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- /*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- using System;
- using System.Collections.Generic;
- using System.Reflection;
- using System.IO;
- using System.Diagnostics;
- using System.Threading;
- using log4net;
- using Nini.Config;
- using OpenSim.Framework;
- using OpenSim.Region.Physics.Manager;
- using OpenMetaverse;
- using BulletDotNET;
- namespace OpenSim.Region.Physics.BulletDotNETPlugin
- {
- public class BulletDotNETScene : PhysicsScene
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- // private string m_sceneIdentifier = string.Empty;
-
- private List<BulletDotNETCharacter> m_characters = new List<BulletDotNETCharacter>();
- private Dictionary<uint, BulletDotNETCharacter> m_charactersLocalID = new Dictionary<uint, BulletDotNETCharacter>();
- private List<BulletDotNETPrim> m_prims = new List<BulletDotNETPrim>();
- private Dictionary<uint, BulletDotNETPrim> m_primsLocalID = new Dictionary<uint, BulletDotNETPrim>();
- private List<BulletDotNETPrim> m_activePrims = new List<BulletDotNETPrim>();
- private List<PhysicsActor> m_taintedActors = new List<PhysicsActor>();
- private btDiscreteDynamicsWorld m_world;
- private btAxisSweep3 m_broadphase;
- private btCollisionConfiguration m_collisionConfiguration;
- private btConstraintSolver m_solver;
- private btCollisionDispatcher m_dispatcher;
- private btHeightfieldTerrainShape m_terrainShape;
- public btRigidBody TerrainBody;
- private btVector3 m_terrainPosition;
- private btVector3 m_gravity;
- public btMotionState m_terrainMotionState;
- public btTransform m_terrainTransform;
- public btVector3 VectorZero;
- public btQuaternion QuatIdentity;
- public btTransform TransZero;
- public float geomDefaultDensity = 10.000006836f;
- private float avPIDD = 65f;
- private float avPIDP = 21f;
- private float avCapRadius = 0.37f;
- private float avStandupTensor = 2000000f;
- private float avDensity = 80f;
- private float avHeightFudgeFactor = 0.52f;
- private float avMovementDivisorWalk = 1.8f;
- private float avMovementDivisorRun = 0.8f;
- // private float minimumGroundFlightOffset = 3f;
- public bool meshSculptedPrim = true;
- public float meshSculptLOD = 32;
- public float MeshSculptphysicalLOD = 16;
- public float bodyPIDD = 35f;
- public float bodyPIDG = 25;
- internal int geomCrossingFailuresBeforeOutofbounds = 4;
- public float bodyMotorJointMaxforceTensor = 2;
- public int bodyFramesAutoDisable = 20;
- public float WorldTimeStep = 10f/60f;
- public const float WorldTimeComp = 1/60f;
- public float gravityz = -9.8f;
- private float[] _origheightmap; // Used for Fly height. Kitto Flora
- private bool usingGImpactAlgorithm = false;
- // private IConfigSource m_config;
- private readonly btVector3 worldAabbMin = new btVector3(-10f, -10f, 0);
- private readonly btVector3 worldAabbMax = new btVector3((int)Constants.RegionSize + 10f, (int)Constants.RegionSize + 10f, 9000);
- public IMesher mesher;
- private ContactAddedCallbackHandler m_CollisionInterface;
- public BulletDotNETScene(string sceneIdentifier)
- {
- // m_sceneIdentifier = sceneIdentifier;
- VectorZero = new btVector3(0, 0, 0);
- QuatIdentity = new btQuaternion(0, 0, 0, 1);
- TransZero = new btTransform(QuatIdentity, VectorZero);
- m_gravity = new btVector3(0, 0, gravityz);
- _origheightmap = new float[(int)Constants.RegionSize * (int)Constants.RegionSize];
-
- }
- public override void Initialise(IMesher meshmerizer, IConfigSource config)
- {
- mesher = meshmerizer;
- // m_config = config;
- /*
- if (Environment.OSVersion.Platform == PlatformID.Unix)
- {
- m_log.Fatal("[BulletDotNET]: This configuration is not supported on *nix currently");
- Thread.Sleep(5000);
- Environment.Exit(0);
- }
- */
- m_broadphase = new btAxisSweep3(worldAabbMin, worldAabbMax, 16000);
- m_collisionConfiguration = new btDefaultCollisionConfiguration();
- m_solver = new btSequentialImpulseConstraintSolver();
- m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
- m_world = new btDiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_solver, m_collisionConfiguration);
- m_world.setGravity(m_gravity);
- EnableCollisionInterface();
-
- }
- public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
- {
- BulletDotNETCharacter chr = new BulletDotNETCharacter(avName, this, position, size, avPIDD, avPIDP,
- avCapRadius, avStandupTensor, avDensity,
- avHeightFudgeFactor, avMovementDivisorWalk,
- avMovementDivisorRun);
- try
- {
- m_characters.Add(chr);
- m_charactersLocalID.Add(chr.m_localID, chr);
- }
- catch
- {
- // noop if it's already there
- m_log.Debug("[PHYSICS] BulletDotNet: adding duplicate avatar localID");
- }
- AddPhysicsActorTaint(chr);
- return chr;
- }
- public override void RemoveAvatar(PhysicsActor actor)
- {
- BulletDotNETCharacter chr = (BulletDotNETCharacter) actor;
- m_charactersLocalID.Remove(chr.m_localID);
- m_characters.Remove(chr);
- m_world.removeRigidBody(chr.Body);
- m_world.removeCollisionObject(chr.Body);
- chr.Remove();
- AddPhysicsActorTaint(chr);
- //chr = null;
- }
- public override void RemovePrim(PhysicsActor prim)
- {
- if (prim is BulletDotNETPrim)
- {
- BulletDotNETPrim p = (BulletDotNETPrim)prim;
- p.setPrimForRemoval();
- AddPhysicsActorTaint(prim);
- //RemovePrimThreadLocked(p);
-
- }
- }
- private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
- IMesh mesh, PrimitiveBaseShape pbs, bool isphysical)
- {
- Vector3 pos = position;
- //pos.X = position.X;
- //pos.Y = position.Y;
- //pos.Z = position.Z;
- Vector3 siz = Vector3.Zero;
- siz.X = size.X;
- siz.Y = size.Y;
- siz.Z = size.Z;
- Quaternion rot = rotation;
- BulletDotNETPrim newPrim;
-
- newPrim = new BulletDotNETPrim(name, this, pos, siz, rot, mesh, pbs, isphysical);
- //lock (m_prims)
- // m_prims.Add(newPrim);
-
- return newPrim;
- }
- public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, Vector3 size, Quaternion rotation)
- {
- return AddPrimShape(primName, pbs, position, size, rotation, false);
- }
- public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, Vector3 size, Quaternion rotation, bool isPhysical)
- {
- PhysicsActor result;
- IMesh mesh = null;
- //switch (pbs.ProfileShape)
- //{
- // case ProfileShape.Square:
- // //support simple box & hollow box now; later, more shapes
- // if (needsMeshing(pbs))
- // {
- // mesh = mesher.CreateMesh(primName, pbs, size, 32f, isPhysical);
- // }
- // break;
- //}
- if (needsMeshing(pbs))
- mesh = mesher.CreateMesh(primName, pbs, size, 32f, isPhysical);
- result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical);
- return result;
- }
- public override void AddPhysicsActorTaint(PhysicsActor prim)
- {
- lock (m_taintedActors)
- {
- if (!m_taintedActors.Contains(prim))
- {
- m_taintedActors.Add(prim);
- }
- }
- }
- internal void SetUsingGImpact()
- {
- if (!usingGImpactAlgorithm)
- btGImpactCollisionAlgorithm.registerAlgorithm(m_dispatcher);
- usingGImpactAlgorithm = true;
- }
- public override float Simulate(float timeStep)
- {
-
- lock (m_taintedActors)
- {
- foreach (PhysicsActor act in m_taintedActors)
- {
- if (act is BulletDotNETCharacter)
- ((BulletDotNETCharacter) act).ProcessTaints(timeStep);
- if (act is BulletDotNETPrim)
- ((BulletDotNETPrim)act).ProcessTaints(timeStep);
- }
- m_taintedActors.Clear();
- }
- lock (m_characters)
- {
- foreach (BulletDotNETCharacter chr in m_characters)
- {
- chr.Move(timeStep);
- }
- }
- lock (m_prims)
- {
- foreach (BulletDotNETPrim prim in m_prims)
- {
- if (prim != null)
- prim.Move(timeStep);
- }
- }
- float steps = m_world.stepSimulation(timeStep, 10, WorldTimeComp);
- foreach (BulletDotNETCharacter chr in m_characters)
- {
- chr.UpdatePositionAndVelocity();
- }
- foreach (BulletDotNETPrim prm in m_activePrims)
- {
- /*
- if (prm != null)
- if (prm.Body != null)
- */
- prm.UpdatePositionAndVelocity();
- }
- if (m_CollisionInterface != null)
- {
- List<BulletDotNETPrim> primsWithCollisions = new List<BulletDotNETPrim>();
- List<BulletDotNETCharacter> charactersWithCollisions = new List<BulletDotNETCharacter>();
- // get the collisions that happened this tick
- List<BulletDotNET.ContactAddedCallbackHandler.ContactInfo> collisions = m_CollisionInterface.GetContactList();
- // passed back the localID of the prim so we can associate the prim
- foreach (BulletDotNET.ContactAddedCallbackHandler.ContactInfo ci in collisions)
- {
- // ContactPoint = { contactPoint, contactNormal, penetrationDepth }
- ContactPoint contact = new ContactPoint(new Vector3(ci.pX, ci.pY, ci.pZ),
- new Vector3(ci.nX, ci.nY, ci.nZ), ci.depth);
-
- ProcessContact(ci.contact, ci.contactWith, contact, ref primsWithCollisions, ref charactersWithCollisions);
- ProcessContact(ci.contactWith, ci.contact, contact, ref primsWithCollisions, ref charactersWithCollisions);
- }
- m_CollisionInterface.Clear();
- // for those prims and characters that had collisions cause collision events
- foreach (BulletDotNETPrim bdnp in primsWithCollisions)
- {
- bdnp.SendCollisions();
- }
- foreach (BulletDotNETCharacter bdnc in charactersWithCollisions)
- {
- bdnc.SendCollisions();
- }
- }
- return steps;
- }
- private void ProcessContact(uint cont, uint contWith, ContactPoint contact,
- ref List<BulletDotNETPrim> primsWithCollisions,
- ref List<BulletDotNETCharacter> charactersWithCollisions)
- {
- BulletDotNETPrim bdnp;
- // collisions with a normal prim?
- if (m_primsLocalID.TryGetValue(cont, out bdnp))
- {
- // Added collision event to the prim. This creates a pile of events
- // that will be sent to any subscribed listeners.
- bdnp.AddCollision(contWith, contact);
- if (!primsWithCollisions.Contains(bdnp))
- {
- primsWithCollisions.Add(bdnp);
- }
- }
- else
- {
- BulletDotNETCharacter bdnc;
- // if not a prim, maybe it's one of the characters
- if (m_charactersLocalID.TryGetValue(cont, out bdnc))
- {
- bdnc.AddCollision(contWith, contact);
- if (!charactersWithCollisions.Contains(bdnc))
- {
- charactersWithCollisions.Add(bdnc);
- }
- }
- }
- }
- public override void GetResults()
- {
-
- }
- public override void SetTerrain(float[] heightMap)
- {
- if (m_terrainShape != null)
- DeleteTerrain();
- float hfmax = -9000;
- float hfmin = 90000;
-
- for (int i = 0; i <heightMap.Length;i++)
- {
- if (Single.IsNaN(heightMap[i]) || Single.IsInfinity(heightMap[i]))
- {
- heightMap[i] = 0f;
- }
- hfmin = (heightMap[i] < hfmin) ? heightMap[i] : hfmin;
- hfmax = (heightMap[i] > hfmax) ? heightMap[i] : hfmax;
- }
- // store this for later reference.
- // Note, we're storing it after we check it for anomolies above
- _origheightmap = heightMap;
- hfmin = 0;
- hfmax = 256;
- m_terrainShape = new btHeightfieldTerrainShape((int)Constants.RegionSize, (int)Constants.RegionSize, heightMap,
- 1.0f, hfmin, hfmax, (int)btHeightfieldTerrainShape.UPAxis.Z,
- (int)btHeightfieldTerrainShape.PHY_ScalarType.PHY_FLOAT, false);
- float AabbCenterX = Constants.RegionSize/2f;
- float AabbCenterY = Constants.RegionSize/2f;
- float AabbCenterZ = 0;
- float temphfmin, temphfmax;
- temphfmin = hfmin;
- temphfmax = hfmax;
- if (temphfmin < 0)
- {
- temphfmax = 0 - temphfmin;
- temphfmin = 0 - temphfmin;
- }
- else if (temphfmin > 0)
- {
- temphfmax = temphfmax + (0 - temphfmin);
- //temphfmin = temphfmin + (0 - temphfmin);
- }
- AabbCenterZ = temphfmax/2f;
-
- if (m_terrainPosition == null)
- {
- m_terrainPosition = new btVector3(AabbCenterX, AabbCenterY, AabbCenterZ);
- }
- else
- {
- try
- {
- m_terrainPosition.setValue(AabbCenterX, AabbCenterY, AabbCenterZ);
- }
- catch (ObjectDisposedException)
- {
- m_terrainPosition = new btVector3(AabbCenterX, AabbCenterY, AabbCenterZ);
- }
- }
- if (m_terrainMotionState != null)
- {
- m_terrainMotionState.Dispose();
- m_terrainMotionState = null;
- }
- m_terrainTransform = new btTransform(QuatIdentity, m_terrainPosition);
- m_terrainMotionState = new btDefaultMotionState(m_terrainTransform);
- TerrainBody = new btRigidBody(0, m_terrainMotionState, m_terrainShape);
- TerrainBody.setUserPointer((IntPtr)0);
- m_world.addRigidBody(TerrainBody);
- }
- public override void SetWaterLevel(float baseheight)
- {
-
- }
- public override void DeleteTerrain()
- {
- if (TerrainBody != null)
- {
- m_world.removeRigidBody(TerrainBody);
- }
- if (m_terrainShape != null)
- {
- m_terrainShape.Dispose();
- m_terrainShape = null;
- }
- if (m_terrainMotionState != null)
- {
- m_terrainMotionState.Dispose();
- m_terrainMotionState = null;
- }
-
- if (m_terrainTransform != null)
- {
- m_terrainTransform.Dispose();
- m_terrainTransform = null;
- }
- if (m_terrainPosition != null)
- {
- m_terrainPosition.Dispose();
- m_terrainPosition = null;
- }
- }
- public override void Dispose()
- {
- disposeAllBodies();
- m_world.Dispose();
- m_broadphase.Dispose();
- ((btDefaultCollisionConfiguration) m_collisionConfiguration).Dispose();
- ((btSequentialImpulseConstraintSolver) m_solver).Dispose();
- worldAabbMax.Dispose();
- worldAabbMin.Dispose();
- VectorZero.Dispose();
- QuatIdentity.Dispose();
- m_gravity.Dispose();
- VectorZero = null;
- QuatIdentity = null;
- }
- public override Dictionary<uint, float> GetTopColliders()
- {
- return new Dictionary<uint, float>();
- }
- public btDiscreteDynamicsWorld getBulletWorld()
- {
- return m_world;
- }
- private void disposeAllBodies()
- {
- lock (m_prims)
- {
- m_primsLocalID.Clear();
- foreach (BulletDotNETPrim prim in m_prims)
- {
- if (prim.Body != null)
- m_world.removeRigidBody(prim.Body);
- prim.Dispose();
- }
- m_prims.Clear();
- foreach (BulletDotNETCharacter chr in m_characters)
- {
- if (chr.Body != null)
- m_world.removeRigidBody(chr.Body);
- chr.Dispose();
- }
- m_characters.Clear();
- }
- }
- public override bool IsThreaded
- {
- get { return false; }
- }
- internal void addCollisionEventReporting(PhysicsActor bulletDotNETCharacter)
- {
- //TODO: FIXME:
- }
- internal void remCollisionEventReporting(PhysicsActor bulletDotNETCharacter)
- {
- //TODO: FIXME:
- }
- internal void AddRigidBody(btRigidBody Body)
- {
- m_world.addRigidBody(Body);
- }
- [Obsolete("bad!")]
- internal void removeFromWorld(btRigidBody body)
- {
-
- m_world.removeRigidBody(body);
- }
- internal void removeFromWorld(BulletDotNETPrim prm ,btRigidBody body)
- {
- lock (m_prims)
- {
- if (m_prims.Contains(prm))
- {
- m_world.removeRigidBody(body);
- }
- remActivePrim(prm);
- m_primsLocalID.Remove(prm.m_localID);
- m_prims.Remove(prm);
- }
- }
- internal float GetWaterLevel()
- {
- throw new NotImplementedException();
- }
- // Recovered for use by fly height. Kitto Flora
- public float GetTerrainHeightAtXY(float x, float y)
- {
- // Teravus: Kitto, this code causes recurring errors that stall physics permenantly unless
- // the values are checked, so checking below.
- // Is there any reason that we don't do this in ScenePresence?
- // The only physics engine that benefits from it in the physics plugin is this one
- if (x > (int)Constants.RegionSize || y > (int)Constants.RegionSize ||
- x < 0.001f || y < 0.001f)
- return 0;
- return _origheightmap[(int)y * Constants.RegionSize + (int)x];
- }
- // End recovered. Kitto Flora
- /// <summary>
- /// Routine to figure out if we need to mesh this prim with our mesher
- /// </summary>
- /// <param name="pbs"></param>
- /// <returns></returns>
- public bool needsMeshing(PrimitiveBaseShape pbs)
- {
- // most of this is redundant now as the mesher will return null if it cant mesh a prim
- // but we still need to check for sculptie meshing being enabled so this is the most
- // convenient place to do it for now...
- // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
- // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString());
- int iPropertiesNotSupportedDefault = 0;
- if (pbs.SculptEntry && !meshSculptedPrim)
- {
- #if SPAM
- m_log.Warn("NonMesh");
- #endif
- return false;
- }
- // if it's a standard box or sphere with no cuts, hollows, twist or top shear, return false since ODE can use an internal representation for the prim
- if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
- || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
- && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
- {
- if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
- && pbs.ProfileHollow == 0
- && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
- && pbs.PathBegin == 0 && pbs.PathEnd == 0
- && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
- && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
- && pbs.PathShearX == 0 && pbs.PathShearY == 0)
- {
- #if SPAM
- m_log.Warn("NonMesh");
- #endif
- return false;
- }
- }
- if (pbs.ProfileHollow != 0)
- iPropertiesNotSupportedDefault++;
- if ((pbs.PathBegin != 0) || pbs.PathEnd != 0)
- iPropertiesNotSupportedDefault++;
- if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
- iPropertiesNotSupportedDefault++;
- if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
- iPropertiesNotSupportedDefault++;
- if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
- iPropertiesNotSupportedDefault++;
- if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
- iPropertiesNotSupportedDefault++;
- if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
- iPropertiesNotSupportedDefault++;
- if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1 && (pbs.Scale.X != pbs.Scale.Y || pbs.Scale.Y != pbs.Scale.Z || pbs.Scale.Z != pbs.Scale.X))
- iPropertiesNotSupportedDefault++;
- if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1)
- iPropertiesNotSupportedDefault++;
- // test for torus
- if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
- {
- if (pbs.PathCurve == (byte)Extrusion.Curve1)
- {
- iPropertiesNotSupportedDefault++;
- }
- }
- else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
- {
- if (pbs.PathCurve == (byte)Extrusion.Straight)
- {
- iPropertiesNotSupportedDefault++;
- }
- // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
- else if (pbs.PathCurve == (byte)Extrusion.Curve1)
- {
- iPropertiesNotSupportedDefault++;
- }
- }
- else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
- {
- if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
- {
- iPropertiesNotSupportedDefault++;
- }
- }
- else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
- {
- if (pbs.PathCurve == (byte)Extrusion.Straight)
- {
- iPropertiesNotSupportedDefault++;
- }
- else if (pbs.PathCurve == (byte)Extrusion.Curve1)
- {
- iPropertiesNotSupportedDefault++;
- }
- }
- if (iPropertiesNotSupportedDefault == 0)
- {
- #if SPAM
- m_log.Warn("NonMesh");
- #endif
- return false;
- }
- #if SPAM
- m_log.Debug("Mesh");
- #endif
- return true;
- }
- internal void addActivePrim(BulletDotNETPrim pPrim)
- {
- lock (m_activePrims)
- {
- if (!m_activePrims.Contains(pPrim))
- {
- m_activePrims.Add(pPrim);
- }
- }
- }
- public void remActivePrim(BulletDotNETPrim pDeactivatePrim)
- {
- lock (m_activePrims)
- {
- m_activePrims.Remove(pDeactivatePrim);
- }
- }
- internal void AddPrimToScene(BulletDotNETPrim pPrim)
- {
- lock (m_prims)
- {
- if (!m_prims.Contains(pPrim))
- {
- try
- {
- m_prims.Add(pPrim);
- m_primsLocalID.Add(pPrim.m_localID, pPrim);
- }
- catch
- {
- // noop if it's already there
- m_log.Debug("[PHYSICS] BulletDotNet: adding duplicate prim localID");
- }
- m_world.addRigidBody(pPrim.Body);
- // m_log.Debug("[PHYSICS] added prim to scene");
- }
- }
- }
- internal void EnableCollisionInterface()
- {
- if (m_CollisionInterface == null)
- {
- m_CollisionInterface = new ContactAddedCallbackHandler(m_world);
- // m_world.SetCollisionAddedCallback(m_CollisionInterface);
- }
- }
-
- }
- }
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