OpenSimMirror/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs

2286 lines
80 KiB
C#

/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Reflection;
using System.Runtime.InteropServices;
using System.Threading;
using log4net;
using OpenMetaverse;
using BulletDotNET;
using OpenSim.Framework;
using OpenSim.Region.Physics.Manager;
namespace OpenSim.Region.Physics.BulletDotNETPlugin
{
public class BulletDotNETPrim : PhysicsActor
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private PhysicsVector _position;
private PhysicsVector _velocity;
private PhysicsVector _torque = new PhysicsVector(0, 0, 0);
private PhysicsVector m_lastVelocity = new PhysicsVector(0.0f, 0.0f, 0.0f);
private PhysicsVector m_lastposition = new PhysicsVector(0.0f, 0.0f, 0.0f);
private Quaternion m_lastorientation = new Quaternion();
private PhysicsVector m_rotationalVelocity;
private PhysicsVector _size;
private PhysicsVector _acceleration;
// private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f);
private Quaternion _orientation;
private PhysicsVector m_taintposition;
private PhysicsVector m_taintsize;
private PhysicsVector m_taintVelocity = new PhysicsVector(0, 0, 0);
private PhysicsVector m_taintTorque = new PhysicsVector(0, 0, 0);
private Quaternion m_taintrot;
private PhysicsVector m_angularlock = new PhysicsVector(1f, 1f, 1f);
private PhysicsVector m_taintAngularLock = new PhysicsVector(1f, 1f, 1f);
private btGeneric6DofConstraint Amotor;
private PhysicsVector m_PIDTarget = new PhysicsVector(0, 0, 0);
private float m_PIDTau = 0f;
private float m_PIDHoverHeight = 0f;
private float m_PIDHoverTau = 0f;
private bool m_useHoverPID = false;
private PIDHoverType m_PIDHoverType = PIDHoverType.Ground;
private float m_targetHoverHeight = 0f;
private float m_groundHeight = 0f;
private float m_waterHeight = 0f;
private float PID_D = 35f;
private float PID_G = 25f;
private float m_tensor = 5f;
private int body_autodisable_frames = 20;
private IMesh primMesh = null;
private bool m_usePID = false;
private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom
| CollisionCategories.Space
| CollisionCategories.Body
| CollisionCategories.Character
);
private bool m_taintshape = false;
private bool m_taintPhysics = false;
private bool m_collidesLand = true;
private bool m_collidesWater = false;
public bool m_returnCollisions = false;
// Default we're a Geometry
private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
// Default, Collide with Other Geometries, spaces and Bodies
private CollisionCategories m_collisionFlags = m_default_collisionFlags;
public bool m_taintremove = false;
public bool m_taintdisable = false;
public bool m_disabled = false;
public bool m_taintadd = false;
public bool m_taintselected = false;
public bool m_taintCollidesWater = false;
public uint m_localID = 0;
//public GCHandle gc;
private CollisionLocker ode;
private bool m_taintforce = false;
private bool m_taintaddangularforce = false;
private PhysicsVector m_force = new PhysicsVector(0.0f, 0.0f, 0.0f);
private List<PhysicsVector> m_forcelist = new List<PhysicsVector>();
private List<PhysicsVector> m_angularforcelist = new List<PhysicsVector>();
private IMesh _mesh;
private PrimitiveBaseShape _pbs;
private BulletDotNETScene _parent_scene;
public btCollisionShape prim_geom;
public IntPtr _triMeshData;
private PhysicsActor _parent = null;
private PhysicsActor m_taintparent = null;
private List<BulletDotNETPrim> childrenPrim = new List<BulletDotNETPrim>();
private bool iscolliding = false;
private bool m_isphysical = false;
private bool m_isSelected = false;
internal bool m_isVolumeDetect = false; // If true, this prim only detects collisions but doesn't collide actively
private bool m_throttleUpdates = false;
private int throttleCounter = 0;
public int m_interpenetrationcount = 0;
public float m_collisionscore = 0;
public int m_roundsUnderMotionThreshold = 0;
private int m_crossingfailures = 0;
public float m_buoyancy = 0f;
public bool outofBounds = false;
private float m_density = 10.000006836f; // Aluminum g/cm3;
public bool _zeroFlag = false;
private bool m_lastUpdateSent = false;
private String m_primName;
private PhysicsVector _target_velocity;
public int m_eventsubscription = 0;
private CollisionEventUpdate CollisionEventsThisFrame = null;
public volatile bool childPrim = false;
private btVector3 tempPosition1;
private btVector3 tempPosition2;
private btVector3 tempPosition3;
private btVector3 tempSize1;
private btVector3 tempSize2;
private btVector3 tempLinearVelocity1;
private btVector3 tempLinearVelocity2;
private btVector3 tempAngularVelocity1;
private btVector3 tempAngularVelocity2;
private btVector3 tempInertia1;
private btVector3 tempInertia2;
private btQuaternion tempOrientation1;
private btQuaternion tempOrientation2;
private btMotionState tempMotionState1;
private btMotionState tempMotionState2;
private btMotionState tempMotionState3;
private btTransform tempTransform1;
private btTransform tempTransform2;
private btTransform tempTransform3;
private btTransform tempTransform4;
private btTriangleIndexVertexArray btshapeArray;
private bool forceenable = false;
public btRigidBody Body;
public BulletDotNETPrim(String primName, BulletDotNETScene parent_scene, PhysicsVector pos, PhysicsVector size,
Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical)
{
tempPosition1 = new btVector3(0, 0, 0);
tempPosition2 = new btVector3(0, 0, 0);
tempPosition3 = new btVector3(0, 0, 0);
tempSize1 = new btVector3(0, 0, 0);
tempSize2 = new btVector3(0, 0, 0);
tempLinearVelocity1 = new btVector3(0, 0, 0);
tempLinearVelocity2 = new btVector3(0, 0, 0);
tempAngularVelocity1 = new btVector3(0, 0, 0);
tempAngularVelocity2 = new btVector3(0, 0, 0);
tempInertia1 = new btVector3(0, 0, 0);
tempInertia2 = new btVector3(0, 0, 0);
tempOrientation1 = new btQuaternion(0,0,0,1);
tempOrientation2 = new btQuaternion(0, 0, 0, 1);
_parent_scene = parent_scene;
tempTransform1 = new btTransform(_parent_scene.QuatIdentity, _parent_scene.VectorZero);
tempTransform2 = new btTransform(_parent_scene.QuatIdentity, _parent_scene.VectorZero); ;
tempTransform3 = new btTransform(_parent_scene.QuatIdentity, _parent_scene.VectorZero); ;
tempTransform4 = new btTransform(_parent_scene.QuatIdentity, _parent_scene.VectorZero); ;
tempMotionState1 = new btDefaultMotionState(_parent_scene.TransZero);
tempMotionState2 = new btDefaultMotionState(_parent_scene.TransZero);
tempMotionState3 = new btDefaultMotionState(_parent_scene.TransZero);
_target_velocity = new PhysicsVector(0, 0, 0);
_velocity = new PhysicsVector();
_position = pos;
m_taintposition = pos;
PID_D = parent_scene.bodyPIDD;
PID_G = parent_scene.bodyPIDG;
m_density = parent_scene.geomDefaultDensity;
m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
prim_geom = null;
Body = null;
if (size.X <= 0) size.X = 0.01f;
if (size.Y <= 0) size.Y = 0.01f;
if (size.Z <= 0) size.Z = 0.01f;
_size = size;
m_taintsize = _size;
_acceleration = new PhysicsVector();
m_rotationalVelocity = PhysicsVector.Zero;
_orientation = rotation;
m_taintrot = _orientation;
_mesh = mesh;
_pbs = pbs;
_parent_scene = parent_scene;
if (pos.Z < 0)
m_isphysical = false;
else
{
m_isphysical = pisPhysical;
// If we're physical, we need to be in the master space for now.
// linksets *should* be in a space together.. but are not currently
}
m_primName = primName;
m_taintadd = true;
_parent_scene.AddPhysicsActorTaint(this);
}
#region PhysicsActor overrides
public override bool Stopped
{
get { return _zeroFlag; }
}
public override PhysicsVector Size
{
get { return _size; }
set { _size = value; }
}
public override PrimitiveBaseShape Shape
{
set
{
_pbs = value;
m_taintshape = true;
}
}
public override uint LocalID
{
set
{
//m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
m_localID = value;
}
}
public override bool Grabbed
{
set { return; }
}
public override bool Selected
{
set
{
// This only makes the object not collidable if the object
// is physical or the object is modified somehow *IN THE FUTURE*
// without this, if an avatar selects prim, they can walk right
// through it while it's selected
m_collisionscore = 0;
if ((m_isphysical && !_zeroFlag) || !value)
{
m_taintselected = value;
_parent_scene.AddPhysicsActorTaint(this);
}
else
{
m_taintselected = value;
m_isSelected = value;
}
}
}
public override void CrossingFailure()
{
m_crossingfailures++;
if (m_crossingfailures > _parent_scene.geomCrossingFailuresBeforeOutofbounds)
{
base.RaiseOutOfBounds(_position);
return;
}
else if (m_crossingfailures == _parent_scene.geomCrossingFailuresBeforeOutofbounds)
{
m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName);
}
}
public override void link(PhysicsActor obj)
{
//TODO:
}
public override void delink()
{
//TODO:
}
public override void LockAngularMotion(PhysicsVector axis)
{
m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
m_taintAngularLock = new PhysicsVector(axis.X, axis.Y, axis.Z);
}
public override PhysicsVector Position
{
get { return _position; }
set
{
_position = value;
//m_log.Info("[PHYSICS]: " + _position.ToString());
}
}
public override float Mass
{
get { return CalculateMass(); }
}
public override PhysicsVector Force
{
//get { return PhysicsVector.Zero; }
get { return m_force; }
set { m_force = value; }
}
public override int VehicleType
{
get { return 0; }
set { return; }
}
public override void VehicleFloatParam(int param, float value)
{
//TODO:
}
public override void VehicleVectorParam(int param, PhysicsVector value)
{
//TODO:
}
public override void VehicleRotationParam(int param, Quaternion rotation)
{
//TODO:
}
public override void SetVolumeDetect(int param)
{
//TODO: GhostObject
m_isVolumeDetect = (param != 0);
}
public override PhysicsVector GeometricCenter
{
get { return PhysicsVector.Zero; }
}
public override PhysicsVector CenterOfMass
{
get { return PhysicsVector.Zero; }
}
public override PhysicsVector Velocity
{
get
{
// Averate previous velocity with the new one so
// client object interpolation works a 'little' better
PhysicsVector returnVelocity = new PhysicsVector();
returnVelocity.X = (m_lastVelocity.X + _velocity.X) / 2;
returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y) / 2;
returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z) / 2;
return returnVelocity;
}
set
{
_velocity = value;
m_taintVelocity = value;
_parent_scene.AddPhysicsActorTaint(this);
}
}
public override PhysicsVector Torque
{
get
{
if (!m_isphysical || Body.Handle == IntPtr.Zero)
return new PhysicsVector(0, 0, 0);
return _torque;
}
set
{
m_taintTorque = value;
_parent_scene.AddPhysicsActorTaint(this);
}
}
public override float CollisionScore
{
get { return m_collisionscore; }
set { m_collisionscore = value; }
}
public override PhysicsVector Acceleration
{
get { return _acceleration; }
}
public override Quaternion Orientation
{
get { return _orientation; }
set { _orientation = value; }
}
public override int PhysicsActorType
{
get { return (int)ActorTypes.Prim; }
set { return; }
}
public override bool IsPhysical
{
get { return m_isphysical; }
set { m_isphysical = value; }
}
public override bool Flying
{
// no flying prims for you
get { return false; }
set { }
}
public override bool SetAlwaysRun
{
get { return false; }
set { return; }
}
public override bool ThrottleUpdates
{
get { return m_throttleUpdates; }
set { m_throttleUpdates = value; }
}
public override bool IsColliding
{
get { return iscolliding; }
set { iscolliding = value; }
}
public override bool CollidingGround
{
get { return false; }
set { return; }
}
public override bool CollidingObj
{
get { return false; }
set { return; }
}
public override bool FloatOnWater
{
set
{
m_taintCollidesWater = value;
_parent_scene.AddPhysicsActorTaint(this);
}
}
public override PhysicsVector RotationalVelocity
{
get
{
PhysicsVector pv = new PhysicsVector(0, 0, 0);
if (_zeroFlag)
return pv;
m_lastUpdateSent = false;
if (m_rotationalVelocity.IsIdentical(pv, 0.2f))
return pv;
return m_rotationalVelocity;
}
set { m_rotationalVelocity = value; }
}
public override bool Kinematic
{
get { return false; }
set { }
}
public override float Buoyancy
{
get { return m_buoyancy; }
set { m_buoyancy = value; }
}
public override PhysicsVector PIDTarget { set { m_PIDTarget = value; ; } }
public override bool PIDActive { set { m_usePID = value; } }
public override float PIDTau { set { m_PIDTau = value; } }
public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
public override bool PIDHoverActive { set { m_useHoverPID = value; } }
public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
public override float PIDHoverTau { set { m_PIDHoverTau = value; } }
public override void AddForce(PhysicsVector force, bool pushforce)
{
m_forcelist.Add(force);
m_taintforce = true;
//m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
}
public override void AddAngularForce(PhysicsVector force, bool pushforce)
{
m_angularforcelist.Add(force);
m_taintaddangularforce = true;
}
public override void SetMomentum(PhysicsVector momentum)
{
}
public override void SubscribeEvents(int ms)
{
m_eventsubscription = ms;
_parent_scene.addCollisionEventReporting(this);
}
public override void UnSubscribeEvents()
{
_parent_scene.remCollisionEventReporting(this);
m_eventsubscription = 0;
}
public override bool SubscribedEvents()
{
return (m_eventsubscription > 0);
}
#endregion
internal void Dispose()
{
//TODO:
DisposeOfBody();
SetCollisionShape(null);
if (tempMotionState3 != null && tempMotionState3.Handle != IntPtr.Zero)
{
tempMotionState3.Dispose();
tempMotionState3 = null;
}
if (tempMotionState2 != null && tempMotionState2.Handle != IntPtr.Zero)
{
tempMotionState2.Dispose();
tempMotionState2 = null;
}
if (tempMotionState1 != null && tempMotionState1.Handle != IntPtr.Zero)
{
tempMotionState1.Dispose();
tempMotionState1 = null;
}
if (tempTransform4 != null && tempTransform4.Handle != IntPtr.Zero)
{
tempTransform4.Dispose();
tempTransform4 = null;
}
if (tempTransform3 != null && tempTransform3.Handle != IntPtr.Zero)
{
tempTransform3.Dispose();
tempTransform3 = null;
}
if (tempTransform2 != null && tempTransform2.Handle != IntPtr.Zero)
{
tempTransform2.Dispose();
tempTransform2 = null;
}
if (tempTransform1 != null && tempTransform1.Handle != IntPtr.Zero)
{
tempTransform1.Dispose();
tempTransform1 = null;
}
if (tempOrientation2 != null && tempOrientation2.Handle != IntPtr.Zero)
{
tempOrientation2.Dispose();
tempOrientation2 = null;
}
if (tempOrientation1 != null && tempOrientation1.Handle != IntPtr.Zero)
{
tempOrientation1.Dispose();
tempOrientation1 = null;
}
if (tempInertia1 != null && tempInertia1.Handle != IntPtr.Zero)
{
tempInertia1.Dispose();
tempInertia1 = null;
}
if (tempInertia2 != null && tempInertia2.Handle != IntPtr.Zero)
{
tempInertia2.Dispose();
tempInertia1 = null;
}
if (tempAngularVelocity2 != null && tempAngularVelocity2.Handle != IntPtr.Zero)
{
tempAngularVelocity2.Dispose();
tempAngularVelocity2 = null;
}
if (tempAngularVelocity1 != null && tempAngularVelocity1.Handle != IntPtr.Zero)
{
tempAngularVelocity1.Dispose();
tempAngularVelocity1 = null;
}
if (tempLinearVelocity2 != null && tempLinearVelocity2.Handle != IntPtr.Zero)
{
tempLinearVelocity2.Dispose();
tempLinearVelocity2 = null;
}
if (tempLinearVelocity1 != null && tempLinearVelocity1.Handle != IntPtr.Zero)
{
tempLinearVelocity1.Dispose();
tempLinearVelocity1 = null;
}
if (tempSize2 != null && tempSize2.Handle != IntPtr.Zero)
{
tempSize2.Dispose();
tempSize2 = null;
}
if (tempSize1 != null && tempSize1.Handle != IntPtr.Zero)
{
tempSize1.Dispose();
tempSize1 = null;
}
if (tempPosition3 != null && tempPosition3.Handle != IntPtr.Zero)
{
tempPosition3.Dispose();
tempPosition3 = null;
}
if (tempPosition2 != null && tempPosition2.Handle != IntPtr.Zero)
{
tempPosition2.Dispose();
tempPosition2 = null;
}
if (tempPosition1 != null && tempPosition1.Handle != IntPtr.Zero)
{
tempPosition1.Dispose();
tempPosition1 = null;
}
}
public void ProcessTaints(float timestep)
{
if (m_taintadd)
{
m_log.Debug("[PHYSICS]: TaintAdd");
changeadd(timestep);
}
if (prim_geom.Handle == IntPtr.Zero)
{
CreateGeom(IntPtr.Zero, primMesh);
if (IsPhysical)
SetBody(Mass);
else
SetBody(0);
m_log.Debug("[PHYSICS]: GEOM_DOESNT_EXSIT");
}
if (!_position.IsIdentical(m_taintposition, 0f))
{
m_log.Debug("[PHYSICS]: TaintMove");
changemove(timestep);
}
if (m_taintrot != _orientation)
{
m_log.Debug("[PHYSICS]: TaintRotate");
rotate(timestep);
} //
if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent))
{
m_log.Debug("[PHYSICS]: TaintPhysics");
changePhysicsStatus(timestep);
}
//
if (!_size.IsIdentical(m_taintsize, 0))
{
m_log.Debug("[PHYSICS]: TaintSize");
changesize(timestep);
}
//
if (m_taintshape)
{
m_log.Debug("[PHYSICS]: TaintShape");
changeshape(timestep);
} //
if (m_taintforce)
{
m_log.Debug("[PHYSICS]: TaintForce");
changeAddForce(timestep);
}
if (m_taintaddangularforce)
{
m_log.Debug("[PHYSICS]: TaintAngularForce");
changeAddAngularForce(timestep);
}
if (!m_taintTorque.IsIdentical(PhysicsVector.Zero, 0.001f))
{
m_log.Debug("[PHYSICS]: TaintTorque");
changeSetTorque(timestep);
}
if (m_taintdisable)
{
m_log.Debug("[PHYSICS]: TaintDisable");
changedisable(timestep);
}
if (m_taintselected != m_isSelected)
{
m_log.Debug("[PHYSICS]: TaintSelected");
changeSelectedStatus(timestep);
}
if (!m_taintVelocity.IsIdentical(PhysicsVector.Zero, 0.001f))
{
m_log.Debug("[PHYSICS]: TaintVelocity");
changevelocity(timestep);
}
if (m_taintparent != _parent)
{
m_log.Debug("[PHYSICS]: TaintLink");
changelink(timestep);
}
if (m_taintCollidesWater != m_collidesWater)
{
changefloatonwater(timestep);
}
if (!m_angularlock.IsIdentical(m_taintAngularLock, 0))
{
m_log.Debug("[PHYSICS]: TaintAngularLock");
changeAngularLock(timestep);
}
if (m_taintremove)
{
DisposeOfBody();
Dispose();
}
}
#region Physics Scene Change Action routines
private void changeadd(float timestep)
{
//SetCollisionShape(null);
// Construction of new prim
if (Body != null)
{
if (Body.Handle != IntPtr.Zero)
{
_parent_scene.removeFromWorld(this, Body);
//Body.Dispose();
}
//Body = null;
// TODO: dispose parts that make up body
}
if (_parent_scene.needsMeshing(_pbs))
{
// Don't need to re-enable body.. it's done in SetMesh
float meshlod = _parent_scene.meshSculptLOD;
if (IsPhysical)
meshlod = _parent_scene.MeshSculptphysicalLOD;
IMesh mesh = _parent_scene.mesher.CreateMesh(SOPName, _pbs, _size, meshlod, IsPhysical);
// createmesh returns null when it doesn't mesh.
CreateGeom(IntPtr.Zero, mesh);
}
else
{
_mesh = null;
CreateGeom(IntPtr.Zero, null);
}
if (IsPhysical)
SetBody(Mass);
else
SetBody(0);
//changeSelectedStatus(timestep);
m_taintadd = false;
}
private void changemove(float timestep)
{
m_log.Debug("[PHYSICS]: _________ChangeMove");
tempTransform2 = Body.getWorldTransform();
btQuaternion quat = tempTransform2.getRotation();
tempPosition2.setValue(_position.X, _position.Y, _position.Z);
tempTransform2.Dispose();
tempTransform2 = new btTransform(quat, tempPosition2);
Body.setWorldTransform(tempTransform2);
changeSelectedStatus(timestep);
resetCollisionAccounting();
m_taintposition = _position;
}
private void rotate(float timestep)
{
m_log.Debug("[PHYSICS]: _________ChangeRotate");
tempTransform2 = Body.getWorldTransform();
tempOrientation2 = new btQuaternion(_orientation.X, _orientation.Y, _orientation.Z, _orientation.W);
tempTransform2.setRotation(tempOrientation2);
Body.setWorldTransform(tempTransform2);
resetCollisionAccounting();
m_taintrot = _orientation;
}
private void changePhysicsStatus(float timestep)
{
if (Body != null)
{
if (Body.Handle != IntPtr.Zero)
{
_parent_scene.removeFromWorld(this, Body);
//Body.Dispose();
}
//Body = null;
// TODO: dispose parts that make up body
}
m_log.Debug("[PHYSICS]: _________ChangePhysics");
if (_parent_scene.needsMeshing(_pbs))
{
// Don't need to re-enable body.. it's done in SetMesh
float meshlod = _parent_scene.meshSculptLOD;
if (IsPhysical)
meshlod = _parent_scene.MeshSculptphysicalLOD;
IMesh mesh = _parent_scene.mesher.CreateMesh(SOPName, _pbs, _size, meshlod, IsPhysical);
// createmesh returns null when it doesn't mesh.
CreateGeom(IntPtr.Zero, mesh);
}
else
{
_mesh = null;
CreateGeom(IntPtr.Zero, null);
}
SetCollisionShape(prim_geom);
if (m_isphysical)
SetBody(Mass);
else
SetBody(0);
changeSelectedStatus(timestep);
resetCollisionAccounting();
m_taintPhysics = m_isphysical;
}
private void changesize(float timestep)
{
if (Body != null)
{
if (Body.Handle != IntPtr.Zero)
{
_parent_scene.removeFromWorld(this, Body);
//Body.Dispose();
}
//Body = null;
// TODO: dispose parts that make up body
}
m_log.Debug("[PHYSICS]: _________ChangeSize");
SetCollisionShape(null);
// Construction of new prim
if (_parent_scene.needsMeshing(_pbs))
{
// Don't need to re-enable body.. it's done in SetMesh
float meshlod = _parent_scene.meshSculptLOD;
if (IsPhysical)
meshlod = _parent_scene.MeshSculptphysicalLOD;
IMesh mesh = _parent_scene.mesher.CreateMesh(SOPName, _pbs, _size, meshlod, IsPhysical);
// createmesh returns null when it doesn't mesh.
CreateGeom(IntPtr.Zero, mesh);
}
else
{
_mesh = null;
CreateGeom(IntPtr.Zero, null);
}
if (IsPhysical)
SetBody(Mass);
else
SetBody(0);
m_taintsize = _size;
}
private void changeshape(float timestep)
{
if (Body != null)
{
if (Body.Handle != IntPtr.Zero)
{
_parent_scene.removeFromWorld(this, Body);
//Body.Dispose();
}
//Body = null;
// TODO: dispose parts that make up body
}
// Cleanup of old prim geometry and Bodies
if (IsPhysical && Body != null && Body.Handle != IntPtr.Zero)
{
if (childPrim)
{
if (_parent != null)
{
BulletDotNETPrim parent = (BulletDotNETPrim)_parent;
parent.ChildDelink(this);
}
}
else
{
//disableBody();
}
}
try
{
//SetCollisionShape(null);
}
catch (System.AccessViolationException)
{
//prim_geom = IntPtr.Zero;
m_log.Error("[PHYSICS]: PrimGeom dead");
}
// we don't need to do space calculation because the client sends a position update also.
if (_size.X <= 0) _size.X = 0.01f;
if (_size.Y <= 0) _size.Y = 0.01f;
if (_size.Z <= 0) _size.Z = 0.01f;
// Construction of new prim
if (_parent_scene.needsMeshing(_pbs))
{
// Don't need to re-enable body.. it's done in SetMesh
float meshlod = _parent_scene.meshSculptLOD;
if (IsPhysical)
meshlod = _parent_scene.MeshSculptphysicalLOD;
IMesh mesh = _parent_scene.mesher.CreateMesh(SOPName, _pbs, _size, meshlod, IsPhysical);
// createmesh returns null when it doesn't mesh.
CreateGeom(IntPtr.Zero, mesh);
}
else
{
_mesh = null;
CreateGeom(IntPtr.Zero, null);
}
tempPosition1.setValue(_position.X, _position.Y, _position.Z);
if (tempOrientation1.Handle != IntPtr.Zero)
tempOrientation1.Dispose();
tempOrientation1 = new btQuaternion(_orientation.X, Orientation.Y, _orientation.Z, _orientation.W);
if (tempTransform1 != null && tempTransform1.Handle != IntPtr.Zero)
tempTransform1.Dispose();
tempTransform1 = new btTransform(tempOrientation1, tempPosition1);
//d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
if (IsPhysical)
{
SetBody(Mass);
// Re creates body on size.
// EnableBody also does setMass()
}
else
{
SetBody(0);
}
changeSelectedStatus(timestep);
if (childPrim)
{
if (_parent is BulletDotNETPrim)
{
BulletDotNETPrim parent = (BulletDotNETPrim)_parent;
parent.ChildSetGeom(this);
}
}
resetCollisionAccounting();
m_taintshape = false;
}
private void resetCollisionAccounting()
{
m_collisionscore = 0;
}
private void ChildSetGeom(BulletDotNETPrim bulletDotNETPrim)
{
// TODO: throw new NotImplementedException();
}
private void changeAddForce(float timestep)
{
// TODO: throw new NotImplementedException();
}
private void changeAddAngularForce(float timestep)
{
// TODO: throw new NotImplementedException();
}
private void changeSetTorque(float timestep)
{
// TODO: throw new NotImplementedException();
}
private void changedisable(float timestep)
{
// TODO: throw new NotImplementedException();
}
private void changeSelectedStatus(float timestep)
{
// TODO: throw new NotImplementedException();
if (m_taintselected)
{
disableBodySoft();
}
else
{
enableBodySoft();
}
m_isSelected = m_taintselected;
}
private void changevelocity(float timestep)
{
// TODO: throw new NotImplementedException();
}
private void changelink(float timestep)
{
// TODO: throw new NotImplementedException();
}
private void changefloatonwater(float timestep)
{
// TODO: throw new NotImplementedException();
}
private void changeAngularLock(float timestep)
{
// TODO: throw new NotImplementedException();
}
#endregion
internal void Move(float timestep)
{
//TODO:
float fx = 0;
float fy = 0;
float fz = 0;
if (IsPhysical && Body != null && Body.Handle != IntPtr.Zero && !m_isSelected)
{
float m_mass = CalculateMass();
fz = 0f;
//m_log.Info(m_collisionFlags.ToString());
if (m_buoyancy != 0)
{
if (m_buoyancy > 0)
{
fz = (((-1 * _parent_scene.gravityz) * m_buoyancy) * m_mass);
//d.Vector3 l_velocity = d.BodyGetLinearVel(Body);
//m_log.Info("Using Buoyancy: " + buoyancy + " G: " + (_parent_scene.gravityz * m_buoyancy) + "mass:" + m_mass + " Pos: " + Position.ToString());
}
else
{
fz = (-1 * (((-1 * _parent_scene.gravityz) * (-1 * m_buoyancy)) * m_mass));
}
}
if (m_usePID)
{
//if (!d.BodyIsEnabled(Body))
//d.BodySetForce(Body, 0f, 0f, 0f);
// If we're using the PID controller, then we have no gravity
fz = (-1 * _parent_scene.gravityz) * m_mass;
// no lock; for now it's only called from within Simulate()
// If the PID Controller isn't active then we set our force
// calculating base velocity to the current position
if ((m_PIDTau < 1) && (m_PIDTau != 0))
{
//PID_G = PID_G / m_PIDTau;
m_PIDTau = 1;
}
if ((PID_G - m_PIDTau) <= 0)
{
PID_G = m_PIDTau + 1;
}
// TODO: NEED btVector3 for Linear Velocity
// NEED btVector3 for Position
PhysicsVector pos = new PhysicsVector(0, 0, 0); //TODO: Insert values gotten from bullet
PhysicsVector vel = new PhysicsVector(0, 0, 0);
_target_velocity =
new PhysicsVector(
(m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep),
(m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep),
(m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep)
);
if (_target_velocity.IsIdentical(PhysicsVector.Zero, 0.1f))
{
/* TODO: Do Bullet equiv
*
d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
d.BodySetLinearVel(Body, 0, 0, 0);
d.BodyAddForce(Body, 0, 0, fz);
return;
*/
}
else
{
_zeroFlag = false;
fx = ((_target_velocity.X) - vel.X) * (PID_D);
fy = ((_target_velocity.Y) - vel.Y) * (PID_D);
fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
}
}
if (m_useHoverPID && !m_usePID)
{
// If we're using the PID controller, then we have no gravity
fz = (-1 * _parent_scene.gravityz) * m_mass;
// no lock; for now it's only called from within Simulate()
// If the PID Controller isn't active then we set our force
// calculating base velocity to the current position
if ((m_PIDTau < 1))
{
PID_G = PID_G / m_PIDTau;
}
if ((PID_G - m_PIDTau) <= 0)
{
PID_G = m_PIDTau + 1;
}
PhysicsVector pos = new PhysicsVector(0, 0, 0); //TODO: Insert values gotten from bullet
PhysicsVector vel = new PhysicsVector(0, 0, 0);
// determine what our target height really is based on HoverType
switch (m_PIDHoverType)
{
case PIDHoverType.Absolute:
m_targetHoverHeight = m_PIDHoverHeight;
break;
case PIDHoverType.Ground:
m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
break;
case PIDHoverType.GroundAndWater:
m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
m_waterHeight = _parent_scene.GetWaterLevel();
if (m_groundHeight > m_waterHeight)
{
m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
}
else
{
m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
}
break;
case PIDHoverType.Water:
m_waterHeight = _parent_scene.GetWaterLevel();
m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
break;
}
_target_velocity =
new PhysicsVector(0.0f, 0.0f,
(m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
);
// if velocity is zero, use position control; otherwise, velocity control
if (_target_velocity.IsIdentical(PhysicsVector.Zero, 0.1f))
{
/* TODO: Do Bullet Equiv
d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
d.BodySetLinearVel(Body, vel.X, vel.Y, 0);
d.BodyAddForce(Body, 0, 0, fz);
*/
return;
}
else
{
_zeroFlag = false;
// We're flying and colliding with something
fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
}
}
fx *= m_mass;
fy *= m_mass;
//fz *= m_mass;
fx += m_force.X;
fy += m_force.Y;
fz += m_force.Z;
//m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
if (fx != 0 || fy != 0 || fz != 0)
{
/*
* TODO: Do Bullet Equiv
if (!d.BodyIsEnabled(Body))
{
d.BodySetLinearVel(Body, 0f, 0f, 0f);
d.BodySetForce(Body, 0, 0, 0);
enableBodySoft();
}
*/
// 35x10 = 350n times the mass per second applied maximum.
float nmax = 35f * m_mass;
float nmin = -35f * m_mass;
if (fx > nmax)
fx = nmax;
if (fx < nmin)
fx = nmin;
if (fy > nmax)
fy = nmax;
if (fy < nmin)
fy = nmin;
// TODO: Do Bullet Equiv
// d.BodyAddForce(Body, fx, fy, fz);
}
}
else
{
// _zeroPosition = d.BodyGetPosition(Body);
return;
}
}
#region Mass Calculation
private float CalculateMass()
{
float volume = 0;
// No material is passed to the physics engines yet.. soo..
// we're using the m_density constant in the class definition
float returnMass = 0;
switch (_pbs.ProfileShape)
{
case ProfileShape.Square:
// Profile Volume
volume = _size.X * _size.Y * _size.Z;
// If the user has 'hollowed out'
// ProfileHollow is one of those 0 to 50000 values :P
// we like percentages better.. so turning into a percentage
if (((float)_pbs.ProfileHollow / 50000f) > 0.0)
{
float hollowAmount = (float)_pbs.ProfileHollow / 50000f;
// calculate the hollow volume by it's shape compared to the prim shape
float hollowVolume = 0;
switch (_pbs.HollowShape)
{
case HollowShape.Square:
case HollowShape.Same:
// Cube Hollow volume calculation
float hollowsizex = _size.X * hollowAmount;
float hollowsizey = _size.Y * hollowAmount;
float hollowsizez = _size.Z * hollowAmount;
hollowVolume = hollowsizex * hollowsizey * hollowsizez;
break;
case HollowShape.Circle:
// Hollow shape is a perfect cyllinder in respect to the cube's scale
// Cyllinder hollow volume calculation
float hRadius = _size.X / 2;
float hLength = _size.Z;
// pi * r2 * h
hollowVolume = ((float)(Math.PI * Math.Pow(hRadius, 2) * hLength) * hollowAmount);
break;
case HollowShape.Triangle:
// Equilateral Triangular Prism volume hollow calculation
// Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
float aLength = _size.Y;
// 1/2 abh
hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount);
break;
default:
hollowVolume = 0;
break;
}
volume = volume - hollowVolume;
}
break;
case ProfileShape.Circle:
if (_pbs.PathCurve == (byte)Extrusion.Straight)
{
// Cylinder
float volume1 = (float)(Math.PI * Math.Pow(_size.X / 2, 2) * _size.Z);
float volume2 = (float)(Math.PI * Math.Pow(_size.Y / 2, 2) * _size.Z);
// Approximating the cylinder's irregularity.
if (volume1 > volume2)
{
volume = (float)volume1 - (volume1 - volume2);
}
else if (volume2 > volume1)
{
volume = (float)volume2 - (volume2 - volume1);
}
else
{
// Regular cylinder
volume = volume1;
}
}
else
{
// We don't know what the shape is yet, so use default
volume = _size.X * _size.Y * _size.Z;
}
// If the user has 'hollowed out'
// ProfileHollow is one of those 0 to 50000 values :P
// we like percentages better.. so turning into a percentage
if (((float)_pbs.ProfileHollow / 50000f) > 0.0)
{
float hollowAmount = (float)_pbs.ProfileHollow / 50000f;
// calculate the hollow volume by it's shape compared to the prim shape
float hollowVolume = 0;
switch (_pbs.HollowShape)
{
case HollowShape.Same:
case HollowShape.Circle:
// Hollow shape is a perfect cyllinder in respect to the cube's scale
// Cyllinder hollow volume calculation
float hRadius = _size.X / 2;
float hLength = _size.Z;
// pi * r2 * h
hollowVolume = ((float)(Math.PI * Math.Pow(hRadius, 2) * hLength) * hollowAmount);
break;
case HollowShape.Square:
// Cube Hollow volume calculation
float hollowsizex = _size.X * hollowAmount;
float hollowsizey = _size.Y * hollowAmount;
float hollowsizez = _size.Z * hollowAmount;
hollowVolume = hollowsizex * hollowsizey * hollowsizez;
break;
case HollowShape.Triangle:
// Equilateral Triangular Prism volume hollow calculation
// Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
float aLength = _size.Y;
// 1/2 abh
hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount);
break;
default:
hollowVolume = 0;
break;
}
volume = volume - hollowVolume;
}
break;
case ProfileShape.HalfCircle:
if (_pbs.PathCurve == (byte)Extrusion.Curve1)
{
if (_size.X == _size.Y && _size.Z == _size.X)
{
// regular sphere
// v = 4/3 * pi * r^3
float sradius3 = (float)Math.Pow((_size.X / 2), 3);
volume = (float)((4 / 3f) * Math.PI * sradius3);
}
else
{
// we treat this as a box currently
volume = _size.X * _size.Y * _size.Z;
}
}
else
{
// We don't know what the shape is yet, so use default
volume = _size.X * _size.Y * _size.Z;
}
break;
case ProfileShape.EquilateralTriangle:
/*
v = (abs((xB*yA-xA*yB)+(xC*yB-xB*yC)+(xA*yC-xC*yA))/2) * h
// seed mesh
Vertex MM = new Vertex(-0.25f, -0.45f, 0.0f);
Vertex PM = new Vertex(+0.5f, 0f, 0.0f);
Vertex PP = new Vertex(-0.25f, +0.45f, 0.0f);
*/
float xA = -0.25f * _size.X;
float yA = -0.45f * _size.Y;
float xB = 0.5f * _size.X;
float yB = 0;
float xC = -0.25f * _size.X;
float yC = 0.45f * _size.Y;
volume = (float)((Math.Abs((xB * yA - xA * yB) + (xC * yB - xB * yC) + (xA * yC - xC * yA)) / 2) * _size.Z);
// If the user has 'hollowed out'
// ProfileHollow is one of those 0 to 50000 values :P
// we like percentages better.. so turning into a percentage
float fhollowFactor = ((float)_pbs.ProfileHollow / 1.9f);
if (((float)fhollowFactor / 50000f) > 0.0)
{
float hollowAmount = (float)fhollowFactor / 50000f;
// calculate the hollow volume by it's shape compared to the prim shape
float hollowVolume = 0;
switch (_pbs.HollowShape)
{
case HollowShape.Same:
case HollowShape.Triangle:
// Equilateral Triangular Prism volume hollow calculation
// Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
float aLength = _size.Y;
// 1/2 abh
hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount);
break;
case HollowShape.Square:
// Cube Hollow volume calculation
float hollowsizex = _size.X * hollowAmount;
float hollowsizey = _size.Y * hollowAmount;
float hollowsizez = _size.Z * hollowAmount;
hollowVolume = hollowsizex * hollowsizey * hollowsizez;
break;
case HollowShape.Circle:
// Hollow shape is a perfect cyllinder in respect to the cube's scale
// Cyllinder hollow volume calculation
float hRadius = _size.X / 2;
float hLength = _size.Z;
// pi * r2 * h
hollowVolume = ((float)((Math.PI * Math.Pow(hRadius, 2) * hLength) / 2) * hollowAmount);
break;
default:
hollowVolume = 0;
break;
}
volume = volume - hollowVolume;
}
break;
default:
// we don't have all of the volume formulas yet so
// use the common volume formula for all
volume = _size.X * _size.Y * _size.Z;
break;
}
// Calculate Path cut effect on volume
// Not exact, in the triangle hollow example
// They should never be zero or less then zero..
// we'll ignore it if it's less then zero
// ProfileEnd and ProfileBegin are values
// from 0 to 50000
// Turning them back into percentages so that I can cut that percentage off the volume
float PathCutEndAmount = _pbs.ProfileEnd;
float PathCutStartAmount = _pbs.ProfileBegin;
if (((PathCutStartAmount + PathCutEndAmount) / 50000f) > 0.0f)
{
float pathCutAmount = ((PathCutStartAmount + PathCutEndAmount) / 50000f);
// Check the return amount for sanity
if (pathCutAmount >= 0.99f)
pathCutAmount = 0.99f;
volume = volume - (volume * pathCutAmount);
}
UInt16 taperX = _pbs.PathScaleX;
UInt16 taperY = _pbs.PathScaleY;
float taperFactorX = 0;
float taperFactorY = 0;
// Mass = density * volume
if (taperX != 100)
{
if (taperX > 100)
{
taperFactorX = 1.0f - ((float)taperX / 200);
//m_log.Warn("taperTopFactorX: " + extr.taperTopFactorX.ToString());
}
else
{
taperFactorX = 1.0f - ((100 - (float)taperX) / 100);
//m_log.Warn("taperBotFactorX: " + extr.taperBotFactorX.ToString());
}
volume = (float)volume * ((taperFactorX / 3f) + 0.001f);
}
if (taperY != 100)
{
if (taperY > 100)
{
taperFactorY = 1.0f - ((float)taperY / 200);
//m_log.Warn("taperTopFactorY: " + extr.taperTopFactorY.ToString());
}
else
{
taperFactorY = 1.0f - ((100 - (float)taperY) / 100);
//m_log.Warn("taperBotFactorY: " + extr.taperBotFactorY.ToString());
}
volume = (float)volume * ((taperFactorY / 3f) + 0.001f);
}
returnMass = m_density * volume;
if (returnMass <= 0) returnMass = 0.0001f;//ckrinke: Mass must be greater then zero.
// Recursively calculate mass
bool HasChildPrim = false;
lock (childrenPrim)
{
if (childrenPrim.Count > 0)
{
HasChildPrim = true;
}
}
if (HasChildPrim)
{
BulletDotNETPrim[] childPrimArr = new BulletDotNETPrim[0];
lock (childrenPrim)
childPrimArr = childrenPrim.ToArray();
for (int i = 0; i < childPrimArr.Length; i++)
{
if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove)
returnMass += childPrimArr[i].CalculateMass();
// failsafe, this shouldn't happen but with OpenSim, you never know :)
if (i > 256)
break;
}
}
return returnMass;
}
#endregion
public void CreateGeom(IntPtr m_targetSpace, IMesh p_mesh)
{
m_log.Debug("[PHYSICS]: _________CreateGeom");
if (p_mesh != null)
{
_mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical);
setMesh(_parent_scene, _mesh);
}
else
{
if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1)
{
if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z)
{
if (((_size.X / 2f) > 0f))
{
//SetGeom to a Regular Sphere
tempSize1.setValue(_size.X * 0.5f, _size.Y * 0.5f, _size.Z * 0.5f);
SetCollisionShape(new btSphereShape(_size.X*0.5f));
}
else
{
// uses halfextents
tempSize1.setValue(_size.X*0.5f, _size.Y*0.5f, _size.Z*0.5f);
SetCollisionShape(new btBoxShape(tempSize1));
}
}
else
{
// uses halfextents
tempSize1.setValue(_size.X * 0.5f, _size.Y * 0.5f, _size.Z * 0.5f);
SetCollisionShape(new btBoxShape(tempSize1));
}
}
else
{
// uses halfextents
tempSize1.setValue(_size.X * 0.5f, _size.Y * 0.5f, _size.Z * 0.5f);
SetCollisionShape(new btBoxShape(tempSize1));
}
}
}
private void setMesh(BulletDotNETScene _parent_scene, IMesh mesh)
{
// TODO: Set Collision Body Mesh
// This sleeper is there to moderate how long it takes between
// setting up the mesh and pre-processing it when we get rapid fire mesh requests on a single object
m_log.Debug("_________SetMesh");
Thread.Sleep(10);
//Kill Body so that mesh can re-make the geom
if (IsPhysical && Body != null && Body.Handle != IntPtr.Zero)
{
if (childPrim)
{
if (_parent != null)
{
BulletDotNETPrim parent = (BulletDotNETPrim)_parent;
parent.ChildDelink(this);
}
}
else
{
//disableBody();
}
}
IMesh oldMesh = primMesh;
primMesh = mesh;
float[] vertexList = primMesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory
int[] indexList = primMesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage
//Array.Reverse(indexList);
primMesh.releaseSourceMeshData(); // free up the original mesh data to save memory
int VertexCount = vertexList.GetLength(0) / 3;
int IndexCount = indexList.GetLength(0);
if (btshapeArray != null && btshapeArray.Handle != IntPtr.Zero)
btshapeArray.Dispose();
//Array.Reverse(indexList);
btshapeArray = new btTriangleIndexVertexArray(IndexCount / 3, indexList, (3 * sizeof(int)),
VertexCount, vertexList, 3*sizeof (float));
SetCollisionShape(new btGImpactMeshShape(btshapeArray));
//((btGImpactMeshShape) prim_geom).updateBound();
((btGImpactMeshShape)prim_geom).setLocalScaling(new btVector3(1,1, 1));
((btGImpactMeshShape)prim_geom).updateBound();
_parent_scene.SetUsingGImpact();
if (oldMesh != null)
{
oldMesh.releasePinned();
oldMesh = null;
}
}
private void SetCollisionShape(btCollisionShape shape)
{
/*
if (shape == null)
m_log.Debug("[PHYSICS]:SetShape!Null");
else
m_log.Debug("[PHYSICS]:SetShape!");
if (Body != null)
{
DisposeOfBody();
}
if (prim_geom != null)
{
prim_geom.Dispose();
prim_geom = null;
}
*/
prim_geom = shape;
//Body.set
}
public void SetBody(float mass)
{
//m_log.DebugFormat("[PHYSICS]: SetBody! {0}",mass);
/*
if (Body != null && Body.Handle != IntPtr.Zero)
{
DisposeOfBody();
}
*/
if (tempMotionState1 != null && tempMotionState1.Handle != IntPtr.Zero)
tempMotionState1.Dispose();
if (tempTransform2 != null && tempTransform2.Handle != IntPtr.Zero)
tempTransform2.Dispose();
if (tempOrientation2 != null && tempOrientation2.Handle != IntPtr.Zero)
tempOrientation2.Dispose();
if (tempPosition2 != null && tempPosition2.Handle != IntPtr.Zero)
tempPosition2.Dispose();
tempOrientation2 = new btQuaternion(_orientation.X, _orientation.Y, _orientation.Z, _orientation.W);
tempPosition2 = new btVector3(_position.X, _position.Y, _position.Z);
tempTransform2 = new btTransform(tempOrientation2, tempPosition2);
tempMotionState1 = new btDefaultMotionState(tempTransform2, _parent_scene.TransZero);
if (tempInertia1 != null && tempInertia1.Handle != IntPtr.Zero)
tempInertia1.Dispose();
tempInertia1 = new btVector3(0, 0, 0);
/*
if (prim_geom.Handle == IntPtr.Zero)
{
m_log.Warn("[PHYSICS]:PrimGeom is Disposed!");
if (_parent_scene.needsMeshing(_pbs))
{
// Don't need to re-enable body.. it's done in SetMesh
float meshlod = _parent_scene.meshSculptLOD;
if (IsPhysical)
meshlod = _parent_scene.MeshSculptphysicalLOD;
IMesh mesh = _parent_scene.mesher.CreateMesh(SOPName, _pbs, _size, meshlod, IsPhysical);
// createmesh returns null when it doesn't mesh.
CreateGeom(IntPtr.Zero, mesh);
}
else
{
_mesh = null;
CreateGeom(IntPtr.Zero, null);
}
}
*/
prim_geom.calculateLocalInertia(mass, tempInertia1);
if (mass != 0)
_parent_scene.addActivePrim(this);
else
_parent_scene.remActivePrim(this);
// Body = new btRigidBody(mass, tempMotionState1, prim_geom);
//else
Body = new btRigidBody(mass, tempMotionState1, prim_geom, tempInertia1);
if (prim_geom is btGImpactMeshShape)
{
((btGImpactMeshShape) prim_geom).setLocalScaling(new btVector3(1, 1, 1));
((btGImpactMeshShape) prim_geom).updateBound();
}
_parent_scene.AddPrimToScene(this);
}
private void DisposeOfBody()
{
if (Body != null)
{
if (Body.Handle != IntPtr.Zero)
{
_parent_scene.removeFromWorld(this,Body);
Body.Dispose();
}
Body = null;
// TODO: dispose parts that make up body
}
}
private void ChildDelink(BulletDotNETPrim pPrim)
{
// Okay, we have a delinked child.. need to rebuild the body.
lock (childrenPrim)
{
foreach (BulletDotNETPrim prm in childrenPrim)
{
prm.childPrim = true;
prm.disableBody();
}
}
disableBody();
lock (childrenPrim)
{
childrenPrim.Remove(pPrim);
}
if (Body != null && Body.Handle != IntPtr.Zero)
{
_parent_scene.remActivePrim(this);
}
lock (childrenPrim)
{
foreach (BulletDotNETPrim prm in childrenPrim)
{
ParentPrim(prm);
}
}
}
private void ParentPrim(BulletDotNETPrim prm)
{
// TODO: Parent Linking algorithm. Use btComplexObject
}
public void disableBody()
{
//this kills the body so things like 'mesh' can re-create it.
/*
lock (this)
{
if (!childPrim)
{
if (Body != null && Body.Handle != IntPtr.Zero)
{
_parent_scene.remActivePrim(this);
m_collisionCategories &= ~CollisionCategories.Body;
m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
if (prim_geom != null && prim_geom.Handle != IntPtr.Zero)
{
// TODO: Set Category bits and Flags
}
// TODO: destroy body
DisposeOfBody();
lock (childrenPrim)
{
if (childrenPrim.Count > 0)
{
foreach (BulletDotNETPrim prm in childrenPrim)
{
_parent_scene.remActivePrim(prm);
prm.DisposeOfBody();
prm.SetCollisionShape(null);
}
}
}
DisposeOfBody();
}
}
else
{
_parent_scene.remActivePrim(this);
m_collisionCategories &= ~CollisionCategories.Body;
m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
if (prim_geom != null && prim_geom.Handle != IntPtr.Zero)
{
// TODO: Set Category bits and Flags
}
DisposeOfBody();
}
}
*/
m_disabled = true;
m_collisionscore = 0;
}
public void disableBodySoft()
{
m_disabled = true;
if (m_isphysical && Body.Handle != IntPtr.Zero)
{
Body.clearForces();
Body.forceActivationState(0);
}
}
public void enableBodySoft()
{
if (!childPrim)
{
if (m_isphysical && Body.Handle != IntPtr.Zero)
{
Body.clearForces();
Body.forceActivationState(4);
forceenable = true;
}
m_disabled = false;
}
}
public void enableBody()
{
if (!childPrim)
{
//SetCollisionShape(prim_geom);
if (IsPhysical)
SetBody(Mass);
else
SetBody(0);
// TODO: Set Collision Category Bits and Flags
// TODO: Set Auto Disable data
m_interpenetrationcount = 0;
m_collisionscore = 0;
m_disabled = false;
// The body doesn't already have a finite rotation mode set here
if ((!m_angularlock.IsIdentical(PhysicsVector.Zero, 0)) && _parent == null)
{
// TODO: Create Angular Motor on Axis Lock!
}
_parent_scene.addActivePrim(this);
}
}
public void UpdatePositionAndVelocity()
{
if (_parent == null)
{
PhysicsVector pv = new PhysicsVector(0, 0, 0);
bool lastZeroFlag = _zeroFlag;
if (tempPosition3 != null && tempPosition3.Handle != IntPtr.Zero)
tempPosition3.Dispose();
if (tempTransform3 != null && tempTransform3.Handle != IntPtr.Zero)
tempTransform3.Dispose();
if (tempOrientation2 != null && tempOrientation2.Handle != IntPtr.Zero)
tempOrientation2.Dispose();
if (tempAngularVelocity1 != null && tempAngularVelocity1.Handle != IntPtr.Zero)
tempAngularVelocity1.Dispose();
if (tempLinearVelocity1 != null && tempLinearVelocity1.Handle != IntPtr.Zero)
tempLinearVelocity1.Dispose();
tempTransform3 = Body.getInterpolationWorldTransform();
tempPosition3 = tempTransform3.getOrigin(); // vec
tempOrientation2 = tempTransform3.getRotation(); // ori
tempAngularVelocity1 = Body.getInterpolationAngularVelocity(); //rotvel
tempLinearVelocity1 = Body.getInterpolationLinearVelocity(); // vel
_torque.setValues(tempAngularVelocity1.getX(), tempAngularVelocity1.getX(), tempAngularVelocity1.getZ());
PhysicsVector l_position = new PhysicsVector();
Quaternion l_orientation = new Quaternion();
m_lastposition = _position;
m_lastorientation = _orientation;
l_position.X = tempPosition3.getX();
l_position.Y = tempPosition3.getY();
l_position.Z = tempPosition3.getZ();
l_orientation.X = tempOrientation2.getX();
l_orientation.Y = tempOrientation2.getY();
l_orientation.Z = tempOrientation2.getZ();
l_orientation.W = tempOrientation2.getW();
if (l_position.X > 255.95f || l_position.X < 0f || l_position.Y > 255.95f || l_position.Y < 0f)
{
//base.RaiseOutOfBounds(l_position);
if (m_crossingfailures < _parent_scene.geomCrossingFailuresBeforeOutofbounds)
{
_position = l_position;
//_parent_scene.remActivePrim(this);
if (_parent == null)
base.RequestPhysicsterseUpdate();
return;
}
else
{
if (_parent == null)
base.RaiseOutOfBounds(l_position);
return;
}
}
if (l_position.Z < -200000f)
{
// This is so prim that get lost underground don't fall forever and suck up
//
// Sim resources and memory.
// Disables the prim's movement physics....
// It's a hack and will generate a console message if it fails.
//IsPhysical = false;
//if (_parent == null)
//base.RaiseOutOfBounds(_position);
_acceleration.X = 0;
_acceleration.Y = 0;
_acceleration.Z = 0;
_velocity.X = 0;
_velocity.Y = 0;
_velocity.Z = 0;
m_rotationalVelocity.X = 0;
m_rotationalVelocity.Y = 0;
m_rotationalVelocity.Z = 0;
if (_parent == null)
base.RequestPhysicsterseUpdate();
m_throttleUpdates = false;
throttleCounter = 0;
_zeroFlag = true;
//outofBounds = true;
}
if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02)
&& (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02)
&& (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02)
&& (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation)) < 0.01 ))
{
_zeroFlag = true;
m_throttleUpdates = false;
}
else
{
//m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString());
_zeroFlag = false;
}
if (_zeroFlag)
{
_velocity.X = 0.0f;
_velocity.Y = 0.0f;
_velocity.Z = 0.0f;
_acceleration.X = 0;
_acceleration.Y = 0;
_acceleration.Z = 0;
//_orientation.w = 0f;
//_orientation.X = 0f;
//_orientation.Y = 0f;
//_orientation.Z = 0f;
m_rotationalVelocity.X = 0;
m_rotationalVelocity.Y = 0;
m_rotationalVelocity.Z = 0;
if (!m_lastUpdateSent)
{
m_throttleUpdates = false;
throttleCounter = 0;
m_rotationalVelocity = pv;
if (_parent == null)
base.RequestPhysicsterseUpdate();
m_lastUpdateSent = true;
}
}
else
{
if (lastZeroFlag != _zeroFlag)
{
if (_parent == null)
base.RequestPhysicsterseUpdate();
}
m_lastVelocity = _velocity;
_position = l_position;
_velocity.X = tempLinearVelocity1.getX();
_velocity.Y = tempLinearVelocity1.getY();
_velocity.Z = tempLinearVelocity1.getZ();
_acceleration = ((_velocity - m_lastVelocity) / 0.1f);
_acceleration = new PhysicsVector(_velocity.X - m_lastVelocity.X / 0.1f, _velocity.Y - m_lastVelocity.Y / 0.1f, _velocity.Z - m_lastVelocity.Z / 0.1f);
//m_log.Info("[PHYSICS]: V1: " + _velocity + " V2: " + m_lastVelocity + " Acceleration: " + _acceleration.ToString());
if (_velocity.IsIdentical(pv, 0.5f))
{
m_rotationalVelocity = pv;
}
else
{
m_rotationalVelocity.setValues(tempAngularVelocity1.getX(), tempAngularVelocity1.getY(), tempAngularVelocity1.getZ());
}
//m_log.Debug("ODE: " + m_rotationalVelocity.ToString());
_orientation.X = l_orientation.X;
_orientation.Y = l_orientation.Y;
_orientation.Z = l_orientation.Z;
_orientation.W = l_orientation.W;
m_lastUpdateSent = false;
//if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate)
//{
if (_parent == null)
base.RequestPhysicsterseUpdate();
// }
// else
// {
// throttleCounter++;
//}
}
m_lastposition = l_position;
if (forceenable)
{
Body.forceActivationState(1);
forceenable = false;
}
}
else
{
// Not a body.. so Make sure the client isn't interpolating
_velocity.X = 0;
_velocity.Y = 0;
_velocity.Z = 0;
_acceleration.X = 0;
_acceleration.Y = 0;
_acceleration.Z = 0;
m_rotationalVelocity.X = 0;
m_rotationalVelocity.Y = 0;
m_rotationalVelocity.Z = 0;
_zeroFlag = true;
}
}
internal void setPrimForRemoval()
{
m_taintremove = true;
}
}
}