public void setMotionState(btMotionState motionState) { if (m_disposed) { throw new ObjectDisposedException(ToString()); } BulletAPI_BtRigidBody_setMotionState(m_handle, motionState.Handle); }
public btRigidBody(float mass, btMotionState motionState, btCollisionShape collisionShape, btVector3 localInertia) { m_constructionInfo = new btRigidBodyConstructionInfo(); m_constructionInfo.m_collisionShape = collisionShape; m_constructionInfo.m_localInertia = localInertia; m_constructionInfo.m_motionState = motionState; m_constructionInfo.m_startWorldTransform = btTransform.getIdentity(); m_constructionInfo.SetGenericDefaultValues(); m_constructionInfo.m_mass = mass; m_constructionInfo.commit(); m_handle = BulletAPI_CreateBtRigidBody(m_constructionInfo.Handle); }
public override void DeleteTerrain() { if (TerrainBody != null) { m_world.removeRigidBody(TerrainBody); } if (m_terrainShape != null) { m_terrainShape.Dispose(); m_terrainShape = null; } if (m_terrainMotionState != null) { m_terrainMotionState.Dispose(); m_terrainMotionState = null; } if (m_terrainTransform != null) { m_terrainTransform.Dispose(); m_terrainTransform = null; } if (m_terrainPosition != null) { m_terrainPosition.Dispose(); m_terrainPosition = null; } }
public override void SetTerrain(float[] heightMap, double[,] normalHeightMap) { if (m_terrainShape != null) DeleteTerrain(); float hfmax = -9000; float hfmin = 90000; for (int i = 0; i <heightMap.Length;i++) { if (Single.IsNaN(heightMap[i]) || Single.IsInfinity(heightMap[i])) { heightMap[i] = 0f; } hfmin = (heightMap[i] < hfmin) ? heightMap[i] : hfmin; hfmax = (heightMap[i] > hfmax) ? heightMap[i] : hfmax; } // store this for later reference. // Note, we're storing it after we check it for anomolies above _origheightmap = heightMap; hfmin = 0; hfmax = 256; m_terrainShape = new btHeightfieldTerrainShape((int)Constants.RegionSize, (int)Constants.RegionSize, heightMap, 1.0f, hfmin, hfmax, (int)btHeightfieldTerrainShape.UPAxis.Z, (int)btHeightfieldTerrainShape.PHY_ScalarType.PHY_FLOAT, false); float AabbCenterX = Constants.RegionSize/2f; float AabbCenterY = Constants.RegionSize/2f; float AabbCenterZ = 0; float temphfmin, temphfmax; temphfmin = hfmin; temphfmax = hfmax; if (temphfmin < 0) { temphfmax = 0 - temphfmin; temphfmin = 0 - temphfmin; } else if (temphfmin > 0) { temphfmax = temphfmax + (0 - temphfmin); //temphfmin = temphfmin + (0 - temphfmin); } AabbCenterZ = temphfmax/2f; if (m_terrainPosition == null) { m_terrainPosition = new btVector3(AabbCenterX, AabbCenterY, AabbCenterZ); } else { try { m_terrainPosition.setValue(AabbCenterX, AabbCenterY, AabbCenterZ); } catch (ObjectDisposedException) { m_terrainPosition = new btVector3(AabbCenterX, AabbCenterY, AabbCenterZ); } } if (m_terrainMotionState != null) { m_terrainMotionState.Dispose(); m_terrainMotionState = null; } m_terrainTransform = new btTransform(QuatIdentity, m_terrainPosition); m_terrainMotionState = new btDefaultMotionState(m_terrainTransform); TerrainBody = new btRigidBody(0, m_terrainMotionState, m_terrainShape); TerrainBody.setUserPointer((IntPtr)0); m_world.addRigidBody(TerrainBody); }
public override void SetTerrain (ITerrainChannel channel, short[] shortheightMap) { if (m_terrainShape != null) DeleteTerrain(); float hfmax = 256; float hfmin = 0; // store this for later reference. // Note, we're storing it after we check it for anomolies above _origheightmap = shortheightMap; hfmin = 0; hfmax = 256; float[] heightmap = new float[m_region.RegionSizeX * m_region.RegionSizeX]; for (int i = 0; i < shortheightMap.Length; i++) { heightmap[i] = shortheightMap[i] / Constants.TerrainCompression; } m_terrainShape = new btHeightfieldTerrainShape(m_region.RegionSizeX, m_region.RegionSizeY, heightmap, 1.0f, hfmin, hfmax, (int)btHeightfieldTerrainShape.UPAxis.Z, (int)btHeightfieldTerrainShape.PHY_ScalarType.PHY_FLOAT, false); float AabbCenterX = m_region.RegionSizeX / 2f; float AabbCenterY = m_region.RegionSizeY / 2f; float AabbCenterZ = 0; float temphfmin, temphfmax; temphfmin = hfmin; temphfmax = hfmax; if (temphfmin < 0) { temphfmax = 0 - temphfmin; temphfmin = 0 - temphfmin; } else if (temphfmin > 0) { temphfmax = temphfmax + (0 - temphfmin); //temphfmin = temphfmin + (0 - temphfmin); } AabbCenterZ = temphfmax/2f; if (m_terrainPosition == null) { m_terrainPosition = new btVector3(AabbCenterX, AabbCenterY, AabbCenterZ); } else { try { m_terrainPosition.setValue(AabbCenterX, AabbCenterY, AabbCenterZ); } catch (ObjectDisposedException) { m_terrainPosition = new btVector3(AabbCenterX, AabbCenterY, AabbCenterZ); } } if (m_terrainMotionState != null) { m_terrainMotionState.Dispose(); m_terrainMotionState = null; } m_terrainTransform = new btTransform(QuatIdentity, m_terrainPosition); m_terrainMotionState = new btDefaultMotionState(m_terrainTransform); TerrainBody = new btRigidBody(0, m_terrainMotionState, m_terrainShape); TerrainBody.setUserPointer((IntPtr)0); m_world.addRigidBody(TerrainBody); }
internal void Dispose() { //TODO: DisableAxisMotor(); DisposeOfBody(); SetCollisionShape(null); if (tempMotionState3 != null && tempMotionState3.Handle != IntPtr.Zero) { tempMotionState3.Dispose(); tempMotionState3 = null; } if (tempMotionState2 != null && tempMotionState2.Handle != IntPtr.Zero) { tempMotionState2.Dispose(); tempMotionState2 = null; } if (tempMotionState1 != null && tempMotionState1.Handle != IntPtr.Zero) { tempMotionState1.Dispose(); tempMotionState1 = null; } if (tempTransform4 != null && tempTransform4.Handle != IntPtr.Zero) { tempTransform4.Dispose(); tempTransform4 = null; } if (tempTransform3 != null && tempTransform3.Handle != IntPtr.Zero) { tempTransform3.Dispose(); tempTransform3 = null; } if (tempTransform2 != null && tempTransform2.Handle != IntPtr.Zero) { tempTransform2.Dispose(); tempTransform2 = null; } if (tempTransform1 != null && tempTransform1.Handle != IntPtr.Zero) { tempTransform1.Dispose(); tempTransform1 = null; } if (tempOrientation2 != null && tempOrientation2.Handle != IntPtr.Zero) { tempOrientation2.Dispose(); tempOrientation2 = null; } if (tempOrientation1 != null && tempOrientation1.Handle != IntPtr.Zero) { tempOrientation1.Dispose(); tempOrientation1 = null; } if (tempInertia1 != null && tempInertia1.Handle != IntPtr.Zero) { tempInertia1.Dispose(); tempInertia1 = null; } if (tempInertia2 != null && tempInertia2.Handle != IntPtr.Zero) { tempInertia2.Dispose(); tempInertia1 = null; } if (tempAngularVelocity2 != null && tempAngularVelocity2.Handle != IntPtr.Zero) { tempAngularVelocity2.Dispose(); tempAngularVelocity2 = null; } if (tempAngularVelocity1 != null && tempAngularVelocity1.Handle != IntPtr.Zero) { tempAngularVelocity1.Dispose(); tempAngularVelocity1 = null; } if (tempLinearVelocity2 != null && tempLinearVelocity2.Handle != IntPtr.Zero) { tempLinearVelocity2.Dispose(); tempLinearVelocity2 = null; } if (tempLinearVelocity1 != null && tempLinearVelocity1.Handle != IntPtr.Zero) { tempLinearVelocity1.Dispose(); tempLinearVelocity1 = null; } if (tempSize2 != null && tempSize2.Handle != IntPtr.Zero) { tempSize2.Dispose(); tempSize2 = null; } if (tempSize1 != null && tempSize1.Handle != IntPtr.Zero) { tempSize1.Dispose(); tempSize1 = null; } if (tempPosition3 != null && tempPosition3.Handle != IntPtr.Zero) { tempPosition3.Dispose(); tempPosition3 = null; } if (tempPosition2 != null && tempPosition2.Handle != IntPtr.Zero) { tempPosition2.Dispose(); tempPosition2 = null; } if (tempPosition1 != null && tempPosition1.Handle != IntPtr.Zero) { tempPosition1.Dispose(); tempPosition1 = null; } if (AxisLockLinearLow != null && AxisLockLinearLow.Handle != IntPtr.Zero) { AxisLockLinearLow.Dispose(); AxisLockLinearLow = null; } if (AxisLockLinearHigh != null && AxisLockLinearHigh.Handle != IntPtr.Zero) { AxisLockLinearHigh.Dispose(); AxisLockLinearHigh = null; } }
public void SetBody(float mass) { if (!IsPhysical || childrenPrim.Count == 0) { if (tempMotionState1 != null && tempMotionState1.Handle != IntPtr.Zero) tempMotionState1.Dispose(); if (tempTransform2 != null && tempTransform2.Handle != IntPtr.Zero) tempTransform2.Dispose(); if (tempOrientation2 != null && tempOrientation2.Handle != IntPtr.Zero) tempOrientation2.Dispose(); if (tempPosition2 != null && tempPosition2.Handle != IntPtr.Zero) tempPosition2.Dispose(); tempOrientation2 = new btQuaternion(_orientation.X, _orientation.Y, _orientation.Z, _orientation.W); tempPosition2 = new btVector3(_position.X, _position.Y, _position.Z); tempTransform2 = new btTransform(tempOrientation2, tempPosition2); tempMotionState1 = new btDefaultMotionState(tempTransform2, _parent_scene.TransZero); if (tempInertia1 != null && tempInertia1.Handle != IntPtr.Zero) tempInertia1.Dispose(); tempInertia1 = new btVector3(0, 0, 0); prim_geom.calculateLocalInertia(mass, tempInertia1); if (mass != 0) _parent_scene.addActivePrim(this); else _parent_scene.remActivePrim(this); // Body = new btRigidBody(mass, tempMotionState1, prim_geom); //else Body = new btRigidBody(mass, tempMotionState1, prim_geom, tempInertia1); if (prim_geom is btGImpactMeshShape) { ((btGImpactMeshShape)prim_geom).setLocalScaling(new btVector3(1, 1, 1)); ((btGImpactMeshShape)prim_geom).updateBound(); } //Body.setCollisionFlags(Body.getCollisionFlags() | (int)ContactFlags.CF_CUSTOM_MATERIAL_CALLBACK); //Body.setUserPointer((IntPtr) (int)m_localID); _parent_scene.AddPrimToScene(this); } else { // bool hasTrimesh = false; lock (childrenPrim) { foreach (BulletDotNETPrim chld in childrenPrim) { if (chld == null) continue; // if (chld.NeedsMeshing()) // hasTrimesh = true; } } //if (hasTrimesh) //{ ProcessGeomCreationAsTriMesh(Vector3.Zero, Quaternion.Identity); // createmesh returns null when it doesn't mesh. /* if (_mesh is Mesh) { } else { m_log.Warn("[PHYSICS]: Can't link a OpenSim.Region.Physics.Meshing.Mesh object"); return; } */ foreach (BulletDotNETPrim chld in childrenPrim) { if (chld == null) continue; Vector3 offset = chld.Position - Position; Vector3 pos = new Vector3(offset.X, offset.Y, offset.Z); pos *= Quaternion.Inverse(Orientation); //pos *= Orientation; offset = pos; chld.ProcessGeomCreationAsTriMesh(offset, chld.Orientation); _mesh.Append(chld._mesh); } setMesh(_parent_scene, _mesh); //} if (tempMotionState1 != null && tempMotionState1.Handle != IntPtr.Zero) tempMotionState1.Dispose(); if (tempTransform2 != null && tempTransform2.Handle != IntPtr.Zero) tempTransform2.Dispose(); if (tempOrientation2 != null && tempOrientation2.Handle != IntPtr.Zero) tempOrientation2.Dispose(); if (tempPosition2 != null && tempPosition2.Handle != IntPtr.Zero) tempPosition2.Dispose(); tempOrientation2 = new btQuaternion(_orientation.X, _orientation.Y, _orientation.Z, _orientation.W); tempPosition2 = new btVector3(_position.X, _position.Y, _position.Z); tempTransform2 = new btTransform(tempOrientation2, tempPosition2); tempMotionState1 = new btDefaultMotionState(tempTransform2, _parent_scene.TransZero); if (tempInertia1 != null && tempInertia1.Handle != IntPtr.Zero) tempInertia1.Dispose(); tempInertia1 = new btVector3(0, 0, 0); prim_geom.calculateLocalInertia(mass, tempInertia1); if (mass != 0) _parent_scene.addActivePrim(this); else _parent_scene.remActivePrim(this); // Body = new btRigidBody(mass, tempMotionState1, prim_geom); //else Body = new btRigidBody(mass, tempMotionState1, prim_geom, tempInertia1); if (prim_geom is btGImpactMeshShape) { ((btGImpactMeshShape)prim_geom).setLocalScaling(new btVector3(1, 1, 1)); ((btGImpactMeshShape)prim_geom).updateBound(); } _parent_scene.AddPrimToScene(this); } if (IsPhysical) changeAngularLock(0); }
public BulletDotNETPrim(String primName, BulletDotNETScene parent_scene, Vector3 pos, Vector3 size, Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical) { tempPosition1 = new btVector3(0, 0, 0); tempPosition2 = new btVector3(0, 0, 0); tempPosition3 = new btVector3(0, 0, 0); tempSize1 = new btVector3(0, 0, 0); tempSize2 = new btVector3(0, 0, 0); tempLinearVelocity1 = new btVector3(0, 0, 0); tempLinearVelocity2 = new btVector3(0, 0, 0); tempAngularVelocity1 = new btVector3(0, 0, 0); tempAngularVelocity2 = new btVector3(0, 0, 0); tempInertia1 = new btVector3(0, 0, 0); tempInertia2 = new btVector3(0, 0, 0); tempOrientation1 = new btQuaternion(0, 0, 0, 1); tempOrientation2 = new btQuaternion(0, 0, 0, 1); _parent_scene = parent_scene; tempTransform1 = new btTransform(_parent_scene.QuatIdentity, _parent_scene.VectorZero); tempTransform2 = new btTransform(_parent_scene.QuatIdentity, _parent_scene.VectorZero); ; tempTransform3 = new btTransform(_parent_scene.QuatIdentity, _parent_scene.VectorZero); ; tempTransform4 = new btTransform(_parent_scene.QuatIdentity, _parent_scene.VectorZero); ; tempMotionState1 = new btDefaultMotionState(_parent_scene.TransZero); tempMotionState2 = new btDefaultMotionState(_parent_scene.TransZero); tempMotionState3 = new btDefaultMotionState(_parent_scene.TransZero); AxisLockLinearLow = new btVector3(-1 * (int)Constants.RegionSize, -1 * (int)Constants.RegionSize, -1 * (int)Constants.RegionSize); int regionsize = (int)Constants.RegionSize; if (regionsize == 256) regionsize = 512; AxisLockLinearHigh = new btVector3((int)Constants.RegionSize, (int)Constants.RegionSize, (int)Constants.RegionSize); _target_velocity = Vector3.Zero; _velocity = Vector3.Zero; _position = pos; m_taintposition = pos; PID_D = parent_scene.bodyPIDD; PID_G = parent_scene.bodyPIDG; m_density = parent_scene.geomDefaultDensity; // m_tensor = parent_scene.bodyMotorJointMaxforceTensor; // body_autodisable_frames = parent_scene.bodyFramesAutoDisable; prim_geom = null; Body = null; if (size.X <= 0) size.X = 0.01f; if (size.Y <= 0) size.Y = 0.01f; if (size.Z <= 0) size.Z = 0.01f; _size = size; m_taintsize = _size; _acceleration = Vector3.Zero; m_rotationalVelocity = Vector3.Zero; _orientation = rotation; m_taintrot = _orientation; _mesh = mesh; _pbs = pbs; _parent_scene = parent_scene; if (pos.Z < 0) m_isphysical = false; else { m_isphysical = pisPhysical; // If we're physical, we need to be in the master space for now. // linksets *should* be in a space together.. but are not currently } m_primName = primName; m_taintadd = true; _parent_scene.AddPhysicsActorTaint(this); }
public void setMotionState(btMotionState motionState) { if (m_disposed) throw new ObjectDisposedException(ToString()); BulletAPI_BtRigidBody_setMotionState(m_handle, motionState.Handle); }
public override void SetTerrain(bool[] heightMap) { if (m_terrainShape != null) DeleteTerrain(); m_terrainShape = AddPrim( "__TERRAIN__", new Vector3(Constants.RegionSize / 2, Constants.RegionSize / 2, Constants.RegionSize / 2), new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionSize), Quaternion.Identity, voxmesher.ToMesh(heightMap), PrimitiveBaseShape.Default, false); //float AabbCenterX = Constants.RegionSize/2f; //float AabbCenterY = Constants.RegionSize/2f; //float AabbCenterZ = 0f; /* float temphfmin, temphfmax; temphfmin = hfmin; temphfmax = hfmax; if (temphfmin < 0) { temphfmax = 0 - temphfmin; temphfmin = 0 - temphfmin; } else if (temphfmin > 0) { temphfmax = temphfmax + (0 - temphfmin); //temphfmin = temphfmin + (0 - temphfmin); } AabbCenterZ = temphfmax/2f; if (m_terrainPosition == null) { m_terrainPosition = new btVector3(AabbCenterX, AabbCenterY, AabbCenterZ); } else { try { m_terrainPosition.setValue(AabbCenterX, AabbCenterY, AabbCenterZ); } catch (ObjectDisposedException) { m_terrainPosition = new btVector3(AabbCenterX, AabbCenterY, AabbCenterZ); } } */ if (m_terrainMotionState != null) { m_terrainMotionState.Dispose(); m_terrainMotionState = null; } m_terrainTransform = new btTransform(QuatIdentity, m_terrainPosition); m_terrainMotionState = new btDefaultMotionState(m_terrainTransform); }