mirror of
https://github.com/opensim/opensim.git
synced 2026-08-07 17:55:48 +08:00
* Added a better check to the SimianGrid connectors to test if they are enabled or not. This method should work equally well with standalone or robust mode
* Applying #4602 from Misterblu to add collision detection to BulletDotNET
This commit is contained in:
@@ -108,12 +108,11 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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private bool[] m_colliderarr = new bool[11];
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private bool[] m_colliderGroundarr = new bool[11];
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private BulletDotNETScene m_parent_scene;
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public int m_eventsubscription = 0;
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// private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
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private CollisionEventUpdate CollisionEventsThisFrame = null;
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private int m_requestedUpdateFrequency = 0;
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public BulletDotNETCharacter(string avName, BulletDotNETScene parent_scene, Vector3 pos, Vector3 size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor)
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{
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@@ -212,7 +211,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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m_mass = Mass;
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Body = new btRigidBody(m_mass, m_bodyMotionState, Shell);
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Body.setUserPointer(new IntPtr((int)Body.Handle));
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// this is used for self identification. User localID instead of body handle
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Body.setUserPointer(new IntPtr((int)m_localID));
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if (ClosestCastResult != null)
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ClosestCastResult.Dispose();
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@@ -717,6 +717,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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public override void SubscribeEvents(int ms)
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{
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m_eventsubscription = ms;
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m_requestedUpdateFrequency = ms;
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m_parent_scene.addCollisionEventReporting(this);
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}
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@@ -724,6 +725,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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{
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m_parent_scene.remCollisionEventReporting(this);
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m_eventsubscription = 0;
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m_requestedUpdateFrequency = 0;
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}
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public override bool SubscribedEvents()
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@@ -733,6 +735,29 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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return false;
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}
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public void AddCollision(uint collideWith, ContactPoint contact)
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{
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if (CollisionEventsThisFrame == null)
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{
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CollisionEventsThisFrame = new CollisionEventUpdate();
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}
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CollisionEventsThisFrame.addCollider(collideWith, contact);
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}
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public void SendCollisions()
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{
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if (m_eventsubscription >= m_requestedUpdateFrequency)
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{
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if (CollisionEventsThisFrame != null)
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{
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base.SendCollisionUpdate(CollisionEventsThisFrame);
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}
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CollisionEventsThisFrame = new CollisionEventUpdate();
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m_eventsubscription = 0;
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}
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return;
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}
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internal void Dispose()
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{
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if (Body.isInWorld())
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@@ -154,7 +154,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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private Vector3 _target_velocity;
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public int m_eventsubscription;
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// private CollisionEventUpdate CollisionEventsThisFrame = null;
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private int m_requestedUpdateFrequency = 0;
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private CollisionEventUpdate CollisionEventsThisFrame = null;
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public volatile bool childPrim;
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@@ -595,6 +596,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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public override void SubscribeEvents(int ms)
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{
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m_eventsubscription = ms;
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m_requestedUpdateFrequency = ms;
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_parent_scene.addCollisionEventReporting(this);
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}
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@@ -602,6 +604,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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{
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_parent_scene.remCollisionEventReporting(this);
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m_eventsubscription = 0;
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m_requestedUpdateFrequency = 0;
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}
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public override bool SubscribedEvents()
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@@ -611,7 +614,28 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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#endregion
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public void AddCollision(uint collideWith, ContactPoint contact)
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{
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if (CollisionEventsThisFrame == null)
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{
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CollisionEventsThisFrame = new CollisionEventUpdate();
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}
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CollisionEventsThisFrame.addCollider(collideWith, contact);
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}
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public void SendCollisions()
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{
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if (m_eventsubscription >= m_requestedUpdateFrequency)
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{
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if (CollisionEventsThisFrame != null)
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{
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base.SendCollisionUpdate(CollisionEventsThisFrame);
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}
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CollisionEventsThisFrame = null;
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// m_eventsubscription = 0;
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}
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return;
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}
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internal void Dispose()
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{
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@@ -759,7 +783,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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{
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if (m_taintadd)
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{
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m_log.Debug("[PHYSICS]: TaintAdd");
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// m_log.Debug("[PHYSICS]: TaintAdd");
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changeadd(timestep);
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}
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@@ -771,7 +795,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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SetBody(Mass);
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else
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SetBody(0);
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m_log.Debug("[PHYSICS]: GEOM_DOESNT_EXSIT");
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// m_log.Debug("[PHYSICS]: GEOM_DOESNT_EXSIT");
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}
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if (prim_geom.Handle == IntPtr.Zero)
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@@ -782,31 +806,31 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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SetBody(Mass);
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else
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SetBody(0);
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m_log.Debug("[PHYSICS]: GEOM_DOESNT_EXSIT");
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// m_log.Debug("[PHYSICS]: GEOM_DOESNT_EXSIT");
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}
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if (!_position.ApproxEquals(m_taintposition, 0f))
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{
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m_log.Debug("[PHYSICS]: TaintMove");
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// m_log.Debug("[PHYSICS]: TaintMove");
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changemove(timestep);
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}
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if (m_taintrot != _orientation)
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{
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m_log.Debug("[PHYSICS]: TaintRotate");
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// m_log.Debug("[PHYSICS]: TaintRotate");
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rotate(timestep);
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} //
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if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent))
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{
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m_log.Debug("[PHYSICS]: TaintPhysics");
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// m_log.Debug("[PHYSICS]: TaintPhysics");
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changePhysicsStatus(timestep);
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}
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//
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if (!_size.ApproxEquals(m_taintsize, 0f))
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{
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m_log.Debug("[PHYSICS]: TaintSize");
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// m_log.Debug("[PHYSICS]: TaintSize");
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changesize(timestep);
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}
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@@ -814,43 +838,43 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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if (m_taintshape)
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{
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m_log.Debug("[PHYSICS]: TaintShape");
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// m_log.Debug("[PHYSICS]: TaintShape");
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changeshape(timestep);
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} //
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if (m_taintforce)
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{
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m_log.Debug("[PHYSICS]: TaintForce");
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// m_log.Debug("[PHYSICS]: TaintForce");
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changeAddForce(timestep);
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}
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if (m_taintaddangularforce)
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{
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m_log.Debug("[PHYSICS]: TaintAngularForce");
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// m_log.Debug("[PHYSICS]: TaintAngularForce");
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changeAddAngularForce(timestep);
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}
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if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f))
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{
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m_log.Debug("[PHYSICS]: TaintTorque");
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// m_log.Debug("[PHYSICS]: TaintTorque");
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changeSetTorque(timestep);
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}
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if (m_taintdisable)
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{
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m_log.Debug("[PHYSICS]: TaintDisable");
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// m_log.Debug("[PHYSICS]: TaintDisable");
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changedisable(timestep);
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}
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if (m_taintselected != m_isSelected)
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{
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m_log.Debug("[PHYSICS]: TaintSelected");
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// m_log.Debug("[PHYSICS]: TaintSelected");
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changeSelectedStatus(timestep);
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}
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if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f))
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{
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m_log.Debug("[PHYSICS]: TaintVelocity");
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// m_log.Debug("[PHYSICS]: TaintVelocity");
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changevelocity(timestep);
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}
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if (m_taintparent != _parent)
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{
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m_log.Debug("[PHYSICS]: TaintLink");
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// m_log.Debug("[PHYSICS]: TaintLink");
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changelink(timestep);
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}
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if (m_taintCollidesWater != m_collidesWater)
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@@ -859,7 +883,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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}
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if (!m_angularlock.ApproxEquals(m_taintAngularLock, 0))
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{
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m_log.Debug("[PHYSICS]: TaintAngularLock");
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// m_log.Debug("[PHYSICS]: TaintAngularLock");
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changeAngularLock(timestep);
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}
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if (m_taintremove)
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@@ -917,7 +941,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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private void changemove(float timestep)
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{
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m_log.Debug("[PHYSICS]: _________ChangeMove");
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// m_log.Debug("[PHYSICS]: _________ChangeMove");
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if (!m_isphysical)
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{
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tempTransform2 = Body.getWorldTransform();
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@@ -977,7 +1001,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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private void rotate(float timestep)
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{
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m_log.Debug("[PHYSICS]: _________ChangeRotate");
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// m_log.Debug("[PHYSICS]: _________ChangeRotate");
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tempTransform2 = Body.getWorldTransform();
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tempOrientation2 = new btQuaternion(_orientation.X, _orientation.Y, _orientation.Z, _orientation.W);
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tempTransform2.setRotation(tempOrientation2);
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@@ -1000,7 +1024,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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//Body = null;
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// TODO: dispose parts that make up body
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}
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m_log.Debug("[PHYSICS]: _________ChangePhysics");
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// m_log.Debug("[PHYSICS]: _________ChangePhysics");
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ProcessGeomCreation();
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@@ -1092,7 +1116,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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// TODO: dispose parts that make up body
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}
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m_log.Debug("[PHYSICS]: _________ChangeSize");
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// m_log.Debug("[PHYSICS]: _________ChangeSize");
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SetCollisionShape(null);
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// Construction of new prim
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ProcessGeomCreation();
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@@ -1297,13 +1321,13 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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// TODO: throw new NotImplementedException();
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if (m_taintselected)
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{
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Body.setCollisionFlags((int)ContactFlags.CF_NO_CONTACT_RESPONSE);
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// Body.setCollisionFlags((int)ContactFlags.CF_NO_CONTACT_RESPONSE);
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disableBodySoft();
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}
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else
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{
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Body.setCollisionFlags(0 | (int)ContactFlags.CF_CUSTOM_MATERIAL_CALLBACK);
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// Body.setCollisionFlags(0 | (int)ContactFlags.CF_CUSTOM_MATERIAL_CALLBACK);
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enableBodySoft();
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}
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m_isSelected = m_taintselected;
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@@ -1605,6 +1629,11 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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enableBodySoft();
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}
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*/
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if (!Body.isActive())
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{
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Body.clearForces();
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enableBodySoft();
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}
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// 35x10 = 350n times the mass per second applied maximum.
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float nmax = 35f * m_mass;
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@@ -1632,6 +1661,12 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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Body.applyCentralImpulse(tempAddForce);
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}
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}
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else
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{
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// if no forces on the prim, make sure everything is zero
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Body.clearForces();
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enableBodySoft();
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}
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}
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else
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{
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@@ -1985,7 +2020,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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public void CreateGeom(IntPtr m_targetSpace, IMesh p_mesh)
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{
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m_log.Debug("[PHYSICS]: _________CreateGeom");
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// m_log.Debug("[PHYSICS]: _________CreateGeom");
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if (p_mesh != null)
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{
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//_mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical);
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@@ -2042,7 +2077,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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// TODO: Set Collision Body Mesh
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// This sleeper is there to moderate how long it takes between
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// setting up the mesh and pre-processing it when we get rapid fire mesh requests on a single object
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m_log.Debug("_________SetMesh");
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// m_log.Debug("_________SetMesh");
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Thread.Sleep(10);
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//Kill Body so that mesh can re-make the geom
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@@ -2159,7 +2194,14 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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// Body = new btRigidBody(mass, tempMotionState1, prim_geom);
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//else
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Body = new btRigidBody(mass, tempMotionState1, prim_geom, tempInertia1);
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// Body = new btRigidBody(mass, tempMotionState1, prim_geom, tempInertia1);
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if (Body == null)
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{
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Body = new btRigidBody(mass, tempMotionState1, prim_geom, tempInertia1);
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// add localID so we can later map bullet object back to OpenSim object
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Body.setUserPointer(new IntPtr((int)m_localID));
|
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}
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|
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|
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if (prim_geom is btGImpactMeshShape)
|
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{
|
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@@ -2250,7 +2292,13 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
|
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|
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// Body = new btRigidBody(mass, tempMotionState1, prim_geom);
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//else
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Body = new btRigidBody(mass, tempMotionState1, prim_geom, tempInertia1);
|
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// Body = new btRigidBody(mass, tempMotionState1, prim_geom, tempInertia1);
|
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if (Body == null)
|
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{
|
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Body = new btRigidBody(mass, tempMotionState1, prim_geom, tempInertia1);
|
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// each body has the localID stored into it so we can identify collision objects
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Body.setUserPointer(new IntPtr((int)m_localID));
|
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}
|
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|
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if (prim_geom is btGImpactMeshShape)
|
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{
|
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|
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@@ -47,7 +47,9 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
|
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// private string m_sceneIdentifier = string.Empty;
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|
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private List<BulletDotNETCharacter> m_characters = new List<BulletDotNETCharacter>();
|
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private Dictionary<uint, BulletDotNETCharacter> m_charactersLocalID = new Dictionary<uint, BulletDotNETCharacter>();
|
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private List<BulletDotNETPrim> m_prims = new List<BulletDotNETPrim>();
|
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private Dictionary<uint, BulletDotNETPrim> m_primsLocalID = new Dictionary<uint, BulletDotNETPrim>();
|
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private List<BulletDotNETPrim> m_activePrims = new List<BulletDotNETPrim>();
|
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private List<PhysicsActor> m_taintedActors = new List<PhysicsActor>();
|
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private btDiscreteDynamicsWorld m_world;
|
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@@ -134,7 +136,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
|
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m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
|
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m_world = new btDiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_solver, m_collisionConfiguration);
|
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m_world.setGravity(m_gravity);
|
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//EnableCollisionInterface();
|
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EnableCollisionInterface();
|
||||
|
||||
|
||||
}
|
||||
@@ -145,7 +147,16 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
|
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avCapRadius, avStandupTensor, avDensity,
|
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avHeightFudgeFactor, avMovementDivisorWalk,
|
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avMovementDivisorRun);
|
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m_characters.Add(chr);
|
||||
try
|
||||
{
|
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m_characters.Add(chr);
|
||||
m_charactersLocalID.Add(chr.m_localID, chr);
|
||||
}
|
||||
catch
|
||||
{
|
||||
// noop if it's already there
|
||||
m_log.Debug("[PHYSICS] BulletDotNet: adding duplicate avatar localID");
|
||||
}
|
||||
AddPhysicsActorTaint(chr);
|
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return chr;
|
||||
}
|
||||
@@ -154,6 +165,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
|
||||
{
|
||||
BulletDotNETCharacter chr = (BulletDotNETCharacter) actor;
|
||||
|
||||
m_charactersLocalID.Remove(chr.m_localID);
|
||||
m_characters.Remove(chr);
|
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m_world.removeRigidBody(chr.Body);
|
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m_world.removeCollisionObject(chr.Body);
|
||||
@@ -279,7 +291,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
|
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prim.Move(timeStep);
|
||||
}
|
||||
}
|
||||
float steps = m_world.stepSimulation(timeStep * 1000, 10, WorldTimeComp);
|
||||
float steps = m_world.stepSimulation(timeStep, 10, WorldTimeComp);
|
||||
|
||||
foreach (BulletDotNETCharacter chr in m_characters)
|
||||
{
|
||||
@@ -296,20 +308,67 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
|
||||
}
|
||||
if (m_CollisionInterface != null)
|
||||
{
|
||||
List<int> collisions = m_CollisionInterface.GetContactList();
|
||||
lock (collisions)
|
||||
List<BulletDotNETPrim> primsWithCollisions = new List<BulletDotNETPrim>();
|
||||
List<BulletDotNETCharacter> charactersWithCollisions = new List<BulletDotNETCharacter>();
|
||||
|
||||
// get the collisions that happened this tick
|
||||
List<BulletDotNET.ContactAddedCallbackHandler.ContactInfo> collisions = m_CollisionInterface.GetContactList();
|
||||
// passed back the localID of the prim so we can associate the prim
|
||||
foreach (BulletDotNET.ContactAddedCallbackHandler.ContactInfo ci in collisions)
|
||||
{
|
||||
foreach (int pvalue in collisions)
|
||||
{
|
||||
System.Console.Write(string.Format("{0} ", pvalue));
|
||||
}
|
||||
// ContactPoint = { contactPoint, contactNormal, penetrationDepth }
|
||||
ContactPoint contact = new ContactPoint(new Vector3(ci.pX, ci.pY, ci.pZ),
|
||||
new Vector3(ci.nX, ci.nY, ci.nZ), ci.depth);
|
||||
|
||||
ProcessContact(ci.contact, ci.contactWith, contact, ref primsWithCollisions, ref charactersWithCollisions);
|
||||
ProcessContact(ci.contactWith, ci.contact, contact, ref primsWithCollisions, ref charactersWithCollisions);
|
||||
|
||||
}
|
||||
m_CollisionInterface.Clear();
|
||||
|
||||
// for those prims and characters that had collisions cause collision events
|
||||
foreach (BulletDotNETPrim bdnp in primsWithCollisions)
|
||||
{
|
||||
bdnp.SendCollisions();
|
||||
}
|
||||
foreach (BulletDotNETCharacter bdnc in charactersWithCollisions)
|
||||
{
|
||||
bdnc.SendCollisions();
|
||||
}
|
||||
}
|
||||
return steps;
|
||||
}
|
||||
|
||||
private void ProcessContact(uint cont, uint contWith, ContactPoint contact,
|
||||
ref List<BulletDotNETPrim> primsWithCollisions,
|
||||
ref List<BulletDotNETCharacter> charactersWithCollisions)
|
||||
{
|
||||
BulletDotNETPrim bdnp;
|
||||
// collisions with a normal prim?
|
||||
if (m_primsLocalID.TryGetValue(cont, out bdnp))
|
||||
{
|
||||
// Added collision event to the prim. This creates a pile of events
|
||||
// that will be sent to any subscribed listeners.
|
||||
bdnp.AddCollision(contWith, contact);
|
||||
if (!primsWithCollisions.Contains(bdnp))
|
||||
{
|
||||
primsWithCollisions.Add(bdnp);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
BulletDotNETCharacter bdnc;
|
||||
// if not a prim, maybe it's one of the characters
|
||||
if (m_charactersLocalID.TryGetValue(cont, out bdnc))
|
||||
{
|
||||
bdnc.AddCollision(contWith, contact);
|
||||
if (!charactersWithCollisions.Contains(bdnc))
|
||||
{
|
||||
charactersWithCollisions.Add(bdnc);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override void GetResults()
|
||||
{
|
||||
|
||||
@@ -387,6 +446,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
|
||||
m_terrainTransform = new btTransform(QuatIdentity, m_terrainPosition);
|
||||
m_terrainMotionState = new btDefaultMotionState(m_terrainTransform);
|
||||
TerrainBody = new btRigidBody(0, m_terrainMotionState, m_terrainShape);
|
||||
TerrainBody.setUserPointer((IntPtr)0);
|
||||
m_world.addRigidBody(TerrainBody);
|
||||
|
||||
|
||||
@@ -459,6 +519,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
|
||||
{
|
||||
lock (m_prims)
|
||||
{
|
||||
m_primsLocalID.Clear();
|
||||
foreach (BulletDotNETPrim prim in m_prims)
|
||||
{
|
||||
if (prim.Body != null)
|
||||
@@ -513,6 +574,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
|
||||
m_world.removeRigidBody(body);
|
||||
}
|
||||
remActivePrim(prm);
|
||||
m_primsLocalID.Remove(prm.m_localID);
|
||||
m_prims.Remove(prm);
|
||||
}
|
||||
|
||||
@@ -686,9 +748,18 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
|
||||
{
|
||||
if (!m_prims.Contains(pPrim))
|
||||
{
|
||||
m_prims.Add(pPrim);
|
||||
try
|
||||
{
|
||||
m_prims.Add(pPrim);
|
||||
m_primsLocalID.Add(pPrim.m_localID, pPrim);
|
||||
}
|
||||
catch
|
||||
{
|
||||
// noop if it's already there
|
||||
m_log.Debug("[PHYSICS] BulletDotNet: adding duplicate prim localID");
|
||||
}
|
||||
m_world.addRigidBody(pPrim.Body);
|
||||
m_log.Debug("ADDED");
|
||||
// m_log.Debug("[PHYSICS] added prim to scene");
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -696,8 +767,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
|
||||
{
|
||||
if (m_CollisionInterface == null)
|
||||
{
|
||||
m_CollisionInterface = new ContactAddedCallbackHandler();
|
||||
m_world.SetCollisionAddedCallback(m_CollisionInterface);
|
||||
m_CollisionInterface = new ContactAddedCallbackHandler(m_world);
|
||||
// m_world.SetCollisionAddedCallback(m_CollisionInterface);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user