* Adds Physical/Active Linkset support to BulletDotNETPlugin
parent
3307f21706
commit
474b982eba
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@ -35,6 +35,7 @@ using OpenMetaverse;
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using BulletDotNET;
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using OpenSim.Framework;
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using OpenSim.Region.Physics.Manager;
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using OpenSim.Region.Physics.Meshing;
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namespace OpenSim.Region.Physics.BulletDotNETPlugin
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{
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@ -325,12 +326,12 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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}
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public override void link(PhysicsActor obj)
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{
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//TODO:
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m_taintparent = obj;
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}
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public override void delink()
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{
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//TODO:
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m_taintparent = null;
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}
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public override void LockAngularMotion(PhysicsVector axis)
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@ -729,6 +730,17 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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changeadd(timestep);
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}
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if (prim_geom == null)
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{
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CreateGeom(IntPtr.Zero, primMesh);
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if (IsPhysical)
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SetBody(Mass);
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else
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SetBody(0);
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m_log.Debug("[PHYSICS]: GEOM_DOESNT_EXSIT");
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}
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if (prim_geom.Handle == IntPtr.Zero)
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{
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CreateGeom(IntPtr.Zero, primMesh);
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@ -953,24 +965,9 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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// TODO: dispose parts that make up body
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}
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m_log.Debug("[PHYSICS]: _________ChangePhysics");
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if (_parent_scene.needsMeshing(_pbs))
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{
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// Don't need to re-enable body.. it's done in SetMesh
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float meshlod = _parent_scene.meshSculptLOD;
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if (IsPhysical)
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meshlod = _parent_scene.MeshSculptphysicalLOD;
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ProcessGeomCreation();
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IMesh mesh = _parent_scene.mesher.CreateMesh(SOPName, _pbs, _size, meshlod, IsPhysical);
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// createmesh returns null when it doesn't mesh.
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CreateGeom(IntPtr.Zero, mesh);
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}
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else
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{
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_mesh = null;
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CreateGeom(IntPtr.Zero, null);
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}
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SetCollisionShape(prim_geom);
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if (m_isphysical)
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SetBody(Mass);
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else
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@ -981,6 +978,71 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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m_taintPhysics = m_isphysical;
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}
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internal void ProcessGeomCreation()
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{
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if (_parent_scene.needsMeshing(_pbs))
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{
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ProcessGeomCreationAsTriMesh(PhysicsVector.Zero,Quaternion.Identity);
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// createmesh returns null when it doesn't mesh.
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CreateGeom(IntPtr.Zero, _mesh);
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}
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else
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{
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_mesh = null;
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CreateGeom(IntPtr.Zero, null);
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}
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SetCollisionShape(prim_geom);
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}
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internal bool NeedsMeshing()
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{
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return _parent_scene.needsMeshing(_pbs);
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}
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internal void ProcessGeomCreationAsTriMesh(PhysicsVector positionOffset, Quaternion orientation)
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{
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// Don't need to re-enable body.. it's done in SetMesh
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float meshlod = _parent_scene.meshSculptLOD;
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if (IsPhysical)
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meshlod = _parent_scene.MeshSculptphysicalLOD;
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IMesh mesh = _parent_scene.mesher.CreateMesh(SOPName, _pbs, _size, meshlod, IsPhysical);
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if (!positionOffset.IsIdentical(PhysicsVector.Zero,0.001f) || orientation != Quaternion.Identity)
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{
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if (mesh is Mesh)
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{
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float[] xyz = new float[3];
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xyz[0] = positionOffset.X;
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xyz[1] = positionOffset.Y;
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xyz[2] = positionOffset.Z;
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Matrix4 m4 = Matrix4.CreateFromQuaternion(orientation);
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float[,] matrix = new float[3,3];
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matrix[0, 0] = m4.M11;
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matrix[0, 1] = m4.M12;
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matrix[0, 2] = m4.M13;
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matrix[1, 0] = m4.M21;
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matrix[1, 1] = m4.M22;
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matrix[1, 2] = m4.M23;
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matrix[2, 0] = m4.M31;
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matrix[2, 1] = m4.M32;
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matrix[2, 2] = m4.M33;
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Mesh mesh2 = (Mesh) mesh;
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mesh2.TransformLinear(matrix, xyz);
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mesh = (IMesh)mesh2;
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}
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}
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_mesh = mesh;
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}
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private void changesize(float timestep)
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{
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if (Body != null)
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@ -997,23 +1059,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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m_log.Debug("[PHYSICS]: _________ChangeSize");
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SetCollisionShape(null);
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// Construction of new prim
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if (_parent_scene.needsMeshing(_pbs))
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{
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// Don't need to re-enable body.. it's done in SetMesh
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float meshlod = _parent_scene.meshSculptLOD;
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if (IsPhysical)
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meshlod = _parent_scene.MeshSculptphysicalLOD;
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IMesh mesh = _parent_scene.mesher.CreateMesh(SOPName, _pbs, _size, meshlod, IsPhysical);
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// createmesh returns null when it doesn't mesh.
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CreateGeom(IntPtr.Zero, mesh);
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}
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else
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{
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_mesh = null;
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CreateGeom(IntPtr.Zero, null);
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}
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ProcessGeomCreation();
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if (IsPhysical)
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SetBody(Mass);
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@ -1068,23 +1114,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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if (_size.Z <= 0) _size.Z = 0.01f;
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// Construction of new prim
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if (_parent_scene.needsMeshing(_pbs))
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{
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// Don't need to re-enable body.. it's done in SetMesh
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float meshlod = _parent_scene.meshSculptLOD;
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ProcessGeomCreation();
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if (IsPhysical)
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meshlod = _parent_scene.MeshSculptphysicalLOD;
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IMesh mesh = _parent_scene.mesher.CreateMesh(SOPName, _pbs, _size, meshlod, IsPhysical);
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// createmesh returns null when it doesn't mesh.
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CreateGeom(IntPtr.Zero, mesh);
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}
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else
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{
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_mesh = null;
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CreateGeom(IntPtr.Zero, null);
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}
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tempPosition1.setValue(_position.X, _position.Y, _position.Z);
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if (tempOrientation1.Handle != IntPtr.Zero)
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tempOrientation1.Dispose();
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@ -1262,7 +1293,52 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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private void changelink(float timestep)
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{
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// TODO: throw new NotImplementedException();
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if (IsPhysical)
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{
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// Construction of new prim
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if (Body != null)
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{
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if (Body.Handle != IntPtr.Zero)
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{
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_parent_scene.removeFromWorld(this, Body);
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//Body.Dispose();
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}
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//Body = null;
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// TODO: dispose parts that make up body
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}
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if (_parent == null && m_taintparent != null)
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{
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if (m_taintparent is BulletDotNETPrim)
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{
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BulletDotNETPrim obj = (BulletDotNETPrim)m_taintparent;
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obj.ParentPrim(this);
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childPrim = true;
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}
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}
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else if (_parent != null && m_taintparent == null)
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{
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if (_parent is BulletDotNETPrim)
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{
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BulletDotNETPrim obj = (BulletDotNETPrim)_parent;
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obj.ChildDelink(obj);
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childPrim = false;
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}
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}
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if (m_taintparent != null)
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{
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m_taintparent.Position.Z = m_taintparent.Position.Z + 0.02f;
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_parent_scene.AddPhysicsActorTaint(m_taintparent);
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}
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}
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_parent = m_taintparent;
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m_taintPhysics = m_isphysical;
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}
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private void changefloatonwater(float timestep)
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@ -1854,7 +1930,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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m_log.Debug("[PHYSICS]: _________CreateGeom");
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if (p_mesh != null)
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{
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_mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical);
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//_mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical);
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_mesh = p_mesh;
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setMesh(_parent_scene, _mesh);
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}
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@ -1867,12 +1944,16 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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if (((_size.X / 2f) > 0f))
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{
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//SetGeom to a Regular Sphere
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tempSize1.setValue(_size.X * 0.5f, _size.Y * 0.5f, _size.Z * 0.5f);
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if (tempSize1 == null)
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tempSize1 = new btVector3(0, 0, 0);
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tempSize1.setValue(_size.X * 0.5f,_size.Y * 0.5f, _size.Z * 0.5f);
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SetCollisionShape(new btSphereShape(_size.X*0.5f));
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}
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else
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{
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// uses halfextents
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if (tempSize1 == null)
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tempSize1 = new btVector3(0, 0, 0);
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tempSize1.setValue(_size.X*0.5f, _size.Y*0.5f, _size.Z*0.5f);
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SetCollisionShape(new btBoxShape(tempSize1));
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}
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@ -1880,6 +1961,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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else
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{
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// uses halfextents
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if (tempSize1 == null)
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tempSize1 = new btVector3(0, 0, 0);
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tempSize1.setValue(_size.X * 0.5f, _size.Y * 0.5f, _size.Z * 0.5f);
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SetCollisionShape(new btBoxShape(tempSize1));
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}
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@ -1887,6 +1970,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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}
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else
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{
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if (tempSize1 == null)
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tempSize1 = new btVector3(0, 0, 0);
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// uses halfextents
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tempSize1.setValue(_size.X * 0.5f, _size.Y * 0.5f, _size.Z * 0.5f);
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SetCollisionShape(new btBoxShape(tempSize1));
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@ -1975,72 +2060,134 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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public void SetBody(float mass)
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{
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//m_log.DebugFormat("[PHYSICS]: SetBody! {0}",mass);
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/*
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if (Body != null && Body.Handle != IntPtr.Zero)
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if (!IsPhysical || childrenPrim.Count == 0)
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{
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DisposeOfBody();
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}
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*/
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if (tempMotionState1 != null && tempMotionState1.Handle != IntPtr.Zero)
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tempMotionState1.Dispose();
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if (tempTransform2 != null && tempTransform2.Handle != IntPtr.Zero)
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tempTransform2.Dispose();
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if (tempOrientation2 != null && tempOrientation2.Handle != IntPtr.Zero)
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tempOrientation2.Dispose();
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if (tempMotionState1 != null && tempMotionState1.Handle != IntPtr.Zero)
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tempMotionState1.Dispose();
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if (tempTransform2 != null && tempTransform2.Handle != IntPtr.Zero)
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tempTransform2.Dispose();
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if (tempOrientation2 != null && tempOrientation2.Handle != IntPtr.Zero)
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tempOrientation2.Dispose();
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if (tempPosition2 != null && tempPosition2.Handle != IntPtr.Zero)
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tempPosition2.Dispose();
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if (tempPosition2 != null && tempPosition2.Handle != IntPtr.Zero)
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tempPosition2.Dispose();
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tempOrientation2 = new btQuaternion(_orientation.X, _orientation.Y, _orientation.Z, _orientation.W);
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tempPosition2 = new btVector3(_position.X, _position.Y, _position.Z);
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tempTransform2 = new btTransform(tempOrientation2, tempPosition2);
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tempMotionState1 = new btDefaultMotionState(tempTransform2, _parent_scene.TransZero);
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if (tempInertia1 != null && tempInertia1.Handle != IntPtr.Zero)
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tempInertia1.Dispose();
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tempInertia1 = new btVector3(0, 0, 0);
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/*
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if (prim_geom.Handle == IntPtr.Zero)
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{
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m_log.Warn("[PHYSICS]:PrimGeom is Disposed!");
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if (_parent_scene.needsMeshing(_pbs))
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{
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// Don't need to re-enable body.. it's done in SetMesh
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float meshlod = _parent_scene.meshSculptLOD;
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tempOrientation2 = new btQuaternion(_orientation.X, _orientation.Y, _orientation.Z, _orientation.W);
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tempPosition2 = new btVector3(_position.X, _position.Y, _position.Z);
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tempTransform2 = new btTransform(tempOrientation2, tempPosition2);
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tempMotionState1 = new btDefaultMotionState(tempTransform2, _parent_scene.TransZero);
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if (tempInertia1 != null && tempInertia1.Handle != IntPtr.Zero)
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tempInertia1.Dispose();
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tempInertia1 = new btVector3(0, 0, 0);
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if (IsPhysical)
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meshlod = _parent_scene.MeshSculptphysicalLOD;
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IMesh mesh = _parent_scene.mesher.CreateMesh(SOPName, _pbs, _size, meshlod, IsPhysical);
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// createmesh returns null when it doesn't mesh.
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CreateGeom(IntPtr.Zero, mesh);
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}
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prim_geom.calculateLocalInertia(mass, tempInertia1);
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if (mass != 0)
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_parent_scene.addActivePrim(this);
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else
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_parent_scene.remActivePrim(this);
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// Body = new btRigidBody(mass, tempMotionState1, prim_geom);
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//else
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Body = new btRigidBody(mass, tempMotionState1, prim_geom, tempInertia1);
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if (prim_geom is btGImpactMeshShape)
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{
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_mesh = null;
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CreateGeom(IntPtr.Zero, null);
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((btGImpactMeshShape) prim_geom).setLocalScaling(new btVector3(1, 1, 1));
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((btGImpactMeshShape) prim_geom).updateBound();
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}
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_parent_scene.AddPrimToScene(this);
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}
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else
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{
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bool hasTrimesh = false;
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lock (childrenPrim)
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{
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foreach (BulletDotNETPrim chld in childrenPrim)
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{
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if (chld == null)
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continue;
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if (chld.NeedsMeshing())
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hasTrimesh = true;
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}
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}
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//if (hasTrimesh)
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//{
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ProcessGeomCreationAsTriMesh(PhysicsVector.Zero, Quaternion.Identity);
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// createmesh returns null when it doesn't mesh.
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if (_mesh is Mesh)
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{
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}
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else
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{
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m_log.Warn("[PHYSICS]: Can't link a OpenSim.Region.Physics.Meshing.Mesh object");
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return;
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}
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Mesh pMesh = (Mesh) _mesh;
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foreach (BulletDotNETPrim chld in childrenPrim)
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{
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if (chld == null)
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continue;
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PhysicsVector offset = chld.Position - Position;
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Vector3 pos = new Vector3(offset.X, offset.Y, offset.Z);
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pos *= Quaternion.Inverse(Orientation);
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//pos *= Orientation;
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offset.setValues(pos.X, pos.Y, pos.Z);
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chld.ProcessGeomCreationAsTriMesh(offset, chld.Orientation);
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if (chld._mesh is Mesh)
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{
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pMesh.Append((Mesh)chld._mesh);
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}
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}
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setMesh(_parent_scene, pMesh);
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//}
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if (tempMotionState1 != null && tempMotionState1.Handle != IntPtr.Zero)
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tempMotionState1.Dispose();
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if (tempTransform2 != null && tempTransform2.Handle != IntPtr.Zero)
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tempTransform2.Dispose();
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if (tempOrientation2 != null && tempOrientation2.Handle != IntPtr.Zero)
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tempOrientation2.Dispose();
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if (tempPosition2 != null && tempPosition2.Handle != IntPtr.Zero)
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tempPosition2.Dispose();
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tempOrientation2 = new btQuaternion(_orientation.X, _orientation.Y, _orientation.Z, _orientation.W);
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tempPosition2 = new btVector3(_position.X, _position.Y, _position.Z);
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tempTransform2 = new btTransform(tempOrientation2, tempPosition2);
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tempMotionState1 = new btDefaultMotionState(tempTransform2, _parent_scene.TransZero);
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if (tempInertia1 != null && tempInertia1.Handle != IntPtr.Zero)
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tempInertia1.Dispose();
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tempInertia1 = new btVector3(0, 0, 0);
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prim_geom.calculateLocalInertia(mass, tempInertia1);
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if (mass != 0)
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_parent_scene.addActivePrim(this);
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else
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_parent_scene.remActivePrim(this);
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// Body = new btRigidBody(mass, tempMotionState1, prim_geom);
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//else
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Body = new btRigidBody(mass, tempMotionState1, prim_geom, tempInertia1);
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if (prim_geom is btGImpactMeshShape)
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{
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((btGImpactMeshShape)prim_geom).setLocalScaling(new btVector3(1, 1, 1));
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((btGImpactMeshShape)prim_geom).updateBound();
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}
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_parent_scene.AddPrimToScene(this);
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}
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*/
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prim_geom.calculateLocalInertia(mass, tempInertia1);
|
||||
|
||||
if (mass != 0)
|
||||
_parent_scene.addActivePrim(this);
|
||||
else
|
||||
_parent_scene.remActivePrim(this);
|
||||
|
||||
// Body = new btRigidBody(mass, tempMotionState1, prim_geom);
|
||||
//else
|
||||
Body = new btRigidBody(mass, tempMotionState1, prim_geom, tempInertia1);
|
||||
|
||||
if (prim_geom is btGImpactMeshShape)
|
||||
{
|
||||
((btGImpactMeshShape) prim_geom).setLocalScaling(new btVector3(1, 1, 1));
|
||||
((btGImpactMeshShape) prim_geom).updateBound();
|
||||
}
|
||||
_parent_scene.AddPrimToScene(this);
|
||||
}
|
||||
|
||||
private void DisposeOfBody()
|
||||
|
@ -2096,9 +2243,22 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
|
|||
|
||||
}
|
||||
|
||||
private void ParentPrim(BulletDotNETPrim prm)
|
||||
internal void ParentPrim(BulletDotNETPrim prm)
|
||||
{
|
||||
// TODO: Parent Linking algorithm. Use btComplexObject
|
||||
if (prm == null)
|
||||
return;
|
||||
|
||||
|
||||
|
||||
lock (childrenPrim)
|
||||
{
|
||||
if (!childrenPrim.Contains(prm))
|
||||
{
|
||||
childrenPrim.Add(prm);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
public void disableBody()
|
||||
|
|
Loading…
Reference in New Issue