* Tweaks physics so that linked prim are a single body. This will make linked prim more stable and probably the last obstacle to vehicles physics wise.
* Fixed a bug that caused physics proxies to be scattered when you link an object. * Single physical prim work exactly the same as before, just linked physical prim will have changed.0.6.1-post-fixes
parent
6ab09bc139
commit
76e1462dff
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@ -1405,6 +1405,10 @@ namespace OpenSim.Region.Environment.Scenes
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foreach (SceneObjectGroup sceneObj in children)
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{
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parenPrim.LinkToGroup(sceneObj);
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// this is here so physics gets updated!
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// Don't remove! Bad juju! Stay away! or fix physics!
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sceneObj.AbsolutePosition = sceneObj.AbsolutePosition;
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}
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// We need to explicitly resend the newly link prim's object properties since no other actions
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@ -1247,6 +1247,12 @@ if (m_shape != null) {
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if (userExposed)
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dupe.UUID = UUID.Random();
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//memberwiseclone means it also clones the physics actor reference
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// This will make physical prim 'bounce' if not set to null.
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if (!userExposed)
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dupe.PhysActor = null;
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dupe._ownerID = AgentID;
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dupe._groupID = GroupID;
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dupe.GroupPosition = GroupPosition;
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@ -24,7 +24,6 @@
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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@ -118,6 +117,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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private PhysicsActor _parent = null;
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private PhysicsActor m_taintparent = null;
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private List<OdePrim> childrenPrim = new List<OdePrim>();
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private bool iscolliding = false;
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private bool m_isphysical = false;
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private bool m_isSelected = false;
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@ -147,6 +148,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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private IntPtr m_linkJoint = (IntPtr)0;
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public volatile bool childPrim = false;
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public OdePrim(String primName, OdeScene parent_scene, PhysicsVector pos, PhysicsVector size,
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Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode)
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{
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@ -161,10 +164,10 @@ namespace OpenSim.Region.Physics.OdePlugin
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m_density = parent_scene.geomDefaultDensity;
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m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
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body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
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prim_geom = (IntPtr)0;
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prev_geom = (IntPtr)0;
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prim_geom = IntPtr.Zero;
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prev_geom = IntPtr.Zero;
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if (size.X <= 0) size.X = 0.01f;
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if (size.Y <= 0) size.Y = 0.01f;
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@ -247,64 +250,83 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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prev_geom = prim_geom;
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prim_geom = geom;
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if (prim_geom != (IntPtr)0)
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if (prim_geom != IntPtr.Zero)
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{
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d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
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d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
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}
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if (childPrim)
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{
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if (_parent != null && _parent is OdePrim)
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{
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OdePrim parent = (OdePrim)_parent;
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parent.ChildSetGeom(this);
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}
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}
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//m_log.Warn("Setting Geom to: " + prim_geom);
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}
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public void enableBodySoft()
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{
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if (m_isphysical && Body != (IntPtr)0)
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d.BodyEnable(Body);
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if (!childPrim)
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{
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if (m_isphysical && Body != IntPtr.Zero)
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d.BodyEnable(Body);
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m_disabled = false;
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m_disabled = false;
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}
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}
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public void disableBodySoft()
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{
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m_disabled = true;
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if (m_isphysical && Body != (IntPtr)0)
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if (m_isphysical && Body != IntPtr.Zero)
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d.BodyDisable(Body);
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}
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public void enableBody()
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{
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// Sets the geom to a body
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Body = d.BodyCreate(_parent_scene.world);
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setMass();
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d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
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d.Quaternion myrot = new d.Quaternion();
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myrot.X = _orientation.X;
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myrot.Y = _orientation.Y;
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myrot.Z = _orientation.Z;
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myrot.W = _orientation.W;
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d.BodySetQuaternion(Body, ref myrot);
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d.GeomSetBody(prim_geom, Body);
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m_collisionCategories |= CollisionCategories.Body;
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m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
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d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
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d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
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d.BodySetAutoDisableFlag(Body, true);
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d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
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m_interpenetrationcount = 0;
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m_collisionscore = 0;
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m_disabled = false;
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// The body doesn't already have a finite rotation mode set here
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if ((!m_angularlock.IsIdentical(PhysicsVector.Zero, 0)) && _parent == null)
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// Don't enable this body if we're a child prim
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// this should be taken care of in the parent function not here
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if (!childPrim)
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{
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createAMotor(m_angularlock);
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}
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// Sets the geom to a body
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Body = d.BodyCreate(_parent_scene.world);
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_parent_scene.addActivePrim(this);
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setMass();
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d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
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d.Quaternion myrot = new d.Quaternion();
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myrot.X = _orientation.X;
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myrot.Y = _orientation.Y;
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myrot.Z = _orientation.Z;
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myrot.W = _orientation.W;
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d.BodySetQuaternion(Body, ref myrot);
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d.GeomSetBody(prim_geom, Body);
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m_collisionCategories |= CollisionCategories.Body;
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m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
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d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
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d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
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d.BodySetAutoDisableFlag(Body, true);
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d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
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m_interpenetrationcount = 0;
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m_collisionscore = 0;
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m_disabled = false;
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// The body doesn't already have a finite rotation mode set here
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if ((!m_angularlock.IsIdentical(PhysicsVector.Zero, 0)) && _parent == null)
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{
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createAMotor(m_angularlock);
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}
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_parent_scene.addActivePrim(this);
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}
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}
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#region Mass Calculation
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@ -627,20 +649,41 @@ namespace OpenSim.Region.Physics.OdePlugin
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//this kills the body so things like 'mesh' can re-create it.
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lock (this)
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{
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if (Body != (IntPtr)0)
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if (!childPrim)
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{
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if (Body != IntPtr.Zero)
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{
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_parent_scene.remActivePrim(this);
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m_collisionCategories &= ~CollisionCategories.Body;
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m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
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if (prim_geom != IntPtr.Zero)
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{
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d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
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d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
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}
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d.BodyDestroy(Body);
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Body = IntPtr.Zero;
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}
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}
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else
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{
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_parent_scene.remActivePrim(this);
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m_collisionCategories &= ~CollisionCategories.Body;
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m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
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if (prim_geom != (IntPtr)0)
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if (prim_geom != IntPtr.Zero)
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{
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d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
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d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
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}
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_parent_scene.remActivePrim(this);
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d.BodyDestroy(Body);
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Body = (IntPtr)0;
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Body = IntPtr.Zero;
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}
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}
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m_disabled = true;
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@ -655,9 +698,20 @@ namespace OpenSim.Region.Physics.OdePlugin
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Thread.Sleep(10);
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//Kill Body so that mesh can re-make the geom
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if (IsPhysical && Body != (IntPtr) 0)
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if (IsPhysical && Body != IntPtr.Zero)
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{
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disableBody();
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if (childPrim)
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{
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if (_parent != null)
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{
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OdePrim parent = (OdePrim)_parent;
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parent.ChildDelink(this);
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}
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}
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else
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{
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disableBody();
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}
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}
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IMesh oldMesh = primMesh;
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try
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{
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if (prim_geom == (IntPtr)0)
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if (prim_geom == IntPtr.Zero)
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{
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SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null));
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}
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@ -715,7 +769,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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changeadd(timestep);
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}
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if (prim_geom != (IntPtr)0)
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if (prim_geom != IntPtr.Zero)
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{
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if (!_position.IsIdentical(m_taintposition,0f))
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changemove(timestep);
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rotate(timestep);
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//
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if (m_taintPhysics != m_isphysical)
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if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent))
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changePhysicsStatus(timestep);
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//
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if (Amotor != IntPtr.Zero)
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{
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d.JointDestroy(Amotor);
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Amotor = (IntPtr)0;
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Amotor = IntPtr.Zero;
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}
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}
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}
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@ -794,11 +848,18 @@ namespace OpenSim.Region.Physics.OdePlugin
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private void changelink(float timestep)
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{
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// If the newly set parent is not null
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// create link
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if (_parent == null && m_taintparent != null)
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{
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if (m_taintparent.PhysicsActorType == (int)ActorTypes.Prim)
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{
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OdePrim obj = (OdePrim)m_taintparent;
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//obj.disableBody();
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obj.ParentPrim(this);
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/*
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if (obj.Body != (IntPtr)0 && Body != (IntPtr)0 && obj.Body != Body)
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{
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_linkJointGroup = d.JointGroupCreate(0);
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@ -806,18 +867,245 @@ namespace OpenSim.Region.Physics.OdePlugin
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d.JointAttach(m_linkJoint, obj.Body, Body);
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d.JointSetFixed(m_linkJoint);
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}
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*/
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}
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}
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// If the newly set parent is null
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// destroy link
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else if (_parent != null && m_taintparent == null)
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{
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if (Body != (IntPtr)0 && _linkJointGroup != (IntPtr)0)
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if (_parent is OdePrim)
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{
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OdePrim obj = (OdePrim)_parent;
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obj.ChildDelink(this);
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childPrim = false;
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//_parent = null;
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}
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/*
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if (Body != (IntPtr)0 && _linkJointGroup != (IntPtr)0)
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d.JointGroupDestroy(_linkJointGroup);
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_linkJointGroup = (IntPtr)0;
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m_linkJoint = (IntPtr)0;
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_linkJointGroup = (IntPtr)0;
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m_linkJoint = (IntPtr)0;
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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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// I'm the parent
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// prim is the child
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public void ParentPrim(OdePrim prim)
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{
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if (this.m_localID != prim.m_localID)
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{
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if (Body == IntPtr.Zero)
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{
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Body = d.BodyCreate(_parent_scene.world);
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}
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if (Body != IntPtr.Zero)
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{
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lock (childrenPrim)
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{
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if (!childrenPrim.Contains(prim))
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{
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childrenPrim.Add(prim);
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foreach (OdePrim prm in childrenPrim)
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{
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d.Mass m2;
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d.MassSetZero(out m2);
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d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z);
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d.Quaternion quat = new d.Quaternion();
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quat.W = prm._orientation.W;
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quat.X = prm._orientation.X;
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quat.Y = prm._orientation.Y;
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quat.Z = prm._orientation.Z;
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d.Matrix3 mat = new d.Matrix3();
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d.RfromQ(out mat, ref quat);
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d.MassRotate(out m2, ref mat);
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d.MassTranslate(out m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z);
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d.MassAdd(ref pMass, ref m2);
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}
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foreach (OdePrim prm in childrenPrim)
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{
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prm.m_collisionCategories |= CollisionCategories.Body;
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prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
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d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
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d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
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d.Quaternion quat = new d.Quaternion();
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quat.W = prm._orientation.W;
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quat.X = prm._orientation.X;
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quat.Y = prm._orientation.Y;
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quat.Z = prm._orientation.Z;
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d.Matrix3 mat = new d.Matrix3();
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d.RfromQ(out mat, ref quat);
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if (Body != IntPtr.Zero)
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{
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d.GeomSetBody(prm.prim_geom, Body);
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prm.childPrim = true;
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d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X , prm.Position.Y, prm.Position.Z);
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//d.GeomSetOffsetPosition(prim.prim_geom,
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// (Position.X - prm.Position.X) - pMass.c.X,
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// (Position.Y - prm.Position.Y) - pMass.c.Y,
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// (Position.Z - prm.Position.Z) - pMass.c.Z);
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d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat);
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//d.GeomSetOffsetRotation(prm.prim_geom, ref mat);
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d.MassTranslate(out pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
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d.BodySetMass(Body, ref pMass);
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}
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else
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{
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m_log.Debug("[PHYSICS]:I ain't got no boooooooooddy, no body");
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}
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prm.m_interpenetrationcount = 0;
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prm.m_collisionscore = 0;
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prm.m_disabled = false;
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// The body doesn't already have a finite rotation mode set here
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if ((!m_angularlock.IsIdentical(PhysicsVector.Zero, 0)) && _parent == null)
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{
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prm.createAMotor(m_angularlock);
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}
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prm.Body = Body;
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_parent_scene.addActivePrim(prm);
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}
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m_collisionCategories |= CollisionCategories.Body;
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m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
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d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
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d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
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d.Quaternion quat2 = new d.Quaternion();
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quat2.W = _orientation.W;
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quat2.X = _orientation.X;
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quat2.Y = _orientation.Y;
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quat2.Z = _orientation.Z;
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d.Matrix3 mat2 = new d.Matrix3();
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d.RfromQ(out mat2, ref quat2);
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d.GeomSetBody(prim_geom, Body);
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d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z);
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//d.GeomSetOffsetPosition(prim.prim_geom,
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// (Position.X - prm.Position.X) - pMass.c.X,
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// (Position.Y - prm.Position.Y) - pMass.c.Y,
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// (Position.Z - prm.Position.Z) - pMass.c.Z);
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//d.GeomSetOffsetRotation(prim_geom, ref mat2);
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d.MassTranslate(out pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
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d.BodySetMass(Body, ref pMass);
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d.BodySetAutoDisableFlag(Body, true);
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d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
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|
||||
m_interpenetrationcount = 0;
|
||||
m_collisionscore = 0;
|
||||
m_disabled = false;
|
||||
|
||||
// The body doesn't already have a finite rotation mode set here
|
||||
if ((!m_angularlock.IsIdentical(PhysicsVector.Zero, 0)) && _parent == null)
|
||||
{
|
||||
createAMotor(m_angularlock);
|
||||
}
|
||||
d.BodySetPosition(Body, Position.X, Position.Y, Position.Z);
|
||||
|
||||
_parent_scene.addActivePrim(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private void ChildSetGeom(OdePrim odePrim)
|
||||
{
|
||||
//if (m_isphysical && Body != IntPtr.Zero)
|
||||
lock (childrenPrim)
|
||||
{
|
||||
foreach (OdePrim prm in childrenPrim)
|
||||
{
|
||||
//prm.childPrim = true;
|
||||
prm.disableBody();
|
||||
//prm.m_taintparent = null;
|
||||
//prm._parent = null;
|
||||
//prm.m_taintPhysics = false;
|
||||
//prm.m_disabled = true;
|
||||
//prm.childPrim = false;
|
||||
}
|
||||
}
|
||||
disableBody();
|
||||
|
||||
|
||||
if (Body != IntPtr.Zero)
|
||||
{
|
||||
_parent_scene.remActivePrim(this);
|
||||
}
|
||||
|
||||
lock (childrenPrim)
|
||||
{
|
||||
foreach (OdePrim prm in childrenPrim)
|
||||
{
|
||||
ParentPrim(prm);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private void ChildDelink(OdePrim odePrim)
|
||||
{
|
||||
// Okay, we have a delinked child.. need to rebuild the body.
|
||||
lock (childrenPrim)
|
||||
{
|
||||
foreach (OdePrim prm in childrenPrim)
|
||||
{
|
||||
prm.childPrim = true;
|
||||
prm.disableBody();
|
||||
//prm.m_taintparent = null;
|
||||
//prm._parent = null;
|
||||
//prm.m_taintPhysics = false;
|
||||
//prm.m_disabled = true;
|
||||
//prm.childPrim = false;
|
||||
}
|
||||
}
|
||||
disableBody();
|
||||
|
||||
lock (childrenPrim)
|
||||
{
|
||||
childrenPrim.Remove(odePrim);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
if (Body != IntPtr.Zero)
|
||||
{
|
||||
_parent_scene.remActivePrim(this);
|
||||
}
|
||||
|
||||
|
||||
|
||||
lock (childrenPrim)
|
||||
{
|
||||
foreach (OdePrim prm in childrenPrim)
|
||||
{
|
||||
ParentPrim(prm);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
private void changeSelectedStatus(float timestep)
|
||||
|
@ -837,7 +1125,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
disableBodySoft();
|
||||
}
|
||||
|
||||
if (prim_geom != (IntPtr)0)
|
||||
if (prim_geom != IntPtr.Zero)
|
||||
{
|
||||
d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
|
||||
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
|
||||
|
@ -862,7 +1150,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
if (m_collidesWater)
|
||||
m_collisionFlags |= CollisionCategories.Water;
|
||||
|
||||
if (prim_geom != (IntPtr)0)
|
||||
if (prim_geom != IntPtr.Zero)
|
||||
{
|
||||
d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
|
||||
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
|
||||
|
@ -993,7 +1281,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
{
|
||||
CreateGeom(m_targetSpace, _mesh);
|
||||
|
||||
if (prim_geom != (IntPtr) 0)
|
||||
if (prim_geom != IntPtr.Zero)
|
||||
{
|
||||
d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
|
||||
d.Quaternion myrot = new d.Quaternion();
|
||||
|
@ -1004,7 +1292,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
d.GeomSetQuaternion(prim_geom, ref myrot);
|
||||
}
|
||||
|
||||
if (m_isphysical && Body == (IntPtr)0)
|
||||
if (m_isphysical && Body == IntPtr.Zero)
|
||||
{
|
||||
enableBody();
|
||||
}
|
||||
|
@ -1023,16 +1311,16 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
if (m_isphysical)
|
||||
{
|
||||
// This is a fallback.. May no longer be necessary.
|
||||
if (Body == (IntPtr) 0)
|
||||
if (Body == IntPtr.Zero)
|
||||
enableBody();
|
||||
//Prim auto disable after 20 frames,
|
||||
//if you move it, re-enable the prim manually.
|
||||
if (_parent != null)
|
||||
{
|
||||
if (m_linkJoint != (IntPtr)0)
|
||||
if (m_linkJoint != IntPtr.Zero)
|
||||
{
|
||||
d.JointDestroy(m_linkJoint);
|
||||
m_linkJoint = (IntPtr)0;
|
||||
m_linkJoint = IntPtr.Zero;
|
||||
}
|
||||
}
|
||||
d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
|
||||
|
@ -1058,7 +1346,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
m_targetSpace = tempspace;
|
||||
|
||||
_parent_scene.waitForSpaceUnlock(m_targetSpace);
|
||||
if (prim_geom != (IntPtr) 0)
|
||||
if (prim_geom != IntPtr.Zero)
|
||||
{
|
||||
d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
|
||||
|
||||
|
@ -1079,7 +1367,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
float fy = 0;
|
||||
float fz = 0;
|
||||
|
||||
if (IsPhysical && Body != (IntPtr)0 && !m_isSelected)
|
||||
if (IsPhysical && Body != IntPtr.Zero && !m_isSelected)
|
||||
{
|
||||
//float PID_P = 900.0f;
|
||||
|
||||
|
@ -1201,7 +1489,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
myrot.Z = _orientation.Z;
|
||||
myrot.W = _orientation.W;
|
||||
d.GeomSetQuaternion(prim_geom, ref myrot);
|
||||
if (m_isphysical && Body != (IntPtr) 0)
|
||||
if (m_isphysical && Body != IntPtr.Zero)
|
||||
{
|
||||
d.BodySetQuaternion(Body, ref myrot);
|
||||
if (!m_angularlock.IsIdentical(new PhysicsVector(1, 1, 1), 0))
|
||||
|
@ -1222,10 +1510,10 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
public void changedisable(float timestep)
|
||||
{
|
||||
m_disabled = true;
|
||||
if (Body != (IntPtr)0)
|
||||
if (Body != IntPtr.Zero)
|
||||
{
|
||||
d.BodyDisable(Body);
|
||||
Body = (IntPtr)0;
|
||||
Body = IntPtr.Zero;
|
||||
}
|
||||
|
||||
m_taintdisable = false;
|
||||
|
@ -1235,7 +1523,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
{
|
||||
if (m_isphysical == true)
|
||||
{
|
||||
if (Body == (IntPtr)0)
|
||||
if (Body == IntPtr.Zero)
|
||||
{
|
||||
if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
|
||||
{
|
||||
|
@ -1249,7 +1537,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
}
|
||||
else
|
||||
{
|
||||
if (Body != (IntPtr)0)
|
||||
if (Body != IntPtr.Zero)
|
||||
{
|
||||
if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
|
||||
{
|
||||
|
@ -1272,7 +1560,18 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
changeadd(2f);
|
||||
}
|
||||
disableBody();
|
||||
if (childPrim)
|
||||
{
|
||||
if (_parent != null)
|
||||
{
|
||||
OdePrim parent = (OdePrim)_parent;
|
||||
parent.ChildDelink(this);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
disableBody();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1301,9 +1600,20 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
// Cleanup meshing here
|
||||
}
|
||||
//kill body to rebuild
|
||||
if (IsPhysical && Body != (IntPtr)0)
|
||||
if (IsPhysical && Body != IntPtr.Zero)
|
||||
{
|
||||
disableBody();
|
||||
if (childPrim)
|
||||
{
|
||||
if (_parent != null)
|
||||
{
|
||||
OdePrim parent = (OdePrim)_parent;
|
||||
parent.ChildDelink(this);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
disableBody();
|
||||
}
|
||||
}
|
||||
if (d.SpaceQuery(m_targetSpace, prim_geom))
|
||||
{
|
||||
|
@ -1311,7 +1621,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
d.SpaceRemove(m_targetSpace, prim_geom);
|
||||
}
|
||||
d.GeomDestroy(prim_geom);
|
||||
prim_geom = (IntPtr)0;
|
||||
prim_geom = IntPtr.Zero;
|
||||
// we don't need to do space calculation because the client sends a position update also.
|
||||
|
||||
// Construction of new prim
|
||||
|
@ -1349,7 +1659,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
d.GeomSetQuaternion(prim_geom, ref myrot);
|
||||
|
||||
//d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
|
||||
if (IsPhysical && Body == (IntPtr)0)
|
||||
if (IsPhysical && Body == IntPtr.Zero && !childPrim)
|
||||
{
|
||||
// Re creates body on size.
|
||||
// EnableBody also does setMass()
|
||||
|
@ -1360,7 +1670,14 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
_parent_scene.geom_name_map[prim_geom] = oldname;
|
||||
|
||||
changeSelectedStatus(timestamp);
|
||||
|
||||
if (childPrim)
|
||||
{
|
||||
if (_parent is OdePrim)
|
||||
{
|
||||
OdePrim parent = (OdePrim)_parent;
|
||||
parent.ChildSetGeom(this);
|
||||
}
|
||||
}
|
||||
resetCollisionAccounting();
|
||||
m_taintsize = _size;
|
||||
}
|
||||
|
@ -1541,7 +1858,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
{
|
||||
m_collidesWater = m_taintCollidesWater;
|
||||
|
||||
if (prim_geom != (IntPtr)0)
|
||||
if (prim_geom != IntPtr.Zero)
|
||||
{
|
||||
if (m_collidesWater)
|
||||
{
|
||||
|
@ -1560,9 +1877,20 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
string oldname = _parent_scene.geom_name_map[prim_geom];
|
||||
|
||||
// Cleanup of old prim geometry and Bodies
|
||||
if (IsPhysical && Body != (IntPtr) 0)
|
||||
if (IsPhysical && Body != IntPtr.Zero)
|
||||
{
|
||||
disableBody();
|
||||
if (childPrim)
|
||||
{
|
||||
if (_parent != null)
|
||||
{
|
||||
OdePrim parent = (OdePrim)_parent;
|
||||
parent.ChildDelink(this);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
disableBody();
|
||||
}
|
||||
}
|
||||
try
|
||||
{
|
||||
|
@ -1573,7 +1901,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
prim_geom = IntPtr.Zero;
|
||||
m_log.Error("[PHYSICS]: PrimGeom dead");
|
||||
}
|
||||
prim_geom = (IntPtr) 0;
|
||||
prim_geom = IntPtr.Zero;
|
||||
// we don't need to do space calculation because the client sends a position update also.
|
||||
if (_size.X <= 0) _size.X = 0.01f;
|
||||
if (_size.Y <= 0) _size.Y = 0.01f;
|
||||
|
@ -1608,7 +1936,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
d.GeomSetQuaternion(prim_geom, ref myrot);
|
||||
|
||||
//d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
|
||||
if (IsPhysical && Body == (IntPtr)0)
|
||||
if (IsPhysical && Body == IntPtr.Zero)
|
||||
{
|
||||
// Re creates body on size.
|
||||
// EnableBody also does setMass()
|
||||
|
@ -1618,7 +1946,14 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
_parent_scene.geom_name_map[prim_geom] = oldname;
|
||||
|
||||
changeSelectedStatus(timestamp);
|
||||
|
||||
if (childPrim)
|
||||
{
|
||||
if (_parent is OdePrim)
|
||||
{
|
||||
OdePrim parent = (OdePrim)_parent;
|
||||
parent.ChildSetGeom(this);
|
||||
}
|
||||
}
|
||||
resetCollisionAccounting();
|
||||
m_taintshape = false;
|
||||
}
|
||||
|
@ -1658,7 +1993,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
Thread.Sleep(20);
|
||||
if (IsPhysical)
|
||||
{
|
||||
if (Body != (IntPtr)0)
|
||||
if (Body != IntPtr.Zero)
|
||||
{
|
||||
d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z);
|
||||
}
|
||||
|
|
|
@ -24,6 +24,7 @@
|
|||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
//#define USE_DRAWSTUFF
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
@ -34,6 +35,9 @@ using System.IO;
|
|||
using log4net;
|
||||
using Nini.Config;
|
||||
using Ode.NET;
|
||||
#if USE_DRAWSTUFF
|
||||
using Drawstuff.NET;
|
||||
#endif
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.Physics.Manager;
|
||||
using OpenMetaverse;
|
||||
|
@ -257,6 +261,9 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
public int physics_logging_interval = 0;
|
||||
public bool physics_logging_append_existing_logfile = false;
|
||||
|
||||
public d.Vector3 xyz = new d.Vector3(2.1640f, -1.3079f, 1.7600f);
|
||||
public d.Vector3 hpr = new d.Vector3(125.5000f, -17.0000f, 0.0000f);
|
||||
|
||||
/// <summary>
|
||||
/// Initiailizes the scene
|
||||
/// Sets many properties that ODE requires to be stable
|
||||
|
@ -280,6 +287,11 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
//contactgroup
|
||||
|
||||
d.WorldSetAutoDisableFlag(world, false);
|
||||
#if USE_DRAWSTUFF
|
||||
|
||||
Thread viewthread = new Thread(new ParameterizedThreadStart(startvisualization));
|
||||
viewthread.Start();
|
||||
#endif
|
||||
}
|
||||
|
||||
// zero out a heightmap array float array (single dimention [flattened]))
|
||||
|
@ -290,6 +302,21 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
// we can hit test less.
|
||||
}
|
||||
|
||||
#if USE_DRAWSTUFF
|
||||
public void startvisualization(object o)
|
||||
{
|
||||
ds.Functions fn;
|
||||
fn.version = ds.VERSION;
|
||||
fn.start = new ds.CallbackFunction(start);
|
||||
fn.step = new ds.CallbackFunction(step);
|
||||
fn.command = new ds.CallbackFunction(command);
|
||||
fn.stop = null;
|
||||
fn.path_to_textures = "./textures";
|
||||
string[] args = new string[0];
|
||||
ds.SimulationLoop(args.Length, args, 352, 288, ref fn);
|
||||
}
|
||||
#endif
|
||||
|
||||
// Initialize the mesh plugin
|
||||
public override void Initialise(IMesher meshmerizer, IConfigSource config)
|
||||
{
|
||||
|
@ -787,6 +814,10 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
_perloopContact.Add(contacts[i]);
|
||||
joint = d.JointCreateContact(world, contactgroup, ref TerrainContact);
|
||||
}
|
||||
//if (p2.PhysicsActorType == (int)ActorTypes.Prim)
|
||||
//{
|
||||
//m_log.Debug("[PHYSICS]: prim contacting with ground");
|
||||
//}
|
||||
}
|
||||
else if (name1 == "Water" || name2 == "Water")
|
||||
{
|
||||
|
@ -1137,7 +1168,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
List<OdePrim> removeprims = null;
|
||||
foreach (OdePrim chr in _activeprims)
|
||||
{
|
||||
if (d.BodyIsEnabled(chr.Body) && (!chr.m_disabled))
|
||||
if (chr.Body != IntPtr.Zero && d.BodyIsEnabled(chr.Body) && (!chr.m_disabled))
|
||||
{
|
||||
try
|
||||
{
|
||||
|
@ -1243,7 +1274,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
{
|
||||
newPrim = new OdePrim(name, this, pos, siz, rot, mesh, pbs, isphysical, ode);
|
||||
|
||||
_prims.Add(newPrim);
|
||||
lock (_prims)
|
||||
_prims.Add(newPrim);
|
||||
}
|
||||
|
||||
return newPrim;
|
||||
|
@ -1252,8 +1284,13 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
public void addActivePrim(OdePrim activatePrim)
|
||||
{
|
||||
// adds active prim.. (ones that should be iterated over in collisions_optimized
|
||||
|
||||
_activeprims.Add(activatePrim);
|
||||
lock (_activeprims)
|
||||
{
|
||||
if (!_activeprims.Contains(activatePrim))
|
||||
_activeprims.Add(activatePrim);
|
||||
//else
|
||||
// m_log.Warn("[PHYSICS]: Double Entry in _activeprims detected, potential crash immenent");
|
||||
}
|
||||
}
|
||||
|
||||
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
|
||||
|
@ -1334,6 +1371,15 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
if (prim.IsPhysical)
|
||||
{
|
||||
prim.disableBody();
|
||||
if (prim.childPrim)
|
||||
{
|
||||
prim.childPrim = false;
|
||||
prim.Body = IntPtr.Zero;
|
||||
prim.m_disabled = true;
|
||||
prim.IsPhysical = false;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
// we don't want to remove the main space
|
||||
|
||||
|
@ -1376,6 +1422,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
{
|
||||
m_log.Info("[PHYSICS]: Couldn't remove prim from physics scene, it was already be removed.");
|
||||
}
|
||||
lock (_prims)
|
||||
_prims.Remove(prim);
|
||||
|
||||
//If there are no more geometries in the sub-space, we don't need it in the main space anymore
|
||||
|
@ -2376,9 +2423,12 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
{
|
||||
lock (OdeLock)
|
||||
{
|
||||
foreach (OdePrim prm in _prims)
|
||||
lock (_prims)
|
||||
{
|
||||
RemovePrim(prm);
|
||||
foreach (OdePrim prm in _prims)
|
||||
{
|
||||
RemovePrim(prm);
|
||||
}
|
||||
}
|
||||
|
||||
//foreach (OdeCharacter act in _characters)
|
||||
|
@ -2411,5 +2461,126 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
}
|
||||
return returncolliders;
|
||||
}
|
||||
#if USE_DRAWSTUFF
|
||||
// Keyboard callback
|
||||
public void command(int cmd)
|
||||
{
|
||||
IntPtr geom;
|
||||
d.Mass mass;
|
||||
d.Vector3 sides = new d.Vector3(d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f);
|
||||
|
||||
|
||||
|
||||
Char ch = Char.ToLower((Char)cmd);
|
||||
switch ((Char)ch)
|
||||
{
|
||||
case 'w':
|
||||
Vector3 rotate = (new Vector3(1, 0, 0) * Quaternion.CreateFromEulers(hpr.Z * Utils.DEG_TO_RAD, hpr.Y * Utils.DEG_TO_RAD, hpr.X * Utils.DEG_TO_RAD));
|
||||
|
||||
xyz.X += rotate.X; xyz.Y += rotate.Y; xyz.Z += rotate.Z;
|
||||
ds.SetViewpoint(ref xyz, ref hpr);
|
||||
break;
|
||||
|
||||
case 'a':
|
||||
hpr.X++;
|
||||
ds.SetViewpoint(ref xyz, ref hpr);
|
||||
break;
|
||||
|
||||
case 's':
|
||||
Vector3 rotate2 = (new Vector3(-1, 0, 0) * Quaternion.CreateFromEulers(hpr.Z * Utils.DEG_TO_RAD, hpr.Y * Utils.DEG_TO_RAD, hpr.X * Utils.DEG_TO_RAD));
|
||||
|
||||
xyz.X += rotate2.X; xyz.Y += rotate2.Y; xyz.Z += rotate2.Z;
|
||||
ds.SetViewpoint(ref xyz, ref hpr);
|
||||
break;
|
||||
case 'd':
|
||||
hpr.X--;
|
||||
ds.SetViewpoint(ref xyz, ref hpr);
|
||||
break;
|
||||
case 'r':
|
||||
xyz.Z++;
|
||||
ds.SetViewpoint(ref xyz, ref hpr);
|
||||
break;
|
||||
case 'f':
|
||||
xyz.Z--;
|
||||
ds.SetViewpoint(ref xyz, ref hpr);
|
||||
break;
|
||||
case 'e':
|
||||
xyz.Y++;
|
||||
ds.SetViewpoint(ref xyz, ref hpr);
|
||||
break;
|
||||
case 'q':
|
||||
xyz.Y--;
|
||||
ds.SetViewpoint(ref xyz, ref hpr);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public void step(int pause)
|
||||
{
|
||||
|
||||
ds.SetColor(1.0f, 1.0f, 0.0f);
|
||||
ds.SetTexture(ds.Texture.Wood);
|
||||
lock (_prims)
|
||||
{
|
||||
foreach (OdePrim prm in _prims)
|
||||
{
|
||||
//IntPtr body = d.GeomGetBody(prm.prim_geom);
|
||||
if (prm.prim_geom != IntPtr.Zero)
|
||||
{
|
||||
d.Vector3 pos;
|
||||
d.GeomCopyPosition(prm.prim_geom, out pos);
|
||||
//d.BodyCopyPosition(body, out pos);
|
||||
|
||||
d.Matrix3 R;
|
||||
d.GeomCopyRotation(prm.prim_geom, out R);
|
||||
//d.BodyCopyRotation(body, out R);
|
||||
|
||||
|
||||
d.Vector3 sides = new d.Vector3();
|
||||
sides.X = prm.Size.X;
|
||||
sides.Y = prm.Size.Y;
|
||||
sides.Z = prm.Size.Z;
|
||||
|
||||
ds.DrawBox(ref pos, ref R, ref sides);
|
||||
}
|
||||
}
|
||||
}
|
||||
ds.SetColor(1.0f, 0.0f, 0.0f);
|
||||
lock (_characters)
|
||||
{
|
||||
foreach (OdeCharacter chr in _characters)
|
||||
{
|
||||
if (chr.Shell != IntPtr.Zero)
|
||||
{
|
||||
IntPtr body = d.GeomGetBody(chr.Shell);
|
||||
|
||||
d.Vector3 pos;
|
||||
d.GeomCopyPosition(chr.Shell, out pos);
|
||||
//d.BodyCopyPosition(body, out pos);
|
||||
|
||||
d.Matrix3 R;
|
||||
d.GeomCopyRotation(chr.Shell, out R);
|
||||
//d.BodyCopyRotation(body, out R);
|
||||
|
||||
ds.DrawCapsule(ref pos, ref R, chr.Size.Z, 0.35f);
|
||||
d.Vector3 sides = new d.Vector3();
|
||||
sides.X = 0.5f;
|
||||
sides.Y = 0.5f;
|
||||
sides.Z = 0.5f;
|
||||
|
||||
ds.DrawBox(ref pos, ref R, ref sides);
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void start(int unused)
|
||||
{
|
||||
|
||||
ds.SetViewpoint(ref xyz, ref hpr);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
|
|
@ -0,0 +1,98 @@
|
|||
/*
|
||||
* Copyright ODE
|
||||
* Ode.NET - .NET bindings for ODE
|
||||
* Jason Perkins (starkos@industriousone.com)
|
||||
* Licensed under the New BSD
|
||||
* Part of the OpenDynamicsEngine
|
||||
Open Dynamics Engine
|
||||
Copyright (c) 2001-2007, Russell L. Smith.
|
||||
All rights reserved.
|
||||
|
||||
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 copyright notice,
|
||||
this list of conditions and the following disclaimer in the documentation
|
||||
and/or other materials provided with the distribution.
|
||||
|
||||
Neither the names of ODE's copyright owner 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 COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"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 COPYRIGHT
|
||||
OWNER OR 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.Runtime.InteropServices;
|
||||
using Ode.NET;
|
||||
|
||||
namespace Drawstuff.NET
|
||||
{
|
||||
#if dDOUBLE
|
||||
using dReal = System.Double;
|
||||
#else
|
||||
using dReal = System.Single;
|
||||
#endif
|
||||
|
||||
public static class ds
|
||||
{
|
||||
public const int VERSION = 2;
|
||||
|
||||
public enum Texture
|
||||
{
|
||||
None,
|
||||
Wood
|
||||
}
|
||||
|
||||
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
|
||||
public delegate void CallbackFunction(int arg);
|
||||
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct Functions
|
||||
{
|
||||
public int version;
|
||||
public CallbackFunction start;
|
||||
public CallbackFunction step;
|
||||
public CallbackFunction command;
|
||||
public CallbackFunction stop;
|
||||
public string path_to_textures;
|
||||
}
|
||||
|
||||
[DllImport("drawstuff", EntryPoint = "dsDrawBox")]
|
||||
public static extern void DrawBox(ref d.Vector3 pos, ref d.Matrix3 R, ref d.Vector3 sides);
|
||||
|
||||
[DllImport("drawstuff", EntryPoint = "dsDrawCapsule")]
|
||||
public static extern void DrawCapsule(ref d.Vector3 pos, ref d.Matrix3 R, dReal length, dReal radius);
|
||||
|
||||
[DllImport("drawstuff", EntryPoint = "dsDrawConvex")]
|
||||
public static extern void DrawConvex(ref d.Vector3 pos, ref d.Matrix3 R, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
|
||||
|
||||
[DllImport("drawstuff", EntryPoint = "dsSetColor")]
|
||||
public static extern void SetColor(float red, float green, float blue);
|
||||
|
||||
[DllImport("drawstuff", EntryPoint = "dsSetTexture")]
|
||||
public static extern void SetTexture(Texture texture);
|
||||
|
||||
[DllImport("drawstuff", EntryPoint = "dsSetViewpoint")]
|
||||
public static extern void SetViewpoint(ref d.Vector3 xyz, ref d.Vector3 hpr);
|
||||
|
||||
[DllImport("drawstuff", EntryPoint = "dsSimulationLoop")]
|
||||
public static extern void SimulationLoop(int argc, string[] argv, int window_width, int window_height, ref Functions fn);
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue