diff --git a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs index 6960f4e8e0..7159754edf 100644 --- a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs +++ b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs @@ -69,8 +69,6 @@ using XnaDevRu.BulletX; using XnaDevRu.BulletX.Dynamics; using AxiomQuaternion = Axiom.Math.Quaternion; using BoxShape=XnaDevRu.BulletX.BoxShape; -//Specific References for BulletXPlugin - #endregion namespace OpenSim.Region.Physics.BulletXPlugin @@ -734,7 +732,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin return rigidBody; } } - public MonoXnaCompactMaths.Vector3 RigidBodyPosition + public Vector3 RigidBodyPosition { get { return this.rigidBody.CenterOfMassPosition; } } @@ -804,7 +802,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin } internal protected void Translate(PhysicsVector _newPos) { - MonoXnaCompactMaths.Vector3 _translation; + Vector3 _translation; _translation = BulletXMaths.PhysicsVectorToXnaVector3(_newPos) - rigidBody.CenterOfMassPosition; rigidBody.Translate(_translation); } @@ -814,7 +812,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin } internal protected void Speed(PhysicsVector _newSpeed) { - MonoXnaCompactMaths.Vector3 _speed; + Vector3 _speed; _speed = BulletXMaths.PhysicsVectorToXnaVector3(_newSpeed); rigidBody.LinearVelocity = _speed; } @@ -824,7 +822,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin } internal protected void ReOrient(AxiomQuaternion _newOrient) { - MonoXnaCompactMaths.Quaternion _newOrientation; + Quaternion _newOrientation; _newOrientation = BulletXMaths.AxiomQuaternionToXnaQuaternion(_newOrient); Matrix _comTransform = rigidBody.CenterOfMassTransform; BulletXMaths.SetRotation(ref _comTransform, _newOrientation); @@ -1033,6 +1031,9 @@ namespace OpenSim.Region.Physics.BulletXPlugin if (rotation.Norm == 0f) rotation = AxiomQuaternion.Identity; _position = pos; + //ZZZ + _physical = false; + //zzz if (_physical) _velocity = velocity; else _velocity = new PhysicsVector(); _size = size; @@ -1041,32 +1042,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin _parent_scene = parent_scene; - //For RigidBody Constructor. The next values might change - float _linearDamping = 0.0f; - float _angularDamping = 0.0f; - float _friction = 0.5f; - float _restitution = 0.0f; - Matrix _startTransform = Matrix.Identity; - Matrix _centerOfMassOffset = Matrix.Identity; - lock (BulletXScene.BulletXLock) - { - _startTransform.Translation = BulletXMaths.PhysicsVectorToXnaVector3(pos); - //For now all prims are boxes - CollisionShape _collisionShape = new BoxShape(BulletXMaths.PhysicsVectorToXnaVector3(_size)/2.0f); - DefaultMotionState _motionState = new DefaultMotionState(_startTransform, _centerOfMassOffset); - Vector3 _localInertia = new Vector3(); - if (_physical) _collisionShape.CalculateLocalInertia(Mass, out _localInertia); //Always when mass > 0 - rigidBody = - new RigidBody(Mass, _motionState, _collisionShape, _localInertia, _linearDamping, _angularDamping, - _friction, _restitution); - //rigidBody.ActivationState = ActivationState.DisableDeactivation; - //It's seems that there are a bug with rigidBody constructor and its CenterOfMassPosition - Vector3 _vDebugTranslation; - _vDebugTranslation = _startTransform.Translation - rigidBody.CenterOfMassPosition; - rigidBody.Translate(_vDebugTranslation); - //--- - parent_scene.ddWorld.AddRigidBody(rigidBody); - } + CreateRigidBody(parent_scene, pos, size); } public override PhysicsVector Position @@ -1108,7 +1084,10 @@ namespace OpenSim.Region.Physics.BulletXPlugin get { //For now all prims are boxes - return (_physical ? 1 : 0) * _density * _size.X * _size.Y * _size.Z; + //ZZZ + return _density * _size.X * _size.Y * _size.Z; + //return (_physical ? 1 : 0) * _density * _size.X * _size.Y * _size.Z; + //zzz } } public Boolean Physical @@ -1210,7 +1189,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin //For RigidBody Constructor. The next values might change float _linearDamping = 0.0f; float _angularDamping = 0.0f; - float _friction = 0.5f; + float _friction = 1.0f; float _restitution = 0.0f; Matrix _startTransform = Matrix.Identity; Matrix _centerOfMassOffset = Matrix.Identity; @@ -1220,12 +1199,15 @@ namespace OpenSim.Region.Physics.BulletXPlugin //For now all prims are boxes CollisionShape _collisionShape = new XnaDevRu.BulletX.BoxShape(BulletXMaths.PhysicsVectorToXnaVector3(size) / 2.0f); DefaultMotionState _motionState = new DefaultMotionState(_startTransform, _centerOfMassOffset); - MonoXnaCompactMaths.Vector3 _localInertia = new MonoXnaCompactMaths.Vector3(); - if (_physical) _collisionShape.CalculateLocalInertia(Mass, out _localInertia); //Always when mass > 0 + Vector3 _localInertia = new Vector3(); + //ZZZ + if (Mass > 0) _collisionShape.CalculateLocalInertia(Mass, out _localInertia); //Always when mass > 0 + //if (_physical) _collisionShape.CalculateLocalInertia(Mass, out _localInertia); //Always when mass > 0 + //zzz rigidBody = new RigidBody(Mass, _motionState, _collisionShape, _localInertia, _linearDamping, _angularDamping, _friction, _restitution); //rigidBody.ActivationState = ActivationState.DisableDeactivation; //It's seems that there are a bug with rigidBody constructor and its CenterOfMassPosition - MonoXnaCompactMaths.Vector3 _vDebugTranslation; + Vector3 _vDebugTranslation; _vDebugTranslation = _startTransform.Translation - rigidBody.CenterOfMassPosition; rigidBody.Translate(_vDebugTranslation); //---