diff options
author | Jeff Ames | 2007-12-04 04:59:27 +0000 |
---|---|---|
committer | Jeff Ames | 2007-12-04 04:59:27 +0000 |
commit | 21c35d5703814c89e4e8d602df19b77a8174b8e0 (patch) | |
tree | 695032f9039ef624cb33f601e3709859533ad5be /OpenSim | |
parent | * Split out the ODEPlugin Nested classes. (diff) | |
download | opensim-SC-21c35d5703814c89e4e8d602df19b77a8174b8e0.zip opensim-SC-21c35d5703814c89e4e8d602df19b77a8174b8e0.tar.gz opensim-SC-21c35d5703814c89e4e8d602df19b77a8174b8e0.tar.bz2 opensim-SC-21c35d5703814c89e4e8d602df19b77a8174b8e0.tar.xz |
set svn:eol-style
Diffstat (limited to 'OpenSim')
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/ODECharacter.cs | 954 | ||||
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | 1372 |
2 files changed, 1163 insertions, 1163 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs index cda6af2..888f555 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs | |||
@@ -1,477 +1,477 @@ | |||
1 | using System; | 1 | using System; |
2 | using System.Collections.Generic; | 2 | using System.Collections.Generic; |
3 | using Axiom.Math; | 3 | using Axiom.Math; |
4 | using Ode.NET; | 4 | using Ode.NET; |
5 | using OpenSim.Framework; | 5 | using OpenSim.Framework; |
6 | using OpenSim.Region.Physics.Manager; | 6 | using OpenSim.Region.Physics.Manager; |
7 | 7 | ||
8 | namespace OpenSim.Region.Physics.OdePlugin | 8 | namespace OpenSim.Region.Physics.OdePlugin |
9 | { | 9 | { |
10 | public class OdeCharacter : PhysicsActor | 10 | public class OdeCharacter : PhysicsActor |
11 | { | 11 | { |
12 | private PhysicsVector _position; | 12 | private PhysicsVector _position; |
13 | private d.Vector3 _zeroPosition; | 13 | private d.Vector3 _zeroPosition; |
14 | private bool _zeroFlag = false; | 14 | private bool _zeroFlag = false; |
15 | private bool m_lastUpdateSent = false; | 15 | private bool m_lastUpdateSent = false; |
16 | private PhysicsVector _velocity; | 16 | private PhysicsVector _velocity; |
17 | private PhysicsVector _target_velocity; | 17 | private PhysicsVector _target_velocity; |
18 | private PhysicsVector _acceleration; | 18 | private PhysicsVector _acceleration; |
19 | private PhysicsVector m_rotationalVelocity; | 19 | private PhysicsVector m_rotationalVelocity; |
20 | private static float PID_D = 3020.0f; | 20 | private static float PID_D = 3020.0f; |
21 | private static float PID_P = 7000.0f; | 21 | private static float PID_P = 7000.0f; |
22 | private static float POSTURE_SERVO = 10000.0f; | 22 | private static float POSTURE_SERVO = 10000.0f; |
23 | public static float CAPSULE_RADIUS = 0.5f; | 23 | public static float CAPSULE_RADIUS = 0.5f; |
24 | public float CAPSULE_LENGTH = 0.79f; | 24 | public float CAPSULE_LENGTH = 0.79f; |
25 | private bool flying = false; | 25 | private bool flying = false; |
26 | private bool m_iscolliding = false; | 26 | private bool m_iscolliding = false; |
27 | private bool m_iscollidingGround = false; | 27 | private bool m_iscollidingGround = false; |
28 | private bool m_wascolliding = false; | 28 | private bool m_wascolliding = false; |
29 | private bool m_wascollidingGround = false; | 29 | private bool m_wascollidingGround = false; |
30 | private bool m_alwaysRun = false; | 30 | private bool m_alwaysRun = false; |
31 | private bool m_hackSentFall = false; | 31 | private bool m_hackSentFall = false; |
32 | private bool m_hackSentFly = false; | 32 | private bool m_hackSentFly = false; |
33 | private string m_name = ""; | 33 | private string m_name = ""; |
34 | 34 | ||
35 | private bool[] m_colliderarr = new bool[11]; | 35 | private bool[] m_colliderarr = new bool[11]; |
36 | private bool[] m_colliderGroundarr = new bool[11]; | 36 | private bool[] m_colliderGroundarr = new bool[11]; |
37 | 37 | ||
38 | 38 | ||
39 | private bool jumping = false; | 39 | private bool jumping = false; |
40 | //private float gravityAccel; | 40 | //private float gravityAccel; |
41 | public IntPtr Body; | 41 | public IntPtr Body; |
42 | private OdeScene _parent_scene; | 42 | private OdeScene _parent_scene; |
43 | public IntPtr Shell; | 43 | public IntPtr Shell; |
44 | public d.Mass ShellMass; | 44 | public d.Mass ShellMass; |
45 | public bool collidelock = false; | 45 | public bool collidelock = false; |
46 | 46 | ||
47 | public OdeCharacter(String avName, OdeScene parent_scene, PhysicsVector pos) | 47 | public OdeCharacter(String avName, OdeScene parent_scene, PhysicsVector pos) |
48 | { | 48 | { |
49 | _velocity = new PhysicsVector(); | 49 | _velocity = new PhysicsVector(); |
50 | _target_velocity = new PhysicsVector(); | 50 | _target_velocity = new PhysicsVector(); |
51 | _position = pos; | 51 | _position = pos; |
52 | _acceleration = new PhysicsVector(); | 52 | _acceleration = new PhysicsVector(); |
53 | _parent_scene = parent_scene; | 53 | _parent_scene = parent_scene; |
54 | 54 | ||
55 | for (int i = 0; i < 11; i++) | 55 | for (int i = 0; i < 11; i++) |
56 | { | 56 | { |
57 | m_colliderarr[i] = false; | 57 | m_colliderarr[i] = false; |
58 | } | 58 | } |
59 | 59 | ||
60 | lock (OdeScene.OdeLock) | 60 | lock (OdeScene.OdeLock) |
61 | { | 61 | { |
62 | 62 | ||
63 | Shell = d.CreateCapsule(parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH); | 63 | Shell = d.CreateCapsule(parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH); |
64 | d.MassSetCapsule(out ShellMass, 50.0f, 3, 0.4f, 1.0f); | 64 | d.MassSetCapsule(out ShellMass, 50.0f, 3, 0.4f, 1.0f); |
65 | Body = d.BodyCreate(parent_scene.world); | 65 | Body = d.BodyCreate(parent_scene.world); |
66 | d.BodySetMass(Body, ref ShellMass); | 66 | d.BodySetMass(Body, ref ShellMass); |
67 | d.BodySetPosition(Body, pos.X, pos.Y, pos.Z); | 67 | d.BodySetPosition(Body, pos.X, pos.Y, pos.Z); |
68 | d.GeomSetBody(Shell, Body); | 68 | d.GeomSetBody(Shell, Body); |
69 | } | 69 | } |
70 | m_name = avName; | 70 | m_name = avName; |
71 | parent_scene.geom_name_map[Shell] = avName; | 71 | parent_scene.geom_name_map[Shell] = avName; |
72 | parent_scene.actor_name_map[Shell] = (PhysicsActor)this; | 72 | parent_scene.actor_name_map[Shell] = (PhysicsActor)this; |
73 | } | 73 | } |
74 | public override int PhysicsActorType | 74 | public override int PhysicsActorType |
75 | { | 75 | { |
76 | get { return (int)ActorTypes.Agent; } | 76 | get { return (int)ActorTypes.Agent; } |
77 | set { return; } | 77 | set { return; } |
78 | } | 78 | } |
79 | public override bool SetAlwaysRun | 79 | public override bool SetAlwaysRun |
80 | { | 80 | { |
81 | get { return m_alwaysRun; } | 81 | get { return m_alwaysRun; } |
82 | set { m_alwaysRun = value; } | 82 | set { m_alwaysRun = value; } |
83 | } | 83 | } |
84 | public override bool IsPhysical | 84 | public override bool IsPhysical |
85 | { | 85 | { |
86 | get { return false; } | 86 | get { return false; } |
87 | set { return; } | 87 | set { return; } |
88 | } | 88 | } |
89 | public override bool ThrottleUpdates | 89 | public override bool ThrottleUpdates |
90 | { | 90 | { |
91 | get { return false; } | 91 | get { return false; } |
92 | set { return; } | 92 | set { return; } |
93 | } | 93 | } |
94 | public override bool Flying | 94 | public override bool Flying |
95 | { | 95 | { |
96 | get { return flying; } | 96 | get { return flying; } |
97 | set { flying = value; } | 97 | set { flying = value; } |
98 | } | 98 | } |
99 | public override bool IsColliding | 99 | public override bool IsColliding |
100 | { | 100 | { |
101 | 101 | ||
102 | get { return m_iscolliding; } | 102 | get { return m_iscolliding; } |
103 | set | 103 | set |
104 | { | 104 | { |
105 | int i; | 105 | int i; |
106 | int truecount = 0; | 106 | int truecount = 0; |
107 | int falsecount = 0; | 107 | int falsecount = 0; |
108 | 108 | ||
109 | if (m_colliderarr.Length >= 10) | 109 | if (m_colliderarr.Length >= 10) |
110 | { | 110 | { |
111 | for (i = 0; i < 10; i++) | 111 | for (i = 0; i < 10; i++) |
112 | { | 112 | { |
113 | m_colliderarr[i] = m_colliderarr[i + 1]; | 113 | m_colliderarr[i] = m_colliderarr[i + 1]; |
114 | } | 114 | } |
115 | } | 115 | } |
116 | m_colliderarr[10] = value; | 116 | m_colliderarr[10] = value; |
117 | 117 | ||
118 | for (i = 0; i < 11; i++) | 118 | for (i = 0; i < 11; i++) |
119 | { | 119 | { |
120 | if (m_colliderarr[i]) | 120 | if (m_colliderarr[i]) |
121 | { | 121 | { |
122 | truecount++; | 122 | truecount++; |
123 | } | 123 | } |
124 | else | 124 | else |
125 | { | 125 | { |
126 | falsecount++; | 126 | falsecount++; |
127 | } | 127 | } |
128 | } | 128 | } |
129 | 129 | ||
130 | // Equal truecounts and false counts means we're colliding with something. | 130 | // Equal truecounts and false counts means we're colliding with something. |
131 | 131 | ||
132 | if (falsecount > 1.2 * truecount) | 132 | if (falsecount > 1.2 * truecount) |
133 | { | 133 | { |
134 | m_iscolliding = false; | 134 | m_iscolliding = false; |
135 | } | 135 | } |
136 | else | 136 | else |
137 | { | 137 | { |
138 | m_iscolliding = true; | 138 | m_iscolliding = true; |
139 | } | 139 | } |
140 | if (m_wascolliding != m_iscolliding) | 140 | if (m_wascolliding != m_iscolliding) |
141 | { | 141 | { |
142 | base.SendCollisionUpdate(new CollisionEventUpdate()); | 142 | base.SendCollisionUpdate(new CollisionEventUpdate()); |
143 | } | 143 | } |
144 | m_wascolliding = m_iscolliding; | 144 | m_wascolliding = m_iscolliding; |
145 | } | 145 | } |
146 | } | 146 | } |
147 | public override bool CollidingGround | 147 | public override bool CollidingGround |
148 | { | 148 | { |
149 | get { return m_iscollidingGround; } | 149 | get { return m_iscollidingGround; } |
150 | set | 150 | set |
151 | { | 151 | { |
152 | int i; | 152 | int i; |
153 | int truecount = 0; | 153 | int truecount = 0; |
154 | int falsecount = 0; | 154 | int falsecount = 0; |
155 | 155 | ||
156 | if (m_colliderGroundarr.Length >= 10) | 156 | if (m_colliderGroundarr.Length >= 10) |
157 | { | 157 | { |
158 | for (i = 0; i < 10; i++) | 158 | for (i = 0; i < 10; i++) |
159 | { | 159 | { |
160 | m_colliderGroundarr[i] = m_colliderGroundarr[i + 1]; | 160 | m_colliderGroundarr[i] = m_colliderGroundarr[i + 1]; |
161 | } | 161 | } |
162 | } | 162 | } |
163 | m_colliderGroundarr[10] = value; | 163 | m_colliderGroundarr[10] = value; |
164 | 164 | ||
165 | for (i = 0; i < 11; i++) | 165 | for (i = 0; i < 11; i++) |
166 | { | 166 | { |
167 | if (m_colliderGroundarr[i]) | 167 | if (m_colliderGroundarr[i]) |
168 | { | 168 | { |
169 | truecount++; | 169 | truecount++; |
170 | } | 170 | } |
171 | else | 171 | else |
172 | { | 172 | { |
173 | falsecount++; | 173 | falsecount++; |
174 | } | 174 | } |
175 | } | 175 | } |
176 | 176 | ||
177 | // Equal truecounts and false counts means we're colliding with something. | 177 | // Equal truecounts and false counts means we're colliding with something. |
178 | 178 | ||
179 | if (falsecount > 1.2 * truecount) | 179 | if (falsecount > 1.2 * truecount) |
180 | { | 180 | { |
181 | m_iscollidingGround = false; | 181 | m_iscollidingGround = false; |
182 | } | 182 | } |
183 | else | 183 | else |
184 | { | 184 | { |
185 | m_iscollidingGround = true; | 185 | m_iscollidingGround = true; |
186 | } | 186 | } |
187 | if (m_wascollidingGround != m_iscollidingGround) | 187 | if (m_wascollidingGround != m_iscollidingGround) |
188 | { | 188 | { |
189 | //base.SendCollisionUpdate(new CollisionEventUpdate()); | 189 | //base.SendCollisionUpdate(new CollisionEventUpdate()); |
190 | } | 190 | } |
191 | m_wascollidingGround = m_iscollidingGround; | 191 | m_wascollidingGround = m_iscollidingGround; |
192 | } | 192 | } |
193 | } | 193 | } |
194 | public override bool CollidingObj | 194 | public override bool CollidingObj |
195 | { | 195 | { |
196 | get { return false; } | 196 | get { return false; } |
197 | set { return; } | 197 | set { return; } |
198 | } | 198 | } |
199 | 199 | ||
200 | public override PhysicsVector Position | 200 | public override PhysicsVector Position |
201 | { | 201 | { |
202 | get { return _position; } | 202 | get { return _position; } |
203 | set | 203 | set |
204 | { | 204 | { |
205 | lock (OdeScene.OdeLock) | 205 | lock (OdeScene.OdeLock) |
206 | { | 206 | { |
207 | d.BodySetPosition(Body, value.X, value.Y, value.Z); | 207 | d.BodySetPosition(Body, value.X, value.Y, value.Z); |
208 | _position = value; | 208 | _position = value; |
209 | } | 209 | } |
210 | } | 210 | } |
211 | } | 211 | } |
212 | public override PhysicsVector RotationalVelocity | 212 | public override PhysicsVector RotationalVelocity |
213 | { | 213 | { |
214 | get { return m_rotationalVelocity; } | 214 | get { return m_rotationalVelocity; } |
215 | set { m_rotationalVelocity = value; } | 215 | set { m_rotationalVelocity = value; } |
216 | } | 216 | } |
217 | public override PhysicsVector Size | 217 | public override PhysicsVector Size |
218 | { | 218 | { |
219 | get { return new PhysicsVector(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); } | 219 | get { return new PhysicsVector(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); } |
220 | set | 220 | set |
221 | { | 221 | { |
222 | lock (OdeScene.OdeLock) | 222 | lock (OdeScene.OdeLock) |
223 | { | 223 | { |
224 | PhysicsVector SetSize = value; | 224 | PhysicsVector SetSize = value; |
225 | float prevCapsule = CAPSULE_LENGTH; | 225 | float prevCapsule = CAPSULE_LENGTH; |
226 | float capsuleradius = CAPSULE_RADIUS; | 226 | float capsuleradius = CAPSULE_RADIUS; |
227 | capsuleradius = 0.2f; | 227 | capsuleradius = 0.2f; |
228 | 228 | ||
229 | CAPSULE_LENGTH = (SetSize.Z - ((SetSize.Z * 0.43f))); // subtract 43% of the size | 229 | CAPSULE_LENGTH = (SetSize.Z - ((SetSize.Z * 0.43f))); // subtract 43% of the size |
230 | d.BodyDestroy(Body); | 230 | d.BodyDestroy(Body); |
231 | d.GeomDestroy(Shell); | 231 | d.GeomDestroy(Shell); |
232 | //OpenSim.Framework.Console.MainLog.Instance.Verbose("PHYSICS", "Set Avatar Height To: " + (CAPSULE_RADIUS + CAPSULE_LENGTH)); | 232 | //OpenSim.Framework.Console.MainLog.Instance.Verbose("PHYSICS", "Set Avatar Height To: " + (CAPSULE_RADIUS + CAPSULE_LENGTH)); |
233 | Shell = d.CreateCapsule(_parent_scene.space, capsuleradius, CAPSULE_LENGTH); | 233 | Shell = d.CreateCapsule(_parent_scene.space, capsuleradius, CAPSULE_LENGTH); |
234 | d.MassSetCapsule(out ShellMass, 50.0f, 3, CAPSULE_RADIUS, CAPSULE_LENGTH); | 234 | d.MassSetCapsule(out ShellMass, 50.0f, 3, CAPSULE_RADIUS, CAPSULE_LENGTH); |
235 | Body = d.BodyCreate(_parent_scene.world); | 235 | Body = d.BodyCreate(_parent_scene.world); |
236 | d.BodySetMass(Body, ref ShellMass); | 236 | d.BodySetMass(Body, ref ShellMass); |
237 | d.BodySetPosition(Body, _position.X, _position.Y, _position.Z + Math.Abs(CAPSULE_LENGTH - prevCapsule)); | 237 | d.BodySetPosition(Body, _position.X, _position.Y, _position.Z + Math.Abs(CAPSULE_LENGTH - prevCapsule)); |
238 | d.GeomSetBody(Shell, Body); | 238 | d.GeomSetBody(Shell, Body); |
239 | } | 239 | } |
240 | _parent_scene.geom_name_map[Shell] = m_name; | 240 | _parent_scene.geom_name_map[Shell] = m_name; |
241 | _parent_scene.actor_name_map[Shell] = (PhysicsActor)this; | 241 | _parent_scene.actor_name_map[Shell] = (PhysicsActor)this; |
242 | } | 242 | } |
243 | } | 243 | } |
244 | 244 | ||
245 | public override PrimitiveBaseShape Shape | 245 | public override PrimitiveBaseShape Shape |
246 | { | 246 | { |
247 | set | 247 | set |
248 | { | 248 | { |
249 | return; | 249 | return; |
250 | } | 250 | } |
251 | } | 251 | } |
252 | 252 | ||
253 | public override PhysicsVector Velocity | 253 | public override PhysicsVector Velocity |
254 | { | 254 | { |
255 | get { return _velocity; } | 255 | get { return _velocity; } |
256 | set { _target_velocity = value; } | 256 | set { _target_velocity = value; } |
257 | } | 257 | } |
258 | 258 | ||
259 | public override bool Kinematic | 259 | public override bool Kinematic |
260 | { | 260 | { |
261 | get { return false; } | 261 | get { return false; } |
262 | set { } | 262 | set { } |
263 | } | 263 | } |
264 | 264 | ||
265 | public override Quaternion Orientation | 265 | public override Quaternion Orientation |
266 | { | 266 | { |
267 | get { return Quaternion.Identity; } | 267 | get { return Quaternion.Identity; } |
268 | set { } | 268 | set { } |
269 | } | 269 | } |
270 | 270 | ||
271 | public override PhysicsVector Acceleration | 271 | public override PhysicsVector Acceleration |
272 | { | 272 | { |
273 | get { return _acceleration; } | 273 | get { return _acceleration; } |
274 | } | 274 | } |
275 | 275 | ||
276 | public void SetAcceleration(PhysicsVector accel) | 276 | public void SetAcceleration(PhysicsVector accel) |
277 | { | 277 | { |
278 | _acceleration = accel; | 278 | _acceleration = accel; |
279 | } | 279 | } |
280 | 280 | ||
281 | public override void AddForce(PhysicsVector force) | 281 | public override void AddForce(PhysicsVector force) |
282 | { | 282 | { |
283 | 283 | ||
284 | _target_velocity.X += force.X; | 284 | _target_velocity.X += force.X; |
285 | _target_velocity.Y += force.Y; | 285 | _target_velocity.Y += force.Y; |
286 | _target_velocity.Z += force.Z; | 286 | _target_velocity.Z += force.Z; |
287 | 287 | ||
288 | //m_lastUpdateSent = false; | 288 | //m_lastUpdateSent = false; |
289 | } | 289 | } |
290 | public void doForce(PhysicsVector force) | 290 | public void doForce(PhysicsVector force) |
291 | { | 291 | { |
292 | if (!collidelock) | 292 | if (!collidelock) |
293 | { | 293 | { |
294 | d.BodyAddForce(Body, force.X, force.Y, force.Z); | 294 | d.BodyAddForce(Body, force.X, force.Y, force.Z); |
295 | 295 | ||
296 | // ok -- let's stand up straight! | 296 | // ok -- let's stand up straight! |
297 | d.Vector3 feet; | 297 | d.Vector3 feet; |
298 | d.Vector3 head; | 298 | d.Vector3 head; |
299 | d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet); | 299 | d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet); |
300 | d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head); | 300 | d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head); |
301 | float posture = head.Z - feet.Z; | 301 | float posture = head.Z - feet.Z; |
302 | 302 | ||
303 | // restoring force proportional to lack of posture: | 303 | // restoring force proportional to lack of posture: |
304 | float servo = (2.5f - posture) * POSTURE_SERVO; | 304 | float servo = (2.5f - posture) * POSTURE_SERVO; |
305 | d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f); | 305 | d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f); |
306 | d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f); | 306 | d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f); |
307 | //m_lastUpdateSent = false; | 307 | //m_lastUpdateSent = false; |
308 | 308 | ||
309 | } | 309 | } |
310 | 310 | ||
311 | } | 311 | } |
312 | public override void SetMomentum(PhysicsVector momentum) | 312 | public override void SetMomentum(PhysicsVector momentum) |
313 | { | 313 | { |
314 | 314 | ||
315 | } | 315 | } |
316 | 316 | ||
317 | public void Move(float timeStep) | 317 | public void Move(float timeStep) |
318 | { | 318 | { |
319 | // no lock; for now it's only called from within Simulate() | 319 | // no lock; for now it's only called from within Simulate() |
320 | PhysicsVector vec = new PhysicsVector(); | 320 | PhysicsVector vec = new PhysicsVector(); |
321 | d.Vector3 vel = d.BodyGetLinearVel(Body); | 321 | d.Vector3 vel = d.BodyGetLinearVel(Body); |
322 | float movementdivisor = 1f; | 322 | float movementdivisor = 1f; |
323 | 323 | ||
324 | if (!m_alwaysRun) | 324 | if (!m_alwaysRun) |
325 | { | 325 | { |
326 | movementdivisor = 1.3f; | 326 | movementdivisor = 1.3f; |
327 | } | 327 | } |
328 | else | 328 | else |
329 | { | 329 | { |
330 | movementdivisor = 0.8f; | 330 | movementdivisor = 0.8f; |
331 | 331 | ||
332 | } | 332 | } |
333 | 333 | ||
334 | // if velocity is zero, use position control; otherwise, velocity control | 334 | // if velocity is zero, use position control; otherwise, velocity control |
335 | if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f && m_iscolliding) | 335 | if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f && m_iscolliding) |
336 | { | 336 | { |
337 | // keep track of where we stopped. No more slippin' & slidin' | 337 | // keep track of where we stopped. No more slippin' & slidin' |
338 | if (!_zeroFlag) | 338 | if (!_zeroFlag) |
339 | { | 339 | { |
340 | _zeroFlag = true; | 340 | _zeroFlag = true; |
341 | _zeroPosition = d.BodyGetPosition(Body); | 341 | _zeroPosition = d.BodyGetPosition(Body); |
342 | } | 342 | } |
343 | d.Vector3 pos = d.BodyGetPosition(Body); | 343 | d.Vector3 pos = d.BodyGetPosition(Body); |
344 | vec.X = (_target_velocity.X - vel.X) * PID_D + (_zeroPosition.X - pos.X) * PID_P; | 344 | vec.X = (_target_velocity.X - vel.X) * PID_D + (_zeroPosition.X - pos.X) * PID_P; |
345 | vec.Y = (_target_velocity.Y - vel.Y) * PID_D + (_zeroPosition.Y - pos.Y) * PID_P; | 345 | vec.Y = (_target_velocity.Y - vel.Y) * PID_D + (_zeroPosition.Y - pos.Y) * PID_P; |
346 | if (flying) | 346 | if (flying) |
347 | { | 347 | { |
348 | vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P; | 348 | vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P; |
349 | } | 349 | } |
350 | } | 350 | } |
351 | else | 351 | else |
352 | { | 352 | { |
353 | 353 | ||
354 | _zeroFlag = false; | 354 | _zeroFlag = false; |
355 | if (m_iscolliding || flying) | 355 | if (m_iscolliding || flying) |
356 | { | 356 | { |
357 | 357 | ||
358 | vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * PID_D; | 358 | vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * PID_D; |
359 | vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * PID_D; | 359 | vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * PID_D; |
360 | } | 360 | } |
361 | if (m_iscolliding && !flying && _target_velocity.Z > 0.0f) | 361 | if (m_iscolliding && !flying && _target_velocity.Z > 0.0f) |
362 | { | 362 | { |
363 | d.Vector3 pos = d.BodyGetPosition(Body); | 363 | d.Vector3 pos = d.BodyGetPosition(Body); |
364 | vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P; | 364 | vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P; |
365 | if (_target_velocity.X > 0) | 365 | if (_target_velocity.X > 0) |
366 | { | 366 | { |
367 | vec.X = ((_target_velocity.X - vel.X) / 1.2f) * PID_D; | 367 | vec.X = ((_target_velocity.X - vel.X) / 1.2f) * PID_D; |
368 | } | 368 | } |
369 | if (_target_velocity.Y > 0) | 369 | if (_target_velocity.Y > 0) |
370 | { | 370 | { |
371 | vec.Y = ((_target_velocity.Y - vel.Y) / 1.2f) * PID_D; | 371 | vec.Y = ((_target_velocity.Y - vel.Y) / 1.2f) * PID_D; |
372 | } | 372 | } |
373 | } | 373 | } |
374 | else if (!m_iscolliding && !flying) | 374 | else if (!m_iscolliding && !flying) |
375 | { | 375 | { |
376 | d.Vector3 pos = d.BodyGetPosition(Body); | 376 | d.Vector3 pos = d.BodyGetPosition(Body); |
377 | if (_target_velocity.X > 0) | 377 | if (_target_velocity.X > 0) |
378 | { | 378 | { |
379 | vec.X = ((_target_velocity.X - vel.X) / 1.2f) * PID_D; | 379 | vec.X = ((_target_velocity.X - vel.X) / 1.2f) * PID_D; |
380 | } | 380 | } |
381 | if (_target_velocity.Y > 0) | 381 | if (_target_velocity.Y > 0) |
382 | { | 382 | { |
383 | vec.Y = ((_target_velocity.Y - vel.Y) / 1.2f) * PID_D; | 383 | vec.Y = ((_target_velocity.Y - vel.Y) / 1.2f) * PID_D; |
384 | } | 384 | } |
385 | 385 | ||
386 | } | 386 | } |
387 | 387 | ||
388 | 388 | ||
389 | if (flying) | 389 | if (flying) |
390 | { | 390 | { |
391 | vec.Z = (_target_velocity.Z - vel.Z) * PID_D; | 391 | vec.Z = (_target_velocity.Z - vel.Z) * PID_D; |
392 | } | 392 | } |
393 | } | 393 | } |
394 | if (flying) | 394 | if (flying) |
395 | { | 395 | { |
396 | vec.Z += 10.0f; | 396 | vec.Z += 10.0f; |
397 | } | 397 | } |
398 | 398 | ||
399 | 399 | ||
400 | doForce(vec); | 400 | doForce(vec); |
401 | } | 401 | } |
402 | 402 | ||
403 | public void UpdatePositionAndVelocity() | 403 | public void UpdatePositionAndVelocity() |
404 | { | 404 | { |
405 | // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! | 405 | // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! |
406 | d.Vector3 vec = d.BodyGetPosition(Body); | 406 | d.Vector3 vec = d.BodyGetPosition(Body); |
407 | 407 | ||
408 | // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!) | 408 | // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!) |
409 | if (vec.X < 0.0f) vec.X = 0.0f; | 409 | if (vec.X < 0.0f) vec.X = 0.0f; |
410 | if (vec.Y < 0.0f) vec.Y = 0.0f; | 410 | if (vec.Y < 0.0f) vec.Y = 0.0f; |
411 | if (vec.X > 255.95f) vec.X = 255.95f; | 411 | if (vec.X > 255.95f) vec.X = 255.95f; |
412 | if (vec.Y > 255.95f) vec.Y = 255.95f; | 412 | if (vec.Y > 255.95f) vec.Y = 255.95f; |
413 | 413 | ||
414 | _position.X = vec.X; | 414 | _position.X = vec.X; |
415 | _position.Y = vec.Y; | 415 | _position.Y = vec.Y; |
416 | _position.Z = vec.Z; | 416 | _position.Z = vec.Z; |
417 | 417 | ||
418 | if (_zeroFlag) | 418 | if (_zeroFlag) |
419 | { | 419 | { |
420 | _velocity.X = 0.0f; | 420 | _velocity.X = 0.0f; |
421 | _velocity.Y = 0.0f; | 421 | _velocity.Y = 0.0f; |
422 | _velocity.Z = 0.0f; | 422 | _velocity.Z = 0.0f; |
423 | if (!m_lastUpdateSent) | 423 | if (!m_lastUpdateSent) |
424 | { | 424 | { |
425 | m_lastUpdateSent = true; | 425 | m_lastUpdateSent = true; |
426 | base.RequestPhysicsterseUpdate(); | 426 | base.RequestPhysicsterseUpdate(); |
427 | string primScenAvatarIn = _parent_scene.whichspaceamIin(_position); | 427 | string primScenAvatarIn = _parent_scene.whichspaceamIin(_position); |
428 | int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position); | 428 | int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position); |
429 | if (primScenAvatarIn == "0") | 429 | if (primScenAvatarIn == "0") |
430 | { | 430 | { |
431 | OpenSim.Framework.Console.MainLog.Instance.Verbose("Physics", "Avatar " + m_name + " in space with no prim. Arr:':" + arrayitem[0].ToString() + "," + arrayitem[1].ToString()); | 431 | OpenSim.Framework.Console.MainLog.Instance.Verbose("Physics", "Avatar " + m_name + " in space with no prim. Arr:':" + arrayitem[0].ToString() + "," + arrayitem[1].ToString()); |
432 | } | 432 | } |
433 | else | 433 | else |
434 | { | 434 | { |
435 | OpenSim.Framework.Console.MainLog.Instance.Verbose("Physics", "Avatar " + m_name + " in Prim space':" + primScenAvatarIn + ". Arr:" + arrayitem[0].ToString() + "," + arrayitem[1].ToString()); | 435 | OpenSim.Framework.Console.MainLog.Instance.Verbose("Physics", "Avatar " + m_name + " in Prim space':" + primScenAvatarIn + ". Arr:" + arrayitem[0].ToString() + "," + arrayitem[1].ToString()); |
436 | } | 436 | } |
437 | 437 | ||
438 | } | 438 | } |
439 | } | 439 | } |
440 | else | 440 | else |
441 | { | 441 | { |
442 | m_lastUpdateSent = false; | 442 | m_lastUpdateSent = false; |
443 | vec = d.BodyGetLinearVel(Body); | 443 | vec = d.BodyGetLinearVel(Body); |
444 | _velocity.X = (vec.X); | 444 | _velocity.X = (vec.X); |
445 | _velocity.Y = (vec.Y); | 445 | _velocity.Y = (vec.Y); |
446 | 446 | ||
447 | _velocity.Z = (vec.Z); | 447 | _velocity.Z = (vec.Z); |
448 | if (_velocity.Z < -6 && !m_hackSentFall) | 448 | if (_velocity.Z < -6 && !m_hackSentFall) |
449 | { | 449 | { |
450 | m_hackSentFall = true; | 450 | m_hackSentFall = true; |
451 | base.SendCollisionUpdate(new CollisionEventUpdate()); | 451 | base.SendCollisionUpdate(new CollisionEventUpdate()); |
452 | } | 452 | } |
453 | else if (flying && !m_hackSentFly) | 453 | else if (flying && !m_hackSentFly) |
454 | { | 454 | { |
455 | //m_hackSentFly = true; | 455 | //m_hackSentFly = true; |
456 | //base.SendCollisionUpdate(new CollisionEventUpdate()); | 456 | //base.SendCollisionUpdate(new CollisionEventUpdate()); |
457 | } | 457 | } |
458 | else | 458 | else |
459 | { | 459 | { |
460 | m_hackSentFly = false; | 460 | m_hackSentFly = false; |
461 | m_hackSentFall = false; | 461 | m_hackSentFall = false; |
462 | } | 462 | } |
463 | } | 463 | } |
464 | } | 464 | } |
465 | 465 | ||
466 | public void Destroy() | 466 | public void Destroy() |
467 | { | 467 | { |
468 | lock (OdeScene.OdeLock) | 468 | lock (OdeScene.OdeLock) |
469 | { | 469 | { |
470 | d.GeomDestroy(Shell); | 470 | d.GeomDestroy(Shell); |
471 | _parent_scene.geom_name_map.Remove(Shell); | 471 | _parent_scene.geom_name_map.Remove(Shell); |
472 | d.BodyDestroy(Body); | 472 | d.BodyDestroy(Body); |
473 | } | 473 | } |
474 | } | 474 | } |
475 | } | 475 | } |
476 | 476 | ||
477 | } | 477 | } |
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs index f423e82..19de4ca 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | |||
@@ -1,686 +1,686 @@ | |||
1 | using System; | 1 | using System; |
2 | using System.Collections.Generic; | 2 | using System.Collections.Generic; |
3 | using Axiom.Math; | 3 | using Axiom.Math; |
4 | using Ode.NET; | 4 | using Ode.NET; |
5 | using OpenSim.Framework; | 5 | using OpenSim.Framework; |
6 | using OpenSim.Region.Physics.Manager; | 6 | using OpenSim.Region.Physics.Manager; |
7 | 7 | ||
8 | namespace OpenSim.Region.Physics.OdePlugin | 8 | namespace OpenSim.Region.Physics.OdePlugin |
9 | { | 9 | { |
10 | 10 | ||
11 | public class OdePrim : PhysicsActor | 11 | public class OdePrim : PhysicsActor |
12 | { | 12 | { |
13 | public PhysicsVector _position; | 13 | public PhysicsVector _position; |
14 | private PhysicsVector _velocity; | 14 | private PhysicsVector _velocity; |
15 | private PhysicsVector m_lastVelocity = new PhysicsVector(0.0f, 0.0f, 0.0f); | 15 | private PhysicsVector m_lastVelocity = new PhysicsVector(0.0f, 0.0f, 0.0f); |
16 | private PhysicsVector m_lastposition = new PhysicsVector(0.0f, 0.0f, 0.0f); | 16 | private PhysicsVector m_lastposition = new PhysicsVector(0.0f, 0.0f, 0.0f); |
17 | private PhysicsVector m_rotationalVelocity; | 17 | private PhysicsVector m_rotationalVelocity; |
18 | private PhysicsVector _size; | 18 | private PhysicsVector _size; |
19 | private PhysicsVector _acceleration; | 19 | private PhysicsVector _acceleration; |
20 | private Quaternion _orientation; | 20 | private Quaternion _orientation; |
21 | private PhysicsVector m_taintposition; | 21 | private PhysicsVector m_taintposition; |
22 | private PhysicsVector m_taintsize; | 22 | private PhysicsVector m_taintsize; |
23 | private Quaternion m_taintrot; | 23 | private Quaternion m_taintrot; |
24 | private bool m_taintshape = false; | 24 | private bool m_taintshape = false; |
25 | private bool m_taintPhysics = false; | 25 | private bool m_taintPhysics = false; |
26 | public bool m_taintremove = false; | 26 | public bool m_taintremove = false; |
27 | 27 | ||
28 | private IMesh _mesh; | 28 | private IMesh _mesh; |
29 | private PrimitiveBaseShape _pbs; | 29 | private PrimitiveBaseShape _pbs; |
30 | private OdeScene _parent_scene; | 30 | private OdeScene _parent_scene; |
31 | public IntPtr m_targetSpace = (IntPtr)0; | 31 | public IntPtr m_targetSpace = (IntPtr)0; |
32 | public IntPtr prim_geom; | 32 | public IntPtr prim_geom; |
33 | public IntPtr _triMeshData; | 33 | public IntPtr _triMeshData; |
34 | private bool iscolliding = false; | 34 | private bool iscolliding = false; |
35 | private bool m_isphysical = false; | 35 | private bool m_isphysical = false; |
36 | private bool m_throttleUpdates = false; | 36 | private bool m_throttleUpdates = false; |
37 | private int throttleCounter = 0; | 37 | private int throttleCounter = 0; |
38 | public bool outofBounds = false; | 38 | public bool outofBounds = false; |
39 | 39 | ||
40 | public bool _zeroFlag = false; | 40 | public bool _zeroFlag = false; |
41 | private bool m_lastUpdateSent = false; | 41 | private bool m_lastUpdateSent = false; |
42 | 42 | ||
43 | public IntPtr Body = (IntPtr)0; | 43 | public IntPtr Body = (IntPtr)0; |
44 | private String m_primName; | 44 | private String m_primName; |
45 | private PhysicsVector _target_velocity; | 45 | private PhysicsVector _target_velocity; |
46 | public d.Mass pMass; | 46 | public d.Mass pMass; |
47 | private const float MassMultiplier = 150f; // Ref: Water: 1000kg.. this iset to 500 | 47 | private const float MassMultiplier = 150f; // Ref: Water: 1000kg.. this iset to 500 |
48 | private int debugcounter = 0; | 48 | private int debugcounter = 0; |
49 | 49 | ||
50 | 50 | ||
51 | public OdePrim(String primName, OdeScene parent_scene, IntPtr targetSpace, PhysicsVector pos, PhysicsVector size, | 51 | public OdePrim(String primName, OdeScene parent_scene, IntPtr targetSpace, PhysicsVector pos, PhysicsVector size, |
52 | Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical) | 52 | Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical) |
53 | { | 53 | { |
54 | 54 | ||
55 | 55 | ||
56 | _velocity = new PhysicsVector(); | 56 | _velocity = new PhysicsVector(); |
57 | _position = pos; | 57 | _position = pos; |
58 | m_taintposition = pos; | 58 | m_taintposition = pos; |
59 | if (_position.X > 257) | 59 | if (_position.X > 257) |
60 | { | 60 | { |
61 | _position.X = 257; | 61 | _position.X = 257; |
62 | } | 62 | } |
63 | if (_position.X < 0) | 63 | if (_position.X < 0) |
64 | { | 64 | { |
65 | _position.X = 0; | 65 | _position.X = 0; |
66 | } | 66 | } |
67 | if (_position.Y > 257) | 67 | if (_position.Y > 257) |
68 | { | 68 | { |
69 | _position.Y = 257; | 69 | _position.Y = 257; |
70 | } | 70 | } |
71 | if (_position.Y < 0) | 71 | if (_position.Y < 0) |
72 | { | 72 | { |
73 | _position.Y = 0; | 73 | _position.Y = 0; |
74 | } | 74 | } |
75 | 75 | ||
76 | _size = size; | 76 | _size = size; |
77 | m_taintsize = _size; | 77 | m_taintsize = _size; |
78 | _acceleration = new PhysicsVector(); | 78 | _acceleration = new PhysicsVector(); |
79 | m_rotationalVelocity = PhysicsVector.Zero; | 79 | m_rotationalVelocity = PhysicsVector.Zero; |
80 | _orientation = rotation; | 80 | _orientation = rotation; |
81 | m_taintrot = _orientation; | 81 | m_taintrot = _orientation; |
82 | _mesh = mesh; | 82 | _mesh = mesh; |
83 | _pbs = pbs; | 83 | _pbs = pbs; |
84 | 84 | ||
85 | _parent_scene = parent_scene; | 85 | _parent_scene = parent_scene; |
86 | m_targetSpace = targetSpace; | 86 | m_targetSpace = targetSpace; |
87 | 87 | ||
88 | if (pos.Z < 0) | 88 | if (pos.Z < 0) |
89 | m_isphysical = false; | 89 | m_isphysical = false; |
90 | else | 90 | else |
91 | { | 91 | { |
92 | m_isphysical = pisPhysical; | 92 | m_isphysical = pisPhysical; |
93 | // If we're physical, we need to be in the master space for now. | 93 | // If we're physical, we need to be in the master space for now. |
94 | // linksets *should* be in a space together.. but are not currently | 94 | // linksets *should* be in a space together.. but are not currently |
95 | if (m_isphysical) | 95 | if (m_isphysical) |
96 | m_targetSpace = _parent_scene.space; | 96 | m_targetSpace = _parent_scene.space; |
97 | 97 | ||
98 | } | 98 | } |
99 | m_primName = primName; | 99 | m_primName = primName; |
100 | 100 | ||
101 | 101 | ||
102 | 102 | ||
103 | lock (OdeScene.OdeLock) | 103 | lock (OdeScene.OdeLock) |
104 | { | 104 | { |
105 | if (mesh != null) | 105 | if (mesh != null) |
106 | { | 106 | { |
107 | setMesh(parent_scene, mesh); | 107 | setMesh(parent_scene, mesh); |
108 | } | 108 | } |
109 | else | 109 | else |
110 | { | 110 | { |
111 | prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z); | 111 | prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z); |
112 | } | 112 | } |
113 | 113 | ||
114 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | 114 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); |
115 | d.Quaternion myrot = new d.Quaternion(); | 115 | d.Quaternion myrot = new d.Quaternion(); |
116 | myrot.W = rotation.w; | 116 | myrot.W = rotation.w; |
117 | myrot.X = rotation.x; | 117 | myrot.X = rotation.x; |
118 | myrot.Y = rotation.y; | 118 | myrot.Y = rotation.y; |
119 | myrot.Z = rotation.z; | 119 | myrot.Z = rotation.z; |
120 | d.GeomSetQuaternion(prim_geom, ref myrot); | 120 | d.GeomSetQuaternion(prim_geom, ref myrot); |
121 | 121 | ||
122 | 122 | ||
123 | if (m_isphysical && Body == (IntPtr)0) | 123 | if (m_isphysical && Body == (IntPtr)0) |
124 | { | 124 | { |
125 | enableBody(); | 125 | enableBody(); |
126 | } | 126 | } |
127 | parent_scene.geom_name_map[prim_geom] = primName; | 127 | parent_scene.geom_name_map[prim_geom] = primName; |
128 | parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this; | 128 | parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this; |
129 | // don't do .add() here; old geoms get recycled with the same hash | 129 | // don't do .add() here; old geoms get recycled with the same hash |
130 | } | 130 | } |
131 | } | 131 | } |
132 | public override int PhysicsActorType | 132 | public override int PhysicsActorType |
133 | { | 133 | { |
134 | get { return (int)ActorTypes.Prim; } | 134 | get { return (int)ActorTypes.Prim; } |
135 | set { return; } | 135 | set { return; } |
136 | } | 136 | } |
137 | public override bool SetAlwaysRun | 137 | public override bool SetAlwaysRun |
138 | { | 138 | { |
139 | get { return false; } | 139 | get { return false; } |
140 | set { return; } | 140 | set { return; } |
141 | } | 141 | } |
142 | public void enableBody() | 142 | public void enableBody() |
143 | { | 143 | { |
144 | // Sets the geom to a body | 144 | // Sets the geom to a body |
145 | Body = d.BodyCreate(_parent_scene.world); | 145 | Body = d.BodyCreate(_parent_scene.world); |
146 | 146 | ||
147 | setMass(); | 147 | setMass(); |
148 | d.BodySetPosition(Body, _position.X, _position.Y, _position.Z); | 148 | d.BodySetPosition(Body, _position.X, _position.Y, _position.Z); |
149 | d.Quaternion myrot = new d.Quaternion(); | 149 | d.Quaternion myrot = new d.Quaternion(); |
150 | myrot.W = _orientation.w; | 150 | myrot.W = _orientation.w; |
151 | myrot.X = _orientation.x; | 151 | myrot.X = _orientation.x; |
152 | myrot.Y = _orientation.y; | 152 | myrot.Y = _orientation.y; |
153 | myrot.Z = _orientation.z; | 153 | myrot.Z = _orientation.z; |
154 | d.BodySetQuaternion(Body, ref myrot); | 154 | d.BodySetQuaternion(Body, ref myrot); |
155 | d.GeomSetBody(prim_geom, Body); | 155 | d.GeomSetBody(prim_geom, Body); |
156 | d.BodySetAutoDisableFlag(Body, true); | 156 | d.BodySetAutoDisableFlag(Body, true); |
157 | d.BodySetAutoDisableSteps(Body, 20); | 157 | d.BodySetAutoDisableSteps(Body, 20); |
158 | 158 | ||
159 | _parent_scene.addActivePrim(this); | 159 | _parent_scene.addActivePrim(this); |
160 | } | 160 | } |
161 | public void setMass() | 161 | public void setMass() |
162 | { | 162 | { |
163 | //Sets Mass based on member MassMultiplier. | 163 | //Sets Mass based on member MassMultiplier. |
164 | if (Body != (IntPtr)0) | 164 | if (Body != (IntPtr)0) |
165 | { | 165 | { |
166 | d.MassSetBox(out pMass, (_size.X * _size.Y * _size.Z * MassMultiplier), _size.X, _size.Y, _size.Z); | 166 | d.MassSetBox(out pMass, (_size.X * _size.Y * _size.Z * MassMultiplier), _size.X, _size.Y, _size.Z); |
167 | d.BodySetMass(Body, ref pMass); | 167 | d.BodySetMass(Body, ref pMass); |
168 | } | 168 | } |
169 | } | 169 | } |
170 | public void disableBody() | 170 | public void disableBody() |
171 | { | 171 | { |
172 | //this kills the body so things like 'mesh' can re-create it. | 172 | //this kills the body so things like 'mesh' can re-create it. |
173 | if (Body != (IntPtr)0) | 173 | if (Body != (IntPtr)0) |
174 | { | 174 | { |
175 | _parent_scene.remActivePrim(this); | 175 | _parent_scene.remActivePrim(this); |
176 | d.BodyDestroy(Body); | 176 | d.BodyDestroy(Body); |
177 | Body = (IntPtr)0; | 177 | Body = (IntPtr)0; |
178 | } | 178 | } |
179 | } | 179 | } |
180 | public void setMesh(OdeScene parent_scene, IMesh mesh) | 180 | public void setMesh(OdeScene parent_scene, IMesh mesh) |
181 | { | 181 | { |
182 | //Kill Body so that mesh can re-make the geom | 182 | //Kill Body so that mesh can re-make the geom |
183 | if (IsPhysical && Body != (IntPtr)0) | 183 | if (IsPhysical && Body != (IntPtr)0) |
184 | { | 184 | { |
185 | disableBody(); | 185 | disableBody(); |
186 | } | 186 | } |
187 | float[] vertexList = mesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory | 187 | float[] vertexList = mesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory |
188 | int[] indexList = mesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage | 188 | int[] indexList = mesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage |
189 | int VertexCount = vertexList.GetLength(0) / 3; | 189 | int VertexCount = vertexList.GetLength(0) / 3; |
190 | int IndexCount = indexList.GetLength(0); | 190 | int IndexCount = indexList.GetLength(0); |
191 | 191 | ||
192 | _triMeshData = d.GeomTriMeshDataCreate(); | 192 | _triMeshData = d.GeomTriMeshDataCreate(); |
193 | 193 | ||
194 | d.GeomTriMeshDataBuildSimple(_triMeshData, vertexList, 3 * sizeof(float), VertexCount, indexList, IndexCount, | 194 | d.GeomTriMeshDataBuildSimple(_triMeshData, vertexList, 3 * sizeof(float), VertexCount, indexList, IndexCount, |
195 | 3 * sizeof(int)); | 195 | 3 * sizeof(int)); |
196 | d.GeomTriMeshDataPreprocess(_triMeshData); | 196 | d.GeomTriMeshDataPreprocess(_triMeshData); |
197 | 197 | ||
198 | prim_geom = d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null); | 198 | prim_geom = d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null); |
199 | 199 | ||
200 | if (IsPhysical && Body == (IntPtr)0) | 200 | if (IsPhysical && Body == (IntPtr)0) |
201 | { | 201 | { |
202 | // Recreate the body | 202 | // Recreate the body |
203 | enableBody(); | 203 | enableBody(); |
204 | } | 204 | } |
205 | } | 205 | } |
206 | public void ProcessTaints(float timestep) | 206 | public void ProcessTaints(float timestep) |
207 | { | 207 | { |
208 | if (m_taintposition != _position) | 208 | if (m_taintposition != _position) |
209 | Move(timestep); | 209 | Move(timestep); |
210 | 210 | ||
211 | if (m_taintrot != _orientation) | 211 | if (m_taintrot != _orientation) |
212 | rotate(timestep); | 212 | rotate(timestep); |
213 | // | 213 | // |
214 | 214 | ||
215 | if (m_taintPhysics != m_isphysical) | 215 | if (m_taintPhysics != m_isphysical) |
216 | changePhysicsStatus(timestep); | 216 | changePhysicsStatus(timestep); |
217 | // | 217 | // |
218 | 218 | ||
219 | if (m_taintsize != _size) | 219 | if (m_taintsize != _size) |
220 | changesize(timestep); | 220 | changesize(timestep); |
221 | // | 221 | // |
222 | 222 | ||
223 | if (m_taintshape) | 223 | if (m_taintshape) |
224 | changeshape(timestep); | 224 | changeshape(timestep); |
225 | // | 225 | // |
226 | 226 | ||
227 | } | 227 | } |
228 | public void Move(float timestep) | 228 | public void Move(float timestep) |
229 | { | 229 | { |
230 | if (m_isphysical) | 230 | if (m_isphysical) |
231 | { | 231 | { |
232 | // This is a fallback.. May no longer be necessary. | 232 | // This is a fallback.. May no longer be necessary. |
233 | if (Body == (IntPtr)0) | 233 | if (Body == (IntPtr)0) |
234 | enableBody(); | 234 | enableBody(); |
235 | //Prim auto disable after 20 frames, | 235 | //Prim auto disable after 20 frames, |
236 | ///if you move it, re-enable the prim manually. | 236 | ///if you move it, re-enable the prim manually. |
237 | d.BodyEnable(Body); | 237 | d.BodyEnable(Body); |
238 | d.BodySetPosition(Body, _position.X, _position.Y, _position.Z); | 238 | d.BodySetPosition(Body, _position.X, _position.Y, _position.Z); |
239 | } | 239 | } |
240 | else | 240 | else |
241 | { | 241 | { |
242 | string primScenAvatarIn = _parent_scene.whichspaceamIin(_position); | 242 | string primScenAvatarIn = _parent_scene.whichspaceamIin(_position); |
243 | int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position); | 243 | int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position); |
244 | if (primScenAvatarIn == "0") | 244 | if (primScenAvatarIn == "0") |
245 | { | 245 | { |
246 | OpenSim.Framework.Console.MainLog.Instance.Verbose("Physics", "Prim " + m_primName + " in space with no prim: " + primScenAvatarIn + ". Expected to be at: " + m_targetSpace.ToString() + " . Arr:': " + arrayitem[0].ToString() + "," + arrayitem[1].ToString()); | 246 | OpenSim.Framework.Console.MainLog.Instance.Verbose("Physics", "Prim " + m_primName + " in space with no prim: " + primScenAvatarIn + ". Expected to be at: " + m_targetSpace.ToString() + " . Arr:': " + arrayitem[0].ToString() + "," + arrayitem[1].ToString()); |
247 | } | 247 | } |
248 | else | 248 | else |
249 | { | 249 | { |
250 | OpenSim.Framework.Console.MainLog.Instance.Verbose("Physics", "Prim " + m_primName + " in Prim space with prim: " + primScenAvatarIn + ". Expected to be at: " + m_targetSpace.ToString() + ". Arr:" + arrayitem[0].ToString() + "," + arrayitem[1].ToString()); | 250 | OpenSim.Framework.Console.MainLog.Instance.Verbose("Physics", "Prim " + m_primName + " in Prim space with prim: " + primScenAvatarIn + ". Expected to be at: " + m_targetSpace.ToString() + ". Arr:" + arrayitem[0].ToString() + "," + arrayitem[1].ToString()); |
251 | } | 251 | } |
252 | m_targetSpace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace); | 252 | m_targetSpace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace); |
253 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | 253 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); |
254 | d.SpaceAdd(m_targetSpace, prim_geom); | 254 | d.SpaceAdd(m_targetSpace, prim_geom); |
255 | } | 255 | } |
256 | 256 | ||
257 | m_taintposition = _position; | 257 | m_taintposition = _position; |
258 | } | 258 | } |
259 | public void rotate(float timestep) | 259 | public void rotate(float timestep) |
260 | { | 260 | { |
261 | 261 | ||
262 | d.Quaternion myrot = new d.Quaternion(); | 262 | d.Quaternion myrot = new d.Quaternion(); |
263 | myrot.W = _orientation.w; | 263 | myrot.W = _orientation.w; |
264 | myrot.X = _orientation.x; | 264 | myrot.X = _orientation.x; |
265 | myrot.Y = _orientation.y; | 265 | myrot.Y = _orientation.y; |
266 | myrot.Z = _orientation.z; | 266 | myrot.Z = _orientation.z; |
267 | d.GeomSetQuaternion(prim_geom, ref myrot); | 267 | d.GeomSetQuaternion(prim_geom, ref myrot); |
268 | if (m_isphysical && Body != (IntPtr)0) | 268 | if (m_isphysical && Body != (IntPtr)0) |
269 | { | 269 | { |
270 | d.BodySetQuaternion(Body, ref myrot); | 270 | d.BodySetQuaternion(Body, ref myrot); |
271 | } | 271 | } |
272 | 272 | ||
273 | m_taintrot = _orientation; | 273 | m_taintrot = _orientation; |
274 | } | 274 | } |
275 | public void changePhysicsStatus(float timestap) | 275 | public void changePhysicsStatus(float timestap) |
276 | { | 276 | { |
277 | if (m_isphysical == true) | 277 | if (m_isphysical == true) |
278 | { | 278 | { |
279 | if (Body == (IntPtr)0) | 279 | if (Body == (IntPtr)0) |
280 | { | 280 | { |
281 | enableBody(); | 281 | enableBody(); |
282 | } | 282 | } |
283 | 283 | ||
284 | } | 284 | } |
285 | else | 285 | else |
286 | { | 286 | { |
287 | if (Body != (IntPtr)0) | 287 | if (Body != (IntPtr)0) |
288 | { | 288 | { |
289 | disableBody(); | 289 | disableBody(); |
290 | } | 290 | } |
291 | } | 291 | } |
292 | 292 | ||
293 | 293 | ||
294 | m_taintPhysics = m_isphysical; | 294 | m_taintPhysics = m_isphysical; |
295 | } | 295 | } |
296 | public void changesize(float timestamp) | 296 | public void changesize(float timestamp) |
297 | { | 297 | { |
298 | string oldname = _parent_scene.geom_name_map[prim_geom]; | 298 | string oldname = _parent_scene.geom_name_map[prim_geom]; |
299 | 299 | ||
300 | // Cleanup of old prim geometry | 300 | // Cleanup of old prim geometry |
301 | if (_mesh != null) | 301 | if (_mesh != null) |
302 | { | 302 | { |
303 | // Cleanup meshing here | 303 | // Cleanup meshing here |
304 | } | 304 | } |
305 | //kill body to rebuild | 305 | //kill body to rebuild |
306 | if (IsPhysical && Body != (IntPtr)0) | 306 | if (IsPhysical && Body != (IntPtr)0) |
307 | { | 307 | { |
308 | disableBody(); | 308 | disableBody(); |
309 | } | 309 | } |
310 | if (d.SpaceQuery(m_targetSpace, prim_geom)) | 310 | if (d.SpaceQuery(m_targetSpace, prim_geom)) |
311 | { | 311 | { |
312 | d.SpaceRemove(m_targetSpace, prim_geom); | 312 | d.SpaceRemove(m_targetSpace, prim_geom); |
313 | } | 313 | } |
314 | d.GeomDestroy(prim_geom); | 314 | d.GeomDestroy(prim_geom); |
315 | 315 | ||
316 | // we don't need to do space calculation because the client sends a position update also. | 316 | // we don't need to do space calculation because the client sends a position update also. |
317 | 317 | ||
318 | // Construction of new prim | 318 | // Construction of new prim |
319 | if (this._parent_scene.needsMeshing(_pbs)) | 319 | if (this._parent_scene.needsMeshing(_pbs)) |
320 | { | 320 | { |
321 | 321 | ||
322 | 322 | ||
323 | // Don't need to re-enable body.. it's done in SetMesh | 323 | // Don't need to re-enable body.. it's done in SetMesh |
324 | IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size); | 324 | IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size); |
325 | // createmesh returns null when it's a shape that isn't a cube. | 325 | // createmesh returns null when it's a shape that isn't a cube. |
326 | if (mesh != null) | 326 | if (mesh != null) |
327 | { | 327 | { |
328 | setMesh(_parent_scene, mesh); | 328 | setMesh(_parent_scene, mesh); |
329 | } | 329 | } |
330 | else | 330 | else |
331 | { | 331 | { |
332 | prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z); | 332 | prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z); |
333 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | 333 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); |
334 | d.Quaternion myrot = new d.Quaternion(); | 334 | d.Quaternion myrot = new d.Quaternion(); |
335 | myrot.W = _orientation.w; | 335 | myrot.W = _orientation.w; |
336 | myrot.X = _orientation.x; | 336 | myrot.X = _orientation.x; |
337 | myrot.Y = _orientation.y; | 337 | myrot.Y = _orientation.y; |
338 | myrot.Z = _orientation.z; | 338 | myrot.Z = _orientation.z; |
339 | d.GeomSetQuaternion(prim_geom, ref myrot); | 339 | d.GeomSetQuaternion(prim_geom, ref myrot); |
340 | 340 | ||
341 | 341 | ||
342 | } | 342 | } |
343 | } | 343 | } |
344 | else | 344 | else |
345 | { | 345 | { |
346 | prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z); | 346 | prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z); |
347 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | 347 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); |
348 | d.Quaternion myrot = new d.Quaternion(); | 348 | d.Quaternion myrot = new d.Quaternion(); |
349 | myrot.W = _orientation.w; | 349 | myrot.W = _orientation.w; |
350 | myrot.X = _orientation.x; | 350 | myrot.X = _orientation.x; |
351 | myrot.Y = _orientation.y; | 351 | myrot.Y = _orientation.y; |
352 | myrot.Z = _orientation.z; | 352 | myrot.Z = _orientation.z; |
353 | d.GeomSetQuaternion(prim_geom, ref myrot); | 353 | d.GeomSetQuaternion(prim_geom, ref myrot); |
354 | 354 | ||
355 | 355 | ||
356 | //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z); | 356 | //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z); |
357 | if (IsPhysical && Body == (IntPtr)0) | 357 | if (IsPhysical && Body == (IntPtr)0) |
358 | { | 358 | { |
359 | // Re creates body on size. | 359 | // Re creates body on size. |
360 | // EnableBody also does setMass() | 360 | // EnableBody also does setMass() |
361 | enableBody(); | 361 | enableBody(); |
362 | d.BodyEnable(Body); | 362 | d.BodyEnable(Body); |
363 | } | 363 | } |
364 | 364 | ||
365 | } | 365 | } |
366 | 366 | ||
367 | 367 | ||
368 | _parent_scene.geom_name_map[prim_geom] = oldname; | 368 | _parent_scene.geom_name_map[prim_geom] = oldname; |
369 | 369 | ||
370 | 370 | ||
371 | m_taintsize = _size; | 371 | m_taintsize = _size; |
372 | } | 372 | } |
373 | public void changeshape(float timestamp) | 373 | public void changeshape(float timestamp) |
374 | { | 374 | { |
375 | string oldname = _parent_scene.geom_name_map[prim_geom]; | 375 | string oldname = _parent_scene.geom_name_map[prim_geom]; |
376 | 376 | ||
377 | // Cleanup of old prim geometry and Bodies | 377 | // Cleanup of old prim geometry and Bodies |
378 | if (IsPhysical && Body != (IntPtr)0) | 378 | if (IsPhysical && Body != (IntPtr)0) |
379 | { | 379 | { |
380 | disableBody(); | 380 | disableBody(); |
381 | } | 381 | } |
382 | d.GeomDestroy(prim_geom); | 382 | d.GeomDestroy(prim_geom); |
383 | if (_mesh != null) | 383 | if (_mesh != null) |
384 | { | 384 | { |
385 | 385 | ||
386 | d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z); | 386 | d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z); |
387 | 387 | ||
388 | } | 388 | } |
389 | 389 | ||
390 | // Construction of new prim | 390 | // Construction of new prim |
391 | if (this._parent_scene.needsMeshing(_pbs)) | 391 | if (this._parent_scene.needsMeshing(_pbs)) |
392 | { | 392 | { |
393 | IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size); | 393 | IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size); |
394 | if (mesh != null) | 394 | if (mesh != null) |
395 | { | 395 | { |
396 | setMesh(_parent_scene, mesh); | 396 | setMesh(_parent_scene, mesh); |
397 | } | 397 | } |
398 | else | 398 | else |
399 | { | 399 | { |
400 | prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z); | 400 | prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z); |
401 | } | 401 | } |
402 | } | 402 | } |
403 | else | 403 | else |
404 | { | 404 | { |
405 | prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z); | 405 | prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z); |
406 | } | 406 | } |
407 | if (IsPhysical && Body == (IntPtr)0) | 407 | if (IsPhysical && Body == (IntPtr)0) |
408 | { | 408 | { |
409 | //re-create new body | 409 | //re-create new body |
410 | enableBody(); | 410 | enableBody(); |
411 | } | 411 | } |
412 | else | 412 | else |
413 | { | 413 | { |
414 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | 414 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); |
415 | d.Quaternion myrot = new d.Quaternion(); | 415 | d.Quaternion myrot = new d.Quaternion(); |
416 | myrot.W = _orientation.w; | 416 | myrot.W = _orientation.w; |
417 | myrot.X = _orientation.x; | 417 | myrot.X = _orientation.x; |
418 | myrot.Y = _orientation.y; | 418 | myrot.Y = _orientation.y; |
419 | myrot.Z = _orientation.z; | 419 | myrot.Z = _orientation.z; |
420 | d.GeomSetQuaternion(prim_geom, ref myrot); | 420 | d.GeomSetQuaternion(prim_geom, ref myrot); |
421 | } | 421 | } |
422 | _parent_scene.geom_name_map[prim_geom] = oldname; | 422 | _parent_scene.geom_name_map[prim_geom] = oldname; |
423 | 423 | ||
424 | 424 | ||
425 | 425 | ||
426 | 426 | ||
427 | m_taintshape = false; | 427 | m_taintshape = false; |
428 | } | 428 | } |
429 | public override bool IsPhysical | 429 | public override bool IsPhysical |
430 | { | 430 | { |
431 | get { return m_isphysical; } | 431 | get { return m_isphysical; } |
432 | set { m_isphysical = value; } | 432 | set { m_isphysical = value; } |
433 | } | 433 | } |
434 | public void setPrimForRemoval() | 434 | public void setPrimForRemoval() |
435 | { | 435 | { |
436 | m_taintremove = true; | 436 | m_taintremove = true; |
437 | } | 437 | } |
438 | 438 | ||
439 | public override bool Flying | 439 | public override bool Flying |
440 | { | 440 | { |
441 | get | 441 | get |
442 | { | 442 | { |
443 | return false; //no flying prims for you | 443 | return false; //no flying prims for you |
444 | } | 444 | } |
445 | set { } | 445 | set { } |
446 | } | 446 | } |
447 | 447 | ||
448 | public override bool IsColliding | 448 | public override bool IsColliding |
449 | { | 449 | { |
450 | get { return iscolliding; } | 450 | get { return iscolliding; } |
451 | set { iscolliding = value; } | 451 | set { iscolliding = value; } |
452 | } | 452 | } |
453 | public override bool CollidingGround | 453 | public override bool CollidingGround |
454 | { | 454 | { |
455 | get { return false; } | 455 | get { return false; } |
456 | set { return; } | 456 | set { return; } |
457 | } | 457 | } |
458 | public override bool CollidingObj | 458 | public override bool CollidingObj |
459 | { | 459 | { |
460 | get { return false; } | 460 | get { return false; } |
461 | set { return; } | 461 | set { return; } |
462 | } | 462 | } |
463 | public override bool ThrottleUpdates | 463 | public override bool ThrottleUpdates |
464 | { | 464 | { |
465 | get { return m_throttleUpdates; } | 465 | get { return m_throttleUpdates; } |
466 | set { m_throttleUpdates = value; } | 466 | set { m_throttleUpdates = value; } |
467 | } | 467 | } |
468 | 468 | ||
469 | public override PhysicsVector Position | 469 | public override PhysicsVector Position |
470 | { | 470 | { |
471 | get { return _position; } | 471 | get { return _position; } |
472 | 472 | ||
473 | 473 | ||
474 | set | 474 | set |
475 | { | 475 | { |
476 | _position = value; | 476 | _position = value; |
477 | 477 | ||
478 | } | 478 | } |
479 | } | 479 | } |
480 | 480 | ||
481 | public override PhysicsVector Size | 481 | public override PhysicsVector Size |
482 | { | 482 | { |
483 | get { return _size; } | 483 | get { return _size; } |
484 | set | 484 | set |
485 | { | 485 | { |
486 | _size = value; | 486 | _size = value; |
487 | 487 | ||
488 | } | 488 | } |
489 | } | 489 | } |
490 | 490 | ||
491 | public override PrimitiveBaseShape Shape | 491 | public override PrimitiveBaseShape Shape |
492 | { | 492 | { |
493 | set | 493 | set |
494 | { | 494 | { |
495 | _pbs = value; | 495 | _pbs = value; |
496 | 496 | ||
497 | } | 497 | } |
498 | } | 498 | } |
499 | 499 | ||
500 | public override PhysicsVector Velocity | 500 | public override PhysicsVector Velocity |
501 | { | 501 | { |
502 | get | 502 | get |
503 | { | 503 | { |
504 | // Averate previous velocity with the new one so | 504 | // Averate previous velocity with the new one so |
505 | // client object interpolation works a 'little' better | 505 | // client object interpolation works a 'little' better |
506 | PhysicsVector returnVelocity = new PhysicsVector(); | 506 | PhysicsVector returnVelocity = new PhysicsVector(); |
507 | returnVelocity.X = (m_lastVelocity.X + _velocity.X) / 2; | 507 | returnVelocity.X = (m_lastVelocity.X + _velocity.X) / 2; |
508 | returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y) / 2; | 508 | returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y) / 2; |
509 | returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z) / 2; | 509 | returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z) / 2; |
510 | return returnVelocity; | 510 | return returnVelocity; |
511 | } | 511 | } |
512 | set { _velocity = value; } | 512 | set { _velocity = value; } |
513 | } | 513 | } |
514 | 514 | ||
515 | public override bool Kinematic | 515 | public override bool Kinematic |
516 | { | 516 | { |
517 | get { return false; } | 517 | get { return false; } |
518 | set { } | 518 | set { } |
519 | } | 519 | } |
520 | 520 | ||
521 | public override Quaternion Orientation | 521 | public override Quaternion Orientation |
522 | { | 522 | { |
523 | get { return _orientation; } | 523 | get { return _orientation; } |
524 | set | 524 | set |
525 | { | 525 | { |
526 | _orientation = value; | 526 | _orientation = value; |
527 | 527 | ||
528 | } | 528 | } |
529 | } | 529 | } |
530 | 530 | ||
531 | public override PhysicsVector Acceleration | 531 | public override PhysicsVector Acceleration |
532 | { | 532 | { |
533 | get { return _acceleration; } | 533 | get { return _acceleration; } |
534 | } | 534 | } |
535 | 535 | ||
536 | 536 | ||
537 | public void SetAcceleration(PhysicsVector accel) | 537 | public void SetAcceleration(PhysicsVector accel) |
538 | { | 538 | { |
539 | _acceleration = accel; | 539 | _acceleration = accel; |
540 | } | 540 | } |
541 | 541 | ||
542 | public override void AddForce(PhysicsVector force) | 542 | public override void AddForce(PhysicsVector force) |
543 | { | 543 | { |
544 | } | 544 | } |
545 | 545 | ||
546 | public override PhysicsVector RotationalVelocity | 546 | public override PhysicsVector RotationalVelocity |
547 | { | 547 | { |
548 | get { return m_rotationalVelocity; } | 548 | get { return m_rotationalVelocity; } |
549 | set { m_rotationalVelocity = value; } | 549 | set { m_rotationalVelocity = value; } |
550 | } | 550 | } |
551 | 551 | ||
552 | public void UpdatePositionAndVelocity() | 552 | public void UpdatePositionAndVelocity() |
553 | { | 553 | { |
554 | // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! | 554 | // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! |
555 | 555 | ||
556 | if (Body != (IntPtr)0) | 556 | if (Body != (IntPtr)0) |
557 | { | 557 | { |
558 | d.Vector3 vec = d.BodyGetPosition(Body); | 558 | d.Vector3 vec = d.BodyGetPosition(Body); |
559 | d.Quaternion ori = d.BodyGetQuaternion(Body); | 559 | d.Quaternion ori = d.BodyGetQuaternion(Body); |
560 | d.Vector3 vel = d.BodyGetLinearVel(Body); | 560 | d.Vector3 vel = d.BodyGetLinearVel(Body); |
561 | d.Vector3 rotvel = d.BodyGetAngularVel(Body); | 561 | d.Vector3 rotvel = d.BodyGetAngularVel(Body); |
562 | 562 | ||
563 | PhysicsVector l_position = new PhysicsVector(); | 563 | PhysicsVector l_position = new PhysicsVector(); |
564 | // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!) | 564 | // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!) |
565 | if (vec.X < 0.0f) vec.X = 0.0f; | 565 | if (vec.X < 0.0f) vec.X = 0.0f; |
566 | if (vec.Y < 0.0f) vec.Y = 0.0f; | 566 | if (vec.Y < 0.0f) vec.Y = 0.0f; |
567 | if (vec.X > 255.95f) vec.X = 255.95f; | 567 | if (vec.X > 255.95f) vec.X = 255.95f; |
568 | if (vec.Y > 255.95f) vec.Y = 255.95f; | 568 | if (vec.Y > 255.95f) vec.Y = 255.95f; |
569 | m_lastposition = _position; | 569 | m_lastposition = _position; |
570 | 570 | ||
571 | l_position.X = vec.X; | 571 | l_position.X = vec.X; |
572 | l_position.Y = vec.Y; | 572 | l_position.Y = vec.Y; |
573 | l_position.Z = vec.Z; | 573 | l_position.Z = vec.Z; |
574 | if (l_position.Z < 0) | 574 | if (l_position.Z < 0) |
575 | { | 575 | { |
576 | // This is so prim that get lost underground don't fall forever and suck up | 576 | // This is so prim that get lost underground don't fall forever and suck up |
577 | // | 577 | // |
578 | // Sim resources and memory. | 578 | // Sim resources and memory. |
579 | // Disables the prim's movement physics.... | 579 | // Disables the prim's movement physics.... |
580 | // It's a hack and will generate a console message if it fails. | 580 | // It's a hack and will generate a console message if it fails. |
581 | 581 | ||
582 | 582 | ||
583 | 583 | ||
584 | 584 | ||
585 | //IsPhysical = false; | 585 | //IsPhysical = false; |
586 | base.RaiseOutOfBounds(_position); | 586 | base.RaiseOutOfBounds(_position); |
587 | _velocity.X = 0; | 587 | _velocity.X = 0; |
588 | _velocity.Y = 0; | 588 | _velocity.Y = 0; |
589 | _velocity.Z = 0; | 589 | _velocity.Z = 0; |
590 | m_rotationalVelocity.X = 0; | 590 | m_rotationalVelocity.X = 0; |
591 | m_rotationalVelocity.Y = 0; | 591 | m_rotationalVelocity.Y = 0; |
592 | m_rotationalVelocity.Z = 0; | 592 | m_rotationalVelocity.Z = 0; |
593 | base.RequestPhysicsterseUpdate(); | 593 | base.RequestPhysicsterseUpdate(); |
594 | m_throttleUpdates = false; | 594 | m_throttleUpdates = false; |
595 | throttleCounter = 0; | 595 | throttleCounter = 0; |
596 | _zeroFlag = true; | 596 | _zeroFlag = true; |
597 | //outofBounds = true; | 597 | //outofBounds = true; |
598 | } | 598 | } |
599 | 599 | ||
600 | if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02) | 600 | if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02) |
601 | && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02) | 601 | && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02) |
602 | && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02)) | 602 | && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02)) |
603 | { | 603 | { |
604 | 604 | ||
605 | _zeroFlag = true; | 605 | _zeroFlag = true; |
606 | } | 606 | } |
607 | else | 607 | else |
608 | { | 608 | { |
609 | //System.Console.WriteLine(Math.Abs(m_lastposition.X - l_position.X).ToString()); | 609 | //System.Console.WriteLine(Math.Abs(m_lastposition.X - l_position.X).ToString()); |
610 | _zeroFlag = false; | 610 | _zeroFlag = false; |
611 | } | 611 | } |
612 | 612 | ||
613 | 613 | ||
614 | 614 | ||
615 | if (_zeroFlag) | 615 | if (_zeroFlag) |
616 | { | 616 | { |
617 | // Supposedly this is supposed to tell SceneObjectGroup that | 617 | // Supposedly this is supposed to tell SceneObjectGroup that |
618 | // no more updates need to be sent.. | 618 | // no more updates need to be sent.. |
619 | // but it seems broken. | 619 | // but it seems broken. |
620 | _velocity.X = 0.0f; | 620 | _velocity.X = 0.0f; |
621 | _velocity.Y = 0.0f; | 621 | _velocity.Y = 0.0f; |
622 | _velocity.Z = 0.0f; | 622 | _velocity.Z = 0.0f; |
623 | //_orientation.w = 0f; | 623 | //_orientation.w = 0f; |
624 | //_orientation.x = 0f; | 624 | //_orientation.x = 0f; |
625 | //_orientation.y = 0f; | 625 | //_orientation.y = 0f; |
626 | //_orientation.z = 0f; | 626 | //_orientation.z = 0f; |
627 | m_rotationalVelocity.X = 0; | 627 | m_rotationalVelocity.X = 0; |
628 | m_rotationalVelocity.Y = 0; | 628 | m_rotationalVelocity.Y = 0; |
629 | m_rotationalVelocity.Z = 0; | 629 | m_rotationalVelocity.Z = 0; |
630 | if (!m_lastUpdateSent) | 630 | if (!m_lastUpdateSent) |
631 | { | 631 | { |
632 | m_throttleUpdates = false; | 632 | m_throttleUpdates = false; |
633 | throttleCounter = 0; | 633 | throttleCounter = 0; |
634 | base.RequestPhysicsterseUpdate(); | 634 | base.RequestPhysicsterseUpdate(); |
635 | m_lastUpdateSent = true; | 635 | m_lastUpdateSent = true; |
636 | } | 636 | } |
637 | 637 | ||
638 | } | 638 | } |
639 | else | 639 | else |
640 | { | 640 | { |
641 | m_lastVelocity = _velocity; | 641 | m_lastVelocity = _velocity; |
642 | 642 | ||
643 | _position = l_position; | 643 | _position = l_position; |
644 | 644 | ||
645 | _velocity.X = vel.X; | 645 | _velocity.X = vel.X; |
646 | _velocity.Y = vel.Y; | 646 | _velocity.Y = vel.Y; |
647 | _velocity.Z = vel.Z; | 647 | _velocity.Z = vel.Z; |
648 | 648 | ||
649 | m_rotationalVelocity.X = rotvel.X; | 649 | m_rotationalVelocity.X = rotvel.X; |
650 | m_rotationalVelocity.Y = rotvel.Y; | 650 | m_rotationalVelocity.Y = rotvel.Y; |
651 | m_rotationalVelocity.Z = rotvel.Z; | 651 | m_rotationalVelocity.Z = rotvel.Z; |
652 | //System.Console.WriteLine("ODE: " + m_rotationalVelocity.ToString()); | 652 | //System.Console.WriteLine("ODE: " + m_rotationalVelocity.ToString()); |
653 | _orientation.w = ori.W; | 653 | _orientation.w = ori.W; |
654 | _orientation.x = ori.X; | 654 | _orientation.x = ori.X; |
655 | _orientation.y = ori.Y; | 655 | _orientation.y = ori.Y; |
656 | _orientation.z = ori.Z; | 656 | _orientation.z = ori.Z; |
657 | m_lastUpdateSent = false; | 657 | m_lastUpdateSent = false; |
658 | if (!m_throttleUpdates || throttleCounter > 15) | 658 | if (!m_throttleUpdates || throttleCounter > 15) |
659 | { | 659 | { |
660 | base.RequestPhysicsterseUpdate(); | 660 | base.RequestPhysicsterseUpdate(); |
661 | } | 661 | } |
662 | else | 662 | else |
663 | { | 663 | { |
664 | throttleCounter++; | 664 | throttleCounter++; |
665 | } | 665 | } |
666 | } | 666 | } |
667 | m_lastposition = l_position; | 667 | m_lastposition = l_position; |
668 | } | 668 | } |
669 | else | 669 | else |
670 | { | 670 | { |
671 | // Not a body.. so Make sure the client isn't interpolating | 671 | // Not a body.. so Make sure the client isn't interpolating |
672 | _velocity.X = 0; | 672 | _velocity.X = 0; |
673 | _velocity.Y = 0; | 673 | _velocity.Y = 0; |
674 | _velocity.Z = 0; | 674 | _velocity.Z = 0; |
675 | m_rotationalVelocity.X = 0; | 675 | m_rotationalVelocity.X = 0; |
676 | m_rotationalVelocity.Y = 0; | 676 | m_rotationalVelocity.Y = 0; |
677 | m_rotationalVelocity.Z = 0; | 677 | m_rotationalVelocity.Z = 0; |
678 | _zeroFlag = true; | 678 | _zeroFlag = true; |
679 | } | 679 | } |
680 | 680 | ||
681 | } | 681 | } |
682 | public override void SetMomentum(PhysicsVector momentum) | 682 | public override void SetMomentum(PhysicsVector momentum) |
683 | { | 683 | { |
684 | } | 684 | } |
685 | } | 685 | } |
686 | } | 686 | } |