/// <summary> /// This creates the Avatar's physical Surrogate at the position supplied /// </summary> /// <param name="npositionX"></param> /// <param name="npositionY"></param> /// <param name="npositionZ"></param> // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only // place that is safe to call this routine AvatarGeomAndBodyCreation. private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ) { if (CAPSULE_LENGTH <= 0) { m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!"); CAPSULE_LENGTH = 0.01f; } if (CAPSULE_RADIUS <= 0) { m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!"); CAPSULE_RADIUS = 0.01f; } Shell = new btCapsuleShape(CAPSULE_RADIUS, CAPSULE_LENGTH); if (m_bodyPosition == null) m_bodyPosition = new btVector3(npositionX, npositionY, npositionZ); m_bodyPosition.setValue(npositionX, npositionY, npositionZ); if (m_bodyOrientation == null) m_bodyOrientation = new btQuaternion(m_CapsuleOrientationAxis, (Utils.DEG_TO_RAD * 90)); if (m_bodyTransform == null) m_bodyTransform = new btTransform(m_bodyOrientation, m_bodyPosition); else { m_bodyTransform.Dispose(); m_bodyTransform = new btTransform(m_bodyOrientation, m_bodyPosition); } if (m_bodyMotionState == null) m_bodyMotionState = new btDefaultMotionState(m_bodyTransform); else m_bodyMotionState.setWorldTransform(m_bodyTransform); m_mass = Mass; Body = new btRigidBody(m_mass, m_bodyMotionState, Shell); // this is used for self identification. User localID instead of body handle Body.setUserPointer(new IntPtr((int)m_localID)); if (ClosestCastResult != null) ClosestCastResult.Dispose(); ClosestCastResult = new ClosestNotMeRayResultCallback(Body); m_parent_scene.AddRigidBody(Body); Body.setActivationState(4); if (m_aMotor != null) { if (m_aMotor.Handle != IntPtr.Zero) { m_parent_scene.getBulletWorld().removeConstraint(m_aMotor); m_aMotor.Dispose(); } m_aMotor = null; } m_aMotor = new btGeneric6DofConstraint(Body, m_parent_scene.TerrainBody, m_parent_scene.TransZero, m_parent_scene.TransZero, false); m_aMotor.setAngularLowerLimit(m_parent_scene.VectorZero); m_aMotor.setAngularUpperLimit(m_parent_scene.VectorZero); }
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); }
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 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 (Body == null) { Body = new btRigidBody(mass, tempMotionState1, prim_geom, tempInertia1); // add localID so we can later map bullet object back to OpenSim object Body.setUserPointer(new IntPtr((int)m_localID)); } 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; if (chld._triMeshData != IntPtr.Zero) { 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 (Body == null) { Body = new btRigidBody(mass, tempMotionState1, prim_geom, tempInertia1); // each body has the localID stored into it so we can identify collision objects Body.setUserPointer(new IntPtr((int)m_localID)); } 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); }