Пример #1
0
    void cPhysicsObject::InitCommon(cWorld* pWorld, const physvec_t& posOriginal, const physvec_t& rot)
    {
      math::cVec3 pos(posOriginal.x, posOriginal.y, posOriginal.z + fHeight);

      rotation.LoadIdentity();
      rotation.SetFromAngles(math::DegreesToRadians(rot));

      const math::cMat4 m = rotation.GetMatrix();

      dMatrix3 r;
      r[0] = m[0];    r[1] = m[4];    r[2] = m[8];    r[3] = 0;
      r[4] = m[1];    r[5] = m[5];    r[6] = m[9];    r[7] = 0;
      r[8] = m[2];    r[9] = m[6];    r[10] = m[10];  r[11] = 0;

      position = pos;

      dGeomSetPosition(geom, position.x, position.y, position.z);
      dGeomSetRotation(geom, r);

      if (bBody) {
        body = dBodyCreate(pWorld->GetWorld());
        dBodySetPosition(body, position.x, position.y, position.z);
        dBodySetRotation(body, r);
        dBodySetAutoDisableFlag(body, 1);

        dGeomSetBody(geom, body);

        pWorld->AddPhysicsObject(shared_from_this());
      }
    }
Пример #2
0
GameObject::GameObject(GameWorld& gw, const ObjectPrototype& proto, double x, double y, double z, int id) :
	m_meshName(proto.m_meshName), m_sceneEntity(nullptr), m_sceneNode(nullptr),	m_lockRotation(proto.m_lockRotation), m_isKinematic(proto.m_isKinematic),
	m_maxTurn(proto.m_maxTurnAngle), m_maxForward(proto.m_maxForward), m_maxBackward(proto.m_maxBackward),
	m_hitPoints(proto.m_maxHitPoints), m_collisionAccum(0), m_totalDamage(0), m_hasAgent(proto.m_hasAgent), m_gw(gw), m_id(id), m_oldGS(nullptr), m_newGS(nullptr)
{
	m_sceneEntity = gw.GetScene()->createEntity(gw.GetMesh(m_meshName));
	m_sceneNode = gw.GetScene()->getRootSceneNode()->createChildSceneNode();
	m_sceneNode->attachObject(m_sceneEntity);

	Ogre::Vector3 size = m_sceneEntity->getBoundingBox().getSize();

	m_body = dBodyCreate(gw.GetPhysicsWorld());
	m_geom = dCreateBox(gw.GetPhysicsSpace(), size.x, size.y, size.z);
	dMassSetBox(&m_mass, proto.m_density, size.x, size.y, size.z);
	dBodySetMass(m_body, &m_mass);
	dGeomSetBody(m_geom, m_body);
	dBodySetPosition(m_body, x, y, z);
	
	// automagically disable things when the body is still for long enough
	dBodySetAutoDisableFlag(m_body, 1);
	dBodySetAutoDisableLinearThreshold(m_body, 0.1f);
	dBodySetAutoDisableAngularThreshold(m_body, 0.25f);
	dBodySetAutoDisableSteps(m_body, 1);

	// improve simulation accuracy
	dBodySetDamping(m_body, 0.0f, 0.1f);

	if (proto.m_registerCollisions) {
		gw.RegisterForCollisions(this);
	}

	if (proto.m_isKinematic) {
		dBodySetKinematic(m_body);
	}
}
Пример #3
0
 BarrelBody(Barrel *b) :
     OdeBody(dBodyCreate(gWorld)),
     b_(b)
 {
     dMass m;
     dMassSetCylinderTotal(&m, b->mass_, 3, b->radius_, b->height_);
     dBodySetMass(id_, &m);
     Vec3 pos(b->pos());
     dBodySetPosition(id_, pos.x + b->center_.x, pos.y + b->center_.y, pos.z + b->center_.z);
     dBodySetData(id_, this);
     dBodySetAutoDisableFlag(id_, 1);
     //  This will roll forever, very slowly, unless I up the tolerance for sleep.
     //  Compare to a box, which will come to a complete stop easily, and where we 
     //  don't want it stopping balancing on an edge.
     dBodySetAutoDisableAngularThreshold(id_, 0.03f);
     dBodySetAutoDisableLinearThreshold(id_, 0.03f);
     dBodySetAutoDisableAverageSamplesCount(id_, 5);
 }
Пример #4
0
	void YGEBodyAsset::createBody(){
		YGETimeSpace::YGESpace* parentSpace = parent->getSpace();
		if(parentSpace != NULL && parent->getHasAbsPosition()){

			if(hasBody) {
				dBodyDestroy(bodyId);
				dGeomDestroy(geomId);
			}
			bodyId = dBodyCreate(parentSpace->getWorldId());


			mass = new dMass();
			dMassSetBox(mass,1,1,1,1);

			dMassAdjust(mass,bodyMass);

			dBodySetMass(bodyId, mass);

			dBodySetAutoDisableFlag(bodyId, 0);

			YGEMath::Vector3 pos = parent->getAbsPosition();
			YGEMath::Quaternion rot = parent->getAbsOrientation();

			dBodySetPosition(bodyId,pos.x,pos.y,pos.z);
			dQuaternion q;
			q[0]=rot.w;
			q[1]=rot.x;
			q[2]=rot.y;
			q[3]=rot.z;
			dBodySetQuaternion(bodyId, q);
			//dBodyAddForce(bodyId, 0.5, 0, 0);

			// a hull, remove this
			geomId = dCreateBox(parentSpace->getDSpaceId(), bodySize.x, bodySize.y, bodySize.z);
			dGeomSetData(geomId, this);
			
			dGeomSetCategoryBits(geomId, YGEPhysics::ENTITIES );
			dGeomSetCollideBits(geomId, YGEPhysics::ENTITIES | YGEPhysics::STATIC_OBJECTS );
			dGeomSetBody(geomId, bodyId);

			//			dBodySetAuto
			hasBody = true;
		}
	}
Пример #5
0
void Object::MakeBody(dWorldID world)
{


	iBody = dBodyCreate(world);
	dBodySetQuaternion(iBody,q);
	dBodySetPosition(iBody,iPosition.x,iPosition.y,iPosition.z);
	dBodySetLinearVel(iBody,iVel.x,iVel.y,iVel.z);
	dMassSetBox(&iMass,iM,iSize.x,iSize.y,iSize.z);
	dMassAdjust(&iMass,iM/2.0);
	dBodySetMass(iBody,&iMass);



	disabledSteps = 0;
	dBodySetAutoDisableFlag(iBody,1);
	dBodySetData(iBody,data);
	dBodyDisable(iBody);
};
Пример #6
0
CRigidCapsule::CRigidCapsule(S32 parent, CSceneObject *so, const CVector3 &d ) : CRigidBody(parent, so) {
	if(parent == 0)parent = (S32)space;

#ifdef SIM
	mGeomID = dCreateGeomTransform ((dSpaceID)parent);
	dGeomTransformSetCleanup (mGeomID, 1);
	F32 radius = sqrt(d.x * d.x + d.z * d.z) / 2.0;
	//F32 radius = d.x / 2;
	dGeomID mGeomSphere = dCreateSphere(0, TO_PHYSICS(radius));
	dGeomTransformSetGeom (mGeomID, mGeomSphere);
	dGeomSetPosition (mGeomSphere, 0, TO_PHYSICS(-d.y/2 + radius), 0);

	mGeomID2 = dCreateGeomTransform ((dSpaceID)parent);
	dGeomTransformSetCleanup (mGeomID2, 1);
	dGeomID mGeomBox = dCreateBox(0, TO_PHYSICS(d.x), TO_PHYSICS(d.y - radius), TO_PHYSICS(d.z));
	dGeomTransformSetGeom (mGeomID2, mGeomBox);
	dGeomSetPosition (mGeomBox, 0, TO_PHYSICS(radius / 2), 0);
#else
    F32 length = d.y - d.x * 2;
    mGeomID = dCreateCCylinder((dSpaceID)parent, TO_PHYSICS(d.x), TO_PHYSICS(length));
#endif

	mBodyID = dBodyCreate(world);
	dGeomSetBody(mGeomID, mBodyID);
#ifdef SIM
	dGeomSetBody(mGeomID2, mBodyID);
#endif
	dGeomSetData(mGeomID, static_cast<void *>(this));
#ifdef SIM
	dGeomSetData(mGeomID2, static_cast<void *>(this));
#endif
	mDimentions = d;
    mDimentions.y = length;
	setDensity(0.0001);
    dBodySetAutoDisableFlag(mBodyID, 0);

	mGroundBox.setBounds(CVector3(-d.x, -d.y / 2 - 5.0, -d.z), CVector3(d.x, -d.y / 2 + 20.0, d.z));
}
Пример #7
0
void CBall::Init()
{
	static float dif_orange[4] = {0.75,0.4,0.2,1.0};
	static float amb_orange[4] = {0.5,0.2,0.1,1.0};
	static float spec[4] = {1.0,1.0,1.0,1.0};

	glPushMatrix();
	glLoadIdentity();
	glTranslatef(0.000,  0.000,  1.100);
	glGetDoublev(GL_MODELVIEW_MATRIX, position);
	glPopMatrix();

	material.SetDiffuse(dif_orange);
	material.SetAmbient(amb_orange);
	material.SetSpecular(spec);
	material.SetShininess(300);

	radius = 0.040;

	//body設定
	bBall = dBodyCreate(world);
	dBodySetAutoDisableFlag(bBall,0);
	dBodySetPosition(bBall, position[12+0], position[12+1], position[12+2]);

	dMass mass;
	dMassSetSphereTotal(&(mass),0.010,0.040);
	dBodySetMass (bBall ,&(mass));

	//geom設定
	transBall = dCreateGeomTransform(space);
	gBall = dCreateSphere (0,0.040);
	dGeomSetPosition(gBall, 0 ,0, 0.002);//重心が3mmずれてる
	dGeomTransformSetGeom(transBall, gBall);

	dGeomSetBody(transBall, bBall);

}
Пример #8
0
State* init() {
    State* state = new State();
    dInitODE();

    SDL_Init(SDL_INIT_EVERYTHING);

    state->screen = SDL_SetVideoMode(WIDTH, HEIGHT, 32, SDL_OPENGL);
    SDL_WM_SetCaption("Physics", NULL);
    SDL_Flip(state->screen);

    SDL_ShowCursor(SDL_DISABLE);

    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(100, (float)WIDTH/HEIGHT, 0.5, 1000);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();

    glEnable(GL_LIGHTING);
    glEnable(GL_LIGHT0);
    GLfloat light_ambient[] = { 1, 1, 1, 1 };
    glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
    GLfloat lightpos[] = {0, 4, 0, 1};
    glLightfv(GL_LIGHT0, GL_POSITION, lightpos);

    glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
    glShadeModel(GL_SMOOTH);

    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

    glEnable(GL_DEPTH_TEST);

    glEnable(GL_CULL_FACE);

    glClearColor(0, 0, 0, 1);

    state->posx = 0;//21;
    state->posy = 4;//8;
    state->posz = 5;//21;
    state->rotx = 0;
    state->roty = 0;//-40;
    state->rotz = 0;

    state->wkey = false;
    state->akey = false;
    state->skey = false;
    state->dkey = false;
    state->gkey = false;

    state->simSpeed = 60;

    state->carcam = false;

    state->carbodydrawable = new Drawable("objs/carbody.obj");
    state->carwheeldrawable = new Drawable("objs/carwheel.obj");
    state->map = new Drawable("objs/jump2.obj");
    state->cube = new Drawable("objs/cube.obj");
//    state->monkey = new Drawable("objs/monkey.obj");

    state->world = dWorldCreate();
    dWorldSetGravity(state->world, 0, -9.8, 0);

    state->worldSpace = dHashSpaceCreate(0);

    const double carHeight = 0.65;
    const double carZ = 90;
    const double carX = 0;
    const float speed = -1000;
    const float force = 200;

    state->carbodybody = dBodyCreate(state->world);
    dBodySetPosition(state->carbodybody, carX, carHeight, carZ);
    dMass bodymass;
    dMassSetBoxTotal(&bodymass, 100, 2, 4, 1);
    dBodySetMass(state->carbodybody, &bodymass);
    dGeomID carbodygeom = dCreateBox(state->worldSpace, 2, 1, 4);
    dGeomSetBody(carbodygeom, state->carbodybody);

    state->flcarwheelbody = dBodyCreate(state->world);
    dBodySetPosition(state->flcarwheelbody, carX-1.5, carHeight - 0.5, carZ+2);
    const dMatrix3 m = { 0, 0, 1, 0
                       , 0, 1, 0, 0
                       , 0, 0, 1, 0 };
    dBodySetRotation(state->flcarwheelbody, m);
    dMass wheelmass;
    dMassSetCylinder(&wheelmass, 0.1, 2, 0.5, 0.2);
    dBodySetMass(state->flcarwheelbody, &wheelmass);
    dJointID joint = dJointCreateHinge(state->world, 0);
    dJointAttach(joint, state->carbodybody, state->flcarwheelbody);
    dJointSetHingeAnchor(joint, carX-1.5, carHeight - 0.5, carZ+2);
    dJointSetHingeAxis(joint, 1, 0, 0);
    dGeomID flcarwheelgeom = dCreateCylinder(state->worldSpace, 0.5, 0.2);
    dGeomSetBody(flcarwheelgeom, state->flcarwheelbody);

    dJointID motor = dJointCreateAMotor(state->world, 0);
    dJointAttach(motor, state->flcarwheelbody, state->carbodybody);
    dJointSetAMotorNumAxes(motor, 1);
    dJointSetAMotorAxis(motor, 0, 1, 1, 0, 0);
    dJointSetAMotorParam(motor, dParamVel, speed);
    dJointSetAMotorParam(motor, dParamFMax, force);

    state->frcarwheelbody = dBodyCreate(state->world);
    dBodySetPosition(state->frcarwheelbody, carX+1.5, carHeight - 0.5, carZ+2);
    dBodySetRotation(state->frcarwheelbody, m);
    dBodySetMass(state->frcarwheelbody, &wheelmass);
    joint = dJointCreateHinge(state->world, 0);
    dJointAttach(joint, state->carbodybody, state->frcarwheelbody);
    dJointSetHingeAnchor(joint, carX+1.5, carHeight - 0.5, carZ+2);
    dJointSetHingeAxis(joint, 1, 0, 0);
    dGeomID frcarwheelgeom = dCreateCylinder(state->worldSpace, 0.5, 0.2);
    dGeomSetBody(frcarwheelgeom, state->frcarwheelbody);

    motor = dJointCreateAMotor(state->world, 0);
    dJointAttach(motor, state->frcarwheelbody, state->carbodybody);
    dJointSetAMotorNumAxes(motor, 1);
    dJointSetAMotorAxis(motor, 0, 1, 1, 0, 0);
    dJointSetAMotorParam(motor, dParamVel, speed);
    dJointSetAMotorParam(motor, dParamFMax, force);

    state->blcarwheelbody = dBodyCreate(state->world);
    dBodySetPosition(state->blcarwheelbody, carX-1.5, carHeight - 0.5, carZ-2);
    dBodySetRotation(state->blcarwheelbody, m);
    dBodySetMass(state->blcarwheelbody, &wheelmass);
    joint = dJointCreateHinge(state->world, 0);
    dJointAttach(joint, state->carbodybody, state->blcarwheelbody);
    dJointSetHingeAnchor(joint, carX-1.5, carHeight - 0.5, carZ-2);
    dJointSetHingeAxis(joint, 1, 0, 0);
    dGeomID blcarwheelgeom = dCreateCylinder(state->worldSpace, 0.5, 0.2);
    dGeomSetBody(blcarwheelgeom, state->blcarwheelbody);

    motor = dJointCreateAMotor(state->world, 0);
    dJointAttach(motor, state->blcarwheelbody, state->carbodybody);
    dJointSetAMotorNumAxes(motor, 1);
    dJointSetAMotorAxis(motor, 0, 1, 1, 0, 0);
    dJointSetAMotorParam(motor, dParamVel, speed);
    dJointSetAMotorParam(motor, dParamFMax, force);

    state->brcarwheelbody = dBodyCreate(state->world);
    dBodySetPosition(state->brcarwheelbody, carX+1.5, carHeight - 0.5, carZ-2);
    dBodySetRotation(state->brcarwheelbody, m);
    dBodySetMass(state->brcarwheelbody, &wheelmass);
    joint = dJointCreateHinge(state->world, 0);
    dJointAttach(joint, state->carbodybody, state->brcarwheelbody);
    dJointSetHingeAnchor(joint, carX+1.5, carHeight - 0.5, carZ-2);
    dJointSetHingeAxis(joint, 1, 0, 0);
    dGeomID brcarwheelgeom = dCreateCylinder(state->worldSpace, 0.5, 0.2);
    dGeomSetBody(brcarwheelgeom, state->brcarwheelbody);

    motor = dJointCreateAMotor(state->world, 0);
    dJointAttach(motor, state->brcarwheelbody, state->carbodybody);
    dJointSetAMotorNumAxes(motor, 1);
    dJointSetAMotorAxis(motor, 0, 1, 1, 0, 0);
    dJointSetAMotorParam(motor, dParamVel, speed);
    dJointSetAMotorParam(motor, dParamFMax, force);

    state->var = new double[3];

    state->var = dBodyGetPosition(state->carbodybody);
//    cout << state->var[0] << " " << state->var[1] << " " << state->var[2] << endl;
    //TODO check if translation matrix from dBody can be used.

    dSpaceID cubespace = dHashSpaceCreate(state->worldSpace);

    for(int i = 0; i < NUM_CUBES/10; i++) {
        for(int k = 0; k < 10; k++) {
            state->cubebody[i*10+k] = dBodyCreate(state->world);
            dBodySetAutoDisableFlag(state->cubebody[i*10+k], 1);
            dBodySetPosition(state->cubebody[i*10+k], (i*2.01)-4, 0.9 + 2.01*k, -70);
            dGeomID cubegeom = dCreateBox(cubespace, 2, 2, 2);
            dGeomSetBody(cubegeom, state->cubebody[i*10+k]);
        }
    }

    {
        int indexSize = state->map->vertices.size()/3;
        unsigned int* index = new unsigned int[indexSize];
        for(int i = 0; i < indexSize; i++)
            index[i] = i;

        dTriMeshDataID triMeshData = dGeomTriMeshDataCreate();
        dGeomTriMeshDataBuildSingle(triMeshData, state->map->vertices.data(), 12, state->map->vertices.size()/3, index, indexSize, 12);
        dGeomID mapGeom = dCreateTriMesh(state->worldSpace, triMeshData, NULL, NULL, NULL);
        dGeomSetPosition(mapGeom, 0, 0, 0);
    }
//    state->monkeyBody = dBodyCreate(state->world);
//    {
//        int indexSize = state->monkey->vertices.size()/3;
//        unsigned int* index = new unsigned int[indexSize];
//        for(int i = 0; i < indexSize; i++)
//            index[i] = i;

//        dTriMeshDataID triMeshData = dGeomTriMeshDataCreate();
//        dGeomTriMeshDataBuildSingle(triMeshData, state->monkey->vertices.data(), 12, state->monkey->vertices.size()/3, index, indexSize, 12);
//        dGeomID monkeyGeom = dCreateTriMesh(state->worldSpace, triMeshData, NULL, NULL, NULL);
//        dGeomSetPosition(monkeyGeom, 0, 2, 0);
//        dGeomSetBody(monkeyGeom, state->monkeyBody);
//    }

    state->physicsContactgroup = dJointGroupCreate(0);

    return state;
}
Пример #9
0
void PhysicsBody::changed(ConstFieldMaskArg whichField, 
        UInt32            origin,
        BitVector         details)
{
    Inherited::changed(whichField, origin, details);

    //Do not respond to changes that have a Sync origin
    if(origin & ChangedOrigin::Sync)
    {
        return;
    }

    if(whichField & WorldFieldMask)
    {
        if(_BodyID != 0)
        {
            dBodyDestroy(_BodyID);
        }

        if(getWorld() != NULL)
        {
            _BodyID = dBodyCreate(getWorld()->getWorldID());
        }
    }
    if(   ((whichField & PositionFieldMask)
                || (whichField & WorldFieldMask))
            && getWorld() != NULL)
    {
        dBodySetPosition(_BodyID, getPosition().x(),getPosition().y(),getPosition().z());
    }
    if(   ((whichField & RotationFieldMask)
                || (whichField & WorldFieldMask))
            && getWorld() != NULL)
    {
        dMatrix3 rotation;
        Vec4f v1 =  getRotation()[0];
        Vec4f v2 =  getRotation()[1];
        Vec4f v3 =  getRotation()[2];
        rotation[0]   = v1.x();
        rotation[1]   = v1.y();
        rotation[2]   = v1.z();
        rotation[3]   = 0;
        rotation[4]   = v2.x();
        rotation[5]   = v2.y();
        rotation[6]   = v2.z();
        rotation[7]   = 0;
        rotation[8]   = v3.x();
        rotation[9]   = v3.y();
        rotation[10]  = v3.z();
        rotation[11]  = 0;
        dBodySetRotation(_BodyID, rotation);
    }
    if(   ((whichField & QuaternionFieldMask)
                || (whichField & WorldFieldMask))
            && getWorld() != NULL)
    {
        dQuaternion q;
        q[0]=getQuaternion().w();
        q[1]=getQuaternion().x();
        q[2]=getQuaternion().y();
        q[3]=getQuaternion().z();
        dBodySetQuaternion(_BodyID,q);
    }
    if(   ((whichField & LinearVelFieldMask)
                || (whichField & WorldFieldMask))
            && getWorld() != NULL)
    {
        dBodySetLinearVel(_BodyID, getLinearVel().x(),getLinearVel().y(),getLinearVel().z());
    }
    if(   ((whichField & AngularVelFieldMask)
                || (whichField & WorldFieldMask))
            && getWorld() != NULL)
    {
        dBodySetAngularVel(_BodyID, getAngularVel().x(),getAngularVel().y(),getAngularVel().z());
    }
    if(   ((whichField & ForceFieldMask)
                || (whichField & WorldFieldMask))
            && getWorld() != NULL)
    {
        dBodySetForce(_BodyID, getForce().x(),getForce().y(),getForce().z());
    }
    if(   ((whichField & TorqueFieldMask)
                || (whichField & WorldFieldMask))
            && getWorld() != NULL)
    {
        dBodySetTorque(_BodyID, getTorque().x(),getTorque().y(),getTorque().z());
    }
    if(   ((whichField & AutoDisableFlagFieldMask)
                || (whichField & WorldFieldMask))
            && getWorld() != NULL)
    {
        dBodySetAutoDisableFlag(_BodyID, getAutoDisableFlag());
    }
    if(   ((whichField & AutoDisableLinearThresholdFieldMask)
                || (whichField & WorldFieldMask))
            && getWorld() != NULL)
    {
        dBodySetAutoDisableLinearThreshold(_BodyID, getAutoDisableLinearThreshold());
    }
    if(   ((whichField & AutoDisableAngularThresholdFieldMask)
                || (whichField & WorldFieldMask))
            && getWorld() != NULL)
    {
        dBodySetAutoDisableAngularThreshold(_BodyID, getAutoDisableAngularThreshold());
    }
    if(   ((whichField & AutoDisableStepsFieldMask)
                || (whichField & WorldFieldMask))
            && getWorld() != NULL)
    {
        dBodySetAutoDisableSteps(_BodyID, getAutoDisableSteps());
    }
    if(   ((whichField & AutoDisableTimeFieldMask)
                || (whichField & WorldFieldMask))
            && getWorld() != NULL)
    {
        dBodySetAutoDisableTime(_BodyID, getAutoDisableTime());
    }
    if(   ((whichField & FiniteRotationModeFieldMask)
                || (whichField & WorldFieldMask))
            && getWorld() != NULL)
    {
        dBodySetFiniteRotationMode(_BodyID, getFiniteRotationMode());
    }
    if(   ((whichField & FiniteRotationModeFieldMask)
                || (whichField & WorldFieldMask))
            && getWorld() != NULL)
    {
        dBodySetFiniteRotationMode(_BodyID, getFiniteRotationMode());
    }
    if(   ((whichField & FiniteRotationAxisFieldMask)
                || (whichField & WorldFieldMask))
            && getWorld() != NULL)
    {
        dBodySetFiniteRotationAxis(_BodyID, getFiniteRotationAxis().x(),getFiniteRotationAxis().y(),getFiniteRotationAxis().z());
    }
    if(   ((whichField & GravityModeFieldMask)
                || (whichField & WorldFieldMask))
            && getWorld() != NULL)
    {
        dBodySetGravityMode(_BodyID, getGravityMode());
    }
    if(   ((whichField & LinearDampingFieldMask)
                || (whichField & WorldFieldMask))
            && getWorld() != NULL)
    {
        dBodySetLinearDamping(_BodyID, getLinearDamping());
    }
    if(   ((whichField & AngularDampingFieldMask)
                || (whichField & WorldFieldMask))
            && getWorld() != NULL)
    {
        dBodySetAngularDamping(_BodyID, getAngularDamping());
    }
    if(   ((whichField & LinearDampingThresholdFieldMask)
                || (whichField & WorldFieldMask))
            && getWorld() != NULL)
    {
        dBodySetLinearDampingThreshold(_BodyID, getLinearDampingThreshold());
    }
    if(   ((whichField & AngularDampingThresholdFieldMask)
                || (whichField & WorldFieldMask))
            && getWorld() != NULL)
    {
        dBodySetAngularDampingThreshold(_BodyID, getAngularDampingThreshold());
    }
    if(   ((whichField & MaxAngularSpeedFieldMask)
                || (whichField & WorldFieldMask))
            && getWorld() != NULL)
    {
        if(getMaxAngularSpeed() >= 0.0)
        {
            dBodySetMaxAngularSpeed(_BodyID, getMaxAngularSpeed());
        }
        else
        {
            dBodySetMaxAngularSpeed(_BodyID, dInfinity);
        }
    }

    if(   ((whichField & MassFieldMask)
                || (whichField & WorldFieldMask))
            && getWorld() != NULL)
    {
        dMass TheMass;
        dBodyGetMass(_BodyID, &TheMass);

        TheMass.mass = getMass();

        dBodySetMass(_BodyID, &TheMass);
    }
    if(   ((whichField & MassCenterOfGravityFieldMask)
                || (whichField & WorldFieldMask))
            && getWorld() != NULL)
    {
        //dMass TheMass;
        //dBodyGetMass(_BodyID, &TheMass);

        ////TheMass.c[0] = getMassCenterOfGravity().x();
        ////TheMass.c[1] = getMassCenterOfGravity().y();
        ////TheMass.c[2] = getMassCenterOfGravity().z();

        //Vec4f v1 =  getMassInertiaTensor()[0];
        //Vec4f v2 =  getMassInertiaTensor()[1];
        //Vec4f v3 =  getMassInertiaTensor()[2];
        //TheMass.I[0]   = v1.x();
        //TheMass.I[1]   = v1.y();
        //TheMass.I[2]   = v1.z();
        //TheMass.I[3]   = getMassCenterOfGravity().x();
        //TheMass.I[4]   = v2.x();
        //TheMass.I[5]   = v2.y();
        //TheMass.I[6]   = v2.z();
        //TheMass.I[7]   = getMassCenterOfGravity().y();
        //TheMass.I[8]   = v3.x();
        //TheMass.I[9]   = v3.y();
        //TheMass.I[10]  = v3.z();
        //TheMass.I[11]  = getMassCenterOfGravity().z();

        //dBodySetMass(_BodyID, &TheMass);
    }
    if(   ((whichField & MassInertiaTensorFieldMask)
                || (whichField & WorldFieldMask))
            && getWorld() != NULL)
    {
        dMass TheMass;
        dBodyGetMass(_BodyID, &TheMass);

        Vec4f v1 =  getMassInertiaTensor()[0];
        Vec4f v2 =  getMassInertiaTensor()[1];
        Vec4f v3 =  getMassInertiaTensor()[2];
        TheMass.I[0]   = v1.x();
        TheMass.I[1]   = v1.y();
        TheMass.I[2]   = v1.z();
        TheMass.I[3]   = 0;
        TheMass.I[4]   = v2.x();
        TheMass.I[5]   = v2.y();
        TheMass.I[6]   = v2.z();
        TheMass.I[7]   = 0;
        TheMass.I[8]   = v3.x();
        TheMass.I[9]   = v3.y();
        TheMass.I[10]  = v3.z();
        TheMass.I[11]  = 0;

        dBodySetMass(_BodyID, &TheMass);
    }
    if(   ((whichField & KinematicFieldMask)
                || (whichField & WorldFieldMask))
            && getWorld() != NULL)
    {
        if(getKinematic())
        {
            dBodySetKinematic(_BodyID);
        }
        else
        {
            dBodySetDynamic(_BodyID);
        }
    }
}