diff options
author | UbitUmarov | 2012-10-12 00:36:01 +0100 |
---|---|---|
committer | UbitUmarov | 2012-10-12 00:36:01 +0100 |
commit | d5cfe1c0be89f5d212b77c4b0e750ef409ba09bd (patch) | |
tree | 863af77e3f350ee71e4c23569c068fb4f7513c94 /OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs | |
parent | normalize quaternion.Slerp outputs (diff) | |
download | opensim-SC-d5cfe1c0be89f5d212b77c4b0e750ef409ba09bd.zip opensim-SC-d5cfe1c0be89f5d212b77c4b0e750ef409ba09bd.tar.gz opensim-SC-d5cfe1c0be89f5d212b77c4b0e750ef409ba09bd.tar.bz2 opensim-SC-d5cfe1c0be89f5d212b77c4b0e750ef409ba09bd.tar.xz |
remove some more debug spam on ode
Diffstat (limited to 'OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs')
-rw-r--r-- | OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs | 5346 |
1 files changed, 2395 insertions, 2951 deletions
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs index eaee950..eaf0d0a 100644 --- a/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs | |||
@@ -25,11 +25,6 @@ | |||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | 25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
26 | */ | 26 | */ |
27 | 27 | ||
28 | /* Revision 2011/12 by Ubit Umarov | ||
29 | * | ||
30 | * | ||
31 | */ | ||
32 | |||
33 | /* | 28 | /* |
34 | * Revised August 26 2009 by Kitto Flora. ODEDynamics.cs replaces | 29 | * Revised August 26 2009 by Kitto Flora. ODEDynamics.cs replaces |
35 | * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised: | 30 | * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised: |
@@ -53,251 +48,250 @@ using System.Runtime.InteropServices; | |||
53 | using System.Threading; | 48 | using System.Threading; |
54 | using log4net; | 49 | using log4net; |
55 | using OpenMetaverse; | 50 | using OpenMetaverse; |
56 | using OdeAPI; | 51 | using Ode.NET; |
57 | using OpenSim.Framework; | 52 | using OpenSim.Framework; |
58 | using OpenSim.Region.Physics.Manager; | 53 | using OpenSim.Region.Physics.Manager; |
59 | 54 | ||
60 | namespace OpenSim.Region.Physics.OdePlugin | 55 | namespace OpenSim.Region.Physics.OdePlugin |
61 | { | 56 | { |
57 | /// <summary> | ||
58 | /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves. | ||
59 | /// </summary> | ||
62 | public class OdePrim : PhysicsActor | 60 | public class OdePrim : PhysicsActor |
63 | { | 61 | { |
64 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 62 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
65 | 63 | ||
66 | private bool m_isphysical; | 64 | private bool m_isphysical; |
67 | private bool m_fakeisphysical; | ||
68 | private bool m_isphantom; | ||
69 | private bool m_fakeisphantom; | ||
70 | internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively | ||
71 | private bool m_fakeisVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively | ||
72 | 65 | ||
73 | protected bool m_building; | 66 | public int ExpectedCollisionContacts { get { return m_expectedCollisionContacts; } } |
74 | protected bool m_forcePosOrRotation; | 67 | private int m_expectedCollisionContacts = 0; |
75 | private bool m_iscolliding; | ||
76 | 68 | ||
77 | internal bool m_isSelected; | 69 | /// <summary> |
78 | private bool m_delaySelect; | 70 | /// Is this prim subject to physics? Even if not, it's still solid for collision purposes. |
79 | private bool m_lastdoneSelected; | 71 | /// </summary> |
80 | internal bool m_outbounds; | 72 | public override bool IsPhysical |
81 | 73 | { | |
82 | private Quaternion m_lastorientation; | 74 | get { return m_isphysical; } |
83 | private Quaternion _orientation; | 75 | set |
76 | { | ||
77 | m_isphysical = value; | ||
78 | if (!m_isphysical) // Zero the remembered last velocity | ||
79 | m_lastVelocity = Vector3.Zero; | ||
80 | } | ||
81 | } | ||
84 | 82 | ||
85 | private Vector3 _position; | 83 | private Vector3 _position; |
86 | private Vector3 _velocity; | 84 | private Vector3 _velocity; |
87 | private Vector3 _torque; | 85 | private Vector3 _torque; |
88 | private Vector3 m_lastVelocity; | 86 | private Vector3 m_lastVelocity; |
89 | private Vector3 m_lastposition; | 87 | private Vector3 m_lastposition; |
88 | private Quaternion m_lastorientation = new Quaternion(); | ||
90 | private Vector3 m_rotationalVelocity; | 89 | private Vector3 m_rotationalVelocity; |
91 | private Vector3 _size; | 90 | private Vector3 _size; |
92 | private Vector3 _acceleration; | 91 | private Vector3 _acceleration; |
92 | // private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f); | ||
93 | private Quaternion _orientation; | ||
94 | private Vector3 m_taintposition; | ||
95 | private Vector3 m_taintsize; | ||
96 | private Vector3 m_taintVelocity; | ||
97 | private Vector3 m_taintTorque; | ||
98 | private Quaternion m_taintrot; | ||
93 | private Vector3 m_angularlock = Vector3.One; | 99 | private Vector3 m_angularlock = Vector3.One; |
94 | private IntPtr Amotor; | 100 | private Vector3 m_taintAngularLock = Vector3.One; |
101 | private IntPtr Amotor = IntPtr.Zero; | ||
95 | 102 | ||
96 | private Vector3 m_force; | 103 | private object m_assetsLock = new object(); |
97 | private Vector3 m_forceacc; | 104 | private bool m_assetFailed = false; |
98 | private Vector3 m_angularForceacc; | ||
99 | |||
100 | private float m_invTimeStep; | ||
101 | private float m_timeStep; | ||
102 | 105 | ||
103 | private Vector3 m_PIDTarget; | 106 | private Vector3 m_PIDTarget; |
104 | private float m_PIDTau; | 107 | private float m_PIDTau; |
108 | private float PID_D = 35f; | ||
109 | private float PID_G = 25f; | ||
105 | private bool m_usePID; | 110 | private bool m_usePID; |
106 | 111 | ||
112 | // KF: These next 7 params apply to llSetHoverHeight(float height, integer water, float tau), | ||
113 | // and are for non-VEHICLES only. | ||
114 | |||
107 | private float m_PIDHoverHeight; | 115 | private float m_PIDHoverHeight; |
108 | private float m_PIDHoverTau; | 116 | private float m_PIDHoverTau; |
109 | private bool m_useHoverPID; | 117 | private bool m_useHoverPID; |
110 | private PIDHoverType m_PIDHoverType; | 118 | private PIDHoverType m_PIDHoverType = PIDHoverType.Ground; |
111 | private float m_targetHoverHeight; | 119 | private float m_targetHoverHeight; |
112 | private float m_groundHeight; | 120 | private float m_groundHeight; |
113 | private float m_waterHeight; | 121 | private float m_waterHeight; |
114 | private float m_buoyancy; //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle. | 122 | private float m_buoyancy; //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle. |
115 | 123 | ||
116 | private int body_autodisable_frames; | 124 | // private float m_tensor = 5f; |
117 | public int bodydisablecontrol; | 125 | private int body_autodisable_frames = 20; |
118 | |||
119 | 126 | ||
120 | // Default we're a Geometry | ||
121 | private CollisionCategories m_collisionCategories = (CollisionCategories.Geom); | ||
122 | // Default colide nonphysical don't try to colide with anything | ||
123 | private const CollisionCategories m_default_collisionFlagsNotPhysical = 0; | ||
124 | 127 | ||
125 | private const CollisionCategories m_default_collisionFlagsPhysical = (CollisionCategories.Geom | | 128 | private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom |
126 | CollisionCategories.Character | | 129 | | CollisionCategories.Space |
127 | CollisionCategories.Land | | 130 | | CollisionCategories.Body |
128 | CollisionCategories.VolumeDtc); | 131 | | CollisionCategories.Character |
129 | 132 | ); | |
130 | // private bool m_collidesLand = true; | 133 | private bool m_taintshape; |
134 | private bool m_taintPhysics; | ||
135 | private bool m_collidesLand = true; | ||
131 | private bool m_collidesWater; | 136 | private bool m_collidesWater; |
132 | // public bool m_returnCollisions; | ||
133 | |||
134 | private bool m_NoColide; // for now only for internal use for bad meshs | ||
135 | 137 | ||
138 | // Default we're a Geometry | ||
139 | private CollisionCategories m_collisionCategories = (CollisionCategories.Geom); | ||
136 | 140 | ||
137 | // Default, Collide with Other Geometries, spaces and Bodies | 141 | // Default, Collide with Other Geometries, spaces and Bodies |
138 | private CollisionCategories m_collisionFlags = m_default_collisionFlagsNotPhysical; | 142 | private CollisionCategories m_collisionFlags = m_default_collisionFlags; |
139 | 143 | ||
140 | public bool m_disabled; | 144 | public bool m_taintremove { get; private set; } |
145 | public bool m_taintdisable { get; private set; } | ||
146 | internal bool m_disabled; | ||
147 | public bool m_taintadd { get; private set; } | ||
148 | public bool m_taintselected { get; private set; } | ||
149 | public bool m_taintCollidesWater { get; private set; } | ||
141 | 150 | ||
142 | private uint m_localID; | 151 | private bool m_taintforce = false; |
152 | private bool m_taintaddangularforce = false; | ||
153 | private Vector3 m_force; | ||
154 | private List<Vector3> m_forcelist = new List<Vector3>(); | ||
155 | private List<Vector3> m_angularforcelist = new List<Vector3>(); | ||
143 | 156 | ||
144 | private IMesh m_mesh; | ||
145 | private object m_meshlock = new object(); | ||
146 | private PrimitiveBaseShape _pbs; | 157 | private PrimitiveBaseShape _pbs; |
158 | private OdeScene _parent_scene; | ||
147 | 159 | ||
148 | private UUID? m_assetID; | 160 | /// <summary> |
149 | private MeshState m_meshState; | 161 | /// The physics space which contains prim geometries |
150 | 162 | /// </summary> | |
151 | public OdeScene _parent_scene; | 163 | public IntPtr m_targetSpace = IntPtr.Zero; |
152 | 164 | ||
153 | /// <summary> | 165 | /// <summary> |
154 | /// The physics space which contains prim geometry | 166 | /// The prim geometry, used for collision detection. |
155 | /// </summary> | 167 | /// </summary> |
156 | public IntPtr m_targetSpace; | 168 | /// <remarks> |
169 | /// This is never null except for a brief period when the geometry needs to be replaced (due to resizing or | ||
170 | /// mesh change) or when the physical prim is being removed from the scene. | ||
171 | /// </remarks> | ||
172 | public IntPtr prim_geom { get; private set; } | ||
157 | 173 | ||
158 | public IntPtr prim_geom; | 174 | public IntPtr _triMeshData { get; private set; } |
159 | public IntPtr _triMeshData; | ||
160 | 175 | ||
176 | private IntPtr _linkJointGroup = IntPtr.Zero; | ||
161 | private PhysicsActor _parent; | 177 | private PhysicsActor _parent; |
178 | private PhysicsActor m_taintparent; | ||
162 | 179 | ||
163 | private List<OdePrim> childrenPrim = new List<OdePrim>(); | 180 | private List<OdePrim> childrenPrim = new List<OdePrim>(); |
164 | 181 | ||
165 | public float m_collisionscore; | 182 | private bool iscolliding; |
166 | private int m_colliderfilter = 0; | 183 | private bool m_isSelected; |
167 | |||
168 | public IntPtr collide_geom; // for objects: geom if single prim space it linkset | ||
169 | |||
170 | private float m_density; | ||
171 | private byte m_shapetype; | ||
172 | public bool _zeroFlag; | ||
173 | private bool m_lastUpdateSent; | ||
174 | 184 | ||
175 | public IntPtr Body; | 185 | internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively |
176 | 186 | ||
177 | private Vector3 _target_velocity; | 187 | private bool m_throttleUpdates; |
188 | private int throttleCounter; | ||
189 | public int m_interpenetrationcount { get; private set; } | ||
190 | internal float m_collisionscore; | ||
191 | public int m_roundsUnderMotionThreshold { get; private set; } | ||
192 | private int m_crossingfailures; | ||
178 | 193 | ||
179 | public Vector3 m_OBBOffset; | 194 | public bool outofBounds { get; private set; } |
180 | public Vector3 m_OBB; | 195 | private float m_density = 10.000006836f; // Aluminum g/cm3; |
181 | public float primOOBradiusSQ; | ||
182 | 196 | ||
183 | private bool m_hasOBB = true; | 197 | public bool _zeroFlag { get; private set; } |
198 | private bool m_lastUpdateSent; | ||
184 | 199 | ||
185 | private float m_physCost; | 200 | public IntPtr Body = IntPtr.Zero; |
186 | private float m_streamCost; | 201 | private Vector3 _target_velocity; |
202 | private d.Mass pMass; | ||
187 | 203 | ||
188 | public d.Mass primdMass; // prim inertia information on it's own referencial | 204 | private int m_eventsubscription; |
189 | float primMass; // prim own mass | 205 | private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate(); |
190 | float primVolume; // prim own volume; | ||
191 | float _mass; // object mass acording to case | ||
192 | 206 | ||
193 | public int givefakepos; | 207 | /// <summary> |
194 | private Vector3 fakepos; | 208 | /// Signal whether there were collisions on the previous frame, so we know if we need to send the |
195 | public int givefakeori; | 209 | /// empty CollisionEventsThisFrame to the prim so that it can detect the end of a collision. |
196 | private Quaternion fakeori; | 210 | /// </summary> |
211 | /// <remarks> | ||
212 | /// This is probably a temporary measure, pending storing this information consistently in CollisionEventUpdate itself. | ||
213 | /// </remarks> | ||
214 | private bool m_collisionsOnPreviousFrame; | ||
197 | 215 | ||
198 | private int m_eventsubscription; | 216 | private IntPtr m_linkJoint = IntPtr.Zero; |
199 | private int m_cureventsubscription; | ||
200 | private CollisionEventUpdate CollisionEventsThisFrame = null; | ||
201 | private bool SentEmptyCollisionsEvent; | ||
202 | 217 | ||
203 | public volatile bool childPrim; | 218 | internal volatile bool childPrim; |
204 | 219 | ||
205 | public ODEDynamics m_vehicle; | 220 | private ODEDynamics m_vehicle; |
206 | 221 | ||
207 | internal int m_material = (int)Material.Wood; | 222 | internal int m_material = (int)Material.Wood; |
208 | private float mu; | ||
209 | private float bounce; | ||
210 | 223 | ||
211 | /// <summary> | 224 | public OdePrim( |
212 | /// Is this prim subject to physics? Even if not, it's still solid for collision purposes. | 225 | String primName, OdeScene parent_scene, Vector3 pos, Vector3 size, |
213 | /// </summary> | 226 | Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) |
214 | public override bool IsPhysical // this is not reliable for internal use | ||
215 | { | 227 | { |
216 | get { return m_fakeisphysical; } | 228 | Name = primName; |
217 | set | 229 | m_vehicle = new ODEDynamics(); |
218 | { | 230 | //gc = GCHandle.Alloc(prim_geom, GCHandleType.Pinned); |
219 | m_fakeisphysical = value; // we show imediatly to outside that we changed physical | ||
220 | // and also to stop imediatly some updates | ||
221 | // but real change will only happen in taintprocessing | ||
222 | |||
223 | if (!value) // Zero the remembered last velocity | ||
224 | m_lastVelocity = Vector3.Zero; | ||
225 | AddChange(changes.Physical, value); | ||
226 | } | ||
227 | } | ||
228 | 231 | ||
229 | public override bool IsVolumeDtc | 232 | if (!pos.IsFinite()) |
230 | { | ||
231 | get { return m_fakeisVolumeDetect; } | ||
232 | set | ||
233 | { | 233 | { |
234 | m_fakeisVolumeDetect = value; | 234 | pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), |
235 | AddChange(changes.VolumeDtc, value); | 235 | parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f); |
236 | m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Position for {0}", Name); | ||
236 | } | 237 | } |
237 | } | 238 | _position = pos; |
239 | m_taintposition = pos; | ||
240 | PID_D = parent_scene.bodyPIDD; | ||
241 | PID_G = parent_scene.bodyPIDG; | ||
242 | m_density = parent_scene.geomDefaultDensity; | ||
243 | // m_tensor = parent_scene.bodyMotorJointMaxforceTensor; | ||
244 | body_autodisable_frames = parent_scene.bodyFramesAutoDisable; | ||
238 | 245 | ||
239 | public override bool Phantom // this is not reliable for internal use | 246 | prim_geom = IntPtr.Zero; |
240 | { | ||
241 | get { return m_fakeisphantom; } | ||
242 | set | ||
243 | { | ||
244 | m_fakeisphantom = value; | ||
245 | AddChange(changes.Phantom, value); | ||
246 | } | ||
247 | } | ||
248 | 247 | ||
249 | public override bool Building // this is not reliable for internal use | 248 | if (!pos.IsFinite()) |
250 | { | ||
251 | get { return m_building; } | ||
252 | set | ||
253 | { | 249 | { |
254 | if (value) | 250 | size = new Vector3(0.5f, 0.5f, 0.5f); |
255 | m_building = true; | 251 | m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Size for {0}", Name); |
256 | AddChange(changes.building, value); | ||
257 | } | 252 | } |
258 | } | ||
259 | 253 | ||
260 | public override void getContactData(ref ContactData cdata) | 254 | if (size.X <= 0) size.X = 0.01f; |
261 | { | 255 | if (size.Y <= 0) size.Y = 0.01f; |
262 | cdata.mu = mu; | 256 | if (size.Z <= 0) size.Z = 0.01f; |
263 | cdata.bounce = bounce; | ||
264 | 257 | ||
265 | // cdata.softcolide = m_softcolide; | 258 | _size = size; |
266 | cdata.softcolide = false; | 259 | m_taintsize = _size; |
267 | 260 | ||
268 | if (m_isphysical) | 261 | if (!QuaternionIsFinite(rotation)) |
269 | { | 262 | { |
270 | ODEDynamics veh; | 263 | rotation = Quaternion.Identity; |
271 | if (_parent != null) | 264 | m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Rotation for {0}", Name); |
272 | veh = ((OdePrim)_parent).m_vehicle; | ||
273 | else | ||
274 | veh = m_vehicle; | ||
275 | |||
276 | if (veh != null && veh.Type != Vehicle.TYPE_NONE) | ||
277 | cdata.mu *= veh.FrictionFactor; | ||
278 | // cdata.mu *= 0; | ||
279 | } | 265 | } |
280 | } | ||
281 | 266 | ||
282 | public override float PhysicsCost | 267 | _orientation = rotation; |
283 | { | 268 | m_taintrot = _orientation; |
284 | get | 269 | _pbs = pbs; |
270 | |||
271 | _parent_scene = parent_scene; | ||
272 | m_targetSpace = (IntPtr)0; | ||
273 | |||
274 | if (pos.Z < 0) | ||
285 | { | 275 | { |
286 | return m_physCost; | 276 | IsPhysical = false; |
287 | } | 277 | } |
288 | } | 278 | else |
289 | |||
290 | public override float StreamCost | ||
291 | { | ||
292 | get | ||
293 | { | 279 | { |
294 | return m_streamCost; | 280 | IsPhysical = pisPhysical; |
281 | // If we're physical, we need to be in the master space for now. | ||
282 | // linksets *should* be in a space together.. but are not currently | ||
283 | if (IsPhysical) | ||
284 | m_targetSpace = _parent_scene.space; | ||
295 | } | 285 | } |
286 | |||
287 | m_taintadd = true; | ||
288 | m_assetFailed = false; | ||
289 | _parent_scene.AddPhysicsActorTaint(this); | ||
296 | } | 290 | } |
297 | 291 | ||
298 | public override int PhysicsActorType | 292 | public override int PhysicsActorType |
299 | { | 293 | { |
300 | get { return (int)ActorTypes.Prim; } | 294 | get { return (int) ActorTypes.Prim; } |
301 | set { return; } | 295 | set { return; } |
302 | } | 296 | } |
303 | 297 | ||
@@ -307,23 +301,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
307 | set { return; } | 301 | set { return; } |
308 | } | 302 | } |
309 | 303 | ||
310 | public override uint LocalID | ||
311 | { | ||
312 | get { return m_localID; } | ||
313 | set { m_localID = value; } | ||
314 | } | ||
315 | |||
316 | public override PhysicsActor ParentActor | ||
317 | { | ||
318 | get | ||
319 | { | ||
320 | if (childPrim) | ||
321 | return _parent; | ||
322 | else | ||
323 | return (PhysicsActor)this; | ||
324 | } | ||
325 | } | ||
326 | |||
327 | public override bool Grabbed | 304 | public override bool Grabbed |
328 | { | 305 | { |
329 | set { return; } | 306 | set { return; } |
@@ -333,3068 +310,2383 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
333 | { | 310 | { |
334 | set | 311 | set |
335 | { | 312 | { |
336 | if (value) | 313 | // This only makes the object not collidable if the object |
337 | m_isSelected = value; // if true set imediatly to stop moves etc | 314 | // is physical or the object is modified somehow *IN THE FUTURE* |
338 | AddChange(changes.Selected, value); | 315 | // without this, if an avatar selects prim, they can walk right |
339 | } | 316 | // through it while it's selected |
340 | } | 317 | m_collisionscore = 0; |
341 | |||
342 | public override bool Flying | ||
343 | { | ||
344 | // no flying prims for you | ||
345 | get { return false; } | ||
346 | set { } | ||
347 | } | ||
348 | 318 | ||
349 | public override bool IsColliding | 319 | if ((IsPhysical && !_zeroFlag) || !value) |
350 | { | ||
351 | get { return m_iscolliding; } | ||
352 | set | ||
353 | { | ||
354 | if (value) | ||
355 | { | 320 | { |
356 | m_colliderfilter += 2; | 321 | m_taintselected = value; |
357 | if (m_colliderfilter > 2) | 322 | _parent_scene.AddPhysicsActorTaint(this); |
358 | m_colliderfilter = 2; | ||
359 | } | 323 | } |
360 | else | 324 | else |
361 | { | 325 | { |
362 | m_colliderfilter--; | 326 | m_taintselected = value; |
363 | if (m_colliderfilter < 0) | 327 | m_isSelected = value; |
364 | m_colliderfilter = 0; | ||
365 | } | 328 | } |
366 | 329 | ||
367 | if (m_colliderfilter == 0) | 330 | if (m_isSelected) |
368 | m_iscolliding = false; | 331 | disableBodySoft(); |
369 | else | ||
370 | m_iscolliding = true; | ||
371 | } | 332 | } |
372 | } | 333 | } |
373 | 334 | ||
374 | public override bool CollidingGround | 335 | /// <summary> |
375 | { | 336 | /// Set a new geometry for this prim. |
376 | get { return false; } | 337 | /// </summary> |
377 | set { return; } | 338 | /// <param name="geom"></param> |
378 | } | 339 | private void SetGeom(IntPtr geom) |
379 | |||
380 | public override bool CollidingObj | ||
381 | { | ||
382 | get { return false; } | ||
383 | set { return; } | ||
384 | } | ||
385 | |||
386 | |||
387 | public override bool ThrottleUpdates {get;set;} | ||
388 | |||
389 | public override bool Stopped | ||
390 | { | 340 | { |
391 | get { return _zeroFlag; } | 341 | prim_geom = geom; |
392 | } | 342 | //Console.WriteLine("SetGeom to " + prim_geom + " for " + Name); |
393 | 343 | ||
394 | public override Vector3 Position | 344 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); |
395 | { | 345 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); |
396 | get | ||
397 | { | ||
398 | if (givefakepos > 0) | ||
399 | return fakepos; | ||
400 | else | ||
401 | return _position; | ||
402 | } | ||
403 | 346 | ||
404 | set | 347 | _parent_scene.geom_name_map[prim_geom] = Name; |
405 | { | 348 | _parent_scene.actor_name_map[prim_geom] = this; |
406 | fakepos = value; | ||
407 | givefakepos++; | ||
408 | AddChange(changes.Position, value); | ||
409 | } | ||
410 | } | ||
411 | 349 | ||
412 | public override Vector3 Size | 350 | if (childPrim) |
413 | { | ||
414 | get { return _size; } | ||
415 | set | ||
416 | { | 351 | { |
417 | if (value.IsFinite()) | 352 | if (_parent != null && _parent is OdePrim) |
418 | { | ||
419 | _parent_scene.m_meshWorker.ChangeActorPhysRep(this, _pbs, value, m_shapetype); | ||
420 | } | ||
421 | else | ||
422 | { | 353 | { |
423 | m_log.WarnFormat("[PHYSICS]: Got NaN Size on object {0}", Name); | 354 | OdePrim parent = (OdePrim)_parent; |
355 | //Console.WriteLine("SetGeom calls ChildSetGeom"); | ||
356 | parent.ChildSetGeom(this); | ||
424 | } | 357 | } |
425 | } | 358 | } |
359 | //m_log.Warn("Setting Geom to: " + prim_geom); | ||
426 | } | 360 | } |
427 | 361 | ||
428 | public override float Mass | 362 | private void enableBodySoft() |
429 | { | ||
430 | get { return primMass; } | ||
431 | } | ||
432 | |||
433 | public override Vector3 Force | ||
434 | { | 363 | { |
435 | get { return m_force; } | 364 | if (!childPrim) |
436 | set | ||
437 | { | 365 | { |
438 | if (value.IsFinite()) | 366 | if (IsPhysical && Body != IntPtr.Zero) |
439 | { | ||
440 | AddChange(changes.Force, value); | ||
441 | } | ||
442 | else | ||
443 | { | 367 | { |
444 | m_log.WarnFormat("[PHYSICS]: NaN in Force Applied to an Object {0}", Name); | 368 | d.BodyEnable(Body); |
369 | if (m_vehicle.Type != Vehicle.TYPE_NONE) | ||
370 | m_vehicle.Enable(Body, _parent_scene); | ||
445 | } | 371 | } |
372 | |||
373 | m_disabled = false; | ||
446 | } | 374 | } |
447 | } | 375 | } |
448 | 376 | ||
449 | public override void SetVolumeDetect(int param) | 377 | private void disableBodySoft() |
450 | { | 378 | { |
451 | m_fakeisVolumeDetect = (param != 0); | 379 | m_disabled = true; |
452 | AddChange(changes.VolumeDtc, m_fakeisVolumeDetect); | ||
453 | } | ||
454 | 380 | ||
455 | public override Vector3 GeometricCenter | 381 | if (IsPhysical && Body != IntPtr.Zero) |
456 | { | ||
457 | // this is not real geometric center but a average of positions relative to root prim acording to | ||
458 | // http://wiki.secondlife.com/wiki/llGetGeometricCenter | ||
459 | // ignoring tortured prims details since sl also seems to ignore | ||
460 | // so no real use in doing it on physics | ||
461 | get | ||
462 | { | 382 | { |
463 | return Vector3.Zero; | 383 | d.BodyDisable(Body); |
464 | } | 384 | } |
465 | } | 385 | } |
466 | 386 | ||
467 | public override Vector3 CenterOfMass | 387 | /// <summary> |
388 | /// Make a prim subject to physics. | ||
389 | /// </summary> | ||
390 | private void enableBody() | ||
468 | { | 391 | { |
469 | get | 392 | // Don't enable this body if we're a child prim |
393 | // this should be taken care of in the parent function not here | ||
394 | if (!childPrim) | ||
470 | { | 395 | { |
471 | lock (_parent_scene.OdeLock) | 396 | // Sets the geom to a body |
472 | { | 397 | Body = d.BodyCreate(_parent_scene.world); |
473 | d.Vector3 dtmp; | ||
474 | if (!childPrim && Body != IntPtr.Zero) | ||
475 | { | ||
476 | dtmp = d.BodyGetPosition(Body); | ||
477 | return new Vector3(dtmp.X, dtmp.Y, dtmp.Z); | ||
478 | } | ||
479 | else if (prim_geom != IntPtr.Zero) | ||
480 | { | ||
481 | d.Quaternion dq; | ||
482 | d.GeomCopyQuaternion(prim_geom, out dq); | ||
483 | Quaternion q; | ||
484 | q.X = dq.X; | ||
485 | q.Y = dq.Y; | ||
486 | q.Z = dq.Z; | ||
487 | q.W = dq.W; | ||
488 | |||
489 | Vector3 Ptot = m_OBBOffset * q; | ||
490 | dtmp = d.GeomGetPosition(prim_geom); | ||
491 | Ptot.X += dtmp.X; | ||
492 | Ptot.Y += dtmp.Y; | ||
493 | Ptot.Z += dtmp.Z; | ||
494 | |||
495 | // if(childPrim) we only know about physical linksets | ||
496 | return Ptot; | ||
497 | /* | ||
498 | float tmass = _mass; | ||
499 | Ptot *= tmass; | ||
500 | 398 | ||
501 | float m; | 399 | setMass(); |
502 | 400 | d.BodySetPosition(Body, _position.X, _position.Y, _position.Z); | |
503 | foreach (OdePrim prm in childrenPrim) | 401 | d.Quaternion myrot = new d.Quaternion(); |
504 | { | 402 | myrot.X = _orientation.X; |
505 | m = prm._mass; | 403 | myrot.Y = _orientation.Y; |
506 | Ptot += prm.CenterOfMass * m; | 404 | myrot.Z = _orientation.Z; |
507 | tmass += m; | 405 | myrot.W = _orientation.W; |
508 | } | 406 | d.BodySetQuaternion(Body, ref myrot); |
407 | d.GeomSetBody(prim_geom, Body); | ||
408 | m_collisionCategories |= CollisionCategories.Body; | ||
409 | m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); | ||
509 | 410 | ||
510 | if (tmass == 0) | 411 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); |
511 | tmass = 0; | 412 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); |
512 | else | ||
513 | tmass = 1.0f / tmass; | ||
514 | 413 | ||
515 | Ptot *= tmass; | 414 | d.BodySetAutoDisableFlag(Body, true); |
516 | return Ptot; | 415 | d.BodySetAutoDisableSteps(Body, body_autodisable_frames); |
517 | */ | 416 | |
518 | } | 417 | // disconnect from world gravity so we can apply buoyancy |
519 | else | 418 | d.BodySetGravityMode (Body, false); |
520 | return _position; | ||
521 | } | ||
522 | } | ||
523 | } | ||
524 | 419 | ||
525 | public override Vector3 OOBsize | 420 | m_interpenetrationcount = 0; |
526 | { | 421 | m_collisionscore = 0; |
527 | get | 422 | m_disabled = false; |
528 | { | ||
529 | return m_OBB; | ||
530 | } | ||
531 | } | ||
532 | 423 | ||
533 | public override Vector3 OOBoffset | 424 | // The body doesn't already have a finite rotation mode set here |
534 | { | 425 | if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0.0f)) && _parent == null) |
535 | get | ||
536 | { | 426 | { |
537 | return m_OBBOffset; | 427 | createAMotor(m_angularlock); |
538 | } | 428 | } |
539 | } | 429 | if (m_vehicle.Type != Vehicle.TYPE_NONE) |
540 | |||
541 | public override float OOBRadiusSQ | ||
542 | { | ||
543 | get | ||
544 | { | 430 | { |
545 | return primOOBradiusSQ; | 431 | m_vehicle.Enable(Body, _parent_scene); |
546 | } | 432 | } |
547 | } | ||
548 | 433 | ||
549 | public override PrimitiveBaseShape Shape | 434 | _parent_scene.ActivatePrim(this); |
550 | { | ||
551 | set | ||
552 | { | ||
553 | // AddChange(changes.Shape, value); | ||
554 | _parent_scene.m_meshWorker.ChangeActorPhysRep(this, value, _size, m_shapetype); | ||
555 | } | 435 | } |
556 | } | 436 | } |
557 | 437 | ||
558 | public override byte PhysicsShapeType | 438 | #region Mass Calculation |
559 | { | ||
560 | get | ||
561 | { | ||
562 | return m_shapetype; | ||
563 | } | ||
564 | set | ||
565 | { | ||
566 | m_shapetype = value; | ||
567 | _parent_scene.m_meshWorker.ChangeActorPhysRep(this, _pbs, _size, value); | ||
568 | } | ||
569 | } | ||
570 | 439 | ||
571 | public override Vector3 Velocity | 440 | private float CalculateMass() |
572 | { | 441 | { |
573 | get | 442 | float volume = _size.X * _size.Y * _size.Z; // default |
574 | { | 443 | float tmp; |
575 | if (_zeroFlag) | 444 | |
576 | return Vector3.Zero; | 445 | float returnMass = 0; |
577 | return _velocity; | 446 | float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f; |
578 | } | 447 | float hollowVolume = hollowAmount * hollowAmount; |
579 | set | 448 | |
449 | switch (_pbs.ProfileShape) | ||
580 | { | 450 | { |
581 | if (value.IsFinite()) | 451 | case ProfileShape.Square: |
582 | { | 452 | // default box |
583 | AddChange(changes.Velocity, value); | ||
584 | } | ||
585 | else | ||
586 | { | ||
587 | m_log.WarnFormat("[PHYSICS]: Got NaN Velocity in Object {0}", Name); | ||
588 | } | ||
589 | 453 | ||
590 | } | 454 | if (_pbs.PathCurve == (byte)Extrusion.Straight) |
591 | } | 455 | { |
456 | if (hollowAmount > 0.0) | ||
457 | { | ||
458 | switch (_pbs.HollowShape) | ||
459 | { | ||
460 | case HollowShape.Square: | ||
461 | case HollowShape.Same: | ||
462 | break; | ||
592 | 463 | ||
593 | public override Vector3 Torque | 464 | case HollowShape.Circle: |
594 | { | ||
595 | get | ||
596 | { | ||
597 | if (!IsPhysical || Body == IntPtr.Zero) | ||
598 | return Vector3.Zero; | ||
599 | 465 | ||
600 | return _torque; | 466 | hollowVolume *= 0.78539816339f; |
601 | } | 467 | break; |
602 | 468 | ||
603 | set | 469 | case HollowShape.Triangle: |
604 | { | ||
605 | if (value.IsFinite()) | ||
606 | { | ||
607 | AddChange(changes.Torque, value); | ||
608 | } | ||
609 | else | ||
610 | { | ||
611 | m_log.WarnFormat("[PHYSICS]: Got NaN Torque in Object {0}", Name); | ||
612 | } | ||
613 | } | ||
614 | } | ||
615 | 470 | ||
616 | public override float CollisionScore | 471 | hollowVolume *= (0.5f * .5f); |
617 | { | 472 | break; |
618 | get { return m_collisionscore; } | ||
619 | set { m_collisionscore = value; } | ||
620 | } | ||
621 | 473 | ||
622 | public override bool Kinematic | 474 | default: |
623 | { | 475 | hollowVolume = 0; |
624 | get { return false; } | 476 | break; |
625 | set { } | 477 | } |
626 | } | 478 | volume *= (1.0f - hollowVolume); |
479 | } | ||
480 | } | ||
627 | 481 | ||
628 | public override Quaternion Orientation | 482 | else if (_pbs.PathCurve == (byte)Extrusion.Curve1) |
629 | { | 483 | { |
630 | get | 484 | //a tube |
631 | { | ||
632 | if (givefakeori > 0) | ||
633 | return fakeori; | ||
634 | else | ||
635 | 485 | ||
636 | return _orientation; | 486 | volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX); |
637 | } | 487 | tmp= 1.0f -2.0e-2f * (float)(200 - _pbs.PathScaleY); |
638 | set | 488 | volume -= volume*tmp*tmp; |
639 | { | 489 | |
640 | if (QuaternionIsFinite(value)) | 490 | if (hollowAmount > 0.0) |
641 | { | 491 | { |
642 | fakeori = value; | 492 | hollowVolume *= hollowAmount; |
643 | givefakeori++; | 493 | |
644 | // Debug | 494 | switch (_pbs.HollowShape) |
645 | float qlen = value.Length(); | 495 | { |
646 | if (value.Length() > 1.01f || qlen <0.99) | 496 | case HollowShape.Square: |
647 | m_log.WarnFormat("[PHYSICS]: Got nonnorm quaternion Orientation from Scene in Object {0} norm {1}", Name, qlen); | 497 | case HollowShape.Same: |
648 | // | 498 | break; |
649 | value.Normalize(); | 499 | |
500 | case HollowShape.Circle: | ||
501 | hollowVolume *= 0.78539816339f;; | ||
502 | break; | ||
503 | |||
504 | case HollowShape.Triangle: | ||
505 | hollowVolume *= 0.5f * 0.5f; | ||
506 | break; | ||
507 | default: | ||
508 | hollowVolume = 0; | ||
509 | break; | ||
510 | } | ||
511 | volume *= (1.0f - hollowVolume); | ||
512 | } | ||
513 | } | ||
650 | 514 | ||
651 | AddChange(changes.Orientation, value); | 515 | break; |
652 | } | ||
653 | else | ||
654 | m_log.WarnFormat("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object {0}", Name); | ||
655 | 516 | ||
656 | } | 517 | case ProfileShape.Circle: |
657 | } | ||
658 | 518 | ||
659 | public override Vector3 Acceleration | 519 | if (_pbs.PathCurve == (byte)Extrusion.Straight) |
660 | { | 520 | { |
661 | get { return _acceleration; } | 521 | volume *= 0.78539816339f; // elipse base |
662 | set { } | ||
663 | } | ||
664 | 522 | ||
665 | public override Vector3 RotationalVelocity | 523 | if (hollowAmount > 0.0) |
666 | { | 524 | { |
667 | get | 525 | switch (_pbs.HollowShape) |
668 | { | 526 | { |
669 | Vector3 pv = Vector3.Zero; | 527 | case HollowShape.Same: |
670 | if (_zeroFlag) | 528 | case HollowShape.Circle: |
671 | return pv; | 529 | break; |
672 | 530 | ||
673 | if (m_rotationalVelocity.ApproxEquals(pv, 0.0001f)) | 531 | case HollowShape.Square: |
674 | return pv; | 532 | hollowVolume *= 0.5f * 2.5984480504799f; |
533 | break; | ||
675 | 534 | ||
676 | return m_rotationalVelocity; | 535 | case HollowShape.Triangle: |
677 | } | 536 | hollowVolume *= .5f * 1.27323954473516f; |
678 | set | 537 | break; |
679 | { | ||
680 | if (value.IsFinite()) | ||
681 | { | ||
682 | AddChange(changes.AngVelocity, value); | ||
683 | } | ||
684 | else | ||
685 | { | ||
686 | m_log.WarnFormat("[PHYSICS]: Got NaN RotationalVelocity in Object {0}", Name); | ||
687 | } | ||
688 | } | ||
689 | } | ||
690 | 538 | ||
691 | public override float Buoyancy | 539 | default: |
692 | { | 540 | hollowVolume = 0; |
693 | get { return m_buoyancy; } | 541 | break; |
694 | set | 542 | } |
695 | { | 543 | volume *= (1.0f - hollowVolume); |
696 | AddChange(changes.Buoyancy,value); | 544 | } |
697 | } | 545 | } |
698 | } | ||
699 | 546 | ||
700 | public override bool FloatOnWater | 547 | else if (_pbs.PathCurve == (byte)Extrusion.Curve1) |
701 | { | 548 | { |
702 | set | 549 | volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX); |
703 | { | 550 | tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY); |
704 | AddChange(changes.CollidesWater, value); | 551 | volume *= (1.0f - tmp * tmp); |
705 | } | 552 | |
706 | } | 553 | if (hollowAmount > 0.0) |
554 | { | ||
707 | 555 | ||
708 | public override Vector3 PIDTarget | 556 | // calculate the hollow volume by it's shape compared to the prim shape |
709 | { | 557 | hollowVolume *= hollowAmount; |
710 | set | ||
711 | { | ||
712 | if (value.IsFinite()) | ||
713 | { | ||
714 | AddChange(changes.PIDTarget,value); | ||
715 | } | ||
716 | else | ||
717 | m_log.WarnFormat("[PHYSICS]: Got NaN PIDTarget from Scene on Object {0}", Name); | ||
718 | } | ||
719 | } | ||
720 | 558 | ||
721 | public override bool PIDActive | 559 | switch (_pbs.HollowShape) |
722 | { | 560 | { |
723 | set | 561 | case HollowShape.Same: |
724 | { | 562 | case HollowShape.Circle: |
725 | AddChange(changes.PIDActive,value); | 563 | break; |
726 | } | ||
727 | } | ||
728 | 564 | ||
729 | public override float PIDTau | 565 | case HollowShape.Square: |
730 | { | 566 | hollowVolume *= 0.5f * 2.5984480504799f; |
731 | set | 567 | break; |
732 | { | ||
733 | float tmp = 0; | ||
734 | if (value > 0) | ||
735 | { | ||
736 | float mint = (0.05f > m_timeStep ? 0.05f : m_timeStep); | ||
737 | if (value < mint) | ||
738 | tmp = mint; | ||
739 | else | ||
740 | tmp = value; | ||
741 | } | ||
742 | AddChange(changes.PIDTau,tmp); | ||
743 | } | ||
744 | } | ||
745 | 568 | ||
746 | public override float PIDHoverHeight | 569 | case HollowShape.Triangle: |
747 | { | 570 | hollowVolume *= .5f * 1.27323954473516f; |
748 | set | 571 | break; |
749 | { | ||
750 | AddChange(changes.PIDHoverHeight,value); | ||
751 | } | ||
752 | } | ||
753 | public override bool PIDHoverActive | ||
754 | { | ||
755 | set | ||
756 | { | ||
757 | AddChange(changes.PIDHoverActive, value); | ||
758 | } | ||
759 | } | ||
760 | 572 | ||
761 | public override PIDHoverType PIDHoverType | 573 | default: |
762 | { | 574 | hollowVolume = 0; |
763 | set | 575 | break; |
764 | { | 576 | } |
765 | AddChange(changes.PIDHoverType,value); | 577 | volume *= (1.0f - hollowVolume); |
766 | } | 578 | } |
767 | } | 579 | } |
580 | break; | ||
768 | 581 | ||
769 | public override float PIDHoverTau | 582 | case ProfileShape.HalfCircle: |
770 | { | 583 | if (_pbs.PathCurve == (byte)Extrusion.Curve1) |
771 | set | 584 | { |
772 | { | 585 | volume *= 0.52359877559829887307710723054658f; |
773 | float tmp =0; | 586 | } |
774 | if (value > 0) | 587 | break; |
775 | { | ||
776 | float mint = (0.05f > m_timeStep ? 0.05f : m_timeStep); | ||
777 | if (value < mint) | ||
778 | tmp = mint; | ||
779 | else | ||
780 | tmp = value; | ||
781 | } | ||
782 | AddChange(changes.PIDHoverTau, tmp); | ||
783 | } | ||
784 | } | ||
785 | 588 | ||
786 | public override Quaternion APIDTarget { set { return; } } | 589 | case ProfileShape.EquilateralTriangle: |
787 | 590 | ||
788 | public override bool APIDActive { set { return; } } | 591 | if (_pbs.PathCurve == (byte)Extrusion.Straight) |
592 | { | ||
593 | volume *= 0.32475953f; | ||
789 | 594 | ||
790 | public override float APIDStrength { set { return; } } | 595 | if (hollowAmount > 0.0) |
596 | { | ||
791 | 597 | ||
792 | public override float APIDDamping { set { return; } } | 598 | // calculate the hollow volume by it's shape compared to the prim shape |
599 | switch (_pbs.HollowShape) | ||
600 | { | ||
601 | case HollowShape.Same: | ||
602 | case HollowShape.Triangle: | ||
603 | hollowVolume *= .25f; | ||
604 | break; | ||
793 | 605 | ||
794 | public override int VehicleType | 606 | case HollowShape.Square: |
795 | { | 607 | hollowVolume *= 0.499849f * 3.07920140172638f; |
796 | // we may need to put a fake on this | 608 | break; |
797 | get | ||
798 | { | ||
799 | if (m_vehicle == null) | ||
800 | return (int)Vehicle.TYPE_NONE; | ||
801 | else | ||
802 | return (int)m_vehicle.Type; | ||
803 | } | ||
804 | set | ||
805 | { | ||
806 | AddChange(changes.VehicleType, value); | ||
807 | } | ||
808 | } | ||
809 | 609 | ||
810 | public override void VehicleFloatParam(int param, float value) | 610 | case HollowShape.Circle: |
811 | { | 611 | // Hollow shape is a perfect cyllinder in respect to the cube's scale |
812 | strVehicleFloatParam fp = new strVehicleFloatParam(); | 612 | // Cyllinder hollow volume calculation |
813 | fp.param = param; | ||
814 | fp.value = value; | ||
815 | AddChange(changes.VehicleFloatParam, fp); | ||
816 | } | ||
817 | 613 | ||
818 | public override void VehicleVectorParam(int param, Vector3 value) | 614 | hollowVolume *= 0.1963495f * 3.07920140172638f; |
819 | { | 615 | break; |
820 | strVehicleVectorParam fp = new strVehicleVectorParam(); | ||
821 | fp.param = param; | ||
822 | fp.value = value; | ||
823 | AddChange(changes.VehicleVectorParam, fp); | ||
824 | } | ||
825 | 616 | ||
826 | public override void VehicleRotationParam(int param, Quaternion value) | 617 | default: |
827 | { | 618 | hollowVolume = 0; |
828 | strVehicleQuatParam fp = new strVehicleQuatParam(); | 619 | break; |
829 | fp.param = param; | 620 | } |
830 | fp.value = value; | 621 | volume *= (1.0f - hollowVolume); |
831 | AddChange(changes.VehicleRotationParam, fp); | 622 | } |
832 | } | 623 | } |
624 | else if (_pbs.PathCurve == (byte)Extrusion.Curve1) | ||
625 | { | ||
626 | volume *= 0.32475953f; | ||
627 | volume *= 0.01f * (float)(200 - _pbs.PathScaleX); | ||
628 | tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY); | ||
629 | volume *= (1.0f - tmp * tmp); | ||
833 | 630 | ||
834 | public override void VehicleFlags(int param, bool value) | 631 | if (hollowAmount > 0.0) |
835 | { | 632 | { |
836 | strVehicleBoolParam bp = new strVehicleBoolParam(); | ||
837 | bp.param = param; | ||
838 | bp.value = value; | ||
839 | AddChange(changes.VehicleFlags, bp); | ||
840 | } | ||
841 | 633 | ||
842 | public override void SetVehicle(object vdata) | 634 | hollowVolume *= hollowAmount; |
843 | { | ||
844 | AddChange(changes.SetVehicle, vdata); | ||
845 | } | ||
846 | public void SetAcceleration(Vector3 accel) | ||
847 | { | ||
848 | _acceleration = accel; | ||
849 | } | ||
850 | 635 | ||
851 | public override void AddForce(Vector3 force, bool pushforce) | 636 | switch (_pbs.HollowShape) |
852 | { | 637 | { |
853 | if (force.IsFinite()) | 638 | case HollowShape.Same: |
854 | { | 639 | case HollowShape.Triangle: |
855 | if(pushforce) | 640 | hollowVolume *= .25f; |
856 | AddChange(changes.AddForce, force); | 641 | break; |
857 | else // a impulse | ||
858 | AddChange(changes.AddForce, force * m_invTimeStep); | ||
859 | } | ||
860 | else | ||
861 | { | ||
862 | m_log.WarnFormat("[PHYSICS]: Got Invalid linear force vector from Scene in Object {0}", Name); | ||
863 | } | ||
864 | //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString()); | ||
865 | } | ||
866 | 642 | ||
867 | public override void AddAngularForce(Vector3 force, bool pushforce) | 643 | case HollowShape.Square: |
868 | { | 644 | hollowVolume *= 0.499849f * 3.07920140172638f; |
869 | if (force.IsFinite()) | 645 | break; |
646 | |||
647 | case HollowShape.Circle: | ||
648 | |||
649 | hollowVolume *= 0.1963495f * 3.07920140172638f; | ||
650 | break; | ||
651 | |||
652 | default: | ||
653 | hollowVolume = 0; | ||
654 | break; | ||
655 | } | ||
656 | volume *= (1.0f - hollowVolume); | ||
657 | } | ||
658 | } | ||
659 | break; | ||
660 | |||
661 | default: | ||
662 | break; | ||
663 | } | ||
664 | |||
665 | float taperX1; | ||
666 | float taperY1; | ||
667 | float taperX; | ||
668 | float taperY; | ||
669 | float pathBegin; | ||
670 | float pathEnd; | ||
671 | float profileBegin; | ||
672 | float profileEnd; | ||
673 | |||
674 | if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible) | ||
870 | { | 675 | { |
871 | // if(pushforce) for now applyrotationimpulse seems more happy applied as a force | 676 | taperX1 = _pbs.PathScaleX * 0.01f; |
872 | AddChange(changes.AddAngForce, force); | 677 | if (taperX1 > 1.0f) |
873 | // else // a impulse | 678 | taperX1 = 2.0f - taperX1; |
874 | // AddChange(changes.AddAngForce, force * m_invTimeStep); | 679 | taperX = 1.0f - taperX1; |
680 | |||
681 | taperY1 = _pbs.PathScaleY * 0.01f; | ||
682 | if (taperY1 > 1.0f) | ||
683 | taperY1 = 2.0f - taperY1; | ||
684 | taperY = 1.0f - taperY1; | ||
875 | } | 685 | } |
876 | else | 686 | else |
877 | { | 687 | { |
878 | m_log.WarnFormat("[PHYSICS]: Got Invalid Angular force vector from Scene in Object {0}", Name); | 688 | taperX = _pbs.PathTaperX * 0.01f; |
689 | if (taperX < 0.0f) | ||
690 | taperX = -taperX; | ||
691 | taperX1 = 1.0f - taperX; | ||
692 | |||
693 | taperY = _pbs.PathTaperY * 0.01f; | ||
694 | if (taperY < 0.0f) | ||
695 | taperY = -taperY; | ||
696 | taperY1 = 1.0f - taperY; | ||
879 | } | 697 | } |
880 | } | ||
881 | 698 | ||
882 | public override void CrossingFailure() | 699 | volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY); |
883 | { | ||
884 | if (m_outbounds) | ||
885 | { | ||
886 | _position.X = Util.Clip(_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f); | ||
887 | _position.Y = Util.Clip(_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f); | ||
888 | _position.Z = Util.Clip(_position.Z + 0.2f, -100f, 50000f); | ||
889 | 700 | ||
890 | m_lastposition = _position; | 701 | pathBegin = (float)_pbs.PathBegin * 2.0e-5f; |
891 | _velocity.X = 0; | 702 | pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f; |
892 | _velocity.Y = 0; | 703 | volume *= (pathEnd - pathBegin); |
893 | _velocity.Z = 0; | ||
894 | 704 | ||
895 | m_lastVelocity = _velocity; | 705 | // this is crude aproximation |
896 | if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE) | 706 | profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f; |
897 | m_vehicle.Stop(); | 707 | profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f; |
708 | volume *= (profileEnd - profileBegin); | ||
898 | 709 | ||
899 | if(Body != IntPtr.Zero) | 710 | returnMass = m_density * volume; |
900 | d.BodySetLinearVel(Body, 0, 0, 0); // stop it | ||
901 | if (prim_geom != IntPtr.Zero) | ||
902 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | ||
903 | 711 | ||
904 | m_outbounds = false; | 712 | if (returnMass <= 0) |
905 | changeDisable(false); | 713 | returnMass = 0.0001f;//ckrinke: Mass must be greater then zero. |
906 | base.RequestPhysicsterseUpdate(); | 714 | // else if (returnMass > _parent_scene.maximumMassObject) |
715 | // returnMass = _parent_scene.maximumMassObject; | ||
716 | |||
717 | // Recursively calculate mass | ||
718 | bool HasChildPrim = false; | ||
719 | lock (childrenPrim) | ||
720 | { | ||
721 | if (childrenPrim.Count > 0) | ||
722 | { | ||
723 | HasChildPrim = true; | ||
724 | } | ||
907 | } | 725 | } |
908 | } | ||
909 | 726 | ||
910 | public override void SetMomentum(Vector3 momentum) | 727 | if (HasChildPrim) |
911 | { | 728 | { |
912 | } | 729 | OdePrim[] childPrimArr = new OdePrim[0]; |
913 | 730 | ||
914 | public override void SetMaterial(int pMaterial) | 731 | lock (childrenPrim) |
915 | { | 732 | childPrimArr = childrenPrim.ToArray(); |
916 | m_material = pMaterial; | ||
917 | mu = _parent_scene.m_materialContactsData[pMaterial].mu; | ||
918 | bounce = _parent_scene.m_materialContactsData[pMaterial].bounce; | ||
919 | } | ||
920 | 733 | ||
921 | public void setPrimForRemoval() | 734 | for (int i = 0; i < childPrimArr.Length; i++) |
922 | { | 735 | { |
923 | AddChange(changes.Remove, null); | 736 | if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove) |
924 | } | 737 | returnMass += childPrimArr[i].CalculateMass(); |
738 | // failsafe, this shouldn't happen but with OpenSim, you never know :) | ||
739 | if (i > 256) | ||
740 | break; | ||
741 | } | ||
742 | } | ||
925 | 743 | ||
926 | public override void link(PhysicsActor obj) | 744 | if (returnMass > _parent_scene.maximumMassObject) |
927 | { | 745 | returnMass = _parent_scene.maximumMassObject; |
928 | AddChange(changes.Link, obj); | ||
929 | } | ||
930 | 746 | ||
931 | public override void delink() | 747 | return returnMass; |
932 | { | ||
933 | AddChange(changes.DeLink, null); | ||
934 | } | 748 | } |
935 | 749 | ||
936 | public override void LockAngularMotion(Vector3 axis) | 750 | #endregion |
751 | |||
752 | private void setMass() | ||
937 | { | 753 | { |
938 | // reverse the zero/non zero values for ODE. | 754 | if (Body != (IntPtr) 0) |
939 | if (axis.IsFinite()) | ||
940 | { | ||
941 | axis.X = (axis.X > 0) ? 1f : 0f; | ||
942 | axis.Y = (axis.Y > 0) ? 1f : 0f; | ||
943 | axis.Z = (axis.Z > 0) ? 1f : 0f; | ||
944 | // m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z); | ||
945 | AddChange(changes.AngLock, axis); | ||
946 | } | ||
947 | else | ||
948 | { | 755 | { |
949 | m_log.WarnFormat("[PHYSICS]: Got NaN locking axis from Scene on Object {0}", Name); | 756 | float newmass = CalculateMass(); |
950 | } | ||
951 | } | ||
952 | 757 | ||
953 | public override void SubscribeEvents(int ms) | 758 | //m_log.Info("[PHYSICS]: New Mass: " + newmass.ToString()); |
954 | { | ||
955 | m_eventsubscription = ms; | ||
956 | m_cureventsubscription = 0; | ||
957 | if (CollisionEventsThisFrame == null) | ||
958 | CollisionEventsThisFrame = new CollisionEventUpdate(); | ||
959 | SentEmptyCollisionsEvent = false; | ||
960 | } | ||
961 | 759 | ||
962 | public override void UnSubscribeEvents() | 760 | d.MassSetBoxTotal(out pMass, newmass, _size.X, _size.Y, _size.Z); |
963 | { | 761 | d.BodySetMass(Body, ref pMass); |
964 | if (CollisionEventsThisFrame != null) | ||
965 | { | ||
966 | CollisionEventsThisFrame.Clear(); | ||
967 | CollisionEventsThisFrame = null; | ||
968 | } | 762 | } |
969 | m_eventsubscription = 0; | ||
970 | _parent_scene.RemoveCollisionEventReporting(this); | ||
971 | } | 763 | } |
972 | 764 | ||
973 | public override void AddCollisionEvent(uint CollidedWith, ContactPoint contact) | 765 | /// <summary> |
974 | { | 766 | /// Stop a prim from being subject to physics. |
975 | if (CollisionEventsThisFrame == null) | 767 | /// </summary> |
976 | CollisionEventsThisFrame = new CollisionEventUpdate(); | 768 | internal void disableBody() |
977 | // if(CollisionEventsThisFrame.Count < 32) | ||
978 | CollisionEventsThisFrame.AddCollider(CollidedWith, contact); | ||
979 | } | ||
980 | |||
981 | public void SendCollisions() | ||
982 | { | 769 | { |
983 | if (CollisionEventsThisFrame == null) | 770 | //this kills the body so things like 'mesh' can re-create it. |
984 | return; | 771 | lock (this) |
985 | |||
986 | if (m_cureventsubscription < m_eventsubscription) | ||
987 | return; | ||
988 | |||
989 | m_cureventsubscription = 0; | ||
990 | |||
991 | int ncolisions = CollisionEventsThisFrame.m_objCollisionList.Count; | ||
992 | |||
993 | if (!SentEmptyCollisionsEvent || ncolisions > 0) | ||
994 | { | 772 | { |
995 | base.SendCollisionUpdate(CollisionEventsThisFrame); | 773 | if (!childPrim) |
996 | |||
997 | if (ncolisions == 0) | ||
998 | { | 774 | { |
999 | SentEmptyCollisionsEvent = true; | 775 | if (Body != IntPtr.Zero) |
1000 | _parent_scene.RemoveCollisionEventReporting(this); | 776 | { |
777 | _parent_scene.DeactivatePrim(this); | ||
778 | m_collisionCategories &= ~CollisionCategories.Body; | ||
779 | m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land); | ||
780 | |||
781 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | ||
782 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
783 | |||
784 | d.BodyDestroy(Body); | ||
785 | lock (childrenPrim) | ||
786 | { | ||
787 | if (childrenPrim.Count > 0) | ||
788 | { | ||
789 | foreach (OdePrim prm in childrenPrim) | ||
790 | { | ||
791 | _parent_scene.DeactivatePrim(prm); | ||
792 | prm.Body = IntPtr.Zero; | ||
793 | } | ||
794 | } | ||
795 | } | ||
796 | Body = IntPtr.Zero; | ||
797 | } | ||
1001 | } | 798 | } |
1002 | else | 799 | else |
1003 | { | 800 | { |
1004 | SentEmptyCollisionsEvent = false; | 801 | _parent_scene.DeactivatePrim(this); |
1005 | CollisionEventsThisFrame.Clear(); | 802 | |
803 | m_collisionCategories &= ~CollisionCategories.Body; | ||
804 | m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land); | ||
805 | |||
806 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | ||
807 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
808 | |||
809 | Body = IntPtr.Zero; | ||
1006 | } | 810 | } |
1007 | } | 811 | } |
1008 | } | ||
1009 | 812 | ||
1010 | internal void AddCollisionFrameTime(int t) | 813 | m_disabled = true; |
1011 | { | 814 | m_collisionscore = 0; |
1012 | if (m_cureventsubscription < 50000) | ||
1013 | m_cureventsubscription += t; | ||
1014 | } | 815 | } |
1015 | 816 | ||
1016 | public override bool SubscribedEvents() | 817 | private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>(); |
1017 | { | ||
1018 | if (m_eventsubscription > 0) | ||
1019 | return true; | ||
1020 | return false; | ||
1021 | } | ||
1022 | 818 | ||
1023 | public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size, | 819 | private void setMesh(OdeScene parent_scene, IMesh mesh) |
1024 | Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical,bool pisPhantom,byte _shapeType,uint plocalID) | ||
1025 | { | 820 | { |
1026 | Name = primName; | 821 | // m_log.DebugFormat("[ODE PRIM]: Setting mesh on {0} to {1}", Name, mesh); |
1027 | LocalID = plocalID; | ||
1028 | |||
1029 | m_vehicle = null; | ||
1030 | |||
1031 | if (!pos.IsFinite()) | ||
1032 | { | ||
1033 | pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), | ||
1034 | parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f); | ||
1035 | m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Position for {0}", Name); | ||
1036 | } | ||
1037 | _position = pos; | ||
1038 | givefakepos = 0; | ||
1039 | |||
1040 | m_timeStep = parent_scene.ODE_STEPSIZE; | ||
1041 | m_invTimeStep = 1f / m_timeStep; | ||
1042 | 822 | ||
1043 | m_density = parent_scene.geomDefaultDensity; | 823 | // This sleeper is there to moderate how long it takes between |
1044 | body_autodisable_frames = parent_scene.bodyFramesAutoDisable; | 824 | // setting up the mesh and pre-processing it when we get rapid fire mesh requests on a single object |
1045 | 825 | ||
1046 | prim_geom = IntPtr.Zero; | 826 | //Thread.Sleep(10); |
1047 | collide_geom = IntPtr.Zero; | ||
1048 | Body = IntPtr.Zero; | ||
1049 | 827 | ||
1050 | if (!size.IsFinite()) | 828 | //Kill Body so that mesh can re-make the geom |
829 | if (IsPhysical && Body != IntPtr.Zero) | ||
1051 | { | 830 | { |
1052 | size = new Vector3(0.5f, 0.5f, 0.5f); | 831 | if (childPrim) |
1053 | m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Size for {0}", Name); | 832 | { |
833 | if (_parent != null) | ||
834 | { | ||
835 | OdePrim parent = (OdePrim)_parent; | ||
836 | parent.ChildDelink(this); | ||
837 | } | ||
838 | } | ||
839 | else | ||
840 | { | ||
841 | disableBody(); | ||
842 | } | ||
1054 | } | 843 | } |
1055 | 844 | ||
1056 | if (size.X <= 0) size.X = 0.01f; | 845 | IntPtr vertices, indices; |
1057 | if (size.Y <= 0) size.Y = 0.01f; | 846 | int vertexCount, indexCount; |
1058 | if (size.Z <= 0) size.Z = 0.01f; | 847 | int vertexStride, triStride; |
1059 | 848 | mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap | |
1060 | _size = size; | 849 | mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage |
850 | m_expectedCollisionContacts = indexCount; | ||
851 | mesh.releaseSourceMeshData(); // free up the original mesh data to save memory | ||
1061 | 852 | ||
1062 | if (!QuaternionIsFinite(rotation)) | 853 | // We must lock here since m_MeshToTriMeshMap is static and multiple scene threads may call this method at |
854 | // the same time. | ||
855 | lock (m_MeshToTriMeshMap) | ||
1063 | { | 856 | { |
1064 | rotation = Quaternion.Identity; | 857 | if (m_MeshToTriMeshMap.ContainsKey(mesh)) |
1065 | m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Rotation for {0}", Name); | 858 | { |
859 | _triMeshData = m_MeshToTriMeshMap[mesh]; | ||
860 | } | ||
861 | else | ||
862 | { | ||
863 | _triMeshData = d.GeomTriMeshDataCreate(); | ||
864 | |||
865 | d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride); | ||
866 | d.GeomTriMeshDataPreprocess(_triMeshData); | ||
867 | m_MeshToTriMeshMap[mesh] = _triMeshData; | ||
868 | } | ||
1066 | } | 869 | } |
1067 | 870 | ||
1068 | _orientation = rotation; | 871 | // _parent_scene.waitForSpaceUnlock(m_targetSpace); |
1069 | givefakeori = 0; | 872 | try |
1070 | |||
1071 | _pbs = pbs; | ||
1072 | |||
1073 | _parent_scene = parent_scene; | ||
1074 | m_targetSpace = IntPtr.Zero; | ||
1075 | |||
1076 | if (pos.Z < 0) | ||
1077 | { | 873 | { |
1078 | m_isphysical = false; | 874 | SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null)); |
1079 | } | 875 | } |
1080 | else | 876 | catch (AccessViolationException) |
1081 | { | 877 | { |
1082 | m_isphysical = pisPhysical; | 878 | m_log.ErrorFormat("[PHYSICS]: MESH LOCKED FOR {0}", Name); |
879 | return; | ||
1083 | } | 880 | } |
1084 | m_fakeisphysical = m_isphysical; | ||
1085 | 881 | ||
1086 | m_isVolumeDetect = false; | 882 | // if (IsPhysical && Body == (IntPtr) 0) |
1087 | m_fakeisVolumeDetect = false; | 883 | // { |
884 | // Recreate the body | ||
885 | // m_interpenetrationcount = 0; | ||
886 | // m_collisionscore = 0; | ||
1088 | 887 | ||
1089 | m_force = Vector3.Zero; | 888 | // enableBody(); |
889 | // } | ||
890 | } | ||
1090 | 891 | ||
1091 | m_iscolliding = false; | 892 | internal void ProcessTaints() |
1092 | m_colliderfilter = 0; | 893 | { |
1093 | m_NoColide = false; | 894 | #if SPAM |
895 | Console.WriteLine("ZProcessTaints for " + Name); | ||
896 | #endif | ||
1094 | 897 | ||
1095 | _triMeshData = IntPtr.Zero; | 898 | // This must be processed as the very first taint so that later operations have a prim_geom to work with |
899 | // if this is a new prim. | ||
900 | if (m_taintadd) | ||
901 | changeadd(); | ||
1096 | 902 | ||
1097 | m_shapetype = _shapeType; | 903 | if (!_position.ApproxEquals(m_taintposition, 0f)) |
904 | changemove(); | ||
1098 | 905 | ||
1099 | m_lastdoneSelected = false; | 906 | if (m_taintrot != _orientation) |
1100 | m_isSelected = false; | 907 | { |
1101 | m_delaySelect = false; | 908 | if (childPrim && IsPhysical) // For physical child prim... |
909 | { | ||
910 | rotate(); | ||
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(); | ||
915 | } | ||
916 | else | ||
917 | { | ||
918 | //Just rotate the prim | ||
919 | rotate(); | ||
920 | } | ||
921 | } | ||
922 | |||
923 | if (m_taintPhysics != IsPhysical && !(m_taintparent != _parent)) | ||
924 | changePhysicsStatus(); | ||
1102 | 925 | ||
1103 | m_isphantom = pisPhantom; | 926 | if (!_size.ApproxEquals(m_taintsize, 0f)) |
1104 | m_fakeisphantom = pisPhantom; | 927 | changesize(); |
1105 | 928 | ||
1106 | mu = parent_scene.m_materialContactsData[(int)Material.Wood].mu; | 929 | if (m_taintshape) |
1107 | bounce = parent_scene.m_materialContactsData[(int)Material.Wood].bounce; | 930 | changeshape(); |
1108 | 931 | ||
1109 | m_building = true; // control must set this to false when done | 932 | if (m_taintforce) |
933 | changeAddForce(); | ||
1110 | 934 | ||
1111 | _parent_scene.m_meshWorker.NewActorPhysRep(this, _pbs, _size, m_shapetype); | 935 | if (m_taintaddangularforce) |
1112 | } | 936 | changeAddAngularForce(); |
1113 | 937 | ||
1114 | private void resetCollisionAccounting() | 938 | if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f)) |
1115 | { | 939 | changeSetTorque(); |
1116 | m_collisionscore = 0; | ||
1117 | } | ||
1118 | 940 | ||
1119 | private void UpdateCollisionCatFlags() | 941 | if (m_taintdisable) |
1120 | { | 942 | changedisable(); |
1121 | if(m_isphysical && m_disabled) | ||
1122 | { | ||
1123 | m_collisionCategories = 0; | ||
1124 | m_collisionFlags = 0; | ||
1125 | } | ||
1126 | 943 | ||
1127 | else if (m_isSelected) | 944 | if (m_taintselected != m_isSelected) |
1128 | { | 945 | changeSelectedStatus(); |
1129 | m_collisionCategories = CollisionCategories.Selected; | ||
1130 | m_collisionFlags = 0; | ||
1131 | } | ||
1132 | 946 | ||
1133 | else if (m_isVolumeDetect) | 947 | if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f)) |
1134 | { | 948 | changevelocity(); |
1135 | m_collisionCategories = CollisionCategories.VolumeDtc; | 949 | |
1136 | if (m_isphysical) | 950 | if (m_taintparent != _parent) |
1137 | m_collisionFlags = CollisionCategories.Geom | CollisionCategories.Character; | 951 | changelink(); |
1138 | else | 952 | |
1139 | m_collisionFlags = 0; | 953 | if (m_taintCollidesWater != m_collidesWater) |
1140 | } | 954 | changefloatonwater(); |
1141 | else if (m_isphantom) | 955 | |
1142 | { | 956 | if (!m_angularlock.ApproxEquals(m_taintAngularLock,0f)) |
1143 | m_collisionCategories = CollisionCategories.Phantom; | 957 | changeAngularLock(); |
1144 | if (m_isphysical) | ||
1145 | m_collisionFlags = CollisionCategories.Land; | ||
1146 | else | ||
1147 | m_collisionFlags = 0; | ||
1148 | } | ||
1149 | else | ||
1150 | { | ||
1151 | m_collisionCategories = CollisionCategories.Geom; | ||
1152 | if (m_isphysical) | ||
1153 | m_collisionFlags = m_default_collisionFlagsPhysical; | ||
1154 | else | ||
1155 | m_collisionFlags = m_default_collisionFlagsNotPhysical; | ||
1156 | } | ||
1157 | } | 958 | } |
1158 | 959 | ||
1159 | private void ApplyCollisionCatFlags() | 960 | /// <summary> |
961 | /// Change prim in response to an angular lock taint. | ||
962 | /// </summary> | ||
963 | private void changeAngularLock() | ||
1160 | { | 964 | { |
1161 | if (prim_geom != IntPtr.Zero) | 965 | // do we have a Physical object? |
966 | if (Body != IntPtr.Zero) | ||
1162 | { | 967 | { |
1163 | if (!childPrim && childrenPrim.Count > 0) | 968 | //Check that we have a Parent |
969 | //If we have a parent then we're not authorative here | ||
970 | if (_parent == null) | ||
1164 | { | 971 | { |
1165 | foreach (OdePrim prm in childrenPrim) | 972 | if (!m_taintAngularLock.ApproxEquals(Vector3.One, 0f)) |
1166 | { | 973 | { |
1167 | if (m_isphysical && m_disabled) | 974 | //d.BodySetFiniteRotationMode(Body, 0); |
1168 | { | 975 | //d.BodySetFiniteRotationAxis(Body,m_taintAngularLock.X,m_taintAngularLock.Y,m_taintAngularLock.Z); |
1169 | prm.m_collisionCategories = 0; | 976 | createAMotor(m_taintAngularLock); |
1170 | prm.m_collisionFlags = 0; | 977 | } |
1171 | } | 978 | else |
1172 | else | 979 | { |
1173 | { | 980 | if (Amotor != IntPtr.Zero) |
1174 | // preserve some | ||
1175 | if (prm.m_isSelected) | ||
1176 | { | ||
1177 | prm.m_collisionCategories = CollisionCategories.Selected; | ||
1178 | prm.m_collisionFlags = 0; | ||
1179 | } | ||
1180 | else if (prm.m_isVolumeDetect) | ||
1181 | { | ||
1182 | prm.m_collisionCategories = CollisionCategories.VolumeDtc; | ||
1183 | if (m_isphysical) | ||
1184 | prm.m_collisionFlags = CollisionCategories.Geom | CollisionCategories.Character; | ||
1185 | else | ||
1186 | prm.m_collisionFlags = 0; | ||
1187 | } | ||
1188 | else if (prm.m_isphantom) | ||
1189 | { | ||
1190 | prm.m_collisionCategories = CollisionCategories.Phantom; | ||
1191 | if (m_isphysical) | ||
1192 | prm.m_collisionFlags = CollisionCategories.Land; | ||
1193 | else | ||
1194 | prm.m_collisionFlags = 0; | ||
1195 | } | ||
1196 | else | ||
1197 | { | ||
1198 | prm.m_collisionCategories = m_collisionCategories; | ||
1199 | prm.m_collisionFlags = m_collisionFlags; | ||
1200 | } | ||
1201 | } | ||
1202 | |||
1203 | if (prm.prim_geom != IntPtr.Zero) | ||
1204 | { | 981 | { |
1205 | if (prm.m_NoColide) | 982 | d.JointDestroy(Amotor); |
1206 | { | 983 | Amotor = IntPtr.Zero; |
1207 | d.GeomSetCategoryBits(prm.prim_geom, 0); | ||
1208 | if (m_isphysical) | ||
1209 | d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land); | ||
1210 | else | ||
1211 | d.GeomSetCollideBits(prm.prim_geom, 0); | ||
1212 | } | ||
1213 | else | ||
1214 | { | ||
1215 | d.GeomSetCategoryBits(prm.prim_geom, (uint)prm.m_collisionCategories); | ||
1216 | d.GeomSetCollideBits(prm.prim_geom, (uint)prm.m_collisionFlags); | ||
1217 | } | ||
1218 | } | 984 | } |
1219 | } | 985 | } |
1220 | } | 986 | } |
987 | } | ||
1221 | 988 | ||
1222 | if (m_NoColide) | 989 | // Store this for later in case we get turned into a separate body |
990 | m_angularlock = m_taintAngularLock; | ||
991 | } | ||
992 | |||
993 | /// <summary> | ||
994 | /// Change prim in response to a link taint. | ||
995 | /// </summary> | ||
996 | private void changelink() | ||
997 | { | ||
998 | // If the newly set parent is not null | ||
999 | // create link | ||
1000 | if (_parent == null && m_taintparent != null) | ||
1001 | { | ||
1002 | if (m_taintparent.PhysicsActorType == (int)ActorTypes.Prim) | ||
1223 | { | 1003 | { |
1224 | d.GeomSetCategoryBits(prim_geom, 0); | 1004 | OdePrim obj = (OdePrim)m_taintparent; |
1225 | d.GeomSetCollideBits(prim_geom, (uint)CollisionCategories.Land); | 1005 | //obj.disableBody(); |
1226 | if (collide_geom != prim_geom && collide_geom != IntPtr.Zero) | 1006 | //Console.WriteLine("changelink calls ParentPrim"); |
1007 | obj.AddChildPrim(this); | ||
1008 | |||
1009 | /* | ||
1010 | if (obj.Body != (IntPtr)0 && Body != (IntPtr)0 && obj.Body != Body) | ||
1227 | { | 1011 | { |
1228 | d.GeomSetCategoryBits(collide_geom, 0); | 1012 | _linkJointGroup = d.JointGroupCreate(0); |
1229 | d.GeomSetCollideBits(collide_geom, (uint)CollisionCategories.Land); | 1013 | m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup); |
1014 | d.JointAttach(m_linkJoint, obj.Body, Body); | ||
1015 | d.JointSetFixed(m_linkJoint); | ||
1230 | } | 1016 | } |
1017 | */ | ||
1231 | } | 1018 | } |
1232 | else | 1019 | } |
1020 | // If the newly set parent is null | ||
1021 | // destroy link | ||
1022 | else if (_parent != null && m_taintparent == null) | ||
1023 | { | ||
1024 | //Console.WriteLine(" changelink B"); | ||
1025 | |||
1026 | if (_parent is OdePrim) | ||
1233 | { | 1027 | { |
1234 | d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories); | 1028 | OdePrim obj = (OdePrim)_parent; |
1235 | d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags); | 1029 | obj.ChildDelink(this); |
1236 | if (collide_geom != prim_geom && collide_geom != IntPtr.Zero) | 1030 | childPrim = false; |
1237 | { | 1031 | //_parent = null; |
1238 | d.GeomSetCategoryBits(collide_geom, (uint)m_collisionCategories); | ||
1239 | d.GeomSetCollideBits(collide_geom, (uint)m_collisionFlags); | ||
1240 | } | ||
1241 | } | 1032 | } |
1033 | |||
1034 | /* | ||
1035 | if (Body != (IntPtr)0 && _linkJointGroup != (IntPtr)0) | ||
1036 | d.JointGroupDestroy(_linkJointGroup); | ||
1037 | |||
1038 | _linkJointGroup = (IntPtr)0; | ||
1039 | m_linkJoint = (IntPtr)0; | ||
1040 | */ | ||
1242 | } | 1041 | } |
1042 | |||
1043 | _parent = m_taintparent; | ||
1044 | m_taintPhysics = IsPhysical; | ||
1243 | } | 1045 | } |
1244 | 1046 | ||
1245 | private void createAMotor(Vector3 axis) | 1047 | /// <summary> |
1048 | /// Add a child prim to this parent prim. | ||
1049 | /// </summary> | ||
1050 | /// <param name="prim">Child prim</param> | ||
1051 | private void AddChildPrim(OdePrim prim) | ||
1246 | { | 1052 | { |
1247 | if (Body == IntPtr.Zero) | 1053 | if (LocalID == prim.LocalID) |
1248 | return; | 1054 | return; |
1249 | 1055 | ||
1250 | if (Amotor != IntPtr.Zero) | 1056 | if (Body == IntPtr.Zero) |
1251 | { | 1057 | { |
1252 | d.JointDestroy(Amotor); | 1058 | Body = d.BodyCreate(_parent_scene.world); |
1253 | Amotor = IntPtr.Zero; | 1059 | setMass(); |
1254 | } | 1060 | } |
1255 | 1061 | ||
1256 | int axisnum = 3 - (int)(axis.X + axis.Y + axis.Z); | 1062 | lock (childrenPrim) |
1257 | 1063 | { | |
1258 | if (axisnum <= 0) | 1064 | if (childrenPrim.Contains(prim)) |
1259 | return; | 1065 | return; |
1260 | |||
1261 | // stop it | ||
1262 | d.BodySetTorque(Body, 0, 0, 0); | ||
1263 | d.BodySetAngularVel(Body, 0, 0, 0); | ||
1264 | |||
1265 | Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero); | ||
1266 | d.JointAttach(Amotor, Body, IntPtr.Zero); | ||
1267 | |||
1268 | d.JointSetAMotorMode(Amotor, 0); | ||
1269 | 1066 | ||
1270 | d.JointSetAMotorNumAxes(Amotor, axisnum); | 1067 | // m_log.DebugFormat( |
1068 | // "[ODE PRIM]: Linking prim {0} {1} to {2} {3}", prim.Name, prim.LocalID, Name, LocalID); | ||
1271 | 1069 | ||
1272 | // get current orientation to lock | 1070 | childrenPrim.Add(prim); |
1273 | 1071 | ||
1274 | d.Quaternion dcur = d.BodyGetQuaternion(Body); | 1072 | foreach (OdePrim prm in childrenPrim) |
1275 | Quaternion curr; // crap convertion between identical things | 1073 | { |
1276 | curr.X = dcur.X; | 1074 | d.Mass m2; |
1277 | curr.Y = dcur.Y; | 1075 | d.MassSetZero(out m2); |
1278 | curr.Z = dcur.Z; | 1076 | d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z); |
1279 | curr.W = dcur.W; | ||
1280 | Vector3 ax; | ||
1281 | 1077 | ||
1282 | int i = 0; | 1078 | d.Quaternion quat = new d.Quaternion(); |
1283 | int j = 0; | 1079 | quat.W = prm._orientation.W; |
1284 | if (axis.X == 0) | 1080 | quat.X = prm._orientation.X; |
1285 | { | 1081 | quat.Y = prm._orientation.Y; |
1286 | ax = (new Vector3(1, 0, 0)) * curr; // rotate world X to current local X | 1082 | quat.Z = prm._orientation.Z; |
1287 | // ODE should do this with axis relative to body 1 but seems to fail | ||
1288 | d.JointSetAMotorAxis(Amotor, 0, 0, ax.X, ax.Y, ax.Z); | ||
1289 | d.JointSetAMotorAngle(Amotor, 0, 0); | ||
1290 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.LoStop, -0.000001f); | ||
1291 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.HiStop, 0.000001f); | ||
1292 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0); | ||
1293 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.FudgeFactor, 0.0001f); | ||
1294 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.Bounce, 0f); | ||
1295 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.FMax, 5e8f); | ||
1296 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopCFM, 0f); | ||
1297 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopERP, 0.8f); | ||
1298 | i++; | ||
1299 | j = 256; // move to next axis set | ||
1300 | } | ||
1301 | 1083 | ||
1302 | if (axis.Y == 0) | 1084 | d.Matrix3 mat = new d.Matrix3(); |
1303 | { | 1085 | d.RfromQ(out mat, ref quat); |
1304 | ax = (new Vector3(0, 1, 0)) * curr; | 1086 | d.MassRotate(ref m2, ref mat); |
1305 | d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z); | 1087 | d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z); |
1306 | d.JointSetAMotorAngle(Amotor, i, 0); | 1088 | d.MassAdd(ref pMass, ref m2); |
1307 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f); | 1089 | } |
1308 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f); | ||
1309 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0); | ||
1310 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f); | ||
1311 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f); | ||
1312 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f); | ||
1313 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f); | ||
1314 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f); | ||
1315 | i++; | ||
1316 | j += 256; | ||
1317 | } | ||
1318 | 1090 | ||
1319 | if (axis.Z == 0) | 1091 | foreach (OdePrim prm in childrenPrim) |
1320 | { | 1092 | { |
1321 | ax = (new Vector3(0, 0, 1)) * curr; | 1093 | prm.m_collisionCategories |= CollisionCategories.Body; |
1322 | d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z); | 1094 | prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); |
1323 | d.JointSetAMotorAngle(Amotor, i, 0); | ||
1324 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f); | ||
1325 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f); | ||
1326 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0); | ||
1327 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f); | ||
1328 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f); | ||
1329 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f); | ||
1330 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f); | ||
1331 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f); | ||
1332 | } | ||
1333 | } | ||
1334 | 1095 | ||
1096 | //Console.WriteLine(" GeomSetCategoryBits 1: " + prm.prim_geom + " - " + (int)prm.m_collisionCategories + " for " + Name); | ||
1097 | d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories); | ||
1098 | d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags); | ||
1335 | 1099 | ||
1336 | private void SetGeom(IntPtr geom) | 1100 | d.Quaternion quat = new d.Quaternion(); |
1337 | { | 1101 | quat.W = prm._orientation.W; |
1338 | prim_geom = geom; | 1102 | quat.X = prm._orientation.X; |
1339 | //Console.WriteLine("SetGeom to " + prim_geom + " for " + Name); | 1103 | quat.Y = prm._orientation.Y; |
1340 | if (prim_geom != IntPtr.Zero) | 1104 | quat.Z = prm._orientation.Z; |
1341 | { | ||
1342 | 1105 | ||
1343 | if (m_NoColide) | 1106 | d.Matrix3 mat = new d.Matrix3(); |
1344 | { | 1107 | d.RfromQ(out mat, ref quat); |
1345 | d.GeomSetCategoryBits(prim_geom, 0); | 1108 | if (Body != IntPtr.Zero) |
1346 | if (m_isphysical) | ||
1347 | { | 1109 | { |
1348 | d.GeomSetCollideBits(prim_geom, (uint)CollisionCategories.Land); | 1110 | d.GeomSetBody(prm.prim_geom, Body); |
1111 | prm.childPrim = true; | ||
1112 | d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X , prm.Position.Y, prm.Position.Z); | ||
1113 | //d.GeomSetOffsetPosition(prim.prim_geom, | ||
1114 | // (Position.X - prm.Position.X) - pMass.c.X, | ||
1115 | // (Position.Y - prm.Position.Y) - pMass.c.Y, | ||
1116 | // (Position.Z - prm.Position.Z) - pMass.c.Z); | ||
1117 | d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat); | ||
1118 | //d.GeomSetOffsetRotation(prm.prim_geom, ref mat); | ||
1119 | d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z); | ||
1120 | d.BodySetMass(Body, ref pMass); | ||
1349 | } | 1121 | } |
1350 | else | 1122 | else |
1351 | { | 1123 | { |
1352 | d.GeomSetCollideBits(prim_geom, 0); | 1124 | m_log.DebugFormat("[PHYSICS]: {0} ain't got no boooooooooddy, no body", Name); |
1353 | d.GeomDisable(prim_geom); | ||
1354 | } | 1125 | } |
1355 | } | 1126 | |
1356 | else | 1127 | prm.m_interpenetrationcount = 0; |
1128 | prm.m_collisionscore = 0; | ||
1129 | prm.m_disabled = false; | ||
1130 | |||
1131 | // The body doesn't already have a finite rotation mode set here | ||
1132 | if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null) | ||
1133 | { | ||
1134 | prm.createAMotor(m_angularlock); | ||
1135 | } | ||
1136 | prm.Body = Body; | ||
1137 | _parent_scene.ActivatePrim(prm); | ||
1138 | } | ||
1139 | |||
1140 | m_collisionCategories |= CollisionCategories.Body; | ||
1141 | m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); | ||
1142 | |||
1143 | //Console.WriteLine("GeomSetCategoryBits 2: " + prim_geom + " - " + (int)m_collisionCategories + " for " + Name); | ||
1144 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | ||
1145 | //Console.WriteLine(" Post GeomSetCategoryBits 2"); | ||
1146 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
1147 | |||
1148 | d.Quaternion quat2 = new d.Quaternion(); | ||
1149 | quat2.W = _orientation.W; | ||
1150 | quat2.X = _orientation.X; | ||
1151 | quat2.Y = _orientation.Y; | ||
1152 | quat2.Z = _orientation.Z; | ||
1153 | |||
1154 | d.Matrix3 mat2 = new d.Matrix3(); | ||
1155 | d.RfromQ(out mat2, ref quat2); | ||
1156 | d.GeomSetBody(prim_geom, Body); | ||
1157 | d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z); | ||
1158 | //d.GeomSetOffsetPosition(prim.prim_geom, | ||
1159 | // (Position.X - prm.Position.X) - pMass.c.X, | ||
1160 | // (Position.Y - prm.Position.Y) - pMass.c.Y, | ||
1161 | // (Position.Z - prm.Position.Z) - pMass.c.Z); | ||
1162 | //d.GeomSetOffsetRotation(prim_geom, ref mat2); | ||
1163 | d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z); | ||
1164 | d.BodySetMass(Body, ref pMass); | ||
1165 | |||
1166 | d.BodySetAutoDisableFlag(Body, true); | ||
1167 | d.BodySetAutoDisableSteps(Body, body_autodisable_frames); | ||
1168 | |||
1169 | m_interpenetrationcount = 0; | ||
1170 | m_collisionscore = 0; | ||
1171 | m_disabled = false; | ||
1172 | |||
1173 | // The body doesn't already have a finite rotation mode set here | ||
1174 | if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null) | ||
1357 | { | 1175 | { |
1358 | d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories); | 1176 | createAMotor(m_angularlock); |
1359 | d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags); | ||
1360 | } | 1177 | } |
1361 | 1178 | ||
1362 | UpdatePrimBodyData(); | 1179 | d.BodySetPosition(Body, Position.X, Position.Y, Position.Z); |
1363 | _parent_scene.actor_name_map[prim_geom] = this; | ||
1364 | 1180 | ||
1181 | if (m_vehicle.Type != Vehicle.TYPE_NONE) | ||
1182 | m_vehicle.Enable(Body, _parent_scene); | ||
1365 | 1183 | ||
1366 | // debug | 1184 | _parent_scene.ActivatePrim(this); |
1367 | d.AABB aabb; | 1185 | } |
1368 | d.GeomGetAABB(prim_geom, out aabb); | 1186 | } |
1369 | float x = aabb.MaxX - aabb.MinX; | ||
1370 | float y = aabb.MaxY - aabb.MinY; | ||
1371 | float z = aabb.MaxZ - aabb.MinZ; | ||
1372 | if( x > 60.0f || y > 60.0f || z > 60.0f) | ||
1373 | m_log.WarnFormat("[PHYSICS]: large prim geo {0},size {1}, AABBsize <{2},{3},{4}, mesh {5} at {6}", | ||
1374 | Name, _size.ToString(), x, y, z, _pbs.SculptEntry ? _pbs.SculptTexture.ToString() : "primMesh", _position.ToString()); | ||
1375 | else if (x < 0.001f || y < 0.001f || z < 0.001f) | ||
1376 | m_log.WarnFormat("[PHYSICS]: small prim geo {0},size {1}, AABBsize <{2},{3},{4}, mesh {5} at {6}", | ||
1377 | Name, _size.ToString(), x, y, z, _pbs.SculptEntry ? _pbs.SculptTexture.ToString() : "primMesh", _position.ToString()); | ||
1378 | 1187 | ||
1379 | // | 1188 | private void ChildSetGeom(OdePrim odePrim) |
1189 | { | ||
1190 | // m_log.DebugFormat( | ||
1191 | // "[ODE PRIM]: ChildSetGeom {0} {1} for {2} {3}", odePrim.Name, odePrim.LocalID, Name, LocalID); | ||
1380 | 1192 | ||
1193 | //if (IsPhysical && Body != IntPtr.Zero) | ||
1194 | lock (childrenPrim) | ||
1195 | { | ||
1196 | foreach (OdePrim prm in childrenPrim) | ||
1197 | { | ||
1198 | //prm.childPrim = true; | ||
1199 | prm.disableBody(); | ||
1200 | //prm.m_taintparent = null; | ||
1201 | //prm._parent = null; | ||
1202 | //prm.m_taintPhysics = false; | ||
1203 | //prm.m_disabled = true; | ||
1204 | //prm.childPrim = false; | ||
1205 | } | ||
1206 | } | ||
1381 | 1207 | ||
1208 | disableBody(); | ||
1382 | 1209 | ||
1210 | // Spurious - Body == IntPtr.Zero after disableBody() | ||
1211 | // if (Body != IntPtr.Zero) | ||
1212 | // { | ||
1213 | // _parent_scene.DeactivatePrim(this); | ||
1214 | // } | ||
1383 | 1215 | ||
1216 | lock (childrenPrim) | ||
1217 | { | ||
1218 | foreach (OdePrim prm in childrenPrim) | ||
1219 | { | ||
1220 | //Console.WriteLine("ChildSetGeom calls ParentPrim"); | ||
1221 | AddChildPrim(prm); | ||
1222 | } | ||
1384 | } | 1223 | } |
1385 | else | ||
1386 | m_log.Warn("Setting bad Geom"); | ||
1387 | } | 1224 | } |
1388 | 1225 | ||
1389 | private bool GetMeshGeom() | 1226 | private void ChildDelink(OdePrim odePrim) |
1390 | { | 1227 | { |
1391 | IntPtr vertices, indices; | 1228 | // m_log.DebugFormat( |
1392 | int vertexCount, indexCount; | 1229 | // "[ODE PRIM]: Delinking prim {0} {1} from {2} {3}", odePrim.Name, odePrim.LocalID, Name, LocalID); |
1393 | int vertexStride, triStride; | ||
1394 | |||
1395 | IMesh mesh = m_mesh; | ||
1396 | 1230 | ||
1397 | if (mesh == null) | 1231 | // Okay, we have a delinked child.. need to rebuild the body. |
1398 | return false; | 1232 | lock (childrenPrim) |
1233 | { | ||
1234 | foreach (OdePrim prm in childrenPrim) | ||
1235 | { | ||
1236 | prm.childPrim = true; | ||
1237 | prm.disableBody(); | ||
1238 | //prm.m_taintparent = null; | ||
1239 | //prm._parent = null; | ||
1240 | //prm.m_taintPhysics = false; | ||
1241 | //prm.m_disabled = true; | ||
1242 | //prm.childPrim = false; | ||
1243 | } | ||
1244 | } | ||
1399 | 1245 | ||
1400 | mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); | 1246 | disableBody(); |
1401 | mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); | ||
1402 | 1247 | ||
1403 | if (vertexCount == 0 || indexCount == 0) | 1248 | lock (childrenPrim) |
1404 | { | 1249 | { |
1405 | m_log.WarnFormat("[PHYSICS]: Invalid mesh data on OdePrim {0}, mesh {1}", | 1250 | //Console.WriteLine("childrenPrim.Remove " + odePrim); |
1406 | Name, _pbs.SculptEntry ? _pbs.SculptTexture.ToString() : "primMesh"); | 1251 | childrenPrim.Remove(odePrim); |
1407 | 1252 | } | |
1408 | m_hasOBB = false; | ||
1409 | m_OBBOffset = Vector3.Zero; | ||
1410 | m_OBB = _size * 0.5f; | ||
1411 | 1253 | ||
1412 | m_physCost = 0.1f; | 1254 | // Spurious - Body == IntPtr.Zero after disableBody() |
1413 | m_streamCost = 1.0f; | 1255 | // if (Body != IntPtr.Zero) |
1256 | // { | ||
1257 | // _parent_scene.DeactivatePrim(this); | ||
1258 | // } | ||
1414 | 1259 | ||
1415 | _parent_scene.mesher.ReleaseMesh(mesh); | 1260 | lock (childrenPrim) |
1416 | m_meshState = MeshState.MeshFailed; | 1261 | { |
1417 | m_mesh = null; | 1262 | foreach (OdePrim prm in childrenPrim) |
1418 | return false; | 1263 | { |
1264 | //Console.WriteLine("ChildDelink calls ParentPrim"); | ||
1265 | AddChildPrim(prm); | ||
1266 | } | ||
1419 | } | 1267 | } |
1268 | } | ||
1420 | 1269 | ||
1421 | IntPtr geo = IntPtr.Zero; | 1270 | /// <summary> |
1422 | 1271 | /// Change prim in response to a selection taint. | |
1423 | try | 1272 | /// </summary> |
1273 | private void changeSelectedStatus() | ||
1274 | { | ||
1275 | if (m_taintselected) | ||
1424 | { | 1276 | { |
1425 | _triMeshData = d.GeomTriMeshDataCreate(); | 1277 | m_collisionCategories = CollisionCategories.Selected; |
1278 | m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space); | ||
1279 | |||
1280 | // We do the body disable soft twice because 'in theory' a collision could have happened | ||
1281 | // in between the disabling and the collision properties setting | ||
1282 | // which would wake the physical body up from a soft disabling and potentially cause it to fall | ||
1283 | // through the ground. | ||
1284 | |||
1285 | // NOTE FOR JOINTS: this doesn't always work for jointed assemblies because if you select | ||
1286 | // just one part of the assembly, the rest of the assembly is non-selected and still simulating, | ||
1287 | // so that causes the selected part to wake up and continue moving. | ||
1288 | |||
1289 | // even if you select all parts of a jointed assembly, it is not guaranteed that the entire | ||
1290 | // assembly will stop simulating during the selection, because of the lack of atomicity | ||
1291 | // of select operations (their processing could be interrupted by a thread switch, causing | ||
1292 | // simulation to continue before all of the selected object notifications trickle down to | ||
1293 | // the physics engine). | ||
1294 | |||
1295 | // e.g. we select 100 prims that are connected by joints. non-atomically, the first 50 are | ||
1296 | // selected and disabled. then, due to a thread switch, the selection processing is | ||
1297 | // interrupted and the physics engine continues to simulate, so the last 50 items, whose | ||
1298 | // selection was not yet processed, continues to simulate. this wakes up ALL of the | ||
1299 | // first 50 again. then the last 50 are disabled. then the first 50, which were just woken | ||
1300 | // up, start simulating again, which in turn wakes up the last 50. | ||
1301 | |||
1302 | if (IsPhysical) | ||
1303 | { | ||
1304 | disableBodySoft(); | ||
1305 | } | ||
1426 | 1306 | ||
1427 | d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride); | 1307 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); |
1428 | d.GeomTriMeshDataPreprocess(_triMeshData); | 1308 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); |
1429 | 1309 | ||
1430 | geo = d.CreateTriMesh(m_targetSpace, _triMeshData, null, null, null); | 1310 | if (IsPhysical) |
1311 | { | ||
1312 | disableBodySoft(); | ||
1313 | } | ||
1431 | } | 1314 | } |
1432 | 1315 | else | |
1433 | catch (Exception e) | ||
1434 | { | 1316 | { |
1435 | m_log.ErrorFormat("[PHYSICS]: SetGeom Mesh failed for {0} exception: {1}", Name, e); | 1317 | m_collisionCategories = CollisionCategories.Geom; |
1436 | if (_triMeshData != IntPtr.Zero) | 1318 | |
1319 | if (IsPhysical) | ||
1320 | m_collisionCategories |= CollisionCategories.Body; | ||
1321 | |||
1322 | m_collisionFlags = m_default_collisionFlags; | ||
1323 | |||
1324 | if (m_collidesLand) | ||
1325 | m_collisionFlags |= CollisionCategories.Land; | ||
1326 | if (m_collidesWater) | ||
1327 | m_collisionFlags |= CollisionCategories.Water; | ||
1328 | |||
1329 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | ||
1330 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
1331 | |||
1332 | if (IsPhysical) | ||
1437 | { | 1333 | { |
1438 | try | 1334 | if (Body != IntPtr.Zero) |
1439 | { | ||
1440 | d.GeomTriMeshDataDestroy(_triMeshData); | ||
1441 | } | ||
1442 | catch | ||
1443 | { | 1335 | { |
1336 | d.BodySetLinearVel(Body, 0f, 0f, 0f); | ||
1337 | d.BodySetForce(Body, 0, 0, 0); | ||
1338 | enableBodySoft(); | ||
1444 | } | 1339 | } |
1445 | } | 1340 | } |
1446 | _triMeshData = IntPtr.Zero; | ||
1447 | |||
1448 | m_hasOBB = false; | ||
1449 | m_OBBOffset = Vector3.Zero; | ||
1450 | m_OBB = _size * 0.5f; | ||
1451 | m_physCost = 0.1f; | ||
1452 | m_streamCost = 1.0f; | ||
1453 | |||
1454 | _parent_scene.mesher.ReleaseMesh(mesh); | ||
1455 | m_meshState = MeshState.MeshFailed; | ||
1456 | m_mesh = null; | ||
1457 | return false; | ||
1458 | } | 1341 | } |
1459 | 1342 | ||
1460 | m_physCost = 0.0013f * (float)indexCount; | 1343 | resetCollisionAccounting(); |
1461 | // todo | 1344 | m_isSelected = m_taintselected; |
1462 | m_streamCost = 1.0f; | 1345 | }//end changeSelectedStatus |
1463 | |||
1464 | SetGeom(geo); | ||
1465 | 1346 | ||
1466 | return true; | 1347 | internal void ResetTaints() |
1348 | { | ||
1349 | m_taintposition = _position; | ||
1350 | m_taintrot = _orientation; | ||
1351 | m_taintPhysics = IsPhysical; | ||
1352 | m_taintselected = m_isSelected; | ||
1353 | m_taintsize = _size; | ||
1354 | m_taintshape = false; | ||
1355 | m_taintforce = false; | ||
1356 | m_taintdisable = false; | ||
1357 | m_taintVelocity = Vector3.Zero; | ||
1467 | } | 1358 | } |
1468 | 1359 | ||
1469 | private void CreateGeom() | 1360 | /// <summary> |
1361 | /// Create a geometry for the given mesh in the given target space. | ||
1362 | /// </summary> | ||
1363 | /// <param name="m_targetSpace"></param> | ||
1364 | /// <param name="mesh">If null, then a mesh is used that is based on the profile shape data.</param> | ||
1365 | private void CreateGeom(IntPtr m_targetSpace, IMesh mesh) | ||
1470 | { | 1366 | { |
1471 | bool hasMesh = false; | 1367 | #if SPAM |
1472 | 1368 | Console.WriteLine("CreateGeom:"); | |
1473 | m_NoColide = false; | 1369 | #endif |
1474 | 1370 | if (mesh != null) | |
1475 | if ((m_meshState & MeshState.FailMask) != 0) | ||
1476 | m_NoColide = true; | ||
1477 | |||
1478 | else if(m_mesh != null) | ||
1479 | { | 1371 | { |
1480 | if (GetMeshGeom()) | 1372 | setMesh(_parent_scene, mesh); |
1481 | hasMesh = true; | ||
1482 | else | ||
1483 | m_NoColide = true; | ||
1484 | } | 1373 | } |
1485 | 1374 | else | |
1486 | |||
1487 | if (!hasMesh) | ||
1488 | { | 1375 | { |
1489 | IntPtr geo = IntPtr.Zero; | 1376 | if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1) |
1490 | 1377 | { | |
1491 | if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1 | 1378 | if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z) |
1492 | && _size.X == _size.Y && _size.Y == _size.Z) | ||
1493 | { // it's a sphere | ||
1494 | try | ||
1495 | { | 1379 | { |
1496 | geo = d.CreateSphere(m_targetSpace, _size.X * 0.5f); | 1380 | if (((_size.X / 2f) > 0f)) |
1381 | { | ||
1382 | // _parent_scene.waitForSpaceUnlock(m_targetSpace); | ||
1383 | try | ||
1384 | { | ||
1385 | //Console.WriteLine(" CreateGeom 1"); | ||
1386 | SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2)); | ||
1387 | m_expectedCollisionContacts = 3; | ||
1388 | } | ||
1389 | catch (AccessViolationException) | ||
1390 | { | ||
1391 | m_log.WarnFormat("[PHYSICS]: Unable to create physics proxy for object {0}", Name); | ||
1392 | return; | ||
1393 | } | ||
1394 | } | ||
1395 | else | ||
1396 | { | ||
1397 | // _parent_scene.waitForSpaceUnlock(m_targetSpace); | ||
1398 | try | ||
1399 | { | ||
1400 | //Console.WriteLine(" CreateGeom 2"); | ||
1401 | SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z)); | ||
1402 | m_expectedCollisionContacts = 4; | ||
1403 | } | ||
1404 | catch (AccessViolationException) | ||
1405 | { | ||
1406 | m_log.WarnFormat("[PHYSICS]: Unable to create physics proxy for object {0}", Name); | ||
1407 | return; | ||
1408 | } | ||
1409 | } | ||
1497 | } | 1410 | } |
1498 | catch (Exception e) | 1411 | else |
1499 | { | 1412 | { |
1500 | m_log.WarnFormat("[PHYSICS]: Create sphere failed: {0}", e); | 1413 | // _parent_scene.waitForSpaceUnlock(m_targetSpace); |
1501 | return; | 1414 | try |
1415 | { | ||
1416 | //Console.WriteLine(" CreateGeom 3"); | ||
1417 | SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z)); | ||
1418 | m_expectedCollisionContacts = 4; | ||
1419 | } | ||
1420 | catch (AccessViolationException) | ||
1421 | { | ||
1422 | m_log.WarnFormat("[PHYSICS]: Unable to create physics proxy for object {0}", Name); | ||
1423 | return; | ||
1424 | } | ||
1502 | } | 1425 | } |
1503 | } | 1426 | } |
1504 | else | 1427 | else |
1505 | {// do it as a box | 1428 | { |
1429 | // _parent_scene.waitForSpaceUnlock(m_targetSpace); | ||
1506 | try | 1430 | try |
1507 | { | 1431 | { |
1508 | geo = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z); | 1432 | //Console.WriteLine(" CreateGeom 4"); |
1433 | SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z)); | ||
1434 | m_expectedCollisionContacts = 4; | ||
1509 | } | 1435 | } |
1510 | catch (Exception e) | 1436 | catch (AccessViolationException) |
1511 | { | 1437 | { |
1512 | m_log.Warn("[PHYSICS]: Create box failed: {0}", e); | 1438 | m_log.WarnFormat("[PHYSICS]: Unable to create physics proxy for object {0}", Name); |
1513 | return; | 1439 | return; |
1514 | } | 1440 | } |
1515 | } | 1441 | } |
1516 | m_physCost = 0.1f; | ||
1517 | m_streamCost = 1.0f; | ||
1518 | SetGeom(geo); | ||
1519 | } | 1442 | } |
1520 | } | 1443 | } |
1521 | 1444 | ||
1522 | private void RemoveGeom() | 1445 | /// <summary> |
1446 | /// Remove the existing geom from this prim. | ||
1447 | /// </summary> | ||
1448 | /// <param name="m_targetSpace"></param> | ||
1449 | /// <param name="mesh">If null, then a mesh is used that is based on the profile shape data.</param> | ||
1450 | /// <returns>true if the geom was successfully removed, false if it was already gone or the remove failed.</returns> | ||
1451 | internal bool RemoveGeom() | ||
1523 | { | 1452 | { |
1524 | if (prim_geom != IntPtr.Zero) | 1453 | if (prim_geom != IntPtr.Zero) |
1525 | { | 1454 | { |
1526 | _parent_scene.actor_name_map.Remove(prim_geom); | ||
1527 | |||
1528 | try | 1455 | try |
1529 | { | 1456 | { |
1457 | _parent_scene.geom_name_map.Remove(prim_geom); | ||
1458 | _parent_scene.actor_name_map.Remove(prim_geom); | ||
1530 | d.GeomDestroy(prim_geom); | 1459 | d.GeomDestroy(prim_geom); |
1531 | if (_triMeshData != IntPtr.Zero) | 1460 | m_expectedCollisionContacts = 0; |
1532 | { | 1461 | prim_geom = IntPtr.Zero; |
1533 | d.GeomTriMeshDataDestroy(_triMeshData); | ||
1534 | _triMeshData = IntPtr.Zero; | ||
1535 | } | ||
1536 | } | 1462 | } |
1537 | catch (Exception e) | 1463 | catch (System.AccessViolationException) |
1538 | { | 1464 | { |
1539 | m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction failed for {0} exception {1}", Name, e); | 1465 | prim_geom = IntPtr.Zero; |
1466 | m_expectedCollisionContacts = 0; | ||
1467 | m_log.ErrorFormat("[PHYSICS]: PrimGeom dead for {0}", Name); | ||
1468 | |||
1469 | return false; | ||
1540 | } | 1470 | } |
1541 | 1471 | ||
1542 | prim_geom = IntPtr.Zero; | 1472 | return true; |
1543 | collide_geom = IntPtr.Zero; | ||
1544 | m_targetSpace = IntPtr.Zero; | ||
1545 | } | 1473 | } |
1546 | else | 1474 | else |
1547 | { | 1475 | { |
1548 | m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction BAD {0}", Name); | 1476 | m_log.WarnFormat( |
1549 | } | 1477 | "[ODE PRIM]: Called RemoveGeom() on {0} {1} where geometry was already null.", Name, LocalID); |
1550 | |||
1551 | lock (m_meshlock) | ||
1552 | { | ||
1553 | if (m_mesh != null) | ||
1554 | { | ||
1555 | _parent_scene.mesher.ReleaseMesh(m_mesh); | ||
1556 | m_mesh = null; | ||
1557 | } | ||
1558 | } | ||
1559 | |||
1560 | Body = IntPtr.Zero; | ||
1561 | m_hasOBB = false; | ||
1562 | } | ||
1563 | |||
1564 | //sets non physical prim m_targetSpace to right space in spaces grid for static prims | ||
1565 | // should only be called for non physical prims unless they are becoming non physical | ||
1566 | private void SetInStaticSpace(OdePrim prim) | ||
1567 | { | ||
1568 | IntPtr targetSpace = _parent_scene.MoveGeomToStaticSpace(prim.prim_geom, prim._position, prim.m_targetSpace); | ||
1569 | prim.m_targetSpace = targetSpace; | ||
1570 | collide_geom = IntPtr.Zero; | ||
1571 | } | ||
1572 | |||
1573 | public void enableBodySoft() | ||
1574 | { | ||
1575 | m_disabled = false; | ||
1576 | if (!childPrim && !m_isSelected) | ||
1577 | { | ||
1578 | if (m_isphysical && Body != IntPtr.Zero) | ||
1579 | { | ||
1580 | UpdateCollisionCatFlags(); | ||
1581 | ApplyCollisionCatFlags(); | ||
1582 | |||
1583 | d.BodyEnable(Body); | ||
1584 | } | ||
1585 | } | ||
1586 | resetCollisionAccounting(); | ||
1587 | } | ||
1588 | 1478 | ||
1589 | private void disableBodySoft() | 1479 | return false; |
1590 | { | ||
1591 | m_disabled = true; | ||
1592 | if (!childPrim) | ||
1593 | { | ||
1594 | if (m_isphysical && Body != IntPtr.Zero) | ||
1595 | { | ||
1596 | if (m_isSelected) | ||
1597 | m_collisionFlags = CollisionCategories.Selected; | ||
1598 | else | ||
1599 | m_collisionCategories = 0; | ||
1600 | m_collisionFlags = 0; | ||
1601 | ApplyCollisionCatFlags(); | ||
1602 | d.BodyDisable(Body); | ||
1603 | } | ||
1604 | } | 1480 | } |
1605 | } | 1481 | } |
1606 | 1482 | /// <summary> | |
1607 | private void MakeBody() | 1483 | /// Add prim in response to an add taint. |
1484 | /// </summary> | ||
1485 | private void changeadd() | ||
1608 | { | 1486 | { |
1609 | if (!m_isphysical) // only physical get bodies | 1487 | // m_log.DebugFormat("[ODE PRIM]: Adding prim {0}", Name); |
1610 | return; | 1488 | |
1489 | int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position); | ||
1490 | IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position); | ||
1611 | 1491 | ||
1612 | if (childPrim) // child prims don't get bodies; | 1492 | if (targetspace == IntPtr.Zero) |
1613 | return; | 1493 | targetspace = _parent_scene.createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]); |
1614 | 1494 | ||
1615 | if (m_building) | 1495 | m_targetSpace = targetspace; |
1616 | return; | ||
1617 | 1496 | ||
1618 | if (prim_geom == IntPtr.Zero) | 1497 | IMesh mesh = null; |
1619 | { | ||
1620 | m_log.Warn("[PHYSICS]: Unable to link the linkset. Root has no geom yet"); | ||
1621 | return; | ||
1622 | } | ||
1623 | 1498 | ||
1624 | if (Body != IntPtr.Zero) | 1499 | if (_parent_scene.needsMeshing(_pbs)) |
1625 | { | 1500 | { |
1626 | DestroyBody(); | 1501 | // Don't need to re-enable body.. it's done in SetMesh |
1627 | m_log.Warn("[PHYSICS]: MakeBody called having a body"); | 1502 | mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical); |
1503 | // createmesh returns null when it's a shape that isn't a cube. | ||
1504 | // m_log.Debug(m_localID); | ||
1505 | if (mesh == null) | ||
1506 | CheckMeshAsset(); | ||
1628 | } | 1507 | } |
1629 | 1508 | ||
1630 | if (d.GeomGetBody(prim_geom) != IntPtr.Zero) | 1509 | #if SPAM |
1631 | { | 1510 | Console.WriteLine("changeadd 1"); |
1632 | d.GeomSetBody(prim_geom, IntPtr.Zero); | 1511 | #endif |
1633 | m_log.Warn("[PHYSICS]: MakeBody root geom already had a body"); | 1512 | CreateGeom(m_targetSpace, mesh); |
1634 | } | ||
1635 | 1513 | ||
1636 | d.Matrix3 mymat = new d.Matrix3(); | 1514 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); |
1637 | d.Quaternion myrot = new d.Quaternion(); | 1515 | d.Quaternion myrot = new d.Quaternion(); |
1638 | d.Mass objdmass = new d.Mass { }; | ||
1639 | |||
1640 | Body = d.BodyCreate(_parent_scene.world); | ||
1641 | |||
1642 | objdmass = primdMass; | ||
1643 | |||
1644 | // rotate inertia | ||
1645 | myrot.X = _orientation.X; | 1516 | myrot.X = _orientation.X; |
1646 | myrot.Y = _orientation.Y; | 1517 | myrot.Y = _orientation.Y; |
1647 | myrot.Z = _orientation.Z; | 1518 | myrot.Z = _orientation.Z; |
1648 | myrot.W = _orientation.W; | 1519 | myrot.W = _orientation.W; |
1520 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
1649 | 1521 | ||
1650 | d.RfromQ(out mymat, ref myrot); | 1522 | if (IsPhysical && Body == IntPtr.Zero) |
1651 | d.MassRotate(ref objdmass, ref mymat); | 1523 | enableBody(); |
1652 | |||
1653 | // set the body rotation | ||
1654 | d.BodySetRotation(Body, ref mymat); | ||
1655 | 1524 | ||
1656 | // recompute full object inertia if needed | 1525 | changeSelectedStatus(); |
1657 | if (childrenPrim.Count > 0) | ||
1658 | { | ||
1659 | d.Matrix3 mat = new d.Matrix3(); | ||
1660 | d.Quaternion quat = new d.Quaternion(); | ||
1661 | d.Mass tmpdmass = new d.Mass { }; | ||
1662 | Vector3 rcm; | ||
1663 | 1526 | ||
1664 | rcm.X = _position.X; | 1527 | m_taintadd = false; |
1665 | rcm.Y = _position.Y; | 1528 | } |
1666 | rcm.Z = _position.Z; | ||
1667 | 1529 | ||
1668 | lock (childrenPrim) | 1530 | /// <summary> |
1531 | /// Move prim in response to a move taint. | ||
1532 | /// </summary> | ||
1533 | private void changemove() | ||
1534 | { | ||
1535 | if (IsPhysical) | ||
1536 | { | ||
1537 | if (!m_disabled && !m_taintremove && !childPrim) | ||
1669 | { | 1538 | { |
1670 | foreach (OdePrim prm in childrenPrim) | 1539 | if (Body == IntPtr.Zero) |
1540 | enableBody(); | ||
1541 | |||
1542 | //Prim auto disable after 20 frames, | ||
1543 | //if you move it, re-enable the prim manually. | ||
1544 | if (_parent != null) | ||
1671 | { | 1545 | { |
1672 | if (prm.prim_geom == IntPtr.Zero) | 1546 | if (m_linkJoint != IntPtr.Zero) |
1673 | { | 1547 | { |
1674 | m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements, skipping it. No geom yet"); | 1548 | d.JointDestroy(m_linkJoint); |
1675 | continue; | 1549 | m_linkJoint = IntPtr.Zero; |
1676 | } | 1550 | } |
1551 | } | ||
1552 | |||
1553 | if (Body != IntPtr.Zero) | ||
1554 | { | ||
1555 | d.BodySetPosition(Body, _position.X, _position.Y, _position.Z); | ||
1677 | 1556 | ||
1678 | tmpdmass = prm.primdMass; | 1557 | if (_parent != null) |
1679 | |||
1680 | // apply prim current rotation to inertia | ||
1681 | quat.X = prm._orientation.X; | ||
1682 | quat.Y = prm._orientation.Y; | ||
1683 | quat.Z = prm._orientation.Z; | ||
1684 | quat.W = prm._orientation.W; | ||
1685 | d.RfromQ(out mat, ref quat); | ||
1686 | d.MassRotate(ref tmpdmass, ref mat); | ||
1687 | |||
1688 | Vector3 ppos = prm._position; | ||
1689 | ppos.X -= rcm.X; | ||
1690 | ppos.Y -= rcm.Y; | ||
1691 | ppos.Z -= rcm.Z; | ||
1692 | // refer inertia to root prim center of mass position | ||
1693 | d.MassTranslate(ref tmpdmass, | ||
1694 | ppos.X, | ||
1695 | ppos.Y, | ||
1696 | ppos.Z); | ||
1697 | |||
1698 | d.MassAdd(ref objdmass, ref tmpdmass); // add to total object inertia | ||
1699 | // fix prim colision cats | ||
1700 | |||
1701 | if (d.GeomGetBody(prm.prim_geom) != IntPtr.Zero) | ||
1702 | { | 1558 | { |
1703 | d.GeomSetBody(prm.prim_geom, IntPtr.Zero); | 1559 | OdePrim odParent = (OdePrim)_parent; |
1704 | m_log.Warn("[PHYSICS]: MakeBody child geom already had a body"); | 1560 | if (Body != (IntPtr)0 && odParent.Body != (IntPtr)0 && Body != odParent.Body) |
1561 | { | ||
1562 | // KF: Fixed Joints were removed? Anyway - this Console.WriteLine does not show up, so routine is not used?? | ||
1563 | Console.WriteLine(" JointCreateFixed"); | ||
1564 | m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup); | ||
1565 | d.JointAttach(m_linkJoint, Body, odParent.Body); | ||
1566 | d.JointSetFixed(m_linkJoint); | ||
1567 | } | ||
1705 | } | 1568 | } |
1706 | 1569 | d.BodyEnable(Body); | |
1707 | d.GeomClearOffset(prm.prim_geom); | 1570 | if (m_vehicle.Type != Vehicle.TYPE_NONE) |
1708 | d.GeomSetBody(prm.prim_geom, Body); | 1571 | { |
1709 | prm.Body = Body; | 1572 | m_vehicle.Enable(Body, _parent_scene); |
1710 | d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat); // set relative rotation | 1573 | } |
1574 | } | ||
1575 | else | ||
1576 | { | ||
1577 | m_log.WarnFormat("[PHYSICS]: Body for {0} still null after enableBody(). This is a crash scenario.", Name); | ||
1711 | } | 1578 | } |
1712 | } | 1579 | } |
1580 | //else | ||
1581 | // { | ||
1582 | //m_log.Debug("[BUG]: race!"); | ||
1583 | //} | ||
1713 | } | 1584 | } |
1714 | 1585 | ||
1715 | d.GeomClearOffset(prim_geom); // make sure we don't have a hidden offset | 1586 | // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position); |
1716 | // associate root geom with body | 1587 | // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position); |
1717 | d.GeomSetBody(prim_geom, Body); | 1588 | // _parent_scene.waitForSpaceUnlock(m_targetSpace); |
1718 | |||
1719 | d.BodySetPosition(Body, _position.X + objdmass.c.X, _position.Y + objdmass.c.Y, _position.Z + objdmass.c.Z); | ||
1720 | d.GeomSetOffsetWorldPosition(prim_geom, _position.X, _position.Y, _position.Z); | ||
1721 | |||
1722 | d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body | ||
1723 | myrot.X = -myrot.X; | ||
1724 | myrot.Y = -myrot.Y; | ||
1725 | myrot.Z = -myrot.Z; | ||
1726 | 1589 | ||
1727 | d.RfromQ(out mymat, ref myrot); | 1590 | IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace); |
1728 | d.MassRotate(ref objdmass, ref mymat); | 1591 | m_targetSpace = tempspace; |
1729 | 1592 | ||
1730 | d.BodySetMass(Body, ref objdmass); | 1593 | // _parent_scene.waitForSpaceUnlock(m_targetSpace); |
1731 | _mass = objdmass.mass; | ||
1732 | 1594 | ||
1733 | // disconnect from world gravity so we can apply buoyancy | 1595 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); |
1734 | d.BodySetGravityMode(Body, false); | ||
1735 | |||
1736 | d.BodySetAutoDisableFlag(Body, true); | ||
1737 | d.BodySetAutoDisableSteps(Body, body_autodisable_frames); | ||
1738 | d.BodySetDamping(Body, .005f, .005f); | ||
1739 | |||
1740 | if (m_targetSpace != IntPtr.Zero) | ||
1741 | { | ||
1742 | _parent_scene.waitForSpaceUnlock(m_targetSpace); | ||
1743 | if (d.SpaceQuery(m_targetSpace, prim_geom)) | ||
1744 | d.SpaceRemove(m_targetSpace, prim_geom); | ||
1745 | } | ||
1746 | |||
1747 | if (childrenPrim.Count == 0) | ||
1748 | { | ||
1749 | collide_geom = prim_geom; | ||
1750 | m_targetSpace = _parent_scene.ActiveSpace; | ||
1751 | } | ||
1752 | else | ||
1753 | { | ||
1754 | m_targetSpace = d.HashSpaceCreate(_parent_scene.ActiveSpace); | ||
1755 | d.HashSpaceSetLevels(m_targetSpace, -2, 8); | ||
1756 | d.SpaceSetSublevel(m_targetSpace, 3); | ||
1757 | d.SpaceSetCleanup(m_targetSpace, false); | ||
1758 | |||
1759 | d.GeomSetCategoryBits(m_targetSpace, (uint)(CollisionCategories.Space | | ||
1760 | CollisionCategories.Geom | | ||
1761 | CollisionCategories.Phantom | | ||
1762 | CollisionCategories.VolumeDtc | ||
1763 | )); | ||
1764 | d.GeomSetCollideBits(m_targetSpace, 0); | ||
1765 | collide_geom = m_targetSpace; | ||
1766 | } | ||
1767 | 1596 | ||
1597 | // _parent_scene.waitForSpaceUnlock(m_targetSpace); | ||
1768 | d.SpaceAdd(m_targetSpace, prim_geom); | 1598 | d.SpaceAdd(m_targetSpace, prim_geom); |
1769 | 1599 | ||
1770 | if (m_delaySelect) | 1600 | changeSelectedStatus(); |
1771 | { | ||
1772 | m_isSelected = true; | ||
1773 | m_delaySelect = false; | ||
1774 | } | ||
1775 | |||
1776 | m_collisionscore = 0; | ||
1777 | 1601 | ||
1778 | UpdateCollisionCatFlags(); | 1602 | resetCollisionAccounting(); |
1779 | ApplyCollisionCatFlags(); | 1603 | m_taintposition = _position; |
1604 | } | ||
1780 | 1605 | ||
1781 | _parent_scene.addActivePrim(this); | 1606 | internal void Move(float timestep) |
1607 | { | ||
1608 | float fx = 0; | ||
1609 | float fy = 0; | ||
1610 | float fz = 0; | ||
1782 | 1611 | ||
1783 | lock (childrenPrim) | 1612 | if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim) // KF: Only move root prims. |
1784 | { | 1613 | { |
1785 | foreach (OdePrim prm in childrenPrim) | 1614 | if (m_vehicle.Type != Vehicle.TYPE_NONE) |
1786 | { | 1615 | { |
1787 | if (prm.prim_geom == IntPtr.Zero) | 1616 | // 'VEHICLES' are dealt with in ODEDynamics.cs |
1788 | continue; | 1617 | m_vehicle.Step(timestep, _parent_scene); |
1618 | } | ||
1619 | else | ||
1620 | { | ||
1621 | //Console.WriteLine("Move " + Name); | ||
1622 | if (!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009 | ||
1623 | // NON-'VEHICLES' are dealt with here | ||
1624 | // if (d.BodyIsEnabled(Body) && !m_angularlock.ApproxEquals(Vector3.Zero, 0.003f)) | ||
1625 | // { | ||
1626 | // d.Vector3 avel2 = d.BodyGetAngularVel(Body); | ||
1627 | // /* | ||
1628 | // if (m_angularlock.X == 1) | ||
1629 | // avel2.X = 0; | ||
1630 | // if (m_angularlock.Y == 1) | ||
1631 | // avel2.Y = 0; | ||
1632 | // if (m_angularlock.Z == 1) | ||
1633 | // avel2.Z = 0; | ||
1634 | // d.BodySetAngularVel(Body, avel2.X, avel2.Y, avel2.Z); | ||
1635 | // */ | ||
1636 | // } | ||
1637 | //float PID_P = 900.0f; | ||
1638 | |||
1639 | float m_mass = CalculateMass(); | ||
1640 | |||
1641 | // fz = 0f; | ||
1642 | //m_log.Info(m_collisionFlags.ToString()); | ||
1789 | 1643 | ||
1790 | Vector3 ppos = prm._position; | 1644 | |
1791 | d.GeomSetOffsetWorldPosition(prm.prim_geom, ppos.X, ppos.Y, ppos.Z); // set relative position | 1645 | //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle. |
1646 | // would come from SceneObjectPart.cs, public void SetBuoyancy(float fvalue) , PhysActor.Buoyancy = fvalue; ?? | ||
1647 | // m_buoyancy: (unlimited value) <0=Falls fast; 0=1g; 1=0g; >1 = floats up | ||
1648 | // gravityz multiplier = 1 - m_buoyancy | ||
1649 | fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; | ||
1792 | 1650 | ||
1793 | if (prm.m_targetSpace != m_targetSpace) | 1651 | if (m_usePID) |
1794 | { | 1652 | { |
1795 | if (prm.m_targetSpace != IntPtr.Zero) | 1653 | //Console.WriteLine("PID " + Name); |
1654 | // KF - this is for object move? eg. llSetPos() ? | ||
1655 | //if (!d.BodyIsEnabled(Body)) | ||
1656 | //d.BodySetForce(Body, 0f, 0f, 0f); | ||
1657 | // If we're using the PID controller, then we have no gravity | ||
1658 | //fz = (-1 * _parent_scene.gravityz) * m_mass; //KF: ?? Prims have no global gravity,so simply... | ||
1659 | fz = 0f; | ||
1660 | |||
1661 | // no lock; for now it's only called from within Simulate() | ||
1662 | |||
1663 | // If the PID Controller isn't active then we set our force | ||
1664 | // calculating base velocity to the current position | ||
1665 | |||
1666 | if ((m_PIDTau < 1) && (m_PIDTau != 0)) | ||
1796 | { | 1667 | { |
1797 | _parent_scene.waitForSpaceUnlock(prm.m_targetSpace); | 1668 | //PID_G = PID_G / m_PIDTau; |
1798 | if (d.SpaceQuery(prm.m_targetSpace, prm.prim_geom)) | 1669 | m_PIDTau = 1; |
1799 | d.SpaceRemove(prm.m_targetSpace, prm.prim_geom); | ||
1800 | } | 1670 | } |
1801 | prm.m_targetSpace = m_targetSpace; | 1671 | |
1802 | d.SpaceAdd(m_targetSpace, prm.prim_geom); | 1672 | if ((PID_G - m_PIDTau) <= 0) |
1803 | } | 1673 | { |
1804 | 1674 | PID_G = m_PIDTau + 1; | |
1805 | prm.m_collisionscore = 0; | 1675 | } |
1676 | //PidStatus = true; | ||
1806 | 1677 | ||
1807 | if(!m_disabled) | 1678 | // PhysicsVector vec = new PhysicsVector(); |
1808 | prm.m_disabled = false; | 1679 | d.Vector3 vel = d.BodyGetLinearVel(Body); |
1809 | 1680 | ||
1810 | _parent_scene.addActivePrim(prm); | 1681 | d.Vector3 pos = d.BodyGetPosition(Body); |
1811 | } | 1682 | _target_velocity = |
1812 | } | 1683 | new Vector3( |
1684 | (m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep), | ||
1685 | (m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep), | ||
1686 | (m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep) | ||
1687 | ); | ||
1813 | 1688 | ||
1814 | // The body doesn't already have a finite rotation mode set here | 1689 | // if velocity is zero, use position control; otherwise, velocity control |
1815 | if ((!m_angularlock.ApproxEquals(Vector3.One, 0.0f)) && _parent == null) | ||
1816 | { | ||
1817 | createAMotor(m_angularlock); | ||
1818 | } | ||
1819 | 1690 | ||
1691 | if (_target_velocity.ApproxEquals(Vector3.Zero,0.1f)) | ||
1692 | { | ||
1693 | // keep track of where we stopped. No more slippin' & slidin' | ||
1694 | |||
1695 | // We only want to deactivate the PID Controller if we think we want to have our surrogate | ||
1696 | // react to the physics scene by moving it's position. | ||
1697 | // Avatar to Avatar collisions | ||
1698 | // Prim to avatar collisions | ||
1699 | |||
1700 | //fx = (_target_velocity.X - vel.X) * (PID_D) + (_zeroPosition.X - pos.X) * (PID_P * 2); | ||
1701 | //fy = (_target_velocity.Y - vel.Y) * (PID_D) + (_zeroPosition.Y - pos.Y) * (PID_P * 2); | ||
1702 | //fz = fz + (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P; | ||
1703 | d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z); | ||
1704 | d.BodySetLinearVel(Body, 0, 0, 0); | ||
1705 | d.BodyAddForce(Body, 0, 0, fz); | ||
1706 | return; | ||
1707 | } | ||
1708 | else | ||
1709 | { | ||
1710 | _zeroFlag = false; | ||
1820 | 1711 | ||
1821 | if (m_isSelected || m_disabled) | 1712 | // We're flying and colliding with something |
1822 | { | 1713 | fx = ((_target_velocity.X) - vel.X) * (PID_D); |
1823 | d.BodyDisable(Body); | 1714 | fy = ((_target_velocity.Y) - vel.Y) * (PID_D); |
1824 | } | 1715 | |
1825 | else | 1716 | // vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P; |
1826 | { | ||
1827 | d.BodySetAngularVel(Body, m_rotationalVelocity.X, m_rotationalVelocity.Y, m_rotationalVelocity.Z); | ||
1828 | d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z); | ||
1829 | } | ||
1830 | _parent_scene.addActiveGroups(this); | ||
1831 | } | ||
1832 | 1717 | ||
1833 | private void DestroyBody() | 1718 | fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass); |
1834 | { | 1719 | } |
1835 | if (Body != IntPtr.Zero) | 1720 | } // end if (m_usePID) |
1836 | { | ||
1837 | _parent_scene.remActivePrim(this); | ||
1838 | |||
1839 | collide_geom = IntPtr.Zero; | ||
1840 | 1721 | ||
1841 | if (m_disabled) | 1722 | // Hover PID Controller needs to be mutually exlusive to MoveTo PID controller |
1842 | m_collisionCategories = 0; | 1723 | if (m_useHoverPID && !m_usePID) |
1843 | else if (m_isSelected) | 1724 | { |
1844 | m_collisionCategories = CollisionCategories.Selected; | 1725 | //Console.WriteLine("Hover " + Name); |
1845 | else if (m_isVolumeDetect) | 1726 | |
1846 | m_collisionCategories = CollisionCategories.VolumeDtc; | 1727 | // If we're using the PID controller, then we have no gravity |
1847 | else if (m_isphantom) | 1728 | fz = (-1 * _parent_scene.gravityz) * m_mass; |
1848 | m_collisionCategories = CollisionCategories.Phantom; | ||
1849 | else | ||
1850 | m_collisionCategories = CollisionCategories.Geom; | ||
1851 | 1729 | ||
1852 | m_collisionFlags = 0; | 1730 | // no lock; for now it's only called from within Simulate() |
1853 | 1731 | ||
1854 | if (prim_geom != IntPtr.Zero) | 1732 | // If the PID Controller isn't active then we set our force |
1855 | { | 1733 | // calculating base velocity to the current position |
1856 | if (m_NoColide) | ||
1857 | { | ||
1858 | d.GeomSetCategoryBits(prim_geom, 0); | ||
1859 | d.GeomSetCollideBits(prim_geom, 0); | ||
1860 | } | ||
1861 | else | ||
1862 | { | ||
1863 | d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories); | ||
1864 | d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags); | ||
1865 | } | ||
1866 | UpdateDataFromGeom(); | ||
1867 | d.GeomSetBody(prim_geom, IntPtr.Zero); | ||
1868 | SetInStaticSpace(this); | ||
1869 | } | ||
1870 | 1734 | ||
1871 | if (!childPrim) | 1735 | if ((m_PIDTau < 1)) |
1872 | { | ||
1873 | lock (childrenPrim) | ||
1874 | { | ||
1875 | foreach (OdePrim prm in childrenPrim) | ||
1876 | { | 1736 | { |
1877 | _parent_scene.remActivePrim(prm); | 1737 | PID_G = PID_G / m_PIDTau; |
1738 | } | ||
1878 | 1739 | ||
1879 | if (prm.m_isSelected) | 1740 | if ((PID_G - m_PIDTau) <= 0) |
1880 | prm.m_collisionCategories = CollisionCategories.Selected; | 1741 | { |
1881 | else if (prm.m_isVolumeDetect) | 1742 | PID_G = m_PIDTau + 1; |
1882 | prm.m_collisionCategories = CollisionCategories.VolumeDtc; | 1743 | } |
1883 | else if (prm.m_isphantom) | ||
1884 | prm.m_collisionCategories = CollisionCategories.Phantom; | ||
1885 | else | ||
1886 | prm.m_collisionCategories = CollisionCategories.Geom; | ||
1887 | 1744 | ||
1888 | prm.m_collisionFlags = 0; | 1745 | // Where are we, and where are we headed? |
1746 | d.Vector3 pos = d.BodyGetPosition(Body); | ||
1747 | d.Vector3 vel = d.BodyGetLinearVel(Body); | ||
1889 | 1748 | ||
1890 | if (prm.prim_geom != IntPtr.Zero) | 1749 | // Non-Vehicles have a limited set of Hover options. |
1891 | { | 1750 | // determine what our target height really is based on HoverType |
1892 | if (prm.m_NoColide) | 1751 | switch (m_PIDHoverType) |
1752 | { | ||
1753 | case PIDHoverType.Ground: | ||
1754 | m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y); | ||
1755 | m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight; | ||
1756 | break; | ||
1757 | case PIDHoverType.GroundAndWater: | ||
1758 | m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y); | ||
1759 | m_waterHeight = _parent_scene.GetWaterLevel(); | ||
1760 | if (m_groundHeight > m_waterHeight) | ||
1893 | { | 1761 | { |
1894 | d.GeomSetCategoryBits(prm.prim_geom, 0); | 1762 | m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight; |
1895 | d.GeomSetCollideBits(prm.prim_geom, 0); | ||
1896 | } | 1763 | } |
1897 | else | 1764 | else |
1898 | { | 1765 | { |
1899 | d.GeomSetCategoryBits(prm.prim_geom, (uint)prm.m_collisionCategories); | 1766 | m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight; |
1900 | d.GeomSetCollideBits(prm.prim_geom, (uint)prm.m_collisionFlags); | ||
1901 | } | 1767 | } |
1902 | prm.UpdateDataFromGeom(); | 1768 | break; |
1903 | SetInStaticSpace(prm); | ||
1904 | } | ||
1905 | prm.Body = IntPtr.Zero; | ||
1906 | prm._mass = prm.primMass; | ||
1907 | prm.m_collisionscore = 0; | ||
1908 | } | ||
1909 | } | ||
1910 | if (Amotor != IntPtr.Zero) | ||
1911 | { | ||
1912 | d.JointDestroy(Amotor); | ||
1913 | Amotor = IntPtr.Zero; | ||
1914 | } | ||
1915 | _parent_scene.remActiveGroup(this); | ||
1916 | d.BodyDestroy(Body); | ||
1917 | } | ||
1918 | Body = IntPtr.Zero; | ||
1919 | } | ||
1920 | _mass = primMass; | ||
1921 | m_collisionscore = 0; | ||
1922 | } | ||
1923 | |||
1924 | private void FixInertia(Vector3 NewPos,Quaternion newrot) | ||
1925 | { | ||
1926 | d.Matrix3 mat = new d.Matrix3(); | ||
1927 | d.Quaternion quat = new d.Quaternion(); | ||
1928 | |||
1929 | d.Mass tmpdmass = new d.Mass { }; | ||
1930 | d.Mass objdmass = new d.Mass { }; | ||
1931 | |||
1932 | d.BodyGetMass(Body, out tmpdmass); | ||
1933 | objdmass = tmpdmass; | ||
1934 | |||
1935 | d.Vector3 dobjpos; | ||
1936 | d.Vector3 thispos; | ||
1937 | 1769 | ||
1938 | // get current object position and rotation | 1770 | } // end switch (m_PIDHoverType) |
1939 | dobjpos = d.BodyGetPosition(Body); | ||
1940 | 1771 | ||
1941 | // get prim own inertia in its local frame | ||
1942 | tmpdmass = primdMass; | ||
1943 | 1772 | ||
1944 | // transform to object frame | 1773 | _target_velocity = |
1945 | mat = d.GeomGetOffsetRotation(prim_geom); | 1774 | new Vector3(0.0f, 0.0f, |
1946 | d.MassRotate(ref tmpdmass, ref mat); | 1775 | (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep) |
1776 | ); | ||
1947 | 1777 | ||
1948 | thispos = d.GeomGetOffsetPosition(prim_geom); | 1778 | // if velocity is zero, use position control; otherwise, velocity control |
1949 | d.MassTranslate(ref tmpdmass, | ||
1950 | thispos.X, | ||
1951 | thispos.Y, | ||
1952 | thispos.Z); | ||
1953 | 1779 | ||
1954 | // subtract current prim inertia from object | 1780 | if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f)) |
1955 | DMassSubPartFromObj(ref tmpdmass, ref objdmass); | 1781 | { |
1956 | 1782 | // keep track of where we stopped. No more slippin' & slidin' | |
1957 | // back prim own inertia | 1783 | |
1958 | tmpdmass = primdMass; | 1784 | // We only want to deactivate the PID Controller if we think we want to have our surrogate |
1785 | // react to the physics scene by moving it's position. | ||
1786 | // Avatar to Avatar collisions | ||
1787 | // Prim to avatar collisions | ||
1788 | |||
1789 | d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight); | ||
1790 | d.BodySetLinearVel(Body, vel.X, vel.Y, 0); | ||
1791 | d.BodyAddForce(Body, 0, 0, fz); | ||
1792 | return; | ||
1793 | } | ||
1794 | else | ||
1795 | { | ||
1796 | _zeroFlag = false; | ||
1959 | 1797 | ||
1960 | // update to new position and orientation | 1798 | // We're flying and colliding with something |
1961 | _position = NewPos; | 1799 | fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass); |
1962 | d.GeomSetOffsetWorldPosition(prim_geom, NewPos.X, NewPos.Y, NewPos.Z); | 1800 | } |
1963 | _orientation = newrot; | 1801 | } |
1964 | quat.X = newrot.X; | ||
1965 | quat.Y = newrot.Y; | ||
1966 | quat.Z = newrot.Z; | ||
1967 | quat.W = newrot.W; | ||
1968 | d.GeomSetOffsetWorldQuaternion(prim_geom, ref quat); | ||
1969 | 1802 | ||
1970 | mat = d.GeomGetOffsetRotation(prim_geom); | 1803 | fx *= m_mass; |
1971 | d.MassRotate(ref tmpdmass, ref mat); | 1804 | fy *= m_mass; |
1805 | //fz *= m_mass; | ||
1972 | 1806 | ||
1973 | thispos = d.GeomGetOffsetPosition(prim_geom); | 1807 | fx += m_force.X; |
1974 | d.MassTranslate(ref tmpdmass, | 1808 | fy += m_force.Y; |
1975 | thispos.X, | 1809 | fz += m_force.Z; |
1976 | thispos.Y, | ||
1977 | thispos.Z); | ||
1978 | 1810 | ||
1979 | d.MassAdd(ref objdmass, ref tmpdmass); | 1811 | //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString()); |
1812 | if (fx != 0 || fy != 0 || fz != 0) | ||
1813 | { | ||
1814 | //m_taintdisable = true; | ||
1815 | //base.RaiseOutOfBounds(Position); | ||
1816 | //d.BodySetLinearVel(Body, fx, fy, 0f); | ||
1817 | if (!d.BodyIsEnabled(Body)) | ||
1818 | { | ||
1819 | // A physical body at rest on a surface will auto-disable after a while, | ||
1820 | // this appears to re-enable it incase the surface it is upon vanishes, | ||
1821 | // and the body should fall again. | ||
1822 | d.BodySetLinearVel(Body, 0f, 0f, 0f); | ||
1823 | d.BodySetForce(Body, 0, 0, 0); | ||
1824 | enableBodySoft(); | ||
1825 | } | ||
1980 | 1826 | ||
1981 | // fix all positions | 1827 | // 35x10 = 350n times the mass per second applied maximum. |
1982 | IntPtr g = d.BodyGetFirstGeom(Body); | 1828 | float nmax = 35f * m_mass; |
1983 | while (g != IntPtr.Zero) | 1829 | float nmin = -35f * m_mass; |
1984 | { | 1830 | |
1985 | thispos = d.GeomGetOffsetPosition(g); | 1831 | if (fx > nmax) |
1986 | thispos.X -= objdmass.c.X; | 1832 | fx = nmax; |
1987 | thispos.Y -= objdmass.c.Y; | 1833 | if (fx < nmin) |
1988 | thispos.Z -= objdmass.c.Z; | 1834 | fx = nmin; |
1989 | d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z); | 1835 | if (fy > nmax) |
1990 | g = d.dBodyGetNextGeom(g); | 1836 | fy = nmax; |
1837 | if (fy < nmin) | ||
1838 | fy = nmin; | ||
1839 | d.BodyAddForce(Body, fx, fy, fz); | ||
1840 | //Console.WriteLine("AddForce " + fx + "," + fy + "," + fz); | ||
1841 | } | ||
1842 | } | ||
1843 | } | ||
1844 | else | ||
1845 | { // is not physical, or is not a body or is selected | ||
1846 | // _zeroPosition = d.BodyGetPosition(Body); | ||
1847 | return; | ||
1848 | //Console.WriteLine("Nothing " + Name); | ||
1849 | |||
1991 | } | 1850 | } |
1992 | d.BodyVectorToWorld(Body,objdmass.c.X, objdmass.c.Y, objdmass.c.Z,out thispos); | ||
1993 | |||
1994 | d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z); | ||
1995 | d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body | ||
1996 | d.BodySetMass(Body, ref objdmass); | ||
1997 | _mass = objdmass.mass; | ||
1998 | } | 1851 | } |
1999 | 1852 | ||
2000 | 1853 | private void rotate() | |
2001 | |||
2002 | private void FixInertia(Vector3 NewPos) | ||
2003 | { | 1854 | { |
2004 | d.Matrix3 primmat = new d.Matrix3(); | 1855 | d.Quaternion myrot = new d.Quaternion(); |
2005 | d.Mass tmpdmass = new d.Mass { }; | 1856 | myrot.X = _orientation.X; |
2006 | d.Mass objdmass = new d.Mass { }; | 1857 | myrot.Y = _orientation.Y; |
2007 | d.Mass primmass = new d.Mass { }; | 1858 | myrot.Z = _orientation.Z; |
2008 | 1859 | myrot.W = _orientation.W; | |
2009 | d.Vector3 dobjpos; | 1860 | if (Body != IntPtr.Zero) |
2010 | d.Vector3 thispos; | ||
2011 | |||
2012 | d.BodyGetMass(Body, out objdmass); | ||
2013 | |||
2014 | // get prim own inertia in its local frame | ||
2015 | primmass = primdMass; | ||
2016 | // transform to object frame | ||
2017 | primmat = d.GeomGetOffsetRotation(prim_geom); | ||
2018 | d.MassRotate(ref primmass, ref primmat); | ||
2019 | |||
2020 | tmpdmass = primmass; | ||
2021 | |||
2022 | thispos = d.GeomGetOffsetPosition(prim_geom); | ||
2023 | d.MassTranslate(ref tmpdmass, | ||
2024 | thispos.X, | ||
2025 | thispos.Y, | ||
2026 | thispos.Z); | ||
2027 | |||
2028 | // subtract current prim inertia from object | ||
2029 | DMassSubPartFromObj(ref tmpdmass, ref objdmass); | ||
2030 | |||
2031 | // update to new position | ||
2032 | _position = NewPos; | ||
2033 | d.GeomSetOffsetWorldPosition(prim_geom, NewPos.X, NewPos.Y, NewPos.Z); | ||
2034 | |||
2035 | thispos = d.GeomGetOffsetPosition(prim_geom); | ||
2036 | d.MassTranslate(ref primmass, | ||
2037 | thispos.X, | ||
2038 | thispos.Y, | ||
2039 | thispos.Z); | ||
2040 | |||
2041 | d.MassAdd(ref objdmass, ref primmass); | ||
2042 | |||
2043 | // fix all positions | ||
2044 | IntPtr g = d.BodyGetFirstGeom(Body); | ||
2045 | while (g != IntPtr.Zero) | ||
2046 | { | 1861 | { |
2047 | thispos = d.GeomGetOffsetPosition(g); | 1862 | // KF: If this is a root prim do BodySet |
2048 | thispos.X -= objdmass.c.X; | 1863 | d.BodySetQuaternion(Body, ref myrot); |
2049 | thispos.Y -= objdmass.c.Y; | 1864 | if (IsPhysical) |
2050 | thispos.Z -= objdmass.c.Z; | 1865 | { |
2051 | d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z); | 1866 | if (!m_angularlock.ApproxEquals(Vector3.One, 0f)) |
2052 | g = d.dBodyGetNextGeom(g); | 1867 | createAMotor(m_angularlock); |
1868 | } | ||
2053 | } | 1869 | } |
2054 | 1870 | else | |
2055 | d.BodyVectorToWorld(Body, objdmass.c.X, objdmass.c.Y, objdmass.c.Z, out thispos); | ||
2056 | |||
2057 | // get current object position and rotation | ||
2058 | dobjpos = d.BodyGetPosition(Body); | ||
2059 | |||
2060 | d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z); | ||
2061 | d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body | ||
2062 | d.BodySetMass(Body, ref objdmass); | ||
2063 | _mass = objdmass.mass; | ||
2064 | } | ||
2065 | |||
2066 | private void FixInertia(Quaternion newrot) | ||
2067 | { | ||
2068 | d.Matrix3 mat = new d.Matrix3(); | ||
2069 | d.Quaternion quat = new d.Quaternion(); | ||
2070 | |||
2071 | d.Mass tmpdmass = new d.Mass { }; | ||
2072 | d.Mass objdmass = new d.Mass { }; | ||
2073 | d.Vector3 dobjpos; | ||
2074 | d.Vector3 thispos; | ||
2075 | |||
2076 | d.BodyGetMass(Body, out objdmass); | ||
2077 | |||
2078 | // get prim own inertia in its local frame | ||
2079 | tmpdmass = primdMass; | ||
2080 | mat = d.GeomGetOffsetRotation(prim_geom); | ||
2081 | d.MassRotate(ref tmpdmass, ref mat); | ||
2082 | // transform to object frame | ||
2083 | thispos = d.GeomGetOffsetPosition(prim_geom); | ||
2084 | d.MassTranslate(ref tmpdmass, | ||
2085 | thispos.X, | ||
2086 | thispos.Y, | ||
2087 | thispos.Z); | ||
2088 | |||
2089 | // subtract current prim inertia from object | ||
2090 | DMassSubPartFromObj(ref tmpdmass, ref objdmass); | ||
2091 | |||
2092 | // update to new orientation | ||
2093 | _orientation = newrot; | ||
2094 | quat.X = newrot.X; | ||
2095 | quat.Y = newrot.Y; | ||
2096 | quat.Z = newrot.Z; | ||
2097 | quat.W = newrot.W; | ||
2098 | d.GeomSetOffsetWorldQuaternion(prim_geom, ref quat); | ||
2099 | |||
2100 | tmpdmass = primdMass; | ||
2101 | mat = d.GeomGetOffsetRotation(prim_geom); | ||
2102 | d.MassRotate(ref tmpdmass, ref mat); | ||
2103 | d.MassTranslate(ref tmpdmass, | ||
2104 | thispos.X, | ||
2105 | thispos.Y, | ||
2106 | thispos.Z); | ||
2107 | |||
2108 | d.MassAdd(ref objdmass, ref tmpdmass); | ||
2109 | |||
2110 | // fix all positions | ||
2111 | IntPtr g = d.BodyGetFirstGeom(Body); | ||
2112 | while (g != IntPtr.Zero) | ||
2113 | { | 1871 | { |
2114 | thispos = d.GeomGetOffsetPosition(g); | 1872 | // daughter prim, do Geom set |
2115 | thispos.X -= objdmass.c.X; | 1873 | d.GeomSetQuaternion(prim_geom, ref myrot); |
2116 | thispos.Y -= objdmass.c.Y; | ||
2117 | thispos.Z -= objdmass.c.Z; | ||
2118 | d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z); | ||
2119 | g = d.dBodyGetNextGeom(g); | ||
2120 | } | 1874 | } |
2121 | 1875 | ||
2122 | d.BodyVectorToWorld(Body, objdmass.c.X, objdmass.c.Y, objdmass.c.Z, out thispos); | 1876 | resetCollisionAccounting(); |
2123 | // get current object position and rotation | 1877 | m_taintrot = _orientation; |
2124 | dobjpos = d.BodyGetPosition(Body); | ||
2125 | |||
2126 | d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z); | ||
2127 | d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body | ||
2128 | d.BodySetMass(Body, ref objdmass); | ||
2129 | _mass = objdmass.mass; | ||
2130 | } | 1878 | } |
2131 | 1879 | ||
2132 | 1880 | private void resetCollisionAccounting() | |
2133 | #region Mass Calculation | ||
2134 | |||
2135 | private void UpdatePrimBodyData() | ||
2136 | { | 1881 | { |
2137 | primMass = m_density * primVolume; | 1882 | m_collisionscore = 0; |
2138 | 1883 | m_interpenetrationcount = 0; | |
2139 | if (primMass <= 0) | 1884 | m_disabled = false; |
2140 | primMass = 0.0001f;//ckrinke: Mass must be greater then zero. | 1885 | } |
2141 | if (primMass > _parent_scene.maximumMassObject) | ||
2142 | primMass = _parent_scene.maximumMassObject; | ||
2143 | |||
2144 | _mass = primMass; // just in case | ||
2145 | |||
2146 | d.MassSetBoxTotal(out primdMass, primMass, m_OBB.X, m_OBB.Y, m_OBB.Z); | ||
2147 | |||
2148 | d.MassTranslate(ref primdMass, | ||
2149 | m_OBBOffset.X, | ||
2150 | m_OBBOffset.Y, | ||
2151 | m_OBBOffset.Z); | ||
2152 | |||
2153 | primOOBradiusSQ = m_OBB.LengthSquared(); | ||
2154 | 1886 | ||
2155 | if (_triMeshData != IntPtr.Zero) | 1887 | /// <summary> |
1888 | /// Change prim in response to a disable taint. | ||
1889 | /// </summary> | ||
1890 | private void changedisable() | ||
1891 | { | ||
1892 | m_disabled = true; | ||
1893 | if (Body != IntPtr.Zero) | ||
2156 | { | 1894 | { |
2157 | float pc = m_physCost; | 1895 | d.BodyDisable(Body); |
2158 | float psf = primOOBradiusSQ; | 1896 | Body = IntPtr.Zero; |
2159 | psf *= 1.33f * .2f; | ||
2160 | pc *= psf; | ||
2161 | if (pc < 0.1f) | ||
2162 | pc = 0.1f; | ||
2163 | |||
2164 | m_physCost = pc; | ||
2165 | } | 1897 | } |
2166 | else | ||
2167 | m_physCost = 0.1f; | ||
2168 | 1898 | ||
2169 | m_streamCost = 1.0f; | 1899 | m_taintdisable = false; |
2170 | } | 1900 | } |
2171 | 1901 | ||
2172 | #endregion | ||
2173 | |||
2174 | |||
2175 | /// <summary> | 1902 | /// <summary> |
2176 | /// Add a child prim to this parent prim. | 1903 | /// Change prim in response to a physics status taint |
2177 | /// </summary> | 1904 | /// </summary> |
2178 | /// <param name="prim">Child prim</param> | 1905 | private void changePhysicsStatus() |
2179 | // I'm the parent | ||
2180 | // prim is the child | ||
2181 | public void ParentPrim(OdePrim prim) | ||
2182 | { | 1906 | { |
2183 | //Console.WriteLine("ParentPrim " + m_primName); | 1907 | if (IsPhysical) |
2184 | if (this.m_localID != prim.m_localID) | ||
2185 | { | 1908 | { |
2186 | DestroyBody(); // for now we need to rebuil entire object on link change | 1909 | if (Body == IntPtr.Zero) |
2187 | |||
2188 | lock (childrenPrim) | ||
2189 | { | 1910 | { |
2190 | // adopt the prim | 1911 | if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim) |
2191 | if (!childrenPrim.Contains(prim)) | ||
2192 | childrenPrim.Add(prim); | ||
2193 | |||
2194 | // see if this prim has kids and adopt them also | ||
2195 | // should not happen for now | ||
2196 | foreach (OdePrim prm in prim.childrenPrim) | ||
2197 | { | 1912 | { |
2198 | if (!childrenPrim.Contains(prm)) | 1913 | changeshape(); |
2199 | { | 1914 | } |
2200 | if (prm.Body != IntPtr.Zero) | 1915 | else |
2201 | { | 1916 | { |
2202 | if (prm.prim_geom != IntPtr.Zero) | 1917 | enableBody(); |
2203 | d.GeomSetBody(prm.prim_geom, IntPtr.Zero); | ||
2204 | if (prm.Body != prim.Body) | ||
2205 | prm.DestroyBody(); // don't loose bodies around | ||
2206 | prm.Body = IntPtr.Zero; | ||
2207 | } | ||
2208 | |||
2209 | childrenPrim.Add(prm); | ||
2210 | prm._parent = this; | ||
2211 | } | ||
2212 | } | 1918 | } |
2213 | } | 1919 | } |
2214 | //Remove old children from the prim | ||
2215 | prim.childrenPrim.Clear(); | ||
2216 | |||
2217 | if (prim.Body != IntPtr.Zero) | ||
2218 | { | ||
2219 | if (prim.prim_geom != IntPtr.Zero) | ||
2220 | d.GeomSetBody(prim.prim_geom, IntPtr.Zero); | ||
2221 | prim.DestroyBody(); // don't loose bodies around | ||
2222 | prim.Body = IntPtr.Zero; | ||
2223 | } | ||
2224 | |||
2225 | prim.childPrim = true; | ||
2226 | prim._parent = this; | ||
2227 | |||
2228 | MakeBody(); // full nasty reconstruction | ||
2229 | } | ||
2230 | } | ||
2231 | |||
2232 | private void UpdateChildsfromgeom() | ||
2233 | { | ||
2234 | if (childrenPrim.Count > 0) | ||
2235 | { | ||
2236 | foreach (OdePrim prm in childrenPrim) | ||
2237 | prm.UpdateDataFromGeom(); | ||
2238 | } | 1920 | } |
2239 | } | 1921 | else |
2240 | |||
2241 | private void UpdateDataFromGeom() | ||
2242 | { | ||
2243 | if (prim_geom != IntPtr.Zero) | ||
2244 | { | 1922 | { |
2245 | d.Quaternion qtmp; | 1923 | if (Body != IntPtr.Zero) |
2246 | d.GeomCopyQuaternion(prim_geom, out qtmp); | 1924 | { |
2247 | _orientation.X = qtmp.X; | 1925 | if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim) |
2248 | _orientation.Y = qtmp.Y; | 1926 | { |
2249 | _orientation.Z = qtmp.Z; | 1927 | RemoveGeom(); |
2250 | _orientation.W = qtmp.W; | ||
2251 | |||
2252 | // Debug | ||
2253 | float qlen = _orientation.Length(); | ||
2254 | if (qlen > 1.01f || qlen < 0.99) | ||
2255 | m_log.WarnFormat("[PHYSICS]: Got nonnorm quaternion from geom in Object {0} norm {1}", Name, qlen); | ||
2256 | // | ||
2257 | _orientation.Normalize(); | ||
2258 | |||
2259 | d.Vector3 lpos = d.GeomGetPosition(prim_geom); | ||
2260 | _position.X = lpos.X; | ||
2261 | _position.Y = lpos.Y; | ||
2262 | _position.Z = lpos.Z; | ||
2263 | } | ||
2264 | } | ||
2265 | |||
2266 | private void ChildDelink(OdePrim odePrim, bool remakebodies) | ||
2267 | { | ||
2268 | // Okay, we have a delinked child.. destroy all body and remake | ||
2269 | if (odePrim != this && !childrenPrim.Contains(odePrim)) | ||
2270 | return; | ||
2271 | 1928 | ||
2272 | DestroyBody(); | 1929 | //Console.WriteLine("changePhysicsStatus for " + Name); |
1930 | changeadd(); | ||
1931 | } | ||
2273 | 1932 | ||
2274 | if (odePrim == this) // delinking the root prim | 1933 | if (childPrim) |
2275 | { | ||
2276 | OdePrim newroot = null; | ||
2277 | lock (childrenPrim) | ||
2278 | { | ||
2279 | if (childrenPrim.Count > 0) | ||
2280 | { | 1934 | { |
2281 | newroot = childrenPrim[0]; | 1935 | if (_parent != null) |
2282 | childrenPrim.RemoveAt(0); | ||
2283 | foreach (OdePrim prm in childrenPrim) | ||
2284 | { | 1936 | { |
2285 | newroot.childrenPrim.Add(prm); | 1937 | OdePrim parent = (OdePrim)_parent; |
1938 | parent.ChildDelink(this); | ||
2286 | } | 1939 | } |
2287 | childrenPrim.Clear(); | ||
2288 | } | 1940 | } |
2289 | if (newroot != null) | 1941 | else |
2290 | { | 1942 | { |
2291 | newroot.childPrim = false; | 1943 | disableBody(); |
2292 | newroot._parent = null; | ||
2293 | if (remakebodies) | ||
2294 | newroot.MakeBody(); | ||
2295 | } | 1944 | } |
2296 | } | 1945 | } |
2297 | } | 1946 | } |
2298 | 1947 | ||
2299 | else | 1948 | changeSelectedStatus(); |
2300 | { | 1949 | |
2301 | lock (childrenPrim) | 1950 | resetCollisionAccounting(); |
2302 | { | 1951 | m_taintPhysics = IsPhysical; |
2303 | childrenPrim.Remove(odePrim); | ||
2304 | odePrim.childPrim = false; | ||
2305 | odePrim._parent = null; | ||
2306 | // odePrim.UpdateDataFromGeom(); | ||
2307 | if (remakebodies) | ||
2308 | odePrim.MakeBody(); | ||
2309 | } | ||
2310 | } | ||
2311 | if (remakebodies) | ||
2312 | MakeBody(); | ||
2313 | } | 1952 | } |
2314 | 1953 | ||
2315 | protected void ChildRemove(OdePrim odePrim, bool reMakeBody) | 1954 | /// <summary> |
1955 | /// Change prim in response to a size taint. | ||
1956 | /// </summary> | ||
1957 | private void changesize() | ||
2316 | { | 1958 | { |
2317 | // Okay, we have a delinked child.. destroy all body and remake | 1959 | #if SPAM |
2318 | if (odePrim != this && !childrenPrim.Contains(odePrim)) | 1960 | m_log.DebugFormat("[ODE PRIM]: Called changesize"); |
2319 | return; | 1961 | #endif |
2320 | 1962 | ||
2321 | DestroyBody(); | 1963 | if (_size.X <= 0) _size.X = 0.01f; |
1964 | if (_size.Y <= 0) _size.Y = 0.01f; | ||
1965 | if (_size.Z <= 0) _size.Z = 0.01f; | ||
2322 | 1966 | ||
2323 | if (odePrim == this) | 1967 | //kill body to rebuild |
1968 | if (IsPhysical && Body != IntPtr.Zero) | ||
2324 | { | 1969 | { |
2325 | OdePrim newroot = null; | 1970 | if (childPrim) |
2326 | lock (childrenPrim) | ||
2327 | { | 1971 | { |
2328 | if (childrenPrim.Count > 0) | 1972 | if (_parent != null) |
2329 | { | ||
2330 | newroot = childrenPrim[0]; | ||
2331 | childrenPrim.RemoveAt(0); | ||
2332 | foreach (OdePrim prm in childrenPrim) | ||
2333 | { | ||
2334 | newroot.childrenPrim.Add(prm); | ||
2335 | } | ||
2336 | childrenPrim.Clear(); | ||
2337 | } | ||
2338 | if (newroot != null) | ||
2339 | { | 1973 | { |
2340 | newroot.childPrim = false; | 1974 | OdePrim parent = (OdePrim)_parent; |
2341 | newroot._parent = null; | 1975 | parent.ChildDelink(this); |
2342 | newroot.MakeBody(); | ||
2343 | } | 1976 | } |
2344 | } | 1977 | } |
2345 | if (reMakeBody) | 1978 | else |
2346 | MakeBody(); | ||
2347 | return; | ||
2348 | } | ||
2349 | else | ||
2350 | { | ||
2351 | lock (childrenPrim) | ||
2352 | { | 1979 | { |
2353 | childrenPrim.Remove(odePrim); | 1980 | disableBody(); |
2354 | odePrim.childPrim = false; | ||
2355 | odePrim._parent = null; | ||
2356 | if (reMakeBody) | ||
2357 | odePrim.MakeBody(); | ||
2358 | } | 1981 | } |
2359 | } | 1982 | } |
2360 | MakeBody(); | ||
2361 | } | ||
2362 | 1983 | ||
2363 | #region changes | 1984 | if (d.SpaceQuery(m_targetSpace, prim_geom)) |
1985 | { | ||
1986 | // _parent_scene.waitForSpaceUnlock(m_targetSpace); | ||
1987 | d.SpaceRemove(m_targetSpace, prim_geom); | ||
1988 | } | ||
2364 | 1989 | ||
2365 | private void changeadd() | 1990 | RemoveGeom(); |
2366 | { | ||
2367 | } | ||
2368 | 1991 | ||
2369 | private void changeAngularLock(Vector3 newLock) | 1992 | // we don't need to do space calculation because the client sends a position update also. |
2370 | { | 1993 | |
2371 | // do we have a Physical object? | 1994 | IMesh mesh = null; |
2372 | if (Body != IntPtr.Zero) | 1995 | |
1996 | // Construction of new prim | ||
1997 | if (_parent_scene.needsMeshing(_pbs)) | ||
2373 | { | 1998 | { |
2374 | //Check that we have a Parent | 1999 | float meshlod = _parent_scene.meshSculptLOD; |
2375 | //If we have a parent then we're not authorative here | 2000 | |
2376 | if (_parent == null) | 2001 | if (IsPhysical) |
2002 | meshlod = _parent_scene.MeshSculptphysicalLOD; | ||
2003 | // Don't need to re-enable body.. it's done in SetMesh | ||
2004 | |||
2005 | if (_parent_scene.needsMeshing(_pbs)) | ||
2377 | { | 2006 | { |
2378 | if (!newLock.ApproxEquals(Vector3.One, 0f)) | 2007 | mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, meshlod, IsPhysical); |
2379 | { | 2008 | if (mesh == null) |
2380 | createAMotor(newLock); | 2009 | CheckMeshAsset(); |
2381 | } | ||
2382 | else | ||
2383 | { | ||
2384 | if (Amotor != IntPtr.Zero) | ||
2385 | { | ||
2386 | d.JointDestroy(Amotor); | ||
2387 | Amotor = IntPtr.Zero; | ||
2388 | } | ||
2389 | } | ||
2390 | } | 2010 | } |
2011 | |||
2391 | } | 2012 | } |
2392 | // Store this for later in case we get turned into a separate body | ||
2393 | m_angularlock = newLock; | ||
2394 | } | ||
2395 | 2013 | ||
2396 | private void changeLink(OdePrim NewParent) | 2014 | CreateGeom(m_targetSpace, mesh); |
2397 | { | 2015 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); |
2398 | if (_parent == null && NewParent != null) | 2016 | d.Quaternion myrot = new d.Quaternion(); |
2017 | myrot.X = _orientation.X; | ||
2018 | myrot.Y = _orientation.Y; | ||
2019 | myrot.Z = _orientation.Z; | ||
2020 | myrot.W = _orientation.W; | ||
2021 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
2022 | |||
2023 | //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z); | ||
2024 | if (IsPhysical && Body == IntPtr.Zero && !childPrim) | ||
2399 | { | 2025 | { |
2400 | NewParent.ParentPrim(this); | 2026 | // Re creates body on size. |
2027 | // EnableBody also does setMass() | ||
2028 | enableBody(); | ||
2029 | d.BodyEnable(Body); | ||
2401 | } | 2030 | } |
2402 | else if (_parent != null) | 2031 | |
2032 | changeSelectedStatus(); | ||
2033 | |||
2034 | if (childPrim) | ||
2403 | { | 2035 | { |
2404 | if (_parent is OdePrim) | 2036 | if (_parent is OdePrim) |
2405 | { | 2037 | { |
2406 | if (NewParent != _parent) | 2038 | OdePrim parent = (OdePrim)_parent; |
2407 | { | 2039 | parent.ChildSetGeom(this); |
2408 | (_parent as OdePrim).ChildDelink(this, false); // for now... | ||
2409 | childPrim = false; | ||
2410 | |||
2411 | if (NewParent != null) | ||
2412 | { | ||
2413 | NewParent.ParentPrim(this); | ||
2414 | } | ||
2415 | } | ||
2416 | } | 2040 | } |
2417 | } | 2041 | } |
2418 | _parent = NewParent; | 2042 | resetCollisionAccounting(); |
2043 | m_taintsize = _size; | ||
2419 | } | 2044 | } |
2420 | 2045 | ||
2421 | 2046 | /// <summary> | |
2422 | private void Stop() | 2047 | /// Change prim in response to a float on water taint. |
2048 | /// </summary> | ||
2049 | /// <param name="timestep"></param> | ||
2050 | private void changefloatonwater() | ||
2423 | { | 2051 | { |
2424 | if (!childPrim) | 2052 | m_collidesWater = m_taintCollidesWater; |
2425 | { | ||
2426 | m_force = Vector3.Zero; | ||
2427 | m_forceacc = Vector3.Zero; | ||
2428 | m_angularForceacc = Vector3.Zero; | ||
2429 | _torque = Vector3.Zero; | ||
2430 | _velocity = Vector3.Zero; | ||
2431 | _acceleration = Vector3.Zero; | ||
2432 | m_rotationalVelocity = Vector3.Zero; | ||
2433 | _target_velocity = Vector3.Zero; | ||
2434 | if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE) | ||
2435 | m_vehicle.Stop(); | ||
2436 | 2053 | ||
2437 | _zeroFlag = false; | 2054 | if (m_collidesWater) |
2438 | base.RequestPhysicsterseUpdate(); | 2055 | { |
2056 | m_collisionFlags |= CollisionCategories.Water; | ||
2439 | } | 2057 | } |
2440 | 2058 | else | |
2441 | if (Body != IntPtr.Zero) | ||
2442 | { | 2059 | { |
2443 | d.BodySetForce(Body, 0f, 0f, 0f); | 2060 | m_collisionFlags &= ~CollisionCategories.Water; |
2444 | d.BodySetTorque(Body, 0f, 0f, 0f); | ||
2445 | d.BodySetLinearVel(Body, 0f, 0f, 0f); | ||
2446 | d.BodySetAngularVel(Body, 0f, 0f, 0f); | ||
2447 | } | 2061 | } |
2062 | |||
2063 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
2448 | } | 2064 | } |
2449 | 2065 | ||
2450 | private void changePhantomStatus(bool newval) | 2066 | /// <summary> |
2067 | /// Change prim in response to a shape taint. | ||
2068 | /// </summary> | ||
2069 | private void changeshape() | ||
2451 | { | 2070 | { |
2452 | m_isphantom = newval; | 2071 | m_taintshape = false; |
2453 | 2072 | ||
2454 | UpdateCollisionCatFlags(); | 2073 | // Cleanup of old prim geometry and Bodies |
2455 | ApplyCollisionCatFlags(); | 2074 | if (IsPhysical && Body != IntPtr.Zero) |
2456 | } | 2075 | { |
2076 | if (childPrim) | ||
2077 | { | ||
2078 | if (_parent != null) | ||
2079 | { | ||
2080 | OdePrim parent = (OdePrim)_parent; | ||
2081 | parent.ChildDelink(this); | ||
2082 | } | ||
2083 | } | ||
2084 | else | ||
2085 | { | ||
2086 | disableBody(); | ||
2087 | } | ||
2088 | } | ||
2457 | 2089 | ||
2458 | /* not in use | 2090 | RemoveGeom(); |
2459 | internal void ChildSelectedChange(bool childSelect) | ||
2460 | { | ||
2461 | if(childPrim) | ||
2462 | return; | ||
2463 | 2091 | ||
2464 | if (childSelect == m_isSelected) | 2092 | // we don't need to do space calculation because the client sends a position update also. |
2465 | return; | 2093 | if (_size.X <= 0) _size.X = 0.01f; |
2094 | if (_size.Y <= 0) _size.Y = 0.01f; | ||
2095 | if (_size.Z <= 0) _size.Z = 0.01f; | ||
2096 | // Construction of new prim | ||
2097 | |||
2098 | IMesh mesh = null; | ||
2466 | 2099 | ||
2467 | if (childSelect) | 2100 | |
2101 | if (_parent_scene.needsMeshing(_pbs)) | ||
2468 | { | 2102 | { |
2469 | DoSelectedStatus(true); | 2103 | // Don't need to re-enable body.. it's done in CreateMesh |
2104 | float meshlod = _parent_scene.meshSculptLOD; | ||
2105 | |||
2106 | if (IsPhysical) | ||
2107 | meshlod = _parent_scene.MeshSculptphysicalLOD; | ||
2108 | |||
2109 | // createmesh returns null when it doesn't mesh. | ||
2110 | mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, meshlod, IsPhysical); | ||
2111 | if (mesh == null) | ||
2112 | CheckMeshAsset(); | ||
2470 | } | 2113 | } |
2471 | 2114 | ||
2472 | else | 2115 | CreateGeom(m_targetSpace, mesh); |
2116 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | ||
2117 | d.Quaternion myrot = new d.Quaternion(); | ||
2118 | //myrot.W = _orientation.w; | ||
2119 | myrot.W = _orientation.W; | ||
2120 | myrot.X = _orientation.X; | ||
2121 | myrot.Y = _orientation.Y; | ||
2122 | myrot.Z = _orientation.Z; | ||
2123 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
2124 | |||
2125 | //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z); | ||
2126 | if (IsPhysical && Body == IntPtr.Zero) | ||
2473 | { | 2127 | { |
2474 | foreach (OdePrim prm in childrenPrim) | 2128 | // Re creates body on size. |
2129 | // EnableBody also does setMass() | ||
2130 | enableBody(); | ||
2131 | if (Body != IntPtr.Zero) | ||
2475 | { | 2132 | { |
2476 | if (prm.m_isSelected) | 2133 | d.BodyEnable(Body); |
2477 | return; | ||
2478 | } | 2134 | } |
2479 | DoSelectedStatus(false); | ||
2480 | } | 2135 | } |
2481 | } | ||
2482 | */ | ||
2483 | private void changeSelectedStatus(bool newval) | ||
2484 | { | ||
2485 | if (m_lastdoneSelected == newval) | ||
2486 | return; | ||
2487 | 2136 | ||
2488 | m_lastdoneSelected = newval; | 2137 | changeSelectedStatus(); |
2489 | DoSelectedStatus(newval); | ||
2490 | } | ||
2491 | 2138 | ||
2492 | private void CheckDelaySelect() | 2139 | if (childPrim) |
2493 | { | ||
2494 | if (m_delaySelect) | ||
2495 | { | 2140 | { |
2496 | DoSelectedStatus(m_isSelected); | 2141 | if (_parent is OdePrim) |
2142 | { | ||
2143 | OdePrim parent = (OdePrim)_parent; | ||
2144 | parent.ChildSetGeom(this); | ||
2145 | } | ||
2497 | } | 2146 | } |
2147 | |||
2148 | resetCollisionAccounting(); | ||
2149 | // m_taintshape = false; | ||
2498 | } | 2150 | } |
2499 | 2151 | ||
2500 | private void DoSelectedStatus(bool newval) | 2152 | /// <summary> |
2153 | /// Change prim in response to an add force taint. | ||
2154 | /// </summary> | ||
2155 | private void changeAddForce() | ||
2501 | { | 2156 | { |
2502 | m_isSelected = newval; | 2157 | if (!m_isSelected) |
2503 | Stop(); | ||
2504 | |||
2505 | if (newval) | ||
2506 | { | 2158 | { |
2507 | if (!childPrim && Body != IntPtr.Zero) | 2159 | lock (m_forcelist) |
2508 | d.BodyDisable(Body); | ||
2509 | |||
2510 | if (m_delaySelect || m_isphysical) | ||
2511 | { | 2160 | { |
2512 | m_collisionCategories = CollisionCategories.Selected; | 2161 | //m_log.Info("[PHYSICS]: dequeing forcelist"); |
2513 | m_collisionFlags = 0; | 2162 | if (IsPhysical) |
2514 | |||
2515 | if (!childPrim) | ||
2516 | { | 2163 | { |
2517 | foreach (OdePrim prm in childrenPrim) | 2164 | Vector3 iforce = Vector3.Zero; |
2165 | int i = 0; | ||
2166 | try | ||
2518 | { | 2167 | { |
2519 | prm.m_collisionCategories = m_collisionCategories; | 2168 | for (i = 0; i < m_forcelist.Count; i++) |
2520 | prm.m_collisionFlags = m_collisionFlags; | ||
2521 | |||
2522 | if (prm.prim_geom != null) | ||
2523 | { | 2169 | { |
2524 | 2170 | ||
2525 | if (prm.m_NoColide) | 2171 | iforce = iforce + (m_forcelist[i] * 100); |
2526 | { | ||
2527 | d.GeomSetCategoryBits(prm.prim_geom, 0); | ||
2528 | d.GeomSetCollideBits(prm.prim_geom, 0); | ||
2529 | } | ||
2530 | else | ||
2531 | { | ||
2532 | d.GeomSetCategoryBits(prm.prim_geom, (uint)m_collisionCategories); | ||
2533 | d.GeomSetCollideBits(prm.prim_geom, (uint)m_collisionFlags); | ||
2534 | } | ||
2535 | } | 2172 | } |
2536 | prm.m_delaySelect = false; | ||
2537 | } | 2173 | } |
2538 | } | 2174 | catch (IndexOutOfRangeException) |
2539 | // else if (_parent != null) | ||
2540 | // ((OdePrim)_parent).ChildSelectedChange(true); | ||
2541 | |||
2542 | |||
2543 | if (prim_geom != null) | ||
2544 | { | ||
2545 | if (m_NoColide) | ||
2546 | { | 2175 | { |
2547 | d.GeomSetCategoryBits(prim_geom, 0); | 2176 | m_forcelist = new List<Vector3>(); |
2548 | d.GeomSetCollideBits(prim_geom, 0); | 2177 | m_collisionscore = 0; |
2549 | if (collide_geom != prim_geom && collide_geom != IntPtr.Zero) | 2178 | m_interpenetrationcount = 0; |
2550 | { | 2179 | m_taintforce = false; |
2551 | d.GeomSetCategoryBits(collide_geom, 0); | 2180 | return; |
2552 | d.GeomSetCollideBits(collide_geom, 0); | ||
2553 | } | ||
2554 | |||
2555 | } | 2181 | } |
2556 | else | 2182 | catch (ArgumentOutOfRangeException) |
2557 | { | 2183 | { |
2558 | d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories); | 2184 | m_forcelist = new List<Vector3>(); |
2559 | d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags); | 2185 | m_collisionscore = 0; |
2560 | if (collide_geom != prim_geom && collide_geom != IntPtr.Zero) | 2186 | m_interpenetrationcount = 0; |
2561 | { | 2187 | m_taintforce = false; |
2562 | d.GeomSetCategoryBits(collide_geom, (uint)m_collisionCategories); | 2188 | return; |
2563 | d.GeomSetCollideBits(collide_geom, (uint)m_collisionFlags); | ||
2564 | } | ||
2565 | } | 2189 | } |
2566 | } | ||
2567 | |||
2568 | m_delaySelect = false; | ||
2569 | } | ||
2570 | else if(!m_isphysical) | ||
2571 | { | ||
2572 | m_delaySelect = true; | ||
2573 | } | ||
2574 | } | ||
2575 | else | ||
2576 | { | ||
2577 | if (!childPrim) | ||
2578 | { | ||
2579 | if (Body != IntPtr.Zero && !m_disabled) | ||
2580 | d.BodyEnable(Body); | 2190 | d.BodyEnable(Body); |
2191 | d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z); | ||
2192 | } | ||
2193 | m_forcelist.Clear(); | ||
2581 | } | 2194 | } |
2582 | // else if (_parent != null) | ||
2583 | // ((OdePrim)_parent).ChildSelectedChange(false); | ||
2584 | 2195 | ||
2585 | UpdateCollisionCatFlags(); | 2196 | m_collisionscore = 0; |
2586 | ApplyCollisionCatFlags(); | 2197 | m_interpenetrationcount = 0; |
2587 | |||
2588 | m_delaySelect = false; | ||
2589 | } | 2198 | } |
2590 | 2199 | ||
2591 | resetCollisionAccounting(); | 2200 | m_taintforce = false; |
2592 | } | 2201 | } |
2593 | 2202 | ||
2594 | private void changePosition(Vector3 newPos) | 2203 | /// <summary> |
2204 | /// Change prim in response to a torque taint. | ||
2205 | /// </summary> | ||
2206 | private void changeSetTorque() | ||
2595 | { | 2207 | { |
2596 | CheckDelaySelect(); | 2208 | if (!m_isSelected) |
2597 | if (m_isphysical) | ||
2598 | { | 2209 | { |
2599 | if (childPrim) // inertia is messed, must rebuild | 2210 | if (IsPhysical && Body != IntPtr.Zero) |
2600 | { | 2211 | { |
2601 | if (m_building) | 2212 | d.BodySetTorque(Body, m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z); |
2602 | { | ||
2603 | _position = newPos; | ||
2604 | } | ||
2605 | |||
2606 | else if (m_forcePosOrRotation && _position != newPos && Body != IntPtr.Zero) | ||
2607 | { | ||
2608 | FixInertia(newPos); | ||
2609 | if (!d.BodyIsEnabled(Body)) | ||
2610 | d.BodyEnable(Body); | ||
2611 | } | ||
2612 | } | ||
2613 | else | ||
2614 | { | ||
2615 | if (_position != newPos) | ||
2616 | { | ||
2617 | d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z); | ||
2618 | _position = newPos; | ||
2619 | } | ||
2620 | if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body)) | ||
2621 | d.BodyEnable(Body); | ||
2622 | } | 2213 | } |
2623 | } | 2214 | } |
2624 | else | ||
2625 | { | ||
2626 | if (prim_geom != IntPtr.Zero) | ||
2627 | { | ||
2628 | if (newPos != _position) | ||
2629 | { | ||
2630 | d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z); | ||
2631 | _position = newPos; | ||
2632 | 2215 | ||
2633 | m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace); | 2216 | m_taintTorque = Vector3.Zero; |
2634 | } | ||
2635 | } | ||
2636 | } | ||
2637 | givefakepos--; | ||
2638 | if (givefakepos < 0) | ||
2639 | givefakepos = 0; | ||
2640 | // changeSelectedStatus(); | ||
2641 | resetCollisionAccounting(); | ||
2642 | } | 2217 | } |
2643 | 2218 | ||
2644 | private void changeOrientation(Quaternion newOri) | 2219 | /// <summary> |
2220 | /// Change prim in response to an angular force taint. | ||
2221 | /// </summary> | ||
2222 | private void changeAddAngularForce() | ||
2645 | { | 2223 | { |
2646 | CheckDelaySelect(); | 2224 | if (!m_isSelected) |
2647 | if (m_isphysical) | ||
2648 | { | 2225 | { |
2649 | if (childPrim) // inertia is messed, must rebuild | 2226 | lock (m_angularforcelist) |
2650 | { | ||
2651 | if (m_building) | ||
2652 | { | ||
2653 | _orientation = newOri; | ||
2654 | } | ||
2655 | /* | ||
2656 | else if (m_forcePosOrRotation && _orientation != newOri && Body != IntPtr.Zero) | ||
2657 | { | ||
2658 | FixInertia(_position, newOri); | ||
2659 | if (!d.BodyIsEnabled(Body)) | ||
2660 | d.BodyEnable(Body); | ||
2661 | } | ||
2662 | */ | ||
2663 | } | ||
2664 | else | ||
2665 | { | 2227 | { |
2666 | if (newOri != _orientation) | 2228 | //m_log.Info("[PHYSICS]: dequeing forcelist"); |
2229 | if (IsPhysical) | ||
2667 | { | 2230 | { |
2668 | d.Quaternion myrot = new d.Quaternion(); | 2231 | Vector3 iforce = Vector3.Zero; |
2669 | myrot.X = newOri.X; | 2232 | for (int i = 0; i < m_angularforcelist.Count; i++) |
2670 | myrot.Y = newOri.Y; | 2233 | { |
2671 | myrot.Z = newOri.Z; | 2234 | iforce = iforce + (m_angularforcelist[i] * 100); |
2672 | myrot.W = newOri.W; | 2235 | } |
2673 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
2674 | _orientation = newOri; | ||
2675 | if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f)) | ||
2676 | createAMotor(m_angularlock); | ||
2677 | } | ||
2678 | if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body)) | ||
2679 | d.BodyEnable(Body); | 2236 | d.BodyEnable(Body); |
2680 | } | 2237 | d.BodyAddTorque(Body, iforce.X, iforce.Y, iforce.Z); |
2681 | } | 2238 | |
2682 | else | ||
2683 | { | ||
2684 | if (prim_geom != IntPtr.Zero) | ||
2685 | { | ||
2686 | if (newOri != _orientation) | ||
2687 | { | ||
2688 | d.Quaternion myrot = new d.Quaternion(); | ||
2689 | myrot.X = newOri.X; | ||
2690 | myrot.Y = newOri.Y; | ||
2691 | myrot.Z = newOri.Z; | ||
2692 | myrot.W = newOri.W; | ||
2693 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
2694 | _orientation = newOri; | ||
2695 | } | 2239 | } |
2240 | m_angularforcelist.Clear(); | ||
2696 | } | 2241 | } |
2697 | } | ||
2698 | givefakeori--; | ||
2699 | if (givefakeori < 0) | ||
2700 | givefakeori = 0; | ||
2701 | resetCollisionAccounting(); | ||
2702 | } | ||
2703 | 2242 | ||
2704 | private void changePositionAndOrientation(Vector3 newPos, Quaternion newOri) | 2243 | m_collisionscore = 0; |
2705 | { | 2244 | m_interpenetrationcount = 0; |
2706 | CheckDelaySelect(); | ||
2707 | if (m_isphysical) | ||
2708 | { | ||
2709 | if (childPrim && m_building) // inertia is messed, must rebuild | ||
2710 | { | ||
2711 | _position = newPos; | ||
2712 | _orientation = newOri; | ||
2713 | } | ||
2714 | else | ||
2715 | { | ||
2716 | if (newOri != _orientation) | ||
2717 | { | ||
2718 | d.Quaternion myrot = new d.Quaternion(); | ||
2719 | myrot.X = newOri.X; | ||
2720 | myrot.Y = newOri.Y; | ||
2721 | myrot.Z = newOri.Z; | ||
2722 | myrot.W = newOri.W; | ||
2723 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
2724 | _orientation = newOri; | ||
2725 | if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f)) | ||
2726 | createAMotor(m_angularlock); | ||
2727 | } | ||
2728 | if (_position != newPos) | ||
2729 | { | ||
2730 | d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z); | ||
2731 | _position = newPos; | ||
2732 | } | ||
2733 | if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body)) | ||
2734 | d.BodyEnable(Body); | ||
2735 | } | ||
2736 | } | 2245 | } |
2737 | else | ||
2738 | { | ||
2739 | // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position); | ||
2740 | // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position); | ||
2741 | |||
2742 | if (prim_geom != IntPtr.Zero) | ||
2743 | { | ||
2744 | if (newOri != _orientation) | ||
2745 | { | ||
2746 | d.Quaternion myrot = new d.Quaternion(); | ||
2747 | myrot.X = newOri.X; | ||
2748 | myrot.Y = newOri.Y; | ||
2749 | myrot.Z = newOri.Z; | ||
2750 | myrot.W = newOri.W; | ||
2751 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
2752 | _orientation = newOri; | ||
2753 | } | ||
2754 | 2246 | ||
2755 | if (newPos != _position) | 2247 | m_taintaddangularforce = false; |
2756 | { | ||
2757 | d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z); | ||
2758 | _position = newPos; | ||
2759 | |||
2760 | m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace); | ||
2761 | } | ||
2762 | } | ||
2763 | } | ||
2764 | givefakepos--; | ||
2765 | if (givefakepos < 0) | ||
2766 | givefakepos = 0; | ||
2767 | givefakeori--; | ||
2768 | if (givefakeori < 0) | ||
2769 | givefakeori = 0; | ||
2770 | resetCollisionAccounting(); | ||
2771 | } | 2248 | } |
2772 | 2249 | ||
2773 | private void changeDisable(bool disable) | 2250 | /// <summary> |
2251 | /// Change prim in response to a velocity taint. | ||
2252 | /// </summary> | ||
2253 | private void changevelocity() | ||
2774 | { | 2254 | { |
2775 | if (disable) | 2255 | if (!m_isSelected) |
2776 | { | ||
2777 | if (!m_disabled) | ||
2778 | disableBodySoft(); | ||
2779 | } | ||
2780 | else | ||
2781 | { | 2256 | { |
2782 | if (m_disabled) | 2257 | // Not sure exactly why this sleep is here, but from experimentation it appears to stop an avatar |
2783 | enableBodySoft(); | 2258 | // walking through a default rez size prim if it keeps kicking it around - justincc. |
2784 | } | 2259 | Thread.Sleep(20); |
2785 | } | ||
2786 | 2260 | ||
2787 | private void changePhysicsStatus(bool NewStatus) | 2261 | if (IsPhysical) |
2788 | { | ||
2789 | CheckDelaySelect(); | ||
2790 | |||
2791 | m_isphysical = NewStatus; | ||
2792 | |||
2793 | if (!childPrim) | ||
2794 | { | ||
2795 | if (NewStatus) | ||
2796 | { | ||
2797 | if (Body == IntPtr.Zero) | ||
2798 | MakeBody(); | ||
2799 | } | ||
2800 | else | ||
2801 | { | 2262 | { |
2802 | if (Body != IntPtr.Zero) | 2263 | if (Body != IntPtr.Zero) |
2803 | { | 2264 | { |
2804 | DestroyBody(); | 2265 | d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z); |
2805 | } | 2266 | } |
2806 | Stop(); | ||
2807 | } | 2267 | } |
2268 | |||
2269 | //resetCollisionAccounting(); | ||
2808 | } | 2270 | } |
2809 | 2271 | ||
2810 | resetCollisionAccounting(); | 2272 | m_taintVelocity = Vector3.Zero; |
2811 | } | 2273 | } |
2812 | 2274 | ||
2813 | private void changeSize(Vector3 newSize) | 2275 | internal void setPrimForRemoval() |
2814 | { | 2276 | { |
2277 | m_taintremove = true; | ||
2815 | } | 2278 | } |
2816 | 2279 | ||
2817 | private void changeShape(PrimitiveBaseShape newShape) | 2280 | public override bool Flying |
2818 | { | 2281 | { |
2282 | // no flying prims for you | ||
2283 | get { return false; } | ||
2284 | set { } | ||
2819 | } | 2285 | } |
2820 | 2286 | ||
2821 | private void changeAddPhysRep(ODEPhysRepData repData) | 2287 | public override bool IsColliding |
2822 | { | 2288 | { |
2823 | _size = repData.size; //?? | 2289 | get { return iscolliding; } |
2824 | _pbs = repData.pbs; | 2290 | set { iscolliding = value; } |
2825 | m_shapetype = repData.shapetype; | 2291 | } |
2826 | |||
2827 | m_mesh = repData.mesh; | ||
2828 | |||
2829 | m_assetID = repData.assetID; | ||
2830 | m_meshState = repData.meshState; | ||
2831 | 2292 | ||
2832 | m_hasOBB = repData.hasOBB; | 2293 | public override bool CollidingGround |
2833 | m_OBBOffset = repData.OBBOffset; | 2294 | { |
2834 | m_OBB = repData.OBB; | 2295 | get { return false; } |
2296 | set { return; } | ||
2297 | } | ||
2835 | 2298 | ||
2836 | primVolume = repData.volume; | 2299 | public override bool CollidingObj |
2300 | { | ||
2301 | get { return false; } | ||
2302 | set { return; } | ||
2303 | } | ||
2837 | 2304 | ||
2838 | CreateGeom(); | 2305 | public override bool ThrottleUpdates |
2306 | { | ||
2307 | get { return m_throttleUpdates; } | ||
2308 | set { m_throttleUpdates = value; } | ||
2309 | } | ||
2839 | 2310 | ||
2840 | if (prim_geom != IntPtr.Zero) | 2311 | public override bool Stopped |
2841 | { | 2312 | { |
2842 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | 2313 | get { return _zeroFlag; } |
2843 | d.Quaternion myrot = new d.Quaternion(); | 2314 | } |
2844 | myrot.X = _orientation.X; | ||
2845 | myrot.Y = _orientation.Y; | ||
2846 | myrot.Z = _orientation.Z; | ||
2847 | myrot.W = _orientation.W; | ||
2848 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
2849 | } | ||
2850 | 2315 | ||
2851 | if (!m_isphysical) | 2316 | public override Vector3 Position |
2852 | { | 2317 | { |
2853 | SetInStaticSpace(this); | 2318 | get { return _position; } |
2854 | UpdateCollisionCatFlags(); | ||
2855 | ApplyCollisionCatFlags(); | ||
2856 | } | ||
2857 | else | ||
2858 | MakeBody(); | ||
2859 | 2319 | ||
2860 | if ((m_meshState & MeshState.NeedMask) != 0) | 2320 | set { _position = value; |
2861 | { | 2321 | //m_log.Info("[PHYSICS]: " + _position.ToString()); |
2862 | repData.size = _size; | ||
2863 | repData.pbs = _pbs; | ||
2864 | repData.shapetype = m_shapetype; | ||
2865 | _parent_scene.m_meshWorker.RequestMesh(repData); | ||
2866 | } | 2322 | } |
2867 | } | 2323 | } |
2868 | 2324 | ||
2869 | private void changePhysRepData(ODEPhysRepData repData) | 2325 | public override Vector3 Size |
2870 | { | 2326 | { |
2871 | CheckDelaySelect(); | 2327 | get { return _size; } |
2872 | 2328 | set | |
2873 | OdePrim parent = (OdePrim)_parent; | ||
2874 | |||
2875 | bool chp = childPrim; | ||
2876 | |||
2877 | if (chp) | ||
2878 | { | 2329 | { |
2879 | if (parent != null) | 2330 | if (value.IsFinite()) |
2880 | { | 2331 | { |
2881 | parent.DestroyBody(); | 2332 | _size = value; |
2333 | // m_log.DebugFormat("[PHYSICS]: Set size on {0} to {1}", Name, value); | ||
2334 | } | ||
2335 | else | ||
2336 | { | ||
2337 | m_log.WarnFormat("[PHYSICS]: Got NaN Size on object {0}", Name); | ||
2882 | } | 2338 | } |
2883 | } | 2339 | } |
2884 | else | 2340 | } |
2885 | { | ||
2886 | DestroyBody(); | ||
2887 | } | ||
2888 | |||
2889 | RemoveGeom(); | ||
2890 | |||
2891 | _size = repData.size; | ||
2892 | _pbs = repData.pbs; | ||
2893 | m_shapetype = repData.shapetype; | ||
2894 | |||
2895 | m_mesh = repData.mesh; | ||
2896 | |||
2897 | m_assetID = repData.assetID; | ||
2898 | m_meshState = repData.meshState; | ||
2899 | |||
2900 | m_hasOBB = repData.hasOBB; | ||
2901 | m_OBBOffset = repData.OBBOffset; | ||
2902 | m_OBB = repData.OBB; | ||
2903 | |||
2904 | primVolume = repData.volume; | ||
2905 | |||
2906 | CreateGeom(); | ||
2907 | 2341 | ||
2908 | if (prim_geom != IntPtr.Zero) | 2342 | public override float Mass |
2909 | { | 2343 | { |
2910 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | 2344 | get { return CalculateMass(); } |
2911 | d.Quaternion myrot = new d.Quaternion(); | 2345 | } |
2912 | myrot.X = _orientation.X; | ||
2913 | myrot.Y = _orientation.Y; | ||
2914 | myrot.Z = _orientation.Z; | ||
2915 | myrot.W = _orientation.W; | ||
2916 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
2917 | } | ||
2918 | 2346 | ||
2919 | if (m_isphysical) | 2347 | public override Vector3 Force |
2348 | { | ||
2349 | //get { return Vector3.Zero; } | ||
2350 | get { return m_force; } | ||
2351 | set | ||
2920 | { | 2352 | { |
2921 | if (chp) | 2353 | if (value.IsFinite()) |
2922 | { | 2354 | { |
2923 | if (parent != null) | 2355 | m_force = value; |
2924 | { | ||
2925 | parent.MakeBody(); | ||
2926 | } | ||
2927 | } | 2356 | } |
2928 | else | 2357 | else |
2929 | MakeBody(); | 2358 | { |
2930 | } | 2359 | m_log.WarnFormat("[PHYSICS]: NaN in Force Applied to an Object {0}", Name); |
2931 | else | 2360 | } |
2932 | { | ||
2933 | SetInStaticSpace(this); | ||
2934 | UpdateCollisionCatFlags(); | ||
2935 | ApplyCollisionCatFlags(); | ||
2936 | } | 2361 | } |
2362 | } | ||
2937 | 2363 | ||
2938 | resetCollisionAccounting(); | 2364 | public override int VehicleType |
2365 | { | ||
2366 | get { return (int)m_vehicle.Type; } | ||
2367 | set { m_vehicle.ProcessTypeChange((Vehicle)value); } | ||
2368 | } | ||
2939 | 2369 | ||
2940 | if ((m_meshState & MeshState.NeedMask) != 0) | 2370 | public override void VehicleFloatParam(int param, float value) |
2941 | { | 2371 | { |
2942 | repData.size = _size; | 2372 | m_vehicle.ProcessFloatVehicleParam((Vehicle) param, value); |
2943 | repData.pbs = _pbs; | ||
2944 | repData.shapetype = m_shapetype; | ||
2945 | _parent_scene.m_meshWorker.RequestMesh(repData); | ||
2946 | } | ||
2947 | } | 2373 | } |
2948 | 2374 | ||
2949 | private void changeFloatOnWater(bool newval) | 2375 | public override void VehicleVectorParam(int param, Vector3 value) |
2950 | { | 2376 | { |
2951 | m_collidesWater = newval; | 2377 | m_vehicle.ProcessVectorVehicleParam((Vehicle) param, value); |
2378 | } | ||
2952 | 2379 | ||
2953 | UpdateCollisionCatFlags(); | 2380 | public override void VehicleRotationParam(int param, Quaternion rotation) |
2954 | ApplyCollisionCatFlags(); | 2381 | { |
2382 | m_vehicle.ProcessRotationVehicleParam((Vehicle) param, rotation); | ||
2955 | } | 2383 | } |
2956 | 2384 | ||
2957 | private void changeSetTorque(Vector3 newtorque) | 2385 | public override void VehicleFlags(int param, bool remove) |
2958 | { | 2386 | { |
2959 | if (!m_isSelected) | 2387 | m_vehicle.ProcessVehicleFlags(param, remove); |
2960 | { | 2388 | } |
2961 | if (m_isphysical && Body != IntPtr.Zero) | ||
2962 | { | ||
2963 | if (m_disabled) | ||
2964 | enableBodySoft(); | ||
2965 | else if (!d.BodyIsEnabled(Body)) | ||
2966 | d.BodyEnable(Body); | ||
2967 | 2389 | ||
2968 | } | 2390 | public override void SetVolumeDetect(int param) |
2969 | _torque = newtorque; | 2391 | { |
2392 | // We have to lock the scene here so that an entire simulate loop either uses volume detect for all | ||
2393 | // possible collisions with this prim or for none of them. | ||
2394 | lock (_parent_scene.OdeLock) | ||
2395 | { | ||
2396 | m_isVolumeDetect = (param != 0); | ||
2970 | } | 2397 | } |
2971 | } | 2398 | } |
2972 | 2399 | ||
2973 | private void changeForce(Vector3 force) | 2400 | public override Vector3 CenterOfMass |
2974 | { | 2401 | { |
2975 | m_force = force; | 2402 | get { return Vector3.Zero; } |
2976 | if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body)) | ||
2977 | d.BodyEnable(Body); | ||
2978 | } | 2403 | } |
2979 | 2404 | ||
2980 | private void changeAddForce(Vector3 theforce) | 2405 | public override Vector3 GeometricCenter |
2981 | { | 2406 | { |
2982 | m_forceacc += theforce; | 2407 | get { return Vector3.Zero; } |
2983 | if (!m_isSelected) | ||
2984 | { | ||
2985 | lock (this) | ||
2986 | { | ||
2987 | //m_log.Info("[PHYSICS]: dequeing forcelist"); | ||
2988 | if (m_isphysical && Body != IntPtr.Zero) | ||
2989 | { | ||
2990 | if (m_disabled) | ||
2991 | enableBodySoft(); | ||
2992 | else if (!d.BodyIsEnabled(Body)) | ||
2993 | d.BodyEnable(Body); | ||
2994 | } | ||
2995 | } | ||
2996 | m_collisionscore = 0; | ||
2997 | } | ||
2998 | } | 2408 | } |
2999 | 2409 | ||
3000 | // actually angular impulse | 2410 | public override PrimitiveBaseShape Shape |
3001 | private void changeAddAngularImpulse(Vector3 aimpulse) | ||
3002 | { | 2411 | { |
3003 | m_angularForceacc += aimpulse * m_invTimeStep; | 2412 | set |
3004 | if (!m_isSelected) | ||
3005 | { | 2413 | { |
3006 | lock (this) | 2414 | _pbs = value; |
3007 | { | 2415 | m_assetFailed = false; |
3008 | if (m_isphysical && Body != IntPtr.Zero) | 2416 | m_taintshape = true; |
3009 | { | ||
3010 | if (m_disabled) | ||
3011 | enableBodySoft(); | ||
3012 | else if (!d.BodyIsEnabled(Body)) | ||
3013 | d.BodyEnable(Body); | ||
3014 | } | ||
3015 | } | ||
3016 | m_collisionscore = 0; | ||
3017 | } | 2417 | } |
3018 | } | 2418 | } |
3019 | 2419 | ||
3020 | private void changevelocity(Vector3 newVel) | 2420 | public override Vector3 Velocity |
3021 | { | 2421 | { |
3022 | float len = newVel.LengthSquared(); | 2422 | get |
3023 | if (len > 100000.0f) // limit to 100m/s | ||
3024 | { | 2423 | { |
3025 | len = 100.0f / (float)Math.Sqrt(len); | 2424 | // Average previous velocity with the new one so |
3026 | newVel *= len; | 2425 | // client object interpolation works a 'little' better |
3027 | } | 2426 | if (_zeroFlag) |
2427 | return Vector3.Zero; | ||
3028 | 2428 | ||
3029 | if (!m_isSelected) | 2429 | Vector3 returnVelocity = Vector3.Zero; |
2430 | returnVelocity.X = (m_lastVelocity.X + _velocity.X) * 0.5f; // 0.5f is mathematically equiv to '/ 2' | ||
2431 | returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y) * 0.5f; | ||
2432 | returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z) * 0.5f; | ||
2433 | return returnVelocity; | ||
2434 | } | ||
2435 | set | ||
3030 | { | 2436 | { |
3031 | if (Body != IntPtr.Zero) | 2437 | if (value.IsFinite()) |
3032 | { | 2438 | { |
3033 | if (m_disabled) | 2439 | _velocity = value; |
3034 | enableBodySoft(); | ||
3035 | else if (!d.BodyIsEnabled(Body)) | ||
3036 | d.BodyEnable(Body); | ||
3037 | 2440 | ||
3038 | d.BodySetLinearVel(Body, newVel.X, newVel.Y, newVel.Z); | 2441 | m_taintVelocity = value; |
2442 | _parent_scene.AddPhysicsActorTaint(this); | ||
2443 | } | ||
2444 | else | ||
2445 | { | ||
2446 | m_log.WarnFormat("[PHYSICS]: Got NaN Velocity in Object {0}", Name); | ||
3039 | } | 2447 | } |
3040 | //resetCollisionAccounting(); | 2448 | |
3041 | } | 2449 | } |
3042 | _velocity = newVel; | ||
3043 | } | 2450 | } |
3044 | 2451 | ||
3045 | private void changeangvelocity(Vector3 newAngVel) | 2452 | public override Vector3 Torque |
3046 | { | 2453 | { |
3047 | float len = newAngVel.LengthSquared(); | 2454 | get |
3048 | if (len > 144.0f) // limit to 12rad/s | ||
3049 | { | 2455 | { |
3050 | len = 12.0f / (float)Math.Sqrt(len); | 2456 | if (!IsPhysical || Body == IntPtr.Zero) |
3051 | newAngVel *= len; | 2457 | return Vector3.Zero; |
2458 | |||
2459 | return _torque; | ||
3052 | } | 2460 | } |
3053 | 2461 | ||
3054 | if (!m_isSelected) | 2462 | set |
3055 | { | 2463 | { |
3056 | if (Body != IntPtr.Zero) | 2464 | if (value.IsFinite()) |
3057 | { | 2465 | { |
3058 | if (m_disabled) | 2466 | m_taintTorque = value; |
3059 | enableBodySoft(); | 2467 | _parent_scene.AddPhysicsActorTaint(this); |
3060 | else if (!d.BodyIsEnabled(Body)) | 2468 | } |
3061 | d.BodyEnable(Body); | 2469 | else |
3062 | 2470 | { | |
3063 | 2471 | m_log.WarnFormat("[PHYSICS]: Got NaN Torque in Object {0}", Name); | |
3064 | d.BodySetAngularVel(Body, newAngVel.X, newAngVel.Y, newAngVel.Z); | ||
3065 | } | 2472 | } |
3066 | //resetCollisionAccounting(); | ||
3067 | } | 2473 | } |
3068 | m_rotationalVelocity = newAngVel; | ||
3069 | } | 2474 | } |
3070 | 2475 | ||
3071 | private void changeVolumedetetion(bool newVolDtc) | 2476 | public override float CollisionScore |
3072 | { | ||
3073 | m_isVolumeDetect = newVolDtc; | ||
3074 | m_fakeisVolumeDetect = newVolDtc; | ||
3075 | UpdateCollisionCatFlags(); | ||
3076 | ApplyCollisionCatFlags(); | ||
3077 | } | ||
3078 | |||
3079 | protected void changeBuilding(bool newbuilding) | ||
3080 | { | 2477 | { |
3081 | // Check if we need to do anything | 2478 | get { return m_collisionscore; } |
3082 | if (newbuilding == m_building) | 2479 | set { m_collisionscore = value; } |
3083 | return; | ||
3084 | |||
3085 | if ((bool)newbuilding) | ||
3086 | { | ||
3087 | m_building = true; | ||
3088 | if (!childPrim) | ||
3089 | DestroyBody(); | ||
3090 | } | ||
3091 | else | ||
3092 | { | ||
3093 | m_building = false; | ||
3094 | CheckDelaySelect(); | ||
3095 | if (!childPrim) | ||
3096 | MakeBody(); | ||
3097 | } | ||
3098 | if (!childPrim && childrenPrim.Count > 0) | ||
3099 | { | ||
3100 | foreach (OdePrim prm in childrenPrim) | ||
3101 | prm.changeBuilding(m_building); // call directly | ||
3102 | } | ||
3103 | } | 2480 | } |
3104 | 2481 | ||
3105 | public void changeSetVehicle(VehicleData vdata) | 2482 | public override bool Kinematic |
3106 | { | 2483 | { |
3107 | if (m_vehicle == null) | 2484 | get { return false; } |
3108 | m_vehicle = new ODEDynamics(this); | 2485 | set { } |
3109 | m_vehicle.DoSetVehicle(vdata); | ||
3110 | } | 2486 | } |
3111 | 2487 | ||
3112 | private void changeVehicleType(int value) | 2488 | public override Quaternion Orientation |
3113 | { | 2489 | { |
3114 | if (value == (int)Vehicle.TYPE_NONE) | 2490 | get { return _orientation; } |
3115 | { | 2491 | set |
3116 | if (m_vehicle != null) | ||
3117 | m_vehicle = null; | ||
3118 | } | ||
3119 | else | ||
3120 | { | 2492 | { |
3121 | if (m_vehicle == null) | 2493 | if (QuaternionIsFinite(value)) |
3122 | m_vehicle = new ODEDynamics(this); | 2494 | _orientation = value; |
3123 | 2495 | else | |
3124 | m_vehicle.ProcessTypeChange((Vehicle)value); | 2496 | m_log.WarnFormat("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object {0}", Name); |
3125 | } | 2497 | } |
3126 | } | 2498 | } |
3127 | 2499 | ||
3128 | private void changeVehicleFloatParam(strVehicleFloatParam fp) | 2500 | private static bool QuaternionIsFinite(Quaternion q) |
3129 | { | 2501 | { |
3130 | if (m_vehicle == null) | 2502 | if (Single.IsNaN(q.X) || Single.IsInfinity(q.X)) |
3131 | return; | 2503 | return false; |
3132 | 2504 | if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y)) | |
3133 | m_vehicle.ProcessFloatVehicleParam((Vehicle)fp.param, fp.value); | 2505 | return false; |
2506 | if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z)) | ||
2507 | return false; | ||
2508 | if (Single.IsNaN(q.W) || Single.IsInfinity(q.W)) | ||
2509 | return false; | ||
2510 | return true; | ||
3134 | } | 2511 | } |
3135 | 2512 | ||
3136 | private void changeVehicleVectorParam(strVehicleVectorParam vp) | 2513 | public override Vector3 Acceleration |
3137 | { | 2514 | { |
3138 | if (m_vehicle == null) | 2515 | get { return _acceleration; } |
3139 | return; | 2516 | set { _acceleration = value; } |
3140 | m_vehicle.ProcessVectorVehicleParam((Vehicle)vp.param, vp.value); | ||
3141 | } | 2517 | } |
3142 | 2518 | ||
3143 | private void changeVehicleRotationParam(strVehicleQuatParam qp) | 2519 | public override void AddForce(Vector3 force, bool pushforce) |
3144 | { | 2520 | { |
3145 | if (m_vehicle == null) | 2521 | if (force.IsFinite()) |
3146 | return; | 2522 | { |
3147 | m_vehicle.ProcessRotationVehicleParam((Vehicle)qp.param, qp.value); | 2523 | lock (m_forcelist) |
3148 | } | 2524 | m_forcelist.Add(force); |
3149 | 2525 | ||
3150 | private void changeVehicleFlags(strVehicleBoolParam bp) | 2526 | m_taintforce = true; |
3151 | { | 2527 | } |
3152 | if (m_vehicle == null) | 2528 | else |
3153 | return; | 2529 | { |
3154 | m_vehicle.ProcessVehicleFlags(bp.param, bp.value); | 2530 | m_log.WarnFormat("[PHYSICS]: Got Invalid linear force vector from Scene in Object {0}", Name); |
2531 | } | ||
2532 | //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString()); | ||
3155 | } | 2533 | } |
3156 | 2534 | ||
3157 | private void changeBuoyancy(float b) | 2535 | public override void AddAngularForce(Vector3 force, bool pushforce) |
3158 | { | 2536 | { |
3159 | m_buoyancy = b; | 2537 | if (force.IsFinite()) |
2538 | { | ||
2539 | m_angularforcelist.Add(force); | ||
2540 | m_taintaddangularforce = true; | ||
2541 | } | ||
2542 | else | ||
2543 | { | ||
2544 | m_log.WarnFormat("[PHYSICS]: Got Invalid Angular force vector from Scene in Object {0}", Name); | ||
2545 | } | ||
3160 | } | 2546 | } |
3161 | 2547 | ||
3162 | private void changePIDTarget(Vector3 trg) | 2548 | public override Vector3 RotationalVelocity |
3163 | { | 2549 | { |
3164 | m_PIDTarget = trg; | 2550 | get |
3165 | } | 2551 | { |
2552 | Vector3 pv = Vector3.Zero; | ||
2553 | if (_zeroFlag) | ||
2554 | return pv; | ||
2555 | m_lastUpdateSent = false; | ||
3166 | 2556 | ||
3167 | private void changePIDTau(float tau) | 2557 | if (m_rotationalVelocity.ApproxEquals(pv, 0.2f)) |
3168 | { | 2558 | return pv; |
3169 | m_PIDTau = tau; | 2559 | |
2560 | return m_rotationalVelocity; | ||
2561 | } | ||
2562 | set | ||
2563 | { | ||
2564 | if (value.IsFinite()) | ||
2565 | { | ||
2566 | m_rotationalVelocity = value; | ||
2567 | } | ||
2568 | else | ||
2569 | { | ||
2570 | m_log.WarnFormat("[PHYSICS]: Got NaN RotationalVelocity in Object {0}", Name); | ||
2571 | } | ||
2572 | } | ||
3170 | } | 2573 | } |
3171 | 2574 | ||
3172 | private void changePIDActive(bool val) | 2575 | public override void CrossingFailure() |
3173 | { | 2576 | { |
3174 | m_usePID = val; | 2577 | m_crossingfailures++; |
2578 | if (m_crossingfailures > _parent_scene.geomCrossingFailuresBeforeOutofbounds) | ||
2579 | { | ||
2580 | base.RaiseOutOfBounds(_position); | ||
2581 | return; | ||
2582 | } | ||
2583 | else if (m_crossingfailures == _parent_scene.geomCrossingFailuresBeforeOutofbounds) | ||
2584 | { | ||
2585 | m_log.Warn("[PHYSICS]: Too many crossing failures for: " + Name); | ||
2586 | } | ||
3175 | } | 2587 | } |
3176 | 2588 | ||
3177 | private void changePIDHoverHeight(float val) | 2589 | public override float Buoyancy |
3178 | { | 2590 | { |
3179 | m_PIDHoverHeight = val; | 2591 | get { return m_buoyancy; } |
3180 | if (val == 0) | 2592 | set { m_buoyancy = value; } |
3181 | m_useHoverPID = false; | ||
3182 | } | 2593 | } |
3183 | 2594 | ||
3184 | private void changePIDHoverType(PIDHoverType type) | 2595 | public override void link(PhysicsActor obj) |
3185 | { | 2596 | { |
3186 | m_PIDHoverType = type; | 2597 | m_taintparent = obj; |
3187 | } | 2598 | } |
3188 | 2599 | ||
3189 | private void changePIDHoverTau(float tau) | 2600 | public override void delink() |
3190 | { | 2601 | { |
3191 | m_PIDHoverTau = tau; | 2602 | m_taintparent = null; |
3192 | } | 2603 | } |
3193 | 2604 | ||
3194 | private void changePIDHoverActive(bool active) | 2605 | public override void LockAngularMotion(Vector3 axis) |
3195 | { | 2606 | { |
3196 | m_useHoverPID = active; | 2607 | // reverse the zero/non zero values for ODE. |
2608 | if (axis.IsFinite()) | ||
2609 | { | ||
2610 | axis.X = (axis.X > 0) ? 1f : 0f; | ||
2611 | axis.Y = (axis.Y > 0) ? 1f : 0f; | ||
2612 | axis.Z = (axis.Z > 0) ? 1f : 0f; | ||
2613 | m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z); | ||
2614 | m_taintAngularLock = axis; | ||
2615 | } | ||
2616 | else | ||
2617 | { | ||
2618 | m_log.WarnFormat("[PHYSICS]: Got NaN locking axis from Scene on Object {0}", Name); | ||
2619 | } | ||
3197 | } | 2620 | } |
3198 | 2621 | ||
3199 | #endregion | 2622 | internal void UpdatePositionAndVelocity() |
3200 | |||
3201 | public void Move() | ||
3202 | { | 2623 | { |
3203 | if (!childPrim && m_isphysical && Body != IntPtr.Zero && | 2624 | // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! |
3204 | !m_disabled && !m_isSelected && !m_building && !m_outbounds) | 2625 | if (_parent == null) |
3205 | { | 2626 | { |
3206 | if (!d.BodyIsEnabled(Body)) | 2627 | Vector3 pv = Vector3.Zero; |
3207 | { | 2628 | bool lastZeroFlag = _zeroFlag; |
3208 | // let vehicles sleep | 2629 | float m_minvelocity = 0; |
3209 | if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE) | 2630 | if (Body != (IntPtr)0) // FIXME -> or if it is a joint |
3210 | return; | 2631 | { |
3211 | 2632 | d.Vector3 vec = d.BodyGetPosition(Body); | |
3212 | if (++bodydisablecontrol < 20) | 2633 | d.Quaternion ori = d.BodyGetQuaternion(Body); |
3213 | return; | 2634 | d.Vector3 vel = d.BodyGetLinearVel(Body); |
3214 | 2635 | d.Vector3 rotvel = d.BodyGetAngularVel(Body); | |
3215 | 2636 | d.Vector3 torque = d.BodyGetTorque(Body); | |
3216 | d.BodyEnable(Body); | 2637 | _torque = new Vector3(torque.X, torque.Y, torque.Z); |
3217 | } | 2638 | Vector3 l_position = Vector3.Zero; |
3218 | 2639 | Quaternion l_orientation = Quaternion.Identity; | |
3219 | bodydisablecontrol = 0; | 2640 | |
3220 | 2641 | // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!) | |
3221 | d.Vector3 lpos = d.GeomGetPosition(prim_geom); // root position that is seem by rest of simulator | 2642 | //if (vec.X < 0.0f) { vec.X = 0.0f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); } |
3222 | 2643 | //if (vec.Y < 0.0f) { vec.Y = 0.0f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); } | |
3223 | if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE) | 2644 | //if (vec.X > 255.95f) { vec.X = 255.95f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); } |
3224 | { | 2645 | //if (vec.Y > 255.95f) { vec.Y = 255.95f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); } |
3225 | // 'VEHICLES' are dealt with in ODEDynamics.cs | 2646 | |
3226 | m_vehicle.Step(); | 2647 | m_lastposition = _position; |
3227 | return; | 2648 | m_lastorientation = _orientation; |
3228 | } | 2649 | |
3229 | 2650 | l_position.X = vec.X; | |
3230 | float fx = 0; | 2651 | l_position.Y = vec.Y; |
3231 | float fy = 0; | 2652 | l_position.Z = vec.Z; |
3232 | float fz = 0; | 2653 | l_orientation.X = ori.X; |
3233 | 2654 | l_orientation.Y = ori.Y; | |
3234 | float m_mass = _mass; | 2655 | l_orientation.Z = ori.Z; |
3235 | 2656 | l_orientation.W = ori.W; | |
3236 | if (m_usePID && m_PIDTau > 0) | 2657 | |
3237 | { | 2658 | 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) |
3238 | // for now position error | ||
3239 | _target_velocity = | ||
3240 | new Vector3( | ||
3241 | (m_PIDTarget.X - lpos.X), | ||
3242 | (m_PIDTarget.Y - lpos.Y), | ||
3243 | (m_PIDTarget.Z - lpos.Z) | ||
3244 | ); | ||
3245 | |||
3246 | if (_target_velocity.ApproxEquals(Vector3.Zero, 0.02f)) | ||
3247 | { | ||
3248 | d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z); | ||
3249 | d.BodySetLinearVel(Body, 0, 0, 0); | ||
3250 | return; | ||
3251 | } | ||
3252 | else | ||
3253 | { | ||
3254 | _zeroFlag = false; | ||
3255 | |||
3256 | float tmp = 1 / m_PIDTau; | ||
3257 | _target_velocity *= tmp; | ||
3258 | |||
3259 | // apply limits | ||
3260 | tmp = _target_velocity.Length(); | ||
3261 | if (tmp > 50.0f) | ||
3262 | { | ||
3263 | tmp = 50 / tmp; | ||
3264 | _target_velocity *= tmp; | ||
3265 | } | ||
3266 | else if (tmp < 0.05f) | ||
3267 | { | ||
3268 | tmp = 0.05f / tmp; | ||
3269 | _target_velocity *= tmp; | ||
3270 | } | ||
3271 | |||
3272 | d.Vector3 vel = d.BodyGetLinearVel(Body); | ||
3273 | fx = (_target_velocity.X - vel.X) * m_invTimeStep; | ||
3274 | fy = (_target_velocity.Y - vel.Y) * m_invTimeStep; | ||
3275 | fz = (_target_velocity.Z - vel.Z) * m_invTimeStep; | ||
3276 | // d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z); | ||
3277 | } | ||
3278 | } // end if (m_usePID) | ||
3279 | |||
3280 | // Hover PID Controller needs to be mutually exlusive to MoveTo PID controller | ||
3281 | else if (m_useHoverPID && m_PIDHoverTau != 0 && m_PIDHoverHeight != 0) | ||
3282 | { | ||
3283 | |||
3284 | // Non-Vehicles have a limited set of Hover options. | ||
3285 | // determine what our target height really is based on HoverType | ||
3286 | |||
3287 | m_groundHeight = _parent_scene.GetTerrainHeightAtXY(lpos.X, lpos.Y); | ||
3288 | |||
3289 | switch (m_PIDHoverType) | ||
3290 | { | ||
3291 | case PIDHoverType.Ground: | ||
3292 | m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight; | ||
3293 | break; | ||
3294 | |||
3295 | case PIDHoverType.GroundAndWater: | ||
3296 | m_waterHeight = _parent_scene.GetWaterLevel(); | ||
3297 | if (m_groundHeight > m_waterHeight) | ||
3298 | m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight; | ||
3299 | else | ||
3300 | m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight; | ||
3301 | break; | ||
3302 | } // end switch (m_PIDHoverType) | ||
3303 | |||
3304 | // don't go underground unless volumedetector | ||
3305 | |||
3306 | if (m_targetHoverHeight > m_groundHeight || m_isVolumeDetect) | ||
3307 | { | 2659 | { |
3308 | d.Vector3 vel = d.BodyGetLinearVel(Body); | 2660 | //base.RaiseOutOfBounds(l_position); |
3309 | 2661 | ||
3310 | fz = (m_targetHoverHeight - lpos.Z); | 2662 | if (m_crossingfailures < _parent_scene.geomCrossingFailuresBeforeOutofbounds) |
3311 | |||
3312 | // if error is zero, use position control; otherwise, velocity control | ||
3313 | if (Math.Abs(fz) < 0.01f) | ||
3314 | { | 2663 | { |
3315 | d.BodySetPosition(Body, lpos.X, lpos.Y, m_targetHoverHeight); | 2664 | _position = l_position; |
3316 | d.BodySetLinearVel(Body, vel.X, vel.Y, 0); | 2665 | //_parent_scene.remActivePrim(this); |
2666 | if (_parent == null) | ||
2667 | base.RequestPhysicsterseUpdate(); | ||
2668 | return; | ||
3317 | } | 2669 | } |
3318 | else | 2670 | else |
3319 | { | 2671 | { |
3320 | _zeroFlag = false; | 2672 | if (_parent == null) |
3321 | fz /= m_PIDHoverTau; | 2673 | base.RaiseOutOfBounds(l_position); |
3322 | 2674 | return; | |
3323 | float tmp = Math.Abs(fz); | ||
3324 | if (tmp > 50) | ||
3325 | fz = 50 * Math.Sign(fz); | ||
3326 | else if (tmp < 0.1) | ||
3327 | fz = 0.1f * Math.Sign(fz); | ||
3328 | |||
3329 | fz = ((fz - vel.Z) * m_invTimeStep); | ||
3330 | } | 2675 | } |
3331 | } | 2676 | } |
3332 | } | ||
3333 | else | ||
3334 | { | ||
3335 | float b = (1.0f - m_buoyancy); | ||
3336 | fx = _parent_scene.gravityx * b; | ||
3337 | fy = _parent_scene.gravityy * b; | ||
3338 | fz = _parent_scene.gravityz * b; | ||
3339 | } | ||
3340 | |||
3341 | fx *= m_mass; | ||
3342 | fy *= m_mass; | ||
3343 | fz *= m_mass; | ||
3344 | |||
3345 | // constant force | ||
3346 | fx += m_force.X; | ||
3347 | fy += m_force.Y; | ||
3348 | fz += m_force.Z; | ||
3349 | |||
3350 | fx += m_forceacc.X; | ||
3351 | fy += m_forceacc.Y; | ||
3352 | fz += m_forceacc.Z; | ||
3353 | |||
3354 | m_forceacc = Vector3.Zero; | ||
3355 | |||
3356 | //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString()); | ||
3357 | if (fx != 0 || fy != 0 || fz != 0) | ||
3358 | { | ||
3359 | d.BodyAddForce(Body, fx, fy, fz); | ||
3360 | //Console.WriteLine("AddForce " + fx + "," + fy + "," + fz); | ||
3361 | } | ||
3362 | 2677 | ||
3363 | Vector3 trq; | 2678 | if (l_position.Z < 0) |
3364 | |||
3365 | trq = _torque; | ||
3366 | trq += m_angularForceacc; | ||
3367 | m_angularForceacc = Vector3.Zero; | ||
3368 | if (trq.X != 0 || trq.Y != 0 || trq.Z != 0) | ||
3369 | { | ||
3370 | d.BodyAddTorque(Body, trq.X, trq.Y, trq.Z); | ||
3371 | } | ||
3372 | } | ||
3373 | else | ||
3374 | { // is not physical, or is not a body or is selected | ||
3375 | // _zeroPosition = d.BodyGetPosition(Body); | ||
3376 | return; | ||
3377 | //Console.WriteLine("Nothing " + Name); | ||
3378 | |||
3379 | } | ||
3380 | } | ||
3381 | |||
3382 | public void UpdatePositionAndVelocity() | ||
3383 | { | ||
3384 | if (_parent == null && !m_disabled && !m_building && !m_outbounds && Body != IntPtr.Zero) | ||
3385 | { | ||
3386 | if (d.BodyIsEnabled(Body) || !_zeroFlag) | ||
3387 | { | ||
3388 | bool lastZeroFlag = _zeroFlag; | ||
3389 | |||
3390 | d.Vector3 lpos = d.GeomGetPosition(prim_geom); | ||
3391 | |||
3392 | // check outside region | ||
3393 | if (lpos.Z < -100 || lpos.Z > 100000f) | ||
3394 | { | 2679 | { |
3395 | m_outbounds = true; | 2680 | // This is so prim that get lost underground don't fall forever and suck up |
2681 | // | ||
2682 | // Sim resources and memory. | ||
2683 | // Disables the prim's movement physics.... | ||
2684 | // It's a hack and will generate a console message if it fails. | ||
2685 | |||
2686 | //IsPhysical = false; | ||
2687 | if (_parent == null) | ||
2688 | base.RaiseOutOfBounds(_position); | ||
3396 | 2689 | ||
3397 | lpos.Z = Util.Clip(lpos.Z, -100f, 100000f); | ||
3398 | _acceleration.X = 0; | 2690 | _acceleration.X = 0; |
3399 | _acceleration.Y = 0; | 2691 | _acceleration.Y = 0; |
3400 | _acceleration.Z = 0; | 2692 | _acceleration.Z = 0; |
@@ -3406,437 +2698,589 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
3406 | m_rotationalVelocity.Y = 0; | 2698 | m_rotationalVelocity.Y = 0; |
3407 | m_rotationalVelocity.Z = 0; | 2699 | m_rotationalVelocity.Z = 0; |
3408 | 2700 | ||
3409 | d.BodySetLinearVel(Body, 0, 0, 0); // stop it | 2701 | if (_parent == null) |
3410 | d.BodySetAngularVel(Body, 0, 0, 0); // stop it | 2702 | base.RequestPhysicsterseUpdate(); |
3411 | d.BodySetPosition(Body, lpos.X, lpos.Y, lpos.Z); // put it somewhere | ||
3412 | m_lastposition = _position; | ||
3413 | m_lastorientation = _orientation; | ||
3414 | |||
3415 | base.RequestPhysicsterseUpdate(); | ||
3416 | 2703 | ||
3417 | // throttleCounter = 0; | 2704 | m_throttleUpdates = false; |
2705 | throttleCounter = 0; | ||
3418 | _zeroFlag = true; | 2706 | _zeroFlag = true; |
3419 | 2707 | //outofBounds = true; | |
3420 | disableBodySoft(); // disable it and colisions | ||
3421 | base.RaiseOutOfBounds(_position); | ||
3422 | return; | ||
3423 | } | 2708 | } |
3424 | 2709 | ||
3425 | if (lpos.X < 0f) | 2710 | //float Adiff = 1.0f - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation)); |
3426 | { | 2711 | //Console.WriteLine("Adiff " + Name + " = " + Adiff); |
3427 | _position.X = Util.Clip(lpos.X, -2f, -0.1f); | 2712 | if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02) |
3428 | m_outbounds = true; | 2713 | && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02) |
3429 | } | 2714 | && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02) |
3430 | else if (lpos.X > _parent_scene.WorldExtents.X) | 2715 | // && (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation)) < 0.01)) |
2716 | && (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation)) < 0.0001)) // KF 0.01 is far to large | ||
3431 | { | 2717 | { |
3432 | _position.X = Util.Clip(lpos.X, _parent_scene.WorldExtents.X + 0.1f, _parent_scene.WorldExtents.X + 2f); | 2718 | _zeroFlag = true; |
3433 | m_outbounds = true; | 2719 | //Console.WriteLine("ZFT 2"); |
3434 | } | 2720 | m_throttleUpdates = false; |
3435 | if (lpos.Y < 0f) | ||
3436 | { | ||
3437 | _position.Y = Util.Clip(lpos.Y, -2f, -0.1f); | ||
3438 | m_outbounds = true; | ||
3439 | } | 2721 | } |
3440 | else if (lpos.Y > _parent_scene.WorldExtents.Y) | 2722 | else |
3441 | { | 2723 | { |
3442 | _position.Y = Util.Clip(lpos.Y, _parent_scene.WorldExtents.Y + 0.1f, _parent_scene.WorldExtents.Y + 2f); | 2724 | //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString()); |
3443 | m_outbounds = true; | 2725 | _zeroFlag = false; |
2726 | m_lastUpdateSent = false; | ||
2727 | //m_throttleUpdates = false; | ||
3444 | } | 2728 | } |
3445 | 2729 | ||
3446 | if (m_outbounds) | 2730 | if (_zeroFlag) |
3447 | { | 2731 | { |
3448 | m_lastposition = _position; | 2732 | _velocity.X = 0.0f; |
3449 | m_lastorientation = _orientation; | 2733 | _velocity.Y = 0.0f; |
3450 | 2734 | _velocity.Z = 0.0f; | |
3451 | d.Vector3 dtmp = d.BodyGetAngularVel(Body); | ||
3452 | m_rotationalVelocity.X = dtmp.X; | ||
3453 | m_rotationalVelocity.Y = dtmp.Y; | ||
3454 | m_rotationalVelocity.Z = dtmp.Z; | ||
3455 | |||
3456 | dtmp = d.BodyGetLinearVel(Body); | ||
3457 | _velocity.X = dtmp.X; | ||
3458 | _velocity.Y = dtmp.Y; | ||
3459 | _velocity.Z = dtmp.Z; | ||
3460 | |||
3461 | d.BodySetLinearVel(Body, 0, 0, 0); // stop it | ||
3462 | d.BodySetAngularVel(Body, 0, 0, 0); | ||
3463 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | ||
3464 | disableBodySoft(); // stop collisions | ||
3465 | UnSubscribeEvents(); | ||
3466 | |||
3467 | base.RequestPhysicsterseUpdate(); | ||
3468 | return; | ||
3469 | } | ||
3470 | 2735 | ||
3471 | d.Quaternion ori; | 2736 | _acceleration.X = 0; |
3472 | d.GeomCopyQuaternion(prim_geom, out ori); | 2737 | _acceleration.Y = 0; |
3473 | 2738 | _acceleration.Z = 0; | |
3474 | // decide if moving | 2739 | |
3475 | // use positions since this are integrated quantities | 2740 | //_orientation.w = 0f; |
3476 | // tolerance values depende a lot on simulation noise... | 2741 | //_orientation.X = 0f; |
3477 | // use simple math.abs since we dont need to be exact | 2742 | //_orientation.Y = 0f; |
3478 | 2743 | //_orientation.Z = 0f; | |
3479 | if ( | 2744 | m_rotationalVelocity.X = 0; |
3480 | (Math.Abs(_position.X - lpos.X) < 0.001f) | 2745 | m_rotationalVelocity.Y = 0; |
3481 | && (Math.Abs(_position.Y - lpos.Y) < 0.001f) | 2746 | m_rotationalVelocity.Z = 0; |
3482 | && (Math.Abs(_position.Z - lpos.Z) < 0.001f) | 2747 | if (!m_lastUpdateSent) |
3483 | && (Math.Abs(_orientation.X - ori.X) < 0.0001f) | 2748 | { |
3484 | && (Math.Abs(_orientation.Y - ori.Y) < 0.0001f) | 2749 | m_throttleUpdates = false; |
3485 | && (Math.Abs(_orientation.Z - ori.Z) < 0.0001f) // ignore W | 2750 | throttleCounter = 0; |
3486 | ) | 2751 | m_rotationalVelocity = pv; |
3487 | { | 2752 | |
3488 | _zeroFlag = true; | 2753 | if (_parent == null) |
2754 | { | ||
2755 | base.RequestPhysicsterseUpdate(); | ||
2756 | } | ||
2757 | |||
2758 | m_lastUpdateSent = true; | ||
2759 | } | ||
3489 | } | 2760 | } |
3490 | else | 2761 | else |
3491 | _zeroFlag = false; | ||
3492 | |||
3493 | // update velocities and aceleration | ||
3494 | if (!(_zeroFlag && lastZeroFlag)) | ||
3495 | { | 2762 | { |
3496 | d.Vector3 vel = d.BodyGetLinearVel(Body); | 2763 | if (lastZeroFlag != _zeroFlag) |
2764 | { | ||
2765 | if (_parent == null) | ||
2766 | { | ||
2767 | base.RequestPhysicsterseUpdate(); | ||
2768 | } | ||
2769 | } | ||
2770 | |||
2771 | m_lastVelocity = _velocity; | ||
3497 | 2772 | ||
3498 | _acceleration = _velocity; | 2773 | _position = l_position; |
3499 | 2774 | ||
3500 | if ((Math.Abs(vel.X) < 0.001f) && | 2775 | _velocity.X = vel.X; |
3501 | (Math.Abs(vel.Y) < 0.001f) && | 2776 | _velocity.Y = vel.Y; |
3502 | (Math.Abs(vel.Z) < 0.001f)) | 2777 | _velocity.Z = vel.Z; |
2778 | |||
2779 | _acceleration = ((_velocity - m_lastVelocity) / 0.1f); | ||
2780 | _acceleration = new Vector3(_velocity.X - m_lastVelocity.X / 0.1f, _velocity.Y - m_lastVelocity.Y / 0.1f, _velocity.Z - m_lastVelocity.Z / 0.1f); | ||
2781 | //m_log.Info("[PHYSICS]: V1: " + _velocity + " V2: " + m_lastVelocity + " Acceleration: " + _acceleration.ToString()); | ||
2782 | |||
2783 | // Note here that linearvelocity is affecting angular velocity... so I'm guessing this is a vehicle specific thing... | ||
2784 | // it does make sense to do this for tiny little instabilities with physical prim, however 0.5m/frame is fairly large. | ||
2785 | // reducing this to 0.02m/frame seems to help the angular rubberbanding quite a bit, however, to make sure it doesn't affect elevators and vehicles | ||
2786 | // adding these logical exclusion situations to maintain this where I think it was intended to be. | ||
2787 | if (m_throttleUpdates || m_usePID || (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE) || (Amotor != IntPtr.Zero)) | ||
3503 | { | 2788 | { |
3504 | _velocity = Vector3.Zero; | 2789 | m_minvelocity = 0.5f; |
3505 | float t = -m_invTimeStep; | ||
3506 | _acceleration = _acceleration * t; | ||
3507 | } | 2790 | } |
3508 | else | 2791 | else |
3509 | { | 2792 | { |
3510 | _velocity.X = vel.X; | 2793 | m_minvelocity = 0.02f; |
3511 | _velocity.Y = vel.Y; | ||
3512 | _velocity.Z = vel.Z; | ||
3513 | _acceleration = (_velocity - _acceleration) * m_invTimeStep; | ||
3514 | } | ||
3515 | |||
3516 | if ((Math.Abs(_acceleration.X) < 0.01f) && | ||
3517 | (Math.Abs(_acceleration.Y) < 0.01f) && | ||
3518 | (Math.Abs(_acceleration.Z) < 0.01f)) | ||
3519 | { | ||
3520 | _acceleration = Vector3.Zero; | ||
3521 | } | 2794 | } |
3522 | 2795 | ||
3523 | if ((Math.Abs(_orientation.X - ori.X) < 0.0001) && | 2796 | if (_velocity.ApproxEquals(pv, m_minvelocity)) |
3524 | (Math.Abs(_orientation.Y - ori.Y) < 0.0001) && | ||
3525 | (Math.Abs(_orientation.Z - ori.Z) < 0.0001) | ||
3526 | ) | ||
3527 | { | 2797 | { |
3528 | m_rotationalVelocity = Vector3.Zero; | 2798 | m_rotationalVelocity = pv; |
3529 | } | 2799 | } |
3530 | else | 2800 | else |
3531 | { | 2801 | { |
3532 | vel = d.BodyGetAngularVel(Body); | 2802 | m_rotationalVelocity = new Vector3(rotvel.X, rotvel.Y, rotvel.Z); |
3533 | m_rotationalVelocity.X = vel.X; | ||
3534 | m_rotationalVelocity.Y = vel.Y; | ||
3535 | m_rotationalVelocity.Z = vel.Z; | ||
3536 | } | 2803 | } |
3537 | } | ||
3538 | 2804 | ||
3539 | if (_zeroFlag) | 2805 | //m_log.Debug("ODE: " + m_rotationalVelocity.ToString()); |
3540 | { | 2806 | _orientation.X = ori.X; |
3541 | if (lastZeroFlag) | 2807 | _orientation.Y = ori.Y; |
2808 | _orientation.Z = ori.Z; | ||
2809 | _orientation.W = ori.W; | ||
2810 | m_lastUpdateSent = false; | ||
2811 | if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate) | ||
3542 | { | 2812 | { |
3543 | _velocity = Vector3.Zero; | 2813 | if (_parent == null) |
3544 | _acceleration = Vector3.Zero; | 2814 | { |
3545 | m_rotationalVelocity = Vector3.Zero; | 2815 | base.RequestPhysicsterseUpdate(); |
2816 | } | ||
3546 | } | 2817 | } |
3547 | 2818 | else | |
3548 | if (!m_lastUpdateSent) | ||
3549 | { | 2819 | { |
3550 | base.RequestPhysicsterseUpdate(); | 2820 | throttleCounter++; |
3551 | if (lastZeroFlag) | ||
3552 | m_lastUpdateSent = true; | ||
3553 | } | 2821 | } |
3554 | return; | ||
3555 | } | 2822 | } |
2823 | m_lastposition = l_position; | ||
2824 | } | ||
2825 | else | ||
2826 | { | ||
2827 | // Not a body.. so Make sure the client isn't interpolating | ||
2828 | _velocity.X = 0; | ||
2829 | _velocity.Y = 0; | ||
2830 | _velocity.Z = 0; | ||
3556 | 2831 | ||
3557 | _position.X = lpos.X; | 2832 | _acceleration.X = 0; |
3558 | _position.Y = lpos.Y; | 2833 | _acceleration.Y = 0; |
3559 | _position.Z = lpos.Z; | 2834 | _acceleration.Z = 0; |
3560 | 2835 | ||
3561 | _orientation.X = ori.X; | 2836 | m_rotationalVelocity.X = 0; |
3562 | _orientation.Y = ori.Y; | 2837 | m_rotationalVelocity.Y = 0; |
3563 | _orientation.Z = ori.Z; | 2838 | m_rotationalVelocity.Z = 0; |
3564 | _orientation.W = ori.W; | 2839 | _zeroFlag = true; |
3565 | base.RequestPhysicsterseUpdate(); | ||
3566 | m_lastUpdateSent = false; | ||
3567 | } | 2840 | } |
3568 | } | 2841 | } |
3569 | } | 2842 | } |
3570 | 2843 | ||
3571 | internal static bool QuaternionIsFinite(Quaternion q) | 2844 | public override bool FloatOnWater |
3572 | { | 2845 | { |
3573 | if (Single.IsNaN(q.X) || Single.IsInfinity(q.X)) | 2846 | set { |
3574 | return false; | 2847 | m_taintCollidesWater = value; |
3575 | if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y)) | 2848 | _parent_scene.AddPhysicsActorTaint(this); |
3576 | return false; | 2849 | } |
3577 | if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z)) | ||
3578 | return false; | ||
3579 | if (Single.IsNaN(q.W) || Single.IsInfinity(q.W)) | ||
3580 | return false; | ||
3581 | return true; | ||
3582 | } | 2850 | } |
3583 | 2851 | ||
3584 | internal static void DMassSubPartFromObj(ref d.Mass part, ref d.Mass theobj) | 2852 | public override void SetMomentum(Vector3 momentum) |
3585 | { | 2853 | { |
3586 | // assumes object center of mass is zero | 2854 | } |
3587 | float smass = part.mass; | 2855 | |
3588 | theobj.mass -= smass; | 2856 | public override Vector3 PIDTarget |
2857 | { | ||
2858 | set | ||
2859 | { | ||
2860 | if (value.IsFinite()) | ||
2861 | { | ||
2862 | m_PIDTarget = value; | ||
2863 | } | ||
2864 | else | ||
2865 | m_log.WarnFormat("[PHYSICS]: Got NaN PIDTarget from Scene on Object {0}", Name); | ||
2866 | } | ||
2867 | } | ||
2868 | public override bool PIDActive { set { m_usePID = value; } } | ||
2869 | public override float PIDTau { set { m_PIDTau = value; } } | ||
2870 | |||
2871 | public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } | ||
2872 | public override bool PIDHoverActive { set { m_useHoverPID = value; } } | ||
2873 | public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } | ||
2874 | public override float PIDHoverTau { set { m_PIDHoverTau = value; } } | ||
2875 | |||
2876 | public override Quaternion APIDTarget{ set { return; } } | ||
3589 | 2877 | ||
3590 | smass *= 1.0f / (theobj.mass); ; | 2878 | public override bool APIDActive{ set { return; } } |
3591 | 2879 | ||
3592 | theobj.c.X -= part.c.X * smass; | 2880 | public override float APIDStrength{ set { return; } } |
3593 | theobj.c.Y -= part.c.Y * smass; | ||
3594 | theobj.c.Z -= part.c.Z * smass; | ||
3595 | 2881 | ||
3596 | theobj.I.M00 -= part.I.M00; | 2882 | public override float APIDDamping{ set { return; } } |
3597 | theobj.I.M01 -= part.I.M01; | ||
3598 | theobj.I.M02 -= part.I.M02; | ||
3599 | theobj.I.M10 -= part.I.M10; | ||
3600 | theobj.I.M11 -= part.I.M11; | ||
3601 | theobj.I.M12 -= part.I.M12; | ||
3602 | theobj.I.M20 -= part.I.M20; | ||
3603 | theobj.I.M21 -= part.I.M21; | ||
3604 | theobj.I.M22 -= part.I.M22; | ||
3605 | } | ||
3606 | 2883 | ||
3607 | private void donullchange() | 2884 | private void createAMotor(Vector3 axis) |
3608 | { | 2885 | { |
3609 | } | 2886 | if (Body == IntPtr.Zero) |
2887 | return; | ||
3610 | 2888 | ||
3611 | public bool DoAChange(changes what, object arg) | 2889 | if (Amotor != IntPtr.Zero) |
3612 | { | ||
3613 | if (prim_geom == IntPtr.Zero && what != changes.Add && what != changes.AddPhysRep && what != changes.Remove) | ||
3614 | { | 2890 | { |
3615 | return false; | 2891 | d.JointDestroy(Amotor); |
2892 | Amotor = IntPtr.Zero; | ||
3616 | } | 2893 | } |
3617 | 2894 | ||
3618 | // nasty switch | 2895 | float axisnum = 3; |
3619 | switch (what) | ||
3620 | { | ||
3621 | case changes.Add: | ||
3622 | changeadd(); | ||
3623 | break; | ||
3624 | |||
3625 | case changes.AddPhysRep: | ||
3626 | changeAddPhysRep((ODEPhysRepData)arg); | ||
3627 | break; | ||
3628 | |||
3629 | case changes.Remove: | ||
3630 | //If its being removed, we don't want to rebuild the physical rep at all, so ignore this stuff... | ||
3631 | //When we return true, it destroys all of the prims in the linkset anyway | ||
3632 | if (_parent != null) | ||
3633 | { | ||
3634 | OdePrim parent = (OdePrim)_parent; | ||
3635 | parent.ChildRemove(this, false); | ||
3636 | } | ||
3637 | else | ||
3638 | ChildRemove(this, false); | ||
3639 | 2896 | ||
3640 | m_vehicle = null; | 2897 | axisnum = (axisnum - (axis.X + axis.Y + axis.Z)); |
3641 | RemoveGeom(); | ||
3642 | m_targetSpace = IntPtr.Zero; | ||
3643 | UnSubscribeEvents(); | ||
3644 | return true; | ||
3645 | 2898 | ||
3646 | case changes.Link: | 2899 | // PhysicsVector totalSize = new PhysicsVector(_size.X, _size.Y, _size.Z); |
3647 | OdePrim tmp = (OdePrim)arg; | ||
3648 | changeLink(tmp); | ||
3649 | break; | ||
3650 | 2900 | ||
3651 | case changes.DeLink: | 2901 | |
3652 | changeLink(null); | 2902 | // Inverse Inertia Matrix, set the X, Y, and/r Z inertia to 0 then invert it again. |
3653 | break; | 2903 | d.Mass objMass; |
2904 | d.MassSetZero(out objMass); | ||
2905 | DMassCopy(ref pMass, ref objMass); | ||
3654 | 2906 | ||
3655 | case changes.Position: | 2907 | //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); |
3656 | changePosition((Vector3)arg); | ||
3657 | break; | ||
3658 | 2908 | ||
3659 | case changes.Orientation: | 2909 | Matrix4 dMassMat = FromDMass(objMass); |
3660 | changeOrientation((Quaternion)arg); | ||
3661 | break; | ||
3662 | 2910 | ||
3663 | case changes.PosOffset: | 2911 | Matrix4 mathmat = Inverse(dMassMat); |
3664 | donullchange(); | ||
3665 | break; | ||
3666 | 2912 | ||
3667 | case changes.OriOffset: | 2913 | /* |
3668 | donullchange(); | 2914 | //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]); |
3669 | break; | ||
3670 | 2915 | ||
3671 | case changes.Velocity: | 2916 | mathmat = Inverse(mathmat); |
3672 | changevelocity((Vector3)arg); | ||
3673 | break; | ||
3674 | 2917 | ||
3675 | // case changes.Acceleration: | ||
3676 | // changeacceleration((Vector3)arg); | ||
3677 | // break; | ||
3678 | 2918 | ||
3679 | case changes.AngVelocity: | 2919 | objMass = FromMatrix4(mathmat, ref objMass); |
3680 | changeangvelocity((Vector3)arg); | 2920 | //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); |
3681 | break; | ||
3682 | 2921 | ||
3683 | case changes.Force: | 2922 | mathmat = Inverse(mathmat); |
3684 | changeForce((Vector3)arg); | 2923 | */ |
3685 | break; | 2924 | if (axis.X == 0) |
2925 | { | ||
2926 | mathmat.M33 = 50.0000001f; | ||
2927 | //objMass.I.M22 = 0; | ||
2928 | } | ||
2929 | if (axis.Y == 0) | ||
2930 | { | ||
2931 | mathmat.M22 = 50.0000001f; | ||
2932 | //objMass.I.M11 = 0; | ||
2933 | } | ||
2934 | if (axis.Z == 0) | ||
2935 | { | ||
2936 | mathmat.M11 = 50.0000001f; | ||
2937 | //objMass.I.M00 = 0; | ||
2938 | } | ||
2939 | |||
2940 | |||
3686 | 2941 | ||
3687 | case changes.Torque: | 2942 | mathmat = Inverse(mathmat); |
3688 | changeSetTorque((Vector3)arg); | 2943 | objMass = FromMatrix4(mathmat, ref objMass); |
3689 | break; | 2944 | //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); |
2945 | |||
2946 | //return; | ||
2947 | if (d.MassCheck(ref objMass)) | ||
2948 | { | ||
2949 | d.BodySetMass(Body, ref objMass); | ||
2950 | } | ||
2951 | else | ||
2952 | { | ||
2953 | //m_log.Debug("[PHYSICS]: Mass invalid, ignoring"); | ||
2954 | } | ||
3690 | 2955 | ||
3691 | case changes.AddForce: | 2956 | if (axisnum <= 0) |
3692 | changeAddForce((Vector3)arg); | 2957 | return; |
3693 | break; | 2958 | // int dAMotorEuler = 1; |
3694 | 2959 | ||
3695 | case changes.AddAngForce: | 2960 | Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero); |
3696 | changeAddAngularImpulse((Vector3)arg); | 2961 | d.JointAttach(Amotor, Body, IntPtr.Zero); |
3697 | break; | 2962 | d.JointSetAMotorMode(Amotor, 0); |
3698 | 2963 | ||
3699 | case changes.AngLock: | 2964 | d.JointSetAMotorNumAxes(Amotor,(int)axisnum); |
3700 | changeAngularLock((Vector3)arg); | 2965 | int i = 0; |
3701 | break; | ||
3702 | 2966 | ||
3703 | case changes.Size: | 2967 | if (axis.X == 0) |
3704 | changeSize((Vector3)arg); | 2968 | { |
3705 | break; | 2969 | d.JointSetAMotorAxis(Amotor, i, 0, 1, 0, 0); |
2970 | i++; | ||
2971 | } | ||
3706 | 2972 | ||
3707 | case changes.Shape: | 2973 | if (axis.Y == 0) |
3708 | changeShape((PrimitiveBaseShape)arg); | 2974 | { |
3709 | break; | 2975 | d.JointSetAMotorAxis(Amotor, i, 0, 0, 1, 0); |
2976 | i++; | ||
2977 | } | ||
3710 | 2978 | ||
3711 | case changes.PhysRepData: | 2979 | if (axis.Z == 0) |
3712 | changePhysRepData((ODEPhysRepData) arg); | 2980 | { |
3713 | break; | 2981 | d.JointSetAMotorAxis(Amotor, i, 0, 0, 0, 1); |
2982 | i++; | ||
2983 | } | ||
3714 | 2984 | ||
3715 | case changes.CollidesWater: | 2985 | for (int j = 0; j < (int)axisnum; j++) |
3716 | changeFloatOnWater((bool)arg); | 2986 | { |
3717 | break; | 2987 | //d.JointSetAMotorAngle(Amotor, j, 0); |
2988 | } | ||
3718 | 2989 | ||
3719 | case changes.VolumeDtc: | 2990 | //d.JointSetAMotorAngle(Amotor, 1, 0); |
3720 | changeVolumedetetion((bool)arg); | 2991 | //d.JointSetAMotorAngle(Amotor, 2, 0); |
3721 | break; | ||
3722 | 2992 | ||
3723 | case changes.Phantom: | 2993 | // These lowstops and high stops are effectively (no wiggle room) |
3724 | changePhantomStatus((bool)arg); | 2994 | d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0f); |
3725 | break; | 2995 | d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0f); |
2996 | d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -0f); | ||
2997 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0f); | ||
2998 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); | ||
2999 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0f); | ||
3000 | //d.JointSetAMotorParam(Amotor, (int) dParam.Vel, 9000f); | ||
3001 | d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f); | ||
3002 | d.JointSetAMotorParam(Amotor, (int)dParam.FMax, Mass * 50f);// | ||
3003 | } | ||
3726 | 3004 | ||
3727 | case changes.Physical: | 3005 | private Matrix4 FromDMass(d.Mass pMass) |
3728 | changePhysicsStatus((bool)arg); | 3006 | { |
3729 | break; | 3007 | Matrix4 obj; |
3008 | obj.M11 = pMass.I.M00; | ||
3009 | obj.M12 = pMass.I.M01; | ||
3010 | obj.M13 = pMass.I.M02; | ||
3011 | obj.M14 = 0; | ||
3012 | obj.M21 = pMass.I.M10; | ||
3013 | obj.M22 = pMass.I.M11; | ||
3014 | obj.M23 = pMass.I.M12; | ||
3015 | obj.M24 = 0; | ||
3016 | obj.M31 = pMass.I.M20; | ||
3017 | obj.M32 = pMass.I.M21; | ||
3018 | obj.M33 = pMass.I.M22; | ||
3019 | obj.M34 = 0; | ||
3020 | obj.M41 = 0; | ||
3021 | obj.M42 = 0; | ||
3022 | obj.M43 = 0; | ||
3023 | obj.M44 = 1; | ||
3024 | return obj; | ||
3025 | } | ||
3730 | 3026 | ||
3731 | case changes.Selected: | 3027 | private d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj) |
3732 | changeSelectedStatus((bool)arg); | 3028 | { |
3733 | break; | 3029 | obj.I.M00 = pMat[0, 0]; |
3030 | obj.I.M01 = pMat[0, 1]; | ||
3031 | obj.I.M02 = pMat[0, 2]; | ||
3032 | obj.I.M10 = pMat[1, 0]; | ||
3033 | obj.I.M11 = pMat[1, 1]; | ||
3034 | obj.I.M12 = pMat[1, 2]; | ||
3035 | obj.I.M20 = pMat[2, 0]; | ||
3036 | obj.I.M21 = pMat[2, 1]; | ||
3037 | obj.I.M22 = pMat[2, 2]; | ||
3038 | return obj; | ||
3039 | } | ||
3734 | 3040 | ||
3735 | case changes.disabled: | 3041 | public override void SubscribeEvents(int ms) |
3736 | changeDisable((bool)arg); | 3042 | { |
3737 | break; | 3043 | m_eventsubscription = ms; |
3044 | _parent_scene.AddCollisionEventReporting(this); | ||
3045 | } | ||
3738 | 3046 | ||
3739 | case changes.building: | 3047 | public override void UnSubscribeEvents() |
3740 | changeBuilding((bool)arg); | 3048 | { |
3741 | break; | 3049 | _parent_scene.RemoveCollisionEventReporting(this); |
3050 | m_eventsubscription = 0; | ||
3051 | } | ||
3742 | 3052 | ||
3743 | case changes.VehicleType: | 3053 | public void AddCollisionEvent(uint CollidedWith, ContactPoint contact) |
3744 | changeVehicleType((int)arg); | 3054 | { |
3745 | break; | 3055 | CollisionEventsThisFrame.AddCollider(CollidedWith, contact); |
3056 | } | ||
3746 | 3057 | ||
3747 | case changes.VehicleFlags: | 3058 | public void SendCollisions() |
3748 | changeVehicleFlags((strVehicleBoolParam) arg); | 3059 | { |
3749 | break; | 3060 | if (m_collisionsOnPreviousFrame || CollisionEventsThisFrame.Count > 0) |
3061 | { | ||
3062 | base.SendCollisionUpdate(CollisionEventsThisFrame); | ||
3750 | 3063 | ||
3751 | case changes.VehicleFloatParam: | 3064 | if (CollisionEventsThisFrame.Count > 0) |
3752 | changeVehicleFloatParam((strVehicleFloatParam) arg); | 3065 | { |
3753 | break; | 3066 | m_collisionsOnPreviousFrame = true; |
3067 | CollisionEventsThisFrame.Clear(); | ||
3068 | } | ||
3069 | else | ||
3070 | { | ||
3071 | m_collisionsOnPreviousFrame = false; | ||
3072 | } | ||
3073 | } | ||
3074 | } | ||
3754 | 3075 | ||
3755 | case changes.VehicleVectorParam: | 3076 | public override bool SubscribedEvents() |
3756 | changeVehicleVectorParam((strVehicleVectorParam) arg); | 3077 | { |
3757 | break; | 3078 | if (m_eventsubscription > 0) |
3079 | return true; | ||
3080 | return false; | ||
3081 | } | ||
3758 | 3082 | ||
3759 | case changes.VehicleRotationParam: | 3083 | public static Matrix4 Inverse(Matrix4 pMat) |
3760 | changeVehicleRotationParam((strVehicleQuatParam) arg); | 3084 | { |
3761 | break; | 3085 | if (determinant3x3(pMat) == 0) |
3086 | { | ||
3087 | return Matrix4.Identity; // should probably throw an error. singluar matrix inverse not possible | ||
3088 | } | ||
3762 | 3089 | ||
3763 | case changes.SetVehicle: | 3090 | return (Adjoint(pMat) / determinant3x3(pMat)); |
3764 | changeSetVehicle((VehicleData) arg); | 3091 | } |
3765 | break; | ||
3766 | 3092 | ||
3767 | case changes.Buoyancy: | 3093 | public static Matrix4 Adjoint(Matrix4 pMat) |
3768 | changeBuoyancy((float)arg); | 3094 | { |
3769 | break; | 3095 | Matrix4 adjointMatrix = new Matrix4(); |
3096 | for (int i=0; i<4; i++) | ||
3097 | { | ||
3098 | for (int j=0; j<4; j++) | ||
3099 | { | ||
3100 | Matrix4SetValue(ref adjointMatrix, i, j, (float)(Math.Pow(-1, i + j) * (determinant3x3(Minor(pMat, i, j))))); | ||
3101 | } | ||
3102 | } | ||
3770 | 3103 | ||
3771 | case changes.PIDTarget: | 3104 | adjointMatrix = Transpose(adjointMatrix); |
3772 | changePIDTarget((Vector3)arg); | 3105 | return adjointMatrix; |
3773 | break; | 3106 | } |
3774 | 3107 | ||
3775 | case changes.PIDTau: | 3108 | public static Matrix4 Minor(Matrix4 matrix, int iRow, int iCol) |
3776 | changePIDTau((float)arg); | 3109 | { |
3777 | break; | 3110 | Matrix4 minor = new Matrix4(); |
3111 | int m = 0, n = 0; | ||
3112 | for (int i = 0; i < 4; i++) | ||
3113 | { | ||
3114 | if (i == iRow) | ||
3115 | continue; | ||
3116 | n = 0; | ||
3117 | for (int j = 0; j < 4; j++) | ||
3118 | { | ||
3119 | if (j == iCol) | ||
3120 | continue; | ||
3121 | Matrix4SetValue(ref minor, m,n, matrix[i, j]); | ||
3122 | n++; | ||
3123 | } | ||
3124 | m++; | ||
3125 | } | ||
3778 | 3126 | ||
3779 | case changes.PIDActive: | 3127 | return minor; |
3780 | changePIDActive((bool)arg); | 3128 | } |
3781 | break; | ||
3782 | 3129 | ||
3783 | case changes.PIDHoverHeight: | 3130 | public static Matrix4 Transpose(Matrix4 pMat) |
3784 | changePIDHoverHeight((float)arg); | 3131 | { |
3785 | break; | 3132 | Matrix4 transposeMatrix = new Matrix4(); |
3133 | for (int i = 0; i < 4; i++) | ||
3134 | for (int j = 0; j < 4; j++) | ||
3135 | Matrix4SetValue(ref transposeMatrix, i, j, pMat[j, i]); | ||
3136 | return transposeMatrix; | ||
3137 | } | ||
3786 | 3138 | ||
3787 | case changes.PIDHoverType: | 3139 | public static void Matrix4SetValue(ref Matrix4 pMat, int r, int c, float val) |
3788 | changePIDHoverType((PIDHoverType)arg); | 3140 | { |
3789 | break; | 3141 | switch (r) |
3142 | { | ||
3143 | case 0: | ||
3144 | switch (c) | ||
3145 | { | ||
3146 | case 0: | ||
3147 | pMat.M11 = val; | ||
3148 | break; | ||
3149 | case 1: | ||
3150 | pMat.M12 = val; | ||
3151 | break; | ||
3152 | case 2: | ||
3153 | pMat.M13 = val; | ||
3154 | break; | ||
3155 | case 3: | ||
3156 | pMat.M14 = val; | ||
3157 | break; | ||
3158 | } | ||
3790 | 3159 | ||
3791 | case changes.PIDHoverTau: | ||
3792 | changePIDHoverTau((float)arg); | ||
3793 | break; | 3160 | break; |
3161 | case 1: | ||
3162 | switch (c) | ||
3163 | { | ||
3164 | case 0: | ||
3165 | pMat.M21 = val; | ||
3166 | break; | ||
3167 | case 1: | ||
3168 | pMat.M22 = val; | ||
3169 | break; | ||
3170 | case 2: | ||
3171 | pMat.M23 = val; | ||
3172 | break; | ||
3173 | case 3: | ||
3174 | pMat.M24 = val; | ||
3175 | break; | ||
3176 | } | ||
3794 | 3177 | ||
3795 | case changes.PIDHoverActive: | ||
3796 | changePIDHoverActive((bool)arg); | ||
3797 | break; | 3178 | break; |
3179 | case 2: | ||
3180 | switch (c) | ||
3181 | { | ||
3182 | case 0: | ||
3183 | pMat.M31 = val; | ||
3184 | break; | ||
3185 | case 1: | ||
3186 | pMat.M32 = val; | ||
3187 | break; | ||
3188 | case 2: | ||
3189 | pMat.M33 = val; | ||
3190 | break; | ||
3191 | case 3: | ||
3192 | pMat.M34 = val; | ||
3193 | break; | ||
3194 | } | ||
3798 | 3195 | ||
3799 | case changes.Null: | ||
3800 | donullchange(); | ||
3801 | break; | 3196 | break; |
3197 | case 3: | ||
3198 | switch (c) | ||
3199 | { | ||
3200 | case 0: | ||
3201 | pMat.M41 = val; | ||
3202 | break; | ||
3203 | case 1: | ||
3204 | pMat.M42 = val; | ||
3205 | break; | ||
3206 | case 2: | ||
3207 | pMat.M43 = val; | ||
3208 | break; | ||
3209 | case 3: | ||
3210 | pMat.M44 = val; | ||
3211 | break; | ||
3212 | } | ||
3802 | 3213 | ||
3803 | |||
3804 | |||
3805 | default: | ||
3806 | donullchange(); | ||
3807 | break; | 3214 | break; |
3808 | } | 3215 | } |
3809 | return false; | ||
3810 | } | 3216 | } |
3811 | 3217 | ||
3812 | public void AddChange(changes what, object arg) | 3218 | private static float determinant3x3(Matrix4 pMat) |
3813 | { | 3219 | { |
3814 | _parent_scene.AddChange((PhysicsActor) this, what, arg); | 3220 | float det = 0; |
3815 | } | 3221 | float diag1 = pMat[0, 0]*pMat[1, 1]*pMat[2, 2]; |
3222 | float diag2 = pMat[0, 1]*pMat[2, 1]*pMat[2, 0]; | ||
3223 | float diag3 = pMat[0, 2]*pMat[1, 0]*pMat[2, 1]; | ||
3224 | float diag4 = pMat[2, 0]*pMat[1, 1]*pMat[0, 2]; | ||
3225 | float diag5 = pMat[2, 1]*pMat[1, 2]*pMat[0, 0]; | ||
3226 | float diag6 = pMat[2, 2]*pMat[1, 0]*pMat[0, 1]; | ||
3816 | 3227 | ||
3817 | 3228 | det = diag1 + diag2 + diag3 - (diag4 + diag5 + diag6); | |
3818 | private struct strVehicleBoolParam | 3229 | return det; |
3819 | { | 3230 | } |
3820 | public int param; | 3231 | |
3821 | public bool value; | 3232 | private static void DMassCopy(ref d.Mass src, ref d.Mass dst) |
3233 | { | ||
3234 | dst.c.W = src.c.W; | ||
3235 | dst.c.X = src.c.X; | ||
3236 | dst.c.Y = src.c.Y; | ||
3237 | dst.c.Z = src.c.Z; | ||
3238 | dst.mass = src.mass; | ||
3239 | dst.I.M00 = src.I.M00; | ||
3240 | dst.I.M01 = src.I.M01; | ||
3241 | dst.I.M02 = src.I.M02; | ||
3242 | dst.I.M10 = src.I.M10; | ||
3243 | dst.I.M11 = src.I.M11; | ||
3244 | dst.I.M12 = src.I.M12; | ||
3245 | dst.I.M20 = src.I.M20; | ||
3246 | dst.I.M21 = src.I.M21; | ||
3247 | dst.I.M22 = src.I.M22; | ||
3822 | } | 3248 | } |
3823 | 3249 | ||
3824 | private struct strVehicleFloatParam | 3250 | public override void SetMaterial(int pMaterial) |
3825 | { | 3251 | { |
3826 | public int param; | 3252 | m_material = pMaterial; |
3827 | public float value; | ||
3828 | } | 3253 | } |
3829 | 3254 | ||
3830 | private struct strVehicleQuatParam | 3255 | private void CheckMeshAsset() |
3831 | { | 3256 | { |
3832 | public int param; | 3257 | if (_pbs.SculptEntry && !m_assetFailed && _pbs.SculptTexture != UUID.Zero) |
3833 | public Quaternion value; | 3258 | { |
3259 | m_assetFailed = true; | ||
3260 | Util.FireAndForget(delegate | ||
3261 | { | ||
3262 | RequestAssetDelegate assetProvider = _parent_scene.RequestAssetMethod; | ||
3263 | if (assetProvider != null) | ||
3264 | assetProvider(_pbs.SculptTexture, MeshAssetReveived); | ||
3265 | }); | ||
3266 | } | ||
3834 | } | 3267 | } |
3835 | 3268 | ||
3836 | private struct strVehicleVectorParam | 3269 | void MeshAssetReveived(AssetBase asset) |
3837 | { | 3270 | { |
3838 | public int param; | 3271 | if (asset.Data != null && asset.Data.Length > 0) |
3839 | public Vector3 value; | 3272 | { |
3840 | } | 3273 | if (!_pbs.SculptEntry) |
3274 | return; | ||
3275 | if (_pbs.SculptTexture.ToString() != asset.ID) | ||
3276 | return; | ||
3277 | |||
3278 | _pbs.SculptData = new byte[asset.Data.Length]; | ||
3279 | asset.Data.CopyTo(_pbs.SculptData, 0); | ||
3280 | m_assetFailed = false; | ||
3281 | m_taintshape = true; | ||
3282 | _parent_scene.AddPhysicsActorTaint(this); | ||
3283 | } | ||
3284 | } | ||
3841 | } | 3285 | } |
3842 | } | 3286 | } \ No newline at end of file |