From 2d5f5e2b32c5b8cc5bf6492964e06724b8935fd1 Mon Sep 17 00:00:00 2001 From: dan miller Date: Sun, 7 Oct 2007 14:40:02 +0000 Subject: applied Darok"s BulletXPlugin changes 003.patch --- .../Region/Physics/BulletXPlugin/BulletXPlugin.cs | 464 ++++++++++++++++----- .../Region/Physics/Manager/PhysicsPluginManager.cs | 13 + 2 files changed, 378 insertions(+), 99 deletions(-) (limited to 'OpenSim/Region/Physics') 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 @@ #region References using System; using System.Collections.Generic; -using OpenSim.Framework.Types; using OpenSim.Region.Physics.Manager; +using OpenSim.Framework.Types; using Axiom.Math; using AxiomQuaternion = Axiom.Math.Quaternion; //Specific References for BulletXPlugin -using MonoXnaCompactMaths; //Called as MXCM +using MonoXnaCompactMaths; using XnaDevRu.BulletX; using XnaDevRu.BulletX.Dynamics; + #endregion namespace OpenSim.Region.Physics.BulletXPlugin { /// + /// This class is only here for compilations reasons + /// + public class Mesh + { + public Mesh() + { + } + } + /// /// BulletXConversions are called now BulletXMaths /// This Class converts objects and types for BulletX and give some operations /// @@ -222,12 +232,14 @@ namespace OpenSim.Region.Physics.BulletXPlugin private const int maxXY = 256; private const int maxZ = 4096; private const int maxHandles = 32766; //Why? I don't know - private static float gravity = 9.8f; - private static float heightLevel0 = 77.0f; - private static float heightLevel1 = 200.0f; - private static float lowGravityFactor = 0.2f; - - private float[] _heightmap; + private const float gravity = 9.8f; + private const float heightLevel0 = 77.0f; + private const float heightLevel1 = 200.0f; + private const float lowGravityFactor = 0.2f; + //OpenSim calls Simulate 10 times per seconds. So FPS = "Simulate Calls" * simulationSubSteps = 100 FPS + private const int simulationSubSteps = 10; + //private float[] _heightmap; + private BulletXPlanet _simFlatPlanet; private List _characters = new List(); private List _prims = new List(); @@ -235,6 +247,11 @@ namespace OpenSim.Region.Physics.BulletXPlugin public static float HeightLevel0 { get { return heightLevel0; } } public static float HeightLevel1 { get { return heightLevel1; } } public static float LowGravityFactor { get { return lowGravityFactor; } } + public static int MaxXY { get { return maxXY; } } + public static int MaxZ { get { return maxZ; } } + + private List _forgottenRigidBodies = new List(); + internal string is_ex_message = "Can't remove rigidBody!: "; #endregion public BulletXScene() @@ -250,10 +267,9 @@ namespace OpenSim.Region.Physics.BulletXPlugin ddWorld = new DiscreteDynamicsWorld(cDispatcher, opCache, sicSolver); ddWorld.Gravity = new MonoXnaCompactMaths.Vector3(0, 0, -gravity); } - - this._heightmap = new float[65536]; + //this._heightmap = new float[65536]; } - public override PhysicsActor AddAvatar(string avName, PhysicsVector position) + public override PhysicsActor AddAvatar(string avName, PhysicsVector position) { PhysicsVector pos = new PhysicsVector(); pos.X = position.X; @@ -262,7 +278,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin BulletXCharacter newAv = null; lock (BulletXLock) { - newAv = new BulletXCharacter(this, pos); + newAv = new BulletXCharacter(avName, this, pos); _characters.Add(newAv); } return newAv; @@ -273,48 +289,98 @@ namespace OpenSim.Region.Physics.BulletXPlugin { lock (BulletXLock) { + try + { + ddWorld.RemoveRigidBody(((BulletXCharacter)actor).RigidBody); + } + catch (Exception ex) + { + BulletXMessage(is_ex_message + ex.Message, true); + ((BulletXCharacter)actor).RigidBody.ActivationState = ActivationState.DisableSimulation; + AddForgottenRigidBody(((BulletXCharacter)actor).RigidBody); + } _characters.Remove((BulletXCharacter)actor); } + GC.Collect(); + } + } + public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, PhysicsVector size, AxiomQuaternion rotation) + { + PhysicsActor result; + + switch (pbs.ProfileShape) + { + case ProfileShape.Square: + /// support simple box & hollow box now; later, more shapes + if (pbs.ProfileHollow == 0) + { + result = AddPrim(primName, position, size, rotation, null, null); + } + else + { + Mesh mesh = null; + result = AddPrim(primName, position, size, rotation, mesh, pbs); + } + break; + + default: + result = AddPrim(primName, position, size, rotation, null, null); + break; } + + return result; } - PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, AxiomQuaternion rotation) + public PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, Axiom.Math.Quaternion rotation) + { + return AddPrim("", position, size, rotation, null, null); + } + public PhysicsActor AddPrim(String name, PhysicsVector position, PhysicsVector size, AxiomQuaternion rotation, Mesh mesh, PrimitiveBaseShape pbs) { BulletXPrim newPrim = null; lock (BulletXLock) { - newPrim = new BulletXPrim(this, position, size, rotation); + newPrim = new BulletXPrim(name, this, position, size, rotation, mesh, pbs); _prims.Add(newPrim); } return newPrim; } - public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, PhysicsVector size, AxiomQuaternion rotation) - { - return AddPrim(position, size, rotation); - } - public override void RemovePrim(PhysicsActor prim) { if (prim is BulletXPrim) { lock (BulletXLock) { + try + { + ddWorld.RemoveRigidBody(((BulletXPrim)prim).RigidBody); + } + catch (Exception ex) + { + BulletXMessage(is_ex_message + ex.Message, true); + ((BulletXPrim)prim).RigidBody.ActivationState = ActivationState.DisableSimulation; + AddForgottenRigidBody(((BulletXPrim)prim).RigidBody); + } _prims.Remove((BulletXPrim)prim); } + GC.Collect(); } } public override void Simulate(float timeStep) { lock (BulletXLock) { - BXSMove(timeStep); - ddWorld.StepSimulation(timeStep, 0, timeStep); - //Heightmap Validation: - BXSValidateHeight(); + //Try to remove garbage + RemoveForgottenRigidBodies(); + //End of remove + MoveAllObjects(timeStep); + ddWorld.StepSimulation(timeStep, simulationSubSteps, timeStep); + //Extra Heightmap Validation: BulletX's HeightFieldTerrain somestimes doesn't work so fine. + ValidateHeightForAll(); //End heightmap validation. - BXSUpdateKinetics(); + UpdateKineticsForAll(); } } - private void BXSMove(float timeStep) + private void MoveAllObjects(float timeStep) { foreach (BulletXCharacter actor in _characters) { @@ -324,39 +390,33 @@ namespace OpenSim.Region.Physics.BulletXPlugin { } } - private void BXSValidateHeight() + private void ValidateHeightForAll() { float _height; foreach (BulletXCharacter actor in _characters) { - if ((actor.RigidBodyHorizontalPosition.x < 0) || (actor.RigidBodyHorizontalPosition.y < 0)) - { - _height = 0; - } - else - { - _height = this._heightmap[ - (int)Math.Round(actor.RigidBodyHorizontalPosition.x) * 256 - + (int)Math.Round(actor.RigidBodyHorizontalPosition.y)]; - } + //_height = HeightValue(actor.RigidBodyPosition); + _height = _simFlatPlanet.HeightValue(actor.RigidBodyPosition); actor.ValidateHeight(_height); + //if (_simFlatPlanet.heightIsNotValid(actor.RigidBodyPosition, out _height)) actor.ValidateHeight(_height); } foreach (BulletXPrim prim in _prims) { - if ((prim.RigidBodyHorizontalPosition.x < 0) || (prim.RigidBodyHorizontalPosition.y < 0)) - { - _height = 0; - } - else - { - _height = this._heightmap[ - (int)Math.Round(prim.RigidBodyHorizontalPosition.x) * 256 - + (int)Math.Round(prim.RigidBodyHorizontalPosition.y)]; - } + //_height = HeightValue(prim.RigidBodyPosition); + _height = _simFlatPlanet.HeightValue(prim.RigidBodyPosition); prim.ValidateHeight(_height); + //if (_simFlatPlanet.heightIsNotValid(prim.RigidBodyPosition, out _height)) prim.ValidateHeight(_height); } + //foreach (BulletXCharacter actor in _characters) + //{ + // actor.ValidateHeight(0); + //} + //foreach (BulletXPrim prim in _prims) + //{ + // prim.ValidateHeight(0); + //} } - private void BXSUpdateKinetics() + private void UpdateKineticsForAll() { //UpdatePosition > UpdateKinetics. //Not only position will be updated, also velocity cause acceleration. @@ -368,6 +428,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin { prim.UpdateKinetics(); } + //if(this._simFlatPlanet!=null) this._simFlatPlanet.Restore(); } public override void GetResults() { @@ -382,24 +443,97 @@ namespace OpenSim.Region.Physics.BulletXPlugin } public override void SetTerrain(float[] heightMap) { - //As the same as ODE, heightmap (x,y) must be swapped for BulletX - for (int i = 0; i < 65536; i++) + ////As the same as ODE, heightmap (x,y) must be swapped for BulletX + //for (int i = 0; i < 65536; i++) + //{ + // // this._heightmap[i] = (double)heightMap[i]; + // // dbm (danx0r) -- heightmap x,y must be swapped for Ode (should fix ODE, but for now...) + // int x = i & 0xff; + // int y = i >> 8; + // this._heightmap[i] = heightMap[x * 256 + y]; + //} + + //float[] swappedHeightMap = new float[65536]; + ////As the same as ODE, heightmap (x,y) must be swapped for BulletX + //for (int i = 0; i < 65536; i++) + //{ + // // this._heightmap[i] = (double)heightMap[i]; + // // dbm (danx0r) -- heightmap x,y must be swapped for Ode (should fix ODE, but for now...) + // int x = i & 0xff; + // int y = i >> 8; + // swappedHeightMap[i] = heightMap[x * 256 + y]; + //} + DeleteTerrain(); + //There is a BulletXLock inside the constructor of BulletXPlanet + //this._simFlatPlanet = new BulletXPlanet(this, swappedHeightMap); + this._simFlatPlanet = new BulletXPlanet(this, heightMap); + //this._heightmap = heightMap; + } + public override void DeleteTerrain() + { + if (this._simFlatPlanet != null) { - // this._heightmap[i] = (double)heightMap[i]; - // dbm (danx0r) -- heightmap x,y must be swapped for Ode (should fix ODE, but for now...) - int x = i & 0xff; - int y = i >> 8; - this._heightmap[i] = heightMap[x * 256 + y]; + lock (BulletXLock) + { + try + { + ddWorld.RemoveRigidBody(this._simFlatPlanet.RigidBody); + } + catch (Exception ex) + { + BulletXMessage(is_ex_message + ex.Message, true); + this._simFlatPlanet.RigidBody.ActivationState = ActivationState.DisableSimulation; + AddForgottenRigidBody(this._simFlatPlanet.RigidBody); + } + } + this._simFlatPlanet = null; + GC.Collect(); + BulletXMessage("Terrain erased!", false); } - lock (BulletXLock) + //this._heightmap = null; + } + internal void AddForgottenRigidBody(RigidBody forgottenRigidBody) + { + _forgottenRigidBodies.Add(forgottenRigidBody); + } + private void RemoveForgottenRigidBodies() + { + RigidBody forgottenRigidBody; + int nRigidBodies = _forgottenRigidBodies.Count; + for(int i = nRigidBodies - 1; i >= 0; i--) { - //Updating BulletX HeightMap??? + forgottenRigidBody = _forgottenRigidBodies[i]; + try + { + ddWorld.RemoveRigidBody(forgottenRigidBody); + _forgottenRigidBodies.Remove(forgottenRigidBody); + BulletXMessage("Forgotten Rigid Body Removed", false); + } + catch (Exception ex) + { + BulletXMessage("Can't remove forgottenRigidBody!: " + ex.Message, false); + } } + GC.Collect(); } - public override void DeleteTerrain() + internal void BulletXMessage(string message, bool isWarning) { - + PhysicsPluginManager.PhysicsPluginMessage("[Modified BulletX]:\t" + message, isWarning); } + //temp + //private float HeightValue(MonoXnaCompactMaths.Vector3 position) + //{ + // int li_x, li_y; + // float height; + // li_x = (int)Math.Round(position.X); if (li_x < 0) li_x = 0; + // li_y = (int)Math.Round(position.Y); if (li_y < 0) li_y = 0; + + // height = this._heightmap[li_y * 256 + li_x]; + // if (height < 0) height = 0; + // else if (height > maxZ) height = maxZ; + + // return height; + //} } /// /// PhysicsActor Character Class for BulletX @@ -414,19 +548,20 @@ namespace OpenSim.Region.Physics.BulletXPlugin private bool flying; private RigidBody rigidBody; - public Axiom.Math.Vector2 RigidBodyHorizontalPosition + public MonoXnaCompactMaths.Vector3 RigidBodyPosition { - get - { - return new Axiom.Math.Vector2(this.rigidBody.CenterOfMassPosition.X, this.rigidBody.CenterOfMassPosition.Y); - } + get { return this.rigidBody.CenterOfMassPosition; } } public BulletXCharacter(BulletXScene parent_scene, PhysicsVector pos) - : this(parent_scene, pos, new PhysicsVector(), new PhysicsVector(), new PhysicsVector(), + : this("", parent_scene, pos) + { + } + public BulletXCharacter(String avName, BulletXScene parent_scene, PhysicsVector pos) + : this(avName, parent_scene, pos, new PhysicsVector(), new PhysicsVector(), new PhysicsVector(), AxiomQuaternion.Identity) { } - public BulletXCharacter(BulletXScene parent_scene, PhysicsVector pos, PhysicsVector velocity, + public BulletXCharacter(String avName, BulletXScene parent_scene, PhysicsVector pos, PhysicsVector velocity, PhysicsVector size, PhysicsVector acceleration, AxiomQuaternion orientation) { //This fields will be removed. They're temporal @@ -462,7 +597,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin MonoXnaCompactMaths.Vector3 _localInertia = new MonoXnaCompactMaths.Vector3(); _collisionShape.CalculateLocalInertia(_mass, out _localInertia); //Always when mass > 0 rigidBody = new RigidBody(_mass, _motionState, _collisionShape, _localInertia, _linearDamping, _angularDamping, _friction, _restitution); - rigidBody.ActivationState = ActivationState.DisableDeactivation; + //rigidBody.ActivationState = ActivationState.DisableDeactivation; //It's seems that there are a bug with rigidBody constructor and its CenterOfMassPosition MonoXnaCompactMaths.Vector3 _vDebugTranslation; _vDebugTranslation = _startTransform.Translation - rigidBody.CenterOfMassPosition; @@ -535,6 +670,13 @@ namespace OpenSim.Region.Physics.BulletXPlugin } } } + public RigidBody RigidBody + { + get + { + return rigidBody; + } + } public override bool Flying { get @@ -579,8 +721,8 @@ namespace OpenSim.Region.Physics.BulletXPlugin //_velocity == rigidBody.LinearVelocity vec.X = this._velocity.X; vec.Y = this._velocity.Y; - vec.Z = this._velocity.Z; - + vec.Z = this._velocity.Z; + if ((vec.X != 0.0f) || (vec.Y != 0.0f) || (vec.Z != 0.0f)) rigidBody.Activate(); if (flying) { //Antigravity with movement @@ -677,33 +819,37 @@ namespace OpenSim.Region.Physics.BulletXPlugin //For now all prims have the same density, all prims are made of water. Be water my friend! :D private const float _density = 1000.0f; private RigidBody rigidBody; + private BulletXScene _parent_scene; //_physical value will be linked with the prim object value private Boolean _physical = false; - public Axiom.Math.Vector2 RigidBodyHorizontalPosition + public MonoXnaCompactMaths.Vector3 RigidBodyPosition { - get - { - return new Axiom.Math.Vector2(this.rigidBody.CenterOfMassPosition.X, this.rigidBody.CenterOfMassPosition.Y); - } + get { return this.rigidBody.CenterOfMassPosition; } } public BulletXPrim(BulletXScene parent_scene, PhysicsVector pos, PhysicsVector size, AxiomQuaternion rotation) - : this(parent_scene, pos, new PhysicsVector(), size, new PhysicsVector(), rotation) + : this("", parent_scene, pos, new PhysicsVector(), size, new PhysicsVector(), rotation, null, null) { } - public BulletXPrim(BulletXScene parent_scene, PhysicsVector pos, PhysicsVector velocity, PhysicsVector size, - PhysicsVector aceleration, AxiomQuaternion rotation) + public BulletXPrim(String primName, BulletXScene parent_scene, PhysicsVector pos, PhysicsVector size, + AxiomQuaternion rotation, Mesh mesh, PrimitiveBaseShape pbs) + : this(primName, parent_scene, pos, new PhysicsVector(), size, new PhysicsVector(), rotation, mesh, pbs) + { + } + public BulletXPrim(String primName, BulletXScene parent_scene, PhysicsVector pos, PhysicsVector velocity, PhysicsVector size, + PhysicsVector aceleration, AxiomQuaternion rotation, Mesh mesh, PrimitiveBaseShape pbs) { - _position = pos; - _velocity = velocity; - _size = size; if ((size.X == 0) || (size.Y == 0) || (size.Z == 0)) throw new Exception("Size 0"); + if (rotation.Norm == 0f) rotation = AxiomQuaternion.Identity; + _position = pos; + if (_physical) _velocity = velocity; else _velocity = new PhysicsVector(); + _size = size; _acceleration = aceleration; - //Because a bug, orientation will be fixed to AxiomQuaternion.Identity - _orientation = AxiomQuaternion.Identity; - //_orientation = rotation; - //--- + _orientation = rotation; + + _parent_scene = parent_scene; + //For RigidBody Constructor. The next values might change float _linearDamping = 0.0f; float _angularDamping = 0.0f; @@ -718,9 +864,9 @@ namespace OpenSim.Region.Physics.BulletXPlugin CollisionShape _collisionShape = new XnaDevRu.BulletX.BoxShape(BulletXMaths.PhysicsVectorToXnaVector3(_size) / 2.0f); DefaultMotionState _motionState = new DefaultMotionState(_startTransform, _centerOfMassOffset); MonoXnaCompactMaths.Vector3 _localInertia = new MonoXnaCompactMaths.Vector3(); - _collisionShape.CalculateLocalInertia(Mass, out _localInertia); //Always when mass > 0 + if(_physical) _collisionShape.CalculateLocalInertia(Mass, out _localInertia); //Always when mass > 0 rigidBody = new RigidBody(Mass, _motionState, _collisionShape, _localInertia, _linearDamping, _angularDamping, _friction, _restitution); - rigidBody.ActivationState = ActivationState.DisableDeactivation; + //rigidBody.ActivationState = ActivationState.DisableDeactivation; //It's seems that there are a bug with rigidBody constructor and its CenterOfMassPosition MonoXnaCompactMaths.Vector3 _vDebugTranslation; _vDebugTranslation = _startTransform.Translation - rigidBody.CenterOfMassPosition; @@ -754,8 +900,16 @@ namespace OpenSim.Region.Physics.BulletXPlugin { lock (BulletXScene.BulletXLock) { - _velocity = value; - Speed(); + //Static objects don' have linear velocity + if (_physical) + { + _velocity = value; + Speed(); + } + else + { + _velocity = new PhysicsVector(); + } } } } @@ -801,7 +955,14 @@ namespace OpenSim.Region.Physics.BulletXPlugin get { //For now all prims are boxes - return _density * _size.X * _size.Y * _size.Z; + return (_physical ? 1 : 0) * _density * _size.X * _size.Y * _size.Z; + } + } + public RigidBody RigidBody + { + get + { + return rigidBody; } } public override bool Flying @@ -863,7 +1024,9 @@ namespace OpenSim.Region.Physics.BulletXPlugin m.Translation = v3; rigidBody.WorldTransform = m; //When a Prim touch the ground it's vertical velocity it's reduced to ZERO - Speed(new PhysicsVector(this.rigidBody.LinearVelocity.X, this.rigidBody.LinearVelocity.Y, 0.0f)); + //Static objects don't have linear velocity + if(_physical) + Speed(new PhysicsVector(this.rigidBody.LinearVelocity.X, this.rigidBody.LinearVelocity.Y, 0.0f)); } } internal void UpdateKinetics() @@ -872,18 +1035,12 @@ namespace OpenSim.Region.Physics.BulletXPlugin { this._position = BulletXMaths.XnaVector3ToPhysicsVector(rigidBody.CenterOfMassPosition); this._velocity = BulletXMaths.XnaVector3ToPhysicsVector(rigidBody.LinearVelocity); - //Orientation is not implemented yet in MonoXnaCompactMaths - //this._orientation = BulletXMaths.XnaQuaternionToAxiomQuaternion(rigidBody.Orientation); < Good - //ReOrient(); - //--- - ReOrient(); + this._orientation = BulletXMaths.XnaQuaternionToAxiomQuaternion(rigidBody.Orientation); } else //Doesn't updates properties. That's a cancel { Translate(); - Speed(); - //Orientation is not implemented yet in MonoXnaCompactMaths - //ReOrient(); + //Speed(); //<- Static objects don't have linear velocity ReOrient(); } } @@ -915,10 +1072,49 @@ namespace OpenSim.Region.Physics.BulletXPlugin } private void ReSize(PhysicsVector _newSize) { + //I wonder to know how to resize with a simple instruction in BulletX. It seems that for now there isn't + //so i have to do it manually. That's recreating rigidbody MonoXnaCompactMaths.Vector3 _newsize; _newsize = BulletXMaths.PhysicsVectorToXnaVector3(_newSize); - //For now all prims are Boxes - rigidBody.CollisionShape = new XnaDevRu.BulletX.BoxShape(BulletXMaths.PhysicsVectorToXnaVector3(_newSize) / 2.0f); + if ((_newsize.X == 0) || (_newsize.Y == 0) || (_newsize.Z == 0)) throw new Exception("Size 0"); + + //For RigidBody Constructor. The next values might change + float _linearDamping = 0.0f; + float _angularDamping = 0.0f; + float _friction = 0.5f; + float _restitution = 0.0f; + Matrix _startTransform = Matrix.Identity; + Matrix _centerOfMassOffset = Matrix.Identity; + RigidBody _tmpRigidBody; + _startTransform.Translation = BulletXMaths.PhysicsVectorToXnaVector3(this._position); + //For now all prims are boxes + CollisionShape _collisionShape = new XnaDevRu.BulletX.BoxShape(BulletXMaths.PhysicsVectorToXnaVector3(_newSize) / 2.0f); + DefaultMotionState _motionState = new DefaultMotionState(_startTransform, _centerOfMassOffset); + MonoXnaCompactMaths.Vector3 _localInertia = new MonoXnaCompactMaths.Vector3(); + if (_physical) _collisionShape.CalculateLocalInertia(Mass, out _localInertia); //Always when mass > 0 + _tmpRigidBody = new RigidBody(Mass, _motionState, _collisionShape, _localInertia, _linearDamping, _angularDamping, _friction, _restitution); + //rigidBody.ActivationState = ActivationState.DisableDeactivation; + //It's seems that there are a bug with rigidBody constructor and its CenterOfMassPosition + MonoXnaCompactMaths.Vector3 _vDebugTranslation; + _vDebugTranslation = _startTransform.Translation - rigidBody.CenterOfMassPosition; + _tmpRigidBody.Translate(_vDebugTranslation); + //--- + //There is a bug when trying to remove a rigidBody that is colliding with something.. + try + { + this._parent_scene.ddWorld.RemoveRigidBody(rigidBody); + } + catch(Exception ex) + { + this._parent_scene.BulletXMessage(this._parent_scene.is_ex_message + ex.Message, true); + rigidBody.ActivationState = ActivationState.DisableSimulation; + this._parent_scene.AddForgottenRigidBody(rigidBody); + } + rigidBody = _tmpRigidBody; + this._parent_scene.ddWorld.AddRigidBody(rigidBody); + if (_physical) Speed();//Static objects don't have linear velocity + ReOrient(); + GC.Collect(); } private void ReOrient() { @@ -935,4 +1131,74 @@ namespace OpenSim.Region.Physics.BulletXPlugin #endregion } + /// + /// This Class manage a HeighField as a RigidBody. This is for to be added in the BulletXScene + /// + internal class BulletXPlanet + { + private PhysicsVector _staticPosition; + private PhysicsVector _staticVelocity; + private AxiomQuaternion _staticOrientation; + private float _mass; + private BulletXScene _parentscene; + internal float[] _heightField; + private RigidBody _flatPlanet; + internal RigidBody RigidBody { get { return _flatPlanet; } } + internal BulletXPlanet(BulletXScene parent_scene, float[] heightField) + { + _staticPosition = new PhysicsVector(BulletXScene.MaxXY / 2, BulletXScene.MaxXY/2, 0); + _staticVelocity = new PhysicsVector(); + _staticOrientation = AxiomQuaternion.Identity; + _mass = 0; //No active + _parentscene = parent_scene; + _heightField = heightField; + + float _linearDamping = 0.0f; + float _angularDamping = 0.0f; + float _friction = 0.5f; + float _restitution = 0.0f; + Matrix _startTransform = Matrix.Identity; + Matrix _centerOfMassOffset = Matrix.Identity; + + lock (BulletXScene.BulletXLock) + { + try + { + _startTransform.Translation = BulletXMaths.PhysicsVectorToXnaVector3(_staticPosition); + CollisionShape _collisionShape = new HeightfieldTerrainShape(BulletXScene.MaxXY, BulletXScene.MaxXY, _heightField, (float)BulletXScene.MaxZ, 2, true, false); + DefaultMotionState _motionState = new DefaultMotionState(_startTransform, _centerOfMassOffset); + MonoXnaCompactMaths.Vector3 _localInertia = new MonoXnaCompactMaths.Vector3(); + //_collisionShape.CalculateLocalInertia(_mass, out _localInertia); //Always when mass > 0 + _flatPlanet = new RigidBody(_mass, _motionState, _collisionShape, _localInertia, _linearDamping, _angularDamping, _friction, _restitution); + //It's seems that there are a bug with rigidBody constructor and its CenterOfMassPosition + MonoXnaCompactMaths.Vector3 _vDebugTranslation; + _vDebugTranslation = _startTransform.Translation - _flatPlanet.CenterOfMassPosition; + _flatPlanet.Translate(_vDebugTranslation); + parent_scene.ddWorld.AddRigidBody(_flatPlanet); + } + catch (Exception ex) + { + this._parentscene.BulletXMessage(ex.Message, true); + } + } + this._parentscene.BulletXMessage("BulletXPlanet created.", false); + } + internal float HeightValue(MonoXnaCompactMaths.Vector3 position) + { + int li_x, li_y; + float height; + li_x = (int)Math.Round(position.X); + if (li_x < 0) li_x = 0; + if (li_x >= BulletXScene.MaxXY) li_x = BulletXScene.MaxXY - 1; + li_y = (int)Math.Round(position.Y); + if (li_y < 0) li_y = 0; + if (li_y >= BulletXScene.MaxXY) li_y = BulletXScene.MaxXY - 1; + + height = ((HeightfieldTerrainShape)this._flatPlanet.CollisionShape).getHeightFieldValue(li_x, li_y); + if (height < 0) height = 0; + else if (height > BulletXScene.MaxZ) height = BulletXScene.MaxZ; + + return height; + } + } } 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 pluginAssembly = null; } + //--- + public static void PhysicsPluginMessage(string message, bool isWarning) + { + if (isWarning) + { + MainLog.Instance.Warn("PHYSICS", message); + } + else + { + MainLog.Instance.Verbose("PHYSICS", message); + } + } + //--- } public interface IPhysicsPlugin -- cgit v1.1