* BulletDotNET Updates.
* Should react somewhat normally to editing, and setting physics now.0.6.5-rc1
parent
39f5dd1973
commit
9459b16cc2
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@ -178,6 +178,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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private btTransform tempTransform3;
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private btTransform tempTransform3;
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private btTransform tempTransform4;
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private btTransform tempTransform4;
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private btTriangleIndexVertexArray btshapeArray;
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private btTriangleIndexVertexArray btshapeArray;
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private bool forceenable = false;
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public btRigidBody Body;
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public btRigidBody Body;
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@ -722,6 +723,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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{
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{
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if (m_taintadd)
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if (m_taintadd)
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{
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{
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m_log.Debug("[PHYSICS]: TaintAdd");
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changeadd(timestep);
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changeadd(timestep);
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}
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}
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@ -733,55 +735,91 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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SetBody(Mass);
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SetBody(Mass);
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else
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else
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SetBody(0);
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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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}
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if (!_position.IsIdentical(m_taintposition, 0f))
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if (!_position.IsIdentical(m_taintposition, 0f))
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{
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m_log.Debug("[PHYSICS]: TaintMove");
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changemove(timestep);
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changemove(timestep);
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}
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if (m_taintrot != _orientation)
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if (m_taintrot != _orientation)
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{
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m_log.Debug("[PHYSICS]: TaintRotate");
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rotate(timestep);
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rotate(timestep);
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//
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} //
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if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent))
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if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent))
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{
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m_log.Debug("[PHYSICS]: TaintPhysics");
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changePhysicsStatus(timestep);
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changePhysicsStatus(timestep);
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}
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//
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//
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if (!_size.IsIdentical(m_taintsize, 0))
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if (!_size.IsIdentical(m_taintsize, 0))
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{
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m_log.Debug("[PHYSICS]: TaintSize");
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changesize(timestep);
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changesize(timestep);
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//
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}
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//
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if (m_taintshape)
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if (m_taintshape)
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{
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m_log.Debug("[PHYSICS]: TaintShape");
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changeshape(timestep);
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changeshape(timestep);
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//
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} //
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if (m_taintforce)
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if (m_taintforce)
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{
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m_log.Debug("[PHYSICS]: TaintForce");
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changeAddForce(timestep);
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changeAddForce(timestep);
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}
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if (m_taintaddangularforce)
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if (m_taintaddangularforce)
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{
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m_log.Debug("[PHYSICS]: TaintAngularForce");
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changeAddAngularForce(timestep);
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changeAddAngularForce(timestep);
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}
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if (!m_taintTorque.IsIdentical(PhysicsVector.Zero, 0.001f))
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if (!m_taintTorque.IsIdentical(PhysicsVector.Zero, 0.001f))
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{
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m_log.Debug("[PHYSICS]: TaintTorque");
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changeSetTorque(timestep);
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changeSetTorque(timestep);
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}
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if (m_taintdisable)
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if (m_taintdisable)
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{
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m_log.Debug("[PHYSICS]: TaintDisable");
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changedisable(timestep);
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changedisable(timestep);
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}
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if (m_taintselected != m_isSelected)
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if (m_taintselected != m_isSelected)
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{
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m_log.Debug("[PHYSICS]: TaintSelected");
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changeSelectedStatus(timestep);
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changeSelectedStatus(timestep);
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}
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if (!m_taintVelocity.IsIdentical(PhysicsVector.Zero, 0.001f))
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if (!m_taintVelocity.IsIdentical(PhysicsVector.Zero, 0.001f))
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{
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m_log.Debug("[PHYSICS]: TaintVelocity");
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changevelocity(timestep);
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changevelocity(timestep);
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}
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if (m_taintparent != _parent)
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if (m_taintparent != _parent)
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{
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m_log.Debug("[PHYSICS]: TaintLink");
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changelink(timestep);
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changelink(timestep);
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}
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if (m_taintCollidesWater != m_collidesWater)
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if (m_taintCollidesWater != m_collidesWater)
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{
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changefloatonwater(timestep);
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changefloatonwater(timestep);
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}
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if (!m_angularlock.IsIdentical(m_taintAngularLock, 0))
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if (!m_angularlock.IsIdentical(m_taintAngularLock, 0))
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{
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m_log.Debug("[PHYSICS]: TaintAngularLock");
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changeAngularLock(timestep);
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changeAngularLock(timestep);
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}
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if (m_taintremove)
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{
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DisposeOfBody();
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Dispose();
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}
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}
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}
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@ -789,19 +827,41 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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private void changeadd(float timestep)
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private void changeadd(float timestep)
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{
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{
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if (_mesh == null)
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//SetCollisionShape(null);
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// Construction of new prim
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if (Body != null)
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{
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{
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if (_parent_scene.needsMeshing(_pbs))
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if (Body.Handle != IntPtr.Zero)
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{
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{
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// Don't need to re-enable body.. it's done in SetMesh
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_parent_scene.removeFromWorld(this, Body);
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_mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical);
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//Body.Dispose();
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// createmesh returns null when it's a shape that isn't a cube.
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}
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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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}
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CreateGeom(IntPtr.Zero, primMesh);
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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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enableBody();
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if (IsPhysical)
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changeSelectedStatus(timestep);
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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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if (IsPhysical)
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SetBody(Mass);
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else
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SetBody(0);
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//changeSelectedStatus(timestep);
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m_taintadd = false;
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m_taintadd = false;
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}
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}
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@ -809,7 +869,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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private void changemove(float timestep)
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private void changemove(float timestep)
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{
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{
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m_log.Debug("[PHYSICS]: _________ChangeMove");
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tempTransform2 = Body.getWorldTransform();
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tempTransform2 = Body.getWorldTransform();
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btQuaternion quat = tempTransform2.getRotation();
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btQuaternion quat = tempTransform2.getRotation();
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tempPosition2.setValue(_position.X, _position.Y, _position.Z);
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tempPosition2.setValue(_position.X, _position.Y, _position.Z);
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@ -825,7 +885,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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private void rotate(float timestep)
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private void rotate(float timestep)
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{
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{
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m_log.Debug("[PHYSICS]: _________ChangeRotate");
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tempTransform2 = Body.getWorldTransform();
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tempTransform2 = Body.getWorldTransform();
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tempOrientation2 = new btQuaternion(_orientation.X, _orientation.Y, _orientation.Z, _orientation.W);
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tempOrientation2 = new btQuaternion(_orientation.X, _orientation.Y, _orientation.Z, _orientation.W);
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tempTransform2.setRotation(tempOrientation2);
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tempTransform2.setRotation(tempOrientation2);
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@ -837,8 +897,39 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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private void changePhysicsStatus(float timestep)
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private void changePhysicsStatus(float timestep)
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{
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{
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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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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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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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SetCollisionShape(prim_geom);
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SetBody(Mass);
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if (m_isphysical)
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SetBody(Mass);
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else
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SetBody(0);
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changeSelectedStatus(timestep);
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changeSelectedStatus(timestep);
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resetCollisionAccounting();
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resetCollisionAccounting();
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@ -847,31 +938,36 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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private void changesize(float timestep)
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private void changesize(float timestep)
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{
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{
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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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m_log.Debug("[PHYSICS]: _________ChangeSize");
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SetCollisionShape(null);
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SetCollisionShape(null);
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// Construction of new prim
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// Construction of new prim
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if (_parent_scene.needsMeshing(_pbs))
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if (_parent_scene.needsMeshing(_pbs))
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{
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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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float meshlod = _parent_scene.meshSculptLOD;
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if (IsPhysical)
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if (IsPhysical)
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meshlod = _parent_scene.MeshSculptphysicalLOD;
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meshlod = _parent_scene.MeshSculptphysicalLOD;
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// Don't need to re-enable body.. it's done in SetMesh
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IMesh mesh = null;
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if (_parent_scene.needsMeshing(_pbs))
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mesh = _parent_scene.mesher.CreateMesh(SOPName, _pbs, _size, meshlod, IsPhysical);
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//IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
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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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CreateGeom(IntPtr.Zero, mesh);
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}
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}
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else
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else
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{
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{
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_mesh = null;
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_mesh = null;
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CreateGeom(IntPtr.Zero, _mesh);
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CreateGeom(IntPtr.Zero, null);
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}
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}
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if (IsPhysical)
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if (IsPhysical)
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@ -885,6 +981,16 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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private void changeshape(float timestep)
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private void changeshape(float timestep)
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{
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{
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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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// Cleanup of old prim geometry and Bodies
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// Cleanup of old prim geometry and Bodies
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if (IsPhysical && Body != null && Body.Handle != IntPtr.Zero)
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if (IsPhysical && Body != null && Body.Handle != IntPtr.Zero)
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{
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{
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@ -898,12 +1004,12 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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}
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}
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else
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else
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{
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{
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disableBody();
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//disableBody();
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}
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}
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}
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}
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try
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try
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{
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{
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SetCollisionShape(null);
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//SetCollisionShape(null);
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}
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}
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catch (System.AccessViolationException)
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catch (System.AccessViolationException)
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{
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{
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@ -968,6 +1074,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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}
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}
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}
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}
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resetCollisionAccounting();
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resetCollisionAccounting();
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m_taintshape = false;
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m_taintshape = false;
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}
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}
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@ -1004,6 +1111,16 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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private void changeSelectedStatus(float timestep)
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private void changeSelectedStatus(float timestep)
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{
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{
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// TODO: throw new NotImplementedException();
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// TODO: throw new NotImplementedException();
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if (m_taintselected)
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{
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disableBodySoft();
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}
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else
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{
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enableBodySoft();
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}
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m_isSelected = m_taintselected;
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}
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}
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private void changevelocity(float timestep)
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private void changevelocity(float timestep)
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@ -1584,6 +1701,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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public void CreateGeom(IntPtr m_targetSpace, IMesh p_mesh)
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public void CreateGeom(IntPtr m_targetSpace, IMesh p_mesh)
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{
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{
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m_log.Debug("[PHYSICS]: _________CreateGeom");
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if (p_mesh != null)
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if (p_mesh != null)
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{
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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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@ -1631,7 +1749,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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// TODO: Set Collision Body Mesh
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// TODO: Set Collision Body Mesh
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// This sleeper is there to moderate how long it takes between
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// This sleeper is there to moderate how long it takes between
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// setting up the mesh and pre-processing it when we get rapid fire mesh requests on a single object
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// setting up the mesh and pre-processing it when we get rapid fire mesh requests on a single object
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m_log.Debug("_________SetMesh");
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Thread.Sleep(10);
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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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//Kill Body so that mesh can re-make the geom
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@ -1647,7 +1765,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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}
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}
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else
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else
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{
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{
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disableBody();
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//disableBody();
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}
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}
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}
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}
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@ -1683,6 +1801,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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private void SetCollisionShape(btCollisionShape shape)
|
private void SetCollisionShape(btCollisionShape shape)
|
||||||
{
|
{
|
||||||
|
/*
|
||||||
if (shape == null)
|
if (shape == null)
|
||||||
m_log.Debug("[PHYSICS]:SetShape!Null");
|
m_log.Debug("[PHYSICS]:SetShape!Null");
|
||||||
else
|
else
|
||||||
|
@ -1698,6 +1817,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
|
||||||
prim_geom.Dispose();
|
prim_geom.Dispose();
|
||||||
prim_geom = null;
|
prim_geom = null;
|
||||||
}
|
}
|
||||||
|
*/
|
||||||
prim_geom = shape;
|
prim_geom = shape;
|
||||||
|
|
||||||
//Body.set
|
//Body.set
|
||||||
|
@ -1705,12 +1825,13 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
|
||||||
|
|
||||||
public void SetBody(float mass)
|
public void SetBody(float mass)
|
||||||
{
|
{
|
||||||
m_log.DebugFormat("[PHYSICS]: SetBody! {0}",mass);
|
//m_log.DebugFormat("[PHYSICS]: SetBody! {0}",mass);
|
||||||
|
/*
|
||||||
if (Body != null && Body.Handle != IntPtr.Zero)
|
if (Body != null && Body.Handle != IntPtr.Zero)
|
||||||
{
|
{
|
||||||
DisposeOfBody();
|
DisposeOfBody();
|
||||||
}
|
}
|
||||||
|
*/
|
||||||
if (tempMotionState1 != null && tempMotionState1.Handle != IntPtr.Zero)
|
if (tempMotionState1 != null && tempMotionState1.Handle != IntPtr.Zero)
|
||||||
tempMotionState1.Dispose();
|
tempMotionState1.Dispose();
|
||||||
if (tempTransform2 != null && tempTransform2.Handle != IntPtr.Zero)
|
if (tempTransform2 != null && tempTransform2.Handle != IntPtr.Zero)
|
||||||
|
@ -1728,18 +1849,41 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
|
||||||
if (tempInertia1 != null && tempInertia1.Handle != IntPtr.Zero)
|
if (tempInertia1 != null && tempInertia1.Handle != IntPtr.Zero)
|
||||||
tempInertia1.Dispose();
|
tempInertia1.Dispose();
|
||||||
tempInertia1 = new btVector3(0, 0, 0);
|
tempInertia1 = new btVector3(0, 0, 0);
|
||||||
|
/*
|
||||||
if (prim_geom.Handle == IntPtr.Zero)
|
if (prim_geom.Handle == IntPtr.Zero)
|
||||||
{
|
{
|
||||||
m_log.Warn("[PHYSICS]:PrimGeom is Disposed!");
|
m_log.Warn("[PHYSICS]:PrimGeom is Disposed!");
|
||||||
CreateGeom(IntPtr.Zero, primMesh);
|
if (_parent_scene.needsMeshing(_pbs))
|
||||||
|
{
|
||||||
|
// Don't need to re-enable body.. it's done in SetMesh
|
||||||
|
float meshlod = _parent_scene.meshSculptLOD;
|
||||||
|
|
||||||
|
if (IsPhysical)
|
||||||
|
meshlod = _parent_scene.MeshSculptphysicalLOD;
|
||||||
|
|
||||||
|
IMesh mesh = _parent_scene.mesher.CreateMesh(SOPName, _pbs, _size, meshlod, IsPhysical);
|
||||||
|
// createmesh returns null when it doesn't mesh.
|
||||||
|
CreateGeom(IntPtr.Zero, mesh);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
_mesh = null;
|
||||||
|
CreateGeom(IntPtr.Zero, null);
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
*/
|
||||||
|
|
||||||
prim_geom.calculateLocalInertia(mass, tempInertia1);
|
prim_geom.calculateLocalInertia(mass, tempInertia1);
|
||||||
|
|
||||||
if (mass == 0)
|
if (mass != 0)
|
||||||
Body = new btRigidBody(mass, tempMotionState1, prim_geom);
|
_parent_scene.addActivePrim(this);
|
||||||
else
|
else
|
||||||
Body = new btRigidBody(mass, tempMotionState1, prim_geom, tempInertia1);
|
_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)
|
if (prim_geom is btGImpactMeshShape)
|
||||||
{
|
{
|
||||||
|
@ -1810,6 +1954,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
|
||||||
public void disableBody()
|
public void disableBody()
|
||||||
{
|
{
|
||||||
//this kills the body so things like 'mesh' can re-create it.
|
//this kills the body so things like 'mesh' can re-create it.
|
||||||
|
/*
|
||||||
lock (this)
|
lock (this)
|
||||||
{
|
{
|
||||||
if (!childPrim)
|
if (!childPrim)
|
||||||
|
@ -1861,6 +2006,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
*/
|
||||||
m_disabled = true;
|
m_disabled = true;
|
||||||
m_collisionscore = 0;
|
m_collisionscore = 0;
|
||||||
}
|
}
|
||||||
|
@ -1885,7 +2031,9 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
|
||||||
if (m_isphysical && Body.Handle != IntPtr.Zero)
|
if (m_isphysical && Body.Handle != IntPtr.Zero)
|
||||||
{
|
{
|
||||||
Body.clearForces();
|
Body.clearForces();
|
||||||
Body.forceActivationState(1);
|
Body.forceActivationState(4);
|
||||||
|
forceenable = true;
|
||||||
|
|
||||||
}
|
}
|
||||||
m_disabled = false;
|
m_disabled = false;
|
||||||
}
|
}
|
||||||
|
@ -1922,8 +2070,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
|
||||||
{
|
{
|
||||||
PhysicsVector pv = new PhysicsVector(0, 0, 0);
|
PhysicsVector pv = new PhysicsVector(0, 0, 0);
|
||||||
bool lastZeroFlag = _zeroFlag;
|
bool lastZeroFlag = _zeroFlag;
|
||||||
if (tempPosition2 != null && tempPosition2.Handle != IntPtr.Zero)
|
if (tempPosition3 != null && tempPosition3.Handle != IntPtr.Zero)
|
||||||
tempPosition2.Dispose();
|
tempPosition3.Dispose();
|
||||||
if (tempTransform3 != null && tempTransform3.Handle != IntPtr.Zero)
|
if (tempTransform3 != null && tempTransform3.Handle != IntPtr.Zero)
|
||||||
tempTransform3.Dispose();
|
tempTransform3.Dispose();
|
||||||
|
|
||||||
|
@ -1939,7 +2087,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
|
||||||
|
|
||||||
|
|
||||||
tempTransform3 = Body.getInterpolationWorldTransform();
|
tempTransform3 = Body.getInterpolationWorldTransform();
|
||||||
tempPosition2 = tempTransform3.getOrigin(); // vec
|
tempPosition3 = tempTransform3.getOrigin(); // vec
|
||||||
tempOrientation2 = tempTransform3.getRotation(); // ori
|
tempOrientation2 = tempTransform3.getRotation(); // ori
|
||||||
tempAngularVelocity1 = Body.getInterpolationAngularVelocity(); //rotvel
|
tempAngularVelocity1 = Body.getInterpolationAngularVelocity(); //rotvel
|
||||||
tempLinearVelocity1 = Body.getInterpolationLinearVelocity(); // vel
|
tempLinearVelocity1 = Body.getInterpolationLinearVelocity(); // vel
|
||||||
|
@ -1950,9 +2098,9 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
|
||||||
m_lastposition = _position;
|
m_lastposition = _position;
|
||||||
m_lastorientation = _orientation;
|
m_lastorientation = _orientation;
|
||||||
|
|
||||||
l_position.X = tempPosition2.getX();
|
l_position.X = tempPosition3.getX();
|
||||||
l_position.Y = tempPosition2.getY();
|
l_position.Y = tempPosition3.getY();
|
||||||
l_position.Z = tempPosition2.getZ();
|
l_position.Z = tempPosition3.getZ();
|
||||||
l_orientation.X = tempOrientation2.getX();
|
l_orientation.X = tempOrientation2.getX();
|
||||||
l_orientation.Y = tempOrientation2.getY();
|
l_orientation.Y = tempOrientation2.getY();
|
||||||
l_orientation.Z = tempOrientation2.getZ();
|
l_orientation.Z = tempOrientation2.getZ();
|
||||||
|
@ -2103,6 +2251,11 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
|
||||||
|
|
||||||
}
|
}
|
||||||
m_lastposition = l_position;
|
m_lastposition = l_position;
|
||||||
|
if (forceenable)
|
||||||
|
{
|
||||||
|
Body.forceActivationState(1);
|
||||||
|
forceenable = false;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
|
|
@ -187,8 +187,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
|
||||||
|
|
||||||
newPrim = new BulletDotNETPrim(name, this, pos, siz, rot, mesh, pbs, isphysical);
|
newPrim = new BulletDotNETPrim(name, this, pos, siz, rot, mesh, pbs, isphysical);
|
||||||
|
|
||||||
lock (m_prims)
|
//lock (m_prims)
|
||||||
m_prims.Add(newPrim);
|
// m_prims.Add(newPrim);
|
||||||
|
|
||||||
|
|
||||||
return newPrim;
|
return newPrim;
|
||||||
|
@ -267,6 +267,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
|
||||||
{
|
{
|
||||||
foreach (BulletDotNETPrim prim in m_prims)
|
foreach (BulletDotNETPrim prim in m_prims)
|
||||||
{
|
{
|
||||||
|
if (prim != null)
|
||||||
prim.Move(timeStep);
|
prim.Move(timeStep);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -279,6 +280,10 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
|
||||||
|
|
||||||
foreach (BulletDotNETPrim prm in m_activePrims)
|
foreach (BulletDotNETPrim prm in m_activePrims)
|
||||||
{
|
{
|
||||||
|
/*
|
||||||
|
if (prm != null)
|
||||||
|
if (prm.Body != null)
|
||||||
|
*/
|
||||||
prm.UpdatePositionAndVelocity();
|
prm.UpdatePositionAndVelocity();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -487,6 +492,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
|
||||||
{
|
{
|
||||||
m_world.removeRigidBody(body);
|
m_world.removeRigidBody(body);
|
||||||
}
|
}
|
||||||
|
remActivePrim(prm);
|
||||||
m_prims.Remove(prm);
|
m_prims.Remove(prm);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -662,6 +668,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
|
||||||
{
|
{
|
||||||
m_prims.Add(pPrim);
|
m_prims.Add(pPrim);
|
||||||
m_world.addRigidBody(pPrim.Body);
|
m_world.addRigidBody(pPrim.Body);
|
||||||
|
m_log.Debug("ADDED");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
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Loading…
Reference in New Issue