applied Darok"s BulletXPlugin changes 003.patch
parent
6a43889f65
commit
2d5f5e2b32
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@ -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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// 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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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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}
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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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}
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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
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MonoXnaCompactMaths.Vector3 _localInertia = new MonoXnaCompactMaths.Vector3();
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_collisionShape.CalculateLocalInertia(_mass, out _localInertia); //Always when mass > 0
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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
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}
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}
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}
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public RigidBody RigidBody
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{
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get
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{
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return rigidBody;
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}
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}
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public override bool Flying
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{
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get
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@ -580,7 +722,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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vec.X = this._velocity.X;
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vec.Y = this._velocity.Y;
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vec.Z = this._velocity.Z;
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if ((vec.X != 0.0f) || (vec.Y != 0.0f) || (vec.Z != 0.0f)) rigidBody.Activate();
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if (flying)
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{
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//Antigravity with movement
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@ -677,33 +819,37 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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//For now all prims have the same density, all prims are made of water. Be water my friend! :D
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private const float _density = 1000.0f;
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private RigidBody rigidBody;
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private BulletXScene _parent_scene;
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//_physical value will be linked with the prim object value
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private Boolean _physical = false;
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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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{
|
||||
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
|
||||
|
|
|
@ -0,0 +1,17 @@
|
|||
/*
|
||||
Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
|
||||
|
||||
This software is provided 'as-is', without any express or implied warranty.
|
||||
In no event will the authors be held liable for any damages arising from the use of this software.
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it freely,
|
||||
subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
|
||||
Free for commercial use, but please mail bullet@erwincoumans.com to report projects, and join the forum at
|
||||
www.continuousphysics.com/Bullet/phpBB2
|
Binary file not shown.
Binary file not shown.
Binary file not shown.
|
@ -0,0 +1,360 @@
|
|||
/*
|
||||
* WARNING!: this class is not in the original BulletX
|
||||
* By the way it's based on the Bullet btHeightfieldTerrainShape:
|
||||
* http://www.continuousphysics.com/Bullet/BulletFull/classbtHeightfieldTerrainShape.html
|
||||
*****************************************************************************************
|
||||
* 3RD PARTY LICENSE. The next it's the original 3rd party lincense of Bullet:
|
||||
* ----------------------------------------------------------------------------
|
||||
Bullet Continuous Collision Detection and Physics Library
|
||||
Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
|
||||
|
||||
This software is provided 'as-is', without any express or implied warranty.
|
||||
In no event will the authors be held liable for any damages arising from the use of this software.
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it freely,
|
||||
subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
* ------------------------------------------------------------------------------
|
||||
*/
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
using MonoXnaCompactMaths;
|
||||
|
||||
namespace XnaDevRu.BulletX
|
||||
{
|
||||
public class HeightfieldTerrainShape : ConcaveShape
|
||||
{
|
||||
private Vector3 _localAabbMin;
|
||||
private Vector3 _localAabbMax;
|
||||
private Vector3 _localScaling = new Vector3(1f,1f,1f);
|
||||
private int _width;
|
||||
private int _length;
|
||||
private float[] _heightfieldData;
|
||||
private float _maxHeight;
|
||||
private int _upAxis;
|
||||
private bool _useFloatData;
|
||||
private bool _flipQuadEdges;
|
||||
private bool _useDiamondSubdivision = false;
|
||||
private float _defaultCollisionMargin = 0.6f;
|
||||
|
||||
public HeightfieldTerrainShape(int width, int length, float[] heightfieldData, float maxHeight,
|
||||
int upAxis, bool useFloatData, bool flipQuadEdges)
|
||||
{
|
||||
_width = width;
|
||||
_length = length;
|
||||
_heightfieldData = heightfieldData;
|
||||
_maxHeight = maxHeight;
|
||||
_upAxis = upAxis;
|
||||
_useFloatData = useFloatData;
|
||||
_flipQuadEdges = flipQuadEdges;
|
||||
this.Margin = _defaultCollisionMargin;
|
||||
|
||||
float quantizationMargin = 1f;
|
||||
|
||||
//enlarge the AABB to avoid division by zero when initializing the quantization value
|
||||
Vector3 clampValue = new Vector3(quantizationMargin, quantizationMargin, quantizationMargin);
|
||||
Vector3 halfExtents = new Vector3(0, 0, 0);
|
||||
|
||||
switch (_upAxis)
|
||||
{
|
||||
case 0:
|
||||
halfExtents.X = _maxHeight;
|
||||
halfExtents.Y = _width;
|
||||
halfExtents.Z = _length;
|
||||
break;
|
||||
case 1:
|
||||
halfExtents.X = _width;
|
||||
halfExtents.Y = _maxHeight;
|
||||
halfExtents.Z = _length;
|
||||
break;
|
||||
case 2:
|
||||
halfExtents.X = _width;
|
||||
halfExtents.Y = _length;
|
||||
halfExtents.Z = _maxHeight;
|
||||
break;
|
||||
default:
|
||||
//need to get valid _upAxis
|
||||
//btAssert(0);
|
||||
throw new Exception("HeightfieldTerrainShape: need to get valid _upAxis");
|
||||
}
|
||||
|
||||
halfExtents *= 0.5f;
|
||||
|
||||
_localAabbMin = -halfExtents - clampValue;
|
||||
_localAabbMax = halfExtents + clampValue;
|
||||
//Vector3 aabbSize = new Vector3();
|
||||
//aabbSize = m_localAabbMax - m_localAabbMin;
|
||||
|
||||
}
|
||||
|
||||
protected Vector3 LocalAabbMin
|
||||
{ get { return _localAabbMin; } set { _localAabbMin = value; } }
|
||||
protected Vector3 LocalAabbMax
|
||||
{ get { return _localAabbMax; } set { _localAabbMax = value; } }
|
||||
public override string Name
|
||||
{
|
||||
get
|
||||
{
|
||||
return "HeightfieldTerrain";
|
||||
}
|
||||
}
|
||||
public override Vector3 LocalScaling
|
||||
{
|
||||
get
|
||||
{
|
||||
return _localScaling;
|
||||
}
|
||||
set
|
||||
{
|
||||
_localScaling = value;
|
||||
}
|
||||
}
|
||||
public override float Margin
|
||||
{
|
||||
get
|
||||
{
|
||||
return base.Margin;
|
||||
}
|
||||
set
|
||||
{
|
||||
base.Margin = value;
|
||||
}
|
||||
}
|
||||
public override BroadphaseNativeTypes ShapeType
|
||||
{
|
||||
get { return BroadphaseNativeTypes.Terrain; }
|
||||
}
|
||||
public Vector3 HalfExtents
|
||||
{
|
||||
get
|
||||
{
|
||||
Vector3 halfExtents = new Vector3();
|
||||
switch (_upAxis)
|
||||
{
|
||||
case 0:
|
||||
halfExtents.X = 2f;//_maxHeight;
|
||||
halfExtents.Y = _width;
|
||||
halfExtents.Z = _length;
|
||||
break;
|
||||
case 1:
|
||||
halfExtents.X = _width;
|
||||
halfExtents.Y = 2f;// _maxHeight;
|
||||
halfExtents.Z = _length;
|
||||
break;
|
||||
case 2:
|
||||
halfExtents.X = _width;
|
||||
halfExtents.Y = _length;
|
||||
halfExtents.Z = 2f;// _maxHeight;
|
||||
break;
|
||||
default:
|
||||
//need to get valid m_upAxis
|
||||
//btAssert(0);
|
||||
throw new Exception("HeightfieldTerrainShape: need to get valid _upAxis");
|
||||
//break;
|
||||
}
|
||||
halfExtents *= 0.5f;
|
||||
return halfExtents;
|
||||
}
|
||||
}
|
||||
|
||||
public override void ProcessAllTriangles(ITriangleCallback callback, Vector3 aabbMin, Vector3 aabbMax)
|
||||
{
|
||||
//(void)callback;
|
||||
//(void)aabbMax;
|
||||
//(void)aabbMin;
|
||||
|
||||
//quantize the aabbMin and aabbMax, and adjust the start/end ranges
|
||||
|
||||
int[] quantizedAabbMin = new int[3];
|
||||
int[] quantizedAabbMax = new int[3];
|
||||
|
||||
Vector3 localAabbMin = aabbMin * new Vector3(1f/_localScaling.X,1f/_localScaling.Y,1f/_localScaling.Z );
|
||||
Vector3 localAabbMax = aabbMax * new Vector3(1f/_localScaling.X,1f/_localScaling.Y,1f/_localScaling.Z);
|
||||
|
||||
quantizeWithClamp(ref quantizedAabbMin, localAabbMin);
|
||||
quantizeWithClamp(ref quantizedAabbMax, localAabbMax);
|
||||
|
||||
|
||||
|
||||
int startX=0;
|
||||
int endX=_width-1;
|
||||
int startJ=0;
|
||||
int endJ=_length-1;
|
||||
|
||||
switch(_upAxis)
|
||||
{
|
||||
case 0:
|
||||
quantizedAabbMin[1]+=_width/2-1;
|
||||
quantizedAabbMax[1]+=_width/2+1;
|
||||
quantizedAabbMin[2]+=_length/2-1;
|
||||
quantizedAabbMax[2]+=_length/2+1;
|
||||
|
||||
if (quantizedAabbMin[1]>startX)
|
||||
startX = quantizedAabbMin[1];
|
||||
if (quantizedAabbMax[1]<endX)
|
||||
endX = quantizedAabbMax[1];
|
||||
if (quantizedAabbMin[2]>startJ)
|
||||
startJ = quantizedAabbMin[2];
|
||||
if (quantizedAabbMax[2]<endJ)
|
||||
endJ = quantizedAabbMax[2];
|
||||
break;
|
||||
case 1:
|
||||
quantizedAabbMin[0]+=_width/2-1;
|
||||
quantizedAabbMax[0]+=_width/2+1;
|
||||
quantizedAabbMin[2]+=_length/2-1;
|
||||
quantizedAabbMax[2]+=_length/2+1;
|
||||
|
||||
if (quantizedAabbMin[0]>startX)
|
||||
startX = quantizedAabbMin[0];
|
||||
if (quantizedAabbMax[0]<endX)
|
||||
endX = quantizedAabbMax[0];
|
||||
if (quantizedAabbMin[2]>startJ)
|
||||
startJ = quantizedAabbMin[2];
|
||||
if (quantizedAabbMax[2]<endJ)
|
||||
endJ = quantizedAabbMax[2];
|
||||
break;
|
||||
case 2:
|
||||
quantizedAabbMin[0]+=_width/2-1;
|
||||
quantizedAabbMax[0]+=_width/2+1;
|
||||
quantizedAabbMin[1]+=_length/2-1;
|
||||
quantizedAabbMax[1]+=_length/2+1;
|
||||
|
||||
if (quantizedAabbMin[0]>startX)
|
||||
startX = quantizedAabbMin[0];
|
||||
if (quantizedAabbMax[0]<endX)
|
||||
endX = quantizedAabbMax[0];
|
||||
if (quantizedAabbMin[1]>startJ)
|
||||
startJ = quantizedAabbMin[1];
|
||||
if (quantizedAabbMax[1]<endJ)
|
||||
endJ = quantizedAabbMax[1];
|
||||
break;
|
||||
default:
|
||||
//need to get valid m_upAxis
|
||||
throw new Exception("HeightfieldTerrainShape: need to get valid _upAxis");
|
||||
//break;
|
||||
}
|
||||
|
||||
for(int j=startJ; j<endJ; j++)
|
||||
{
|
||||
for(int x=startX; x<endX; x++)
|
||||
{
|
||||
Vector3[] vertices = new Vector3[3];
|
||||
//if (m_flipQuadEdges || (m_useDiamondSubdivision && ((j + x) & 1)))
|
||||
if (_flipQuadEdges || (_useDiamondSubdivision && (((j + x) & 1) > 0)))
|
||||
{
|
||||
//first triangle
|
||||
getVertex(x,j,ref vertices[0]);
|
||||
getVertex(x+1,j,ref vertices[1]);
|
||||
getVertex(x+1,j+1,ref vertices[2]);
|
||||
//callback->processTriangle(vertices,x,j);
|
||||
callback.ProcessTriangle(vertices,x,j);
|
||||
|
||||
//second triangle
|
||||
getVertex(x,j,ref vertices[0]);
|
||||
getVertex(x+1,j+1,ref vertices[1]);
|
||||
getVertex(x,j+1,ref vertices[2]);
|
||||
//callback->processTriangle(vertices,x,j);
|
||||
callback.ProcessTriangle(vertices, x, j);
|
||||
}
|
||||
else
|
||||
{
|
||||
//first triangle
|
||||
getVertex(x,j,ref vertices[0]);
|
||||
getVertex(x,j+1,ref vertices[1]);
|
||||
getVertex(x+1,j,ref vertices[2]);
|
||||
//callback->processTriangle(vertices,x,j);
|
||||
callback.ProcessTriangle(vertices,x,j);
|
||||
|
||||
//second triangle
|
||||
getVertex(x+1,j,ref vertices[0]);
|
||||
getVertex(x,j+1,ref vertices[1]);
|
||||
getVertex(x+1,j+1,ref vertices[2]);
|
||||
//callback->processTriangle(vertices,x,j);
|
||||
callback.ProcessTriangle(vertices,x,j);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
public override void GetAabb(Matrix t, out Vector3 aabbMin, out Vector3 aabbMax)
|
||||
{
|
||||
//aabbMin = new Vector3(-1e30f, -1e30f, -1e30f);
|
||||
//aabbMax = new Vector3(1e30f, 1e30f, 1e30f);
|
||||
|
||||
Vector3 halfExtents = (_localAabbMax - _localAabbMin) * _localScaling * 0.5f;
|
||||
|
||||
Vector3 center = t.Translation;
|
||||
Vector3 extent = new Vector3(Math.Abs(halfExtents.X), Math.Abs(halfExtents.Y), Math.Abs(halfExtents.Z));
|
||||
extent += new Vector3(Margin, Margin, Margin);
|
||||
|
||||
aabbMin = center - extent;
|
||||
aabbMax = center + extent;
|
||||
}
|
||||
public override void CalculateLocalInertia(float mass, out Vector3 inertia)
|
||||
{
|
||||
//moving concave objects not supported
|
||||
inertia = new Vector3();
|
||||
}
|
||||
public float getHeightFieldValue(int x,int y)
|
||||
{
|
||||
float val = 0f;
|
||||
if (_useFloatData)
|
||||
{
|
||||
val = _heightfieldData[(y * _width) + x];
|
||||
}
|
||||
else
|
||||
{
|
||||
//assume unsigned short int
|
||||
int heightFieldValue = (int)_heightfieldData[(y * _width) + x];
|
||||
val = heightFieldValue * _maxHeight/65535f;
|
||||
}
|
||||
return val;
|
||||
}
|
||||
public void getVertex(int x,int y,ref Vector3 vertex)
|
||||
{
|
||||
if (x < 0) x = 0;
|
||||
if (y < 0) y = 0;
|
||||
if (x >= _width) x = _width - 1;
|
||||
if (y >= _length) y = _length - 1;
|
||||
float height = getHeightFieldValue(x,y);
|
||||
switch(_upAxis)
|
||||
{
|
||||
case 0:
|
||||
vertex.X = height;
|
||||
vertex.Y = (- _width/2 ) + x;
|
||||
vertex.Z = (- _length/2 ) + y;
|
||||
break;
|
||||
case 1:
|
||||
vertex.X = (- _width/2 ) + x;
|
||||
vertex.Y = height;
|
||||
vertex.Z = (- _length/2 ) + y;
|
||||
break;
|
||||
case 2:
|
||||
vertex.X = (- _width/2 ) + x;
|
||||
vertex.Y = (- _length/2 ) + y;
|
||||
vertex.Z = height;
|
||||
break;
|
||||
default:
|
||||
//need to get valid m_upAxis
|
||||
throw new Exception("HeightfieldTerrainShape: need to get valid _upAxis");
|
||||
//break;
|
||||
}
|
||||
vertex *= _localScaling;
|
||||
}
|
||||
public void quantizeWithClamp(ref int[] _out,Vector3 point)
|
||||
{
|
||||
Vector3 clampedPoint = point;
|
||||
MathHelper.SetMax(ref clampedPoint,_localAabbMin);
|
||||
MathHelper.SetMin(ref clampedPoint, _localAabbMax);
|
||||
Vector3 v = clampedPoint;
|
||||
|
||||
_out[0] = (int)(v.X);
|
||||
_out[1] = (int)(v.Y);
|
||||
_out[2] = (int)(v.Z);
|
||||
//correct for
|
||||
}
|
||||
}
|
||||
}
|
|
@ -78,6 +78,7 @@
|
|||
<Compile Include="Collision\CollisionShapes\CylinderShapeZ.cs" />
|
||||
<Compile Include="Collision\CollisionShapes\EmptyShape.cs" />
|
||||
<Compile Include="Collision\CollisionShapes\FilteredCallback.cs" />
|
||||
<Compile Include="Collision\CollisionShapes\HeightfieldTerrainShape.cs" />
|
||||
<Compile Include="Collision\CollisionShapes\InternalTriangleIndexCallback.cs" />
|
||||
<Compile Include="Collision\CollisionShapes\LocalSupportVertexCallback.cs" />
|
||||
<Compile Include="Collision\CollisionShapes\MinkowskiSumShape.cs" />
|
||||
|
|
|
@ -573,7 +573,11 @@ namespace MonoXnaCompactMaths
|
|||
|
||||
public static Matrix operator /(Matrix matrix1, float divider)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
return new Matrix(
|
||||
matrix1.M11 / divider, matrix1.M12 / divider, matrix1.M13 / divider, matrix1.M14 / divider,
|
||||
matrix1.M21 / divider, matrix1.M22 / divider, matrix1.M23 / divider, matrix1.M24 / divider,
|
||||
matrix1.M31 / divider, matrix1.M32 / divider, matrix1.M33 / divider, matrix1.M34 / divider,
|
||||
matrix1.M41 / divider, matrix1.M42 / divider, matrix1.M43 / divider, matrix1.M44 / divider);
|
||||
}
|
||||
|
||||
|
||||
|
@ -658,7 +662,10 @@ namespace MonoXnaCompactMaths
|
|||
|
||||
public override string ToString()
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
return "[(" + this.M11 + ", " + this.M12 + ", " + this.M13 + ", " + this.M14 + ")\n ("
|
||||
+ this.M21 + ", " + this.M22 + ", " + this.M23 + ", " + this.M24 + ")\n ("
|
||||
+ this.M31 + ", " + this.M32 + ", " + this.M33 + ", " + this.M34 + ")\n ("
|
||||
+ this.M41 + ", " + this.M42 + ", " + this.M43 + ", " + this.M44 + ")]";
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -90,7 +90,91 @@ namespace MonoXnaCompactMaths
|
|||
|
||||
public static Quaternion CreateFromRotationMatrix(Matrix matrix)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
float Omega2 = matrix.M44;
|
||||
if (!isAprox(Omega2, 1f))
|
||||
{
|
||||
//"Normalize" the Rotation matrix. Norma = M44 = Omega2
|
||||
matrix = matrix / Omega2;
|
||||
}
|
||||
//Deducted from: public static Matrix CreateFromQuaternion(Quaternion quaternion)
|
||||
float lambda1pos, lambda2pos, lambda3pos, lambda1neg, lambda2neg, lambda3neg;
|
||||
lambda1pos = (1f - matrix.M11 + matrix.M23 + matrix.M32) / 2f;
|
||||
lambda2pos = (1f - matrix.M22 + matrix.M13 + matrix.M31) / 2f;
|
||||
lambda3pos = (1f - matrix.M33 + matrix.M12 + matrix.M21) / 2f;
|
||||
lambda1neg = (1f - matrix.M11 - matrix.M23 - matrix.M32) / 2f;
|
||||
lambda2neg = (1f - matrix.M22 - matrix.M13 - matrix.M31) / 2f;
|
||||
lambda3neg = (1f - matrix.M33 - matrix.M12 - matrix.M21) / 2f;
|
||||
|
||||
//lambadIS = (qJ + s*qK)^2
|
||||
//q0 = w | q1 = x | q2 = y, q3 = z
|
||||
//Every value of qI (I=1,2,3) has 4 possible values cause the sqrt
|
||||
float[] x = new float[4]; float[] y = new float[4]; float[] z = new float[4];
|
||||
float[] sig1 = {1f, 1f, -1f, -1f};
|
||||
float[] sig2 = {1f, -1f, 1f, -1f};
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
x[i] = (sig1[i] * (float)Math.Sqrt(lambda1pos) + sig2[i] * (float)Math.Sqrt(lambda1neg)) / 2f;
|
||||
y[i] = (sig1[i] * (float)Math.Sqrt(lambda2pos) + sig2[i] * (float)Math.Sqrt(lambda2neg)) / 2f;
|
||||
z[i] = (sig1[i] * (float)Math.Sqrt(lambda3pos) + sig2[i] * (float)Math.Sqrt(lambda3neg)) / 2f;
|
||||
}
|
||||
|
||||
//Only a set of x, y, z are the corrects values. So it requires testing
|
||||
int li_i=0, li_j=0, li_k=0;
|
||||
bool lb_testL1P, lb_testL2P, lb_testL3P, lb_testL1N, lb_testL2N, lb_testL3N;
|
||||
bool lb_superLambda = false;
|
||||
while((li_i<4)&&(!lb_superLambda))
|
||||
{
|
||||
while ((li_j < 4) && (!lb_superLambda))
|
||||
{
|
||||
while ((li_k < 4) && (!lb_superLambda))
|
||||
{
|
||||
lb_testL1P = isAprox((float)(
|
||||
Math.Pow((double)(y[li_j] + z[li_k]), 2.0)), lambda1pos);
|
||||
lb_testL2P = isAprox((float)(
|
||||
Math.Pow((double)(x[li_i] + z[li_k]), 2.0)), lambda2pos);
|
||||
lb_testL3P = isAprox((float)(
|
||||
Math.Pow((double)(x[li_i] + y[li_j]), 2.0)), lambda3pos);
|
||||
lb_testL1N = isAprox((float)(
|
||||
Math.Pow((double)(y[li_j] - z[li_k]), 2.0)), lambda1neg);
|
||||
lb_testL2N = isAprox((float)(
|
||||
Math.Pow((double)(x[li_i] - z[li_k]), 2.0)), lambda2neg);
|
||||
lb_testL3N = isAprox((float)(
|
||||
Math.Pow((double)(x[li_i] - y[li_j]), 2.0)), lambda3neg);
|
||||
|
||||
lb_superLambda = (lb_testL1P && lb_testL2P && lb_testL3P
|
||||
&& lb_testL1N && lb_testL2N && lb_testL3N);
|
||||
|
||||
if (!lb_superLambda) li_k++;
|
||||
}
|
||||
if (!lb_superLambda) li_j++;
|
||||
}
|
||||
if (!lb_superLambda) li_i++;
|
||||
}
|
||||
|
||||
Quaternion q = new Quaternion();
|
||||
|
||||
if (lb_superLambda)
|
||||
{
|
||||
q.X = x[li_i]; q.Y = y[li_j]; q.Z = z[li_k];
|
||||
q.W = (matrix.M12 - 2f * q.X * q.Y) / (2f * q.Z);
|
||||
|
||||
if (!isAprox(Omega2, 1f))
|
||||
{
|
||||
if (Omega2 < 0) throw new Exception("Quaternion.CreateFromRotationMatrix: Omega2 is negative!");
|
||||
q = q * (float)Math.Sqrt(Omega2);//2 possibles values (+/-). For now only 1.
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
q = Quaternion.identity;
|
||||
}
|
||||
|
||||
return q;
|
||||
}
|
||||
private static float floatError = 0.000001f;
|
||||
private static bool isAprox(float test, float realValue)
|
||||
{
|
||||
return (((realValue * (1f - floatError)) <= test) && (test <= (realValue * (1f + floatError))));
|
||||
}
|
||||
|
||||
|
||||
|
@ -317,7 +401,8 @@ namespace MonoXnaCompactMaths
|
|||
|
||||
public static Quaternion operator *(Quaternion quaternion1, float scaleFactor)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
return new Quaternion(quaternion1.X / scaleFactor, quaternion1.Y / scaleFactor,
|
||||
quaternion1.Z / scaleFactor, quaternion1.W / scaleFactor);
|
||||
}
|
||||
|
||||
|
||||
|
@ -335,7 +420,7 @@ namespace MonoXnaCompactMaths
|
|||
|
||||
public override string ToString()
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
return "(" + this.X + ", " + this.Y + ", " + this.Z + ", " + this.W + ")";
|
||||
}
|
||||
|
||||
private static void Conjugate(ref Quaternion quaternion, out Quaternion result)
|
||||
|
|
Loading…
Reference in New Issue