Part 1 of Darok's BulletX patches.

afrisby
MW 2007-09-04 18:03:29 +00:00
parent 710856e3d3
commit 725ef022c6
1 changed files with 39 additions and 16 deletions

View File

@ -23,12 +23,12 @@
* 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.
*
*
*/
#region References
using System;
using System.Collections.Generic;
using OpenSim.Physics.Manager;
using OpenSim.Region.Physics.Manager;
using Axiom.Math;
//Specific References for BulletXPlugin
using MonoXnaCompactMaths;
@ -163,7 +163,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
}
public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size)
public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, Axiom.Math.Quaternion rotation)
{
PhysicsVector pos = new PhysicsVector();
pos.X = position.X;
@ -176,6 +176,10 @@ namespace OpenSim.Region.Physics.BulletXPlugin
return new BulletXPrim();
}
public override void RemovePrim(PhysicsActor prim)
{
throw new Exception("The method or operation is not implemented.");
}
public override void Simulate(float timeStep)
{
foreach (BulletXCharacter actor in _characters)
@ -187,7 +191,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
foreach (BulletXCharacter actor in _characters)
{
actor.ValidateHeight(this._heightmap[
(int)Math.Round(actor.RigidBodyHorizontalPosition.x) * 256
(int)Math.Round(actor.RigidBodyHorizontalPosition.x) * 256
+ (int)Math.Round(actor.RigidBodyHorizontalPosition.y)]);
}
foreach (BulletXCharacter actor in _characters)
@ -257,7 +261,8 @@ namespace OpenSim.Region.Physics.BulletXPlugin
CollisionShape _collisionShape = new BoxShape(new MonoXnaCompactMaths.Vector3(0.5f, 0.5f, 1.60f));
DefaultMotionState _motionState = new DefaultMotionState(_startTransform, _centerOfMassOffset);
MonoXnaCompactMaths.Vector3 _localInertia = new MonoXnaCompactMaths.Vector3();
_collisionShape.CalculateLocalInertia(_mass, out _localInertia); //Always when mass > 0
_collisionShape.CalculateLocalInertia(_mass, out _localInertia);
//Always when mass > 0
//The next values might change
float _linearDamping = 0.0f;
@ -283,6 +288,18 @@ namespace OpenSim.Region.Physics.BulletXPlugin
}
}
public override PhysicsVector Size
{
get
{
throw new Exception("The method or operation is not implemented.");
}
set
{
throw new Exception("The method or operation is not implemented.");
}
}
public override PhysicsVector Position
{
get
@ -359,7 +376,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
MonoXnaCompactMaths.Vector3 vec = new MonoXnaCompactMaths.Vector3();
//if (this._velocity.X == 0.0f)
// vec.X = this.rigidBody.LinearVelocity.X; //current velocity
//else
//else
vec.X = this._velocity.X; //overrides current velocity
//if (this._velocity.Y == 0.0f)
@ -376,18 +393,18 @@ namespace OpenSim.Region.Physics.BulletXPlugin
if (flying)
{
//Antigravity with movement
if (this._position.Z <= BulletXScene.HeightLevel0)
if (this._position.Z <= BulletXScene.HeightLevel0)
{
vec.Z = nextZVelocity + BulletXScene.Gravity * timeStep;
}
//Lowgravity with movement
else if((this._position.Z > BulletXScene.HeightLevel0)
&& (this._position.Z <= BulletXScene.HeightLevel1))
else if((this._position.Z > BulletXScene.HeightLevel0)
&& (this._position.Z <= BulletXScene.HeightLevel1))
{
vec.Z = nextZVelocity + BulletXScene.Gravity * timeStep * (1.0f - BulletXScene.LowGravityFactor);
}
//Lowgravity with...
else if (this._position.Z > BulletXScene.HeightLevel1)
else if (this._position.Z > BulletXScene.HeightLevel1)
{
if(nextZVelocity > 0) //no movement
vec.Z = BulletXScene.Gravity * timeStep * (1.0f - BulletXScene.LowGravityFactor);
@ -447,6 +464,17 @@ namespace OpenSim.Region.Physics.BulletXPlugin
}
}
public override PhysicsVector Size
{
get
{
throw new Exception("The method or operation is not implemented.");
}
set
{
throw new Exception("The method or operation is not implemented.");
}
}
public override PhysicsVector Position
{
get
@ -469,7 +497,6 @@ namespace OpenSim.Region.Physics.BulletXPlugin
this._prim.Position = pos;*/
}
}
public override PhysicsVector Velocity
{
get
@ -481,7 +508,6 @@ namespace OpenSim.Region.Physics.BulletXPlugin
_velocity = value;
}
}
public override bool Kinematic
{
get
@ -494,7 +520,6 @@ namespace OpenSim.Region.Physics.BulletXPlugin
//this._prim.Kinematic = value;
}
}
public override Axiom.Math.Quaternion Orientation
{
get
@ -507,7 +532,6 @@ namespace OpenSim.Region.Physics.BulletXPlugin
}
}
public override PhysicsVector Acceleration
{
get
@ -520,15 +544,14 @@ namespace OpenSim.Region.Physics.BulletXPlugin
{
this._acceleration = accel;
}
public override void AddForce(PhysicsVector force)
{
}
public override void SetMomentum(PhysicsVector momentum)
{
}
}
}