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applied Darok"s BulletXPlugin changes 003.patch
This commit is contained in:
@@ -30,18 +30,28 @@
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#region References
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using System;
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using System.Collections.Generic;
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using OpenSim.Framework.Types;
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using OpenSim.Region.Physics.Manager;
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using OpenSim.Framework.Types;
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using Axiom.Math;
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using AxiomQuaternion = Axiom.Math.Quaternion;
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//Specific References for BulletXPlugin
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using MonoXnaCompactMaths; //Called as MXCM
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using MonoXnaCompactMaths;
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using XnaDevRu.BulletX;
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using XnaDevRu.BulletX.Dynamics;
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#endregion
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namespace OpenSim.Region.Physics.BulletXPlugin
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{
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/// <summary>
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/// This class is only here for compilations reasons
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/// </summary>
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public class Mesh
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{
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public Mesh()
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{
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}
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}
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/// <summary>
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/// BulletXConversions are called now BulletXMaths
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/// This Class converts objects and types for BulletX and give some operations
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@@ -222,12 +232,14 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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private const int maxXY = 256;
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private const int maxZ = 4096;
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private const int maxHandles = 32766; //Why? I don't know
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private static float gravity = 9.8f;
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private static float heightLevel0 = 77.0f;
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private static float heightLevel1 = 200.0f;
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private static float lowGravityFactor = 0.2f;
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private float[] _heightmap;
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private const float gravity = 9.8f;
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private const float heightLevel0 = 77.0f;
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private const float heightLevel1 = 200.0f;
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private const float lowGravityFactor = 0.2f;
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//OpenSim calls Simulate 10 times per seconds. So FPS = "Simulate Calls" * simulationSubSteps = 100 FPS
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private const int simulationSubSteps = 10;
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//private float[] _heightmap;
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private BulletXPlanet _simFlatPlanet;
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private List<BulletXCharacter> _characters = new List<BulletXCharacter>();
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private List<BulletXPrim> _prims = new List<BulletXPrim>();
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@@ -235,6 +247,11 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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public static float HeightLevel0 { get { return heightLevel0; } }
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public static float HeightLevel1 { get { return heightLevel1; } }
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public static float LowGravityFactor { get { return lowGravityFactor; } }
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public static int MaxXY { get { return maxXY; } }
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public static int MaxZ { get { return maxZ; } }
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private List<RigidBody> _forgottenRigidBodies = new List<RigidBody>();
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internal string is_ex_message = "Can't remove rigidBody!: ";
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#endregion
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public BulletXScene()
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@@ -250,10 +267,9 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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ddWorld = new DiscreteDynamicsWorld(cDispatcher, opCache, sicSolver);
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ddWorld.Gravity = new MonoXnaCompactMaths.Vector3(0, 0, -gravity);
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}
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this._heightmap = new float[65536];
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//this._heightmap = new float[65536];
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}
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public override PhysicsActor AddAvatar(string avName, PhysicsVector position)
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public override PhysicsActor AddAvatar(string avName, PhysicsVector position)
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{
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PhysicsVector pos = new PhysicsVector();
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pos.X = position.X;
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@@ -262,7 +278,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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BulletXCharacter newAv = null;
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lock (BulletXLock)
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{
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newAv = new BulletXCharacter(this, pos);
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newAv = new BulletXCharacter(avName, this, pos);
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_characters.Add(newAv);
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}
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return newAv;
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@@ -273,48 +289,98 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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{
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lock (BulletXLock)
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{
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try
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{
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ddWorld.RemoveRigidBody(((BulletXCharacter)actor).RigidBody);
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}
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catch (Exception ex)
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{
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BulletXMessage(is_ex_message + ex.Message, true);
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((BulletXCharacter)actor).RigidBody.ActivationState = ActivationState.DisableSimulation;
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AddForgottenRigidBody(((BulletXCharacter)actor).RigidBody);
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}
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_characters.Remove((BulletXCharacter)actor);
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}
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GC.Collect();
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}
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}
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PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, AxiomQuaternion rotation)
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, PhysicsVector size, AxiomQuaternion rotation)
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{
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PhysicsActor result;
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switch (pbs.ProfileShape)
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{
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case ProfileShape.Square:
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/// support simple box & hollow box now; later, more shapes
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if (pbs.ProfileHollow == 0)
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{
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result = AddPrim(primName, position, size, rotation, null, null);
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}
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else
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{
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Mesh mesh = null;
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result = AddPrim(primName, position, size, rotation, mesh, pbs);
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}
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break;
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default:
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result = AddPrim(primName, position, size, rotation, null, null);
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break;
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}
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return result;
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}
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public PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, Axiom.Math.Quaternion rotation)
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{
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return AddPrim("", position, size, rotation, null, null);
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}
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public PhysicsActor AddPrim(String name, PhysicsVector position, PhysicsVector size, AxiomQuaternion rotation, Mesh mesh, PrimitiveBaseShape pbs)
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{
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BulletXPrim newPrim = null;
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lock (BulletXLock)
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{
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newPrim = new BulletXPrim(this, position, size, rotation);
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newPrim = new BulletXPrim(name, this, position, size, rotation, mesh, pbs);
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_prims.Add(newPrim);
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}
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return newPrim;
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}
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, PhysicsVector size, AxiomQuaternion rotation)
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{
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return AddPrim(position, size, rotation);
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}
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public override void RemovePrim(PhysicsActor prim)
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{
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if (prim is BulletXPrim)
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{
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lock (BulletXLock)
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{
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try
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{
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ddWorld.RemoveRigidBody(((BulletXPrim)prim).RigidBody);
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}
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catch (Exception ex)
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{
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BulletXMessage(is_ex_message + ex.Message, true);
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((BulletXPrim)prim).RigidBody.ActivationState = ActivationState.DisableSimulation;
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AddForgottenRigidBody(((BulletXPrim)prim).RigidBody);
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}
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_prims.Remove((BulletXPrim)prim);
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}
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GC.Collect();
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}
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}
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public override void Simulate(float timeStep)
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{
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lock (BulletXLock)
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{
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BXSMove(timeStep);
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ddWorld.StepSimulation(timeStep, 0, timeStep);
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//Heightmap Validation:
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BXSValidateHeight();
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//Try to remove garbage
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RemoveForgottenRigidBodies();
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//End of remove
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MoveAllObjects(timeStep);
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ddWorld.StepSimulation(timeStep, simulationSubSteps, timeStep);
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//Extra Heightmap Validation: BulletX's HeightFieldTerrain somestimes doesn't work so fine.
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ValidateHeightForAll();
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//End heightmap validation.
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BXSUpdateKinetics();
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UpdateKineticsForAll();
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}
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}
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private void BXSMove(float timeStep)
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private void MoveAllObjects(float timeStep)
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{
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foreach (BulletXCharacter actor in _characters)
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{
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@@ -324,39 +390,33 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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{
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}
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}
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private void BXSValidateHeight()
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private void ValidateHeightForAll()
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{
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float _height;
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foreach (BulletXCharacter actor in _characters)
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{
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if ((actor.RigidBodyHorizontalPosition.x < 0) || (actor.RigidBodyHorizontalPosition.y < 0))
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{
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_height = 0;
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}
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else
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{
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_height = this._heightmap[
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(int)Math.Round(actor.RigidBodyHorizontalPosition.x) * 256
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+ (int)Math.Round(actor.RigidBodyHorizontalPosition.y)];
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}
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//_height = HeightValue(actor.RigidBodyPosition);
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_height = _simFlatPlanet.HeightValue(actor.RigidBodyPosition);
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actor.ValidateHeight(_height);
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//if (_simFlatPlanet.heightIsNotValid(actor.RigidBodyPosition, out _height)) actor.ValidateHeight(_height);
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}
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foreach (BulletXPrim prim in _prims)
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{
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if ((prim.RigidBodyHorizontalPosition.x < 0) || (prim.RigidBodyHorizontalPosition.y < 0))
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{
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_height = 0;
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}
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else
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{
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_height = this._heightmap[
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(int)Math.Round(prim.RigidBodyHorizontalPosition.x) * 256
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+ (int)Math.Round(prim.RigidBodyHorizontalPosition.y)];
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}
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//_height = HeightValue(prim.RigidBodyPosition);
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_height = _simFlatPlanet.HeightValue(prim.RigidBodyPosition);
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prim.ValidateHeight(_height);
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//if (_simFlatPlanet.heightIsNotValid(prim.RigidBodyPosition, out _height)) prim.ValidateHeight(_height);
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}
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//foreach (BulletXCharacter actor in _characters)
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//{
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// actor.ValidateHeight(0);
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//}
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//foreach (BulletXPrim prim in _prims)
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//{
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// prim.ValidateHeight(0);
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//}
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}
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private void BXSUpdateKinetics()
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private void UpdateKineticsForAll()
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{
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//UpdatePosition > UpdateKinetics.
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//Not only position will be updated, also velocity cause acceleration.
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@@ -368,6 +428,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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{
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prim.UpdateKinetics();
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}
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//if(this._simFlatPlanet!=null) this._simFlatPlanet.Restore();
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}
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public override void GetResults()
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{
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@@ -382,24 +443,97 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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}
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public override void SetTerrain(float[] heightMap)
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{
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//As the same as ODE, heightmap (x,y) must be swapped for BulletX
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for (int i = 0; i < 65536; i++)
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{
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// this._heightmap[i] = (double)heightMap[i];
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// dbm (danx0r) -- heightmap x,y must be swapped for Ode (should fix ODE, but for now...)
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int x = i & 0xff;
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int y = i >> 8;
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this._heightmap[i] = heightMap[x * 256 + y];
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}
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lock (BulletXLock)
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{
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//Updating BulletX HeightMap???
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}
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////As the same as ODE, heightmap (x,y) must be swapped for BulletX
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//for (int i = 0; i < 65536; i++)
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//{
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// // this._heightmap[i] = (double)heightMap[i];
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// // dbm (danx0r) -- heightmap x,y must be swapped for Ode (should fix ODE, but for now...)
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// int x = i & 0xff;
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// int y = i >> 8;
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// this._heightmap[i] = heightMap[x * 256 + y];
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//}
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//float[] swappedHeightMap = new float[65536];
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////As the same as ODE, heightmap (x,y) must be swapped for BulletX
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//for (int i = 0; i < 65536; i++)
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//{
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// // this._heightmap[i] = (double)heightMap[i];
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// // dbm (danx0r) -- heightmap x,y must be swapped for Ode (should fix ODE, but for now...)
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// int x = i & 0xff;
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// int y = i >> 8;
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// swappedHeightMap[i] = heightMap[x * 256 + y];
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//}
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DeleteTerrain();
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//There is a BulletXLock inside the constructor of BulletXPlanet
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//this._simFlatPlanet = new BulletXPlanet(this, swappedHeightMap);
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this._simFlatPlanet = new BulletXPlanet(this, heightMap);
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//this._heightmap = heightMap;
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}
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public override void DeleteTerrain()
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{
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if (this._simFlatPlanet != null)
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{
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lock (BulletXLock)
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{
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try
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{
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ddWorld.RemoveRigidBody(this._simFlatPlanet.RigidBody);
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}
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catch (Exception ex)
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{
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BulletXMessage(is_ex_message + ex.Message, true);
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this._simFlatPlanet.RigidBody.ActivationState = ActivationState.DisableSimulation;
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AddForgottenRigidBody(this._simFlatPlanet.RigidBody);
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}
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}
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this._simFlatPlanet = null;
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GC.Collect();
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BulletXMessage("Terrain erased!", false);
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}
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//this._heightmap = null;
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}
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internal void AddForgottenRigidBody(RigidBody forgottenRigidBody)
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{
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_forgottenRigidBodies.Add(forgottenRigidBody);
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}
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private void RemoveForgottenRigidBodies()
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{
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RigidBody forgottenRigidBody;
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int nRigidBodies = _forgottenRigidBodies.Count;
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for(int i = nRigidBodies - 1; i >= 0; i--)
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{
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forgottenRigidBody = _forgottenRigidBodies[i];
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try
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{
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ddWorld.RemoveRigidBody(forgottenRigidBody);
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_forgottenRigidBodies.Remove(forgottenRigidBody);
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BulletXMessage("Forgotten Rigid Body Removed", false);
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}
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catch (Exception ex)
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{
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BulletXMessage("Can't remove forgottenRigidBody!: " + ex.Message, false);
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}
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}
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GC.Collect();
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}
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internal void BulletXMessage(string message, bool isWarning)
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{
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PhysicsPluginManager.PhysicsPluginMessage("[Modified BulletX]:\t" + message, isWarning);
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}
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//temp
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//private float HeightValue(MonoXnaCompactMaths.Vector3 position)
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//{
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// int li_x, li_y;
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// float height;
|
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// li_x = (int)Math.Round(position.X); if (li_x < 0) li_x = 0;
|
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// li_y = (int)Math.Round(position.Y); if (li_y < 0) li_y = 0;
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// height = this._heightmap[li_y * 256 + li_x];
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// if (height < 0) height = 0;
|
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// else if (height > maxZ) height = maxZ;
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|
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// return height;
|
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//}
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}
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/// <summary>
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/// PhysicsActor Character Class for BulletX
|
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@@ -414,19 +548,20 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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private bool flying;
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private RigidBody rigidBody;
|
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|
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public Axiom.Math.Vector2 RigidBodyHorizontalPosition
|
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public MonoXnaCompactMaths.Vector3 RigidBodyPosition
|
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{
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get
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{
|
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return new Axiom.Math.Vector2(this.rigidBody.CenterOfMassPosition.X, this.rigidBody.CenterOfMassPosition.Y);
|
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}
|
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get { return this.rigidBody.CenterOfMassPosition; }
|
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}
|
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public BulletXCharacter(BulletXScene parent_scene, PhysicsVector pos)
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: this(parent_scene, pos, new PhysicsVector(), new PhysicsVector(), new PhysicsVector(),
|
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: this("", parent_scene, pos)
|
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{
|
||||
}
|
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public BulletXCharacter(String avName, BulletXScene parent_scene, PhysicsVector pos)
|
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: this(avName, parent_scene, pos, new PhysicsVector(), new PhysicsVector(), new PhysicsVector(),
|
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AxiomQuaternion.Identity)
|
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{
|
||||
}
|
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public BulletXCharacter(BulletXScene parent_scene, PhysicsVector pos, PhysicsVector velocity,
|
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public BulletXCharacter(String avName, BulletXScene parent_scene, PhysicsVector pos, PhysicsVector velocity,
|
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PhysicsVector size, PhysicsVector acceleration, AxiomQuaternion orientation)
|
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{
|
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//This fields will be removed. They're temporal
|
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@@ -462,7 +597,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
|
||||
MonoXnaCompactMaths.Vector3 _localInertia = new MonoXnaCompactMaths.Vector3();
|
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_collisionShape.CalculateLocalInertia(_mass, out _localInertia); //Always when mass > 0
|
||||
rigidBody = new RigidBody(_mass, _motionState, _collisionShape, _localInertia, _linearDamping, _angularDamping, _friction, _restitution);
|
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rigidBody.ActivationState = ActivationState.DisableDeactivation;
|
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//rigidBody.ActivationState = ActivationState.DisableDeactivation;
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//It's seems that there are a bug with rigidBody constructor and its CenterOfMassPosition
|
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MonoXnaCompactMaths.Vector3 _vDebugTranslation;
|
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_vDebugTranslation = _startTransform.Translation - rigidBody.CenterOfMassPosition;
|
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@@ -535,6 +670,13 @@ namespace OpenSim.Region.Physics.BulletXPlugin
|
||||
}
|
||||
}
|
||||
}
|
||||
public RigidBody RigidBody
|
||||
{
|
||||
get
|
||||
{
|
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return rigidBody;
|
||||
}
|
||||
}
|
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public override bool Flying
|
||||
{
|
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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;
|
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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
|
||||
|
||||
}
|
||||
/// <summary>
|
||||
/// This Class manage a HeighField as a RigidBody. This is for to be added in the BulletXScene
|
||||
/// </summary>
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user