diff options
Merge branch 'careminster' into careminster-presence-refactor
Diffstat (limited to 'OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs')
-rw-r--r-- | OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs | 2752 |
1 files changed, 1603 insertions, 1149 deletions
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs index 0eb9bb5..5e6696e 100644 --- a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs | |||
@@ -22,32 +22,10 @@ | |||
22 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | 22 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
23 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | 23 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
24 | * | 24 | * |
25 | * Revised August 26 2009 by Kitto Flora. ODEDynamics.cs replaces | 25 | * Revised March 5th 2010 by Kitto Flora. ODEDynamics.cs |
26 | * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised: | 26 | * rolled into ODEPrim.cs |
27 | * ODEPrim.cs contains methods dealing with Prim editing, Prim | ||
28 | * characteristics and Kinetic motion. | ||
29 | * ODEDynamics.cs contains methods dealing with Prim Physical motion | ||
30 | * (dynamics) and the associated settings. Old Linear and angular | ||
31 | * motors for dynamic motion have been replace with MoveLinear() | ||
32 | * and MoveAngular(); 'Physical' is used only to switch ODE dynamic | ||
33 | * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to | ||
34 | * switch between 'VEHICLE' parameter use and general dynamics | ||
35 | * settings use. | ||
36 | */ | 27 | */ |
37 | 28 | ||
38 | /* | ||
39 | * Revised August 26 2009 by Kitto Flora. ODEDynamics.cs replaces | ||
40 | * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised: | ||
41 | * ODEPrim.cs contains methods dealing with Prim editing, Prim | ||
42 | * characteristics and Kinetic motion. | ||
43 | * ODEDynamics.cs contains methods dealing with Prim Physical motion | ||
44 | * (dynamics) and the associated settings. Old Linear and angular | ||
45 | * motors for dynamic motion have been replace with MoveLinear() | ||
46 | * and MoveAngular(); 'Physical' is used only to switch ODE dynamic | ||
47 | * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to | ||
48 | * switch between 'VEHICLE' parameter use and general dynamics | ||
49 | * settings use. | ||
50 | */ | ||
51 | using System; | 29 | using System; |
52 | using System.Collections.Generic; | 30 | using System.Collections.Generic; |
53 | using System.Reflection; | 31 | using System.Reflection; |
@@ -59,6 +37,7 @@ using Ode.NET; | |||
59 | using OpenSim.Framework; | 37 | using OpenSim.Framework; |
60 | using OpenSim.Region.Physics.Manager; | 38 | using OpenSim.Region.Physics.Manager; |
61 | 39 | ||
40 | |||
62 | namespace OpenSim.Region.Physics.OdePlugin | 41 | namespace OpenSim.Region.Physics.OdePlugin |
63 | { | 42 | { |
64 | /// <summary> | 43 | /// <summary> |
@@ -85,8 +64,10 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
85 | private Vector3 m_taintVelocity; | 64 | private Vector3 m_taintVelocity; |
86 | private Vector3 m_taintTorque; | 65 | private Vector3 m_taintTorque; |
87 | private Quaternion m_taintrot; | 66 | private Quaternion m_taintrot; |
88 | private Vector3 m_angularlock = Vector3.One; | 67 | private Vector3 m_angularEnable = Vector3.One; // Current setting |
89 | private Vector3 m_taintAngularLock = Vector3.One; | 68 | private Vector3 m_taintAngularLock = Vector3.One; // Request from LSL |
69 | |||
70 | |||
90 | private IntPtr Amotor = IntPtr.Zero; | 71 | private IntPtr Amotor = IntPtr.Zero; |
91 | 72 | ||
92 | private Vector3 m_PIDTarget; | 73 | private Vector3 m_PIDTarget; |
@@ -100,8 +81,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
100 | private float m_APIDDamping = 0.5f; | 81 | private float m_APIDDamping = 0.5f; |
101 | private bool m_useAPID = false; | 82 | private bool m_useAPID = false; |
102 | 83 | ||
103 | // KF: These next 7 params apply to llSetHoverHeight(float height, integer water, float tau), | 84 | // These next 7 params apply to llSetHoverHeight(float height, integer water, float tau), |
104 | // and are for non-VEHICLES only. | 85 | // do not confuse with VEHICLE HOVER |
105 | 86 | ||
106 | private float m_PIDHoverHeight; | 87 | private float m_PIDHoverHeight; |
107 | private float m_PIDHoverTau; | 88 | private float m_PIDHoverTau; |
@@ -110,7 +91,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
110 | private float m_targetHoverHeight; | 91 | private float m_targetHoverHeight; |
111 | private float m_groundHeight; | 92 | private float m_groundHeight; |
112 | private float m_waterHeight; | 93 | private float m_waterHeight; |
113 | private float m_buoyancy; //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle. | 94 | private float m_buoyancy; //m_buoyancy set by llSetBuoyancy() |
114 | 95 | ||
115 | // private float m_tensor = 5f; | 96 | // private float m_tensor = 5f; |
116 | private int body_autodisable_frames = 20; | 97 | private int body_autodisable_frames = 20; |
@@ -181,7 +162,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
181 | public bool outofBounds; | 162 | public bool outofBounds; |
182 | private float m_density = 10.000006836f; // Aluminum g/cm3; | 163 | private float m_density = 10.000006836f; // Aluminum g/cm3; |
183 | 164 | ||
184 | public bool _zeroFlag; | 165 | public bool _zeroFlag; // if body has been stopped |
185 | private bool m_lastUpdateSent; | 166 | private bool m_lastUpdateSent; |
186 | 167 | ||
187 | public IntPtr Body = IntPtr.Zero; | 168 | public IntPtr Body = IntPtr.Zero; |
@@ -196,18 +177,79 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
196 | 177 | ||
197 | public volatile bool childPrim; | 178 | public volatile bool childPrim; |
198 | 179 | ||
199 | private ODEDynamics m_vehicle; | ||
200 | |||
201 | internal int m_material = (int)Material.Wood; | 180 | internal int m_material = (int)Material.Wood; |
202 | 181 | ||
203 | private int frcount = 0; // Used to limit dynamics debug output to | 182 | private int frcount = 0; // Used to limit dynamics debug output to |
204 | 183 | ||
184 | private IntPtr m_body = IntPtr.Zero; | ||
185 | |||
186 | // Vehicle properties ============================================================================================ | ||
187 | private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind | ||
188 | // private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier | ||
189 | private VehicleFlag m_flags = (VehicleFlag) 0; // Bit settings: | ||
190 | // HOVER_TERRAIN_ONLY | ||
191 | // HOVER_GLOBAL_HEIGHT | ||
192 | // NO_DEFLECTION_UP | ||
193 | // HOVER_WATER_ONLY | ||
194 | // HOVER_UP_ONLY | ||
195 | // LIMIT_MOTOR_UP | ||
196 | // LIMIT_ROLL_ONLY | ||
197 | |||
198 | // Linear properties | ||
199 | private Vector3 m_linearMotorDirection = Vector3.Zero; // (was m_linearMotorDirectionLASTSET) the (local) Velocity | ||
200 | //requested by LSL | ||
201 | private float m_linearMotorTimescale = 0; // Motor Attack rate set by LSL | ||
202 | private float m_linearMotorDecayTimescale = 0; // Motor Decay rate set by LSL | ||
203 | private Vector3 m_linearFrictionTimescale = Vector3.Zero; // General Friction set by LSL | ||
204 | |||
205 | private Vector3 m_lLinMotorDVel = Vector3.Zero; // decayed motor | ||
206 | private Vector3 m_lLinObjectVel = Vector3.Zero; // local frame object velocity | ||
207 | private Vector3 m_wLinObjectVel = Vector3.Zero; // world frame object velocity | ||
208 | |||
209 | //Angular properties | ||
210 | private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor | ||
211 | |||
212 | private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL | ||
213 | private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL | ||
214 | private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL | ||
215 | |||
216 | private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor | ||
217 | // private Vector3 m_angObjectVel = Vector3.Zero; // current body angular velocity | ||
218 | private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body | ||
219 | |||
220 | //Deflection properties | ||
221 | // private float m_angularDeflectionEfficiency = 0; | ||
222 | // private float m_angularDeflectionTimescale = 0; | ||
223 | // private float m_linearDeflectionEfficiency = 0; | ||
224 | // private float m_linearDeflectionTimescale = 0; | ||
225 | |||
226 | //Banking properties | ||
227 | // private float m_bankingEfficiency = 0; | ||
228 | // private float m_bankingMix = 0; | ||
229 | // private float m_bankingTimescale = 0; | ||
230 | |||
231 | //Hover and Buoyancy properties | ||
232 | private float m_VhoverHeight = 0f; | ||
233 | // private float m_VhoverEfficiency = 0f; | ||
234 | private float m_VhoverTimescale = 0f; | ||
235 | private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height | ||
236 | private float m_VehicleBuoyancy = 0f; // Set by VEHICLE_BUOYANCY, for a vehicle. | ||
237 | // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity) | ||
238 | // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity. | ||
239 | // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity. | ||
240 | |||
241 | //Attractor properties | ||
242 | private float m_verticalAttractionEfficiency = 1.0f; // damped | ||
243 | private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor. | ||
244 | |||
245 | |||
246 | |||
247 | |||
248 | |||
205 | 249 | ||
206 | public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size, | 250 | public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size, |
207 | Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode) | 251 | Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode) |
208 | { | 252 | { |
209 | m_vehicle = new ODEDynamics(); | ||
210 | //gc = GCHandle.Alloc(prim_geom, GCHandleType.Pinned); | ||
211 | ode = dode; | 253 | ode = dode; |
212 | if (!pos.IsFinite()) | 254 | if (!pos.IsFinite()) |
213 | { | 255 | { |
@@ -300,7 +342,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
300 | { | 342 | { |
301 | set { | 343 | set { |
302 | 344 | ||
303 | 345 | //Console.WriteLine("Sel {0} {1} {2}", m_primName, value, m_isphysical); | |
304 | // This only makes the object not collidable if the object | 346 | // This only makes the object not collidable if the object |
305 | // is physical or the object is modified somehow *IN THE FUTURE* | 347 | // is physical or the object is modified somehow *IN THE FUTURE* |
306 | // without this, if an avatar selects prim, they can walk right | 348 | // without this, if an avatar selects prim, they can walk right |
@@ -320,6 +362,403 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
320 | } | 362 | } |
321 | } | 363 | } |
322 | 364 | ||
365 | public override bool IsPhysical | ||
366 | { | ||
367 | get { return m_isphysical; } | ||
368 | set | ||
369 | { | ||
370 | m_isphysical = value; | ||
371 | if (!m_isphysical) | ||
372 | { // Zero the remembered last velocity | ||
373 | m_lastVelocity = Vector3.Zero; | ||
374 | if (m_type != Vehicle.TYPE_NONE) Halt(); | ||
375 | } | ||
376 | } | ||
377 | } | ||
378 | |||
379 | public void setPrimForRemoval() | ||
380 | { | ||
381 | m_taintremove = true; | ||
382 | } | ||
383 | |||
384 | public override bool Flying | ||
385 | { | ||
386 | // no flying prims for you | ||
387 | get { return false; } | ||
388 | set { } | ||
389 | } | ||
390 | |||
391 | public override bool IsColliding | ||
392 | { | ||
393 | get { return iscolliding; } | ||
394 | set { iscolliding = value; } | ||
395 | } | ||
396 | |||
397 | public override bool CollidingGround | ||
398 | { | ||
399 | get { return false; } | ||
400 | set { return; } | ||
401 | } | ||
402 | |||
403 | public override bool CollidingObj | ||
404 | { | ||
405 | get { return false; } | ||
406 | set { return; } | ||
407 | } | ||
408 | |||
409 | public override bool ThrottleUpdates | ||
410 | { | ||
411 | get { return m_throttleUpdates; } | ||
412 | set { m_throttleUpdates = value; } | ||
413 | } | ||
414 | |||
415 | public override bool Stopped | ||
416 | { | ||
417 | get { return _zeroFlag; } | ||
418 | } | ||
419 | |||
420 | public override Vector3 Position | ||
421 | { | ||
422 | get { return _position; } | ||
423 | |||
424 | set { _position = value; | ||
425 | //m_log.Info("[PHYSICS]: " + _position.ToString()); | ||
426 | } | ||
427 | } | ||
428 | |||
429 | public override Vector3 Size | ||
430 | { | ||
431 | get { return _size; } | ||
432 | set | ||
433 | { | ||
434 | if (value.IsFinite()) | ||
435 | { | ||
436 | _size = value; | ||
437 | } | ||
438 | else | ||
439 | { | ||
440 | m_log.Warn("[PHYSICS]: Got NaN Size on object"); | ||
441 | } | ||
442 | } | ||
443 | } | ||
444 | |||
445 | public override float Mass | ||
446 | { | ||
447 | get { return CalculateMass(); } | ||
448 | } | ||
449 | |||
450 | public override Vector3 Force | ||
451 | { | ||
452 | //get { return Vector3.Zero; } | ||
453 | get { return m_force; } | ||
454 | set | ||
455 | { | ||
456 | if (value.IsFinite()) | ||
457 | { | ||
458 | m_force = value; | ||
459 | } | ||
460 | else | ||
461 | { | ||
462 | m_log.Warn("[PHYSICS]: NaN in Force Applied to an Object"); | ||
463 | } | ||
464 | } | ||
465 | } | ||
466 | |||
467 | public override int VehicleType | ||
468 | { | ||
469 | get { return (int)m_type; } | ||
470 | set { ProcessTypeChange((Vehicle)value); } | ||
471 | } | ||
472 | |||
473 | public override void VehicleFloatParam(int param, float value) | ||
474 | { | ||
475 | ProcessFloatVehicleParam((Vehicle) param, value); | ||
476 | } | ||
477 | |||
478 | public override void VehicleVectorParam(int param, Vector3 value) | ||
479 | { | ||
480 | ProcessVectorVehicleParam((Vehicle) param, value); | ||
481 | } | ||
482 | |||
483 | public override void VehicleRotationParam(int param, Quaternion rotation) | ||
484 | { | ||
485 | ProcessRotationVehicleParam((Vehicle) param, rotation); | ||
486 | } | ||
487 | |||
488 | public override void VehicleFlags(int param, bool remove) | ||
489 | { | ||
490 | ProcessVehicleFlags(param, remove); | ||
491 | } | ||
492 | |||
493 | public override void SetVolumeDetect(int param) | ||
494 | { | ||
495 | lock (_parent_scene.OdeLock) | ||
496 | { | ||
497 | m_isVolumeDetect = (param!=0); | ||
498 | } | ||
499 | } | ||
500 | |||
501 | public override Vector3 CenterOfMass | ||
502 | { | ||
503 | get { return Vector3.Zero; } | ||
504 | } | ||
505 | |||
506 | public override Vector3 GeometricCenter | ||
507 | { | ||
508 | get { return Vector3.Zero; } | ||
509 | } | ||
510 | |||
511 | public override PrimitiveBaseShape Shape | ||
512 | { | ||
513 | set | ||
514 | { | ||
515 | _pbs = value; | ||
516 | m_taintshape = true; | ||
517 | } | ||
518 | } | ||
519 | |||
520 | public override Vector3 Velocity | ||
521 | { | ||
522 | get | ||
523 | { | ||
524 | // Averate previous velocity with the new one so | ||
525 | // client object interpolation works a 'little' better | ||
526 | if (_zeroFlag) | ||
527 | return Vector3.Zero; | ||
528 | |||
529 | Vector3 returnVelocity = Vector3.Zero; | ||
530 | returnVelocity.X = (m_lastVelocity.X + _velocity.X)/2; | ||
531 | returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y)/2; | ||
532 | returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z)/2; | ||
533 | return returnVelocity; | ||
534 | } | ||
535 | set | ||
536 | { | ||
537 | if (value.IsFinite()) | ||
538 | { | ||
539 | _velocity = value; | ||
540 | |||
541 | m_taintVelocity = value; | ||
542 | _parent_scene.AddPhysicsActorTaint(this); | ||
543 | } | ||
544 | else | ||
545 | { | ||
546 | m_log.Warn("[PHYSICS]: Got NaN Velocity in Object"); | ||
547 | } | ||
548 | |||
549 | } | ||
550 | } | ||
551 | |||
552 | public override Vector3 Torque | ||
553 | { | ||
554 | get | ||
555 | { | ||
556 | if (!m_isphysical || Body == IntPtr.Zero) | ||
557 | return Vector3.Zero; | ||
558 | |||
559 | return _torque; | ||
560 | } | ||
561 | |||
562 | set | ||
563 | { | ||
564 | if (value.IsFinite()) | ||
565 | { | ||
566 | m_taintTorque = value; | ||
567 | _parent_scene.AddPhysicsActorTaint(this); | ||
568 | } | ||
569 | else | ||
570 | { | ||
571 | m_log.Warn("[PHYSICS]: Got NaN Torque in Object"); | ||
572 | } | ||
573 | } | ||
574 | } | ||
575 | |||
576 | public override float CollisionScore | ||
577 | { | ||
578 | get { return m_collisionscore; } | ||
579 | set { m_collisionscore = value; } | ||
580 | } | ||
581 | |||
582 | public override bool Kinematic | ||
583 | { | ||
584 | get { return false; } | ||
585 | set { } | ||
586 | } | ||
587 | |||
588 | public override Quaternion Orientation | ||
589 | { | ||
590 | get { return _orientation; } | ||
591 | set | ||
592 | { | ||
593 | if (QuaternionIsFinite(value)) | ||
594 | { | ||
595 | _orientation = value; | ||
596 | } | ||
597 | else | ||
598 | m_log.Warn("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object"); | ||
599 | |||
600 | } | ||
601 | } | ||
602 | |||
603 | |||
604 | public override bool FloatOnWater | ||
605 | { | ||
606 | set { | ||
607 | m_taintCollidesWater = value; | ||
608 | _parent_scene.AddPhysicsActorTaint(this); | ||
609 | } | ||
610 | } | ||
611 | |||
612 | public override void SetMomentum(Vector3 momentum) | ||
613 | { | ||
614 | } | ||
615 | |||
616 | public override Vector3 PIDTarget | ||
617 | { | ||
618 | set | ||
619 | { | ||
620 | if (value.IsFinite()) | ||
621 | { | ||
622 | m_PIDTarget = value; | ||
623 | } | ||
624 | else | ||
625 | m_log.Warn("[PHYSICS]: Got NaN PIDTarget from Scene on Object"); | ||
626 | } | ||
627 | } | ||
628 | public override bool PIDActive { set { m_usePID = value; } } | ||
629 | public override float PIDTau { set { m_PIDTau = value; } } | ||
630 | |||
631 | // For RotLookAt | ||
632 | public override Quaternion APIDTarget { set { m_APIDTarget = value; } } | ||
633 | public override bool APIDActive { set { m_useAPID = value; } } | ||
634 | public override float APIDStrength { set { m_APIDStrength = value; } } | ||
635 | public override float APIDDamping { set { m_APIDDamping = value; } } | ||
636 | |||
637 | public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } | ||
638 | public override bool PIDHoverActive { set { m_useHoverPID = value; } } | ||
639 | public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } | ||
640 | public override float PIDHoverTau { set { m_PIDHoverTau = value; } } | ||
641 | |||
642 | internal static bool QuaternionIsFinite(Quaternion q) | ||
643 | { | ||
644 | if (Single.IsNaN(q.X) || Single.IsInfinity(q.X)) | ||
645 | return false; | ||
646 | if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y)) | ||
647 | return false; | ||
648 | if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z)) | ||
649 | return false; | ||
650 | if (Single.IsNaN(q.W) || Single.IsInfinity(q.W)) | ||
651 | return false; | ||
652 | return true; | ||
653 | } | ||
654 | |||
655 | public override Vector3 Acceleration // client updates read data via here | ||
656 | { | ||
657 | get { return _acceleration; } | ||
658 | } | ||
659 | |||
660 | |||
661 | public void SetAcceleration(Vector3 accel) // No one calls this, and it would not do anything. | ||
662 | { | ||
663 | _acceleration = accel; | ||
664 | } | ||
665 | |||
666 | public override void AddForce(Vector3 force, bool pushforce) | ||
667 | { | ||
668 | if (force.IsFinite()) | ||
669 | { | ||
670 | lock (m_forcelist) | ||
671 | m_forcelist.Add(force); | ||
672 | |||
673 | m_taintforce = true; | ||
674 | } | ||
675 | else | ||
676 | { | ||
677 | m_log.Warn("[PHYSICS]: Got Invalid linear force vector from Scene in Object"); | ||
678 | } | ||
679 | //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString()); | ||
680 | } | ||
681 | |||
682 | public override void AddAngularForce(Vector3 force, bool pushforce) | ||
683 | { | ||
684 | if (force.IsFinite()) | ||
685 | { | ||
686 | m_angularforcelist.Add(force); | ||
687 | m_taintaddangularforce = true; | ||
688 | } | ||
689 | else | ||
690 | { | ||
691 | m_log.Warn("[PHYSICS]: Got Invalid Angular force vector from Scene in Object"); | ||
692 | } | ||
693 | } | ||
694 | |||
695 | public override Vector3 RotationalVelocity | ||
696 | { | ||
697 | get | ||
698 | { | ||
699 | return m_rotationalVelocity; | ||
700 | } | ||
701 | set | ||
702 | { | ||
703 | if (value.IsFinite()) | ||
704 | { | ||
705 | m_rotationalVelocity = value; | ||
706 | } | ||
707 | else | ||
708 | { | ||
709 | m_log.Warn("[PHYSICS]: Got NaN RotationalVelocity in Object"); | ||
710 | } | ||
711 | } | ||
712 | } | ||
713 | |||
714 | public override void CrossingFailure() | ||
715 | { | ||
716 | m_crossingfailures++; | ||
717 | if (m_crossingfailures > _parent_scene.geomCrossingFailuresBeforeOutofbounds) | ||
718 | { | ||
719 | base.RaiseOutOfBounds(_position); | ||
720 | return; | ||
721 | } | ||
722 | else if (m_crossingfailures == _parent_scene.geomCrossingFailuresBeforeOutofbounds) | ||
723 | { | ||
724 | m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName); | ||
725 | } | ||
726 | } | ||
727 | |||
728 | public override float Buoyancy | ||
729 | { | ||
730 | get { return m_buoyancy; } | ||
731 | set { m_buoyancy = value; } | ||
732 | } | ||
733 | |||
734 | public override void link(PhysicsActor obj) | ||
735 | { | ||
736 | m_taintparent = obj; | ||
737 | } | ||
738 | |||
739 | public override void delink() | ||
740 | { | ||
741 | m_taintparent = null; | ||
742 | } | ||
743 | |||
744 | public override void LockAngularMotion(Vector3 axis) | ||
745 | { | ||
746 | // reverse the zero/non zero values for ODE. | ||
747 | if (axis.IsFinite()) | ||
748 | { | ||
749 | axis.X = (axis.X > 0) ? 1f : 0f; | ||
750 | axis.Y = (axis.Y > 0) ? 1f : 0f; | ||
751 | axis.Z = (axis.Z > 0) ? 1f : 0f; | ||
752 | m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z); | ||
753 | m_taintAngularLock = axis; | ||
754 | } | ||
755 | else | ||
756 | { | ||
757 | m_log.Warn("[PHYSICS]: Got NaN locking axis from Scene on Object"); | ||
758 | } | ||
759 | } | ||
760 | |||
761 | |||
323 | public void SetGeom(IntPtr geom) | 762 | public void SetGeom(IntPtr geom) |
324 | { | 763 | { |
325 | prev_geom = prim_geom; | 764 | prev_geom = prim_geom; |
@@ -343,8 +782,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
343 | //m_log.Warn("Setting Geom to: " + prim_geom); | 782 | //m_log.Warn("Setting Geom to: " + prim_geom); |
344 | } | 783 | } |
345 | 784 | ||
346 | |||
347 | |||
348 | public void enableBodySoft() | 785 | public void enableBodySoft() |
349 | { | 786 | { |
350 | if (!childPrim) | 787 | if (!childPrim) |
@@ -352,8 +789,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
352 | if (m_isphysical && Body != IntPtr.Zero) | 789 | if (m_isphysical && Body != IntPtr.Zero) |
353 | { | 790 | { |
354 | d.BodyEnable(Body); | 791 | d.BodyEnable(Body); |
355 | if (m_vehicle.Type != Vehicle.TYPE_NONE) | 792 | if (m_type != Vehicle.TYPE_NONE) |
356 | m_vehicle.Enable(Body, _parent_scene); | 793 | Enable(Body, _parent_scene); |
357 | } | 794 | } |
358 | 795 | ||
359 | m_disabled = false; | 796 | m_disabled = false; |
@@ -404,14 +841,9 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
404 | m_collisionscore = 0; | 841 | m_collisionscore = 0; |
405 | m_disabled = false; | 842 | m_disabled = false; |
406 | 843 | ||
407 | // The body doesn't already have a finite rotation mode set here | 844 | if (m_type != Vehicle.TYPE_NONE) |
408 | if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0.0f)) && _parent == null) | ||
409 | { | 845 | { |
410 | createAMotor(m_angularlock); | 846 | Enable(Body, _parent_scene); |
411 | } | ||
412 | if (m_vehicle.Type != Vehicle.TYPE_NONE) | ||
413 | { | ||
414 | m_vehicle.Enable(Body, _parent_scene); | ||
415 | } | 847 | } |
416 | 848 | ||
417 | _parent_scene.addActivePrim(this); | 849 | _parent_scene.addActivePrim(this); |
@@ -892,9 +1324,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
892 | // } | 1324 | // } |
893 | } | 1325 | } |
894 | 1326 | ||
895 | public void ProcessTaints(float timestep) | 1327 | public void ProcessTaints(float timestep) //============================================================================= |
896 | { | 1328 | { |
897 | //Console.WriteLine("ProcessTaints for " + m_primName ); | ||
898 | if (m_taintadd) | 1329 | if (m_taintadd) |
899 | { | 1330 | { |
900 | changeadd(timestep); | 1331 | changeadd(timestep); |
@@ -958,8 +1389,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
958 | 1389 | ||
959 | if (m_taintCollidesWater != m_collidesWater) | 1390 | if (m_taintCollidesWater != m_collidesWater) |
960 | changefloatonwater(timestep); | 1391 | changefloatonwater(timestep); |
961 | 1392 | ||
962 | if (!m_angularlock.ApproxEquals(m_taintAngularLock,0f)) | 1393 | if (!m_angularEnable.ApproxEquals(m_taintAngularLock,0f)) |
963 | changeAngularLock(timestep); | 1394 | changeAngularLock(timestep); |
964 | 1395 | ||
965 | } | 1396 | } |
@@ -970,34 +1401,12 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
970 | } | 1401 | } |
971 | 1402 | ||
972 | 1403 | ||
973 | private void changeAngularLock(float timestep) | 1404 | private void changeAngularLock(float timestep) |
974 | { | 1405 | { |
975 | // do we have a Physical object? | 1406 | if (_parent == null) |
976 | if (Body != IntPtr.Zero) | ||
977 | { | 1407 | { |
978 | //Check that we have a Parent | 1408 | m_angularEnable = m_taintAngularLock; |
979 | //If we have a parent then we're not authorative here | ||
980 | if (_parent == null) | ||
981 | { | ||
982 | if (!m_taintAngularLock.ApproxEquals(Vector3.One, 0f)) | ||
983 | { | ||
984 | //d.BodySetFiniteRotationMode(Body, 0); | ||
985 | //d.BodySetFiniteRotationAxis(Body,m_taintAngularLock.X,m_taintAngularLock.Y,m_taintAngularLock.Z); | ||
986 | createAMotor(m_taintAngularLock); | ||
987 | } | ||
988 | else | ||
989 | { | ||
990 | if (Amotor != IntPtr.Zero) | ||
991 | { | ||
992 | d.JointDestroy(Amotor); | ||
993 | Amotor = IntPtr.Zero; | ||
994 | } | ||
995 | } | ||
996 | } | ||
997 | } | 1409 | } |
998 | // Store this for later in case we get turned into a separate body | ||
999 | m_angularlock = m_taintAngularLock; | ||
1000 | |||
1001 | } | 1410 | } |
1002 | 1411 | ||
1003 | private void changelink(float timestep) | 1412 | private void changelink(float timestep) |
@@ -1010,7 +1419,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1010 | { | 1419 | { |
1011 | OdePrim obj = (OdePrim)m_taintparent; | 1420 | OdePrim obj = (OdePrim)m_taintparent; |
1012 | //obj.disableBody(); | 1421 | //obj.disableBody(); |
1013 | //Console.WriteLine("changelink calls ParentPrim"); | ||
1014 | obj.ParentPrim(this); | 1422 | obj.ParentPrim(this); |
1015 | 1423 | ||
1016 | /* | 1424 | /* |
@@ -1028,8 +1436,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1028 | // destroy link | 1436 | // destroy link |
1029 | else if (_parent != null && m_taintparent == null) | 1437 | else if (_parent != null && m_taintparent == null) |
1030 | { | 1438 | { |
1031 | //Console.WriteLine(" changelink B"); | ||
1032 | |||
1033 | if (_parent is OdePrim) | 1439 | if (_parent is OdePrim) |
1034 | { | 1440 | { |
1035 | OdePrim obj = (OdePrim)_parent; | 1441 | OdePrim obj = (OdePrim)_parent; |
@@ -1055,7 +1461,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1055 | // prim is the child | 1461 | // prim is the child |
1056 | public void ParentPrim(OdePrim prim) | 1462 | public void ParentPrim(OdePrim prim) |
1057 | { | 1463 | { |
1058 | //Console.WriteLine("ParentPrim " + m_primName); | ||
1059 | if (this.m_localID != prim.m_localID) | 1464 | if (this.m_localID != prim.m_localID) |
1060 | { | 1465 | { |
1061 | if (Body == IntPtr.Zero) | 1466 | if (Body == IntPtr.Zero) |
@@ -1069,7 +1474,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1069 | { | 1474 | { |
1070 | if (!childrenPrim.Contains(prim)) | 1475 | if (!childrenPrim.Contains(prim)) |
1071 | { | 1476 | { |
1072 | //Console.WriteLine("childrenPrim.Add " + prim); | ||
1073 | childrenPrim.Add(prim); | 1477 | childrenPrim.Add(prim); |
1074 | 1478 | ||
1075 | foreach (OdePrim prm in childrenPrim) | 1479 | foreach (OdePrim prm in childrenPrim) |
@@ -1139,11 +1543,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1139 | prm.m_collisionscore = 0; | 1543 | prm.m_collisionscore = 0; |
1140 | prm.m_disabled = false; | 1544 | prm.m_disabled = false; |
1141 | 1545 | ||
1142 | // The body doesn't already have a finite rotation mode set here | ||
1143 | if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null) | ||
1144 | { | ||
1145 | prm.createAMotor(m_angularlock); | ||
1146 | } | ||
1147 | prm.Body = Body; | 1546 | prm.Body = Body; |
1148 | _parent_scene.addActivePrim(prm); | 1547 | _parent_scene.addActivePrim(prm); |
1149 | } | 1548 | } |
@@ -1182,13 +1581,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1182 | m_collisionscore = 0; | 1581 | m_collisionscore = 0; |
1183 | m_disabled = false; | 1582 | m_disabled = false; |
1184 | 1583 | ||
1185 | // The body doesn't already have a finite rotation mode set here | ||
1186 | if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null) | ||
1187 | { | ||
1188 | createAMotor(m_angularlock); | ||
1189 | } | ||
1190 | d.BodySetPosition(Body, Position.X, Position.Y, Position.Z); | 1584 | d.BodySetPosition(Body, Position.X, Position.Y, Position.Z); |
1191 | if (m_vehicle.Type != Vehicle.TYPE_NONE) m_vehicle.Enable(Body, _parent_scene); | 1585 | if (m_type != Vehicle.TYPE_NONE) Enable(Body, _parent_scene); |
1192 | _parent_scene.addActivePrim(this); | 1586 | _parent_scene.addActivePrim(this); |
1193 | } | 1587 | } |
1194 | } | 1588 | } |
@@ -1225,7 +1619,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1225 | { | 1619 | { |
1226 | foreach (OdePrim prm in childrenPrim) | 1620 | foreach (OdePrim prm in childrenPrim) |
1227 | { | 1621 | { |
1228 | //Console.WriteLine("ChildSetGeom calls ParentPrim"); | ||
1229 | ParentPrim(prm); | 1622 | ParentPrim(prm); |
1230 | } | 1623 | } |
1231 | } | 1624 | } |
@@ -1252,30 +1645,21 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1252 | 1645 | ||
1253 | lock (childrenPrim) | 1646 | lock (childrenPrim) |
1254 | { | 1647 | { |
1255 | //Console.WriteLine("childrenPrim.Remove " + odePrim); | ||
1256 | childrenPrim.Remove(odePrim); | 1648 | childrenPrim.Remove(odePrim); |
1257 | } | 1649 | } |
1258 | |||
1259 | |||
1260 | |||
1261 | 1650 | ||
1262 | if (Body != IntPtr.Zero) | 1651 | if (Body != IntPtr.Zero) |
1263 | { | 1652 | { |
1264 | _parent_scene.remActivePrim(this); | 1653 | _parent_scene.remActivePrim(this); |
1265 | } | 1654 | } |
1266 | 1655 | ||
1267 | |||
1268 | |||
1269 | lock (childrenPrim) | 1656 | lock (childrenPrim) |
1270 | { | 1657 | { |
1271 | foreach (OdePrim prm in childrenPrim) | 1658 | foreach (OdePrim prm in childrenPrim) |
1272 | { | 1659 | { |
1273 | //Console.WriteLine("ChildDelink calls ParentPrim"); | ||
1274 | ParentPrim(prm); | 1660 | ParentPrim(prm); |
1275 | } | 1661 | } |
1276 | } | 1662 | } |
1277 | |||
1278 | |||
1279 | } | 1663 | } |
1280 | 1664 | ||
1281 | private void changeSelectedStatus(float timestep) | 1665 | private void changeSelectedStatus(float timestep) |
@@ -1503,17 +1887,22 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1503 | 1887 | ||
1504 | public void changemove(float timestep) | 1888 | public void changemove(float timestep) |
1505 | { | 1889 | { |
1890 | //Console.WriteLine("changemove for {0}", m_primName ); | ||
1891 | |||
1506 | if (m_isphysical) | 1892 | if (m_isphysical) |
1507 | { | 1893 | { |
1508 | 1894 | //Console.WriteLine("phys {0} {1} {2}", m_disabled, m_taintremove, childPrim); | |
1509 | if (!m_disabled && !m_taintremove && !childPrim) | 1895 | // if (!m_disabled && !m_taintremove && !childPrim) After one edit m_disabled is sometimes set, disabling further edits! |
1896 | if (!m_taintremove && !childPrim) | ||
1510 | { | 1897 | { |
1898 | //Console.WriteLine("physOK"); | ||
1511 | if (Body == IntPtr.Zero) | 1899 | if (Body == IntPtr.Zero) |
1512 | enableBody(); | 1900 | enableBody(); |
1513 | //Prim auto disable after 20 frames, | 1901 | //Prim auto disable after 20 frames, |
1514 | //if you move it, re-enable the prim manually. | 1902 | //if you move it, re-enable the prim manually. |
1515 | if (_parent != null) | 1903 | if (_parent != null) |
1516 | { | 1904 | { |
1905 | //Console.WriteLine("physChild"); | ||
1517 | if (m_linkJoint != IntPtr.Zero) | 1906 | if (m_linkJoint != IntPtr.Zero) |
1518 | { | 1907 | { |
1519 | d.JointDestroy(m_linkJoint); | 1908 | d.JointDestroy(m_linkJoint); |
@@ -1522,6 +1911,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1522 | } | 1911 | } |
1523 | if (Body != IntPtr.Zero) | 1912 | if (Body != IntPtr.Zero) |
1524 | { | 1913 | { |
1914 | //Console.WriteLine("physNotIPZ"); | ||
1525 | d.BodySetPosition(Body, _position.X, _position.Y, _position.Z); | 1915 | d.BodySetPosition(Body, _position.X, _position.Y, _position.Z); |
1526 | 1916 | ||
1527 | if (_parent != null) | 1917 | if (_parent != null) |
@@ -1537,9 +1927,9 @@ Console.WriteLine(" JointCreateFixed"); | |||
1537 | } | 1927 | } |
1538 | } | 1928 | } |
1539 | d.BodyEnable(Body); | 1929 | d.BodyEnable(Body); |
1540 | if (m_vehicle.Type != Vehicle.TYPE_NONE) | 1930 | if (m_type != Vehicle.TYPE_NONE) |
1541 | { | 1931 | { |
1542 | m_vehicle.Enable(Body, _parent_scene); | 1932 | Enable(Body, _parent_scene); |
1543 | } | 1933 | } |
1544 | } | 1934 | } |
1545 | else | 1935 | else |
@@ -1554,6 +1944,7 @@ Console.WriteLine(" JointCreateFixed"); | |||
1554 | } | 1944 | } |
1555 | else | 1945 | else |
1556 | { | 1946 | { |
1947 | //Console.WriteLine("NONphys"); | ||
1557 | // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position); | 1948 | // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position); |
1558 | // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position); | 1949 | // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position); |
1559 | _parent_scene.waitForSpaceUnlock(m_targetSpace); | 1950 | _parent_scene.waitForSpaceUnlock(m_targetSpace); |
@@ -1577,294 +1968,6 @@ Console.WriteLine(" JointCreateFixed"); | |||
1577 | m_taintposition = _position; | 1968 | m_taintposition = _position; |
1578 | } | 1969 | } |
1579 | 1970 | ||
1580 | public void Move(float timestep) | ||
1581 | { | ||
1582 | float fx = 0; | ||
1583 | float fy = 0; | ||
1584 | float fz = 0; | ||
1585 | |||
1586 | frcount++; // used to limit debug comment output | ||
1587 | if (frcount > 100) | ||
1588 | frcount = 0; | ||
1589 | |||
1590 | if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim) // KF: Only move root prims. | ||
1591 | { | ||
1592 | //if(frcount == 0) Console.WriteLine("Move " + m_primName + " VTyp " + m_vehicle.Type + | ||
1593 | // " usePID=" + m_usePID + " seHover=" + m_useHoverPID + " useAPID=" + m_useAPID); | ||
1594 | if (m_vehicle.Type != Vehicle.TYPE_NONE) | ||
1595 | { | ||
1596 | // 'VEHICLES' are dealt with in ODEDynamics.cs | ||
1597 | m_vehicle.Step(timestep, _parent_scene); | ||
1598 | } | ||
1599 | else | ||
1600 | { | ||
1601 | if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009 | ||
1602 | // NON-'VEHICLES' are dealt with here | ||
1603 | if (d.BodyIsEnabled(Body) && !m_angularlock.ApproxEquals(Vector3.Zero, 0.003f)) | ||
1604 | { | ||
1605 | d.Vector3 avel2 = d.BodyGetAngularVel(Body); | ||
1606 | if (m_angularlock.X == 1) | ||
1607 | avel2.X = 0; | ||
1608 | if (m_angularlock.Y == 1) | ||
1609 | avel2.Y = 0; | ||
1610 | if (m_angularlock.Z == 1) | ||
1611 | avel2.Z = 0; | ||
1612 | d.BodySetAngularVel(Body, avel2.X, avel2.Y, avel2.Z); | ||
1613 | } | ||
1614 | //float PID_P = 900.0f; | ||
1615 | |||
1616 | float m_mass = CalculateMass(); | ||
1617 | |||
1618 | // fz = 0f; | ||
1619 | //m_log.Info(m_collisionFlags.ToString()); | ||
1620 | |||
1621 | |||
1622 | //KF: m_buoyancy is set by llSetBuoyancy() and is for non-vehicle. | ||
1623 | // m_buoyancy: (unlimited value) <0=Falls fast; 0=1g; 1=0g; >1 = floats up | ||
1624 | // NB Prims in ODE are no subject to global gravity | ||
1625 | fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; // force = acceleration * mass | ||
1626 | |||
1627 | if (m_usePID) | ||
1628 | { | ||
1629 | //if(frcount == 0) Console.WriteLine("PID " + m_primName); | ||
1630 | // KF - this is for object MoveToTarget. | ||
1631 | |||
1632 | //if (!d.BodyIsEnabled(Body)) | ||
1633 | //d.BodySetForce(Body, 0f, 0f, 0f); | ||
1634 | |||
1635 | // no lock; for now it's only called from within Simulate() | ||
1636 | |||
1637 | // If the PID Controller isn't active then we set our force | ||
1638 | // calculating base velocity to the current position | ||
1639 | |||
1640 | if ((m_PIDTau < 1) && (m_PIDTau != 0)) | ||
1641 | { | ||
1642 | //PID_G = PID_G / m_PIDTau; | ||
1643 | m_PIDTau = 1; | ||
1644 | } | ||
1645 | |||
1646 | if ((PID_G - m_PIDTau) <= 0) | ||
1647 | { | ||
1648 | PID_G = m_PIDTau + 1; | ||
1649 | } | ||
1650 | //PidStatus = true; | ||
1651 | |||
1652 | // PhysicsVector vec = new PhysicsVector(); | ||
1653 | d.Vector3 vel = d.BodyGetLinearVel(Body); | ||
1654 | |||
1655 | d.Vector3 pos = d.BodyGetPosition(Body); | ||
1656 | _target_velocity = | ||
1657 | new Vector3( | ||
1658 | (m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep), | ||
1659 | (m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep), | ||
1660 | (m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep) | ||
1661 | ); | ||
1662 | |||
1663 | // if velocity is zero, use position control; otherwise, velocity control | ||
1664 | |||
1665 | if (_target_velocity.ApproxEquals(Vector3.Zero,0.1f)) | ||
1666 | { | ||
1667 | // keep track of where we stopped. No more slippin' & slidin' | ||
1668 | |||
1669 | // We only want to deactivate the PID Controller if we think we want to have our surrogate | ||
1670 | // react to the physics scene by moving it's position. | ||
1671 | // Avatar to Avatar collisions | ||
1672 | // Prim to avatar collisions | ||
1673 | |||
1674 | //fx = (_target_velocity.X - vel.X) * (PID_D) + (_zeroPosition.X - pos.X) * (PID_P * 2); | ||
1675 | //fy = (_target_velocity.Y - vel.Y) * (PID_D) + (_zeroPosition.Y - pos.Y) * (PID_P * 2); | ||
1676 | //fz = fz + (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P; | ||
1677 | d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z); | ||
1678 | d.BodySetLinearVel(Body, 0, 0, 0); | ||
1679 | d.BodyAddForce(Body, 0, 0, fz); | ||
1680 | return; | ||
1681 | } | ||
1682 | else | ||
1683 | { | ||
1684 | _zeroFlag = false; | ||
1685 | |||
1686 | // We're flying and colliding with something | ||
1687 | fx = ((_target_velocity.X) - vel.X) * (PID_D); | ||
1688 | fy = ((_target_velocity.Y) - vel.Y) * (PID_D); | ||
1689 | |||
1690 | // vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P; | ||
1691 | |||
1692 | fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass); | ||
1693 | } | ||
1694 | } // end if (m_usePID) | ||
1695 | |||
1696 | // Hover PID Controller needs to be mutually exlusive to MoveTo PID controller | ||
1697 | if (m_useHoverPID && !m_usePID) | ||
1698 | { | ||
1699 | //Console.WriteLine("Hover " + m_primName); | ||
1700 | |||
1701 | // If we're using the PID controller, then we have no gravity | ||
1702 | fz = (-1 * _parent_scene.gravityz) * m_mass; | ||
1703 | |||
1704 | // no lock; for now it's only called from within Simulate() | ||
1705 | |||
1706 | // If the PID Controller isn't active then we set our force | ||
1707 | // calculating base velocity to the current position | ||
1708 | |||
1709 | if ((m_PIDTau < 1)) | ||
1710 | { | ||
1711 | PID_G = PID_G / m_PIDTau; | ||
1712 | } | ||
1713 | |||
1714 | if ((PID_G - m_PIDTau) <= 0) | ||
1715 | { | ||
1716 | PID_G = m_PIDTau + 1; | ||
1717 | } | ||
1718 | |||
1719 | |||
1720 | // Where are we, and where are we headed? | ||
1721 | d.Vector3 pos = d.BodyGetPosition(Body); | ||
1722 | d.Vector3 vel = d.BodyGetLinearVel(Body); | ||
1723 | |||
1724 | |||
1725 | // Non-Vehicles have a limited set of Hover options. | ||
1726 | // determine what our target height really is based on HoverType | ||
1727 | switch (m_PIDHoverType) | ||
1728 | { | ||
1729 | case PIDHoverType.Ground: | ||
1730 | m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y); | ||
1731 | m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight; | ||
1732 | break; | ||
1733 | case PIDHoverType.GroundAndWater: | ||
1734 | m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y); | ||
1735 | m_waterHeight = _parent_scene.GetWaterLevel(); | ||
1736 | if (m_groundHeight > m_waterHeight) | ||
1737 | { | ||
1738 | m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight; | ||
1739 | } | ||
1740 | else | ||
1741 | { | ||
1742 | m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight; | ||
1743 | } | ||
1744 | break; | ||
1745 | |||
1746 | } // end switch (m_PIDHoverType) | ||
1747 | |||
1748 | |||
1749 | _target_velocity = | ||
1750 | new Vector3(0.0f, 0.0f, | ||
1751 | (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep) | ||
1752 | ); | ||
1753 | |||
1754 | // if velocity is zero, use position control; otherwise, velocity control | ||
1755 | |||
1756 | if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f)) | ||
1757 | { | ||
1758 | // keep track of where we stopped. No more slippin' & slidin' | ||
1759 | |||
1760 | // We only want to deactivate the PID Controller if we think we want to have our surrogate | ||
1761 | // react to the physics scene by moving it's position. | ||
1762 | // Avatar to Avatar collisions | ||
1763 | // Prim to avatar collisions | ||
1764 | |||
1765 | d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight); | ||
1766 | d.BodySetLinearVel(Body, vel.X, vel.Y, 0); | ||
1767 | d.BodyAddForce(Body, 0, 0, fz); | ||
1768 | //KF this prevents furthur motions return; | ||
1769 | } | ||
1770 | else | ||
1771 | { | ||
1772 | _zeroFlag = false; | ||
1773 | |||
1774 | // We're flying and colliding with something | ||
1775 | fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass); | ||
1776 | } | ||
1777 | } // end m_useHoverPID && !m_usePID | ||
1778 | |||
1779 | if (m_useAPID) | ||
1780 | { | ||
1781 | // RotLookAt, apparently overrides all other rotation sources. Inputs: | ||
1782 | // Quaternion m_APIDTarget | ||
1783 | // float m_APIDStrength // From SL experiments, this is the time to get there | ||
1784 | // float m_APIDDamping // From SL experiments, this is damping, 1.0 = damped, 0.1 = wobbly | ||
1785 | // Also in SL the mass of the object has no effect on time to get there. | ||
1786 | // Factors: | ||
1787 | //if(frcount == 0) Console.WriteLine("APID "); | ||
1788 | // get present body rotation | ||
1789 | float limit = 1.0f; | ||
1790 | float scaler = 50f; // adjusts damping time | ||
1791 | float RLAservo = 0f; | ||
1792 | |||
1793 | d.Quaternion rot = d.BodyGetQuaternion(Body); | ||
1794 | Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); | ||
1795 | Quaternion rot_diff = Quaternion.Inverse(rotq) * m_APIDTarget; | ||
1796 | float diff_angle; | ||
1797 | Vector3 diff_axis; | ||
1798 | rot_diff.GetAxisAngle(out diff_axis, out diff_angle); | ||
1799 | diff_axis.Normalize(); | ||
1800 | if(diff_angle > 0.01f) // diff_angle is always +ve | ||
1801 | { | ||
1802 | // PhysicsVector rotforce = new PhysicsVector(diff_axis.X, diff_axis.Y, diff_axis.Z); | ||
1803 | Vector3 rotforce = new Vector3(diff_axis.X, diff_axis.Y, diff_axis.Z); | ||
1804 | rotforce = rotforce * rotq; | ||
1805 | if(diff_angle > limit) diff_angle = limit; // cap the rotate rate | ||
1806 | // RLAservo = timestep / m_APIDStrength * m_mass * scaler; | ||
1807 | // rotforce = rotforce * RLAservo * diff_angle ; | ||
1808 | // d.BodyAddRelTorque(Body, rotforce.X, rotforce.Y, rotforce.Z); | ||
1809 | RLAservo = timestep / m_APIDStrength * scaler; | ||
1810 | rotforce = rotforce * RLAservo * diff_angle ; | ||
1811 | d.BodySetAngularVel (Body, rotforce.X, rotforce.Y, rotforce.Z); | ||
1812 | //Console.WriteLine("axis= " + diff_axis + " angle= " + diff_angle + "servo= " + RLAservo); | ||
1813 | } | ||
1814 | //if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo + " angle= " + diff_angle); | ||
1815 | } // end m_useAPID | ||
1816 | |||
1817 | fx *= m_mass; | ||
1818 | fy *= m_mass; | ||
1819 | //fz *= m_mass; | ||
1820 | |||
1821 | fx += m_force.X; | ||
1822 | fy += m_force.Y; | ||
1823 | fz += m_force.Z; | ||
1824 | |||
1825 | //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString()); | ||
1826 | if (fx != 0 || fy != 0 || fz != 0) | ||
1827 | { | ||
1828 | //m_taintdisable = true; | ||
1829 | //base.RaiseOutOfBounds(Position); | ||
1830 | //d.BodySetLinearVel(Body, fx, fy, 0f); | ||
1831 | if (!d.BodyIsEnabled(Body)) | ||
1832 | { | ||
1833 | // A physical body at rest on a surface will auto-disable after a while, | ||
1834 | // this appears to re-enable it incase the surface it is upon vanishes, | ||
1835 | // and the body should fall again. | ||
1836 | d.BodySetLinearVel(Body, 0f, 0f, 0f); | ||
1837 | d.BodySetForce(Body, 0, 0, 0); | ||
1838 | enableBodySoft(); | ||
1839 | } | ||
1840 | |||
1841 | // 35x10 = 350n times the mass per second applied maximum. | ||
1842 | float nmax = 35f * m_mass; | ||
1843 | float nmin = -35f * m_mass; | ||
1844 | |||
1845 | |||
1846 | if (fx > nmax) | ||
1847 | fx = nmax; | ||
1848 | if (fx < nmin) | ||
1849 | fx = nmin; | ||
1850 | if (fy > nmax) | ||
1851 | fy = nmax; | ||
1852 | if (fy < nmin) | ||
1853 | fy = nmin; | ||
1854 | d.BodyAddForce(Body, fx, fy, fz); | ||
1855 | //Console.WriteLine("AddForce " + fx + "," + fy + "," + fz); | ||
1856 | } | ||
1857 | } | ||
1858 | } | ||
1859 | else | ||
1860 | { // is not physical, or is not a body or is selected | ||
1861 | // _zeroPosition = d.BodyGetPosition(Body); | ||
1862 | return; | ||
1863 | //Console.WriteLine("Nothing " + m_primName); | ||
1864 | |||
1865 | } | ||
1866 | } | ||
1867 | |||
1868 | 1971 | ||
1869 | 1972 | ||
1870 | public void rotate(float timestep) | 1973 | public void rotate(float timestep) |
@@ -1878,11 +1981,6 @@ Console.WriteLine(" JointCreateFixed"); | |||
1878 | { | 1981 | { |
1879 | // KF: If this is a root prim do BodySet | 1982 | // KF: If this is a root prim do BodySet |
1880 | d.BodySetQuaternion(Body, ref myrot); | 1983 | d.BodySetQuaternion(Body, ref myrot); |
1881 | if (m_isphysical) | ||
1882 | { | ||
1883 | if (!m_angularlock.ApproxEquals(Vector3.One, 0f)) | ||
1884 | createAMotor(m_angularlock); | ||
1885 | } | ||
1886 | } | 1984 | } |
1887 | else | 1985 | else |
1888 | { | 1986 | { |
@@ -2293,757 +2391,11 @@ Console.WriteLine(" JointCreateFixed"); | |||
2293 | m_taintVelocity = Vector3.Zero; | 2391 | m_taintVelocity = Vector3.Zero; |
2294 | } | 2392 | } |
2295 | 2393 | ||
2296 | public override bool IsPhysical | ||
2297 | { | ||
2298 | get { return m_isphysical; } | ||
2299 | set | ||
2300 | { | ||
2301 | m_isphysical = value; | ||
2302 | if (!m_isphysical) | ||
2303 | { // Zero the remembered last velocity | ||
2304 | m_lastVelocity = Vector3.Zero; | ||
2305 | if (m_vehicle.Type != Vehicle.TYPE_NONE) m_vehicle.Halt(); | ||
2306 | } | ||
2307 | } | ||
2308 | } | ||
2309 | |||
2310 | public void setPrimForRemoval() | ||
2311 | { | ||
2312 | m_taintremove = true; | ||
2313 | } | ||
2314 | |||
2315 | public override bool Flying | ||
2316 | { | ||
2317 | // no flying prims for you | ||
2318 | get { return false; } | ||
2319 | set { } | ||
2320 | } | ||
2321 | |||
2322 | public override bool IsColliding | ||
2323 | { | ||
2324 | get { return iscolliding; } | ||
2325 | set { iscolliding = value; } | ||
2326 | } | ||
2327 | |||
2328 | public override bool CollidingGround | ||
2329 | { | ||
2330 | get { return false; } | ||
2331 | set { return; } | ||
2332 | } | ||
2333 | |||
2334 | public override bool CollidingObj | ||
2335 | { | ||
2336 | get { return false; } | ||
2337 | set { return; } | ||
2338 | } | ||
2339 | |||
2340 | public override bool ThrottleUpdates | ||
2341 | { | ||
2342 | get { return m_throttleUpdates; } | ||
2343 | set { m_throttleUpdates = value; } | ||
2344 | } | ||
2345 | |||
2346 | public override bool Stopped | ||
2347 | { | ||
2348 | get { return _zeroFlag; } | ||
2349 | } | ||
2350 | |||
2351 | public override Vector3 Position | ||
2352 | { | ||
2353 | get { return _position; } | ||
2354 | |||
2355 | set { _position = value; | ||
2356 | //m_log.Info("[PHYSICS]: " + _position.ToString()); | ||
2357 | } | ||
2358 | } | ||
2359 | |||
2360 | public override Vector3 Size | ||
2361 | { | ||
2362 | get { return _size; } | ||
2363 | set | ||
2364 | { | ||
2365 | if (value.IsFinite()) | ||
2366 | { | ||
2367 | _size = value; | ||
2368 | } | ||
2369 | else | ||
2370 | { | ||
2371 | m_log.Warn("[PHYSICS]: Got NaN Size on object"); | ||
2372 | } | ||
2373 | } | ||
2374 | } | ||
2375 | |||
2376 | public override float Mass | ||
2377 | { | ||
2378 | get { return CalculateMass(); } | ||
2379 | } | ||
2380 | |||
2381 | public override Vector3 Force | ||
2382 | { | ||
2383 | //get { return Vector3.Zero; } | ||
2384 | get { return m_force; } | ||
2385 | set | ||
2386 | { | ||
2387 | if (value.IsFinite()) | ||
2388 | { | ||
2389 | m_force = value; | ||
2390 | } | ||
2391 | else | ||
2392 | { | ||
2393 | m_log.Warn("[PHYSICS]: NaN in Force Applied to an Object"); | ||
2394 | } | ||
2395 | } | ||
2396 | } | ||
2397 | |||
2398 | public override int VehicleType | ||
2399 | { | ||
2400 | get { return (int)m_vehicle.Type; } | ||
2401 | set { m_vehicle.ProcessTypeChange((Vehicle)value); } | ||
2402 | } | ||
2403 | |||
2404 | public override void VehicleFloatParam(int param, float value) | ||
2405 | { | ||
2406 | m_vehicle.ProcessFloatVehicleParam((Vehicle) param, value); | ||
2407 | } | ||
2408 | |||
2409 | public override void VehicleVectorParam(int param, Vector3 value) | ||
2410 | { | ||
2411 | m_vehicle.ProcessVectorVehicleParam((Vehicle) param, value); | ||
2412 | } | ||
2413 | |||
2414 | public override void VehicleRotationParam(int param, Quaternion rotation) | ||
2415 | { | ||
2416 | m_vehicle.ProcessRotationVehicleParam((Vehicle) param, rotation); | ||
2417 | } | ||
2418 | |||
2419 | public override void VehicleFlagsSet(int flags) | ||
2420 | { | ||
2421 | m_vehicle.ProcessFlagsVehicleSet(flags); | ||
2422 | } | ||
2423 | |||
2424 | public override void VehicleFlagsRemove(int flags) | ||
2425 | { | ||
2426 | m_vehicle.ProcessFlagsVehicleRemove(flags); | ||
2427 | } | ||
2428 | |||
2429 | public override void VehicleFlags(int flags, bool remove) | ||
2430 | { | ||
2431 | if (!remove) | ||
2432 | m_vehicle.ProcessFlagsVehicleSet(flags); | ||
2433 | else | ||
2434 | m_vehicle.ProcessFlagsVehicleRemove(flags); | ||
2435 | } | ||
2436 | |||
2437 | public override void SetVolumeDetect(int param) | ||
2438 | { | ||
2439 | lock (_parent_scene.OdeLock) | ||
2440 | { | ||
2441 | m_isVolumeDetect = (param!=0); | ||
2442 | } | ||
2443 | } | ||
2444 | |||
2445 | public override Vector3 CenterOfMass | ||
2446 | { | ||
2447 | get { return Vector3.Zero; } | ||
2448 | } | ||
2449 | |||
2450 | public override Vector3 GeometricCenter | ||
2451 | { | ||
2452 | get { return Vector3.Zero; } | ||
2453 | } | ||
2454 | |||
2455 | public override PrimitiveBaseShape Shape | ||
2456 | { | ||
2457 | set | ||
2458 | { | ||
2459 | _pbs = value; | ||
2460 | m_taintshape = true; | ||
2461 | } | ||
2462 | } | ||
2463 | |||
2464 | public override Vector3 Velocity | ||
2465 | { | ||
2466 | get | ||
2467 | { | ||
2468 | // Averate previous velocity with the new one so | ||
2469 | // client object interpolation works a 'little' better | ||
2470 | if (_zeroFlag) | ||
2471 | return Vector3.Zero; | ||
2472 | |||
2473 | Vector3 returnVelocity = Vector3.Zero; | ||
2474 | returnVelocity.X = (m_lastVelocity.X + _velocity.X)/2; | ||
2475 | returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y)/2; | ||
2476 | returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z)/2; | ||
2477 | return returnVelocity; | ||
2478 | } | ||
2479 | set | ||
2480 | { | ||
2481 | if (value.IsFinite()) | ||
2482 | { | ||
2483 | _velocity = value; | ||
2484 | |||
2485 | m_taintVelocity = value; | ||
2486 | _parent_scene.AddPhysicsActorTaint(this); | ||
2487 | } | ||
2488 | else | ||
2489 | { | ||
2490 | m_log.Warn("[PHYSICS]: Got NaN Velocity in Object"); | ||
2491 | } | ||
2492 | |||
2493 | } | ||
2494 | } | ||
2495 | |||
2496 | public override Vector3 Torque | ||
2497 | { | ||
2498 | get | ||
2499 | { | ||
2500 | if (!m_isphysical || Body == IntPtr.Zero) | ||
2501 | return Vector3.Zero; | ||
2502 | |||
2503 | return _torque; | ||
2504 | } | ||
2505 | |||
2506 | set | ||
2507 | { | ||
2508 | if (value.IsFinite()) | ||
2509 | { | ||
2510 | m_taintTorque = value; | ||
2511 | _parent_scene.AddPhysicsActorTaint(this); | ||
2512 | } | ||
2513 | else | ||
2514 | { | ||
2515 | m_log.Warn("[PHYSICS]: Got NaN Torque in Object"); | ||
2516 | } | ||
2517 | } | ||
2518 | } | ||
2519 | |||
2520 | public override float CollisionScore | ||
2521 | { | ||
2522 | get { return m_collisionscore; } | ||
2523 | set { m_collisionscore = value; } | ||
2524 | } | ||
2525 | |||
2526 | public override bool Kinematic | ||
2527 | { | ||
2528 | get { return false; } | ||
2529 | set { } | ||
2530 | } | ||
2531 | |||
2532 | public override Quaternion Orientation | ||
2533 | { | ||
2534 | get { return _orientation; } | ||
2535 | set | ||
2536 | { | ||
2537 | if (QuaternionIsFinite(value)) | ||
2538 | { | ||
2539 | _orientation = value; | ||
2540 | } | ||
2541 | else | ||
2542 | m_log.Warn("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object"); | ||
2543 | |||
2544 | } | ||
2545 | } | ||
2546 | |||
2547 | internal static bool QuaternionIsFinite(Quaternion q) | ||
2548 | { | ||
2549 | if (Single.IsNaN(q.X) || Single.IsInfinity(q.X)) | ||
2550 | return false; | ||
2551 | if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y)) | ||
2552 | return false; | ||
2553 | if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z)) | ||
2554 | return false; | ||
2555 | if (Single.IsNaN(q.W) || Single.IsInfinity(q.W)) | ||
2556 | return false; | ||
2557 | return true; | ||
2558 | } | ||
2559 | |||
2560 | public override Vector3 Acceleration | ||
2561 | { | ||
2562 | get { return _acceleration; } | ||
2563 | } | ||
2564 | |||
2565 | |||
2566 | public void SetAcceleration(Vector3 accel) | ||
2567 | { | ||
2568 | _acceleration = accel; | ||
2569 | } | ||
2570 | |||
2571 | public override void AddForce(Vector3 force, bool pushforce) | ||
2572 | { | ||
2573 | if (force.IsFinite()) | ||
2574 | { | ||
2575 | lock (m_forcelist) | ||
2576 | m_forcelist.Add(force); | ||
2577 | |||
2578 | m_taintforce = true; | ||
2579 | } | ||
2580 | else | ||
2581 | { | ||
2582 | m_log.Warn("[PHYSICS]: Got Invalid linear force vector from Scene in Object"); | ||
2583 | } | ||
2584 | //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString()); | ||
2585 | } | ||
2586 | |||
2587 | public override void AddAngularForce(Vector3 force, bool pushforce) | ||
2588 | { | ||
2589 | if (force.IsFinite()) | ||
2590 | { | ||
2591 | m_angularforcelist.Add(force); | ||
2592 | m_taintaddangularforce = true; | ||
2593 | } | ||
2594 | else | ||
2595 | { | ||
2596 | m_log.Warn("[PHYSICS]: Got Invalid Angular force vector from Scene in Object"); | ||
2597 | } | ||
2598 | } | ||
2599 | |||
2600 | public override Vector3 RotationalVelocity | ||
2601 | { | ||
2602 | get | ||
2603 | { | ||
2604 | /* Vector3 pv = Vector3.Zero; | ||
2605 | if (_zeroFlag) | ||
2606 | return pv; | ||
2607 | m_lastUpdateSent = false; | ||
2608 | |||
2609 | if (m_rotationalVelocity.ApproxEquals(pv, 0.2f)) | ||
2610 | return pv; | ||
2611 | */ | ||
2612 | return m_rotationalVelocity; | ||
2613 | } | ||
2614 | set | ||
2615 | { | ||
2616 | if (value.IsFinite()) | ||
2617 | { | ||
2618 | m_rotationalVelocity = value; | ||
2619 | } | ||
2620 | else | ||
2621 | { | ||
2622 | m_log.Warn("[PHYSICS]: Got NaN RotationalVelocity in Object"); | ||
2623 | } | ||
2624 | } | ||
2625 | } | ||
2626 | |||
2627 | public override void CrossingFailure() | ||
2628 | { | ||
2629 | m_crossingfailures++; | ||
2630 | if (m_crossingfailures > _parent_scene.geomCrossingFailuresBeforeOutofbounds) | ||
2631 | { | ||
2632 | base.RaiseOutOfBounds(_position); | ||
2633 | return; | ||
2634 | } | ||
2635 | else if (m_crossingfailures == _parent_scene.geomCrossingFailuresBeforeOutofbounds) | ||
2636 | { | ||
2637 | m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName); | ||
2638 | } | ||
2639 | } | ||
2640 | |||
2641 | public override float Buoyancy | ||
2642 | { | ||
2643 | get { return m_buoyancy; } | ||
2644 | set { m_buoyancy = value; } | ||
2645 | } | ||
2646 | |||
2647 | public override void link(PhysicsActor obj) | ||
2648 | { | ||
2649 | m_taintparent = obj; | ||
2650 | } | ||
2651 | |||
2652 | public override void delink() | ||
2653 | { | ||
2654 | m_taintparent = null; | ||
2655 | } | ||
2656 | |||
2657 | public override void LockAngularMotion(Vector3 axis) | ||
2658 | { | ||
2659 | // reverse the zero/non zero values for ODE. | ||
2660 | if (axis.IsFinite()) | ||
2661 | { | ||
2662 | axis.X = (axis.X > 0) ? 1f : 0f; | ||
2663 | axis.Y = (axis.Y > 0) ? 1f : 0f; | ||
2664 | axis.Z = (axis.Z > 0) ? 1f : 0f; | ||
2665 | m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z); | ||
2666 | m_taintAngularLock = axis; | ||
2667 | } | ||
2668 | else | ||
2669 | { | ||
2670 | m_log.Warn("[PHYSICS]: Got NaN locking axis from Scene on Object"); | ||
2671 | } | ||
2672 | } | ||
2673 | |||
2674 | public void UpdatePositionAndVelocity() | 2394 | public void UpdatePositionAndVelocity() |
2675 | { | 2395 | { |
2676 | // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! | 2396 | return; // moved to the Move() method |
2677 | if (_parent == null) | ||
2678 | { | ||
2679 | Vector3 pv = Vector3.Zero; | ||
2680 | bool lastZeroFlag = _zeroFlag; | ||
2681 | if (Body != (IntPtr)0) // FIXME -> or if it is a joint | ||
2682 | { | ||
2683 | d.Vector3 vec = d.BodyGetPosition(Body); | ||
2684 | d.Quaternion ori = d.BodyGetQuaternion(Body); | ||
2685 | d.Vector3 vel = d.BodyGetLinearVel(Body); | ||
2686 | d.Vector3 rotvel = d.BodyGetAngularVel(Body); | ||
2687 | d.Vector3 torque = d.BodyGetTorque(Body); | ||
2688 | _torque = new Vector3(torque.X, torque.Y, torque.Z); | ||
2689 | Vector3 l_position = Vector3.Zero; | ||
2690 | Quaternion l_orientation = Quaternion.Identity; | ||
2691 | |||
2692 | // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!) | ||
2693 | //if (vec.X < 0.0f) { vec.X = 0.0f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); } | ||
2694 | //if (vec.Y < 0.0f) { vec.Y = 0.0f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); } | ||
2695 | //if (vec.X > 255.95f) { vec.X = 255.95f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); } | ||
2696 | //if (vec.Y > 255.95f) { vec.Y = 255.95f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); } | ||
2697 | |||
2698 | m_lastposition = _position; | ||
2699 | m_lastorientation = _orientation; | ||
2700 | |||
2701 | l_position.X = vec.X; | ||
2702 | l_position.Y = vec.Y; | ||
2703 | l_position.Z = vec.Z; | ||
2704 | l_orientation.X = ori.X; | ||
2705 | l_orientation.Y = ori.Y; | ||
2706 | l_orientation.Z = ori.Z; | ||
2707 | l_orientation.W = ori.W; | ||
2708 | |||
2709 | // if(l_position.Y != m_lastposition.Y){ | ||
2710 | // Console.WriteLine("UP&V {0} {1}", m_primName, l_position); | ||
2711 | // } | ||
2712 | |||
2713 | if (l_position.X > ((int)_parent_scene.WorldExtents.X - 0.05f) || l_position.X < 0f || l_position.Y > ((int)_parent_scene.WorldExtents.Y - 0.05f) || l_position.Y < 0f) | ||
2714 | { | ||
2715 | //base.RaiseOutOfBounds(l_position); | ||
2716 | |||
2717 | if (m_crossingfailures < _parent_scene.geomCrossingFailuresBeforeOutofbounds) | ||
2718 | { | ||
2719 | _position = l_position; | ||
2720 | //_parent_scene.remActivePrim(this); | ||
2721 | if (_parent == null) | ||
2722 | base.RequestPhysicsterseUpdate(); | ||
2723 | return; | ||
2724 | } | ||
2725 | else | ||
2726 | { | ||
2727 | if (_parent == null) | ||
2728 | base.RaiseOutOfBounds(l_position); | ||
2729 | return; | ||
2730 | } | ||
2731 | } | ||
2732 | |||
2733 | if (l_position.Z < 0) | ||
2734 | { | ||
2735 | // This is so prim that get lost underground don't fall forever and suck up | ||
2736 | // | ||
2737 | // Sim resources and memory. | ||
2738 | // Disables the prim's movement physics.... | ||
2739 | // It's a hack and will generate a console message if it fails. | ||
2740 | |||
2741 | //IsPhysical = false; | ||
2742 | if (_parent == null) | ||
2743 | base.RaiseOutOfBounds(_position); | ||
2744 | |||
2745 | _acceleration.X = 0; | ||
2746 | _acceleration.Y = 0; | ||
2747 | _acceleration.Z = 0; | ||
2748 | |||
2749 | _velocity.X = 0; | ||
2750 | _velocity.Y = 0; | ||
2751 | _velocity.Z = 0; | ||
2752 | m_rotationalVelocity.X = 0; | ||
2753 | m_rotationalVelocity.Y = 0; | ||
2754 | m_rotationalVelocity.Z = 0; | ||
2755 | |||
2756 | if (_parent == null) | ||
2757 | base.RequestPhysicsterseUpdate(); | ||
2758 | |||
2759 | m_throttleUpdates = false; | ||
2760 | throttleCounter = 0; | ||
2761 | _zeroFlag = true; | ||
2762 | //outofBounds = true; | ||
2763 | } | ||
2764 | |||
2765 | //float Adiff = 1.0f - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation)); | ||
2766 | //Console.WriteLine("Adiff " + m_primName + " = " + Adiff); | ||
2767 | if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02) | ||
2768 | && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02) | ||
2769 | && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02) | ||
2770 | // && (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation)) < 0.01)) | ||
2771 | && (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation)) < 0.0001)) // KF 0.01 is far to large | ||
2772 | { | ||
2773 | _zeroFlag = true; | ||
2774 | //Console.WriteLine("ZFT 2"); | ||
2775 | m_throttleUpdates = false; | ||
2776 | } | ||
2777 | else | ||
2778 | { | ||
2779 | //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString()); | ||
2780 | _zeroFlag = false; | ||
2781 | m_lastUpdateSent = false; | ||
2782 | //m_throttleUpdates = false; | ||
2783 | } | ||
2784 | |||
2785 | if (_zeroFlag) | ||
2786 | { | ||
2787 | _velocity.X = 0.0f; | ||
2788 | _velocity.Y = 0.0f; | ||
2789 | _velocity.Z = 0.0f; | ||
2790 | |||
2791 | _acceleration.X = 0; | ||
2792 | _acceleration.Y = 0; | ||
2793 | _acceleration.Z = 0; | ||
2794 | |||
2795 | //_orientation.w = 0f; | ||
2796 | //_orientation.X = 0f; | ||
2797 | //_orientation.Y = 0f; | ||
2798 | //_orientation.Z = 0f; | ||
2799 | m_rotationalVelocity.X = 0; | ||
2800 | m_rotationalVelocity.Y = 0; | ||
2801 | m_rotationalVelocity.Z = 0; | ||
2802 | if (!m_lastUpdateSent) | ||
2803 | { | ||
2804 | m_throttleUpdates = false; | ||
2805 | throttleCounter = 0; | ||
2806 | m_rotationalVelocity = pv; | ||
2807 | |||
2808 | if (_parent == null) | ||
2809 | { | ||
2810 | base.RequestPhysicsterseUpdate(); | ||
2811 | } | ||
2812 | |||
2813 | m_lastUpdateSent = true; | ||
2814 | } | ||
2815 | } | ||
2816 | else | ||
2817 | { | ||
2818 | if (lastZeroFlag != _zeroFlag) | ||
2819 | { | ||
2820 | if (_parent == null) | ||
2821 | { | ||
2822 | base.RequestPhysicsterseUpdate(); | ||
2823 | } | ||
2824 | } | ||
2825 | |||
2826 | m_lastVelocity = _velocity; | ||
2827 | |||
2828 | _position = l_position; | ||
2829 | |||
2830 | _velocity.X = vel.X; | ||
2831 | _velocity.Y = vel.Y; | ||
2832 | _velocity.Z = vel.Z; | ||
2833 | |||
2834 | _acceleration = ((_velocity - m_lastVelocity) / 0.1f); | ||
2835 | _acceleration = new Vector3(_velocity.X - m_lastVelocity.X / 0.1f, _velocity.Y - m_lastVelocity.Y / 0.1f, _velocity.Z - m_lastVelocity.Z / 0.1f); | ||
2836 | //m_log.Info("[PHYSICS]: V1: " + _velocity + " V2: " + m_lastVelocity + " Acceleration: " + _acceleration.ToString()); | ||
2837 | |||
2838 | // if (_velocity.ApproxEquals(pv, 0.5f)) ???? Disregard rotational vel if lin vel is < 0.5 ????? | ||
2839 | // { | ||
2840 | // m_rotationalVelocity = pv;/ | ||
2841 | |||
2842 | // } | ||
2843 | // else | ||
2844 | // { | ||
2845 | m_rotationalVelocity = new Vector3(rotvel.X, rotvel.Y, rotvel.Z); | ||
2846 | // } | ||
2847 | |||
2848 | //m_log.Debug("ODE: " + m_rotationalVelocity.ToString()); | ||
2849 | _orientation.X = ori.X; | ||
2850 | _orientation.Y = ori.Y; | ||
2851 | _orientation.Z = ori.Z; | ||
2852 | _orientation.W = ori.W; | ||
2853 | m_lastUpdateSent = false; | ||
2854 | if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate) | ||
2855 | { | ||
2856 | if (_parent == null) | ||
2857 | { | ||
2858 | base.RequestPhysicsterseUpdate(); | ||
2859 | } | ||
2860 | } | ||
2861 | else | ||
2862 | { | ||
2863 | throttleCounter++; | ||
2864 | } | ||
2865 | } | ||
2866 | m_lastposition = l_position; | ||
2867 | } | ||
2868 | else | ||
2869 | { | ||
2870 | // Not a body.. so Make sure the client isn't interpolating | ||
2871 | _velocity.X = 0; | ||
2872 | _velocity.Y = 0; | ||
2873 | _velocity.Z = 0; | ||
2874 | |||
2875 | _acceleration.X = 0; | ||
2876 | _acceleration.Y = 0; | ||
2877 | _acceleration.Z = 0; | ||
2878 | |||
2879 | m_rotationalVelocity.X = 0; | ||
2880 | m_rotationalVelocity.Y = 0; | ||
2881 | m_rotationalVelocity.Z = 0; | ||
2882 | _zeroFlag = true; | ||
2883 | } | ||
2884 | } | ||
2885 | } | ||
2886 | |||
2887 | public override bool FloatOnWater | ||
2888 | { | ||
2889 | set { | ||
2890 | m_taintCollidesWater = value; | ||
2891 | _parent_scene.AddPhysicsActorTaint(this); | ||
2892 | } | ||
2893 | } | ||
2894 | |||
2895 | public override void SetMomentum(Vector3 momentum) | ||
2896 | { | ||
2897 | } | ||
2898 | |||
2899 | public override Vector3 PIDTarget | ||
2900 | { | ||
2901 | set | ||
2902 | { | ||
2903 | if (value.IsFinite()) | ||
2904 | { | ||
2905 | m_PIDTarget = value; | ||
2906 | } | ||
2907 | else | ||
2908 | m_log.Warn("[PHYSICS]: Got NaN PIDTarget from Scene on Object"); | ||
2909 | } | ||
2910 | } | ||
2911 | public override bool PIDActive { set { m_usePID = value; } } | ||
2912 | public override float PIDTau { set { m_PIDTau = value; } } | ||
2913 | |||
2914 | // For RotLookAt | ||
2915 | public override Quaternion APIDTarget { set { m_APIDTarget = value; } } | ||
2916 | public override bool APIDActive { set { m_useAPID = value; } } | ||
2917 | public override float APIDStrength { set { m_APIDStrength = value; } } | ||
2918 | public override float APIDDamping { set { m_APIDDamping = value; } } | ||
2919 | |||
2920 | public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } | ||
2921 | public override bool PIDHoverActive { set { m_useHoverPID = value; } } | ||
2922 | public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } | ||
2923 | public override float PIDHoverTau { set { m_PIDHoverTau = value; } } | ||
2924 | |||
2925 | private void createAMotor(Vector3 axis) | ||
2926 | { | ||
2927 | if (Body == IntPtr.Zero) | ||
2928 | return; | ||
2929 | |||
2930 | if (Amotor != IntPtr.Zero) | ||
2931 | { | ||
2932 | d.JointDestroy(Amotor); | ||
2933 | Amotor = IntPtr.Zero; | ||
2934 | } | ||
2935 | |||
2936 | float axisnum = 3; | ||
2937 | |||
2938 | axisnum = (axisnum - (axis.X + axis.Y + axis.Z)); | ||
2939 | |||
2940 | // PhysicsVector totalSize = new PhysicsVector(_size.X, _size.Y, _size.Z); | ||
2941 | |||
2942 | |||
2943 | // Inverse Inertia Matrix, set the X, Y, and/r Z inertia to 0 then invert it again. | ||
2944 | d.Mass objMass; | ||
2945 | d.MassSetZero(out objMass); | ||
2946 | DMassCopy(ref pMass, ref objMass); | ||
2947 | |||
2948 | //m_log.DebugFormat("1-{0}, {1}, {2}, {3}, {4}, {5}, {6}, {7}, {8}, ", objMass.I.M00, objMass.I.M01, objMass.I.M02, objMass.I.M10, objMass.I.M11, objMass.I.M12, objMass.I.M20, objMass.I.M21, objMass.I.M22); | ||
2949 | |||
2950 | Matrix4 dMassMat = FromDMass(objMass); | ||
2951 | |||
2952 | Matrix4 mathmat = Inverse(dMassMat); | ||
2953 | |||
2954 | /* | ||
2955 | //m_log.DebugFormat("2-{0}, {1}, {2}, {3}, {4}, {5}, {6}, {7}, {8}, ", mathmat[0, 0], mathmat[0, 1], mathmat[0, 2], mathmat[1, 0], mathmat[1, 1], mathmat[1, 2], mathmat[2, 0], mathmat[2, 1], mathmat[2, 2]); | ||
2956 | |||
2957 | mathmat = Inverse(mathmat); | ||
2958 | |||
2959 | |||
2960 | objMass = FromMatrix4(mathmat, ref objMass); | ||
2961 | //m_log.DebugFormat("3-{0}, {1}, {2}, {3}, {4}, {5}, {6}, {7}, {8}, ", objMass.I.M00, objMass.I.M01, objMass.I.M02, objMass.I.M10, objMass.I.M11, objMass.I.M12, objMass.I.M20, objMass.I.M21, objMass.I.M22); | ||
2962 | |||
2963 | mathmat = Inverse(mathmat); | ||
2964 | */ | ||
2965 | if (axis.X == 0) | ||
2966 | { | ||
2967 | mathmat.M33 = 50.0000001f; | ||
2968 | //objMass.I.M22 = 0; | ||
2969 | } | ||
2970 | if (axis.Y == 0) | ||
2971 | { | ||
2972 | mathmat.M22 = 50.0000001f; | ||
2973 | //objMass.I.M11 = 0; | ||
2974 | } | ||
2975 | if (axis.Z == 0) | ||
2976 | { | ||
2977 | mathmat.M11 = 50.0000001f; | ||
2978 | //objMass.I.M00 = 0; | ||
2979 | } | ||
2980 | |||
2981 | |||
2982 | |||
2983 | mathmat = Inverse(mathmat); | ||
2984 | objMass = FromMatrix4(mathmat, ref objMass); | ||
2985 | //m_log.DebugFormat("4-{0}, {1}, {2}, {3}, {4}, {5}, {6}, {7}, {8}, ", objMass.I.M00, objMass.I.M01, objMass.I.M02, objMass.I.M10, objMass.I.M11, objMass.I.M12, objMass.I.M20, objMass.I.M21, objMass.I.M22); | ||
2986 | |||
2987 | //return; | ||
2988 | if (d.MassCheck(ref objMass)) | ||
2989 | { | ||
2990 | d.BodySetMass(Body, ref objMass); | ||
2991 | } | ||
2992 | else | ||
2993 | { | ||
2994 | //m_log.Debug("[PHYSICS]: Mass invalid, ignoring"); | ||
2995 | } | ||
2996 | |||
2997 | if (axisnum <= 0) | ||
2998 | return; | ||
2999 | // int dAMotorEuler = 1; | ||
3000 | |||
3001 | Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero); | ||
3002 | d.JointAttach(Amotor, Body, IntPtr.Zero); | ||
3003 | d.JointSetAMotorMode(Amotor, 0); | ||
3004 | |||
3005 | d.JointSetAMotorNumAxes(Amotor,(int)axisnum); | ||
3006 | int i = 0; | ||
3007 | |||
3008 | if (axis.X == 0) | ||
3009 | { | ||
3010 | d.JointSetAMotorAxis(Amotor, i, 0, 1, 0, 0); | ||
3011 | i++; | ||
3012 | } | ||
3013 | |||
3014 | if (axis.Y == 0) | ||
3015 | { | ||
3016 | d.JointSetAMotorAxis(Amotor, i, 0, 0, 1, 0); | ||
3017 | i++; | ||
3018 | } | ||
3019 | |||
3020 | if (axis.Z == 0) | ||
3021 | { | ||
3022 | d.JointSetAMotorAxis(Amotor, i, 0, 0, 0, 1); | ||
3023 | i++; | ||
3024 | } | ||
3025 | |||
3026 | for (int j = 0; j < (int)axisnum; j++) | ||
3027 | { | ||
3028 | //d.JointSetAMotorAngle(Amotor, j, 0); | ||
3029 | } | ||
3030 | |||
3031 | //d.JointSetAMotorAngle(Amotor, 1, 0); | ||
3032 | //d.JointSetAMotorAngle(Amotor, 2, 0); | ||
3033 | |||
3034 | // These lowstops and high stops are effectively (no wiggle room) | ||
3035 | d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0f); | ||
3036 | d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0f); | ||
3037 | d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -0f); | ||
3038 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0f); | ||
3039 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); | ||
3040 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0f); | ||
3041 | //d.JointSetAMotorParam(Amotor, (int) dParam.Vel, 9000f); | ||
3042 | d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f); | ||
3043 | d.JointSetAMotorParam(Amotor, (int)dParam.FMax, Mass * 50f);// | ||
3044 | |||
3045 | } | 2397 | } |
3046 | 2398 | /* No one uses this? | |
3047 | public Matrix4 FromDMass(d.Mass pMass) | 2399 | public Matrix4 FromDMass(d.Mass pMass) |
3048 | { | 2400 | { |
3049 | Matrix4 obj; | 2401 | Matrix4 obj; |
@@ -3065,7 +2417,7 @@ Console.WriteLine(" JointCreateFixed"); | |||
3065 | obj.M44 = 1; | 2417 | obj.M44 = 1; |
3066 | return obj; | 2418 | return obj; |
3067 | } | 2419 | } |
3068 | 2420 | */ | |
3069 | public d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj) | 2421 | public d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj) |
3070 | { | 2422 | { |
3071 | obj.I.M00 = pMat[0, 0]; | 2423 | obj.I.M00 = pMat[0, 0]; |
@@ -3090,7 +2442,7 @@ Console.WriteLine(" JointCreateFixed"); | |||
3090 | { | 2442 | { |
3091 | _parent_scene.remCollisionEventReporting(this); | 2443 | _parent_scene.remCollisionEventReporting(this); |
3092 | m_eventsubscription = 0; | 2444 | m_eventsubscription = 0; |
3093 | } | 2445 | } |
3094 | 2446 | ||
3095 | public void AddCollisionEvent(uint CollidedWith, ContactPoint contact) | 2447 | public void AddCollisionEvent(uint CollidedWith, ContactPoint contact) |
3096 | { | 2448 | { |
@@ -3292,5 +2644,1107 @@ Console.WriteLine(" JointCreateFixed"); | |||
3292 | m_material = pMaterial; | 2644 | m_material = pMaterial; |
3293 | } | 2645 | } |
3294 | 2646 | ||
3295 | } | 2647 | internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue) |
2648 | { | ||
2649 | switch (pParam) | ||
2650 | { | ||
2651 | case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY: | ||
2652 | if (pValue < 0.01f) pValue = 0.01f; | ||
2653 | // m_angularDeflectionEfficiency = pValue; | ||
2654 | break; | ||
2655 | case Vehicle.ANGULAR_DEFLECTION_TIMESCALE: | ||
2656 | if (pValue < 0.01f) pValue = 0.01f; | ||
2657 | // m_angularDeflectionTimescale = pValue; | ||
2658 | break; | ||
2659 | case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE: | ||
2660 | if (pValue < 0.01f) pValue = 0.01f; | ||
2661 | m_angularMotorDecayTimescale = pValue; | ||
2662 | break; | ||
2663 | case Vehicle.ANGULAR_MOTOR_TIMESCALE: | ||
2664 | if (pValue < 0.01f) pValue = 0.01f; | ||
2665 | m_angularMotorTimescale = pValue; | ||
2666 | break; | ||
2667 | case Vehicle.BANKING_EFFICIENCY: | ||
2668 | if (pValue < 0.01f) pValue = 0.01f; | ||
2669 | // m_bankingEfficiency = pValue; | ||
2670 | break; | ||
2671 | case Vehicle.BANKING_MIX: | ||
2672 | if (pValue < 0.01f) pValue = 0.01f; | ||
2673 | // m_bankingMix = pValue; | ||
2674 | break; | ||
2675 | case Vehicle.BANKING_TIMESCALE: | ||
2676 | if (pValue < 0.01f) pValue = 0.01f; | ||
2677 | // m_bankingTimescale = pValue; | ||
2678 | break; | ||
2679 | case Vehicle.BUOYANCY: | ||
2680 | if (pValue < -1f) pValue = -1f; | ||
2681 | if (pValue > 1f) pValue = 1f; | ||
2682 | m_VehicleBuoyancy = pValue; | ||
2683 | break; | ||
2684 | // case Vehicle.HOVER_EFFICIENCY: | ||
2685 | // if (pValue < 0f) pValue = 0f; | ||
2686 | // if (pValue > 1f) pValue = 1f; | ||
2687 | // m_VhoverEfficiency = pValue; | ||
2688 | // break; | ||
2689 | case Vehicle.HOVER_HEIGHT: | ||
2690 | m_VhoverHeight = pValue; | ||
2691 | break; | ||
2692 | case Vehicle.HOVER_TIMESCALE: | ||
2693 | if (pValue < 0.01f) pValue = 0.01f; | ||
2694 | m_VhoverTimescale = pValue; | ||
2695 | break; | ||
2696 | case Vehicle.LINEAR_DEFLECTION_EFFICIENCY: | ||
2697 | if (pValue < 0.01f) pValue = 0.01f; | ||
2698 | // m_linearDeflectionEfficiency = pValue; | ||
2699 | break; | ||
2700 | case Vehicle.LINEAR_DEFLECTION_TIMESCALE: | ||
2701 | if (pValue < 0.01f) pValue = 0.01f; | ||
2702 | // m_linearDeflectionTimescale = pValue; | ||
2703 | break; | ||
2704 | case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE: | ||
2705 | if (pValue < 0.01f) pValue = 0.01f; | ||
2706 | m_linearMotorDecayTimescale = pValue; | ||
2707 | break; | ||
2708 | case Vehicle.LINEAR_MOTOR_TIMESCALE: | ||
2709 | if (pValue < 0.01f) pValue = 0.01f; | ||
2710 | m_linearMotorTimescale = pValue; | ||
2711 | break; | ||
2712 | case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY: | ||
2713 | if (pValue < 0.1f) pValue = 0.1f; // Less goes unstable | ||
2714 | if (pValue > 1.0f) pValue = 1.0f; | ||
2715 | m_verticalAttractionEfficiency = pValue; | ||
2716 | break; | ||
2717 | case Vehicle.VERTICAL_ATTRACTION_TIMESCALE: | ||
2718 | if (pValue < 0.01f) pValue = 0.01f; | ||
2719 | m_verticalAttractionTimescale = pValue; | ||
2720 | break; | ||
2721 | |||
2722 | // These are vector properties but the engine lets you use a single float value to | ||
2723 | // set all of the components to the same value | ||
2724 | case Vehicle.ANGULAR_FRICTION_TIMESCALE: | ||
2725 | if (pValue > 30f) pValue = 30f; | ||
2726 | if (pValue < 0.1f) pValue = 0.1f; | ||
2727 | m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue); | ||
2728 | break; | ||
2729 | case Vehicle.ANGULAR_MOTOR_DIRECTION: | ||
2730 | m_angularMotorDirection = new Vector3(pValue, pValue, pValue); | ||
2731 | UpdateAngDecay(); | ||
2732 | break; | ||
2733 | case Vehicle.LINEAR_FRICTION_TIMESCALE: | ||
2734 | m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue); | ||
2735 | break; | ||
2736 | case Vehicle.LINEAR_MOTOR_DIRECTION: | ||
2737 | m_linearMotorDirection = new Vector3(pValue, pValue, pValue); | ||
2738 | UpdateLinDecay(); | ||
2739 | break; | ||
2740 | case Vehicle.LINEAR_MOTOR_OFFSET: | ||
2741 | // m_linearMotorOffset = new Vector3(pValue, pValue, pValue); | ||
2742 | break; | ||
2743 | |||
2744 | } | ||
2745 | |||
2746 | }//end ProcessFloatVehicleParam | ||
2747 | |||
2748 | internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue) | ||
2749 | { | ||
2750 | switch (pParam) | ||
2751 | { | ||
2752 | case Vehicle.ANGULAR_FRICTION_TIMESCALE: | ||
2753 | if (pValue.X > 30f) pValue.X = 30f; | ||
2754 | if (pValue.X < 0.1f) pValue.X = 0.1f; | ||
2755 | if (pValue.Y > 30f) pValue.Y = 30f; | ||
2756 | if (pValue.Y < 0.1f) pValue.Y = 0.1f; | ||
2757 | if (pValue.Z > 30f) pValue.Z = 30f; | ||
2758 | if (pValue.Z < 0.1f) pValue.Z = 0.1f; | ||
2759 | m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
2760 | break; | ||
2761 | case Vehicle.ANGULAR_MOTOR_DIRECTION: | ||
2762 | m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
2763 | // Limit requested angular speed to 2 rps= 4 pi rads/sec | ||
2764 | if(m_angularMotorDirection.X > 12.56f) m_angularMotorDirection.X = 12.56f; | ||
2765 | if(m_angularMotorDirection.X < - 12.56f) m_angularMotorDirection.X = - 12.56f; | ||
2766 | if(m_angularMotorDirection.Y > 12.56f) m_angularMotorDirection.Y = 12.56f; | ||
2767 | if(m_angularMotorDirection.Y < - 12.56f) m_angularMotorDirection.Y = - 12.56f; | ||
2768 | if(m_angularMotorDirection.Z > 12.56f) m_angularMotorDirection.Z = 12.56f; | ||
2769 | if(m_angularMotorDirection.Z < - 12.56f) m_angularMotorDirection.Z = - 12.56f; | ||
2770 | UpdateAngDecay(); | ||
2771 | break; | ||
2772 | case Vehicle.LINEAR_FRICTION_TIMESCALE: | ||
2773 | m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
2774 | break; | ||
2775 | case Vehicle.LINEAR_MOTOR_DIRECTION: | ||
2776 | m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); // velocity requested by LSL, for max limiting | ||
2777 | UpdateLinDecay(); | ||
2778 | break; | ||
2779 | case Vehicle.LINEAR_MOTOR_OFFSET: | ||
2780 | // m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
2781 | break; | ||
2782 | } | ||
2783 | |||
2784 | }//end ProcessVectorVehicleParam | ||
2785 | |||
2786 | internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue) | ||
2787 | { | ||
2788 | switch (pParam) | ||
2789 | { | ||
2790 | case Vehicle.REFERENCE_FRAME: | ||
2791 | // m_referenceFrame = pValue; | ||
2792 | break; | ||
2793 | } | ||
2794 | |||
2795 | }//end ProcessRotationVehicleParam | ||
2796 | |||
2797 | internal void ProcessVehicleFlags(int pParam, bool remove) | ||
2798 | { | ||
2799 | if (remove) | ||
2800 | { | ||
2801 | m_flags &= ~((VehicleFlag)pParam); | ||
2802 | } | ||
2803 | else | ||
2804 | { | ||
2805 | m_flags |= (VehicleFlag)pParam; | ||
2806 | } | ||
2807 | } | ||
2808 | |||
2809 | internal void ProcessTypeChange(Vehicle pType) | ||
2810 | { | ||
2811 | // Set Defaults For Type | ||
2812 | m_type = pType; | ||
2813 | switch (pType) | ||
2814 | { | ||
2815 | case Vehicle.TYPE_SLED: | ||
2816 | m_linearFrictionTimescale = new Vector3(30, 1, 1000); | ||
2817 | m_angularFrictionTimescale = new Vector3(30, 30, 30); | ||
2818 | // m_lLinMotorVel = Vector3.Zero; | ||
2819 | m_linearMotorTimescale = 1000; | ||
2820 | m_linearMotorDecayTimescale = 120; | ||
2821 | m_angularMotorDirection = Vector3.Zero; | ||
2822 | m_angularMotorDVel = Vector3.Zero; | ||
2823 | m_angularMotorTimescale = 1000; | ||
2824 | m_angularMotorDecayTimescale = 120; | ||
2825 | m_VhoverHeight = 0; | ||
2826 | // m_VhoverEfficiency = 1; | ||
2827 | m_VhoverTimescale = 10; | ||
2828 | m_VehicleBuoyancy = 0; | ||
2829 | // m_linearDeflectionEfficiency = 1; | ||
2830 | // m_linearDeflectionTimescale = 1; | ||
2831 | // m_angularDeflectionEfficiency = 1; | ||
2832 | // m_angularDeflectionTimescale = 1000; | ||
2833 | // m_bankingEfficiency = 0; | ||
2834 | // m_bankingMix = 1; | ||
2835 | // m_bankingTimescale = 10; | ||
2836 | // m_referenceFrame = Quaternion.Identity; | ||
2837 | m_flags &= | ||
2838 | ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | | ||
2839 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); | ||
2840 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP); | ||
2841 | break; | ||
2842 | case Vehicle.TYPE_CAR: | ||
2843 | m_linearFrictionTimescale = new Vector3(100, 2, 1000); | ||
2844 | m_angularFrictionTimescale = new Vector3(30, 30, 30); // was 1000, but sl max frict time is 30. | ||
2845 | // m_lLinMotorVel = Vector3.Zero; | ||
2846 | m_linearMotorTimescale = 1; | ||
2847 | m_linearMotorDecayTimescale = 60; | ||
2848 | m_angularMotorDirection = Vector3.Zero; | ||
2849 | m_angularMotorDVel = Vector3.Zero; | ||
2850 | m_angularMotorTimescale = 1; | ||
2851 | m_angularMotorDecayTimescale = 0.8f; | ||
2852 | m_VhoverHeight = 0; | ||
2853 | // m_VhoverEfficiency = 0; | ||
2854 | m_VhoverTimescale = 1000; | ||
2855 | m_VehicleBuoyancy = 0; | ||
2856 | // // m_linearDeflectionEfficiency = 1; | ||
2857 | // // m_linearDeflectionTimescale = 2; | ||
2858 | // // m_angularDeflectionEfficiency = 0; | ||
2859 | // m_angularDeflectionTimescale = 10; | ||
2860 | m_verticalAttractionEfficiency = 1f; | ||
2861 | m_verticalAttractionTimescale = 10f; | ||
2862 | // m_bankingEfficiency = -0.2f; | ||
2863 | // m_bankingMix = 1; | ||
2864 | // m_bankingTimescale = 1; | ||
2865 | // m_referenceFrame = Quaternion.Identity; | ||
2866 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT); | ||
2867 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_UP_ONLY | | ||
2868 | VehicleFlag.LIMIT_MOTOR_UP); | ||
2869 | break; | ||
2870 | case Vehicle.TYPE_BOAT: | ||
2871 | m_linearFrictionTimescale = new Vector3(10, 3, 2); | ||
2872 | m_angularFrictionTimescale = new Vector3(10,10,10); | ||
2873 | // m_lLinMotorVel = Vector3.Zero; | ||
2874 | m_linearMotorTimescale = 5; | ||
2875 | m_linearMotorDecayTimescale = 60; | ||
2876 | m_angularMotorDirection = Vector3.Zero; | ||
2877 | m_angularMotorDVel = Vector3.Zero; | ||
2878 | m_angularMotorTimescale = 4; | ||
2879 | m_angularMotorDecayTimescale = 4; | ||
2880 | m_VhoverHeight = 0; | ||
2881 | // m_VhoverEfficiency = 0.5f; | ||
2882 | m_VhoverTimescale = 2; | ||
2883 | m_VehicleBuoyancy = 1; | ||
2884 | // m_linearDeflectionEfficiency = 0.5f; | ||
2885 | // m_linearDeflectionTimescale = 3; | ||
2886 | // m_angularDeflectionEfficiency = 0.5f; | ||
2887 | // m_angularDeflectionTimescale = 5; | ||
2888 | m_verticalAttractionEfficiency = 0.5f; | ||
2889 | m_verticalAttractionTimescale = 5f; | ||
2890 | // m_bankingEfficiency = -0.3f; | ||
2891 | // m_bankingMix = 0.8f; | ||
2892 | // m_bankingTimescale = 1; | ||
2893 | // m_referenceFrame = Quaternion.Identity; | ||
2894 | m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.LIMIT_ROLL_ONLY | | ||
2895 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); | ||
2896 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | | ||
2897 | VehicleFlag.LIMIT_MOTOR_UP); | ||
2898 | break; | ||
2899 | case Vehicle.TYPE_AIRPLANE: | ||
2900 | m_linearFrictionTimescale = new Vector3(200, 10, 5); | ||
2901 | m_angularFrictionTimescale = new Vector3(20, 20, 20); | ||
2902 | // m_lLinMotorVel = Vector3.Zero; | ||
2903 | m_linearMotorTimescale = 2; | ||
2904 | m_linearMotorDecayTimescale = 60; | ||
2905 | m_angularMotorDirection = Vector3.Zero; | ||
2906 | m_angularMotorDVel = Vector3.Zero; | ||
2907 | m_angularMotorTimescale = 4; | ||
2908 | m_angularMotorDecayTimescale = 4; | ||
2909 | m_VhoverHeight = 0; | ||
2910 | // m_VhoverEfficiency = 0.5f; | ||
2911 | m_VhoverTimescale = 1000; | ||
2912 | m_VehicleBuoyancy = 0; | ||
2913 | // m_linearDeflectionEfficiency = 0.5f; | ||
2914 | // m_linearDeflectionTimescale = 3; | ||
2915 | // m_angularDeflectionEfficiency = 1; | ||
2916 | // m_angularDeflectionTimescale = 2; | ||
2917 | m_verticalAttractionEfficiency = 0.9f; | ||
2918 | m_verticalAttractionTimescale = 2f; | ||
2919 | // m_bankingEfficiency = 1; | ||
2920 | // m_bankingMix = 0.7f; | ||
2921 | // m_bankingTimescale = 2; | ||
2922 | // m_referenceFrame = Quaternion.Identity; | ||
2923 | m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | | ||
2924 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP); | ||
2925 | m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY); | ||
2926 | break; | ||
2927 | case Vehicle.TYPE_BALLOON: | ||
2928 | m_linearFrictionTimescale = new Vector3(5, 5, 5); | ||
2929 | m_angularFrictionTimescale = new Vector3(10, 10, 10); | ||
2930 | m_linearMotorTimescale = 5; | ||
2931 | m_linearMotorDecayTimescale = 60; | ||
2932 | m_angularMotorDirection = Vector3.Zero; | ||
2933 | m_angularMotorDVel = Vector3.Zero; | ||
2934 | m_angularMotorTimescale = 6; | ||
2935 | m_angularMotorDecayTimescale = 10; | ||
2936 | m_VhoverHeight = 5; | ||
2937 | // m_VhoverEfficiency = 0.8f; | ||
2938 | m_VhoverTimescale = 10; | ||
2939 | m_VehicleBuoyancy = 1; | ||
2940 | // m_linearDeflectionEfficiency = 0; | ||
2941 | // m_linearDeflectionTimescale = 5; | ||
2942 | // m_angularDeflectionEfficiency = 0; | ||
2943 | // m_angularDeflectionTimescale = 5; | ||
2944 | m_verticalAttractionEfficiency = 1f; | ||
2945 | m_verticalAttractionTimescale = 100f; | ||
2946 | // m_bankingEfficiency = 0; | ||
2947 | // m_bankingMix = 0.7f; | ||
2948 | // m_bankingTimescale = 5; | ||
2949 | // m_referenceFrame = Quaternion.Identity; | ||
2950 | m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | | ||
2951 | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP); | ||
2952 | m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT); | ||
2953 | break; | ||
2954 | |||
2955 | } | ||
2956 | }//end SetDefaultsForType | ||
2957 | |||
2958 | internal void Enable(IntPtr pBody, OdeScene pParentScene) | ||
2959 | { | ||
2960 | if (m_type == Vehicle.TYPE_NONE) | ||
2961 | return; | ||
2962 | |||
2963 | m_body = pBody; | ||
2964 | } | ||
2965 | |||
2966 | |||
2967 | internal void Halt() | ||
2968 | { // Kill all motions, when non-physical | ||
2969 | m_linearMotorDirection = Vector3.Zero; | ||
2970 | m_lLinMotorDVel = Vector3.Zero; | ||
2971 | m_lLinObjectVel = Vector3.Zero; | ||
2972 | m_wLinObjectVel = Vector3.Zero; | ||
2973 | m_angularMotorDirection = Vector3.Zero; | ||
2974 | m_lastAngularVelocity = Vector3.Zero; | ||
2975 | m_angularMotorDVel = Vector3.Zero; | ||
2976 | } | ||
2977 | |||
2978 | private void UpdateLinDecay() | ||
2979 | { | ||
2980 | if (Math.Abs(m_linearMotorDirection.X) > Math.Abs(m_lLinMotorDVel.X)) m_lLinMotorDVel.X = m_linearMotorDirection.X; | ||
2981 | if (Math.Abs(m_linearMotorDirection.Y) > Math.Abs(m_lLinMotorDVel.Y)) m_lLinMotorDVel.Y = m_linearMotorDirection.Y; | ||
2982 | if (Math.Abs(m_linearMotorDirection.Z) > Math.Abs(m_lLinMotorDVel.Z)) m_lLinMotorDVel.Z = m_linearMotorDirection.Z; | ||
2983 | } // else let the motor decay on its own | ||
2984 | |||
2985 | private void UpdateAngDecay() | ||
2986 | { | ||
2987 | if (Math.Abs(m_angularMotorDirection.X) > Math.Abs(m_angularMotorDVel.X)) m_angularMotorDVel.X = m_angularMotorDirection.X; | ||
2988 | if (Math.Abs(m_angularMotorDirection.Y) > Math.Abs(m_angularMotorDVel.Y)) m_angularMotorDVel.Y = m_angularMotorDirection.Y; | ||
2989 | if (Math.Abs(m_angularMotorDirection.Z) > Math.Abs(m_angularMotorDVel.Z)) m_angularMotorDVel.Z = m_angularMotorDirection.Z; | ||
2990 | } // else let the motor decay on its own | ||
2991 | |||
2992 | public void Move(float timestep) | ||
2993 | { | ||
2994 | float fx = 0; | ||
2995 | float fy = 0; | ||
2996 | float fz = 0; | ||
2997 | |||
2998 | frcount++; // used to limit debug comment output | ||
2999 | if (frcount > 100) | ||
3000 | frcount = 0; | ||
3001 | |||
3002 | if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim) // KF: Only move root prims. | ||
3003 | { | ||
3004 | |||
3005 | // Old public void UpdatePositionAndVelocity(), more accuratley calculated here | ||
3006 | bool lastZeroFlag = _zeroFlag; // was it stopped | ||
3007 | d.Vector3 vec = d.BodyGetPosition(Body); | ||
3008 | d.Quaternion ori = d.BodyGetQuaternion(Body); | ||
3009 | d.Vector3 vel = d.BodyGetLinearVel(Body); | ||
3010 | // d.Vector3 rotvel = d.BodyGetAngularVel(Body); | ||
3011 | d.Vector3 torque = d.BodyGetTorque(Body); | ||
3012 | _torque = new Vector3(torque.X, torque.Y, torque.Z); | ||
3013 | Vector3 l_position = Vector3.Zero; | ||
3014 | Quaternion l_orientation = Quaternion.Identity; | ||
3015 | |||
3016 | m_lastposition = _position; | ||
3017 | m_lastorientation = _orientation; | ||
3018 | |||
3019 | l_position.X = vec.X; | ||
3020 | l_position.Y = vec.Y; | ||
3021 | l_position.Z = vec.Z; | ||
3022 | l_orientation.X = ori.X; | ||
3023 | l_orientation.Y = ori.Y; | ||
3024 | l_orientation.Z = ori.Z; | ||
3025 | l_orientation.W = ori.W; | ||
3026 | //Console.WriteLine("Move {0} at {1}", m_primName, l_position); | ||
3027 | |||
3028 | // Check if outside region horizontally | ||
3029 | if (l_position.X > ((int)_parent_scene.WorldExtents.X - 0.05f) || | ||
3030 | l_position.X < 0f || | ||
3031 | l_position.Y > ((int)_parent_scene.WorldExtents.Y - 0.05f) || | ||
3032 | l_position.Y < 0f) | ||
3033 | { | ||
3034 | if (m_crossingfailures < _parent_scene.geomCrossingFailuresBeforeOutofbounds) | ||
3035 | { // keep trying to cross? | ||
3036 | _position = l_position; | ||
3037 | //_parent_scene.remActivePrim(this); | ||
3038 | if (_parent == null) base.RequestPhysicsterseUpdate(); | ||
3039 | return; // Dont process any other motion? | ||
3040 | } | ||
3041 | else | ||
3042 | { // Too many tries | ||
3043 | if (_parent == null) base.RaiseOutOfBounds(l_position); | ||
3044 | return; // Dont process any other motion? | ||
3045 | } | ||
3046 | } // end outside region horizontally | ||
3047 | |||
3048 | if (l_position.Z < 0) | ||
3049 | { | ||
3050 | // This is so prim that get lost underground don't fall forever and suck up | ||
3051 | // | ||
3052 | // Sim resources and memory. | ||
3053 | // Disables the prim's movement physics.... | ||
3054 | // It's a hack and will generate a console message if it fails. | ||
3055 | |||
3056 | //IsPhysical = false; | ||
3057 | if (_parent == null) base.RaiseOutOfBounds(_position); | ||
3058 | |||
3059 | _acceleration.X = 0; // This stuff may stop client display but it has no | ||
3060 | _acceleration.Y = 0; // effect on the object in phys engine! | ||
3061 | _acceleration.Z = 0; | ||
3062 | |||
3063 | _velocity.X = 0; | ||
3064 | _velocity.Y = 0; | ||
3065 | _velocity.Z = 0; | ||
3066 | m_rotationalVelocity.X = 0; | ||
3067 | m_rotationalVelocity.Y = 0; | ||
3068 | m_rotationalVelocity.Z = 0; | ||
3069 | |||
3070 | if (_parent == null) base.RequestPhysicsterseUpdate(); | ||
3071 | |||
3072 | m_throttleUpdates = false; | ||
3073 | throttleCounter = 0; | ||
3074 | _zeroFlag = true; | ||
3075 | //outofBounds = true; | ||
3076 | } // end neg Z check | ||
3077 | |||
3078 | // Is it moving? | ||
3079 | if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02) | ||
3080 | && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02) | ||
3081 | && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02) | ||
3082 | && (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation)) < 0.0001)) // KF 0.01 is far to large | ||
3083 | { | ||
3084 | _zeroFlag = true; | ||
3085 | //Console.WriteLine("ZFT 2"); | ||
3086 | m_throttleUpdates = false; | ||
3087 | } | ||
3088 | else | ||
3089 | { | ||
3090 | //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString()); | ||
3091 | _zeroFlag = false; | ||
3092 | m_lastUpdateSent = false; | ||
3093 | //m_throttleUpdates = false; | ||
3094 | } | ||
3095 | |||
3096 | if (_zeroFlag) | ||
3097 | { // Its stopped | ||
3098 | _velocity.X = 0.0f; | ||
3099 | _velocity.Y = 0.0f; | ||
3100 | _velocity.Z = 0.0f; | ||
3101 | |||
3102 | _acceleration.X = 0; | ||
3103 | _acceleration.Y = 0; | ||
3104 | _acceleration.Z = 0; | ||
3105 | //_orientation.w = 0f; | ||
3106 | //_orientation.X = 0f; | ||
3107 | //_orientation.Y = 0f; | ||
3108 | //_orientation.Z = 0f; | ||
3109 | m_rotationalVelocity.X = 0; | ||
3110 | m_rotationalVelocity.Y = 0; | ||
3111 | m_rotationalVelocity.Z = 0; | ||
3112 | if (!m_lastUpdateSent) | ||
3113 | { | ||
3114 | m_throttleUpdates = false; | ||
3115 | throttleCounter = 0; | ||
3116 | if (_parent == null) | ||
3117 | { | ||
3118 | base.RequestPhysicsterseUpdate(); | ||
3119 | } | ||
3120 | |||
3121 | m_lastUpdateSent = true; | ||
3122 | } | ||
3123 | } | ||
3124 | else | ||
3125 | { // Its moving | ||
3126 | if (lastZeroFlag != _zeroFlag) | ||
3127 | { | ||
3128 | if (_parent == null) | ||
3129 | { | ||
3130 | base.RequestPhysicsterseUpdate(); | ||
3131 | } | ||
3132 | } | ||
3133 | |||
3134 | m_lastVelocity = _velocity; | ||
3135 | |||
3136 | _position = l_position; | ||
3137 | |||
3138 | _velocity.X = vel.X; | ||
3139 | _velocity.Y = vel.Y; | ||
3140 | _velocity.Z = vel.Z; | ||
3141 | // Why 2 calcs??? | ||
3142 | // _acceleration = ((_velocity - m_lastVelocity) / 0.1f); | ||
3143 | // _acceleration = new Vector3(_velocity.X - m_lastVelocity.X / 0.1f, | ||
3144 | // _velocity.Y - m_lastVelocity.Y / 0.1f, | ||
3145 | // _velocity.Z - m_lastVelocity.Z / 0.1f); | ||
3146 | |||
3147 | _acceleration = ((_velocity - m_lastVelocity) / timestep); | ||
3148 | |||
3149 | _orientation.X = ori.X; | ||
3150 | _orientation.Y = ori.Y; | ||
3151 | _orientation.Z = ori.Z; | ||
3152 | _orientation.W = ori.W; | ||
3153 | m_lastUpdateSent = false; | ||
3154 | if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate) | ||
3155 | { | ||
3156 | if (_parent == null) | ||
3157 | { | ||
3158 | base.RequestPhysicsterseUpdate(); | ||
3159 | } | ||
3160 | } | ||
3161 | else | ||
3162 | { | ||
3163 | throttleCounter++; | ||
3164 | } | ||
3165 | } | ||
3166 | m_lastposition = l_position; | ||
3167 | |||
3168 | /// End of old UpdatePositionAndVelocity insert | ||
3169 | |||
3170 | //if (!Acceleration.ApproxEquals(Vector3.Zero, 0.01f)) Console.WriteLine("Move " + m_primName + " Accel=" + Acceleration); | ||
3171 | // if(frcount == 0) Console.WriteLine("Move " + m_primName + " VTyp " + m_type + | ||
3172 | // " usePID=" + m_usePID + " seHover=" + m_useHoverPID + " useAPID=" + m_useAPID); | ||
3173 | if (m_type != Vehicle.TYPE_NONE) | ||
3174 | { | ||
3175 | // get body attitude | ||
3176 | d.Quaternion rot = d.BodyGetQuaternion(Body); | ||
3177 | Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object | ||
3178 | Quaternion irotq = Quaternion.Inverse(rotq); | ||
3179 | |||
3180 | // VEHICLE Linear Motion | ||
3181 | d.Vector3 velnow = d.BodyGetLinearVel(Body); // this is in world frame | ||
3182 | Vector3 vel_now = new Vector3(velnow.X, velnow.Y, velnow.Z); | ||
3183 | m_lLinObjectVel = vel_now * irotq; | ||
3184 | |||
3185 | if (m_linearMotorDecayTimescale < 300.0f) //setting of 300 or more disables decay rate | ||
3186 | { | ||
3187 | if ( Vector3.Mag(m_lLinMotorDVel) < 1.0f) | ||
3188 | { | ||
3189 | float decayfactor = m_linearMotorDecayTimescale/timestep; | ||
3190 | Vector3 decayAmount = (m_lLinMotorDVel/decayfactor); | ||
3191 | m_lLinMotorDVel -= decayAmount; | ||
3192 | } | ||
3193 | else | ||
3194 | { | ||
3195 | float decayfactor = 3.0f - (0.57f * (float)Math.Log((double)(m_linearMotorDecayTimescale))); | ||
3196 | Vector3 decel = Vector3.Normalize(m_lLinMotorDVel) * decayfactor * timestep; | ||
3197 | m_lLinMotorDVel -= decel; | ||
3198 | } | ||
3199 | if (m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) | ||
3200 | { | ||
3201 | m_lLinMotorDVel = Vector3.Zero; | ||
3202 | } | ||
3203 | else | ||
3204 | { | ||
3205 | if (Math.Abs(m_lLinMotorDVel.X) < Math.Abs(m_lLinObjectVel.X)) m_lLinObjectVel.X = m_lLinMotorDVel.X; | ||
3206 | if (Math.Abs(m_lLinMotorDVel.Y) < Math.Abs(m_lLinObjectVel.Y)) m_lLinObjectVel.Y = m_lLinMotorDVel.Y; | ||
3207 | if (Math.Abs(m_lLinMotorDVel.Z) < Math.Abs(m_lLinObjectVel.Z)) m_lLinObjectVel.Z = m_lLinMotorDVel.Z; | ||
3208 | } | ||
3209 | } // end linear motor decay | ||
3210 | |||
3211 | if ( (! m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (! m_lLinObjectVel.ApproxEquals(Vector3.Zero, 0.01f)) ) | ||
3212 | { | ||
3213 | if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body); | ||
3214 | if (m_linearMotorTimescale < 300.0f) | ||
3215 | { | ||
3216 | Vector3 attack_error = m_lLinMotorDVel - m_lLinObjectVel; | ||
3217 | float linfactor = m_linearMotorTimescale/timestep; | ||
3218 | Vector3 attackAmount = (attack_error/linfactor) * 1.3f; | ||
3219 | m_lLinObjectVel += attackAmount; | ||
3220 | } | ||
3221 | if (m_linearFrictionTimescale.X < 300.0f) | ||
3222 | { | ||
3223 | float fricfactor = m_linearFrictionTimescale.X / timestep; | ||
3224 | float fricX = m_lLinObjectVel.X / fricfactor; | ||
3225 | m_lLinObjectVel.X -= fricX; | ||
3226 | } | ||
3227 | if (m_linearFrictionTimescale.Y < 300.0f) | ||
3228 | { | ||
3229 | float fricfactor = m_linearFrictionTimescale.Y / timestep; | ||
3230 | float fricY = m_lLinObjectVel.Y / fricfactor; | ||
3231 | m_lLinObjectVel.Y -= fricY; | ||
3232 | } | ||
3233 | if (m_linearFrictionTimescale.Z < 300.0f) | ||
3234 | { | ||
3235 | float fricfactor = m_linearFrictionTimescale.Z / timestep; | ||
3236 | //if(frcount == 0) Console.WriteLine("Zfric={0}", fricfactor); | ||
3237 | float fricZ = m_lLinObjectVel.Z / fricfactor; | ||
3238 | m_lLinObjectVel.Z -= fricZ; | ||
3239 | } | ||
3240 | } | ||
3241 | m_wLinObjectVel = m_lLinObjectVel * rotq; | ||
3242 | |||
3243 | // Gravity and Buoyancy | ||
3244 | Vector3 grav = Vector3.Zero; | ||
3245 | if(m_VehicleBuoyancy < 1.0f) | ||
3246 | { | ||
3247 | // There is some gravity, make a gravity force vector | ||
3248 | // that is applied after object velocity. | ||
3249 | d.Mass objMass; | ||
3250 | d.BodyGetMass(Body, out objMass); | ||
3251 | // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; | ||
3252 | grav.Z = _parent_scene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy); // Applied later as a force | ||
3253 | } // else its 1.0, no gravity. | ||
3254 | |||
3255 | // Hovering | ||
3256 | if( (m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0) | ||
3257 | { | ||
3258 | // We should hover, get the target height | ||
3259 | d.Vector3 pos = d.BodyGetPosition(Body); | ||
3260 | if((m_flags & VehicleFlag.HOVER_WATER_ONLY) == VehicleFlag.HOVER_WATER_ONLY) | ||
3261 | { | ||
3262 | m_VhoverTargetHeight = _parent_scene.GetWaterLevel() + m_VhoverHeight; | ||
3263 | } | ||
3264 | else if((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) == VehicleFlag.HOVER_TERRAIN_ONLY) | ||
3265 | { | ||
3266 | m_VhoverTargetHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight; | ||
3267 | } | ||
3268 | else if((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == VehicleFlag.HOVER_GLOBAL_HEIGHT) | ||
3269 | { | ||
3270 | m_VhoverTargetHeight = m_VhoverHeight; | ||
3271 | } | ||
3272 | |||
3273 | if((m_flags & VehicleFlag.HOVER_UP_ONLY) == VehicleFlag.HOVER_UP_ONLY) | ||
3274 | { | ||
3275 | // If body is aready heigher, use its height as target height | ||
3276 | if(pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z; | ||
3277 | } | ||
3278 | |||
3279 | // m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped | ||
3280 | // m_VhoverTimescale = 0f; // time to acheive height | ||
3281 | // timestep is time since last frame,in secs | ||
3282 | float herr0 = pos.Z - m_VhoverTargetHeight; | ||
3283 | // Replace Vertical speed with correction figure if significant | ||
3284 | if(Math.Abs(herr0) > 0.01f ) | ||
3285 | { | ||
3286 | //? d.Mass objMass; | ||
3287 | //? d.BodyGetMass(Body, out objMass); | ||
3288 | m_wLinObjectVel.Z = - ( (herr0 * timestep * 50.0f) / m_VhoverTimescale); | ||
3289 | //KF: m_VhoverEfficiency is not yet implemented | ||
3290 | } | ||
3291 | else | ||
3292 | { | ||
3293 | m_wLinObjectVel.Z = 0f; | ||
3294 | } | ||
3295 | } | ||
3296 | else | ||
3297 | { // not hovering, Gravity rules | ||
3298 | m_wLinObjectVel.Z = vel_now.Z; | ||
3299 | } | ||
3300 | |||
3301 | |||
3302 | // Vehicle Linear Motion done ======================================= | ||
3303 | // Apply velocity | ||
3304 | d.BodySetLinearVel(Body, m_wLinObjectVel.X, m_wLinObjectVel.Y, m_wLinObjectVel.Z); | ||
3305 | // apply gravity force | ||
3306 | d.BodyAddForce(Body, grav.X, grav.Y, grav.Z); | ||
3307 | //if(frcount == 0) Console.WriteLine("Grav {0}", grav); | ||
3308 | // end MoveLinear() | ||
3309 | |||
3310 | |||
3311 | // MoveAngular | ||
3312 | /* | ||
3313 | private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor | ||
3314 | |||
3315 | private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL | ||
3316 | private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL | ||
3317 | private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL | ||
3318 | |||
3319 | private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor | ||
3320 | private Vector3 m_angObjectVel = Vector3.Zero; // what was last applied to body | ||
3321 | */ | ||
3322 | //if(frcount == 0) Console.WriteLine("MoveAngular "); | ||
3323 | |||
3324 | d.Vector3 angularObjectVel = d.BodyGetAngularVel(Body); | ||
3325 | Vector3 angObjectVel = new Vector3(angularObjectVel.X, angularObjectVel.Y, angularObjectVel.Z); | ||
3326 | angObjectVel = angObjectVel * irotq; // ============ Converts to LOCAL rotation | ||
3327 | |||
3328 | //if(frcount == 0) Console.WriteLine("V0 = {0}", angObjectVel); | ||
3329 | |||
3330 | // Decay Angular Motor 1. In SL this also depends on attack rate! decay ~= 23/Attack. | ||
3331 | float atk_decayfactor = 23.0f / (m_angularMotorTimescale * timestep); | ||
3332 | m_angularMotorDVel -= m_angularMotorDVel / atk_decayfactor; | ||
3333 | // Decay Angular Motor 2. | ||
3334 | if (m_angularMotorDecayTimescale < 300.0f) | ||
3335 | { | ||
3336 | if ( Vector3.Mag(m_angularMotorDVel) < 1.0f) | ||
3337 | { | ||
3338 | float decayfactor = (m_angularMotorDecayTimescale)/timestep; | ||
3339 | Vector3 decayAmount = (m_angularMotorDVel/decayfactor); | ||
3340 | m_angularMotorDVel -= decayAmount; | ||
3341 | } | ||
3342 | else | ||
3343 | { | ||
3344 | Vector3 decel = Vector3.Normalize(m_angularMotorDVel) * timestep / m_angularMotorDecayTimescale; | ||
3345 | m_angularMotorDVel -= decel; | ||
3346 | } | ||
3347 | |||
3348 | if (m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) | ||
3349 | { | ||
3350 | m_angularMotorDVel = Vector3.Zero; | ||
3351 | } | ||
3352 | else | ||
3353 | { | ||
3354 | if (Math.Abs(m_angularMotorDVel.X) < Math.Abs(angObjectVel.X)) angObjectVel.X = m_angularMotorDVel.X; | ||
3355 | if (Math.Abs(m_angularMotorDVel.Y) < Math.Abs(angObjectVel.Y)) angObjectVel.Y = m_angularMotorDVel.Y; | ||
3356 | if (Math.Abs(m_angularMotorDVel.Z) < Math.Abs(angObjectVel.Z)) angObjectVel.Z = m_angularMotorDVel.Z; | ||
3357 | } | ||
3358 | } // end decay angular motor | ||
3359 | //if(frcount == 0) Console.WriteLine("MotorDvel {0} Obj {1}", m_angularMotorDVel, angObjectVel); | ||
3360 | |||
3361 | //if(frcount == 0) Console.WriteLine("VA = {0}", angObjectVel); | ||
3362 | |||
3363 | // Vertical attractor section | ||
3364 | Vector3 vertattr = Vector3.Zero; | ||
3365 | |||
3366 | if(m_verticalAttractionTimescale < 300) | ||
3367 | { | ||
3368 | float VAservo = 1.0f / (m_verticalAttractionTimescale * timestep); | ||
3369 | // make a vector pointing up | ||
3370 | Vector3 verterr = Vector3.Zero; | ||
3371 | verterr.Z = 1.0f; | ||
3372 | // rotate it to Body Angle | ||
3373 | verterr = verterr * rotq; | ||
3374 | // verterr.X and .Y are the World error ammounts. They are 0 when there is no error (Vehicle Body is 'vertical'), and .Z will be 1. | ||
3375 | // As the body leans to its side |.X| will increase to 1 and .Z fall to 0. As body inverts |.X| will fall and .Z will go | ||
3376 | // negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body. | ||
3377 | |||
3378 | if (verterr.Z < 0.0f) | ||
3379 | { // Deflection from vertical exceeds 90-degrees. This method will ensure stable return to | ||
3380 | // vertical, BUT for some reason a z-rotation is imparted to the object. TBI. | ||
3381 | //Console.WriteLine("InvertFlip"); | ||
3382 | verterr.X = 2.0f - verterr.X; | ||
3383 | verterr.Y = 2.0f - verterr.Y; | ||
3384 | } | ||
3385 | verterr *= 0.5f; | ||
3386 | // verterror is 0 (no error) to +/- 1 (max error at 180-deg tilt) | ||
3387 | |||
3388 | if ((!angObjectVel.ApproxEquals(Vector3.Zero, 0.001f)) || (verterr.Z < 0.49f)) | ||
3389 | { | ||
3390 | // As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so | ||
3391 | // Change Body angular velocity X based on Y, and Y based on X. Z is not changed. | ||
3392 | vertattr.X = verterr.Y; | ||
3393 | vertattr.Y = - verterr.X; | ||
3394 | vertattr.Z = 0f; | ||
3395 | //if(frcount == 0) Console.WriteLine("VAerr=" + verterr); | ||
3396 | |||
3397 | // scaling appears better usingsquare-law | ||
3398 | float damped = m_verticalAttractionEfficiency * m_verticalAttractionEfficiency; | ||
3399 | float bounce = 1.0f - damped; | ||
3400 | // 0 = crit damp, 1 = bouncy | ||
3401 | float oavz = angObjectVel.Z; // retain z velocity | ||
3402 | // time-scaled correction, which sums, therefore is bouncy: | ||
3403 | angObjectVel = (angObjectVel + (vertattr * VAservo * 0.0333f)) * bounce; | ||
3404 | // damped, good @ < 90: | ||
3405 | angObjectVel = angObjectVel + (vertattr * VAservo * 0.0667f * damped); | ||
3406 | angObjectVel.Z = oavz; | ||
3407 | //if(frcount == 0) Console.WriteLine("VA+"); | ||
3408 | //Console.WriteLine("VAttr {0} OAvel {1}", vertattr, angObjectVel); | ||
3409 | } | ||
3410 | else | ||
3411 | { | ||
3412 | // else error is very small | ||
3413 | angObjectVel.X = 0f; | ||
3414 | angObjectVel.Y = 0f; | ||
3415 | //if(frcount == 0) Console.WriteLine("VA0"); | ||
3416 | } | ||
3417 | } // else vertical attractor is off | ||
3418 | //if(frcount == 0) Console.WriteLine("V1 = {0}", angObjectVel); | ||
3419 | |||
3420 | if ( (! m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (! angObjectVel.ApproxEquals(Vector3.Zero, 0.01f)) ) | ||
3421 | { // if motor or object have motion | ||
3422 | if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body); | ||
3423 | |||
3424 | if (m_angularMotorTimescale < 300.0f) | ||
3425 | { | ||
3426 | Vector3 attack_error = m_angularMotorDVel - angObjectVel; | ||
3427 | float angfactor = m_angularMotorTimescale/timestep; | ||
3428 | Vector3 attackAmount = (attack_error/angfactor); | ||
3429 | angObjectVel += attackAmount; | ||
3430 | //if(frcount == 0) Console.WriteLine("Accel {0} Attk {1}",FrAaccel, attackAmount); | ||
3431 | //if(frcount == 0) Console.WriteLine("V2+= {0}", angObjectVel); | ||
3432 | } | ||
3433 | |||
3434 | angObjectVel.X -= angObjectVel.X / (m_angularFrictionTimescale.X * 0.7f / timestep); | ||
3435 | angObjectVel.Y -= angObjectVel.Y / (m_angularFrictionTimescale.Y * 0.7f / timestep); | ||
3436 | angObjectVel.Z -= angObjectVel.Z / (m_angularFrictionTimescale.Z * 0.7f / timestep); | ||
3437 | } // else no signif. motion | ||
3438 | |||
3439 | //if(frcount == 0) Console.WriteLine("Dmotor {0} Obj {1}", m_angularMotorDVel, angObjectVel); | ||
3440 | // Bank section tba | ||
3441 | // Deflection section tba | ||
3442 | //if(frcount == 0) Console.WriteLine("V3 = {0}", angObjectVel); | ||
3443 | |||
3444 | m_lastAngularVelocity = angObjectVel; | ||
3445 | |||
3446 | if (!m_angularEnable.ApproxEquals(Vector3.One, 0.003f)) | ||
3447 | { | ||
3448 | if (m_angularEnable.X == 0) | ||
3449 | m_lastAngularVelocity.X = 0f; | ||
3450 | if (m_angularEnable.Y == 0) | ||
3451 | m_lastAngularVelocity.Y = 0f; | ||
3452 | if (m_angularEnable.Z == 0) | ||
3453 | m_lastAngularVelocity.Z = 0f; | ||
3454 | } | ||
3455 | // Apply to the body | ||
3456 | // Vector3 aInc = m_lastAngularVelocity - initavel; | ||
3457 | //if(frcount == 0) Console.WriteLine("Inc {0}", aInc); | ||
3458 | m_lastAngularVelocity = m_lastAngularVelocity * rotq; // ================ Converts to WORLD rotation | ||
3459 | |||
3460 | d.BodySetAngularVel (Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z); | ||
3461 | //if(frcount == 0) Console.WriteLine("V4 = {0}", m_lastAngularVelocity); | ||
3462 | |||
3463 | } // end VEHICLES | ||
3464 | else | ||
3465 | { | ||
3466 | if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009 | ||
3467 | // NON-'VEHICLES' are dealt with here | ||
3468 | /// Dynamics Angular Lock ======================================================================== | ||
3469 | if (d.BodyIsEnabled(Body) && !m_angularEnable.ApproxEquals(Vector3.One, 0.003f)) | ||
3470 | { | ||
3471 | d.Vector3 avel2 = d.BodyGetAngularVel(Body); | ||
3472 | if (m_angularEnable.X == 0) | ||
3473 | avel2.X = 0; | ||
3474 | if (m_angularEnable.Y == 0) | ||
3475 | avel2.Y = 0; | ||
3476 | if (m_angularEnable.Z == 0) | ||
3477 | avel2.Z = 0; | ||
3478 | d.BodySetAngularVel(Body, avel2.X, avel2.Y, avel2.Z); | ||
3479 | } | ||
3480 | |||
3481 | |||
3482 | /// Dynamics Buoyancy =============================================================================== | ||
3483 | //KF: m_buoyancy is set by llSetBuoyancy() and is for non-vehicle. | ||
3484 | // m_buoyancy: (unlimited value) <0=Falls fast; 0=1g; 1=0g; >1 = floats up | ||
3485 | // NB Prims in ODE are no subject to global gravity | ||
3486 | float m_mass = CalculateMass(); | ||
3487 | fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; // force = acceleration * mass | ||
3488 | |||
3489 | if (m_usePID) | ||
3490 | { | ||
3491 | //if(frcount == 0) Console.WriteLine("PID " + m_primName); | ||
3492 | // KF - this is for object MoveToTarget. | ||
3493 | |||
3494 | //if (!d.BodyIsEnabled(Body)) | ||
3495 | //d.BodySetForce(Body, 0f, 0f, 0f); | ||
3496 | |||
3497 | // no lock; for now it's only called from within Simulate() | ||
3498 | |||
3499 | // If the PID Controller isn't active then we set our force | ||
3500 | // calculating base velocity to the current position | ||
3501 | |||
3502 | if ((m_PIDTau < 1) && (m_PIDTau != 0)) | ||
3503 | { | ||
3504 | //PID_G = PID_G / m_PIDTau; | ||
3505 | m_PIDTau = 1; | ||
3506 | } | ||
3507 | |||
3508 | if ((PID_G - m_PIDTau) <= 0) | ||
3509 | { | ||
3510 | PID_G = m_PIDTau + 1; | ||
3511 | } | ||
3512 | //PidStatus = true; | ||
3513 | |||
3514 | // PhysicsVector vec = new PhysicsVector(); | ||
3515 | // d.Vector3 vel = d.BodyGetLinearVel(Body); | ||
3516 | |||
3517 | d.Vector3 pos = d.BodyGetPosition(Body); | ||
3518 | _target_velocity = | ||
3519 | new Vector3( | ||
3520 | (m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep), | ||
3521 | (m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep), | ||
3522 | (m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep) | ||
3523 | ); | ||
3524 | |||
3525 | // if velocity is zero, use position control; otherwise, velocity control | ||
3526 | |||
3527 | if (_target_velocity.ApproxEquals(Vector3.Zero,0.1f)) | ||
3528 | { | ||
3529 | // keep track of where we stopped. No more slippin' & slidin' | ||
3530 | |||
3531 | // We only want to deactivate the PID Controller if we think we want to have our surrogate | ||
3532 | // react to the physics scene by moving it's position. | ||
3533 | // Avatar to Avatar collisions | ||
3534 | // Prim to avatar collisions | ||
3535 | |||
3536 | //fx = (_target_velocity.X - vel.X) * (PID_D) + (_zeroPosition.X - pos.X) * (PID_P * 2); | ||
3537 | //fy = (_target_velocity.Y - vel.Y) * (PID_D) + (_zeroPosition.Y - pos.Y) * (PID_P * 2); | ||
3538 | //fz = fz + (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P; | ||
3539 | d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z); | ||
3540 | d.BodySetLinearVel(Body, 0, 0, 0); | ||
3541 | d.BodyAddForce(Body, 0, 0, fz); | ||
3542 | // return; | ||
3543 | } | ||
3544 | else | ||
3545 | { | ||
3546 | _zeroFlag = false; | ||
3547 | |||
3548 | // We're flying and colliding with something | ||
3549 | fx = ((_target_velocity.X) - vel.X) * (PID_D); | ||
3550 | fy = ((_target_velocity.Y) - vel.Y) * (PID_D); | ||
3551 | |||
3552 | // vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P; | ||
3553 | |||
3554 | fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass); | ||
3555 | } | ||
3556 | } // end if (m_usePID) | ||
3557 | |||
3558 | /// Dynamics Hover =================================================================================== | ||
3559 | // Hover PID Controller needs to be mutually exlusive to MoveTo PID controller | ||
3560 | if (m_useHoverPID && !m_usePID) | ||
3561 | { | ||
3562 | //Console.WriteLine("Hover " + m_primName); | ||
3563 | |||
3564 | // If we're using the PID controller, then we have no gravity | ||
3565 | fz = (-1 * _parent_scene.gravityz) * m_mass; | ||
3566 | |||
3567 | // no lock; for now it's only called from within Simulate() | ||
3568 | |||
3569 | // If the PID Controller isn't active then we set our force | ||
3570 | // calculating base velocity to the current position | ||
3571 | |||
3572 | if ((m_PIDTau < 1)) | ||
3573 | { | ||
3574 | PID_G = PID_G / m_PIDTau; | ||
3575 | } | ||
3576 | |||
3577 | if ((PID_G - m_PIDTau) <= 0) | ||
3578 | { | ||
3579 | PID_G = m_PIDTau + 1; | ||
3580 | } | ||
3581 | |||
3582 | |||
3583 | // Where are we, and where are we headed? | ||
3584 | d.Vector3 pos = d.BodyGetPosition(Body); | ||
3585 | // d.Vector3 vel = d.BodyGetLinearVel(Body); | ||
3586 | |||
3587 | |||
3588 | // Non-Vehicles have a limited set of Hover options. | ||
3589 | // determine what our target height really is based on HoverType | ||
3590 | switch (m_PIDHoverType) | ||
3591 | { | ||
3592 | case PIDHoverType.Ground: | ||
3593 | m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y); | ||
3594 | m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight; | ||
3595 | break; | ||
3596 | case PIDHoverType.GroundAndWater: | ||
3597 | m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y); | ||
3598 | m_waterHeight = _parent_scene.GetWaterLevel(); | ||
3599 | if (m_groundHeight > m_waterHeight) | ||
3600 | { | ||
3601 | m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight; | ||
3602 | } | ||
3603 | else | ||
3604 | { | ||
3605 | m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight; | ||
3606 | } | ||
3607 | break; | ||
3608 | |||
3609 | } // end switch (m_PIDHoverType) | ||
3610 | |||
3611 | |||
3612 | _target_velocity = | ||
3613 | new Vector3(0.0f, 0.0f, | ||
3614 | (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep) | ||
3615 | ); | ||
3616 | |||
3617 | // if velocity is zero, use position control; otherwise, velocity control | ||
3618 | |||
3619 | if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f)) | ||
3620 | { | ||
3621 | // keep track of where we stopped. No more slippin' & slidin' | ||
3622 | |||
3623 | // We only want to deactivate the PID Controller if we think we want to have our surrogate | ||
3624 | // react to the physics scene by moving it's position. | ||
3625 | // Avatar to Avatar collisions | ||
3626 | // Prim to avatar collisions | ||
3627 | |||
3628 | d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight); | ||
3629 | d.BodySetLinearVel(Body, vel.X, vel.Y, 0); | ||
3630 | d.BodyAddForce(Body, 0, 0, fz); | ||
3631 | //KF this prevents furthur motions return; | ||
3632 | } | ||
3633 | else | ||
3634 | { | ||
3635 | _zeroFlag = false; | ||
3636 | |||
3637 | // We're flying and colliding with something | ||
3638 | fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass); | ||
3639 | } | ||
3640 | } // end m_useHoverPID && !m_usePID | ||
3641 | |||
3642 | /// Dynamics RotLookAt ================================================================================= | ||
3643 | if (m_useAPID) | ||
3644 | { | ||
3645 | // RotLookAt, apparently overrides all other rotation sources. Inputs: | ||
3646 | // Quaternion m_APIDTarget | ||
3647 | // float m_APIDStrength // From SL experiments, this is the time to get there | ||
3648 | // float m_APIDDamping // From SL experiments, this is damping, 1.0 = damped, 0.1 = wobbly | ||
3649 | // Also in SL the mass of the object has no effect on time to get there. | ||
3650 | // Factors: | ||
3651 | // get present body rotation | ||
3652 | float limit = 1.0f; | ||
3653 | float scaler = 50f; // adjusts damping time | ||
3654 | float RLAservo = 0f; | ||
3655 | |||
3656 | d.Quaternion rot = d.BodyGetQuaternion(Body); | ||
3657 | Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); | ||
3658 | Quaternion rot_diff = Quaternion.Inverse(rotq) * m_APIDTarget; | ||
3659 | float diff_angle; | ||
3660 | Vector3 diff_axis; | ||
3661 | rot_diff.GetAxisAngle(out diff_axis, out diff_angle); | ||
3662 | diff_axis.Normalize(); | ||
3663 | if(diff_angle > 0.01f) // diff_angle is always +ve | ||
3664 | { | ||
3665 | // PhysicsVector rotforce = new PhysicsVector(diff_axis.X, diff_axis.Y, diff_axis.Z); | ||
3666 | Vector3 rotforce = new Vector3(diff_axis.X, diff_axis.Y, diff_axis.Z); | ||
3667 | rotforce = rotforce * rotq; | ||
3668 | if(diff_angle > limit) diff_angle = limit; // cap the rotate rate | ||
3669 | // RLAservo = timestep / m_APIDStrength * m_mass * scaler; | ||
3670 | // rotforce = rotforce * RLAservo * diff_angle ; | ||
3671 | // d.BodyAddRelTorque(Body, rotforce.X, rotforce.Y, rotforce.Z); | ||
3672 | RLAservo = timestep / m_APIDStrength * scaler; | ||
3673 | rotforce = rotforce * RLAservo * diff_angle ; | ||
3674 | |||
3675 | if (m_angularEnable.X == 0) | ||
3676 | rotforce.X = 0; | ||
3677 | if (m_angularEnable.Y == 0) | ||
3678 | rotforce.Y = 0; | ||
3679 | if (m_angularEnable.Z == 0) | ||
3680 | rotforce.Z = 0; | ||
3681 | |||
3682 | d.BodySetAngularVel (Body, rotforce.X, rotforce.Y, rotforce.Z); | ||
3683 | //Console.WriteLine("axis= " + diff_axis + " angle= " + diff_angle + "servo= " + RLAservo); | ||
3684 | } | ||
3685 | //if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo + " angle= " + diff_angle); | ||
3686 | } // end m_useAPID | ||
3687 | |||
3688 | /// Dynamics Apply Forces =================================================================================== | ||
3689 | fx *= m_mass; | ||
3690 | fy *= m_mass; | ||
3691 | //fz *= m_mass; | ||
3692 | |||
3693 | fx += m_force.X; | ||
3694 | fy += m_force.Y; | ||
3695 | fz += m_force.Z; | ||
3696 | |||
3697 | //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString()); | ||
3698 | if (fx != 0 || fy != 0 || fz != 0) | ||
3699 | { | ||
3700 | //m_taintdisable = true; | ||
3701 | //base.RaiseOutOfBounds(Position); | ||
3702 | //d.BodySetLinearVel(Body, fx, fy, 0f); | ||
3703 | if (!d.BodyIsEnabled(Body)) | ||
3704 | { | ||
3705 | // A physical body at rest on a surface will auto-disable after a while, | ||
3706 | // this appears to re-enable it incase the surface it is upon vanishes, | ||
3707 | // and the body should fall again. | ||
3708 | d.BodySetLinearVel(Body, 0f, 0f, 0f); | ||
3709 | d.BodySetForce(Body, 0, 0, 0); | ||
3710 | enableBodySoft(); | ||
3711 | } | ||
3712 | |||
3713 | // 35x10 = 350n times the mass per second applied maximum. | ||
3714 | float nmax = 35f * m_mass; | ||
3715 | float nmin = -35f * m_mass; | ||
3716 | |||
3717 | |||
3718 | if (fx > nmax) | ||
3719 | fx = nmax; | ||
3720 | if (fx < nmin) | ||
3721 | fx = nmin; | ||
3722 | if (fy > nmax) | ||
3723 | fy = nmax; | ||
3724 | if (fy < nmin) | ||
3725 | fy = nmin; | ||
3726 | d.BodyAddForce(Body, fx, fy, fz); | ||
3727 | //Console.WriteLine("AddForce " + fx + "," + fy + "," + fz); | ||
3728 | } | ||
3729 | } | ||
3730 | } | ||
3731 | else | ||
3732 | { // is not physical, or is not a body or is selected | ||
3733 | // from old UpdatePositionAndVelocity, ... Not a body.. so Make sure the client isn't interpolating | ||
3734 | _velocity.X = 0; | ||
3735 | _velocity.Y = 0; | ||
3736 | _velocity.Z = 0; | ||
3737 | |||
3738 | _acceleration.X = 0; | ||
3739 | _acceleration.Y = 0; | ||
3740 | _acceleration.Z = 0; | ||
3741 | |||
3742 | m_rotationalVelocity.X = 0; | ||
3743 | m_rotationalVelocity.Y = 0; | ||
3744 | m_rotationalVelocity.Z = 0; | ||
3745 | _zeroFlag = true; | ||
3746 | return; | ||
3747 | } | ||
3748 | } // end Move() | ||
3749 | } // end class | ||
3296 | } | 3750 | } |