/// <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);
        }
Esempio n. 3
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        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);
        }
Esempio n. 4
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        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);
        }