Part 1 of Darok's BulletX patches.
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710856e3d3
commit
725ef022c6
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@ -28,7 +28,7 @@
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#region References
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#region References
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using OpenSim.Physics.Manager;
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using OpenSim.Region.Physics.Manager;
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using Axiom.Math;
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using Axiom.Math;
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//Specific References for BulletXPlugin
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//Specific References for BulletXPlugin
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using MonoXnaCompactMaths;
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using MonoXnaCompactMaths;
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@ -163,7 +163,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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}
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}
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public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size)
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public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, Axiom.Math.Quaternion rotation)
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{
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{
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PhysicsVector pos = new PhysicsVector();
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PhysicsVector pos = new PhysicsVector();
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pos.X = position.X;
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pos.X = position.X;
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@ -176,6 +176,10 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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return new BulletXPrim();
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return new BulletXPrim();
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}
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}
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public override void RemovePrim(PhysicsActor prim)
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{
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throw new Exception("The method or operation is not implemented.");
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}
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public override void Simulate(float timeStep)
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public override void Simulate(float timeStep)
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{
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{
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foreach (BulletXCharacter actor in _characters)
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foreach (BulletXCharacter actor in _characters)
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@ -257,7 +261,8 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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CollisionShape _collisionShape = new BoxShape(new MonoXnaCompactMaths.Vector3(0.5f, 0.5f, 1.60f));
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CollisionShape _collisionShape = new BoxShape(new MonoXnaCompactMaths.Vector3(0.5f, 0.5f, 1.60f));
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DefaultMotionState _motionState = new DefaultMotionState(_startTransform, _centerOfMassOffset);
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DefaultMotionState _motionState = new DefaultMotionState(_startTransform, _centerOfMassOffset);
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MonoXnaCompactMaths.Vector3 _localInertia = new MonoXnaCompactMaths.Vector3();
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MonoXnaCompactMaths.Vector3 _localInertia = new MonoXnaCompactMaths.Vector3();
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_collisionShape.CalculateLocalInertia(_mass, out _localInertia); //Always when mass > 0
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_collisionShape.CalculateLocalInertia(_mass, out _localInertia);
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//Always when mass > 0
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//The next values might change
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//The next values might change
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float _linearDamping = 0.0f;
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float _linearDamping = 0.0f;
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@ -283,6 +288,18 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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}
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}
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}
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}
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public override PhysicsVector Size
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{
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get
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{
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throw new Exception("The method or operation is not implemented.");
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}
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set
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{
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throw new Exception("The method or operation is not implemented.");
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}
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}
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public override PhysicsVector Position
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public override PhysicsVector Position
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{
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{
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get
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get
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@ -447,6 +464,17 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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}
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}
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}
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}
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public override PhysicsVector Size
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{
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get
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{
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throw new Exception("The method or operation is not implemented.");
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}
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set
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{
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throw new Exception("The method or operation is not implemented.");
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}
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}
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public override PhysicsVector Position
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public override PhysicsVector Position
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{
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{
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get
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get
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@ -469,7 +497,6 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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this._prim.Position = pos;*/
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this._prim.Position = pos;*/
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}
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}
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}
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}
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public override PhysicsVector Velocity
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public override PhysicsVector Velocity
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{
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{
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get
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get
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@ -481,7 +508,6 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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_velocity = value;
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_velocity = value;
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}
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}
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}
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}
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public override bool Kinematic
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public override bool Kinematic
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{
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{
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get
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get
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@ -494,7 +520,6 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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//this._prim.Kinematic = value;
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//this._prim.Kinematic = value;
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}
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}
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}
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}
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public override Axiom.Math.Quaternion Orientation
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public override Axiom.Math.Quaternion Orientation
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{
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{
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get
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get
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@ -507,7 +532,6 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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}
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}
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}
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}
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public override PhysicsVector Acceleration
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public override PhysicsVector Acceleration
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{
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{
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get
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get
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@ -520,15 +544,14 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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{
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{
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this._acceleration = accel;
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this._acceleration = accel;
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}
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}
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public override void AddForce(PhysicsVector force)
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public override void AddForce(PhysicsVector force)
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{
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{
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}
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}
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public override void SetMomentum(PhysicsVector momentum)
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public override void SetMomentum(PhysicsVector momentum)
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{
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{
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}
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}
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}
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}
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}
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}
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