private void SetPhysicalProperties()
        {
            BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, PhysBody.ptr);

            ZeroMotion(true);
            ForcePosition = _position;
            // Set the velocity and compute the proper friction
            ForceVelocity = _velocity;
            // Setting the current and target in the motor will cause it to start computing any deceleration.
            _velocityMotor.Reset();
            _velocityMotor.SetCurrent(_velocity);
            _velocityMotor.SetTarget(_velocity);
            _velocityMotor.Enabled = false;

            // This will enable or disable the flying buoyancy of the avatar.
            // Needs to be reset especially when an avatar is recreated after crossing a region boundry.
            Flying = _flying;

            BulletSimAPI.SetRestitution2(PhysBody.ptr, BSParam.AvatarRestitution);
            BulletSimAPI.SetMargin2(PhysShape.ptr, PhysicsScene.Params.collisionMargin);
            BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale);
            BulletSimAPI.SetContactProcessingThreshold2(PhysBody.ptr, BSParam.ContactProcessingThreshold);
            if (BSParam.CcdMotionThreshold > 0f)
            {
                BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, BSParam.CcdMotionThreshold);
                BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, BSParam.CcdSweptSphereRadius);
            }

            UpdatePhysicalMassProperties(RawMass, false);

            // Make so capsule does not fall over
            BulletSimAPI.SetAngularFactorV2(PhysBody.ptr, OMV.Vector3.Zero);

            BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_CHARACTER_OBJECT);

            BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, PhysBody.ptr, _position, _orientation);

            // BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ACTIVE_TAG);
            BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.DISABLE_DEACTIVATION);
            BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, PhysBody.ptr);

            // Do this after the object has been added to the world
            PhysBody.collisionType = CollisionType.Avatar;
            PhysBody.ApplyCollisionMask();
        }
Exemple #2
0
        // Using the information in m_mapInfo, create the physical representation of the heightmap.
        private void BuildHeightmapTerrain()
        {
            m_mapInfo.Ptr = BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.ptr, m_mapInfo.ID,
                                                              m_mapInfo.minCoords, m_mapInfo.maxCoords,
                                                              m_mapInfo.heightMap, BSParam.TerrainCollisionMargin);

            // Create the terrain shape from the mapInfo
            m_mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(m_mapInfo.Ptr),
                                                     BSPhysicsShapeType.SHAPE_TERRAIN);

            // The terrain object initial position is at the center of the object
            Vector3 centerPos;

            centerPos.X = m_mapInfo.minCoords.X + (m_mapInfo.sizeX / 2f);
            centerPos.Y = m_mapInfo.minCoords.Y + (m_mapInfo.sizeY / 2f);
            centerPos.Z = m_mapInfo.minZ + ((m_mapInfo.maxZ - m_mapInfo.minZ) / 2f - 0.5f);

            m_mapInfo.terrainBody = new BulletBody(m_mapInfo.ID,
                                                   BulletSimAPI.CreateBodyWithDefaultMotionState2(m_mapInfo.terrainShape.ptr,
                                                                                                  m_mapInfo.ID, centerPos, Quaternion.Identity));

            // Set current terrain attributes
            BulletSimAPI.SetFriction2(m_mapInfo.terrainBody.ptr, BSParam.TerrainFriction);
            BulletSimAPI.SetHitFraction2(m_mapInfo.terrainBody.ptr, BSParam.TerrainHitFraction);
            BulletSimAPI.SetRestitution2(m_mapInfo.terrainBody.ptr, BSParam.TerrainRestitution);
            BulletSimAPI.SetCollisionFlags2(m_mapInfo.terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT);

            // Return the new terrain to the world of physical objects
            BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr, centerPos, Quaternion.Identity);

            // redo its bounding box now that it is in the world
            BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr);

            m_mapInfo.terrainBody.collisionType = CollisionType.Terrain;
            m_mapInfo.terrainBody.ApplyCollisionMask();

            // Make it so the terrain will not move or be considered for movement.
            BulletSimAPI.ForceActivationState2(m_mapInfo.terrainBody.ptr, ActivationState.DISABLE_SIMULATION);

            return;
        }
Exemple #3
0
 // Track another user of a body.
 // We presume the caller has allocated the body.
 // Bodies only have one user so the body is just put into the world if not already there.
 public void ReferenceBody(BulletBody body, bool inTaintTime)
 {
     lock (m_collectionActivityLock)
     {
         if (DDetail)
         {
             DetailLog("{0},BSShapeCollection.ReferenceBody,newBody,body={1}", body.ID, body);
         }
         PhysicsScene.TaintedObject(inTaintTime, "BSShapeCollection.ReferenceBody", delegate()
         {
             if (!BulletSimAPI.IsInWorld2(PhysicsScene.World.ptr, body.ptr))
             {
                 BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, body.ptr);
                 if (DDetail)
                 {
                     DetailLog("{0},BSShapeCollection.ReferenceBody,addedToWorld,ref={1}", body.ID, body);
                 }
             }
         });
     }
 }
Exemple #4
0
        // Create the initial instance of terrain and the underlying ground plane.
        // This is called from the initialization routine so we presume it is
        //    safe to call Bullet in real time. We hope no one is moving prims around yet.
        public void CreateInitialGroundPlaneAndTerrain()
        {
            // The ground plane is here to catch things that are trying to drop to negative infinity
            BulletShape groundPlaneShape = new BulletShape(
                BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f,
                                                     BSParam.TerrainCollisionMargin),
                BSPhysicsShapeType.SHAPE_GROUNDPLANE);

            m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID,
                                           BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.ptr, BSScene.GROUNDPLANE_ID,
                                                                                          Vector3.Zero, Quaternion.Identity));
            BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_groundPlane.ptr, Vector3.Zero, Quaternion.Identity);
            BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_groundPlane.ptr);
            // Ground plane does not move
            BulletSimAPI.ForceActivationState2(m_groundPlane.ptr, ActivationState.DISABLE_SIMULATION);
            // Everything collides with the ground plane.
            m_groundPlane.collisionType = CollisionType.Groundplane;
            m_groundPlane.ApplyCollisionMask();

            // Build an initial terrain and put it in the world. This quickly gets replaced by the real region terrain.
            BSTerrainPhys initialTerrain = new BSTerrainHeightmap(PhysicsScene, Vector3.Zero, BSScene.TERRAIN_ID, DefaultRegionSize);

            m_terrains.Add(Vector3.Zero, initialTerrain);
        }
Exemple #5
0
        // Create terrain mesh from a heightmap.
        public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap,
                             Vector3 minCoords, Vector3 maxCoords)
            : base(physicsScene, regionBase, id)
        {
            int indicesCount;

            int[] indices;
            int   verticesCount;

            float[] vertices;

            m_savedHeightMap = initialMap;

            m_sizeX = (int)(maxCoords.X - minCoords.X);
            m_sizeY = (int)(maxCoords.Y - minCoords.Y);

            if (!BSTerrainMesh.ConvertHeightmapToMesh(PhysicsScene, initialMap,
                                                      m_sizeX, m_sizeY,
                                                      (float)m_sizeX, (float)m_sizeY,
                                                      Vector3.Zero, 1.0f,
                                                      out indicesCount, out indices, out verticesCount, out vertices))
            {
                // DISASTER!!
                PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedConversionOfHeightmap", ID);
                PhysicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh! base={1}", LogHeader, TerrainBase);
                // Something is very messed up and a crash is in our future.
                return;
            }
            PhysicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,indices={1},indSz={2},vertices={3},vertSz={4}",
                                   ID, indicesCount, indices.Length, verticesCount, vertices.Length);

            m_terrainShape = new BulletShape(BulletSimAPI.CreateMeshShape2(PhysicsScene.World.ptr,
                                                                           indicesCount, indices, verticesCount, vertices),
                                             BSPhysicsShapeType.SHAPE_MESH);
            if (!m_terrainShape.HasPhysicalShape)
            {
                // DISASTER!!
                PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedCreationOfShape", ID);
                physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain mesh! base={1}", LogHeader, TerrainBase);
                // Something is very messed up and a crash is in our future.
                return;
            }

            Vector3    pos = regionBase;
            Quaternion rot = Quaternion.Identity;

            m_terrainBody = new BulletBody(id, BulletSimAPI.CreateBodyWithDefaultMotionState2(m_terrainShape.ptr, ID, pos, rot));
            if (!m_terrainBody.HasPhysicalBody)
            {
                // DISASTER!!
                physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain body! base={1}", LogHeader, TerrainBase);
                // Something is very messed up and a crash is in our future.
                return;
            }

            // Set current terrain attributes
            BulletSimAPI.SetFriction2(m_terrainBody.ptr, BSParam.TerrainFriction);
            BulletSimAPI.SetHitFraction2(m_terrainBody.ptr, BSParam.TerrainHitFraction);
            BulletSimAPI.SetRestitution2(m_terrainBody.ptr, BSParam.TerrainRestitution);
            BulletSimAPI.SetCollisionFlags2(m_terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT);

            // Static objects are not very massive.
            BulletSimAPI.SetMassProps2(m_terrainBody.ptr, 0f, Vector3.Zero);

            // Put the new terrain to the world of physical objects
            BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_terrainBody.ptr, pos, rot);

            // Redo its bounding box now that it is in the world
            BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_terrainBody.ptr);

            m_terrainBody.collisionType = CollisionType.Terrain;
            m_terrainBody.ApplyCollisionMask();

            // Make it so the terrain will not move or be considered for movement.
            BulletSimAPI.ForceActivationState2(m_terrainBody.ptr, ActivationState.DISABLE_SIMULATION);
        }