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author | CasperW | 2009-12-23 14:15:27 +0100 |
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committer | CasperW | 2009-12-23 14:15:27 +0100 |
commit | c54e0953d09f74be65f7f1939af16afcb8ade054 (patch) | |
tree | 30fdda415425190bb50a752d7b84f64e0a29db9b /OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs | |
parent | Added some null reference and deleted group checks to certain functions to fi... (diff) | |
parent | Merge branch 'master' into careminster (diff) | |
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Merge branch 'master' of ssh://TOR/var/git/careminster
Diffstat (limited to 'OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs')
-rw-r--r-- | OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs | 3271 |
1 files changed, 3271 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs new file mode 100644 index 0000000..983431d --- /dev/null +++ b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs | |||
@@ -0,0 +1,3271 @@ | |||
1 | /* Copyright (c) Contributors, http://opensimulator.org/ | ||
2 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
3 | * Redistribution and use in source and binary forms, with or without | ||
4 | * modification, are permitted provided that the following conditions are met: | ||
5 | * * Redistributions of source code must retain the above copyright | ||
6 | * notice, this list of conditions and the following disclaimer. | ||
7 | * * Redistributions in binary form must reproduce the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer in the | ||
9 | * documentation and/or other materials provided with the distribution. | ||
10 | * * Neither the name of the OpenSimulator Project nor the | ||
11 | * names of its contributors may be used to endorse or promote products | ||
12 | * derived from this software without specific prior written permission. | ||
13 | * | ||
14 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
15 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
16 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
17 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
18 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
19 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
20 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
21 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
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. | ||
24 | * | ||
25 | * Revised August 26 2009 by Kitto Flora. ODEDynamics.cs replaces | ||
26 | * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised: | ||
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 | */ | ||
37 | |||
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; | ||
52 | using System.Collections.Generic; | ||
53 | using System.Reflection; | ||
54 | using System.Runtime.InteropServices; | ||
55 | using System.Threading; | ||
56 | using log4net; | ||
57 | using OpenMetaverse; | ||
58 | using Ode.NET; | ||
59 | using OpenSim.Framework; | ||
60 | using OpenSim.Region.Physics.Manager; | ||
61 | |||
62 | namespace OpenSim.Region.Physics.OdePlugin | ||
63 | { | ||
64 | /// <summary> | ||
65 | /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves. | ||
66 | /// </summary> | ||
67 | |||
68 | public class OdePrim : PhysicsActor | ||
69 | { | ||
70 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
71 | |||
72 | private Vector3 _position; | ||
73 | private Vector3 _velocity; | ||
74 | private Vector3 _torque; | ||
75 | private Vector3 m_lastVelocity; | ||
76 | private Vector3 m_lastposition; | ||
77 | private Quaternion m_lastorientation = new Quaternion(); | ||
78 | private Vector3 m_rotationalVelocity; | ||
79 | private Vector3 _size; | ||
80 | private Vector3 _acceleration; | ||
81 | // private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f); | ||
82 | private Quaternion _orientation; | ||
83 | private Vector3 m_taintposition; | ||
84 | private Vector3 m_taintsize; | ||
85 | private Vector3 m_taintVelocity; | ||
86 | private Vector3 m_taintTorque; | ||
87 | private Quaternion m_taintrot; | ||
88 | private Vector3 m_angularlock = Vector3.One; | ||
89 | private Vector3 m_taintAngularLock = Vector3.One; | ||
90 | private IntPtr Amotor = IntPtr.Zero; | ||
91 | |||
92 | private Vector3 m_PIDTarget; | ||
93 | private float m_PIDTau; | ||
94 | private float PID_D = 35f; | ||
95 | private float PID_G = 25f; | ||
96 | private bool m_usePID = false; | ||
97 | |||
98 | private Quaternion m_APIDTarget = new Quaternion(); | ||
99 | private float m_APIDStrength = 0.5f; | ||
100 | private float m_APIDDamping = 0.5f; | ||
101 | private bool m_useAPID = false; | ||
102 | |||
103 | // KF: These next 7 params apply to llSetHoverHeight(float height, integer water, float tau), | ||
104 | // and are for non-VEHICLES only. | ||
105 | |||
106 | private float m_PIDHoverHeight; | ||
107 | private float m_PIDHoverTau; | ||
108 | private bool m_useHoverPID; | ||
109 | private PIDHoverType m_PIDHoverType = PIDHoverType.Ground; | ||
110 | private float m_targetHoverHeight; | ||
111 | private float m_groundHeight; | ||
112 | private float m_waterHeight; | ||
113 | private float m_buoyancy; //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle. | ||
114 | |||
115 | // private float m_tensor = 5f; | ||
116 | private int body_autodisable_frames = 20; | ||
117 | |||
118 | |||
119 | private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom | ||
120 | | CollisionCategories.Space | ||
121 | | CollisionCategories.Body | ||
122 | | CollisionCategories.Character | ||
123 | ); | ||
124 | private bool m_taintshape; | ||
125 | private bool m_taintPhysics; | ||
126 | private bool m_collidesLand = true; | ||
127 | private bool m_collidesWater; | ||
128 | public bool m_returnCollisions; | ||
129 | |||
130 | // Default we're a Geometry | ||
131 | private CollisionCategories m_collisionCategories = (CollisionCategories.Geom); | ||
132 | |||
133 | // Default, Collide with Other Geometries, spaces and Bodies | ||
134 | private CollisionCategories m_collisionFlags = m_default_collisionFlags; | ||
135 | |||
136 | public bool m_taintremove; | ||
137 | public bool m_taintdisable; | ||
138 | public bool m_disabled; | ||
139 | public bool m_taintadd; | ||
140 | public bool m_taintselected; | ||
141 | public bool m_taintCollidesWater; | ||
142 | |||
143 | public uint m_localID; | ||
144 | |||
145 | //public GCHandle gc; | ||
146 | private CollisionLocker ode; | ||
147 | |||
148 | private bool m_taintforce = false; | ||
149 | private bool m_taintaddangularforce = false; | ||
150 | private Vector3 m_force; | ||
151 | private List<Vector3> m_forcelist = new List<Vector3>(); | ||
152 | private List<Vector3> m_angularforcelist = new List<Vector3>(); | ||
153 | |||
154 | private IMesh _mesh; | ||
155 | private PrimitiveBaseShape _pbs; | ||
156 | private OdeScene _parent_scene; | ||
157 | public IntPtr m_targetSpace = IntPtr.Zero; | ||
158 | public IntPtr prim_geom; | ||
159 | public IntPtr prev_geom; | ||
160 | public IntPtr _triMeshData; | ||
161 | |||
162 | private IntPtr _linkJointGroup = IntPtr.Zero; | ||
163 | private PhysicsActor _parent; | ||
164 | private PhysicsActor m_taintparent; | ||
165 | |||
166 | private List<OdePrim> childrenPrim = new List<OdePrim>(); | ||
167 | |||
168 | private bool iscolliding; | ||
169 | private bool m_isphysical; | ||
170 | private bool m_isSelected; | ||
171 | |||
172 | internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively | ||
173 | |||
174 | private bool m_throttleUpdates; | ||
175 | private int throttleCounter; | ||
176 | public int m_interpenetrationcount; | ||
177 | public float m_collisionscore; | ||
178 | public int m_roundsUnderMotionThreshold; | ||
179 | private int m_crossingfailures; | ||
180 | |||
181 | public bool outofBounds; | ||
182 | private float m_density = 10.000006836f; // Aluminum g/cm3; | ||
183 | |||
184 | public bool _zeroFlag; | ||
185 | private bool m_lastUpdateSent; | ||
186 | |||
187 | public IntPtr Body = IntPtr.Zero; | ||
188 | public String m_primName; | ||
189 | private Vector3 _target_velocity; | ||
190 | public d.Mass pMass; | ||
191 | |||
192 | public int m_eventsubscription; | ||
193 | private CollisionEventUpdate CollisionEventsThisFrame; | ||
194 | |||
195 | private IntPtr m_linkJoint = IntPtr.Zero; | ||
196 | |||
197 | public volatile bool childPrim; | ||
198 | |||
199 | private ODEDynamics m_vehicle; | ||
200 | |||
201 | internal int m_material = (int)Material.Wood; | ||
202 | |||
203 | private int frcount = 0; // Used to limit dynamics debug output to | ||
204 | |||
205 | |||
206 | public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size, | ||
207 | Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode) | ||
208 | { | ||
209 | m_vehicle = new ODEDynamics(); | ||
210 | //gc = GCHandle.Alloc(prim_geom, GCHandleType.Pinned); | ||
211 | ode = dode; | ||
212 | if (!pos.IsFinite()) | ||
213 | { | ||
214 | pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), | ||
215 | parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f); | ||
216 | m_log.Warn("[PHYSICS]: Got nonFinite Object create Position"); | ||
217 | } | ||
218 | _position = pos; | ||
219 | m_taintposition = pos; | ||
220 | PID_D = parent_scene.bodyPIDD; | ||
221 | PID_G = parent_scene.bodyPIDG; | ||
222 | m_density = parent_scene.geomDefaultDensity; | ||
223 | // m_tensor = parent_scene.bodyMotorJointMaxforceTensor; | ||
224 | body_autodisable_frames = parent_scene.bodyFramesAutoDisable; | ||
225 | |||
226 | |||
227 | prim_geom = IntPtr.Zero; | ||
228 | prev_geom = IntPtr.Zero; | ||
229 | |||
230 | if (!pos.IsFinite()) | ||
231 | { | ||
232 | size = new Vector3(0.5f, 0.5f, 0.5f); | ||
233 | m_log.Warn("[PHYSICS]: Got nonFinite Object create Size"); | ||
234 | } | ||
235 | |||
236 | if (size.X <= 0) size.X = 0.01f; | ||
237 | if (size.Y <= 0) size.Y = 0.01f; | ||
238 | if (size.Z <= 0) size.Z = 0.01f; | ||
239 | |||
240 | _size = size; | ||
241 | m_taintsize = _size; | ||
242 | |||
243 | if (!QuaternionIsFinite(rotation)) | ||
244 | { | ||
245 | rotation = Quaternion.Identity; | ||
246 | m_log.Warn("[PHYSICS]: Got nonFinite Object create Rotation"); | ||
247 | } | ||
248 | |||
249 | _orientation = rotation; | ||
250 | m_taintrot = _orientation; | ||
251 | _mesh = mesh; | ||
252 | _pbs = pbs; | ||
253 | |||
254 | _parent_scene = parent_scene; | ||
255 | m_targetSpace = (IntPtr)0; | ||
256 | |||
257 | if (pos.Z < 0) | ||
258 | m_isphysical = false; | ||
259 | else | ||
260 | { | ||
261 | m_isphysical = pisPhysical; | ||
262 | // If we're physical, we need to be in the master space for now. | ||
263 | // linksets *should* be in a space together.. but are not currently | ||
264 | if (m_isphysical) | ||
265 | m_targetSpace = _parent_scene.space; | ||
266 | } | ||
267 | m_primName = primName; | ||
268 | m_taintadd = true; | ||
269 | _parent_scene.AddPhysicsActorTaint(this); | ||
270 | // don't do .add() here; old geoms get recycled with the same hash | ||
271 | } | ||
272 | |||
273 | public override int PhysicsActorType | ||
274 | { | ||
275 | get { return (int) ActorTypes.Prim; } | ||
276 | set { return; } | ||
277 | } | ||
278 | |||
279 | public override bool SetAlwaysRun | ||
280 | { | ||
281 | get { return false; } | ||
282 | set { return; } | ||
283 | } | ||
284 | |||
285 | public override uint LocalID | ||
286 | { | ||
287 | set { | ||
288 | //m_log.Info("[PHYSICS]: Setting TrackerID: " + value); | ||
289 | m_localID = value; } | ||
290 | } | ||
291 | |||
292 | public override bool Grabbed | ||
293 | { | ||
294 | set { return; } | ||
295 | } | ||
296 | |||
297 | public override bool Selected | ||
298 | { | ||
299 | set { | ||
300 | |||
301 | |||
302 | // This only makes the object not collidable if the object | ||
303 | // is physical or the object is modified somehow *IN THE FUTURE* | ||
304 | // without this, if an avatar selects prim, they can walk right | ||
305 | // through it while it's selected | ||
306 | m_collisionscore = 0; | ||
307 | if ((m_isphysical && !_zeroFlag) || !value) | ||
308 | { | ||
309 | m_taintselected = value; | ||
310 | _parent_scene.AddPhysicsActorTaint(this); | ||
311 | } | ||
312 | else | ||
313 | { | ||
314 | m_taintselected = value; | ||
315 | m_isSelected = value; | ||
316 | } | ||
317 | if(m_isSelected) disableBodySoft(); | ||
318 | } | ||
319 | } | ||
320 | |||
321 | public void SetGeom(IntPtr geom) | ||
322 | { | ||
323 | prev_geom = prim_geom; | ||
324 | prim_geom = geom; | ||
325 | //Console.WriteLine("SetGeom to " + prim_geom + " for " + m_primName); | ||
326 | if (prim_geom != IntPtr.Zero) | ||
327 | { | ||
328 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | ||
329 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
330 | } | ||
331 | |||
332 | if (childPrim) | ||
333 | { | ||
334 | if (_parent != null && _parent is OdePrim) | ||
335 | { | ||
336 | OdePrim parent = (OdePrim)_parent; | ||
337 | //Console.WriteLine("SetGeom calls ChildSetGeom"); | ||
338 | parent.ChildSetGeom(this); | ||
339 | } | ||
340 | } | ||
341 | //m_log.Warn("Setting Geom to: " + prim_geom); | ||
342 | } | ||
343 | |||
344 | |||
345 | |||
346 | public void enableBodySoft() | ||
347 | { | ||
348 | if (!childPrim) | ||
349 | { | ||
350 | if (m_isphysical && Body != IntPtr.Zero) | ||
351 | { | ||
352 | d.BodyEnable(Body); | ||
353 | if (m_vehicle.Type != Vehicle.TYPE_NONE) | ||
354 | m_vehicle.Enable(Body, _parent_scene); | ||
355 | } | ||
356 | |||
357 | m_disabled = false; | ||
358 | } | ||
359 | } | ||
360 | |||
361 | public void disableBodySoft() | ||
362 | { | ||
363 | m_disabled = true; | ||
364 | |||
365 | if (m_isphysical && Body != IntPtr.Zero) | ||
366 | { | ||
367 | d.BodyDisable(Body); | ||
368 | } | ||
369 | } | ||
370 | |||
371 | public void enableBody() | ||
372 | { | ||
373 | // Don't enable this body if we're a child prim | ||
374 | // this should be taken care of in the parent function not here | ||
375 | if (!childPrim) | ||
376 | { | ||
377 | // Sets the geom to a body | ||
378 | Body = d.BodyCreate(_parent_scene.world); | ||
379 | |||
380 | setMass(); | ||
381 | d.BodySetPosition(Body, _position.X, _position.Y, _position.Z); | ||
382 | d.Quaternion myrot = new d.Quaternion(); | ||
383 | myrot.X = _orientation.X; | ||
384 | myrot.Y = _orientation.Y; | ||
385 | myrot.Z = _orientation.Z; | ||
386 | myrot.W = _orientation.W; | ||
387 | d.BodySetQuaternion(Body, ref myrot); | ||
388 | d.GeomSetBody(prim_geom, Body); | ||
389 | m_collisionCategories |= CollisionCategories.Body; | ||
390 | m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); | ||
391 | |||
392 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | ||
393 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
394 | |||
395 | d.BodySetAutoDisableFlag(Body, true); | ||
396 | d.BodySetAutoDisableSteps(Body, body_autodisable_frames); | ||
397 | |||
398 | // disconnect from world gravity so we can apply buoyancy | ||
399 | d.BodySetGravityMode (Body, false); | ||
400 | |||
401 | m_interpenetrationcount = 0; | ||
402 | m_collisionscore = 0; | ||
403 | m_disabled = false; | ||
404 | |||
405 | // The body doesn't already have a finite rotation mode set here | ||
406 | if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0.0f)) && _parent == null) | ||
407 | { | ||
408 | createAMotor(m_angularlock); | ||
409 | } | ||
410 | if (m_vehicle.Type != Vehicle.TYPE_NONE) | ||
411 | { | ||
412 | m_vehicle.Enable(Body, _parent_scene); | ||
413 | } | ||
414 | |||
415 | _parent_scene.addActivePrim(this); | ||
416 | } | ||
417 | } | ||
418 | |||
419 | #region Mass Calculation | ||
420 | |||
421 | private float CalculateMass() | ||
422 | { | ||
423 | float volume = 0; | ||
424 | |||
425 | // No material is passed to the physics engines yet.. soo.. | ||
426 | // we're using the m_density constant in the class definition | ||
427 | |||
428 | float returnMass = 0; | ||
429 | |||
430 | switch (_pbs.ProfileShape) | ||
431 | { | ||
432 | case ProfileShape.Square: | ||
433 | // Profile Volume | ||
434 | |||
435 | volume = _size.X*_size.Y*_size.Z; | ||
436 | |||
437 | // If the user has 'hollowed out' | ||
438 | // ProfileHollow is one of those 0 to 50000 values :P | ||
439 | // we like percentages better.. so turning into a percentage | ||
440 | |||
441 | if (((float) _pbs.ProfileHollow/50000f) > 0.0) | ||
442 | { | ||
443 | float hollowAmount = (float) _pbs.ProfileHollow/50000f; | ||
444 | |||
445 | // calculate the hollow volume by it's shape compared to the prim shape | ||
446 | float hollowVolume = 0; | ||
447 | switch (_pbs.HollowShape) | ||
448 | { | ||
449 | case HollowShape.Square: | ||
450 | case HollowShape.Same: | ||
451 | // Cube Hollow volume calculation | ||
452 | float hollowsizex = _size.X*hollowAmount; | ||
453 | float hollowsizey = _size.Y*hollowAmount; | ||
454 | float hollowsizez = _size.Z*hollowAmount; | ||
455 | hollowVolume = hollowsizex*hollowsizey*hollowsizez; | ||
456 | break; | ||
457 | |||
458 | case HollowShape.Circle: | ||
459 | // Hollow shape is a perfect cyllinder in respect to the cube's scale | ||
460 | // Cyllinder hollow volume calculation | ||
461 | float hRadius = _size.X/2; | ||
462 | float hLength = _size.Z; | ||
463 | |||
464 | // pi * r2 * h | ||
465 | hollowVolume = ((float) (Math.PI*Math.Pow(hRadius, 2)*hLength)*hollowAmount); | ||
466 | break; | ||
467 | |||
468 | case HollowShape.Triangle: | ||
469 | // Equilateral Triangular Prism volume hollow calculation | ||
470 | // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y | ||
471 | |||
472 | float aLength = _size.Y; | ||
473 | // 1/2 abh | ||
474 | hollowVolume = (float) ((0.5*aLength*_size.X*_size.Z)*hollowAmount); | ||
475 | break; | ||
476 | |||
477 | default: | ||
478 | hollowVolume = 0; | ||
479 | break; | ||
480 | } | ||
481 | volume = volume - hollowVolume; | ||
482 | } | ||
483 | |||
484 | break; | ||
485 | case ProfileShape.Circle: | ||
486 | if (_pbs.PathCurve == (byte)Extrusion.Straight) | ||
487 | { | ||
488 | // Cylinder | ||
489 | float volume1 = (float)(Math.PI * Math.Pow(_size.X/2, 2) * _size.Z); | ||
490 | float volume2 = (float)(Math.PI * Math.Pow(_size.Y/2, 2) * _size.Z); | ||
491 | |||
492 | // Approximating the cylinder's irregularity. | ||
493 | if (volume1 > volume2) | ||
494 | { | ||
495 | volume = (float)volume1 - (volume1 - volume2); | ||
496 | } | ||
497 | else if (volume2 > volume1) | ||
498 | { | ||
499 | volume = (float)volume2 - (volume2 - volume1); | ||
500 | } | ||
501 | else | ||
502 | { | ||
503 | // Regular cylinder | ||
504 | volume = volume1; | ||
505 | } | ||
506 | } | ||
507 | else | ||
508 | { | ||
509 | // We don't know what the shape is yet, so use default | ||
510 | volume = _size.X * _size.Y * _size.Z; | ||
511 | } | ||
512 | // If the user has 'hollowed out' | ||
513 | // ProfileHollow is one of those 0 to 50000 values :P | ||
514 | // we like percentages better.. so turning into a percentage | ||
515 | |||
516 | if (((float)_pbs.ProfileHollow / 50000f) > 0.0) | ||
517 | { | ||
518 | float hollowAmount = (float)_pbs.ProfileHollow / 50000f; | ||
519 | |||
520 | // calculate the hollow volume by it's shape compared to the prim shape | ||
521 | float hollowVolume = 0; | ||
522 | switch (_pbs.HollowShape) | ||
523 | { | ||
524 | case HollowShape.Same: | ||
525 | case HollowShape.Circle: | ||
526 | // Hollow shape is a perfect cyllinder in respect to the cube's scale | ||
527 | // Cyllinder hollow volume calculation | ||
528 | float hRadius = _size.X / 2; | ||
529 | float hLength = _size.Z; | ||
530 | |||
531 | // pi * r2 * h | ||
532 | hollowVolume = ((float)(Math.PI * Math.Pow(hRadius, 2) * hLength) * hollowAmount); | ||
533 | break; | ||
534 | |||
535 | case HollowShape.Square: | ||
536 | // Cube Hollow volume calculation | ||
537 | float hollowsizex = _size.X * hollowAmount; | ||
538 | float hollowsizey = _size.Y * hollowAmount; | ||
539 | float hollowsizez = _size.Z * hollowAmount; | ||
540 | hollowVolume = hollowsizex * hollowsizey * hollowsizez; | ||
541 | break; | ||
542 | |||
543 | case HollowShape.Triangle: | ||
544 | // Equilateral Triangular Prism volume hollow calculation | ||
545 | // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y | ||
546 | |||
547 | float aLength = _size.Y; | ||
548 | // 1/2 abh | ||
549 | hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount); | ||
550 | break; | ||
551 | |||
552 | default: | ||
553 | hollowVolume = 0; | ||
554 | break; | ||
555 | } | ||
556 | volume = volume - hollowVolume; | ||
557 | } | ||
558 | break; | ||
559 | |||
560 | case ProfileShape.HalfCircle: | ||
561 | if (_pbs.PathCurve == (byte)Extrusion.Curve1) | ||
562 | { | ||
563 | if (_size.X == _size.Y && _size.Y == _size.Z) | ||
564 | { | ||
565 | // regular sphere | ||
566 | // v = 4/3 * pi * r^3 | ||
567 | float sradius3 = (float)Math.Pow((_size.X / 2), 3); | ||
568 | volume = (float)((4f / 3f) * Math.PI * sradius3); | ||
569 | } | ||
570 | else | ||
571 | { | ||
572 | // we treat this as a box currently | ||
573 | volume = _size.X * _size.Y * _size.Z; | ||
574 | } | ||
575 | } | ||
576 | else | ||
577 | { | ||
578 | // We don't know what the shape is yet, so use default | ||
579 | volume = _size.X * _size.Y * _size.Z; | ||
580 | } | ||
581 | break; | ||
582 | |||
583 | case ProfileShape.EquilateralTriangle: | ||
584 | /* | ||
585 | v = (abs((xB*yA-xA*yB)+(xC*yB-xB*yC)+(xA*yC-xC*yA))/2) * h | ||
586 | |||
587 | // seed mesh | ||
588 | Vertex MM = new Vertex(-0.25f, -0.45f, 0.0f); | ||
589 | Vertex PM = new Vertex(+0.5f, 0f, 0.0f); | ||
590 | Vertex PP = new Vertex(-0.25f, +0.45f, 0.0f); | ||
591 | */ | ||
592 | float xA = -0.25f * _size.X; | ||
593 | float yA = -0.45f * _size.Y; | ||
594 | |||
595 | float xB = 0.5f * _size.X; | ||
596 | float yB = 0; | ||
597 | |||
598 | float xC = -0.25f * _size.X; | ||
599 | float yC = 0.45f * _size.Y; | ||
600 | |||
601 | volume = (float)((Math.Abs((xB * yA - xA * yB) + (xC * yB - xB * yC) + (xA * yC - xC * yA)) / 2) * _size.Z); | ||
602 | |||
603 | // If the user has 'hollowed out' | ||
604 | // ProfileHollow is one of those 0 to 50000 values :P | ||
605 | // we like percentages better.. so turning into a percentage | ||
606 | float fhollowFactor = ((float)_pbs.ProfileHollow / 1.9f); | ||
607 | if (((float)fhollowFactor / 50000f) > 0.0) | ||
608 | { | ||
609 | float hollowAmount = (float)fhollowFactor / 50000f; | ||
610 | |||
611 | // calculate the hollow volume by it's shape compared to the prim shape | ||
612 | float hollowVolume = 0; | ||
613 | switch (_pbs.HollowShape) | ||
614 | { | ||
615 | case HollowShape.Same: | ||
616 | case HollowShape.Triangle: | ||
617 | // Equilateral Triangular Prism volume hollow calculation | ||
618 | // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y | ||
619 | |||
620 | float aLength = _size.Y; | ||
621 | // 1/2 abh | ||
622 | hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount); | ||
623 | break; | ||
624 | |||
625 | case HollowShape.Square: | ||
626 | // Cube Hollow volume calculation | ||
627 | float hollowsizex = _size.X * hollowAmount; | ||
628 | float hollowsizey = _size.Y * hollowAmount; | ||
629 | float hollowsizez = _size.Z * hollowAmount; | ||
630 | hollowVolume = hollowsizex * hollowsizey * hollowsizez; | ||
631 | break; | ||
632 | |||
633 | case HollowShape.Circle: | ||
634 | // Hollow shape is a perfect cyllinder in respect to the cube's scale | ||
635 | // Cyllinder hollow volume calculation | ||
636 | float hRadius = _size.X / 2; | ||
637 | float hLength = _size.Z; | ||
638 | |||
639 | // pi * r2 * h | ||
640 | hollowVolume = ((float)((Math.PI * Math.Pow(hRadius, 2) * hLength)/2) * hollowAmount); | ||
641 | break; | ||
642 | |||
643 | default: | ||
644 | hollowVolume = 0; | ||
645 | break; | ||
646 | } | ||
647 | volume = volume - hollowVolume; | ||
648 | } | ||
649 | break; | ||
650 | |||
651 | default: | ||
652 | // we don't have all of the volume formulas yet so | ||
653 | // use the common volume formula for all | ||
654 | volume = _size.X*_size.Y*_size.Z; | ||
655 | break; | ||
656 | } | ||
657 | |||
658 | // Calculate Path cut effect on volume | ||
659 | // Not exact, in the triangle hollow example | ||
660 | // They should never be zero or less then zero.. | ||
661 | // we'll ignore it if it's less then zero | ||
662 | |||
663 | // ProfileEnd and ProfileBegin are values | ||
664 | // from 0 to 50000 | ||
665 | |||
666 | // Turning them back into percentages so that I can cut that percentage off the volume | ||
667 | |||
668 | float PathCutEndAmount = _pbs.ProfileEnd; | ||
669 | float PathCutStartAmount = _pbs.ProfileBegin; | ||
670 | if (((PathCutStartAmount + PathCutEndAmount)/50000f) > 0.0f) | ||
671 | { | ||
672 | float pathCutAmount = ((PathCutStartAmount + PathCutEndAmount)/50000f); | ||
673 | |||
674 | // Check the return amount for sanity | ||
675 | if (pathCutAmount >= 0.99f) | ||
676 | pathCutAmount = 0.99f; | ||
677 | |||
678 | volume = volume - (volume*pathCutAmount); | ||
679 | } | ||
680 | UInt16 taperX = _pbs.PathScaleX; | ||
681 | UInt16 taperY = _pbs.PathScaleY; | ||
682 | float taperFactorX = 0; | ||
683 | float taperFactorY = 0; | ||
684 | |||
685 | // Mass = density * volume | ||
686 | if (taperX != 100) | ||
687 | { | ||
688 | if (taperX > 100) | ||
689 | { | ||
690 | taperFactorX = 1.0f - ((float)taperX / 200); | ||
691 | //m_log.Warn("taperTopFactorX: " + extr.taperTopFactorX.ToString()); | ||
692 | } | ||
693 | else | ||
694 | { | ||
695 | taperFactorX = 1.0f - ((100 - (float)taperX) / 100); | ||
696 | //m_log.Warn("taperBotFactorX: " + extr.taperBotFactorX.ToString()); | ||
697 | } | ||
698 | volume = (float)volume * ((taperFactorX / 3f) + 0.001f); | ||
699 | } | ||
700 | |||
701 | if (taperY != 100) | ||
702 | { | ||
703 | if (taperY > 100) | ||
704 | { | ||
705 | taperFactorY = 1.0f - ((float)taperY / 200); | ||
706 | //m_log.Warn("taperTopFactorY: " + extr.taperTopFactorY.ToString()); | ||
707 | } | ||
708 | else | ||
709 | { | ||
710 | taperFactorY = 1.0f - ((100 - (float)taperY) / 100); | ||
711 | //m_log.Warn("taperBotFactorY: " + extr.taperBotFactorY.ToString()); | ||
712 | } | ||
713 | volume = (float)volume * ((taperFactorY / 3f) + 0.001f); | ||
714 | } | ||
715 | returnMass = m_density*volume; | ||
716 | if (returnMass <= 0) returnMass = 0.0001f;//ckrinke: Mass must be greater then zero. | ||
717 | |||
718 | |||
719 | |||
720 | // Recursively calculate mass | ||
721 | bool HasChildPrim = false; | ||
722 | lock (childrenPrim) | ||
723 | { | ||
724 | if (childrenPrim.Count > 0) | ||
725 | { | ||
726 | HasChildPrim = true; | ||
727 | } | ||
728 | |||
729 | } | ||
730 | if (HasChildPrim) | ||
731 | { | ||
732 | OdePrim[] childPrimArr = new OdePrim[0]; | ||
733 | |||
734 | lock (childrenPrim) | ||
735 | childPrimArr = childrenPrim.ToArray(); | ||
736 | |||
737 | for (int i = 0; i < childPrimArr.Length; i++) | ||
738 | { | ||
739 | if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove) | ||
740 | returnMass += childPrimArr[i].CalculateMass(); | ||
741 | // failsafe, this shouldn't happen but with OpenSim, you never know :) | ||
742 | if (i > 256) | ||
743 | break; | ||
744 | } | ||
745 | } | ||
746 | if (returnMass > _parent_scene.maximumMassObject) | ||
747 | returnMass = _parent_scene.maximumMassObject; | ||
748 | return returnMass; | ||
749 | }// end CalculateMass | ||
750 | |||
751 | #endregion | ||
752 | |||
753 | public void setMass() | ||
754 | { | ||
755 | if (Body != (IntPtr) 0) | ||
756 | { | ||
757 | float newmass = CalculateMass(); | ||
758 | |||
759 | //m_log.Info("[PHYSICS]: New Mass: " + newmass.ToString()); | ||
760 | |||
761 | d.MassSetBoxTotal(out pMass, newmass, _size.X, _size.Y, _size.Z); | ||
762 | d.BodySetMass(Body, ref pMass); | ||
763 | } | ||
764 | } | ||
765 | |||
766 | public void disableBody() | ||
767 | { | ||
768 | //this kills the body so things like 'mesh' can re-create it. | ||
769 | lock (this) | ||
770 | { | ||
771 | if (!childPrim) | ||
772 | { | ||
773 | if (Body != IntPtr.Zero) | ||
774 | { | ||
775 | _parent_scene.remActivePrim(this); | ||
776 | m_collisionCategories &= ~CollisionCategories.Body; | ||
777 | m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land); | ||
778 | |||
779 | if (prim_geom != IntPtr.Zero) | ||
780 | { | ||
781 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | ||
782 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
783 | } | ||
784 | |||
785 | |||
786 | d.BodyDestroy(Body); | ||
787 | lock (childrenPrim) | ||
788 | { | ||
789 | if (childrenPrim.Count > 0) | ||
790 | { | ||
791 | foreach (OdePrim prm in childrenPrim) | ||
792 | { | ||
793 | _parent_scene.remActivePrim(prm); | ||
794 | prm.Body = IntPtr.Zero; | ||
795 | } | ||
796 | } | ||
797 | } | ||
798 | Body = IntPtr.Zero; | ||
799 | } | ||
800 | } | ||
801 | else | ||
802 | { | ||
803 | _parent_scene.remActivePrim(this); | ||
804 | |||
805 | m_collisionCategories &= ~CollisionCategories.Body; | ||
806 | m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land); | ||
807 | |||
808 | if (prim_geom != IntPtr.Zero) | ||
809 | { | ||
810 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | ||
811 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
812 | } | ||
813 | |||
814 | |||
815 | Body = IntPtr.Zero; | ||
816 | } | ||
817 | } | ||
818 | m_disabled = true; | ||
819 | m_collisionscore = 0; | ||
820 | } | ||
821 | |||
822 | private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>(); | ||
823 | |||
824 | public void setMesh(OdeScene parent_scene, IMesh mesh) | ||
825 | { | ||
826 | // This sleeper is there to moderate how long it takes between | ||
827 | // setting up the mesh and pre-processing it when we get rapid fire mesh requests on a single object | ||
828 | |||
829 | //Thread.Sleep(10); | ||
830 | |||
831 | //Kill Body so that mesh can re-make the geom | ||
832 | if (IsPhysical && Body != IntPtr.Zero) | ||
833 | { | ||
834 | if (childPrim) | ||
835 | { | ||
836 | if (_parent != null) | ||
837 | { | ||
838 | OdePrim parent = (OdePrim)_parent; | ||
839 | parent.ChildDelink(this); | ||
840 | } | ||
841 | } | ||
842 | else | ||
843 | { | ||
844 | disableBody(); | ||
845 | } | ||
846 | } | ||
847 | |||
848 | IntPtr vertices, indices; | ||
849 | int vertexCount, indexCount; | ||
850 | int vertexStride, triStride; | ||
851 | mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap | ||
852 | mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage | ||
853 | |||
854 | mesh.releaseSourceMeshData(); // free up the original mesh data to save memory | ||
855 | if (m_MeshToTriMeshMap.ContainsKey(mesh)) | ||
856 | { | ||
857 | _triMeshData = m_MeshToTriMeshMap[mesh]; | ||
858 | } | ||
859 | else | ||
860 | { | ||
861 | _triMeshData = d.GeomTriMeshDataCreate(); | ||
862 | |||
863 | d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride); | ||
864 | d.GeomTriMeshDataPreprocess(_triMeshData); | ||
865 | m_MeshToTriMeshMap[mesh] = _triMeshData; | ||
866 | } | ||
867 | |||
868 | _parent_scene.waitForSpaceUnlock(m_targetSpace); | ||
869 | try | ||
870 | { | ||
871 | if (prim_geom == IntPtr.Zero) | ||
872 | { | ||
873 | SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null)); | ||
874 | } | ||
875 | } | ||
876 | catch (AccessViolationException) | ||
877 | { | ||
878 | m_log.Error("[PHYSICS]: MESH LOCKED"); | ||
879 | return; | ||
880 | } | ||
881 | |||
882 | |||
883 | // if (IsPhysical && Body == (IntPtr) 0) | ||
884 | // { | ||
885 | // Recreate the body | ||
886 | // m_interpenetrationcount = 0; | ||
887 | // m_collisionscore = 0; | ||
888 | |||
889 | // enableBody(); | ||
890 | // } | ||
891 | } | ||
892 | |||
893 | public void ProcessTaints(float timestep) | ||
894 | { | ||
895 | //Console.WriteLine("ProcessTaints for " + m_primName ); | ||
896 | if (m_taintadd) | ||
897 | { | ||
898 | changeadd(timestep); | ||
899 | } | ||
900 | |||
901 | if (prim_geom != IntPtr.Zero) | ||
902 | { | ||
903 | if (!_position.ApproxEquals(m_taintposition, 0f)) | ||
904 | changemove(timestep); | ||
905 | |||
906 | if (m_taintrot != _orientation) | ||
907 | { | ||
908 | if(childPrim && IsPhysical) // For physical child prim... | ||
909 | { | ||
910 | rotate(timestep); | ||
911 | // KF: ODE will also rotate the parent prim! | ||
912 | // so rotate the root back to where it was | ||
913 | OdePrim parent = (OdePrim)_parent; | ||
914 | parent.rotate(timestep); | ||
915 | } | ||
916 | else | ||
917 | { | ||
918 | //Just rotate the prim | ||
919 | rotate(timestep); | ||
920 | } | ||
921 | } | ||
922 | // | ||
923 | |||
924 | if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent)) | ||
925 | changePhysicsStatus(timestep); | ||
926 | // | ||
927 | |||
928 | if (!_size.ApproxEquals(m_taintsize,0f)) | ||
929 | changesize(timestep); | ||
930 | // | ||
931 | |||
932 | if (m_taintshape) | ||
933 | changeshape(timestep); | ||
934 | // | ||
935 | |||
936 | if (m_taintforce) | ||
937 | changeAddForce(timestep); | ||
938 | |||
939 | if (m_taintaddangularforce) | ||
940 | changeAddAngularForce(timestep); | ||
941 | |||
942 | if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f)) | ||
943 | changeSetTorque(timestep); | ||
944 | |||
945 | if (m_taintdisable) | ||
946 | changedisable(timestep); | ||
947 | |||
948 | if (m_taintselected != m_isSelected) | ||
949 | changeSelectedStatus(timestep); | ||
950 | |||
951 | if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f)) | ||
952 | changevelocity(timestep); | ||
953 | |||
954 | if (m_taintparent != _parent) | ||
955 | changelink(timestep); | ||
956 | |||
957 | if (m_taintCollidesWater != m_collidesWater) | ||
958 | changefloatonwater(timestep); | ||
959 | |||
960 | if (!m_angularlock.ApproxEquals(m_taintAngularLock,0f)) | ||
961 | changeAngularLock(timestep); | ||
962 | |||
963 | } | ||
964 | else | ||
965 | { | ||
966 | m_log.Error("[PHYSICS]: The scene reused a disposed PhysActor! *waves finger*, Don't be evil. A couple of things can cause this. An improper prim breakdown(be sure to set prim_geom to zero after d.GeomDestroy! An improper buildup (creating the geom failed). Or, the Scene Reused a physics actor after disposing it.)"); | ||
967 | } | ||
968 | } | ||
969 | |||
970 | |||
971 | private void changeAngularLock(float timestep) | ||
972 | { | ||
973 | // do we have a Physical object? | ||
974 | if (Body != IntPtr.Zero) | ||
975 | { | ||
976 | //Check that we have a Parent | ||
977 | //If we have a parent then we're not authorative here | ||
978 | if (_parent == null) | ||
979 | { | ||
980 | if (!m_taintAngularLock.ApproxEquals(Vector3.One, 0f)) | ||
981 | { | ||
982 | //d.BodySetFiniteRotationMode(Body, 0); | ||
983 | //d.BodySetFiniteRotationAxis(Body,m_taintAngularLock.X,m_taintAngularLock.Y,m_taintAngularLock.Z); | ||
984 | createAMotor(m_taintAngularLock); | ||
985 | } | ||
986 | else | ||
987 | { | ||
988 | if (Amotor != IntPtr.Zero) | ||
989 | { | ||
990 | d.JointDestroy(Amotor); | ||
991 | Amotor = IntPtr.Zero; | ||
992 | } | ||
993 | } | ||
994 | } | ||
995 | } | ||
996 | // Store this for later in case we get turned into a separate body | ||
997 | m_angularlock = m_taintAngularLock; | ||
998 | |||
999 | } | ||
1000 | |||
1001 | private void changelink(float timestep) | ||
1002 | { | ||
1003 | // If the newly set parent is not null | ||
1004 | // create link | ||
1005 | if (_parent == null && m_taintparent != null) | ||
1006 | { | ||
1007 | if (m_taintparent.PhysicsActorType == (int)ActorTypes.Prim) | ||
1008 | { | ||
1009 | OdePrim obj = (OdePrim)m_taintparent; | ||
1010 | //obj.disableBody(); | ||
1011 | //Console.WriteLine("changelink calls ParentPrim"); | ||
1012 | obj.ParentPrim(this); | ||
1013 | |||
1014 | /* | ||
1015 | if (obj.Body != (IntPtr)0 && Body != (IntPtr)0 && obj.Body != Body) | ||
1016 | { | ||
1017 | _linkJointGroup = d.JointGroupCreate(0); | ||
1018 | m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup); | ||
1019 | d.JointAttach(m_linkJoint, obj.Body, Body); | ||
1020 | d.JointSetFixed(m_linkJoint); | ||
1021 | } | ||
1022 | */ | ||
1023 | } | ||
1024 | } | ||
1025 | // If the newly set parent is null | ||
1026 | // destroy link | ||
1027 | else if (_parent != null && m_taintparent == null) | ||
1028 | { | ||
1029 | //Console.WriteLine(" changelink B"); | ||
1030 | |||
1031 | if (_parent is OdePrim) | ||
1032 | { | ||
1033 | OdePrim obj = (OdePrim)_parent; | ||
1034 | obj.ChildDelink(this); | ||
1035 | childPrim = false; | ||
1036 | //_parent = null; | ||
1037 | } | ||
1038 | |||
1039 | /* | ||
1040 | if (Body != (IntPtr)0 && _linkJointGroup != (IntPtr)0) | ||
1041 | d.JointGroupDestroy(_linkJointGroup); | ||
1042 | |||
1043 | _linkJointGroup = (IntPtr)0; | ||
1044 | m_linkJoint = (IntPtr)0; | ||
1045 | */ | ||
1046 | } | ||
1047 | |||
1048 | _parent = m_taintparent; | ||
1049 | m_taintPhysics = m_isphysical; | ||
1050 | } | ||
1051 | |||
1052 | // I'm the parent | ||
1053 | // prim is the child | ||
1054 | public void ParentPrim(OdePrim prim) | ||
1055 | { | ||
1056 | //Console.WriteLine("ParentPrim " + m_primName); | ||
1057 | if (this.m_localID != prim.m_localID) | ||
1058 | { | ||
1059 | if (Body == IntPtr.Zero) | ||
1060 | { | ||
1061 | Body = d.BodyCreate(_parent_scene.world); | ||
1062 | setMass(); | ||
1063 | } | ||
1064 | if (Body != IntPtr.Zero) | ||
1065 | { | ||
1066 | lock (childrenPrim) | ||
1067 | { | ||
1068 | if (!childrenPrim.Contains(prim)) | ||
1069 | { | ||
1070 | //Console.WriteLine("childrenPrim.Add " + prim); | ||
1071 | childrenPrim.Add(prim); | ||
1072 | |||
1073 | foreach (OdePrim prm in childrenPrim) | ||
1074 | { | ||
1075 | d.Mass m2; | ||
1076 | d.MassSetZero(out m2); | ||
1077 | d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z); | ||
1078 | |||
1079 | |||
1080 | d.Quaternion quat = new d.Quaternion(); | ||
1081 | quat.W = prm._orientation.W; | ||
1082 | quat.X = prm._orientation.X; | ||
1083 | quat.Y = prm._orientation.Y; | ||
1084 | quat.Z = prm._orientation.Z; | ||
1085 | |||
1086 | d.Matrix3 mat = new d.Matrix3(); | ||
1087 | d.RfromQ(out mat, ref quat); | ||
1088 | d.MassRotate(ref m2, ref mat); | ||
1089 | d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z); | ||
1090 | d.MassAdd(ref pMass, ref m2); | ||
1091 | } | ||
1092 | foreach (OdePrim prm in childrenPrim) | ||
1093 | { | ||
1094 | |||
1095 | prm.m_collisionCategories |= CollisionCategories.Body; | ||
1096 | prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); | ||
1097 | |||
1098 | if (prm.prim_geom == IntPtr.Zero) | ||
1099 | { | ||
1100 | m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements. No geom yet"); | ||
1101 | continue; | ||
1102 | } | ||
1103 | //Console.WriteLine(" GeomSetCategoryBits 1: " + prm.prim_geom + " - " + (int)prm.m_collisionCategories + " for " + m_primName); | ||
1104 | d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories); | ||
1105 | d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags); | ||
1106 | |||
1107 | |||
1108 | d.Quaternion quat = new d.Quaternion(); | ||
1109 | quat.W = prm._orientation.W; | ||
1110 | quat.X = prm._orientation.X; | ||
1111 | quat.Y = prm._orientation.Y; | ||
1112 | quat.Z = prm._orientation.Z; | ||
1113 | |||
1114 | d.Matrix3 mat = new d.Matrix3(); | ||
1115 | d.RfromQ(out mat, ref quat); | ||
1116 | if (Body != IntPtr.Zero) | ||
1117 | { | ||
1118 | d.GeomSetBody(prm.prim_geom, Body); | ||
1119 | prm.childPrim = true; | ||
1120 | d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X , prm.Position.Y, prm.Position.Z); | ||
1121 | //d.GeomSetOffsetPosition(prim.prim_geom, | ||
1122 | // (Position.X - prm.Position.X) - pMass.c.X, | ||
1123 | // (Position.Y - prm.Position.Y) - pMass.c.Y, | ||
1124 | // (Position.Z - prm.Position.Z) - pMass.c.Z); | ||
1125 | d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat); | ||
1126 | //d.GeomSetOffsetRotation(prm.prim_geom, ref mat); | ||
1127 | d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z); | ||
1128 | d.BodySetMass(Body, ref pMass); | ||
1129 | } | ||
1130 | else | ||
1131 | { | ||
1132 | m_log.Debug("[PHYSICS]:I ain't got no boooooooooddy, no body"); | ||
1133 | } | ||
1134 | |||
1135 | |||
1136 | prm.m_interpenetrationcount = 0; | ||
1137 | prm.m_collisionscore = 0; | ||
1138 | prm.m_disabled = false; | ||
1139 | |||
1140 | // The body doesn't already have a finite rotation mode set here | ||
1141 | if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null) | ||
1142 | { | ||
1143 | prm.createAMotor(m_angularlock); | ||
1144 | } | ||
1145 | prm.Body = Body; | ||
1146 | _parent_scene.addActivePrim(prm); | ||
1147 | } | ||
1148 | m_collisionCategories |= CollisionCategories.Body; | ||
1149 | m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); | ||
1150 | |||
1151 | //Console.WriteLine("GeomSetCategoryBits 2: " + prim_geom + " - " + (int)m_collisionCategories + " for " + m_primName); | ||
1152 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | ||
1153 | //Console.WriteLine(" Post GeomSetCategoryBits 2"); | ||
1154 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
1155 | |||
1156 | |||
1157 | d.Quaternion quat2 = new d.Quaternion(); | ||
1158 | quat2.W = _orientation.W; | ||
1159 | quat2.X = _orientation.X; | ||
1160 | quat2.Y = _orientation.Y; | ||
1161 | quat2.Z = _orientation.Z; | ||
1162 | |||
1163 | d.Matrix3 mat2 = new d.Matrix3(); | ||
1164 | d.RfromQ(out mat2, ref quat2); | ||
1165 | d.GeomSetBody(prim_geom, Body); | ||
1166 | d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z); | ||
1167 | //d.GeomSetOffsetPosition(prim.prim_geom, | ||
1168 | // (Position.X - prm.Position.X) - pMass.c.X, | ||
1169 | // (Position.Y - prm.Position.Y) - pMass.c.Y, | ||
1170 | // (Position.Z - prm.Position.Z) - pMass.c.Z); | ||
1171 | //d.GeomSetOffsetRotation(prim_geom, ref mat2); | ||
1172 | d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z); | ||
1173 | d.BodySetMass(Body, ref pMass); | ||
1174 | |||
1175 | d.BodySetAutoDisableFlag(Body, true); | ||
1176 | d.BodySetAutoDisableSteps(Body, body_autodisable_frames); | ||
1177 | |||
1178 | |||
1179 | m_interpenetrationcount = 0; | ||
1180 | m_collisionscore = 0; | ||
1181 | m_disabled = false; | ||
1182 | |||
1183 | // The body doesn't already have a finite rotation mode set here | ||
1184 | if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null) | ||
1185 | { | ||
1186 | createAMotor(m_angularlock); | ||
1187 | } | ||
1188 | d.BodySetPosition(Body, Position.X, Position.Y, Position.Z); | ||
1189 | if (m_vehicle.Type != Vehicle.TYPE_NONE) m_vehicle.Enable(Body, _parent_scene); | ||
1190 | _parent_scene.addActivePrim(this); | ||
1191 | } | ||
1192 | } | ||
1193 | } | ||
1194 | } | ||
1195 | |||
1196 | } | ||
1197 | |||
1198 | private void ChildSetGeom(OdePrim odePrim) | ||
1199 | { | ||
1200 | //if (m_isphysical && Body != IntPtr.Zero) | ||
1201 | lock (childrenPrim) | ||
1202 | { | ||
1203 | foreach (OdePrim prm in childrenPrim) | ||
1204 | { | ||
1205 | //prm.childPrim = true; | ||
1206 | prm.disableBody(); | ||
1207 | //prm.m_taintparent = null; | ||
1208 | //prm._parent = null; | ||
1209 | //prm.m_taintPhysics = false; | ||
1210 | //prm.m_disabled = true; | ||
1211 | //prm.childPrim = false; | ||
1212 | } | ||
1213 | } | ||
1214 | disableBody(); | ||
1215 | |||
1216 | |||
1217 | if (Body != IntPtr.Zero) | ||
1218 | { | ||
1219 | _parent_scene.remActivePrim(this); | ||
1220 | } | ||
1221 | |||
1222 | lock (childrenPrim) | ||
1223 | { | ||
1224 | foreach (OdePrim prm in childrenPrim) | ||
1225 | { | ||
1226 | //Console.WriteLine("ChildSetGeom calls ParentPrim"); | ||
1227 | ParentPrim(prm); | ||
1228 | } | ||
1229 | } | ||
1230 | |||
1231 | } | ||
1232 | |||
1233 | private void ChildDelink(OdePrim odePrim) | ||
1234 | { | ||
1235 | // Okay, we have a delinked child.. need to rebuild the body. | ||
1236 | lock (childrenPrim) | ||
1237 | { | ||
1238 | foreach (OdePrim prm in childrenPrim) | ||
1239 | { | ||
1240 | prm.childPrim = true; | ||
1241 | prm.disableBody(); | ||
1242 | //prm.m_taintparent = null; | ||
1243 | //prm._parent = null; | ||
1244 | //prm.m_taintPhysics = false; | ||
1245 | //prm.m_disabled = true; | ||
1246 | //prm.childPrim = false; | ||
1247 | } | ||
1248 | } | ||
1249 | disableBody(); | ||
1250 | |||
1251 | lock (childrenPrim) | ||
1252 | { | ||
1253 | //Console.WriteLine("childrenPrim.Remove " + odePrim); | ||
1254 | childrenPrim.Remove(odePrim); | ||
1255 | } | ||
1256 | |||
1257 | |||
1258 | |||
1259 | |||
1260 | if (Body != IntPtr.Zero) | ||
1261 | { | ||
1262 | _parent_scene.remActivePrim(this); | ||
1263 | } | ||
1264 | |||
1265 | |||
1266 | |||
1267 | lock (childrenPrim) | ||
1268 | { | ||
1269 | foreach (OdePrim prm in childrenPrim) | ||
1270 | { | ||
1271 | //Console.WriteLine("ChildDelink calls ParentPrim"); | ||
1272 | ParentPrim(prm); | ||
1273 | } | ||
1274 | } | ||
1275 | |||
1276 | |||
1277 | } | ||
1278 | |||
1279 | private void changeSelectedStatus(float timestep) | ||
1280 | { | ||
1281 | if (m_taintselected) | ||
1282 | { | ||
1283 | m_collisionCategories = CollisionCategories.Selected; | ||
1284 | m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space); | ||
1285 | |||
1286 | // We do the body disable soft twice because 'in theory' a collision could have happened | ||
1287 | // in between the disabling and the collision properties setting | ||
1288 | // which would wake the physical body up from a soft disabling and potentially cause it to fall | ||
1289 | // through the ground. | ||
1290 | |||
1291 | // NOTE FOR JOINTS: this doesn't always work for jointed assemblies because if you select | ||
1292 | // just one part of the assembly, the rest of the assembly is non-selected and still simulating, | ||
1293 | // so that causes the selected part to wake up and continue moving. | ||
1294 | |||
1295 | // even if you select all parts of a jointed assembly, it is not guaranteed that the entire | ||
1296 | // assembly will stop simulating during the selection, because of the lack of atomicity | ||
1297 | // of select operations (their processing could be interrupted by a thread switch, causing | ||
1298 | // simulation to continue before all of the selected object notifications trickle down to | ||
1299 | // the physics engine). | ||
1300 | |||
1301 | // e.g. we select 100 prims that are connected by joints. non-atomically, the first 50 are | ||
1302 | // selected and disabled. then, due to a thread switch, the selection processing is | ||
1303 | // interrupted and the physics engine continues to simulate, so the last 50 items, whose | ||
1304 | // selection was not yet processed, continues to simulate. this wakes up ALL of the | ||
1305 | // first 50 again. then the last 50 are disabled. then the first 50, which were just woken | ||
1306 | // up, start simulating again, which in turn wakes up the last 50. | ||
1307 | |||
1308 | if (m_isphysical) | ||
1309 | { | ||
1310 | disableBodySoft(); | ||
1311 | } | ||
1312 | |||
1313 | if (prim_geom != IntPtr.Zero) | ||
1314 | { | ||
1315 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | ||
1316 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
1317 | } | ||
1318 | |||
1319 | if (m_isphysical) | ||
1320 | { | ||
1321 | disableBodySoft(); | ||
1322 | } | ||
1323 | } | ||
1324 | else | ||
1325 | { | ||
1326 | m_collisionCategories = CollisionCategories.Geom; | ||
1327 | |||
1328 | if (m_isphysical) | ||
1329 | m_collisionCategories |= CollisionCategories.Body; | ||
1330 | |||
1331 | m_collisionFlags = m_default_collisionFlags; | ||
1332 | |||
1333 | if (m_collidesLand) | ||
1334 | m_collisionFlags |= CollisionCategories.Land; | ||
1335 | if (m_collidesWater) | ||
1336 | m_collisionFlags |= CollisionCategories.Water; | ||
1337 | |||
1338 | if (prim_geom != IntPtr.Zero) | ||
1339 | { | ||
1340 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | ||
1341 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
1342 | } | ||
1343 | if (m_isphysical) | ||
1344 | { | ||
1345 | if (Body != IntPtr.Zero) | ||
1346 | { | ||
1347 | d.BodySetLinearVel(Body, 0f, 0f, 0f); | ||
1348 | d.BodySetForce(Body, 0, 0, 0); | ||
1349 | enableBodySoft(); | ||
1350 | } | ||
1351 | } | ||
1352 | } | ||
1353 | |||
1354 | resetCollisionAccounting(); | ||
1355 | m_isSelected = m_taintselected; | ||
1356 | }//end changeSelectedStatus | ||
1357 | |||
1358 | public void ResetTaints() | ||
1359 | { | ||
1360 | m_taintposition = _position; | ||
1361 | m_taintrot = _orientation; | ||
1362 | m_taintPhysics = m_isphysical; | ||
1363 | m_taintselected = m_isSelected; | ||
1364 | m_taintsize = _size; | ||
1365 | m_taintshape = false; | ||
1366 | m_taintforce = false; | ||
1367 | m_taintdisable = false; | ||
1368 | m_taintVelocity = Vector3.Zero; | ||
1369 | } | ||
1370 | |||
1371 | public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh) | ||
1372 | { | ||
1373 | //Console.WriteLine("CreateGeom:"); | ||
1374 | if (_mesh != null) | ||
1375 | { | ||
1376 | setMesh(_parent_scene, _mesh); | ||
1377 | } | ||
1378 | else | ||
1379 | { | ||
1380 | if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1) | ||
1381 | { | ||
1382 | if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z) | ||
1383 | { | ||
1384 | if (((_size.X / 2f) > 0f)) | ||
1385 | { | ||
1386 | _parent_scene.waitForSpaceUnlock(m_targetSpace); | ||
1387 | try | ||
1388 | { | ||
1389 | //Console.WriteLine(" CreateGeom 1"); | ||
1390 | SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2)); | ||
1391 | } | ||
1392 | catch (AccessViolationException) | ||
1393 | { | ||
1394 | m_log.Warn("[PHYSICS]: Unable to create physics proxy for object"); | ||
1395 | ode.dunlock(_parent_scene.world); | ||
1396 | return; | ||
1397 | } | ||
1398 | } | ||
1399 | else | ||
1400 | { | ||
1401 | _parent_scene.waitForSpaceUnlock(m_targetSpace); | ||
1402 | try | ||
1403 | { | ||
1404 | //Console.WriteLine(" CreateGeom 2"); | ||
1405 | SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z)); | ||
1406 | } | ||
1407 | catch (AccessViolationException) | ||
1408 | { | ||
1409 | m_log.Warn("[PHYSICS]: Unable to create physics proxy for object"); | ||
1410 | ode.dunlock(_parent_scene.world); | ||
1411 | return; | ||
1412 | } | ||
1413 | } | ||
1414 | } | ||
1415 | else | ||
1416 | { | ||
1417 | _parent_scene.waitForSpaceUnlock(m_targetSpace); | ||
1418 | try | ||
1419 | { | ||
1420 | //Console.WriteLine(" CreateGeom 3"); | ||
1421 | SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z)); | ||
1422 | } | ||
1423 | catch (AccessViolationException) | ||
1424 | { | ||
1425 | m_log.Warn("[PHYSICS]: Unable to create physics proxy for object"); | ||
1426 | ode.dunlock(_parent_scene.world); | ||
1427 | return; | ||
1428 | } | ||
1429 | } | ||
1430 | } | ||
1431 | |||
1432 | else | ||
1433 | { | ||
1434 | _parent_scene.waitForSpaceUnlock(m_targetSpace); | ||
1435 | try | ||
1436 | { | ||
1437 | //Console.WriteLine(" CreateGeom 4"); | ||
1438 | SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z)); | ||
1439 | } | ||
1440 | catch (AccessViolationException) | ||
1441 | { | ||
1442 | m_log.Warn("[PHYSICS]: Unable to create physics proxy for object"); | ||
1443 | ode.dunlock(_parent_scene.world); | ||
1444 | return; | ||
1445 | } | ||
1446 | } | ||
1447 | } | ||
1448 | } | ||
1449 | |||
1450 | public void changeadd(float timestep) | ||
1451 | { | ||
1452 | int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position); | ||
1453 | IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position); | ||
1454 | |||
1455 | if (targetspace == IntPtr.Zero) | ||
1456 | targetspace = _parent_scene.createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]); | ||
1457 | |||
1458 | m_targetSpace = targetspace; | ||
1459 | |||
1460 | if (_mesh == null) | ||
1461 | { | ||
1462 | if (_parent_scene.needsMeshing(_pbs)) | ||
1463 | { | ||
1464 | // Don't need to re-enable body.. it's done in SetMesh | ||
1465 | _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical); | ||
1466 | // createmesh returns null when it's a shape that isn't a cube. | ||
1467 | // m_log.Debug(m_localID); | ||
1468 | } | ||
1469 | } | ||
1470 | |||
1471 | |||
1472 | lock (_parent_scene.OdeLock) | ||
1473 | { | ||
1474 | //Console.WriteLine("changeadd 1"); | ||
1475 | CreateGeom(m_targetSpace, _mesh); | ||
1476 | |||
1477 | if (prim_geom != IntPtr.Zero) | ||
1478 | { | ||
1479 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | ||
1480 | d.Quaternion myrot = new d.Quaternion(); | ||
1481 | myrot.X = _orientation.X; | ||
1482 | myrot.Y = _orientation.Y; | ||
1483 | myrot.Z = _orientation.Z; | ||
1484 | myrot.W = _orientation.W; | ||
1485 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
1486 | } | ||
1487 | |||
1488 | if (m_isphysical && Body == IntPtr.Zero) | ||
1489 | { | ||
1490 | enableBody(); | ||
1491 | } | ||
1492 | } | ||
1493 | |||
1494 | _parent_scene.geom_name_map[prim_geom] = this.m_primName; | ||
1495 | _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this; | ||
1496 | |||
1497 | changeSelectedStatus(timestep); | ||
1498 | |||
1499 | m_taintadd = false; | ||
1500 | } | ||
1501 | |||
1502 | public void changemove(float timestep) | ||
1503 | { | ||
1504 | if (m_isphysical) | ||
1505 | { | ||
1506 | |||
1507 | if (!m_disabled && !m_taintremove && !childPrim) | ||
1508 | { | ||
1509 | if (Body == IntPtr.Zero) | ||
1510 | enableBody(); | ||
1511 | //Prim auto disable after 20 frames, | ||
1512 | //if you move it, re-enable the prim manually. | ||
1513 | if (_parent != null) | ||
1514 | { | ||
1515 | if (m_linkJoint != IntPtr.Zero) | ||
1516 | { | ||
1517 | d.JointDestroy(m_linkJoint); | ||
1518 | m_linkJoint = IntPtr.Zero; | ||
1519 | } | ||
1520 | } | ||
1521 | if (Body != IntPtr.Zero) | ||
1522 | { | ||
1523 | d.BodySetPosition(Body, _position.X, _position.Y, _position.Z); | ||
1524 | |||
1525 | if (_parent != null) | ||
1526 | { | ||
1527 | OdePrim odParent = (OdePrim)_parent; | ||
1528 | if (Body != (IntPtr)0 && odParent.Body != (IntPtr)0 && Body != odParent.Body) | ||
1529 | { | ||
1530 | // KF: Fixed Joints were removed? Anyway - this Console.WriteLine does not show up, so routine is not used?? | ||
1531 | Console.WriteLine(" JointCreateFixed"); | ||
1532 | m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup); | ||
1533 | d.JointAttach(m_linkJoint, Body, odParent.Body); | ||
1534 | d.JointSetFixed(m_linkJoint); | ||
1535 | } | ||
1536 | } | ||
1537 | d.BodyEnable(Body); | ||
1538 | if (m_vehicle.Type != Vehicle.TYPE_NONE) | ||
1539 | { | ||
1540 | m_vehicle.Enable(Body, _parent_scene); | ||
1541 | } | ||
1542 | } | ||
1543 | else | ||
1544 | { | ||
1545 | m_log.Warn("[PHYSICS]: Body Still null after enableBody(). This is a crash scenario."); | ||
1546 | } | ||
1547 | } | ||
1548 | //else | ||
1549 | // { | ||
1550 | //m_log.Debug("[BUG]: race!"); | ||
1551 | //} | ||
1552 | } | ||
1553 | else | ||
1554 | { | ||
1555 | // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position); | ||
1556 | // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position); | ||
1557 | _parent_scene.waitForSpaceUnlock(m_targetSpace); | ||
1558 | |||
1559 | IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace); | ||
1560 | m_targetSpace = tempspace; | ||
1561 | |||
1562 | _parent_scene.waitForSpaceUnlock(m_targetSpace); | ||
1563 | if (prim_geom != IntPtr.Zero) | ||
1564 | { | ||
1565 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | ||
1566 | |||
1567 | _parent_scene.waitForSpaceUnlock(m_targetSpace); | ||
1568 | d.SpaceAdd(m_targetSpace, prim_geom); | ||
1569 | } | ||
1570 | } | ||
1571 | |||
1572 | changeSelectedStatus(timestep); | ||
1573 | |||
1574 | resetCollisionAccounting(); | ||
1575 | m_taintposition = _position; | ||
1576 | } | ||
1577 | |||
1578 | public void Move(float timestep) | ||
1579 | { | ||
1580 | float fx = 0; | ||
1581 | float fy = 0; | ||
1582 | float fz = 0; | ||
1583 | |||
1584 | frcount++; // used to limit debug comment output | ||
1585 | if (frcount > 100) | ||
1586 | frcount = 0; | ||
1587 | |||
1588 | if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim) // KF: Only move root prims. | ||
1589 | { | ||
1590 | //if(frcount == 0) Console.WriteLine("Move " + m_primName + " VTyp " + m_vehicle.Type + | ||
1591 | // " usePID=" + m_usePID + " seHover=" + m_useHoverPID + " useAPID=" + m_useAPID); | ||
1592 | if (m_vehicle.Type != Vehicle.TYPE_NONE) | ||
1593 | { | ||
1594 | // 'VEHICLES' are dealt with in ODEDynamics.cs | ||
1595 | m_vehicle.Step(timestep, _parent_scene); | ||
1596 | } | ||
1597 | else | ||
1598 | { | ||
1599 | if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009 | ||
1600 | // NON-'VEHICLES' are dealt with here | ||
1601 | if (d.BodyIsEnabled(Body) && !m_angularlock.ApproxEquals(Vector3.Zero, 0.003f)) | ||
1602 | { | ||
1603 | d.Vector3 avel2 = d.BodyGetAngularVel(Body); | ||
1604 | if (m_angularlock.X == 1) | ||
1605 | avel2.X = 0; | ||
1606 | if (m_angularlock.Y == 1) | ||
1607 | avel2.Y = 0; | ||
1608 | if (m_angularlock.Z == 1) | ||
1609 | avel2.Z = 0; | ||
1610 | d.BodySetAngularVel(Body, avel2.X, avel2.Y, avel2.Z); | ||
1611 | } | ||
1612 | //float PID_P = 900.0f; | ||
1613 | |||
1614 | float m_mass = CalculateMass(); | ||
1615 | |||
1616 | // fz = 0f; | ||
1617 | //m_log.Info(m_collisionFlags.ToString()); | ||
1618 | |||
1619 | |||
1620 | //KF: m_buoyancy is set by llSetBuoyancy() and is for non-vehicle. | ||
1621 | // m_buoyancy: (unlimited value) <0=Falls fast; 0=1g; 1=0g; >1 = floats up | ||
1622 | // NB Prims in ODE are no subject to global gravity | ||
1623 | fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; // force = acceleration * mass | ||
1624 | |||
1625 | if (m_usePID) | ||
1626 | { | ||
1627 | //if(frcount == 0) Console.WriteLine("PID " + m_primName); | ||
1628 | // KF - this is for object MoveToTarget. | ||
1629 | |||
1630 | //if (!d.BodyIsEnabled(Body)) | ||
1631 | //d.BodySetForce(Body, 0f, 0f, 0f); | ||
1632 | |||
1633 | // no lock; for now it's only called from within Simulate() | ||
1634 | |||
1635 | // If the PID Controller isn't active then we set our force | ||
1636 | // calculating base velocity to the current position | ||
1637 | |||
1638 | if ((m_PIDTau < 1) && (m_PIDTau != 0)) | ||
1639 | { | ||
1640 | //PID_G = PID_G / m_PIDTau; | ||
1641 | m_PIDTau = 1; | ||
1642 | } | ||
1643 | |||
1644 | if ((PID_G - m_PIDTau) <= 0) | ||
1645 | { | ||
1646 | PID_G = m_PIDTau + 1; | ||
1647 | } | ||
1648 | //PidStatus = true; | ||
1649 | |||
1650 | // PhysicsVector vec = new PhysicsVector(); | ||
1651 | d.Vector3 vel = d.BodyGetLinearVel(Body); | ||
1652 | |||
1653 | d.Vector3 pos = d.BodyGetPosition(Body); | ||
1654 | _target_velocity = | ||
1655 | new Vector3( | ||
1656 | (m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep), | ||
1657 | (m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep), | ||
1658 | (m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep) | ||
1659 | ); | ||
1660 | |||
1661 | // if velocity is zero, use position control; otherwise, velocity control | ||
1662 | |||
1663 | if (_target_velocity.ApproxEquals(Vector3.Zero,0.1f)) | ||
1664 | { | ||
1665 | // keep track of where we stopped. No more slippin' & slidin' | ||
1666 | |||
1667 | // We only want to deactivate the PID Controller if we think we want to have our surrogate | ||
1668 | // react to the physics scene by moving it's position. | ||
1669 | // Avatar to Avatar collisions | ||
1670 | // Prim to avatar collisions | ||
1671 | |||
1672 | //fx = (_target_velocity.X - vel.X) * (PID_D) + (_zeroPosition.X - pos.X) * (PID_P * 2); | ||
1673 | //fy = (_target_velocity.Y - vel.Y) * (PID_D) + (_zeroPosition.Y - pos.Y) * (PID_P * 2); | ||
1674 | //fz = fz + (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P; | ||
1675 | d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z); | ||
1676 | d.BodySetLinearVel(Body, 0, 0, 0); | ||
1677 | d.BodyAddForce(Body, 0, 0, fz); | ||
1678 | return; | ||
1679 | } | ||
1680 | else | ||
1681 | { | ||
1682 | _zeroFlag = false; | ||
1683 | |||
1684 | // We're flying and colliding with something | ||
1685 | fx = ((_target_velocity.X) - vel.X) * (PID_D); | ||
1686 | fy = ((_target_velocity.Y) - vel.Y) * (PID_D); | ||
1687 | |||
1688 | // vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P; | ||
1689 | |||
1690 | fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass); | ||
1691 | } | ||
1692 | } // end if (m_usePID) | ||
1693 | |||
1694 | // Hover PID Controller needs to be mutually exlusive to MoveTo PID controller | ||
1695 | if (m_useHoverPID && !m_usePID) | ||
1696 | { | ||
1697 | //Console.WriteLine("Hover " + m_primName); | ||
1698 | |||
1699 | // If we're using the PID controller, then we have no gravity | ||
1700 | fz = (-1 * _parent_scene.gravityz) * m_mass; | ||
1701 | |||
1702 | // no lock; for now it's only called from within Simulate() | ||
1703 | |||
1704 | // If the PID Controller isn't active then we set our force | ||
1705 | // calculating base velocity to the current position | ||
1706 | |||
1707 | if ((m_PIDTau < 1)) | ||
1708 | { | ||
1709 | PID_G = PID_G / m_PIDTau; | ||
1710 | } | ||
1711 | |||
1712 | if ((PID_G - m_PIDTau) <= 0) | ||
1713 | { | ||
1714 | PID_G = m_PIDTau + 1; | ||
1715 | } | ||
1716 | |||
1717 | |||
1718 | // Where are we, and where are we headed? | ||
1719 | d.Vector3 pos = d.BodyGetPosition(Body); | ||
1720 | d.Vector3 vel = d.BodyGetLinearVel(Body); | ||
1721 | |||
1722 | |||
1723 | // Non-Vehicles have a limited set of Hover options. | ||
1724 | // determine what our target height really is based on HoverType | ||
1725 | switch (m_PIDHoverType) | ||
1726 | { | ||
1727 | case PIDHoverType.Ground: | ||
1728 | m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y); | ||
1729 | m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight; | ||
1730 | break; | ||
1731 | case PIDHoverType.GroundAndWater: | ||
1732 | m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y); | ||
1733 | m_waterHeight = _parent_scene.GetWaterLevel(); | ||
1734 | if (m_groundHeight > m_waterHeight) | ||
1735 | { | ||
1736 | m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight; | ||
1737 | } | ||
1738 | else | ||
1739 | { | ||
1740 | m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight; | ||
1741 | } | ||
1742 | break; | ||
1743 | |||
1744 | } // end switch (m_PIDHoverType) | ||
1745 | |||
1746 | |||
1747 | _target_velocity = | ||
1748 | new Vector3(0.0f, 0.0f, | ||
1749 | (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep) | ||
1750 | ); | ||
1751 | |||
1752 | // if velocity is zero, use position control; otherwise, velocity control | ||
1753 | |||
1754 | if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f)) | ||
1755 | { | ||
1756 | // keep track of where we stopped. No more slippin' & slidin' | ||
1757 | |||
1758 | // We only want to deactivate the PID Controller if we think we want to have our surrogate | ||
1759 | // react to the physics scene by moving it's position. | ||
1760 | // Avatar to Avatar collisions | ||
1761 | // Prim to avatar collisions | ||
1762 | |||
1763 | d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight); | ||
1764 | d.BodySetLinearVel(Body, vel.X, vel.Y, 0); | ||
1765 | d.BodyAddForce(Body, 0, 0, fz); | ||
1766 | //KF this prevents furthur motions return; | ||
1767 | } | ||
1768 | else | ||
1769 | { | ||
1770 | _zeroFlag = false; | ||
1771 | |||
1772 | // We're flying and colliding with something | ||
1773 | fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass); | ||
1774 | } | ||
1775 | } // end m_useHoverPID && !m_usePID | ||
1776 | |||
1777 | if (m_useAPID) | ||
1778 | { | ||
1779 | // RotLookAt, apparently overrides all other rotation sources. Inputs: | ||
1780 | // Quaternion m_APIDTarget | ||
1781 | // float m_APIDStrength // From SL experiments, this is the time to get there | ||
1782 | // float m_APIDDamping // From SL experiments, this is damping, 1.0 = damped, 0.1 = wobbly | ||
1783 | // Also in SL the mass of the object has no effect on time to get there. | ||
1784 | // Factors: | ||
1785 | //if(frcount == 0) Console.WriteLine("APID "); | ||
1786 | // get present body rotation | ||
1787 | float limit = 1.0f; | ||
1788 | float scaler = 50f; // adjusts damping time | ||
1789 | float RLAservo = 0f; | ||
1790 | |||
1791 | d.Quaternion rot = d.BodyGetQuaternion(Body); | ||
1792 | Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); | ||
1793 | Quaternion rot_diff = Quaternion.Inverse(rotq) * m_APIDTarget; | ||
1794 | float diff_angle; | ||
1795 | Vector3 diff_axis; | ||
1796 | rot_diff.GetAxisAngle(out diff_axis, out diff_angle); | ||
1797 | diff_axis.Normalize(); | ||
1798 | if(diff_angle > 0.01f) // diff_angle is always +ve | ||
1799 | { | ||
1800 | // PhysicsVector rotforce = new PhysicsVector(diff_axis.X, diff_axis.Y, diff_axis.Z); | ||
1801 | Vector3 rotforce = new Vector3(diff_axis.X, diff_axis.Y, diff_axis.Z); | ||
1802 | rotforce = rotforce * rotq; | ||
1803 | if(diff_angle > limit) diff_angle = limit; // cap the rotate rate | ||
1804 | // RLAservo = timestep / m_APIDStrength * m_mass * scaler; | ||
1805 | // rotforce = rotforce * RLAservo * diff_angle ; | ||
1806 | // d.BodyAddRelTorque(Body, rotforce.X, rotforce.Y, rotforce.Z); | ||
1807 | RLAservo = timestep / m_APIDStrength * scaler; | ||
1808 | rotforce = rotforce * RLAservo * diff_angle ; | ||
1809 | d.BodySetAngularVel (Body, rotforce.X, rotforce.Y, rotforce.Z); | ||
1810 | //Console.WriteLine("axis= " + diff_axis + " angle= " + diff_angle + "servo= " + RLAservo); | ||
1811 | } | ||
1812 | //if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo + " angle= " + diff_angle); | ||
1813 | } // end m_useAPID | ||
1814 | |||
1815 | fx *= m_mass; | ||
1816 | fy *= m_mass; | ||
1817 | //fz *= m_mass; | ||
1818 | |||
1819 | fx += m_force.X; | ||
1820 | fy += m_force.Y; | ||
1821 | fz += m_force.Z; | ||
1822 | |||
1823 | //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString()); | ||
1824 | if (fx != 0 || fy != 0 || fz != 0) | ||
1825 | { | ||
1826 | //m_taintdisable = true; | ||
1827 | //base.RaiseOutOfBounds(Position); | ||
1828 | //d.BodySetLinearVel(Body, fx, fy, 0f); | ||
1829 | if (!d.BodyIsEnabled(Body)) | ||
1830 | { | ||
1831 | // A physical body at rest on a surface will auto-disable after a while, | ||
1832 | // this appears to re-enable it incase the surface it is upon vanishes, | ||
1833 | // and the body should fall again. | ||
1834 | d.BodySetLinearVel(Body, 0f, 0f, 0f); | ||
1835 | d.BodySetForce(Body, 0, 0, 0); | ||
1836 | enableBodySoft(); | ||
1837 | } | ||
1838 | |||
1839 | // 35x10 = 350n times the mass per second applied maximum. | ||
1840 | float nmax = 35f * m_mass; | ||
1841 | float nmin = -35f * m_mass; | ||
1842 | |||
1843 | |||
1844 | if (fx > nmax) | ||
1845 | fx = nmax; | ||
1846 | if (fx < nmin) | ||
1847 | fx = nmin; | ||
1848 | if (fy > nmax) | ||
1849 | fy = nmax; | ||
1850 | if (fy < nmin) | ||
1851 | fy = nmin; | ||
1852 | d.BodyAddForce(Body, fx, fy, fz); | ||
1853 | //Console.WriteLine("AddForce " + fx + "," + fy + "," + fz); | ||
1854 | } | ||
1855 | } | ||
1856 | } | ||
1857 | else | ||
1858 | { // is not physical, or is not a body or is selected | ||
1859 | // _zeroPosition = d.BodyGetPosition(Body); | ||
1860 | return; | ||
1861 | //Console.WriteLine("Nothing " + m_primName); | ||
1862 | |||
1863 | } | ||
1864 | } | ||
1865 | |||
1866 | |||
1867 | |||
1868 | public void rotate(float timestep) | ||
1869 | { | ||
1870 | d.Quaternion myrot = new d.Quaternion(); | ||
1871 | myrot.X = _orientation.X; | ||
1872 | myrot.Y = _orientation.Y; | ||
1873 | myrot.Z = _orientation.Z; | ||
1874 | myrot.W = _orientation.W; | ||
1875 | if (Body != IntPtr.Zero) | ||
1876 | { | ||
1877 | // KF: If this is a root prim do BodySet | ||
1878 | d.BodySetQuaternion(Body, ref myrot); | ||
1879 | if (m_isphysical) | ||
1880 | { | ||
1881 | if (!m_angularlock.ApproxEquals(Vector3.One, 0f)) | ||
1882 | createAMotor(m_angularlock); | ||
1883 | } | ||
1884 | } | ||
1885 | else | ||
1886 | { | ||
1887 | // daughter prim, do Geom set | ||
1888 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
1889 | } | ||
1890 | |||
1891 | resetCollisionAccounting(); | ||
1892 | m_taintrot = _orientation; | ||
1893 | } | ||
1894 | |||
1895 | private void resetCollisionAccounting() | ||
1896 | { | ||
1897 | m_collisionscore = 0; | ||
1898 | m_interpenetrationcount = 0; | ||
1899 | m_disabled = false; | ||
1900 | } | ||
1901 | |||
1902 | public void changedisable(float timestep) | ||
1903 | { | ||
1904 | m_disabled = true; | ||
1905 | if (Body != IntPtr.Zero) | ||
1906 | { | ||
1907 | d.BodyDisable(Body); | ||
1908 | Body = IntPtr.Zero; | ||
1909 | } | ||
1910 | |||
1911 | m_taintdisable = false; | ||
1912 | } | ||
1913 | |||
1914 | public void changePhysicsStatus(float timestep) | ||
1915 | { | ||
1916 | if (m_isphysical == true) | ||
1917 | { | ||
1918 | if (Body == IntPtr.Zero) | ||
1919 | { | ||
1920 | if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim) | ||
1921 | { | ||
1922 | changeshape(2f); | ||
1923 | } | ||
1924 | else | ||
1925 | { | ||
1926 | enableBody(); | ||
1927 | } | ||
1928 | } | ||
1929 | } | ||
1930 | else | ||
1931 | { | ||
1932 | if (Body != IntPtr.Zero) | ||
1933 | { | ||
1934 | if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim) | ||
1935 | { | ||
1936 | |||
1937 | |||
1938 | if (prim_geom != IntPtr.Zero) | ||
1939 | { | ||
1940 | try | ||
1941 | { | ||
1942 | d.GeomDestroy(prim_geom); | ||
1943 | prim_geom = IntPtr.Zero; | ||
1944 | _mesh = null; | ||
1945 | } | ||
1946 | catch (System.AccessViolationException) | ||
1947 | { | ||
1948 | prim_geom = IntPtr.Zero; | ||
1949 | m_log.Error("[PHYSICS]: PrimGeom dead"); | ||
1950 | } | ||
1951 | } | ||
1952 | //Console.WriteLine("changePhysicsStatus for " + m_primName ); | ||
1953 | changeadd(2f); | ||
1954 | } | ||
1955 | if (childPrim) | ||
1956 | { | ||
1957 | if (_parent != null) | ||
1958 | { | ||
1959 | OdePrim parent = (OdePrim)_parent; | ||
1960 | parent.ChildDelink(this); | ||
1961 | } | ||
1962 | } | ||
1963 | else | ||
1964 | { | ||
1965 | disableBody(); | ||
1966 | } | ||
1967 | } | ||
1968 | } | ||
1969 | |||
1970 | changeSelectedStatus(timestep); | ||
1971 | |||
1972 | resetCollisionAccounting(); | ||
1973 | m_taintPhysics = m_isphysical; | ||
1974 | } | ||
1975 | |||
1976 | public void changesize(float timestamp) | ||
1977 | { | ||
1978 | |||
1979 | string oldname = _parent_scene.geom_name_map[prim_geom]; | ||
1980 | |||
1981 | if (_size.X <= 0) _size.X = 0.01f; | ||
1982 | if (_size.Y <= 0) _size.Y = 0.01f; | ||
1983 | if (_size.Z <= 0) _size.Z = 0.01f; | ||
1984 | |||
1985 | // Cleanup of old prim geometry | ||
1986 | if (_mesh != null) | ||
1987 | { | ||
1988 | // Cleanup meshing here | ||
1989 | } | ||
1990 | //kill body to rebuild | ||
1991 | if (IsPhysical && Body != IntPtr.Zero) | ||
1992 | { | ||
1993 | if (childPrim) | ||
1994 | { | ||
1995 | if (_parent != null) | ||
1996 | { | ||
1997 | OdePrim parent = (OdePrim)_parent; | ||
1998 | parent.ChildDelink(this); | ||
1999 | } | ||
2000 | } | ||
2001 | else | ||
2002 | { | ||
2003 | disableBody(); | ||
2004 | } | ||
2005 | } | ||
2006 | if (d.SpaceQuery(m_targetSpace, prim_geom)) | ||
2007 | { | ||
2008 | _parent_scene.waitForSpaceUnlock(m_targetSpace); | ||
2009 | d.SpaceRemove(m_targetSpace, prim_geom); | ||
2010 | } | ||
2011 | d.GeomDestroy(prim_geom); | ||
2012 | prim_geom = IntPtr.Zero; | ||
2013 | // we don't need to do space calculation because the client sends a position update also. | ||
2014 | |||
2015 | // Construction of new prim | ||
2016 | if (_parent_scene.needsMeshing(_pbs)) | ||
2017 | { | ||
2018 | float meshlod = _parent_scene.meshSculptLOD; | ||
2019 | |||
2020 | if (IsPhysical) | ||
2021 | meshlod = _parent_scene.MeshSculptphysicalLOD; | ||
2022 | // Don't need to re-enable body.. it's done in SetMesh | ||
2023 | |||
2024 | IMesh mesh = null; | ||
2025 | |||
2026 | if (_parent_scene.needsMeshing(_pbs)) | ||
2027 | mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical); | ||
2028 | |||
2029 | //IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical); | ||
2030 | //Console.WriteLine("changesize 1"); | ||
2031 | CreateGeom(m_targetSpace, mesh); | ||
2032 | |||
2033 | |||
2034 | } | ||
2035 | else | ||
2036 | { | ||
2037 | _mesh = null; | ||
2038 | //Console.WriteLine("changesize 2"); | ||
2039 | CreateGeom(m_targetSpace, _mesh); | ||
2040 | } | ||
2041 | |||
2042 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | ||
2043 | d.Quaternion myrot = new d.Quaternion(); | ||
2044 | myrot.X = _orientation.X; | ||
2045 | myrot.Y = _orientation.Y; | ||
2046 | myrot.Z = _orientation.Z; | ||
2047 | myrot.W = _orientation.W; | ||
2048 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
2049 | |||
2050 | //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z); | ||
2051 | if (IsPhysical && Body == IntPtr.Zero && !childPrim) | ||
2052 | { | ||
2053 | // Re creates body on size. | ||
2054 | // EnableBody also does setMass() | ||
2055 | enableBody(); | ||
2056 | d.BodyEnable(Body); | ||
2057 | } | ||
2058 | |||
2059 | _parent_scene.geom_name_map[prim_geom] = oldname; | ||
2060 | |||
2061 | changeSelectedStatus(timestamp); | ||
2062 | if (childPrim) | ||
2063 | { | ||
2064 | if (_parent is OdePrim) | ||
2065 | { | ||
2066 | OdePrim parent = (OdePrim)_parent; | ||
2067 | parent.ChildSetGeom(this); | ||
2068 | } | ||
2069 | } | ||
2070 | resetCollisionAccounting(); | ||
2071 | m_taintsize = _size; | ||
2072 | } | ||
2073 | |||
2074 | |||
2075 | |||
2076 | public void changefloatonwater(float timestep) | ||
2077 | { | ||
2078 | m_collidesWater = m_taintCollidesWater; | ||
2079 | |||
2080 | if (prim_geom != IntPtr.Zero) | ||
2081 | { | ||
2082 | if (m_collidesWater) | ||
2083 | { | ||
2084 | m_collisionFlags |= CollisionCategories.Water; | ||
2085 | } | ||
2086 | else | ||
2087 | { | ||
2088 | m_collisionFlags &= ~CollisionCategories.Water; | ||
2089 | } | ||
2090 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
2091 | } | ||
2092 | } | ||
2093 | |||
2094 | public void changeshape(float timestamp) | ||
2095 | { | ||
2096 | string oldname = _parent_scene.geom_name_map[prim_geom]; | ||
2097 | |||
2098 | // Cleanup of old prim geometry and Bodies | ||
2099 | if (IsPhysical && Body != IntPtr.Zero) | ||
2100 | { | ||
2101 | if (childPrim) | ||
2102 | { | ||
2103 | if (_parent != null) | ||
2104 | { | ||
2105 | OdePrim parent = (OdePrim)_parent; | ||
2106 | parent.ChildDelink(this); | ||
2107 | } | ||
2108 | } | ||
2109 | else | ||
2110 | { | ||
2111 | disableBody(); | ||
2112 | } | ||
2113 | } | ||
2114 | try | ||
2115 | { | ||
2116 | d.GeomDestroy(prim_geom); | ||
2117 | } | ||
2118 | catch (System.AccessViolationException) | ||
2119 | { | ||
2120 | prim_geom = IntPtr.Zero; | ||
2121 | m_log.Error("[PHYSICS]: PrimGeom dead"); | ||
2122 | } | ||
2123 | prim_geom = IntPtr.Zero; | ||
2124 | // we don't need to do space calculation because the client sends a position update also. | ||
2125 | if (_size.X <= 0) _size.X = 0.01f; | ||
2126 | if (_size.Y <= 0) _size.Y = 0.01f; | ||
2127 | if (_size.Z <= 0) _size.Z = 0.01f; | ||
2128 | // Construction of new prim | ||
2129 | |||
2130 | if (_parent_scene.needsMeshing(_pbs)) | ||
2131 | { | ||
2132 | // Don't need to re-enable body.. it's done in SetMesh | ||
2133 | float meshlod = _parent_scene.meshSculptLOD; | ||
2134 | |||
2135 | if (IsPhysical) | ||
2136 | meshlod = _parent_scene.MeshSculptphysicalLOD; | ||
2137 | |||
2138 | IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical); | ||
2139 | // createmesh returns null when it doesn't mesh. | ||
2140 | CreateGeom(m_targetSpace, mesh); | ||
2141 | } | ||
2142 | else | ||
2143 | { | ||
2144 | _mesh = null; | ||
2145 | //Console.WriteLine("changeshape"); | ||
2146 | CreateGeom(m_targetSpace, null); | ||
2147 | } | ||
2148 | |||
2149 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | ||
2150 | d.Quaternion myrot = new d.Quaternion(); | ||
2151 | //myrot.W = _orientation.w; | ||
2152 | myrot.W = _orientation.W; | ||
2153 | myrot.X = _orientation.X; | ||
2154 | myrot.Y = _orientation.Y; | ||
2155 | myrot.Z = _orientation.Z; | ||
2156 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
2157 | |||
2158 | //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z); | ||
2159 | if (IsPhysical && Body == IntPtr.Zero) | ||
2160 | { | ||
2161 | // Re creates body on size. | ||
2162 | // EnableBody also does setMass() | ||
2163 | enableBody(); | ||
2164 | if (Body != IntPtr.Zero) | ||
2165 | { | ||
2166 | d.BodyEnable(Body); | ||
2167 | } | ||
2168 | } | ||
2169 | _parent_scene.geom_name_map[prim_geom] = oldname; | ||
2170 | |||
2171 | changeSelectedStatus(timestamp); | ||
2172 | if (childPrim) | ||
2173 | { | ||
2174 | if (_parent is OdePrim) | ||
2175 | { | ||
2176 | OdePrim parent = (OdePrim)_parent; | ||
2177 | parent.ChildSetGeom(this); | ||
2178 | } | ||
2179 | } | ||
2180 | resetCollisionAccounting(); | ||
2181 | m_taintshape = false; | ||
2182 | } | ||
2183 | |||
2184 | public void changeAddForce(float timestamp) | ||
2185 | { | ||
2186 | if (!m_isSelected) | ||
2187 | { | ||
2188 | lock (m_forcelist) | ||
2189 | { | ||
2190 | //m_log.Info("[PHYSICS]: dequeing forcelist"); | ||
2191 | if (IsPhysical) | ||
2192 | { | ||
2193 | Vector3 iforce = Vector3.Zero; | ||
2194 | int i = 0; | ||
2195 | try | ||
2196 | { | ||
2197 | for (i = 0; i < m_forcelist.Count; i++) | ||
2198 | { | ||
2199 | |||
2200 | iforce = iforce + (m_forcelist[i] * 100); | ||
2201 | } | ||
2202 | } | ||
2203 | catch (IndexOutOfRangeException) | ||
2204 | { | ||
2205 | m_forcelist = new List<Vector3>(); | ||
2206 | m_collisionscore = 0; | ||
2207 | m_interpenetrationcount = 0; | ||
2208 | m_taintforce = false; | ||
2209 | return; | ||
2210 | } | ||
2211 | catch (ArgumentOutOfRangeException) | ||
2212 | { | ||
2213 | m_forcelist = new List<Vector3>(); | ||
2214 | m_collisionscore = 0; | ||
2215 | m_interpenetrationcount = 0; | ||
2216 | m_taintforce = false; | ||
2217 | return; | ||
2218 | } | ||
2219 | d.BodyEnable(Body); | ||
2220 | d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z); | ||
2221 | } | ||
2222 | m_forcelist.Clear(); | ||
2223 | } | ||
2224 | |||
2225 | m_collisionscore = 0; | ||
2226 | m_interpenetrationcount = 0; | ||
2227 | } | ||
2228 | |||
2229 | m_taintforce = false; | ||
2230 | |||
2231 | } | ||
2232 | |||
2233 | |||
2234 | |||
2235 | public void changeSetTorque(float timestamp) | ||
2236 | { | ||
2237 | if (!m_isSelected) | ||
2238 | { | ||
2239 | if (IsPhysical && Body != IntPtr.Zero) | ||
2240 | { | ||
2241 | d.BodySetTorque(Body, m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z); | ||
2242 | } | ||
2243 | } | ||
2244 | |||
2245 | m_taintTorque = Vector3.Zero; | ||
2246 | } | ||
2247 | |||
2248 | public void changeAddAngularForce(float timestamp) | ||
2249 | { | ||
2250 | if (!m_isSelected) | ||
2251 | { | ||
2252 | lock (m_angularforcelist) | ||
2253 | { | ||
2254 | //m_log.Info("[PHYSICS]: dequeing forcelist"); | ||
2255 | if (IsPhysical) | ||
2256 | { | ||
2257 | Vector3 iforce = Vector3.Zero; | ||
2258 | for (int i = 0; i < m_angularforcelist.Count; i++) | ||
2259 | { | ||
2260 | iforce = iforce + (m_angularforcelist[i] * 100); | ||
2261 | } | ||
2262 | d.BodyEnable(Body); | ||
2263 | d.BodyAddTorque(Body, iforce.X, iforce.Y, iforce.Z); | ||
2264 | |||
2265 | } | ||
2266 | m_angularforcelist.Clear(); | ||
2267 | } | ||
2268 | |||
2269 | m_collisionscore = 0; | ||
2270 | m_interpenetrationcount = 0; | ||
2271 | } | ||
2272 | |||
2273 | m_taintaddangularforce = false; | ||
2274 | } | ||
2275 | |||
2276 | private void changevelocity(float timestep) | ||
2277 | { | ||
2278 | if (!m_isSelected) | ||
2279 | { | ||
2280 | Thread.Sleep(20); | ||
2281 | if (IsPhysical) | ||
2282 | { | ||
2283 | if (Body != IntPtr.Zero) | ||
2284 | { | ||
2285 | d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z); | ||
2286 | } | ||
2287 | } | ||
2288 | |||
2289 | //resetCollisionAccounting(); | ||
2290 | } | ||
2291 | m_taintVelocity = Vector3.Zero; | ||
2292 | } | ||
2293 | |||
2294 | public override bool IsPhysical | ||
2295 | { | ||
2296 | get { return m_isphysical; } | ||
2297 | set { | ||
2298 | m_isphysical = value; | ||
2299 | if (!m_isphysical) // Zero the remembered last velocity | ||
2300 | m_lastVelocity = Vector3.Zero; | ||
2301 | } | ||
2302 | } | ||
2303 | |||
2304 | public void setPrimForRemoval() | ||
2305 | { | ||
2306 | m_taintremove = true; | ||
2307 | } | ||
2308 | |||
2309 | public override bool Flying | ||
2310 | { | ||
2311 | // no flying prims for you | ||
2312 | get { return false; } | ||
2313 | set { } | ||
2314 | } | ||
2315 | |||
2316 | public override bool IsColliding | ||
2317 | { | ||
2318 | get { return iscolliding; } | ||
2319 | set { iscolliding = value; } | ||
2320 | } | ||
2321 | |||
2322 | public override bool CollidingGround | ||
2323 | { | ||
2324 | get { return false; } | ||
2325 | set { return; } | ||
2326 | } | ||
2327 | |||
2328 | public override bool CollidingObj | ||
2329 | { | ||
2330 | get { return false; } | ||
2331 | set { return; } | ||
2332 | } | ||
2333 | |||
2334 | public override bool ThrottleUpdates | ||
2335 | { | ||
2336 | get { return m_throttleUpdates; } | ||
2337 | set { m_throttleUpdates = value; } | ||
2338 | } | ||
2339 | |||
2340 | public override bool Stopped | ||
2341 | { | ||
2342 | get { return _zeroFlag; } | ||
2343 | } | ||
2344 | |||
2345 | public override Vector3 Position | ||
2346 | { | ||
2347 | get { return _position; } | ||
2348 | |||
2349 | set { _position = value; | ||
2350 | //m_log.Info("[PHYSICS]: " + _position.ToString()); | ||
2351 | } | ||
2352 | } | ||
2353 | |||
2354 | public override Vector3 Size | ||
2355 | { | ||
2356 | get { return _size; } | ||
2357 | set | ||
2358 | { | ||
2359 | if (value.IsFinite()) | ||
2360 | { | ||
2361 | _size = value; | ||
2362 | } | ||
2363 | else | ||
2364 | { | ||
2365 | m_log.Warn("[PHYSICS]: Got NaN Size on object"); | ||
2366 | } | ||
2367 | } | ||
2368 | } | ||
2369 | |||
2370 | public override float Mass | ||
2371 | { | ||
2372 | get { return CalculateMass(); } | ||
2373 | } | ||
2374 | |||
2375 | public override Vector3 Force | ||
2376 | { | ||
2377 | //get { return Vector3.Zero; } | ||
2378 | get { return m_force; } | ||
2379 | set | ||
2380 | { | ||
2381 | if (value.IsFinite()) | ||
2382 | { | ||
2383 | m_force = value; | ||
2384 | } | ||
2385 | else | ||
2386 | { | ||
2387 | m_log.Warn("[PHYSICS]: NaN in Force Applied to an Object"); | ||
2388 | } | ||
2389 | } | ||
2390 | } | ||
2391 | |||
2392 | public override int VehicleType | ||
2393 | { | ||
2394 | get { return (int)m_vehicle.Type; } | ||
2395 | set { m_vehicle.ProcessTypeChange((Vehicle)value); } | ||
2396 | } | ||
2397 | |||
2398 | public override void VehicleFloatParam(int param, float value) | ||
2399 | { | ||
2400 | m_vehicle.ProcessFloatVehicleParam((Vehicle) param, value); | ||
2401 | } | ||
2402 | |||
2403 | public override void VehicleVectorParam(int param, Vector3 value) | ||
2404 | { | ||
2405 | m_vehicle.ProcessVectorVehicleParam((Vehicle) param, value); | ||
2406 | } | ||
2407 | |||
2408 | public override void VehicleRotationParam(int param, Quaternion rotation) | ||
2409 | { | ||
2410 | m_vehicle.ProcessRotationVehicleParam((Vehicle) param, rotation); | ||
2411 | } | ||
2412 | |||
2413 | public override void SetVolumeDetect(int param) | ||
2414 | { | ||
2415 | lock (_parent_scene.OdeLock) | ||
2416 | { | ||
2417 | m_isVolumeDetect = (param!=0); | ||
2418 | } | ||
2419 | } | ||
2420 | |||
2421 | public override Vector3 CenterOfMass | ||
2422 | { | ||
2423 | get { return Vector3.Zero; } | ||
2424 | } | ||
2425 | |||
2426 | public override Vector3 GeometricCenter | ||
2427 | { | ||
2428 | get { return Vector3.Zero; } | ||
2429 | } | ||
2430 | |||
2431 | public override PrimitiveBaseShape Shape | ||
2432 | { | ||
2433 | set | ||
2434 | { | ||
2435 | _pbs = value; | ||
2436 | m_taintshape = true; | ||
2437 | } | ||
2438 | } | ||
2439 | |||
2440 | public override Vector3 Velocity | ||
2441 | { | ||
2442 | get | ||
2443 | { | ||
2444 | // Averate previous velocity with the new one so | ||
2445 | // client object interpolation works a 'little' better | ||
2446 | if (_zeroFlag) | ||
2447 | return Vector3.Zero; | ||
2448 | |||
2449 | Vector3 returnVelocity = Vector3.Zero; | ||
2450 | returnVelocity.X = (m_lastVelocity.X + _velocity.X)/2; | ||
2451 | returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y)/2; | ||
2452 | returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z)/2; | ||
2453 | return returnVelocity; | ||
2454 | } | ||
2455 | set | ||
2456 | { | ||
2457 | if (value.IsFinite()) | ||
2458 | { | ||
2459 | _velocity = value; | ||
2460 | |||
2461 | m_taintVelocity = value; | ||
2462 | _parent_scene.AddPhysicsActorTaint(this); | ||
2463 | } | ||
2464 | else | ||
2465 | { | ||
2466 | m_log.Warn("[PHYSICS]: Got NaN Velocity in Object"); | ||
2467 | } | ||
2468 | |||
2469 | } | ||
2470 | } | ||
2471 | |||
2472 | public override Vector3 Torque | ||
2473 | { | ||
2474 | get | ||
2475 | { | ||
2476 | if (!m_isphysical || Body == IntPtr.Zero) | ||
2477 | return Vector3.Zero; | ||
2478 | |||
2479 | return _torque; | ||
2480 | } | ||
2481 | |||
2482 | set | ||
2483 | { | ||
2484 | if (value.IsFinite()) | ||
2485 | { | ||
2486 | m_taintTorque = value; | ||
2487 | _parent_scene.AddPhysicsActorTaint(this); | ||
2488 | } | ||
2489 | else | ||
2490 | { | ||
2491 | m_log.Warn("[PHYSICS]: Got NaN Torque in Object"); | ||
2492 | } | ||
2493 | } | ||
2494 | } | ||
2495 | |||
2496 | public override float CollisionScore | ||
2497 | { | ||
2498 | get { return m_collisionscore; } | ||
2499 | set { m_collisionscore = value; } | ||
2500 | } | ||
2501 | |||
2502 | public override bool Kinematic | ||
2503 | { | ||
2504 | get { return false; } | ||
2505 | set { } | ||
2506 | } | ||
2507 | |||
2508 | public override Quaternion Orientation | ||
2509 | { | ||
2510 | get { return _orientation; } | ||
2511 | set | ||
2512 | { | ||
2513 | if (QuaternionIsFinite(value)) | ||
2514 | { | ||
2515 | _orientation = value; | ||
2516 | } | ||
2517 | else | ||
2518 | m_log.Warn("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object"); | ||
2519 | |||
2520 | } | ||
2521 | } | ||
2522 | |||
2523 | internal static bool QuaternionIsFinite(Quaternion q) | ||
2524 | { | ||
2525 | if (Single.IsNaN(q.X) || Single.IsInfinity(q.X)) | ||
2526 | return false; | ||
2527 | if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y)) | ||
2528 | return false; | ||
2529 | if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z)) | ||
2530 | return false; | ||
2531 | if (Single.IsNaN(q.W) || Single.IsInfinity(q.W)) | ||
2532 | return false; | ||
2533 | return true; | ||
2534 | } | ||
2535 | |||
2536 | public override Vector3 Acceleration | ||
2537 | { | ||
2538 | get { return _acceleration; } | ||
2539 | } | ||
2540 | |||
2541 | |||
2542 | public void SetAcceleration(Vector3 accel) | ||
2543 | { | ||
2544 | _acceleration = accel; | ||
2545 | } | ||
2546 | |||
2547 | public override void AddForce(Vector3 force, bool pushforce) | ||
2548 | { | ||
2549 | if (force.IsFinite()) | ||
2550 | { | ||
2551 | lock (m_forcelist) | ||
2552 | m_forcelist.Add(force); | ||
2553 | |||
2554 | m_taintforce = true; | ||
2555 | } | ||
2556 | else | ||
2557 | { | ||
2558 | m_log.Warn("[PHYSICS]: Got Invalid linear force vector from Scene in Object"); | ||
2559 | } | ||
2560 | //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString()); | ||
2561 | } | ||
2562 | |||
2563 | public override void AddAngularForce(Vector3 force, bool pushforce) | ||
2564 | { | ||
2565 | if (force.IsFinite()) | ||
2566 | { | ||
2567 | m_angularforcelist.Add(force); | ||
2568 | m_taintaddangularforce = true; | ||
2569 | } | ||
2570 | else | ||
2571 | { | ||
2572 | m_log.Warn("[PHYSICS]: Got Invalid Angular force vector from Scene in Object"); | ||
2573 | } | ||
2574 | } | ||
2575 | |||
2576 | public override Vector3 RotationalVelocity | ||
2577 | { | ||
2578 | get | ||
2579 | { | ||
2580 | Vector3 pv = Vector3.Zero; | ||
2581 | if (_zeroFlag) | ||
2582 | return pv; | ||
2583 | m_lastUpdateSent = false; | ||
2584 | |||
2585 | if (m_rotationalVelocity.ApproxEquals(pv, 0.2f)) | ||
2586 | return pv; | ||
2587 | |||
2588 | return m_rotationalVelocity; | ||
2589 | } | ||
2590 | set | ||
2591 | { | ||
2592 | if (value.IsFinite()) | ||
2593 | { | ||
2594 | m_rotationalVelocity = value; | ||
2595 | } | ||
2596 | else | ||
2597 | { | ||
2598 | m_log.Warn("[PHYSICS]: Got NaN RotationalVelocity in Object"); | ||
2599 | } | ||
2600 | } | ||
2601 | } | ||
2602 | |||
2603 | public override void CrossingFailure() | ||
2604 | { | ||
2605 | m_crossingfailures++; | ||
2606 | if (m_crossingfailures > _parent_scene.geomCrossingFailuresBeforeOutofbounds) | ||
2607 | { | ||
2608 | base.RaiseOutOfBounds(_position); | ||
2609 | return; | ||
2610 | } | ||
2611 | else if (m_crossingfailures == _parent_scene.geomCrossingFailuresBeforeOutofbounds) | ||
2612 | { | ||
2613 | m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName); | ||
2614 | } | ||
2615 | } | ||
2616 | |||
2617 | public override float Buoyancy | ||
2618 | { | ||
2619 | get { return m_buoyancy; } | ||
2620 | set { m_buoyancy = value; } | ||
2621 | } | ||
2622 | |||
2623 | public override void link(PhysicsActor obj) | ||
2624 | { | ||
2625 | m_taintparent = obj; | ||
2626 | } | ||
2627 | |||
2628 | public override void delink() | ||
2629 | { | ||
2630 | m_taintparent = null; | ||
2631 | } | ||
2632 | |||
2633 | public override void LockAngularMotion(Vector3 axis) | ||
2634 | { | ||
2635 | // reverse the zero/non zero values for ODE. | ||
2636 | if (axis.IsFinite()) | ||
2637 | { | ||
2638 | axis.X = (axis.X > 0) ? 1f : 0f; | ||
2639 | axis.Y = (axis.Y > 0) ? 1f : 0f; | ||
2640 | axis.Z = (axis.Z > 0) ? 1f : 0f; | ||
2641 | m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z); | ||
2642 | m_taintAngularLock = axis; | ||
2643 | } | ||
2644 | else | ||
2645 | { | ||
2646 | m_log.Warn("[PHYSICS]: Got NaN locking axis from Scene on Object"); | ||
2647 | } | ||
2648 | } | ||
2649 | |||
2650 | public void UpdatePositionAndVelocity() | ||
2651 | { | ||
2652 | // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! | ||
2653 | if (_parent == null) | ||
2654 | { | ||
2655 | Vector3 pv = Vector3.Zero; | ||
2656 | bool lastZeroFlag = _zeroFlag; | ||
2657 | if (Body != (IntPtr)0) // FIXME -> or if it is a joint | ||
2658 | { | ||
2659 | d.Vector3 vec = d.BodyGetPosition(Body); | ||
2660 | d.Quaternion ori = d.BodyGetQuaternion(Body); | ||
2661 | d.Vector3 vel = d.BodyGetLinearVel(Body); | ||
2662 | d.Vector3 rotvel = d.BodyGetAngularVel(Body); | ||
2663 | d.Vector3 torque = d.BodyGetTorque(Body); | ||
2664 | _torque = new Vector3(torque.X, torque.Y, torque.Z); | ||
2665 | Vector3 l_position = Vector3.Zero; | ||
2666 | Quaternion l_orientation = Quaternion.Identity; | ||
2667 | |||
2668 | // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!) | ||
2669 | //if (vec.X < 0.0f) { vec.X = 0.0f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); } | ||
2670 | //if (vec.Y < 0.0f) { vec.Y = 0.0f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); } | ||
2671 | //if (vec.X > 255.95f) { vec.X = 255.95f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); } | ||
2672 | //if (vec.Y > 255.95f) { vec.Y = 255.95f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); } | ||
2673 | |||
2674 | m_lastposition = _position; | ||
2675 | m_lastorientation = _orientation; | ||
2676 | |||
2677 | l_position.X = vec.X; | ||
2678 | l_position.Y = vec.Y; | ||
2679 | l_position.Z = vec.Z; | ||
2680 | l_orientation.X = ori.X; | ||
2681 | l_orientation.Y = ori.Y; | ||
2682 | l_orientation.Z = ori.Z; | ||
2683 | l_orientation.W = ori.W; | ||
2684 | |||
2685 | // if(l_position.Y != m_lastposition.Y){ | ||
2686 | // Console.WriteLine("UP&V {0} {1}", m_primName, l_position); | ||
2687 | // } | ||
2688 | |||
2689 | 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) | ||
2690 | { | ||
2691 | //base.RaiseOutOfBounds(l_position); | ||
2692 | |||
2693 | if (m_crossingfailures < _parent_scene.geomCrossingFailuresBeforeOutofbounds) | ||
2694 | { | ||
2695 | _position = l_position; | ||
2696 | //_parent_scene.remActivePrim(this); | ||
2697 | if (_parent == null) | ||
2698 | base.RequestPhysicsterseUpdate(); | ||
2699 | return; | ||
2700 | } | ||
2701 | else | ||
2702 | { | ||
2703 | if (_parent == null) | ||
2704 | base.RaiseOutOfBounds(l_position); | ||
2705 | return; | ||
2706 | } | ||
2707 | } | ||
2708 | |||
2709 | if (l_position.Z < 0) | ||
2710 | { | ||
2711 | // This is so prim that get lost underground don't fall forever and suck up | ||
2712 | // | ||
2713 | // Sim resources and memory. | ||
2714 | // Disables the prim's movement physics.... | ||
2715 | // It's a hack and will generate a console message if it fails. | ||
2716 | |||
2717 | //IsPhysical = false; | ||
2718 | if (_parent == null) | ||
2719 | base.RaiseOutOfBounds(_position); | ||
2720 | |||
2721 | _acceleration.X = 0; | ||
2722 | _acceleration.Y = 0; | ||
2723 | _acceleration.Z = 0; | ||
2724 | |||
2725 | _velocity.X = 0; | ||
2726 | _velocity.Y = 0; | ||
2727 | _velocity.Z = 0; | ||
2728 | m_rotationalVelocity.X = 0; | ||
2729 | m_rotationalVelocity.Y = 0; | ||
2730 | m_rotationalVelocity.Z = 0; | ||
2731 | |||
2732 | if (_parent == null) | ||
2733 | base.RequestPhysicsterseUpdate(); | ||
2734 | |||
2735 | m_throttleUpdates = false; | ||
2736 | throttleCounter = 0; | ||
2737 | _zeroFlag = true; | ||
2738 | //outofBounds = true; | ||
2739 | } | ||
2740 | |||
2741 | //float Adiff = 1.0f - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation)); | ||
2742 | //Console.WriteLine("Adiff " + m_primName + " = " + Adiff); | ||
2743 | if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02) | ||
2744 | && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02) | ||
2745 | && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02) | ||
2746 | // && (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation)) < 0.01)) | ||
2747 | && (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation)) < 0.0001)) // KF 0.01 is far to large | ||
2748 | { | ||
2749 | _zeroFlag = true; | ||
2750 | //Console.WriteLine("ZFT 2"); | ||
2751 | m_throttleUpdates = false; | ||
2752 | } | ||
2753 | else | ||
2754 | { | ||
2755 | //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString()); | ||
2756 | _zeroFlag = false; | ||
2757 | m_lastUpdateSent = false; | ||
2758 | //m_throttleUpdates = false; | ||
2759 | } | ||
2760 | |||
2761 | if (_zeroFlag) | ||
2762 | { | ||
2763 | _velocity.X = 0.0f; | ||
2764 | _velocity.Y = 0.0f; | ||
2765 | _velocity.Z = 0.0f; | ||
2766 | |||
2767 | _acceleration.X = 0; | ||
2768 | _acceleration.Y = 0; | ||
2769 | _acceleration.Z = 0; | ||
2770 | |||
2771 | //_orientation.w = 0f; | ||
2772 | //_orientation.X = 0f; | ||
2773 | //_orientation.Y = 0f; | ||
2774 | //_orientation.Z = 0f; | ||
2775 | m_rotationalVelocity.X = 0; | ||
2776 | m_rotationalVelocity.Y = 0; | ||
2777 | m_rotationalVelocity.Z = 0; | ||
2778 | if (!m_lastUpdateSent) | ||
2779 | { | ||
2780 | m_throttleUpdates = false; | ||
2781 | throttleCounter = 0; | ||
2782 | m_rotationalVelocity = pv; | ||
2783 | |||
2784 | if (_parent == null) | ||
2785 | { | ||
2786 | base.RequestPhysicsterseUpdate(); | ||
2787 | } | ||
2788 | |||
2789 | m_lastUpdateSent = true; | ||
2790 | } | ||
2791 | } | ||
2792 | else | ||
2793 | { | ||
2794 | if (lastZeroFlag != _zeroFlag) | ||
2795 | { | ||
2796 | if (_parent == null) | ||
2797 | { | ||
2798 | base.RequestPhysicsterseUpdate(); | ||
2799 | } | ||
2800 | } | ||
2801 | |||
2802 | m_lastVelocity = _velocity; | ||
2803 | |||
2804 | _position = l_position; | ||
2805 | |||
2806 | _velocity.X = vel.X; | ||
2807 | _velocity.Y = vel.Y; | ||
2808 | _velocity.Z = vel.Z; | ||
2809 | |||
2810 | _acceleration = ((_velocity - m_lastVelocity) / 0.1f); | ||
2811 | _acceleration = new Vector3(_velocity.X - m_lastVelocity.X / 0.1f, _velocity.Y - m_lastVelocity.Y / 0.1f, _velocity.Z - m_lastVelocity.Z / 0.1f); | ||
2812 | //m_log.Info("[PHYSICS]: V1: " + _velocity + " V2: " + m_lastVelocity + " Acceleration: " + _acceleration.ToString()); | ||
2813 | |||
2814 | if (_velocity.ApproxEquals(pv, 0.5f)) | ||
2815 | { | ||
2816 | m_rotationalVelocity = pv; | ||
2817 | } | ||
2818 | else | ||
2819 | { | ||
2820 | m_rotationalVelocity = new Vector3(rotvel.X, rotvel.Y, rotvel.Z); | ||
2821 | } | ||
2822 | |||
2823 | //m_log.Debug("ODE: " + m_rotationalVelocity.ToString()); | ||
2824 | _orientation.X = ori.X; | ||
2825 | _orientation.Y = ori.Y; | ||
2826 | _orientation.Z = ori.Z; | ||
2827 | _orientation.W = ori.W; | ||
2828 | m_lastUpdateSent = false; | ||
2829 | if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate) | ||
2830 | { | ||
2831 | if (_parent == null) | ||
2832 | { | ||
2833 | base.RequestPhysicsterseUpdate(); | ||
2834 | } | ||
2835 | } | ||
2836 | else | ||
2837 | { | ||
2838 | throttleCounter++; | ||
2839 | } | ||
2840 | } | ||
2841 | m_lastposition = l_position; | ||
2842 | } | ||
2843 | else | ||
2844 | { | ||
2845 | // Not a body.. so Make sure the client isn't interpolating | ||
2846 | _velocity.X = 0; | ||
2847 | _velocity.Y = 0; | ||
2848 | _velocity.Z = 0; | ||
2849 | |||
2850 | _acceleration.X = 0; | ||
2851 | _acceleration.Y = 0; | ||
2852 | _acceleration.Z = 0; | ||
2853 | |||
2854 | m_rotationalVelocity.X = 0; | ||
2855 | m_rotationalVelocity.Y = 0; | ||
2856 | m_rotationalVelocity.Z = 0; | ||
2857 | _zeroFlag = true; | ||
2858 | } | ||
2859 | } | ||
2860 | } | ||
2861 | |||
2862 | public override bool FloatOnWater | ||
2863 | { | ||
2864 | set { | ||
2865 | m_taintCollidesWater = value; | ||
2866 | _parent_scene.AddPhysicsActorTaint(this); | ||
2867 | } | ||
2868 | } | ||
2869 | |||
2870 | public override void SetMomentum(Vector3 momentum) | ||
2871 | { | ||
2872 | } | ||
2873 | |||
2874 | public override Vector3 PIDTarget | ||
2875 | { | ||
2876 | set | ||
2877 | { | ||
2878 | if (value.IsFinite()) | ||
2879 | { | ||
2880 | m_PIDTarget = value; | ||
2881 | } | ||
2882 | else | ||
2883 | m_log.Warn("[PHYSICS]: Got NaN PIDTarget from Scene on Object"); | ||
2884 | } | ||
2885 | } | ||
2886 | public override bool PIDActive { set { m_usePID = value; } } | ||
2887 | public override float PIDTau { set { m_PIDTau = value; } } | ||
2888 | |||
2889 | // For RotLookAt | ||
2890 | public override Quaternion APIDTarget { set { m_APIDTarget = value; } } | ||
2891 | public override bool APIDActive { set { m_useAPID = value; } } | ||
2892 | public override float APIDStrength { set { m_APIDStrength = value; } } | ||
2893 | public override float APIDDamping { set { m_APIDDamping = value; } } | ||
2894 | |||
2895 | public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } | ||
2896 | public override bool PIDHoverActive { set { m_useHoverPID = value; } } | ||
2897 | public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } | ||
2898 | public override float PIDHoverTau { set { m_PIDHoverTau = value; } } | ||
2899 | |||
2900 | private void createAMotor(Vector3 axis) | ||
2901 | { | ||
2902 | if (Body == IntPtr.Zero) | ||
2903 | return; | ||
2904 | |||
2905 | if (Amotor != IntPtr.Zero) | ||
2906 | { | ||
2907 | d.JointDestroy(Amotor); | ||
2908 | Amotor = IntPtr.Zero; | ||
2909 | } | ||
2910 | |||
2911 | float axisnum = 3; | ||
2912 | |||
2913 | axisnum = (axisnum - (axis.X + axis.Y + axis.Z)); | ||
2914 | |||
2915 | // PhysicsVector totalSize = new PhysicsVector(_size.X, _size.Y, _size.Z); | ||
2916 | |||
2917 | |||
2918 | // Inverse Inertia Matrix, set the X, Y, and/r Z inertia to 0 then invert it again. | ||
2919 | d.Mass objMass; | ||
2920 | d.MassSetZero(out objMass); | ||
2921 | DMassCopy(ref pMass, ref objMass); | ||
2922 | |||
2923 | //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); | ||
2924 | |||
2925 | Matrix4 dMassMat = FromDMass(objMass); | ||
2926 | |||
2927 | Matrix4 mathmat = Inverse(dMassMat); | ||
2928 | |||
2929 | /* | ||
2930 | //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]); | ||
2931 | |||
2932 | mathmat = Inverse(mathmat); | ||
2933 | |||
2934 | |||
2935 | objMass = FromMatrix4(mathmat, ref objMass); | ||
2936 | //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); | ||
2937 | |||
2938 | mathmat = Inverse(mathmat); | ||
2939 | */ | ||
2940 | if (axis.X == 0) | ||
2941 | { | ||
2942 | mathmat.M33 = 50.0000001f; | ||
2943 | //objMass.I.M22 = 0; | ||
2944 | } | ||
2945 | if (axis.Y == 0) | ||
2946 | { | ||
2947 | mathmat.M22 = 50.0000001f; | ||
2948 | //objMass.I.M11 = 0; | ||
2949 | } | ||
2950 | if (axis.Z == 0) | ||
2951 | { | ||
2952 | mathmat.M11 = 50.0000001f; | ||
2953 | //objMass.I.M00 = 0; | ||
2954 | } | ||
2955 | |||
2956 | |||
2957 | |||
2958 | mathmat = Inverse(mathmat); | ||
2959 | objMass = FromMatrix4(mathmat, ref objMass); | ||
2960 | //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); | ||
2961 | |||
2962 | //return; | ||
2963 | if (d.MassCheck(ref objMass)) | ||
2964 | { | ||
2965 | d.BodySetMass(Body, ref objMass); | ||
2966 | } | ||
2967 | else | ||
2968 | { | ||
2969 | //m_log.Debug("[PHYSICS]: Mass invalid, ignoring"); | ||
2970 | } | ||
2971 | |||
2972 | if (axisnum <= 0) | ||
2973 | return; | ||
2974 | // int dAMotorEuler = 1; | ||
2975 | |||
2976 | Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero); | ||
2977 | d.JointAttach(Amotor, Body, IntPtr.Zero); | ||
2978 | d.JointSetAMotorMode(Amotor, 0); | ||
2979 | |||
2980 | d.JointSetAMotorNumAxes(Amotor,(int)axisnum); | ||
2981 | int i = 0; | ||
2982 | |||
2983 | if (axis.X == 0) | ||
2984 | { | ||
2985 | d.JointSetAMotorAxis(Amotor, i, 0, 1, 0, 0); | ||
2986 | i++; | ||
2987 | } | ||
2988 | |||
2989 | if (axis.Y == 0) | ||
2990 | { | ||
2991 | d.JointSetAMotorAxis(Amotor, i, 0, 0, 1, 0); | ||
2992 | i++; | ||
2993 | } | ||
2994 | |||
2995 | if (axis.Z == 0) | ||
2996 | { | ||
2997 | d.JointSetAMotorAxis(Amotor, i, 0, 0, 0, 1); | ||
2998 | i++; | ||
2999 | } | ||
3000 | |||
3001 | for (int j = 0; j < (int)axisnum; j++) | ||
3002 | { | ||
3003 | //d.JointSetAMotorAngle(Amotor, j, 0); | ||
3004 | } | ||
3005 | |||
3006 | //d.JointSetAMotorAngle(Amotor, 1, 0); | ||
3007 | //d.JointSetAMotorAngle(Amotor, 2, 0); | ||
3008 | |||
3009 | // These lowstops and high stops are effectively (no wiggle room) | ||
3010 | d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0f); | ||
3011 | d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0f); | ||
3012 | d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -0f); | ||
3013 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0f); | ||
3014 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); | ||
3015 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0f); | ||
3016 | //d.JointSetAMotorParam(Amotor, (int) dParam.Vel, 9000f); | ||
3017 | d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f); | ||
3018 | d.JointSetAMotorParam(Amotor, (int)dParam.FMax, Mass * 50f);// | ||
3019 | |||
3020 | } | ||
3021 | |||
3022 | public Matrix4 FromDMass(d.Mass pMass) | ||
3023 | { | ||
3024 | Matrix4 obj; | ||
3025 | obj.M11 = pMass.I.M00; | ||
3026 | obj.M12 = pMass.I.M01; | ||
3027 | obj.M13 = pMass.I.M02; | ||
3028 | obj.M14 = 0; | ||
3029 | obj.M21 = pMass.I.M10; | ||
3030 | obj.M22 = pMass.I.M11; | ||
3031 | obj.M23 = pMass.I.M12; | ||
3032 | obj.M24 = 0; | ||
3033 | obj.M31 = pMass.I.M20; | ||
3034 | obj.M32 = pMass.I.M21; | ||
3035 | obj.M33 = pMass.I.M22; | ||
3036 | obj.M34 = 0; | ||
3037 | obj.M41 = 0; | ||
3038 | obj.M42 = 0; | ||
3039 | obj.M43 = 0; | ||
3040 | obj.M44 = 1; | ||
3041 | return obj; | ||
3042 | } | ||
3043 | |||
3044 | public d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj) | ||
3045 | { | ||
3046 | obj.I.M00 = pMat[0, 0]; | ||
3047 | obj.I.M01 = pMat[0, 1]; | ||
3048 | obj.I.M02 = pMat[0, 2]; | ||
3049 | obj.I.M10 = pMat[1, 0]; | ||
3050 | obj.I.M11 = pMat[1, 1]; | ||
3051 | obj.I.M12 = pMat[1, 2]; | ||
3052 | obj.I.M20 = pMat[2, 0]; | ||
3053 | obj.I.M21 = pMat[2, 1]; | ||
3054 | obj.I.M22 = pMat[2, 2]; | ||
3055 | return obj; | ||
3056 | } | ||
3057 | |||
3058 | public override void SubscribeEvents(int ms) | ||
3059 | { | ||
3060 | m_eventsubscription = ms; | ||
3061 | _parent_scene.addCollisionEventReporting(this); | ||
3062 | } | ||
3063 | |||
3064 | public override void UnSubscribeEvents() | ||
3065 | { | ||
3066 | _parent_scene.remCollisionEventReporting(this); | ||
3067 | m_eventsubscription = 0; | ||
3068 | } | ||
3069 | |||
3070 | public void AddCollisionEvent(uint CollidedWith, ContactPoint contact) | ||
3071 | { | ||
3072 | if (CollisionEventsThisFrame == null) | ||
3073 | CollisionEventsThisFrame = new CollisionEventUpdate(); | ||
3074 | CollisionEventsThisFrame.addCollider(CollidedWith, contact); | ||
3075 | } | ||
3076 | |||
3077 | public void SendCollisions() | ||
3078 | { | ||
3079 | if (CollisionEventsThisFrame == null) | ||
3080 | return; | ||
3081 | |||
3082 | base.SendCollisionUpdate(CollisionEventsThisFrame); | ||
3083 | |||
3084 | if (CollisionEventsThisFrame.m_objCollisionList.Count == 0) | ||
3085 | CollisionEventsThisFrame = null; | ||
3086 | else | ||
3087 | CollisionEventsThisFrame = new CollisionEventUpdate(); | ||
3088 | } | ||
3089 | |||
3090 | public override bool SubscribedEvents() | ||
3091 | { | ||
3092 | if (m_eventsubscription > 0) | ||
3093 | return true; | ||
3094 | return false; | ||
3095 | } | ||
3096 | |||
3097 | public static Matrix4 Inverse(Matrix4 pMat) | ||
3098 | { | ||
3099 | if (determinant3x3(pMat) == 0) | ||
3100 | { | ||
3101 | return Matrix4.Identity; // should probably throw an error. singluar matrix inverse not possible | ||
3102 | } | ||
3103 | |||
3104 | |||
3105 | |||
3106 | return (Adjoint(pMat) / determinant3x3(pMat)); | ||
3107 | } | ||
3108 | |||
3109 | public static Matrix4 Adjoint(Matrix4 pMat) | ||
3110 | { | ||
3111 | Matrix4 adjointMatrix = new Matrix4(); | ||
3112 | for (int i=0; i<4; i++) | ||
3113 | { | ||
3114 | for (int j=0; j<4; j++) | ||
3115 | { | ||
3116 | Matrix4SetValue(ref adjointMatrix, i, j, (float)(Math.Pow(-1, i + j) * (determinant3x3(Minor(pMat, i, j))))); | ||
3117 | } | ||
3118 | } | ||
3119 | |||
3120 | adjointMatrix = Transpose(adjointMatrix); | ||
3121 | return adjointMatrix; | ||
3122 | } | ||
3123 | |||
3124 | public static Matrix4 Minor(Matrix4 matrix, int iRow, int iCol) | ||
3125 | { | ||
3126 | Matrix4 minor = new Matrix4(); | ||
3127 | int m = 0, n = 0; | ||
3128 | for (int i = 0; i < 4; i++) | ||
3129 | { | ||
3130 | if (i == iRow) | ||
3131 | continue; | ||
3132 | n = 0; | ||
3133 | for (int j = 0; j < 4; j++) | ||
3134 | { | ||
3135 | if (j == iCol) | ||
3136 | continue; | ||
3137 | Matrix4SetValue(ref minor, m,n, matrix[i, j]); | ||
3138 | n++; | ||
3139 | } | ||
3140 | m++; | ||
3141 | } | ||
3142 | return minor; | ||
3143 | } | ||
3144 | |||
3145 | public static Matrix4 Transpose(Matrix4 pMat) | ||
3146 | { | ||
3147 | Matrix4 transposeMatrix = new Matrix4(); | ||
3148 | for (int i = 0; i < 4; i++) | ||
3149 | for (int j = 0; j < 4; j++) | ||
3150 | Matrix4SetValue(ref transposeMatrix, i, j, pMat[j, i]); | ||
3151 | return transposeMatrix; | ||
3152 | } | ||
3153 | |||
3154 | public static void Matrix4SetValue(ref Matrix4 pMat, int r, int c, float val) | ||
3155 | { | ||
3156 | switch (r) | ||
3157 | { | ||
3158 | case 0: | ||
3159 | switch (c) | ||
3160 | { | ||
3161 | case 0: | ||
3162 | pMat.M11 = val; | ||
3163 | break; | ||
3164 | case 1: | ||
3165 | pMat.M12 = val; | ||
3166 | break; | ||
3167 | case 2: | ||
3168 | pMat.M13 = val; | ||
3169 | break; | ||
3170 | case 3: | ||
3171 | pMat.M14 = val; | ||
3172 | break; | ||
3173 | } | ||
3174 | |||
3175 | break; | ||
3176 | case 1: | ||
3177 | switch (c) | ||
3178 | { | ||
3179 | case 0: | ||
3180 | pMat.M21 = val; | ||
3181 | break; | ||
3182 | case 1: | ||
3183 | pMat.M22 = val; | ||
3184 | break; | ||
3185 | case 2: | ||
3186 | pMat.M23 = val; | ||
3187 | break; | ||
3188 | case 3: | ||
3189 | pMat.M24 = val; | ||
3190 | break; | ||
3191 | } | ||
3192 | |||
3193 | break; | ||
3194 | case 2: | ||
3195 | switch (c) | ||
3196 | { | ||
3197 | case 0: | ||
3198 | pMat.M31 = val; | ||
3199 | break; | ||
3200 | case 1: | ||
3201 | pMat.M32 = val; | ||
3202 | break; | ||
3203 | case 2: | ||
3204 | pMat.M33 = val; | ||
3205 | break; | ||
3206 | case 3: | ||
3207 | pMat.M34 = val; | ||
3208 | break; | ||
3209 | } | ||
3210 | |||
3211 | break; | ||
3212 | case 3: | ||
3213 | switch (c) | ||
3214 | { | ||
3215 | case 0: | ||
3216 | pMat.M41 = val; | ||
3217 | break; | ||
3218 | case 1: | ||
3219 | pMat.M42 = val; | ||
3220 | break; | ||
3221 | case 2: | ||
3222 | pMat.M43 = val; | ||
3223 | break; | ||
3224 | case 3: | ||
3225 | pMat.M44 = val; | ||
3226 | break; | ||
3227 | } | ||
3228 | |||
3229 | break; | ||
3230 | } | ||
3231 | } | ||
3232 | private static float determinant3x3(Matrix4 pMat) | ||
3233 | { | ||
3234 | float det = 0; | ||
3235 | float diag1 = pMat[0, 0]*pMat[1, 1]*pMat[2, 2]; | ||
3236 | float diag2 = pMat[0, 1]*pMat[2, 1]*pMat[2, 0]; | ||
3237 | float diag3 = pMat[0, 2]*pMat[1, 0]*pMat[2, 1]; | ||
3238 | float diag4 = pMat[2, 0]*pMat[1, 1]*pMat[0, 2]; | ||
3239 | float diag5 = pMat[2, 1]*pMat[1, 2]*pMat[0, 0]; | ||
3240 | float diag6 = pMat[2, 2]*pMat[1, 0]*pMat[0, 1]; | ||
3241 | |||
3242 | det = diag1 + diag2 + diag3 - (diag4 + diag5 + diag6); | ||
3243 | return det; | ||
3244 | |||
3245 | } | ||
3246 | |||
3247 | private static void DMassCopy(ref d.Mass src, ref d.Mass dst) | ||
3248 | { | ||
3249 | dst.c.W = src.c.W; | ||
3250 | dst.c.X = src.c.X; | ||
3251 | dst.c.Y = src.c.Y; | ||
3252 | dst.c.Z = src.c.Z; | ||
3253 | dst.mass = src.mass; | ||
3254 | dst.I.M00 = src.I.M00; | ||
3255 | dst.I.M01 = src.I.M01; | ||
3256 | dst.I.M02 = src.I.M02; | ||
3257 | dst.I.M10 = src.I.M10; | ||
3258 | dst.I.M11 = src.I.M11; | ||
3259 | dst.I.M12 = src.I.M12; | ||
3260 | dst.I.M20 = src.I.M20; | ||
3261 | dst.I.M21 = src.I.M21; | ||
3262 | dst.I.M22 = src.I.M22; | ||
3263 | } | ||
3264 | |||
3265 | public override void SetMaterial(int pMaterial) | ||
3266 | { | ||
3267 | m_material = pMaterial; | ||
3268 | } | ||
3269 | |||
3270 | } | ||
3271 | } | ||