Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
commit
33a4f07c4e
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@ -82,7 +82,13 @@ public sealed class BSCharacter : BSPhysObject
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{
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_physicsActorType = (int)ActorTypes.Agent;
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_position = pos;
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// Old versions of ScenePresence passed only the height. If width and/or depth are zero,
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// replace with the default values.
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_size = size;
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if (_size.X == 0f) _size.X = PhysicsScene.Params.avatarCapsuleDepth;
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if (_size.Y == 0f) _size.Y = PhysicsScene.Params.avatarCapsuleWidth;
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_flying = isFlying;
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_orientation = OMV.Quaternion.Identity;
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_velocity = OMV.Vector3.Zero;
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@ -175,8 +181,7 @@ public sealed class BSCharacter : BSPhysObject
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get
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{
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// Avatar capsule size is kept in the scale parameter.
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// return _size;
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return new OMV.Vector3(Scale.X * 2f, Scale.Y * 2f, Scale.Z);
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return _size;
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}
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set {
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@ -184,8 +189,8 @@ public sealed class BSCharacter : BSPhysObject
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_size = value;
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ComputeAvatarScale(_size);
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ComputeAvatarVolumeAndMass();
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DetailLog("{0},BSCharacter.setSize,call,scale={1},density={2},volume={3},mass={4}",
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LocalID, Scale, _avatarDensity, _avatarVolume, RawMass);
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DetailLog("{0},BSCharacter.setSize,call,size={1},scale={2},density={3},volume={4},mass={5}",
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LocalID, _size, Scale, _avatarDensity, _avatarVolume, RawMass);
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PhysicsScene.TaintedObject("BSCharacter.setSize", delegate()
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{
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@ -203,9 +208,9 @@ public sealed class BSCharacter : BSPhysObject
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set { BaseShape = value; }
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}
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// I want the physics engine to make an avatar capsule
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public override ShapeData.PhysicsShapeType PreferredPhysicalShape
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public override PhysicsShapeType PreferredPhysicalShape
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{
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get {return ShapeData.PhysicsShapeType.SHAPE_AVATAR; }
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get {return PhysicsShapeType.SHAPE_CAPSULE; }
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}
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public override bool Grabbed {
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@ -614,13 +619,19 @@ public sealed class BSCharacter : BSPhysObject
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// The 'size' given by the simulator is the mid-point of the avatar
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// and X and Y are unspecified.
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OMV.Vector3 newScale = OMV.Vector3.Zero;
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newScale.X = PhysicsScene.Params.avatarCapsuleRadius;
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newScale.Y = PhysicsScene.Params.avatarCapsuleRadius;
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OMV.Vector3 newScale = size;
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// newScale.X = PhysicsScene.Params.avatarCapsuleWidth;
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// newScale.Y = PhysicsScene.Params.avatarCapsuleDepth;
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// From the total height, remove the capsule half spheres that are at each end
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newScale.Z = size.Z - (newScale.X + newScale.Y);
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Scale = newScale;
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// The 1.15f came from ODE. Not sure what this factors in.
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// newScale.Z = (size.Z * 1.15f) - (newScale.X + newScale.Y);
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// The total scale height is the central cylindar plus the caps on the two ends.
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newScale.Z = size.Z + (Math.Min(size.X, size.Y) * 2f);
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// Convert diameters to radii and height to half height -- the way Bullet expects it.
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Scale = newScale / 2f;
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}
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// set _avatarVolume and _mass based on capsule size, _density and Scale
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@ -82,9 +82,9 @@ public abstract class BSLinkset
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// Some linksets have a preferred physical shape.
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// Returns SHAPE_UNKNOWN if there is no preference. Causes the correct shape to be selected.
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public virtual ShapeData.PhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor)
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public virtual PhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor)
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{
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return ShapeData.PhysicsShapeType.SHAPE_UNKNOWN;
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return PhysicsShapeType.SHAPE_UNKNOWN;
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}
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// Linksets move around the children so the linkset might need to compute the child position
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@ -42,12 +42,12 @@ public sealed class BSLinksetCompound : BSLinkset
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}
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// For compound implimented linksets, if there are children, use compound shape for the root.
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public override ShapeData.PhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor)
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public override PhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor)
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{
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ShapeData.PhysicsShapeType ret = ShapeData.PhysicsShapeType.SHAPE_UNKNOWN;
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PhysicsShapeType ret = PhysicsShapeType.SHAPE_UNKNOWN;
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if (IsRoot(requestor) && HasAnyChildren)
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{
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ret = ShapeData.PhysicsShapeType.SHAPE_COMPOUND;
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ret = PhysicsShapeType.SHAPE_COMPOUND;
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}
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// DetailLog("{0},BSLinksetCompound.PreferredPhysicalShape,call,shape={1}", LinksetRoot.LocalID, ret);
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return ret;
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@ -94,9 +94,9 @@ public abstract class BSPhysObject : PhysicsActor
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public PrimitiveBaseShape BaseShape { get; protected set; }
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// Some types of objects have preferred physical representations.
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// Returns SHAPE_UNKNOWN if there is no preference.
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public virtual ShapeData.PhysicsShapeType PreferredPhysicalShape
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public virtual PhysicsShapeType PreferredPhysicalShape
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{
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get { return ShapeData.PhysicsShapeType.SHAPE_UNKNOWN; }
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get { return PhysicsShapeType.SHAPE_UNKNOWN; }
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}
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// When the physical properties are updated, an EntityProperty holds the update values.
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@ -47,7 +47,6 @@ public sealed class BSPrim : BSPhysObject
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// _size is what the user passed. Scale is what we pass to the physics engine with the mesh.
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// Often Scale is unity because the meshmerizer will apply _size when creating the mesh.
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private OMV.Vector3 _size; // the multiplier for each mesh dimension as passed by the user
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// private OMV.Vector3 _scale; // the multiplier for each mesh dimension for the mesh as created by the meshmerizer
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private bool _grabbed;
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private bool _isSelected;
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@ -94,7 +93,7 @@ public sealed class BSPrim : BSPhysObject
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_physicsActorType = (int)ActorTypes.Prim;
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_position = pos;
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_size = size;
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Scale = new OMV.Vector3(1f, 1f, 1f); // the scale will be set by CreateGeom depending on object type
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Scale = size; // the scale will be set by CreateGeom depending on object type
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_orientation = rotation;
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_buoyancy = 1f;
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_velocity = OMV.Vector3.Zero;
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@ -155,6 +154,8 @@ public sealed class BSPrim : BSPhysObject
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public override OMV.Vector3 Size {
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get { return _size; }
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set {
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// We presume the scale and size are the same. If scale must be changed for
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// the physical shape, that is done when the geometry is built.
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_size = value;
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ForceBodyShapeRebuild(false);
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}
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@ -170,7 +171,7 @@ public sealed class BSPrim : BSPhysObject
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}
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}
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// Whatever the linkset wants is what I want.
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public override ShapeData.PhysicsShapeType PreferredPhysicalShape
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public override PhysicsShapeType PreferredPhysicalShape
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{ get { return Linkset.PreferredPhysicalShape(this); } }
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public override bool ForceBodyShapeRebuild(bool inTaintTime)
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@ -274,19 +275,19 @@ public sealed class BSPrim : BSPhysObject
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if (!Linkset.IsRoot(this))
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_position = Linkset.Position(this);
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// don't do the GetObjectPosition for root elements because this function is called a zillion times
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// don't do the GetObjectPosition for root elements because this function is called a zillion times.
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// _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr);
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return _position;
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}
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set {
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// If you must push the position into the physics engine, use ForcePosition.
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// If the position must be forced into the physics engine, use ForcePosition.
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if (_position == value)
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{
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return;
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}
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_position = value;
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// TODO: what does it mean to set the position of a child prim?? Rebuild the constraint?
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PositionSanityCheck();
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PositionSanityCheck(false);
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PhysicsScene.TaintedObject("BSPrim.setPosition", delegate()
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{
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// DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
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@ -302,7 +303,7 @@ public sealed class BSPrim : BSPhysObject
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}
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set {
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_position = value;
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PositionSanityCheck();
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// PositionSanityCheck(); // Don't do this! Causes a loop and caller should know better.
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BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
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ActivateIfPhysical(false);
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}
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@ -311,52 +312,43 @@ public sealed class BSPrim : BSPhysObject
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// Check that the current position is sane and, if not, modify the position to make it so.
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// Check for being below terrain and being out of bounds.
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// Returns 'true' of the position was made sane by some action.
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private bool PositionSanityCheck()
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private bool PositionSanityCheck(bool inTaintTime)
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{
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bool ret = false;
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// If totally below the ground, move the prim up
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// TODO: figure out the right solution for this... only for dynamic objects?
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/*
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float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position);
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OMV.Vector3 upForce = OMV.Vector3.Zero;
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if (Position.Z < terrainHeight)
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{
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DetailLog("{0},BSPrim.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, _position, terrainHeight);
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_position.Z = terrainHeight + 2.0f;
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float targetHeight = terrainHeight + (Size.Z / 2f);
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// Upforce proportional to the distance away from the terrain. Correct the error in 1 sec.
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upForce.Z = (terrainHeight - Position.Z) * 1f;
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ret = true;
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}
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*/
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if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0)
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{
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float waterHeight = PhysicsScene.GetWaterLevelAtXYZ(_position);
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// TODO: a floating motor so object will bob in the water
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if (Position.Z < waterHeight)
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if (Math.Abs(Position.Z - waterHeight) > 0.1f)
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{
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_position.Z = waterHeight;
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// Upforce proportional to the distance away from the water. Correct the error in 1 sec.
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upForce.Z = (waterHeight - Position.Z) * 1f;
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ret = true;
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}
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}
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// TODO: check for out of bounds
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return ret;
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}
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// A version of the sanity check that also makes sure a new position value is
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// pushed to the physics engine. This routine would be used by anyone
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// who is not already pushing the value.
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private bool PositionSanityCheck(bool inTaintTime)
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// The above code computes a force to apply to correct any out-of-bounds problems. Apply same.
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if (ret)
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{
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bool ret = false;
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if (PositionSanityCheck())
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PhysicsScene.TaintedObject(inTaintTime, "BSPrim.PositionSanityCheck:belowTerrain", delegate()
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{
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// The new position value must be pushed into the physics engine but we can't
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// just assign to "Position" because of potential call loops.
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PhysicsScene.TaintedObject(inTaintTime, "BSPrim.PositionSanityCheck", delegate()
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{
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DetailLog("{0},BSPrim.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation);
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ForcePosition = _position;
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// Apply upforce and overcome gravity.
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ForceVelocity = ForceVelocity + upForce - PhysicsScene.DefaultGravity;
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});
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ret = true;
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}
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return ret;
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}
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@ -940,6 +932,7 @@ public sealed class BSPrim : BSPhysObject
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public override void AddForce(OMV.Vector3 force, bool pushforce) {
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AddForce(force, pushforce, false);
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}
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// Applying a force just adds this to the total force on the object.
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public void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) {
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// for an object, doesn't matter if force is a pushforce or not
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if (force.IsFinite())
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@ -971,6 +964,7 @@ public sealed class BSPrim : BSPhysObject
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});
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}
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// An impulse force is scaled by the mass of the object.
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public void ApplyForceImpulse(OMV.Vector3 impulse, bool inTaintTime)
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{
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OMV.Vector3 applyImpulse = impulse;
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@ -1423,7 +1417,7 @@ public sealed class BSPrim : BSPhysObject
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if (changed != 0)
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{
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// Only update the position of single objects and linkset roots
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if (this._parentPrim == null)
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if (Linkset.IsRoot(this))
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{
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base.RequestPhysicsterseUpdate();
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}
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@ -1435,19 +1429,24 @@ public sealed class BSPrim : BSPhysObject
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// Updates only for individual prims and for the root object of a linkset.
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if (Linkset.IsRoot(this))
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{
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// Assign to the local variables so the normal set action does not happen
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// Assign directly to the local variables so the normal set action does not happen
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_position = entprop.Position;
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_orientation = entprop.Rotation;
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_velocity = entprop.Velocity;
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_acceleration = entprop.Acceleration;
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_rotationalVelocity = entprop.RotationalVelocity;
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// The sanity check can change the velocity and/or position.
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if (PositionSanityCheck(true))
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{
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entprop.Position = _position;
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entprop.Velocity = _velocity;
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}
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// remember the current and last set values
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LastEntityProperties = CurrentEntityProperties;
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CurrentEntityProperties = entprop;
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PositionSanityCheck(true);
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OMV.Vector3 direction = OMV.Vector3.UnitX * _orientation;
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DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},dir={3},vel={4},rotVel={5}",
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LocalID, _position, _orientation, direction, _velocity, _rotationalVelocity);
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@ -712,7 +712,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
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// here just before the physics engine is called to step the simulation.
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public void ProcessTaints()
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{
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InTaintTime = true;
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InTaintTime = true; // Only used for debugging so locking is not necessary.
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ProcessRegularTaints();
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ProcessPostTaintTaints();
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InTaintTime = false;
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@ -758,6 +758,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
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DetailLog("{0},BSScene.ProcessTaints,leftTaintsOnList,numNotProcessed={1}", DetailLogZero, _taintOperations.Count);
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}
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*/
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// swizzle a new list into the list location so we can process what's there
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List<TaintCallbackEntry> oldList;
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lock (_taintLock)
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@ -787,8 +788,6 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
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// will replace any previous operation by the same object.
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public void PostTaintObject(String ident, uint ID, TaintCallback callback)
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{
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if (!m_initialized) return;
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string uniqueIdent = ident + "-" + ID.ToString();
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lock (_taintLock)
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{
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@ -864,13 +863,14 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
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}
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}
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// Only used for debugging. Does not change state of anything so locking is not necessary.
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public bool AssertInTaintTime(string whereFrom)
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{
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if (!InTaintTime)
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{
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DetailLog("{0},BSScene.AssertInTaintTime,NOT IN TAINT TIME,Region={1},Where={2}", DetailLogZero, RegionName, whereFrom);
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m_log.ErrorFormat("{0} NOT IN TAINT TIME!! Region={1}, Where={2}", LogHeader, RegionName, whereFrom);
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Util.PrintCallStack();
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Util.PrintCallStack(); // Prints the stack into the DEBUG log file.
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}
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return InTaintTime;
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}
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@ -1145,6 +1145,11 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
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(s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].contactProcessingThreshold, p, l, v); },
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(s,o,v) => { BulletSimAPI.SetContactProcessingThreshold2(o.PhysBody.ptr, v); } ),
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|
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new ParameterDefn("TerrainImplementation", "Type of shape to use for terrain (0=heightmap, 1=mesh)",
|
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(float)BSTerrainPhys.TerrainImplementation.Mesh,
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(s,cf,p,v) => { s.m_params[0].terrainImplementation = cf.GetFloat(p,v); },
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(s) => { return s.m_params[0].terrainImplementation; },
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(s,p,l,v) => { s.m_params[0].terrainImplementation = v; } ),
|
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new ParameterDefn("TerrainFriction", "Factor to reduce movement against terrain surface" ,
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0.5f,
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(s,cf,p,v) => { s.m_params[0].terrainFriction = cf.GetFloat(p, v); },
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||||
|
@ -1180,11 +1185,16 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
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(s,cf,p,v) => { s.m_params[0].avatarRestitution = cf.GetFloat(p, v); },
|
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(s) => { return s.m_params[0].avatarRestitution; },
|
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(s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarRestitution, p, l, v); } ),
|
||||
new ParameterDefn("AvatarCapsuleRadius", "Radius of space around an avatar",
|
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0.37f,
|
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(s,cf,p,v) => { s.m_params[0].avatarCapsuleRadius = cf.GetFloat(p, v); },
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||||
(s) => { return s.m_params[0].avatarCapsuleRadius; },
|
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(s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarCapsuleRadius, p, l, v); } ),
|
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new ParameterDefn("AvatarCapsuleWidth", "The distance between the sides of the avatar capsule",
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0.6f,
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(s,cf,p,v) => { s.m_params[0].avatarCapsuleWidth = cf.GetFloat(p, v); },
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(s) => { return s.m_params[0].avatarCapsuleWidth; },
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(s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarCapsuleWidth, p, l, v); } ),
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new ParameterDefn("AvatarCapsuleDepth", "The distance between the front and back of the avatar capsule",
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0.45f,
|
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(s,cf,p,v) => { s.m_params[0].avatarCapsuleDepth = cf.GetFloat(p, v); },
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(s) => { return s.m_params[0].avatarCapsuleDepth; },
|
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(s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarCapsuleDepth, p, l, v); } ),
|
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new ParameterDefn("AvatarCapsuleHeight", "Default height of space around avatar",
|
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1.5f,
|
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(s,cf,p,v) => { s.m_params[0].avatarCapsuleHeight = cf.GetFloat(p, v); },
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|
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@ -178,7 +178,7 @@ public sealed class BSShapeCollection : IDisposable
|
|||
bool ret = false;
|
||||
switch (shape.type)
|
||||
{
|
||||
case ShapeData.PhysicsShapeType.SHAPE_MESH:
|
||||
case PhysicsShapeType.SHAPE_MESH:
|
||||
MeshDesc meshDesc;
|
||||
if (Meshes.TryGetValue(shape.shapeKey, out meshDesc))
|
||||
{
|
||||
|
@ -201,7 +201,7 @@ public sealed class BSShapeCollection : IDisposable
|
|||
meshDesc.lastReferenced = System.DateTime.Now;
|
||||
Meshes[shape.shapeKey] = meshDesc;
|
||||
break;
|
||||
case ShapeData.PhysicsShapeType.SHAPE_HULL:
|
||||
case PhysicsShapeType.SHAPE_HULL:
|
||||
HullDesc hullDesc;
|
||||
if (Hulls.TryGetValue(shape.shapeKey, out hullDesc))
|
||||
{
|
||||
|
@ -224,7 +224,7 @@ public sealed class BSShapeCollection : IDisposable
|
|||
hullDesc.lastReferenced = System.DateTime.Now;
|
||||
Hulls[shape.shapeKey] = hullDesc;
|
||||
break;
|
||||
case ShapeData.PhysicsShapeType.SHAPE_UNKNOWN:
|
||||
case PhysicsShapeType.SHAPE_UNKNOWN:
|
||||
break;
|
||||
default:
|
||||
// Native shapes are not tracked and they don't go into any list
|
||||
|
@ -255,16 +255,16 @@ public sealed class BSShapeCollection : IDisposable
|
|||
{
|
||||
switch (shape.type)
|
||||
{
|
||||
case ShapeData.PhysicsShapeType.SHAPE_HULL:
|
||||
case PhysicsShapeType.SHAPE_HULL:
|
||||
DereferenceHull(shape, shapeCallback);
|
||||
break;
|
||||
case ShapeData.PhysicsShapeType.SHAPE_MESH:
|
||||
case PhysicsShapeType.SHAPE_MESH:
|
||||
DereferenceMesh(shape, shapeCallback);
|
||||
break;
|
||||
case ShapeData.PhysicsShapeType.SHAPE_COMPOUND:
|
||||
case PhysicsShapeType.SHAPE_COMPOUND:
|
||||
DereferenceCompound(shape, shapeCallback);
|
||||
break;
|
||||
case ShapeData.PhysicsShapeType.SHAPE_UNKNOWN:
|
||||
case PhysicsShapeType.SHAPE_UNKNOWN:
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
|
@ -352,28 +352,28 @@ public sealed class BSShapeCollection : IDisposable
|
|||
BulletShape shapeInfo = new BulletShape(cShape);
|
||||
if (TryGetMeshByPtr(cShape, out meshDesc))
|
||||
{
|
||||
shapeInfo.type = ShapeData.PhysicsShapeType.SHAPE_MESH;
|
||||
shapeInfo.type = PhysicsShapeType.SHAPE_MESH;
|
||||
shapeInfo.shapeKey = meshDesc.shapeKey;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (TryGetHullByPtr(cShape, out hullDesc))
|
||||
{
|
||||
shapeInfo.type = ShapeData.PhysicsShapeType.SHAPE_HULL;
|
||||
shapeInfo.type = PhysicsShapeType.SHAPE_HULL;
|
||||
shapeInfo.shapeKey = hullDesc.shapeKey;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (BulletSimAPI.IsCompound2(cShape))
|
||||
{
|
||||
shapeInfo.type = ShapeData.PhysicsShapeType.SHAPE_COMPOUND;
|
||||
shapeInfo.type = PhysicsShapeType.SHAPE_COMPOUND;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (BulletSimAPI.IsNativeShape2(cShape))
|
||||
{
|
||||
shapeInfo.isNativeShape = true;
|
||||
shapeInfo.type = ShapeData.PhysicsShapeType.SHAPE_BOX; // (technically, type doesn't matter)
|
||||
shapeInfo.type = PhysicsShapeType.SHAPE_BOX; // (technically, type doesn't matter)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -381,7 +381,7 @@ public sealed class BSShapeCollection : IDisposable
|
|||
|
||||
DetailLog("{0},BSShapeCollection.DereferenceAnonCollisionShape,shape={1}", BSScene.DetailLogZero, shapeInfo);
|
||||
|
||||
if (shapeInfo.type != ShapeData.PhysicsShapeType.SHAPE_UNKNOWN)
|
||||
if (shapeInfo.type != PhysicsShapeType.SHAPE_UNKNOWN)
|
||||
{
|
||||
DereferenceShape(shapeInfo, true, null);
|
||||
}
|
||||
|
@ -405,11 +405,11 @@ public sealed class BSShapeCollection : IDisposable
|
|||
bool ret = false;
|
||||
bool haveShape = false;
|
||||
|
||||
if (!haveShape && prim.PreferredPhysicalShape == ShapeData.PhysicsShapeType.SHAPE_AVATAR)
|
||||
if (!haveShape && prim.PreferredPhysicalShape == PhysicsShapeType.SHAPE_CAPSULE)
|
||||
{
|
||||
// an avatar capsule is close to a native shape (it is not shared)
|
||||
ret = GetReferenceToNativeShape(prim, ShapeData.PhysicsShapeType.SHAPE_AVATAR,
|
||||
ShapeData.FixedShapeKey.KEY_CAPSULE, shapeCallback);
|
||||
ret = GetReferenceToNativeShape(prim, PhysicsShapeType.SHAPE_CAPSULE,
|
||||
FixedShapeKey.KEY_CAPSULE, shapeCallback);
|
||||
DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.PhysShape);
|
||||
ret = true;
|
||||
haveShape = true;
|
||||
|
@ -417,7 +417,7 @@ public sealed class BSShapeCollection : IDisposable
|
|||
|
||||
// Compound shapes are handled special as they are rebuilt from scratch.
|
||||
// This isn't too great a hardship since most of the child shapes will already been created.
|
||||
if (!haveShape && prim.PreferredPhysicalShape == ShapeData.PhysicsShapeType.SHAPE_COMPOUND)
|
||||
if (!haveShape && prim.PreferredPhysicalShape == PhysicsShapeType.SHAPE_COMPOUND)
|
||||
{
|
||||
ret = GetReferenceToCompoundShape(prim, shapeCallback);
|
||||
DetailLog("{0},BSShapeCollection.CreateGeom,compoundShape,shape={1}", prim.LocalID, prim.PhysShape);
|
||||
|
@ -460,11 +460,11 @@ public sealed class BSShapeCollection : IDisposable
|
|||
haveShape = true;
|
||||
if (forceRebuild
|
||||
|| prim.Scale != prim.Size
|
||||
|| prim.PhysShape.type != ShapeData.PhysicsShapeType.SHAPE_SPHERE
|
||||
|| prim.PhysShape.type != PhysicsShapeType.SHAPE_SPHERE
|
||||
)
|
||||
{
|
||||
ret = GetReferenceToNativeShape(prim, ShapeData.PhysicsShapeType.SHAPE_SPHERE,
|
||||
ShapeData.FixedShapeKey.KEY_SPHERE, shapeCallback);
|
||||
ret = GetReferenceToNativeShape(prim, PhysicsShapeType.SHAPE_SPHERE,
|
||||
FixedShapeKey.KEY_SPHERE, shapeCallback);
|
||||
DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},shape={2}",
|
||||
prim.LocalID, forceRebuild, prim.PhysShape);
|
||||
}
|
||||
|
@ -474,11 +474,11 @@ public sealed class BSShapeCollection : IDisposable
|
|||
haveShape = true;
|
||||
if (forceRebuild
|
||||
|| prim.Scale != prim.Size
|
||||
|| prim.PhysShape.type != ShapeData.PhysicsShapeType.SHAPE_BOX
|
||||
|| prim.PhysShape.type != PhysicsShapeType.SHAPE_BOX
|
||||
)
|
||||
{
|
||||
ret = GetReferenceToNativeShape( prim, ShapeData.PhysicsShapeType.SHAPE_BOX,
|
||||
ShapeData.FixedShapeKey.KEY_BOX, shapeCallback);
|
||||
ret = GetReferenceToNativeShape( prim, PhysicsShapeType.SHAPE_BOX,
|
||||
FixedShapeKey.KEY_BOX, shapeCallback);
|
||||
DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},shape={2}",
|
||||
prim.LocalID, forceRebuild, prim.PhysShape);
|
||||
}
|
||||
|
@ -519,15 +519,12 @@ public sealed class BSShapeCollection : IDisposable
|
|||
// Creates a native shape and assignes it to prim.BSShape.
|
||||
// "Native" shapes are never shared. they are created here and destroyed in DereferenceShape().
|
||||
private bool GetReferenceToNativeShape(BSPhysObject prim,
|
||||
ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey,
|
||||
PhysicsShapeType shapeType, FixedShapeKey shapeKey,
|
||||
ShapeDestructionCallback shapeCallback)
|
||||
{
|
||||
// release any previous shape
|
||||
DereferenceShape(prim.PhysShape, true, shapeCallback);
|
||||
|
||||
// Bullet native objects are scaled by the Bullet engine so pass the size in
|
||||
prim.Scale = prim.Size;
|
||||
|
||||
BulletShape newShape = BuildPhysicalNativeShape(prim, shapeType, shapeKey);
|
||||
|
||||
// Don't need to do a 'ReferenceShape()' here because native shapes are not shared.
|
||||
|
@ -538,8 +535,8 @@ public sealed class BSShapeCollection : IDisposable
|
|||
return true;
|
||||
}
|
||||
|
||||
private BulletShape BuildPhysicalNativeShape(BSPhysObject prim, ShapeData.PhysicsShapeType shapeType,
|
||||
ShapeData.FixedShapeKey shapeKey)
|
||||
private BulletShape BuildPhysicalNativeShape(BSPhysObject prim, PhysicsShapeType shapeType,
|
||||
FixedShapeKey shapeKey)
|
||||
{
|
||||
BulletShape newShape;
|
||||
// Need to make sure the passed shape information is for the native type.
|
||||
|
@ -547,12 +544,13 @@ public sealed class BSShapeCollection : IDisposable
|
|||
nativeShapeData.Type = shapeType;
|
||||
nativeShapeData.ID = prim.LocalID;
|
||||
nativeShapeData.Scale = prim.Scale;
|
||||
nativeShapeData.Size = prim.Scale;
|
||||
nativeShapeData.Size = prim.Scale; // unneeded, I think.
|
||||
nativeShapeData.MeshKey = (ulong)shapeKey;
|
||||
nativeShapeData.HullKey = (ulong)shapeKey;
|
||||
|
||||
if (shapeType == ShapeData.PhysicsShapeType.SHAPE_AVATAR)
|
||||
if (shapeType == PhysicsShapeType.SHAPE_CAPSULE)
|
||||
{
|
||||
// The proper scale has been calculated in the prim.
|
||||
newShape = new BulletShape(
|
||||
BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, 1f, 1f, prim.Scale)
|
||||
, shapeType);
|
||||
|
@ -560,6 +558,9 @@ public sealed class BSShapeCollection : IDisposable
|
|||
}
|
||||
else
|
||||
{
|
||||
// Native shapes are scaled in Bullet so set the scaling to the size
|
||||
prim.Scale = prim.Size;
|
||||
nativeShapeData.Scale = prim.Scale;
|
||||
newShape = new BulletShape(BulletSimAPI.BuildNativeShape2(PhysicsScene.World.ptr, nativeShapeData), shapeType);
|
||||
}
|
||||
if (newShape.ptr == IntPtr.Zero)
|
||||
|
@ -585,7 +586,7 @@ public sealed class BSShapeCollection : IDisposable
|
|||
System.UInt64 newMeshKey = ComputeShapeKey(prim.Size, prim.BaseShape, out lod);
|
||||
|
||||
// if this new shape is the same as last time, don't recreate the mesh
|
||||
if (newMeshKey == prim.PhysShape.shapeKey && prim.PhysShape.type == ShapeData.PhysicsShapeType.SHAPE_MESH)
|
||||
if (newMeshKey == prim.PhysShape.shapeKey && prim.PhysShape.type == PhysicsShapeType.SHAPE_MESH)
|
||||
return false;
|
||||
|
||||
DetailLog("{0},BSShapeCollection.GetReferenceToMesh,create,oldKey={1},newKey={2}",
|
||||
|
@ -643,7 +644,7 @@ public sealed class BSShapeCollection : IDisposable
|
|||
indices.GetLength(0), indices, vertices.Count, verticesAsFloats);
|
||||
}
|
||||
}
|
||||
BulletShape newShape = new BulletShape(meshPtr, ShapeData.PhysicsShapeType.SHAPE_MESH);
|
||||
BulletShape newShape = new BulletShape(meshPtr, PhysicsShapeType.SHAPE_MESH);
|
||||
newShape.shapeKey = newMeshKey;
|
||||
|
||||
return newShape;
|
||||
|
@ -659,7 +660,7 @@ public sealed class BSShapeCollection : IDisposable
|
|||
System.UInt64 newHullKey = ComputeShapeKey(prim.Size, prim.BaseShape, out lod);
|
||||
|
||||
// if the hull hasn't changed, don't rebuild it
|
||||
if (newHullKey == prim.PhysShape.shapeKey && prim.PhysShape.type == ShapeData.PhysicsShapeType.SHAPE_HULL)
|
||||
if (newHullKey == prim.PhysShape.shapeKey && prim.PhysShape.type == PhysicsShapeType.SHAPE_HULL)
|
||||
return false;
|
||||
|
||||
DetailLog("{0},BSShapeCollection.GetReferenceToHull,create,oldKey={1},newKey={2}",
|
||||
|
@ -780,7 +781,7 @@ public sealed class BSShapeCollection : IDisposable
|
|||
}
|
||||
}
|
||||
|
||||
BulletShape newShape = new BulletShape(hullPtr, ShapeData.PhysicsShapeType.SHAPE_HULL);
|
||||
BulletShape newShape = new BulletShape(hullPtr, PhysicsShapeType.SHAPE_HULL);
|
||||
newShape.shapeKey = newHullKey;
|
||||
|
||||
return newShape; // 'true' means a new shape has been added to this prim
|
||||
|
@ -803,7 +804,7 @@ public sealed class BSShapeCollection : IDisposable
|
|||
// DereferenceShape(prim.PhysShape, true, shapeCallback);
|
||||
|
||||
BulletShape cShape = new BulletShape(
|
||||
BulletSimAPI.CreateCompoundShape2(PhysicsScene.World.ptr, false), ShapeData.PhysicsShapeType.SHAPE_COMPOUND);
|
||||
BulletSimAPI.CreateCompoundShape2(PhysicsScene.World.ptr, false), PhysicsShapeType.SHAPE_COMPOUND);
|
||||
|
||||
// Create the shape for the root prim and add it to the compound shape. Cannot be a native shape.
|
||||
CreateGeomMeshOrHull(prim, shapeCallback);
|
||||
|
@ -894,7 +895,7 @@ public sealed class BSShapeCollection : IDisposable
|
|||
|
||||
// While we figure out the real problem, stick a simple native shape on the object.
|
||||
BulletShape fillinShape =
|
||||
BuildPhysicalNativeShape(prim, ShapeData.PhysicsShapeType.SHAPE_BOX, ShapeData.FixedShapeKey.KEY_BOX);
|
||||
BuildPhysicalNativeShape(prim, PhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX);
|
||||
|
||||
return fillinShape;
|
||||
}
|
||||
|
@ -940,7 +941,7 @@ public sealed class BSShapeCollection : IDisposable
|
|||
else
|
||||
{
|
||||
bodyPtr = BulletSimAPI.CreateGhostFromShape2(sim.ptr, shape.ptr,
|
||||
prim.LocalID, prim.ForcePosition, prim.ForceOrientation);
|
||||
prim.LocalID, prim.RawPosition, prim.RawOrientation);
|
||||
DetailLog("{0},BSShapeCollection.CreateBody,ghost,ptr={1}", prim.LocalID, bodyPtr.ToString("X"));
|
||||
}
|
||||
aBody = new BulletBody(prim.LocalID, bodyPtr);
|
||||
|
|
|
@ -35,7 +35,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
public abstract class BSShape
|
||||
{
|
||||
public IntPtr ptr { get; set; }
|
||||
public ShapeData.PhysicsShapeType type { get; set; }
|
||||
public PhysicsShapeType type { get; set; }
|
||||
public System.UInt64 key { get; set; }
|
||||
public int referenceCount { get; set; }
|
||||
public DateTime lastReferenced { get; set; }
|
||||
|
@ -43,7 +43,7 @@ public abstract class BSShape
|
|||
public BSShape()
|
||||
{
|
||||
ptr = IntPtr.Zero;
|
||||
type = ShapeData.PhysicsShapeType.SHAPE_UNKNOWN;
|
||||
type = PhysicsShapeType.SHAPE_UNKNOWN;
|
||||
key = 0;
|
||||
referenceCount = 0;
|
||||
lastReferenced = DateTime.Now;
|
||||
|
@ -54,17 +54,17 @@ public abstract class BSShape
|
|||
{
|
||||
BSShape ret = null;
|
||||
|
||||
if (prim.PreferredPhysicalShape == ShapeData.PhysicsShapeType.SHAPE_AVATAR)
|
||||
if (prim.PreferredPhysicalShape == PhysicsShapeType.SHAPE_CAPSULE)
|
||||
{
|
||||
// an avatar capsule is close to a native shape (it is not shared)
|
||||
ret = BSShapeNative.GetReference(physicsScene, prim, ShapeData.PhysicsShapeType.SHAPE_AVATAR,
|
||||
ShapeData.FixedShapeKey.KEY_CAPSULE);
|
||||
ret = BSShapeNative.GetReference(physicsScene, prim, PhysicsShapeType.SHAPE_CAPSULE,
|
||||
FixedShapeKey.KEY_CAPSULE);
|
||||
physicsScene.DetailLog("{0},BSShape.GetShapeReference,avatarCapsule,shape={1}", prim.LocalID, ret);
|
||||
}
|
||||
|
||||
// Compound shapes are handled special as they are rebuilt from scratch.
|
||||
// This isn't too great a hardship since most of the child shapes will already been created.
|
||||
if (ret == null && prim.PreferredPhysicalShape == ShapeData.PhysicsShapeType.SHAPE_COMPOUND)
|
||||
if (ret == null && prim.PreferredPhysicalShape == PhysicsShapeType.SHAPE_COMPOUND)
|
||||
{
|
||||
// Getting a reference to a compound shape gets you the compound shape with the root prim shape added
|
||||
ret = BSShapeCompound.GetReference(prim);
|
||||
|
@ -123,14 +123,14 @@ public class BSShapeNative : BSShape
|
|||
{
|
||||
}
|
||||
public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim,
|
||||
ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey)
|
||||
PhysicsShapeType shapeType, FixedShapeKey shapeKey)
|
||||
{
|
||||
// Native shapes are not shared and are always built anew.
|
||||
return new BSShapeNative(physicsScene, prim, shapeType, shapeKey);
|
||||
}
|
||||
|
||||
private BSShapeNative(BSScene physicsScene, BSPhysObject prim,
|
||||
ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey)
|
||||
PhysicsShapeType shapeType, FixedShapeKey shapeKey)
|
||||
{
|
||||
ShapeData nativeShapeData = new ShapeData();
|
||||
nativeShapeData.Type = shapeType;
|
||||
|
@ -141,7 +141,7 @@ public class BSShapeNative : BSShape
|
|||
nativeShapeData.HullKey = (ulong)shapeKey;
|
||||
|
||||
|
||||
if (shapeType == ShapeData.PhysicsShapeType.SHAPE_AVATAR)
|
||||
if (shapeType == PhysicsShapeType.SHAPE_CAPSULE)
|
||||
{
|
||||
ptr = BulletSimAPI.BuildCapsuleShape2(physicsScene.World.ptr, 1f, 1f, prim.Scale);
|
||||
physicsScene.DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale);
|
||||
|
|
|
@ -0,0 +1,170 @@
|
|||
/*
|
||||
* Copyright (c) Contributors, http://opensimulator.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are met:
|
||||
* * Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyrightD
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSimulator Project nor the
|
||||
* names of its contributors may be used to endorse or promote products
|
||||
* derived from this software without specific prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.Framework;
|
||||
using OpenSim.Region.CoreModules;
|
||||
using OpenSim.Region.Physics.Manager;
|
||||
|
||||
using Nini.Config;
|
||||
using log4net;
|
||||
|
||||
using OpenMetaverse;
|
||||
|
||||
namespace OpenSim.Region.Physics.BulletSPlugin
|
||||
{
|
||||
public sealed class BSTerrainHeightmap : BSTerrainPhys
|
||||
{
|
||||
static string LogHeader = "[BULLETSIM TERRAIN HEIGHTMAP]";
|
||||
|
||||
BulletHeightMapInfo m_mapInfo = null;
|
||||
|
||||
// Constructor to build a default, flat heightmap terrain.
|
||||
public BSTerrainHeightmap(BSScene physicsScene, Vector3 regionBase, uint id, Vector3 regionSize)
|
||||
: base(physicsScene, regionBase, id)
|
||||
{
|
||||
Vector3 minTerrainCoords = new Vector3(0f, 0f, BSTerrainManager.HEIGHT_INITIALIZATION - BSTerrainManager.HEIGHT_EQUAL_FUDGE);
|
||||
Vector3 maxTerrainCoords = new Vector3(regionSize.X, regionSize.Y, BSTerrainManager.HEIGHT_INITIALIZATION);
|
||||
int totalHeights = (int)maxTerrainCoords.X * (int)maxTerrainCoords.Y;
|
||||
float[] initialMap = new float[totalHeights];
|
||||
for (int ii = 0; ii < totalHeights; ii++)
|
||||
{
|
||||
initialMap[ii] = BSTerrainManager.HEIGHT_INITIALIZATION;
|
||||
}
|
||||
m_mapInfo = new BulletHeightMapInfo(id, initialMap, IntPtr.Zero);
|
||||
m_mapInfo.minCoords = minTerrainCoords;
|
||||
m_mapInfo.maxCoords = maxTerrainCoords;
|
||||
m_mapInfo.terrainRegionBase = TerrainBase;
|
||||
// Don't have to free any previous since we just got here.
|
||||
BuildHeightmapTerrain();
|
||||
}
|
||||
|
||||
// This minCoords and maxCoords passed in give the size of the terrain (min and max Z
|
||||
// are the high and low points of the heightmap).
|
||||
public BSTerrainHeightmap(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap,
|
||||
Vector3 minCoords, Vector3 maxCoords)
|
||||
: base(physicsScene, regionBase, id)
|
||||
{
|
||||
m_mapInfo = new BulletHeightMapInfo(id, initialMap, IntPtr.Zero);
|
||||
m_mapInfo.minCoords = minCoords;
|
||||
m_mapInfo.maxCoords = maxCoords;
|
||||
m_mapInfo.minZ = minCoords.Z;
|
||||
m_mapInfo.maxZ = maxCoords.Z;
|
||||
m_mapInfo.terrainRegionBase = TerrainBase;
|
||||
|
||||
// Don't have to free any previous since we just got here.
|
||||
BuildHeightmapTerrain();
|
||||
}
|
||||
|
||||
public override void Dispose()
|
||||
{
|
||||
ReleaseHeightMapTerrain();
|
||||
}
|
||||
|
||||
// Using the information in m_mapInfo, create the physical representation of the heightmap.
|
||||
private void BuildHeightmapTerrain()
|
||||
{
|
||||
m_mapInfo.Ptr = BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.ptr, m_mapInfo.ID,
|
||||
m_mapInfo.minCoords, m_mapInfo.maxCoords,
|
||||
m_mapInfo.heightMap, BSTerrainManager.TERRAIN_COLLISION_MARGIN);
|
||||
|
||||
// Create the terrain shape from the mapInfo
|
||||
m_mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(m_mapInfo.Ptr),
|
||||
PhysicsShapeType.SHAPE_TERRAIN);
|
||||
|
||||
// The terrain object initial position is at the center of the object
|
||||
Vector3 centerPos;
|
||||
centerPos.X = m_mapInfo.minCoords.X + (m_mapInfo.sizeX / 2f);
|
||||
centerPos.Y = m_mapInfo.minCoords.Y + (m_mapInfo.sizeY / 2f);
|
||||
centerPos.Z = m_mapInfo.minZ + ((m_mapInfo.maxZ - m_mapInfo.minZ) / 2f);
|
||||
|
||||
m_mapInfo.terrainBody = new BulletBody(m_mapInfo.ID,
|
||||
BulletSimAPI.CreateBodyWithDefaultMotionState2(m_mapInfo.terrainShape.ptr,
|
||||
m_mapInfo.ID, centerPos, Quaternion.Identity));
|
||||
|
||||
// Set current terrain attributes
|
||||
BulletSimAPI.SetFriction2(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainFriction);
|
||||
BulletSimAPI.SetHitFraction2(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainHitFraction);
|
||||
BulletSimAPI.SetRestitution2(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainRestitution);
|
||||
BulletSimAPI.SetCollisionFlags2(m_mapInfo.terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT);
|
||||
|
||||
// Return the new terrain to the world of physical objects
|
||||
BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr);
|
||||
|
||||
// redo its bounding box now that it is in the world
|
||||
BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr);
|
||||
|
||||
BulletSimAPI.SetCollisionFilterMask2(m_mapInfo.terrainBody.ptr,
|
||||
(uint)CollisionFilterGroups.TerrainFilter,
|
||||
(uint)CollisionFilterGroups.TerrainMask);
|
||||
|
||||
// Make it so the terrain will not move or be considered for movement.
|
||||
BulletSimAPI.ForceActivationState2(m_mapInfo.terrainBody.ptr, ActivationState.DISABLE_SIMULATION);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
// If there is information in m_mapInfo pointing to physical structures, release same.
|
||||
private void ReleaseHeightMapTerrain()
|
||||
{
|
||||
if (m_mapInfo != null)
|
||||
{
|
||||
if (m_mapInfo.terrainBody.ptr != IntPtr.Zero)
|
||||
{
|
||||
BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr);
|
||||
// Frees both the body and the shape.
|
||||
BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr);
|
||||
BulletSimAPI.ReleaseHeightMapInfo2(m_mapInfo.Ptr);
|
||||
}
|
||||
}
|
||||
m_mapInfo = null;
|
||||
}
|
||||
|
||||
// The passed position is relative to the base of the region.
|
||||
public override float GetHeightAtXYZ(Vector3 pos)
|
||||
{
|
||||
float ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET;
|
||||
|
||||
int mapIndex = (int)pos.Y * (int)m_mapInfo.sizeY + (int)pos.X;
|
||||
try
|
||||
{
|
||||
ret = m_mapInfo.heightMap[mapIndex];
|
||||
}
|
||||
catch
|
||||
{
|
||||
// Sometimes they give us wonky values of X and Y. Give a warning and return something.
|
||||
PhysicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, pos={2}",
|
||||
LogHeader, m_mapInfo.terrainRegionBase, pos);
|
||||
ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET;
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -40,6 +40,32 @@ using OpenMetaverse;
|
|||
|
||||
namespace OpenSim.Region.Physics.BulletSPlugin
|
||||
{
|
||||
|
||||
// The physical implementation of the terrain is wrapped in this class.
|
||||
public abstract class BSTerrainPhys : IDisposable
|
||||
{
|
||||
public enum TerrainImplementation
|
||||
{
|
||||
Heightmap = 0,
|
||||
Mesh = 1
|
||||
}
|
||||
|
||||
public BSScene PhysicsScene { get; private set; }
|
||||
// Base of the region in world coordinates. Coordinates inside the region are relative to this.
|
||||
public Vector3 TerrainBase { get; private set; }
|
||||
public uint ID { get; private set; }
|
||||
|
||||
public BSTerrainPhys(BSScene physicsScene, Vector3 regionBase, uint id)
|
||||
{
|
||||
PhysicsScene = physicsScene;
|
||||
TerrainBase = regionBase;
|
||||
ID = id;
|
||||
}
|
||||
public abstract void Dispose();
|
||||
public abstract float GetHeightAtXYZ(Vector3 pos);
|
||||
}
|
||||
|
||||
// ==========================================================================================
|
||||
public sealed class BSTerrainManager
|
||||
{
|
||||
static string LogHeader = "[BULLETSIM TERRAIN MANAGER]";
|
||||
|
@ -67,11 +93,10 @@ public sealed class BSTerrainManager
|
|||
|
||||
// If doing mega-regions, if we're region zero we will be managing multiple
|
||||
// region terrains since region zero does the physics for the whole mega-region.
|
||||
private Dictionary<Vector2, BulletHeightMapInfo> m_heightMaps;
|
||||
private Dictionary<Vector3, BSTerrainPhys> m_terrains;
|
||||
|
||||
// True of the terrain has been modified.
|
||||
// Used to force recalculation of terrain height after terrain has been modified
|
||||
private bool m_terrainModified;
|
||||
// Flags used to know when to recalculate the height.
|
||||
private bool m_terrainModified = false;
|
||||
|
||||
// If we are doing mega-regions, terrains are added from TERRAIN_ID to m_terrainCount.
|
||||
// This is incremented before assigning to new region so it is the last ID allocated.
|
||||
|
@ -89,8 +114,7 @@ public sealed class BSTerrainManager
|
|||
public BSTerrainManager(BSScene physicsScene)
|
||||
{
|
||||
PhysicsScene = physicsScene;
|
||||
m_heightMaps = new Dictionary<Vector2,BulletHeightMapInfo>();
|
||||
m_terrainModified = false;
|
||||
m_terrains = new Dictionary<Vector3,BSTerrainPhys>();
|
||||
|
||||
// Assume one region of default size
|
||||
m_worldOffset = Vector3.Zero;
|
||||
|
@ -99,9 +123,6 @@ public sealed class BSTerrainManager
|
|||
}
|
||||
|
||||
// Create the initial instance of terrain and the underlying ground plane.
|
||||
// The objects are allocated in the unmanaged space and the pointers are tracked
|
||||
// by the managed code.
|
||||
// The terrains and the groundPlane are not added to the list of PhysObjects.
|
||||
// This is called from the initialization routine so we presume it is
|
||||
// safe to call Bullet in real time. We hope no one is moving prims around yet.
|
||||
public void CreateInitialGroundPlaneAndTerrain()
|
||||
|
@ -109,7 +130,7 @@ public sealed class BSTerrainManager
|
|||
// The ground plane is here to catch things that are trying to drop to negative infinity
|
||||
BulletShape groundPlaneShape = new BulletShape(
|
||||
BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f, TERRAIN_COLLISION_MARGIN),
|
||||
ShapeData.PhysicsShapeType.SHAPE_GROUNDPLANE);
|
||||
PhysicsShapeType.SHAPE_GROUNDPLANE);
|
||||
m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID,
|
||||
BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.ptr, BSScene.GROUNDPLANE_ID,
|
||||
Vector3.Zero, Quaternion.Identity));
|
||||
|
@ -121,15 +142,9 @@ public sealed class BSTerrainManager
|
|||
BulletSimAPI.SetCollisionFilterMask2(m_groundPlane.ptr,
|
||||
(uint)CollisionFilterGroups.GroundPlaneFilter, (uint)CollisionFilterGroups.GroundPlaneMask);
|
||||
|
||||
Vector3 minTerrainCoords = new Vector3(0f, 0f, HEIGHT_INITIALIZATION - HEIGHT_EQUAL_FUDGE);
|
||||
Vector3 maxTerrainCoords = new Vector3(DefaultRegionSize.X, DefaultRegionSize.Y, HEIGHT_INITIALIZATION);
|
||||
int totalHeights = (int)maxTerrainCoords.X * (int)maxTerrainCoords.Y;
|
||||
float[] initialMap = new float[totalHeights];
|
||||
for (int ii = 0; ii < totalHeights; ii++)
|
||||
{
|
||||
initialMap[ii] = HEIGHT_INITIALIZATION;
|
||||
}
|
||||
UpdateOrCreateTerrain(BSScene.TERRAIN_ID, initialMap, minTerrainCoords, maxTerrainCoords, true);
|
||||
// Build an initial terrain and put it in the world. This quickly gets replaced by the real region terrain.
|
||||
BSTerrainPhys initialTerrain = new BSTerrainHeightmap(PhysicsScene, Vector3.Zero, BSScene.TERRAIN_ID, DefaultRegionSize);
|
||||
m_terrains.Add(Vector3.Zero, initialTerrain);
|
||||
}
|
||||
|
||||
// Release all the terrain structures we might have allocated
|
||||
|
@ -150,15 +165,11 @@ public sealed class BSTerrainManager
|
|||
// Release all the terrain we have allocated
|
||||
public void ReleaseTerrain()
|
||||
{
|
||||
foreach (KeyValuePair<Vector2, BulletHeightMapInfo> kvp in m_heightMaps)
|
||||
foreach (KeyValuePair<Vector3, BSTerrainPhys> kvp in m_terrains)
|
||||
{
|
||||
if (BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, kvp.Value.terrainBody.ptr))
|
||||
{
|
||||
BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, kvp.Value.terrainBody.ptr);
|
||||
BulletSimAPI.ReleaseHeightMapInfo2(kvp.Value.Ptr);
|
||||
kvp.Value.Dispose();
|
||||
}
|
||||
}
|
||||
m_heightMaps.Clear();
|
||||
m_terrains.Clear();
|
||||
}
|
||||
|
||||
// The simulator wants to set a new heightmap for the terrain.
|
||||
|
@ -176,8 +187,9 @@ public sealed class BSTerrainManager
|
|||
{
|
||||
DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}",
|
||||
BSScene.DetailLogZero, m_worldOffset, m_worldMax);
|
||||
((BSScene)MegaRegionParentPhysicsScene).TerrainManager.UpdateOrCreateTerrain(BSScene.CHILDTERRAIN_ID,
|
||||
localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize, true);
|
||||
((BSScene)MegaRegionParentPhysicsScene).TerrainManager.UpdateTerrain(
|
||||
BSScene.CHILDTERRAIN_ID, localHeightMap,
|
||||
m_worldOffset, m_worldOffset + DefaultRegionSize, true);
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -185,7 +197,7 @@ public sealed class BSTerrainManager
|
|||
// If not doing the mega-prim thing, just change the terrain
|
||||
DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero);
|
||||
|
||||
UpdateOrCreateTerrain(BSScene.TERRAIN_ID, localHeightMap,
|
||||
UpdateTerrain(BSScene.TERRAIN_ID, localHeightMap,
|
||||
m_worldOffset, m_worldOffset + DefaultRegionSize, true);
|
||||
}
|
||||
});
|
||||
|
@ -195,56 +207,63 @@ public sealed class BSTerrainManager
|
|||
// based on the passed information. The 'id' should be either the terrain id or
|
||||
// BSScene.CHILDTERRAIN_ID. If the latter, a new child terrain ID will be allocated and used.
|
||||
// The latter feature is for creating child terrains for mega-regions.
|
||||
// If called with a mapInfo in m_heightMaps but the terrain has no body yet (mapInfo.terrainBody.Ptr == 0)
|
||||
// then a new body and shape is created and the mapInfo is filled.
|
||||
// This call is used for doing the initial terrain creation.
|
||||
// If called with a mapInfo in m_heightMaps and there is an existing terrain body, a new
|
||||
// terrain shape is created and added to the body.
|
||||
// This call is most often used to update the heightMap and parameters of the terrain.
|
||||
// (The above does suggest that some simplification/refactoring is in order.)
|
||||
private void UpdateOrCreateTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords, bool inTaintTime)
|
||||
private void UpdateTerrain(uint id, float[] heightMap,
|
||||
Vector3 minCoords, Vector3 maxCoords, bool inTaintTime)
|
||||
{
|
||||
DetailLog("{0},BSTerrainManager.UpdateOrCreateTerrain,call,minC={1},maxC={2},inTaintTime={3}",
|
||||
DetailLog("{0},BSTerrainManager.UpdateTerrain,call,minC={1},maxC={2},inTaintTime={3}",
|
||||
BSScene.DetailLogZero, minCoords, maxCoords, inTaintTime);
|
||||
|
||||
// Find high and low points of passed heightmap.
|
||||
// The min and max passed in is usually the area objects can be in (maximum
|
||||
// object height, for instance). The terrain wants the bounding box for the
|
||||
// terrain so we replace passed min and max Z with the actual terrain min/max Z.
|
||||
float minZ = float.MaxValue;
|
||||
float maxZ = float.MinValue;
|
||||
Vector2 terrainRegionBase = new Vector2(minCoords.X, minCoords.Y);
|
||||
|
||||
int heightMapSize = heightMap.Length;
|
||||
for (int ii = 0; ii < heightMapSize; ii++)
|
||||
foreach (float height in heightMap)
|
||||
{
|
||||
float height = heightMap[ii];
|
||||
if (height < minZ) minZ = height;
|
||||
if (height > maxZ) maxZ = height;
|
||||
}
|
||||
|
||||
// The shape of the terrain is from its base to its extents.
|
||||
if (minZ == maxZ)
|
||||
{
|
||||
// If min and max are the same, reduce min a little bit so a good bounding box is created.
|
||||
minZ -= BSTerrainManager.HEIGHT_EQUAL_FUDGE;
|
||||
}
|
||||
minCoords.Z = minZ;
|
||||
maxCoords.Z = maxZ;
|
||||
|
||||
BulletHeightMapInfo mapInfo;
|
||||
if (m_heightMaps.TryGetValue(terrainRegionBase, out mapInfo))
|
||||
{
|
||||
// If this is terrain we know about, it's easy to update
|
||||
Vector3 terrainRegionBase = new Vector3(minCoords.X, minCoords.Y, 0f);
|
||||
|
||||
mapInfo.heightMap = heightMap;
|
||||
mapInfo.minCoords = minCoords;
|
||||
mapInfo.maxCoords = maxCoords;
|
||||
mapInfo.minZ = minZ;
|
||||
mapInfo.maxZ = maxZ;
|
||||
mapInfo.sizeX = maxCoords.X - minCoords.X;
|
||||
mapInfo.sizeY = maxCoords.Y - minCoords.Y;
|
||||
DetailLog("{0},UpdateOrCreateTerrain:UpdateExisting,call,terrainBase={1},minC={2}, maxC={3}, szX={4}, szY={5}",
|
||||
BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY);
|
||||
|
||||
PhysicsScene.TaintedObject(inTaintTime, "BSScene.UpdateOrCreateTerrain:UpdateExisting", delegate()
|
||||
BSTerrainPhys terrainPhys;
|
||||
if (m_terrains.TryGetValue(terrainRegionBase, out terrainPhys))
|
||||
{
|
||||
if (MegaRegionParentPhysicsScene != null)
|
||||
// There is already a terrain in this spot. Free the old and build the new.
|
||||
DetailLog("{0},UpdateTerrain:UpdateExisting,call,id={1},base={2},minC={3},maxC={4}",
|
||||
BSScene.DetailLogZero, id, terrainRegionBase, minCoords, minCoords);
|
||||
|
||||
PhysicsScene.TaintedObject(inTaintTime, "BSScene.UpdateTerrain:UpdateExisting", delegate()
|
||||
{
|
||||
// Remove old terrain from the collection
|
||||
m_terrains.Remove(terrainRegionBase);
|
||||
// Release any physical memory it may be using.
|
||||
terrainPhys.Dispose();
|
||||
|
||||
if (MegaRegionParentPhysicsScene == null)
|
||||
{
|
||||
BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords);
|
||||
m_terrains.Add(terrainRegionBase, newTerrainPhys);
|
||||
|
||||
m_terrainModified = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// It's possible that Combine() was called after this code was queued.
|
||||
// If we are a child of combined regions, we don't create any terrain for us.
|
||||
DetailLog("{0},UpdateOrCreateTerrain:AmACombineChild,taint", BSScene.DetailLogZero);
|
||||
DetailLog("{0},BSTerrainManager.UpdateTerrain:AmACombineChild,taint", BSScene.DetailLogZero);
|
||||
|
||||
// Get rid of any terrain that may have been allocated for us.
|
||||
ReleaseGroundPlaneAndTerrain();
|
||||
|
@ -252,91 +271,6 @@ public sealed class BSTerrainManager
|
|||
// I hate doing this, but just bail
|
||||
return;
|
||||
}
|
||||
|
||||
if (mapInfo.terrainBody.ptr != IntPtr.Zero)
|
||||
{
|
||||
// Updating an existing terrain.
|
||||
DetailLog("{0},UpdateOrCreateTerrain:UpdateExisting,taint,terrainBase={1},minC={2}, maxC={3}, szX={4}, szY={5}",
|
||||
BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY);
|
||||
|
||||
// Remove from the dynamics world because we're going to mangle this object
|
||||
BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr);
|
||||
|
||||
// Get rid of the old terrain
|
||||
BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr);
|
||||
BulletSimAPI.ReleaseHeightMapInfo2(mapInfo.Ptr);
|
||||
mapInfo.Ptr = IntPtr.Zero;
|
||||
|
||||
/*
|
||||
// NOTE: This routine is half here because I can't get the terrain shape replacement
|
||||
// to work. In the short term, the above three lines completely delete the old
|
||||
// terrain and the code below recreates one from scratch.
|
||||
// Hopefully the Bullet community will help me out on this one.
|
||||
|
||||
// First, release the old collision shape (there is only one terrain)
|
||||
BulletSimAPI.DeleteCollisionShape2(m_physicsScene.World.Ptr, mapInfo.terrainShape.Ptr);
|
||||
|
||||
// Fill the existing height map info with the new location and size information
|
||||
BulletSimAPI.FillHeightMapInfo2(m_physicsScene.World.Ptr, mapInfo.Ptr, mapInfo.ID,
|
||||
mapInfo.minCoords, mapInfo.maxCoords, mapInfo.heightMap, TERRAIN_COLLISION_MARGIN);
|
||||
|
||||
// Create a terrain shape based on the new info
|
||||
mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(mapInfo.Ptr));
|
||||
|
||||
// Stuff the shape into the existing terrain body
|
||||
BulletSimAPI.SetBodyShape2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr, mapInfo.terrainShape.Ptr);
|
||||
*/
|
||||
}
|
||||
// else
|
||||
{
|
||||
// Creating a new terrain.
|
||||
DetailLog("{0},UpdateOrCreateTerrain:CreateNewTerrain,taint,baseX={1},baseY={2},minZ={3},maxZ={4}",
|
||||
BSScene.DetailLogZero, mapInfo.minCoords.X, mapInfo.minCoords.Y, minZ, maxZ);
|
||||
|
||||
mapInfo.ID = id;
|
||||
mapInfo.Ptr = BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.ptr, mapInfo.ID,
|
||||
mapInfo.minCoords, mapInfo.maxCoords, mapInfo.heightMap, TERRAIN_COLLISION_MARGIN);
|
||||
|
||||
// Create the terrain shape from the mapInfo
|
||||
mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(mapInfo.Ptr),
|
||||
ShapeData.PhysicsShapeType.SHAPE_TERRAIN);
|
||||
|
||||
// The terrain object initial position is at the center of the object
|
||||
Vector3 centerPos;
|
||||
centerPos.X = minCoords.X + (mapInfo.sizeX / 2f);
|
||||
centerPos.Y = minCoords.Y + (mapInfo.sizeY / 2f);
|
||||
centerPos.Z = minZ + ((maxZ - minZ) / 2f);
|
||||
|
||||
mapInfo.terrainBody = new BulletBody(mapInfo.ID,
|
||||
BulletSimAPI.CreateBodyWithDefaultMotionState2(mapInfo.terrainShape.ptr,
|
||||
id, centerPos, Quaternion.Identity));
|
||||
}
|
||||
|
||||
// Make sure the entry is in the heightmap table
|
||||
m_heightMaps[terrainRegionBase] = mapInfo;
|
||||
|
||||
// Set current terrain attributes
|
||||
BulletSimAPI.SetFriction2(mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainFriction);
|
||||
BulletSimAPI.SetHitFraction2(mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainHitFraction);
|
||||
BulletSimAPI.SetRestitution2(mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainRestitution);
|
||||
BulletSimAPI.SetCollisionFlags2(mapInfo.terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT);
|
||||
|
||||
// Return the new terrain to the world of physical objects
|
||||
BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr);
|
||||
|
||||
// redo its bounding box now that it is in the world
|
||||
BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr);
|
||||
|
||||
BulletSimAPI.SetCollisionFilterMask2(mapInfo.terrainBody.ptr,
|
||||
(uint)CollisionFilterGroups.TerrainFilter,
|
||||
(uint)CollisionFilterGroups.TerrainMask);
|
||||
|
||||
// Make sure the new shape is processed.
|
||||
// BulletSimAPI.Activate2(mapInfo.terrainBody.ptr, true);
|
||||
// BulletSimAPI.ForceActivationState2(mapInfo.terrainBody.ptr, ActivationState.ISLAND_SLEEPING);
|
||||
BulletSimAPI.ForceActivationState2(mapInfo.terrainBody.ptr, ActivationState.DISABLE_SIMULATION);
|
||||
|
||||
m_terrainModified = true;
|
||||
});
|
||||
}
|
||||
else
|
||||
|
@ -353,33 +287,50 @@ public sealed class BSTerrainManager
|
|||
Vector3 minCoordsX = minCoords;
|
||||
Vector3 maxCoordsX = maxCoords;
|
||||
|
||||
DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,call,id={1}, minC={2}, maxC={3}",
|
||||
DetailLog("{0},UpdateTerrain:NewTerrain,call,id={1}, minC={2}, maxC={3}",
|
||||
BSScene.DetailLogZero, newTerrainID, minCoords, minCoords);
|
||||
|
||||
// Code that must happen at taint-time
|
||||
PhysicsScene.TaintedObject(inTaintTime, "BSScene.UpdateOrCreateTerrain:NewTerrain", delegate()
|
||||
PhysicsScene.TaintedObject(inTaintTime, "BSScene.UpdateTerrain:NewTerrain", delegate()
|
||||
{
|
||||
DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,taint,baseX={1},baseY={2}", BSScene.DetailLogZero, minCoords.X, minCoords.Y);
|
||||
// Create a new mapInfo that will be filled with the new info
|
||||
mapInfo = new BulletHeightMapInfo(id, heightMapX,
|
||||
BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.ptr, newTerrainID,
|
||||
minCoordsX, maxCoordsX, heightMapX, TERRAIN_COLLISION_MARGIN));
|
||||
// Put the unfilled heightmap info into the collection of same
|
||||
m_heightMaps.Add(terrainRegionBase, mapInfo);
|
||||
// Build the terrain
|
||||
UpdateOrCreateTerrain(newTerrainID, heightMap, minCoords, maxCoords, true);
|
||||
DetailLog("{0},UpdateTerrain:NewTerrain,taint,baseX={1},baseY={2}",
|
||||
BSScene.DetailLogZero, minCoordsX.X, minCoordsX.Y);
|
||||
BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords);
|
||||
m_terrains.Add(terrainRegionBase, newTerrainPhys);
|
||||
|
||||
m_terrainModified = true;
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// Someday we will have complex terrain with caves and tunnels
|
||||
public float GetTerrainHeightAtXYZ(Vector3 loc)
|
||||
// TODO: redo terrain implementation selection to allow other base types than heightMap.
|
||||
private BSTerrainPhys BuildPhysicalTerrain(Vector3 terrainRegionBase, uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords)
|
||||
{
|
||||
// For the moment, it's flat and convex
|
||||
return GetTerrainHeightAtXY(loc.X, loc.Y);
|
||||
PhysicsScene.Logger.DebugFormat("{0} Terrain for {1}/{2} created with {3}",
|
||||
LogHeader, PhysicsScene.RegionName, terrainRegionBase,
|
||||
(BSTerrainPhys.TerrainImplementation)PhysicsScene.Params.terrainImplementation);
|
||||
BSTerrainPhys newTerrainPhys = null;
|
||||
switch ((int)PhysicsScene.Params.terrainImplementation)
|
||||
{
|
||||
case (int)BSTerrainPhys.TerrainImplementation.Heightmap:
|
||||
newTerrainPhys = new BSTerrainHeightmap(PhysicsScene, terrainRegionBase, id,
|
||||
heightMap, minCoords, maxCoords);
|
||||
break;
|
||||
case (int)BSTerrainPhys.TerrainImplementation.Mesh:
|
||||
newTerrainPhys = new BSTerrainMesh(PhysicsScene, terrainRegionBase, id,
|
||||
heightMap, minCoords, maxCoords);
|
||||
break;
|
||||
default:
|
||||
PhysicsScene.Logger.ErrorFormat("{0} Bad terrain implementation specified. Type={1}/{2},Region={3}/{4}",
|
||||
LogHeader,
|
||||
(int)PhysicsScene.Params.terrainImplementation,
|
||||
PhysicsScene.Params.terrainImplementation,
|
||||
PhysicsScene.RegionName, terrainRegionBase);
|
||||
break;
|
||||
}
|
||||
return newTerrainPhys;
|
||||
}
|
||||
|
||||
|
||||
// Given an X and Y, find the height of the terrain.
|
||||
// Since we could be handling multiple terrains for a mega-region,
|
||||
|
@ -390,8 +341,10 @@ public sealed class BSTerrainManager
|
|||
private float lastHeightTX = 999999f;
|
||||
private float lastHeightTY = 999999f;
|
||||
private float lastHeight = HEIGHT_INITIAL_LASTHEIGHT;
|
||||
private float GetTerrainHeightAtXY(float tX, float tY)
|
||||
public float GetTerrainHeightAtXYZ(Vector3 loc)
|
||||
{
|
||||
float tX = loc.X;
|
||||
float tY = loc.Y;
|
||||
// You'd be surprized at the number of times this routine is called
|
||||
// with the same parameters as last time.
|
||||
if (!m_terrainModified && lastHeightTX == tX && lastHeightTY == tY)
|
||||
|
@ -403,27 +356,14 @@ public sealed class BSTerrainManager
|
|||
|
||||
int offsetX = ((int)(tX / (int)DefaultRegionSize.X)) * (int)DefaultRegionSize.X;
|
||||
int offsetY = ((int)(tY / (int)DefaultRegionSize.Y)) * (int)DefaultRegionSize.Y;
|
||||
Vector2 terrainBaseXY = new Vector2(offsetX, offsetY);
|
||||
Vector3 terrainBaseXYZ = new Vector3(offsetX, offsetY, 0f);
|
||||
|
||||
BulletHeightMapInfo mapInfo;
|
||||
if (m_heightMaps.TryGetValue(terrainBaseXY, out mapInfo))
|
||||
BSTerrainPhys physTerrain;
|
||||
if (m_terrains.TryGetValue(terrainBaseXYZ, out physTerrain))
|
||||
{
|
||||
float regionX = tX - offsetX;
|
||||
float regionY = tY - offsetY;
|
||||
int mapIndex = (int)regionY * (int)mapInfo.sizeY + (int)regionX;
|
||||
try
|
||||
{
|
||||
ret = mapInfo.heightMap[mapIndex];
|
||||
}
|
||||
catch
|
||||
{
|
||||
// Sometimes they give us wonky values of X and Y. Give a warning and return something.
|
||||
PhysicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, x={2}, y={3}",
|
||||
LogHeader, terrainBaseXY, regionX, regionY);
|
||||
ret = HEIGHT_GETHEIGHT_RET;
|
||||
}
|
||||
// DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXY,bX={1},baseY={2},szX={3},szY={4},regX={5},regY={6},index={7},ht={8}",
|
||||
// BSScene.DetailLogZero, offsetX, offsetY, mapInfo.sizeX, mapInfo.sizeY, regionX, regionY, mapIndex, ret);
|
||||
ret = physTerrain.GetHeightAtXYZ(loc - terrainBaseXYZ);
|
||||
DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXYZ,loc={1},base={2},height={3}",
|
||||
BSScene.DetailLogZero, loc, terrainBaseXYZ, ret);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -466,7 +406,7 @@ public sealed class BSTerrainManager
|
|||
// Unhook all the combining that I know about.
|
||||
public void UnCombine(PhysicsScene pScene)
|
||||
{
|
||||
// Just like ODE, for the moment a NOP
|
||||
// Just like ODE, we don't do anything yet.
|
||||
DetailLog("{0},BSTerrainManager.UnCombine", BSScene.DetailLogZero);
|
||||
}
|
||||
|
||||
|
|
|
@ -0,0 +1,256 @@
|
|||
/*
|
||||
* Copyright (c) Contributors, http://opensimulator.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are met:
|
||||
* * Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyrightD
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSimulator Project nor the
|
||||
* names of its contributors may be used to endorse or promote products
|
||||
* derived from this software without specific prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.Framework;
|
||||
using OpenSim.Region.CoreModules;
|
||||
using OpenSim.Region.Physics.Manager;
|
||||
|
||||
using Nini.Config;
|
||||
using log4net;
|
||||
|
||||
using OpenMetaverse;
|
||||
|
||||
namespace OpenSim.Region.Physics.BulletSPlugin
|
||||
{
|
||||
public sealed class BSTerrainMesh : BSTerrainPhys
|
||||
{
|
||||
static string LogHeader = "[BULLETSIM TERRAIN MESH]";
|
||||
|
||||
private float[] m_savedHeightMap;
|
||||
int m_sizeX;
|
||||
int m_sizeY;
|
||||
|
||||
BulletShape m_terrainShape;
|
||||
BulletBody m_terrainBody;
|
||||
|
||||
public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, Vector3 regionSize)
|
||||
: base(physicsScene, regionBase, id)
|
||||
{
|
||||
}
|
||||
|
||||
public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id /* parameters for making mesh */)
|
||||
: base(physicsScene, regionBase, id)
|
||||
{
|
||||
}
|
||||
|
||||
// Create terrain mesh from a heightmap.
|
||||
public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap,
|
||||
Vector3 minCoords, Vector3 maxCoords)
|
||||
: base(physicsScene, regionBase, id)
|
||||
{
|
||||
int indicesCount;
|
||||
int[] indices;
|
||||
int verticesCount;
|
||||
float[] vertices;
|
||||
|
||||
m_savedHeightMap = initialMap;
|
||||
|
||||
m_sizeX = (int)(maxCoords.X - minCoords.X);
|
||||
m_sizeY = (int)(maxCoords.Y - minCoords.Y);
|
||||
|
||||
if (!BSTerrainMesh.ConvertHeightmapToMesh(PhysicsScene, initialMap,
|
||||
m_sizeX, m_sizeY,
|
||||
(float)m_sizeX, (float)m_sizeY,
|
||||
Vector3.Zero, 1.0f,
|
||||
out indicesCount, out indices, out verticesCount, out vertices))
|
||||
{
|
||||
// DISASTER!!
|
||||
PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedConversionOfHeightmap", ID);
|
||||
PhysicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh! base={1}", LogHeader, TerrainBase);
|
||||
// Something is very messed up and a crash is in our future.
|
||||
return;
|
||||
}
|
||||
|
||||
m_terrainShape = new BulletShape(BulletSimAPI.CreateMeshShape2(PhysicsScene.World.ptr,
|
||||
indicesCount, indices, verticesCount, vertices),
|
||||
PhysicsShapeType.SHAPE_MESH);
|
||||
if (m_terrainShape.ptr == IntPtr.Zero)
|
||||
{
|
||||
// DISASTER!!
|
||||
PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedCreationOfShape", ID);
|
||||
physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain mesh! base={1}", LogHeader, TerrainBase);
|
||||
// Something is very messed up and a crash is in our future.
|
||||
return;
|
||||
}
|
||||
|
||||
Vector3 pos = regionBase;
|
||||
Quaternion rot = Quaternion.Identity;
|
||||
|
||||
m_terrainBody = new BulletBody(id, BulletSimAPI.CreateBodyWithDefaultMotionState2( m_terrainShape.ptr, ID, pos, rot));
|
||||
if (m_terrainBody.ptr == IntPtr.Zero)
|
||||
{
|
||||
// DISASTER!!
|
||||
physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain body! base={1}", LogHeader, TerrainBase);
|
||||
// Something is very messed up and a crash is in our future.
|
||||
return;
|
||||
}
|
||||
|
||||
// Set current terrain attributes
|
||||
BulletSimAPI.SetFriction2(m_terrainBody.ptr, PhysicsScene.Params.terrainFriction);
|
||||
BulletSimAPI.SetHitFraction2(m_terrainBody.ptr, PhysicsScene.Params.terrainHitFraction);
|
||||
BulletSimAPI.SetRestitution2(m_terrainBody.ptr, PhysicsScene.Params.terrainRestitution);
|
||||
BulletSimAPI.SetCollisionFlags2(m_terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT);
|
||||
|
||||
// Static objects are not very massive.
|
||||
BulletSimAPI.SetMassProps2(m_terrainBody.ptr, 0f, Vector3.Zero);
|
||||
|
||||
// Return the new terrain to the world of physical objects
|
||||
BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_terrainBody.ptr);
|
||||
|
||||
// redo its bounding box now that it is in the world
|
||||
BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_terrainBody.ptr);
|
||||
|
||||
BulletSimAPI.SetCollisionFilterMask2(m_terrainBody.ptr,
|
||||
(uint)CollisionFilterGroups.TerrainFilter,
|
||||
(uint)CollisionFilterGroups.TerrainMask);
|
||||
|
||||
// Make it so the terrain will not move or be considered for movement.
|
||||
BulletSimAPI.ForceActivationState2(m_terrainBody.ptr, ActivationState.DISABLE_SIMULATION);
|
||||
}
|
||||
|
||||
public override void Dispose()
|
||||
{
|
||||
if (m_terrainBody.ptr != IntPtr.Zero)
|
||||
{
|
||||
BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, m_terrainBody.ptr);
|
||||
// Frees both the body and the shape.
|
||||
BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, m_terrainBody.ptr);
|
||||
}
|
||||
}
|
||||
|
||||
public override float GetHeightAtXYZ(Vector3 pos)
|
||||
{
|
||||
// For the moment use the saved heightmap to get the terrain height.
|
||||
// TODO: raycast downward to find the true terrain below the position.
|
||||
float ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET;
|
||||
|
||||
int mapIndex = (int)pos.Y * m_sizeY + (int)pos.X;
|
||||
try
|
||||
{
|
||||
ret = m_savedHeightMap[mapIndex];
|
||||
}
|
||||
catch
|
||||
{
|
||||
// Sometimes they give us wonky values of X and Y. Give a warning and return something.
|
||||
PhysicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, pos={2}",
|
||||
LogHeader, TerrainBase, pos);
|
||||
ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET;
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
// Convert the passed heightmap to mesh information suitable for CreateMeshShape2().
|
||||
// Return 'true' if successfully created.
|
||||
public static bool ConvertHeightmapToMesh(
|
||||
BSScene physicsScene,
|
||||
float[] heightMap, int sizeX, int sizeY, // parameters of incoming heightmap
|
||||
float extentX, float extentY, // zero based range for output vertices
|
||||
Vector3 extentBase, // base to be added to all vertices
|
||||
float magnification, // number of vertices to create between heightMap coords
|
||||
out int indicesCountO, out int[] indicesO,
|
||||
out int verticesCountO, out float[] verticesO)
|
||||
{
|
||||
bool ret = false;
|
||||
|
||||
int indicesCount = 0;
|
||||
int verticesCount = 0;
|
||||
int[] indices = new int[0];
|
||||
float[] vertices = new float[0];
|
||||
|
||||
// Simple mesh creation which assumes magnification == 1.
|
||||
// TODO: do a more general solution that scales, adds new vertices and smoothes the result.
|
||||
|
||||
try
|
||||
{
|
||||
// One vertice per heightmap value plus the vertices off the top and bottom edge.
|
||||
int totalVertices = (sizeX + 1) * (sizeY + 1);
|
||||
vertices = new float[totalVertices * 3];
|
||||
int totalIndices = sizeX * sizeY * 6;
|
||||
indices = new int[totalIndices];
|
||||
|
||||
float magX = (float)sizeX / extentX;
|
||||
float magY = (float)sizeY / extentY;
|
||||
physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,totVert={1},totInd={2},extentBase={3},magX={4},magY={5}",
|
||||
BSScene.DetailLogZero, totalVertices, totalIndices, extentBase, magX, magY);
|
||||
// Note that sizeX+1 vertices are created since there is land between this and the next region.
|
||||
for (int yy = 0; yy <= sizeY; yy++)
|
||||
{
|
||||
for (int xx = 0; xx <= sizeX; xx++) // Hint: the "<=" means we got through sizeX + 1 times
|
||||
{
|
||||
int offset = yy * sizeX + xx;
|
||||
// Extend the height from the height from the last row or column
|
||||
if (yy == sizeY) offset -= sizeX;
|
||||
if (xx == sizeX) offset -= 1;
|
||||
float height = heightMap[offset];
|
||||
vertices[verticesCount + 0] = (float)xx * magX + extentBase.X;
|
||||
vertices[verticesCount + 1] = (float)yy * magY + extentBase.Y;
|
||||
vertices[verticesCount + 2] = height + extentBase.Z;
|
||||
verticesCount += 3;
|
||||
}
|
||||
}
|
||||
verticesCount = verticesCount / 3;
|
||||
physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,completeVerts,verCount={1}",
|
||||
BSScene.DetailLogZero, verticesCount);
|
||||
|
||||
for (int yy = 0; yy < sizeY; yy++)
|
||||
{
|
||||
for (int xx = 0; xx < sizeX; xx++)
|
||||
{
|
||||
int offset = yy * sizeX + xx;
|
||||
// Each vertices is presumed to be the upper left corner of a box of two triangles
|
||||
indices[indicesCount + 0] = offset;
|
||||
indices[indicesCount + 1] = offset + 1;
|
||||
indices[indicesCount + 2] = offset + sizeX + 1; // accounting for the extra column
|
||||
indices[indicesCount + 3] = offset + 1;
|
||||
indices[indicesCount + 4] = offset + sizeX + 2;
|
||||
indices[indicesCount + 5] = offset + sizeX + 1;
|
||||
indicesCount += 6;
|
||||
}
|
||||
}
|
||||
physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,completeIndices,indCount={1}", // DEEBUG DEBUG DEBUG
|
||||
LogHeader, indicesCount); // DEBUG
|
||||
ret = true;
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
physicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh. For={1}/{2}, e={3}",
|
||||
LogHeader, physicsScene.RegionName, extentBase, e);
|
||||
}
|
||||
|
||||
indicesCountO = indicesCount;
|
||||
indicesO = indices;
|
||||
verticesCountO = verticesCount;
|
||||
verticesO = vertices;
|
||||
|
||||
return ret;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -88,11 +88,11 @@ public struct BulletShape
|
|||
public BulletShape(IntPtr xx)
|
||||
{
|
||||
ptr = xx;
|
||||
type=ShapeData.PhysicsShapeType.SHAPE_UNKNOWN;
|
||||
shapeKey = 0;
|
||||
type=PhysicsShapeType.SHAPE_UNKNOWN;
|
||||
shapeKey = (System.UInt64)FixedShapeKey.KEY_NONE;
|
||||
isNativeShape = false;
|
||||
}
|
||||
public BulletShape(IntPtr xx, ShapeData.PhysicsShapeType typ)
|
||||
public BulletShape(IntPtr xx, PhysicsShapeType typ)
|
||||
{
|
||||
ptr = xx;
|
||||
type = typ;
|
||||
|
@ -100,7 +100,7 @@ public struct BulletShape
|
|||
isNativeShape = false;
|
||||
}
|
||||
public IntPtr ptr;
|
||||
public ShapeData.PhysicsShapeType type;
|
||||
public PhysicsShapeType type;
|
||||
public System.UInt64 shapeKey;
|
||||
public bool isNativeShape;
|
||||
public override string ToString()
|
||||
|
@ -152,7 +152,7 @@ public class BulletHeightMapInfo
|
|||
ID = id;
|
||||
Ptr = xx;
|
||||
heightMap = hm;
|
||||
terrainRegionBase = new Vector2(0f, 0f);
|
||||
terrainRegionBase = Vector3.Zero;
|
||||
minCoords = new Vector3(100f, 100f, 25f);
|
||||
maxCoords = new Vector3(101f, 101f, 26f);
|
||||
minZ = maxZ = 0f;
|
||||
|
@ -161,7 +161,7 @@ public class BulletHeightMapInfo
|
|||
public uint ID;
|
||||
public IntPtr Ptr;
|
||||
public float[] heightMap;
|
||||
public Vector2 terrainRegionBase;
|
||||
public Vector3 terrainRegionBase;
|
||||
public Vector3 minCoords;
|
||||
public Vector3 maxCoords;
|
||||
public float sizeX, sizeY;
|
||||
|
@ -178,13 +178,10 @@ public struct ConvexHull
|
|||
int VertexCount;
|
||||
Vector3[] Vertices;
|
||||
}
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct ShapeData
|
||||
{
|
||||
public enum PhysicsShapeType
|
||||
{
|
||||
SHAPE_UNKNOWN = 0,
|
||||
SHAPE_AVATAR = 1,
|
||||
SHAPE_CAPSULE = 1,
|
||||
SHAPE_BOX = 2,
|
||||
SHAPE_CONE = 3,
|
||||
SHAPE_CYLINDER = 4,
|
||||
|
@ -195,7 +192,23 @@ public struct ShapeData
|
|||
SHAPE_GROUNDPLANE = 20,
|
||||
SHAPE_TERRAIN = 21,
|
||||
SHAPE_COMPOUND = 22,
|
||||
SHAPE_HEIGHTMAP = 23,
|
||||
};
|
||||
|
||||
// The native shapes have predefined shape hash keys
|
||||
public enum FixedShapeKey : ulong
|
||||
{
|
||||
KEY_NONE = 0,
|
||||
KEY_BOX = 1,
|
||||
KEY_SPHERE = 2,
|
||||
KEY_CONE = 3,
|
||||
KEY_CYLINDER = 4,
|
||||
KEY_CAPSULE = 5,
|
||||
}
|
||||
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct ShapeData
|
||||
{
|
||||
public uint ID;
|
||||
public PhysicsShapeType Type;
|
||||
public Vector3 Position;
|
||||
|
@ -216,16 +229,6 @@ public struct ShapeData
|
|||
// note that bools are passed as floats since bool size changes by language and architecture
|
||||
public const float numericTrue = 1f;
|
||||
public const float numericFalse = 0f;
|
||||
|
||||
// The native shapes have predefined shape hash keys
|
||||
public enum FixedShapeKey : ulong
|
||||
{
|
||||
KEY_BOX = 1,
|
||||
KEY_SPHERE = 2,
|
||||
KEY_CONE = 3,
|
||||
KEY_CYLINDER = 4,
|
||||
KEY_CAPSULE = 5,
|
||||
}
|
||||
}
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct SweepHit
|
||||
|
@ -280,6 +283,7 @@ public struct ConfigurationParameters
|
|||
public float ccdSweptSphereRadius;
|
||||
public float contactProcessingThreshold;
|
||||
|
||||
public float terrainImplementation;
|
||||
public float terrainFriction;
|
||||
public float terrainHitFraction;
|
||||
public float terrainRestitution;
|
||||
|
@ -287,7 +291,8 @@ public struct ConfigurationParameters
|
|||
public float avatarStandingFriction;
|
||||
public float avatarDensity;
|
||||
public float avatarRestitution;
|
||||
public float avatarCapsuleRadius;
|
||||
public float avatarCapsuleWidth;
|
||||
public float avatarCapsuleDepth;
|
||||
public float avatarCapsuleHeight;
|
||||
public float avatarContactProcessingThreshold;
|
||||
|
||||
|
@ -388,13 +393,13 @@ public enum CollisionFilterGroups : uint
|
|||
ObjectFilter = BSolidFilter,
|
||||
ObjectMask = BAllFilter,
|
||||
StaticObjectFilter = BStaticFilter,
|
||||
StaticObjectMask = BAllFilter,
|
||||
StaticObjectMask = BAllFilter & ~BStaticFilter, // static objects don't collide with each other
|
||||
LinksetFilter = BLinksetFilter,
|
||||
LinksetMask = BAllFilter & ~BLinksetFilter,
|
||||
LinksetMask = BAllFilter & ~BLinksetFilter, // linkset objects don't collide with each other
|
||||
VolumeDetectFilter = BSensorTrigger,
|
||||
VolumeDetectMask = ~BSensorTrigger,
|
||||
TerrainFilter = BTerrainFilter,
|
||||
TerrainMask = BAllFilter & ~BStaticFilter,
|
||||
TerrainMask = BAllFilter & ~BStaticFilter, // static objects on the ground don't collide
|
||||
GroundPlaneFilter = BGroundPlaneFilter,
|
||||
GroundPlaneMask = BAllFilter
|
||||
|
||||
|
|
|
@ -913,7 +913,8 @@
|
|||
AvatarFriction = 0.2
|
||||
AvatarRestitution = 0.0
|
||||
AvatarDensity = 60.0
|
||||
AvatarCapsuleRadius = 0.37
|
||||
AvatarCapsuleWidth = 0.6
|
||||
AvatarCapsuleDepth = 0.45
|
||||
AvatarCapsuleHeight = 1.5
|
||||
AvatarContactProcessingThreshold = 0.1
|
||||
|
||||
|
|
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Reference in New Issue