diff options
Diffstat (limited to 'OpenSim/Region/Physics')
-rw-r--r-- | OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs | 250 |
1 files changed, 115 insertions, 135 deletions
diff --git a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs index b38eea0..57a6092 100644 --- a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs +++ b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs | |||
@@ -1,9 +1,11 @@ | |||
1 | #region Copyright | ||
1 | /* | 2 | /* |
2 | * Copyright (c) Contributors, http://www.openmetaverse.org/ | 3 | * Copyright (c) Contributors, http://www.openmetaverse.org/ |
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | 4 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
4 | * | 5 | * |
5 | * Redistribution and use in source and binary forms, with or without | 6 | * Redistribution and use in source and binary forms, with or without |
6 | * modification, are permitted provided that the following conditions are met: | 7 | * modification, are permitted provided that the following conditions are |
8 | met: | ||
7 | * * Redistributions of source code must retain the above copyright | 9 | * * Redistributions of source code must retain the above copyright |
8 | * notice, this list of conditions and the following disclaimer. | 10 | * notice, this list of conditions and the following disclaimer. |
9 | * * Redistributions in binary form must reproduce the above copyright | 11 | * * Redistributions in binary form must reproduce the above copyright |
@@ -11,27 +13,33 @@ | |||
11 | * documentation and/or other materials provided with the distribution. | 13 | * documentation and/or other materials provided with the distribution. |
12 | * * Neither the name of the OpenSim Project nor the | 14 | * * Neither the name of the OpenSim Project nor the |
13 | * names of its contributors may be used to endorse or promote products | 15 | * names of its contributors may be used to endorse or promote products |
14 | * derived from this software without specific prior written permission. | 16 | * derived from this software without specific prior written |
17 | permission. | ||
15 | * | 18 | * |
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY | 19 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY |
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | 20 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | 21 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | 22 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | 23 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | 24 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR |
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | 25 | SERVICES; |
26 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED | ||
27 | AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | 28 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | 29 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF |
30 | THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | 31 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
26 | * | 32 | * |
27 | */ | 33 | */ |
34 | #endregion | ||
28 | #region References | 35 | #region References |
29 | using System; | 36 | using System; |
30 | using System.Collections.Generic; | 37 | using System.Collections.Generic; |
31 | using OpenSim.Region.Physics.Manager; | 38 | using OpenSim.Region.Physics.Manager; |
32 | using Axiom.Math; | 39 | using Axiom.Math; |
40 | using AxiomQuaternion = Axiom.Math.Quaternion; | ||
33 | //Specific References for BulletXPlugin | 41 | //Specific References for BulletXPlugin |
34 | using MonoXnaCompactMaths; | 42 | using MonoXnaCompactMaths; //Called as MXCM |
35 | using XnaDevRu.BulletX; | 43 | using XnaDevRu.BulletX; |
36 | using XnaDevRu.BulletX.Dynamics; | 44 | using XnaDevRu.BulletX.Dynamics; |
37 | #endregion | 45 | #endregion |
@@ -43,37 +51,24 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
43 | /// </summary> | 51 | /// </summary> |
44 | public class BulletXConversions | 52 | public class BulletXConversions |
45 | { | 53 | { |
54 | //Vector3 | ||
46 | public static MonoXnaCompactMaths.Vector3 PhysicsVectorToXnaVector3(PhysicsVector physicsVector) | 55 | public static MonoXnaCompactMaths.Vector3 PhysicsVectorToXnaVector3(PhysicsVector physicsVector) |
47 | { | 56 | { |
48 | return new MonoXnaCompactMaths.Vector3(physicsVector.X, physicsVector.Y, physicsVector.Z); | 57 | return new MonoXnaCompactMaths.Vector3(physicsVector.X, physicsVector.Y, physicsVector.Z); |
49 | } | 58 | } |
50 | public static void PhysicsVectorToXnaVector3(PhysicsVector physicsVector, out MonoXnaCompactMaths.Vector3 XnaVector3) | ||
51 | { | ||
52 | XnaVector3.X = physicsVector.X; | ||
53 | XnaVector3.Y = physicsVector.Y; | ||
54 | XnaVector3.Z = physicsVector.Z; | ||
55 | } | ||
56 | public static PhysicsVector XnaVector3ToPhysicsVector(MonoXnaCompactMaths.Vector3 xnaVector3) | 59 | public static PhysicsVector XnaVector3ToPhysicsVector(MonoXnaCompactMaths.Vector3 xnaVector3) |
57 | { | 60 | { |
58 | return new PhysicsVector(xnaVector3.X, xnaVector3.Y, xnaVector3.Z); | 61 | return new PhysicsVector(xnaVector3.X, xnaVector3.Y, xnaVector3.Z); |
59 | } | 62 | } |
60 | /*public static void XnaVector3ToPhysicsVector(MonoXnaCompactMaths.Vector3 xnaVector3, out PhysicsVector physicsVector) | 63 | //Quaternion |
61 | { | 64 | public static MonoXnaCompactMaths.Quaternion AxiomQuaternionToXnaQuaternion(AxiomQuaternion axiomQuaternion) |
62 | xnaVector3.X = physicsVector.X; | 65 | { |
63 | xnaVector3.Y = physicsVector.Y; | 66 | return new MonoXnaCompactMaths.Quaternion(axiomQuaternion.x, axiomQuaternion.y, axiomQuaternion.z, axiomQuaternion.w); |
64 | xnaVector3.Z = physicsVector.Z; | 67 | } |
65 | }*/ | 68 | public static AxiomQuaternion XnaQuaternionToAxiomQuaternion(MonoXnaCompactMaths.Quaternion xnaQuaternion) |
66 | #region Axiom and Xna | 69 | { |
67 | ///// <summary> | 70 | return new AxiomQuaternion(xnaQuaternion.W, xnaQuaternion.X, xnaQuaternion.Y, xnaQuaternion.Z); |
68 | ///// BTW maybe some conversions will be a simply converion that it doesn't require this class, but i don't know | 71 | } |
69 | ///// </summary> | ||
70 | ///// <param name="AxiomVector3"></param> | ||
71 | ///// <returns></returns> | ||
72 | //public static MonoXnaCompactMaths.Vector3 Vector3AxiomToXna(Axiom.Math.Vector3 AxiomVector3) | ||
73 | //{ | ||
74 | // return new MonoXnaCompactMaths.Vector3(AxiomVector3.x, AxiomVector3.y, AxiomVector3.z); | ||
75 | //} | ||
76 | #endregion | ||
77 | } | 72 | } |
78 | /// <summary> | 73 | /// <summary> |
79 | /// PhysicsPlugin Class for BulletX | 74 | /// PhysicsPlugin Class for BulletX |
@@ -127,6 +122,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
127 | 122 | ||
128 | private float[] _heightmap; | 123 | private float[] _heightmap; |
129 | private List<BulletXCharacter> _characters = new List<BulletXCharacter>(); | 124 | private List<BulletXCharacter> _characters = new List<BulletXCharacter>(); |
125 | private List<BulletXPrim> _prims = new List<BulletXPrim>(); | ||
130 | 126 | ||
131 | public static float Gravity { get { return gravity; } } | 127 | public static float Gravity { get { return gravity; } } |
132 | public static float HeightLevel0 { get { return heightLevel0; } } | 128 | public static float HeightLevel0 { get { return heightLevel0; } } |
@@ -146,7 +142,6 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
146 | 142 | ||
147 | this._heightmap = new float[65536]; | 143 | this._heightmap = new float[65536]; |
148 | } | 144 | } |
149 | |||
150 | public override PhysicsActor AddAvatar(PhysicsVector position) | 145 | public override PhysicsActor AddAvatar(PhysicsVector position) |
151 | { | 146 | { |
152 | PhysicsVector pos = new PhysicsVector(); | 147 | PhysicsVector pos = new PhysicsVector(); |
@@ -154,31 +149,26 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
154 | pos.Y = position.Y; | 149 | pos.Y = position.Y; |
155 | pos.Z = position.Z + 20; | 150 | pos.Z = position.Z + 20; |
156 | BulletXCharacter newAv = new BulletXCharacter(this, pos); | 151 | BulletXCharacter newAv = new BulletXCharacter(this, pos); |
157 | this._characters.Add(newAv); | 152 | _characters.Add(newAv); |
158 | return newAv; | 153 | return newAv; |
159 | } | 154 | } |
160 | |||
161 | public override void RemoveAvatar(PhysicsActor actor) | 155 | public override void RemoveAvatar(PhysicsActor actor) |
162 | { | 156 | { |
163 | 157 | if (actor is BulletXCharacter) | |
158 | { | ||
159 | _characters.Remove((BulletXCharacter)actor); | ||
160 | } | ||
164 | } | 161 | } |
165 | 162 | public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, AxiomQuaternion rotation) | |
166 | public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, Axiom.Math.Quaternion rotation) | ||
167 | { | 163 | { |
168 | PhysicsVector pos = new PhysicsVector(); | 164 | return new BulletXPrim(this, position, size, rotation); |
169 | pos.X = position.X; | ||
170 | pos.Y = position.Y; | ||
171 | pos.Z = position.Z; | ||
172 | PhysicsVector siz = new PhysicsVector(); | ||
173 | siz.X = size.X; | ||
174 | siz.Y = size.Y; | ||
175 | siz.Z = size.Z; | ||
176 | return new BulletXPrim(); | ||
177 | } | 165 | } |
178 | |||
179 | public override void RemovePrim(PhysicsActor prim) | 166 | public override void RemovePrim(PhysicsActor prim) |
180 | { | 167 | { |
181 | throw new Exception("The method or operation is not implemented."); | 168 | if (prim is BulletXPrim) |
169 | { | ||
170 | _prims.Remove((BulletXPrim)prim); | ||
171 | } | ||
182 | } | 172 | } |
183 | public override void Simulate(float timeStep) | 173 | public override void Simulate(float timeStep) |
184 | { | 174 | { |
@@ -200,12 +190,10 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
200 | } | 190 | } |
201 | 191 | ||
202 | } | 192 | } |
203 | |||
204 | public override void GetResults() | 193 | public override void GetResults() |
205 | { | 194 | { |
206 | 195 | ||
207 | } | 196 | } |
208 | |||
209 | public override bool IsThreaded | 197 | public override bool IsThreaded |
210 | { | 198 | { |
211 | get | 199 | get |
@@ -213,7 +201,6 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
213 | return (false); // for now we won't be multithreaded | 201 | return (false); // for now we won't be multithreaded |
214 | } | 202 | } |
215 | } | 203 | } |
216 | |||
217 | public override void SetTerrain(float[] heightMap) | 204 | public override void SetTerrain(float[] heightMap) |
218 | { | 205 | { |
219 | //As the same as ODE, heightmap (x,y) must be swapped for BulletX | 206 | //As the same as ODE, heightmap (x,y) must be swapped for BulletX |
@@ -226,7 +213,6 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
226 | this._heightmap[i] = heightMap[x * 256 + y]; | 213 | this._heightmap[i] = heightMap[x * 256 + y]; |
227 | } | 214 | } |
228 | } | 215 | } |
229 | |||
230 | public override void DeleteTerrain() | 216 | public override void DeleteTerrain() |
231 | { | 217 | { |
232 | 218 | ||
@@ -239,7 +225,9 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
239 | { | 225 | { |
240 | private PhysicsVector _position; | 226 | private PhysicsVector _position; |
241 | private PhysicsVector _velocity; | 227 | private PhysicsVector _velocity; |
228 | private PhysicsVector _size; | ||
242 | private PhysicsVector _acceleration; | 229 | private PhysicsVector _acceleration; |
230 | private AxiomQuaternion _orientation; | ||
243 | private bool flying; | 231 | private bool flying; |
244 | private RigidBody rigidBody; | 232 | private RigidBody rigidBody; |
245 | public Axiom.Math.Vector2 RigidBodyHorizontalPosition | 233 | public Axiom.Math.Vector2 RigidBodyHorizontalPosition |
@@ -250,10 +238,18 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
250 | } | 238 | } |
251 | } | 239 | } |
252 | public BulletXCharacter(BulletXScene parent_scene, PhysicsVector pos) | 240 | public BulletXCharacter(BulletXScene parent_scene, PhysicsVector pos) |
241 | : this(parent_scene, pos, new PhysicsVector(), new PhysicsVector(), new PhysicsVector(), | ||
242 | AxiomQuaternion.Identity) | ||
243 | { | ||
244 | } | ||
245 | public BulletXCharacter(BulletXScene parent_scene, PhysicsVector pos, PhysicsVector velocity, | ||
246 | PhysicsVector size, PhysicsVector acceleration, AxiomQuaternion orientation) | ||
253 | { | 247 | { |
254 | _velocity = new PhysicsVector(); | ||
255 | _position = pos; | 248 | _position = pos; |
256 | _acceleration = new PhysicsVector(); | 249 | _velocity = velocity; |
250 | _size = size; | ||
251 | _acceleration = acceleration; | ||
252 | _orientation = orientation; | ||
257 | float _mass = 50.0f; //This depends of avatar's dimensions | 253 | float _mass = 50.0f; //This depends of avatar's dimensions |
258 | Matrix _startTransform = Matrix.Identity; | 254 | Matrix _startTransform = Matrix.Identity; |
259 | _startTransform.Translation = BulletXConversions.PhysicsVectorToXnaVector3(pos); | 255 | _startTransform.Translation = BulletXConversions.PhysicsVectorToXnaVector3(pos); |
@@ -275,102 +271,91 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
275 | 271 | ||
276 | parent_scene.ddWorld.AddRigidBody(rigidBody); | 272 | parent_scene.ddWorld.AddRigidBody(rigidBody); |
277 | } | 273 | } |
278 | 274 | public override PhysicsVector Position | |
279 | public override bool Flying | ||
280 | { | 275 | { |
281 | get | 276 | get |
282 | { | 277 | { |
283 | return flying; | 278 | return _position; |
284 | } | 279 | } |
285 | set | 280 | set |
286 | { | 281 | { |
287 | flying = value; | 282 | _position = value; |
288 | } | 283 | } |
289 | } | 284 | } |
290 | 285 | public override PhysicsVector Velocity | |
291 | public override PhysicsVector Size | ||
292 | { | 286 | { |
293 | get | 287 | get |
294 | { | 288 | { |
295 | throw new Exception("The method or operation is not implemented."); | 289 | return _velocity; |
296 | } | 290 | } |
297 | set | 291 | set |
298 | { | 292 | { |
299 | throw new Exception("The method or operation is not implemented."); | 293 | _velocity = value; |
300 | } | 294 | } |
301 | } | 295 | } |
302 | 296 | public override PhysicsVector Size | |
303 | public override PhysicsVector Position | ||
304 | { | 297 | { |
305 | get | 298 | get |
306 | { | 299 | { |
307 | return _position; | 300 | return _size; |
308 | } | 301 | } |
309 | set | 302 | set |
310 | { | 303 | { |
311 | _position = value; | 304 | _size = value; |
312 | } | 305 | } |
313 | } | 306 | } |
314 | 307 | public override PhysicsVector Acceleration | |
315 | public override PhysicsVector Velocity | ||
316 | { | 308 | { |
317 | get | 309 | get |
318 | { | 310 | { |
319 | return _velocity; | 311 | return _acceleration; |
320 | } | ||
321 | set | ||
322 | { | ||
323 | _velocity = value; | ||
324 | } | 312 | } |
325 | } | 313 | } |
326 | 314 | public override AxiomQuaternion Orientation | |
327 | public override bool Kinematic | ||
328 | { | 315 | { |
329 | get | 316 | get |
330 | { | 317 | { |
331 | return false; | 318 | return _orientation; |
332 | } | 319 | } |
333 | set | 320 | set |
334 | { | 321 | { |
335 | 322 | _orientation = value; | |
336 | } | 323 | } |
337 | } | 324 | } |
338 | 325 | public override bool Flying | |
339 | public override Axiom.Math.Quaternion Orientation | ||
340 | { | 326 | { |
341 | get | 327 | get |
342 | { | 328 | { |
343 | return Axiom.Math.Quaternion.Identity; | 329 | return flying; |
344 | } | 330 | } |
345 | set | 331 | set |
346 | { | 332 | { |
347 | 333 | flying = value; | |
348 | } | 334 | } |
349 | } | 335 | } |
350 | 336 | public void SetAcceleration(PhysicsVector accel) | |
351 | public override PhysicsVector Acceleration | 337 | { |
338 | _acceleration = accel; | ||
339 | } | ||
340 | public override bool Kinematic | ||
352 | { | 341 | { |
353 | get | 342 | get |
354 | { | 343 | { |
355 | return _acceleration; | 344 | return false; |
356 | } | 345 | } |
346 | set | ||
347 | { | ||
357 | 348 | ||
349 | } | ||
358 | } | 350 | } |
359 | public void SetAcceleration(PhysicsVector accel) | ||
360 | { | ||
361 | this._acceleration = accel; | ||
362 | } | ||
363 | |||
364 | public override void AddForce(PhysicsVector force) | 351 | public override void AddForce(PhysicsVector force) |
365 | { | 352 | { |
366 | 353 | ||
367 | } | 354 | } |
368 | |||
369 | public override void SetMomentum(PhysicsVector momentum) | 355 | public override void SetMomentum(PhysicsVector momentum) |
370 | { | 356 | { |
371 | 357 | ||
372 | } | 358 | } |
373 | |||
374 | public void Move(float timeStep) | 359 | public void Move(float timeStep) |
375 | { | 360 | { |
376 | MonoXnaCompactMaths.Vector3 vec = new MonoXnaCompactMaths.Vector3(); | 361 | MonoXnaCompactMaths.Vector3 vec = new MonoXnaCompactMaths.Vector3(); |
@@ -419,12 +404,10 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
419 | } | 404 | } |
420 | rigidBody.LinearVelocity = vec; | 405 | rigidBody.LinearVelocity = vec; |
421 | } | 406 | } |
422 | |||
423 | public void UpdatePosition() | 407 | public void UpdatePosition() |
424 | { | 408 | { |
425 | this._position = BulletXConversions.XnaVector3ToPhysicsVector(rigidBody.CenterOfMassPosition); | 409 | this._position = BulletXConversions.XnaVector3ToPhysicsVector(rigidBody.CenterOfMassPosition); |
426 | } | 410 | } |
427 | |||
428 | //This validation is very basic | 411 | //This validation is very basic |
429 | internal void ValidateHeight(float heighmapPositionValue) | 412 | internal void ValidateHeight(float heighmapPositionValue) |
430 | { | 413 | { |
@@ -445,104 +428,101 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
445 | { | 428 | { |
446 | private PhysicsVector _position; | 429 | private PhysicsVector _position; |
447 | private PhysicsVector _velocity; | 430 | private PhysicsVector _velocity; |
431 | private PhysicsVector _size; | ||
448 | private PhysicsVector _acceleration; | 432 | private PhysicsVector _acceleration; |
433 | private AxiomQuaternion _orientation; | ||
449 | 434 | ||
450 | public BulletXPrim() | 435 | public BulletXPrim(BulletXScene parent_scene, PhysicsVector pos, PhysicsVector size, AxiomQuaternion rotation) |
436 | : this(parent_scene, pos, new PhysicsVector(), size, new PhysicsVector(), rotation) | ||
451 | { | 437 | { |
452 | _velocity = new PhysicsVector(); | ||
453 | _position = new PhysicsVector(); | ||
454 | _acceleration = new PhysicsVector(); | ||
455 | } | 438 | } |
456 | public override bool Flying | 439 | public BulletXPrim(BulletXScene parent_scene, PhysicsVector pos, PhysicsVector velocity, PhysicsVector size, |
440 | PhysicsVector aceleration, AxiomQuaternion rotation) | ||
441 | { | ||
442 | _position = pos; | ||
443 | _velocity = velocity; | ||
444 | _size = size; | ||
445 | _acceleration = aceleration; | ||
446 | _orientation = rotation; | ||
447 | } | ||
448 | public override PhysicsVector Position | ||
457 | { | 449 | { |
458 | get | 450 | get |
459 | { | 451 | { |
460 | return false; //no flying prims for you | 452 | return _position; |
453 | |||
461 | } | 454 | } |
462 | set | 455 | set |
463 | { | 456 | { |
464 | 457 | _position = value; | |
465 | } | 458 | } |
466 | } | 459 | } |
467 | public override PhysicsVector Size | 460 | public override PhysicsVector Velocity |
468 | { | 461 | { |
469 | get | 462 | get |
470 | { | 463 | { |
471 | throw new Exception("The method or operation is not implemented."); | 464 | return _velocity; |
472 | } | 465 | } |
473 | set | 466 | set |
474 | { | 467 | { |
475 | throw new Exception("The method or operation is not implemented."); | 468 | _velocity = value; |
476 | } | 469 | } |
477 | } | 470 | } |
478 | public override PhysicsVector Position | 471 | public override PhysicsVector Size |
479 | { | 472 | { |
480 | get | 473 | get |
481 | { | 474 | { |
482 | PhysicsVector pos = new PhysicsVector(); | 475 | return _size; |
483 | // PhysicsVector vec = this._prim.Position; | ||
484 | //pos.X = vec.X; | ||
485 | //pos.Y = vec.Y; | ||
486 | //pos.Z = vec.Z; | ||
487 | return pos; | ||
488 | |||
489 | } | 476 | } |
490 | set | 477 | set |
491 | { | 478 | { |
492 | /*PhysicsVector vec = value; | 479 | _size = value; |
493 | PhysicsVector pos = new PhysicsVector(); | ||
494 | pos.X = vec.X; | ||
495 | pos.Y = vec.Y; | ||
496 | pos.Z = vec.Z; | ||
497 | this._prim.Position = pos;*/ | ||
498 | } | 480 | } |
499 | } | 481 | } |
500 | public override PhysicsVector Velocity | 482 | public override PhysicsVector Acceleration |
501 | { | 483 | { |
502 | get | 484 | get |
503 | { | 485 | { |
504 | return _velocity; | 486 | return _acceleration; |
505 | } | ||
506 | set | ||
507 | { | ||
508 | _velocity = value; | ||
509 | } | 487 | } |
510 | } | 488 | } |
511 | public override bool Kinematic | 489 | public override AxiomQuaternion Orientation |
512 | { | 490 | { |
513 | get | 491 | get |
514 | { | 492 | { |
515 | return false; | 493 | return _orientation; |
516 | //return this._prim.Kinematic; | ||
517 | } | 494 | } |
518 | set | 495 | set |
519 | { | 496 | { |
520 | //this._prim.Kinematic = value; | 497 | _orientation = value; |
521 | } | 498 | } |
522 | } | 499 | } |
523 | public override Axiom.Math.Quaternion Orientation | 500 | public override bool Flying |
524 | { | 501 | { |
525 | get | 502 | get |
526 | { | 503 | { |
527 | Axiom.Math.Quaternion res = new Axiom.Math.Quaternion(); | 504 | return false; //no flying prims for you |
528 | return res; | ||
529 | } | 505 | } |
530 | set | 506 | set |
531 | { | 507 | { |
532 | 508 | ||
533 | } | 509 | } |
534 | } | 510 | } |
535 | public override PhysicsVector Acceleration | 511 | public void SetAcceleration(PhysicsVector accel) |
512 | { | ||
513 | _acceleration = accel; | ||
514 | } | ||
515 | public override bool Kinematic | ||
536 | { | 516 | { |
537 | get | 517 | get |
538 | { | 518 | { |
539 | return _acceleration; | 519 | return false; |
520 | //return this._prim.Kinematic; | ||
521 | } | ||
522 | set | ||
523 | { | ||
524 | //this._prim.Kinematic = value; | ||
540 | } | 525 | } |
541 | |||
542 | } | ||
543 | public void SetAcceleration(PhysicsVector accel) | ||
544 | { | ||
545 | this._acceleration = accel; | ||
546 | } | 526 | } |
547 | public override void AddForce(PhysicsVector force) | 527 | public override void AddForce(PhysicsVector force) |
548 | { | 528 | { |