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author | Teravus Ovares | 2007-12-24 05:48:16 +0000 |
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committer | Teravus Ovares | 2007-12-24 05:48:16 +0000 |
commit | de43f7e8584d84c34678bc35f8b915eeb0a91795 (patch) | |
tree | f7b282e79d262a825ae6d3035ead9c41c663e2c8 /OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | |
parent | Log message tweaking (diff) | |
download | opensim-SC-de43f7e8584d84c34678bc35f8b915eeb0a91795.zip opensim-SC-de43f7e8584d84c34678bc35f8b915eeb0a91795.tar.gz opensim-SC-de43f7e8584d84c34678bc35f8b915eeb0a91795.tar.bz2 opensim-SC-de43f7e8584d84c34678bc35f8b915eeb0a91795.tar.xz |
* ODE: now using the 10.00000638 density value on prim.
Diffstat (limited to 'OpenSim/Region/Physics/OdePlugin/ODEPrim.cs')
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | 42 |
1 files changed, 30 insertions, 12 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs index 26cb24b..32a9fc7 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | |||
@@ -65,9 +65,9 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
65 | private bool m_throttleUpdates = false; | 65 | private bool m_throttleUpdates = false; |
66 | private int throttleCounter = 0; | 66 | private int throttleCounter = 0; |
67 | public bool outofBounds = false; | 67 | public bool outofBounds = false; |
68 | private float m_density = 0f; | 68 | private float m_density = 10.000006836f;// Aluminum g/cm3; |
69 | 69 | ||
70 | 70 | ||
71 | 71 | ||
72 | public bool _zeroFlag = false; | 72 | public bool _zeroFlag = false; |
73 | private bool m_lastUpdateSent = false; | 73 | private bool m_lastUpdateSent = false; |
@@ -76,7 +76,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
76 | private String m_primName; | 76 | private String m_primName; |
77 | private PhysicsVector _target_velocity; | 77 | private PhysicsVector _target_velocity; |
78 | public d.Mass pMass; | 78 | public d.Mass pMass; |
79 | private const float MassMultiplier = 150f; | 79 | |
80 | private int debugcounter = 0; | 80 | private int debugcounter = 0; |
81 | 81 | ||
82 | public OdePrim(String primName, OdeScene parent_scene, IntPtr targetSpace, PhysicsVector pos, PhysicsVector size, | 82 | public OdePrim(String primName, OdeScene parent_scene, IntPtr targetSpace, PhysicsVector pos, PhysicsVector size, |
@@ -190,7 +190,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
190 | float volume = 0; | 190 | float volume = 0; |
191 | 191 | ||
192 | // No material is passed to the physics engines yet.. soo.. | 192 | // No material is passed to the physics engines yet.. soo.. |
193 | float density = 2.7f; // Aluminum g/cm3; | 193 | // we're using the m_density constant in the class definition |
194 | |||
194 | 195 | ||
195 | float returnMass = 0; | 196 | float returnMass = 0; |
196 | 197 | ||
@@ -202,16 +203,20 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
202 | volume = _size.X * _size.Y * _size.Z; | 203 | volume = _size.X * _size.Y * _size.Z; |
203 | 204 | ||
204 | // If the user has 'hollowed out' | 205 | // If the user has 'hollowed out' |
206 | // ProfileHollow is one of those 0 to 50000 values :P | ||
207 | // we like percentages better.. so turning into a percentage | ||
208 | |||
205 | if (((float)_pbs.ProfileHollow / 50000f) > 0.0) | 209 | if (((float)_pbs.ProfileHollow / 50000f) > 0.0) |
206 | { | 210 | { |
207 | float hollowAmount = (float)_pbs.ProfileHollow / 50000f; | 211 | float hollowAmount = (float)_pbs.ProfileHollow / 50000f; |
208 | //break; | 212 | |
213 | // calculate the hollow volume by it's shape compared to the prim shape | ||
209 | float hollowVolume = 0; | 214 | float hollowVolume = 0; |
210 | switch (_pbs.HollowShape) | 215 | switch (_pbs.HollowShape) |
211 | { | 216 | { |
212 | case HollowShape.Square: | 217 | case HollowShape.Square: |
213 | case HollowShape.Same: | 218 | case HollowShape.Same: |
214 | // Cube Hollow | 219 | // Cube Hollow volume calculation |
215 | float hollowsizex = _size.X * hollowAmount; | 220 | float hollowsizex = _size.X * hollowAmount; |
216 | float hollowsizey = _size.Y * hollowAmount; | 221 | float hollowsizey = _size.Y * hollowAmount; |
217 | float hollowsizez = _size.Z * hollowAmount; | 222 | float hollowsizez = _size.Z * hollowAmount; |
@@ -220,6 +225,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
220 | 225 | ||
221 | case HollowShape.Circle: | 226 | case HollowShape.Circle: |
222 | // Hollow shape is a perfect cyllinder in respect to the cube's scale | 227 | // Hollow shape is a perfect cyllinder in respect to the cube's scale |
228 | // Cyllinder hollow volume calculation | ||
223 | float hRadius = _size.X / 2; | 229 | float hRadius = _size.X / 2; |
224 | float hLength = _size.Z; | 230 | float hLength = _size.Z; |
225 | 231 | ||
@@ -228,7 +234,10 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
228 | break; | 234 | break; |
229 | 235 | ||
230 | case HollowShape.Triangle: | 236 | case HollowShape.Triangle: |
231 | float aLength = _size.Y; // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y | 237 | // Equilateral Triangular Prism volume hollow calculation |
238 | // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y | ||
239 | |||
240 | float aLength = _size.Y; | ||
232 | // 1/2 abh | 241 | // 1/2 abh |
233 | hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount); | 242 | hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount); |
234 | break; | 243 | break; |
@@ -244,14 +253,22 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
244 | break; | 253 | break; |
245 | 254 | ||
246 | default: | 255 | default: |
256 | // we don't have all of the volume formulas yet so | ||
257 | // use the common volume formula for all | ||
247 | volume = _size.X * _size.Y * _size.Z; | 258 | volume = _size.X * _size.Y * _size.Z; |
248 | break; | 259 | break; |
249 | } | 260 | } |
250 | 261 | ||
251 | // Calculate Path cut effect on volume | 262 | // Calculate Path cut effect on volume |
252 | // Not exact, in the triangle hollow example | 263 | // Not exact, in the triangle hollow example |
253 | // They should ever be less then zero.. | 264 | // They should never be zero or less then zero.. |
254 | // we'll ignore it if it's less then zero | 265 | // we'll ignore it if it's less then zero |
266 | |||
267 | // ProfileEnd and ProfileBegin are values | ||
268 | // from 0 to 50000 | ||
269 | |||
270 | // Turning them back into percentages so that I can cut that percentage off the volume | ||
271 | |||
255 | float PathCutEndAmount = _pbs.ProfileEnd; | 272 | float PathCutEndAmount = _pbs.ProfileEnd; |
256 | float PathCutStartAmount = _pbs.ProfileBegin; | 273 | float PathCutStartAmount = _pbs.ProfileBegin; |
257 | if (((PathCutStartAmount + PathCutEndAmount)/50000f) > 0.0f) | 274 | if (((PathCutStartAmount + PathCutEndAmount)/50000f) > 0.0f) |
@@ -259,13 +276,16 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
259 | 276 | ||
260 | float pathCutAmount = ((PathCutStartAmount + PathCutEndAmount) / 50000f); | 277 | float pathCutAmount = ((PathCutStartAmount + PathCutEndAmount) / 50000f); |
261 | 278 | ||
279 | // Check the return amount for sanity | ||
262 | if (pathCutAmount >= 0.99f) | 280 | if (pathCutAmount >= 0.99f) |
263 | pathCutAmount=0.99f; | 281 | pathCutAmount=0.99f; |
264 | 282 | ||
265 | volume = volume - (volume * pathCutAmount); | 283 | volume = volume - (volume * pathCutAmount); |
266 | } | 284 | } |
267 | 285 | ||
268 | returnMass = density * volume; | 286 | // Mass = density * volume |
287 | |||
288 | returnMass = m_density * volume; | ||
269 | 289 | ||
270 | return returnMass; | 290 | return returnMass; |
271 | } | 291 | } |
@@ -274,8 +294,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
274 | { | 294 | { |
275 | if (Body != (IntPtr)0) | 295 | if (Body != (IntPtr)0) |
276 | { | 296 | { |
277 | //if (_pbs.ProfileShape = ProfileShape.Square) { | ||
278 | |||
279 | d.MassSetBoxTotal(out pMass, CalculateMass(), _size.X, _size.Y, _size.Z); | 297 | d.MassSetBoxTotal(out pMass, CalculateMass(), _size.X, _size.Y, _size.Z); |
280 | d.BodySetMass(Body, ref pMass); | 298 | d.BodySetMass(Body, ref pMass); |
281 | } | 299 | } |