Modifications for prim movement. For now only in Mod. BulletX, but i think it can be easy to add to ODE. Enjoy kick the prims and be careful with the falling ones ;D

afrisby
darok 2007-11-03 19:33:00 +00:00
parent dabbdec2cd
commit fbf3c6a768
3 changed files with 114 additions and 56 deletions

View File

@ -55,6 +55,9 @@ namespace OpenSim.Region.Environment.Scenes
public bool HasChanged = false;
private LLVector3 lastPhysGroupPos;
private LLQuaternion lastPhysGroupRot;
#region Properties
/// <summary>
@ -490,6 +493,25 @@ namespace OpenSim.Region.Environment.Scenes
/// </summary>
public override void Update()
{
if (lastPhysGroupPos.GetDistanceTo(AbsolutePosition) > 0.02)
{
foreach (SceneObjectPart part in m_parts.Values)
{
if (part.UpdateFlag == 0) part.UpdateFlag = 1;
}
lastPhysGroupPos = AbsolutePosition;
}
if ((Math.Abs(lastPhysGroupRot.W - GroupRotation.W) > 0.1)
|| (Math.Abs(lastPhysGroupRot.X - GroupRotation.X) > 0.1)
|| (Math.Abs(lastPhysGroupRot.Y - GroupRotation.Y) > 0.1)
|| (Math.Abs(lastPhysGroupRot.Z - GroupRotation.Z) > 0.1))
{
foreach (SceneObjectPart part in m_parts.Values)
{
if (part.UpdateFlag == 0) part.UpdateFlag = 1;
}
lastPhysGroupRot = GroupRotation;
}
foreach (SceneObjectPart part in m_parts.Values)
{
part.SendScheduledUpdates();

View File

@ -148,8 +148,34 @@ namespace OpenSim.Region.Environment.Scenes
public LLVector3 GroupPosition
{
get { return m_groupPosition; }
set { m_groupPosition = value; }
get
{
if (PhysActor != null)
{
m_groupPosition.X = PhysActor.Position.X;
m_groupPosition.Y = PhysActor.Position.Y;
m_groupPosition.Z = PhysActor.Position.Z;
}
return m_groupPosition;
}
set
{
if (PhysActor != null)
{
try
{
//lock (m_scene.SyncRoot)
//{
PhysActor.Position = new PhysicsVector(value.X, value.Y, value.Z);
//}
}
catch (Exception e)
{
Console.WriteLine(e.Message);
}
}
m_groupPosition = value;
}
}
protected LLVector3 m_offsetPosition;
@ -169,8 +195,35 @@ namespace OpenSim.Region.Environment.Scenes
public LLQuaternion RotationOffset
{
get { return m_rotationOffset; }
set { m_rotationOffset = value; }
get
{
if (PhysActor != null)
{
m_rotationOffset.X = PhysActor.Orientation.x;
m_rotationOffset.Y = PhysActor.Orientation.y;
m_rotationOffset.Z = PhysActor.Orientation.z;
m_rotationOffset.W = PhysActor.Orientation.w;
}
return m_rotationOffset;
}
set
{
if (PhysActor != null)
{
try
{
//lock (m_scene.SyncRoot)
//{
PhysActor.Orientation = new Quaternion(value.W, value.X, value.Y, value.Z);
//}
}
catch (Exception ex)
{
Console.WriteLine(ex.Message);
}
}
m_rotationOffset = value;
}
}
protected LLVector3 m_velocity;
@ -260,7 +313,12 @@ namespace OpenSim.Region.Environment.Scenes
public SceneObjectGroup ParentGroup
{
get { return m_parentGroup; }
}
public byte UpdateFlag
{
get { return m_updateFlag; }
set { m_updateFlag = value; }
}
#region Constructors
@ -502,6 +560,7 @@ namespace OpenSim.Region.Environment.Scenes
{
AddTerseUpdateToAllAvatars();
ClearUpdateSchedule();
ScheduleTerseUpdate();
}
else
{
@ -706,6 +765,10 @@ namespace OpenSim.Region.Environment.Scenes
new Quaternion(RotationOffset.W, RotationOffset.X,
RotationOffset.Y, RotationOffset.Z), UsePhysics);
}
else
{
PhysActor.IsPhysical = UsePhysics;
}
}
if (IsTemporary)

View File

@ -400,35 +400,30 @@ namespace OpenSim.Region.Physics.BulletXPlugin
/// support simple box & hollow box now; later, more shapes
if (pbs.ProfileHollow == 0)
{
result = AddPrim(primName, position, size, rotation, null, null);
result = AddPrim(primName, position, size, rotation, null, null, isPhysical);
}
else
{
Mesh mesh = null;
result = AddPrim(primName, position, size, rotation, mesh, pbs);
result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical);
}
break;
default:
result = AddPrim(primName, position, size, rotation, null, null);
result = AddPrim(primName, position, size, rotation, null, null, isPhysical);
break;
}
return result;
}
public PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, AxiomQuaternion rotation)
{
return AddPrim("", position, size, rotation, null, null);
}
public PhysicsActor AddPrim(String name, PhysicsVector position, PhysicsVector size, AxiomQuaternion rotation,
Mesh mesh, PrimitiveBaseShape pbs)
Mesh mesh, PrimitiveBaseShape pbs, bool isPhysical)
{
BulletXPrim newPrim = null;
lock (BulletXLock)
{
newPrim = new BulletXPrim(name, this, position, size, rotation, mesh, pbs);
newPrim = new BulletXPrim(name, this, position, size, rotation, mesh, pbs, isPhysical);
_prims.Add(newPrim);
}
return newPrim;
@ -641,7 +636,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
public class BulletXActor : PhysicsActor
{
protected bool flying = false;
protected bool _physical = true;
protected bool _physical = false;
protected PhysicsVector _position;
protected PhysicsVector _velocity;
protected PhysicsVector _size;
@ -722,8 +717,8 @@ namespace OpenSim.Region.Physics.BulletXPlugin
public override bool IsPhysical
{
get { return false; }
set { return; }
get { return _physical; }
set { _physical = value; }
}
public override bool Flying
@ -736,17 +731,6 @@ namespace OpenSim.Region.Physics.BulletXPlugin
get { return iscolliding; }
set { iscolliding = value; }
}
/*public override bool Physical
{
get
{
return _physical;
}
set
{
_physical = value;
}
}*/
public virtual void SetAcceleration(PhysicsVector accel)
{
lock (BulletXScene.BulletXLock)
@ -854,6 +838,8 @@ namespace OpenSim.Region.Physics.BulletXPlugin
//.
_acceleration = acceleration;
_orientation = orientation;
_physical = true;
float _mass = 50.0f; //This depends of avatar's dimensions
//For RigidBody Constructor. The next values might change
float _linearDamping = 0.0f;
@ -1003,25 +989,23 @@ namespace OpenSim.Region.Physics.BulletXPlugin
private BulletXScene _parent_scene;
public BulletXPrim(String primName, BulletXScene parent_scene, PhysicsVector pos, PhysicsVector size,
AxiomQuaternion rotation, Mesh mesh, PrimitiveBaseShape pbs)
: this(primName, parent_scene, pos, new PhysicsVector(), size, new PhysicsVector(), rotation, mesh, pbs)
AxiomQuaternion rotation, Mesh mesh, PrimitiveBaseShape pbs, bool isPhysical)
: this(primName, parent_scene, pos, new PhysicsVector(), size, new PhysicsVector(), rotation, mesh, pbs, isPhysical)
{
}
public BulletXPrim(String primName, BulletXScene parent_scene, PhysicsVector pos, PhysicsVector velocity,
PhysicsVector size,
PhysicsVector aceleration, AxiomQuaternion rotation, Mesh mesh, PrimitiveBaseShape pbs)
PhysicsVector acceleration, AxiomQuaternion rotation, Mesh mesh, PrimitiveBaseShape pbs,
bool isPhysical)
{
if ((size.X == 0) || (size.Y == 0) || (size.Z == 0)) throw new Exception("Size 0");
if (rotation.Norm == 0f) rotation = AxiomQuaternion.Identity;
_position = pos;
//ZZZ
_physical = false;
//zzz
if (_physical) _velocity = velocity;
else _velocity = new PhysicsVector();
_physical = isPhysical;
_velocity = _physical ? velocity : new PhysicsVector();
_size = size;
_acceleration = aceleration;
_acceleration = acceleration;
_orientation = rotation;
_parent_scene = parent_scene;
@ -1068,26 +1052,18 @@ namespace OpenSim.Region.Physics.BulletXPlugin
get
{
//For now all prims are boxes
//ZZZ
return _density * _size.X * _size.Y * _size.Z;
//return (_physical ? 1 : 0) * _density * _size.X * _size.Y * _size.Z;
//zzz
return (_physical ? 1 : 0) * _density * _size.X * _size.Y * _size.Z;
}
}
public Boolean Physical
{
get { return _physical; }
set { _physical = value; }
}
/*public override bool Physical
public override bool IsPhysical
{
get
{
return base.Physical;
return base.IsPhysical;
}
set
{
base.Physical = value;
base.IsPhysical = value;
if (value)
{
//---
@ -1100,10 +1076,10 @@ namespace OpenSim.Region.Physics.BulletXPlugin
//---
PhysicsPluginManager.PhysicsPluginMessage("Physical - SetMassProps", true);
//---
this.rigidBody.SetMassProps(Mass, new MonoXnaCompactMaths.Vector3());
this.rigidBody.SetMassProps(Mass, new Vector3());
}
}
}*/
}
public override bool Flying
{
get { return base.Flying; }
@ -1184,10 +1160,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
CollisionShape _collisionShape = new XnaDevRu.BulletX.BoxShape(BulletXMaths.PhysicsVectorToXnaVector3(size) / 2.0f);
DefaultMotionState _motionState = new DefaultMotionState(_startTransform, _centerOfMassOffset);
Vector3 _localInertia = new Vector3();
//ZZZ
if (Mass > 0) _collisionShape.CalculateLocalInertia(Mass, out _localInertia); //Always when mass > 0
//if (_physical) _collisionShape.CalculateLocalInertia(Mass, out _localInertia); //Always when mass > 0
//zzz
if (_physical) _collisionShape.CalculateLocalInertia(Mass, out _localInertia); //Always when mass > 0
rigidBody = new RigidBody(Mass, _motionState, _collisionShape, _localInertia, _linearDamping, _angularDamping, _friction, _restitution);
//rigidBody.ActivationState = ActivationState.DisableDeactivation;
//It's seems that there are a bug with rigidBody constructor and its CenterOfMassPosition