* 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 = BulletDotNETPlugin0.6.5-rc1
parent
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commit
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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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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||||||
|
* modification, are permitted provided that the following conditions are met:
|
||||||
|
* * 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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||||||
|
* * Redistributions in binary form must reproduce the above copyright
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||||||
|
* notice, this list of conditions and the following disclaimer in the
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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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|
* names of its contributors may be used to endorse or promote products
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||||||
|
* derived from this software without specific prior written 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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||||||
|
* 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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||||||
|
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||||
|
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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||||||
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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||||||
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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||||||
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System.Reflection;
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using System.Runtime.InteropServices;
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// Information about this assembly is defined by the following
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// attributes.
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//
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// change them to the information which is associated with the assembly
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// you compile.
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[assembly : AssemblyTitle("BulletDotNETPlugin")]
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[assembly : AssemblyDescription("")]
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[assembly : AssemblyConfiguration("")]
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[assembly : AssemblyCompany("http://opensimulator.org")]
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[assembly : AssemblyProduct("OdePlugin")]
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[assembly : AssemblyCopyright("Copyright (c) OpenSimulator.org Developers 2007-2009")]
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[assembly : AssemblyTrademark("")]
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[assembly : AssemblyCulture("")]
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// This sets the default COM visibility of types in the assembly to invisible.
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// If you need to expose a type to COM, use [ComVisible(true)] on that type.
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[assembly : ComVisible(false)]
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// The assembly version has following format :
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//
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// Major.Minor.Build.Revision
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//
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// You can specify all values by your own or you can build default build and revision
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// numbers with the '*' character (the default):
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[assembly : AssemblyVersion("0.6.3.*")]
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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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 met:
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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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* * Redistributions in binary form must reproduce the above copyright
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||||||
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* notice, this list of conditions and the following disclaimer in the
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||||||
|
* documentation and/or other materials provided with the distribution.
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||||||
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* * Neither the name of the OpenSimulator Project nor the
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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 permission.
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*
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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
|
||||||
|
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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||||||
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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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||||||
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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||||||
|
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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||||||
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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||||||
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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||||||
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using OpenSim.Region.Physics.Manager;
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namespace OpenSim.Region.Physics.BulletDotNETPlugin
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{
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public class BulletDotNetPlugin : IPhysicsPlugin
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{
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private BulletDotNETScene m_scene;
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private const string m_pluginName = "BulletDotNETPlugin";
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#region IPhysicsPlugin Members
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public bool Init()
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{
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return true;
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}
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public PhysicsScene GetScene(string sceneIdentifier)
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{
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if (m_scene == null)
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{
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m_scene = new BulletDotNETScene(sceneIdentifier);
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}
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return m_scene;
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}
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public string GetName()
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{
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return m_pluginName;
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}
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public void Dispose()
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{
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}
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#endregion
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}
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}
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using System;
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public enum StatusIndicators : int
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{
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Generic = 0,
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Start = 1,
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End = 2
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}
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public struct sCollisionData
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{
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public uint ColliderLocalId;
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public uint CollidedWithLocalId;
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public int NumberOfCollisions;
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public int CollisionType;
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public int StatusIndicator;
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public int lastframe;
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}
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[Flags]
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public enum CollisionCategories : int
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{
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Disabled = 0,
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Geom = 0x00000001,
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Body = 0x00000002,
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Space = 0x00000004,
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Character = 0x00000008,
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Land = 0x00000010,
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Water = 0x00000020,
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Wind = 0x00000040,
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Sensor = 0x00000080,
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Selected = 0x00000100
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}
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Load Diff
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using System.IO;
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using System.Diagnostics;
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using System.Threading;
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using log4net;
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using Nini.Config;
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using OpenSim.Framework;
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using OpenSim.Region.Physics.Manager;
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using OpenMetaverse;
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using BulletDotNET;
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namespace OpenSim.Region.Physics.BulletDotNETPlugin
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{
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public class BulletDotNETScene : PhysicsScene
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private string m_sceneIdentifier = string.Empty;
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private List<BulletDotNETCharacter> m_characters = new List<BulletDotNETCharacter>();
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private List<BulletDotNETPrim> m_prims = new List<BulletDotNETPrim>();
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private List<BulletDotNETPrim> m_activePrims = new List<BulletDotNETPrim>();
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private List<PhysicsActor> m_taintedActors = new List<PhysicsActor>();
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private btDiscreteDynamicsWorld m_world;
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private btAxisSweep3 m_broadphase;
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private btCollisionConfiguration m_collisionConfiguration;
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private btConstraintSolver m_solver;
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private btCollisionDispatcher m_dispatcher;
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private btHeightfieldTerrainShape m_terrainShape;
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public btRigidBody TerrainBody;
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private btVector3 m_terrainPosition;
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private btVector3 m_gravity;
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public btMotionState m_terrainMotionState;
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public btTransform m_terrainTransform;
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public btVector3 VectorZero;
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public btQuaternion QuatIdentity;
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public btTransform TransZero;
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public float geomDefaultDensity = 10.000006836f;
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private float avPIDD = 65f;
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private float avPIDP = 28f;
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private float avCapRadius = 0.37f;
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private float avStandupTensor = 2000000f;
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private float avDensity = 80f;
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private float avHeightFudgeFactor = 0.52f;
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private float avMovementDivisorWalk = 1.0f;
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private float avMovementDivisorRun = 0.75f;
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private float minimumGroundFlightOffset = 3f;
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public bool meshSculptedPrim = true;
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public float meshSculptLOD = 32;
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public float MeshSculptphysicalLOD = 16;
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public float bodyPIDD = 35f;
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public float bodyPIDG = 25;
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internal int geomCrossingFailuresBeforeOutofbounds = 4;
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public float bodyMotorJointMaxforceTensor = 2;
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public int bodyFramesAutoDisable = 20;
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public float WorldTimeStep = 10f/60f;
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public const float WorldTimeComp = 1/60f;
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public float gravityz = -9.8f;
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private float[] _origheightmap; // Used for Fly height. Kitto Flora
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private bool usingGImpactAlgorithm = false;
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private IConfigSource m_config;
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private readonly btVector3 worldAabbMin = new btVector3(0, 0, 0);
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private readonly btVector3 worldAabbMax = new btVector3(Constants.RegionSize, Constants.RegionSize , 9000);
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public IMesher mesher;
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public BulletDotNETScene(string sceneIdentifier)
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{
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m_sceneIdentifier = sceneIdentifier;
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VectorZero = new btVector3(0, 0, 0);
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QuatIdentity = new btQuaternion(0, 0, 0, 1);
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TransZero = new btTransform(QuatIdentity, VectorZero);
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m_gravity = new btVector3(0, 0, gravityz);
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_origheightmap = new float[(int)Constants.RegionSize * (int)Constants.RegionSize];
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}
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public override void Initialise(IMesher meshmerizer, IConfigSource config)
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{
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mesher = meshmerizer;
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m_config = config;
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if (Environment.OSVersion.Platform == PlatformID.Unix)
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{
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m_log.Fatal("[BulletDotNET]: This configuration is not supported on *nix currently");
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Thread.Sleep(5000);
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Environment.Exit(0);
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}
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m_broadphase = new btAxisSweep3(worldAabbMin, worldAabbMax, 16000);
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m_collisionConfiguration = new btDefaultCollisionConfiguration();
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m_solver = new btSequentialImpulseConstraintSolver();
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m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
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m_world = new btDiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_solver, m_collisionConfiguration);
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m_world.setGravity(m_gravity);
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}
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public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size, bool isFlying)
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{
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BulletDotNETCharacter chr = new BulletDotNETCharacter(avName, this, position, size, avPIDD, avPIDP,
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avCapRadius, avStandupTensor, avDensity,
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avHeightFudgeFactor, avMovementDivisorWalk,
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avMovementDivisorRun);
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m_characters.Add(chr);
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AddPhysicsActorTaint(chr);
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return chr;
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}
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public override void RemoveAvatar(PhysicsActor actor)
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{
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BulletDotNETCharacter chr = (BulletDotNETCharacter) actor;
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m_characters.Remove(chr);
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m_world.removeRigidBody(chr.Body);
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m_world.removeCollisionObject(chr.Body);
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chr.Remove();
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AddPhysicsActorTaint(chr);
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//chr = null;
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}
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public override void RemovePrim(PhysicsActor prim)
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{
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if (prim is BulletDotNETPrim)
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{
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BulletDotNETPrim p = (BulletDotNETPrim)prim;
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p.setPrimForRemoval();
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AddPhysicsActorTaint(prim);
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//RemovePrimThreadLocked(p);
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||||||
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}
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||||||
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}
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private PhysicsActor AddPrim(String name, PhysicsVector position, PhysicsVector size, Quaternion rotation,
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IMesh mesh, PrimitiveBaseShape pbs, bool isphysical)
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{
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PhysicsVector pos = new PhysicsVector(position.X, position.Y, position.Z);
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//pos.X = position.X;
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//pos.Y = position.Y;
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//pos.Z = position.Z;
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PhysicsVector siz = new PhysicsVector();
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siz.X = size.X;
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siz.Y = size.Y;
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siz.Z = size.Z;
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Quaternion rot = rotation;
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|
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BulletDotNETPrim newPrim;
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|
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||||||
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newPrim = new BulletDotNETPrim(name, this, pos, siz, rot, mesh, pbs, isphysical);
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||||||
|
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||||||
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lock (m_prims)
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|
m_prims.Add(newPrim);
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|
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||||||
|
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||||||
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return newPrim;
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||||||
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}
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||||||
|
|
||||||
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, PhysicsVector size, Quaternion rotation)
|
||||||
|
{
|
||||||
|
return AddPrimShape(primName, pbs, position, size, rotation, false);
|
||||||
|
}
|
||||||
|
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||||||
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, PhysicsVector size, Quaternion rotation, bool isPhysical)
|
||||||
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{
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PhysicsActor result;
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IMesh mesh = null;
|
||||||
|
|
||||||
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//switch (pbs.ProfileShape)
|
||||||
|
//{
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||||||
|
// case ProfileShape.Square:
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||||||
|
// //support simple box & hollow box now; later, more shapes
|
||||||
|
// if (needsMeshing(pbs))
|
||||||
|
// {
|
||||||
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// 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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28
prebuild.xml
28
prebuild.xml
|
@ -504,6 +504,34 @@
|
||||||
</Files>
|
</Files>
|
||||||
</Project>
|
</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">
|
<Project name="OpenSim.Region.Physics.Meshing" path="OpenSim/Region/Physics/Meshing" type="Library">
|
||||||
<Configuration name="Debug">
|
<Configuration name="Debug">
|
||||||
<Options>
|
<Options>
|
||||||
|
|
Loading…
Reference in New Issue