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authorKittoFlora2009-10-27 22:42:55 +0100
committerKittoFlora2009-10-27 22:42:55 +0100
commit1113b3b6ebba3e358326a7be90b338d8c95af688 (patch)
treed923340600e5a2699ceaceeb52fd6c45994f334a /OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
parentllRotLookAt Pt 2 (diff)
parentMerge branch 'master' into vehicles (diff)
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Merge branch 'vehicles' into tests
Conflicts: OpenSim/Region/Physics/Manager/PhysicsActor.cs OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
Diffstat (limited to 'OpenSim/Region/Physics/OdePlugin/ODEPrim.cs')
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODEPrim.cs304
1 files changed, 163 insertions, 141 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index 93c9a44..62c5c81 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -1,7 +1,5 @@
1/* 1/* Copyright (c) Contributors, http://opensimulator.org/
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders. 2 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without 3 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met: 4 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright 5 * * Redistributions of source code must retain the above copyright
@@ -36,6 +34,20 @@
36 * switch between 'VEHICLE' parameter use and general dynamics 34 * switch between 'VEHICLE' parameter use and general dynamics
37 * settings use. 35 * settings use.
38 */ 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 */
39using System; 51using System;
40using System.Collections.Generic; 52using System.Collections.Generic;
41using System.Reflection; 53using System.Reflection;
@@ -57,29 +69,28 @@ namespace OpenSim.Region.Physics.OdePlugin
57 { 69 {
58 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 70 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
59 71
60 private PhysicsVector _position; 72 private Vector3 _position;
61 private PhysicsVector _velocity; 73 private Vector3 _velocity;
62 private PhysicsVector _torque = new PhysicsVector(0,0,0); 74 private Vector3 _torque;
63 private PhysicsVector m_lastVelocity = new PhysicsVector(0.0f, 0.0f, 0.0f); 75 private Vector3 m_lastVelocity;
64 private PhysicsVector m_lastposition = new PhysicsVector(0.0f, 0.0f, 0.0f); 76 private Vector3 m_lastposition;
65 private Quaternion m_lastorientation = new Quaternion(); 77 private Quaternion m_lastorientation = new Quaternion();
66 private PhysicsVector m_rotationalVelocity; 78 private Vector3 m_rotationalVelocity;
67 private PhysicsVector _size; 79 private Vector3 _size;
68 private PhysicsVector _acceleration; 80 private Vector3 _acceleration;
69 // private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f); 81 // private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f);
70 private Quaternion _orientation; 82 private Quaternion _orientation;
71 private PhysicsVector m_taintposition; 83 private Vector3 m_taintposition;
72 private PhysicsVector m_taintsize; 84 private Vector3 m_taintsize;
73 private PhysicsVector m_taintVelocity = new PhysicsVector(0, 0, 0); 85 private Vector3 m_taintVelocity;
74 private PhysicsVector m_taintTorque = new PhysicsVector(0, 0, 0); 86 private Vector3 m_taintTorque;
75 private Quaternion m_taintrot; 87 private Quaternion m_taintrot;
76 private PhysicsVector m_angularlock = new PhysicsVector(1f, 1f, 1f); 88 private Vector3 m_angularlock = Vector3.One;
77 private PhysicsVector m_taintAngularLock = new PhysicsVector(1f, 1f, 1f); 89 private Vector3 m_taintAngularLock = Vector3.One;
78 private IntPtr Amotor = IntPtr.Zero; 90 private IntPtr Amotor = IntPtr.Zero;
79 91
80 private PhysicsVector m_PIDTarget = new PhysicsVector(0, 0, 0); 92 private Vector3 m_PIDTarget;
81 // private PhysicsVector m_taintPIDTarget = new PhysicsVector(0, 0, 0); 93 private float m_PIDTau;
82 private float m_PIDTau = 0f;
83 private float PID_D = 35f; 94 private float PID_D = 35f;
84 private float PID_G = 25f; 95 private float PID_G = 25f;
85 private bool m_usePID = false; 96 private bool m_usePID = false;
@@ -91,15 +102,22 @@ namespace OpenSim.Region.Physics.OdePlugin
91 102
92 // KF: These next 7 params apply to llSetHoverHeight(float height, integer water, float tau), 103 // KF: These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
93 // and are for non-VEHICLES only. 104 // and are for non-VEHICLES only.
94 105
95 private float m_PIDHoverHeight = 0f; 106 private float m_PIDHoverHeight;
96 private float m_PIDHoverTau = 0f; 107 private float m_PIDHoverTau;
97 private bool m_useHoverPID = false; 108 private bool m_useHoverPID;
98 private PIDHoverType m_PIDHoverType = PIDHoverType.Ground; 109 private PIDHoverType m_PIDHoverType = PIDHoverType.Ground;
110<<<<<<< HEAD:OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
99 private float m_targetHoverHeight = 0f; 111 private float m_targetHoverHeight = 0f;
100 private float m_groundHeight = 0f; 112 private float m_groundHeight = 0f;
101 private float m_waterHeight = 0f; 113 private float m_waterHeight = 0f;
102 private float m_buoyancy = 0f; //Set by llSetBuoyancy(), for non-vehicles. 114 private float m_buoyancy = 0f; //Set by llSetBuoyancy(), for non-vehicles.
115=======
116 private float m_targetHoverHeight;
117 private float m_groundHeight;
118 private float m_waterHeight;
119 private float m_buoyancy; //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle.
120>>>>>>> vehicles:OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
103 121
104 // private float m_tensor = 5f; 122 // private float m_tensor = 5f;
105 private int body_autodisable_frames = 20; 123 private int body_autodisable_frames = 20;
@@ -110,11 +128,11 @@ namespace OpenSim.Region.Physics.OdePlugin
110 | CollisionCategories.Body 128 | CollisionCategories.Body
111 | CollisionCategories.Character 129 | CollisionCategories.Character
112 ); 130 );
113 private bool m_taintshape = false; 131 private bool m_taintshape;
114 private bool m_taintPhysics = false; 132 private bool m_taintPhysics;
115 private bool m_collidesLand = true; 133 private bool m_collidesLand = true;
116 private bool m_collidesWater = false; 134 private bool m_collidesWater;
117 public bool m_returnCollisions = false; 135 public bool m_returnCollisions;
118 136
119 // Default we're a Geometry 137 // Default we're a Geometry
120 private CollisionCategories m_collisionCategories = (CollisionCategories.Geom); 138 private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
@@ -122,69 +140,68 @@ namespace OpenSim.Region.Physics.OdePlugin
122 // Default, Collide with Other Geometries, spaces and Bodies 140 // Default, Collide with Other Geometries, spaces and Bodies
123 private CollisionCategories m_collisionFlags = m_default_collisionFlags; 141 private CollisionCategories m_collisionFlags = m_default_collisionFlags;
124 142
125 public bool m_taintremove = false; 143 public bool m_taintremove;
126 public bool m_taintdisable = false; 144 public bool m_taintdisable;
127 public bool m_disabled = false; 145 public bool m_disabled;
128 public bool m_taintadd = false; 146 public bool m_taintadd;
129 public bool m_taintselected = false; 147 public bool m_taintselected;
130 public bool m_taintCollidesWater = false; 148 public bool m_taintCollidesWater;
131 149
132 public uint m_localID = 0; 150 public uint m_localID;
133 151
134 //public GCHandle gc; 152 //public GCHandle gc;
135 private CollisionLocker ode; 153 private CollisionLocker ode;
136 154
137 private bool m_taintforce = false; 155 private bool m_taintforce = false;
138 private bool m_taintaddangularforce = false; 156 private bool m_taintaddangularforce = false;
139 private PhysicsVector m_force = new PhysicsVector(0.0f, 0.0f, 0.0f); 157 private Vector3 m_force;
140 private List<PhysicsVector> m_forcelist = new List<PhysicsVector>(); 158 private List<Vector3> m_forcelist = new List<Vector3>();
141 private List<PhysicsVector> m_angularforcelist = new List<PhysicsVector>(); 159 private List<Vector3> m_angularforcelist = new List<Vector3>();
142 160
143 private IMesh _mesh; 161 private IMesh _mesh;
144 private PrimitiveBaseShape _pbs; 162 private PrimitiveBaseShape _pbs;
145 private OdeScene _parent_scene; 163 private OdeScene _parent_scene;
146 public IntPtr m_targetSpace = (IntPtr) 0; 164 public IntPtr m_targetSpace = IntPtr.Zero;
147 public IntPtr prim_geom; 165 public IntPtr prim_geom;
148 public IntPtr prev_geom; 166 public IntPtr prev_geom;
149 public IntPtr _triMeshData; 167 public IntPtr _triMeshData;
150 168
151 private IntPtr _linkJointGroup = (IntPtr)0; 169 private IntPtr _linkJointGroup = IntPtr.Zero;
152 private PhysicsActor _parent = null; 170 private PhysicsActor _parent;
153 private PhysicsActor m_taintparent = null; 171 private PhysicsActor m_taintparent;
154 172
155 private List<OdePrim> childrenPrim = new List<OdePrim>(); 173 private List<OdePrim> childrenPrim = new List<OdePrim>();
156 174
157 private bool iscolliding = false; 175 private bool iscolliding;
158 private bool m_isphysical = false; 176 private bool m_isphysical;
159 private bool m_isSelected = false; 177 private bool m_isSelected;
160 178
161 internal bool m_isVolumeDetect = false; // If true, this prim only detects collisions but doesn't collide actively 179 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
162 180
163 private bool m_throttleUpdates = false; 181 private bool m_throttleUpdates;
164 private int throttleCounter = 0; 182 private int throttleCounter;
165 public int m_interpenetrationcount = 0; 183 public int m_interpenetrationcount;
166 public float m_collisionscore = 0; 184 public float m_collisionscore;
167 public int m_roundsUnderMotionThreshold = 0; 185 public int m_roundsUnderMotionThreshold;
168 private int m_crossingfailures = 0; 186 private int m_crossingfailures;
169 187
170 public bool outofBounds = false; 188 public bool outofBounds;
171 private float m_density = 10.000006836f; // Aluminum g/cm3; 189 private float m_density = 10.000006836f; // Aluminum g/cm3;
172 190
173 public bool _zeroFlag = false; 191 public bool _zeroFlag;
174 private bool m_lastUpdateSent = false; 192 private bool m_lastUpdateSent;
175 193
176 public IntPtr Body = (IntPtr) 0; 194 public IntPtr Body = IntPtr.Zero;
177 public String m_primName; 195 public String m_primName;
178// private String m_primName; 196 private Vector3 _target_velocity;
179 private PhysicsVector _target_velocity;
180 public d.Mass pMass; 197 public d.Mass pMass;
181 198
182 public int m_eventsubscription = 0; 199 public int m_eventsubscription;
183 private CollisionEventUpdate CollisionEventsThisFrame = null; 200 private CollisionEventUpdate CollisionEventsThisFrame;
184 201
185 private IntPtr m_linkJoint = (IntPtr)0; 202 private IntPtr m_linkJoint = IntPtr.Zero;
186 203
187 public volatile bool childPrim = false; 204 public volatile bool childPrim;
188 205
189 private ODEDynamics m_vehicle; 206 private ODEDynamics m_vehicle;
190 207
@@ -193,17 +210,16 @@ namespace OpenSim.Region.Physics.OdePlugin
193 private int frcount = 0; // Used to limit dynamics debug output to 210 private int frcount = 0; // Used to limit dynamics debug output to
194 211
195 212
196 public OdePrim(String primName, OdeScene parent_scene, PhysicsVector pos, PhysicsVector size, 213 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
197 Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode) 214 Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode)
198 { 215 {
199 _target_velocity = new PhysicsVector(0, 0, 0);
200 m_vehicle = new ODEDynamics(); 216 m_vehicle = new ODEDynamics();
201 //gc = GCHandle.Alloc(prim_geom, GCHandleType.Pinned); 217 //gc = GCHandle.Alloc(prim_geom, GCHandleType.Pinned);
202 ode = dode; 218 ode = dode;
203 _velocity = new PhysicsVector(); 219 if (!pos.IsFinite())
204 if (!PhysicsVector.isFinite(pos))
205 { 220 {
206 pos = new PhysicsVector(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), parent_scene.GetTerrainHeightAtXY(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f)) + 0.5f); 221 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
222 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
207 m_log.Warn("[PHYSICS]: Got nonFinite Object create Position"); 223 m_log.Warn("[PHYSICS]: Got nonFinite Object create Position");
208 } 224 }
209 _position = pos; 225 _position = pos;
@@ -218,9 +234,9 @@ namespace OpenSim.Region.Physics.OdePlugin
218 prim_geom = IntPtr.Zero; 234 prim_geom = IntPtr.Zero;
219 prev_geom = IntPtr.Zero; 235 prev_geom = IntPtr.Zero;
220 236
221 if (!PhysicsVector.isFinite(pos)) 237 if (!pos.IsFinite())
222 { 238 {
223 size = new PhysicsVector(0.5f, 0.5f, 0.5f); 239 size = new Vector3(0.5f, 0.5f, 0.5f);
224 m_log.Warn("[PHYSICS]: Got nonFinite Object create Size"); 240 m_log.Warn("[PHYSICS]: Got nonFinite Object create Size");
225 } 241 }
226 242
@@ -230,8 +246,6 @@ namespace OpenSim.Region.Physics.OdePlugin
230 246
231 _size = size; 247 _size = size;
232 m_taintsize = _size; 248 m_taintsize = _size;
233 _acceleration = new PhysicsVector();
234 m_rotationalVelocity = PhysicsVector.Zero;
235 249
236 if (!QuaternionIsFinite(rotation)) 250 if (!QuaternionIsFinite(rotation))
237 { 251 {
@@ -396,7 +410,7 @@ namespace OpenSim.Region.Physics.OdePlugin
396 m_disabled = false; 410 m_disabled = false;
397 411
398 // The body doesn't already have a finite rotation mode set here 412 // The body doesn't already have a finite rotation mode set here
399 if ((!m_angularlock.IsIdentical(PhysicsVector.Zero, 0)) && _parent == null) 413 if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0.0f)) && _parent == null)
400 { 414 {
401 createAMotor(m_angularlock); 415 createAMotor(m_angularlock);
402 } 416 }
@@ -809,6 +823,8 @@ namespace OpenSim.Region.Physics.OdePlugin
809 m_collisionscore = 0; 823 m_collisionscore = 0;
810 } 824 }
811 825
826 private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>();
827
812 public void setMesh(OdeScene parent_scene, IMesh mesh) 828 public void setMesh(OdeScene parent_scene, IMesh mesh)
813 { 829 {
814 // This sleeper is there to moderate how long it takes between 830 // This sleeper is there to moderate how long it takes between
@@ -840,19 +856,24 @@ namespace OpenSim.Region.Physics.OdePlugin
840 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage 856 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
841 857
842 mesh.releaseSourceMeshData(); // free up the original mesh data to save memory 858 mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
859 if (m_MeshToTriMeshMap.ContainsKey(mesh))
860 {
861 _triMeshData = m_MeshToTriMeshMap[mesh];
862 }
863 else
864 {
865 _triMeshData = d.GeomTriMeshDataCreate();
843 866
844 _triMeshData = d.GeomTriMeshDataCreate(); 867 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
845 868 d.GeomTriMeshDataPreprocess(_triMeshData);
846 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride); 869 m_MeshToTriMeshMap[mesh] = _triMeshData;
847 d.GeomTriMeshDataPreprocess(_triMeshData); 870 }
848 871
849 _parent_scene.waitForSpaceUnlock(m_targetSpace); 872 _parent_scene.waitForSpaceUnlock(m_targetSpace);
850
851 try 873 try
852 { 874 {
853 if (prim_geom == IntPtr.Zero) 875 if (prim_geom == IntPtr.Zero)
854 { 876 {
855//Console.WriteLine(" setMesh 1");
856 SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null)); 877 SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null));
857 } 878 }
858 } 879 }
@@ -862,6 +883,7 @@ namespace OpenSim.Region.Physics.OdePlugin
862 return; 883 return;
863 } 884 }
864 885
886
865 // if (IsPhysical && Body == (IntPtr) 0) 887 // if (IsPhysical && Body == (IntPtr) 0)
866 // { 888 // {
867 // Recreate the body 889 // Recreate the body
@@ -882,7 +904,7 @@ namespace OpenSim.Region.Physics.OdePlugin
882 904
883 if (prim_geom != IntPtr.Zero) 905 if (prim_geom != IntPtr.Zero)
884 { 906 {
885 if (!_position.IsIdentical(m_taintposition,0f)) 907 if (!_position.ApproxEquals(m_taintposition, 0f))
886 changemove(timestep); 908 changemove(timestep);
887 909
888 if (m_taintrot != _orientation) 910 if (m_taintrot != _orientation)
@@ -907,7 +929,7 @@ namespace OpenSim.Region.Physics.OdePlugin
907 changePhysicsStatus(timestep); 929 changePhysicsStatus(timestep);
908 // 930 //
909 931
910 if (!_size.IsIdentical(m_taintsize,0)) 932 if (!_size.ApproxEquals(m_taintsize,0f))
911 changesize(timestep); 933 changesize(timestep);
912 // 934 //
913 935
@@ -921,7 +943,7 @@ namespace OpenSim.Region.Physics.OdePlugin
921 if (m_taintaddangularforce) 943 if (m_taintaddangularforce)
922 changeAddAngularForce(timestep); 944 changeAddAngularForce(timestep);
923 945
924 if (!m_taintTorque.IsIdentical(PhysicsVector.Zero, 0.001f)) 946 if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f))
925 changeSetTorque(timestep); 947 changeSetTorque(timestep);
926 948
927 if (m_taintdisable) 949 if (m_taintdisable)
@@ -930,7 +952,7 @@ namespace OpenSim.Region.Physics.OdePlugin
930 if (m_taintselected != m_isSelected) 952 if (m_taintselected != m_isSelected)
931 changeSelectedStatus(timestep); 953 changeSelectedStatus(timestep);
932 954
933 if (!m_taintVelocity.IsIdentical(PhysicsVector.Zero, 0.001f)) 955 if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f))
934 changevelocity(timestep); 956 changevelocity(timestep);
935 957
936 if (m_taintparent != _parent) 958 if (m_taintparent != _parent)
@@ -939,7 +961,7 @@ namespace OpenSim.Region.Physics.OdePlugin
939 if (m_taintCollidesWater != m_collidesWater) 961 if (m_taintCollidesWater != m_collidesWater)
940 changefloatonwater(timestep); 962 changefloatonwater(timestep);
941 963
942 if (!m_angularlock.IsIdentical(m_taintAngularLock,0)) 964 if (!m_angularlock.ApproxEquals(m_taintAngularLock,0f))
943 changeAngularLock(timestep); 965 changeAngularLock(timestep);
944 966
945 } 967 }
@@ -959,7 +981,7 @@ namespace OpenSim.Region.Physics.OdePlugin
959 //If we have a parent then we're not authorative here 981 //If we have a parent then we're not authorative here
960 if (_parent == null) 982 if (_parent == null)
961 { 983 {
962 if (!m_taintAngularLock.IsIdentical(new PhysicsVector(1f,1f,1f), 0)) 984 if (!m_taintAngularLock.ApproxEquals(Vector3.One, 0f))
963 { 985 {
964 //d.BodySetFiniteRotationMode(Body, 0); 986 //d.BodySetFiniteRotationMode(Body, 0);
965 //d.BodySetFiniteRotationAxis(Body,m_taintAngularLock.X,m_taintAngularLock.Y,m_taintAngularLock.Z); 987 //d.BodySetFiniteRotationAxis(Body,m_taintAngularLock.X,m_taintAngularLock.Y,m_taintAngularLock.Z);
@@ -976,7 +998,7 @@ namespace OpenSim.Region.Physics.OdePlugin
976 } 998 }
977 } 999 }
978 // Store this for later in case we get turned into a separate body 1000 // Store this for later in case we get turned into a separate body
979 m_angularlock = new PhysicsVector(m_taintAngularLock.X, m_taintAngularLock.Y, m_taintAngularLock.Z); 1001 m_angularlock = m_taintAngularLock;
980 1002
981 } 1003 }
982 1004
@@ -1120,7 +1142,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1120 prm.m_disabled = false; 1142 prm.m_disabled = false;
1121 1143
1122 // The body doesn't already have a finite rotation mode set here 1144 // The body doesn't already have a finite rotation mode set here
1123 if ((!m_angularlock.IsIdentical(PhysicsVector.Zero, 0)) && _parent == null) 1145 if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null)
1124 { 1146 {
1125 prm.createAMotor(m_angularlock); 1147 prm.createAMotor(m_angularlock);
1126 } 1148 }
@@ -1163,7 +1185,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1163 m_disabled = false; 1185 m_disabled = false;
1164 1186
1165 // The body doesn't already have a finite rotation mode set here 1187 // The body doesn't already have a finite rotation mode set here
1166 if ((!m_angularlock.IsIdentical(PhysicsVector.Zero, 0)) && _parent == null) 1188 if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null)
1167 { 1189 {
1168 createAMotor(m_angularlock); 1190 createAMotor(m_angularlock);
1169 } 1191 }
@@ -1347,7 +1369,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1347 m_taintshape = false; 1369 m_taintshape = false;
1348 m_taintforce = false; 1370 m_taintforce = false;
1349 m_taintdisable = false; 1371 m_taintdisable = false;
1350 m_taintVelocity = PhysicsVector.Zero; 1372 m_taintVelocity = Vector3.Zero;
1351 } 1373 }
1352 1374
1353 public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh) 1375 public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh)
@@ -1580,7 +1602,7 @@ if(frcount == 0) Console.WriteLine("Move " + m_primName + " VTyp " + m_vehicle
1580 { 1602 {
1581 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009 1603 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009
1582 // NON-'VEHICLES' are dealt with here 1604 // NON-'VEHICLES' are dealt with here
1583 if (d.BodyIsEnabled(Body) && !m_angularlock.IsIdentical(PhysicsVector.Zero, 0.003f)) 1605 if (d.BodyIsEnabled(Body) && !m_angularlock.ApproxEquals(Vector3.Zero, 0.003f))
1584 { 1606 {
1585 d.Vector3 avel2 = d.BodyGetAngularVel(Body); 1607 d.Vector3 avel2 = d.BodyGetAngularVel(Body);
1586 if (m_angularlock.X == 1) 1608 if (m_angularlock.X == 1)
@@ -1634,7 +1656,7 @@ if(frcount == 0) Console.WriteLine("Move " + m_primName + " VTyp " + m_vehicle
1634 1656
1635 d.Vector3 pos = d.BodyGetPosition(Body); 1657 d.Vector3 pos = d.BodyGetPosition(Body);
1636 _target_velocity = 1658 _target_velocity =
1637 new PhysicsVector( 1659 new Vector3(
1638 (m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep), 1660 (m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep),
1639 (m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep), 1661 (m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep),
1640 (m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep) 1662 (m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep)
@@ -1642,7 +1664,7 @@ if(frcount == 0) Console.WriteLine("Move " + m_primName + " VTyp " + m_vehicle
1642 1664
1643 // if velocity is zero, use position control; otherwise, velocity control 1665 // if velocity is zero, use position control; otherwise, velocity control
1644 1666
1645 if (_target_velocity.IsIdentical(PhysicsVector.Zero,0.1f)) 1667 if (_target_velocity.ApproxEquals(Vector3.Zero,0.1f))
1646 { 1668 {
1647 // keep track of where we stopped. No more slippin' & slidin' 1669 // keep track of where we stopped. No more slippin' & slidin'
1648 1670
@@ -1727,13 +1749,13 @@ if(frcount == 0) Console.WriteLine("Move " + m_primName + " VTyp " + m_vehicle
1727 1749
1728 1750
1729 _target_velocity = 1751 _target_velocity =
1730 new PhysicsVector(0.0f, 0.0f, 1752 new Vector3(0.0f, 0.0f,
1731 (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep) 1753 (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
1732 ); 1754 );
1733 1755
1734 // if velocity is zero, use position control; otherwise, velocity control 1756 // if velocity is zero, use position control; otherwise, velocity control
1735 1757
1736 if (_target_velocity.IsIdentical(PhysicsVector.Zero, 0.1f)) 1758 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
1737 { 1759 {
1738 // keep track of where we stopped. No more slippin' & slidin' 1760 // keep track of where we stopped. No more slippin' & slidin'
1739 1761
@@ -1860,7 +1882,7 @@ if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo +
1860 d.BodySetQuaternion(Body, ref myrot); 1882 d.BodySetQuaternion(Body, ref myrot);
1861 if (m_isphysical) 1883 if (m_isphysical)
1862 { 1884 {
1863 if (!m_angularlock.IsIdentical(new PhysicsVector(1, 1, 1), 0)) 1885 if (!m_angularlock.ApproxEquals(Vector3.One, 0f))
1864 createAMotor(m_angularlock); 1886 createAMotor(m_angularlock);
1865 } 1887 }
1866 } 1888 }
@@ -2169,7 +2191,7 @@ if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo +
2169 //m_log.Info("[PHYSICS]: dequeing forcelist"); 2191 //m_log.Info("[PHYSICS]: dequeing forcelist");
2170 if (IsPhysical) 2192 if (IsPhysical)
2171 { 2193 {
2172 PhysicsVector iforce = new PhysicsVector(); 2194 Vector3 iforce = Vector3.Zero;
2173 for (int i = 0; i < m_forcelist.Count; i++) 2195 for (int i = 0; i < m_forcelist.Count; i++)
2174 { 2196 {
2175 iforce = iforce + (m_forcelist[i] * 100); 2197 iforce = iforce + (m_forcelist[i] * 100);
@@ -2199,8 +2221,8 @@ if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo +
2199 d.BodySetTorque(Body, m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z); 2221 d.BodySetTorque(Body, m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z);
2200 } 2222 }
2201 } 2223 }
2202 2224
2203 m_taintTorque = new PhysicsVector(0, 0, 0); 2225 m_taintTorque = Vector3.Zero;
2204 } 2226 }
2205 2227
2206 public void changeAddAngularForce(float timestamp) 2228 public void changeAddAngularForce(float timestamp)
@@ -2212,7 +2234,7 @@ if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo +
2212 //m_log.Info("[PHYSICS]: dequeing forcelist"); 2234 //m_log.Info("[PHYSICS]: dequeing forcelist");
2213 if (IsPhysical) 2235 if (IsPhysical)
2214 { 2236 {
2215 PhysicsVector iforce = new PhysicsVector(); 2237 Vector3 iforce = Vector3.Zero;
2216 for (int i = 0; i < m_angularforcelist.Count; i++) 2238 for (int i = 0; i < m_angularforcelist.Count; i++)
2217 { 2239 {
2218 iforce = iforce + (m_angularforcelist[i] * 100); 2240 iforce = iforce + (m_angularforcelist[i] * 100);
@@ -2246,7 +2268,7 @@ if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo +
2246 2268
2247 //resetCollisionAccounting(); 2269 //resetCollisionAccounting();
2248 } 2270 }
2249 m_taintVelocity = PhysicsVector.Zero; 2271 m_taintVelocity = Vector3.Zero;
2250 } 2272 }
2251 2273
2252 public override bool IsPhysical 2274 public override bool IsPhysical
@@ -2255,7 +2277,7 @@ if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo +
2255 set { 2277 set {
2256 m_isphysical = value; 2278 m_isphysical = value;
2257 if (!m_isphysical) // Zero the remembered last velocity 2279 if (!m_isphysical) // Zero the remembered last velocity
2258 m_lastVelocity = new PhysicsVector(0.0f, 0.0f, 0.0f); 2280 m_lastVelocity = Vector3.Zero;
2259 } 2281 }
2260 } 2282 }
2261 2283
@@ -2300,7 +2322,7 @@ if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo +
2300 get { return _zeroFlag; } 2322 get { return _zeroFlag; }
2301 } 2323 }
2302 2324
2303 public override PhysicsVector Position 2325 public override Vector3 Position
2304 { 2326 {
2305 get { return _position; } 2327 get { return _position; }
2306 2328
@@ -2309,12 +2331,12 @@ if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo +
2309 } 2331 }
2310 } 2332 }
2311 2333
2312 public override PhysicsVector Size 2334 public override Vector3 Size
2313 { 2335 {
2314 get { return _size; } 2336 get { return _size; }
2315 set 2337 set
2316 { 2338 {
2317 if (PhysicsVector.isFinite(value)) 2339 if (value.IsFinite())
2318 { 2340 {
2319 _size = value; 2341 _size = value;
2320 } 2342 }
@@ -2330,13 +2352,13 @@ if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo +
2330 get { return CalculateMass(); } 2352 get { return CalculateMass(); }
2331 } 2353 }
2332 2354
2333 public override PhysicsVector Force 2355 public override Vector3 Force
2334 { 2356 {
2335 //get { return PhysicsVector.Zero; } 2357 //get { return Vector3.Zero; }
2336 get { return m_force; } 2358 get { return m_force; }
2337 set 2359 set
2338 { 2360 {
2339 if (PhysicsVector.isFinite(value)) 2361 if (value.IsFinite())
2340 { 2362 {
2341 m_force = value; 2363 m_force = value;
2342 } 2364 }
@@ -2358,7 +2380,7 @@ if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo +
2358 m_vehicle.ProcessFloatVehicleParam((Vehicle) param, value); 2380 m_vehicle.ProcessFloatVehicleParam((Vehicle) param, value);
2359 } 2381 }
2360 2382
2361 public override void VehicleVectorParam(int param, PhysicsVector value) 2383 public override void VehicleVectorParam(int param, Vector3 value)
2362 { 2384 {
2363 m_vehicle.ProcessVectorVehicleParam((Vehicle) param, value); 2385 m_vehicle.ProcessVectorVehicleParam((Vehicle) param, value);
2364 } 2386 }
@@ -2376,14 +2398,14 @@ if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo +
2376 } 2398 }
2377 } 2399 }
2378 2400
2379 public override PhysicsVector CenterOfMass 2401 public override Vector3 CenterOfMass
2380 { 2402 {
2381 get { return PhysicsVector.Zero; } 2403 get { return Vector3.Zero; }
2382 } 2404 }
2383 2405
2384 public override PhysicsVector GeometricCenter 2406 public override Vector3 GeometricCenter
2385 { 2407 {
2386 get { return PhysicsVector.Zero; } 2408 get { return Vector3.Zero; }
2387 } 2409 }
2388 2410
2389 public override PrimitiveBaseShape Shape 2411 public override PrimitiveBaseShape Shape
@@ -2395,13 +2417,13 @@ if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo +
2395 } 2417 }
2396 } 2418 }
2397 2419
2398 public override PhysicsVector Velocity 2420 public override Vector3 Velocity
2399 { 2421 {
2400 get 2422 get
2401 { 2423 {
2402 // Averate previous velocity with the new one so 2424 // Averate previous velocity with the new one so
2403 // client object interpolation works a 'little' better 2425 // client object interpolation works a 'little' better
2404 PhysicsVector returnVelocity = new PhysicsVector(); 2426 Vector3 returnVelocity = Vector3.Zero;
2405 returnVelocity.X = (m_lastVelocity.X + _velocity.X)/2; 2427 returnVelocity.X = (m_lastVelocity.X + _velocity.X)/2;
2406 returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y)/2; 2428 returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y)/2;
2407 returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z)/2; 2429 returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z)/2;
@@ -2409,7 +2431,7 @@ if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo +
2409 } 2431 }
2410 set 2432 set
2411 { 2433 {
2412 if (PhysicsVector.isFinite(value)) 2434 if (value.IsFinite())
2413 { 2435 {
2414 _velocity = value; 2436 _velocity = value;
2415 2437
@@ -2424,19 +2446,19 @@ if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo +
2424 } 2446 }
2425 } 2447 }
2426 2448
2427 public override PhysicsVector Torque 2449 public override Vector3 Torque
2428 { 2450 {
2429 get 2451 get
2430 { 2452 {
2431 if (!m_isphysical || Body == IntPtr.Zero) 2453 if (!m_isphysical || Body == IntPtr.Zero)
2432 return new PhysicsVector(0,0,0); 2454 return Vector3.Zero;
2433 2455
2434 return _torque; 2456 return _torque;
2435 } 2457 }
2436 2458
2437 set 2459 set
2438 { 2460 {
2439 if (PhysicsVector.isFinite(value)) 2461 if (value.IsFinite())
2440 { 2462 {
2441 m_taintTorque = value; 2463 m_taintTorque = value;
2442 _parent_scene.AddPhysicsActorTaint(this); 2464 _parent_scene.AddPhysicsActorTaint(this);
@@ -2488,20 +2510,20 @@ if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo +
2488 return true; 2510 return true;
2489 } 2511 }
2490 2512
2491 public override PhysicsVector Acceleration 2513 public override Vector3 Acceleration
2492 { 2514 {
2493 get { return _acceleration; } 2515 get { return _acceleration; }
2494 } 2516 }
2495 2517
2496 2518
2497 public void SetAcceleration(PhysicsVector accel) 2519 public void SetAcceleration(Vector3 accel)
2498 { 2520 {
2499 _acceleration = accel; 2521 _acceleration = accel;
2500 } 2522 }
2501 2523
2502 public override void AddForce(PhysicsVector force, bool pushforce) 2524 public override void AddForce(Vector3 force, bool pushforce)
2503 { 2525 {
2504 if (PhysicsVector.isFinite(force)) 2526 if (force.IsFinite())
2505 { 2527 {
2506 m_forcelist.Add(force); 2528 m_forcelist.Add(force);
2507 m_taintforce = true; 2529 m_taintforce = true;
@@ -2513,9 +2535,9 @@ if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo +
2513 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString()); 2535 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
2514 } 2536 }
2515 2537
2516 public override void AddAngularForce(PhysicsVector force, bool pushforce) 2538 public override void AddAngularForce(Vector3 force, bool pushforce)
2517 { 2539 {
2518 if (PhysicsVector.isFinite(force)) 2540 if (force.IsFinite())
2519 { 2541 {
2520 m_angularforcelist.Add(force); 2542 m_angularforcelist.Add(force);
2521 m_taintaddangularforce = true; 2543 m_taintaddangularforce = true;
@@ -2526,23 +2548,23 @@ if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo +
2526 } 2548 }
2527 } 2549 }
2528 2550
2529 public override PhysicsVector RotationalVelocity 2551 public override Vector3 RotationalVelocity
2530 { 2552 {
2531 get 2553 get
2532 { 2554 {
2533 PhysicsVector pv = new PhysicsVector(0, 0, 0); 2555 Vector3 pv = Vector3.Zero;
2534 if (_zeroFlag) 2556 if (_zeroFlag)
2535 return pv; 2557 return pv;
2536 m_lastUpdateSent = false; 2558 m_lastUpdateSent = false;
2537 2559
2538 if (m_rotationalVelocity.IsIdentical(pv, 0.2f)) 2560 if (m_rotationalVelocity.ApproxEquals(pv, 0.2f))
2539 return pv; 2561 return pv;
2540 2562
2541 return m_rotationalVelocity; 2563 return m_rotationalVelocity;
2542 } 2564 }
2543 set 2565 set
2544 { 2566 {
2545 if (PhysicsVector.isFinite(value)) 2567 if (value.IsFinite())
2546 { 2568 {
2547 m_rotationalVelocity = value; 2569 m_rotationalVelocity = value;
2548 } 2570 }
@@ -2583,16 +2605,16 @@ if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo +
2583 m_taintparent = null; 2605 m_taintparent = null;
2584 } 2606 }
2585 2607
2586 public override void LockAngularMotion(PhysicsVector axis) 2608 public override void LockAngularMotion(Vector3 axis)
2587 { 2609 {
2588 // reverse the zero/non zero values for ODE. 2610 // reverse the zero/non zero values for ODE.
2589 if (PhysicsVector.isFinite(axis)) 2611 if (axis.IsFinite())
2590 { 2612 {
2591 axis.X = (axis.X > 0) ? 1f : 0f; 2613 axis.X = (axis.X > 0) ? 1f : 0f;
2592 axis.Y = (axis.Y > 0) ? 1f : 0f; 2614 axis.Y = (axis.Y > 0) ? 1f : 0f;
2593 axis.Z = (axis.Z > 0) ? 1f : 0f; 2615 axis.Z = (axis.Z > 0) ? 1f : 0f;
2594 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z); 2616 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
2595 m_taintAngularLock = new PhysicsVector(axis.X, axis.Y, axis.Z); 2617 m_taintAngularLock = axis;
2596 } 2618 }
2597 else 2619 else
2598 { 2620 {
@@ -2605,7 +2627,7 @@ if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo +
2605 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! 2627 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
2606 if (_parent == null) 2628 if (_parent == null)
2607 { 2629 {
2608 PhysicsVector pv = new PhysicsVector(0, 0, 0); 2630 Vector3 pv = Vector3.Zero;
2609 bool lastZeroFlag = _zeroFlag; 2631 bool lastZeroFlag = _zeroFlag;
2610 if (Body != (IntPtr)0) // FIXME -> or if it is a joint 2632 if (Body != (IntPtr)0) // FIXME -> or if it is a joint
2611 { 2633 {
@@ -2614,9 +2636,9 @@ if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo +
2614 d.Vector3 vel = d.BodyGetLinearVel(Body); 2636 d.Vector3 vel = d.BodyGetLinearVel(Body);
2615 d.Vector3 rotvel = d.BodyGetAngularVel(Body); 2637 d.Vector3 rotvel = d.BodyGetAngularVel(Body);
2616 d.Vector3 torque = d.BodyGetTorque(Body); 2638 d.Vector3 torque = d.BodyGetTorque(Body);
2617 _torque.setValues(torque.X, torque.Y, torque.Z); 2639 _torque = new Vector3(torque.X, torque.Y, torque.Z);
2618 PhysicsVector l_position = new PhysicsVector(); 2640 Vector3 l_position = Vector3.Zero;
2619 Quaternion l_orientation = new Quaternion(); 2641 Quaternion l_orientation = Quaternion.Identity;
2620 2642
2621 // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!) 2643 // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
2622 //if (vec.X < 0.0f) { vec.X = 0.0f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); } 2644 //if (vec.X < 0.0f) { vec.X = 0.0f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); }
@@ -2751,16 +2773,16 @@ if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo +
2751 _velocity.Z = vel.Z; 2773 _velocity.Z = vel.Z;
2752 2774
2753 _acceleration = ((_velocity - m_lastVelocity) / 0.1f); 2775 _acceleration = ((_velocity - m_lastVelocity) / 0.1f);
2754 _acceleration = new PhysicsVector(_velocity.X - m_lastVelocity.X / 0.1f, _velocity.Y - m_lastVelocity.Y / 0.1f, _velocity.Z - m_lastVelocity.Z / 0.1f); 2776 _acceleration = new Vector3(_velocity.X - m_lastVelocity.X / 0.1f, _velocity.Y - m_lastVelocity.Y / 0.1f, _velocity.Z - m_lastVelocity.Z / 0.1f);
2755 //m_log.Info("[PHYSICS]: V1: " + _velocity + " V2: " + m_lastVelocity + " Acceleration: " + _acceleration.ToString()); 2777 //m_log.Info("[PHYSICS]: V1: " + _velocity + " V2: " + m_lastVelocity + " Acceleration: " + _acceleration.ToString());
2756 2778
2757 if (_velocity.IsIdentical(pv, 0.5f)) 2779 if (_velocity.ApproxEquals(pv, 0.5f))
2758 { 2780 {
2759 m_rotationalVelocity = pv; 2781 m_rotationalVelocity = pv;
2760 } 2782 }
2761 else 2783 else
2762 { 2784 {
2763 m_rotationalVelocity.setValues(rotvel.X, rotvel.Y, rotvel.Z); 2785 m_rotationalVelocity = new Vector3(rotvel.X, rotvel.Y, rotvel.Z);
2764 } 2786 }
2765 2787
2766 //m_log.Debug("ODE: " + m_rotationalVelocity.ToString()); 2788 //m_log.Debug("ODE: " + m_rotationalVelocity.ToString());
@@ -2808,15 +2830,15 @@ if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo +
2808 } 2830 }
2809 } 2831 }
2810 2832
2811 public override void SetMomentum(PhysicsVector momentum) 2833 public override void SetMomentum(Vector3 momentum)
2812 { 2834 {
2813 } 2835 }
2814 2836
2815 public override PhysicsVector PIDTarget 2837 public override Vector3 PIDTarget
2816 { 2838 {
2817 set 2839 set
2818 { 2840 {
2819 if (PhysicsVector.isFinite(value)) 2841 if (value.IsFinite())
2820 { 2842 {
2821 m_PIDTarget = value; 2843 m_PIDTarget = value;
2822 } 2844 }
@@ -2838,7 +2860,7 @@ if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo +
2838 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } 2860 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
2839 public override float PIDHoverTau { set { m_PIDHoverTau = value; } } 2861 public override float PIDHoverTau { set { m_PIDHoverTau = value; } }
2840 2862
2841 private void createAMotor(PhysicsVector axis) 2863 private void createAMotor(Vector3 axis)
2842 { 2864 {
2843 if (Body == IntPtr.Zero) 2865 if (Body == IntPtr.Zero)
2844 return; 2866 return;