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BulletXPlugin.cs 62 KB

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  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyright
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSimulator Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. #region References
  28. using System;
  29. using System.Collections.Generic;
  30. using OpenMetaverse;
  31. using MonoXnaCompactMaths;
  32. using OpenSim.Framework;
  33. using OpenSim.Region.Physics.Manager;
  34. using XnaDevRu.BulletX;
  35. using XnaDevRu.BulletX.Dynamics;
  36. using Nini.Config;
  37. using Vector3 = MonoXnaCompactMaths.Vector3;
  38. using Quaternion = MonoXnaCompactMaths.Quaternion;
  39. #endregion
  40. namespace OpenSim.Region.Physics.BulletXPlugin
  41. {
  42. /// <summary>
  43. /// BulletXConversions are called now BulletXMaths
  44. /// This Class converts objects and types for BulletX and give some operations
  45. /// </summary>
  46. public class BulletXMaths
  47. {
  48. //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
  49. //Vector3
  50. public static Vector3 PhysicsVectorToXnaVector3(OpenMetaverse.Vector3 physicsVector)
  51. {
  52. return new Vector3(physicsVector.X, physicsVector.Y, physicsVector.Z);
  53. }
  54. public static OpenMetaverse.Vector3 XnaVector3ToPhysicsVector(Vector3 xnaVector3)
  55. {
  56. return new OpenMetaverse.Vector3(xnaVector3.X, xnaVector3.Y, xnaVector3.Z);
  57. }
  58. //Quaternion
  59. public static Quaternion QuaternionToXnaQuaternion(OpenMetaverse.Quaternion quaternion)
  60. {
  61. return new Quaternion(quaternion.X, quaternion.Y, quaternion.Z, quaternion.W);
  62. }
  63. public static OpenMetaverse.Quaternion XnaQuaternionToQuaternion(Quaternion xnaQuaternion)
  64. {
  65. return new OpenMetaverse.Quaternion(xnaQuaternion.W, xnaQuaternion.X, xnaQuaternion.Y, xnaQuaternion.Z);
  66. }
  67. //Next methods are extracted from XnaDevRu.BulletX(See 3rd party license):
  68. //- SetRotation (class MatrixOperations)
  69. //- GetRotation (class MatrixOperations)
  70. //- GetElement (class MathHelper)
  71. //- SetElement (class MathHelper)
  72. internal static void SetRotation(ref Matrix m, Quaternion q)
  73. {
  74. float d = q.LengthSquared();
  75. float s = 2f/d;
  76. float xs = q.X*s, ys = q.Y*s, zs = q.Z*s;
  77. float wx = q.W*xs, wy = q.W*ys, wz = q.W*zs;
  78. float xx = q.X*xs, xy = q.X*ys, xz = q.X*zs;
  79. float yy = q.Y*ys, yz = q.Y*zs, zz = q.Z*zs;
  80. m = new Matrix(1 - (yy + zz), xy - wz, xz + wy, 0,
  81. xy + wz, 1 - (xx + zz), yz - wx, 0,
  82. xz - wy, yz + wx, 1 - (xx + yy), 0,
  83. m.M41, m.M42, m.M43, 1);
  84. }
  85. internal static Quaternion GetRotation(Matrix m)
  86. {
  87. Quaternion q;
  88. float trace = m.M11 + m.M22 + m.M33;
  89. if (trace > 0)
  90. {
  91. float s = (float) Math.Sqrt(trace + 1);
  92. q.W = s*0.5f;
  93. s = 0.5f/s;
  94. q.X = (m.M32 - m.M23)*s;
  95. q.Y = (m.M13 - m.M31)*s;
  96. q.Z = (m.M21 - m.M12)*s;
  97. }
  98. else
  99. {
  100. q.X = q.Y = q.Z = q.W = 0f;
  101. int i = m.M11 < m.M22
  102. ?
  103. (m.M22 < m.M33 ? 2 : 1)
  104. :
  105. (m.M11 < m.M33 ? 2 : 0);
  106. int j = (i + 1)%3;
  107. int k = (i + 2)%3;
  108. float s = (float) Math.Sqrt(GetElement(m, i, i) - GetElement(m, j, j) - GetElement(m, k, k) + 1);
  109. SetElement(ref q, i, s*0.5f);
  110. s = 0.5f/s;
  111. q.W = (GetElement(m, k, j) - GetElement(m, j, k))*s;
  112. SetElement(ref q, j, (GetElement(m, j, i) + GetElement(m, i, j))*s);
  113. SetElement(ref q, k, (GetElement(m, k, i) + GetElement(m, i, k))*s);
  114. }
  115. return q;
  116. }
  117. internal static float SetElement(ref Quaternion q, int index, float value)
  118. {
  119. switch (index)
  120. {
  121. case 0:
  122. q.X = value;
  123. break;
  124. case 1:
  125. q.Y = value;
  126. break;
  127. case 2:
  128. q.Z = value;
  129. break;
  130. case 3:
  131. q.W = value;
  132. break;
  133. }
  134. return 0;
  135. }
  136. internal static float GetElement(Matrix mat, int row, int col)
  137. {
  138. switch (row)
  139. {
  140. case 0:
  141. switch (col)
  142. {
  143. case 0:
  144. return mat.M11;
  145. case 1:
  146. return mat.M12;
  147. case 2:
  148. return mat.M13;
  149. }
  150. break;
  151. case 1:
  152. switch (col)
  153. {
  154. case 0:
  155. return mat.M21;
  156. case 1:
  157. return mat.M22;
  158. case 2:
  159. return mat.M23;
  160. }
  161. break;
  162. case 2:
  163. switch (col)
  164. {
  165. case 0:
  166. return mat.M31;
  167. case 1:
  168. return mat.M32;
  169. case 2:
  170. return mat.M33;
  171. }
  172. break;
  173. }
  174. return 0;
  175. }
  176. }
  177. /// <summary>
  178. /// PhysicsPlugin Class for BulletX
  179. /// </summary>
  180. public class BulletXPlugin : IPhysicsPlugin
  181. {
  182. private BulletXScene _mScene;
  183. public BulletXPlugin()
  184. {
  185. }
  186. public bool Init()
  187. {
  188. return true;
  189. }
  190. public PhysicsScene GetScene(string sceneIdentifier)
  191. {
  192. if (_mScene == null)
  193. {
  194. _mScene = new BulletXScene(sceneIdentifier);
  195. }
  196. return (_mScene);
  197. }
  198. public string GetName()
  199. {
  200. return ("modified_BulletX"); //Changed!! "BulletXEngine" To "modified_BulletX"
  201. }
  202. public void Dispose()
  203. {
  204. }
  205. }
  206. // Class to detect and debug collisions
  207. // Mainly used for debugging purposes
  208. internal class CollisionDispatcherLocal : CollisionDispatcher
  209. {
  210. private BulletXScene relatedScene;
  211. public CollisionDispatcherLocal(BulletXScene s)
  212. : base()
  213. {
  214. relatedScene = s;
  215. }
  216. public override bool NeedsCollision(CollisionObject bodyA, CollisionObject bodyB)
  217. {
  218. RigidBody rb;
  219. BulletXCharacter bxcA = null;
  220. BulletXPrim bxpA = null;
  221. Type t = bodyA.GetType();
  222. if (t == typeof (RigidBody))
  223. {
  224. rb = (RigidBody) bodyA;
  225. relatedScene._characters.TryGetValue(rb, out bxcA);
  226. relatedScene._prims.TryGetValue(rb, out bxpA);
  227. }
  228. // String nameA;
  229. // if (bxcA != null)
  230. // nameA = bxcA._name;
  231. // else if (bxpA != null)
  232. // nameA = bxpA._name;
  233. // else
  234. // nameA = "null";
  235. BulletXCharacter bxcB = null;
  236. BulletXPrim bxpB = null;
  237. t = bodyB.GetType();
  238. if (t == typeof (RigidBody))
  239. {
  240. rb = (RigidBody) bodyB;
  241. relatedScene._characters.TryGetValue(rb, out bxcB);
  242. relatedScene._prims.TryGetValue(rb, out bxpB);
  243. }
  244. // String nameB;
  245. // if (bxcB != null)
  246. // nameB = bxcB._name;
  247. // else if (bxpB != null)
  248. // nameB = bxpB._name;
  249. // else
  250. // nameB = "null";
  251. bool needsCollision;// = base.NeedsCollision(bodyA, bodyB);
  252. int c1 = 3;
  253. int c2 = 3;
  254. ////////////////////////////////////////////////////////
  255. //BulletX Mesh Collisions
  256. //added by Jed zhu
  257. //data: May 07,2005
  258. ////////////////////////////////////////////////////////
  259. #region BulletXMeshCollisions Fields
  260. if (bxcA != null && bxpB != null)
  261. c1 = Collision(bxcA, bxpB);
  262. if (bxpA != null && bxcB != null)
  263. c2 = Collision(bxcB, bxpA);
  264. if (c1 < 2)
  265. needsCollision = (c1 > 0) ? true : false;
  266. else if (c2 < 2)
  267. needsCollision = (c2 > 0) ? true : false;
  268. else
  269. needsCollision = base.NeedsCollision(bodyA, bodyB);
  270. #endregion
  271. //m_log.DebugFormat("[BulletX]: A collision was detected between {0} and {1} --> {2}", nameA, nameB,
  272. //needsCollision);
  273. return needsCollision;
  274. }
  275. //added by jed zhu
  276. //calculas the collision between the Prim and Actor
  277. //
  278. private int Collision(BulletXCharacter actorA, BulletXPrim primB)
  279. {
  280. int[] indexBase;
  281. Vector3[] vertexBase;
  282. Vector3 vNormal;
  283. // Vector3 vP1;
  284. // Vector3 vP2;
  285. // Vector3 vP3;
  286. IMesh mesh = primB.GetMesh();
  287. float fdistance;
  288. if (primB == null)
  289. return 3;
  290. if (mesh == null)
  291. return 2;
  292. if (actorA == null)
  293. return 3;
  294. int iVertexCount = mesh.getVertexList().Count;
  295. int iIndexCount = mesh.getIndexListAsInt().Length;
  296. if (iVertexCount == 0)
  297. return 3;
  298. if (iIndexCount == 0)
  299. return 3;
  300. lock (BulletXScene.BulletXLock)
  301. {
  302. indexBase = mesh.getIndexListAsInt();
  303. vertexBase = new Vector3[iVertexCount];
  304. for (int i = 0; i < iVertexCount; i++)
  305. {
  306. OpenMetaverse.Vector3 v = mesh.getVertexList()[i];
  307. if (v != null) // Note, null has special meaning. See meshing code for details
  308. vertexBase[i] = BulletXMaths.PhysicsVectorToXnaVector3(v);
  309. else
  310. vertexBase[i] = Vector3.Zero;
  311. }
  312. for (int ix = 0; ix < iIndexCount; ix += 3)
  313. {
  314. int ia = indexBase[ix + 0];
  315. int ib = indexBase[ix + 1];
  316. int ic = indexBase[ix + 2];
  317. //
  318. Vector3 v1 = vertexBase[ib] - vertexBase[ia];
  319. Vector3 v2 = vertexBase[ic] - vertexBase[ia];
  320. Vector3.Cross(ref v1, ref v2, out vNormal);
  321. Vector3.Normalize(ref vNormal, out vNormal);
  322. fdistance = Vector3.Dot(vNormal, vertexBase[ia]) + 0.50f;
  323. if (preCheckCollision(actorA, vNormal, fdistance) == 1)
  324. {
  325. if (CheckCollision(actorA, ia, ib, ic, vNormal, vertexBase) == 1)
  326. {
  327. //PhysicsVector v = actorA.Position;
  328. //Vector3 v3 = BulletXMaths.PhysicsVectorToXnaVector3(v);
  329. //Vector3 vp = vNormal * (fdistance - Vector3.Dot(vNormal, v3) + 0.2f);
  330. //actorA.Position += BulletXMaths.XnaVector3ToPhysicsVector(vp);
  331. return 1;
  332. }
  333. }
  334. }
  335. }
  336. return 0;
  337. }
  338. //added by jed zhu
  339. //return value 1: need second check
  340. //return value 0: no need check
  341. private int preCheckCollision(BulletXActor actA, Vector3 vNormal, float fDist)
  342. {
  343. float fstartSide;
  344. OpenMetaverse.Vector3 v = actA.Position;
  345. Vector3 v3 = BulletXMaths.PhysicsVectorToXnaVector3(v);
  346. fstartSide = Vector3.Dot(vNormal, v3) - fDist;
  347. if (fstartSide > 0) return 0;
  348. else return 1;
  349. }
  350. //added by jed zhu
  351. private int CheckCollision(BulletXActor actA, int ia, int ib, int ic, Vector3 vNormal, Vector3[] vertBase)
  352. {
  353. Vector3 perPlaneNormal;
  354. float fPerPlaneDist;
  355. OpenMetaverse.Vector3 v = actA.Position;
  356. Vector3 v3 = BulletXMaths.PhysicsVectorToXnaVector3(v);
  357. //check AB
  358. Vector3 v1;
  359. v1 = vertBase[ib] - vertBase[ia];
  360. Vector3.Cross(ref vNormal, ref v1, out perPlaneNormal);
  361. Vector3.Normalize(ref perPlaneNormal, out perPlaneNormal);
  362. if (Vector3.Dot((vertBase[ic] - vertBase[ia]), perPlaneNormal) < 0)
  363. perPlaneNormal = -perPlaneNormal;
  364. fPerPlaneDist = Vector3.Dot(perPlaneNormal, vertBase[ia]) - 0.50f;
  365. if ((Vector3.Dot(perPlaneNormal, v3) - fPerPlaneDist) < 0)
  366. return 0;
  367. fPerPlaneDist = Vector3.Dot(perPlaneNormal, vertBase[ic]) + 0.50f;
  368. if ((Vector3.Dot(perPlaneNormal, v3) - fPerPlaneDist) > 0)
  369. return 0;
  370. //check BC
  371. v1 = vertBase[ic] - vertBase[ib];
  372. Vector3.Cross(ref vNormal, ref v1, out perPlaneNormal);
  373. Vector3.Normalize(ref perPlaneNormal, out perPlaneNormal);
  374. if (Vector3.Dot((vertBase[ia] - vertBase[ib]), perPlaneNormal) < 0)
  375. perPlaneNormal = -perPlaneNormal;
  376. fPerPlaneDist = Vector3.Dot(perPlaneNormal, vertBase[ib]) - 0.50f;
  377. if ((Vector3.Dot(perPlaneNormal, v3) - fPerPlaneDist) < 0)
  378. return 0;
  379. fPerPlaneDist = Vector3.Dot(perPlaneNormal, vertBase[ia]) + 0.50f;
  380. if ((Vector3.Dot(perPlaneNormal, v3) - fPerPlaneDist) > 0)
  381. return 0;
  382. //check CA
  383. v1 = vertBase[ia] - vertBase[ic];
  384. Vector3.Cross(ref vNormal, ref v1, out perPlaneNormal);
  385. Vector3.Normalize(ref perPlaneNormal, out perPlaneNormal);
  386. if (Vector3.Dot((vertBase[ib] - vertBase[ic]), perPlaneNormal) < 0)
  387. perPlaneNormal = -perPlaneNormal;
  388. fPerPlaneDist = Vector3.Dot(perPlaneNormal, vertBase[ic]) - 0.50f;
  389. if ((Vector3.Dot(perPlaneNormal, v3) - fPerPlaneDist) < 0)
  390. return 0;
  391. fPerPlaneDist = Vector3.Dot(perPlaneNormal, vertBase[ib]) + 0.50f;
  392. if ((Vector3.Dot(perPlaneNormal, v3) - fPerPlaneDist) > 0)
  393. return 0;
  394. return 1;
  395. }
  396. }
  397. /// <summary>
  398. /// PhysicsScene Class for BulletX
  399. /// </summary>
  400. public class BulletXScene : PhysicsScene
  401. {
  402. #region BulletXScene Fields
  403. public DiscreteDynamicsWorld ddWorld;
  404. private CollisionDispatcher cDispatcher;
  405. private OverlappingPairCache opCache;
  406. private SequentialImpulseConstraintSolver sicSolver;
  407. public static Object BulletXLock = new Object();
  408. private const int minXY = 0;
  409. private const int minZ = 0;
  410. private const int maxXY = (int)Constants.RegionSize;
  411. private const int maxZ = 4096;
  412. private const int maxHandles = 32766; //Why? I don't know
  413. private const float gravity = 9.8f;
  414. private const float heightLevel0 = 77.0f;
  415. private const float heightLevel1 = 200.0f;
  416. private const float lowGravityFactor = 0.2f;
  417. //OpenSim calls Simulate 10 times per seconds. So FPS = "Simulate Calls" * simulationSubSteps = 100 FPS
  418. private const int simulationSubSteps = 10;
  419. //private float[] _heightmap;
  420. private BulletXPlanet _simFlatPlanet;
  421. internal Dictionary<RigidBody, BulletXCharacter> _characters = new Dictionary<RigidBody, BulletXCharacter>();
  422. internal Dictionary<RigidBody, BulletXPrim> _prims = new Dictionary<RigidBody, BulletXPrim>();
  423. public IMesher mesher;
  424. // private IConfigSource m_config;
  425. // protected internal String identifier;
  426. public BulletXScene(String sceneIdentifier)
  427. {
  428. //identifier = sceneIdentifier;
  429. cDispatcher = new CollisionDispatcherLocal(this);
  430. Vector3 worldMinDim = new Vector3((float)minXY, (float)minXY, (float)minZ);
  431. Vector3 worldMaxDim = new Vector3((float)maxXY, (float)maxXY, (float)maxZ);
  432. opCache = new AxisSweep3(worldMinDim, worldMaxDim, maxHandles);
  433. sicSolver = new SequentialImpulseConstraintSolver();
  434. lock (BulletXLock)
  435. {
  436. ddWorld = new DiscreteDynamicsWorld(cDispatcher, opCache, sicSolver);
  437. ddWorld.Gravity = new Vector3(0, 0, -gravity);
  438. }
  439. //this._heightmap = new float[65536];
  440. }
  441. public static float Gravity
  442. {
  443. get { return gravity; }
  444. }
  445. public static float HeightLevel0
  446. {
  447. get { return heightLevel0; }
  448. }
  449. public static float HeightLevel1
  450. {
  451. get { return heightLevel1; }
  452. }
  453. public static float LowGravityFactor
  454. {
  455. get { return lowGravityFactor; }
  456. }
  457. public static int MaxXY
  458. {
  459. get { return maxXY; }
  460. }
  461. public static int MaxZ
  462. {
  463. get { return maxZ; }
  464. }
  465. private List<RigidBody> _forgottenRigidBodies = new List<RigidBody>();
  466. internal string is_ex_message = "Can't remove rigidBody!: ";
  467. #endregion
  468. public BulletXScene()
  469. {
  470. cDispatcher = new CollisionDispatcherLocal(this);
  471. Vector3 worldMinDim = new Vector3((float) minXY, (float) minXY, (float) minZ);
  472. Vector3 worldMaxDim = new Vector3((float) maxXY, (float) maxXY, (float) maxZ);
  473. opCache = new AxisSweep3(worldMinDim, worldMaxDim, maxHandles);
  474. sicSolver = new SequentialImpulseConstraintSolver();
  475. lock (BulletXLock)
  476. {
  477. ddWorld = new DiscreteDynamicsWorld(cDispatcher, opCache, sicSolver);
  478. ddWorld.Gravity = new Vector3(0, 0, -gravity);
  479. }
  480. //this._heightmap = new float[65536];
  481. }
  482. public override void Initialise(IMesher meshmerizer, IConfigSource config)
  483. {
  484. mesher = meshmerizer;
  485. // m_config = config;
  486. }
  487. public override void Dispose()
  488. {
  489. }
  490. public override Dictionary<uint, float> GetTopColliders()
  491. {
  492. Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
  493. return returncolliders;
  494. }
  495. public override void SetWaterLevel(float baseheight)
  496. {
  497. }
  498. public override PhysicsActor AddAvatar(string avName, OpenMetaverse.Vector3 position, OpenMetaverse.Vector3 size, bool isFlying)
  499. {
  500. OpenMetaverse.Vector3 pos = OpenMetaverse.Vector3.Zero;
  501. pos.X = position.X;
  502. pos.Y = position.Y;
  503. pos.Z = position.Z + 20;
  504. BulletXCharacter newAv = null;
  505. lock (BulletXLock)
  506. {
  507. newAv = new BulletXCharacter(avName, this, pos);
  508. _characters.Add(newAv.RigidBody, newAv);
  509. }
  510. newAv.Flying = isFlying;
  511. return newAv;
  512. }
  513. public override void RemoveAvatar(PhysicsActor actor)
  514. {
  515. if (actor is BulletXCharacter)
  516. {
  517. lock (BulletXLock)
  518. {
  519. try
  520. {
  521. ddWorld.RemoveRigidBody(((BulletXCharacter) actor).RigidBody);
  522. }
  523. catch (Exception ex)
  524. {
  525. BulletXMessage(is_ex_message + ex.Message, true);
  526. ((BulletXCharacter) actor).RigidBody.ActivationState = ActivationState.DisableSimulation;
  527. AddForgottenRigidBody(((BulletXCharacter) actor).RigidBody);
  528. }
  529. _characters.Remove(((BulletXCharacter) actor).RigidBody);
  530. }
  531. GC.Collect();
  532. }
  533. }
  534. public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, OpenMetaverse.Vector3 position,
  535. OpenMetaverse.Vector3 size, OpenMetaverse.Quaternion rotation)
  536. {
  537. return AddPrimShape(primName, pbs, position, size, rotation, false);
  538. }
  539. public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, OpenMetaverse.Vector3 position,
  540. OpenMetaverse.Vector3 size, OpenMetaverse.Quaternion rotation, bool isPhysical)
  541. {
  542. PhysicsActor result;
  543. switch (pbs.ProfileShape)
  544. {
  545. case ProfileShape.Square:
  546. /// support simple box & hollow box now; later, more shapes
  547. if (pbs.ProfileHollow == 0)
  548. {
  549. result = AddPrim(primName, position, size, rotation, null, null, isPhysical);
  550. }
  551. else
  552. {
  553. IMesh mesh = mesher.CreateMesh(primName, pbs, size, 32f, isPhysical);
  554. result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical);
  555. }
  556. break;
  557. default:
  558. result = AddPrim(primName, position, size, rotation, null, null, isPhysical);
  559. break;
  560. }
  561. return result;
  562. }
  563. public PhysicsActor AddPrim(String name, OpenMetaverse.Vector3 position, OpenMetaverse.Vector3 size, OpenMetaverse.Quaternion rotation,
  564. IMesh mesh, PrimitiveBaseShape pbs, bool isPhysical)
  565. {
  566. BulletXPrim newPrim = null;
  567. lock (BulletXLock)
  568. {
  569. newPrim = new BulletXPrim(name, this, position, size, rotation, mesh, pbs, isPhysical);
  570. _prims.Add(newPrim.RigidBody, newPrim);
  571. }
  572. return newPrim;
  573. }
  574. public override void RemovePrim(PhysicsActor prim)
  575. {
  576. if (prim is BulletXPrim)
  577. {
  578. lock (BulletXLock)
  579. {
  580. try
  581. {
  582. ddWorld.RemoveRigidBody(((BulletXPrim) prim).RigidBody);
  583. }
  584. catch (Exception ex)
  585. {
  586. BulletXMessage(is_ex_message + ex.Message, true);
  587. ((BulletXPrim) prim).RigidBody.ActivationState = ActivationState.DisableSimulation;
  588. AddForgottenRigidBody(((BulletXPrim) prim).RigidBody);
  589. }
  590. _prims.Remove(((BulletXPrim) prim).RigidBody);
  591. }
  592. GC.Collect();
  593. }
  594. }
  595. public override void AddPhysicsActorTaint(PhysicsActor prim)
  596. {
  597. }
  598. public override float Simulate(float timeStep)
  599. {
  600. float fps = 0;
  601. lock (BulletXLock)
  602. {
  603. //Try to remove garbage
  604. RemoveForgottenRigidBodies();
  605. //End of remove
  606. MoveAPrimitives(timeStep);
  607. fps = (timeStep*simulationSubSteps);
  608. ddWorld.StepSimulation(timeStep, simulationSubSteps, timeStep);
  609. //Extra Heightmap Validation: BulletX's HeightFieldTerrain somestimes doesn't work so fine.
  610. ValidateHeightForAll();
  611. //End heightmap validation.
  612. UpdateKineticsForAll();
  613. }
  614. return fps;
  615. }
  616. private void MoveAPrimitives(float timeStep)
  617. {
  618. foreach (BulletXCharacter actor in _characters.Values)
  619. {
  620. actor.Move(timeStep);
  621. }
  622. }
  623. private void ValidateHeightForAll()
  624. {
  625. float _height;
  626. foreach (BulletXCharacter actor in _characters.Values)
  627. {
  628. //_height = HeightValue(actor.RigidBodyPosition);
  629. _height = _simFlatPlanet.HeightValue(actor.RigidBodyPosition);
  630. actor.ValidateHeight(_height);
  631. //if (_simFlatPlanet.heightIsNotValid(actor.RigidBodyPosition, out _height)) actor.ValidateHeight(_height);
  632. }
  633. foreach (BulletXPrim prim in _prims.Values)
  634. {
  635. //_height = HeightValue(prim.RigidBodyPosition);
  636. _height = _simFlatPlanet.HeightValue(prim.RigidBodyPosition);
  637. prim.ValidateHeight(_height);
  638. //if (_simFlatPlanet.heightIsNotValid(prim.RigidBodyPosition, out _height)) prim.ValidateHeight(_height);
  639. }
  640. //foreach (BulletXCharacter actor in _characters)
  641. //{
  642. // actor.ValidateHeight(0);
  643. //}
  644. //foreach (BulletXPrim prim in _prims)
  645. //{
  646. // prim.ValidateHeight(0);
  647. //}
  648. }
  649. private void UpdateKineticsForAll()
  650. {
  651. //UpdatePosition > UpdateKinetics.
  652. //Not only position will be updated, also velocity cause acceleration.
  653. foreach (BulletXCharacter actor in _characters.Values)
  654. {
  655. actor.UpdateKinetics();
  656. }
  657. foreach (BulletXPrim prim in _prims.Values)
  658. {
  659. prim.UpdateKinetics();
  660. }
  661. //if (this._simFlatPlanet!=null) this._simFlatPlanet.Restore();
  662. }
  663. public override void GetResults()
  664. {
  665. }
  666. public override bool IsThreaded
  667. {
  668. get
  669. {
  670. return (false); // for now we won't be multithreaded
  671. }
  672. }
  673. public override void SetTerrain(float[] heightMap)
  674. {
  675. ////As the same as ODE, heightmap (x,y) must be swapped for BulletX
  676. //for (int i = 0; i < 65536; i++)
  677. //{
  678. // // this._heightmap[i] = (double)heightMap[i];
  679. // // dbm (danx0r) -- heightmap x,y must be swapped for Ode (should fix ODE, but for now...)
  680. // int x = i & 0xff;
  681. // int y = i >> 8;
  682. // this._heightmap[i] = heightMap[x * 256 + y];
  683. //}
  684. //float[] swappedHeightMap = new float[65536];
  685. ////As the same as ODE, heightmap (x,y) must be swapped for BulletX
  686. //for (int i = 0; i < 65536; i++)
  687. //{
  688. // // this._heightmap[i] = (double)heightMap[i];
  689. // // dbm (danx0r) -- heightmap x,y must be swapped for Ode (should fix ODE, but for now...)
  690. // int x = i & 0xff;
  691. // int y = i >> 8;
  692. // swappedHeightMap[i] = heightMap[x * 256 + y];
  693. //}
  694. DeleteTerrain();
  695. //There is a BulletXLock inside the constructor of BulletXPlanet
  696. //this._simFlatPlanet = new BulletXPlanet(this, swappedHeightMap);
  697. _simFlatPlanet = new BulletXPlanet(this, heightMap);
  698. //this._heightmap = heightMap;
  699. }
  700. public override void DeleteTerrain()
  701. {
  702. if (_simFlatPlanet != null)
  703. {
  704. lock (BulletXLock)
  705. {
  706. try
  707. {
  708. ddWorld.RemoveRigidBody(_simFlatPlanet.RigidBody);
  709. }
  710. catch (Exception ex)
  711. {
  712. BulletXMessage(is_ex_message + ex.Message, true);
  713. _simFlatPlanet.RigidBody.ActivationState = ActivationState.DisableSimulation;
  714. AddForgottenRigidBody(_simFlatPlanet.RigidBody);
  715. }
  716. }
  717. _simFlatPlanet = null;
  718. GC.Collect();
  719. BulletXMessage("Terrain erased!", false);
  720. }
  721. //this._heightmap = null;
  722. }
  723. internal void AddForgottenRigidBody(RigidBody forgottenRigidBody)
  724. {
  725. _forgottenRigidBodies.Add(forgottenRigidBody);
  726. }
  727. private void RemoveForgottenRigidBodies()
  728. {
  729. RigidBody forgottenRigidBody;
  730. int nRigidBodies = _forgottenRigidBodies.Count;
  731. for (int i = nRigidBodies - 1; i >= 0; i--)
  732. {
  733. forgottenRigidBody = _forgottenRigidBodies[i];
  734. try
  735. {
  736. ddWorld.RemoveRigidBody(forgottenRigidBody);
  737. _forgottenRigidBodies.Remove(forgottenRigidBody);
  738. BulletXMessage("Forgotten Rigid Body Removed", false);
  739. }
  740. catch (Exception ex)
  741. {
  742. BulletXMessage("Can't remove forgottenRigidBody!: " + ex.Message, false);
  743. }
  744. }
  745. GC.Collect();
  746. }
  747. internal static void BulletXMessage(string message, bool isWarning)
  748. {
  749. PhysicsPluginManager.PhysicsPluginMessage("[Modified BulletX]:\t" + message, isWarning);
  750. }
  751. //temp
  752. //private float HeightValue(MonoXnaCompactMaths.Vector3 position)
  753. //{
  754. // int li_x, li_y;
  755. // float height;
  756. // li_x = (int)Math.Round(position.X); if (li_x < 0) li_x = 0;
  757. // li_y = (int)Math.Round(position.Y); if (li_y < 0) li_y = 0;
  758. // height = this._heightmap[li_y * 256 + li_x];
  759. // if (height < 0) height = 0;
  760. // else if (height > maxZ) height = maxZ;
  761. // return height;
  762. //}
  763. }
  764. /// <summary>
  765. /// Generic Physics Actor for BulletX inherit from PhysicActor
  766. /// </summary>
  767. public class BulletXActor : PhysicsActor
  768. {
  769. protected bool flying = false;
  770. protected bool _physical = false;
  771. protected OpenMetaverse.Vector3 _position;
  772. protected OpenMetaverse.Vector3 _velocity;
  773. protected OpenMetaverse.Vector3 _size;
  774. protected OpenMetaverse.Vector3 _acceleration;
  775. protected OpenMetaverse.Quaternion _orientation;
  776. protected OpenMetaverse.Vector3 m_rotationalVelocity;
  777. protected RigidBody rigidBody;
  778. protected int m_PhysicsActorType;
  779. private Boolean iscolliding = false;
  780. internal string _name;
  781. public BulletXActor(String name)
  782. {
  783. _name = name;
  784. }
  785. public override bool Stopped
  786. {
  787. get { return false; }
  788. }
  789. public override OpenMetaverse.Vector3 Position
  790. {
  791. get { return _position; }
  792. set
  793. {
  794. lock (BulletXScene.BulletXLock)
  795. {
  796. _position = value;
  797. Translate();
  798. }
  799. }
  800. }
  801. public override OpenMetaverse.Vector3 RotationalVelocity
  802. {
  803. get { return m_rotationalVelocity; }
  804. set { m_rotationalVelocity = value; }
  805. }
  806. public override OpenMetaverse.Vector3 Velocity
  807. {
  808. get { return _velocity; }
  809. set
  810. {
  811. lock (BulletXScene.BulletXLock)
  812. {
  813. //Static objects don' have linear velocity
  814. if (_physical)
  815. {
  816. _velocity = value;
  817. Speed();
  818. }
  819. else
  820. {
  821. _velocity = OpenMetaverse.Vector3.Zero;
  822. }
  823. }
  824. }
  825. }
  826. public override float CollisionScore
  827. {
  828. get { return 0f; }
  829. set { }
  830. }
  831. public override OpenMetaverse.Vector3 Size
  832. {
  833. get { return _size; }
  834. set
  835. {
  836. lock (BulletXScene.BulletXLock)
  837. {
  838. _size = value;
  839. }
  840. }
  841. }
  842. public override OpenMetaverse.Vector3 Force
  843. {
  844. get { return OpenMetaverse.Vector3.Zero; }
  845. set { return; }
  846. }
  847. public override int VehicleType
  848. {
  849. get { return 0; }
  850. set { return; }
  851. }
  852. public override void VehicleFloatParam(int param, float value)
  853. {
  854. }
  855. public override void VehicleVectorParam(int param, OpenMetaverse.Vector3 value)
  856. {
  857. }
  858. public override void VehicleRotationParam(int param, OpenMetaverse.Quaternion rotation)
  859. {
  860. }
  861. public override void VehicleFlags(int param, bool remove)
  862. {
  863. }
  864. public override void SetVolumeDetect(int param)
  865. {
  866. }
  867. public override OpenMetaverse.Vector3 CenterOfMass
  868. {
  869. get { return OpenMetaverse.Vector3.Zero; }
  870. }
  871. public override OpenMetaverse.Vector3 GeometricCenter
  872. {
  873. get { return OpenMetaverse.Vector3.Zero; }
  874. }
  875. public override PrimitiveBaseShape Shape
  876. {
  877. set { return; }
  878. }
  879. public override bool SetAlwaysRun
  880. {
  881. get { return false; }
  882. set { return; }
  883. }
  884. public override OpenMetaverse.Vector3 Acceleration
  885. {
  886. get { return _acceleration; }
  887. }
  888. public override OpenMetaverse.Quaternion Orientation
  889. {
  890. get { return _orientation; }
  891. set
  892. {
  893. lock (BulletXScene.BulletXLock)
  894. {
  895. _orientation = value;
  896. ReOrient();
  897. }
  898. }
  899. }
  900. public override void link(PhysicsActor obj)
  901. {
  902. }
  903. public override void delink()
  904. {
  905. }
  906. public override void LockAngularMotion(OpenMetaverse.Vector3 axis)
  907. {
  908. }
  909. public override float Mass
  910. {
  911. get { return ActorMass; }
  912. }
  913. public virtual float ActorMass
  914. {
  915. get { return 0; }
  916. }
  917. public override int PhysicsActorType
  918. {
  919. get { return (int) m_PhysicsActorType; }
  920. set { m_PhysicsActorType = value; }
  921. }
  922. public RigidBody RigidBody
  923. {
  924. get { return rigidBody; }
  925. }
  926. public Vector3 RigidBodyPosition
  927. {
  928. get { return rigidBody.CenterOfMassPosition; }
  929. }
  930. public override bool IsPhysical
  931. {
  932. get { return _physical; }
  933. set { _physical = value; }
  934. }
  935. public override bool Flying
  936. {
  937. get { return flying; }
  938. set { flying = value; }
  939. }
  940. public override bool ThrottleUpdates
  941. {
  942. get { return false; }
  943. set { return; }
  944. }
  945. public override bool IsColliding
  946. {
  947. get { return iscolliding; }
  948. set { iscolliding = value; }
  949. }
  950. public override bool CollidingGround
  951. {
  952. get { return false; }
  953. set { return; }
  954. }
  955. public override bool CollidingObj
  956. {
  957. get { return false; }
  958. set { return; }
  959. }
  960. public override uint LocalID
  961. {
  962. set { return; }
  963. }
  964. public override bool Grabbed
  965. {
  966. set { return; }
  967. }
  968. public override bool Selected
  969. {
  970. set { return; }
  971. }
  972. public override float Buoyancy
  973. {
  974. get { return 0f; }
  975. set { return; }
  976. }
  977. public override bool FloatOnWater
  978. {
  979. set { return; }
  980. }
  981. public virtual void SetAcceleration(OpenMetaverse.Vector3 accel)
  982. {
  983. lock (BulletXScene.BulletXLock)
  984. {
  985. _acceleration = accel;
  986. }
  987. }
  988. public override bool Kinematic
  989. {
  990. get { return false; }
  991. set { }
  992. }
  993. public override void AddForce(OpenMetaverse.Vector3 force, bool pushforce)
  994. {
  995. }
  996. public override OpenMetaverse.Vector3 Torque
  997. {
  998. get { return OpenMetaverse.Vector3.Zero; }
  999. set { return; }
  1000. }
  1001. public override void AddAngularForce(OpenMetaverse.Vector3 force, bool pushforce)
  1002. {
  1003. }
  1004. public override void SetMomentum(OpenMetaverse.Vector3 momentum)
  1005. {
  1006. }
  1007. internal virtual void ValidateHeight(float heighmapPositionValue)
  1008. {
  1009. }
  1010. internal virtual void UpdateKinetics()
  1011. {
  1012. }
  1013. #region Methods for updating values of RigidBody
  1014. protected internal void Translate()
  1015. {
  1016. Translate(_position);
  1017. }
  1018. protected internal void Translate(OpenMetaverse.Vector3 _newPos)
  1019. {
  1020. Vector3 _translation;
  1021. _translation = BulletXMaths.PhysicsVectorToXnaVector3(_newPos) - rigidBody.CenterOfMassPosition;
  1022. rigidBody.Translate(_translation);
  1023. }
  1024. protected internal void Speed()
  1025. {
  1026. Speed(_velocity);
  1027. }
  1028. protected internal void Speed(OpenMetaverse.Vector3 _newSpeed)
  1029. {
  1030. Vector3 _speed;
  1031. _speed = BulletXMaths.PhysicsVectorToXnaVector3(_newSpeed);
  1032. rigidBody.LinearVelocity = _speed;
  1033. }
  1034. protected internal void ReOrient()
  1035. {
  1036. ReOrient(_orientation);
  1037. }
  1038. protected internal void ReOrient(OpenMetaverse.Quaternion _newOrient)
  1039. {
  1040. Quaternion _newOrientation;
  1041. _newOrientation = BulletXMaths.QuaternionToXnaQuaternion(_newOrient);
  1042. Matrix _comTransform = rigidBody.CenterOfMassTransform;
  1043. BulletXMaths.SetRotation(ref _comTransform, _newOrientation);
  1044. rigidBody.CenterOfMassTransform = _comTransform;
  1045. }
  1046. protected internal void ReSize()
  1047. {
  1048. ReSize(_size);
  1049. }
  1050. protected internal virtual void ReSize(OpenMetaverse.Vector3 _newSize)
  1051. {
  1052. }
  1053. public virtual void ScheduleTerseUpdate()
  1054. {
  1055. base.RequestPhysicsterseUpdate();
  1056. }
  1057. #endregion
  1058. public override void CrossingFailure()
  1059. {
  1060. }
  1061. public override OpenMetaverse.Vector3 PIDTarget { set { return; } }
  1062. public override bool PIDActive { set { return; } }
  1063. public override float PIDTau { set { return; } }
  1064. public override float PIDHoverHeight { set { return; } }
  1065. public override bool PIDHoverActive { set { return; } }
  1066. public override PIDHoverType PIDHoverType { set { return; } }
  1067. public override float PIDHoverTau { set { return; } }
  1068. public override OpenMetaverse.Quaternion APIDTarget
  1069. {
  1070. set { return; }
  1071. }
  1072. public override bool APIDActive
  1073. {
  1074. set { return; }
  1075. }
  1076. public override float APIDStrength
  1077. {
  1078. set { return; }
  1079. }
  1080. public override float APIDDamping
  1081. {
  1082. set { return; }
  1083. }
  1084. public override void SubscribeEvents(int ms)
  1085. {
  1086. }
  1087. public override void UnSubscribeEvents()
  1088. {
  1089. }
  1090. public override bool SubscribedEvents()
  1091. {
  1092. return false;
  1093. }
  1094. }
  1095. /// <summary>
  1096. /// PhysicsActor Character Class for BulletX
  1097. /// </summary>
  1098. public class BulletXCharacter : BulletXActor
  1099. {
  1100. public BulletXCharacter(BulletXScene parent_scene, OpenMetaverse.Vector3 pos)
  1101. : this(String.Empty, parent_scene, pos)
  1102. {
  1103. }
  1104. public BulletXCharacter(String avName, BulletXScene parent_scene, OpenMetaverse.Vector3 pos)
  1105. : this(avName, parent_scene, pos, OpenMetaverse.Vector3.Zero, OpenMetaverse.Vector3.Zero, OpenMetaverse.Vector3.Zero,
  1106. OpenMetaverse.Quaternion.Identity)
  1107. {
  1108. }
  1109. public BulletXCharacter(String avName, BulletXScene parent_scene, OpenMetaverse.Vector3 pos, OpenMetaverse.Vector3 velocity,
  1110. OpenMetaverse.Vector3 size, OpenMetaverse.Vector3 acceleration, OpenMetaverse.Quaternion orientation)
  1111. : base(avName)
  1112. {
  1113. //This fields will be removed. They're temporal
  1114. float _sizeX = 0.5f;
  1115. float _sizeY = 0.5f;
  1116. float _sizeZ = 1.6f;
  1117. //.
  1118. _position = pos;
  1119. _velocity = velocity;
  1120. _size = size;
  1121. //---
  1122. _size.X = _sizeX;
  1123. _size.Y = _sizeY;
  1124. _size.Z = _sizeZ;
  1125. //.
  1126. _acceleration = acceleration;
  1127. _orientation = orientation;
  1128. _physical = true;
  1129. float _mass = 50.0f; //This depends of avatar's dimensions
  1130. //For RigidBody Constructor. The next values might change
  1131. float _linearDamping = 0.0f;
  1132. float _angularDamping = 0.0f;
  1133. float _friction = 0.5f;
  1134. float _restitution = 0.0f;
  1135. Matrix _startTransform = Matrix.Identity;
  1136. Matrix _centerOfMassOffset = Matrix.Identity;
  1137. lock (BulletXScene.BulletXLock)
  1138. {
  1139. _startTransform.Translation = BulletXMaths.PhysicsVectorToXnaVector3(pos);
  1140. //CollisionShape _collisionShape = new BoxShape(new MonoXnaCompactMaths.Vector3(1.0f, 1.0f, 1.60f));
  1141. //For now, like ODE, collisionShape = sphere of radious = 1.0
  1142. CollisionShape _collisionShape = new SphereShape(1.0f);
  1143. DefaultMotionState _motionState = new DefaultMotionState(_startTransform, _centerOfMassOffset);
  1144. Vector3 _localInertia = new Vector3();
  1145. _collisionShape.CalculateLocalInertia(_mass, out _localInertia); //Always when mass > 0
  1146. rigidBody =
  1147. new RigidBody(_mass, _motionState, _collisionShape, _localInertia, _linearDamping, _angularDamping,
  1148. _friction, _restitution);
  1149. //rigidBody.ActivationState = ActivationState.DisableDeactivation;
  1150. //It's seems that there are a bug with rigidBody constructor and its CenterOfMassPosition
  1151. Vector3 _vDebugTranslation;
  1152. _vDebugTranslation = _startTransform.Translation - rigidBody.CenterOfMassPosition;
  1153. rigidBody.Translate(_vDebugTranslation);
  1154. parent_scene.ddWorld.AddRigidBody(rigidBody);
  1155. }
  1156. }
  1157. public override int PhysicsActorType
  1158. {
  1159. get { return (int) ActorTypes.Agent; }
  1160. set { return; }
  1161. }
  1162. public override OpenMetaverse.Vector3 Position
  1163. {
  1164. get { return base.Position; }
  1165. set { base.Position = value; }
  1166. }
  1167. public override OpenMetaverse.Vector3 Velocity
  1168. {
  1169. get { return base.Velocity; }
  1170. set { base.Velocity = value; }
  1171. }
  1172. public override OpenMetaverse.Vector3 Size
  1173. {
  1174. get { return base.Size; }
  1175. set { base.Size = value; }
  1176. }
  1177. public override OpenMetaverse.Vector3 Acceleration
  1178. {
  1179. get { return base.Acceleration; }
  1180. }
  1181. public override OpenMetaverse.Quaternion Orientation
  1182. {
  1183. get { return base.Orientation; }
  1184. set { base.Orientation = value; }
  1185. }
  1186. public override bool Flying
  1187. {
  1188. get { return base.Flying; }
  1189. set { base.Flying = value; }
  1190. }
  1191. public override bool IsColliding
  1192. {
  1193. get { return base.IsColliding; }
  1194. set { base.IsColliding = value; }
  1195. }
  1196. public override bool Kinematic
  1197. {
  1198. get { return base.Kinematic; }
  1199. set { base.Kinematic = value; }
  1200. }
  1201. public override void SetAcceleration(OpenMetaverse.Vector3 accel)
  1202. {
  1203. base.SetAcceleration(accel);
  1204. }
  1205. public override void AddForce(OpenMetaverse.Vector3 force, bool pushforce)
  1206. {
  1207. base.AddForce(force, pushforce);
  1208. }
  1209. public override void SetMomentum(OpenMetaverse.Vector3 momentum)
  1210. {
  1211. base.SetMomentum(momentum);
  1212. }
  1213. internal void Move(float timeStep)
  1214. {
  1215. Vector3 vec = new Vector3();
  1216. //At this point it's supossed that:
  1217. //_velocity == rigidBody.LinearVelocity
  1218. vec.X = _velocity.X;
  1219. vec.Y = _velocity.Y;
  1220. vec.Z = _velocity.Z;
  1221. if ((vec.X != 0.0f) || (vec.Y != 0.0f) || (vec.Z != 0.0f)) rigidBody.Activate();
  1222. if (flying)
  1223. {
  1224. //Antigravity with movement
  1225. if (_position.Z <= BulletXScene.HeightLevel0)
  1226. {
  1227. vec.Z += BulletXScene.Gravity*timeStep;
  1228. }
  1229. //Lowgravity with movement
  1230. else if ((_position.Z > BulletXScene.HeightLevel0)
  1231. && (_position.Z <= BulletXScene.HeightLevel1))
  1232. {
  1233. vec.Z += BulletXScene.Gravity*timeStep*(1.0f - BulletXScene.LowGravityFactor);
  1234. }
  1235. //Lowgravity with...
  1236. else if (_position.Z > BulletXScene.HeightLevel1)
  1237. {
  1238. if (vec.Z > 0) //no movement
  1239. vec.Z = BulletXScene.Gravity*timeStep*(1.0f - BulletXScene.LowGravityFactor);
  1240. else
  1241. vec.Z += BulletXScene.Gravity*timeStep*(1.0f - BulletXScene.LowGravityFactor);
  1242. }
  1243. }
  1244. rigidBody.LinearVelocity = vec;
  1245. }
  1246. //This validation is very basic
  1247. internal override void ValidateHeight(float heighmapPositionValue)
  1248. {
  1249. if (rigidBody.CenterOfMassPosition.Z < heighmapPositionValue + _size.Z/2.0f)
  1250. {
  1251. Matrix m = rigidBody.WorldTransform;
  1252. Vector3 v3 = m.Translation;
  1253. v3.Z = heighmapPositionValue + _size.Z/2.0f;
  1254. m.Translation = v3;
  1255. rigidBody.WorldTransform = m;
  1256. //When an Avie touch the ground it's vertical velocity it's reduced to ZERO
  1257. Speed(new OpenMetaverse.Vector3(rigidBody.LinearVelocity.X, rigidBody.LinearVelocity.Y, 0.0f));
  1258. }
  1259. }
  1260. internal override void UpdateKinetics()
  1261. {
  1262. _position = BulletXMaths.XnaVector3ToPhysicsVector(rigidBody.CenterOfMassPosition);
  1263. _velocity = BulletXMaths.XnaVector3ToPhysicsVector(rigidBody.LinearVelocity);
  1264. //Orientation it seems that it will be the default.
  1265. ReOrient();
  1266. }
  1267. }
  1268. /// <summary>
  1269. /// PhysicsActor Prim Class for BulletX
  1270. /// </summary>
  1271. public class BulletXPrim : BulletXActor
  1272. {
  1273. //Density it will depends of material.
  1274. //For now all prims have the same density, all prims are made of water. Be water my friend! :D
  1275. private const float _density = 1000.0f;
  1276. private BulletXScene _parent_scene;
  1277. private OpenMetaverse.Vector3 m_prev_position;
  1278. private bool m_lastUpdateSent = false;
  1279. //added by jed zhu
  1280. private IMesh _mesh;
  1281. public IMesh GetMesh() { return _mesh; }
  1282. public BulletXPrim(String primName, BulletXScene parent_scene, OpenMetaverse.Vector3 pos, OpenMetaverse.Vector3 size,
  1283. OpenMetaverse.Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool isPhysical)
  1284. : this(
  1285. primName, parent_scene, pos, OpenMetaverse.Vector3.Zero, size, OpenMetaverse.Vector3.Zero, rotation, mesh, pbs,
  1286. isPhysical)
  1287. {
  1288. }
  1289. public BulletXPrim(String primName, BulletXScene parent_scene, OpenMetaverse.Vector3 pos, OpenMetaverse.Vector3 velocity,
  1290. OpenMetaverse.Vector3 size,
  1291. OpenMetaverse.Vector3 acceleration, OpenMetaverse.Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs,
  1292. bool isPhysical)
  1293. : base(primName)
  1294. {
  1295. if ((size.X == 0) || (size.Y == 0) || (size.Z == 0))
  1296. throw new Exception("Size 0");
  1297. if (OpenMetaverse.Quaternion.Normalize(rotation).Length() == 0f)
  1298. rotation = OpenMetaverse.Quaternion.Identity;
  1299. _position = pos;
  1300. _physical = isPhysical;
  1301. _velocity = _physical ? velocity : OpenMetaverse.Vector3.Zero;
  1302. _size = size;
  1303. _acceleration = acceleration;
  1304. _orientation = rotation;
  1305. _parent_scene = parent_scene;
  1306. CreateRigidBody(parent_scene, mesh, pos, size);
  1307. }
  1308. public override int PhysicsActorType
  1309. {
  1310. get { return (int) ActorTypes.Prim; }
  1311. set { return; }
  1312. }
  1313. public override OpenMetaverse.Vector3 Position
  1314. {
  1315. get { return base.Position; }
  1316. set { base.Position = value; }
  1317. }
  1318. public override OpenMetaverse.Vector3 Velocity
  1319. {
  1320. get { return base.Velocity; }
  1321. set { base.Velocity = value; }
  1322. }
  1323. public override OpenMetaverse.Vector3 Size
  1324. {
  1325. get { return _size; }
  1326. set
  1327. {
  1328. lock (BulletXScene.BulletXLock)
  1329. {
  1330. _size = value;
  1331. ReSize();
  1332. }
  1333. }
  1334. }
  1335. public override OpenMetaverse.Vector3 Acceleration
  1336. {
  1337. get { return base.Acceleration; }
  1338. }
  1339. public override OpenMetaverse.Quaternion Orientation
  1340. {
  1341. get { return base.Orientation; }
  1342. set { base.Orientation = value; }
  1343. }
  1344. public override float ActorMass
  1345. {
  1346. get
  1347. {
  1348. //For now all prims are boxes
  1349. return (_physical ? 1 : 0)*_density*_size.X*_size.Y*_size.Z;
  1350. }
  1351. }
  1352. public override bool IsPhysical
  1353. {
  1354. get { return base.IsPhysical; }
  1355. set
  1356. {
  1357. base.IsPhysical = value;
  1358. if (value)
  1359. {
  1360. //---
  1361. PhysicsPluginManager.PhysicsPluginMessage("Physical - Recreate", true);
  1362. //---
  1363. ReCreateRigidBody(_size);
  1364. }
  1365. else
  1366. {
  1367. //---
  1368. PhysicsPluginManager.PhysicsPluginMessage("Physical - SetMassProps", true);
  1369. //---
  1370. rigidBody.SetMassProps(Mass, new Vector3());
  1371. }
  1372. }
  1373. }
  1374. public override bool Flying
  1375. {
  1376. get { return base.Flying; }
  1377. set { base.Flying = value; }
  1378. }
  1379. public override bool IsColliding
  1380. {
  1381. get { return base.IsColliding; }
  1382. set { base.IsColliding = value; }
  1383. }
  1384. public override bool Kinematic
  1385. {
  1386. get { return base.Kinematic; }
  1387. set { base.Kinematic = value; }
  1388. }
  1389. public override void SetAcceleration(OpenMetaverse.Vector3 accel)
  1390. {
  1391. lock (BulletXScene.BulletXLock)
  1392. {
  1393. _acceleration = accel;
  1394. }
  1395. }
  1396. public override void AddForce(OpenMetaverse.Vector3 force, bool pushforce)
  1397. {
  1398. base.AddForce(force,pushforce);
  1399. }
  1400. public override void SetMomentum(OpenMetaverse.Vector3 momentum)
  1401. {
  1402. base.SetMomentum(momentum);
  1403. }
  1404. internal override void ValidateHeight(float heighmapPositionValue)
  1405. {
  1406. if (rigidBody.CenterOfMassPosition.Z < heighmapPositionValue + _size.Z/2.0f)
  1407. {
  1408. Matrix m = rigidBody.WorldTransform;
  1409. Vector3 v3 = m.Translation;
  1410. v3.Z = heighmapPositionValue + _size.Z/2.0f;
  1411. m.Translation = v3;
  1412. rigidBody.WorldTransform = m;
  1413. //When a Prim touch the ground it's vertical velocity it's reduced to ZERO
  1414. //Static objects don't have linear velocity
  1415. if (_physical)
  1416. Speed(new OpenMetaverse.Vector3(rigidBody.LinearVelocity.X, rigidBody.LinearVelocity.Y, 0.0f));
  1417. }
  1418. }
  1419. internal override void UpdateKinetics()
  1420. {
  1421. if (_physical) //Updates properties. Prim updates its properties physically
  1422. {
  1423. _position = BulletXMaths.XnaVector3ToPhysicsVector(rigidBody.CenterOfMassPosition);
  1424. _velocity = BulletXMaths.XnaVector3ToPhysicsVector(rigidBody.LinearVelocity);
  1425. _orientation = BulletXMaths.XnaQuaternionToQuaternion(rigidBody.Orientation);
  1426. if ((Math.Abs(m_prev_position.X - _position.X) < 0.03)
  1427. && (Math.Abs(m_prev_position.Y - _position.Y) < 0.03)
  1428. && (Math.Abs(m_prev_position.Z - _position.Z) < 0.03))
  1429. {
  1430. if (!m_lastUpdateSent)
  1431. {
  1432. _velocity = OpenMetaverse.Vector3.Zero;
  1433. base.ScheduleTerseUpdate();
  1434. m_lastUpdateSent = true;
  1435. }
  1436. }
  1437. else
  1438. {
  1439. m_lastUpdateSent = false;
  1440. base.ScheduleTerseUpdate();
  1441. }
  1442. m_prev_position = _position;
  1443. }
  1444. else //Doesn't updates properties. That's a cancel
  1445. {
  1446. Translate();
  1447. //Speed(); //<- Static objects don't have linear velocity
  1448. ReOrient();
  1449. }
  1450. }
  1451. #region Methods for updating values of RigidBody
  1452. protected internal void CreateRigidBody(BulletXScene parent_scene, IMesh mesh, OpenMetaverse.Vector3 pos,
  1453. OpenMetaverse.Vector3 size)
  1454. {
  1455. //For RigidBody Constructor. The next values might change
  1456. float _linearDamping = 0.0f;
  1457. float _angularDamping = 0.0f;
  1458. float _friction = 1.0f;
  1459. float _restitution = 0.0f;
  1460. Matrix _startTransform = Matrix.Identity;
  1461. Matrix _centerOfMassOffset = Matrix.Identity;
  1462. //added by jed zhu
  1463. _mesh = mesh;
  1464. lock (BulletXScene.BulletXLock)
  1465. {
  1466. _startTransform.Translation = BulletXMaths.PhysicsVectorToXnaVector3(pos);
  1467. //For now all prims are boxes
  1468. CollisionShape _collisionShape;
  1469. if (mesh == null)
  1470. {
  1471. _collisionShape = new BoxShape(BulletXMaths.PhysicsVectorToXnaVector3(size)/2.0f);
  1472. }
  1473. else
  1474. {
  1475. int iVertexCount = mesh.getVertexList().Count;
  1476. int[] indices = mesh.getIndexListAsInt();
  1477. Vector3[] v3Vertices = new Vector3[iVertexCount];
  1478. for (int i = 0; i < iVertexCount; i++)
  1479. {
  1480. OpenMetaverse.Vector3 v = mesh.getVertexList()[i];
  1481. if (v != null) // Note, null has special meaning. See meshing code for details
  1482. v3Vertices[i] = BulletXMaths.PhysicsVectorToXnaVector3(v);
  1483. else
  1484. v3Vertices[i] = Vector3.Zero;
  1485. }
  1486. TriangleIndexVertexArray triMesh = new TriangleIndexVertexArray(indices, v3Vertices);
  1487. _collisionShape = new TriangleMeshShape(triMesh);
  1488. }
  1489. DefaultMotionState _motionState = new DefaultMotionState(_startTransform, _centerOfMassOffset);
  1490. Vector3 _localInertia = new Vector3();
  1491. if (_physical) _collisionShape.CalculateLocalInertia(Mass, out _localInertia); //Always when mass > 0
  1492. rigidBody =
  1493. new RigidBody(Mass, _motionState, _collisionShape, _localInertia, _linearDamping, _angularDamping,
  1494. _friction, _restitution);
  1495. //rigidBody.ActivationState = ActivationState.DisableDeactivation;
  1496. //It's seems that there are a bug with rigidBody constructor and its CenterOfMassPosition
  1497. Vector3 _vDebugTranslation;
  1498. _vDebugTranslation = _startTransform.Translation - rigidBody.CenterOfMassPosition;
  1499. rigidBody.Translate(_vDebugTranslation);
  1500. //---
  1501. parent_scene.ddWorld.AddRigidBody(rigidBody);
  1502. }
  1503. }
  1504. protected internal void ReCreateRigidBody(OpenMetaverse.Vector3 size)
  1505. {
  1506. //There is a bug when trying to remove a rigidBody that is colliding with something..
  1507. try
  1508. {
  1509. _parent_scene.ddWorld.RemoveRigidBody(rigidBody);
  1510. }
  1511. catch (Exception ex)
  1512. {
  1513. BulletXScene.BulletXMessage(_parent_scene.is_ex_message + ex.Message, true);
  1514. rigidBody.ActivationState = ActivationState.DisableSimulation;
  1515. _parent_scene.AddForgottenRigidBody(rigidBody);
  1516. }
  1517. CreateRigidBody(_parent_scene, null, _position, size);
  1518. // Note, null for the meshing definitely is wrong. It's here for the moment to apease the compiler
  1519. if (_physical) Speed(); //Static objects don't have linear velocity
  1520. ReOrient();
  1521. GC.Collect();
  1522. }
  1523. protected internal override void ReSize(OpenMetaverse.Vector3 _newSize)
  1524. {
  1525. //I wonder to know how to resize with a simple instruction in BulletX. It seems that for now there isn't
  1526. //so i have to do it manually. That's recreating rigidbody
  1527. ReCreateRigidBody(_newSize);
  1528. }
  1529. #endregion
  1530. }
  1531. /// <summary>
  1532. /// This Class manage a HeighField as a RigidBody. This is for to be added in the BulletXScene
  1533. /// </summary>
  1534. internal class BulletXPlanet
  1535. {
  1536. private OpenMetaverse.Vector3 _staticPosition;
  1537. // private Vector3 _staticVelocity;
  1538. // private OpenMetaverse.Quaternion _staticOrientation;
  1539. private float _mass;
  1540. // private BulletXScene _parentscene;
  1541. internal float[] _heightField;
  1542. private RigidBody _flatPlanet;
  1543. internal RigidBody RigidBody
  1544. {
  1545. get { return _flatPlanet; }
  1546. }
  1547. internal BulletXPlanet(BulletXScene parent_scene, float[] heightField)
  1548. {
  1549. _staticPosition = new OpenMetaverse.Vector3(BulletXScene.MaxXY / 2, BulletXScene.MaxXY / 2, 0);
  1550. // _staticVelocity = new PhysicsVector();
  1551. // _staticOrientation = OpenMetaverse.Quaternion.Identity;
  1552. _mass = 0; //No active
  1553. // _parentscene = parent_scene;
  1554. _heightField = heightField;
  1555. float _linearDamping = 0.0f;
  1556. float _angularDamping = 0.0f;
  1557. float _friction = 0.5f;
  1558. float _restitution = 0.0f;
  1559. Matrix _startTransform = Matrix.Identity;
  1560. Matrix _centerOfMassOffset = Matrix.Identity;
  1561. lock (BulletXScene.BulletXLock)
  1562. {
  1563. try
  1564. {
  1565. _startTransform.Translation = BulletXMaths.PhysicsVectorToXnaVector3(_staticPosition);
  1566. CollisionShape _collisionShape =
  1567. new HeightfieldTerrainShape(BulletXScene.MaxXY, BulletXScene.MaxXY, _heightField,
  1568. (float) BulletXScene.MaxZ, 2, true, false);
  1569. DefaultMotionState _motionState = new DefaultMotionState(_startTransform, _centerOfMassOffset);
  1570. Vector3 _localInertia = new Vector3();
  1571. //_collisionShape.CalculateLocalInertia(_mass, out _localInertia); //Always when mass > 0
  1572. _flatPlanet =
  1573. new RigidBody(_mass, _motionState, _collisionShape, _localInertia, _linearDamping,
  1574. _angularDamping, _friction, _restitution);
  1575. //It's seems that there are a bug with rigidBody constructor and its CenterOfMassPosition
  1576. Vector3 _vDebugTranslation;
  1577. _vDebugTranslation = _startTransform.Translation - _flatPlanet.CenterOfMassPosition;
  1578. _flatPlanet.Translate(_vDebugTranslation);
  1579. parent_scene.ddWorld.AddRigidBody(_flatPlanet);
  1580. }
  1581. catch (Exception ex)
  1582. {
  1583. BulletXScene.BulletXMessage(ex.Message, true);
  1584. }
  1585. }
  1586. BulletXScene.BulletXMessage("BulletXPlanet created.", false);
  1587. }
  1588. internal float HeightValue(Vector3 position)
  1589. {
  1590. int li_x, li_y;
  1591. float height;
  1592. li_x = (int) Math.Round(position.X);
  1593. if (li_x < 0) li_x = 0;
  1594. if (li_x >= BulletXScene.MaxXY) li_x = BulletXScene.MaxXY - 1;
  1595. li_y = (int) Math.Round(position.Y);
  1596. if (li_y < 0) li_y = 0;
  1597. if (li_y >= BulletXScene.MaxXY) li_y = BulletXScene.MaxXY - 1;
  1598. height = ((HeightfieldTerrainShape) _flatPlanet.CollisionShape).getHeightFieldValue(li_x, li_y);
  1599. if (height < 0) height = 0;
  1600. else if (height > BulletXScene.MaxZ) height = BulletXScene.MaxZ;
  1601. return height;
  1602. }
  1603. }
  1604. }