Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
commit
e8a3cc7019
|
@ -107,12 +107,12 @@ namespace OpenSim.Region.OptionalModules.Scripting.XmlRpcRouterModule
|
|||
|
||||
public void ScriptRemoved(UUID itemID)
|
||||
{
|
||||
System.Console.WriteLine("TEST Script Removed!");
|
||||
// System.Console.WriteLine("TEST Script Removed!");
|
||||
}
|
||||
|
||||
public void ObjectRemoved(UUID objectID)
|
||||
{
|
||||
System.Console.WriteLine("TEST Obj Removed!");
|
||||
// System.Console.WriteLine("TEST Obj Removed!");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -111,10 +111,6 @@ public sealed class BSPrim : BSPhysObject
|
|||
|
||||
_mass = CalculateMass();
|
||||
|
||||
// No body or shape yet
|
||||
PhysBody = new BulletBody(LocalID);
|
||||
PhysShape = new BulletShape();
|
||||
|
||||
Linkset.Refresh(this);
|
||||
|
||||
DetailLog("{0},BSPrim.constructor,call", LocalID);
|
||||
|
|
1259
OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs → OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs
Normal file → Executable file
1259
OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs → OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs
Normal file → Executable file
File diff suppressed because it is too large
Load Diff
|
@ -0,0 +1,39 @@
|
|||
/*
|
||||
* 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 copyrightD
|
||||
* 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 System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace OpenSim.Region.Physics.BulletSPlugin
|
||||
{
|
||||
/*
|
||||
public sealed class BSAPIXNA : BSAPITemplate
|
||||
{
|
||||
}
|
||||
*/
|
||||
}
|
|
@ -0,0 +1,662 @@
|
|||
/*
|
||||
* 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 copyrightD
|
||||
* 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 System;
|
||||
using System.Collections.Generic;
|
||||
using System.Runtime.InteropServices;
|
||||
using System.Security;
|
||||
using System.Text;
|
||||
using OpenMetaverse;
|
||||
|
||||
namespace OpenSim.Region.Physics.BulletSPlugin {
|
||||
|
||||
// Constraint type values as defined by Bullet
|
||||
public enum ConstraintType : int
|
||||
{
|
||||
POINT2POINT_CONSTRAINT_TYPE = 3,
|
||||
HINGE_CONSTRAINT_TYPE,
|
||||
CONETWIST_CONSTRAINT_TYPE,
|
||||
D6_CONSTRAINT_TYPE,
|
||||
SLIDER_CONSTRAINT_TYPE,
|
||||
CONTACT_CONSTRAINT_TYPE,
|
||||
D6_SPRING_CONSTRAINT_TYPE,
|
||||
MAX_CONSTRAINT_TYPE
|
||||
}
|
||||
|
||||
// ===============================================================================
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct ConvexHull
|
||||
{
|
||||
Vector3 Offset;
|
||||
int VertexCount;
|
||||
Vector3[] Vertices;
|
||||
}
|
||||
public enum BSPhysicsShapeType
|
||||
{
|
||||
SHAPE_UNKNOWN = 0,
|
||||
SHAPE_CAPSULE = 1,
|
||||
SHAPE_BOX = 2,
|
||||
SHAPE_CONE = 3,
|
||||
SHAPE_CYLINDER = 4,
|
||||
SHAPE_SPHERE = 5,
|
||||
SHAPE_MESH = 6,
|
||||
SHAPE_HULL = 7,
|
||||
// following defined by BulletSim
|
||||
SHAPE_GROUNDPLANE = 20,
|
||||
SHAPE_TERRAIN = 21,
|
||||
SHAPE_COMPOUND = 22,
|
||||
SHAPE_HEIGHTMAP = 23,
|
||||
SHAPE_AVATAR = 24,
|
||||
};
|
||||
|
||||
// The native shapes have predefined shape hash keys
|
||||
public enum FixedShapeKey : ulong
|
||||
{
|
||||
KEY_NONE = 0,
|
||||
KEY_BOX = 1,
|
||||
KEY_SPHERE = 2,
|
||||
KEY_CONE = 3,
|
||||
KEY_CYLINDER = 4,
|
||||
KEY_CAPSULE = 5,
|
||||
KEY_AVATAR = 6,
|
||||
}
|
||||
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct ShapeData
|
||||
{
|
||||
public uint ID;
|
||||
public BSPhysicsShapeType Type;
|
||||
public Vector3 Position;
|
||||
public Quaternion Rotation;
|
||||
public Vector3 Velocity;
|
||||
public Vector3 Scale;
|
||||
public float Mass;
|
||||
public float Buoyancy;
|
||||
public System.UInt64 HullKey;
|
||||
public System.UInt64 MeshKey;
|
||||
public float Friction;
|
||||
public float Restitution;
|
||||
public float Collidable; // true of things bump into this
|
||||
public float Static; // true if a static object. Otherwise gravity, etc.
|
||||
public float Solid; // true if object cannot be passed through
|
||||
public Vector3 Size;
|
||||
|
||||
// note that bools are passed as floats since bool size changes by language and architecture
|
||||
public const float numericTrue = 1f;
|
||||
public const float numericFalse = 0f;
|
||||
}
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct SweepHit
|
||||
{
|
||||
public uint ID;
|
||||
public float Fraction;
|
||||
public Vector3 Normal;
|
||||
public Vector3 Point;
|
||||
}
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct RaycastHit
|
||||
{
|
||||
public uint ID;
|
||||
public float Fraction;
|
||||
public Vector3 Normal;
|
||||
}
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct CollisionDesc
|
||||
{
|
||||
public uint aID;
|
||||
public uint bID;
|
||||
public Vector3 point;
|
||||
public Vector3 normal;
|
||||
}
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct EntityProperties
|
||||
{
|
||||
public uint ID;
|
||||
public Vector3 Position;
|
||||
public Quaternion Rotation;
|
||||
public Vector3 Velocity;
|
||||
public Vector3 Acceleration;
|
||||
public Vector3 RotationalVelocity;
|
||||
}
|
||||
|
||||
// Format of this structure must match the definition in the C++ code
|
||||
// NOTE: adding the X causes compile breaks if used. These are unused symbols
|
||||
// that can be removed from both here and the unmanaged definition of this structure.
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct ConfigurationParameters
|
||||
{
|
||||
public float defaultFriction;
|
||||
public float defaultDensity;
|
||||
public float defaultRestitution;
|
||||
public float collisionMargin;
|
||||
public float gravity;
|
||||
|
||||
public float XlinearDamping;
|
||||
public float XangularDamping;
|
||||
public float XdeactivationTime;
|
||||
public float XlinearSleepingThreshold;
|
||||
public float XangularSleepingThreshold;
|
||||
public float XccdMotionThreshold;
|
||||
public float XccdSweptSphereRadius;
|
||||
public float XcontactProcessingThreshold;
|
||||
|
||||
public float XterrainImplementation;
|
||||
public float XterrainFriction;
|
||||
public float XterrainHitFraction;
|
||||
public float XterrainRestitution;
|
||||
public float XterrainCollisionMargin;
|
||||
|
||||
public float XavatarFriction;
|
||||
public float XavatarStandingFriction;
|
||||
public float XavatarDensity;
|
||||
public float XavatarRestitution;
|
||||
public float XavatarCapsuleWidth;
|
||||
public float XavatarCapsuleDepth;
|
||||
public float XavatarCapsuleHeight;
|
||||
public float XavatarContactProcessingThreshold;
|
||||
|
||||
public float XvehicleAngularDamping;
|
||||
|
||||
public float maxPersistantManifoldPoolSize;
|
||||
public float maxCollisionAlgorithmPoolSize;
|
||||
public float shouldDisableContactPoolDynamicAllocation;
|
||||
public float shouldForceUpdateAllAabbs;
|
||||
public float shouldRandomizeSolverOrder;
|
||||
public float shouldSplitSimulationIslands;
|
||||
public float shouldEnableFrictionCaching;
|
||||
public float numberOfSolverIterations;
|
||||
|
||||
public float XlinksetImplementation;
|
||||
public float XlinkConstraintUseFrameOffset;
|
||||
public float XlinkConstraintEnableTransMotor;
|
||||
public float XlinkConstraintTransMotorMaxVel;
|
||||
public float XlinkConstraintTransMotorMaxForce;
|
||||
public float XlinkConstraintERP;
|
||||
public float XlinkConstraintCFM;
|
||||
public float XlinkConstraintSolverIterations;
|
||||
|
||||
public float physicsLoggingFrames;
|
||||
|
||||
public const float numericTrue = 1f;
|
||||
public const float numericFalse = 0f;
|
||||
}
|
||||
|
||||
|
||||
// The states a bullet collision object can have
|
||||
public enum ActivationState : uint
|
||||
{
|
||||
ACTIVE_TAG = 1,
|
||||
ISLAND_SLEEPING,
|
||||
WANTS_DEACTIVATION,
|
||||
DISABLE_DEACTIVATION,
|
||||
DISABLE_SIMULATION,
|
||||
}
|
||||
|
||||
public enum CollisionObjectTypes : int
|
||||
{
|
||||
CO_COLLISION_OBJECT = 1 << 0,
|
||||
CO_RIGID_BODY = 1 << 1,
|
||||
CO_GHOST_OBJECT = 1 << 2,
|
||||
CO_SOFT_BODY = 1 << 3,
|
||||
CO_HF_FLUID = 1 << 4,
|
||||
CO_USER_TYPE = 1 << 5,
|
||||
}
|
||||
|
||||
// Values used by Bullet and BulletSim to control object properties.
|
||||
// Bullet's "CollisionFlags" has more to do with operations on the
|
||||
// object (if collisions happen, if gravity effects it, ...).
|
||||
public enum CollisionFlags : uint
|
||||
{
|
||||
CF_STATIC_OBJECT = 1 << 0,
|
||||
CF_KINEMATIC_OBJECT = 1 << 1,
|
||||
CF_NO_CONTACT_RESPONSE = 1 << 2,
|
||||
CF_CUSTOM_MATERIAL_CALLBACK = 1 << 3,
|
||||
CF_CHARACTER_OBJECT = 1 << 4,
|
||||
CF_DISABLE_VISUALIZE_OBJECT = 1 << 5,
|
||||
CF_DISABLE_SPU_COLLISION_PROCESS = 1 << 6,
|
||||
// Following used by BulletSim to control collisions and updates
|
||||
BS_SUBSCRIBE_COLLISION_EVENTS = 1 << 10,
|
||||
BS_FLOATS_ON_WATER = 1 << 11,
|
||||
BS_VEHICLE_COLLISIONS = 1 << 12,
|
||||
BS_NONE = 0,
|
||||
BS_ALL = 0xFFFFFFFF
|
||||
};
|
||||
|
||||
// Values f collisions groups and masks
|
||||
public enum CollisionFilterGroups : uint
|
||||
{
|
||||
// Don't use the bit definitions!! Define the use in a
|
||||
// filter/mask definition below. This way collision interactions
|
||||
// are more easily found and debugged.
|
||||
BNoneGroup = 0,
|
||||
BDefaultGroup = 1 << 0, // 0001
|
||||
BStaticGroup = 1 << 1, // 0002
|
||||
BKinematicGroup = 1 << 2, // 0004
|
||||
BDebrisGroup = 1 << 3, // 0008
|
||||
BSensorTrigger = 1 << 4, // 0010
|
||||
BCharacterGroup = 1 << 5, // 0020
|
||||
BAllGroup = 0x000FFFFF,
|
||||
// Filter groups defined by BulletSim
|
||||
BGroundPlaneGroup = 1 << 10, // 0400
|
||||
BTerrainGroup = 1 << 11, // 0800
|
||||
BRaycastGroup = 1 << 12, // 1000
|
||||
BSolidGroup = 1 << 13, // 2000
|
||||
// BLinksetGroup = xx // a linkset proper is either static or dynamic
|
||||
BLinksetChildGroup = 1 << 14, // 4000
|
||||
};
|
||||
|
||||
// CFM controls the 'hardness' of the constraint. 0=fixed, 0..1=violatable. Default=0
|
||||
// ERP controls amount of correction per tick. Usable range=0.1..0.8. Default=0.2.
|
||||
public enum ConstraintParams : int
|
||||
{
|
||||
BT_CONSTRAINT_ERP = 1, // this one is not used in Bullet as of 20120730
|
||||
BT_CONSTRAINT_STOP_ERP,
|
||||
BT_CONSTRAINT_CFM,
|
||||
BT_CONSTRAINT_STOP_CFM,
|
||||
};
|
||||
public enum ConstraintParamAxis : int
|
||||
{
|
||||
AXIS_LINEAR_X = 0,
|
||||
AXIS_LINEAR_Y,
|
||||
AXIS_LINEAR_Z,
|
||||
AXIS_ANGULAR_X,
|
||||
AXIS_ANGULAR_Y,
|
||||
AXIS_ANGULAR_Z,
|
||||
AXIS_LINEAR_ALL = 20, // these last three added by BulletSim so we don't have to do zillions of calls
|
||||
AXIS_ANGULAR_ALL,
|
||||
AXIS_ALL
|
||||
};
|
||||
|
||||
public abstract class BSAPITemplate
|
||||
{
|
||||
// Returns the name of the underlying Bullet engine
|
||||
public abstract string BulletEngineName { get; }
|
||||
public abstract string BulletEngineVersion { get; protected set;}
|
||||
|
||||
// Initialization and simulation
|
||||
public abstract BulletWorld Initialize(Vector3 maxPosition, ConfigurationParameters parms,
|
||||
int maxCollisions, ref CollisionDesc[] collisionArray,
|
||||
int maxUpdates, ref EntityProperties[] updateArray
|
||||
);
|
||||
|
||||
public abstract int PhysicsStep(BulletWorld world, float timeStep, int maxSubSteps, float fixedTimeStep,
|
||||
out int updatedEntityCount, out int collidersCount);
|
||||
|
||||
public abstract bool UpdateParameter(BulletWorld world, uint localID, String parm, float value);
|
||||
|
||||
public abstract void Shutdown(BulletWorld sim);
|
||||
|
||||
public abstract bool PushUpdate(BulletBody obj);
|
||||
|
||||
// =====================================================================================
|
||||
// Mesh, hull, shape and body creation helper routines
|
||||
public abstract BulletShape CreateMeshShape(BulletWorld world,
|
||||
int indicesCount, int[] indices,
|
||||
int verticesCount, float[] vertices );
|
||||
|
||||
public abstract BulletShape CreateHullShape(BulletWorld world,
|
||||
int hullCount, float[] hulls);
|
||||
|
||||
public abstract BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShape meshShape);
|
||||
|
||||
public abstract BulletShape BuildNativeShape(BulletWorld world, ShapeData shapeData);
|
||||
|
||||
public abstract bool IsNativeShape(BulletShape shape);
|
||||
|
||||
public abstract void SetShapeCollisionMargin(BulletShape shape, float margin);
|
||||
|
||||
public abstract BulletShape BuildCapsuleShape(BulletWorld world, float radius, float height, Vector3 scale);
|
||||
|
||||
public abstract BulletShape CreateCompoundShape(BulletWorld sim, bool enableDynamicAabbTree);
|
||||
|
||||
public abstract int GetNumberOfCompoundChildren(BulletShape cShape);
|
||||
|
||||
public abstract void AddChildShapeToCompoundShape(BulletShape cShape, BulletShape addShape, Vector3 pos, Quaternion rot);
|
||||
|
||||
public abstract BulletShape GetChildShapeFromCompoundShapeIndex(BulletShape cShape, int indx);
|
||||
|
||||
public abstract BulletShape RemoveChildShapeFromCompoundShapeIndex(BulletShape cShape, int indx);
|
||||
|
||||
public abstract void RemoveChildShapeFromCompoundShape(BulletShape cShape, BulletShape removeShape);
|
||||
|
||||
public abstract void RecalculateCompoundShapeLocalAabb(BulletShape cShape);
|
||||
|
||||
public abstract BulletShape DuplicateCollisionShape(BulletWorld sim, BulletShape srcShape, uint id);
|
||||
|
||||
|
||||
public abstract bool DeleteCollisionShape(BulletWorld world, BulletShape shape);
|
||||
|
||||
public abstract int GetBodyType(BulletBody obj);
|
||||
|
||||
public abstract BulletBody CreateBodyFromShape(BulletWorld sim, BulletShape shape, uint id, Vector3 pos, Quaternion rot);
|
||||
|
||||
public abstract BulletBody CreateBodyWithDefaultMotionState(BulletShape shape, uint id, Vector3 pos, Quaternion rot);
|
||||
|
||||
public abstract BulletBody CreateGhostFromShape(BulletWorld sim, BulletShape shape, uint id, Vector3 pos, Quaternion rot);
|
||||
|
||||
public abstract void DestroyObject(BulletWorld sim, BulletBody obj);
|
||||
|
||||
// =====================================================================================
|
||||
public abstract BulletShape CreateGroundPlaneShape(uint id, float height, float collisionMargin);
|
||||
|
||||
public abstract BulletShape CreateTerrainShape(uint id, Vector3 size, float minHeight, float maxHeight, float[] heightMap,
|
||||
float scaleFactor, float collisionMargin);
|
||||
|
||||
// =====================================================================================
|
||||
// Constraint creation and helper routines
|
||||
public abstract BulletConstraint Create6DofConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2,
|
||||
Vector3 frame1loc, Quaternion frame1rot,
|
||||
Vector3 frame2loc, Quaternion frame2rot,
|
||||
bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies);
|
||||
|
||||
public abstract BulletConstraint Create6DofConstraintToPoint(BulletWorld world, BulletBody obj1, BulletBody obj2,
|
||||
Vector3 joinPoint,
|
||||
bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies);
|
||||
|
||||
public abstract BulletConstraint CreateHingeConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2,
|
||||
Vector3 pivotinA, Vector3 pivotinB,
|
||||
Vector3 axisInA, Vector3 axisInB,
|
||||
bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies);
|
||||
|
||||
public abstract void SetConstraintEnable(BulletConstraint constrain, float numericTrueFalse);
|
||||
|
||||
public abstract void SetConstraintNumSolverIterations(BulletConstraint constrain, float iterations);
|
||||
|
||||
public abstract bool SetFrames(BulletConstraint constrain,
|
||||
Vector3 frameA, Quaternion frameArot, Vector3 frameB, Quaternion frameBrot);
|
||||
|
||||
public abstract bool SetLinearLimits(BulletConstraint constrain, Vector3 low, Vector3 hi);
|
||||
|
||||
public abstract bool SetAngularLimits(BulletConstraint constrain, Vector3 low, Vector3 hi);
|
||||
|
||||
public abstract bool UseFrameOffset(BulletConstraint constrain, float enable);
|
||||
|
||||
public abstract bool TranslationalLimitMotor(BulletConstraint constrain, float enable, float targetVel, float maxMotorForce);
|
||||
|
||||
public abstract bool SetBreakingImpulseThreshold(BulletConstraint constrain, float threshold);
|
||||
|
||||
public abstract bool CalculateTransforms(BulletConstraint constrain);
|
||||
|
||||
public abstract bool SetConstraintParam(BulletConstraint constrain, ConstraintParams paramIndex, float value, ConstraintParamAxis axis);
|
||||
|
||||
public abstract bool DestroyConstraint(BulletWorld world, BulletConstraint constrain);
|
||||
|
||||
// =====================================================================================
|
||||
// btCollisionWorld entries
|
||||
public abstract void UpdateSingleAabb(BulletWorld world, BulletBody obj);
|
||||
|
||||
public abstract void UpdateAabbs(BulletWorld world);
|
||||
|
||||
public abstract bool GetForceUpdateAllAabbs(BulletWorld world);
|
||||
|
||||
public abstract void SetForceUpdateAllAabbs(BulletWorld world, bool force);
|
||||
|
||||
// =====================================================================================
|
||||
// btDynamicsWorld entries
|
||||
public abstract bool AddObjectToWorld(BulletWorld world, BulletBody obj);
|
||||
|
||||
public abstract bool RemoveObjectFromWorld(BulletWorld world, BulletBody obj);
|
||||
|
||||
public abstract bool AddConstraintToWorld(BulletWorld world, BulletConstraint constrain, bool disableCollisionsBetweenLinkedObjects);
|
||||
|
||||
public abstract bool RemoveConstraintFromWorld(BulletWorld world, BulletConstraint constrain);
|
||||
// =====================================================================================
|
||||
// btCollisionObject entries
|
||||
public abstract Vector3 GetAnisotripicFriction(BulletConstraint constrain);
|
||||
|
||||
public abstract Vector3 SetAnisotripicFriction(BulletConstraint constrain, Vector3 frict);
|
||||
|
||||
public abstract bool HasAnisotripicFriction(BulletConstraint constrain);
|
||||
|
||||
public abstract void SetContactProcessingThreshold(BulletBody obj, float val);
|
||||
|
||||
public abstract float GetContactProcessingThreshold(BulletBody obj);
|
||||
|
||||
public abstract bool IsStaticObject(BulletBody obj);
|
||||
|
||||
public abstract bool IsKinematicObject(BulletBody obj);
|
||||
|
||||
public abstract bool IsStaticOrKinematicObject(BulletBody obj);
|
||||
|
||||
public abstract bool HasContactResponse(BulletBody obj);
|
||||
|
||||
public abstract void SetCollisionShape(BulletWorld sim, BulletBody obj, BulletShape shape);
|
||||
|
||||
public abstract BulletShape GetCollisionShape(BulletBody obj);
|
||||
|
||||
public abstract int GetActivationState(BulletBody obj);
|
||||
|
||||
public abstract void SetActivationState(BulletBody obj, int state);
|
||||
|
||||
public abstract void SetDeactivationTime(BulletBody obj, float dtime);
|
||||
|
||||
public abstract float GetDeactivationTime(BulletBody obj);
|
||||
|
||||
public abstract void ForceActivationState(BulletBody obj, ActivationState state);
|
||||
|
||||
public abstract void Activate(BulletBody obj, bool forceActivation);
|
||||
|
||||
public abstract bool IsActive(BulletBody obj);
|
||||
|
||||
public abstract void SetRestitution(BulletBody obj, float val);
|
||||
|
||||
public abstract float GetRestitution(BulletBody obj);
|
||||
|
||||
public abstract void SetFriction(BulletBody obj, float val);
|
||||
|
||||
public abstract float GetFriction(BulletBody obj);
|
||||
|
||||
public abstract Vector3 GetPosition(BulletBody obj);
|
||||
|
||||
public abstract Quaternion GetOrientation(BulletBody obj);
|
||||
|
||||
public abstract void SetTranslation(BulletBody obj, Vector3 position, Quaternion rotation);
|
||||
|
||||
// public abstract IntPtr GetBroadphaseHandle(BulletBody obj);
|
||||
|
||||
// public abstract void SetBroadphaseHandle(BulletBody obj, IntPtr handle);
|
||||
|
||||
public abstract void SetInterpolationLinearVelocity(BulletBody obj, Vector3 vel);
|
||||
|
||||
public abstract void SetInterpolationAngularVelocity(BulletBody obj, Vector3 vel);
|
||||
|
||||
public abstract void SetInterpolationVelocity(BulletBody obj, Vector3 linearVel, Vector3 angularVel);
|
||||
|
||||
public abstract float GetHitFraction(BulletBody obj);
|
||||
|
||||
public abstract void SetHitFraction(BulletBody obj, float val);
|
||||
|
||||
public abstract CollisionFlags GetCollisionFlags(BulletBody obj);
|
||||
|
||||
public abstract CollisionFlags SetCollisionFlags(BulletBody obj, CollisionFlags flags);
|
||||
|
||||
public abstract CollisionFlags AddToCollisionFlags(BulletBody obj, CollisionFlags flags);
|
||||
|
||||
public abstract CollisionFlags RemoveFromCollisionFlags(BulletBody obj, CollisionFlags flags);
|
||||
|
||||
public abstract float GetCcdMotionThreshold(BulletBody obj);
|
||||
|
||||
public abstract void SetCcdMotionThreshold(BulletBody obj, float val);
|
||||
|
||||
public abstract float GetCcdSweptSphereRadius(BulletBody obj);
|
||||
|
||||
public abstract void SetCcdSweptSphereRadius(BulletBody obj, float val);
|
||||
|
||||
public abstract IntPtr GetUserPointer(BulletBody obj);
|
||||
|
||||
public abstract void SetUserPointer(BulletBody obj, IntPtr val);
|
||||
|
||||
// =====================================================================================
|
||||
// btRigidBody entries
|
||||
public abstract void ApplyGravity(BulletBody obj);
|
||||
|
||||
public abstract void SetGravity(BulletBody obj, Vector3 val);
|
||||
|
||||
public abstract Vector3 GetGravity(BulletBody obj);
|
||||
|
||||
public abstract void SetDamping(BulletBody obj, float lin_damping, float ang_damping);
|
||||
|
||||
public abstract void SetLinearDamping(BulletBody obj, float lin_damping);
|
||||
|
||||
public abstract void SetAngularDamping(BulletBody obj, float ang_damping);
|
||||
|
||||
public abstract float GetLinearDamping(BulletBody obj);
|
||||
|
||||
public abstract float GetAngularDamping(BulletBody obj);
|
||||
|
||||
public abstract float GetLinearSleepingThreshold(BulletBody obj);
|
||||
|
||||
public abstract void ApplyDamping(BulletBody obj, float timeStep);
|
||||
|
||||
public abstract void SetMassProps(BulletBody obj, float mass, Vector3 inertia);
|
||||
|
||||
public abstract Vector3 GetLinearFactor(BulletBody obj);
|
||||
|
||||
public abstract void SetLinearFactor(BulletBody obj, Vector3 factor);
|
||||
|
||||
public abstract void SetCenterOfMassByPosRot(BulletBody obj, Vector3 pos, Quaternion rot);
|
||||
|
||||
// Add a force to the object as if its mass is one.
|
||||
public abstract void ApplyCentralForce(BulletBody obj, Vector3 force);
|
||||
|
||||
// Set the force being applied to the object as if its mass is one.
|
||||
public abstract void SetObjectForce(BulletBody obj, Vector3 force);
|
||||
|
||||
public abstract Vector3 GetTotalForce(BulletBody obj);
|
||||
|
||||
public abstract Vector3 GetTotalTorque(BulletBody obj);
|
||||
|
||||
public abstract Vector3 GetInvInertiaDiagLocal(BulletBody obj);
|
||||
|
||||
public abstract void SetInvInertiaDiagLocal(BulletBody obj, Vector3 inert);
|
||||
|
||||
public abstract void SetSleepingThresholds(BulletBody obj, float lin_threshold, float ang_threshold);
|
||||
|
||||
public abstract void ApplyTorque(BulletBody obj, Vector3 torque);
|
||||
|
||||
// Apply force at the given point. Will add torque to the object.
|
||||
public abstract void ApplyForce(BulletBody obj, Vector3 force, Vector3 pos);
|
||||
|
||||
// Apply impulse to the object. Same as "ApplycentralForce" but force scaled by object's mass.
|
||||
public abstract void ApplyCentralImpulse(BulletBody obj, Vector3 imp);
|
||||
|
||||
// Apply impulse to the object's torque. Force is scaled by object's mass.
|
||||
public abstract void ApplyTorqueImpulse(BulletBody obj, Vector3 imp);
|
||||
|
||||
// Apply impulse at the point given. For is scaled by object's mass and effects both linear and angular forces.
|
||||
public abstract void ApplyImpulse(BulletBody obj, Vector3 imp, Vector3 pos);
|
||||
|
||||
public abstract void ClearForces(BulletBody obj);
|
||||
|
||||
public abstract void ClearAllForces(BulletBody obj);
|
||||
|
||||
public abstract void UpdateInertiaTensor(BulletBody obj);
|
||||
|
||||
public abstract Vector3 GetLinearVelocity(BulletBody obj);
|
||||
|
||||
public abstract Vector3 GetAngularVelocity(BulletBody obj);
|
||||
|
||||
public abstract void SetLinearVelocity(BulletBody obj, Vector3 val);
|
||||
|
||||
public abstract void SetAngularVelocity(BulletBody obj, Vector3 angularVelocity);
|
||||
|
||||
public abstract Vector3 GetVelocityInLocalPoint(BulletBody obj, Vector3 pos);
|
||||
|
||||
public abstract void Translate(BulletBody obj, Vector3 trans);
|
||||
|
||||
public abstract void UpdateDeactivation(BulletBody obj, float timeStep);
|
||||
|
||||
public abstract bool WantsSleeping(BulletBody obj);
|
||||
|
||||
public abstract void SetAngularFactor(BulletBody obj, float factor);
|
||||
|
||||
public abstract void SetAngularFactorV(BulletBody obj, Vector3 factor);
|
||||
|
||||
public abstract Vector3 GetAngularFactor(BulletBody obj);
|
||||
|
||||
public abstract bool IsInWorld(BulletBody obj);
|
||||
|
||||
public abstract void AddConstraintRef(BulletBody obj, BulletConstraint constrain);
|
||||
|
||||
public abstract void RemoveConstraintRef(BulletBody obj, BulletConstraint constrain);
|
||||
|
||||
public abstract BulletConstraint GetConstraintRef(BulletBody obj, int index);
|
||||
|
||||
public abstract int GetNumConstraintRefs(BulletBody obj);
|
||||
|
||||
public abstract bool SetCollisionGroupMask(BulletBody body, uint filter, uint mask);
|
||||
|
||||
// =====================================================================================
|
||||
// btCollisionShape entries
|
||||
|
||||
public abstract float GetAngularMotionDisc(BulletShape shape);
|
||||
|
||||
public abstract float GetContactBreakingThreshold(BulletShape shape, float defaultFactor);
|
||||
|
||||
public abstract bool IsPolyhedral(BulletShape shape);
|
||||
|
||||
public abstract bool IsConvex2d(BulletShape shape);
|
||||
|
||||
public abstract bool IsConvex(BulletShape shape);
|
||||
|
||||
public abstract bool IsNonMoving(BulletShape shape);
|
||||
|
||||
public abstract bool IsConcave(BulletShape shape);
|
||||
|
||||
public abstract bool IsCompound(BulletShape shape);
|
||||
|
||||
public abstract bool IsSoftBody(BulletShape shape);
|
||||
|
||||
public abstract bool IsInfinite(BulletShape shape);
|
||||
|
||||
public abstract void SetLocalScaling(BulletShape shape, Vector3 scale);
|
||||
|
||||
public abstract Vector3 GetLocalScaling(BulletShape shape);
|
||||
|
||||
public abstract Vector3 CalculateLocalInertia(BulletShape shape, float mass);
|
||||
|
||||
public abstract int GetShapeType(BulletShape shape);
|
||||
|
||||
public abstract void SetMargin(BulletShape shape, float val);
|
||||
|
||||
public abstract float GetMargin(BulletShape shape);
|
||||
|
||||
// =====================================================================================
|
||||
// Debugging
|
||||
public abstract void DumpRigidBody(BulletWorld sim, BulletBody collisionObject);
|
||||
|
||||
public abstract void DumpCollisionShape(BulletWorld sim, BulletShape collisionShape);
|
||||
|
||||
public abstract void DumpConstraint(BulletWorld sim, BulletConstraint constrain);
|
||||
|
||||
public abstract void DumpActivationInfo(BulletWorld sim);
|
||||
|
||||
public abstract void DumpAllInfo(BulletWorld sim);
|
||||
|
||||
public abstract void DumpPhysicsStatistics(BulletWorld sim);
|
||||
|
||||
};
|
||||
}
|
|
@ -137,7 +137,7 @@ public sealed class BSCharacter : BSPhysObject
|
|||
|
||||
private void SetPhysicalProperties()
|
||||
{
|
||||
BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, PhysBody.ptr);
|
||||
PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, PhysBody);
|
||||
|
||||
ZeroMotion(true);
|
||||
ForcePosition = _position;
|
||||
|
@ -152,32 +152,32 @@ public sealed class BSCharacter : BSPhysObject
|
|||
// Needs to be reset especially when an avatar is recreated after crossing a region boundry.
|
||||
Flying = _flying;
|
||||
|
||||
BulletSimAPI.SetRestitution2(PhysBody.ptr, BSParam.AvatarRestitution);
|
||||
BulletSimAPI.SetMargin2(PhysShape.ptr, PhysicsScene.Params.collisionMargin);
|
||||
BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale);
|
||||
BulletSimAPI.SetContactProcessingThreshold2(PhysBody.ptr, BSParam.ContactProcessingThreshold);
|
||||
PhysicsScene.PE.SetRestitution(PhysBody, BSParam.AvatarRestitution);
|
||||
PhysicsScene.PE.SetMargin(PhysShape, PhysicsScene.Params.collisionMargin);
|
||||
PhysicsScene.PE.SetLocalScaling(PhysShape, Scale);
|
||||
PhysicsScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold);
|
||||
if (BSParam.CcdMotionThreshold > 0f)
|
||||
{
|
||||
BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, BSParam.CcdMotionThreshold);
|
||||
BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, BSParam.CcdSweptSphereRadius);
|
||||
PhysicsScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold);
|
||||
PhysicsScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius);
|
||||
}
|
||||
|
||||
UpdatePhysicalMassProperties(RawMass, false);
|
||||
|
||||
// Make so capsule does not fall over
|
||||
BulletSimAPI.SetAngularFactorV2(PhysBody.ptr, OMV.Vector3.Zero);
|
||||
PhysicsScene.PE.SetAngularFactorV(PhysBody, OMV.Vector3.Zero);
|
||||
|
||||
BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_CHARACTER_OBJECT);
|
||||
PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_CHARACTER_OBJECT);
|
||||
|
||||
BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, PhysBody.ptr);
|
||||
PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, PhysBody);
|
||||
|
||||
// BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ACTIVE_TAG);
|
||||
BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.DISABLE_DEACTIVATION);
|
||||
BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, PhysBody.ptr);
|
||||
// PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.ACTIVE_TAG);
|
||||
PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.DISABLE_DEACTIVATION);
|
||||
PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, PhysBody);
|
||||
|
||||
// Do this after the object has been added to the world
|
||||
PhysBody.collisionType = CollisionType.Avatar;
|
||||
PhysBody.ApplyCollisionMask();
|
||||
PhysBody.ApplyCollisionMask(PhysicsScene);
|
||||
}
|
||||
|
||||
// The avatar's movement is controlled by this motor that speeds up and slows down
|
||||
|
@ -210,8 +210,7 @@ public sealed class BSCharacter : BSPhysObject
|
|||
if (!Flying && !IsColliding)
|
||||
{
|
||||
stepVelocity.Z = _velocity.Z;
|
||||
DetailLog("{0},BSCharacter.MoveMotor,taint,overrideStepZWithWorldZ,stepVel={1}",
|
||||
LocalID, stepVelocity);
|
||||
// DetailLog("{0},BSCharacter.MoveMotor,taint,overrideStepZWithWorldZ,stepVel={1}", LocalID, stepVelocity);
|
||||
}
|
||||
|
||||
// 'stepVelocity' is now the speed we'd like the avatar to move in. Turn that into an instantanous force.
|
||||
|
@ -231,8 +230,7 @@ public sealed class BSCharacter : BSPhysObject
|
|||
AddForce(moveForce, false, true);
|
||||
}
|
||||
*/
|
||||
DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}",
|
||||
LocalID, stepVelocity, _velocity, Mass, moveForce);
|
||||
// DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}", LocalID, stepVelocity, _velocity, Mass, moveForce);
|
||||
AddForce(moveForce, false, true);
|
||||
});
|
||||
}
|
||||
|
@ -267,10 +265,10 @@ public sealed class BSCharacter : BSPhysObject
|
|||
{
|
||||
if (PhysBody.HasPhysicalBody && PhysShape.HasPhysicalShape)
|
||||
{
|
||||
BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale);
|
||||
PhysicsScene.PE.SetLocalScaling(PhysShape, Scale);
|
||||
UpdatePhysicalMassProperties(RawMass, true);
|
||||
// Make sure this change appears as a property update event
|
||||
BulletSimAPI.PushUpdate2(PhysBody.ptr);
|
||||
PhysicsScene.PE.PushUpdate(PhysBody);
|
||||
}
|
||||
});
|
||||
|
||||
|
@ -311,7 +309,7 @@ public sealed class BSCharacter : BSPhysObject
|
|||
PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate()
|
||||
{
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
BulletSimAPI.ClearAllForces2(PhysBody.ptr);
|
||||
PhysicsScene.PE.ClearAllForces(PhysBody);
|
||||
});
|
||||
}
|
||||
public override void ZeroAngularMotion(bool inTaintTime)
|
||||
|
@ -322,10 +320,10 @@ public sealed class BSCharacter : BSPhysObject
|
|||
{
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
{
|
||||
BulletSimAPI.SetInterpolationAngularVelocity2(PhysBody.ptr, OMV.Vector3.Zero);
|
||||
BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, OMV.Vector3.Zero);
|
||||
PhysicsScene.PE.SetInterpolationAngularVelocity(PhysBody, OMV.Vector3.Zero);
|
||||
PhysicsScene.PE.SetAngularVelocity(PhysBody, OMV.Vector3.Zero);
|
||||
// The next also get rid of applied linear force but the linear velocity is untouched.
|
||||
BulletSimAPI.ClearForces2(PhysBody.ptr);
|
||||
PhysicsScene.PE.ClearForces(PhysBody);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
@ -341,7 +339,7 @@ public sealed class BSCharacter : BSPhysObject
|
|||
public override OMV.Vector3 Position {
|
||||
get {
|
||||
// Don't refetch the position because this function is called a zillion times
|
||||
// _position = BulletSimAPI.GetObjectPosition2(Scene.World.ptr, LocalID);
|
||||
// _position = PhysicsScene.PE.GetObjectPosition(Scene.World, LocalID);
|
||||
return _position;
|
||||
}
|
||||
set {
|
||||
|
@ -352,19 +350,19 @@ public sealed class BSCharacter : BSPhysObject
|
|||
{
|
||||
DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
|
||||
PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation);
|
||||
});
|
||||
}
|
||||
}
|
||||
public override OMV.Vector3 ForcePosition {
|
||||
get {
|
||||
_position = BulletSimAPI.GetPosition2(PhysBody.ptr);
|
||||
_position = PhysicsScene.PE.GetPosition(PhysBody);
|
||||
return _position;
|
||||
}
|
||||
set {
|
||||
_position = value;
|
||||
PositionSanityCheck();
|
||||
BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
|
||||
PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -420,7 +418,7 @@ public sealed class BSCharacter : BSPhysObject
|
|||
{
|
||||
DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation);
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
|
||||
PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation);
|
||||
});
|
||||
ret = true;
|
||||
}
|
||||
|
@ -435,8 +433,8 @@ public sealed class BSCharacter : BSPhysObject
|
|||
}
|
||||
public override void UpdatePhysicalMassProperties(float physMass, bool inWorld)
|
||||
{
|
||||
OMV.Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(PhysShape.ptr, physMass);
|
||||
BulletSimAPI.SetMassProps2(PhysBody.ptr, physMass, localInertia);
|
||||
OMV.Vector3 localInertia = PhysicsScene.PE.CalculateLocalInertia(PhysShape, physMass);
|
||||
PhysicsScene.PE.SetMassProps(PhysBody, physMass, localInertia);
|
||||
}
|
||||
|
||||
public override OMV.Vector3 Force {
|
||||
|
@ -448,7 +446,7 @@ public sealed class BSCharacter : BSPhysObject
|
|||
{
|
||||
DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force);
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
BulletSimAPI.SetObjectForce2(PhysBody.ptr, _force);
|
||||
PhysicsScene.PE.SetObjectForce(PhysBody, _force);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
@ -522,7 +520,7 @@ public sealed class BSCharacter : BSPhysObject
|
|||
{
|
||||
_currentFriction = BSParam.AvatarStandingFriction;
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
BulletSimAPI.SetFriction2(PhysBody.ptr, _currentFriction);
|
||||
PhysicsScene.PE.SetFriction(PhysBody, _currentFriction);
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -531,12 +529,12 @@ public sealed class BSCharacter : BSPhysObject
|
|||
{
|
||||
_currentFriction = BSParam.AvatarFriction;
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
BulletSimAPI.SetFriction2(PhysBody.ptr, _currentFriction);
|
||||
PhysicsScene.PE.SetFriction(PhysBody, _currentFriction);
|
||||
}
|
||||
}
|
||||
|
||||
BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity);
|
||||
BulletSimAPI.Activate2(PhysBody.ptr, true);
|
||||
PhysicsScene.PE.SetLinearVelocity(PhysBody, _velocity);
|
||||
PhysicsScene.PE.Activate(PhysBody, true);
|
||||
}
|
||||
}
|
||||
public override OMV.Vector3 Torque {
|
||||
|
@ -578,7 +576,7 @@ public sealed class BSCharacter : BSPhysObject
|
|||
{
|
||||
get
|
||||
{
|
||||
_orientation = BulletSimAPI.GetOrientation2(PhysBody.ptr);
|
||||
_orientation = PhysicsScene.PE.GetOrientation(PhysBody);
|
||||
return _orientation;
|
||||
}
|
||||
set
|
||||
|
@ -586,8 +584,8 @@ public sealed class BSCharacter : BSPhysObject
|
|||
_orientation = value;
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
{
|
||||
// _position = BulletSimAPI.GetPosition2(BSBody.ptr);
|
||||
BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
|
||||
// _position = PhysicsScene.PE.GetPosition(BSBody);
|
||||
PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -638,9 +636,9 @@ public sealed class BSCharacter : BSPhysObject
|
|||
if (PhysBody.HasPhysicalBody)
|
||||
{
|
||||
if (_floatOnWater)
|
||||
CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER);
|
||||
CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER);
|
||||
else
|
||||
CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER);
|
||||
CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
@ -678,7 +676,7 @@ public sealed class BSCharacter : BSPhysObject
|
|||
// Buoyancy is faked by changing the gravity applied to the object
|
||||
float grav = PhysicsScene.Params.gravity * (1f - _buoyancy);
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
BulletSimAPI.SetGravity2(PhysBody.ptr, new OMV.Vector3(0f, 0f, grav));
|
||||
PhysicsScene.PE.SetGravity(PhysBody, new OMV.Vector3(0f, 0f, grav));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -736,10 +734,10 @@ public sealed class BSCharacter : BSPhysObject
|
|||
PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.AddForce", delegate()
|
||||
{
|
||||
// Bullet adds this central force to the total force for this tick
|
||||
DetailLog("{0},BSCharacter.addForce,taint,force={1}", LocalID, addForce);
|
||||
// DetailLog("{0},BSCharacter.addForce,taint,force={1}", LocalID, addForce);
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
{
|
||||
BulletSimAPI.ApplyCentralForce2(PhysBody.ptr, addForce);
|
||||
PhysicsScene.PE.ApplyCentralForce(PhysBody, addForce);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
|
|
@ -37,6 +37,7 @@ public abstract class BSConstraint : IDisposable
|
|||
private static string LogHeader = "[BULLETSIM CONSTRAINT]";
|
||||
|
||||
protected BulletWorld m_world;
|
||||
protected BSScene PhysicsScene;
|
||||
protected BulletBody m_body1;
|
||||
protected BulletBody m_body2;
|
||||
protected BulletConstraint m_constraint;
|
||||
|
@ -48,8 +49,10 @@ public abstract class BSConstraint : IDisposable
|
|||
public abstract ConstraintType Type { get; }
|
||||
public bool IsEnabled { get { return m_enabled; } }
|
||||
|
||||
public BSConstraint()
|
||||
public BSConstraint(BulletWorld world)
|
||||
{
|
||||
m_world = world;
|
||||
PhysicsScene = m_world.physicsScene;
|
||||
}
|
||||
|
||||
public virtual void Dispose()
|
||||
|
@ -59,11 +62,11 @@ public abstract class BSConstraint : IDisposable
|
|||
m_enabled = false;
|
||||
if (m_constraint.HasPhysicalConstraint)
|
||||
{
|
||||
bool success = BulletSimAPI.DestroyConstraint2(m_world.ptr, m_constraint.ptr);
|
||||
bool success = PhysicsScene.PE.DestroyConstraint(m_world, m_constraint);
|
||||
m_world.physicsScene.DetailLog("{0},BSConstraint.Dispose,taint,id1={1},body1={2},id2={3},body2={4},success={5}",
|
||||
BSScene.DetailLogZero,
|
||||
m_body1.ID, m_body1.ptr.ToString("X"),
|
||||
m_body2.ID, m_body2.ptr.ToString("X"),
|
||||
m_body1.ID, m_body1.AddrString,
|
||||
m_body2.ID, m_body2.AddrString,
|
||||
success);
|
||||
m_constraint.Clear();
|
||||
}
|
||||
|
@ -74,7 +77,7 @@ public abstract class BSConstraint : IDisposable
|
|||
{
|
||||
bool ret = false;
|
||||
if (m_enabled)
|
||||
ret = BulletSimAPI.SetLinearLimits2(m_constraint.ptr, low, high);
|
||||
ret = PhysicsScene.PE.SetLinearLimits(m_constraint, low, high);
|
||||
return ret;
|
||||
}
|
||||
|
||||
|
@ -82,7 +85,7 @@ public abstract class BSConstraint : IDisposable
|
|||
{
|
||||
bool ret = false;
|
||||
if (m_enabled)
|
||||
ret = BulletSimAPI.SetAngularLimits2(m_constraint.ptr, low, high);
|
||||
ret = PhysicsScene.PE.SetAngularLimits(m_constraint, low, high);
|
||||
return ret;
|
||||
}
|
||||
|
||||
|
@ -91,7 +94,7 @@ public abstract class BSConstraint : IDisposable
|
|||
bool ret = false;
|
||||
if (m_enabled)
|
||||
{
|
||||
BulletSimAPI.SetConstraintNumSolverIterations2(m_constraint.ptr, cnt);
|
||||
PhysicsScene.PE.SetConstraintNumSolverIterations(m_constraint, cnt);
|
||||
ret = true;
|
||||
}
|
||||
return ret;
|
||||
|
@ -103,7 +106,7 @@ public abstract class BSConstraint : IDisposable
|
|||
if (m_enabled)
|
||||
{
|
||||
// Recompute the internal transforms
|
||||
BulletSimAPI.CalculateTransforms2(m_constraint.ptr);
|
||||
PhysicsScene.PE.CalculateTransforms(m_constraint);
|
||||
ret = true;
|
||||
}
|
||||
return ret;
|
||||
|
@ -122,7 +125,7 @@ public abstract class BSConstraint : IDisposable
|
|||
// Setting an object's mass to zero (making it static like when it's selected)
|
||||
// automatically disables the constraints.
|
||||
// If the link is enabled, be sure to set the constraint itself to enabled.
|
||||
BulletSimAPI.SetConstraintEnable2(m_constraint.ptr, BSParam.NumericBool(true));
|
||||
PhysicsScene.PE.SetConstraintEnable(m_constraint, BSParam.NumericBool(true));
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -43,46 +43,44 @@ public sealed class BSConstraint6Dof : BSConstraint
|
|||
Vector3 frame1, Quaternion frame1rot,
|
||||
Vector3 frame2, Quaternion frame2rot,
|
||||
bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
|
||||
: base(world)
|
||||
{
|
||||
m_world = world;
|
||||
m_body1 = obj1;
|
||||
m_body2 = obj2;
|
||||
m_constraint = new BulletConstraint(
|
||||
BulletSimAPI.Create6DofConstraint2(m_world.ptr, m_body1.ptr, m_body2.ptr,
|
||||
m_constraint = PhysicsScene.PE.Create6DofConstraint(m_world, m_body1, m_body2,
|
||||
frame1, frame1rot,
|
||||
frame2, frame2rot,
|
||||
useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies));
|
||||
useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
|
||||
m_enabled = true;
|
||||
world.physicsScene.DetailLog("{0},BS6DofConstraint,createFrame,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}",
|
||||
BSScene.DetailLogZero, world.worldID,
|
||||
obj1.ID, obj1.ptr.ToString("X"), obj2.ID, obj2.ptr.ToString("X"));
|
||||
obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString);
|
||||
}
|
||||
|
||||
public BSConstraint6Dof(BulletWorld world, BulletBody obj1, BulletBody obj2,
|
||||
Vector3 joinPoint,
|
||||
bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
|
||||
: base(world)
|
||||
{
|
||||
m_world = world;
|
||||
m_body1 = obj1;
|
||||
m_body2 = obj2;
|
||||
if (!obj1.HasPhysicalBody || !obj2.HasPhysicalBody)
|
||||
{
|
||||
world.physicsScene.DetailLog("{0},BS6DOFConstraint,badBodyPtr,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}",
|
||||
BSScene.DetailLogZero, world.worldID,
|
||||
obj1.ID, obj1.ptr.ToString("X"), obj2.ID, obj2.ptr.ToString("X"));
|
||||
obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString);
|
||||
world.physicsScene.Logger.ErrorFormat("{0} Attempt to build 6DOF constraint with missing bodies: wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}",
|
||||
LogHeader, world.worldID, obj1.ID, obj1.ptr.ToString("X"), obj2.ID, obj2.ptr.ToString("X"));
|
||||
LogHeader, world.worldID, obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString);
|
||||
m_enabled = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_constraint = new BulletConstraint(
|
||||
BulletSimAPI.Create6DofConstraintToPoint2(m_world.ptr, m_body1.ptr, m_body2.ptr,
|
||||
m_constraint = PhysicsScene.PE.Create6DofConstraintToPoint(m_world, m_body1, m_body2,
|
||||
joinPoint,
|
||||
useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies));
|
||||
world.physicsScene.DetailLog("{0},BS6DofConstraint,createMidPoint,wID={1}, csrt={2}, rID={3}, rBody={4}, cID={5}, cBody={6}",
|
||||
BSScene.DetailLogZero, world.worldID, m_constraint.ptr.ToString("X"),
|
||||
obj1.ID, obj1.ptr.ToString("X"), obj2.ID, obj2.ptr.ToString("X"));
|
||||
useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
|
||||
PhysicsScene.DetailLog("{0},BS6DofConstraint,createMidPoint,wID={1}, csrt={2}, rID={3}, rBody={4}, cID={5}, cBody={6}",
|
||||
BSScene.DetailLogZero, world.worldID, m_constraint.AddrString,
|
||||
obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString);
|
||||
if (!m_constraint.HasPhysicalConstraint)
|
||||
{
|
||||
world.physicsScene.Logger.ErrorFormat("{0} Failed creation of 6Dof constraint. rootID={1}, childID={2}",
|
||||
|
@ -101,7 +99,7 @@ public sealed class BSConstraint6Dof : BSConstraint
|
|||
bool ret = false;
|
||||
if (m_enabled)
|
||||
{
|
||||
BulletSimAPI.SetFrames2(m_constraint.ptr, frameA, frameArot, frameB, frameBrot);
|
||||
PhysicsScene.PE.SetFrames(m_constraint, frameA, frameArot, frameB, frameBrot);
|
||||
ret = true;
|
||||
}
|
||||
return ret;
|
||||
|
@ -112,9 +110,9 @@ public sealed class BSConstraint6Dof : BSConstraint
|
|||
bool ret = false;
|
||||
if (m_enabled)
|
||||
{
|
||||
BulletSimAPI.SetConstraintParam2(m_constraint.ptr, ConstraintParams.BT_CONSTRAINT_STOP_CFM, cfm, ConstraintParamAxis.AXIS_ALL);
|
||||
BulletSimAPI.SetConstraintParam2(m_constraint.ptr, ConstraintParams.BT_CONSTRAINT_STOP_ERP, erp, ConstraintParamAxis.AXIS_ALL);
|
||||
BulletSimAPI.SetConstraintParam2(m_constraint.ptr, ConstraintParams.BT_CONSTRAINT_CFM, cfm, ConstraintParamAxis.AXIS_ALL);
|
||||
PhysicsScene.PE.SetConstraintParam(m_constraint, ConstraintParams.BT_CONSTRAINT_STOP_CFM, cfm, ConstraintParamAxis.AXIS_ALL);
|
||||
PhysicsScene.PE.SetConstraintParam(m_constraint, ConstraintParams.BT_CONSTRAINT_STOP_ERP, erp, ConstraintParamAxis.AXIS_ALL);
|
||||
PhysicsScene.PE.SetConstraintParam(m_constraint, ConstraintParams.BT_CONSTRAINT_CFM, cfm, ConstraintParamAxis.AXIS_ALL);
|
||||
ret = true;
|
||||
}
|
||||
return ret;
|
||||
|
@ -125,7 +123,7 @@ public sealed class BSConstraint6Dof : BSConstraint
|
|||
bool ret = false;
|
||||
float onOff = useOffset ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse;
|
||||
if (m_enabled)
|
||||
ret = BulletSimAPI.UseFrameOffset2(m_constraint.ptr, onOff);
|
||||
ret = PhysicsScene.PE.UseFrameOffset(m_constraint, onOff);
|
||||
return ret;
|
||||
}
|
||||
|
||||
|
@ -135,7 +133,7 @@ public sealed class BSConstraint6Dof : BSConstraint
|
|||
float onOff = enable ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse;
|
||||
if (m_enabled)
|
||||
{
|
||||
ret = BulletSimAPI.TranslationalLimitMotor2(m_constraint.ptr, onOff, targetVelocity, maxMotorForce);
|
||||
ret = PhysicsScene.PE.TranslationalLimitMotor(m_constraint, onOff, targetVelocity, maxMotorForce);
|
||||
m_world.physicsScene.DetailLog("{0},BS6DOFConstraint,TransLimitMotor,enable={1},vel={2},maxForce={3}",
|
||||
BSScene.DetailLogZero, enable, targetVelocity, maxMotorForce);
|
||||
}
|
||||
|
@ -146,7 +144,7 @@ public sealed class BSConstraint6Dof : BSConstraint
|
|||
{
|
||||
bool ret = false;
|
||||
if (m_enabled)
|
||||
ret = BulletSimAPI.SetBreakingImpulseThreshold2(m_constraint.ptr, threshold);
|
||||
ret = PhysicsScene.PE.SetBreakingImpulseThreshold(m_constraint, threshold);
|
||||
return ret;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -40,15 +40,13 @@ public sealed class BSConstraintHinge : BSConstraint
|
|||
Vector3 pivotInA, Vector3 pivotInB,
|
||||
Vector3 axisInA, Vector3 axisInB,
|
||||
bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
|
||||
: base(world)
|
||||
{
|
||||
m_world = world;
|
||||
m_body1 = obj1;
|
||||
m_body2 = obj2;
|
||||
m_constraint = new BulletConstraint(
|
||||
BulletSimAPI.CreateHingeConstraint2(m_world.ptr, m_body1.ptr, m_body2.ptr,
|
||||
pivotInA, pivotInB,
|
||||
axisInA, axisInB,
|
||||
useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies));
|
||||
m_constraint = PhysicsScene.PE.CreateHingeConstraint(world, obj1, obj2,
|
||||
pivotInA, pivotInB, axisInA, axisInB,
|
||||
useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
|
||||
m_enabled = true;
|
||||
}
|
||||
|
||||
|
|
|
@ -558,30 +558,30 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
|
||||
// Friction affects are handled by this vehicle code
|
||||
float friction = 0f;
|
||||
BulletSimAPI.SetFriction2(Prim.PhysBody.ptr, friction);
|
||||
PhysicsScene.PE.SetFriction(Prim.PhysBody, friction);
|
||||
|
||||
// Moderate angular movement introduced by Bullet.
|
||||
// TODO: possibly set AngularFactor and LinearFactor for the type of vehicle.
|
||||
// Maybe compute linear and angular factor and damping from params.
|
||||
float angularDamping = BSParam.VehicleAngularDamping;
|
||||
BulletSimAPI.SetAngularDamping2(Prim.PhysBody.ptr, angularDamping);
|
||||
PhysicsScene.PE.SetAngularDamping(Prim.PhysBody, angularDamping);
|
||||
|
||||
// Vehicles report collision events so we know when it's on the ground
|
||||
BulletSimAPI.AddToCollisionFlags2(Prim.PhysBody.ptr, CollisionFlags.BS_VEHICLE_COLLISIONS);
|
||||
PhysicsScene.PE.AddToCollisionFlags(Prim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS);
|
||||
|
||||
Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(Prim.PhysShape.ptr, m_vehicleMass);
|
||||
BulletSimAPI.SetMassProps2(Prim.PhysBody.ptr, m_vehicleMass, localInertia);
|
||||
BulletSimAPI.UpdateInertiaTensor2(Prim.PhysBody.ptr);
|
||||
Vector3 localInertia = PhysicsScene.PE.CalculateLocalInertia(Prim.PhysShape, m_vehicleMass);
|
||||
PhysicsScene.PE.SetMassProps(Prim.PhysBody, m_vehicleMass, localInertia);
|
||||
PhysicsScene.PE.UpdateInertiaTensor(Prim.PhysBody);
|
||||
|
||||
Vector3 grav = PhysicsScene.DefaultGravity * (1f - Prim.Buoyancy);
|
||||
BulletSimAPI.SetGravity2(Prim.PhysBody.ptr, grav);
|
||||
PhysicsScene.PE.SetGravity(Prim.PhysBody, grav);
|
||||
|
||||
VDetailLog("{0},BSDynamics.Refresh,mass={1},frict={2},inert={3},aDamp={4}",
|
||||
Prim.LocalID, m_vehicleMass, friction, localInertia, angularDamping);
|
||||
}
|
||||
else
|
||||
{
|
||||
BulletSimAPI.RemoveFromCollisionFlags2(Prim.PhysBody.ptr, CollisionFlags.BS_VEHICLE_COLLISIONS);
|
||||
PhysicsScene.PE.RemoveFromCollisionFlags(Prim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -651,7 +651,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
if ((m_knownChanged & m_knownChangedVelocity) != 0)
|
||||
{
|
||||
Prim.ForceVelocity = m_knownVelocity;
|
||||
BulletSimAPI.SetInterpolationLinearVelocity2(Prim.PhysBody.ptr, VehicleVelocity);
|
||||
PhysicsScene.PE.SetInterpolationLinearVelocity(Prim.PhysBody, VehicleVelocity);
|
||||
}
|
||||
|
||||
if ((m_knownChanged & m_knownChangedForce) != 0)
|
||||
|
@ -661,7 +661,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
{
|
||||
Prim.ForceRotationalVelocity = m_knownRotationalVelocity;
|
||||
// Fake out Bullet by making it think the velocity is the same as last time.
|
||||
BulletSimAPI.SetInterpolationAngularVelocity2(Prim.PhysBody.ptr, m_knownRotationalVelocity);
|
||||
PhysicsScene.PE.SetInterpolationAngularVelocity(Prim.PhysBody, m_knownRotationalVelocity);
|
||||
}
|
||||
|
||||
if ((m_knownChanged & m_knownChangedRotationalForce) != 0)
|
||||
|
@ -669,7 +669,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
|
||||
// If we set one of the values (ie, the physics engine didn't do it) we must force
|
||||
// an UpdateProperties event to send the changes up to the simulator.
|
||||
BulletSimAPI.PushUpdate2(Prim.PhysBody.ptr);
|
||||
PhysicsScene.PE.PushUpdate(Prim.PhysBody);
|
||||
}
|
||||
m_knownChanged = 0;
|
||||
}
|
||||
|
@ -823,7 +823,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
if (!IsActive) return;
|
||||
|
||||
if (PhysicsScene.VehiclePhysicalLoggingEnabled)
|
||||
BulletSimAPI.DumpRigidBody2(PhysicsScene.World.ptr, Prim.PhysBody.ptr);
|
||||
PhysicsScene.PE.DumpRigidBody(PhysicsScene.World, Prim.PhysBody);
|
||||
|
||||
ForgetKnownVehicleProperties();
|
||||
|
||||
|
@ -840,7 +840,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
PushKnownChanged();
|
||||
|
||||
if (PhysicsScene.VehiclePhysicalLoggingEnabled)
|
||||
BulletSimAPI.DumpRigidBody2(PhysicsScene.World.ptr, Prim.PhysBody.ptr);
|
||||
PhysicsScene.PE.DumpRigidBody(PhysicsScene.World, Prim.PhysBody);
|
||||
|
||||
VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}",
|
||||
Prim.LocalID, VehiclePosition, Prim.Force, VehicleVelocity, VehicleRotationalVelocity);
|
||||
|
|
|
@ -131,10 +131,10 @@ public sealed class BSLinksetCompound : BSLinkset
|
|||
{
|
||||
// The origional prims are removed from the world as the shape of the root compound
|
||||
// shape takes over.
|
||||
BulletSimAPI.AddToCollisionFlags2(child.PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE);
|
||||
BulletSimAPI.ForceActivationState2(child.PhysBody.ptr, ActivationState.DISABLE_SIMULATION);
|
||||
PhysicsScene.PE.AddToCollisionFlags(child.PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE);
|
||||
PhysicsScene.PE.ForceActivationState(child.PhysBody, ActivationState.DISABLE_SIMULATION);
|
||||
// We don't want collisions from the old linkset children.
|
||||
BulletSimAPI.RemoveFromCollisionFlags2(child.PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
|
||||
PhysicsScene.PE.RemoveFromCollisionFlags(child.PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
|
||||
|
||||
child.PhysBody.collisionType = CollisionType.LinksetChild;
|
||||
|
||||
|
@ -159,12 +159,12 @@ public sealed class BSLinksetCompound : BSLinkset
|
|||
else
|
||||
{
|
||||
// The non-physical children can come back to life.
|
||||
BulletSimAPI.RemoveFromCollisionFlags2(child.PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE);
|
||||
PhysicsScene.PE.RemoveFromCollisionFlags(child.PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE);
|
||||
|
||||
child.PhysBody.collisionType = CollisionType.LinksetChild;
|
||||
|
||||
// Don't force activation so setting of DISABLE_SIMULATION can stay if used.
|
||||
BulletSimAPI.Activate2(child.PhysBody.ptr, false);
|
||||
PhysicsScene.PE.Activate(child.PhysBody, false);
|
||||
ret = true;
|
||||
}
|
||||
return ret;
|
||||
|
@ -196,7 +196,7 @@ public sealed class BSLinksetCompound : BSLinkset
|
|||
bool ret = false;
|
||||
|
||||
DetailLog("{0},BSLinksetCompound.RemoveBodyDependencies,refreshIfChild,rID={1},rBody={2},isRoot={3}",
|
||||
child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X"), IsRoot(child));
|
||||
child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody.AddrString, IsRoot(child));
|
||||
|
||||
if (!IsRoot(child))
|
||||
{
|
||||
|
@ -280,8 +280,8 @@ public sealed class BSLinksetCompound : BSLinkset
|
|||
{
|
||||
DetailLog("{0},BSLinksetCompound.RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}",
|
||||
child.LocalID,
|
||||
LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X"),
|
||||
child.LocalID, child.PhysBody.ptr.ToString("X"));
|
||||
LinksetRoot.LocalID, LinksetRoot.PhysBody.AddrString,
|
||||
child.LocalID, child.PhysBody.AddrString);
|
||||
|
||||
// Cause the child's body to be rebuilt and thus restored to normal operation
|
||||
RecomputeChildWorldPosition(child, false);
|
||||
|
@ -359,7 +359,7 @@ public sealed class BSLinksetCompound : BSLinkset
|
|||
PhysicsScene.Shapes.CreateGeomMeshOrHull(cPrim, null);
|
||||
BulletShape newShape = cPrim.PhysShape;
|
||||
cPrim.PhysShape = saveShape;
|
||||
BulletSimAPI.AddChildShapeToCompoundShape2(LinksetRoot.PhysShape.ptr, newShape.ptr, lci.OffsetPos, lci.OffsetRot);
|
||||
PhysicsScene.PE.AddChildShapeToCompoundShape(LinksetRoot.PhysShape, newShape, lci.OffsetPos, lci.OffsetRot);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -371,7 +371,7 @@ public sealed class BSLinksetCompound : BSLinkset
|
|||
PhysicsScene.Logger.ErrorFormat("{0} Rebuilt sharable shape when building linkset! Region={1}, primID={2}, shape={3}",
|
||||
LogHeader, PhysicsScene.RegionName, cPrim.LocalID, cPrim.PhysShape);
|
||||
}
|
||||
BulletSimAPI.AddChildShapeToCompoundShape2(LinksetRoot.PhysShape.ptr, cPrim.PhysShape.ptr, lci.OffsetPos, lci.OffsetRot);
|
||||
PhysicsScene.PE.AddChildShapeToCompoundShape(LinksetRoot.PhysShape, cPrim.PhysShape, lci.OffsetPos, lci.OffsetRot);
|
||||
}
|
||||
}
|
||||
return false; // 'false' says to move onto the next child in the list
|
||||
|
@ -386,12 +386,7 @@ public sealed class BSLinksetCompound : BSLinkset
|
|||
Rebuilding = false;
|
||||
}
|
||||
|
||||
BulletSimAPI.RecalculateCompoundShapeLocalAabb2(LinksetRoot.PhysShape.ptr);
|
||||
|
||||
// DEBUG: see of inter-linkset collisions are causing problems for constraint linksets.
|
||||
// BulletSimAPI.SetCollisionFilterMask2(LinksetRoot.BSBody.ptr,
|
||||
// (uint)CollisionFilterGroups.LinksetFilter, (uint)CollisionFilterGroups.LinksetMask);
|
||||
|
||||
PhysicsScene.PE.RecalculateCompoundShapeLocalAabb(LinksetRoot.PhysShape);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -48,12 +48,15 @@ public sealed class BSLinksetConstraints : BSLinkset
|
|||
{
|
||||
base.Refresh(requestor);
|
||||
|
||||
// Queue to happen after all the other taint processing
|
||||
PhysicsScene.PostTaintObject("BSLinksetContraints.Refresh", requestor.LocalID, delegate()
|
||||
{
|
||||
if (HasAnyChildren && IsRoot(requestor))
|
||||
RecomputeLinksetConstraints();
|
||||
});
|
||||
if (HasAnyChildren && IsRoot(requestor))
|
||||
{
|
||||
// Queue to happen after all the other taint processing
|
||||
PhysicsScene.PostTaintObject("BSLinksetContraints.Refresh", requestor.LocalID, delegate()
|
||||
{
|
||||
if (HasAnyChildren && IsRoot(requestor))
|
||||
RecomputeLinksetConstraints();
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// The object is going dynamic (physical). Do any setup necessary
|
||||
|
@ -95,7 +98,7 @@ public sealed class BSLinksetConstraints : BSLinkset
|
|||
bool ret = false;
|
||||
|
||||
DetailLog("{0},BSLinksetConstraint.RemoveBodyDependencies,removeChildrenForRoot,rID={1},rBody={2}",
|
||||
child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X"));
|
||||
child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody.AddrString);
|
||||
|
||||
lock (m_linksetActivityLock)
|
||||
{
|
||||
|
@ -144,8 +147,8 @@ public sealed class BSLinksetConstraints : BSLinkset
|
|||
|
||||
DetailLog("{0},BSLinksetConstraints.RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}",
|
||||
childx.LocalID,
|
||||
rootx.LocalID, rootx.PhysBody.ptr.ToString("X"),
|
||||
childx.LocalID, childx.PhysBody.ptr.ToString("X"));
|
||||
rootx.LocalID, rootx.PhysBody.AddrString,
|
||||
childx.LocalID, childx.PhysBody.AddrString);
|
||||
|
||||
PhysicsScene.TaintedObject("BSLinksetConstraints.RemoveChildFromLinkset", delegate()
|
||||
{
|
||||
|
@ -184,8 +187,8 @@ public sealed class BSLinksetConstraints : BSLinkset
|
|||
|
||||
DetailLog("{0},BSLinksetConstraint.BuildConstraint,taint,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6},midLoc={7}",
|
||||
rootPrim.LocalID,
|
||||
rootPrim.LocalID, rootPrim.PhysBody.ptr.ToString("X"),
|
||||
childPrim.LocalID, childPrim.PhysBody.ptr.ToString("X"),
|
||||
rootPrim.LocalID, rootPrim.PhysBody.AddrString,
|
||||
childPrim.LocalID, childPrim.PhysBody.AddrString,
|
||||
rootPrim.Position, childPrim.Position, midPoint);
|
||||
|
||||
// create a constraint that allows no freedom of movement between the two objects
|
||||
|
@ -249,14 +252,14 @@ public sealed class BSLinksetConstraints : BSLinkset
|
|||
bool ret = false;
|
||||
DetailLog("{0},BSLinksetConstraint.PhysicallyUnlinkAChildFromRoot,taint,root={1},rBody={2},child={3},cBody={4}",
|
||||
rootPrim.LocalID,
|
||||
rootPrim.LocalID, rootPrim.PhysBody.ptr.ToString("X"),
|
||||
childPrim.LocalID, childPrim.PhysBody.ptr.ToString("X"));
|
||||
rootPrim.LocalID, rootPrim.PhysBody.AddrString,
|
||||
childPrim.LocalID, childPrim.PhysBody.AddrString);
|
||||
|
||||
// Find the constraint for this link and get rid of it from the overall collection and from my list
|
||||
if (PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody, childPrim.PhysBody))
|
||||
{
|
||||
// Make the child refresh its location
|
||||
BulletSimAPI.PushUpdate2(childPrim.PhysBody.ptr);
|
||||
PhysicsScene.PE.PushUpdate(childPrim.PhysBody);
|
||||
ret = true;
|
||||
}
|
||||
|
||||
|
@ -283,11 +286,8 @@ public sealed class BSLinksetConstraints : BSLinkset
|
|||
float linksetMass = LinksetMass;
|
||||
LinksetRoot.UpdatePhysicalMassProperties(linksetMass, true);
|
||||
|
||||
// DEBUG: see of inter-linkset collisions are causing problems
|
||||
// BulletSimAPI.SetCollisionFilterMask2(LinksetRoot.BSBody.ptr,
|
||||
// (uint)CollisionFilterGroups.LinksetFilter, (uint)CollisionFilterGroups.LinksetMask);
|
||||
DetailLog("{0},BSLinksetConstraint.RecomputeLinksetConstraints,set,rBody={1},linksetMass={2}",
|
||||
LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X"), linksetMass);
|
||||
LinksetRoot.LocalID, LinksetRoot.PhysBody.AddrString, linksetMass);
|
||||
|
||||
foreach (BSPhysObject child in m_children)
|
||||
{
|
||||
|
@ -304,11 +304,7 @@ public sealed class BSLinksetConstraints : BSLinkset
|
|||
}
|
||||
constrain.RecomputeConstraintVariables(linksetMass);
|
||||
|
||||
// DEBUG: see of inter-linkset collisions are causing problems
|
||||
// BulletSimAPI.SetCollisionFilterMask2(child.BSBody.ptr,
|
||||
// (uint)CollisionFilterGroups.LinksetFilter, (uint)CollisionFilterGroups.LinksetMask);
|
||||
|
||||
// BulletSimAPI.DumpConstraint2(PhysicsScene.World.ptr, constrain.Constraint.ptr); // DEBUG DEBUG
|
||||
// PhysicsScene.PE.DumpConstraint(PhysicsScene.World, constrain.Constraint); // DEBUG DEBUG
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -280,7 +280,7 @@ public static class BSParam
|
|||
(s,cf,p,v) => { s.UnmanagedParams[0].gravity = cf.GetFloat(p, v); },
|
||||
(s) => { return s.UnmanagedParams[0].gravity; },
|
||||
(s,p,l,v) => { s.UpdateParameterObject((x)=>{s.UnmanagedParams[0].gravity=x;}, p, PhysParameterEntry.APPLY_TO_NONE, v); },
|
||||
(s,o,v) => { BulletSimAPI.SetGravity2(s.World.ptr, new Vector3(0f,0f,v)); } ),
|
||||
(s,o,v) => { s.PE.SetGravity(o.PhysBody, new Vector3(0f,0f,v)); } ),
|
||||
|
||||
|
||||
new ParameterDefn("LinearDamping", "Factor to damp linear movement per second (0.0 - 1.0)",
|
||||
|
@ -288,49 +288,49 @@ public static class BSParam
|
|||
(s,cf,p,v) => { LinearDamping = cf.GetFloat(p, v); },
|
||||
(s) => { return LinearDamping; },
|
||||
(s,p,l,v) => { s.UpdateParameterObject((x)=>{LinearDamping=x;}, p, l, v); },
|
||||
(s,o,v) => { BulletSimAPI.SetDamping2(o.PhysBody.ptr, v, AngularDamping); } ),
|
||||
(s,o,v) => { s.PE.SetDamping(o.PhysBody, v, AngularDamping); } ),
|
||||
new ParameterDefn("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)",
|
||||
0f,
|
||||
(s,cf,p,v) => { AngularDamping = cf.GetFloat(p, v); },
|
||||
(s) => { return AngularDamping; },
|
||||
(s,p,l,v) => { s.UpdateParameterObject((x)=>{AngularDamping=x;}, p, l, v); },
|
||||
(s,o,v) => { BulletSimAPI.SetDamping2(o.PhysBody.ptr, LinearDamping, v); } ),
|
||||
(s,o,v) => { s.PE.SetDamping(o.PhysBody, LinearDamping, v); } ),
|
||||
new ParameterDefn("DeactivationTime", "Seconds before considering an object potentially static",
|
||||
0.2f,
|
||||
(s,cf,p,v) => { DeactivationTime = cf.GetFloat(p, v); },
|
||||
(s) => { return DeactivationTime; },
|
||||
(s,p,l,v) => { s.UpdateParameterObject((x)=>{DeactivationTime=x;}, p, l, v); },
|
||||
(s,o,v) => { BulletSimAPI.SetDeactivationTime2(o.PhysBody.ptr, v); } ),
|
||||
(s,o,v) => { s.PE.SetDeactivationTime(o.PhysBody, v); } ),
|
||||
new ParameterDefn("LinearSleepingThreshold", "Seconds to measure linear movement before considering static",
|
||||
0.8f,
|
||||
(s,cf,p,v) => { LinearSleepingThreshold = cf.GetFloat(p, v); },
|
||||
(s) => { return LinearSleepingThreshold; },
|
||||
(s,p,l,v) => { s.UpdateParameterObject((x)=>{LinearSleepingThreshold=x;}, p, l, v); },
|
||||
(s,o,v) => { BulletSimAPI.SetSleepingThresholds2(o.PhysBody.ptr, v, v); } ),
|
||||
(s,o,v) => { s.PE.SetSleepingThresholds(o.PhysBody, v, v); } ),
|
||||
new ParameterDefn("AngularSleepingThreshold", "Seconds to measure angular movement before considering static",
|
||||
1.0f,
|
||||
(s,cf,p,v) => { AngularSleepingThreshold = cf.GetFloat(p, v); },
|
||||
(s) => { return AngularSleepingThreshold; },
|
||||
(s,p,l,v) => { s.UpdateParameterObject((x)=>{AngularSleepingThreshold=x;}, p, l, v); },
|
||||
(s,o,v) => { BulletSimAPI.SetSleepingThresholds2(o.PhysBody.ptr, v, v); } ),
|
||||
(s,o,v) => { s.PE.SetSleepingThresholds(o.PhysBody, v, v); } ),
|
||||
new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" ,
|
||||
0f, // set to zero to disable
|
||||
(s,cf,p,v) => { CcdMotionThreshold = cf.GetFloat(p, v); },
|
||||
(s) => { return CcdMotionThreshold; },
|
||||
(s,p,l,v) => { s.UpdateParameterObject((x)=>{CcdMotionThreshold=x;}, p, l, v); },
|
||||
(s,o,v) => { BulletSimAPI.SetCcdMotionThreshold2(o.PhysBody.ptr, v); } ),
|
||||
(s,o,v) => { s.PE.SetCcdMotionThreshold(o.PhysBody, v); } ),
|
||||
new ParameterDefn("CcdSweptSphereRadius", "Continuious collision detection test radius" ,
|
||||
0f,
|
||||
(s,cf,p,v) => { CcdSweptSphereRadius = cf.GetFloat(p, v); },
|
||||
(s) => { return CcdSweptSphereRadius; },
|
||||
(s,p,l,v) => { s.UpdateParameterObject((x)=>{CcdSweptSphereRadius=x;}, p, l, v); },
|
||||
(s,o,v) => { BulletSimAPI.SetCcdSweptSphereRadius2(o.PhysBody.ptr, v); } ),
|
||||
(s,o,v) => { s.PE.SetCcdSweptSphereRadius(o.PhysBody, v); } ),
|
||||
new ParameterDefn("ContactProcessingThreshold", "Distance between contacts before doing collision check" ,
|
||||
0.1f,
|
||||
(s,cf,p,v) => { ContactProcessingThreshold = cf.GetFloat(p, v); },
|
||||
(s) => { return ContactProcessingThreshold; },
|
||||
(s,p,l,v) => { s.UpdateParameterObject((x)=>{ContactProcessingThreshold=x;}, p, l, v); },
|
||||
(s,o,v) => { BulletSimAPI.SetContactProcessingThreshold2(o.PhysBody.ptr, v); } ),
|
||||
(s,o,v) => { s.PE.SetContactProcessingThreshold(o.PhysBody, v); } ),
|
||||
|
||||
new ParameterDefn("TerrainImplementation", "Type of shape to use for terrain (0=heightmap, 1=mesh)",
|
||||
(float)BSTerrainPhys.TerrainImplementation.Mesh,
|
||||
|
|
|
@ -67,6 +67,11 @@ public abstract class BSPhysObject : PhysicsActor
|
|||
PhysObjectName = name;
|
||||
TypeName = typeName;
|
||||
|
||||
// We don't have any physical representation yet.
|
||||
PhysBody = new BulletBody(localID);
|
||||
PhysShape = new BulletShape();
|
||||
|
||||
// A linkset of just me
|
||||
Linkset = BSLinkset.Factory(PhysicsScene, this);
|
||||
LastAssetBuildFailed = false;
|
||||
|
||||
|
@ -303,7 +308,7 @@ public abstract class BSPhysObject : PhysicsActor
|
|||
PhysicsScene.TaintedObject(TypeName+".SubscribeEvents", delegate()
|
||||
{
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
|
||||
CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
|
||||
});
|
||||
}
|
||||
else
|
||||
|
@ -319,7 +324,7 @@ public abstract class BSPhysObject : PhysicsActor
|
|||
{
|
||||
// Make sure there is a body there because sometimes destruction happens in an un-ideal order.
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
|
||||
CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
|
||||
});
|
||||
}
|
||||
// Return 'true' if the simulator wants collision events
|
||||
|
|
|
@ -111,10 +111,7 @@ public sealed class BSPrim : BSPhysObject
|
|||
|
||||
_mass = CalculateMass();
|
||||
|
||||
// No body or shape yet
|
||||
PhysBody = new BulletBody(LocalID);
|
||||
PhysShape = new BulletShape();
|
||||
|
||||
// Cause linkset variables to be initialized (like mass)
|
||||
Linkset.Refresh(this);
|
||||
|
||||
DetailLog("{0},BSPrim.constructor,call", LocalID);
|
||||
|
@ -123,7 +120,7 @@ public sealed class BSPrim : BSPhysObject
|
|||
{
|
||||
CreateGeomAndObject(true);
|
||||
|
||||
CurrentCollisionFlags = BulletSimAPI.GetCollisionFlags2(PhysBody.ptr);
|
||||
CurrentCollisionFlags = PhysicsScene.PE.GetCollisionFlags(PhysBody);
|
||||
});
|
||||
}
|
||||
|
||||
|
@ -256,7 +253,7 @@ public sealed class BSPrim : BSPhysObject
|
|||
PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate()
|
||||
{
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
BulletSimAPI.ClearAllForces2(PhysBody.ptr);
|
||||
PhysicsScene.PE.ClearAllForces(PhysBody);
|
||||
});
|
||||
}
|
||||
public override void ZeroAngularMotion(bool inTaintTime)
|
||||
|
@ -268,8 +265,8 @@ public sealed class BSPrim : BSPhysObject
|
|||
// DetailLog("{0},BSPrim.ZeroAngularMotion,call,rotVel={1}", LocalID, _rotationalVelocity);
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
{
|
||||
BulletSimAPI.SetInterpolationAngularVelocity2(PhysBody.ptr, _rotationalVelocity);
|
||||
BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, _rotationalVelocity);
|
||||
PhysicsScene.PE.SetInterpolationAngularVelocity(PhysBody, _rotationalVelocity);
|
||||
PhysicsScene.PE.SetAngularVelocity(PhysBody, _rotationalVelocity);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
@ -295,7 +292,7 @@ public sealed class BSPrim : BSPhysObject
|
|||
*/
|
||||
|
||||
// don't do the GetObjectPosition for root elements because this function is called a zillion times.
|
||||
// _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr);
|
||||
// _position = PhysicsScene.PE.GetObjectPosition2(PhysicsScene.World, BSBody);
|
||||
return _position;
|
||||
}
|
||||
set {
|
||||
|
@ -321,14 +318,14 @@ public sealed class BSPrim : BSPhysObject
|
|||
}
|
||||
public override OMV.Vector3 ForcePosition {
|
||||
get {
|
||||
_position = BulletSimAPI.GetPosition2(PhysBody.ptr);
|
||||
_position = PhysicsScene.PE.GetPosition(PhysBody);
|
||||
return _position;
|
||||
}
|
||||
set {
|
||||
_position = value;
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
{
|
||||
BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
|
||||
PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation);
|
||||
ActivateIfPhysical(false);
|
||||
}
|
||||
}
|
||||
|
@ -408,10 +405,10 @@ public sealed class BSPrim : BSPhysObject
|
|||
{
|
||||
if (IsStatic)
|
||||
{
|
||||
BulletSimAPI.SetGravity2(PhysBody.ptr, PhysicsScene.DefaultGravity);
|
||||
PhysicsScene.PE.SetGravity(PhysBody, PhysicsScene.DefaultGravity);
|
||||
Inertia = OMV.Vector3.Zero;
|
||||
BulletSimAPI.SetMassProps2(PhysBody.ptr, 0f, Inertia);
|
||||
BulletSimAPI.UpdateInertiaTensor2(PhysBody.ptr);
|
||||
PhysicsScene.PE.SetMassProps(PhysBody, 0f, Inertia);
|
||||
PhysicsScene.PE.UpdateInertiaTensor(PhysBody);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -422,18 +419,18 @@ public sealed class BSPrim : BSPhysObject
|
|||
// Changing interesting properties doesn't change proxy and collision cache
|
||||
// information. The Bullet solution is to re-add the object to the world
|
||||
// after parameters are changed.
|
||||
BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, PhysBody.ptr);
|
||||
PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, PhysBody);
|
||||
}
|
||||
|
||||
// The computation of mass props requires gravity to be set on the object.
|
||||
BulletSimAPI.SetGravity2(PhysBody.ptr, grav);
|
||||
PhysicsScene.PE.SetGravity(PhysBody, grav);
|
||||
|
||||
Inertia = BulletSimAPI.CalculateLocalInertia2(PhysShape.ptr, physMass);
|
||||
BulletSimAPI.SetMassProps2(PhysBody.ptr, physMass, Inertia);
|
||||
BulletSimAPI.UpdateInertiaTensor2(PhysBody.ptr);
|
||||
Inertia = PhysicsScene.PE.CalculateLocalInertia(PhysShape, physMass);
|
||||
PhysicsScene.PE.SetMassProps(PhysBody, physMass, Inertia);
|
||||
PhysicsScene.PE.UpdateInertiaTensor(PhysBody);
|
||||
|
||||
// center of mass is at the zero of the object
|
||||
// DEBUG DEBUG BulletSimAPI.SetCenterOfMassByPosRot2(PhysBody.ptr, ForcePosition, ForceOrientation);
|
||||
// DEBUG DEBUG PhysicsScene.PE.SetCenterOfMassByPosRot(PhysBody, ForcePosition, ForceOrientation);
|
||||
DetailLog("{0},BSPrim.UpdateMassProperties,mass={1},localInertia={2},grav={3},inWorld={4}", LocalID, physMass, Inertia, grav, inWorld);
|
||||
|
||||
if (inWorld)
|
||||
|
@ -443,7 +440,7 @@ public sealed class BSPrim : BSPhysObject
|
|||
|
||||
// Must set gravity after it has been added to the world because, for unknown reasons,
|
||||
// adding the object resets the object's gravity to world gravity
|
||||
BulletSimAPI.SetGravity2(PhysBody.ptr, grav);
|
||||
PhysicsScene.PE.SetGravity(PhysBody, grav);
|
||||
|
||||
}
|
||||
}
|
||||
|
@ -486,7 +483,7 @@ public sealed class BSPrim : BSPhysObject
|
|||
DetailLog("{0},BSPrim.setForce,preStep,force={1}", LocalID, _force);
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
{
|
||||
BulletSimAPI.ApplyCentralForce2(PhysBody.ptr, _force);
|
||||
PhysicsScene.PE.ApplyCentralForce(PhysBody, _force);
|
||||
ActivateIfPhysical(false);
|
||||
}
|
||||
}
|
||||
|
@ -586,7 +583,7 @@ public sealed class BSPrim : BSPhysObject
|
|||
_velocity = value;
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
{
|
||||
BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity);
|
||||
PhysicsScene.PE.SetLinearVelocity(PhysBody, _velocity);
|
||||
ActivateIfPhysical(false);
|
||||
}
|
||||
}
|
||||
|
@ -652,9 +649,9 @@ public sealed class BSPrim : BSPhysObject
|
|||
{
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
{
|
||||
// _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr);
|
||||
// _position = PhysicsScene.PE.GetObjectPosition(PhysicsScene.World, BSBody);
|
||||
// DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation);
|
||||
BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
|
||||
PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
@ -664,13 +661,13 @@ public sealed class BSPrim : BSPhysObject
|
|||
{
|
||||
get
|
||||
{
|
||||
_orientation = BulletSimAPI.GetOrientation2(PhysBody.ptr);
|
||||
_orientation = PhysicsScene.PE.GetOrientation(PhysBody);
|
||||
return _orientation;
|
||||
}
|
||||
set
|
||||
{
|
||||
_orientation = value;
|
||||
BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
|
||||
PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation);
|
||||
}
|
||||
}
|
||||
public override int PhysicsActorType {
|
||||
|
@ -726,7 +723,7 @@ public sealed class BSPrim : BSPhysObject
|
|||
|
||||
// Mangling all the physical properties requires the object not be in the physical world.
|
||||
// This is a NOOP if the object is not in the world (BulletSim and Bullet ignore objects not found).
|
||||
BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, PhysBody.ptr);
|
||||
PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, PhysBody);
|
||||
|
||||
// Set up the object physicalness (does gravity and collisions move this object)
|
||||
MakeDynamic(IsStatic);
|
||||
|
@ -743,7 +740,7 @@ public sealed class BSPrim : BSPhysObject
|
|||
AddObjectToPhysicalWorld();
|
||||
|
||||
// Rebuild its shape
|
||||
BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, PhysBody.ptr);
|
||||
PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, PhysBody);
|
||||
|
||||
// Recompute any linkset parameters.
|
||||
// When going from non-physical to physical, this re-enables the constraints that
|
||||
|
@ -765,28 +762,28 @@ public sealed class BSPrim : BSPhysObject
|
|||
if (makeStatic)
|
||||
{
|
||||
// Become a Bullet 'static' object type
|
||||
CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_STATIC_OBJECT);
|
||||
CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_STATIC_OBJECT);
|
||||
// Stop all movement
|
||||
ZeroMotion(true);
|
||||
|
||||
// Set various physical properties so other object interact properly
|
||||
MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, false);
|
||||
BulletSimAPI.SetFriction2(PhysBody.ptr, matAttrib.friction);
|
||||
BulletSimAPI.SetRestitution2(PhysBody.ptr, matAttrib.restitution);
|
||||
PhysicsScene.PE.SetFriction(PhysBody, matAttrib.friction);
|
||||
PhysicsScene.PE.SetRestitution(PhysBody, matAttrib.restitution);
|
||||
|
||||
// Mass is zero which disables a bunch of physics stuff in Bullet
|
||||
UpdatePhysicalMassProperties(0f, false);
|
||||
// Set collision detection parameters
|
||||
if (BSParam.CcdMotionThreshold > 0f)
|
||||
{
|
||||
BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, BSParam.CcdMotionThreshold);
|
||||
BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, BSParam.CcdSweptSphereRadius);
|
||||
PhysicsScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold);
|
||||
PhysicsScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius);
|
||||
}
|
||||
|
||||
// The activation state is 'disabled' so Bullet will not try to act on it.
|
||||
// BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.DISABLE_SIMULATION);
|
||||
// PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.DISABLE_SIMULATION);
|
||||
// Start it out sleeping and physical actions could wake it up.
|
||||
BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.ISLAND_SLEEPING);
|
||||
PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.ISLAND_SLEEPING);
|
||||
|
||||
// This collides like a static object
|
||||
PhysBody.collisionType = CollisionType.Static;
|
||||
|
@ -797,22 +794,22 @@ public sealed class BSPrim : BSPhysObject
|
|||
else
|
||||
{
|
||||
// Not a Bullet static object
|
||||
CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_STATIC_OBJECT);
|
||||
CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.CF_STATIC_OBJECT);
|
||||
|
||||
// Set various physical properties so other object interact properly
|
||||
MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, true);
|
||||
BulletSimAPI.SetFriction2(PhysBody.ptr, matAttrib.friction);
|
||||
BulletSimAPI.SetRestitution2(PhysBody.ptr, matAttrib.restitution);
|
||||
PhysicsScene.PE.SetFriction(PhysBody, matAttrib.friction);
|
||||
PhysicsScene.PE.SetRestitution(PhysBody, matAttrib.restitution);
|
||||
|
||||
// per http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=3382
|
||||
// Since this can be called multiple times, only zero forces when becoming physical
|
||||
// BulletSimAPI.ClearAllForces2(BSBody.ptr);
|
||||
// PhysicsScene.PE.ClearAllForces(BSBody);
|
||||
|
||||
// For good measure, make sure the transform is set through to the motion state
|
||||
BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
|
||||
PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation);
|
||||
|
||||
// Center of mass is at the center of the object
|
||||
// DEBUG DEBUG BulletSimAPI.SetCenterOfMassByPosRot2(Linkset.LinksetRoot.PhysBody.ptr, _position, _orientation);
|
||||
// DEBUG DEBUG PhysicsScene.PE.SetCenterOfMassByPosRot(Linkset.LinksetRoot.PhysBody, _position, _orientation);
|
||||
|
||||
// A dynamic object has mass
|
||||
UpdatePhysicalMassProperties(RawMass, false);
|
||||
|
@ -820,22 +817,22 @@ public sealed class BSPrim : BSPhysObject
|
|||
// Set collision detection parameters
|
||||
if (BSParam.CcdMotionThreshold > 0f)
|
||||
{
|
||||
BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, BSParam.CcdMotionThreshold);
|
||||
BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, BSParam.CcdSweptSphereRadius);
|
||||
PhysicsScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold);
|
||||
PhysicsScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius);
|
||||
}
|
||||
|
||||
// Various values for simulation limits
|
||||
BulletSimAPI.SetDamping2(PhysBody.ptr, BSParam.LinearDamping, BSParam.AngularDamping);
|
||||
BulletSimAPI.SetDeactivationTime2(PhysBody.ptr, BSParam.DeactivationTime);
|
||||
BulletSimAPI.SetSleepingThresholds2(PhysBody.ptr, BSParam.LinearSleepingThreshold, BSParam.AngularSleepingThreshold);
|
||||
BulletSimAPI.SetContactProcessingThreshold2(PhysBody.ptr, BSParam.ContactProcessingThreshold);
|
||||
PhysicsScene.PE.SetDamping(PhysBody, BSParam.LinearDamping, BSParam.AngularDamping);
|
||||
PhysicsScene.PE.SetDeactivationTime(PhysBody, BSParam.DeactivationTime);
|
||||
PhysicsScene.PE.SetSleepingThresholds(PhysBody, BSParam.LinearSleepingThreshold, BSParam.AngularSleepingThreshold);
|
||||
PhysicsScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold);
|
||||
|
||||
// This collides like an object.
|
||||
PhysBody.collisionType = CollisionType.Dynamic;
|
||||
|
||||
// Force activation of the object so Bullet will act on it.
|
||||
// Must do the ForceActivationState2() to overcome the DISABLE_SIMULATION from static objects.
|
||||
BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.ACTIVE_TAG);
|
||||
PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.ACTIVE_TAG);
|
||||
|
||||
// There might be special things needed for implementing linksets.
|
||||
Linkset.MakeDynamic(this);
|
||||
|
@ -848,7 +845,7 @@ public sealed class BSPrim : BSPhysObject
|
|||
// the functions after this one set up the state of a possibly newly created collision body.
|
||||
private void MakeSolid(bool makeSolid)
|
||||
{
|
||||
CollisionObjectTypes bodyType = (CollisionObjectTypes)BulletSimAPI.GetBodyType2(PhysBody.ptr);
|
||||
CollisionObjectTypes bodyType = (CollisionObjectTypes)PhysicsScene.PE.GetBodyType(PhysBody);
|
||||
if (makeSolid)
|
||||
{
|
||||
// Verify the previous code created the correct shape for this type of thing.
|
||||
|
@ -856,7 +853,7 @@ public sealed class BSPrim : BSPhysObject
|
|||
{
|
||||
m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for solidity. id={1}, type={2}", LogHeader, LocalID, bodyType);
|
||||
}
|
||||
CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE);
|
||||
CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -864,7 +861,7 @@ public sealed class BSPrim : BSPhysObject
|
|||
{
|
||||
m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for non-solidness. id={1}, type={2}", LogHeader, LocalID, bodyType);
|
||||
}
|
||||
CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE);
|
||||
CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE);
|
||||
|
||||
// Change collision info from a static object to a ghosty collision object
|
||||
PhysBody.collisionType = CollisionType.VolumeDetect;
|
||||
|
@ -877,7 +874,7 @@ public sealed class BSPrim : BSPhysObject
|
|||
private void ActivateIfPhysical(bool forceIt)
|
||||
{
|
||||
if (IsPhysical && PhysBody.HasPhysicalBody)
|
||||
BulletSimAPI.Activate2(PhysBody.ptr, forceIt);
|
||||
PhysicsScene.PE.Activate(PhysBody, forceIt);
|
||||
}
|
||||
|
||||
// Turn on or off the flag controlling whether collision events are returned to the simulator.
|
||||
|
@ -885,11 +882,11 @@ public sealed class BSPrim : BSPhysObject
|
|||
{
|
||||
if (wantsCollisionEvents)
|
||||
{
|
||||
CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
|
||||
CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
|
||||
}
|
||||
else
|
||||
{
|
||||
CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
|
||||
CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -900,14 +897,14 @@ public sealed class BSPrim : BSPhysObject
|
|||
{
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
{
|
||||
BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, PhysBody.ptr);
|
||||
PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, PhysBody);
|
||||
|
||||
// TODO: Fix this. Total kludge because adding object to world resets its gravity to default.
|
||||
// Replace this when the new AddObjectToWorld function is complete.
|
||||
BulletSimAPI.SetGravity2(PhysBody.ptr, ComputeGravity());
|
||||
PhysicsScene.PE.SetGravity(PhysBody, ComputeGravity());
|
||||
|
||||
// Collision filter can be set only when the object is in the world
|
||||
if (!PhysBody.ApplyCollisionMask())
|
||||
if (!PhysBody.ApplyCollisionMask(PhysicsScene))
|
||||
{
|
||||
m_log.ErrorFormat("{0} Failed setting object collision mask: id={1}", LogHeader, LocalID);
|
||||
DetailLog("{0},BSPrim.UpdatePhysicalParameters,failedSetMaskGroup,cType={1}", LocalID, PhysBody.collisionType);
|
||||
|
@ -944,9 +941,9 @@ public sealed class BSPrim : BSPhysObject
|
|||
PhysicsScene.TaintedObject("BSPrim.setFloatOnWater", delegate()
|
||||
{
|
||||
if (_floatOnWater)
|
||||
CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER);
|
||||
CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER);
|
||||
else
|
||||
CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER);
|
||||
CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
@ -972,7 +969,7 @@ public sealed class BSPrim : BSPhysObject
|
|||
_rotationalVelocity = value;
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
{
|
||||
BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, _rotationalVelocity);
|
||||
PhysicsScene.PE.SetAngularVelocity(PhysBody, _rotationalVelocity);
|
||||
ActivateIfPhysical(false);
|
||||
}
|
||||
}
|
||||
|
@ -1064,7 +1061,7 @@ public sealed class BSPrim : BSPhysObject
|
|||
DetailLog("{0},BSPrim.addForce,taint,force={1}", LocalID, addForce);
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
{
|
||||
BulletSimAPI.ApplyCentralForce2(PhysBody.ptr, addForce);
|
||||
PhysicsScene.PE.ApplyCentralForce(PhysBody, addForce);
|
||||
ActivateIfPhysical(false);
|
||||
}
|
||||
});
|
||||
|
@ -1088,7 +1085,7 @@ public sealed class BSPrim : BSPhysObject
|
|||
{
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
{
|
||||
BulletSimAPI.ApplyTorque2(PhysBody.ptr, angForce);
|
||||
PhysicsScene.PE.ApplyTorque(PhysBody, angForce);
|
||||
ActivateIfPhysical(false);
|
||||
}
|
||||
});
|
||||
|
@ -1111,7 +1108,7 @@ public sealed class BSPrim : BSPhysObject
|
|||
{
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
{
|
||||
BulletSimAPI.ApplyTorqueImpulse2(PhysBody.ptr, applyImpulse);
|
||||
PhysicsScene.PE.ApplyTorqueImpulse(PhysBody, applyImpulse);
|
||||
ActivateIfPhysical(false);
|
||||
}
|
||||
});
|
||||
|
|
|
@ -26,6 +26,7 @@
|
|||
*/
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Reflection;
|
||||
using System.Runtime.InteropServices;
|
||||
using System.Text;
|
||||
using System.Threading;
|
||||
|
@ -42,14 +43,18 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
{
|
||||
public sealed class BSScene : PhysicsScene, IPhysicsParameters
|
||||
{
|
||||
private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
|
||||
private static readonly string LogHeader = "[BULLETS SCENE]";
|
||||
internal static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
|
||||
internal static readonly string LogHeader = "[BULLETS SCENE]";
|
||||
|
||||
// The name of the region we're working for.
|
||||
public string RegionName { get; private set; }
|
||||
|
||||
public string BulletSimVersion = "?";
|
||||
|
||||
// The handle to the underlying managed or unmanaged version of Bullet being used.
|
||||
public string BulletEngineName { get; private set; }
|
||||
public BSAPITemplate PE;
|
||||
|
||||
public Dictionary<uint, BSPhysObject> PhysObjects;
|
||||
public BSShapeCollection Shapes;
|
||||
|
||||
|
@ -99,11 +104,9 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
|
|||
// Pinned memory used to pass step information between managed and unmanaged
|
||||
internal int m_maxCollisionsPerFrame;
|
||||
internal CollisionDesc[] m_collisionArray;
|
||||
internal GCHandle m_collisionArrayPinnedHandle;
|
||||
|
||||
internal int m_maxUpdatesPerFrame;
|
||||
internal EntityProperties[] m_updateArray;
|
||||
internal GCHandle m_updateArrayPinnedHandle;
|
||||
|
||||
public const uint TERRAIN_ID = 0; // OpenSim senses terrain with a localID of zero
|
||||
public const uint GROUNDPLANE_ID = 1;
|
||||
|
@ -149,12 +152,6 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
|
|||
// A pointer to an instance if this structure is passed to the C++ code
|
||||
// Used to pass basic configuration values to the unmanaged code.
|
||||
internal ConfigurationParameters[] UnmanagedParams;
|
||||
GCHandle m_paramsHandle;
|
||||
|
||||
// Handle to the callback used by the unmanaged code to call into the managed code.
|
||||
// Used for debug logging.
|
||||
// Need to store the handle in a persistant variable so it won't be freed.
|
||||
private BulletSimAPI.DebugLogCallback m_DebugLogCallbackHandle;
|
||||
|
||||
// Sometimes you just have to log everything.
|
||||
public Logging.LogWriter PhysicsLogging;
|
||||
|
@ -187,16 +184,12 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
|
|||
|
||||
// Allocate pinned memory to pass parameters.
|
||||
UnmanagedParams = new ConfigurationParameters[1];
|
||||
m_paramsHandle = GCHandle.Alloc(UnmanagedParams, GCHandleType.Pinned);
|
||||
|
||||
// Set default values for physics parameters plus any overrides from the ini file
|
||||
GetInitialParameterValues(config);
|
||||
|
||||
// allocate more pinned memory close to the above in an attempt to get the memory all together
|
||||
m_collisionArray = new CollisionDesc[m_maxCollisionsPerFrame];
|
||||
m_collisionArrayPinnedHandle = GCHandle.Alloc(m_collisionArray, GCHandleType.Pinned);
|
||||
m_updateArray = new EntityProperties[m_maxUpdatesPerFrame];
|
||||
m_updateArrayPinnedHandle = GCHandle.Alloc(m_updateArray, GCHandleType.Pinned);
|
||||
// Get the connection to the physics engine (could be native or one of many DLLs)
|
||||
PE = SelectUnderlyingBulletEngine(BulletEngineName);
|
||||
|
||||
// Enable very detailed logging.
|
||||
// By creating an empty logger when not logging, the log message invocation code
|
||||
|
@ -211,22 +204,9 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
|
|||
PhysicsLogging = new Logging.LogWriter();
|
||||
}
|
||||
|
||||
// If Debug logging level, enable logging from the unmanaged code
|
||||
m_DebugLogCallbackHandle = null;
|
||||
if (m_log.IsDebugEnabled || PhysicsLogging.Enabled)
|
||||
{
|
||||
m_log.DebugFormat("{0}: Initialize: Setting debug callback for unmanaged code", LogHeader);
|
||||
if (PhysicsLogging.Enabled)
|
||||
// The handle is saved in a variable to make sure it doesn't get freed after this call
|
||||
m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLoggerPhysLog);
|
||||
else
|
||||
m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLogger);
|
||||
}
|
||||
|
||||
// Get the version of the DLL
|
||||
// TODO: this doesn't work yet. Something wrong with marshaling the returned string.
|
||||
// BulletSimVersion = BulletSimAPI.GetVersion();
|
||||
// m_log.WarnFormat("{0}: BulletSim.dll version='{1}'", LogHeader, BulletSimVersion);
|
||||
// Allocate memory for returning of the updates and collisions from the physics engine
|
||||
m_collisionArray = new CollisionDesc[m_maxCollisionsPerFrame];
|
||||
m_updateArray = new EntityProperties[m_maxUpdatesPerFrame];
|
||||
|
||||
// The bounding box for the simulated world. The origin is 0,0,0 unless we're
|
||||
// a child in a mega-region.
|
||||
|
@ -234,11 +214,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
|
|||
// area. It tracks active objects no matter where they are.
|
||||
Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight);
|
||||
|
||||
// m_log.DebugFormat("{0}: Initialize: Calling BulletSimAPI.Initialize.", LogHeader);
|
||||
World = new BulletWorld(0, this, BulletSimAPI.Initialize2(worldExtent, m_paramsHandle.AddrOfPinnedObject(),
|
||||
m_maxCollisionsPerFrame, m_collisionArrayPinnedHandle.AddrOfPinnedObject(),
|
||||
m_maxUpdatesPerFrame, m_updateArrayPinnedHandle.AddrOfPinnedObject(),
|
||||
m_DebugLogCallbackHandle));
|
||||
World = PE.Initialize(worldExtent, Params, m_maxCollisionsPerFrame, ref m_collisionArray, m_maxUpdatesPerFrame, ref m_updateArray);
|
||||
|
||||
Constraints = new BSConstraintCollection(World);
|
||||
|
||||
|
@ -268,6 +244,9 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
|
|||
{
|
||||
BSParam.SetParameterConfigurationValues(this, pConfig);
|
||||
|
||||
// There are two Bullet implementations to choose from
|
||||
BulletEngineName = pConfig.GetString("BulletEngine", "BulletUnmanaged");
|
||||
|
||||
// Very detailed logging for physics debugging
|
||||
// TODO: the boolean values can be moved to the normal parameter processing.
|
||||
m_physicsLoggingEnabled = pConfig.GetBoolean("PhysicsLoggingEnabled", false);
|
||||
|
@ -309,16 +288,41 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
|
|||
return ret;
|
||||
}
|
||||
|
||||
// Called directly from unmanaged code so don't do much
|
||||
private void BulletLogger(string msg)
|
||||
// Select the connection to the actual Bullet implementation.
|
||||
// The main engine selection is the engineName up to the first hypen.
|
||||
// So "Bullet-2.80-OpenCL-Intel" specifies the 'bullet' class here and the whole name
|
||||
// is passed to the engine to do its special selection, etc.
|
||||
private BSAPITemplate SelectUnderlyingBulletEngine(string engineName)
|
||||
{
|
||||
m_log.Debug("[BULLETS UNMANAGED]:" + msg);
|
||||
}
|
||||
// For the moment, do a simple switch statement.
|
||||
// Someday do fancyness with looking up the interfaces in the assembly.
|
||||
BSAPITemplate ret = null;
|
||||
|
||||
// Called directly from unmanaged code so don't do much
|
||||
private void BulletLoggerPhysLog(string msg)
|
||||
{
|
||||
DetailLog("[BULLETS UNMANAGED]:" + msg);
|
||||
string selectionName = engineName.ToLower();
|
||||
int hyphenIndex = engineName.IndexOf("-");
|
||||
if (hyphenIndex > 0)
|
||||
selectionName = engineName.ToLower().Substring(0, hyphenIndex - 1);
|
||||
|
||||
switch (selectionName)
|
||||
{
|
||||
case "bulletunmanaged":
|
||||
ret = new BSAPIUnman(engineName, this);
|
||||
break;
|
||||
case "bulletxna":
|
||||
// ret = new BSAPIXNA(engineName, this);
|
||||
break;
|
||||
}
|
||||
|
||||
if (ret == null)
|
||||
{
|
||||
m_log.ErrorFormat("{0) COULD NOT SELECT BULLET ENGINE: '[BulletSim]PhysicsEngine' must be either 'BulletUnmanaged-*' or 'BulletXNA-*'", LogHeader);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.WarnFormat("{0} Selected bullet engine {1} -> {2}/{3}", LogHeader, engineName, ret.BulletEngineName, ret.BulletEngineVersion);
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
public override void Dispose()
|
||||
|
@ -355,7 +359,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
|
|||
}
|
||||
|
||||
// Anything left in the unmanaged code should be cleaned out
|
||||
BulletSimAPI.Shutdown2(World.ptr);
|
||||
PE.Shutdown(World);
|
||||
|
||||
// Not logging any more
|
||||
PhysicsLogging.Close();
|
||||
|
@ -468,9 +472,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
|
|||
LastTimeStep = timeStep;
|
||||
|
||||
int updatedEntityCount = 0;
|
||||
IntPtr updatedEntitiesPtr;
|
||||
int collidersCount = 0;
|
||||
IntPtr collidersPtr;
|
||||
|
||||
int beforeTime = 0;
|
||||
int simTime = 0;
|
||||
|
@ -486,6 +488,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
|
|||
TriggerPreStepEvent(timeStep);
|
||||
|
||||
// the prestep actions might have added taints
|
||||
numTaints += _taintOperations.Count;
|
||||
ProcessTaints();
|
||||
|
||||
InTaintTime = false; // Only used for debugging so locking is not necessary.
|
||||
|
@ -493,23 +496,25 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
|
|||
// The following causes the unmanaged code to output ALL the values found in ALL the objects in the world.
|
||||
// Only enable this in a limited test world with few objects.
|
||||
if (m_physicsPhysicalDumpEnabled)
|
||||
BulletSimAPI.DumpAllInfo2(World.ptr);
|
||||
PE.DumpAllInfo(World);
|
||||
|
||||
// step the physical world one interval
|
||||
m_simulationStep++;
|
||||
int numSubSteps = 0;
|
||||
|
||||
try
|
||||
{
|
||||
if (PhysicsLogging.Enabled) beforeTime = Util.EnvironmentTickCount();
|
||||
if (PhysicsLogging.Enabled)
|
||||
beforeTime = Util.EnvironmentTickCount();
|
||||
|
||||
numSubSteps = BulletSimAPI.PhysicsStep2(World.ptr, timeStep, m_maxSubSteps, m_fixedTimeStep,
|
||||
out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr);
|
||||
numSubSteps = PE.PhysicsStep(World, timeStep, m_maxSubSteps, m_fixedTimeStep, out updatedEntityCount, out collidersCount);
|
||||
|
||||
if (PhysicsLogging.Enabled) simTime = Util.EnvironmentTickCountSubtract(beforeTime);
|
||||
DetailLog("{0},Simulate,call, frame={1}, nTaints={2}, simTime={3}, substeps={4}, updates={5}, colliders={6}, objWColl={7}",
|
||||
DetailLogZero, m_simulationStep, numTaints, simTime, numSubSteps,
|
||||
updatedEntityCount, collidersCount, ObjectsWithCollisions.Count);
|
||||
if (PhysicsLogging.Enabled)
|
||||
{
|
||||
simTime = Util.EnvironmentTickCountSubtract(beforeTime);
|
||||
DetailLog("{0},Simulate,call, frame={1}, nTaints={2}, simTime={3}, substeps={4}, updates={5}, colliders={6}, objWColl={7}",
|
||||
DetailLogZero, m_simulationStep, numTaints, simTime, numSubSteps,
|
||||
updatedEntityCount, collidersCount, ObjectsWithCollisions.Count);
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
|
@ -521,8 +526,6 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
|
|||
collidersCount = 0;
|
||||
}
|
||||
|
||||
// Don't have to use the pointers passed back since we know it is the same pinned memory we passed in.
|
||||
|
||||
// Get a value for 'now' so all the collision and update routines don't have to get their own.
|
||||
SimulationNowTime = Util.EnvironmentTickCount();
|
||||
|
||||
|
@ -564,7 +567,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
|
|||
// Objects that are done colliding are removed from the ObjectsWithCollisions list.
|
||||
// Not done above because it is inside an iteration of ObjectWithCollisions.
|
||||
// This complex collision processing is required to create an empty collision
|
||||
// event call after all collisions have happened on an object. This enables
|
||||
// event call after all real collisions have happened on an object. This enables
|
||||
// the simulator to generate the 'collision end' event.
|
||||
if (ObjectsWithNoMoreCollisions.Count > 0)
|
||||
{
|
||||
|
@ -593,11 +596,11 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
|
|||
// The following causes the unmanaged code to output ALL the values found in ALL the objects in the world.
|
||||
// Only enable this in a limited test world with few objects.
|
||||
if (m_physicsPhysicalDumpEnabled)
|
||||
BulletSimAPI.DumpAllInfo2(World.ptr);
|
||||
PE.DumpAllInfo(World);
|
||||
|
||||
// The physics engine returns the number of milliseconds it simulated this call.
|
||||
// These are summed and normalized to one second and divided by 1000 to give the reported physics FPS.
|
||||
// Multiply by 55 to give a nominal frame rate of 55.
|
||||
// Multiply by a fixed nominal frame rate to give a rate similar to the simulator (usually 55).
|
||||
return (float)numSubSteps * m_fixedTimeStep * 1000f * NominalFrameRate;
|
||||
}
|
||||
|
||||
|
|
|
@ -141,9 +141,9 @@ public sealed class BSShapeCollection : IDisposable
|
|||
if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceBody,newBody,body={1}", body.ID, body);
|
||||
PhysicsScene.TaintedObject(inTaintTime, "BSShapeCollection.ReferenceBody", delegate()
|
||||
{
|
||||
if (!BulletSimAPI.IsInWorld2(body.ptr))
|
||||
if (!PhysicsScene.PE.IsInWorld(body))
|
||||
{
|
||||
BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, body.ptr);
|
||||
PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, body);
|
||||
if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceBody,addedToWorld,ref={1}", body.ID, body);
|
||||
}
|
||||
});
|
||||
|
@ -166,15 +166,15 @@ public sealed class BSShapeCollection : IDisposable
|
|||
// If the caller needs to know the old body is going away, pass the event up.
|
||||
if (bodyCallback != null) bodyCallback(body);
|
||||
|
||||
if (BulletSimAPI.IsInWorld2(body.ptr))
|
||||
if (PhysicsScene.PE.IsInWorld(body))
|
||||
{
|
||||
BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, body.ptr);
|
||||
PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, body);
|
||||
if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceBody,removingFromWorld. Body={1}", body.ID, body);
|
||||
}
|
||||
|
||||
// Zero any reference to the shape so it is not freed when the body is deleted.
|
||||
BulletSimAPI.SetCollisionShape2(PhysicsScene.World.ptr, body.ptr, IntPtr.Zero);
|
||||
BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, body.ptr);
|
||||
PhysicsScene.PE.SetCollisionShape(PhysicsScene.World, body, new BulletShape());
|
||||
PhysicsScene.PE.DestroyObject(PhysicsScene.World, body);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
@ -259,9 +259,9 @@ public sealed class BSShapeCollection : IDisposable
|
|||
{
|
||||
// Native shapes are not tracked and are released immediately
|
||||
if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceShape,deleteNativeShape,ptr={1},taintTime={2}",
|
||||
BSScene.DetailLogZero, shape.ptr.ToString("X"), inTaintTime);
|
||||
BSScene.DetailLogZero, shape.AddrString, inTaintTime);
|
||||
if (shapeCallback != null) shapeCallback(shape);
|
||||
BulletSimAPI.DeleteCollisionShape2(PhysicsScene.World.ptr, shape.ptr);
|
||||
PhysicsScene.PE.DeleteCollisionShape(PhysicsScene.World, shape);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -332,36 +332,36 @@ public sealed class BSShapeCollection : IDisposable
|
|||
// Called at taint-time.
|
||||
private void DereferenceCompound(BulletShape shape, ShapeDestructionCallback shapeCallback)
|
||||
{
|
||||
if (!BulletSimAPI.IsCompound2(shape.ptr))
|
||||
if (!PhysicsScene.PE.IsCompound(shape))
|
||||
{
|
||||
// Failed the sanity check!!
|
||||
PhysicsScene.Logger.ErrorFormat("{0} Attempt to free a compound shape that is not compound!! type={1}, ptr={2}",
|
||||
LogHeader, shape.type, shape.ptr.ToString("X"));
|
||||
LogHeader, shape.type, shape.AddrString);
|
||||
if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceCompound,notACompoundShape,type={1},ptr={2}",
|
||||
BSScene.DetailLogZero, shape.type, shape.ptr.ToString("X"));
|
||||
BSScene.DetailLogZero, shape.type, shape.AddrString);
|
||||
return;
|
||||
}
|
||||
|
||||
int numChildren = BulletSimAPI.GetNumberOfCompoundChildren2(shape.ptr);
|
||||
int numChildren = PhysicsScene.PE.GetNumberOfCompoundChildren(shape);
|
||||
if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceCompound,shape={1},children={2}", BSScene.DetailLogZero, shape, numChildren);
|
||||
|
||||
for (int ii = numChildren - 1; ii >= 0; ii--)
|
||||
{
|
||||
IntPtr childShape = BulletSimAPI.RemoveChildShapeFromCompoundShapeIndex2(shape.ptr, ii);
|
||||
BulletShape childShape = PhysicsScene.PE.RemoveChildShapeFromCompoundShapeIndex(shape, ii);
|
||||
DereferenceAnonCollisionShape(childShape);
|
||||
}
|
||||
BulletSimAPI.DeleteCollisionShape2(PhysicsScene.World.ptr, shape.ptr);
|
||||
PhysicsScene.PE.DeleteCollisionShape(PhysicsScene.World, shape);
|
||||
}
|
||||
|
||||
// Sometimes we have a pointer to a collision shape but don't know what type it is.
|
||||
// Figure out type and call the correct dereference routine.
|
||||
// Called at taint-time.
|
||||
private void DereferenceAnonCollisionShape(IntPtr cShape)
|
||||
private void DereferenceAnonCollisionShape(BulletShape shapeInfo)
|
||||
{
|
||||
MeshDesc meshDesc;
|
||||
HullDesc hullDesc;
|
||||
|
||||
BulletShape shapeInfo = new BulletShape(cShape);
|
||||
IntPtr cShape = shapeInfo.ptr;
|
||||
if (TryGetMeshByPtr(cShape, out meshDesc))
|
||||
{
|
||||
shapeInfo.type = BSPhysicsShapeType.SHAPE_MESH;
|
||||
|
@ -376,13 +376,13 @@ public sealed class BSShapeCollection : IDisposable
|
|||
}
|
||||
else
|
||||
{
|
||||
if (BulletSimAPI.IsCompound2(cShape))
|
||||
if (PhysicsScene.PE.IsCompound(shapeInfo))
|
||||
{
|
||||
shapeInfo.type = BSPhysicsShapeType.SHAPE_COMPOUND;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (BulletSimAPI.IsNativeShape2(cShape))
|
||||
if (PhysicsScene.PE.IsNativeShape(shapeInfo))
|
||||
{
|
||||
shapeInfo.isNativeShape = true;
|
||||
shapeInfo.type = BSPhysicsShapeType.SHAPE_BOX; // (technically, type doesn't matter)
|
||||
|
@ -400,7 +400,7 @@ public sealed class BSShapeCollection : IDisposable
|
|||
else
|
||||
{
|
||||
PhysicsScene.Logger.ErrorFormat("{0} Could not decypher shape type. Region={1}, addr={2}",
|
||||
LogHeader, PhysicsScene.RegionName, cShape.ToString("X"));
|
||||
LogHeader, PhysicsScene.RegionName, shapeInfo.AddrString);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -467,7 +467,7 @@ public sealed class BSShapeCollection : IDisposable
|
|||
// Get the scale of any existing shape so we can see if the new shape is same native type and same size.
|
||||
OMV.Vector3 scaleOfExistingShape = OMV.Vector3.Zero;
|
||||
if (prim.PhysShape.HasPhysicalShape)
|
||||
scaleOfExistingShape = BulletSimAPI.GetLocalScaling2(prim.PhysShape.ptr);
|
||||
scaleOfExistingShape = PhysicsScene.PE.GetLocalScaling(prim.PhysShape);
|
||||
|
||||
if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,maybeNative,force={1},primScale={2},primSize={3},primShape={4}",
|
||||
prim.LocalID, forceRebuild, prim.Scale, prim.Size, prim.PhysShape.type);
|
||||
|
@ -570,19 +570,15 @@ public sealed class BSShapeCollection : IDisposable
|
|||
|
||||
if (shapeType == BSPhysicsShapeType.SHAPE_CAPSULE)
|
||||
{
|
||||
// The proper scale has been calculated in the prim.
|
||||
newShape = new BulletShape(
|
||||
// Bullet's capsule total height is the passed "height + (radius * 2)" so, the base
|
||||
// capsule is radius of 0.5f (1 diameter) and height of two (1.0f + 0.5f * 2)".
|
||||
// This must be taken into account when computing the scaling of the capsule.
|
||||
BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, 1f, 1f, prim.Scale)
|
||||
, shapeType);
|
||||
|
||||
newShape = PhysicsScene.PE.BuildCapsuleShape(PhysicsScene.World, 1f, 1f, prim.Scale);
|
||||
if (DDetail) DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Native shapes are scaled in Bullet so set the scaling to the size
|
||||
newShape = new BulletShape(BulletSimAPI.BuildNativeShape2(PhysicsScene.World.ptr, nativeShapeData), shapeType);
|
||||
newShape = PhysicsScene.PE.BuildNativeShape(PhysicsScene.World, nativeShapeData);
|
||||
|
||||
}
|
||||
if (!newShape.HasPhysicalShape)
|
||||
{
|
||||
|
@ -629,13 +625,14 @@ public sealed class BSShapeCollection : IDisposable
|
|||
|
||||
private BulletShape CreatePhysicalMesh(string objName, System.UInt64 newMeshKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod)
|
||||
{
|
||||
BulletShape newShape = new BulletShape();
|
||||
IMesh meshData = null;
|
||||
IntPtr meshPtr = IntPtr.Zero;
|
||||
|
||||
MeshDesc meshDesc;
|
||||
if (Meshes.TryGetValue(newMeshKey, out meshDesc))
|
||||
{
|
||||
// If the mesh has already been built just use it.
|
||||
meshPtr = meshDesc.ptr;
|
||||
newShape = new BulletShape(meshDesc.ptr, BSPhysicsShapeType.SHAPE_MESH);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -658,11 +655,10 @@ public sealed class BSShapeCollection : IDisposable
|
|||
// m_log.DebugFormat("{0}: BSShapeCollection.CreatePhysicalMesh: calling CreateMesh. lid={1}, key={2}, indices={3}, vertices={4}",
|
||||
// LogHeader, prim.LocalID, newMeshKey, indices.Length, vertices.Count);
|
||||
|
||||
meshPtr = BulletSimAPI.CreateMeshShape2(PhysicsScene.World.ptr,
|
||||
newShape = PhysicsScene.PE.CreateMeshShape(PhysicsScene.World,
|
||||
indices.GetLength(0), indices, vertices.Count, verticesAsFloats);
|
||||
}
|
||||
}
|
||||
BulletShape newShape = new BulletShape(meshPtr, BSPhysicsShapeType.SHAPE_MESH);
|
||||
newShape.shapeKey = newMeshKey;
|
||||
|
||||
return newShape;
|
||||
|
@ -700,12 +696,14 @@ public sealed class BSShapeCollection : IDisposable
|
|||
private BulletShape CreatePhysicalHull(string objName, System.UInt64 newHullKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod)
|
||||
{
|
||||
|
||||
BulletShape newShape = new BulletShape();
|
||||
IntPtr hullPtr = IntPtr.Zero;
|
||||
|
||||
HullDesc hullDesc;
|
||||
if (Hulls.TryGetValue(newHullKey, out hullDesc))
|
||||
{
|
||||
// If the hull shape already is created, just use it.
|
||||
hullPtr = hullDesc.ptr;
|
||||
newShape = new BulletShape(hullDesc.ptr, BSPhysicsShapeType.SHAPE_HULL);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -793,11 +791,10 @@ public sealed class BSShapeCollection : IDisposable
|
|||
}
|
||||
}
|
||||
// create the hull data structure in Bullet
|
||||
hullPtr = BulletSimAPI.CreateHullShape2(PhysicsScene.World.ptr, hullCount, convHulls);
|
||||
newShape = PhysicsScene.PE.CreateHullShape(PhysicsScene.World, hullCount, convHulls);
|
||||
}
|
||||
}
|
||||
|
||||
BulletShape newShape = new BulletShape(hullPtr, BSPhysicsShapeType.SHAPE_HULL);
|
||||
newShape.shapeKey = newHullKey;
|
||||
|
||||
return newShape;
|
||||
|
@ -819,12 +816,12 @@ public sealed class BSShapeCollection : IDisposable
|
|||
// Don't need to do this as the shape is freed when the new root shape is created below.
|
||||
// DereferenceShape(prim.PhysShape, true, shapeCallback);
|
||||
|
||||
BulletShape cShape = new BulletShape(
|
||||
BulletSimAPI.CreateCompoundShape2(PhysicsScene.World.ptr, false), BSPhysicsShapeType.SHAPE_COMPOUND);
|
||||
|
||||
BulletShape cShape = PhysicsScene.PE.CreateCompoundShape(PhysicsScene.World, false);
|
||||
|
||||
// Create the shape for the root prim and add it to the compound shape. Cannot be a native shape.
|
||||
CreateGeomMeshOrHull(prim, shapeCallback);
|
||||
BulletSimAPI.AddChildShapeToCompoundShape2(cShape.ptr, prim.PhysShape.ptr, OMV.Vector3.Zero, OMV.Quaternion.Identity);
|
||||
PhysicsScene.PE.AddChildShapeToCompoundShape(cShape, prim.PhysShape, OMV.Vector3.Zero, OMV.Quaternion.Identity);
|
||||
if (DDetail) DetailLog("{0},BSShapeCollection.GetReferenceToCompoundShape,addRootPrim,compShape={1},rootShape={2}",
|
||||
prim.LocalID, cShape, prim.PhysShape);
|
||||
|
||||
|
@ -932,7 +929,7 @@ public sealed class BSShapeCollection : IDisposable
|
|||
// If not a solid object, body is a GhostObject. Otherwise a RigidBody.
|
||||
if (!mustRebuild)
|
||||
{
|
||||
CollisionObjectTypes bodyType = (CollisionObjectTypes)BulletSimAPI.GetBodyType2(prim.PhysBody.ptr);
|
||||
CollisionObjectTypes bodyType = (CollisionObjectTypes)PhysicsScene.PE.GetBodyType(prim.PhysBody);
|
||||
if (prim.IsSolid && bodyType != CollisionObjectTypes.CO_RIGID_BODY
|
||||
|| !prim.IsSolid && bodyType != CollisionObjectTypes.CO_GHOST_OBJECT)
|
||||
{
|
||||
|
@ -947,20 +944,16 @@ public sealed class BSShapeCollection : IDisposable
|
|||
DereferenceBody(prim.PhysBody, true, bodyCallback);
|
||||
|
||||
BulletBody aBody;
|
||||
IntPtr bodyPtr = IntPtr.Zero;
|
||||
if (prim.IsSolid)
|
||||
{
|
||||
bodyPtr = BulletSimAPI.CreateBodyFromShape2(sim.ptr, shape.ptr,
|
||||
prim.LocalID, prim.RawPosition, prim.RawOrientation);
|
||||
if (DDetail) DetailLog("{0},BSShapeCollection.CreateBody,mesh,ptr={1}", prim.LocalID, bodyPtr.ToString("X"));
|
||||
aBody = PhysicsScene.PE.CreateBodyFromShape(sim, shape, prim.LocalID, prim.RawPosition, prim.RawOrientation);
|
||||
if (DDetail) DetailLog("{0},BSShapeCollection.CreateBody,mesh,body={1}", prim.LocalID, aBody);
|
||||
}
|
||||
else
|
||||
{
|
||||
bodyPtr = BulletSimAPI.CreateGhostFromShape2(sim.ptr, shape.ptr,
|
||||
prim.LocalID, prim.RawPosition, prim.RawOrientation);
|
||||
if (DDetail) DetailLog("{0},BSShapeCollection.CreateBody,ghost,ptr={1}", prim.LocalID, bodyPtr.ToString("X"));
|
||||
aBody = PhysicsScene.PE.CreateGhostFromShape(sim, shape, prim.LocalID, prim.RawPosition, prim.RawOrientation);
|
||||
if (DDetail) DetailLog("{0},BSShapeCollection.CreateBody,ghost,body={1}", prim.LocalID, aBody);
|
||||
}
|
||||
aBody = new BulletBody(prim.LocalID, bodyPtr);
|
||||
|
||||
ReferenceBody(aBody, true);
|
||||
|
||||
|
|
|
@ -91,11 +91,17 @@ public abstract class BSShape
|
|||
// All shapes have a static call to get a reference to the physical shape
|
||||
// protected abstract static BSShape GetReference();
|
||||
|
||||
// Returns a string for debugging that uniquily identifies the memory used by this instance
|
||||
public string AddrString
|
||||
{
|
||||
get { return ptr.ToString("X"); }
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
StringBuilder buff = new StringBuilder();
|
||||
buff.Append("<p=");
|
||||
buff.Append(ptr.ToString("X"));
|
||||
buff.Append(AddrString);
|
||||
buff.Append(",s=");
|
||||
buff.Append(type.ToString());
|
||||
buff.Append(",k=");
|
||||
|
@ -126,7 +132,8 @@ public class BSShapeNative : BSShape
|
|||
BSPhysicsShapeType shapeType, FixedShapeKey shapeKey)
|
||||
{
|
||||
// Native shapes are not shared and are always built anew.
|
||||
return new BSShapeNative(physicsScene, prim, shapeType, shapeKey);
|
||||
//return new BSShapeNative(physicsScene, prim, shapeType, shapeKey);
|
||||
return null;
|
||||
}
|
||||
|
||||
private BSShapeNative(BSScene physicsScene, BSPhysObject prim,
|
||||
|
@ -141,14 +148,15 @@ public class BSShapeNative : BSShape
|
|||
nativeShapeData.HullKey = (ulong)shapeKey;
|
||||
|
||||
|
||||
/*
|
||||
if (shapeType == BSPhysicsShapeType.SHAPE_CAPSULE)
|
||||
{
|
||||
ptr = BulletSimAPI.BuildCapsuleShape2(physicsScene.World.ptr, 1f, 1f, prim.Scale);
|
||||
ptr = PhysicsScene.PE.BuildCapsuleShape(physicsScene.World, 1f, 1f, prim.Scale);
|
||||
physicsScene.DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale);
|
||||
}
|
||||
else
|
||||
{
|
||||
ptr = BulletSimAPI.BuildNativeShape2(physicsScene.World.ptr, nativeShapeData);
|
||||
ptr = PhysicsScene.PE.BuildNativeShape(physicsScene.World, nativeShapeData);
|
||||
}
|
||||
if (ptr == IntPtr.Zero)
|
||||
{
|
||||
|
@ -157,15 +165,18 @@ public class BSShapeNative : BSShape
|
|||
}
|
||||
type = shapeType;
|
||||
key = (UInt64)shapeKey;
|
||||
*/
|
||||
}
|
||||
// Make this reference to the physical shape go away since native shapes are not shared.
|
||||
public override void Dereference(BSScene physicsScene)
|
||||
{
|
||||
/*
|
||||
// Native shapes are not tracked and are released immediately
|
||||
physicsScene.DetailLog("{0},BSShapeCollection.DereferenceShape,deleteNativeShape,shape={1}", BSScene.DetailLogZero, this);
|
||||
BulletSimAPI.DeleteCollisionShape2(physicsScene.World.ptr, ptr);
|
||||
PhysicsScene.PE.DeleteCollisionShape(physicsScene.World, this);
|
||||
ptr = IntPtr.Zero;
|
||||
// Garbage collection will free up this instance.
|
||||
*/
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -44,7 +44,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys
|
|||
{
|
||||
static string LogHeader = "[BULLETSIM TERRAIN HEIGHTMAP]";
|
||||
|
||||
BulletHeightMapInfo m_mapInfo = null;
|
||||
BulletHMapInfo m_mapInfo = null;
|
||||
|
||||
// Constructor to build a default, flat heightmap terrain.
|
||||
public BSTerrainHeightmap(BSScene physicsScene, Vector3 regionBase, uint id, Vector3 regionSize)
|
||||
|
@ -58,7 +58,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys
|
|||
{
|
||||
initialMap[ii] = BSTerrainManager.HEIGHT_INITIALIZATION;
|
||||
}
|
||||
m_mapInfo = new BulletHeightMapInfo(id, initialMap, IntPtr.Zero);
|
||||
m_mapInfo = new BulletHMapInfo(id, initialMap);
|
||||
m_mapInfo.minCoords = minTerrainCoords;
|
||||
m_mapInfo.maxCoords = maxTerrainCoords;
|
||||
m_mapInfo.terrainRegionBase = TerrainBase;
|
||||
|
@ -72,7 +72,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys
|
|||
Vector3 minCoords, Vector3 maxCoords)
|
||||
: base(physicsScene, regionBase, id)
|
||||
{
|
||||
m_mapInfo = new BulletHeightMapInfo(id, initialMap, IntPtr.Zero);
|
||||
m_mapInfo = new BulletHMapInfo(id, initialMap);
|
||||
m_mapInfo.minCoords = minCoords;
|
||||
m_mapInfo.maxCoords = maxCoords;
|
||||
m_mapInfo.minZ = minCoords.Z;
|
||||
|
@ -91,13 +91,11 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys
|
|||
// Using the information in m_mapInfo, create the physical representation of the heightmap.
|
||||
private void BuildHeightmapTerrain()
|
||||
{
|
||||
m_mapInfo.Ptr = BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.ptr, m_mapInfo.ID,
|
||||
m_mapInfo.minCoords, m_mapInfo.maxCoords,
|
||||
m_mapInfo.heightMap, BSParam.TerrainCollisionMargin);
|
||||
|
||||
// Create the terrain shape from the mapInfo
|
||||
m_mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(m_mapInfo.Ptr),
|
||||
BSPhysicsShapeType.SHAPE_TERRAIN);
|
||||
m_mapInfo.terrainShape = PhysicsScene.PE.CreateTerrainShape( m_mapInfo.ID,
|
||||
new Vector3(m_mapInfo.sizeX, m_mapInfo.sizeY, 0), m_mapInfo.minZ, m_mapInfo.maxZ,
|
||||
m_mapInfo.heightMap, 1f, BSParam.TerrainCollisionMargin);
|
||||
|
||||
|
||||
// The terrain object initial position is at the center of the object
|
||||
Vector3 centerPos;
|
||||
|
@ -105,27 +103,26 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys
|
|||
centerPos.Y = m_mapInfo.minCoords.Y + (m_mapInfo.sizeY / 2f);
|
||||
centerPos.Z = m_mapInfo.minZ + ((m_mapInfo.maxZ - m_mapInfo.minZ) / 2f);
|
||||
|
||||
m_mapInfo.terrainBody = new BulletBody(m_mapInfo.ID,
|
||||
BulletSimAPI.CreateBodyWithDefaultMotionState2(m_mapInfo.terrainShape.ptr,
|
||||
m_mapInfo.ID, centerPos, Quaternion.Identity));
|
||||
m_mapInfo.terrainBody = PhysicsScene.PE.CreateBodyWithDefaultMotionState(m_mapInfo.terrainShape,
|
||||
m_mapInfo.ID, centerPos, Quaternion.Identity);
|
||||
|
||||
// Set current terrain attributes
|
||||
BulletSimAPI.SetFriction2(m_mapInfo.terrainBody.ptr, BSParam.TerrainFriction);
|
||||
BulletSimAPI.SetHitFraction2(m_mapInfo.terrainBody.ptr, BSParam.TerrainHitFraction);
|
||||
BulletSimAPI.SetRestitution2(m_mapInfo.terrainBody.ptr, BSParam.TerrainRestitution);
|
||||
BulletSimAPI.SetCollisionFlags2(m_mapInfo.terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT);
|
||||
PhysicsScene.PE.SetFriction(m_mapInfo.terrainBody, BSParam.TerrainFriction);
|
||||
PhysicsScene.PE.SetHitFraction(m_mapInfo.terrainBody, BSParam.TerrainHitFraction);
|
||||
PhysicsScene.PE.SetRestitution(m_mapInfo.terrainBody, BSParam.TerrainRestitution);
|
||||
PhysicsScene.PE.SetCollisionFlags(m_mapInfo.terrainBody, CollisionFlags.CF_STATIC_OBJECT);
|
||||
|
||||
// Return the new terrain to the world of physical objects
|
||||
BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr);
|
||||
PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, m_mapInfo.terrainBody);
|
||||
|
||||
// redo its bounding box now that it is in the world
|
||||
BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr);
|
||||
PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, m_mapInfo.terrainBody);
|
||||
|
||||
m_mapInfo.terrainBody.collisionType = CollisionType.Terrain;
|
||||
m_mapInfo.terrainBody.ApplyCollisionMask();
|
||||
m_mapInfo.terrainBody.ApplyCollisionMask(PhysicsScene);
|
||||
|
||||
// Make it so the terrain will not move or be considered for movement.
|
||||
BulletSimAPI.ForceActivationState2(m_mapInfo.terrainBody.ptr, ActivationState.DISABLE_SIMULATION);
|
||||
PhysicsScene.PE.ForceActivationState(m_mapInfo.terrainBody, ActivationState.DISABLE_SIMULATION);
|
||||
|
||||
return;
|
||||
}
|
||||
|
@ -137,10 +134,9 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys
|
|||
{
|
||||
if (m_mapInfo.terrainBody.HasPhysicalBody)
|
||||
{
|
||||
BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr);
|
||||
PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, m_mapInfo.terrainBody);
|
||||
// Frees both the body and the shape.
|
||||
BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr);
|
||||
BulletSimAPI.ReleaseHeightMapInfo2(m_mapInfo.Ptr);
|
||||
PhysicsScene.PE.DestroyObject(PhysicsScene.World, m_mapInfo.terrainBody);
|
||||
}
|
||||
}
|
||||
m_mapInfo = null;
|
||||
|
|
|
@ -133,20 +133,17 @@ public sealed class BSTerrainManager : IDisposable
|
|||
public void CreateInitialGroundPlaneAndTerrain()
|
||||
{
|
||||
// The ground plane is here to catch things that are trying to drop to negative infinity
|
||||
BulletShape groundPlaneShape = new BulletShape(
|
||||
BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f,
|
||||
BSParam.TerrainCollisionMargin),
|
||||
BSPhysicsShapeType.SHAPE_GROUNDPLANE);
|
||||
m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID,
|
||||
BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.ptr, BSScene.GROUNDPLANE_ID,
|
||||
Vector3.Zero, Quaternion.Identity));
|
||||
BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_groundPlane.ptr);
|
||||
BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_groundPlane.ptr);
|
||||
BulletShape groundPlaneShape = PhysicsScene.PE.CreateGroundPlaneShape(BSScene.GROUNDPLANE_ID, 1f, BSParam.TerrainCollisionMargin);
|
||||
m_groundPlane = PhysicsScene.PE.CreateBodyWithDefaultMotionState(groundPlaneShape,
|
||||
BSScene.GROUNDPLANE_ID, Vector3.Zero, Quaternion.Identity);
|
||||
|
||||
PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, m_groundPlane);
|
||||
PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, m_groundPlane);
|
||||
// Ground plane does not move
|
||||
BulletSimAPI.ForceActivationState2(m_groundPlane.ptr, ActivationState.DISABLE_SIMULATION);
|
||||
PhysicsScene.PE.ForceActivationState(m_groundPlane, ActivationState.DISABLE_SIMULATION);
|
||||
// Everything collides with the ground plane.
|
||||
m_groundPlane.collisionType = CollisionType.Groundplane;
|
||||
m_groundPlane.ApplyCollisionMask();
|
||||
m_groundPlane.ApplyCollisionMask(PhysicsScene);
|
||||
|
||||
// Build an initial terrain and put it in the world. This quickly gets replaced by the real region terrain.
|
||||
BSTerrainPhys initialTerrain = new BSTerrainHeightmap(PhysicsScene, Vector3.Zero, BSScene.TERRAIN_ID, DefaultRegionSize);
|
||||
|
@ -158,9 +155,9 @@ public sealed class BSTerrainManager : IDisposable
|
|||
{
|
||||
if (m_groundPlane.HasPhysicalBody)
|
||||
{
|
||||
if (BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, m_groundPlane.ptr))
|
||||
if (PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, m_groundPlane))
|
||||
{
|
||||
BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, m_groundPlane.ptr);
|
||||
PhysicsScene.PE.DestroyObject(PhysicsScene.World, m_groundPlane);
|
||||
}
|
||||
m_groundPlane.Clear();
|
||||
}
|
||||
|
|
|
@ -91,9 +91,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys
|
|||
PhysicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,indices={1},indSz={2},vertices={3},vertSz={4}",
|
||||
ID, indicesCount, indices.Length, verticesCount, vertices.Length);
|
||||
|
||||
m_terrainShape = new BulletShape(BulletSimAPI.CreateMeshShape2(PhysicsScene.World.ptr,
|
||||
indicesCount, indices, verticesCount, vertices),
|
||||
BSPhysicsShapeType.SHAPE_MESH);
|
||||
m_terrainShape = PhysicsScene.PE.CreateMeshShape(PhysicsScene.World, indicesCount, indices, verticesCount, vertices);
|
||||
if (!m_terrainShape.HasPhysicalShape)
|
||||
{
|
||||
// DISASTER!!
|
||||
|
@ -106,7 +104,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys
|
|||
Vector3 pos = regionBase;
|
||||
Quaternion rot = Quaternion.Identity;
|
||||
|
||||
m_terrainBody = new BulletBody(id, BulletSimAPI.CreateBodyWithDefaultMotionState2( m_terrainShape.ptr, ID, pos, rot));
|
||||
m_terrainBody = PhysicsScene.PE.CreateBodyWithDefaultMotionState(m_terrainShape, ID, pos, rot);
|
||||
if (!m_terrainBody.HasPhysicalBody)
|
||||
{
|
||||
// DISASTER!!
|
||||
|
@ -116,34 +114,34 @@ public sealed class BSTerrainMesh : BSTerrainPhys
|
|||
}
|
||||
|
||||
// Set current terrain attributes
|
||||
BulletSimAPI.SetFriction2(m_terrainBody.ptr, BSParam.TerrainFriction);
|
||||
BulletSimAPI.SetHitFraction2(m_terrainBody.ptr, BSParam.TerrainHitFraction);
|
||||
BulletSimAPI.SetRestitution2(m_terrainBody.ptr, BSParam.TerrainRestitution);
|
||||
BulletSimAPI.SetCollisionFlags2(m_terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT);
|
||||
PhysicsScene.PE.SetFriction(m_terrainBody, BSParam.TerrainFriction);
|
||||
PhysicsScene.PE.SetHitFraction(m_terrainBody, BSParam.TerrainHitFraction);
|
||||
PhysicsScene.PE.SetRestitution(m_terrainBody, BSParam.TerrainRestitution);
|
||||
PhysicsScene.PE.SetCollisionFlags(m_terrainBody, CollisionFlags.CF_STATIC_OBJECT);
|
||||
|
||||
// Static objects are not very massive.
|
||||
BulletSimAPI.SetMassProps2(m_terrainBody.ptr, 0f, Vector3.Zero);
|
||||
PhysicsScene.PE.SetMassProps(m_terrainBody, 0f, Vector3.Zero);
|
||||
|
||||
// Put the new terrain to the world of physical objects
|
||||
BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_terrainBody.ptr);
|
||||
PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, m_terrainBody);
|
||||
|
||||
// Redo its bounding box now that it is in the world
|
||||
BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_terrainBody.ptr);
|
||||
PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, m_terrainBody);
|
||||
|
||||
m_terrainBody.collisionType = CollisionType.Terrain;
|
||||
m_terrainBody.ApplyCollisionMask();
|
||||
m_terrainBody.ApplyCollisionMask(PhysicsScene);
|
||||
|
||||
// Make it so the terrain will not move or be considered for movement.
|
||||
BulletSimAPI.ForceActivationState2(m_terrainBody.ptr, ActivationState.DISABLE_SIMULATION);
|
||||
PhysicsScene.PE.ForceActivationState(m_terrainBody, ActivationState.DISABLE_SIMULATION);
|
||||
}
|
||||
|
||||
public override void Dispose()
|
||||
{
|
||||
if (m_terrainBody.HasPhysicalBody)
|
||||
{
|
||||
BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, m_terrainBody.ptr);
|
||||
PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, m_terrainBody);
|
||||
// Frees both the body and the shape.
|
||||
BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, m_terrainBody.ptr);
|
||||
PhysicsScene.PE.DestroyObject(PhysicsScene.World, m_terrainBody);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -35,7 +35,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
// These hold pointers to allocated objects in the unmanaged space.
|
||||
|
||||
// The physics engine controller class created at initialization
|
||||
public struct BulletWorld
|
||||
public class BulletWorld
|
||||
{
|
||||
public BulletWorld(uint worldId, BSScene bss, IntPtr xx)
|
||||
{
|
||||
|
@ -50,7 +50,7 @@ public struct BulletWorld
|
|||
}
|
||||
|
||||
// An allocated Bullet btRigidBody
|
||||
public struct BulletBody
|
||||
public class BulletBody
|
||||
{
|
||||
public BulletBody(uint id) : this(id, IntPtr.Zero)
|
||||
{
|
||||
|
@ -72,23 +72,32 @@ public struct BulletBody
|
|||
public bool HasPhysicalBody { get { return ptr != IntPtr.Zero; } }
|
||||
|
||||
// Apply the specificed collision mask into the physical world
|
||||
public bool ApplyCollisionMask()
|
||||
public bool ApplyCollisionMask(BSScene physicsScene)
|
||||
{
|
||||
// Should assert the body has been added to the physical world.
|
||||
// (The collision masks are stored in the collision proxy cache which only exists for
|
||||
// a collision body that is in the world.)
|
||||
return BulletSimAPI.SetCollisionGroupMask2(ptr,
|
||||
return physicsScene.PE.SetCollisionGroupMask(this,
|
||||
BulletSimData.CollisionTypeMasks[collisionType].group,
|
||||
BulletSimData.CollisionTypeMasks[collisionType].mask);
|
||||
}
|
||||
|
||||
// Used for log messages for a unique display of the memory/object allocated to this instance
|
||||
public string AddrString
|
||||
{
|
||||
get
|
||||
{
|
||||
return ptr.ToString("X");
|
||||
}
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
StringBuilder buff = new StringBuilder();
|
||||
buff.Append("<id=");
|
||||
buff.Append(ID.ToString());
|
||||
buff.Append(",p=");
|
||||
buff.Append(ptr.ToString("X"));
|
||||
buff.Append(AddrString);
|
||||
buff.Append(",c=");
|
||||
buff.Append(collisionType);
|
||||
buff.Append(">");
|
||||
|
@ -96,9 +105,14 @@ public struct BulletBody
|
|||
}
|
||||
}
|
||||
|
||||
public struct BulletShape
|
||||
public class BulletShape
|
||||
{
|
||||
public BulletShape(IntPtr xx) : this(xx, BSPhysicsShapeType.SHAPE_UNKNOWN)
|
||||
public BulletShape()
|
||||
: this(IntPtr.Zero, BSPhysicsShapeType.SHAPE_UNKNOWN)
|
||||
{
|
||||
}
|
||||
public BulletShape(IntPtr xx)
|
||||
: this(xx, BSPhysicsShapeType.SHAPE_UNKNOWN)
|
||||
{
|
||||
}
|
||||
public BulletShape(IntPtr xx, BSPhysicsShapeType typ)
|
||||
|
@ -119,11 +133,20 @@ public struct BulletShape
|
|||
}
|
||||
public bool HasPhysicalShape { get { return ptr != IntPtr.Zero; } }
|
||||
|
||||
// Used for log messages for a unique display of the memory/object allocated to this instance
|
||||
public string AddrString
|
||||
{
|
||||
get
|
||||
{
|
||||
return ptr.ToString("X");
|
||||
}
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
StringBuilder buff = new StringBuilder();
|
||||
buff.Append("<p=");
|
||||
buff.Append(ptr.ToString("X"));
|
||||
buff.Append(AddrString);
|
||||
buff.Append(",s=");
|
||||
buff.Append(type.ToString());
|
||||
buff.Append(",k=");
|
||||
|
@ -136,7 +159,7 @@ public struct BulletShape
|
|||
}
|
||||
|
||||
// An allocated Bullet btConstraint
|
||||
public struct BulletConstraint
|
||||
public class BulletConstraint
|
||||
{
|
||||
public BulletConstraint(IntPtr xx)
|
||||
{
|
||||
|
@ -149,17 +172,25 @@ public struct BulletConstraint
|
|||
ptr = IntPtr.Zero;
|
||||
}
|
||||
public bool HasPhysicalConstraint { get { return ptr != IntPtr.Zero; } }
|
||||
|
||||
// Used for log messages for a unique display of the memory/object allocated to this instance
|
||||
public string AddrString
|
||||
{
|
||||
get
|
||||
{
|
||||
return ptr.ToString("X");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// An allocated HeightMapThing which holds various heightmap info.
|
||||
// Made a class rather than a struct so there would be only one
|
||||
// instance of this and C# will pass around pointers rather
|
||||
// than making copies.
|
||||
public class BulletHeightMapInfo
|
||||
public class BulletHMapInfo
|
||||
{
|
||||
public BulletHeightMapInfo(uint id, float[] hm, IntPtr xx) {
|
||||
public BulletHMapInfo(uint id, float[] hm) {
|
||||
ID = id;
|
||||
Ptr = xx;
|
||||
heightMap = hm;
|
||||
terrainRegionBase = OMV.Vector3.Zero;
|
||||
minCoords = new OMV.Vector3(100f, 100f, 25f);
|
||||
|
@ -168,7 +199,6 @@ public class BulletHeightMapInfo
|
|||
sizeX = sizeY = 256f;
|
||||
}
|
||||
public uint ID;
|
||||
public IntPtr Ptr;
|
||||
public float[] heightMap;
|
||||
public OMV.Vector3 terrainRegionBase;
|
||||
public OMV.Vector3 minCoords;
|
||||
|
|
|
@ -31,6 +31,7 @@ CRASHES
|
|||
|
||||
VEHICLES TODO LIST:
|
||||
=================================================
|
||||
Angular motor direction is global coordinates rather than local coordinates
|
||||
Border crossing with linked vehicle causes crash
|
||||
Vehicles (Move smoothly)
|
||||
Add vehicle collisions so IsColliding is properly reported.
|
||||
|
@ -60,7 +61,8 @@ Incorporate inter-relationship of angular corrections. For instance, angularDefl
|
|||
|
||||
BULLETSIM TODO LIST:
|
||||
=================================================
|
||||
Avatar density is WAY off. Compare and calibrate with what's in SL.
|
||||
Implement an avatar mesh shape. The Bullet capsule is way too limited.
|
||||
Consider just hand creating a vertex/index array in a new BSShapeAvatar.
|
||||
Revisit CollisionMargin. Builders notice the 0.04 spacing between prims.
|
||||
Duplicating a physical prim causes old prim to jump away
|
||||
Dup a phys prim and the original become unselected and thus interacts w/ selected prim.
|
||||
|
@ -78,7 +80,7 @@ Small physical objects do not interact correctly
|
|||
Create chain of .5x.5x.1 torui and make all but top physical so to hang.
|
||||
The chain will fall apart and pairs will dance around on ground
|
||||
Chains of 1x1x.2 will stay connected but will dance.
|
||||
Chains above 2x2x.4 are move stable and get stablier as torui get larger.
|
||||
Chains above 2x2x.4 are more stable and get stablier as torui get larger.
|
||||
Add PID motor for avatar movement (slow to stop, ...)
|
||||
setForce should set a constant force. Different than AddImpulse.
|
||||
Implement raycast.
|
||||
|
@ -97,9 +99,16 @@ Selecting and deselecting physical objects causes CPU processing time to jump
|
|||
Re-implement buoyancy as a separate force on the object rather than diddling gravity.
|
||||
Register a pre-step event to add the force.
|
||||
More efficient memory usage when passing hull information from BSPrim to BulletSim
|
||||
Avatar movement motor check for zero or small movement. Somehow suppress small movements
|
||||
when avatar has stopped and is just standing. Simple test for near zero has
|
||||
the problem of preventing starting up (increase from zero) especially when falling.
|
||||
Physical and phantom will drop through the terrain
|
||||
|
||||
|
||||
LINKSETS
|
||||
======================================================
|
||||
Offset the center of the linkset to be the geometric center of all the prims
|
||||
Not quite the same as the center-of-gravity
|
||||
Linksets should allow collisions to individual children
|
||||
Add LocalID to children shapes in LinksetCompound and create events for individuals
|
||||
LinksetCompound: when one of the children changes orientation (like tires
|
||||
|
@ -162,6 +171,9 @@ Avatar attachments have no mass? http://forums-archive.secondlife.com/54/f0/3179
|
|||
|
||||
INTERNAL IMPROVEMENT/CLEANUP
|
||||
=================================================
|
||||
Create the physical wrapper classes (BulletBody, BulletShape) by methods on
|
||||
BSAPITemplate and make their actual implementation Bullet engine specific.
|
||||
For the short term, just call the existing functions in ShapeCollection.
|
||||
Consider moving prim/character body and shape destruction in destroy()
|
||||
to postTimeTime rather than protecting all the potential sets that
|
||||
might have been queued up.
|
||||
|
@ -195,6 +207,9 @@ Should taints check for existance or activeness of target?
|
|||
keeps the object from being freed, but that is just an accident.
|
||||
Possibly have and 'active' flag that is checked by the taint processor?
|
||||
Parameters for physics logging should be moved from BSScene to BSParam (at least boolean ones)
|
||||
Can some of the physical wrapper classes (BulletBody, BulletWorld, BulletShape) be 'sealed'?
|
||||
There are TOO MANY interfaces from BulletSim core to Bullet itself
|
||||
Think of something to eliminate one or more of the layers
|
||||
|
||||
THREADING
|
||||
=================================================
|
||||
|
@ -253,3 +268,5 @@ llApplyImpulse()
|
|||
(Resolution: tested on SL and OS. AddForce scales the force for timestep)
|
||||
llSetBuoyancy() (DONE)
|
||||
(Resolution: Bullet resets object gravity when added to world. Moved set gravity)
|
||||
Avatar density is WAY off. Compare and calibrate with what's in SL. (DONE)
|
||||
(Resolution: set default density to 3.5 (from 60) which is closer to SL)
|
||||
|
|
|
@ -30,7 +30,7 @@ using System.Collections.Generic;
|
|||
using System.IO;
|
||||
using System.Reflection;
|
||||
using Nini.Config;
|
||||
using log4net;
|
||||
using log4net;
|
||||
using OpenSim.Framework;
|
||||
|
||||
namespace OpenSim.Region.Physics.Manager
|
||||
|
|
|
@ -96,6 +96,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
protected float m_ScriptDelayFactor = 1.0f;
|
||||
protected float m_ScriptDistanceFactor = 1.0f;
|
||||
protected float m_MinTimerInterval = 0.5f;
|
||||
protected float m_recoilScaleFactor = 0.0f;
|
||||
|
||||
protected DateTime m_timer = DateTime.Now;
|
||||
protected bool m_waitingForScriptAnswer = false;
|
||||
|
@ -146,6 +147,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
// there's an smtp config, so load in the snooze time.
|
||||
EMAIL_PAUSE_TIME = SMTPConfig.GetInt("email_pause_time", EMAIL_PAUSE_TIME);
|
||||
}
|
||||
// Rezzing an object with a velocity can create recoil. This feature seems to have been
|
||||
// removed from recent versions of SL. The code computes recoil (vel*mass) and scales
|
||||
// it by this factor. May be zero to turn off recoil all together.
|
||||
m_recoilScaleFactor = m_ScriptEngine.Config.GetFloat("RecoilScaleFactor", m_recoilScaleFactor);
|
||||
}
|
||||
|
||||
public override Object InitializeLifetimeService()
|
||||
|
@ -2829,10 +2834,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
|
||||
PhysicsActor pa = new_group.RootPart.PhysActor;
|
||||
|
||||
//Recoil.
|
||||
if (pa != null && pa.IsPhysical && (Vector3)vel != Vector3.Zero)
|
||||
{
|
||||
//Recoil.
|
||||
llApplyImpulse(vel * groupmass, 0);
|
||||
Vector3 recoil = -vel * groupmass * m_recoilScaleFactor;
|
||||
if (recoil != Vector3.Zero)
|
||||
{
|
||||
llApplyImpulse(recoil, 0);
|
||||
}
|
||||
}
|
||||
// Variable script delay? (see (http://wiki.secondlife.com/wiki/LSL_Delay)
|
||||
});
|
||||
|
|
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
|
@ -1747,6 +1747,7 @@
|
|||
<Reference name="OpenSim.Framework.Console"/>
|
||||
<Reference name="OpenSim.Region.Physics.Manager"/>
|
||||
<Reference name="OpenSim.Region.Physics.ConvexDecompositionDotNet"/>
|
||||
<Reference name="BulletXNA.dll" path="../../../../bin/"/>
|
||||
<Reference name="log4net.dll" path="../../../../bin/"/>
|
||||
|
||||
<Files>
|
||||
|
|
Loading…
Reference in New Issue