diff options
author | Teravus Ovares | 2009-04-05 08:35:38 +0000 |
---|---|---|
committer | Teravus Ovares | 2009-04-05 08:35:38 +0000 |
commit | e592d038430ab994ed65df4f66e0cf5c32af476c (patch) | |
tree | fda1471564c4f5d24785df72803668fb117b16c4 /OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs | |
parent | Added CreateObject(regionhandle, userID, itemID) to post objects that are to ... (diff) | |
download | opensim-SC-e592d038430ab994ed65df4f66e0cf5c32af476c.zip opensim-SC-e592d038430ab994ed65df4f66e0cf5c32af476c.tar.gz opensim-SC-e592d038430ab994ed65df4f66e0cf5c32af476c.tar.bz2 opensim-SC-e592d038430ab994ed65df4f66e0cf5c32af476c.tar.xz |
* Committing what I have on the BulletDotNETPlugin that I have so far.
* It's not ready to try. It doesn't do what you expect in many ways.
* It throws errors and prints jibberish on the console
* Test it out only if you're brave and you've backed up first.
* The opensim.ini line is physics = BulletDotNETPlugin
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs | 2131 |
1 files changed, 2131 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs new file mode 100644 index 0000000..3e26456 --- /dev/null +++ b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs | |||
@@ -0,0 +1,2131 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSim Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | using System; | ||
28 | using System.Collections.Generic; | ||
29 | using System.Reflection; | ||
30 | using System.Runtime.InteropServices; | ||
31 | using System.Threading; | ||
32 | using log4net; | ||
33 | using OpenMetaverse; | ||
34 | using BulletDotNET; | ||
35 | using OpenSim.Framework; | ||
36 | using OpenSim.Region.Physics.Manager; | ||
37 | |||
38 | namespace OpenSim.Region.Physics.BulletDotNETPlugin | ||
39 | { | ||
40 | public class BulletDotNETPrim : PhysicsActor | ||
41 | { | ||
42 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
43 | |||
44 | private PhysicsVector _position; | ||
45 | private PhysicsVector _velocity; | ||
46 | private PhysicsVector _torque = new PhysicsVector(0, 0, 0); | ||
47 | private PhysicsVector m_lastVelocity = new PhysicsVector(0.0f, 0.0f, 0.0f); | ||
48 | private PhysicsVector m_lastposition = new PhysicsVector(0.0f, 0.0f, 0.0f); | ||
49 | private Quaternion m_lastorientation = new Quaternion(); | ||
50 | private PhysicsVector m_rotationalVelocity; | ||
51 | private PhysicsVector _size; | ||
52 | private PhysicsVector _acceleration; | ||
53 | // private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f); | ||
54 | private Quaternion _orientation; | ||
55 | private PhysicsVector m_taintposition; | ||
56 | private PhysicsVector m_taintsize; | ||
57 | private PhysicsVector m_taintVelocity = new PhysicsVector(0, 0, 0); | ||
58 | private PhysicsVector m_taintTorque = new PhysicsVector(0, 0, 0); | ||
59 | private Quaternion m_taintrot; | ||
60 | private PhysicsVector m_angularlock = new PhysicsVector(1f, 1f, 1f); | ||
61 | private PhysicsVector m_taintAngularLock = new PhysicsVector(1f, 1f, 1f); | ||
62 | private btGeneric6DofConstraint Amotor; | ||
63 | |||
64 | private PhysicsVector m_PIDTarget = new PhysicsVector(0, 0, 0); | ||
65 | private float m_PIDTau = 0f; | ||
66 | private float m_PIDHoverHeight = 0f; | ||
67 | private float m_PIDHoverTau = 0f; | ||
68 | private bool m_useHoverPID = false; | ||
69 | private PIDHoverType m_PIDHoverType = PIDHoverType.Ground; | ||
70 | private float m_targetHoverHeight = 0f; | ||
71 | private float m_groundHeight = 0f; | ||
72 | private float m_waterHeight = 0f; | ||
73 | private float PID_D = 35f; | ||
74 | private float PID_G = 25f; | ||
75 | private float m_tensor = 5f; | ||
76 | private int body_autodisable_frames = 20; | ||
77 | private IMesh primMesh = null; | ||
78 | |||
79 | private bool m_usePID = false; | ||
80 | |||
81 | |||
82 | private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom | ||
83 | | CollisionCategories.Space | ||
84 | | CollisionCategories.Body | ||
85 | | CollisionCategories.Character | ||
86 | ); | ||
87 | |||
88 | private bool m_taintshape = false; | ||
89 | private bool m_taintPhysics = false; | ||
90 | private bool m_collidesLand = true; | ||
91 | private bool m_collidesWater = false; | ||
92 | public bool m_returnCollisions = false; | ||
93 | |||
94 | // Default we're a Geometry | ||
95 | private CollisionCategories m_collisionCategories = (CollisionCategories.Geom); | ||
96 | |||
97 | // Default, Collide with Other Geometries, spaces and Bodies | ||
98 | private CollisionCategories m_collisionFlags = m_default_collisionFlags; | ||
99 | |||
100 | public bool m_taintremove = false; | ||
101 | public bool m_taintdisable = false; | ||
102 | public bool m_disabled = false; | ||
103 | public bool m_taintadd = false; | ||
104 | public bool m_taintselected = false; | ||
105 | public bool m_taintCollidesWater = false; | ||
106 | |||
107 | public uint m_localID = 0; | ||
108 | |||
109 | //public GCHandle gc; | ||
110 | private CollisionLocker ode; | ||
111 | |||
112 | private bool m_taintforce = false; | ||
113 | private bool m_taintaddangularforce = false; | ||
114 | private PhysicsVector m_force = new PhysicsVector(0.0f, 0.0f, 0.0f); | ||
115 | private List<PhysicsVector> m_forcelist = new List<PhysicsVector>(); | ||
116 | private List<PhysicsVector> m_angularforcelist = new List<PhysicsVector>(); | ||
117 | |||
118 | private IMesh _mesh; | ||
119 | private PrimitiveBaseShape _pbs; | ||
120 | private BulletDotNETScene _parent_scene; | ||
121 | public btCollisionShape prim_geom; | ||
122 | public IntPtr _triMeshData; | ||
123 | |||
124 | private PhysicsActor _parent = null; | ||
125 | private PhysicsActor m_taintparent = null; | ||
126 | |||
127 | private List<BulletDotNETPrim> childrenPrim = new List<BulletDotNETPrim>(); | ||
128 | |||
129 | private bool iscolliding = false; | ||
130 | private bool m_isphysical = false; | ||
131 | private bool m_isSelected = false; | ||
132 | |||
133 | internal bool m_isVolumeDetect = false; // If true, this prim only detects collisions but doesn't collide actively | ||
134 | |||
135 | private bool m_throttleUpdates = false; | ||
136 | private int throttleCounter = 0; | ||
137 | public int m_interpenetrationcount = 0; | ||
138 | public float m_collisionscore = 0; | ||
139 | public int m_roundsUnderMotionThreshold = 0; | ||
140 | private int m_crossingfailures = 0; | ||
141 | |||
142 | public float m_buoyancy = 0f; | ||
143 | |||
144 | public bool outofBounds = false; | ||
145 | private float m_density = 10.000006836f; // Aluminum g/cm3; | ||
146 | |||
147 | public bool _zeroFlag = false; | ||
148 | private bool m_lastUpdateSent = false; | ||
149 | |||
150 | |||
151 | private String m_primName; | ||
152 | private PhysicsVector _target_velocity; | ||
153 | |||
154 | public int m_eventsubscription = 0; | ||
155 | private CollisionEventUpdate CollisionEventsThisFrame = null; | ||
156 | |||
157 | public volatile bool childPrim = false; | ||
158 | |||
159 | private btVector3 tempPosition1; | ||
160 | private btVector3 tempPosition2; | ||
161 | private btVector3 tempPosition3; | ||
162 | private btVector3 tempSize1; | ||
163 | private btVector3 tempSize2; | ||
164 | private btVector3 tempLinearVelocity1; | ||
165 | private btVector3 tempLinearVelocity2; | ||
166 | private btVector3 tempAngularVelocity1; | ||
167 | private btVector3 tempAngularVelocity2; | ||
168 | private btVector3 tempInertia1; | ||
169 | private btVector3 tempInertia2; | ||
170 | private btQuaternion tempOrientation1; | ||
171 | private btQuaternion tempOrientation2; | ||
172 | private btMotionState tempMotionState1; | ||
173 | private btMotionState tempMotionState2; | ||
174 | private btMotionState tempMotionState3; | ||
175 | private btTransform tempTransform1; | ||
176 | private btTransform tempTransform2; | ||
177 | private btTransform tempTransform3; | ||
178 | private btTransform tempTransform4; | ||
179 | private btTriangleIndexVertexArray btshapeArray; | ||
180 | |||
181 | public btRigidBody Body; | ||
182 | |||
183 | public BulletDotNETPrim(String primName, BulletDotNETScene parent_scene, PhysicsVector pos, PhysicsVector size, | ||
184 | Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical) | ||
185 | { | ||
186 | tempPosition1 = new btVector3(0, 0, 0); | ||
187 | tempPosition2 = new btVector3(0, 0, 0); | ||
188 | tempPosition3 = new btVector3(0, 0, 0); | ||
189 | tempSize1 = new btVector3(0, 0, 0); | ||
190 | tempSize2 = new btVector3(0, 0, 0); | ||
191 | tempLinearVelocity1 = new btVector3(0, 0, 0); | ||
192 | tempLinearVelocity2 = new btVector3(0, 0, 0); | ||
193 | tempAngularVelocity1 = new btVector3(0, 0, 0); | ||
194 | tempAngularVelocity2 = new btVector3(0, 0, 0); | ||
195 | tempInertia1 = new btVector3(0, 0, 0); | ||
196 | tempInertia2 = new btVector3(0, 0, 0); | ||
197 | tempOrientation1 = new btQuaternion(0,0,0,1); | ||
198 | tempOrientation2 = new btQuaternion(0, 0, 0, 1); | ||
199 | _parent_scene = parent_scene; | ||
200 | tempTransform1 = new btTransform(_parent_scene.QuatIdentity, _parent_scene.VectorZero); | ||
201 | tempTransform2 = new btTransform(_parent_scene.QuatIdentity, _parent_scene.VectorZero); ; | ||
202 | tempTransform3 = new btTransform(_parent_scene.QuatIdentity, _parent_scene.VectorZero); ; | ||
203 | tempTransform4 = new btTransform(_parent_scene.QuatIdentity, _parent_scene.VectorZero); ; | ||
204 | |||
205 | tempMotionState1 = new btDefaultMotionState(_parent_scene.TransZero); | ||
206 | tempMotionState2 = new btDefaultMotionState(_parent_scene.TransZero); | ||
207 | tempMotionState3 = new btDefaultMotionState(_parent_scene.TransZero); | ||
208 | |||
209 | _target_velocity = new PhysicsVector(0, 0, 0); | ||
210 | _velocity = new PhysicsVector(); | ||
211 | _position = pos; | ||
212 | m_taintposition = pos; | ||
213 | PID_D = parent_scene.bodyPIDD; | ||
214 | PID_G = parent_scene.bodyPIDG; | ||
215 | m_density = parent_scene.geomDefaultDensity; | ||
216 | m_tensor = parent_scene.bodyMotorJointMaxforceTensor; | ||
217 | body_autodisable_frames = parent_scene.bodyFramesAutoDisable; | ||
218 | |||
219 | prim_geom = null; | ||
220 | Body = null; | ||
221 | |||
222 | if (size.X <= 0) size.X = 0.01f; | ||
223 | if (size.Y <= 0) size.Y = 0.01f; | ||
224 | if (size.Z <= 0) size.Z = 0.01f; | ||
225 | |||
226 | _size = size; | ||
227 | m_taintsize = _size; | ||
228 | _acceleration = new PhysicsVector(); | ||
229 | m_rotationalVelocity = PhysicsVector.Zero; | ||
230 | _orientation = rotation; | ||
231 | m_taintrot = _orientation; | ||
232 | _mesh = mesh; | ||
233 | _pbs = pbs; | ||
234 | |||
235 | _parent_scene = parent_scene; | ||
236 | |||
237 | if (pos.Z < 0) | ||
238 | m_isphysical = false; | ||
239 | else | ||
240 | { | ||
241 | m_isphysical = pisPhysical; | ||
242 | // If we're physical, we need to be in the master space for now. | ||
243 | // linksets *should* be in a space together.. but are not currently | ||
244 | } | ||
245 | m_primName = primName; | ||
246 | m_taintadd = true; | ||
247 | _parent_scene.AddPhysicsActorTaint(this); | ||
248 | |||
249 | } | ||
250 | |||
251 | #region PhysicsActor overrides | ||
252 | |||
253 | public override bool Stopped | ||
254 | { | ||
255 | get { return _zeroFlag; } | ||
256 | } | ||
257 | |||
258 | public override PhysicsVector Size | ||
259 | { | ||
260 | get { return _size; } | ||
261 | set { _size = value; } | ||
262 | } | ||
263 | |||
264 | public override PrimitiveBaseShape Shape | ||
265 | { | ||
266 | set | ||
267 | { | ||
268 | _pbs = value; | ||
269 | m_taintshape = true; | ||
270 | } | ||
271 | } | ||
272 | |||
273 | public override uint LocalID | ||
274 | { | ||
275 | set | ||
276 | { | ||
277 | //m_log.Info("[PHYSICS]: Setting TrackerID: " + value); | ||
278 | m_localID = value; | ||
279 | } | ||
280 | } | ||
281 | |||
282 | public override bool Grabbed | ||
283 | { | ||
284 | set { return; } | ||
285 | } | ||
286 | |||
287 | public override bool Selected | ||
288 | { | ||
289 | set | ||
290 | { | ||
291 | // This only makes the object not collidable if the object | ||
292 | // is physical or the object is modified somehow *IN THE FUTURE* | ||
293 | // without this, if an avatar selects prim, they can walk right | ||
294 | // through it while it's selected | ||
295 | m_collisionscore = 0; | ||
296 | if ((m_isphysical && !_zeroFlag) || !value) | ||
297 | { | ||
298 | m_taintselected = value; | ||
299 | _parent_scene.AddPhysicsActorTaint(this); | ||
300 | } | ||
301 | else | ||
302 | { | ||
303 | m_taintselected = value; | ||
304 | m_isSelected = value; | ||
305 | } | ||
306 | } | ||
307 | } | ||
308 | |||
309 | public override void CrossingFailure() | ||
310 | { | ||
311 | m_crossingfailures++; | ||
312 | if (m_crossingfailures > _parent_scene.geomCrossingFailuresBeforeOutofbounds) | ||
313 | { | ||
314 | base.RaiseOutOfBounds(_position); | ||
315 | return; | ||
316 | } | ||
317 | else if (m_crossingfailures == _parent_scene.geomCrossingFailuresBeforeOutofbounds) | ||
318 | { | ||
319 | m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName); | ||
320 | } | ||
321 | } | ||
322 | public override void link(PhysicsActor obj) | ||
323 | { | ||
324 | //TODO: | ||
325 | } | ||
326 | |||
327 | public override void delink() | ||
328 | { | ||
329 | //TODO: | ||
330 | } | ||
331 | |||
332 | public override void LockAngularMotion(PhysicsVector axis) | ||
333 | { | ||
334 | m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z); | ||
335 | m_taintAngularLock = new PhysicsVector(axis.X, axis.Y, axis.Z); | ||
336 | } | ||
337 | |||
338 | public override PhysicsVector Position | ||
339 | { | ||
340 | get { return _position; } | ||
341 | |||
342 | set | ||
343 | { | ||
344 | _position = value; | ||
345 | //m_log.Info("[PHYSICS]: " + _position.ToString()); | ||
346 | } | ||
347 | } | ||
348 | |||
349 | public override float Mass | ||
350 | { | ||
351 | get { return CalculateMass(); } | ||
352 | } | ||
353 | |||
354 | public override PhysicsVector Force | ||
355 | { | ||
356 | //get { return PhysicsVector.Zero; } | ||
357 | get { return m_force; } | ||
358 | set { m_force = value; } | ||
359 | } | ||
360 | |||
361 | public override int VehicleType | ||
362 | { | ||
363 | get { return 0; } | ||
364 | set { return; } | ||
365 | } | ||
366 | |||
367 | public override void VehicleFloatParam(int param, float value) | ||
368 | { | ||
369 | //TODO: | ||
370 | } | ||
371 | |||
372 | public override void VehicleVectorParam(int param, PhysicsVector value) | ||
373 | { | ||
374 | //TODO: | ||
375 | } | ||
376 | |||
377 | public override void VehicleRotationParam(int param, Quaternion rotation) | ||
378 | { | ||
379 | //TODO: | ||
380 | } | ||
381 | |||
382 | public override void SetVolumeDetect(int param) | ||
383 | { | ||
384 | //TODO: GhostObject | ||
385 | m_isVolumeDetect = (param != 0); | ||
386 | |||
387 | } | ||
388 | |||
389 | public override PhysicsVector GeometricCenter | ||
390 | { | ||
391 | get { return PhysicsVector.Zero; } | ||
392 | } | ||
393 | |||
394 | public override PhysicsVector CenterOfMass | ||
395 | { | ||
396 | get { return PhysicsVector.Zero; } | ||
397 | } | ||
398 | |||
399 | public override PhysicsVector Velocity | ||
400 | { | ||
401 | get | ||
402 | { | ||
403 | // Averate previous velocity with the new one so | ||
404 | // client object interpolation works a 'little' better | ||
405 | PhysicsVector returnVelocity = new PhysicsVector(); | ||
406 | returnVelocity.X = (m_lastVelocity.X + _velocity.X) / 2; | ||
407 | returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y) / 2; | ||
408 | returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z) / 2; | ||
409 | return returnVelocity; | ||
410 | } | ||
411 | set | ||
412 | { | ||
413 | _velocity = value; | ||
414 | |||
415 | m_taintVelocity = value; | ||
416 | _parent_scene.AddPhysicsActorTaint(this); | ||
417 | } | ||
418 | } | ||
419 | |||
420 | public override PhysicsVector Torque | ||
421 | { | ||
422 | get | ||
423 | { | ||
424 | if (!m_isphysical || Body.Handle == IntPtr.Zero) | ||
425 | return new PhysicsVector(0, 0, 0); | ||
426 | |||
427 | return _torque; | ||
428 | } | ||
429 | |||
430 | set | ||
431 | { | ||
432 | m_taintTorque = value; | ||
433 | _parent_scene.AddPhysicsActorTaint(this); | ||
434 | } | ||
435 | } | ||
436 | |||
437 | public override float CollisionScore | ||
438 | { | ||
439 | get { return m_collisionscore; } | ||
440 | set { m_collisionscore = value; } | ||
441 | } | ||
442 | |||
443 | public override PhysicsVector Acceleration | ||
444 | { | ||
445 | get { return _acceleration; } | ||
446 | } | ||
447 | |||
448 | public override Quaternion Orientation | ||
449 | { | ||
450 | get { return _orientation; } | ||
451 | set { _orientation = value; } | ||
452 | } | ||
453 | |||
454 | public override int PhysicsActorType | ||
455 | { | ||
456 | get { return (int)ActorTypes.Prim; } | ||
457 | set { return; } | ||
458 | } | ||
459 | |||
460 | public override bool IsPhysical | ||
461 | { | ||
462 | get { return m_isphysical; } | ||
463 | set { m_isphysical = value; } | ||
464 | } | ||
465 | |||
466 | public override bool Flying | ||
467 | { | ||
468 | // no flying prims for you | ||
469 | get { return false; } | ||
470 | set { } | ||
471 | } | ||
472 | |||
473 | public override bool SetAlwaysRun | ||
474 | { | ||
475 | get { return false; } | ||
476 | set { return; } | ||
477 | } | ||
478 | |||
479 | public override bool ThrottleUpdates | ||
480 | { | ||
481 | get { return m_throttleUpdates; } | ||
482 | set { m_throttleUpdates = value; } | ||
483 | } | ||
484 | |||
485 | public override bool IsColliding | ||
486 | { | ||
487 | get { return iscolliding; } | ||
488 | set { iscolliding = value; } | ||
489 | } | ||
490 | |||
491 | public override bool CollidingGround | ||
492 | { | ||
493 | get { return false; } | ||
494 | set { return; } | ||
495 | } | ||
496 | |||
497 | public override bool CollidingObj | ||
498 | { | ||
499 | get { return false; } | ||
500 | set { return; } | ||
501 | } | ||
502 | |||
503 | public override bool FloatOnWater | ||
504 | { | ||
505 | set | ||
506 | { | ||
507 | m_taintCollidesWater = value; | ||
508 | _parent_scene.AddPhysicsActorTaint(this); | ||
509 | } | ||
510 | } | ||
511 | |||
512 | public override PhysicsVector RotationalVelocity | ||
513 | { | ||
514 | get | ||
515 | { | ||
516 | PhysicsVector pv = new PhysicsVector(0, 0, 0); | ||
517 | if (_zeroFlag) | ||
518 | return pv; | ||
519 | m_lastUpdateSent = false; | ||
520 | |||
521 | if (m_rotationalVelocity.IsIdentical(pv, 0.2f)) | ||
522 | return pv; | ||
523 | |||
524 | return m_rotationalVelocity; | ||
525 | } | ||
526 | set { m_rotationalVelocity = value; } | ||
527 | } | ||
528 | |||
529 | public override bool Kinematic | ||
530 | { | ||
531 | get { return false; } | ||
532 | set { } | ||
533 | } | ||
534 | |||
535 | public override float Buoyancy | ||
536 | { | ||
537 | get { return m_buoyancy; } | ||
538 | set { m_buoyancy = value; } | ||
539 | } | ||
540 | |||
541 | public override PhysicsVector PIDTarget { set { m_PIDTarget = value; ; } } | ||
542 | public override bool PIDActive { set { m_usePID = value; } } | ||
543 | public override float PIDTau { set { m_PIDTau = value; } } | ||
544 | |||
545 | public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } | ||
546 | public override bool PIDHoverActive { set { m_useHoverPID = value; } } | ||
547 | public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } | ||
548 | public override float PIDHoverTau { set { m_PIDHoverTau = value; } } | ||
549 | |||
550 | |||
551 | public override void AddForce(PhysicsVector force, bool pushforce) | ||
552 | { | ||
553 | m_forcelist.Add(force); | ||
554 | m_taintforce = true; | ||
555 | //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString()); | ||
556 | } | ||
557 | |||
558 | public override void AddAngularForce(PhysicsVector force, bool pushforce) | ||
559 | { | ||
560 | m_angularforcelist.Add(force); | ||
561 | m_taintaddangularforce = true; | ||
562 | } | ||
563 | |||
564 | public override void SetMomentum(PhysicsVector momentum) | ||
565 | { | ||
566 | } | ||
567 | |||
568 | public override void SubscribeEvents(int ms) | ||
569 | { | ||
570 | m_eventsubscription = ms; | ||
571 | _parent_scene.addCollisionEventReporting(this); | ||
572 | } | ||
573 | |||
574 | public override void UnSubscribeEvents() | ||
575 | { | ||
576 | _parent_scene.remCollisionEventReporting(this); | ||
577 | m_eventsubscription = 0; | ||
578 | } | ||
579 | |||
580 | public override bool SubscribedEvents() | ||
581 | { | ||
582 | return (m_eventsubscription > 0); | ||
583 | } | ||
584 | |||
585 | #endregion | ||
586 | |||
587 | |||
588 | |||
589 | internal void Dispose() | ||
590 | { | ||
591 | //TODO: | ||
592 | DisposeOfBody(); | ||
593 | SetCollisionShape(null); | ||
594 | |||
595 | if (tempMotionState3 != null && tempMotionState3.Handle != IntPtr.Zero) | ||
596 | { | ||
597 | tempMotionState3.Dispose(); | ||
598 | tempMotionState3 = null; | ||
599 | } | ||
600 | |||
601 | if (tempMotionState2 != null && tempMotionState2.Handle != IntPtr.Zero) | ||
602 | { | ||
603 | tempMotionState2.Dispose(); | ||
604 | tempMotionState2 = null; | ||
605 | } | ||
606 | |||
607 | if (tempMotionState1 != null && tempMotionState1.Handle != IntPtr.Zero) | ||
608 | { | ||
609 | tempMotionState1.Dispose(); | ||
610 | tempMotionState1 = null; | ||
611 | } | ||
612 | |||
613 | if (tempTransform4 != null && tempTransform4.Handle != IntPtr.Zero) | ||
614 | { | ||
615 | tempTransform4.Dispose(); | ||
616 | tempTransform4 = null; | ||
617 | } | ||
618 | |||
619 | if (tempTransform3 != null && tempTransform3.Handle != IntPtr.Zero) | ||
620 | { | ||
621 | tempTransform3.Dispose(); | ||
622 | tempTransform3 = null; | ||
623 | } | ||
624 | |||
625 | if (tempTransform2 != null && tempTransform2.Handle != IntPtr.Zero) | ||
626 | { | ||
627 | tempTransform2.Dispose(); | ||
628 | tempTransform2 = null; | ||
629 | } | ||
630 | |||
631 | if (tempTransform1 != null && tempTransform1.Handle != IntPtr.Zero) | ||
632 | { | ||
633 | tempTransform1.Dispose(); | ||
634 | tempTransform1 = null; | ||
635 | } | ||
636 | |||
637 | if (tempOrientation2 != null && tempOrientation2.Handle != IntPtr.Zero) | ||
638 | { | ||
639 | tempOrientation2.Dispose(); | ||
640 | tempOrientation2 = null; | ||
641 | } | ||
642 | |||
643 | if (tempOrientation1 != null && tempOrientation1.Handle != IntPtr.Zero) | ||
644 | { | ||
645 | tempOrientation1.Dispose(); | ||
646 | tempOrientation1 = null; | ||
647 | } | ||
648 | |||
649 | if (tempInertia1 != null && tempInertia1.Handle != IntPtr.Zero) | ||
650 | { | ||
651 | tempInertia1.Dispose(); | ||
652 | tempInertia1 = null; | ||
653 | } | ||
654 | |||
655 | if (tempInertia2 != null && tempInertia2.Handle != IntPtr.Zero) | ||
656 | { | ||
657 | tempInertia2.Dispose(); | ||
658 | tempInertia1 = null; | ||
659 | } | ||
660 | |||
661 | |||
662 | if (tempAngularVelocity2 != null && tempAngularVelocity2.Handle != IntPtr.Zero) | ||
663 | { | ||
664 | tempAngularVelocity2.Dispose(); | ||
665 | tempAngularVelocity2 = null; | ||
666 | } | ||
667 | |||
668 | if (tempAngularVelocity1 != null && tempAngularVelocity1.Handle != IntPtr.Zero) | ||
669 | { | ||
670 | tempAngularVelocity1.Dispose(); | ||
671 | tempAngularVelocity1 = null; | ||
672 | } | ||
673 | |||
674 | if (tempLinearVelocity2 != null && tempLinearVelocity2.Handle != IntPtr.Zero) | ||
675 | { | ||
676 | tempLinearVelocity2.Dispose(); | ||
677 | tempLinearVelocity2 = null; | ||
678 | } | ||
679 | |||
680 | if (tempLinearVelocity1 != null && tempLinearVelocity1.Handle != IntPtr.Zero) | ||
681 | { | ||
682 | tempLinearVelocity1.Dispose(); | ||
683 | tempLinearVelocity1 = null; | ||
684 | } | ||
685 | |||
686 | if (tempSize2 != null && tempSize2.Handle != IntPtr.Zero) | ||
687 | { | ||
688 | tempSize2.Dispose(); | ||
689 | tempSize2 = null; | ||
690 | } | ||
691 | |||
692 | if (tempSize1 != null && tempSize1.Handle != IntPtr.Zero) | ||
693 | { | ||
694 | tempSize1.Dispose(); | ||
695 | tempSize1 = null; | ||
696 | } | ||
697 | |||
698 | if (tempPosition3 != null && tempPosition3.Handle != IntPtr.Zero) | ||
699 | { | ||
700 | tempPosition3.Dispose(); | ||
701 | tempPosition3 = null; | ||
702 | } | ||
703 | |||
704 | if (tempPosition2 != null && tempPosition2.Handle != IntPtr.Zero) | ||
705 | { | ||
706 | tempPosition2.Dispose(); | ||
707 | tempPosition2 = null; | ||
708 | } | ||
709 | |||
710 | if (tempPosition1 != null && tempPosition1.Handle != IntPtr.Zero) | ||
711 | { | ||
712 | tempPosition1.Dispose(); | ||
713 | tempPosition1 = null; | ||
714 | } | ||
715 | |||
716 | } | ||
717 | |||
718 | |||
719 | |||
720 | public void ProcessTaints(float timestep) | ||
721 | { | ||
722 | if (m_taintadd) | ||
723 | { | ||
724 | changeadd(timestep); | ||
725 | } | ||
726 | |||
727 | if (prim_geom.Handle == IntPtr.Zero) | ||
728 | { | ||
729 | CreateGeom(IntPtr.Zero, primMesh); | ||
730 | |||
731 | if (IsPhysical) | ||
732 | SetBody(Mass); | ||
733 | else | ||
734 | SetBody(0); | ||
735 | |||
736 | } | ||
737 | |||
738 | if (!_position.IsIdentical(m_taintposition, 0f)) | ||
739 | changemove(timestep); | ||
740 | |||
741 | if (m_taintrot != _orientation) | ||
742 | rotate(timestep); | ||
743 | // | ||
744 | |||
745 | if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent)) | ||
746 | changePhysicsStatus(timestep); | ||
747 | // | ||
748 | |||
749 | if (!_size.IsIdentical(m_taintsize, 0)) | ||
750 | changesize(timestep); | ||
751 | // | ||
752 | |||
753 | if (m_taintshape) | ||
754 | changeshape(timestep); | ||
755 | // | ||
756 | |||
757 | if (m_taintforce) | ||
758 | changeAddForce(timestep); | ||
759 | |||
760 | if (m_taintaddangularforce) | ||
761 | changeAddAngularForce(timestep); | ||
762 | |||
763 | if (!m_taintTorque.IsIdentical(PhysicsVector.Zero, 0.001f)) | ||
764 | changeSetTorque(timestep); | ||
765 | |||
766 | if (m_taintdisable) | ||
767 | changedisable(timestep); | ||
768 | |||
769 | if (m_taintselected != m_isSelected) | ||
770 | changeSelectedStatus(timestep); | ||
771 | |||
772 | if (!m_taintVelocity.IsIdentical(PhysicsVector.Zero, 0.001f)) | ||
773 | changevelocity(timestep); | ||
774 | |||
775 | if (m_taintparent != _parent) | ||
776 | changelink(timestep); | ||
777 | |||
778 | if (m_taintCollidesWater != m_collidesWater) | ||
779 | changefloatonwater(timestep); | ||
780 | |||
781 | if (!m_angularlock.IsIdentical(m_taintAngularLock, 0)) | ||
782 | changeAngularLock(timestep); | ||
783 | |||
784 | |||
785 | } | ||
786 | |||
787 | #region Physics Scene Change Action routines | ||
788 | |||
789 | private void changeadd(float timestep) | ||
790 | { | ||
791 | if (_mesh == null) | ||
792 | { | ||
793 | if (_parent_scene.needsMeshing(_pbs)) | ||
794 | { | ||
795 | // Don't need to re-enable body.. it's done in SetMesh | ||
796 | _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical); | ||
797 | // createmesh returns null when it's a shape that isn't a cube. | ||
798 | } | ||
799 | } | ||
800 | CreateGeom(IntPtr.Zero, primMesh); | ||
801 | |||
802 | enableBody(); | ||
803 | changeSelectedStatus(timestep); | ||
804 | m_taintadd = false; | ||
805 | |||
806 | } | ||
807 | |||
808 | private void changemove(float timestep) | ||
809 | { | ||
810 | |||
811 | |||
812 | tempTransform2 = Body.getWorldTransform(); | ||
813 | btQuaternion quat = tempTransform2.getRotation(); | ||
814 | tempPosition2.setValue(_position.X, _position.Y, _position.Z); | ||
815 | tempTransform2.Dispose(); | ||
816 | tempTransform2 = new btTransform(quat, tempPosition2); | ||
817 | Body.setWorldTransform(tempTransform2); | ||
818 | |||
819 | changeSelectedStatus(timestep); | ||
820 | |||
821 | resetCollisionAccounting(); | ||
822 | m_taintposition = _position; | ||
823 | } | ||
824 | |||
825 | private void rotate(float timestep) | ||
826 | { | ||
827 | |||
828 | tempTransform2 = Body.getWorldTransform(); | ||
829 | tempOrientation2 = new btQuaternion(_orientation.X, _orientation.Y, _orientation.Z, _orientation.W); | ||
830 | tempTransform2.setRotation(tempOrientation2); | ||
831 | Body.setWorldTransform(tempTransform2); | ||
832 | |||
833 | resetCollisionAccounting(); | ||
834 | m_taintrot = _orientation; | ||
835 | } | ||
836 | |||
837 | private void changePhysicsStatus(float timestep) | ||
838 | { | ||
839 | SetCollisionShape(prim_geom); | ||
840 | SetBody(Mass); | ||
841 | changeSelectedStatus(timestep); | ||
842 | |||
843 | resetCollisionAccounting(); | ||
844 | m_taintPhysics = m_isphysical; | ||
845 | } | ||
846 | |||
847 | private void changesize(float timestep) | ||
848 | { | ||
849 | SetCollisionShape(null); | ||
850 | // Construction of new prim | ||
851 | if (_parent_scene.needsMeshing(_pbs)) | ||
852 | { | ||
853 | float meshlod = _parent_scene.meshSculptLOD; | ||
854 | |||
855 | if (IsPhysical) | ||
856 | meshlod = _parent_scene.MeshSculptphysicalLOD; | ||
857 | // Don't need to re-enable body.. it's done in SetMesh | ||
858 | |||
859 | IMesh mesh = null; | ||
860 | |||
861 | if (_parent_scene.needsMeshing(_pbs)) | ||
862 | mesh = _parent_scene.mesher.CreateMesh(SOPName, _pbs, _size, meshlod, IsPhysical); | ||
863 | |||
864 | //IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical); | ||
865 | |||
866 | CreateGeom(IntPtr.Zero, mesh); | ||
867 | |||
868 | |||
869 | } | ||
870 | else | ||
871 | { | ||
872 | _mesh = null; | ||
873 | CreateGeom(IntPtr.Zero, _mesh); | ||
874 | } | ||
875 | |||
876 | if (IsPhysical) | ||
877 | SetBody(Mass); | ||
878 | else | ||
879 | SetBody(0); | ||
880 | |||
881 | m_taintsize = _size; | ||
882 | |||
883 | } | ||
884 | |||
885 | private void changeshape(float timestep) | ||
886 | { | ||
887 | // Cleanup of old prim geometry and Bodies | ||
888 | if (IsPhysical && Body != null && Body.Handle != IntPtr.Zero) | ||
889 | { | ||
890 | if (childPrim) | ||
891 | { | ||
892 | if (_parent != null) | ||
893 | { | ||
894 | BulletDotNETPrim parent = (BulletDotNETPrim)_parent; | ||
895 | parent.ChildDelink(this); | ||
896 | } | ||
897 | } | ||
898 | else | ||
899 | { | ||
900 | disableBody(); | ||
901 | } | ||
902 | } | ||
903 | try | ||
904 | { | ||
905 | SetCollisionShape(null); | ||
906 | } | ||
907 | catch (System.AccessViolationException) | ||
908 | { | ||
909 | //prim_geom = IntPtr.Zero; | ||
910 | m_log.Error("[PHYSICS]: PrimGeom dead"); | ||
911 | } | ||
912 | |||
913 | // we don't need to do space calculation because the client sends a position update also. | ||
914 | if (_size.X <= 0) _size.X = 0.01f; | ||
915 | if (_size.Y <= 0) _size.Y = 0.01f; | ||
916 | if (_size.Z <= 0) _size.Z = 0.01f; | ||
917 | // Construction of new prim | ||
918 | |||
919 | if (_parent_scene.needsMeshing(_pbs)) | ||
920 | { | ||
921 | // Don't need to re-enable body.. it's done in SetMesh | ||
922 | float meshlod = _parent_scene.meshSculptLOD; | ||
923 | |||
924 | if (IsPhysical) | ||
925 | meshlod = _parent_scene.MeshSculptphysicalLOD; | ||
926 | |||
927 | IMesh mesh = _parent_scene.mesher.CreateMesh(SOPName, _pbs, _size, meshlod, IsPhysical); | ||
928 | // createmesh returns null when it doesn't mesh. | ||
929 | CreateGeom(IntPtr.Zero, mesh); | ||
930 | } | ||
931 | else | ||
932 | { | ||
933 | _mesh = null; | ||
934 | CreateGeom(IntPtr.Zero, null); | ||
935 | } | ||
936 | tempPosition1.setValue(_position.X, _position.Y, _position.Z); | ||
937 | if (tempOrientation1.Handle != IntPtr.Zero) | ||
938 | tempOrientation1.Dispose(); | ||
939 | tempOrientation1 = new btQuaternion(_orientation.X, Orientation.Y, _orientation.Z, _orientation.W); | ||
940 | if (tempTransform1 != null && tempTransform1.Handle != IntPtr.Zero) | ||
941 | tempTransform1.Dispose(); | ||
942 | tempTransform1 = new btTransform(tempOrientation1, tempPosition1); | ||
943 | |||
944 | |||
945 | |||
946 | |||
947 | //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z); | ||
948 | if (IsPhysical) | ||
949 | { | ||
950 | SetBody(Mass); | ||
951 | // Re creates body on size. | ||
952 | // EnableBody also does setMass() | ||
953 | |||
954 | } | ||
955 | else | ||
956 | { | ||
957 | SetBody(0); | ||
958 | } | ||
959 | |||
960 | changeSelectedStatus(timestep); | ||
961 | if (childPrim) | ||
962 | { | ||
963 | if (_parent is BulletDotNETPrim) | ||
964 | { | ||
965 | BulletDotNETPrim parent = (BulletDotNETPrim)_parent; | ||
966 | parent.ChildSetGeom(this); | ||
967 | } | ||
968 | } | ||
969 | resetCollisionAccounting(); | ||
970 | m_taintshape = false; | ||
971 | } | ||
972 | |||
973 | private void resetCollisionAccounting() | ||
974 | { | ||
975 | m_collisionscore = 0; | ||
976 | } | ||
977 | |||
978 | private void ChildSetGeom(BulletDotNETPrim bulletDotNETPrim) | ||
979 | { | ||
980 | // TODO: throw new NotImplementedException(); | ||
981 | } | ||
982 | |||
983 | private void changeAddForce(float timestep) | ||
984 | { | ||
985 | // TODO: throw new NotImplementedException(); | ||
986 | } | ||
987 | |||
988 | private void changeAddAngularForce(float timestep) | ||
989 | { | ||
990 | // TODO: throw new NotImplementedException(); | ||
991 | } | ||
992 | |||
993 | private void changeSetTorque(float timestep) | ||
994 | { | ||
995 | // TODO: throw new NotImplementedException(); | ||
996 | } | ||
997 | |||
998 | private void changedisable(float timestep) | ||
999 | { | ||
1000 | // TODO: throw new NotImplementedException(); | ||
1001 | } | ||
1002 | |||
1003 | private void changeSelectedStatus(float timestep) | ||
1004 | { | ||
1005 | // TODO: throw new NotImplementedException(); | ||
1006 | } | ||
1007 | |||
1008 | private void changevelocity(float timestep) | ||
1009 | { | ||
1010 | // TODO: throw new NotImplementedException(); | ||
1011 | } | ||
1012 | |||
1013 | private void changelink(float timestep) | ||
1014 | { | ||
1015 | // TODO: throw new NotImplementedException(); | ||
1016 | } | ||
1017 | |||
1018 | private void changefloatonwater(float timestep) | ||
1019 | { | ||
1020 | // TODO: throw new NotImplementedException(); | ||
1021 | } | ||
1022 | |||
1023 | private void changeAngularLock(float timestep) | ||
1024 | { | ||
1025 | // TODO: throw new NotImplementedException(); | ||
1026 | } | ||
1027 | #endregion | ||
1028 | |||
1029 | |||
1030 | |||
1031 | |||
1032 | internal void Move(float timestep) | ||
1033 | { | ||
1034 | //TODO: | ||
1035 | float fx = 0; | ||
1036 | float fy = 0; | ||
1037 | float fz = 0; | ||
1038 | |||
1039 | if (IsPhysical && Body != null && Body.Handle != IntPtr.Zero && !m_isSelected) | ||
1040 | { | ||
1041 | float m_mass = CalculateMass(); | ||
1042 | |||
1043 | fz = 0f; | ||
1044 | //m_log.Info(m_collisionFlags.ToString()); | ||
1045 | |||
1046 | if (m_buoyancy != 0) | ||
1047 | { | ||
1048 | if (m_buoyancy > 0) | ||
1049 | { | ||
1050 | fz = (((-1 * _parent_scene.gravityz) * m_buoyancy) * m_mass); | ||
1051 | |||
1052 | //d.Vector3 l_velocity = d.BodyGetLinearVel(Body); | ||
1053 | //m_log.Info("Using Buoyancy: " + buoyancy + " G: " + (_parent_scene.gravityz * m_buoyancy) + "mass:" + m_mass + " Pos: " + Position.ToString()); | ||
1054 | } | ||
1055 | else | ||
1056 | { | ||
1057 | fz = (-1 * (((-1 * _parent_scene.gravityz) * (-1 * m_buoyancy)) * m_mass)); | ||
1058 | } | ||
1059 | } | ||
1060 | |||
1061 | if (m_usePID) | ||
1062 | { | ||
1063 | //if (!d.BodyIsEnabled(Body)) | ||
1064 | //d.BodySetForce(Body, 0f, 0f, 0f); | ||
1065 | // If we're using the PID controller, then we have no gravity | ||
1066 | fz = (-1 * _parent_scene.gravityz) * m_mass; | ||
1067 | |||
1068 | // no lock; for now it's only called from within Simulate() | ||
1069 | |||
1070 | // If the PID Controller isn't active then we set our force | ||
1071 | // calculating base velocity to the current position | ||
1072 | |||
1073 | if ((m_PIDTau < 1) && (m_PIDTau != 0)) | ||
1074 | { | ||
1075 | //PID_G = PID_G / m_PIDTau; | ||
1076 | m_PIDTau = 1; | ||
1077 | } | ||
1078 | |||
1079 | if ((PID_G - m_PIDTau) <= 0) | ||
1080 | { | ||
1081 | PID_G = m_PIDTau + 1; | ||
1082 | } | ||
1083 | |||
1084 | // TODO: NEED btVector3 for Linear Velocity | ||
1085 | // NEED btVector3 for Position | ||
1086 | |||
1087 | PhysicsVector pos = new PhysicsVector(0, 0, 0); //TODO: Insert values gotten from bullet | ||
1088 | PhysicsVector vel = new PhysicsVector(0, 0, 0); | ||
1089 | |||
1090 | _target_velocity = | ||
1091 | new PhysicsVector( | ||
1092 | (m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep), | ||
1093 | (m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep), | ||
1094 | (m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep) | ||
1095 | ); | ||
1096 | |||
1097 | if (_target_velocity.IsIdentical(PhysicsVector.Zero, 0.1f)) | ||
1098 | { | ||
1099 | |||
1100 | /* TODO: Do Bullet equiv | ||
1101 | * | ||
1102 | d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z); | ||
1103 | d.BodySetLinearVel(Body, 0, 0, 0); | ||
1104 | d.BodyAddForce(Body, 0, 0, fz); | ||
1105 | return; | ||
1106 | */ | ||
1107 | } | ||
1108 | else | ||
1109 | { | ||
1110 | _zeroFlag = false; | ||
1111 | |||
1112 | fx = ((_target_velocity.X) - vel.X) * (PID_D); | ||
1113 | fy = ((_target_velocity.Y) - vel.Y) * (PID_D); | ||
1114 | fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass); | ||
1115 | |||
1116 | } | ||
1117 | |||
1118 | } | ||
1119 | |||
1120 | if (m_useHoverPID && !m_usePID) | ||
1121 | { | ||
1122 | // If we're using the PID controller, then we have no gravity | ||
1123 | fz = (-1 * _parent_scene.gravityz) * m_mass; | ||
1124 | |||
1125 | // no lock; for now it's only called from within Simulate() | ||
1126 | |||
1127 | // If the PID Controller isn't active then we set our force | ||
1128 | // calculating base velocity to the current position | ||
1129 | |||
1130 | if ((m_PIDTau < 1)) | ||
1131 | { | ||
1132 | PID_G = PID_G / m_PIDTau; | ||
1133 | } | ||
1134 | |||
1135 | if ((PID_G - m_PIDTau) <= 0) | ||
1136 | { | ||
1137 | PID_G = m_PIDTau + 1; | ||
1138 | } | ||
1139 | PhysicsVector pos = new PhysicsVector(0, 0, 0); //TODO: Insert values gotten from bullet | ||
1140 | PhysicsVector vel = new PhysicsVector(0, 0, 0); | ||
1141 | |||
1142 | // determine what our target height really is based on HoverType | ||
1143 | switch (m_PIDHoverType) | ||
1144 | { | ||
1145 | case PIDHoverType.Absolute: | ||
1146 | m_targetHoverHeight = m_PIDHoverHeight; | ||
1147 | break; | ||
1148 | case PIDHoverType.Ground: | ||
1149 | m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y); | ||
1150 | m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight; | ||
1151 | break; | ||
1152 | case PIDHoverType.GroundAndWater: | ||
1153 | m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y); | ||
1154 | m_waterHeight = _parent_scene.GetWaterLevel(); | ||
1155 | if (m_groundHeight > m_waterHeight) | ||
1156 | { | ||
1157 | m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight; | ||
1158 | } | ||
1159 | else | ||
1160 | { | ||
1161 | m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight; | ||
1162 | } | ||
1163 | break; | ||
1164 | case PIDHoverType.Water: | ||
1165 | m_waterHeight = _parent_scene.GetWaterLevel(); | ||
1166 | m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight; | ||
1167 | break; | ||
1168 | } | ||
1169 | |||
1170 | |||
1171 | _target_velocity = | ||
1172 | new PhysicsVector(0.0f, 0.0f, | ||
1173 | (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep) | ||
1174 | ); | ||
1175 | |||
1176 | // if velocity is zero, use position control; otherwise, velocity control | ||
1177 | |||
1178 | if (_target_velocity.IsIdentical(PhysicsVector.Zero, 0.1f)) | ||
1179 | { | ||
1180 | |||
1181 | /* TODO: Do Bullet Equiv | ||
1182 | d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight); | ||
1183 | d.BodySetLinearVel(Body, vel.X, vel.Y, 0); | ||
1184 | d.BodyAddForce(Body, 0, 0, fz); | ||
1185 | */ | ||
1186 | return; | ||
1187 | } | ||
1188 | else | ||
1189 | { | ||
1190 | _zeroFlag = false; | ||
1191 | |||
1192 | // We're flying and colliding with something | ||
1193 | fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass); | ||
1194 | } | ||
1195 | } | ||
1196 | |||
1197 | fx *= m_mass; | ||
1198 | fy *= m_mass; | ||
1199 | //fz *= m_mass; | ||
1200 | |||
1201 | fx += m_force.X; | ||
1202 | fy += m_force.Y; | ||
1203 | fz += m_force.Z; | ||
1204 | |||
1205 | //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString()); | ||
1206 | if (fx != 0 || fy != 0 || fz != 0) | ||
1207 | { | ||
1208 | /* | ||
1209 | * TODO: Do Bullet Equiv | ||
1210 | if (!d.BodyIsEnabled(Body)) | ||
1211 | { | ||
1212 | d.BodySetLinearVel(Body, 0f, 0f, 0f); | ||
1213 | d.BodySetForce(Body, 0, 0, 0); | ||
1214 | enableBodySoft(); | ||
1215 | } | ||
1216 | */ | ||
1217 | // 35x10 = 350n times the mass per second applied maximum. | ||
1218 | |||
1219 | float nmax = 35f * m_mass; | ||
1220 | float nmin = -35f * m_mass; | ||
1221 | |||
1222 | |||
1223 | if (fx > nmax) | ||
1224 | fx = nmax; | ||
1225 | if (fx < nmin) | ||
1226 | fx = nmin; | ||
1227 | if (fy > nmax) | ||
1228 | fy = nmax; | ||
1229 | if (fy < nmin) | ||
1230 | fy = nmin; | ||
1231 | |||
1232 | // TODO: Do Bullet Equiv | ||
1233 | // d.BodyAddForce(Body, fx, fy, fz); | ||
1234 | } | ||
1235 | } | ||
1236 | else | ||
1237 | { | ||
1238 | // _zeroPosition = d.BodyGetPosition(Body); | ||
1239 | return; | ||
1240 | } | ||
1241 | } | ||
1242 | |||
1243 | |||
1244 | |||
1245 | |||
1246 | #region Mass Calculation | ||
1247 | |||
1248 | private float CalculateMass() | ||
1249 | { | ||
1250 | float volume = 0; | ||
1251 | |||
1252 | // No material is passed to the physics engines yet.. soo.. | ||
1253 | // we're using the m_density constant in the class definition | ||
1254 | |||
1255 | float returnMass = 0; | ||
1256 | |||
1257 | switch (_pbs.ProfileShape) | ||
1258 | { | ||
1259 | case ProfileShape.Square: | ||
1260 | // Profile Volume | ||
1261 | |||
1262 | volume = _size.X * _size.Y * _size.Z; | ||
1263 | |||
1264 | // If the user has 'hollowed out' | ||
1265 | // ProfileHollow is one of those 0 to 50000 values :P | ||
1266 | // we like percentages better.. so turning into a percentage | ||
1267 | |||
1268 | if (((float)_pbs.ProfileHollow / 50000f) > 0.0) | ||
1269 | { | ||
1270 | float hollowAmount = (float)_pbs.ProfileHollow / 50000f; | ||
1271 | |||
1272 | // calculate the hollow volume by it's shape compared to the prim shape | ||
1273 | float hollowVolume = 0; | ||
1274 | switch (_pbs.HollowShape) | ||
1275 | { | ||
1276 | case HollowShape.Square: | ||
1277 | case HollowShape.Same: | ||
1278 | // Cube Hollow volume calculation | ||
1279 | float hollowsizex = _size.X * hollowAmount; | ||
1280 | float hollowsizey = _size.Y * hollowAmount; | ||
1281 | float hollowsizez = _size.Z * hollowAmount; | ||
1282 | hollowVolume = hollowsizex * hollowsizey * hollowsizez; | ||
1283 | break; | ||
1284 | |||
1285 | case HollowShape.Circle: | ||
1286 | // Hollow shape is a perfect cyllinder in respect to the cube's scale | ||
1287 | // Cyllinder hollow volume calculation | ||
1288 | float hRadius = _size.X / 2; | ||
1289 | float hLength = _size.Z; | ||
1290 | |||
1291 | // pi * r2 * h | ||
1292 | hollowVolume = ((float)(Math.PI * Math.Pow(hRadius, 2) * hLength) * hollowAmount); | ||
1293 | break; | ||
1294 | |||
1295 | case HollowShape.Triangle: | ||
1296 | // Equilateral Triangular Prism volume hollow calculation | ||
1297 | // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y | ||
1298 | |||
1299 | float aLength = _size.Y; | ||
1300 | // 1/2 abh | ||
1301 | hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount); | ||
1302 | break; | ||
1303 | |||
1304 | default: | ||
1305 | hollowVolume = 0; | ||
1306 | break; | ||
1307 | } | ||
1308 | volume = volume - hollowVolume; | ||
1309 | } | ||
1310 | |||
1311 | break; | ||
1312 | case ProfileShape.Circle: | ||
1313 | if (_pbs.PathCurve == (byte)Extrusion.Straight) | ||
1314 | { | ||
1315 | // Cylinder | ||
1316 | float volume1 = (float)(Math.PI * Math.Pow(_size.X / 2, 2) * _size.Z); | ||
1317 | float volume2 = (float)(Math.PI * Math.Pow(_size.Y / 2, 2) * _size.Z); | ||
1318 | |||
1319 | // Approximating the cylinder's irregularity. | ||
1320 | if (volume1 > volume2) | ||
1321 | { | ||
1322 | volume = (float)volume1 - (volume1 - volume2); | ||
1323 | } | ||
1324 | else if (volume2 > volume1) | ||
1325 | { | ||
1326 | volume = (float)volume2 - (volume2 - volume1); | ||
1327 | } | ||
1328 | else | ||
1329 | { | ||
1330 | // Regular cylinder | ||
1331 | volume = volume1; | ||
1332 | } | ||
1333 | } | ||
1334 | else | ||
1335 | { | ||
1336 | // We don't know what the shape is yet, so use default | ||
1337 | volume = _size.X * _size.Y * _size.Z; | ||
1338 | } | ||
1339 | // If the user has 'hollowed out' | ||
1340 | // ProfileHollow is one of those 0 to 50000 values :P | ||
1341 | // we like percentages better.. so turning into a percentage | ||
1342 | |||
1343 | if (((float)_pbs.ProfileHollow / 50000f) > 0.0) | ||
1344 | { | ||
1345 | float hollowAmount = (float)_pbs.ProfileHollow / 50000f; | ||
1346 | |||
1347 | // calculate the hollow volume by it's shape compared to the prim shape | ||
1348 | float hollowVolume = 0; | ||
1349 | switch (_pbs.HollowShape) | ||
1350 | { | ||
1351 | case HollowShape.Same: | ||
1352 | case HollowShape.Circle: | ||
1353 | // Hollow shape is a perfect cyllinder in respect to the cube's scale | ||
1354 | // Cyllinder hollow volume calculation | ||
1355 | float hRadius = _size.X / 2; | ||
1356 | float hLength = _size.Z; | ||
1357 | |||
1358 | // pi * r2 * h | ||
1359 | hollowVolume = ((float)(Math.PI * Math.Pow(hRadius, 2) * hLength) * hollowAmount); | ||
1360 | break; | ||
1361 | |||
1362 | case HollowShape.Square: | ||
1363 | // Cube Hollow volume calculation | ||
1364 | float hollowsizex = _size.X * hollowAmount; | ||
1365 | float hollowsizey = _size.Y * hollowAmount; | ||
1366 | float hollowsizez = _size.Z * hollowAmount; | ||
1367 | hollowVolume = hollowsizex * hollowsizey * hollowsizez; | ||
1368 | break; | ||
1369 | |||
1370 | case HollowShape.Triangle: | ||
1371 | // Equilateral Triangular Prism volume hollow calculation | ||
1372 | // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y | ||
1373 | |||
1374 | float aLength = _size.Y; | ||
1375 | // 1/2 abh | ||
1376 | hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount); | ||
1377 | break; | ||
1378 | |||
1379 | default: | ||
1380 | hollowVolume = 0; | ||
1381 | break; | ||
1382 | } | ||
1383 | volume = volume - hollowVolume; | ||
1384 | } | ||
1385 | break; | ||
1386 | |||
1387 | case ProfileShape.HalfCircle: | ||
1388 | if (_pbs.PathCurve == (byte)Extrusion.Curve1) | ||
1389 | { | ||
1390 | if (_size.X == _size.Y && _size.Z == _size.X) | ||
1391 | { | ||
1392 | // regular sphere | ||
1393 | // v = 4/3 * pi * r^3 | ||
1394 | float sradius3 = (float)Math.Pow((_size.X / 2), 3); | ||
1395 | volume = (float)((4 / 3f) * Math.PI * sradius3); | ||
1396 | } | ||
1397 | else | ||
1398 | { | ||
1399 | // we treat this as a box currently | ||
1400 | volume = _size.X * _size.Y * _size.Z; | ||
1401 | } | ||
1402 | } | ||
1403 | else | ||
1404 | { | ||
1405 | // We don't know what the shape is yet, so use default | ||
1406 | volume = _size.X * _size.Y * _size.Z; | ||
1407 | } | ||
1408 | break; | ||
1409 | |||
1410 | case ProfileShape.EquilateralTriangle: | ||
1411 | /* | ||
1412 | v = (abs((xB*yA-xA*yB)+(xC*yB-xB*yC)+(xA*yC-xC*yA))/2) * h | ||
1413 | |||
1414 | // seed mesh | ||
1415 | Vertex MM = new Vertex(-0.25f, -0.45f, 0.0f); | ||
1416 | Vertex PM = new Vertex(+0.5f, 0f, 0.0f); | ||
1417 | Vertex PP = new Vertex(-0.25f, +0.45f, 0.0f); | ||
1418 | */ | ||
1419 | float xA = -0.25f * _size.X; | ||
1420 | float yA = -0.45f * _size.Y; | ||
1421 | |||
1422 | float xB = 0.5f * _size.X; | ||
1423 | float yB = 0; | ||
1424 | |||
1425 | float xC = -0.25f * _size.X; | ||
1426 | float yC = 0.45f * _size.Y; | ||
1427 | |||
1428 | volume = (float)((Math.Abs((xB * yA - xA * yB) + (xC * yB - xB * yC) + (xA * yC - xC * yA)) / 2) * _size.Z); | ||
1429 | |||
1430 | // If the user has 'hollowed out' | ||
1431 | // ProfileHollow is one of those 0 to 50000 values :P | ||
1432 | // we like percentages better.. so turning into a percentage | ||
1433 | float fhollowFactor = ((float)_pbs.ProfileHollow / 1.9f); | ||
1434 | if (((float)fhollowFactor / 50000f) > 0.0) | ||
1435 | { | ||
1436 | float hollowAmount = (float)fhollowFactor / 50000f; | ||
1437 | |||
1438 | // calculate the hollow volume by it's shape compared to the prim shape | ||
1439 | float hollowVolume = 0; | ||
1440 | switch (_pbs.HollowShape) | ||
1441 | { | ||
1442 | case HollowShape.Same: | ||
1443 | case HollowShape.Triangle: | ||
1444 | // Equilateral Triangular Prism volume hollow calculation | ||
1445 | // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y | ||
1446 | |||
1447 | float aLength = _size.Y; | ||
1448 | // 1/2 abh | ||
1449 | hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount); | ||
1450 | break; | ||
1451 | |||
1452 | case HollowShape.Square: | ||
1453 | // Cube Hollow volume calculation | ||
1454 | float hollowsizex = _size.X * hollowAmount; | ||
1455 | float hollowsizey = _size.Y * hollowAmount; | ||
1456 | float hollowsizez = _size.Z * hollowAmount; | ||
1457 | hollowVolume = hollowsizex * hollowsizey * hollowsizez; | ||
1458 | break; | ||
1459 | |||
1460 | case HollowShape.Circle: | ||
1461 | // Hollow shape is a perfect cyllinder in respect to the cube's scale | ||
1462 | // Cyllinder hollow volume calculation | ||
1463 | float hRadius = _size.X / 2; | ||
1464 | float hLength = _size.Z; | ||
1465 | |||
1466 | // pi * r2 * h | ||
1467 | hollowVolume = ((float)((Math.PI * Math.Pow(hRadius, 2) * hLength) / 2) * hollowAmount); | ||
1468 | break; | ||
1469 | |||
1470 | default: | ||
1471 | hollowVolume = 0; | ||
1472 | break; | ||
1473 | } | ||
1474 | volume = volume - hollowVolume; | ||
1475 | } | ||
1476 | break; | ||
1477 | |||
1478 | default: | ||
1479 | // we don't have all of the volume formulas yet so | ||
1480 | // use the common volume formula for all | ||
1481 | volume = _size.X * _size.Y * _size.Z; | ||
1482 | break; | ||
1483 | } | ||
1484 | |||
1485 | // Calculate Path cut effect on volume | ||
1486 | // Not exact, in the triangle hollow example | ||
1487 | // They should never be zero or less then zero.. | ||
1488 | // we'll ignore it if it's less then zero | ||
1489 | |||
1490 | // ProfileEnd and ProfileBegin are values | ||
1491 | // from 0 to 50000 | ||
1492 | |||
1493 | // Turning them back into percentages so that I can cut that percentage off the volume | ||
1494 | |||
1495 | float PathCutEndAmount = _pbs.ProfileEnd; | ||
1496 | float PathCutStartAmount = _pbs.ProfileBegin; | ||
1497 | if (((PathCutStartAmount + PathCutEndAmount) / 50000f) > 0.0f) | ||
1498 | { | ||
1499 | float pathCutAmount = ((PathCutStartAmount + PathCutEndAmount) / 50000f); | ||
1500 | |||
1501 | // Check the return amount for sanity | ||
1502 | if (pathCutAmount >= 0.99f) | ||
1503 | pathCutAmount = 0.99f; | ||
1504 | |||
1505 | volume = volume - (volume * pathCutAmount); | ||
1506 | } | ||
1507 | UInt16 taperX = _pbs.PathScaleX; | ||
1508 | UInt16 taperY = _pbs.PathScaleY; | ||
1509 | float taperFactorX = 0; | ||
1510 | float taperFactorY = 0; | ||
1511 | |||
1512 | // Mass = density * volume | ||
1513 | if (taperX != 100) | ||
1514 | { | ||
1515 | if (taperX > 100) | ||
1516 | { | ||
1517 | taperFactorX = 1.0f - ((float)taperX / 200); | ||
1518 | //m_log.Warn("taperTopFactorX: " + extr.taperTopFactorX.ToString()); | ||
1519 | } | ||
1520 | else | ||
1521 | { | ||
1522 | taperFactorX = 1.0f - ((100 - (float)taperX) / 100); | ||
1523 | //m_log.Warn("taperBotFactorX: " + extr.taperBotFactorX.ToString()); | ||
1524 | } | ||
1525 | volume = (float)volume * ((taperFactorX / 3f) + 0.001f); | ||
1526 | } | ||
1527 | |||
1528 | if (taperY != 100) | ||
1529 | { | ||
1530 | if (taperY > 100) | ||
1531 | { | ||
1532 | taperFactorY = 1.0f - ((float)taperY / 200); | ||
1533 | //m_log.Warn("taperTopFactorY: " + extr.taperTopFactorY.ToString()); | ||
1534 | } | ||
1535 | else | ||
1536 | { | ||
1537 | taperFactorY = 1.0f - ((100 - (float)taperY) / 100); | ||
1538 | //m_log.Warn("taperBotFactorY: " + extr.taperBotFactorY.ToString()); | ||
1539 | } | ||
1540 | volume = (float)volume * ((taperFactorY / 3f) + 0.001f); | ||
1541 | } | ||
1542 | returnMass = m_density * volume; | ||
1543 | if (returnMass <= 0) returnMass = 0.0001f;//ckrinke: Mass must be greater then zero. | ||
1544 | |||
1545 | |||
1546 | |||
1547 | // Recursively calculate mass | ||
1548 | bool HasChildPrim = false; | ||
1549 | lock (childrenPrim) | ||
1550 | { | ||
1551 | if (childrenPrim.Count > 0) | ||
1552 | { | ||
1553 | HasChildPrim = true; | ||
1554 | } | ||
1555 | |||
1556 | } | ||
1557 | if (HasChildPrim) | ||
1558 | { | ||
1559 | BulletDotNETPrim[] childPrimArr = new BulletDotNETPrim[0]; | ||
1560 | |||
1561 | lock (childrenPrim) | ||
1562 | childPrimArr = childrenPrim.ToArray(); | ||
1563 | |||
1564 | for (int i = 0; i < childPrimArr.Length; i++) | ||
1565 | { | ||
1566 | if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove) | ||
1567 | returnMass += childPrimArr[i].CalculateMass(); | ||
1568 | // failsafe, this shouldn't happen but with OpenSim, you never know :) | ||
1569 | if (i > 256) | ||
1570 | break; | ||
1571 | } | ||
1572 | } | ||
1573 | |||
1574 | |||
1575 | |||
1576 | |||
1577 | |||
1578 | return returnMass; | ||
1579 | } | ||
1580 | |||
1581 | #endregion | ||
1582 | |||
1583 | |||
1584 | public void CreateGeom(IntPtr m_targetSpace, IMesh p_mesh) | ||
1585 | { | ||
1586 | if (p_mesh != null) | ||
1587 | { | ||
1588 | _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical); | ||
1589 | setMesh(_parent_scene, _mesh); | ||
1590 | |||
1591 | } | ||
1592 | else | ||
1593 | { | ||
1594 | if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1) | ||
1595 | { | ||
1596 | if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z) | ||
1597 | { | ||
1598 | if (((_size.X / 2f) > 0f)) | ||
1599 | { | ||
1600 | //SetGeom to a Regular Sphere | ||
1601 | tempSize1.setValue(_size.X * 0.5f, _size.Y * 0.5f, _size.Z * 0.5f); | ||
1602 | SetCollisionShape(new btSphereShape(_size.X*0.5f)); | ||
1603 | } | ||
1604 | else | ||
1605 | { | ||
1606 | // uses halfextents | ||
1607 | tempSize1.setValue(_size.X*0.5f, _size.Y*0.5f, _size.Z*0.5f); | ||
1608 | SetCollisionShape(new btBoxShape(tempSize1)); | ||
1609 | } | ||
1610 | } | ||
1611 | else | ||
1612 | { | ||
1613 | // uses halfextents | ||
1614 | tempSize1.setValue(_size.X * 0.5f, _size.Y * 0.5f, _size.Z * 0.5f); | ||
1615 | SetCollisionShape(new btBoxShape(tempSize1)); | ||
1616 | } | ||
1617 | |||
1618 | } | ||
1619 | else | ||
1620 | { | ||
1621 | // uses halfextents | ||
1622 | tempSize1.setValue(_size.X * 0.5f, _size.Y * 0.5f, _size.Z * 0.5f); | ||
1623 | SetCollisionShape(new btBoxShape(tempSize1)); | ||
1624 | } | ||
1625 | } | ||
1626 | } | ||
1627 | |||
1628 | private void setMesh(BulletDotNETScene _parent_scene, IMesh mesh) | ||
1629 | { | ||
1630 | // TODO: Set Collision Body Mesh | ||
1631 | // This sleeper is there to moderate how long it takes between | ||
1632 | // setting up the mesh and pre-processing it when we get rapid fire mesh requests on a single object | ||
1633 | |||
1634 | Thread.Sleep(10); | ||
1635 | |||
1636 | //Kill Body so that mesh can re-make the geom | ||
1637 | if (IsPhysical && Body != null && Body.Handle != IntPtr.Zero) | ||
1638 | { | ||
1639 | if (childPrim) | ||
1640 | { | ||
1641 | if (_parent != null) | ||
1642 | { | ||
1643 | BulletDotNETPrim parent = (BulletDotNETPrim)_parent; | ||
1644 | parent.ChildDelink(this); | ||
1645 | } | ||
1646 | } | ||
1647 | else | ||
1648 | { | ||
1649 | disableBody(); | ||
1650 | } | ||
1651 | } | ||
1652 | |||
1653 | IMesh oldMesh = primMesh; | ||
1654 | |||
1655 | primMesh = mesh; | ||
1656 | |||
1657 | float[] vertexList = primMesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory | ||
1658 | int[] indexList = primMesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage | ||
1659 | //Array.Reverse(indexList); | ||
1660 | primMesh.releaseSourceMeshData(); // free up the original mesh data to save memory | ||
1661 | |||
1662 | int VertexCount = vertexList.GetLength(0) / 3; | ||
1663 | int IndexCount = indexList.GetLength(0); | ||
1664 | |||
1665 | if (btshapeArray != null && btshapeArray.Handle != IntPtr.Zero) | ||
1666 | btshapeArray.Dispose(); | ||
1667 | //Array.Reverse(indexList); | ||
1668 | btshapeArray = new btTriangleIndexVertexArray(IndexCount / 3, indexList, (3 * sizeof(int)), | ||
1669 | VertexCount, vertexList, 3*sizeof (float)); | ||
1670 | SetCollisionShape(new btGImpactMeshShape(btshapeArray)); | ||
1671 | //((btGImpactMeshShape) prim_geom).updateBound(); | ||
1672 | ((btGImpactMeshShape)prim_geom).setLocalScaling(new btVector3(1,1, 1)); | ||
1673 | ((btGImpactMeshShape)prim_geom).updateBound(); | ||
1674 | _parent_scene.SetUsingGImpact(); | ||
1675 | if (oldMesh != null) | ||
1676 | { | ||
1677 | oldMesh.releasePinned(); | ||
1678 | oldMesh = null; | ||
1679 | } | ||
1680 | |||
1681 | } | ||
1682 | |||
1683 | private void SetCollisionShape(btCollisionShape shape) | ||
1684 | { | ||
1685 | if (shape == null) | ||
1686 | m_log.Debug("[PHYSICS]:SetShape!Null"); | ||
1687 | else | ||
1688 | m_log.Debug("[PHYSICS]:SetShape!"); | ||
1689 | |||
1690 | if (Body != null) | ||
1691 | { | ||
1692 | DisposeOfBody(); | ||
1693 | } | ||
1694 | |||
1695 | if (prim_geom != null) | ||
1696 | { | ||
1697 | prim_geom.Dispose(); | ||
1698 | prim_geom = null; | ||
1699 | } | ||
1700 | prim_geom = shape; | ||
1701 | |||
1702 | //Body.set | ||
1703 | } | ||
1704 | |||
1705 | public void SetBody(float mass) | ||
1706 | { | ||
1707 | m_log.DebugFormat("[PHYSICS]: SetBody! {0}",mass); | ||
1708 | if (Body != null && Body.Handle != IntPtr.Zero) | ||
1709 | { | ||
1710 | DisposeOfBody(); | ||
1711 | } | ||
1712 | |||
1713 | if (tempMotionState1 != null && tempMotionState1.Handle != IntPtr.Zero) | ||
1714 | tempMotionState1.Dispose(); | ||
1715 | if (tempTransform2 != null && tempTransform2.Handle != IntPtr.Zero) | ||
1716 | tempTransform2.Dispose(); | ||
1717 | if (tempOrientation2 != null && tempOrientation2.Handle != IntPtr.Zero) | ||
1718 | tempOrientation2.Dispose(); | ||
1719 | |||
1720 | if (tempPosition2 != null && tempPosition2.Handle != IntPtr.Zero) | ||
1721 | tempPosition2.Dispose(); | ||
1722 | |||
1723 | tempOrientation2 = new btQuaternion(_orientation.X, _orientation.Y, _orientation.Z, _orientation.W); | ||
1724 | tempPosition2 = new btVector3(_position.X, _position.Y, _position.Z); | ||
1725 | tempTransform2 = new btTransform(tempOrientation2, tempPosition2); | ||
1726 | tempMotionState1 = new btDefaultMotionState(tempTransform2, _parent_scene.TransZero); | ||
1727 | if (tempInertia1 != null && tempInertia1.Handle != IntPtr.Zero) | ||
1728 | tempInertia1.Dispose(); | ||
1729 | tempInertia1 = new btVector3(0, 0, 0); | ||
1730 | if (prim_geom.Handle == IntPtr.Zero) | ||
1731 | { | ||
1732 | m_log.Warn("[PHYSICS]:PrimGeom is Disposed!"); | ||
1733 | CreateGeom(IntPtr.Zero, primMesh); | ||
1734 | |||
1735 | } | ||
1736 | prim_geom.calculateLocalInertia(mass, tempInertia1); | ||
1737 | |||
1738 | if (mass == 0) | ||
1739 | Body = new btRigidBody(mass, tempMotionState1, prim_geom); | ||
1740 | else | ||
1741 | Body = new btRigidBody(mass, tempMotionState1, prim_geom, tempInertia1); | ||
1742 | |||
1743 | if (prim_geom is btGImpactMeshShape) | ||
1744 | { | ||
1745 | ((btGImpactMeshShape) prim_geom).setLocalScaling(new btVector3(1, 1, 1)); | ||
1746 | ((btGImpactMeshShape) prim_geom).updateBound(); | ||
1747 | } | ||
1748 | _parent_scene.AddPrimToScene(this); | ||
1749 | } | ||
1750 | |||
1751 | private void DisposeOfBody() | ||
1752 | { | ||
1753 | if (Body != null) | ||
1754 | { | ||
1755 | if (Body.Handle != IntPtr.Zero) | ||
1756 | { | ||
1757 | _parent_scene.removeFromWorld(this,Body); | ||
1758 | Body.Dispose(); | ||
1759 | } | ||
1760 | Body = null; | ||
1761 | // TODO: dispose parts that make up body | ||
1762 | } | ||
1763 | } | ||
1764 | |||
1765 | private void ChildDelink(BulletDotNETPrim pPrim) | ||
1766 | { | ||
1767 | // Okay, we have a delinked child.. need to rebuild the body. | ||
1768 | lock (childrenPrim) | ||
1769 | { | ||
1770 | foreach (BulletDotNETPrim prm in childrenPrim) | ||
1771 | { | ||
1772 | prm.childPrim = true; | ||
1773 | prm.disableBody(); | ||
1774 | |||
1775 | } | ||
1776 | } | ||
1777 | disableBody(); | ||
1778 | |||
1779 | lock (childrenPrim) | ||
1780 | { | ||
1781 | childrenPrim.Remove(pPrim); | ||
1782 | } | ||
1783 | |||
1784 | |||
1785 | |||
1786 | |||
1787 | if (Body != null && Body.Handle != IntPtr.Zero) | ||
1788 | { | ||
1789 | _parent_scene.remActivePrim(this); | ||
1790 | } | ||
1791 | |||
1792 | |||
1793 | |||
1794 | lock (childrenPrim) | ||
1795 | { | ||
1796 | foreach (BulletDotNETPrim prm in childrenPrim) | ||
1797 | { | ||
1798 | ParentPrim(prm); | ||
1799 | } | ||
1800 | } | ||
1801 | |||
1802 | } | ||
1803 | |||
1804 | private void ParentPrim(BulletDotNETPrim prm) | ||
1805 | { | ||
1806 | // TODO: Parent Linking algorithm. Use btComplexObject | ||
1807 | } | ||
1808 | |||
1809 | public void disableBody() | ||
1810 | { | ||
1811 | //this kills the body so things like 'mesh' can re-create it. | ||
1812 | lock (this) | ||
1813 | { | ||
1814 | if (!childPrim) | ||
1815 | { | ||
1816 | if (Body != null && Body.Handle != IntPtr.Zero) | ||
1817 | { | ||
1818 | _parent_scene.remActivePrim(this); | ||
1819 | |||
1820 | m_collisionCategories &= ~CollisionCategories.Body; | ||
1821 | m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land); | ||
1822 | |||
1823 | if (prim_geom != null && prim_geom.Handle != IntPtr.Zero) | ||
1824 | { | ||
1825 | // TODO: Set Category bits and Flags | ||
1826 | } | ||
1827 | |||
1828 | // TODO: destroy body | ||
1829 | DisposeOfBody(); | ||
1830 | |||
1831 | lock (childrenPrim) | ||
1832 | { | ||
1833 | if (childrenPrim.Count > 0) | ||
1834 | { | ||
1835 | foreach (BulletDotNETPrim prm in childrenPrim) | ||
1836 | { | ||
1837 | _parent_scene.remActivePrim(prm); | ||
1838 | prm.DisposeOfBody(); | ||
1839 | prm.SetCollisionShape(null); | ||
1840 | } | ||
1841 | } | ||
1842 | |||
1843 | } | ||
1844 | |||
1845 | DisposeOfBody(); | ||
1846 | } | ||
1847 | } | ||
1848 | else | ||
1849 | { | ||
1850 | _parent_scene.remActivePrim(this); | ||
1851 | m_collisionCategories &= ~CollisionCategories.Body; | ||
1852 | m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land); | ||
1853 | |||
1854 | if (prim_geom != null && prim_geom.Handle != IntPtr.Zero) | ||
1855 | { | ||
1856 | // TODO: Set Category bits and Flags | ||
1857 | } | ||
1858 | |||
1859 | DisposeOfBody(); | ||
1860 | } | ||
1861 | |||
1862 | } | ||
1863 | m_disabled = true; | ||
1864 | m_collisionscore = 0; | ||
1865 | } | ||
1866 | |||
1867 | public void disableBodySoft() | ||
1868 | { | ||
1869 | m_disabled = true; | ||
1870 | |||
1871 | if (m_isphysical && Body.Handle != IntPtr.Zero) | ||
1872 | { | ||
1873 | Body.clearForces(); | ||
1874 | Body.forceActivationState(0); | ||
1875 | |||
1876 | } | ||
1877 | |||
1878 | } | ||
1879 | |||
1880 | public void enableBodySoft() | ||
1881 | { | ||
1882 | if (!childPrim) | ||
1883 | { | ||
1884 | if (m_isphysical && Body.Handle != IntPtr.Zero) | ||
1885 | { | ||
1886 | Body.clearForces(); | ||
1887 | Body.forceActivationState(1); | ||
1888 | } | ||
1889 | m_disabled = false; | ||
1890 | } | ||
1891 | } | ||
1892 | |||
1893 | public void enableBody() | ||
1894 | { | ||
1895 | if (!childPrim) | ||
1896 | { | ||
1897 | //SetCollisionShape(prim_geom); | ||
1898 | if (IsPhysical) | ||
1899 | SetBody(Mass); | ||
1900 | else | ||
1901 | SetBody(0); | ||
1902 | |||
1903 | // TODO: Set Collision Category Bits and Flags | ||
1904 | // TODO: Set Auto Disable data | ||
1905 | |||
1906 | m_interpenetrationcount = 0; | ||
1907 | m_collisionscore = 0; | ||
1908 | m_disabled = false; | ||
1909 | // The body doesn't already have a finite rotation mode set here | ||
1910 | if ((!m_angularlock.IsIdentical(PhysicsVector.Zero, 0)) && _parent == null) | ||
1911 | { | ||
1912 | // TODO: Create Angular Motor on Axis Lock! | ||
1913 | } | ||
1914 | _parent_scene.addActivePrim(this); | ||
1915 | } | ||
1916 | } | ||
1917 | |||
1918 | public void UpdatePositionAndVelocity() | ||
1919 | { | ||
1920 | if (_parent == null) | ||
1921 | { | ||
1922 | PhysicsVector pv = new PhysicsVector(0, 0, 0); | ||
1923 | bool lastZeroFlag = _zeroFlag; | ||
1924 | if (tempPosition2 != null && tempPosition2.Handle != IntPtr.Zero) | ||
1925 | tempPosition2.Dispose(); | ||
1926 | if (tempTransform3 != null && tempTransform3.Handle != IntPtr.Zero) | ||
1927 | tempTransform3.Dispose(); | ||
1928 | |||
1929 | if (tempOrientation2 != null && tempOrientation2.Handle != IntPtr.Zero) | ||
1930 | tempOrientation2.Dispose(); | ||
1931 | |||
1932 | if (tempAngularVelocity1 != null && tempAngularVelocity1.Handle != IntPtr.Zero) | ||
1933 | tempAngularVelocity1.Dispose(); | ||
1934 | |||
1935 | if (tempLinearVelocity1 != null && tempLinearVelocity1.Handle != IntPtr.Zero) | ||
1936 | tempLinearVelocity1.Dispose(); | ||
1937 | |||
1938 | |||
1939 | |||
1940 | tempTransform3 = Body.getInterpolationWorldTransform(); | ||
1941 | tempPosition2 = tempTransform3.getOrigin(); // vec | ||
1942 | tempOrientation2 = tempTransform3.getRotation(); // ori | ||
1943 | tempAngularVelocity1 = Body.getInterpolationAngularVelocity(); //rotvel | ||
1944 | tempLinearVelocity1 = Body.getInterpolationLinearVelocity(); // vel | ||
1945 | |||
1946 | _torque.setValues(tempAngularVelocity1.getX(), tempAngularVelocity1.getX(), tempAngularVelocity1.getZ()); | ||
1947 | PhysicsVector l_position = new PhysicsVector(); | ||
1948 | Quaternion l_orientation = new Quaternion(); | ||
1949 | m_lastposition = _position; | ||
1950 | m_lastorientation = _orientation; | ||
1951 | |||
1952 | l_position.X = tempPosition2.getX(); | ||
1953 | l_position.Y = tempPosition2.getY(); | ||
1954 | l_position.Z = tempPosition2.getZ(); | ||
1955 | l_orientation.X = tempOrientation2.getX(); | ||
1956 | l_orientation.Y = tempOrientation2.getY(); | ||
1957 | l_orientation.Z = tempOrientation2.getZ(); | ||
1958 | l_orientation.W = tempOrientation2.getW(); | ||
1959 | |||
1960 | if (l_position.X > 255.95f || l_position.X < 0f || l_position.Y > 255.95f || l_position.Y < 0f) | ||
1961 | { | ||
1962 | //base.RaiseOutOfBounds(l_position); | ||
1963 | |||
1964 | if (m_crossingfailures < _parent_scene.geomCrossingFailuresBeforeOutofbounds) | ||
1965 | { | ||
1966 | _position = l_position; | ||
1967 | //_parent_scene.remActivePrim(this); | ||
1968 | if (_parent == null) | ||
1969 | base.RequestPhysicsterseUpdate(); | ||
1970 | return; | ||
1971 | } | ||
1972 | else | ||
1973 | { | ||
1974 | if (_parent == null) | ||
1975 | base.RaiseOutOfBounds(l_position); | ||
1976 | return; | ||
1977 | } | ||
1978 | } | ||
1979 | |||
1980 | if (l_position.Z < -200000f) | ||
1981 | { | ||
1982 | // This is so prim that get lost underground don't fall forever and suck up | ||
1983 | // | ||
1984 | // Sim resources and memory. | ||
1985 | // Disables the prim's movement physics.... | ||
1986 | // It's a hack and will generate a console message if it fails. | ||
1987 | |||
1988 | //IsPhysical = false; | ||
1989 | //if (_parent == null) | ||
1990 | //base.RaiseOutOfBounds(_position); | ||
1991 | |||
1992 | _acceleration.X = 0; | ||
1993 | _acceleration.Y = 0; | ||
1994 | _acceleration.Z = 0; | ||
1995 | |||
1996 | _velocity.X = 0; | ||
1997 | _velocity.Y = 0; | ||
1998 | _velocity.Z = 0; | ||
1999 | m_rotationalVelocity.X = 0; | ||
2000 | m_rotationalVelocity.Y = 0; | ||
2001 | m_rotationalVelocity.Z = 0; | ||
2002 | |||
2003 | if (_parent == null) | ||
2004 | base.RequestPhysicsterseUpdate(); | ||
2005 | |||
2006 | m_throttleUpdates = false; | ||
2007 | throttleCounter = 0; | ||
2008 | _zeroFlag = true; | ||
2009 | //outofBounds = true; | ||
2010 | } | ||
2011 | |||
2012 | if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02) | ||
2013 | && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02) | ||
2014 | && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02) | ||
2015 | && (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation)) < 0.01 )) | ||
2016 | { | ||
2017 | _zeroFlag = true; | ||
2018 | m_throttleUpdates = false; | ||
2019 | } | ||
2020 | else | ||
2021 | { | ||
2022 | //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString()); | ||
2023 | _zeroFlag = false; | ||
2024 | } | ||
2025 | |||
2026 | if (_zeroFlag) | ||
2027 | { | ||
2028 | _velocity.X = 0.0f; | ||
2029 | _velocity.Y = 0.0f; | ||
2030 | _velocity.Z = 0.0f; | ||
2031 | |||
2032 | _acceleration.X = 0; | ||
2033 | _acceleration.Y = 0; | ||
2034 | _acceleration.Z = 0; | ||
2035 | |||
2036 | //_orientation.w = 0f; | ||
2037 | //_orientation.X = 0f; | ||
2038 | //_orientation.Y = 0f; | ||
2039 | //_orientation.Z = 0f; | ||
2040 | m_rotationalVelocity.X = 0; | ||
2041 | m_rotationalVelocity.Y = 0; | ||
2042 | m_rotationalVelocity.Z = 0; | ||
2043 | if (!m_lastUpdateSent) | ||
2044 | { | ||
2045 | m_throttleUpdates = false; | ||
2046 | throttleCounter = 0; | ||
2047 | m_rotationalVelocity = pv; | ||
2048 | |||
2049 | if (_parent == null) | ||
2050 | base.RequestPhysicsterseUpdate(); | ||
2051 | |||
2052 | m_lastUpdateSent = true; | ||
2053 | } | ||
2054 | } | ||
2055 | else | ||
2056 | { | ||
2057 | if (lastZeroFlag != _zeroFlag) | ||
2058 | { | ||
2059 | if (_parent == null) | ||
2060 | base.RequestPhysicsterseUpdate(); | ||
2061 | } | ||
2062 | |||
2063 | m_lastVelocity = _velocity; | ||
2064 | |||
2065 | _position = l_position; | ||
2066 | |||
2067 | _velocity.X = tempLinearVelocity1.getX(); | ||
2068 | _velocity.Y = tempLinearVelocity1.getY(); | ||
2069 | _velocity.Z = tempLinearVelocity1.getZ(); | ||
2070 | |||
2071 | _acceleration = ((_velocity - m_lastVelocity) / 0.1f); | ||
2072 | _acceleration = new PhysicsVector(_velocity.X - m_lastVelocity.X / 0.1f, _velocity.Y - m_lastVelocity.Y / 0.1f, _velocity.Z - m_lastVelocity.Z / 0.1f); | ||
2073 | //m_log.Info("[PHYSICS]: V1: " + _velocity + " V2: " + m_lastVelocity + " Acceleration: " + _acceleration.ToString()); | ||
2074 | |||
2075 | if (_velocity.IsIdentical(pv, 0.5f)) | ||
2076 | { | ||
2077 | m_rotationalVelocity = pv; | ||
2078 | } | ||
2079 | else | ||
2080 | { | ||
2081 | |||
2082 | m_rotationalVelocity.setValues(tempAngularVelocity1.getX(), tempAngularVelocity1.getY(), tempAngularVelocity1.getZ()); | ||
2083 | } | ||
2084 | |||
2085 | //m_log.Debug("ODE: " + m_rotationalVelocity.ToString()); | ||
2086 | |||
2087 | _orientation.X = l_orientation.X; | ||
2088 | _orientation.Y = l_orientation.Y; | ||
2089 | _orientation.Z = l_orientation.Z; | ||
2090 | _orientation.W = l_orientation.W; | ||
2091 | m_lastUpdateSent = false; | ||
2092 | |||
2093 | //if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate) | ||
2094 | //{ | ||
2095 | if (_parent == null) | ||
2096 | base.RequestPhysicsterseUpdate(); | ||
2097 | // } | ||
2098 | // else | ||
2099 | // { | ||
2100 | // throttleCounter++; | ||
2101 | //} | ||
2102 | |||
2103 | } | ||
2104 | m_lastposition = l_position; | ||
2105 | } | ||
2106 | else | ||
2107 | { | ||
2108 | // Not a body.. so Make sure the client isn't interpolating | ||
2109 | _velocity.X = 0; | ||
2110 | _velocity.Y = 0; | ||
2111 | _velocity.Z = 0; | ||
2112 | |||
2113 | _acceleration.X = 0; | ||
2114 | _acceleration.Y = 0; | ||
2115 | _acceleration.Z = 0; | ||
2116 | |||
2117 | m_rotationalVelocity.X = 0; | ||
2118 | m_rotationalVelocity.Y = 0; | ||
2119 | m_rotationalVelocity.Z = 0; | ||
2120 | _zeroFlag = true; | ||
2121 | } | ||
2122 | } | ||
2123 | |||
2124 | |||
2125 | internal void setPrimForRemoval() | ||
2126 | { | ||
2127 | m_taintremove = true; | ||
2128 | } | ||
2129 | } | ||
2130 | } | ||
2131 | |||