* Committing what I have on the BulletDotNETPlugin that I have so far.

* It's not ready to try.   It doesn't do what you expect in many ways.
* It throws errors and prints jibberish on the console
* Test it out only if you're brave and you've backed up first.
* The opensim.ini line is physics = BulletDotNETPlugin
0.6.5-rc1
Teravus Ovares 2009-04-05 08:35:38 +00:00
parent 3c9cba1627
commit e592d03843
11 changed files with 4061 additions and 0 deletions

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/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System.Reflection;
using System.Runtime.InteropServices;
// Information about this assembly is defined by the following
// attributes.
//
// change them to the information which is associated with the assembly
// you compile.
[assembly : AssemblyTitle("BulletDotNETPlugin")]
[assembly : AssemblyDescription("")]
[assembly : AssemblyConfiguration("")]
[assembly : AssemblyCompany("http://opensimulator.org")]
[assembly : AssemblyProduct("OdePlugin")]
[assembly : AssemblyCopyright("Copyright (c) OpenSimulator.org Developers 2007-2009")]
[assembly : AssemblyTrademark("")]
[assembly : AssemblyCulture("")]
// This sets the default COM visibility of types in the assembly to invisible.
// If you need to expose a type to COM, use [ComVisible(true)] on that type.
[assembly : ComVisible(false)]
// The assembly version has following format :
//
// Major.Minor.Build.Revision
//
// You can specify all values by your own or you can build default build and revision
// numbers with the '*' character (the default):
[assembly : AssemblyVersion("0.6.3.*")]

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/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using OpenSim.Region.Physics.Manager;
namespace OpenSim.Region.Physics.BulletDotNETPlugin
{
public class BulletDotNetPlugin : IPhysicsPlugin
{
private BulletDotNETScene m_scene;
private const string m_pluginName = "BulletDotNETPlugin";
#region IPhysicsPlugin Members
public bool Init()
{
return true;
}
public PhysicsScene GetScene(string sceneIdentifier)
{
if (m_scene == null)
{
m_scene = new BulletDotNETScene(sceneIdentifier);
}
return m_scene;
}
public string GetName()
{
return m_pluginName;
}
public void Dispose()
{
}
#endregion
}
}

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using System;
public enum StatusIndicators : int
{
Generic = 0,
Start = 1,
End = 2
}
public struct sCollisionData
{
public uint ColliderLocalId;
public uint CollidedWithLocalId;
public int NumberOfCollisions;
public int CollisionType;
public int StatusIndicator;
public int lastframe;
}
[Flags]
public enum CollisionCategories : int
{
Disabled = 0,
Geom = 0x00000001,
Body = 0x00000002,
Space = 0x00000004,
Character = 0x00000008,
Land = 0x00000010,
Water = 0x00000020,
Wind = 0x00000040,
Sensor = 0x00000080,
Selected = 0x00000100
}

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using System;
using System.Collections.Generic;
using System.Reflection;
using System.IO;
using System.Diagnostics;
using System.Threading;
using log4net;
using Nini.Config;
using OpenSim.Framework;
using OpenSim.Region.Physics.Manager;
using OpenMetaverse;
using BulletDotNET;
namespace OpenSim.Region.Physics.BulletDotNETPlugin
{
public class BulletDotNETScene : PhysicsScene
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private string m_sceneIdentifier = string.Empty;
private List<BulletDotNETCharacter> m_characters = new List<BulletDotNETCharacter>();
private List<BulletDotNETPrim> m_prims = new List<BulletDotNETPrim>();
private List<BulletDotNETPrim> m_activePrims = new List<BulletDotNETPrim>();
private List<PhysicsActor> m_taintedActors = new List<PhysicsActor>();
private btDiscreteDynamicsWorld m_world;
private btAxisSweep3 m_broadphase;
private btCollisionConfiguration m_collisionConfiguration;
private btConstraintSolver m_solver;
private btCollisionDispatcher m_dispatcher;
private btHeightfieldTerrainShape m_terrainShape;
public btRigidBody TerrainBody;
private btVector3 m_terrainPosition;
private btVector3 m_gravity;
public btMotionState m_terrainMotionState;
public btTransform m_terrainTransform;
public btVector3 VectorZero;
public btQuaternion QuatIdentity;
public btTransform TransZero;
public float geomDefaultDensity = 10.000006836f;
private float avPIDD = 65f;
private float avPIDP = 28f;
private float avCapRadius = 0.37f;
private float avStandupTensor = 2000000f;
private float avDensity = 80f;
private float avHeightFudgeFactor = 0.52f;
private float avMovementDivisorWalk = 1.0f;
private float avMovementDivisorRun = 0.75f;
private float minimumGroundFlightOffset = 3f;
public bool meshSculptedPrim = true;
public float meshSculptLOD = 32;
public float MeshSculptphysicalLOD = 16;
public float bodyPIDD = 35f;
public float bodyPIDG = 25;
internal int geomCrossingFailuresBeforeOutofbounds = 4;
public float bodyMotorJointMaxforceTensor = 2;
public int bodyFramesAutoDisable = 20;
public float WorldTimeStep = 10f/60f;
public const float WorldTimeComp = 1/60f;
public float gravityz = -9.8f;
private float[] _origheightmap; // Used for Fly height. Kitto Flora
private bool usingGImpactAlgorithm = false;
private IConfigSource m_config;
private readonly btVector3 worldAabbMin = new btVector3(0, 0, 0);
private readonly btVector3 worldAabbMax = new btVector3(Constants.RegionSize, Constants.RegionSize , 9000);
public IMesher mesher;
public BulletDotNETScene(string sceneIdentifier)
{
m_sceneIdentifier = sceneIdentifier;
VectorZero = new btVector3(0, 0, 0);
QuatIdentity = new btQuaternion(0, 0, 0, 1);
TransZero = new btTransform(QuatIdentity, VectorZero);
m_gravity = new btVector3(0, 0, gravityz);
_origheightmap = new float[(int)Constants.RegionSize * (int)Constants.RegionSize];
}
public override void Initialise(IMesher meshmerizer, IConfigSource config)
{
mesher = meshmerizer;
m_config = config;
if (Environment.OSVersion.Platform == PlatformID.Unix)
{
m_log.Fatal("[BulletDotNET]: This configuration is not supported on *nix currently");
Thread.Sleep(5000);
Environment.Exit(0);
}
m_broadphase = new btAxisSweep3(worldAabbMin, worldAabbMax, 16000);
m_collisionConfiguration = new btDefaultCollisionConfiguration();
m_solver = new btSequentialImpulseConstraintSolver();
m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
m_world = new btDiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_solver, m_collisionConfiguration);
m_world.setGravity(m_gravity);
}
public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size, bool isFlying)
{
BulletDotNETCharacter chr = new BulletDotNETCharacter(avName, this, position, size, avPIDD, avPIDP,
avCapRadius, avStandupTensor, avDensity,
avHeightFudgeFactor, avMovementDivisorWalk,
avMovementDivisorRun);
m_characters.Add(chr);
AddPhysicsActorTaint(chr);
return chr;
}
public override void RemoveAvatar(PhysicsActor actor)
{
BulletDotNETCharacter chr = (BulletDotNETCharacter) actor;
m_characters.Remove(chr);
m_world.removeRigidBody(chr.Body);
m_world.removeCollisionObject(chr.Body);
chr.Remove();
AddPhysicsActorTaint(chr);
//chr = null;
}
public override void RemovePrim(PhysicsActor prim)
{
if (prim is BulletDotNETPrim)
{
BulletDotNETPrim p = (BulletDotNETPrim)prim;
p.setPrimForRemoval();
AddPhysicsActorTaint(prim);
//RemovePrimThreadLocked(p);
}
}
private PhysicsActor AddPrim(String name, PhysicsVector position, PhysicsVector size, Quaternion rotation,
IMesh mesh, PrimitiveBaseShape pbs, bool isphysical)
{
PhysicsVector pos = new PhysicsVector(position.X, position.Y, position.Z);
//pos.X = position.X;
//pos.Y = position.Y;
//pos.Z = position.Z;
PhysicsVector siz = new PhysicsVector();
siz.X = size.X;
siz.Y = size.Y;
siz.Z = size.Z;
Quaternion rot = rotation;
BulletDotNETPrim newPrim;
newPrim = new BulletDotNETPrim(name, this, pos, siz, rot, mesh, pbs, isphysical);
lock (m_prims)
m_prims.Add(newPrim);
return newPrim;
}
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, PhysicsVector size, Quaternion rotation)
{
return AddPrimShape(primName, pbs, position, size, rotation, false);
}
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, PhysicsVector size, Quaternion rotation, bool isPhysical)
{
PhysicsActor result;
IMesh mesh = null;
//switch (pbs.ProfileShape)
//{
// case ProfileShape.Square:
// //support simple box & hollow box now; later, more shapes
// if (needsMeshing(pbs))
// {
// mesh = mesher.CreateMesh(primName, pbs, size, 32f, isPhysical);
// }
// break;
//}
if (needsMeshing(pbs))
mesh = mesher.CreateMesh(primName, pbs, size, 32f, isPhysical);
result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical);
return result;
}
public override void AddPhysicsActorTaint(PhysicsActor prim)
{
lock (m_taintedActors)
{
if (!m_taintedActors.Contains(prim))
{
m_taintedActors.Add(prim);
}
}
}
internal void SetUsingGImpact()
{
if (!usingGImpactAlgorithm)
btGImpactCollisionAlgorithm.registerAlgorithm(m_dispatcher);
usingGImpactAlgorithm = true;
}
public override float Simulate(float timeStep)
{
lock (m_taintedActors)
{
foreach (PhysicsActor act in m_taintedActors)
{
if (act is BulletDotNETCharacter)
((BulletDotNETCharacter) act).ProcessTaints(timeStep);
if (act is BulletDotNETPrim)
((BulletDotNETPrim)act).ProcessTaints(timeStep);
}
m_taintedActors.Clear();
}
lock (m_characters)
{
foreach (BulletDotNETCharacter chr in m_characters)
{
chr.Move(timeStep);
}
}
lock (m_prims)
{
foreach (BulletDotNETPrim prim in m_prims)
{
prim.Move(timeStep);
}
}
float steps = m_world.stepSimulation(WorldTimeStep, 5, WorldTimeComp);
foreach (BulletDotNETCharacter chr in m_characters)
{
chr.UpdatePositionAndVelocity();
}
foreach (BulletDotNETPrim prm in m_activePrims)
{
prm.UpdatePositionAndVelocity();
}
return steps;
}
public override void GetResults()
{
}
public override void SetTerrain(float[] heightMap)
{
if (m_terrainShape != null)
DeleteTerrain();
float hfmax = -9000;
float hfmin = 90000;
for (int i = 0; i <heightMap.Length;i++)
{
if (Single.IsNaN(heightMap[i]) || Single.IsInfinity(heightMap[i]))
{
heightMap[i] = 0f;
}
hfmin = (heightMap[i] < hfmin) ? heightMap[i] : hfmin;
hfmax = (heightMap[i] > hfmax) ? heightMap[i] : hfmax;
}
// store this for later reference.
// Note, we're storing it after we check it for anomolies above
_origheightmap = heightMap;
hfmin = 0;
hfmax = 256;
m_terrainShape = new btHeightfieldTerrainShape((int)Constants.RegionSize, (int)Constants.RegionSize, heightMap,
1.0f, hfmin, hfmax, (int)btHeightfieldTerrainShape.UPAxis.Z,
(int)btHeightfieldTerrainShape.PHY_ScalarType.PHY_FLOAT, false);
float AabbCenterX = Constants.RegionSize/2f;
float AabbCenterY = Constants.RegionSize/2f;
float AabbCenterZ = 0;
float temphfmin, temphfmax;
temphfmin = hfmin;
temphfmax = hfmax;
if (temphfmin < 0)
{
temphfmax = 0 - temphfmin;
temphfmin = 0 - temphfmin;
}
else if (temphfmin > 0)
{
temphfmax = temphfmax + (0 - temphfmin);
//temphfmin = temphfmin + (0 - temphfmin);
}
AabbCenterZ = temphfmax/2f;
if (m_terrainPosition == null)
{
m_terrainPosition = new btVector3(AabbCenterX, AabbCenterY, AabbCenterZ);
}
else
{
try
{
m_terrainPosition.setValue(AabbCenterX, AabbCenterY, AabbCenterZ);
}
catch (ObjectDisposedException)
{
m_terrainPosition = new btVector3(AabbCenterX, AabbCenterY, AabbCenterZ);
}
}
if (m_terrainMotionState != null)
{
m_terrainMotionState.Dispose();
m_terrainMotionState = null;
}
m_terrainTransform = new btTransform(QuatIdentity, m_terrainPosition);
m_terrainMotionState = new btDefaultMotionState(m_terrainTransform);
TerrainBody = new btRigidBody(0, m_terrainMotionState, m_terrainShape);
m_world.addRigidBody(TerrainBody);
}
public override void SetWaterLevel(float baseheight)
{
}
public override void DeleteTerrain()
{
if (TerrainBody != null)
{
m_world.removeRigidBody(TerrainBody);
}
if (m_terrainShape != null)
{
m_terrainShape.Dispose();
m_terrainShape = null;
}
if (m_terrainMotionState != null)
{
m_terrainMotionState.Dispose();
m_terrainMotionState = null;
}
if (m_terrainTransform != null)
{
m_terrainTransform.Dispose();
m_terrainTransform = null;
}
if (m_terrainPosition != null)
{
m_terrainPosition.Dispose();
m_terrainPosition = null;
}
}
public override void Dispose()
{
disposeAllBodies();
m_world.Dispose();
m_broadphase.Dispose();
((btDefaultCollisionConfiguration) m_collisionConfiguration).Dispose();
((btSequentialImpulseConstraintSolver) m_solver).Dispose();
worldAabbMax.Dispose();
worldAabbMin.Dispose();
VectorZero.Dispose();
QuatIdentity.Dispose();
m_gravity.Dispose();
VectorZero = null;
QuatIdentity = null;
}
public override Dictionary<uint, float> GetTopColliders()
{
return new Dictionary<uint, float>();
}
public btDiscreteDynamicsWorld getBulletWorld()
{
return m_world;
}
private void disposeAllBodies()
{
lock (m_prims)
{
foreach ( BulletDotNETPrim prim in m_prims)
{
if (prim.Body != null)
m_world.removeRigidBody(prim.Body);
prim.Dispose();
}
m_prims.Clear();
foreach (BulletDotNETCharacter chr in m_characters)
{
if (chr.Body != null)
m_world.removeRigidBody(chr.Body);
chr.Dispose();
}
m_characters.Clear();
}
}
public override bool IsThreaded
{
get { return false; }
}
internal void addCollisionEventReporting(PhysicsActor bulletDotNETCharacter)
{
//TODO: FIXME:
}
internal void remCollisionEventReporting(PhysicsActor bulletDotNETCharacter)
{
//TODO: FIXME:
}
internal void AddRigidBody(btRigidBody Body)
{
m_world.addRigidBody(Body);
}
[Obsolete("bad!")]
internal void removeFromWorld(btRigidBody body)
{
m_world.removeRigidBody(body);
}
internal void removeFromWorld(BulletDotNETPrim prm ,btRigidBody body)
{
lock (m_prims)
{
if (m_prims.Contains(prm))
{
m_world.removeRigidBody(body);
}
m_prims.Remove(prm);
}
}
internal float GetWaterLevel()
{
throw new NotImplementedException();
}
// Recovered for use by fly height. Kitto Flora
public float GetTerrainHeightAtXY(float x, float y)
{
// Teravus: Kitto, this code causes recurring errors that stall physics permenantly unless
// the values are checked, so checking below.
// Is there any reason that we don't do this in ScenePresence?
// The only physics engine that benefits from it in the physics plugin is this one
if ((int)x > Constants.RegionSize || (int)y > Constants.RegionSize ||
(int)x < 0.001f || (int)y < 0.001f)
return 0;
return _origheightmap[(int)y * Constants.RegionSize + (int)x];
}
// End recovered. Kitto Flora
/// <summary>
/// Routine to figure out if we need to mesh this prim with our mesher
/// </summary>
/// <param name="pbs"></param>
/// <returns></returns>
public bool needsMeshing(PrimitiveBaseShape pbs)
{
// most of this is redundant now as the mesher will return null if it cant mesh a prim
// but we still need to check for sculptie meshing being enabled so this is the most
// convenient place to do it for now...
// //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
// //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString());
int iPropertiesNotSupportedDefault = 0;
if (pbs.SculptEntry && !meshSculptedPrim)
{
#if SPAM
m_log.Warn("NonMesh");
#endif
return false;
}
// if it's a standard box or sphere with no cuts, hollows, twist or top shear, return false since ODE can use an internal representation for the prim
if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
|| (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
&& pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
{
if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
&& pbs.ProfileHollow == 0
&& pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
&& pbs.PathBegin == 0 && pbs.PathEnd == 0
&& pbs.PathTaperX == 0 && pbs.PathTaperY == 0
&& pbs.PathScaleX == 100 && pbs.PathScaleY == 100
&& pbs.PathShearX == 0 && pbs.PathShearY == 0)
{
#if SPAM
m_log.Warn("NonMesh");
#endif
return false;
}
}
if (pbs.ProfileHollow != 0)
iPropertiesNotSupportedDefault++;
if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
iPropertiesNotSupportedDefault++;
if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
iPropertiesNotSupportedDefault++;
if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
iPropertiesNotSupportedDefault++;
if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
iPropertiesNotSupportedDefault++;
if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
iPropertiesNotSupportedDefault++;
if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1 && (pbs.Scale.X != pbs.Scale.Y || pbs.Scale.Y != pbs.Scale.Z || pbs.Scale.Z != pbs.Scale.X))
iPropertiesNotSupportedDefault++;
if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1)
iPropertiesNotSupportedDefault++;
// test for torus
if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
{
if (pbs.PathCurve == (byte)Extrusion.Curve1)
{
iPropertiesNotSupportedDefault++;
}
}
else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
{
if (pbs.PathCurve == (byte)Extrusion.Straight)
{
iPropertiesNotSupportedDefault++;
}
// ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
else if (pbs.PathCurve == (byte)Extrusion.Curve1)
{
iPropertiesNotSupportedDefault++;
}
}
else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
{
if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
{
iPropertiesNotSupportedDefault++;
}
}
else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
{
if (pbs.PathCurve == (byte)Extrusion.Straight)
{
iPropertiesNotSupportedDefault++;
}
else if (pbs.PathCurve == (byte)Extrusion.Curve1)
{
iPropertiesNotSupportedDefault++;
}
}
if (iPropertiesNotSupportedDefault == 0)
{
#if SPAM
m_log.Warn("NonMesh");
#endif
return false;
}
#if SPAM
m_log.Debug("Mesh");
#endif
return true;
}
internal void addActivePrim(BulletDotNETPrim pPrim)
{
lock (m_activePrims)
{
if (!m_activePrims.Contains(pPrim))
{
m_activePrims.Add(pPrim);
}
}
}
public void remActivePrim(BulletDotNETPrim pDeactivatePrim)
{
lock (m_activePrims)
{
m_activePrims.Remove(pDeactivatePrim);
}
}
internal void AddPrimToScene(BulletDotNETPrim pPrim)
{
lock (m_prims)
{
if (!m_prims.Contains(pPrim))
{
m_prims.Add(pPrim);
m_world.addRigidBody(pPrim.Body);
}
}
}
}
}

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@ -504,6 +504,34 @@
</Files>
</Project>
<Project name="OpenSim.Region.Physics.BulletDotNETPlugin" path="OpenSim/Region/Physics/BulletDotNETPlugin" 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"/>
<Reference name="OpenMetaverseTypes.dll"/>
<Reference name="Nini.dll" />
<Reference name="OpenSim.Framework"/>
<Reference name="OpenSim.Framework.Console"/>
<Reference name="OpenSim.Region.Physics.Manager"/>
<Reference name="BulletDotNET.dll" />
<Reference name="nunit.framework.dll" />
<Reference name="log4net.dll"/>
<Files>
<Match pattern="*.cs" recurse="true"/>
</Files>
</Project>
<Project name="OpenSim.Region.Physics.Meshing" path="OpenSim/Region/Physics/Meshing" type="Library">
<Configuration name="Debug">
<Options>