationAsTriMesh(PhysicsVector.Zero,Quaternion.Identity); | ||
988 | // createmesh returns null when it doesn't mesh. | ||
989 | CreateGeom(IntPtr.Zero, _mesh); | ||
990 | } | ||
991 | else | ||
992 | { | ||
993 | _mesh = null; | ||
994 | CreateGeom(IntPtr.Zero, null); | ||
995 | } | ||
996 | SetCollisionShape(prim_geom); | ||
997 | } | ||
998 | |||
999 | internal bool NeedsMeshing() | ||
1000 | { | ||
1001 | return _parent_scene.needsMeshing(_pbs); | ||
1002 | } | ||
1003 | |||
1004 | internal void ProcessGeomCreationAsTriMesh(PhysicsVector positionOffset, Quaternion orientation) | ||
1005 | { | ||
1006 | // Don't need to re-enable body.. it's done in SetMesh | ||
1007 | float meshlod = _parent_scene.meshSculptLOD; | ||
1008 | |||
1009 | if (IsPhysical) | ||
1010 | meshlod = _parent_scene.MeshSculptphysicalLOD; | ||
1011 | |||
1012 | IMesh mesh = _parent_scene.mesher.CreateMesh(SOPName, _pbs, _size, meshlod, IsPhysical); | ||
1013 | if (!positionOffset.IsIdentical(PhysicsVector.Zero,0.001f) || orientation != Quaternion.Identity) | ||
1014 | { | ||
1015 | if (mesh is Mesh) | ||
1016 | { | ||
1017 | float[] xyz = new float[3]; | ||
1018 | xyz[0] = positionOffset.X; | ||
1019 | xyz[1] = positionOffset.Y; | ||
1020 | xyz[2] = positionOffset.Z; | ||
1021 | |||
1022 | Matrix4 m4 = Matrix4.CreateFromQuaternion(orientation); | ||
1023 | |||
1024 | float[,] matrix = new float[3,3]; | ||
1025 | |||
1026 | matrix[0, 0] = m4.M11; | ||
1027 | matrix[0, 1] = m4.M12; | ||
1028 | matrix[0, 2] = m4.M13; | ||
1029 | matrix[1, 0] = m4.M21; | ||
1030 | matrix[1, 1] = m4.M22; | ||
1031 | matrix[1, 2] = m4.M23; | ||
1032 | matrix[2, 0] = m4.M31; | ||
1033 | matrix[2, 1] = m4.M32; | ||
1034 | matrix[2, 2] = m4.M33; | ||
1035 | |||
1036 | Mesh mesh2 = (Mesh) mesh; | ||
1037 | mesh2.TransformLinear(matrix, xyz); | ||
1038 | mesh = (IMesh)mesh2; | ||
1039 | } | ||
1040 | |||
1041 | } | ||
1042 | |||
1043 | _mesh = mesh; | ||
1044 | } | ||
1045 | |||
984 | private void changesize(float timestep) | 1046 | private void changesize(float timestep) |
985 | { | 1047 | { |
986 | if (Body != null) | 1048 | if (Body != null) |
@@ -997,23 +1059,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
997 | m_log.Debug("[PHYSICS]: _________ChangeSize"); | 1059 | m_log.Debug("[PHYSICS]: _________ChangeSize"); |
998 | SetCollisionShape(null); | 1060 | SetCollisionShape(null); |
999 | // Construction of new prim | 1061 | // Construction of new prim |
1000 | if (_parent_scene.needsMeshing(_pbs)) | 1062 | ProcessGeomCreation(); |
1001 | { | ||
1002 | // Don't need to re-enable body.. it's done in SetMesh | ||
1003 | float meshlod = _parent_scene.meshSculptLOD; | ||
1004 | |||
1005 | if (IsPhysical) | ||
1006 | meshlod = _parent_scene.MeshSculptphysicalLOD; | ||
1007 | |||
1008 | IMesh mesh = _parent_scene.mesher.CreateMesh(SOPName, _pbs, _size, meshlod, IsPhysical); | ||
1009 | // createmesh returns null when it doesn't mesh. | ||
1010 | CreateGeom(IntPtr.Zero, mesh); | ||
1011 | } | ||
1012 | else | ||
1013 | { | ||
1014 | _mesh = null; | ||
1015 | CreateGeom(IntPtr.Zero, null); | ||
1016 | } | ||
1017 | 1063 | ||
1018 | if (IsPhysical) | 1064 | if (IsPhysical) |
1019 | SetBody(Mass); | 1065 | SetBody(Mass); |
@@ -1068,23 +1114,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
1068 | if (_size.Z <= 0) _size.Z = 0.01f; | 1114 | if (_size.Z <= 0) _size.Z = 0.01f; |
1069 | // Construction of new prim | 1115 | // Construction of new prim |
1070 | 1116 | ||
1071 | if (_parent_scene.needsMeshing(_pbs)) | 1117 | ProcessGeomCreation(); |
1072 | { | ||
1073 | // Don't need to re-enable body.. it's done in SetMesh | ||
1074 | float meshlod = _parent_scene.meshSculptLOD; | ||
1075 | |||
1076 | if (IsPhysical) | ||
1077 | meshlod = _parent_scene.MeshSculptphysicalLOD; | ||
1078 | 1118 | ||
1079 | IMesh mesh = _parent_scene.mesher.CreateMesh(SOPName, _pbs, _size, meshlod, IsPhysical); | ||
1080 | // createmesh returns null when it doesn't mesh. | ||
1081 | CreateGeom(IntPtr.Zero, mesh); | ||
1082 | } | ||
1083 | else | ||
1084 | { | ||
1085 | _mesh = null; | ||
1086 | CreateGeom(IntPtr.Zero, null); | ||
1087 | } | ||
1088 | tempPosition1.setValue(_position.X, _position.Y, _position.Z); | 1119 | tempPosition1.setValue(_position.X, _position.Y, _position.Z); |
1089 | if (tempOrientation1.Handle != IntPtr.Zero) | 1120 | if (tempOrientation1.Handle != IntPtr.Zero) |
1090 | tempOrientation1.Dispose(); | 1121 | tempOrientation1.Dispose(); |
@@ -1262,7 +1293,52 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
1262 | 1293 | ||
1263 | private void changelink(float timestep) | 1294 | private void changelink(float timestep) |
1264 | { | 1295 | { |
1265 | // TODO: throw new NotImplementedException(); | 1296 | if (IsPhysical) |
1297 | { | ||
1298 | // Construction of new prim | ||
1299 | if (Body != null) | ||
1300 | { | ||
1301 | if (Body.Handle != IntPtr.Zero) | ||
1302 | { | ||
1303 | _parent_scene.removeFromWorld(this, Body); | ||
1304 | //Body.Dispose(); | ||
1305 | } | ||
1306 | //Body = null; | ||
1307 | // TODO: dispose parts that make up body | ||
1308 | } | ||
1309 | |||
1310 | if (_parent == null && m_taintparent != null) | ||
1311 | { | ||
1312 | |||
1313 | if (m_taintparent is BulletDotNETPrim) | ||
1314 | { | ||
1315 | BulletDotNETPrim obj = (BulletDotNETPrim)m_taintparent; | ||
1316 | obj.ParentPrim(this); | ||
1317 | childPrim = true; | ||
1318 | |||
1319 | } | ||
1320 | } | ||
1321 | else if (_parent != null && m_taintparent == null) | ||
1322 | { | ||
1323 | if (_parent is BulletDotNETPrim) | ||
1324 | { | ||
1325 | BulletDotNETPrim obj = (BulletDotNETPrim)_parent; | ||
1326 | obj.ChildDelink(obj); | ||
1327 | |||
1328 | childPrim = false; | ||
1329 | } | ||
1330 | } | ||
1331 | |||
1332 | if (m_taintparent != null) | ||
1333 | { | ||
1334 | m_taintparent.Position.Z = m_taintparent.Position.Z + 0.02f; | ||
1335 | _parent_scene.AddPhysicsActorTaint(m_taintparent); | ||
1336 | } | ||
1337 | } | ||
1338 | _parent = m_taintparent; | ||
1339 | |||
1340 | m_taintPhysics = m_isphysical; | ||
1341 | |||
1266 | } | 1342 | } |
1267 | 1343 | ||
1268 | private void changefloatonwater(float timestep) | 1344 | private void changefloatonwater(float timestep) |
@@ -1854,7 +1930,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
1854 | m_log.Debug("[PHYSICS]: _________CreateGeom"); | 1930 | m_log.Debug("[PHYSICS]: _________CreateGeom"); |
1855 | if (p_mesh != null) | 1931 | if (p_mesh != null) |
1856 | { | 1932 | { |
1857 | _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical); | 1933 | //_mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical); |
1934 | _mesh = p_mesh; | ||
1858 | setMesh(_parent_scene, _mesh); | 1935 | setMesh(_parent_scene, _mesh); |
1859 | 1936 | ||
1860 | } | 1937 | } |
@@ -1867,12 +1944,16 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
1867 | if (((_size.X / 2f) > 0f)) | 1944 | if (((_size.X / 2f) > 0f)) |
1868 | { | 1945 | { |
1869 | //SetGeom to a Regular Sphere | 1946 | //SetGeom to a Regular Sphere |
1870 | tempSize1.setValue(_size.X * 0.5f, _size.Y * 0.5f, _size.Z * 0.5f); | 1947 | if (tempSize1 == null) |
1948 | tempSize1 = new btVector3(0, 0, 0); | ||
1949 | tempSize1.setValue(_size.X * 0.5f,_size.Y * 0.5f, _size.Z * 0.5f); | ||
1871 | SetCollisionShape(new btSphereShape(_size.X*0.5f)); | 1950 | SetCollisionShape(new btSphereShape(_size.X*0.5f)); |
1872 | } | 1951 | } |
1873 | else | 1952 | else |
1874 | { | 1953 | { |
1875 | // uses halfextents | 1954 | // uses halfextents |
1955 | if (tempSize1 == null) | ||
1956 | tempSize1 = new btVector3(0, 0, 0); | ||
1876 | tempSize1.setValue(_size.X*0.5f, _size.Y*0.5f, _size.Z*0.5f); | 1957 | tempSize1.setValue(_size.X*0.5f, _size.Y*0.5f, _size.Z*0.5f); |
1877 | SetCollisionShape(new btBoxShape(tempSize1)); | 1958 | SetCollisionShape(new btBoxShape(tempSize1)); |
1878 | } | 1959 | } |
@@ -1880,6 +1961,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
1880 | else | 1961 | else |
1881 | { | 1962 | { |
1882 | // uses halfextents | 1963 | // uses halfextents |
1964 | if (tempSize1 == null) | ||
1965 | tempSize1 = new btVector3(0, 0, 0); | ||
1883 | tempSize1.setValue(_size.X * 0.5f, _size.Y * 0.5f, _size.Z * 0.5f); | 1966 | tempSize1.setValue(_size.X * 0.5f, _size.Y * 0.5f, _size.Z * 0.5f); |
1884 | SetCollisionShape(new btBoxShape(tempSize1)); | 1967 | SetCollisionShape(new btBoxShape(tempSize1)); |
1885 | } | 1968 | } |
@@ -1887,6 +1970,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
1887 | } | 1970 | } |
1888 | else | 1971 | else |
1889 | { | 1972 | { |
1973 | if (tempSize1 == null) | ||
1974 | tempSize1 = new btVector3(0, 0, 0); | ||
1890 | // uses halfextents | 1975 | // uses halfextents |
1891 | tempSize1.setValue(_size.X * 0.5f, _size.Y * 0.5f, _size.Z * 0.5f); | 1976 | tempSize1.setValue(_size.X * 0.5f, _size.Y * 0.5f, _size.Z * 0.5f); |
1892 | SetCollisionShape(new btBoxShape(tempSize1)); | 1977 | SetCollisionShape(new btBoxShape(tempSize1)); |
@@ -1975,72 +2060,134 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
1975 | 2060 | ||
1976 | public void SetBody(float mass) | 2061 | public void SetBody(float mass) |
1977 | { | 2062 | { |
1978 | //m_log.DebugFormat("[PHYSICS]: SetBody! {0}",mass); | 2063 | |
1979 | /* | 2064 | if (!IsPhysical || childrenPrim.Count == 0) |
1980 | if (Body != null && Body.Handle != IntPtr.Zero) | ||
1981 | { | 2065 | { |
1982 | DisposeOfBody(); | 2066 | if (tempMotionState1 != null && tempMotionState1.Handle != IntPtr.Zero) |
1983 | } | 2067 | tempMotionState1.Dispose(); |
1984 | */ | 2068 | if (tempTransform2 != null && tempTransform2.Handle != IntPtr.Zero) |
1985 | if (tempMotionState1 != null && tempMotionState1.Handle != IntPtr.Zero) | 2069 | tempTransform2.Dispose(); |
1986 | tempMotionState1.Dispose(); | 2070 | if (tempOrientation2 != null && tempOrientation2.Handle != IntPtr.Zero) |
1987 | if (tempTransform2 != null && tempTransform2.Handle != IntPtr.Zero) | 2071 | tempOrientation2.Dispose(); |
1988 | tempTransform2.Dispose(); | ||
1989 | if (tempOrientation2 != null && tempOrientation2.Handle != IntPtr.Zero) | ||
1990 | tempOrientation2.Dispose(); | ||
1991 | 2072 | ||
1992 | if (tempPosition2 != null && tempPosition2.Handle != IntPtr.Zero) | 2073 | if (tempPosition2 != null && tempPosition2.Handle != IntPtr.Zero) |
1993 | tempPosition2.Dispose(); | 2074 | tempPosition2.Dispose(); |
1994 | 2075 | ||
1995 | tempOrientation2 = new btQuaternion(_orientation.X, _orientation.Y, _orientation.Z, _orientation.W); | 2076 | tempOrientation2 = new btQuaternion(_orientation.X, _orientation.Y, _orientation.Z, _orientation.W); |
1996 | tempPosition2 = new btVector3(_position.X, _position.Y, _position.Z); | 2077 | tempPosition2 = new btVector3(_position.X, _position.Y, _position.Z); |
1997 | tempTransform2 = new btTransform(tempOrientation2, tempPosition2); | 2078 | tempTransform2 = new btTransform(tempOrientation2, tempPosition2); |
1998 | tempMotionState1 = new btDefaultMotionState(tempTransform2, _parent_scene.TransZero); | 2079 | tempMotionState1 = new btDefaultMotionState(tempTransform2, _parent_scene.TransZero); |
1999 | if (tempInertia1 != null && tempInertia1.Handle != IntPtr.Zero) | 2080 | if (tempInertia1 != null && tempInertia1.Handle != IntPtr.Zero) |
2000 | tempInertia1.Dispose(); | 2081 | tempInertia1.Dispose(); |
2001 | tempInertia1 = new btVector3(0, 0, 0); | 2082 | tempInertia1 = new btVector3(0, 0, 0); |
2002 | /* | ||
2003 | if (prim_geom.Handle == IntPtr.Zero) | ||
2004 | { | ||
2005 | m_log.Warn("[PHYSICS]:PrimGeom is Disposed!"); | ||
2006 | if (_parent_scene.needsMeshing(_pbs)) | ||
2007 | { | ||
2008 | // Don't need to re-enable body.. it's done in SetMesh | ||
2009 | float meshlod = _parent_scene.meshSculptLOD; | ||
2010 | 2083 | ||
2011 | if (IsPhysical) | ||
2012 | meshlod = _parent_scene.MeshSculptphysicalLOD; | ||
2013 | 2084 | ||
2014 | IMesh mesh = _parent_scene.mesher.CreateMesh(SOPName, _pbs, _size, meshlod, IsPhysical); | 2085 | prim_geom.calculateLocalInertia(mass, tempInertia1); |
2015 | // createmesh returns null when it doesn't mesh. | 2086 | |
2016 | CreateGeom(IntPtr.Zero, mesh); | 2087 | if (mass != 0) |
2017 | } | 2088 | _parent_scene.addActivePrim(this); |
2018 | else | 2089 | else |
2090 | _parent_scene.remActivePrim(this); | ||
2091 | |||
2092 | // Body = new btRigidBody(mass, tempMotionState1, prim_geom); | ||
2093 | //else | ||
2094 | Body = new btRigidBody(mass, tempMotionState1, prim_geom, tempInertia1); | ||
2095 | |||
2096 | if (prim_geom is btGImpactMeshShape) | ||
2019 | { | 2097 | { |
2020 | _mesh = null; | 2098 | ((btGImpactMeshShape) prim_geom).setLocalScaling(new btVector3(1, 1, 1)); |
2021 | CreateGeom(IntPtr.Zero, null); | 2099 | ((btGImpactMeshShape) prim_geom).updateBound(); |
2022 | } | 2100 | } |
2023 | 2101 | _parent_scene.AddPrimToScene(this); | |
2024 | } | 2102 | } |
2025 | */ | 2103 | else |
2104 | { | ||
2105 | bool hasTrimesh = false; | ||
2106 | lock (childrenPrim) | ||
2107 | { | ||
2108 | foreach (BulletDotNETPrim chld in childrenPrim) | ||
2109 | { | ||
2110 | if (chld == null) | ||
2111 | continue; | ||
2112 | |||
2113 | if (chld.NeedsMeshing()) | ||
2114 | hasTrimesh = true; | ||
2115 | } | ||
2116 | } | ||
2026 | 2117 | ||
2027 | prim_geom.calculateLocalInertia(mass, tempInertia1); | 2118 | //if (hasTrimesh) |
2119 | //{ | ||
2120 | ProcessGeomCreationAsTriMesh(PhysicsVector.Zero, Quaternion.Identity); | ||
2121 | // createmesh returns null when it doesn't mesh. | ||
2122 | |||
2028 | 2123 | ||
2029 | if (mass != 0) | 2124 | if (_mesh is Mesh) |
2030 | _parent_scene.addActivePrim(this); | 2125 | { |
2031 | else | 2126 | } |
2032 | _parent_scene.remActivePrim(this); | 2127 | else |
2128 | { | ||
2129 | m_log.Warn("[PHYSICS]: Can't link a OpenSim.Region.Physics.Meshing.Mesh object"); | ||
2130 | return; | ||
2131 | } | ||
2132 | Mesh pMesh = (Mesh) _mesh; | ||
2133 | |||
2134 | foreach (BulletDotNETPrim chld in childrenPrim) | ||
2135 | { | ||
2136 | if (chld == null) | ||
2137 | continue; | ||
2138 | PhysicsVector offset = chld.Position - Position; | ||
2139 | Vector3 pos = new Vector3(offset.X, offset.Y, offset.Z); | ||
2140 | pos *= Quaternion.Inverse(Orientation); | ||
2141 | //pos *= Orientation; | ||
2142 | offset.setValues(pos.X, pos.Y, pos.Z); | ||
2143 | chld.ProcessGeomCreationAsTriMesh(offset, chld.Orientation); | ||
2144 | if (chld._mesh is Mesh) | ||
2145 | { | ||
2146 | pMesh.Append((Mesh)chld._mesh); | ||
2147 | } | ||
2033 | 2148 | ||
2034 | // Body = new btRigidBody(mass, tempMotionState1, prim_geom); | 2149 | } |
2035 | //else | 2150 | setMesh(_parent_scene, pMesh); |
2036 | Body = new btRigidBody(mass, tempMotionState1, prim_geom, tempInertia1); | 2151 | |
2152 | //} | ||
2037 | 2153 | ||
2038 | if (prim_geom is btGImpactMeshShape) | 2154 | if (tempMotionState1 != null && tempMotionState1.Handle != IntPtr.Zero) |
2039 | { | 2155 | tempMotionState1.Dispose(); |
2040 | ((btGImpactMeshShape) prim_geom).setLocalScaling(new btVector3(1, 1, 1)); | 2156 | if (tempTransform2 != null && tempTransform2.Handle != IntPtr.Zero) |
2041 | ((btGImpactMeshShape) prim_geom).updateBound(); | 2157 | tempTransform2.Dispose(); |
2158 | if (tempOrientation2 != null && tempOrientation2.Handle != IntPtr.Zero) | ||
2159 | tempOrientation2.Dispose(); | ||
2160 | |||
2161 | if (tempPosition2 != null && tempPosition2.Handle != IntPtr.Zero) | ||
2162 | tempPosition2.Dispose(); | ||
2163 | |||
2164 | tempOrientation2 = new btQuaternion(_orientation.X, _orientation.Y, _orientation.Z, _orientation.W); | ||
2165 | tempPosition2 = new btVector3(_position.X, _position.Y, _position.Z); | ||
2166 | tempTransform2 = new btTransform(tempOrientation2, tempPosition2); | ||
2167 | tempMotionState1 = new btDefaultMotionState(tempTransform2, _parent_scene.TransZero); | ||
2168 | if (tempInertia1 != null && tempInertia1.Handle != IntPtr.Zero) | ||
2169 | tempInertia1.Dispose(); | ||
2170 | tempInertia1 = new btVector3(0, 0, 0); | ||
2171 | |||
2172 | |||
2173 | prim_geom.calculateLocalInertia(mass, tempInertia1); | ||
2174 | |||
2175 | if (mass != 0) | ||
2176 | _parent_scene.addActivePrim(this); | ||
2177 | else | ||
2178 | _parent_scene.remActivePrim(this); | ||
2179 | |||
2180 | // Body = new btRigidBody(mass, tempMotionState1, prim_geom); | ||
2181 | //else | ||
2182 | Body = new btRigidBody(mass, tempMotionState1, prim_geom, tempInertia1); | ||
2183 | |||
2184 | if (prim_geom is btGImpactMeshShape) | ||
2185 | { | ||
2186 | ((btGImpactMeshShape)prim_geom).setLocalScaling(new btVector3(1, 1, 1)); | ||
2187 | ((btGImpactMeshShape)prim_geom).updateBound(); | ||
2188 | } | ||
2189 | _parent_scene.AddPrimToScene(this); | ||
2042 | } | 2190 | } |
2043 | _parent_scene.AddPrimToScene(this); | ||
2044 | } | 2191 | } |
2045 | 2192 | ||
2046 | private void DisposeOfBody() | 2193 | private void DisposeOfBody() |
@@ -2096,9 +2243,22 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
2096 | 2243 | ||
2097 | } | 2244 | } |
2098 | 2245 | ||
2099 | private void ParentPrim(BulletDotNETPrim prm) | 2246 | internal void ParentPrim(BulletDotNETPrim prm) |
2100 | { | 2247 | { |
2101 | // TODO: Parent Linking algorithm. Use btComplexObject | 2248 | if (prm == null) |
2249 | return; | ||
2250 | |||
2251 | |||
2252 | |||
2253 | lock (childrenPrim) | ||
2254 | { | ||
2255 | if (!childrenPrim.Contains(prm)) | ||
2256 | { | ||
2257 | childrenPrim.Add(prm); | ||
2258 | } | ||
2259 | } | ||
2260 | |||
2261 | |||
2102 | } | 2262 | } |
2103 | 2263 | ||
2104 | public void disableBody() | 2264 | public void disableBody() |