// Routine called when rebuilding the body of some member of the linkset.
    // Destroy all the constraints have have been made to root and set
    //     up to rebuild the constraints before the next simulation step.
    // Returns 'true' of something was actually removed and would need restoring
    // Called at taint-time!!
    public override bool RemoveBodyDependencies(BSPrim child)
    {
        bool ret = false;

        DetailLog("{0},BSLinksetConstraint.RemoveBodyDependencies,removeChildrenForRoot,rID={1},rBody={2}",
                                    child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody.AddrString);

        lock (m_linksetActivityLock)
        {
            // Just undo all the constraints for this linkset. Rebuild at the end of the step.
            ret = PhysicallyUnlinkAllChildrenFromRoot(LinksetRoot);
            // Cause the constraints, et al to be rebuilt before the next simulation step.
            Refresh(LinksetRoot);
        }
        return ret;
    }
Exemple #2
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        private float m_verticalAttractionTimescale = 500f;         // Timescale > 300  means no vert attractor.

        public BSDynamics(BSScene myScene, BSPrim myPrim)
        {
            PhysicsScene = myScene;
            Prim = myPrim;
            Type = Vehicle.TYPE_NONE;
        }
Exemple #3
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 // I am the root of a linkset and a new child is being added
 public void AddChildToLinkset(BSPrim pchild)
 {
     BSPrim child = pchild;
     _scene.TaintedObject(delegate()
     {
         if (!_childrenPrims.Contains(child))
         {
             _childrenPrims.Add(child);
             child.ParentPrim = this;    // the child has gained a parent
             RecreateGeomAndObject();    // rebuild my shape with the new child added
         }
     });
     return;
 }
 public BSDynamics(BSScene myScene, BSPrim myPrim, string actorName)
     : base(myScene, myPrim, actorName)
 {
     ControllingPrim = myPrim;
     Type = Vehicle.TYPE_NONE;
     m_haveRegisteredForSceneEvents = false;
     SetupVehicleDebugging();
 }
Exemple #5
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 // Routine used when rebuilding the body of the root of the linkset
 // This is called after RemoveAllLinksToRoot() to restore all the constraints.
 // This is called when the root body has been changed.
 // Called at taint-time!!
 public void RestoreBodyDependencies(BSPrim child)
 {
     lock (m_linksetActivityLock)
     {
         if (IsRoot(child))
         {
             DetailLog("{0},BSLinkset.RestoreBodyDependencies,restoreChildrenForRoot,rID={1},numChild={2}",
                                             child.LocalID, LinksetRoot.LocalID, m_taintChildren.Count);
             foreach (BSPhysObject bpo in m_taintChildren)
             {
                 PhysicallyLinkAChildToRoot(LinksetRoot, LinksetRoot.BSBody, bpo, bpo.BSBody);
             }
         }
         else
         {
             DetailLog("{0},BSLinkset.RestoreBodyDependencies,restoreSingleChild,rID={1},rBody={2},cID={3},cBody={4}",
                                             LinksetRoot.LocalID,
                                             LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"),
                                             child.LocalID, child.BSBody.ptr.ToString("X"));
             PhysicallyLinkAChildToRoot(LinksetRoot, LinksetRoot.BSBody, child, child.BSBody);
         }
     }
 }
Exemple #6
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    public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
                                              Vector3 size, Quaternion rotation, bool isPhysical, uint localID)
    {
        // m_log.DebugFormat("{0}: AddPrimShape2: {1}", LogHeader, primName);

        if (!m_initialized) return null;

        DetailLog("{0},AddPrimShape,call", localID);

        BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical);
        lock (PhysObjects) PhysObjects.Add(localID, prim);
        return prim;
    }
Exemple #7
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 // Make so the scene will call this prim for vehicle actions each tick.
 // Safe to call if prim is already in the vehicle list.
 public void AddVehiclePrim(BSPrim vehicle)
 {
     lock (m_vehicles)
     {
         if (!m_vehicles.Contains(vehicle))
         {
             m_vehicles.Add(vehicle);
         }
     }
 }
    // Create the geometry information in Bullet for later use.
    // The objects needs a hull if it's physical otherwise a mesh is enough.
    // No locking here because this is done when we know physics is not simulating.
    // if 'forceRebuild' is true, the geometry is rebuilt. Otherwise a previously built version is used.
    // Returns 'true' if the geometry was rebuilt.
    // Called at taint-time!
    private bool CreateGeom(bool forceRebuild, BSPrim prim, ShapeData shapeData, 
                            PrimitiveBaseShape pbs, ShapeDestructionCallback shapeCallback)
    {
        bool ret = false;
        bool haveShape = false;
        bool nativeShapePossible = true;

        // If the prim attributes are simple, this could be a simple Bullet native shape
        if (nativeShapePossible
                && ((pbs.SculptEntry && !PhysicsScene.ShouldMeshSculptedPrim)
                    || (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
                        && pbs.ProfileHollow == 0
                        && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
                        && pbs.PathBegin == 0 && pbs.PathEnd == 0
                        && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
                        && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
                        && pbs.PathShearX == 0 && pbs.PathShearY == 0) ) )
        {
            if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1)
            {
                haveShape = true;
                if (forceRebuild
                        || prim.Scale != shapeData.Size
                        || prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_SPHERE
                        )
                {
                    ret = GetReferenceToNativeShape(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_SPHERE, 
                                            ShapeData.FixedShapeKey.KEY_SPHERE, shapeCallback);
                    DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},shape={2}",
                                        prim.LocalID, forceRebuild, prim.BSShape);
                }
            }
            else
            {
                haveShape = true;
                if (forceRebuild
                        || prim.Scale != shapeData.Size
                        || prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_BOX
                        )
                {
                    ret = GetReferenceToNativeShape( prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_BOX, 
                                            ShapeData.FixedShapeKey.KEY_BOX, shapeCallback);
                    DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},shape={2}",
                                        prim.LocalID, forceRebuild, prim.BSShape);
                }
            }
        }
        // If a simple shape is not happening, create a mesh and possibly a hull.
        // Note that if it's a native shape, the check for physical/non-physical is not
        //     made. Native shapes are best used in either case.
        if (!haveShape)
        {
            if (prim.IsPhysical)
            {
                // Update prim.BSShape to reference a hull of this shape.
                ret = GetReferenceToHull(prim, shapeData, pbs, shapeCallback);
                DetailLog("{0},BSShapeCollection.CreateGeom,hull,shape={1},key={2}",
                                        shapeData.ID, prim.BSShape, prim.BSShape.shapeKey.ToString("X"));
            }
            else
            {
                ret = GetReferenceToMesh(prim, shapeData, pbs, shapeCallback);
                DetailLog("{0},BSShapeCollection.CreateGeom,mesh,shape={1},key={2}",
                                        shapeData.ID, prim.BSShape, prim.BSShape.shapeKey.ToString("X"));
            }
        }
        return ret;
    }
    // Creates a native shape and assignes it to prim.BSShape
    private bool GetReferenceToNativeShape( BSPrim prim, ShapeData shapeData,
                            ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey,
                            ShapeDestructionCallback shapeCallback)
    {
        BulletShape newShape;

        shapeData.Type = shapeType;
        // Bullet native objects are scaled by the Bullet engine so pass the size in
        prim.Scale = shapeData.Size;
        shapeData.Scale = shapeData.Size;

        // release any previous shape
        DereferenceShape(prim.BSShape, true, shapeCallback);

        // Native shapes are always built independently.
        newShape = new BulletShape(BulletSimAPI.BuildNativeShape2(PhysicsScene.World.ptr, shapeData), shapeType);
        newShape.shapeKey = (ulong)shapeKey;
        newShape.isNativeShape = true;

        // Don't need to do a 'ReferenceShape()' here because native shapes are not tracked.
        // DetailLog("{0},BSShapeCollection.AddNativeShapeToPrim,create,newshape={1}", shapeData.ID, newShape);

        prim.BSShape = newShape;
        return true;
    }
    // Routine called when rebuilding the body of some member of the linkset.
    // Since we don't keep in world relationships, do nothing unless it's a child changing.
    // Returns 'true' of something was actually removed and would need restoring
    // Called at taint-time!!
    public override bool RemoveBodyDependencies(BSPrim child)
    {
        bool ret = false;

        DetailLog("{0},BSLinksetCompound.RemoveBodyDependencies,refreshIfChild,rID={1},rBody={2},isRoot={3}",
                        child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody.AddrString, IsRoot(child));

        if (!IsRoot(child))
        {
            // Because it is a convenient time, recompute child world position and rotation based on
            //    its position in the linkset.
            RecomputeChildWorldPosition(child, true);
        }

        // Cannot schedule a refresh/rebuild here because this routine is called when
        //     the linkset is being rebuilt.
        // InternalRefresh(LinksetRoot);

        return ret;
    }
 // Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true',
 //     this routine will restore the removed constraints.
 // Called at taint-time!!
 public override void RestoreBodyDependencies(BSPrim child)
 {
 }
Exemple #12
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 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
                                           Vector3 size, Quaternion rotation, bool isPhysical, uint localID)
 {
     // m_log.DebugFormat("{0}: AddPrimShape2: {1}", LogHeader, primName);
     BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical);
     lock (m_prims) m_prims.Add(localID, prim);
     return prim;
 }
Exemple #13
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 // Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true',
 //     this routine will restore the removed constraints.
 // Called at taint-time!!
 public abstract void RestoreBodyDependencies(BSPrim child);
Exemple #14
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 // Routine used when rebuilding the body of the root of the linkset
 // Destroy all the constraints have have been made to root.
 // This is called when the root body is changing.
 // Returns 'true' of something was actually removed and would need restoring
 // Called at taint-time!!
 public abstract bool RemoveBodyDependencies(BSPrim child);
Exemple #15
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 public BSDynamics(BSScene myScene, BSPrim myPrim)
 {
     PhysicsScene = myScene;
     Prim = myPrim;
     Type = Vehicle.TYPE_NONE;
     SetupVehicleDebugging();
 }
    // Builds a mesh shape in the physical world and updates prim.BSShape.
    // Dereferences previous shape in BSShape and adds a reference for this new shape.
    // Returns 'true' of a mesh was actually built. Otherwise .
    // Called at taint-time!
    private bool GetReferenceToMesh(BSPrim prim, ShapeData shapeData, PrimitiveBaseShape pbs,
                                ShapeDestructionCallback shapeCallback)
    {
        BulletShape newShape = new BulletShape(IntPtr.Zero);

        float lod;
        ulong newMeshKey = ComputeShapeKey(shapeData, pbs, out lod);

        // if this new shape is the same as last time, don't recreate the mesh
        if (newMeshKey == prim.BSShape.shapeKey && prim.BSShape.type == ShapeData.PhysicsShapeType.SHAPE_MESH)
            return false;

        DetailLog("{0},BSShapeCollection.CreateGeomMesh,create,oldKey={1},newKey={2}",
                                prim.LocalID, prim.BSShape.shapeKey.ToString("X"), newMeshKey.ToString("X"));

        // Since we're recreating new, get rid of the reference to the previous shape
        DereferenceShape(prim.BSShape, true, shapeCallback);

        newShape = CreatePhysicalMesh(prim.PhysObjectName, newMeshKey, pbs, shapeData.Size, lod);

        ReferenceShape(newShape);

        // meshes are already scaled by the meshmerizer
        prim.Scale = new OMV.Vector3(1f, 1f, 1f);
        prim.BSShape = newShape;

        return true;        // 'true' means a new shape has been added to this prim
    }
Exemple #17
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 public override PhysicsObject AddPrimShape(ISceneChildEntity entity)
 {
     bool isPhysical = ((entity.ParentEntity.RootChild.Flags & PrimFlags.Physics) != 0);
     bool isPhantom = ((entity.ParentEntity.RootChild.Flags & PrimFlags.Phantom) != 0);
     bool physical = isPhysical & !isPhantom;
     /*IOpenRegionSettingsModule WSModule = entity.ParentEntity.Scene.RequestModuleInterface<IOpenRegionSettingsModule> ();
 if (WSModule != null)
     if (!WSModule.AllowPhysicalPrims)
         physical = false;*/
     BSPrim prim = new BSPrim(entity, isPhysical, this);
     lock (m_prims) m_prims.Add(entity.LocalId, prim);
     return prim;
 }
    // See that hull shape exists in the physical world and update prim.BSShape.
    // We could be creating the hull because scale changed or whatever.
    private bool GetReferenceToHull(BSPrim prim, ShapeData shapeData, PrimitiveBaseShape pbs,
                                ShapeDestructionCallback shapeCallback)
    {
        BulletShape newShape;

        float lod;
        ulong newHullKey = ComputeShapeKey(shapeData, pbs, out lod);

        // if the hull hasn't changed, don't rebuild it
        if (newHullKey == prim.BSShape.shapeKey && prim.BSShape.type == ShapeData.PhysicsShapeType.SHAPE_HULL)
            return false;

        DetailLog("{0},BSShapeCollection.CreateGeomHull,create,oldKey={1},newKey={2}",
                        prim.LocalID, prim.BSShape.shapeKey.ToString("X"), newHullKey.ToString("X"));

        // Remove usage of the previous shape. Also removes reference to underlying mesh if it is a hull.
        DereferenceShape(prim.BSShape, true, shapeCallback);

        newShape = CreatePhysicalHull(prim.PhysObjectName, newHullKey, pbs, shapeData.Size, lod);

        ReferenceShape(newShape);

        // hulls are already scaled by the meshmerizer
        prim.Scale = new OMV.Vector3(1f, 1f, 1f);
        prim.BSShape = newShape;
        return true;        // 'true' means a new shape has been added to this prim
    }
Exemple #19
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 public void VehicleInSceneTypeChanged(BSPrim vehic, Vehicle newType)
 {
     if (newType == Vehicle.TYPE_NONE)
     {
         RemoveVehiclePrim(vehic);
     }
     else
     {
         // make it so the scene will call us each tick to do vehicle things
        AddVehiclePrim(vehic);
     }
 }
    // Create a body object in Bullet.
    // Updates prim.BSBody with the information about the new body if one is created.
    // Returns 'true' if an object was actually created.
    // Called at taint-time.
    private bool CreateBody(bool forceRebuild, BSPrim prim, BulletSim sim, BulletShape shape, 
                            ShapeData shapeData, BodyDestructionCallback bodyCallback)
    {
        bool ret = false;

        // the mesh, hull or native shape must have already been created in Bullet
        bool mustRebuild = (prim.BSBody.ptr == IntPtr.Zero);

        // If there is an existing body, verify it's of an acceptable type.
        // If not a solid object, body is a GhostObject. Otherwise a RigidBody.
        if (!mustRebuild)
        {
            CollisionObjectTypes bodyType = (CollisionObjectTypes)BulletSimAPI.GetBodyType2(prim.BSBody.ptr);
            if (prim.IsSolid && bodyType != CollisionObjectTypes.CO_RIGID_BODY
                || !prim.IsSolid && bodyType != CollisionObjectTypes.CO_GHOST_OBJECT)
            {
                // If the collisionObject is not the correct type for solidness, rebuild what's there
                mustRebuild = true;
            }

        }

        if (mustRebuild || forceRebuild)
        {
            DereferenceBody(prim.BSBody, true, bodyCallback);

            BulletBody aBody;
            IntPtr bodyPtr = IntPtr.Zero;
            if (prim.IsSolid)
            {
                bodyPtr = BulletSimAPI.CreateBodyFromShape2(sim.ptr, shape.ptr,
                                        shapeData.ID, shapeData.Position, shapeData.Rotation);
                // DetailLog("{0},BSShapeCollection.CreateBody,mesh,ptr={1}", prim.LocalID, bodyPtr.ToString("X"));
            }
            else
            {
                bodyPtr = BulletSimAPI.CreateGhostFromShape2(sim.ptr, shape.ptr,
                                        shapeData.ID, shapeData.Position, shapeData.Rotation);
                // DetailLog("{0},BSShapeCollection.CreateBody,ghost,ptr={1}", prim.LocalID, bodyPtr.ToString("X"));
            }
            aBody = new BulletBody(shapeData.ID, bodyPtr);

            ReferenceBody(aBody, true);

            prim.BSBody = aBody;

            ret = true;
        }

        return ret;
    }
Exemple #21
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 // Remove a prim from our list of vehicles.
 // Safe to call if the prim is not in the vehicle list.
 public void RemoveVehiclePrim(BSPrim vehicle)
 {
     lock (m_vehicles)
     {
         if (m_vehicles.Contains(vehicle))
         {
             m_vehicles.Remove(vehicle);
         }
     }
 }
    // Called to update/change the body and shape for an object.
    // First checks the shape and updates that if necessary then makes
    //    sure the body is of the right type.
    // Return 'true' if either the body or the shape changed.
    // Called at taint-time!!
    public bool GetBodyAndShape(bool forceRebuild, BulletSim sim, BSPrim prim, 
                    ShapeData shapeData, PrimitiveBaseShape pbs,
                    ShapeDestructionCallback shapeCallback, BodyDestructionCallback bodyCallback)
    {
        bool ret = false;

        // This lock could probably be pushed down lower but building shouldn't take long
        lock (m_collectionActivityLock)
        {
            // Do we have the correct geometry for this type of object?
            // Updates prim.BSShape with information/pointers to requested shape
            bool newGeom = CreateGeom(forceRebuild, prim, shapeData, pbs, shapeCallback);
            // If we had to select a new shape geometry for the object,
            //    rebuild the body around it.
            // Updates prim.BSBody with information/pointers to requested body
            bool newBody = CreateBody((newGeom || forceRebuild), prim, PhysicsScene.World, 
                                    prim.BSShape, shapeData, bodyCallback);
            ret = newGeom || newBody;
        }
        DetailLog("{0},BSShapeCollection.GetBodyAndShape,force={1},ret={2},body={3},shape={4}",
                                prim.LocalID, forceRebuild, ret, prim.BSBody, prim.BSShape);

        return ret;
    }
Exemple #23
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    // Routine used when rebuilding the body of the root of the linkset
    // Destroy all the constraints have have been made to root.
    // This is called when the root body is changing.
    // Returns 'true' of something eas actually removed and would need restoring
    // Called at taint-time!!
    public bool RemoveBodyDependencies(BSPrim child)
    {
        bool ret = false;

        lock (m_linksetActivityLock)
        {
            if (IsRoot(child))
            {
                // If the one with the dependency is root, must undo all children
                DetailLog("{0},BSLinkset.RemoveBodyDependencies,removeChildrenForRoot,rID={1},numChild={2}",
                                                child.LocalID, LinksetRoot.LocalID, m_taintChildren.Count);
                foreach (BSPhysObject bpo in m_taintChildren)
                {
                    PhysicallyUnlinkAChildFromRoot(LinksetRoot, LinksetRoot.BSBody, bpo, bpo.BSBody);
                    ret = true;
                }
            }
            else
            {
                DetailLog("{0},BSLinkset.RemoveBodyDependencies,removeSingleChild,rID={1},rBody={2},cID={3},cBody={4}",
                                                child.LocalID,
                                                LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"),
                                                child.LocalID, child.BSBody.ptr.ToString("X"));
                // Remove the dependency on the body of this one 
                if (m_taintChildren.Contains(child))
                {
                    PhysicallyUnlinkAChildFromRoot(LinksetRoot, LinksetRoot.BSBody, child, child.BSBody);
                    ret = true;
                }
            }
        }
        return ret;
    }
Exemple #24
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        private float m_verticalAttractionTimescale = 500f;         // Timescale > 300  means no vert attractor.

        public BSDynamics(BSPrim myPrim)
        {
            m_prim = myPrim;
            m_type = Vehicle.TYPE_NONE;
        }
Exemple #25
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#pragma warning restore 414

        public BSDynamics(BSScene myScene, BSPrim myPrim, string actorName)
            : base(myScene, myPrim, actorName)
        {
            Type = Vehicle.TYPE_NONE;
            m_haveRegisteredForSceneEvents = false;

            ControllingPrim = myPrim as BSPrimLinkable;
            if (ControllingPrim == null)
            {
                // THIS CANNOT HAPPEN!!
            }
            VDetailLog("{0},Creation", ControllingPrim.LocalID);
        }
Exemple #26
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    // Routine used when rebuilding the body of the root of the linkset
    // Destroy all the constraints have have been made to root.
    // This is called when the root body is changing.
    // Returns 'true' of something eas actually removed and would need restoring
    // Called at taint-time!!
    public override bool RemoveBodyDependencies(BSPrim child)
    {
        bool ret = false;

        lock (m_linksetActivityLock)
        {
            if (IsRoot(child))
            {
                // If the one with the dependency is root, must undo all children
                DetailLog("{0},BSLinkset.RemoveBodyDependencies,removeChildrenForRoot,rID={1},rBody={2}",
                                                child.LocalID, LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"));

                ret = PhysicallyUnlinkAllChildrenFromRoot(LinksetRoot);
            }
            else
            {
                DetailLog("{0},BSLinkset.RemoveBodyDependencies,removeSingleChild,rID={1},rBody={2},cID={3},cBody={4}",
                                                child.LocalID,
                                                LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"),
                                                child.LocalID, child.BSBody.ptr.ToString("X"));
                // ret = PhysicallyUnlinkAChildFromRoot(LinksetRoot, child);
                // Despite the function name, this removes any link to the specified object.
                ret = PhysicallyUnlinkAllChildrenFromRoot(child);
            }
        }
        return ret;
    }
Exemple #27
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 public BSPrim(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size,
                    OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical)
 {
     // m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID);
     _localID = localID;
     _avName = primName;
     _scene = parent_scene;
     _position = pos;
     _size = size;
     _scale = new OMV.Vector3(1f, 1f, 1f);   // the scale will be set by CreateGeom depending on object type
     _orientation = rotation;
     _buoyancy = 1f;
     _velocity = OMV.Vector3.Zero;
     _rotationalVelocity = OMV.Vector3.Zero;
     _angularVelocity = OMV.Vector3.Zero;
     _hullKey = 0;
     _meshKey = 0;
     _pbs = pbs;
     _isPhysical = pisPhysical;
     _isVolumeDetect = false;
     _subscribedEventsMs = 0;
     _friction = _scene.Params.defaultFriction; // TODO: compute based on object material
     _density = _scene.Params.defaultDensity; // TODO: compute based on object material
     _restitution = _scene.Params.defaultRestitution;
     _parentPrim = null;     // not a child or a parent
     _vehicle = new BSDynamics(this);    // add vehicleness
     _childrenPrims = new List<BSPrim>();
     if (_isPhysical)
         _mass = CalculateMass();
     else
         _mass = 0f;
     // do the actual object creation at taint time
     _scene.TaintedObject(delegate()
     {
         RecreateGeomAndObject();
     });
 }
Exemple #28
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 public BSPrim(ISceneChildEntity entity, bool isPhysical, BSScene parent_scene)
 {
     _parent_entity = entity;
     // m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID);
     _localID = _parent_entity.LocalId;
     _avName = _parent_entity.Name;
     _scene = parent_scene;
     _position = _parent_entity.AbsolutePosition;
     _size = _parent_entity.Scale;
     _scale = new OMV.Vector3(1f, 1f, 1f);   // the scale will be set by CreateGeom depending on object type
     _orientation = _parent_entity.Rotation;
     _buoyancy = 1f;
     _velocity = OMV.Vector3.Zero;
     _rotationalVelocity = OMV.Vector3.Zero;
     _angularVelocity = OMV.Vector3.Zero;
     _hullKey = 0;
     _pbs = _parent_entity.Shape;
     _isPhysical = isPhysical;
     _isVolumeDetect = _parent_entity.VolumeDetectActive;
     _subscribedEventsMs = 0;
     _parentPrim = null;
     _vehicle = new BSDynamics(this);
     _childrenPrims = new List<BSPrim>();
     if (_isPhysical)
         _mass = CalculateMass();
     else
         _mass = 0f;
     // do the actual object creation at taint time
     _scene.TaintedObject(delegate()
     {
         RecreateGeomAndObject();
     });
 }
Exemple #29
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 // I am the root of a linkset and one of my children is being removed.
 // Safe to call even if the child is not really in my linkset.
 public void RemoveChildFromLinkset(BSPrim pchild)
 {
     BSPrim child = pchild;
     _scene.TaintedObject(delegate()
     {
         if (_childrenPrims.Contains(child))
         {
             BulletSimAPI.RemoveConstraint(_scene.WorldID, child.LocalID, this.LocalID);
             _childrenPrims.Remove(child);
             child.ParentPrim = null;    // the child has lost its parent
             RecreateGeomAndObject();    // rebuild my shape with the child removed
         }
         else
         {
             m_log.ErrorFormat("{0}: Asked to remove child from linkset that was not in linkset");
         }
     });
     return;
 }
 // Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true',
 // this routine will restore the removed constraints.
 // Called at taint-time!!
 public override void RestoreBodyDependencies(BSPrim child)
 {
     // The Refresh operation queued by RemoveBodyDependencies() will build any missing constraints.
 }