Added part 3 of Darok's BulletX patch. The bulletX plugin is now a project in the opensim build/solution. To use change the physics setting in opensim.ini to "modified_BulletX". At the moment I have been unable to test this as when using the bulletX plugin for me opensim is using 100% of processor.
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@ -1,11 +1,10 @@
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#region Copyright
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#region Copyright
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/*
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* Copyright (c) Contributors, http://www.openmetaverse.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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*
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* Redistribution and use in source and binary forms, with or without
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* modification, are permitted provided that the following conditions are met:
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met:
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* * Redistributions of source code must retain the above copyright
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* * Redistributions in binary form must reproduce the above copyright
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@ -13,21 +12,17 @@ met:
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* documentation and/or other materials provided with the distribution.
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written
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* derived from this software without specific prior written permission.
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permission.
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*
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED
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AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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*
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*/
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*/
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@ -47,9 +42,10 @@ using XnaDevRu.BulletX.Dynamics;
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namespace OpenSim.Region.Physics.BulletXPlugin
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namespace OpenSim.Region.Physics.BulletXPlugin
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{
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{
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/// <summary>
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/// <summary>
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/// This Class converts objects and types for BulletX
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/// BulletXConversions are called now BulletXMaths
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/// This Class converts objects and types for BulletX and give some operations
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/// </summary>
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/// </summary>
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public class BulletXConversions
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public class BulletXMaths
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{
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{
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//Vector3
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//Vector3
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public static MonoXnaCompactMaths.Vector3 PhysicsVectorToXnaVector3(PhysicsVector physicsVector)
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public static MonoXnaCompactMaths.Vector3 PhysicsVectorToXnaVector3(PhysicsVector physicsVector)
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@ -69,6 +65,114 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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{
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{
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return new AxiomQuaternion(xnaQuaternion.W, xnaQuaternion.X, xnaQuaternion.Y, xnaQuaternion.Z);
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return new AxiomQuaternion(xnaQuaternion.W, xnaQuaternion.X, xnaQuaternion.Y, xnaQuaternion.Z);
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}
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}
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//Next methods are extracted from XnaDevRu.BulletX(See 3rd party license):
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//- SetRotation (class MatrixOperations)
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//- GetRotation (class MatrixOperations)
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//- GetElement (class MathHelper)
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//- SetElement (class MathHelper)
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internal static void SetRotation(ref Matrix m, MonoXnaCompactMaths.Quaternion q)
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{
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float d = q.LengthSquared();
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float s = 2f / d;
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float xs = q.X * s, ys = q.Y * s, zs = q.Z * s;
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float wx = q.W * xs, wy = q.W * ys, wz = q.W * zs;
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float xx = q.X * xs, xy = q.X * ys, xz = q.X * zs;
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float yy = q.Y * ys, yz = q.Y * zs, zz = q.Z * zs;
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m = new Matrix(1 - (yy + zz), xy - wz, xz + wy, 0,
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xy + wz, 1 - (xx + zz), yz - wx, 0,
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xz - wy, yz + wx, 1 - (xx + yy), 0,
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m.M41, m.M42, m.M43, 1);
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}
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internal static MonoXnaCompactMaths.Quaternion GetRotation(Matrix m)
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{
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MonoXnaCompactMaths.Quaternion q = new MonoXnaCompactMaths.Quaternion();
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float trace = m.M11 + m.M22 + m.M33;
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if (trace > 0)
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{
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float s = (float)Math.Sqrt(trace + 1);
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q.W = s * 0.5f;
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s = 0.5f / s;
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q.X = (m.M32 - m.M23) * s;
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q.Y = (m.M13 - m.M31) * s;
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q.Z = (m.M21 - m.M12) * s;
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}
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else
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{
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int i = m.M11 < m.M22 ?
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(m.M22 < m.M33 ? 2 : 1) :
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(m.M11 < m.M33 ? 2 : 0);
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int j = (i + 1) % 3;
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int k = (i + 2) % 3;
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float s = (float)Math.Sqrt(GetElement(m, i, i) - GetElement(m, j, j) - GetElement(m, k, k) + 1);
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SetElement(ref q, i, s * 0.5f);
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s = 0.5f / s;
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q.W = (GetElement(m, k, j) - GetElement(m, j, k)) * s;
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SetElement(ref q, j, (GetElement(m, j, i) + GetElement(m, i, j)) * s);
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SetElement(ref q, k, (GetElement(m, k, i) + GetElement(m, i, k)) * s);
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}
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return q;
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}
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internal static float SetElement(ref MonoXnaCompactMaths.Quaternion q, int index, float value)
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{
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switch (index)
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{
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case 0:
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q.X = value; break;
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case 1:
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q.Y = value; break;
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case 2:
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q.Z = value; break;
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case 3:
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q.W = value; break;
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}
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return 0;
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}
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internal static float GetElement(Matrix mat, int row, int col)
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{
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switch (row)
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{
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case 0:
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switch (col)
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{
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case 0:
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return mat.M11;
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case 1:
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return mat.M12;
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case 2:
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return mat.M13;
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} break;
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case 1:
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switch (col)
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{
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case 0:
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return mat.M21;
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case 1:
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return mat.M22;
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case 2:
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return mat.M23;
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} break;
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case 2:
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switch (col)
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{
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case 0:
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return mat.M31;
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case 1:
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return mat.M32;
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case 2:
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return mat.M33;
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} break;
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}
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return 0;
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}
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}
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}
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/// <summary>
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/// <summary>
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/// PhysicsPlugin Class for BulletX
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/// PhysicsPlugin Class for BulletX
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}
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}
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public string GetName()
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public string GetName()
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{
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{
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return ("BulletXEngine");
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return ("modified_BulletX");//Changed!! "BulletXEngine" To "modified_BulletX"
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}
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}
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public void Dispose()
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public void Dispose()
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{
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{
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@ -105,10 +209,12 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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/// </summary>
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/// </summary>
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public class BulletXScene : PhysicsScene
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public class BulletXScene : PhysicsScene
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{
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{
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#region BulletXScene Fields
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public DiscreteDynamicsWorld ddWorld;
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public DiscreteDynamicsWorld ddWorld;
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private CollisionDispatcher cDispatcher;
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private CollisionDispatcher cDispatcher;
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private OverlappingPairCache opCache;
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private OverlappingPairCache opCache;
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private SequentialImpulseConstraintSolver sicSolver;
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private SequentialImpulseConstraintSolver sicSolver;
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public static Object BulletXLock = new Object();
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private const int minXY = 0;
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private const int minXY = 0;
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private const int minZ = 0;
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private const int minZ = 0;
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public static float HeightLevel0 { get { return heightLevel0; } }
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public static float HeightLevel0 { get { return heightLevel0; } }
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public static float HeightLevel1 { get { return heightLevel1; } }
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public static float HeightLevel1 { get { return heightLevel1; } }
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public static float LowGravityFactor { get { return lowGravityFactor; } }
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public static float LowGravityFactor { get { return lowGravityFactor; } }
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#endregion
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public BulletXScene()
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public BulletXScene()
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{
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{
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opCache = new AxisSweep3(worldMinDim, worldMaxDim, maxHandles);
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opCache = new AxisSweep3(worldMinDim, worldMaxDim, maxHandles);
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sicSolver = new SequentialImpulseConstraintSolver();
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sicSolver = new SequentialImpulseConstraintSolver();
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lock (BulletXLock)
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{
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ddWorld = new DiscreteDynamicsWorld(cDispatcher, opCache, sicSolver);
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ddWorld = new DiscreteDynamicsWorld(cDispatcher, opCache, sicSolver);
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ddWorld.Gravity = new MonoXnaCompactMaths.Vector3(0, 0, -gravity);
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ddWorld.Gravity = new MonoXnaCompactMaths.Vector3(0, 0, -gravity);
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}
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this._heightmap = new float[65536];
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this._heightmap = new float[65536];
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}
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}
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pos.X = position.X;
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pos.X = position.X;
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pos.Y = position.Y;
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pos.Y = position.Y;
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pos.Z = position.Z + 20;
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pos.Z = position.Z + 20;
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BulletXCharacter newAv = new BulletXCharacter(this, pos);
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BulletXCharacter newAv = null;
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lock (BulletXLock)
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{
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newAv = new BulletXCharacter(this, pos);
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_characters.Add(newAv);
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_characters.Add(newAv);
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}
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return newAv;
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return newAv;
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}
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}
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public override void RemoveAvatar(PhysicsActor actor)
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public override void RemoveAvatar(PhysicsActor actor)
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{
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{
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if (actor is BulletXCharacter)
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if (actor is BulletXCharacter)
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{
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lock (BulletXLock)
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{
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{
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_characters.Remove((BulletXCharacter)actor);
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_characters.Remove((BulletXCharacter)actor);
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}
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}
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}
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}
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}
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public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, AxiomQuaternion rotation)
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public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, AxiomQuaternion rotation)
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{
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{
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return new BulletXPrim(this, position, size, rotation);
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BulletXPrim newPrim = null;
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lock (BulletXLock)
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{
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newPrim = new BulletXPrim(this, position, size, rotation);
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_prims.Add(newPrim);
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}
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return newPrim;
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}
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}
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public override void RemovePrim(PhysicsActor prim)
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public override void RemovePrim(PhysicsActor prim)
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{
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{
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if (prim is BulletXPrim)
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if (prim is BulletXPrim)
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{
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lock (BulletXLock)
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{
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{
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_prims.Remove((BulletXPrim)prim);
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_prims.Remove((BulletXPrim)prim);
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}
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}
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}
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}
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}
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public override void Simulate(float timeStep)
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public override void Simulate(float timeStep)
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{
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lock (BulletXLock)
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{
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BXSMove(timeStep);
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ddWorld.StepSimulation(timeStep, 0, timeStep);
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//Heightmap Validation:
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BXSValidateHeight();
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//End heightmap validation.
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BXSUpdateKinetics();
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}
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}
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private void BXSMove(float timeStep)
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{
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{
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foreach (BulletXCharacter actor in _characters)
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foreach (BulletXCharacter actor in _characters)
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{
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{
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actor.Move(timeStep);
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actor.Move(timeStep);
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}
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}
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ddWorld.StepSimulation(timeStep, 0, timeStep);
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foreach (BulletXPrim prim in _prims)
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{
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}
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}
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private void BXSValidateHeight()
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{
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float _height;
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foreach (BulletXCharacter actor in _characters)
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foreach (BulletXCharacter actor in _characters)
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{
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{
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actor.ValidateHeight(this._heightmap[
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if ((actor.RigidBodyHorizontalPosition.x < 0) || (actor.RigidBodyHorizontalPosition.y < 0))
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{
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_height = 0;
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}
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else
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{
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_height = this._heightmap[
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(int)Math.Round(actor.RigidBodyHorizontalPosition.x) * 256
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(int)Math.Round(actor.RigidBodyHorizontalPosition.x) * 256
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+ (int)Math.Round(actor.RigidBodyHorizontalPosition.y)]);
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+ (int)Math.Round(actor.RigidBodyHorizontalPosition.y)];
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}
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}
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actor.ValidateHeight(_height);
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}
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foreach (BulletXPrim prim in _prims)
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{
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if ((prim.RigidBodyHorizontalPosition.x < 0) || (prim.RigidBodyHorizontalPosition.y < 0))
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{
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_height = 0;
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}
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else
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{
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_height = this._heightmap[
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(int)Math.Round(prim.RigidBodyHorizontalPosition.x) * 256
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+ (int)Math.Round(prim.RigidBodyHorizontalPosition.y)];
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}
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prim.ValidateHeight(_height);
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}
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}
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private void BXSUpdateKinetics()
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{
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//UpdatePosition > UpdateKinetics.
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//Not only position will be updated, also velocity cause acceleration.
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foreach (BulletXCharacter actor in _characters)
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foreach (BulletXCharacter actor in _characters)
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{
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{
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actor.UpdatePosition();
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actor.UpdateKinetics();
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}
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foreach (BulletXPrim prim in _prims)
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{
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prim.UpdateKinetics();
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}
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}
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}
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}
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public override void GetResults()
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public override void GetResults()
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{
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{
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@ -212,6 +385,10 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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int y = i >> 8;
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int y = i >> 8;
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this._heightmap[i] = heightMap[x * 256 + y];
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this._heightmap[i] = heightMap[x * 256 + y];
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}
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}
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lock (BulletXLock)
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{
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//Updating BulletX HeightMap???
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}
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}
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}
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public override void DeleteTerrain()
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public override void DeleteTerrain()
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{
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{
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@ -230,6 +407,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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private AxiomQuaternion _orientation;
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private AxiomQuaternion _orientation;
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private bool flying;
|
private bool flying;
|
||||||
private RigidBody rigidBody;
|
private RigidBody rigidBody;
|
||||||
|
|
||||||
public Axiom.Math.Vector2 RigidBodyHorizontalPosition
|
public Axiom.Math.Vector2 RigidBodyHorizontalPosition
|
||||||
{
|
{
|
||||||
get
|
get
|
||||||
|
@ -245,32 +423,47 @@ namespace OpenSim.Region.Physics.BulletXPlugin
|
||||||
public BulletXCharacter(BulletXScene parent_scene, PhysicsVector pos, PhysicsVector velocity,
|
public BulletXCharacter(BulletXScene parent_scene, PhysicsVector pos, PhysicsVector velocity,
|
||||||
PhysicsVector size, PhysicsVector acceleration, AxiomQuaternion orientation)
|
PhysicsVector size, PhysicsVector acceleration, AxiomQuaternion orientation)
|
||||||
{
|
{
|
||||||
|
//This fields will be removed. They're temporal
|
||||||
|
float _sizeX = 0.5f;
|
||||||
|
float _sizeY = 0.5f;
|
||||||
|
float _sizeZ = 1.6f;
|
||||||
|
//.
|
||||||
_position = pos;
|
_position = pos;
|
||||||
_velocity = velocity;
|
_velocity = velocity;
|
||||||
_size = size;
|
_size = size;
|
||||||
|
//---
|
||||||
|
_size.X = _sizeX;
|
||||||
|
_size.Y = _sizeY;
|
||||||
|
_size.Z = _sizeZ;
|
||||||
|
//.
|
||||||
_acceleration = acceleration;
|
_acceleration = acceleration;
|
||||||
_orientation = orientation;
|
_orientation = orientation;
|
||||||
float _mass = 50.0f; //This depends of avatar's dimensions
|
float _mass = 50.0f; //This depends of avatar's dimensions
|
||||||
Matrix _startTransform = Matrix.Identity;
|
//For RigidBody Constructor. The next values might change
|
||||||
_startTransform.Translation = BulletXConversions.PhysicsVectorToXnaVector3(pos);
|
|
||||||
Matrix _centerOfMassOffset = Matrix.Identity;
|
|
||||||
CollisionShape _collisionShape = new BoxShape(new MonoXnaCompactMaths.Vector3(0.5f, 0.5f, 1.60f));
|
|
||||||
DefaultMotionState _motionState = new DefaultMotionState(_startTransform, _centerOfMassOffset);
|
|
||||||
MonoXnaCompactMaths.Vector3 _localInertia = new MonoXnaCompactMaths.Vector3();
|
|
||||||
_collisionShape.CalculateLocalInertia(_mass, out _localInertia);
|
|
||||||
//Always when mass > 0
|
|
||||||
|
|
||||||
//The next values might change
|
|
||||||
float _linearDamping = 0.0f;
|
float _linearDamping = 0.0f;
|
||||||
float _angularDamping = 0.0f;
|
float _angularDamping = 0.0f;
|
||||||
float _friction = 0.5f;
|
float _friction = 0.5f;
|
||||||
float _restitution = 0.0f;
|
float _restitution = 0.0f;
|
||||||
|
Matrix _startTransform = Matrix.Identity;
|
||||||
|
Matrix _centerOfMassOffset = Matrix.Identity;
|
||||||
|
lock (BulletXScene.BulletXLock)
|
||||||
|
{
|
||||||
|
_startTransform.Translation = BulletXMaths.PhysicsVectorToXnaVector3(pos);
|
||||||
|
//CollisionShape _collisionShape = new BoxShape(new MonoXnaCompactMaths.Vector3(1.0f, 1.0f, 1.60f));
|
||||||
|
//For now, like ODE, collisionShape = sphere of radious = 1.0
|
||||||
|
CollisionShape _collisionShape = new SphereShape(1.0f);
|
||||||
|
DefaultMotionState _motionState = new DefaultMotionState(_startTransform, _centerOfMassOffset);
|
||||||
|
MonoXnaCompactMaths.Vector3 _localInertia = new MonoXnaCompactMaths.Vector3();
|
||||||
|
_collisionShape.CalculateLocalInertia(_mass, out _localInertia); //Always when mass > 0
|
||||||
rigidBody = new RigidBody(_mass, _motionState, _collisionShape, _localInertia, _linearDamping, _angularDamping, _friction, _restitution);
|
rigidBody = new RigidBody(_mass, _motionState, _collisionShape, _localInertia, _linearDamping, _angularDamping, _friction, _restitution);
|
||||||
rigidBody.ActivationState = ActivationState.DisableDeactivation;
|
rigidBody.ActivationState = ActivationState.DisableDeactivation;
|
||||||
|
//It's seems that there are a bug with rigidBody constructor and its CenterOfMassPosition
|
||||||
|
MonoXnaCompactMaths.Vector3 _vDebugTranslation;
|
||||||
|
_vDebugTranslation = _startTransform.Translation - rigidBody.CenterOfMassPosition;
|
||||||
|
rigidBody.Translate(_vDebugTranslation);
|
||||||
parent_scene.ddWorld.AddRigidBody(rigidBody);
|
parent_scene.ddWorld.AddRigidBody(rigidBody);
|
||||||
}
|
}
|
||||||
|
}
|
||||||
public override PhysicsVector Position
|
public override PhysicsVector Position
|
||||||
{
|
{
|
||||||
get
|
get
|
||||||
|
@ -278,8 +471,12 @@ namespace OpenSim.Region.Physics.BulletXPlugin
|
||||||
return _position;
|
return _position;
|
||||||
}
|
}
|
||||||
set
|
set
|
||||||
|
{
|
||||||
|
lock (BulletXScene.BulletXLock)
|
||||||
{
|
{
|
||||||
_position = value;
|
_position = value;
|
||||||
|
Translate();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
public override PhysicsVector Velocity
|
public override PhysicsVector Velocity
|
||||||
|
@ -289,8 +486,12 @@ namespace OpenSim.Region.Physics.BulletXPlugin
|
||||||
return _velocity;
|
return _velocity;
|
||||||
}
|
}
|
||||||
set
|
set
|
||||||
|
{
|
||||||
|
lock (BulletXScene.BulletXLock)
|
||||||
{
|
{
|
||||||
_velocity = value;
|
_velocity = value;
|
||||||
|
Speed();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
public override PhysicsVector Size
|
public override PhysicsVector Size
|
||||||
|
@ -300,10 +501,13 @@ namespace OpenSim.Region.Physics.BulletXPlugin
|
||||||
return _size;
|
return _size;
|
||||||
}
|
}
|
||||||
set
|
set
|
||||||
|
{
|
||||||
|
lock (BulletXScene.BulletXLock)
|
||||||
{
|
{
|
||||||
_size = value;
|
_size = value;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
public override PhysicsVector Acceleration
|
public override PhysicsVector Acceleration
|
||||||
{
|
{
|
||||||
get
|
get
|
||||||
|
@ -318,10 +522,13 @@ namespace OpenSim.Region.Physics.BulletXPlugin
|
||||||
return _orientation;
|
return _orientation;
|
||||||
}
|
}
|
||||||
set
|
set
|
||||||
|
{
|
||||||
|
lock (BulletXScene.BulletXLock)
|
||||||
{
|
{
|
||||||
_orientation = value;
|
_orientation = value;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
public override bool Flying
|
public override bool Flying
|
||||||
{
|
{
|
||||||
get
|
get
|
||||||
|
@ -334,9 +541,12 @@ namespace OpenSim.Region.Physics.BulletXPlugin
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
public void SetAcceleration(PhysicsVector accel)
|
public void SetAcceleration(PhysicsVector accel)
|
||||||
|
{
|
||||||
|
lock (BulletXScene.BulletXLock)
|
||||||
{
|
{
|
||||||
_acceleration = accel;
|
_acceleration = accel;
|
||||||
}
|
}
|
||||||
|
}
|
||||||
public override bool Kinematic
|
public override bool Kinematic
|
||||||
{
|
{
|
||||||
get
|
get
|
||||||
|
@ -356,70 +566,96 @@ namespace OpenSim.Region.Physics.BulletXPlugin
|
||||||
{
|
{
|
||||||
|
|
||||||
}
|
}
|
||||||
public void Move(float timeStep)
|
internal void Move(float timeStep)
|
||||||
{
|
{
|
||||||
MonoXnaCompactMaths.Vector3 vec = new MonoXnaCompactMaths.Vector3();
|
MonoXnaCompactMaths.Vector3 vec = new MonoXnaCompactMaths.Vector3();
|
||||||
//if (this._velocity.X == 0.0f)
|
//At this point it's supossed that:
|
||||||
// vec.X = this.rigidBody.LinearVelocity.X; //current velocity
|
//_velocity == rigidBody.LinearVelocity
|
||||||
//else
|
vec.X = this._velocity.X;
|
||||||
vec.X = this._velocity.X; //overrides current velocity
|
vec.Y = this._velocity.Y;
|
||||||
|
vec.Z = this._velocity.Z;
|
||||||
//if (this._velocity.Y == 0.0f)
|
|
||||||
// vec.Y = this.rigidBody.LinearVelocity.Y; //current velocity
|
|
||||||
//else
|
|
||||||
vec.Y = this._velocity.Y; //overrides current velocity
|
|
||||||
|
|
||||||
float nextZVelocity;
|
|
||||||
//if (this._velocity.Z == 0.0f)
|
|
||||||
// nextZVelocity = this.rigidBody.LinearVelocity.Z; //current velocity
|
|
||||||
//else
|
|
||||||
nextZVelocity = this._velocity.Z; //overrides current velocity
|
|
||||||
|
|
||||||
if (flying)
|
if (flying)
|
||||||
{
|
{
|
||||||
//Antigravity with movement
|
//Antigravity with movement
|
||||||
if (this._position.Z <= BulletXScene.HeightLevel0)
|
if (this._position.Z <= BulletXScene.HeightLevel0)
|
||||||
{
|
{
|
||||||
vec.Z = nextZVelocity + BulletXScene.Gravity * timeStep;
|
vec.Z += BulletXScene.Gravity * timeStep;
|
||||||
}
|
}
|
||||||
//Lowgravity with movement
|
//Lowgravity with movement
|
||||||
else if((this._position.Z > BulletXScene.HeightLevel0)
|
else if ((this._position.Z > BulletXScene.HeightLevel0)
|
||||||
&& (this._position.Z <= BulletXScene.HeightLevel1))
|
&& (this._position.Z <= BulletXScene.HeightLevel1))
|
||||||
{
|
{
|
||||||
vec.Z = nextZVelocity + BulletXScene.Gravity * timeStep * (1.0f - BulletXScene.LowGravityFactor);
|
vec.Z += BulletXScene.Gravity * timeStep * (1.0f - BulletXScene.LowGravityFactor);
|
||||||
}
|
}
|
||||||
//Lowgravity with...
|
//Lowgravity with...
|
||||||
else if (this._position.Z > BulletXScene.HeightLevel1)
|
else if (this._position.Z > BulletXScene.HeightLevel1)
|
||||||
{
|
{
|
||||||
if(nextZVelocity > 0) //no movement
|
if (vec.Z > 0) //no movement
|
||||||
vec.Z = BulletXScene.Gravity * timeStep * (1.0f - BulletXScene.LowGravityFactor);
|
vec.Z = BulletXScene.Gravity * timeStep * (1.0f - BulletXScene.LowGravityFactor);
|
||||||
else
|
else
|
||||||
vec.Z = nextZVelocity + BulletXScene.Gravity * timeStep * (1.0f - BulletXScene.LowGravityFactor);
|
vec.Z += BulletXScene.Gravity * timeStep * (1.0f - BulletXScene.LowGravityFactor);
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
|
||||||
{
|
|
||||||
vec.Z = nextZVelocity;
|
|
||||||
}
|
|
||||||
rigidBody.LinearVelocity = vec;
|
rigidBody.LinearVelocity = vec;
|
||||||
}
|
}
|
||||||
public void UpdatePosition()
|
|
||||||
{
|
|
||||||
this._position = BulletXConversions.XnaVector3ToPhysicsVector(rigidBody.CenterOfMassPosition);
|
|
||||||
}
|
|
||||||
//This validation is very basic
|
//This validation is very basic
|
||||||
internal void ValidateHeight(float heighmapPositionValue)
|
internal void ValidateHeight(float heighmapPositionValue)
|
||||||
{
|
{
|
||||||
if (rigidBody.CenterOfMassPosition.Z < heighmapPositionValue)
|
if (rigidBody.CenterOfMassPosition.Z < heighmapPositionValue + _size.Z / 2.0f)
|
||||||
{
|
{
|
||||||
Matrix m = rigidBody.WorldTransform;
|
Matrix m = rigidBody.WorldTransform;
|
||||||
MonoXnaCompactMaths.Vector3 v3 = m.Translation;
|
MonoXnaCompactMaths.Vector3 v3 = m.Translation;
|
||||||
v3.Z = heighmapPositionValue;
|
v3.Z = heighmapPositionValue + _size.Z / 2.0f;
|
||||||
m.Translation = v3;
|
m.Translation = v3;
|
||||||
rigidBody.WorldTransform = m;
|
rigidBody.WorldTransform = m;
|
||||||
|
//When an Avie touch the ground it's vertical velocity it's reduced to ZERO
|
||||||
|
Speed(new PhysicsVector(this.rigidBody.LinearVelocity.X, this.rigidBody.LinearVelocity.Y, 0.0f));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
internal void UpdateKinetics()
|
||||||
|
{
|
||||||
|
this._position = BulletXMaths.XnaVector3ToPhysicsVector(rigidBody.CenterOfMassPosition);
|
||||||
|
this._velocity = BulletXMaths.XnaVector3ToPhysicsVector(rigidBody.LinearVelocity);
|
||||||
|
//Orientation it seems that it will be the default.
|
||||||
|
ReOrient();
|
||||||
|
}
|
||||||
|
|
||||||
|
#region Methods for updating values of RigidBody
|
||||||
|
private void Translate()
|
||||||
|
{
|
||||||
|
Translate(this._position);
|
||||||
|
}
|
||||||
|
private void Translate(PhysicsVector _newPos)
|
||||||
|
{
|
||||||
|
MonoXnaCompactMaths.Vector3 _translation;
|
||||||
|
_translation = BulletXMaths.PhysicsVectorToXnaVector3(_newPos) - rigidBody.CenterOfMassPosition;
|
||||||
|
rigidBody.Translate(_translation);
|
||||||
|
}
|
||||||
|
private void Speed()
|
||||||
|
{
|
||||||
|
Speed(this._velocity);
|
||||||
|
}
|
||||||
|
private void Speed(PhysicsVector _newSpeed)
|
||||||
|
{
|
||||||
|
MonoXnaCompactMaths.Vector3 _speed;
|
||||||
|
_speed = BulletXMaths.PhysicsVectorToXnaVector3(_newSpeed);
|
||||||
|
rigidBody.LinearVelocity = _speed;
|
||||||
|
}
|
||||||
|
private void ReOrient()
|
||||||
|
{
|
||||||
|
ReOrient(this._orientation);
|
||||||
|
}
|
||||||
|
private void ReOrient(AxiomQuaternion _newOrient)
|
||||||
|
{
|
||||||
|
MonoXnaCompactMaths.Quaternion _newOrientation;
|
||||||
|
_newOrientation = BulletXMaths.AxiomQuaternionToXnaQuaternion(_newOrient);
|
||||||
|
Matrix _comTransform = rigidBody.CenterOfMassTransform;
|
||||||
|
BulletXMaths.SetRotation(ref _comTransform, _newOrientation);
|
||||||
|
rigidBody.CenterOfMassTransform = _comTransform;
|
||||||
|
}
|
||||||
|
#endregion
|
||||||
}
|
}
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// PhysicsActor Prim Class for BulletX
|
/// PhysicsActor Prim Class for BulletX
|
||||||
|
@ -431,7 +667,20 @@ namespace OpenSim.Region.Physics.BulletXPlugin
|
||||||
private PhysicsVector _size;
|
private PhysicsVector _size;
|
||||||
private PhysicsVector _acceleration;
|
private PhysicsVector _acceleration;
|
||||||
private AxiomQuaternion _orientation;
|
private AxiomQuaternion _orientation;
|
||||||
|
//Density it will depends of material.
|
||||||
|
//For now all prims have the same density, all prims are made of water. Be water my friend! :D
|
||||||
|
private const float _density = 1000.0f;
|
||||||
|
private RigidBody rigidBody;
|
||||||
|
//_physical value will be linked with the prim object value
|
||||||
|
private Boolean _physical = false;
|
||||||
|
|
||||||
|
public Axiom.Math.Vector2 RigidBodyHorizontalPosition
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
return new Axiom.Math.Vector2(this.rigidBody.CenterOfMassPosition.X, this.rigidBody.CenterOfMassPosition.Y);
|
||||||
|
}
|
||||||
|
}
|
||||||
public BulletXPrim(BulletXScene parent_scene, PhysicsVector pos, PhysicsVector size, AxiomQuaternion rotation)
|
public BulletXPrim(BulletXScene parent_scene, PhysicsVector pos, PhysicsVector size, AxiomQuaternion rotation)
|
||||||
: this(parent_scene, pos, new PhysicsVector(), size, new PhysicsVector(), rotation)
|
: this(parent_scene, pos, new PhysicsVector(), size, new PhysicsVector(), rotation)
|
||||||
{
|
{
|
||||||
|
@ -442,19 +691,51 @@ namespace OpenSim.Region.Physics.BulletXPlugin
|
||||||
_position = pos;
|
_position = pos;
|
||||||
_velocity = velocity;
|
_velocity = velocity;
|
||||||
_size = size;
|
_size = size;
|
||||||
|
if ((size.X == 0) || (size.Y == 0) || (size.Z == 0)) throw new Exception("Size 0");
|
||||||
|
|
||||||
_acceleration = aceleration;
|
_acceleration = aceleration;
|
||||||
_orientation = rotation;
|
//Because a bug, orientation will be fixed to AxiomQuaternion.Identity
|
||||||
|
_orientation = AxiomQuaternion.Identity;
|
||||||
|
//_orientation = rotation;
|
||||||
|
//---
|
||||||
|
//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);
|
||||||
|
MonoXnaCompactMaths.Vector3 _localInertia = new MonoXnaCompactMaths.Vector3();
|
||||||
|
_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
|
||||||
|
MonoXnaCompactMaths.Vector3 _vDebugTranslation;
|
||||||
|
_vDebugTranslation = _startTransform.Translation - rigidBody.CenterOfMassPosition;
|
||||||
|
rigidBody.Translate(_vDebugTranslation);
|
||||||
|
//---
|
||||||
|
parent_scene.ddWorld.AddRigidBody(rigidBody);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
public override PhysicsVector Position
|
public override PhysicsVector Position
|
||||||
{
|
{
|
||||||
get
|
get
|
||||||
{
|
{
|
||||||
return _position;
|
return _position;
|
||||||
|
|
||||||
}
|
}
|
||||||
set
|
set
|
||||||
|
{
|
||||||
|
lock (BulletXScene.BulletXLock)
|
||||||
{
|
{
|
||||||
_position = value;
|
_position = value;
|
||||||
|
Translate();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
public override PhysicsVector Velocity
|
public override PhysicsVector Velocity
|
||||||
|
@ -464,8 +745,12 @@ namespace OpenSim.Region.Physics.BulletXPlugin
|
||||||
return _velocity;
|
return _velocity;
|
||||||
}
|
}
|
||||||
set
|
set
|
||||||
|
{
|
||||||
|
lock (BulletXScene.BulletXLock)
|
||||||
{
|
{
|
||||||
_velocity = value;
|
_velocity = value;
|
||||||
|
Speed();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
public override PhysicsVector Size
|
public override PhysicsVector Size
|
||||||
|
@ -475,8 +760,12 @@ namespace OpenSim.Region.Physics.BulletXPlugin
|
||||||
return _size;
|
return _size;
|
||||||
}
|
}
|
||||||
set
|
set
|
||||||
|
{
|
||||||
|
lock (BulletXScene.BulletXLock)
|
||||||
{
|
{
|
||||||
_size = value;
|
_size = value;
|
||||||
|
ReSize();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
public override PhysicsVector Acceleration
|
public override PhysicsVector Acceleration
|
||||||
|
@ -493,8 +782,20 @@ namespace OpenSim.Region.Physics.BulletXPlugin
|
||||||
return _orientation;
|
return _orientation;
|
||||||
}
|
}
|
||||||
set
|
set
|
||||||
|
{
|
||||||
|
lock (BulletXScene.BulletXLock)
|
||||||
{
|
{
|
||||||
_orientation = value;
|
_orientation = value;
|
||||||
|
ReOrient();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
public float Mass
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
//For now all prims are boxes
|
||||||
|
return _density * _size.X * _size.Y * _size.Z;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
public override bool Flying
|
public override bool Flying
|
||||||
|
@ -508,10 +809,24 @@ namespace OpenSim.Region.Physics.BulletXPlugin
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
public Boolean Physical
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
return _physical;
|
||||||
|
}
|
||||||
|
set
|
||||||
|
{
|
||||||
|
_physical = value;
|
||||||
|
}
|
||||||
|
}
|
||||||
public void SetAcceleration(PhysicsVector accel)
|
public void SetAcceleration(PhysicsVector accel)
|
||||||
|
{
|
||||||
|
lock (BulletXScene.BulletXLock)
|
||||||
{
|
{
|
||||||
_acceleration = accel;
|
_acceleration = accel;
|
||||||
}
|
}
|
||||||
|
}
|
||||||
public override bool Kinematic
|
public override bool Kinematic
|
||||||
{
|
{
|
||||||
get
|
get
|
||||||
|
@ -532,6 +847,86 @@ namespace OpenSim.Region.Physics.BulletXPlugin
|
||||||
{
|
{
|
||||||
|
|
||||||
}
|
}
|
||||||
|
internal void ValidateHeight(float heighmapPositionValue)
|
||||||
|
{
|
||||||
|
if (rigidBody.CenterOfMassPosition.Z < heighmapPositionValue + _size.Z / 2.0f)
|
||||||
|
{
|
||||||
|
Matrix m = rigidBody.WorldTransform;
|
||||||
|
MonoXnaCompactMaths.Vector3 v3 = m.Translation;
|
||||||
|
v3.Z = heighmapPositionValue + _size.Z / 2.0f;
|
||||||
|
m.Translation = v3;
|
||||||
|
rigidBody.WorldTransform = m;
|
||||||
|
//When a Prim touch the ground it's vertical velocity it's reduced to ZERO
|
||||||
|
Speed(new PhysicsVector(this.rigidBody.LinearVelocity.X, this.rigidBody.LinearVelocity.Y, 0.0f));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
internal void UpdateKinetics()
|
||||||
|
{
|
||||||
|
if (_physical) //Updates properties. Prim updates its properties physically
|
||||||
|
{
|
||||||
|
this._position = BulletXMaths.XnaVector3ToPhysicsVector(rigidBody.CenterOfMassPosition);
|
||||||
|
this._velocity = BulletXMaths.XnaVector3ToPhysicsVector(rigidBody.LinearVelocity);
|
||||||
|
//Orientation is not implemented yet in MonoXnaCompactMaths
|
||||||
|
//this._orientation = BulletXMaths.XnaQuaternionToAxiomQuaternion(rigidBody.Orientation); < Good
|
||||||
|
//ReOrient();
|
||||||
|
//---
|
||||||
|
ReOrient();
|
||||||
|
}
|
||||||
|
else //Doesn't updates properties. That's a cancel
|
||||||
|
{
|
||||||
|
Translate();
|
||||||
|
Speed();
|
||||||
|
//Orientation is not implemented yet in MonoXnaCompactMaths
|
||||||
|
//ReOrient();
|
||||||
|
ReOrient();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#region Methods for updating values of RigidBody
|
||||||
|
private void Translate()
|
||||||
|
{
|
||||||
|
Translate(this._position);
|
||||||
|
}
|
||||||
|
private void Translate(PhysicsVector _newPos)
|
||||||
|
{
|
||||||
|
MonoXnaCompactMaths.Vector3 _translation;
|
||||||
|
_translation = BulletXMaths.PhysicsVectorToXnaVector3(_newPos) - rigidBody.CenterOfMassPosition;
|
||||||
|
rigidBody.Translate(_translation);
|
||||||
|
}
|
||||||
|
private void Speed()
|
||||||
|
{
|
||||||
|
Speed(this._velocity);
|
||||||
|
}
|
||||||
|
private void Speed(PhysicsVector _newSpeed)
|
||||||
|
{
|
||||||
|
MonoXnaCompactMaths.Vector3 _speed;
|
||||||
|
_speed = BulletXMaths.PhysicsVectorToXnaVector3(_newSpeed);
|
||||||
|
rigidBody.LinearVelocity = _speed;
|
||||||
|
}
|
||||||
|
private void ReSize()
|
||||||
|
{
|
||||||
|
ReSize(this._size);
|
||||||
|
}
|
||||||
|
private void ReSize(PhysicsVector _newSize)
|
||||||
|
{
|
||||||
|
MonoXnaCompactMaths.Vector3 _newsize;
|
||||||
|
_newsize = BulletXMaths.PhysicsVectorToXnaVector3(_newSize);
|
||||||
|
//For now all prims are Boxes
|
||||||
|
rigidBody.CollisionShape = new BoxShape(BulletXMaths.PhysicsVectorToXnaVector3(_newSize) / 2.0f);
|
||||||
|
}
|
||||||
|
private void ReOrient()
|
||||||
|
{
|
||||||
|
ReOrient(this._orientation);
|
||||||
|
}
|
||||||
|
private void ReOrient(AxiomQuaternion _newOrient)
|
||||||
|
{
|
||||||
|
MonoXnaCompactMaths.Quaternion _newOrientation;
|
||||||
|
_newOrientation = BulletXMaths.AxiomQuaternionToXnaQuaternion(_newOrient);
|
||||||
|
Matrix _comTransform = rigidBody.CenterOfMassTransform;
|
||||||
|
BulletXMaths.SetRotation(ref _comTransform, _newOrientation);
|
||||||
|
rigidBody.CenterOfMassTransform = _comTransform;
|
||||||
|
}
|
||||||
|
#endregion
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
25
prebuild.xml
25
prebuild.xml
|
@ -276,6 +276,30 @@
|
||||||
</Files>
|
</Files>
|
||||||
</Project>
|
</Project>
|
||||||
|
|
||||||
|
<Project name="OpenSim.Region.Physics.BulletXPlugin" path="OpenSim/Region/Physics/BulletXPlugin" type="Library">
|
||||||
|
<Configuration name="Debug">
|
||||||
|
<Options>
|
||||||
|
<OutputPath>../../../../bin/Physics/</OutputPath>
|
||||||
|
</Options>
|
||||||
|
</Configuration>
|
||||||
|
<Configuration name="Release">
|
||||||
|
<Options>
|
||||||
|
<OutputPath>../../../../bin/Physics/</OutputPath>
|
||||||
|
</Options>
|
||||||
|
</Configuration>
|
||||||
|
|
||||||
|
<ReferencePath>../../../../bin/</ReferencePath>
|
||||||
|
<Reference name="System" localCopy="false"/>
|
||||||
|
<Reference name="Axiom.MathLib.dll" localCopy="false"/>
|
||||||
|
<Reference name="OpenSim.Region.Physics.Manager" localCopy="false"/>
|
||||||
|
<Reference name="Modified.XnaDevRu.BulletX.dll" localCopy="false" />
|
||||||
|
<Reference name="MonoXnaCompactMaths.dll" localCopy="false" />
|
||||||
|
|
||||||
|
<Files>
|
||||||
|
<Match pattern="*.cs" recurse="true"/>
|
||||||
|
</Files>
|
||||||
|
</Project>
|
||||||
|
|
||||||
|
|
||||||
<!-- Terrain engine -->
|
<!-- Terrain engine -->
|
||||||
<Project name="OpenSim.Region.Terrain.BasicTerrain" path="OpenSim/Region/Terrain.BasicTerrain" type="Library">
|
<Project name="OpenSim.Region.Terrain.BasicTerrain" path="OpenSim/Region/Terrain.BasicTerrain" type="Library">
|
||||||
|
@ -800,6 +824,7 @@
|
||||||
<Reference name="OpenSim.Framework.Console"/>
|
<Reference name="OpenSim.Framework.Console"/>
|
||||||
<Reference name="OpenSim.Framework.Servers"/>
|
<Reference name="OpenSim.Framework.Servers"/>
|
||||||
<Reference name="OpenSim.Framework.Data"/>
|
<Reference name="OpenSim.Framework.Data"/>
|
||||||
|
<Reference name="OpenSim.Grid.Framework.Manager"/>
|
||||||
<Reference name="libsecondlife.dll"/>
|
<Reference name="libsecondlife.dll"/>
|
||||||
<Reference name="Db4objects.Db4o.dll"/>
|
<Reference name="Db4objects.Db4o.dll"/>
|
||||||
<Reference name="XMLRPC.dll"/>
|
<Reference name="XMLRPC.dll"/>
|
||||||
|
|
Loading…
Reference in New Issue