public void setCollisionShape(btCollisionShape collisionShape) { if (m_disposed) { throw new ObjectDisposedException(ToString()); } BulletAPI_BtCollisionObject_setCollisionShape(m_handle, collisionShape.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); }
internal void Dispose() { m_parent_scene.RemoveAvatarFromList(this); if (Body != null) { if (Body.isInWorld()) { m_parent_scene.removeFromWorld(this, Body); m_parent_scene.RemoveCollisionObject(Body); } Body.Dispose(); Body = null; } if (m_aMotor != null) { if (m_aMotor.Handle != IntPtr.Zero) m_parent_scene.getBulletWorld().removeConstraint(m_aMotor); m_aMotor.Dispose(); m_aMotor = null; } if (ClosestCastResult != null) { ClosestCastResult.Dispose(); ClosestCastResult = null; } if (Shell != null) { Shell.Dispose(); Shell = null; } tempQuat1.Dispose(); tempTrans1.Dispose(); tempVector1.Dispose(); tempVector2.Dispose(); tempVector3.Dispose(); tempVector4.Dispose(); tempVector5RayCast.Dispose(); tempVector6RayCast.Dispose(); }
/// <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); }
private void SetCollisionShape(btCollisionShape shape) { /* if (shape == null) m_log.Debug("[PHYSICS]:SetShape!Null"); else m_log.Debug("[PHYSICS]:SetShape!"); if (Body != null) { DisposeOfBody(); } if (prim_geom != null) { prim_geom.Dispose(); prim_geom = null; } */ prim_geom = shape; //Body.set }
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); }
internal void Dispose() { if (Body.isInWorld()) m_parent_scene.removeFromWorld(Body); if (m_aMotor.Handle != IntPtr.Zero) m_parent_scene.getBulletWorld().removeConstraint(m_aMotor); m_aMotor.Dispose(); m_aMotor = null; ClosestCastResult.Dispose(); ClosestCastResult = null; Body.Dispose(); Body = null; Shell.Dispose(); Shell = null; tempQuat1.Dispose(); tempTrans1.Dispose(); tempVector1.Dispose(); tempVector2.Dispose(); tempVector3.Dispose(); tempVector4.Dispose(); tempVector5RayCast.Dispose(); tempVector6RayCast.Dispose(); }
public void setCollisionShape(btCollisionShape collisionShape) { if (m_disposed) throw new ObjectDisposedException(ToString()); BulletAPI_BtCollisionObject_setCollisionShape(m_handle, collisionShape.Handle); }
private void SetCollisionShape(btCollisionShape shape) { /*if (shape == null) m_log.Debug("[PHYSICS]:SetShape!Null"); if (Body != null) { DisposeOfBody(); } if (prim_geom != null) { prim_geom.Dispose(); prim_geom = null; }*/ if (shape != null) { prim_geom = shape; //CreateGeom(IntPtr.Zero, null); } else prim_geom = shape; //Body.set }