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authorTeravus Ovares2008-04-23 15:32:19 +0000
committerTeravus Ovares2008-04-23 15:32:19 +0000
commit2a3bdde0fa78c5a59c530e6d974dfd6709aa1519 (patch)
treed2857d6fc06cde42bef42a731e115caf60add086 /OpenSim/Region/Physics/OdePlugin
parentTwo small changes: (diff)
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* Adds llSetStatus(STATUS_ROTATE_X | STATUS_ROTATE_Y | STATUS_ROTATE_Z,TF)
* Currently if you apply that to only one or two axis you get unpredictable and sometimes explosive results. * Three axis works well enough to play with it anyway. More work is needed here. * Fixed an incorrectly named method in ODE.NET
Diffstat (limited to 'OpenSim/Region/Physics/OdePlugin')
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODECharacter.cs9
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODEPrim.cs141
2 files changed, 146 insertions, 4 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
index 042042c..9f6b14e 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
@@ -505,7 +505,14 @@ namespace OpenSim.Region.Physics.OdePlugin
505 505
506 } 506 }
507 507
508// TODO: unused: 508 public override void LockAngularMotion(PhysicsVector axis)
509 {
510
511 }
512
513// This code is very useful. Written by DanX0r. We're just not using it right now.
514// Commented out to prevent a warning.
515//
509// private void standupStraight() 516// private void standupStraight()
510// { 517// {
511// // The purpose of this routine here is to quickly stabilize the Body while it's popped up in the air. 518// // The purpose of this routine here is to quickly stabilize the Body while it's popped up in the air.
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index 8e0640b..7a9734c 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -38,6 +38,10 @@ using OpenSim.Region.Physics.Manager;
38 38
39namespace OpenSim.Region.Physics.OdePlugin 39namespace OpenSim.Region.Physics.OdePlugin
40{ 40{
41 /// <summary>
42 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
43 /// </summary>
44
41 public class OdePrim : PhysicsActor 45 public class OdePrim : PhysicsActor
42 { 46 {
43 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 47 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
@@ -55,6 +59,9 @@ namespace OpenSim.Region.Physics.OdePlugin
55 private PhysicsVector m_taintsize; 59 private PhysicsVector m_taintsize;
56 private PhysicsVector m_taintVelocity = PhysicsVector.Zero; 60 private PhysicsVector m_taintVelocity = PhysicsVector.Zero;
57 private Quaternion m_taintrot; 61 private Quaternion m_taintrot;
62 private PhysicsVector m_angularlock = new PhysicsVector(1f, 1f, 1f);
63 private PhysicsVector m_taintAngularLock = new PhysicsVector(1f, 1f, 1f);
64 private IntPtr Amotor = IntPtr.Zero;
58 65
59 private PhysicsVector m_PIDTarget = new PhysicsVector(0, 0, 0); 66 private PhysicsVector m_PIDTarget = new PhysicsVector(0, 0, 0);
60 private float m_PIDTau = 0f; 67 private float m_PIDTau = 0f;
@@ -309,6 +316,12 @@ namespace OpenSim.Region.Physics.OdePlugin
309 m_collisionscore = 0; 316 m_collisionscore = 0;
310 m_disabled = false; 317 m_disabled = false;
311 318
319 // The body doesn't already have a finite rotation mode set here
320 if ((!m_angularlock.IsIdentical(PhysicsVector.Zero, 0)) && _parent == null)
321 {
322 createAMotor(m_angularlock);
323 }
324
312 _parent_scene.addActivePrim(this); 325 _parent_scene.addActivePrim(this);
313 } 326 }
314 327
@@ -722,7 +735,7 @@ namespace OpenSim.Region.Physics.OdePlugin
722 } 735 }
723 if (prim_geom != (IntPtr)0) 736 if (prim_geom != (IntPtr)0)
724 { 737 {
725 if (m_taintposition != _position) 738 if (!_position.IsIdentical(m_taintposition,0f))
726 changemove(timestep); 739 changemove(timestep);
727 740
728 if (m_taintrot != _orientation) 741 if (m_taintrot != _orientation)
@@ -733,7 +746,7 @@ namespace OpenSim.Region.Physics.OdePlugin
733 changePhysicsStatus(timestep); 746 changePhysicsStatus(timestep);
734 // 747 //
735 748
736 if (m_taintsize != _size) 749 if (!_size.IsIdentical(m_taintsize,0))
737 changesize(timestep); 750 changesize(timestep);
738 // 751 //
739 752
@@ -750,7 +763,7 @@ namespace OpenSim.Region.Physics.OdePlugin
750 if (m_taintselected != m_isSelected) 763 if (m_taintselected != m_isSelected)
751 changeSelectedStatus(timestep); 764 changeSelectedStatus(timestep);
752 765
753 if (m_taintVelocity != PhysicsVector.Zero) 766 if (!m_taintVelocity.IsIdentical(PhysicsVector.Zero,0))
754 changevelocity(timestep); 767 changevelocity(timestep);
755 768
756 if (m_taintparent != _parent) 769 if (m_taintparent != _parent)
@@ -759,6 +772,8 @@ namespace OpenSim.Region.Physics.OdePlugin
759 if (m_taintCollidesWater != m_collidesWater) 772 if (m_taintCollidesWater != m_collidesWater)
760 changefloatonwater(timestep); 773 changefloatonwater(timestep);
761 774
775 if (!m_angularlock.IsIdentical(m_taintAngularLock,0))
776 changeAngularLock(timestep);
762 777
763 } 778 }
764 else 779 else
@@ -767,6 +782,35 @@ namespace OpenSim.Region.Physics.OdePlugin
767 } 782 }
768 } 783 }
769 784
785 private void changeAngularLock(float timestep)
786 {
787 // do we have a Physical object?
788 if (Body != IntPtr.Zero)
789 {
790 //Check that we have a Parent
791 //If we have a parent then we're not authorative here
792 if (_parent == null)
793 {
794 if (!m_taintAngularLock.IsIdentical(new PhysicsVector(1f,1f,1f), 0))
795 {
796 //d.BodySetFiniteRotationMode(Body, 0);
797 //d.BodySetFiniteRotationAxis(Body,m_taintAngularLock.X,m_taintAngularLock.Y,m_taintAngularLock.Z);
798 createAMotor(m_taintAngularLock);
799 }
800 else
801 {
802 if (Amotor != IntPtr.Zero)
803 {
804 d.JointDestroy(Amotor);
805 Amotor = (IntPtr)0;
806 }
807 }
808 }
809 }
810 // Store this for later in case we get turned into a separate body
811 m_angularlock = new PhysicsVector(m_taintAngularLock.X,m_angularlock.Y,m_angularlock.Z);
812 }
813
770 private void changelink(float timestep) 814 private void changelink(float timestep)
771 { 815 {
772 816
@@ -1241,6 +1285,8 @@ namespace OpenSim.Region.Physics.OdePlugin
1241 if (m_isphysical && Body != (IntPtr) 0) 1285 if (m_isphysical && Body != (IntPtr) 0)
1242 { 1286 {
1243 d.BodySetQuaternion(Body, ref myrot); 1287 d.BodySetQuaternion(Body, ref myrot);
1288 if (!m_angularlock.IsIdentical(new PhysicsVector(1, 1, 1), 0))
1289 createAMotor(m_angularlock);
1244 } 1290 }
1245 1291
1246 resetCollisionAccounting(); 1292 resetCollisionAccounting();
@@ -1880,6 +1926,17 @@ namespace OpenSim.Region.Physics.OdePlugin
1880 m_taintparent = null; 1926 m_taintparent = null;
1881 } 1927 }
1882 1928
1929
1930 public override void LockAngularMotion(PhysicsVector axis)
1931 {
1932 // reverse the zero/non zero values for ODE.
1933
1934 axis.X = (axis.X > 0) ? 1f : 0f;
1935 axis.Y = (axis.Y > 0) ? 1f : 0f;
1936 axis.Z = (axis.Z > 0) ? 1f : 0f;
1937 m_taintAngularLock = new PhysicsVector(axis.X, axis.Y, axis.Z); ;
1938 }
1939
1883 public void UpdatePositionAndVelocity() 1940 public void UpdatePositionAndVelocity()
1884 { 1941 {
1885 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! 1942 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
@@ -2078,5 +2135,83 @@ namespace OpenSim.Region.Physics.OdePlugin
2078 public override PhysicsVector PIDTarget { set { m_PIDTarget = value; ; } } 2135 public override PhysicsVector PIDTarget { set { m_PIDTarget = value; ; } }
2079 public override bool PIDActive { set { m_usePID = value; } } 2136 public override bool PIDActive { set { m_usePID = value; } }
2080 public override float PIDTau { set { m_PIDTau = (value * 0.6f); } } 2137 public override float PIDTau { set { m_PIDTau = (value * 0.6f); } }
2138
2139 private void createAMotor(PhysicsVector axis)
2140 {
2141 if (Body == IntPtr.Zero)
2142 return;
2143
2144 if (Amotor != IntPtr.Zero)
2145 {
2146 d.JointDestroy(Amotor);
2147 Amotor = IntPtr.Zero;
2148 }
2149
2150 float m_tensor = 0f;
2151 if (Environment.OSVersion.Platform == PlatformID.Unix)
2152 {
2153 m_tensor = 2f;
2154 }
2155 else
2156 {
2157 m_tensor = 5f;
2158 }
2159
2160 float axisnum = 3;
2161
2162 axisnum = (axisnum - (axis.X + axis.Y + axis.Z));
2163
2164 if (axisnum <= 0)
2165 return;
2166 int dAMotorEuler = 1;
2167
2168 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
2169 d.JointAttach(Amotor, Body, IntPtr.Zero);
2170 d.JointSetAMotorMode(Amotor, dAMotorEuler);
2171
2172
2173
2174 d.JointSetAMotorNumAxes(Amotor,(int)axisnum);
2175 int i = 0;
2176
2177 if (axis.X == 0)
2178 {
2179 d.JointSetAMotorAxis(Amotor, i, 0, 1, 0, 0);
2180 i++;
2181 }
2182
2183 if (axis.Y == 0)
2184 {
2185 d.JointSetAMotorAxis(Amotor, i, 0, 0, 1, 0);
2186 i++;
2187 }
2188
2189
2190 if (axis.Z == 0)
2191 {
2192 d.JointSetAMotorAxis(Amotor, i, 0, 0, 0, 1);
2193 i++;
2194 }
2195 for (int j = 0; j < (int)axisnum; j++)
2196 {
2197 //d.JointSetAMotorAngle(Amotor, j, 0);
2198 }
2199 //
2200 //d.JointSetAMotorAngle(Amotor, 1, 0);
2201 //d.JointSetAMotorAngle(Amotor, 2, 0);
2202
2203 // These lowstops and high stops are effectively (no wiggle room)
2204 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0.000000000001f);
2205 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0.000000000001f);
2206 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -0.000000000001f);
2207 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.000000000001f);
2208 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0.000000000001f);
2209 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.000000000001f);
2210
2211
2212 d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f);
2213 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, m_tensor);
2214
2215 }
2081 } 2216 }
2082} 2217}