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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 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.
- */
- #region References
- using System;
- using System.Collections.Generic;
- using MonoXnaCompactMaths;
- using OpenSim.Framework;
- using OpenSim.Region.Physics.Manager;
- using XnaDevRu.BulletX;
- using XnaDevRu.BulletX.Dynamics;
- using Nini.Config;
- using AxiomQuaternion = Axiom.Math.Quaternion;
- #endregion
- namespace OpenSim.Region.Physics.BulletXPlugin
- {
- /// <summary>
- /// BulletXConversions are called now BulletXMaths
- /// This Class converts objects and types for BulletX and give some operations
- /// </summary>
- public class BulletXMaths
- {
- //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
- //Vector3
- public static Vector3 PhysicsVectorToXnaVector3(PhysicsVector physicsVector)
- {
- return new Vector3(physicsVector.X, physicsVector.Y, physicsVector.Z);
- }
- public static PhysicsVector XnaVector3ToPhysicsVector(Vector3 xnaVector3)
- {
- return new PhysicsVector(xnaVector3.X, xnaVector3.Y, xnaVector3.Z);
- }
- //Quaternion
- public static Quaternion AxiomQuaternionToXnaQuaternion(AxiomQuaternion axiomQuaternion)
- {
- return new Quaternion(axiomQuaternion.x, axiomQuaternion.y, axiomQuaternion.z, axiomQuaternion.w);
- }
- public static AxiomQuaternion XnaQuaternionToAxiomQuaternion(Quaternion xnaQuaternion)
- {
- return new AxiomQuaternion(xnaQuaternion.W, xnaQuaternion.X, xnaQuaternion.Y, xnaQuaternion.Z);
- }
- //Next methods are extracted from XnaDevRu.BulletX(See 3rd party license):
- //- SetRotation (class MatrixOperations)
- //- GetRotation (class MatrixOperations)
- //- GetElement (class MathHelper)
- //- SetElement (class MathHelper)
- internal static void SetRotation(ref Matrix m, Quaternion q)
- {
- float d = q.LengthSquared();
- float s = 2f/d;
- float xs = q.X*s, ys = q.Y*s, zs = q.Z*s;
- float wx = q.W*xs, wy = q.W*ys, wz = q.W*zs;
- float xx = q.X*xs, xy = q.X*ys, xz = q.X*zs;
- float yy = q.Y*ys, yz = q.Y*zs, zz = q.Z*zs;
- m = new Matrix(1 - (yy + zz), xy - wz, xz + wy, 0,
- xy + wz, 1 - (xx + zz), yz - wx, 0,
- xz - wy, yz + wx, 1 - (xx + yy), 0,
- m.M41, m.M42, m.M43, 1);
- }
- internal static Quaternion GetRotation(Matrix m)
- {
- Quaternion q = new Quaternion();
- float trace = m.M11 + m.M22 + m.M33;
- if (trace > 0)
- {
- float s = (float) Math.Sqrt(trace + 1);
- q.W = s*0.5f;
- s = 0.5f/s;
- q.X = (m.M32 - m.M23)*s;
- q.Y = (m.M13 - m.M31)*s;
- q.Z = (m.M21 - m.M12)*s;
- }
- else
- {
- int i = m.M11 < m.M22
- ?
- (m.M22 < m.M33 ? 2 : 1)
- :
- (m.M11 < m.M33 ? 2 : 0);
- int j = (i + 1)%3;
- int k = (i + 2)%3;
- float s = (float) Math.Sqrt(GetElement(m, i, i) - GetElement(m, j, j) - GetElement(m, k, k) + 1);
- SetElement(ref q, i, s*0.5f);
- s = 0.5f/s;
- q.W = (GetElement(m, k, j) - GetElement(m, j, k))*s;
- SetElement(ref q, j, (GetElement(m, j, i) + GetElement(m, i, j))*s);
- SetElement(ref q, k, (GetElement(m, k, i) + GetElement(m, i, k))*s);
- }
- return q;
- }
- internal static float SetElement(ref Quaternion q, int index, float value)
- {
- switch (index)
- {
- case 0:
- q.X = value;
- break;
- case 1:
- q.Y = value;
- break;
- case 2:
- q.Z = value;
- break;
- case 3:
- q.W = value;
- break;
- }
- return 0;
- }
- internal static float GetElement(Matrix mat, int row, int col)
- {
- switch (row)
- {
- case 0:
- switch (col)
- {
- case 0:
- return mat.M11;
- case 1:
- return mat.M12;
- case 2:
- return mat.M13;
- }
- break;
- case 1:
- switch (col)
- {
- case 0:
- return mat.M21;
- case 1:
- return mat.M22;
- case 2:
- return mat.M23;
- }
- break;
- case 2:
- switch (col)
- {
- case 0:
- return mat.M31;
- case 1:
- return mat.M32;
- case 2:
- return mat.M33;
- }
- break;
- }
- return 0;
- }
- }
- /// <summary>
- /// PhysicsPlugin Class for BulletX
- /// </summary>
- public class BulletXPlugin : IPhysicsPlugin
- {
- private BulletXScene _mScene;
- public BulletXPlugin()
- {
- }
- public bool Init()
- {
- return true;
- }
- public PhysicsScene GetScene()
- {
- if (_mScene == null)
- {
- _mScene = new BulletXScene();
- }
- return (_mScene);
- }
- public string GetName()
- {
- return ("modified_BulletX"); //Changed!! "BulletXEngine" To "modified_BulletX"
- }
- public void Dispose()
- {
- }
- }
- // Class to detect and debug collisions
- // Mainly used for debugging purposes
- internal class CollisionDispatcherLocal : CollisionDispatcher
- {
- private BulletXScene relatedScene;
- public CollisionDispatcherLocal(BulletXScene s)
- : base()
- {
- relatedScene = s;
- }
- public override bool NeedsCollision(CollisionObject bodyA, CollisionObject bodyB)
- {
- RigidBody rb;
- BulletXCharacter bxcA = null;
- BulletXPrim bxpA = null;
- Type t = bodyA.GetType();
- if (t == typeof (RigidBody))
- {
- rb = (RigidBody) bodyA;
- relatedScene._characters.TryGetValue(rb, out bxcA);
- relatedScene._prims.TryGetValue(rb, out bxpA);
- }
- // String nameA;
- // if (bxcA != null)
- // nameA = bxcA._name;
- // else if (bxpA != null)
- // nameA = bxpA._name;
- // else
- // nameA = "null";
- BulletXCharacter bxcB = null;
- BulletXPrim bxpB = null;
- t = bodyB.GetType();
- if (t == typeof (RigidBody))
- {
- rb = (RigidBody) bodyB;
- relatedScene._characters.TryGetValue(rb, out bxcB);
- relatedScene._prims.TryGetValue(rb, out bxpB);
- }
- // String nameB;
- // if (bxcB != null)
- // nameB = bxcB._name;
- // else if (bxpB != null)
- // nameB = bxpB._name;
- // else
- // nameB = "null";
- bool needsCollision;// = base.NeedsCollision(bodyA, bodyB);
- int c1 = 3;
- int c2 = 3;
- ////////////////////////////////////////////////////////
- //BulletX Mesh Collisions
- //added by Jed zhu
- //data: May 07,2005
- ////////////////////////////////////////////////////////
- #region BulletXMeshCollisions Fields
- if (bxcA != null && bxpB != null)
- c1 = Collision(bxcA, bxpB);
- if (bxpA != null && bxcB != null)
- c2 = Collision(bxcB, bxpA);
- if (c1 < 2)
- needsCollision = (c1 > 0) ? true : false;
- else if (c2 < 2)
- needsCollision = (c2 > 0) ? true : false;
- else
- needsCollision = base.NeedsCollision(bodyA, bodyB);
- #endregion
- //m_log.DebugFormat("[BulletX]: A collision was detected between {0} and {1} --> {2}", nameA, nameB,
- //needsCollision);
- return needsCollision;
- }
- //added by jed zhu
- //calculas the collision between the Prim and Actor
- //
- private int Collision(BulletXCharacter actorA, BulletXPrim primB)
- {
- int[] indexBase;
- Vector3[] vertexBase;
- Vector3 vNormal;
- // Vector3 vP1;
- // Vector3 vP2;
- // Vector3 vP3;
- IMesh mesh = primB.GetMesh();
- float fdistance;
- if (primB == null)
- return 3;
- if (mesh == null)
- return 2;
- if (actorA == null)
- return 3;
- int iVertexCount = mesh.getVertexList().Count;
- int iIndexCount = mesh.getIndexListAsInt().Length;
- if (iVertexCount == 0)
- return 3;
- if (iIndexCount == 0)
- return 3;
- lock (BulletXScene.BulletXLock)
- {
- indexBase = mesh.getIndexListAsInt();
- vertexBase = new Vector3[iVertexCount];
- for (int i = 0; i < iVertexCount; i++)
- {
- PhysicsVector v = mesh.getVertexList()[i];
- if (v != null) // Note, null has special meaning. See meshing code for details
- vertexBase[i] = BulletXMaths.PhysicsVectorToXnaVector3(v);
- else
- vertexBase[i] = Vector3.Zero;
- }
- for (int ix = 0; ix < iIndexCount; ix += 3)
- {
- int ia = indexBase[ix + 0];
- int ib = indexBase[ix + 1];
- int ic = indexBase[ix + 2];
- //
- Vector3 v1 = vertexBase[ib] - vertexBase[ia];
- Vector3 v2 = vertexBase[ic] - vertexBase[ia];
- Vector3.Cross(ref v1, ref v2, out vNormal);
- Vector3.Normalize(ref vNormal, out vNormal);
- fdistance = Vector3.Dot(vNormal, vertexBase[ia]) + 0.50f;
- if (preCheckCollision(actorA, vNormal, fdistance) == 1)
- {
- if (CheckCollision(actorA, ia, ib, ic, vNormal, vertexBase) == 1)
- {
- //PhysicsVector v = actorA.Position;
- //Vector3 v3 = BulletXMaths.PhysicsVectorToXnaVector3(v);
- //Vector3 vp = vNormal * (fdistance - Vector3.Dot(vNormal, v3) + 0.2f);
- //actorA.Position += BulletXMaths.XnaVector3ToPhysicsVector(vp);
- return 1;
- }
- }
- }
- }
- return 0;
- }
- //added by jed zhu
- //return value 1: need second check
- //return value 0: no need check
- private int preCheckCollision(BulletXActor actA, Vector3 vNormal, float fDist)
- {
- float fstartSide;
- PhysicsVector v = actA.Position;
- Vector3 v3 = BulletXMaths.PhysicsVectorToXnaVector3(v);
- fstartSide = Vector3.Dot(vNormal, v3) - fDist;
- if (fstartSide > 0) return 0;
- else return 1;
- }
- //added by jed zhu
- private int CheckCollision(BulletXActor actA, int ia, int ib, int ic, Vector3 vNormal, Vector3[] vertBase)
- {
- Vector3 perPlaneNormal;
- float fPerPlaneDist;
- PhysicsVector v = actA.Position;
- Vector3 v3 = BulletXMaths.PhysicsVectorToXnaVector3(v);
- //check AB
- Vector3 v1;
- v1 = vertBase[ib] - vertBase[ia];
- Vector3.Cross(ref vNormal, ref v1, out perPlaneNormal);
- Vector3.Normalize(ref perPlaneNormal, out perPlaneNormal);
- if (Vector3.Dot((vertBase[ic] - vertBase[ia]), perPlaneNormal) < 0)
- perPlaneNormal = -perPlaneNormal;
- fPerPlaneDist = Vector3.Dot(perPlaneNormal, vertBase[ia]) - 0.50f;
- if ((Vector3.Dot(perPlaneNormal, v3) - fPerPlaneDist) < 0)
- return 0;
- fPerPlaneDist = Vector3.Dot(perPlaneNormal, vertBase[ic]) + 0.50f;
- if ((Vector3.Dot(perPlaneNormal, v3) - fPerPlaneDist) > 0)
- return 0;
- //check BC
- v1 = vertBase[ic] - vertBase[ib];
- Vector3.Cross(ref vNormal, ref v1, out perPlaneNormal);
- Vector3.Normalize(ref perPlaneNormal, out perPlaneNormal);
- if (Vector3.Dot((vertBase[ia] - vertBase[ib]), perPlaneNormal) < 0)
- perPlaneNormal = -perPlaneNormal;
- fPerPlaneDist = Vector3.Dot(perPlaneNormal, vertBase[ib]) - 0.50f;
- if ((Vector3.Dot(perPlaneNormal, v3) - fPerPlaneDist) < 0)
- return 0;
- fPerPlaneDist = Vector3.Dot(perPlaneNormal, vertBase[ia]) + 0.50f;
- if ((Vector3.Dot(perPlaneNormal, v3) - fPerPlaneDist) > 0)
- return 0;
- //check CA
- v1 = vertBase[ia] - vertBase[ic];
- Vector3.Cross(ref vNormal, ref v1, out perPlaneNormal);
- Vector3.Normalize(ref perPlaneNormal, out perPlaneNormal);
- if (Vector3.Dot((vertBase[ib] - vertBase[ic]), perPlaneNormal) < 0)
- perPlaneNormal = -perPlaneNormal;
- fPerPlaneDist = Vector3.Dot(perPlaneNormal, vertBase[ic]) - 0.50f;
- if ((Vector3.Dot(perPlaneNormal, v3) - fPerPlaneDist) < 0)
- return 0;
- fPerPlaneDist = Vector3.Dot(perPlaneNormal, vertBase[ib]) + 0.50f;
- if ((Vector3.Dot(perPlaneNormal, v3) - fPerPlaneDist) > 0)
- return 0;
- return 1;
- }
- }
- /// <summary>
- /// PhysicsScene Class for BulletX
- /// </summary>
- public class BulletXScene : PhysicsScene
- {
- #region BulletXScene Fields
- public DiscreteDynamicsWorld ddWorld;
- private CollisionDispatcher cDispatcher;
- private OverlappingPairCache opCache;
- private SequentialImpulseConstraintSolver sicSolver;
- public static Object BulletXLock = new Object();
- private const int minXY = 0;
- private const int minZ = 0;
- private const int maxXY = (int)Constants.RegionSize;
- private const int maxZ = 4096;
- private const int maxHandles = 32766; //Why? I don't know
- private const float gravity = 9.8f;
- private const float heightLevel0 = 77.0f;
- private const float heightLevel1 = 200.0f;
- private const float lowGravityFactor = 0.2f;
- //OpenSim calls Simulate 10 times per seconds. So FPS = "Simulate Calls" * simulationSubSteps = 100 FPS
- private const int simulationSubSteps = 10;
- //private float[] _heightmap;
- private BulletXPlanet _simFlatPlanet;
- internal Dictionary<RigidBody, BulletXCharacter> _characters = new Dictionary<RigidBody, BulletXCharacter>();
- internal Dictionary<RigidBody, BulletXPrim> _prims = new Dictionary<RigidBody, BulletXPrim>();
- public IMesher mesher;
- // private IConfigSource m_config;
- public static float Gravity
- {
- get { return gravity; }
- }
- public static float HeightLevel0
- {
- get { return heightLevel0; }
- }
- public static float HeightLevel1
- {
- get { return heightLevel1; }
- }
- public static float LowGravityFactor
- {
- get { return lowGravityFactor; }
- }
- public static int MaxXY
- {
- get { return maxXY; }
- }
- public static int MaxZ
- {
- get { return maxZ; }
- }
- private List<RigidBody> _forgottenRigidBodies = new List<RigidBody>();
- internal string is_ex_message = "Can't remove rigidBody!: ";
- #endregion
- public BulletXScene()
- {
- cDispatcher = new CollisionDispatcherLocal(this);
- Vector3 worldMinDim = new Vector3((float) minXY, (float) minXY, (float) minZ);
- Vector3 worldMaxDim = new Vector3((float) maxXY, (float) maxXY, (float) maxZ);
- opCache = new AxisSweep3(worldMinDim, worldMaxDim, maxHandles);
- sicSolver = new SequentialImpulseConstraintSolver();
- lock (BulletXLock)
- {
- ddWorld = new DiscreteDynamicsWorld(cDispatcher, opCache, sicSolver);
- ddWorld.Gravity = new Vector3(0, 0, -gravity);
- }
- //this._heightmap = new float[65536];
- }
- public override void Initialise(IMesher meshmerizer, IConfigSource config)
- {
- mesher = meshmerizer;
- // m_config = config;
- }
- public override void Dispose()
- {
- }
- public override Dictionary<uint, float> GetTopColliders()
- {
- Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
- return returncolliders;
- }
- public override void SetWaterLevel(float baseheight)
- {
- }
- public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size)
- {
- PhysicsVector pos = new PhysicsVector();
- pos.X = position.X;
- pos.Y = position.Y;
- pos.Z = position.Z + 20;
- BulletXCharacter newAv = null;
- lock (BulletXLock)
- {
- newAv = new BulletXCharacter(avName, this, pos);
- _characters.Add(newAv.RigidBody, newAv);
- }
- return newAv;
- }
- public override void RemoveAvatar(PhysicsActor actor)
- {
- if (actor is BulletXCharacter)
- {
- lock (BulletXLock)
- {
- try
- {
- ddWorld.RemoveRigidBody(((BulletXCharacter) actor).RigidBody);
- }
- catch (Exception ex)
- {
- BulletXMessage(is_ex_message + ex.Message, true);
- ((BulletXCharacter) actor).RigidBody.ActivationState = ActivationState.DisableSimulation;
- AddForgottenRigidBody(((BulletXCharacter) actor).RigidBody);
- }
- _characters.Remove(((BulletXCharacter) actor).RigidBody);
- }
- GC.Collect();
- }
- }
- public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
- PhysicsVector size, AxiomQuaternion rotation)
- {
- return AddPrimShape(primName, pbs, position, size, rotation, false);
- }
- public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
- PhysicsVector size, AxiomQuaternion rotation, bool isPhysical)
- {
- PhysicsActor result;
- switch (pbs.ProfileShape)
- {
- case ProfileShape.Square:
- /// support simple box & hollow box now; later, more shapes
- if (pbs.ProfileHollow == 0)
- {
- result = AddPrim(primName, position, size, rotation, null, null, isPhysical);
- }
- else
- {
- IMesh mesh = mesher.CreateMesh(primName, pbs, size, 32f);
- result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical);
- }
- break;
- default:
- result = AddPrim(primName, position, size, rotation, null, null, isPhysical);
- break;
- }
- return result;
- }
- public PhysicsActor AddPrim(String name, PhysicsVector position, PhysicsVector size, AxiomQuaternion rotation,
- IMesh mesh, PrimitiveBaseShape pbs, bool isPhysical)
- {
- BulletXPrim newPrim = null;
- lock (BulletXLock)
- {
- newPrim = new BulletXPrim(name, this, position, size, rotation, mesh, pbs, isPhysical);
- _prims.Add(newPrim.RigidBody, newPrim);
- }
- return newPrim;
- }
- public override void RemovePrim(PhysicsActor prim)
- {
- if (prim is BulletXPrim)
- {
- lock (BulletXLock)
- {
- try
- {
- ddWorld.RemoveRigidBody(((BulletXPrim) prim).RigidBody);
- }
- catch (Exception ex)
- {
- BulletXMessage(is_ex_message + ex.Message, true);
- ((BulletXPrim) prim).RigidBody.ActivationState = ActivationState.DisableSimulation;
- AddForgottenRigidBody(((BulletXPrim) prim).RigidBody);
- }
- _prims.Remove(((BulletXPrim) prim).RigidBody);
- }
- GC.Collect();
- }
- }
- public override void AddPhysicsActorTaint(PhysicsActor prim)
- {
- }
- public override float Simulate(float timeStep)
- {
- float fps = 0;
- lock (BulletXLock)
- {
- //Try to remove garbage
- RemoveForgottenRigidBodies();
- //End of remove
- MoveAllObjects(timeStep);
- fps = (timeStep*simulationSubSteps);
- ddWorld.StepSimulation(timeStep, simulationSubSteps, timeStep);
- //Extra Heightmap Validation: BulletX's HeightFieldTerrain somestimes doesn't work so fine.
- ValidateHeightForAll();
- //End heightmap validation.
- UpdateKineticsForAll();
- }
- return fps;
- }
- private void MoveAllObjects(float timeStep)
- {
- foreach (BulletXCharacter actor in _characters.Values)
- {
- actor.Move(timeStep);
- }
- }
- private void ValidateHeightForAll()
- {
- float _height;
- foreach (BulletXCharacter actor in _characters.Values)
- {
- //_height = HeightValue(actor.RigidBodyPosition);
- _height = _simFlatPlanet.HeightValue(actor.RigidBodyPosition);
- actor.ValidateHeight(_height);
- //if (_simFlatPlanet.heightIsNotValid(actor.RigidBodyPosition, out _height)) actor.ValidateHeight(_height);
- }
- foreach (BulletXPrim prim in _prims.Values)
- {
- //_height = HeightValue(prim.RigidBodyPosition);
- _height = _simFlatPlanet.HeightValue(prim.RigidBodyPosition);
- prim.ValidateHeight(_height);
- //if (_simFlatPlanet.heightIsNotValid(prim.RigidBodyPosition, out _height)) prim.ValidateHeight(_height);
- }
- //foreach (BulletXCharacter actor in _characters)
- //{
- // actor.ValidateHeight(0);
- //}
- //foreach (BulletXPrim prim in _prims)
- //{
- // prim.ValidateHeight(0);
- //}
- }
- private void UpdateKineticsForAll()
- {
- //UpdatePosition > UpdateKinetics.
- //Not only position will be updated, also velocity cause acceleration.
- foreach (BulletXCharacter actor in _characters.Values)
- {
- actor.UpdateKinetics();
- }
- foreach (BulletXPrim prim in _prims.Values)
- {
- prim.UpdateKinetics();
- }
- //if (this._simFlatPlanet!=null) this._simFlatPlanet.Restore();
- }
- public override void GetResults()
- {
- }
- public override bool IsThreaded
- {
- get
- {
- return (false); // for now we won't be multithreaded
- }
- }
- public override void SetTerrain(float[] heightMap)
- {
- ////As the same as ODE, heightmap (x,y) must be swapped for BulletX
- //for (int i = 0; i < 65536; i++)
- //{
- // // this._heightmap[i] = (double)heightMap[i];
- // // dbm (danx0r) -- heightmap x,y must be swapped for Ode (should fix ODE, but for now...)
- // int x = i & 0xff;
- // int y = i >> 8;
- // this._heightmap[i] = heightMap[x * 256 + y];
- //}
- //float[] swappedHeightMap = new float[65536];
- ////As the same as ODE, heightmap (x,y) must be swapped for BulletX
- //for (int i = 0; i < 65536; i++)
- //{
- // // this._heightmap[i] = (double)heightMap[i];
- // // dbm (danx0r) -- heightmap x,y must be swapped for Ode (should fix ODE, but for now...)
- // int x = i & 0xff;
- // int y = i >> 8;
- // swappedHeightMap[i] = heightMap[x * 256 + y];
- //}
- DeleteTerrain();
- //There is a BulletXLock inside the constructor of BulletXPlanet
- //this._simFlatPlanet = new BulletXPlanet(this, swappedHeightMap);
- _simFlatPlanet = new BulletXPlanet(this, heightMap);
- //this._heightmap = heightMap;
- }
- public override void DeleteTerrain()
- {
- if (_simFlatPlanet != null)
- {
- lock (BulletXLock)
- {
- try
- {
- ddWorld.RemoveRigidBody(_simFlatPlanet.RigidBody);
- }
- catch (Exception ex)
- {
- BulletXMessage(is_ex_message + ex.Message, true);
- _simFlatPlanet.RigidBody.ActivationState = ActivationState.DisableSimulation;
- AddForgottenRigidBody(_simFlatPlanet.RigidBody);
- }
- }
- _simFlatPlanet = null;
- GC.Collect();
- BulletXMessage("Terrain erased!", false);
- }
- //this._heightmap = null;
- }
- internal void AddForgottenRigidBody(RigidBody forgottenRigidBody)
- {
- _forgottenRigidBodies.Add(forgottenRigidBody);
- }
- private void RemoveForgottenRigidBodies()
- {
- RigidBody forgottenRigidBody;
- int nRigidBodies = _forgottenRigidBodies.Count;
- for (int i = nRigidBodies - 1; i >= 0; i--)
- {
- forgottenRigidBody = _forgottenRigidBodies[i];
- try
- {
- ddWorld.RemoveRigidBody(forgottenRigidBody);
- _forgottenRigidBodies.Remove(forgottenRigidBody);
- BulletXMessage("Forgotten Rigid Body Removed", false);
- }
- catch (Exception ex)
- {
- BulletXMessage("Can't remove forgottenRigidBody!: " + ex.Message, false);
- }
- }
- GC.Collect();
- }
- internal static void BulletXMessage(string message, bool isWarning)
- {
- PhysicsPluginManager.PhysicsPluginMessage("[Modified BulletX]:\t" + message, isWarning);
- }
- //temp
- //private float HeightValue(MonoXnaCompactMaths.Vector3 position)
- //{
- // int li_x, li_y;
- // float height;
- // li_x = (int)Math.Round(position.X); if (li_x < 0) li_x = 0;
- // li_y = (int)Math.Round(position.Y); if (li_y < 0) li_y = 0;
- // height = this._heightmap[li_y * 256 + li_x];
- // if (height < 0) height = 0;
- // else if (height > maxZ) height = maxZ;
- // return height;
- //}
- }
- /// <summary>
- /// Generic Physics Actor for BulletX inherit from PhysicActor
- /// </summary>
- public class BulletXActor : PhysicsActor
- {
- protected bool flying = false;
- protected bool _physical = false;
- protected PhysicsVector _position;
- protected PhysicsVector _velocity;
- protected PhysicsVector _size;
- protected PhysicsVector _acceleration;
- protected AxiomQuaternion _orientation;
- protected PhysicsVector m_rotationalVelocity = PhysicsVector.Zero;
- protected RigidBody rigidBody;
- protected int m_PhysicsActorType;
- private Boolean iscolliding = false;
- internal string _name;
- public BulletXActor(String name)
- {
- _name = name;
- }
- public override bool Stopped
- {
- get { return false; }
- }
- public override PhysicsVector Position
- {
- get { return _position; }
- set
- {
- lock (BulletXScene.BulletXLock)
- {
- _position = value;
- Translate();
- }
- }
- }
- public override PhysicsVector RotationalVelocity
- {
- get { return m_rotationalVelocity; }
- set { m_rotationalVelocity = value; }
- }
- public override PhysicsVector Velocity
- {
- get { return _velocity; }
- set
- {
- lock (BulletXScene.BulletXLock)
- {
- //Static objects don' have linear velocity
- if (_physical)
- {
- _velocity = value;
- Speed();
- }
- else
- {
- _velocity = new PhysicsVector();
- }
- }
- }
- }
- public override float CollisionScore
- {
- get { return 0f; }
- set { }
- }
- public override PhysicsVector Size
- {
- get { return _size; }
- set
- {
- lock (BulletXScene.BulletXLock)
- {
- _size = value;
- }
- }
- }
- public override PhysicsVector Force
- {
- get { return PhysicsVector.Zero; }
- }
- public override PhysicsVector CenterOfMass
- {
- get { return PhysicsVector.Zero; }
- }
- public override PhysicsVector GeometricCenter
- {
- get { return PhysicsVector.Zero; }
- }
- public override PrimitiveBaseShape Shape
- {
- set { return; }
- }
- public override bool SetAlwaysRun
- {
- get { return false; }
- set { return; }
- }
- public override PhysicsVector Acceleration
- {
- get { return _acceleration; }
- }
- public override AxiomQuaternion Orientation
- {
- get { return _orientation; }
- set
- {
- lock (BulletXScene.BulletXLock)
- {
- _orientation = value;
- ReOrient();
- }
- }
- }
- public override void link(PhysicsActor obj)
- {
- }
- public override void delink()
- {
- }
- public override void LockAngularMotion(PhysicsVector axis)
- {
- }
- public override float Mass
- {
- get { return ActorMass; }
- }
- public virtual float ActorMass
- {
- get { return 0; }
- }
- public override int PhysicsActorType
- {
- get { return (int) m_PhysicsActorType; }
- set { m_PhysicsActorType = value; }
- }
- public RigidBody RigidBody
- {
- get { return rigidBody; }
- }
- public Vector3 RigidBodyPosition
- {
- get { return rigidBody.CenterOfMassPosition; }
- }
- public override bool IsPhysical
- {
- get { return _physical; }
- set { _physical = value; }
- }
- public override bool Flying
- {
- get { return flying; }
- set { flying = value; }
- }
- public override bool ThrottleUpdates
- {
- get { return false; }
- set { return; }
- }
- 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 uint LocalID
- {
- set { return; }
- }
- public override bool Grabbed
- {
- set { return; }
- }
- public override bool Selected
- {
- set { return; }
- }
- public override float Buoyancy
- {
- get { return 0f; }
- set { return; }
- }
- public override bool FloatOnWater
- {
- set { return; }
- }
- public virtual void SetAcceleration(PhysicsVector accel)
- {
- lock (BulletXScene.BulletXLock)
- {
- _acceleration = accel;
- }
- }
- public override bool Kinematic
- {
- get { return false; }
- set { }
- }
- public override void AddForce(PhysicsVector force, bool pushforce)
- {
- }
- public override void SetMomentum(PhysicsVector momentum)
- {
- }
- internal virtual void ValidateHeight(float heighmapPositionValue)
- {
- }
- internal virtual void UpdateKinetics()
- {
- }
- #region Methods for updating values of RigidBody
- protected internal void Translate()
- {
- Translate(_position);
- }
- protected internal void Translate(PhysicsVector _newPos)
- {
- Vector3 _translation;
- _translation = BulletXMaths.PhysicsVectorToXnaVector3(_newPos) - rigidBody.CenterOfMassPosition;
- rigidBody.Translate(_translation);
- }
- protected internal void Speed()
- {
- Speed(_velocity);
- }
- protected internal void Speed(PhysicsVector _newSpeed)
- {
- Vector3 _speed;
- _speed = BulletXMaths.PhysicsVectorToXnaVector3(_newSpeed);
- rigidBody.LinearVelocity = _speed;
- }
- protected internal void ReOrient()
- {
- ReOrient(_orientation);
- }
- protected internal void ReOrient(AxiomQuaternion _newOrient)
- {
- Quaternion _newOrientation;
- _newOrientation = BulletXMaths.AxiomQuaternionToXnaQuaternion(_newOrient);
- Matrix _comTransform = rigidBody.CenterOfMassTransform;
- BulletXMaths.SetRotation(ref _comTransform, _newOrientation);
- rigidBody.CenterOfMassTransform = _comTransform;
- }
- protected internal void ReSize()
- {
- ReSize(_size);
- }
- protected internal virtual void ReSize(PhysicsVector _newSize)
- {
- }
- public virtual void ScheduleTerseUpdate()
- {
- base.RequestPhysicsterseUpdate();
- }
- #endregion
- public override void CrossingFailure()
- {
- }
- public override PhysicsVector PIDTarget { set { return; } }
- public override bool PIDActive { set { return; } }
- public override float PIDTau { set { return; } }
- public override void SubscribeEvents(int ms)
- {
- }
- public override void UnSubscribeEvents()
- {
- }
- public override bool SubscribedEvents()
- {
- return false;
- }
- }
- /// <summary>
- /// PhysicsActor Character Class for BulletX
- /// </summary>
- public class BulletXCharacter : BulletXActor
- {
- public BulletXCharacter(BulletXScene parent_scene, PhysicsVector pos)
- : this(String.Empty, parent_scene, pos)
- {
- }
- public BulletXCharacter(String avName, BulletXScene parent_scene, PhysicsVector pos)
- : this(avName, parent_scene, pos, new PhysicsVector(), new PhysicsVector(), new PhysicsVector(),
- AxiomQuaternion.Identity)
- {
- }
- public BulletXCharacter(String avName, BulletXScene parent_scene, PhysicsVector pos, PhysicsVector velocity,
- PhysicsVector size, PhysicsVector acceleration, AxiomQuaternion orientation)
- : base(avName)
- {
- //This fields will be removed. They're temporal
- float _sizeX = 0.5f;
- float _sizeY = 0.5f;
- float _sizeZ = 1.6f;
- //.
- _position = pos;
- _velocity = velocity;
- _size = size;
- //---
- _size.X = _sizeX;
- _size.Y = _sizeY;
- _size.Z = _sizeZ;
- //.
- _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;
- float _angularDamping = 0.0f;
- float _friction = 0.5f;
- float _restitution = 0.0f;
- Matrix _startTransform = Matrix.Identity;
- Matrix _centerOfMassOffset = Matrix.Identity;
- lock (BulletXScene.BulletXLock)
- {
- _startTransform.Translation = BulletXMaths.PhysicsVectorToXnaVector3(pos);
- //CollisionShape _collisionShape = new BoxShape(new MonoXnaCompactMaths.Vector3(1.0f, 1.0f, 1.60f));
- //For now, like ODE, collisionShape = sphere of radious = 1.0
- CollisionShape _collisionShape = new SphereShape(1.0f);
- DefaultMotionState _motionState = new DefaultMotionState(_startTransform, _centerOfMassOffset);
- Vector3 _localInertia = new Vector3();
- _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
- Vector3 _vDebugTranslation;
- _vDebugTranslation = _startTransform.Translation - rigidBody.CenterOfMassPosition;
- rigidBody.Translate(_vDebugTranslation);
- parent_scene.ddWorld.AddRigidBody(rigidBody);
- }
- }
- public override int PhysicsActorType
- {
- get { return (int) ActorTypes.Agent; }
- set { return; }
- }
- public override PhysicsVector Position
- {
- get { return base.Position; }
- set { base.Position = value; }
- }
- public override PhysicsVector Velocity
- {
- get { return base.Velocity; }
- set { base.Velocity = value; }
- }
- public override PhysicsVector Size
- {
- get { return base.Size; }
- set { base.Size = value; }
- }
- public override PhysicsVector Acceleration
- {
- get { return base.Acceleration; }
- }
- public override AxiomQuaternion Orientation
- {
- get { return base.Orientation; }
- set { base.Orientation = value; }
- }
- public override bool Flying
- {
- get { return base.Flying; }
- set { base.Flying = value; }
- }
- public override bool IsColliding
- {
- get { return base.IsColliding; }
- set { base.IsColliding = value; }
- }
- public override bool Kinematic
- {
- get { return base.Kinematic; }
- set { base.Kinematic = value; }
- }
- public override void SetAcceleration(PhysicsVector accel)
- {
- base.SetAcceleration(accel);
- }
- public override void AddForce(PhysicsVector force, bool pushforce)
- {
- base.AddForce(force, pushforce);
- }
- public override void SetMomentum(PhysicsVector momentum)
- {
- base.SetMomentum(momentum);
- }
- internal void Move(float timeStep)
- {
- Vector3 vec = new Vector3();
- //At this point it's supossed that:
- //_velocity == rigidBody.LinearVelocity
- vec.X = _velocity.X;
- vec.Y = _velocity.Y;
- vec.Z = _velocity.Z;
- if ((vec.X != 0.0f) || (vec.Y != 0.0f) || (vec.Z != 0.0f)) rigidBody.Activate();
- if (flying)
- {
- //Antigravity with movement
- if (_position.Z <= BulletXScene.HeightLevel0)
- {
- vec.Z += BulletXScene.Gravity*timeStep;
- }
- //Lowgravity with movement
- else if ((_position.Z > BulletXScene.HeightLevel0)
- && (_position.Z <= BulletXScene.HeightLevel1))
- {
- vec.Z += BulletXScene.Gravity*timeStep*(1.0f - BulletXScene.LowGravityFactor);
- }
- //Lowgravity with...
- else if (_position.Z > BulletXScene.HeightLevel1)
- {
- if (vec.Z > 0) //no movement
- vec.Z = BulletXScene.Gravity*timeStep*(1.0f - BulletXScene.LowGravityFactor);
- else
- vec.Z += BulletXScene.Gravity*timeStep*(1.0f - BulletXScene.LowGravityFactor);
- }
- }
- rigidBody.LinearVelocity = vec;
- }
- //This validation is very basic
- internal override void ValidateHeight(float heighmapPositionValue)
- {
- if (rigidBody.CenterOfMassPosition.Z < heighmapPositionValue + _size.Z/2.0f)
- {
- Matrix m = rigidBody.WorldTransform;
- Vector3 v3 = m.Translation;
- v3.Z = heighmapPositionValue + _size.Z/2.0f;
- m.Translation = v3;
- rigidBody.WorldTransform = m;
- //When an Avie touch the ground it's vertical velocity it's reduced to ZERO
- Speed(new PhysicsVector(rigidBody.LinearVelocity.X, rigidBody.LinearVelocity.Y, 0.0f));
- }
- }
- internal override void UpdateKinetics()
- {
- _position = BulletXMaths.XnaVector3ToPhysicsVector(rigidBody.CenterOfMassPosition);
- _velocity = BulletXMaths.XnaVector3ToPhysicsVector(rigidBody.LinearVelocity);
- //Orientation it seems that it will be the default.
- ReOrient();
- }
- }
- /// <summary>
- /// PhysicsActor Prim Class for BulletX
- /// </summary>
- public class BulletXPrim : BulletXActor
- {
- //Density it will depends of material.
- //For now all prims have the same density, all prims are made of water. Be water my friend! :D
- private const float _density = 1000.0f;
- private BulletXScene _parent_scene;
- private PhysicsVector m_prev_position = new PhysicsVector(0, 0, 0);
- private bool m_lastUpdateSent = false;
- //added by jed zhu
- private IMesh _mesh;
- public IMesh GetMesh() { return _mesh; }
- public BulletXPrim(String primName, BulletXScene parent_scene, PhysicsVector pos, PhysicsVector size,
- AxiomQuaternion rotation, IMesh 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 acceleration, AxiomQuaternion rotation, IMesh mesh, PrimitiveBaseShape pbs,
- bool isPhysical)
- : base(primName)
- {
- if ((size.X == 0) || (size.Y == 0) || (size.Z == 0)) throw new Exception("Size 0");
- if (rotation.Norm == 0f) rotation = AxiomQuaternion.Identity;
- _position = pos;
- _physical = isPhysical;
- _velocity = _physical ? velocity : new PhysicsVector();
- _size = size;
- _acceleration = acceleration;
- _orientation = rotation;
- _parent_scene = parent_scene;
- CreateRigidBody(parent_scene, mesh, pos, size);
- }
- public override int PhysicsActorType
- {
- get { return (int) ActorTypes.Prim; }
- set { return; }
- }
- public override PhysicsVector Position
- {
- get { return base.Position; }
- set { base.Position = value; }
- }
- public override PhysicsVector Velocity
- {
- get { return base.Velocity; }
- set { base.Velocity = value; }
- }
- public override PhysicsVector Size
- {
- get { return _size; }
- set
- {
- lock (BulletXScene.BulletXLock)
- {
- _size = value;
- ReSize();
- }
- }
- }
- public override PhysicsVector Acceleration
- {
- get { return base.Acceleration; }
- }
- public override AxiomQuaternion Orientation
- {
- get { return base.Orientation; }
- set { base.Orientation = value; }
- }
- public override float ActorMass
- {
- get
- {
- //For now all prims are boxes
- return (_physical ? 1 : 0)*_density*_size.X*_size.Y*_size.Z;
- }
- }
- public override bool IsPhysical
- {
- get { return base.IsPhysical; }
- set
- {
- base.IsPhysical = value;
- if (value)
- {
- //---
- PhysicsPluginManager.PhysicsPluginMessage("Physical - Recreate", true);
- //---
- ReCreateRigidBody(_size);
- }
- else
- {
- //---
- PhysicsPluginManager.PhysicsPluginMessage("Physical - SetMassProps", true);
- //---
- rigidBody.SetMassProps(Mass, new Vector3());
- }
- }
- }
- public override bool Flying
- {
- get { return base.Flying; }
- set { base.Flying = value; }
- }
- public override bool IsColliding
- {
- get { return base.IsColliding; }
- set { base.IsColliding = value; }
- }
- public override bool Kinematic
- {
- get { return base.Kinematic; }
- set { base.Kinematic = value; }
- }
- public override void SetAcceleration(PhysicsVector accel)
- {
- lock (BulletXScene.BulletXLock)
- {
- _acceleration = accel;
- }
- }
- public override void AddForce(PhysicsVector force, bool pushforce)
- {
- base.AddForce(force,pushforce);
- }
- public override void SetMomentum(PhysicsVector momentum)
- {
- base.SetMomentum(momentum);
- }
- internal override void ValidateHeight(float heighmapPositionValue)
- {
- if (rigidBody.CenterOfMassPosition.Z < heighmapPositionValue + _size.Z/2.0f)
- {
- Matrix m = rigidBody.WorldTransform;
- Vector3 v3 = m.Translation;
- v3.Z = heighmapPositionValue + _size.Z/2.0f;
- m.Translation = v3;
- rigidBody.WorldTransform = m;
- //When a Prim touch the ground it's vertical velocity it's reduced to ZERO
- //Static objects don't have linear velocity
- if (_physical)
- Speed(new PhysicsVector(rigidBody.LinearVelocity.X, rigidBody.LinearVelocity.Y, 0.0f));
- }
- }
- internal override void UpdateKinetics()
- {
- if (_physical) //Updates properties. Prim updates its properties physically
- {
- _position = BulletXMaths.XnaVector3ToPhysicsVector(rigidBody.CenterOfMassPosition);
- _velocity = BulletXMaths.XnaVector3ToPhysicsVector(rigidBody.LinearVelocity);
- _orientation = BulletXMaths.XnaQuaternionToAxiomQuaternion(rigidBody.Orientation);
- if ((Math.Abs(m_prev_position.X - _position.X) < 0.03)
- && (Math.Abs(m_prev_position.Y - _position.Y) < 0.03)
- && (Math.Abs(m_prev_position.Z - _position.Z) < 0.03))
- {
- if (!m_lastUpdateSent)
- {
- _velocity = new PhysicsVector(0, 0, 0);
- base.ScheduleTerseUpdate();
- m_lastUpdateSent = true;
- }
- }
- else
- {
- m_lastUpdateSent = false;
- base.ScheduleTerseUpdate();
- }
- m_prev_position = _position;
- }
- else //Doesn't updates properties. That's a cancel
- {
- Translate();
- //Speed(); //<- Static objects don't have linear velocity
- ReOrient();
- }
- }
- #region Methods for updating values of RigidBody
- protected internal void CreateRigidBody(BulletXScene parent_scene, IMesh mesh, PhysicsVector pos,
- PhysicsVector size)
- {
- //For RigidBody Constructor. The next values might change
- float _linearDamping = 0.0f;
- float _angularDamping = 0.0f;
- float _friction = 1.0f;
- float _restitution = 0.0f;
- Matrix _startTransform = Matrix.Identity;
- Matrix _centerOfMassOffset = Matrix.Identity;
- //added by jed zhu
- _mesh = mesh;
- lock (BulletXScene.BulletXLock)
- {
- _startTransform.Translation = BulletXMaths.PhysicsVectorToXnaVector3(pos);
- //For now all prims are boxes
- CollisionShape _collisionShape;
- if (mesh == null)
- {
- _collisionShape = new BoxShape(BulletXMaths.PhysicsVectorToXnaVector3(size)/2.0f);
- }
- else
- {
- int iVertexCount = mesh.getVertexList().Count;
- int[] indices = mesh.getIndexListAsInt();
- Vector3[] v3Vertices = new Vector3[iVertexCount];
- for (int i = 0; i < iVertexCount; i++)
- {
- PhysicsVector v = mesh.getVertexList()[i];
- if (v != null) // Note, null has special meaning. See meshing code for details
- v3Vertices[i] = BulletXMaths.PhysicsVectorToXnaVector3(v);
- else
- v3Vertices[i] = Vector3.Zero;
- }
- TriangleIndexVertexArray triMesh = new TriangleIndexVertexArray(indices, v3Vertices);
- _collisionShape = new TriangleMeshShape(triMesh);
- }
- DefaultMotionState _motionState = new DefaultMotionState(_startTransform, _centerOfMassOffset);
- Vector3 _localInertia = new Vector3();
- 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
- Vector3 _vDebugTranslation;
- _vDebugTranslation = _startTransform.Translation - rigidBody.CenterOfMassPosition;
- rigidBody.Translate(_vDebugTranslation);
- //---
- parent_scene.ddWorld.AddRigidBody(rigidBody);
- }
- }
- protected internal void ReCreateRigidBody(PhysicsVector size)
- {
- //There is a bug when trying to remove a rigidBody that is colliding with something..
- try
- {
- _parent_scene.ddWorld.RemoveRigidBody(rigidBody);
- }
- catch (Exception ex)
- {
- BulletXScene.BulletXMessage(_parent_scene.is_ex_message + ex.Message, true);
- rigidBody.ActivationState = ActivationState.DisableSimulation;
- _parent_scene.AddForgottenRigidBody(rigidBody);
- }
- CreateRigidBody(_parent_scene, null, _position, size);
- // Note, null for the meshing definitely is wrong. It's here for the moment to apease the compiler
- if (_physical) Speed(); //Static objects don't have linear velocity
- ReOrient();
- GC.Collect();
- }
- protected internal override void ReSize(PhysicsVector _newSize)
- {
- //I wonder to know how to resize with a simple instruction in BulletX. It seems that for now there isn't
- //so i have to do it manually. That's recreating rigidbody
- ReCreateRigidBody(_newSize);
- }
- #endregion
- }
- /// <summary>
- /// This Class manage a HeighField as a RigidBody. This is for to be added in the BulletXScene
- /// </summary>
- internal class BulletXPlanet
- {
- private PhysicsVector _staticPosition;
- // private PhysicsVector _staticVelocity;
- // private AxiomQuaternion _staticOrientation;
- private float _mass;
- // private BulletXScene _parentscene;
- internal float[] _heightField;
- private RigidBody _flatPlanet;
- internal RigidBody RigidBody
- {
- get { return _flatPlanet; }
- }
- internal BulletXPlanet(BulletXScene parent_scene, float[] heightField)
- {
- _staticPosition = new PhysicsVector(BulletXScene.MaxXY/2, BulletXScene.MaxXY/2, 0);
- // _staticVelocity = new PhysicsVector();
- // _staticOrientation = AxiomQuaternion.Identity;
- _mass = 0; //No active
- // _parentscene = parent_scene;
- _heightField = heightField;
- float _linearDamping = 0.0f;
- float _angularDamping = 0.0f;
- float _friction = 0.5f;
- float _restitution = 0.0f;
- Matrix _startTransform = Matrix.Identity;
- Matrix _centerOfMassOffset = Matrix.Identity;
- lock (BulletXScene.BulletXLock)
- {
- try
- {
- _startTransform.Translation = BulletXMaths.PhysicsVectorToXnaVector3(_staticPosition);
- CollisionShape _collisionShape =
- new HeightfieldTerrainShape(BulletXScene.MaxXY, BulletXScene.MaxXY, _heightField,
- (float) BulletXScene.MaxZ, 2, true, false);
- DefaultMotionState _motionState = new DefaultMotionState(_startTransform, _centerOfMassOffset);
- Vector3 _localInertia = new Vector3();
- //_collisionShape.CalculateLocalInertia(_mass, out _localInertia); //Always when mass > 0
- _flatPlanet =
- new RigidBody(_mass, _motionState, _collisionShape, _localInertia, _linearDamping,
- _angularDamping, _friction, _restitution);
- //It's seems that there are a bug with rigidBody constructor and its CenterOfMassPosition
- Vector3 _vDebugTranslation;
- _vDebugTranslation = _startTransform.Translation - _flatPlanet.CenterOfMassPosition;
- _flatPlanet.Translate(_vDebugTranslation);
- parent_scene.ddWorld.AddRigidBody(_flatPlanet);
- }
- catch (Exception ex)
- {
- BulletXScene.BulletXMessage(ex.Message, true);
- }
- }
- BulletXScene.BulletXMessage("BulletXPlanet created.", false);
- }
- internal float HeightValue(Vector3 position)
- {
- int li_x, li_y;
- float height;
- li_x = (int) Math.Round(position.X);
- if (li_x < 0) li_x = 0;
- if (li_x >= BulletXScene.MaxXY) li_x = BulletXScene.MaxXY - 1;
- li_y = (int) Math.Round(position.Y);
- if (li_y < 0) li_y = 0;
- if (li_y >= BulletXScene.MaxXY) li_y = BulletXScene.MaxXY - 1;
- height = ((HeightfieldTerrainShape) _flatPlanet.CollisionShape).getHeightFieldValue(li_x, li_y);
- if (height < 0) height = 0;
- else if (height > BulletXScene.MaxZ) height = BulletXScene.MaxZ;
- return height;
- }
- }
- }
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