diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs | 2719 |
1 files changed, 0 insertions, 2719 deletions
diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs deleted file mode 100644 index 920ed96..0000000 --- a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs +++ /dev/null | |||
@@ -1,2719 +0,0 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Reflection; | ||
31 | using System.Runtime.InteropServices; | ||
32 | using System.Threading; | ||
33 | using log4net; | ||
34 | using OpenMetaverse; | ||
35 | using BulletDotNET; | ||
36 | using OpenSim.Framework; | ||
37 | using OpenSim.Region.Physics.Manager; | ||
38 | |||
39 | |||
40 | namespace OpenSim.Region.Physics.BulletDotNETPlugin | ||
41 | { | ||
42 | public class BulletDotNETPrim : PhysicsActor | ||
43 | { | ||
44 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
45 | |||
46 | private Vector3 _position; | ||
47 | private Vector3 m_zeroPosition; | ||
48 | private Vector3 _velocity; | ||
49 | private Vector3 _torque; | ||
50 | private Vector3 m_lastVelocity; | ||
51 | private Vector3 m_lastposition; | ||
52 | private Quaternion m_lastorientation = Quaternion.Identity; | ||
53 | private Vector3 m_rotationalVelocity; | ||
54 | private Vector3 _size; | ||
55 | private Vector3 _acceleration; | ||
56 | // private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f); | ||
57 | private Quaternion _orientation; | ||
58 | private Vector3 m_taintposition; | ||
59 | private Vector3 m_taintsize; | ||
60 | private Vector3 m_taintVelocity; | ||
61 | private Vector3 m_taintTorque; | ||
62 | private Quaternion m_taintrot; | ||
63 | private Vector3 m_angularlock = Vector3.One; | ||
64 | private Vector3 m_taintAngularLock = Vector3.One; | ||
65 | // private btGeneric6DofConstraint Amotor; | ||
66 | |||
67 | private Vector3 m_PIDTarget; | ||
68 | private float m_PIDTau; | ||
69 | private float m_PIDHoverHeight; | ||
70 | private float m_PIDHoverTau; | ||
71 | private bool m_useHoverPID; | ||
72 | private PIDHoverType m_PIDHoverType = PIDHoverType.Ground; | ||
73 | private float m_targetHoverHeight; | ||
74 | private float m_groundHeight; | ||
75 | private float m_waterHeight; | ||
76 | private float PID_D = 35f; | ||
77 | private float PID_G = 25f; | ||
78 | // private float m_tensor = 5f; | ||
79 | // private int body_autodisable_frames = 20; | ||
80 | private IMesh primMesh; | ||
81 | |||
82 | private bool m_usePID; | ||
83 | |||
84 | private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom | ||
85 | | CollisionCategories.Space | ||
86 | | CollisionCategories.Body | ||
87 | | CollisionCategories.Character | ||
88 | ); | ||
89 | |||
90 | private bool m_taintshape; | ||
91 | private bool m_taintPhysics; | ||
92 | // private bool m_collidesLand = true; | ||
93 | private bool m_collidesWater; | ||
94 | public bool m_returnCollisions; | ||
95 | |||
96 | // Default we're a Geometry | ||
97 | // private CollisionCategories m_collisionCategories = (CollisionCategories.Geom); | ||
98 | |||
99 | // Default, Collide with Other Geometries, spaces and Bodies | ||
100 | // private CollisionCategories m_collisionFlags = m_default_collisionFlags; | ||
101 | |||
102 | public bool m_taintremove; | ||
103 | public bool m_taintdisable; | ||
104 | public bool m_disabled; | ||
105 | public bool m_taintadd; | ||
106 | public bool m_taintselected; | ||
107 | public bool m_taintCollidesWater; | ||
108 | |||
109 | public uint m_localID; | ||
110 | |||
111 | //public GCHandle gc; | ||
112 | // private CollisionLocker ode; | ||
113 | |||
114 | private bool m_taintforce; | ||
115 | private bool m_taintaddangularforce; | ||
116 | private Vector3 m_force; | ||
117 | private List<Vector3> m_forcelist = new List<Vector3>(); | ||
118 | private List<Vector3> m_angularforcelist = new List<Vector3>(); | ||
119 | |||
120 | private IMesh _mesh; | ||
121 | private PrimitiveBaseShape _pbs; | ||
122 | private BulletDotNETScene _parent_scene; | ||
123 | public btCollisionShape prim_geom; | ||
124 | public IntPtr _triMeshData; | ||
125 | |||
126 | private PhysicsActor _parent; | ||
127 | private PhysicsActor m_taintparent; | ||
128 | |||
129 | private List<BulletDotNETPrim> childrenPrim = new List<BulletDotNETPrim>(); | ||
130 | |||
131 | private bool iscolliding; | ||
132 | private bool m_isphysical; | ||
133 | private bool m_isSelected; | ||
134 | |||
135 | internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively | ||
136 | |||
137 | private bool m_throttleUpdates; | ||
138 | // private int throttleCounter; | ||
139 | public int m_interpenetrationcount; | ||
140 | public float m_collisionscore; | ||
141 | public int m_roundsUnderMotionThreshold; | ||
142 | private int m_crossingfailures; | ||
143 | |||
144 | public float m_buoyancy; | ||
145 | |||
146 | public bool outofBounds; | ||
147 | private float m_density = 10.000006836f; // Aluminum g/cm3; | ||
148 | |||
149 | public bool _zeroFlag; | ||
150 | private bool m_lastUpdateSent; | ||
151 | |||
152 | |||
153 | private String m_primName; | ||
154 | private Vector3 _target_velocity; | ||
155 | |||
156 | public int m_eventsubscription; | ||
157 | // private CollisionEventUpdate CollisionEventsThisFrame = null; | ||
158 | |||
159 | public volatile bool childPrim; | ||
160 | |||
161 | private btVector3 tempPosition1; | ||
162 | private btVector3 tempPosition2; | ||
163 | private btVector3 tempPosition3; | ||
164 | private btVector3 tempSize1; | ||
165 | private btVector3 tempSize2; | ||
166 | private btVector3 tempLinearVelocity1; | ||
167 | private btVector3 tempLinearVelocity2; | ||
168 | private btVector3 tempAngularVelocity1; | ||
169 | private btVector3 tempAngularVelocity2; | ||
170 | private btVector3 tempInertia1; | ||
171 | private btVector3 tempInertia2; | ||
172 | private btVector3 tempAddForce; | ||
173 | private btQuaternion tempOrientation1; | ||
174 | private btQuaternion tempOrientation2; | ||
175 | private btMotionState tempMotionState1; | ||
176 | private btMotionState tempMotionState2; | ||
177 | private btMotionState tempMotionState3; | ||
178 | private btTransform tempTransform1; | ||
179 | private btTransform tempTransform2; | ||
180 | private btTransform tempTransform3; | ||
181 | private btTransform tempTransform4; | ||
182 | private btTriangleIndexVertexArray btshapeArray; | ||
183 | private btVector3 AxisLockAngleHigh; | ||
184 | private btVector3 AxisLockLinearLow; | ||
185 | private btVector3 AxisLockLinearHigh; | ||
186 | private bool forceenable = false; | ||
187 | |||
188 | private btGeneric6DofConstraint m_aMotor; | ||
189 | |||
190 | public btRigidBody Body; | ||
191 | |||
192 | public BulletDotNETPrim(String primName, BulletDotNETScene parent_scene, Vector3 pos, Vector3 size, | ||
193 | Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical) | ||
194 | { | ||
195 | tempPosition1 = new btVector3(0, 0, 0); | ||
196 | tempPosition2 = new btVector3(0, 0, 0); | ||
197 | tempPosition3 = new btVector3(0, 0, 0); | ||
198 | tempSize1 = new btVector3(0, 0, 0); | ||
199 | tempSize2 = new btVector3(0, 0, 0); | ||
200 | tempLinearVelocity1 = new btVector3(0, 0, 0); | ||
201 | tempLinearVelocity2 = new btVector3(0, 0, 0); | ||
202 | tempAngularVelocity1 = new btVector3(0, 0, 0); | ||
203 | tempAngularVelocity2 = new btVector3(0, 0, 0); | ||
204 | tempInertia1 = new btVector3(0, 0, 0); | ||
205 | tempInertia2 = new btVector3(0, 0, 0); | ||
206 | tempOrientation1 = new btQuaternion(0, 0, 0, 1); | ||
207 | tempOrientation2 = new btQuaternion(0, 0, 0, 1); | ||
208 | _parent_scene = parent_scene; | ||
209 | tempTransform1 = new btTransform(_parent_scene.QuatIdentity, _parent_scene.VectorZero); | ||
210 | tempTransform2 = new btTransform(_parent_scene.QuatIdentity, _parent_scene.VectorZero); ; | ||
211 | tempTransform3 = new btTransform(_parent_scene.QuatIdentity, _parent_scene.VectorZero); ; | ||
212 | tempTransform4 = new btTransform(_parent_scene.QuatIdentity, _parent_scene.VectorZero); ; | ||
213 | |||
214 | tempMotionState1 = new btDefaultMotionState(_parent_scene.TransZero); | ||
215 | tempMotionState2 = new btDefaultMotionState(_parent_scene.TransZero); | ||
216 | tempMotionState3 = new btDefaultMotionState(_parent_scene.TransZero); | ||
217 | |||
218 | |||
219 | AxisLockLinearLow = new btVector3(-1 * (int)Constants.RegionSize, -1 * (int)Constants.RegionSize, -1 * (int)Constants.RegionSize); | ||
220 | int regionsize = (int)Constants.RegionSize; | ||
221 | |||
222 | if (regionsize == 256) | ||
223 | regionsize = 512; | ||
224 | |||
225 | AxisLockLinearHigh = new btVector3((int)Constants.RegionSize, (int)Constants.RegionSize, (int)Constants.RegionSize); | ||
226 | |||
227 | _target_velocity = Vector3.Zero; | ||
228 | _velocity = Vector3.Zero; | ||
229 | _position = pos; | ||
230 | m_taintposition = pos; | ||
231 | PID_D = parent_scene.bodyPIDD; | ||
232 | PID_G = parent_scene.bodyPIDG; | ||
233 | m_density = parent_scene.geomDefaultDensity; | ||
234 | // m_tensor = parent_scene.bodyMotorJointMaxforceTensor; | ||
235 | // body_autodisable_frames = parent_scene.bodyFramesAutoDisable; | ||
236 | |||
237 | prim_geom = null; | ||
238 | Body = null; | ||
239 | |||
240 | if (size.X <= 0) size.X = 0.01f; | ||
241 | if (size.Y <= 0) size.Y = 0.01f; | ||
242 | if (size.Z <= 0) size.Z = 0.01f; | ||
243 | |||
244 | _size = size; | ||
245 | m_taintsize = _size; | ||
246 | _acceleration = Vector3.Zero; | ||
247 | m_rotationalVelocity = Vector3.Zero; | ||
248 | _orientation = rotation; | ||
249 | m_taintrot = _orientation; | ||
250 | _mesh = mesh; | ||
251 | _pbs = pbs; | ||
252 | |||
253 | _parent_scene = parent_scene; | ||
254 | |||
255 | if (pos.Z < 0) | ||
256 | m_isphysical = false; | ||
257 | else | ||
258 | { | ||
259 | m_isphysical = pisPhysical; | ||
260 | // If we're physical, we need to be in the master space for now. | ||
261 | // linksets *should* be in a space together.. but are not currently | ||
262 | } | ||
263 | m_primName = primName; | ||
264 | m_taintadd = true; | ||
265 | _parent_scene.AddPhysicsActorTaint(this); | ||
266 | |||
267 | } | ||
268 | |||
269 | #region PhysicsActor overrides | ||
270 | |||
271 | public override bool Stopped | ||
272 | { | ||
273 | get { return _zeroFlag; } | ||
274 | } | ||
275 | |||
276 | public override Vector3 Size | ||
277 | { | ||
278 | get { return _size; } | ||
279 | set { _size = value; } | ||
280 | } | ||
281 | |||
282 | public override PrimitiveBaseShape Shape | ||
283 | { | ||
284 | set | ||
285 | { | ||
286 | _pbs = value; | ||
287 | m_taintshape = true; | ||
288 | } | ||
289 | } | ||
290 | |||
291 | public override uint LocalID | ||
292 | { | ||
293 | set | ||
294 | { | ||
295 | //m_log.Info("[PHYSICS]: Setting TrackerID: " + value); | ||
296 | m_localID = value; | ||
297 | } | ||
298 | } | ||
299 | |||
300 | public override bool Grabbed | ||
301 | { | ||
302 | set { return; } | ||
303 | } | ||
304 | |||
305 | public override bool Selected | ||
306 | { | ||
307 | set | ||
308 | { | ||
309 | // This only makes the object not collidable if the object | ||
310 | // is physical or the object is modified somehow *IN THE FUTURE* | ||
311 | // without this, if an avatar selects prim, they can walk right | ||
312 | // through it while it's selected | ||
313 | m_collisionscore = 0; | ||
314 | if ((m_isphysical && !_zeroFlag) || !value) | ||
315 | { | ||
316 | m_taintselected = value; | ||
317 | _parent_scene.AddPhysicsActorTaint(this); | ||
318 | } | ||
319 | else | ||
320 | { | ||
321 | m_taintselected = value; | ||
322 | m_isSelected = value; | ||
323 | } | ||
324 | } | ||
325 | } | ||
326 | |||
327 | public override void CrossingFailure() | ||
328 | { | ||
329 | m_crossingfailures++; | ||
330 | if (m_crossingfailures > _parent_scene.geomCrossingFailuresBeforeOutofbounds) | ||
331 | { | ||
332 | base.RaiseOutOfBounds(_position); | ||
333 | return; | ||
334 | } | ||
335 | else if (m_crossingfailures == _parent_scene.geomCrossingFailuresBeforeOutofbounds) | ||
336 | { | ||
337 | m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName); | ||
338 | } | ||
339 | } | ||
340 | public override void link(PhysicsActor obj) | ||
341 | { | ||
342 | m_taintparent = obj; | ||
343 | } | ||
344 | |||
345 | public override void delink() | ||
346 | { | ||
347 | m_taintparent = null; | ||
348 | } | ||
349 | |||
350 | public override void LockAngularMotion(Vector3 axis) | ||
351 | { | ||
352 | m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z); | ||
353 | m_taintAngularLock = axis; | ||
354 | } | ||
355 | |||
356 | public override Vector3 Position | ||
357 | { | ||
358 | get { return _position; } | ||
359 | |||
360 | set | ||
361 | { | ||
362 | _position = value; | ||
363 | //m_log.Info("[PHYSICS]: " + _position.ToString()); | ||
364 | } | ||
365 | } | ||
366 | |||
367 | public override float Mass | ||
368 | { | ||
369 | get { return CalculateMass(); } | ||
370 | } | ||
371 | |||
372 | public override Vector3 Force | ||
373 | { | ||
374 | //get { return Vector3.Zero; } | ||
375 | get { return m_force; } | ||
376 | set { m_force = value; } | ||
377 | } | ||
378 | |||
379 | public override int VehicleType | ||
380 | { | ||
381 | get { return 0; } | ||
382 | set { return; } | ||
383 | } | ||
384 | |||
385 | public override void VehicleFloatParam(int param, float value) | ||
386 | { | ||
387 | //TODO: | ||
388 | } | ||
389 | |||
390 | public override void VehicleVectorParam(int param, Vector3 value) | ||
391 | { | ||
392 | //TODO: | ||
393 | } | ||
394 | |||
395 | public override void VehicleRotationParam(int param, Quaternion rotation) | ||
396 | { | ||
397 | //TODO: | ||
398 | } | ||
399 | |||
400 | public override void VehicleFlags(int param, bool remove) | ||
401 | { | ||
402 | |||
403 | } | ||
404 | |||
405 | public override void SetVolumeDetect(int param) | ||
406 | { | ||
407 | //TODO: GhostObject | ||
408 | m_isVolumeDetect = (param != 0); | ||
409 | |||
410 | } | ||
411 | |||
412 | public override Vector3 GeometricCenter | ||
413 | { | ||
414 | get { return Vector3.Zero; } | ||
415 | } | ||
416 | |||
417 | public override Vector3 CenterOfMass | ||
418 | { | ||
419 | get { return Vector3.Zero; } | ||
420 | } | ||
421 | |||
422 | public override Vector3 Velocity | ||
423 | { | ||
424 | get | ||
425 | { | ||
426 | // Averate previous velocity with the new one so | ||
427 | // client object interpolation works a 'little' better | ||
428 | Vector3 returnVelocity; | ||
429 | returnVelocity.X = (m_lastVelocity.X + _velocity.X) / 2; | ||
430 | returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y) / 2; | ||
431 | returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z) / 2; | ||
432 | return returnVelocity; | ||
433 | } | ||
434 | set | ||
435 | { | ||
436 | _velocity = value; | ||
437 | |||
438 | m_taintVelocity = value; | ||
439 | _parent_scene.AddPhysicsActorTaint(this); | ||
440 | } | ||
441 | } | ||
442 | |||
443 | public override Vector3 Torque | ||
444 | { | ||
445 | get | ||
446 | { | ||
447 | if (!m_isphysical || Body.Handle == IntPtr.Zero) | ||
448 | return Vector3.Zero; | ||
449 | |||
450 | return _torque; | ||
451 | } | ||
452 | |||
453 | set | ||
454 | { | ||
455 | m_taintTorque = value; | ||
456 | _parent_scene.AddPhysicsActorTaint(this); | ||
457 | } | ||
458 | } | ||
459 | |||
460 | public override float CollisionScore | ||
461 | { | ||
462 | get { return m_collisionscore; } | ||
463 | set { m_collisionscore = value; } | ||
464 | } | ||
465 | |||
466 | public override Vector3 Acceleration | ||
467 | { | ||
468 | get { return _acceleration; } | ||
469 | } | ||
470 | |||
471 | public override Quaternion Orientation | ||
472 | { | ||
473 | get { return _orientation; } | ||
474 | set { _orientation = value; } | ||
475 | } | ||
476 | |||
477 | public override int PhysicsActorType | ||
478 | { | ||
479 | get { return (int)ActorTypes.Prim; } | ||
480 | set { return; } | ||
481 | } | ||
482 | |||
483 | public override bool IsPhysical | ||
484 | { | ||
485 | get { return m_isphysical; } | ||
486 | set { m_isphysical = value; } | ||
487 | } | ||
488 | |||
489 | public override bool Flying | ||
490 | { | ||
491 | // no flying prims for you | ||
492 | get { return false; } | ||
493 | set { } | ||
494 | } | ||
495 | |||
496 | public override bool SetAlwaysRun | ||
497 | { | ||
498 | get { return false; } | ||
499 | set { return; } | ||
500 | } | ||
501 | |||
502 | public override bool ThrottleUpdates | ||
503 | { | ||
504 | get { return m_throttleUpdates; } | ||
505 | set { m_throttleUpdates = value; } | ||
506 | } | ||
507 | |||
508 | public override bool IsColliding | ||
509 | { | ||
510 | get { return iscolliding; } | ||
511 | set { iscolliding = value; } | ||
512 | } | ||
513 | |||
514 | public override bool CollidingGround | ||
515 | { | ||
516 | get { return false; } | ||
517 | set { return; } | ||
518 | } | ||
519 | |||
520 | public override bool CollidingObj | ||
521 | { | ||
522 | get { return false; } | ||
523 | set { return; } | ||
524 | } | ||
525 | |||
526 | public override bool FloatOnWater | ||
527 | { | ||
528 | set | ||
529 | { | ||
530 | m_taintCollidesWater = value; | ||
531 | _parent_scene.AddPhysicsActorTaint(this); | ||
532 | } | ||
533 | } | ||
534 | |||
535 | public override Vector3 RotationalVelocity | ||
536 | { | ||
537 | get | ||
538 | { | ||
539 | Vector3 pv = Vector3.Zero; | ||
540 | if (_zeroFlag) | ||
541 | return pv; | ||
542 | m_lastUpdateSent = false; | ||
543 | |||
544 | if (m_rotationalVelocity.ApproxEquals(pv, 0.2f)) | ||
545 | return pv; | ||
546 | |||
547 | return m_rotationalVelocity; | ||
548 | } | ||
549 | set { m_rotationalVelocity = value; } | ||
550 | } | ||
551 | |||
552 | public override bool Kinematic | ||
553 | { | ||
554 | get { return false; } | ||
555 | set { } | ||
556 | } | ||
557 | |||
558 | public override float Buoyancy | ||
559 | { | ||
560 | get { return m_buoyancy; } | ||
561 | set { m_buoyancy = value; } | ||
562 | } | ||
563 | |||
564 | public override Vector3 PIDTarget { set { m_PIDTarget = value; ; } } | ||
565 | public override bool PIDActive { set { m_usePID = value; } } | ||
566 | public override float PIDTau { set { m_PIDTau = value; } } | ||
567 | |||
568 | public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } | ||
569 | public override bool PIDHoverActive { set { m_useHoverPID = value; } } | ||
570 | public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } | ||
571 | public override float PIDHoverTau { set { m_PIDHoverTau = value; } } | ||
572 | |||
573 | public override Quaternion APIDTarget { set { return; } } | ||
574 | public override bool APIDActive { set { return; } } | ||
575 | public override float APIDStrength { set { return; } } | ||
576 | public override float APIDDamping { set { return; } } | ||
577 | |||
578 | public override void AddForce(Vector3 force, bool pushforce) | ||
579 | { | ||
580 | m_forcelist.Add(force); | ||
581 | m_taintforce = true; | ||
582 | //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString()); | ||
583 | } | ||
584 | |||
585 | public override void AddAngularForce(Vector3 force, bool pushforce) | ||
586 | { | ||
587 | m_angularforcelist.Add(force); | ||
588 | m_taintaddangularforce = true; | ||
589 | } | ||
590 | |||
591 | public override void SetMomentum(Vector3 momentum) | ||
592 | { | ||
593 | } | ||
594 | |||
595 | public override void SubscribeEvents(int ms) | ||
596 | { | ||
597 | m_eventsubscription = ms; | ||
598 | _parent_scene.addCollisionEventReporting(this); | ||
599 | } | ||
600 | |||
601 | public override void UnSubscribeEvents() | ||
602 | { | ||
603 | _parent_scene.remCollisionEventReporting(this); | ||
604 | m_eventsubscription = 0; | ||
605 | } | ||
606 | |||
607 | public override bool SubscribedEvents() | ||
608 | { | ||
609 | return (m_eventsubscription > 0); | ||
610 | } | ||
611 | |||
612 | #endregion | ||
613 | |||
614 | |||
615 | |||
616 | internal void Dispose() | ||
617 | { | ||
618 | //TODO: | ||
619 | DisableAxisMotor(); | ||
620 | DisposeOfBody(); | ||
621 | SetCollisionShape(null); | ||
622 | |||
623 | if (tempMotionState3 != null && tempMotionState3.Handle != IntPtr.Zero) | ||
624 | { | ||
625 | tempMotionState3.Dispose(); | ||
626 | tempMotionState3 = null; | ||
627 | } | ||
628 | |||
629 | if (tempMotionState2 != null && tempMotionState2.Handle != IntPtr.Zero) | ||
630 | { | ||
631 | tempMotionState2.Dispose(); | ||
632 | tempMotionState2 = null; | ||
633 | } | ||
634 | |||
635 | if (tempMotionState1 != null && tempMotionState1.Handle != IntPtr.Zero) | ||
636 | { | ||
637 | tempMotionState1.Dispose(); | ||
638 | tempMotionState1 = null; | ||
639 | } | ||
640 | |||
641 | if (tempTransform4 != null && tempTransform4.Handle != IntPtr.Zero) | ||
642 | { | ||
643 | tempTransform4.Dispose(); | ||
644 | tempTransform4 = null; | ||
645 | } | ||
646 | |||
647 | if (tempTransform3 != null && tempTransform3.Handle != IntPtr.Zero) | ||
648 | { | ||
649 | tempTransform3.Dispose(); | ||
650 | tempTransform3 = null; | ||
651 | } | ||
652 | |||
653 | if (tempTransform2 != null && tempTransform2.Handle != IntPtr.Zero) | ||
654 | { | ||
655 | tempTransform2.Dispose(); | ||
656 | tempTransform2 = null; | ||
657 | } | ||
658 | |||
659 | if (tempTransform1 != null && tempTransform1.Handle != IntPtr.Zero) | ||
660 | { | ||
661 | tempTransform1.Dispose(); | ||
662 | tempTransform1 = null; | ||
663 | } | ||
664 | |||
665 | if (tempOrientation2 != null && tempOrientation2.Handle != IntPtr.Zero) | ||
666 | { | ||
667 | tempOrientation2.Dispose(); | ||
668 | tempOrientation2 = null; | ||
669 | } | ||
670 | |||
671 | if (tempOrientation1 != null && tempOrientation1.Handle != IntPtr.Zero) | ||
672 | { | ||
673 | tempOrientation1.Dispose(); | ||
674 | tempOrientation1 = null; | ||
675 | } | ||
676 | |||
677 | if (tempInertia1 != null && tempInertia1.Handle != IntPtr.Zero) | ||
678 | { | ||
679 | tempInertia1.Dispose(); | ||
680 | tempInertia1 = null; | ||
681 | } | ||
682 | |||
683 | if (tempInertia2 != null && tempInertia2.Handle != IntPtr.Zero) | ||
684 | { | ||
685 | tempInertia2.Dispose(); | ||
686 | tempInertia1 = null; | ||
687 | } | ||
688 | |||
689 | |||
690 | if (tempAngularVelocity2 != null && tempAngularVelocity2.Handle != IntPtr.Zero) | ||
691 | { | ||
692 | tempAngularVelocity2.Dispose(); | ||
693 | tempAngularVelocity2 = null; | ||
694 | } | ||
695 | |||
696 | if (tempAngularVelocity1 != null && tempAngularVelocity1.Handle != IntPtr.Zero) | ||
697 | { | ||
698 | tempAngularVelocity1.Dispose(); | ||
699 | tempAngularVelocity1 = null; | ||
700 | } | ||
701 | |||
702 | if (tempLinearVelocity2 != null && tempLinearVelocity2.Handle != IntPtr.Zero) | ||
703 | { | ||
704 | tempLinearVelocity2.Dispose(); | ||
705 | tempLinearVelocity2 = null; | ||
706 | } | ||
707 | |||
708 | if (tempLinearVelocity1 != null && tempLinearVelocity1.Handle != IntPtr.Zero) | ||
709 | { | ||
710 | tempLinearVelocity1.Dispose(); | ||
711 | tempLinearVelocity1 = null; | ||
712 | } | ||
713 | |||
714 | if (tempSize2 != null && tempSize2.Handle != IntPtr.Zero) | ||
715 | { | ||
716 | tempSize2.Dispose(); | ||
717 | tempSize2 = null; | ||
718 | } | ||
719 | |||
720 | if (tempSize1 != null && tempSize1.Handle != IntPtr.Zero) | ||
721 | { | ||
722 | tempSize1.Dispose(); | ||
723 | tempSize1 = null; | ||
724 | } | ||
725 | |||
726 | if (tempPosition3 != null && tempPosition3.Handle != IntPtr.Zero) | ||
727 | { | ||
728 | tempPosition3.Dispose(); | ||
729 | tempPosition3 = null; | ||
730 | } | ||
731 | |||
732 | if (tempPosition2 != null && tempPosition2.Handle != IntPtr.Zero) | ||
733 | { | ||
734 | tempPosition2.Dispose(); | ||
735 | tempPosition2 = null; | ||
736 | } | ||
737 | |||
738 | if (tempPosition1 != null && tempPosition1.Handle != IntPtr.Zero) | ||
739 | { | ||
740 | tempPosition1.Dispose(); | ||
741 | tempPosition1 = null; | ||
742 | } | ||
743 | if (AxisLockLinearLow != null && AxisLockLinearLow.Handle != IntPtr.Zero) | ||
744 | { | ||
745 | AxisLockLinearLow.Dispose(); | ||
746 | AxisLockLinearLow = null; | ||
747 | } | ||
748 | if (AxisLockLinearHigh != null && AxisLockLinearHigh.Handle != IntPtr.Zero) | ||
749 | { | ||
750 | AxisLockLinearHigh.Dispose(); | ||
751 | AxisLockLinearHigh = null; | ||
752 | } | ||
753 | |||
754 | } | ||
755 | |||
756 | |||
757 | |||
758 | public void ProcessTaints(float timestep) | ||
759 | { | ||
760 | if (m_taintadd) | ||
761 | { | ||
762 | m_log.Debug("[PHYSICS]: TaintAdd"); | ||
763 | changeadd(timestep); | ||
764 | } | ||
765 | |||
766 | if (prim_geom == null) | ||
767 | { | ||
768 | CreateGeom(IntPtr.Zero, primMesh); | ||
769 | |||
770 | if (IsPhysical) | ||
771 | SetBody(Mass); | ||
772 | else | ||
773 | SetBody(0); | ||
774 | m_log.Debug("[PHYSICS]: GEOM_DOESNT_EXSIT"); | ||
775 | } | ||
776 | |||
777 | if (prim_geom.Handle == IntPtr.Zero) | ||
778 | { | ||
779 | CreateGeom(IntPtr.Zero, primMesh); | ||
780 | |||
781 | if (IsPhysical) | ||
782 | SetBody(Mass); | ||
783 | else | ||
784 | SetBody(0); | ||
785 | m_log.Debug("[PHYSICS]: GEOM_DOESNT_EXSIT"); | ||
786 | |||
787 | } | ||
788 | |||
789 | if (!_position.ApproxEquals(m_taintposition, 0f)) | ||
790 | { | ||
791 | m_log.Debug("[PHYSICS]: TaintMove"); | ||
792 | changemove(timestep); | ||
793 | } | ||
794 | if (m_taintrot != _orientation) | ||
795 | { | ||
796 | m_log.Debug("[PHYSICS]: TaintRotate"); | ||
797 | rotate(timestep); | ||
798 | } // | ||
799 | |||
800 | if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent)) | ||
801 | { | ||
802 | m_log.Debug("[PHYSICS]: TaintPhysics"); | ||
803 | changePhysicsStatus(timestep); | ||
804 | } | ||
805 | // | ||
806 | |||
807 | if (!_size.ApproxEquals(m_taintsize, 0f)) | ||
808 | { | ||
809 | m_log.Debug("[PHYSICS]: TaintSize"); | ||
810 | changesize(timestep); | ||
811 | } | ||
812 | |||
813 | // | ||
814 | |||
815 | if (m_taintshape) | ||
816 | { | ||
817 | m_log.Debug("[PHYSICS]: TaintShape"); | ||
818 | changeshape(timestep); | ||
819 | } // | ||
820 | |||
821 | if (m_taintforce) | ||
822 | { | ||
823 | m_log.Debug("[PHYSICS]: TaintForce"); | ||
824 | changeAddForce(timestep); | ||
825 | } | ||
826 | if (m_taintaddangularforce) | ||
827 | { | ||
828 | m_log.Debug("[PHYSICS]: TaintAngularForce"); | ||
829 | changeAddAngularForce(timestep); | ||
830 | } | ||
831 | if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f)) | ||
832 | { | ||
833 | m_log.Debug("[PHYSICS]: TaintTorque"); | ||
834 | changeSetTorque(timestep); | ||
835 | } | ||
836 | if (m_taintdisable) | ||
837 | { | ||
838 | m_log.Debug("[PHYSICS]: TaintDisable"); | ||
839 | changedisable(timestep); | ||
840 | } | ||
841 | if (m_taintselected != m_isSelected) | ||
842 | { | ||
843 | m_log.Debug("[PHYSICS]: TaintSelected"); | ||
844 | changeSelectedStatus(timestep); | ||
845 | } | ||
846 | if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f)) | ||
847 | { | ||
848 | m_log.Debug("[PHYSICS]: TaintVelocity"); | ||
849 | changevelocity(timestep); | ||
850 | } | ||
851 | if (m_taintparent != _parent) | ||
852 | { | ||
853 | m_log.Debug("[PHYSICS]: TaintLink"); | ||
854 | changelink(timestep); | ||
855 | } | ||
856 | if (m_taintCollidesWater != m_collidesWater) | ||
857 | { | ||
858 | changefloatonwater(timestep); | ||
859 | } | ||
860 | if (!m_angularlock.ApproxEquals(m_taintAngularLock, 0)) | ||
861 | { | ||
862 | m_log.Debug("[PHYSICS]: TaintAngularLock"); | ||
863 | changeAngularLock(timestep); | ||
864 | } | ||
865 | if (m_taintremove) | ||
866 | { | ||
867 | DisposeOfBody(); | ||
868 | Dispose(); | ||
869 | } | ||
870 | |||
871 | } | ||
872 | |||
873 | #region Physics Scene Change Action routines | ||
874 | |||
875 | private void changeadd(float timestep) | ||
876 | { | ||
877 | //SetCollisionShape(null); | ||
878 | // Construction of new prim | ||
879 | if (Body != null) | ||
880 | { | ||
881 | if (Body.Handle != IntPtr.Zero) | ||
882 | { | ||
883 | DisableAxisMotor(); | ||
884 | _parent_scene.removeFromWorld(this, Body); | ||
885 | //Body.Dispose(); | ||
886 | } | ||
887 | //Body = null; | ||
888 | // TODO: dispose parts that make up body | ||
889 | } | ||
890 | if (_parent_scene.needsMeshing(_pbs)) | ||
891 | { | ||
892 | // Don't need to re-enable body.. it's done in SetMesh | ||
893 | float meshlod = _parent_scene.meshSculptLOD; | ||
894 | |||
895 | if (IsPhysical) | ||
896 | meshlod = _parent_scene.MeshSculptphysicalLOD; | ||
897 | |||
898 | IMesh mesh = _parent_scene.mesher.CreateMesh(SOPName, _pbs, _size, meshlod, IsPhysical); | ||
899 | // createmesh returns null when it doesn't mesh. | ||
900 | CreateGeom(IntPtr.Zero, mesh); | ||
901 | } | ||
902 | else | ||
903 | { | ||
904 | _mesh = null; | ||
905 | CreateGeom(IntPtr.Zero, null); | ||
906 | } | ||
907 | |||
908 | if (IsPhysical) | ||
909 | SetBody(Mass); | ||
910 | else | ||
911 | SetBody(0); | ||
912 | //changeSelectedStatus(timestep); | ||
913 | m_taintadd = false; | ||
914 | |||
915 | } | ||
916 | |||
917 | private void changemove(float timestep) | ||
918 | { | ||
919 | |||
920 | m_log.Debug("[PHYSICS]: _________ChangeMove"); | ||
921 | if (!m_isphysical) | ||
922 | { | ||
923 | tempTransform2 = Body.getWorldTransform(); | ||
924 | btQuaternion quat = tempTransform2.getRotation(); | ||
925 | tempPosition2.setValue(_position.X, _position.Y, _position.Z); | ||
926 | tempTransform2.Dispose(); | ||
927 | tempTransform2 = new btTransform(quat, tempPosition2); | ||
928 | Body.setWorldTransform(tempTransform2); | ||
929 | |||
930 | changeSelectedStatus(timestep); | ||
931 | |||
932 | resetCollisionAccounting(); | ||
933 | } | ||
934 | else | ||
935 | { | ||
936 | if (Body != null) | ||
937 | { | ||
938 | if (Body.Handle != IntPtr.Zero) | ||
939 | { | ||
940 | DisableAxisMotor(); | ||
941 | _parent_scene.removeFromWorld(this, Body); | ||
942 | //Body.Dispose(); | ||
943 | } | ||
944 | //Body = null; | ||
945 | // TODO: dispose parts that make up body | ||
946 | } | ||
947 | /* | ||
948 | if (_parent_scene.needsMeshing(_pbs)) | ||
949 | { | ||
950 | // Don't need to re-enable body.. it's done in SetMesh | ||
951 | float meshlod = _parent_scene.meshSculptLOD; | ||
952 | |||
953 | if (IsPhysical) | ||
954 | meshlod = _parent_scene.MeshSculptphysicalLOD; | ||
955 | |||
956 | IMesh mesh = _parent_scene.mesher.CreateMesh(SOPName, _pbs, _size, meshlod, IsPhysical); | ||
957 | // createmesh returns null when it doesn't mesh. | ||
958 | CreateGeom(IntPtr.Zero, mesh); | ||
959 | } | ||
960 | else | ||
961 | { | ||
962 | _mesh = null; | ||
963 | CreateGeom(IntPtr.Zero, null); | ||
964 | } | ||
965 | SetCollisionShape(prim_geom); | ||
966 | */ | ||
967 | if (m_isphysical) | ||
968 | SetBody(Mass); | ||
969 | else | ||
970 | SetBody(0); | ||
971 | changeSelectedStatus(timestep); | ||
972 | |||
973 | resetCollisionAccounting(); | ||
974 | } | ||
975 | m_taintposition = _position; | ||
976 | } | ||
977 | |||
978 | private void rotate(float timestep) | ||
979 | { | ||
980 | m_log.Debug("[PHYSICS]: _________ChangeRotate"); | ||
981 | tempTransform2 = Body.getWorldTransform(); | ||
982 | tempOrientation2 = new btQuaternion(_orientation.X, _orientation.Y, _orientation.Z, _orientation.W); | ||
983 | tempTransform2.setRotation(tempOrientation2); | ||
984 | Body.setWorldTransform(tempTransform2); | ||
985 | |||
986 | resetCollisionAccounting(); | ||
987 | m_taintrot = _orientation; | ||
988 | } | ||
989 | |||
990 | private void changePhysicsStatus(float timestep) | ||
991 | { | ||
992 | if (Body != null) | ||
993 | { | ||
994 | if (Body.Handle != IntPtr.Zero) | ||
995 | { | ||
996 | DisableAxisMotor(); | ||
997 | _parent_scene.removeFromWorld(this, Body); | ||
998 | //Body.Dispose(); | ||
999 | } | ||
1000 | //Body = null; | ||
1001 | // TODO: dispose parts that make up body | ||
1002 | } | ||
1003 | m_log.Debug("[PHYSICS]: _________ChangePhysics"); | ||
1004 | |||
1005 | ProcessGeomCreation(); | ||
1006 | |||
1007 | if (m_isphysical) | ||
1008 | SetBody(Mass); | ||
1009 | else | ||
1010 | SetBody(0); | ||
1011 | changeSelectedStatus(timestep); | ||
1012 | |||
1013 | resetCollisionAccounting(); | ||
1014 | m_taintPhysics = m_isphysical; | ||
1015 | } | ||
1016 | |||
1017 | |||
1018 | |||
1019 | internal void ProcessGeomCreation() | ||
1020 | { | ||
1021 | if (_parent_scene.needsMeshing(_pbs)) | ||
1022 | { | ||
1023 | ProcessGeomCreationAsTriMesh(Vector3.Zero, Quaternion.Identity); | ||
1024 | // createmesh returns null when it doesn't mesh. | ||
1025 | CreateGeom(IntPtr.Zero, _mesh); | ||
1026 | } | ||
1027 | else | ||
1028 | { | ||
1029 | _mesh = null; | ||
1030 | CreateGeom(IntPtr.Zero, null); | ||
1031 | } | ||
1032 | SetCollisionShape(prim_geom); | ||
1033 | } | ||
1034 | |||
1035 | internal bool NeedsMeshing() | ||
1036 | { | ||
1037 | return _parent_scene.needsMeshing(_pbs); | ||
1038 | } | ||
1039 | |||
1040 | internal void ProcessGeomCreationAsTriMesh(Vector3 positionOffset, Quaternion orientation) | ||
1041 | { | ||
1042 | // Don't need to re-enable body.. it's done in SetMesh | ||
1043 | float meshlod = _parent_scene.meshSculptLOD; | ||
1044 | |||
1045 | if (IsPhysical) | ||
1046 | meshlod = _parent_scene.MeshSculptphysicalLOD; | ||
1047 | |||
1048 | IMesh mesh = _parent_scene.mesher.CreateMesh(SOPName, _pbs, _size, meshlod, IsPhysical); | ||
1049 | if (!positionOffset.ApproxEquals(Vector3.Zero, 0.001f) || orientation != Quaternion.Identity) | ||
1050 | { | ||
1051 | |||
1052 | float[] xyz = new float[3]; | ||
1053 | xyz[0] = positionOffset.X; | ||
1054 | xyz[1] = positionOffset.Y; | ||
1055 | xyz[2] = positionOffset.Z; | ||
1056 | |||
1057 | Matrix4 m4 = Matrix4.CreateFromQuaternion(orientation); | ||
1058 | |||
1059 | float[,] matrix = new float[3, 3]; | ||
1060 | |||
1061 | matrix[0, 0] = m4.M11; | ||
1062 | matrix[0, 1] = m4.M12; | ||
1063 | matrix[0, 2] = m4.M13; | ||
1064 | matrix[1, 0] = m4.M21; | ||
1065 | matrix[1, 1] = m4.M22; | ||
1066 | matrix[1, 2] = m4.M23; | ||
1067 | matrix[2, 0] = m4.M31; | ||
1068 | matrix[2, 1] = m4.M32; | ||
1069 | matrix[2, 2] = m4.M33; | ||
1070 | |||
1071 | |||
1072 | mesh.TransformLinear(matrix, xyz); | ||
1073 | |||
1074 | |||
1075 | |||
1076 | } | ||
1077 | |||
1078 | _mesh = mesh; | ||
1079 | } | ||
1080 | |||
1081 | private void changesize(float timestep) | ||
1082 | { | ||
1083 | if (Body != null) | ||
1084 | { | ||
1085 | if (Body.Handle != IntPtr.Zero) | ||
1086 | { | ||
1087 | DisableAxisMotor(); | ||
1088 | _parent_scene.removeFromWorld(this, Body); | ||
1089 | //Body.Dispose(); | ||
1090 | } | ||
1091 | //Body = null; | ||
1092 | // TODO: dispose parts that make up body | ||
1093 | } | ||
1094 | |||
1095 | m_log.Debug("[PHYSICS]: _________ChangeSize"); | ||
1096 | SetCollisionShape(null); | ||
1097 | // Construction of new prim | ||
1098 | ProcessGeomCreation(); | ||
1099 | |||
1100 | if (IsPhysical) | ||
1101 | SetBody(Mass); | ||
1102 | else | ||
1103 | SetBody(0); | ||
1104 | |||
1105 | m_taintsize = _size; | ||
1106 | |||
1107 | } | ||
1108 | |||
1109 | private void changeshape(float timestep) | ||
1110 | { | ||
1111 | if (Body != null) | ||
1112 | { | ||
1113 | if (Body.Handle != IntPtr.Zero) | ||
1114 | { | ||
1115 | DisableAxisMotor(); | ||
1116 | _parent_scene.removeFromWorld(this, Body); | ||
1117 | //Body.Dispose(); | ||
1118 | } | ||
1119 | //Body = null; | ||
1120 | // TODO: dispose parts that make up body | ||
1121 | } | ||
1122 | // Cleanup of old prim geometry and Bodies | ||
1123 | if (IsPhysical && Body != null && Body.Handle != IntPtr.Zero) | ||
1124 | { | ||
1125 | if (childPrim) | ||
1126 | { | ||
1127 | if (_parent != null) | ||
1128 | { | ||
1129 | BulletDotNETPrim parent = (BulletDotNETPrim)_parent; | ||
1130 | parent.ChildDelink(this); | ||
1131 | } | ||
1132 | } | ||
1133 | else | ||
1134 | { | ||
1135 | //disableBody(); | ||
1136 | } | ||
1137 | } | ||
1138 | try | ||
1139 | { | ||
1140 | //SetCollisionShape(null); | ||
1141 | } | ||
1142 | catch (System.AccessViolationException) | ||
1143 | { | ||
1144 | //prim_geom = IntPtr.Zero; | ||
1145 | m_log.Error("[PHYSICS]: PrimGeom dead"); | ||
1146 | } | ||
1147 | |||
1148 | // we don't need to do space calculation because the client sends a position update also. | ||
1149 | if (_size.X <= 0) _size.X = 0.01f; | ||
1150 | if (_size.Y <= 0) _size.Y = 0.01f; | ||
1151 | if (_size.Z <= 0) _size.Z = 0.01f; | ||
1152 | // Construction of new prim | ||
1153 | |||
1154 | ProcessGeomCreation(); | ||
1155 | |||
1156 | tempPosition1.setValue(_position.X, _position.Y, _position.Z); | ||
1157 | if (tempOrientation1.Handle != IntPtr.Zero) | ||
1158 | tempOrientation1.Dispose(); | ||
1159 | tempOrientation1 = new btQuaternion(_orientation.X, Orientation.Y, _orientation.Z, _orientation.W); | ||
1160 | if (tempTransform1 != null && tempTransform1.Handle != IntPtr.Zero) | ||
1161 | tempTransform1.Dispose(); | ||
1162 | tempTransform1 = new btTransform(tempOrientation1, tempPosition1); | ||
1163 | |||
1164 | |||
1165 | |||
1166 | |||
1167 | //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z); | ||
1168 | if (IsPhysical) | ||
1169 | { | ||
1170 | SetBody(Mass); | ||
1171 | // Re creates body on size. | ||
1172 | // EnableBody also does setMass() | ||
1173 | |||
1174 | } | ||
1175 | else | ||
1176 | { | ||
1177 | SetBody(0); | ||
1178 | } | ||
1179 | |||
1180 | changeSelectedStatus(timestep); | ||
1181 | if (childPrim) | ||
1182 | { | ||
1183 | if (_parent is BulletDotNETPrim) | ||
1184 | { | ||
1185 | BulletDotNETPrim parent = (BulletDotNETPrim)_parent; | ||
1186 | parent.ChildSetGeom(this); | ||
1187 | } | ||
1188 | } | ||
1189 | resetCollisionAccounting(); | ||
1190 | |||
1191 | m_taintshape = false; | ||
1192 | } | ||
1193 | |||
1194 | private void resetCollisionAccounting() | ||
1195 | { | ||
1196 | m_collisionscore = 0; | ||
1197 | } | ||
1198 | |||
1199 | private void ChildSetGeom(BulletDotNETPrim bulletDotNETPrim) | ||
1200 | { | ||
1201 | // TODO: throw new NotImplementedException(); | ||
1202 | } | ||
1203 | |||
1204 | private void changeAddForce(float timestep) | ||
1205 | { | ||
1206 | if (!m_isSelected) | ||
1207 | { | ||
1208 | lock (m_forcelist) | ||
1209 | { | ||
1210 | //m_log.Info("[PHYSICS]: dequeing forcelist"); | ||
1211 | if (IsPhysical) | ||
1212 | { | ||
1213 | Vector3 iforce = Vector3.Zero; | ||
1214 | for (int i = 0; i < m_forcelist.Count; i++) | ||
1215 | { | ||
1216 | iforce = iforce + m_forcelist[i]; | ||
1217 | } | ||
1218 | |||
1219 | if (Body != null && Body.Handle != IntPtr.Zero) | ||
1220 | { | ||
1221 | if (tempAddForce != null && tempAddForce.Handle != IntPtr.Zero) | ||
1222 | tempAddForce.Dispose(); | ||
1223 | enableBodySoft(); | ||
1224 | tempAddForce = new btVector3(iforce.X, iforce.Y, iforce.Z); | ||
1225 | Body.applyCentralImpulse(tempAddForce); | ||
1226 | } | ||
1227 | } | ||
1228 | m_forcelist.Clear(); | ||
1229 | } | ||
1230 | |||
1231 | m_collisionscore = 0; | ||
1232 | m_interpenetrationcount = 0; | ||
1233 | } | ||
1234 | |||
1235 | m_taintforce = false; | ||
1236 | |||
1237 | } | ||
1238 | |||
1239 | private void changeAddAngularForce(float timestep) | ||
1240 | { | ||
1241 | if (!m_isSelected) | ||
1242 | { | ||
1243 | lock (m_angularforcelist) | ||
1244 | { | ||
1245 | //m_log.Info("[PHYSICS]: dequeing forcelist"); | ||
1246 | if (IsPhysical) | ||
1247 | { | ||
1248 | Vector3 iforce = Vector3.Zero; | ||
1249 | for (int i = 0; i < m_angularforcelist.Count; i++) | ||
1250 | { | ||
1251 | iforce = iforce + m_angularforcelist[i]; | ||
1252 | } | ||
1253 | |||
1254 | if (Body != null && Body.Handle != IntPtr.Zero) | ||
1255 | { | ||
1256 | if (tempAddForce != null && tempAddForce.Handle != IntPtr.Zero) | ||
1257 | tempAddForce.Dispose(); | ||
1258 | enableBodySoft(); | ||
1259 | tempAddForce = new btVector3(iforce.X, iforce.Y, iforce.Z); | ||
1260 | Body.applyTorqueImpulse(tempAddForce); | ||
1261 | } | ||
1262 | |||
1263 | } | ||
1264 | m_angularforcelist.Clear(); | ||
1265 | } | ||
1266 | |||
1267 | m_collisionscore = 0; | ||
1268 | m_interpenetrationcount = 0; | ||
1269 | } | ||
1270 | |||
1271 | m_taintaddangularforce = false; | ||
1272 | } | ||
1273 | |||
1274 | private void changeSetTorque(float timestep) | ||
1275 | { | ||
1276 | if (!m_isSelected) | ||
1277 | { | ||
1278 | if (IsPhysical) | ||
1279 | { | ||
1280 | if (Body != null && Body.Handle != IntPtr.Zero) | ||
1281 | { | ||
1282 | tempAngularVelocity2.setValue(m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z); | ||
1283 | Body.applyTorque(tempAngularVelocity2); | ||
1284 | } | ||
1285 | } | ||
1286 | } | ||
1287 | m_taintTorque = Vector3.Zero; | ||
1288 | } | ||
1289 | |||
1290 | private void changedisable(float timestep) | ||
1291 | { | ||
1292 | // TODO: throw new NotImplementedException(); | ||
1293 | } | ||
1294 | |||
1295 | private void changeSelectedStatus(float timestep) | ||
1296 | { | ||
1297 | // TODO: throw new NotImplementedException(); | ||
1298 | if (m_taintselected) | ||
1299 | { | ||
1300 | Body.setCollisionFlags((int)ContactFlags.CF_NO_CONTACT_RESPONSE); | ||
1301 | disableBodySoft(); | ||
1302 | |||
1303 | } | ||
1304 | else | ||
1305 | { | ||
1306 | Body.setCollisionFlags(0 | (int)ContactFlags.CF_CUSTOM_MATERIAL_CALLBACK); | ||
1307 | enableBodySoft(); | ||
1308 | } | ||
1309 | m_isSelected = m_taintselected; | ||
1310 | |||
1311 | } | ||
1312 | |||
1313 | private void changevelocity(float timestep) | ||
1314 | { | ||
1315 | if (!m_isSelected) | ||
1316 | { | ||
1317 | if (IsPhysical) | ||
1318 | { | ||
1319 | if (Body != null && Body.Handle != IntPtr.Zero) | ||
1320 | { | ||
1321 | tempLinearVelocity2.setValue(m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z); | ||
1322 | Body.setLinearVelocity(tempLinearVelocity2); | ||
1323 | } | ||
1324 | } | ||
1325 | |||
1326 | //resetCollisionAccounting(); | ||
1327 | } | ||
1328 | m_taintVelocity = Vector3.Zero; | ||
1329 | } | ||
1330 | |||
1331 | private void changelink(float timestep) | ||
1332 | { | ||
1333 | if (IsPhysical) | ||
1334 | { | ||
1335 | // Construction of new prim | ||
1336 | if (Body != null) | ||
1337 | { | ||
1338 | if (Body.Handle != IntPtr.Zero) | ||
1339 | { | ||
1340 | DisableAxisMotor(); | ||
1341 | _parent_scene.removeFromWorld(this, Body); | ||
1342 | //Body.Dispose(); | ||
1343 | } | ||
1344 | //Body = null; | ||
1345 | // TODO: dispose parts that make up body | ||
1346 | } | ||
1347 | |||
1348 | if (_parent == null && m_taintparent != null) | ||
1349 | { | ||
1350 | |||
1351 | if (m_taintparent is BulletDotNETPrim) | ||
1352 | { | ||
1353 | BulletDotNETPrim obj = (BulletDotNETPrim)m_taintparent; | ||
1354 | obj.ParentPrim(this); | ||
1355 | childPrim = true; | ||
1356 | |||
1357 | } | ||
1358 | } | ||
1359 | else if (_parent != null && m_taintparent == null) | ||
1360 | { | ||
1361 | if (_parent is BulletDotNETPrim) | ||
1362 | { | ||
1363 | BulletDotNETPrim obj = (BulletDotNETPrim)_parent; | ||
1364 | obj.ChildDelink(obj); | ||
1365 | |||
1366 | childPrim = false; | ||
1367 | } | ||
1368 | } | ||
1369 | |||
1370 | if (m_taintparent != null) | ||
1371 | { | ||
1372 | Vector3 taintparentPosition = m_taintparent.Position; | ||
1373 | taintparentPosition.Z = m_taintparent.Position.Z + 0.02f; | ||
1374 | m_taintparent.Position = taintparentPosition; | ||
1375 | _parent_scene.AddPhysicsActorTaint(m_taintparent); | ||
1376 | } | ||
1377 | } | ||
1378 | _parent = m_taintparent; | ||
1379 | |||
1380 | m_taintPhysics = m_isphysical; | ||
1381 | |||
1382 | } | ||
1383 | |||
1384 | private void changefloatonwater(float timestep) | ||
1385 | { | ||
1386 | // TODO: throw new NotImplementedException(); | ||
1387 | } | ||
1388 | |||
1389 | private void changeAngularLock(float timestep) | ||
1390 | { | ||
1391 | if (IsPhysical && Body != null && Body.Handle != IntPtr.Zero) | ||
1392 | { | ||
1393 | if (_parent == null) | ||
1394 | { | ||
1395 | if (!m_taintAngularLock.ApproxEquals(Vector3.One, 0f)) | ||
1396 | { | ||
1397 | //d.BodySetFiniteRotationMode(Body, 0); | ||
1398 | //d.BodySetFiniteRotationAxis(Body,m_taintAngularLock.X,m_taintAngularLock.Y,m_taintAngularLock.Z); | ||
1399 | EnableAxisMotor(m_taintAngularLock); | ||
1400 | } | ||
1401 | else | ||
1402 | { | ||
1403 | DisableAxisMotor(); | ||
1404 | } | ||
1405 | } | ||
1406 | |||
1407 | } | ||
1408 | m_angularlock = m_taintAngularLock; | ||
1409 | |||
1410 | } | ||
1411 | #endregion | ||
1412 | |||
1413 | |||
1414 | |||
1415 | |||
1416 | internal void Move(float timestep) | ||
1417 | { | ||
1418 | //TODO: | ||
1419 | float fx = 0; | ||
1420 | float fy = 0; | ||
1421 | float fz = 0; | ||
1422 | |||
1423 | if (IsPhysical && Body != null && Body.Handle != IntPtr.Zero && !m_isSelected) | ||
1424 | { | ||
1425 | float m_mass = CalculateMass(); | ||
1426 | |||
1427 | fz = 0f; | ||
1428 | //m_log.Info(m_collisionFlags.ToString()); | ||
1429 | |||
1430 | if (m_buoyancy != 0) | ||
1431 | { | ||
1432 | if (m_buoyancy > 0) | ||
1433 | { | ||
1434 | fz = (((-1 * _parent_scene.gravityz) * m_buoyancy) * m_mass) * 0.035f; | ||
1435 | |||
1436 | //d.Vector3 l_velocity = d.BodyGetLinearVel(Body); | ||
1437 | //m_log.Info("Using Buoyancy: " + buoyancy + " G: " + (_parent_scene.gravityz * m_buoyancy) + "mass:" + m_mass + " Pos: " + Position.ToString()); | ||
1438 | } | ||
1439 | else | ||
1440 | { | ||
1441 | fz = (-1 * (((-1 * _parent_scene.gravityz) * (-1 * m_buoyancy)) * m_mass) * 0.035f); | ||
1442 | } | ||
1443 | } | ||
1444 | |||
1445 | if (m_usePID) | ||
1446 | { | ||
1447 | PID_D = 61f; | ||
1448 | PID_G = 65f; | ||
1449 | //if (!d.BodyIsEnabled(Body)) | ||
1450 | //d.BodySetForce(Body, 0f, 0f, 0f); | ||
1451 | // If we're using the PID controller, then we have no gravity | ||
1452 | fz = ((-1 * _parent_scene.gravityz) * m_mass) * 1.025f; | ||
1453 | |||
1454 | // no lock; for now it's only called from within Simulate() | ||
1455 | |||
1456 | // If the PID Controller isn't active then we set our force | ||
1457 | // calculating base velocity to the current position | ||
1458 | |||
1459 | if ((m_PIDTau < 1) && (m_PIDTau != 0)) | ||
1460 | { | ||
1461 | //PID_G = PID_G / m_PIDTau; | ||
1462 | m_PIDTau = 1; | ||
1463 | } | ||
1464 | |||
1465 | if ((PID_G - m_PIDTau) <= 0) | ||
1466 | { | ||
1467 | PID_G = m_PIDTau + 1; | ||
1468 | } | ||
1469 | |||
1470 | // TODO: NEED btVector3 for Linear Velocity | ||
1471 | // NEED btVector3 for Position | ||
1472 | |||
1473 | Vector3 pos = _position; //TODO: Insert values gotten from bullet | ||
1474 | Vector3 vel = _velocity; | ||
1475 | |||
1476 | _target_velocity = | ||
1477 | new Vector3( | ||
1478 | (m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep), | ||
1479 | (m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep), | ||
1480 | (m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep) | ||
1481 | ); | ||
1482 | |||
1483 | if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f)) | ||
1484 | { | ||
1485 | |||
1486 | /* TODO: Do Bullet equiv | ||
1487 | * | ||
1488 | d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z); | ||
1489 | d.BodySetLinearVel(Body, 0, 0, 0); | ||
1490 | d.BodyAddForce(Body, 0, 0, fz); | ||
1491 | return; | ||
1492 | */ | ||
1493 | } | ||
1494 | else | ||
1495 | { | ||
1496 | _zeroFlag = false; | ||
1497 | |||
1498 | fx = ((_target_velocity.X) - vel.X) * (PID_D); | ||
1499 | fy = ((_target_velocity.Y) - vel.Y) * (PID_D); | ||
1500 | fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass); | ||
1501 | |||
1502 | } | ||
1503 | |||
1504 | } | ||
1505 | |||
1506 | if (m_useHoverPID && !m_usePID) | ||
1507 | { | ||
1508 | // If we're using the PID controller, then we have no gravity | ||
1509 | fz = (-1 * _parent_scene.gravityz) * m_mass; | ||
1510 | |||
1511 | // no lock; for now it's only called from within Simulate() | ||
1512 | |||
1513 | // If the PID Controller isn't active then we set our force | ||
1514 | // calculating base velocity to the current position | ||
1515 | |||
1516 | if ((m_PIDTau < 1)) | ||
1517 | { | ||
1518 | PID_G = PID_G / m_PIDTau; | ||
1519 | } | ||
1520 | |||
1521 | if ((PID_G - m_PIDTau) <= 0) | ||
1522 | { | ||
1523 | PID_G = m_PIDTau + 1; | ||
1524 | } | ||
1525 | Vector3 pos = Vector3.Zero; //TODO: Insert values gotten from bullet | ||
1526 | Vector3 vel = Vector3.Zero; | ||
1527 | |||
1528 | // determine what our target height really is based on HoverType | ||
1529 | switch (m_PIDHoverType) | ||
1530 | { | ||
1531 | case PIDHoverType.Absolute: | ||
1532 | m_targetHoverHeight = m_PIDHoverHeight; | ||
1533 | break; | ||
1534 | case PIDHoverType.Ground: | ||
1535 | m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y); | ||
1536 | m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight; | ||
1537 | break; | ||
1538 | case PIDHoverType.GroundAndWater: | ||
1539 | m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y); | ||
1540 | m_waterHeight = _parent_scene.GetWaterLevel(); | ||
1541 | if (m_groundHeight > m_waterHeight) | ||
1542 | { | ||
1543 | m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight; | ||
1544 | } | ||
1545 | else | ||
1546 | { | ||
1547 | m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight; | ||
1548 | } | ||
1549 | break; | ||
1550 | case PIDHoverType.Water: | ||
1551 | m_waterHeight = _parent_scene.GetWaterLevel(); | ||
1552 | m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight; | ||
1553 | break; | ||
1554 | } | ||
1555 | |||
1556 | |||
1557 | _target_velocity = | ||
1558 | new Vector3(0.0f, 0.0f, | ||
1559 | (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep) | ||
1560 | ); | ||
1561 | |||
1562 | // if velocity is zero, use position control; otherwise, velocity control | ||
1563 | |||
1564 | if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f)) | ||
1565 | { | ||
1566 | |||
1567 | /* TODO: Do Bullet Equiv | ||
1568 | d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight); | ||
1569 | d.BodySetLinearVel(Body, vel.X, vel.Y, 0); | ||
1570 | d.BodyAddForce(Body, 0, 0, fz); | ||
1571 | */ | ||
1572 | if (Body != null && Body.Handle != IntPtr.Zero) | ||
1573 | { | ||
1574 | Body.setLinearVelocity(_parent_scene.VectorZero); | ||
1575 | Body.clearForces(); | ||
1576 | } | ||
1577 | return; | ||
1578 | } | ||
1579 | else | ||
1580 | { | ||
1581 | _zeroFlag = false; | ||
1582 | |||
1583 | // We're flying and colliding with something | ||
1584 | fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass); | ||
1585 | } | ||
1586 | } | ||
1587 | |||
1588 | fx *= m_mass; | ||
1589 | fy *= m_mass; | ||
1590 | //fz *= m_mass; | ||
1591 | |||
1592 | fx += m_force.X; | ||
1593 | fy += m_force.Y; | ||
1594 | fz += m_force.Z; | ||
1595 | |||
1596 | //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString()); | ||
1597 | if (fx != 0 || fy != 0 || fz != 0) | ||
1598 | { | ||
1599 | /* | ||
1600 | * TODO: Do Bullet Equiv | ||
1601 | if (!d.BodyIsEnabled(Body)) | ||
1602 | { | ||
1603 | d.BodySetLinearVel(Body, 0f, 0f, 0f); | ||
1604 | d.BodySetForce(Body, 0, 0, 0); | ||
1605 | enableBodySoft(); | ||
1606 | } | ||
1607 | */ | ||
1608 | // 35x10 = 350n times the mass per second applied maximum. | ||
1609 | |||
1610 | float nmax = 35f * m_mass; | ||
1611 | float nmin = -35f * m_mass; | ||
1612 | |||
1613 | |||
1614 | if (fx > nmax) | ||
1615 | fx = nmax; | ||
1616 | if (fx < nmin) | ||
1617 | fx = nmin; | ||
1618 | if (fy > nmax) | ||
1619 | fy = nmax; | ||
1620 | if (fy < nmin) | ||
1621 | fy = nmin; | ||
1622 | |||
1623 | // TODO: Do Bullet Equiv | ||
1624 | // d.BodyAddForce(Body, fx, fy, fz); | ||
1625 | if (Body != null && Body.Handle != IntPtr.Zero) | ||
1626 | { | ||
1627 | Body.activate(true); | ||
1628 | if (tempAddForce != null && tempAddForce.Handle != IntPtr.Zero) | ||
1629 | tempAddForce.Dispose(); | ||
1630 | |||
1631 | tempAddForce = new btVector3(fx * 0.01f, fy * 0.01f, fz * 0.01f); | ||
1632 | Body.applyCentralImpulse(tempAddForce); | ||
1633 | } | ||
1634 | } | ||
1635 | } | ||
1636 | else | ||
1637 | { | ||
1638 | if (m_zeroPosition == null) | ||
1639 | m_zeroPosition = Vector3.Zero; | ||
1640 | m_zeroPosition = _position; | ||
1641 | return; | ||
1642 | } | ||
1643 | } | ||
1644 | |||
1645 | |||
1646 | |||
1647 | |||
1648 | #region Mass Calculation | ||
1649 | |||
1650 | private float CalculateMass() | ||
1651 | { | ||
1652 | float volume = 0; | ||
1653 | |||
1654 | // No material is passed to the physics engines yet.. soo.. | ||
1655 | // we're using the m_density constant in the class definition | ||
1656 | |||
1657 | float returnMass = 0; | ||
1658 | |||
1659 | switch (_pbs.ProfileShape) | ||
1660 | { | ||
1661 | case ProfileShape.Square: | ||
1662 | // Profile Volume | ||
1663 | |||
1664 | volume = _size.X * _size.Y * _size.Z; | ||
1665 | |||
1666 | // If the user has 'hollowed out' | ||
1667 | // ProfileHollow is one of those 0 to 50000 values :P | ||
1668 | // we like percentages better.. so turning into a percentage | ||
1669 | |||
1670 | if (((float)_pbs.ProfileHollow / 50000f) > 0.0) | ||
1671 | { | ||
1672 | float hollowAmount = (float)_pbs.ProfileHollow / 50000f; | ||
1673 | |||
1674 | // calculate the hollow volume by it's shape compared to the prim shape | ||
1675 | float hollowVolume = 0; | ||
1676 | switch (_pbs.HollowShape) | ||
1677 | { | ||
1678 | case HollowShape.Square: | ||
1679 | case HollowShape.Same: | ||
1680 | // Cube Hollow volume calculation | ||
1681 | float hollowsizex = _size.X * hollowAmount; | ||
1682 | float hollowsizey = _size.Y * hollowAmount; | ||
1683 | float hollowsizez = _size.Z * hollowAmount; | ||
1684 | hollowVolume = hollowsizex * hollowsizey * hollowsizez; | ||
1685 | break; | ||
1686 | |||
1687 | case HollowShape.Circle: | ||
1688 | // Hollow shape is a perfect cyllinder in respect to the cube's scale | ||
1689 | // Cyllinder hollow volume calculation | ||
1690 | float hRadius = _size.X / 2; | ||
1691 | float hLength = _size.Z; | ||
1692 | |||
1693 | // pi * r2 * h | ||
1694 | hollowVolume = ((float)(Math.PI * Math.Pow(hRadius, 2) * hLength) * hollowAmount); | ||
1695 | break; | ||
1696 | |||
1697 | case HollowShape.Triangle: | ||
1698 | // Equilateral Triangular Prism volume hollow calculation | ||
1699 | // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y | ||
1700 | |||
1701 | float aLength = _size.Y; | ||
1702 | // 1/2 abh | ||
1703 | hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount); | ||
1704 | break; | ||
1705 | |||
1706 | default: | ||
1707 | hollowVolume = 0; | ||
1708 | break; | ||
1709 | } | ||
1710 | volume = volume - hollowVolume; | ||
1711 | } | ||
1712 | |||
1713 | break; | ||
1714 | case ProfileShape.Circle: | ||
1715 | if (_pbs.PathCurve == (byte)Extrusion.Straight) | ||
1716 | { | ||
1717 | // Cylinder | ||
1718 | float volume1 = (float)(Math.PI * Math.Pow(_size.X / 2, 2) * _size.Z); | ||
1719 | float volume2 = (float)(Math.PI * Math.Pow(_size.Y / 2, 2) * _size.Z); | ||
1720 | |||
1721 | // Approximating the cylinder's irregularity. | ||
1722 | if (volume1 > volume2) | ||
1723 | { | ||
1724 | volume = (float)volume1 - (volume1 - volume2); | ||
1725 | } | ||
1726 | else if (volume2 > volume1) | ||
1727 | { | ||
1728 | volume = (float)volume2 - (volume2 - volume1); | ||
1729 | } | ||
1730 | else | ||
1731 | { | ||
1732 | // Regular cylinder | ||
1733 | volume = volume1; | ||
1734 | } | ||
1735 | } | ||
1736 | else | ||
1737 | { | ||
1738 | // We don't know what the shape is yet, so use default | ||
1739 | volume = _size.X * _size.Y * _size.Z; | ||
1740 | } | ||
1741 | // If the user has 'hollowed out' | ||
1742 | // ProfileHollow is one of those 0 to 50000 values :P | ||
1743 | // we like percentages better.. so turning into a percentage | ||
1744 | |||
1745 | if (((float)_pbs.ProfileHollow / 50000f) > 0.0) | ||
1746 | { | ||
1747 | float hollowAmount = (float)_pbs.ProfileHollow / 50000f; | ||
1748 | |||
1749 | // calculate the hollow volume by it's shape compared to the prim shape | ||
1750 | float hollowVolume = 0; | ||
1751 | switch (_pbs.HollowShape) | ||
1752 | { | ||
1753 | case HollowShape.Same: | ||
1754 | case HollowShape.Circle: | ||
1755 | // Hollow shape is a perfect cyllinder in respect to the cube's scale | ||
1756 | // Cyllinder hollow volume calculation | ||
1757 | float hRadius = _size.X / 2; | ||
1758 | float hLength = _size.Z; | ||
1759 | |||
1760 | // pi * r2 * h | ||
1761 | hollowVolume = ((float)(Math.PI * Math.Pow(hRadius, 2) * hLength) * hollowAmount); | ||
1762 | break; | ||
1763 | |||
1764 | case HollowShape.Square: | ||
1765 | // Cube Hollow volume calculation | ||
1766 | float hollowsizex = _size.X * hollowAmount; | ||
1767 | float hollowsizey = _size.Y * hollowAmount; | ||
1768 | float hollowsizez = _size.Z * hollowAmount; | ||
1769 | hollowVolume = hollowsizex * hollowsizey * hollowsizez; | ||
1770 | break; | ||
1771 | |||
1772 | case HollowShape.Triangle: | ||
1773 | // Equilateral Triangular Prism volume hollow calculation | ||
1774 | // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y | ||
1775 | |||
1776 | float aLength = _size.Y; | ||
1777 | // 1/2 abh | ||
1778 | hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount); | ||
1779 | break; | ||
1780 | |||
1781 | default: | ||
1782 | hollowVolume = 0; | ||
1783 | break; | ||
1784 | } | ||
1785 | volume = volume - hollowVolume; | ||
1786 | } | ||
1787 | break; | ||
1788 | |||
1789 | case ProfileShape.HalfCircle: | ||
1790 | if (_pbs.PathCurve == (byte)Extrusion.Curve1) | ||
1791 | { | ||
1792 | if (_size.X == _size.Y && _size.Z == _size.X) | ||
1793 | { | ||
1794 | // regular sphere | ||
1795 | // v = 4/3 * pi * r^3 | ||
1796 | float sradius3 = (float)Math.Pow((_size.X / 2), 3); | ||
1797 | volume = (float)((4 / 3f) * Math.PI * sradius3); | ||
1798 | } | ||
1799 | else | ||
1800 | { | ||
1801 | // we treat this as a box currently | ||
1802 | volume = _size.X * _size.Y * _size.Z; | ||
1803 | } | ||
1804 | } | ||
1805 | else | ||
1806 | { | ||
1807 | // We don't know what the shape is yet, so use default | ||
1808 | volume = _size.X * _size.Y * _size.Z; | ||
1809 | } | ||
1810 | break; | ||
1811 | |||
1812 | case ProfileShape.EquilateralTriangle: | ||
1813 | /* | ||
1814 | v = (abs((xB*yA-xA*yB)+(xC*yB-xB*yC)+(xA*yC-xC*yA))/2) * h | ||
1815 | |||
1816 | // seed mesh | ||
1817 | Vertex MM = new Vertex(-0.25f, -0.45f, 0.0f); | ||
1818 | Vertex PM = new Vertex(+0.5f, 0f, 0.0f); | ||
1819 | Vertex PP = new Vertex(-0.25f, +0.45f, 0.0f); | ||
1820 | */ | ||
1821 | float xA = -0.25f * _size.X; | ||
1822 | float yA = -0.45f * _size.Y; | ||
1823 | |||
1824 | float xB = 0.5f * _size.X; | ||
1825 | float yB = 0; | ||
1826 | |||
1827 | float xC = -0.25f * _size.X; | ||
1828 | float yC = 0.45f * _size.Y; | ||
1829 | |||
1830 | volume = (float)((Math.Abs((xB * yA - xA * yB) + (xC * yB - xB * yC) + (xA * yC - xC * yA)) / 2) * _size.Z); | ||
1831 | |||
1832 | // If the user has 'hollowed out' | ||
1833 | // ProfileHollow is one of those 0 to 50000 values :P | ||
1834 | // we like percentages better.. so turning into a percentage | ||
1835 | float fhollowFactor = ((float)_pbs.ProfileHollow / 1.9f); | ||
1836 | if (((float)fhollowFactor / 50000f) > 0.0) | ||
1837 | { | ||
1838 | float hollowAmount = (float)fhollowFactor / 50000f; | ||
1839 | |||
1840 | // calculate the hollow volume by it's shape compared to the prim shape | ||
1841 | float hollowVolume = 0; | ||
1842 | switch (_pbs.HollowShape) | ||
1843 | { | ||
1844 | case HollowShape.Same: | ||
1845 | case HollowShape.Triangle: | ||
1846 | // Equilateral Triangular Prism volume hollow calculation | ||
1847 | // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y | ||
1848 | |||
1849 | float aLength = _size.Y; | ||
1850 | // 1/2 abh | ||
1851 | hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount); | ||
1852 | break; | ||
1853 | |||
1854 | case HollowShape.Square: | ||
1855 | // Cube Hollow volume calculation | ||
1856 | float hollowsizex = _size.X * hollowAmount; | ||
1857 | float hollowsizey = _size.Y * hollowAmount; | ||
1858 | float hollowsizez = _size.Z * hollowAmount; | ||
1859 | hollowVolume = hollowsizex * hollowsizey * hollowsizez; | ||
1860 | break; | ||
1861 | |||
1862 | case HollowShape.Circle: | ||
1863 | // Hollow shape is a perfect cyllinder in respect to the cube's scale | ||
1864 | // Cyllinder hollow volume calculation | ||
1865 | float hRadius = _size.X / 2; | ||
1866 | float hLength = _size.Z; | ||
1867 | |||
1868 | // pi * r2 * h | ||
1869 | hollowVolume = ((float)((Math.PI * Math.Pow(hRadius, 2) * hLength) / 2) * hollowAmount); | ||
1870 | break; | ||
1871 | |||
1872 | default: | ||
1873 | hollowVolume = 0; | ||
1874 | break; | ||
1875 | } | ||
1876 | volume = volume - hollowVolume; | ||
1877 | } | ||
1878 | break; | ||
1879 | |||
1880 | default: | ||
1881 | // we don't have all of the volume formulas yet so | ||
1882 | // use the common volume formula for all | ||
1883 | volume = _size.X * _size.Y * _size.Z; | ||
1884 | break; | ||
1885 | } | ||
1886 | |||
1887 | // Calculate Path cut effect on volume | ||
1888 | // Not exact, in the triangle hollow example | ||
1889 | // They should never be zero or less then zero.. | ||
1890 | // we'll ignore it if it's less then zero | ||
1891 | |||
1892 | // ProfileEnd and ProfileBegin are values | ||
1893 | // from 0 to 50000 | ||
1894 | |||
1895 | // Turning them back into percentages so that I can cut that percentage off the volume | ||
1896 | |||
1897 | float PathCutEndAmount = _pbs.ProfileEnd; | ||
1898 | float PathCutStartAmount = _pbs.ProfileBegin; | ||
1899 | if (((PathCutStartAmount + PathCutEndAmount) / 50000f) > 0.0f) | ||
1900 | { | ||
1901 | float pathCutAmount = ((PathCutStartAmount + PathCutEndAmount) / 50000f); | ||
1902 | |||
1903 | // Check the return amount for sanity | ||
1904 | if (pathCutAmount >= 0.99f) | ||
1905 | pathCutAmount = 0.99f; | ||
1906 | |||
1907 | volume = volume - (volume * pathCutAmount); | ||
1908 | } | ||
1909 | UInt16 taperX = _pbs.PathScaleX; | ||
1910 | UInt16 taperY = _pbs.PathScaleY; | ||
1911 | float taperFactorX = 0; | ||
1912 | float taperFactorY = 0; | ||
1913 | |||
1914 | // Mass = density * volume | ||
1915 | if (taperX != 100) | ||
1916 | { | ||
1917 | if (taperX > 100) | ||
1918 | { | ||
1919 | taperFactorX = 1.0f - ((float)taperX / 200); | ||
1920 | //m_log.Warn("taperTopFactorX: " + extr.taperTopFactorX.ToString()); | ||
1921 | } | ||
1922 | else | ||
1923 | { | ||
1924 | taperFactorX = 1.0f - ((100 - (float)taperX) / 100); | ||
1925 | //m_log.Warn("taperBotFactorX: " + extr.taperBotFactorX.ToString()); | ||
1926 | } | ||
1927 | volume = (float)volume * ((taperFactorX / 3f) + 0.001f); | ||
1928 | } | ||
1929 | |||
1930 | if (taperY != 100) | ||
1931 | { | ||
1932 | if (taperY > 100) | ||
1933 | { | ||
1934 | taperFactorY = 1.0f - ((float)taperY / 200); | ||
1935 | //m_log.Warn("taperTopFactorY: " + extr.taperTopFactorY.ToString()); | ||
1936 | } | ||
1937 | else | ||
1938 | { | ||
1939 | taperFactorY = 1.0f - ((100 - (float)taperY) / 100); | ||
1940 | //m_log.Warn("taperBotFactorY: " + extr.taperBotFactorY.ToString()); | ||
1941 | } | ||
1942 | volume = (float)volume * ((taperFactorY / 3f) + 0.001f); | ||
1943 | } | ||
1944 | returnMass = m_density * volume; | ||
1945 | if (returnMass <= 0) returnMass = 0.0001f;//ckrinke: Mass must be greater then zero. | ||
1946 | |||
1947 | |||
1948 | |||
1949 | // Recursively calculate mass | ||
1950 | bool HasChildPrim = false; | ||
1951 | lock (childrenPrim) | ||
1952 | { | ||
1953 | if (childrenPrim.Count > 0) | ||
1954 | { | ||
1955 | HasChildPrim = true; | ||
1956 | } | ||
1957 | |||
1958 | } | ||
1959 | if (HasChildPrim) | ||
1960 | { | ||
1961 | BulletDotNETPrim[] childPrimArr = new BulletDotNETPrim[0]; | ||
1962 | |||
1963 | lock (childrenPrim) | ||
1964 | childPrimArr = childrenPrim.ToArray(); | ||
1965 | |||
1966 | for (int i = 0; i < childPrimArr.Length; i++) | ||
1967 | { | ||
1968 | if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove) | ||
1969 | returnMass += childPrimArr[i].CalculateMass(); | ||
1970 | // failsafe, this shouldn't happen but with OpenSim, you never know :) | ||
1971 | if (i > 256) | ||
1972 | break; | ||
1973 | } | ||
1974 | } | ||
1975 | |||
1976 | |||
1977 | |||
1978 | |||
1979 | |||
1980 | return returnMass; | ||
1981 | } | ||
1982 | |||
1983 | #endregion | ||
1984 | |||
1985 | |||
1986 | public void CreateGeom(IntPtr m_targetSpace, IMesh p_mesh) | ||
1987 | { | ||
1988 | m_log.Debug("[PHYSICS]: _________CreateGeom"); | ||
1989 | if (p_mesh != null) | ||
1990 | { | ||
1991 | //_mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical); | ||
1992 | _mesh = p_mesh; | ||
1993 | setMesh(_parent_scene, _mesh); | ||
1994 | |||
1995 | } | ||
1996 | else | ||
1997 | { | ||
1998 | if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1) | ||
1999 | { | ||
2000 | if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z) | ||
2001 | { | ||
2002 | if (((_size.X / 2f) > 0f)) | ||
2003 | { | ||
2004 | //SetGeom to a Regular Sphere | ||
2005 | if (tempSize1 == null) | ||
2006 | tempSize1 = new btVector3(0, 0, 0); | ||
2007 | tempSize1.setValue(_size.X * 0.5f, _size.Y * 0.5f, _size.Z * 0.5f); | ||
2008 | SetCollisionShape(new btSphereShape(_size.X * 0.5f)); | ||
2009 | } | ||
2010 | else | ||
2011 | { | ||
2012 | // uses halfextents | ||
2013 | if (tempSize1 == null) | ||
2014 | tempSize1 = new btVector3(0, 0, 0); | ||
2015 | tempSize1.setValue(_size.X * 0.5f, _size.Y * 0.5f, _size.Z * 0.5f); | ||
2016 | SetCollisionShape(new btBoxShape(tempSize1)); | ||
2017 | } | ||
2018 | } | ||
2019 | else | ||
2020 | { | ||
2021 | // uses halfextents | ||
2022 | if (tempSize1 == null) | ||
2023 | tempSize1 = new btVector3(0, 0, 0); | ||
2024 | tempSize1.setValue(_size.X * 0.5f, _size.Y * 0.5f, _size.Z * 0.5f); | ||
2025 | SetCollisionShape(new btBoxShape(tempSize1)); | ||
2026 | } | ||
2027 | |||
2028 | } | ||
2029 | else | ||
2030 | { | ||
2031 | if (tempSize1 == null) | ||
2032 | tempSize1 = new btVector3(0, 0, 0); | ||
2033 | // uses halfextents | ||
2034 | tempSize1.setValue(_size.X * 0.5f, _size.Y * 0.5f, _size.Z * 0.5f); | ||
2035 | SetCollisionShape(new btBoxShape(tempSize1)); | ||
2036 | } | ||
2037 | } | ||
2038 | } | ||
2039 | |||
2040 | private void setMesh(BulletDotNETScene _parent_scene, IMesh mesh) | ||
2041 | { | ||
2042 | // TODO: Set Collision Body Mesh | ||
2043 | // This sleeper is there to moderate how long it takes between | ||
2044 | // setting up the mesh and pre-processing it when we get rapid fire mesh requests on a single object | ||
2045 | m_log.Debug("_________SetMesh"); | ||
2046 | Thread.Sleep(10); | ||
2047 | |||
2048 | //Kill Body so that mesh can re-make the geom | ||
2049 | if (IsPhysical && Body != null && Body.Handle != IntPtr.Zero) | ||
2050 | { | ||
2051 | if (childPrim) | ||
2052 | { | ||
2053 | if (_parent != null) | ||
2054 | { | ||
2055 | BulletDotNETPrim parent = (BulletDotNETPrim)_parent; | ||
2056 | parent.ChildDelink(this); | ||
2057 | } | ||
2058 | } | ||
2059 | else | ||
2060 | { | ||
2061 | //disableBody(); | ||
2062 | } | ||
2063 | } | ||
2064 | |||
2065 | //IMesh oldMesh = primMesh; | ||
2066 | |||
2067 | //primMesh = mesh; | ||
2068 | |||
2069 | //float[] vertexList = primMesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory | ||
2070 | //int[] indexList = primMesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage | ||
2071 | ////Array.Reverse(indexList); | ||
2072 | //primMesh.releaseSourceMeshData(); // free up the original mesh data to save memory | ||
2073 | |||
2074 | IMesh oldMesh = primMesh; | ||
2075 | |||
2076 | primMesh = mesh; | ||
2077 | |||
2078 | float[] vertexList = mesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory | ||
2079 | int[] indexList = mesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage | ||
2080 | //Array.Reverse(indexList); | ||
2081 | mesh.releaseSourceMeshData(); // free up the original mesh data to save memory | ||
2082 | |||
2083 | |||
2084 | int VertexCount = vertexList.GetLength(0) / 3; | ||
2085 | int IndexCount = indexList.GetLength(0); | ||
2086 | |||
2087 | if (btshapeArray != null && btshapeArray.Handle != IntPtr.Zero) | ||
2088 | btshapeArray.Dispose(); | ||
2089 | //Array.Reverse(indexList); | ||
2090 | btshapeArray = new btTriangleIndexVertexArray(IndexCount / 3, indexList, (3 * sizeof(int)), | ||
2091 | VertexCount, vertexList, 3 * sizeof(float)); | ||
2092 | SetCollisionShape(new btGImpactMeshShape(btshapeArray)); | ||
2093 | //((btGImpactMeshShape) prim_geom).updateBound(); | ||
2094 | ((btGImpactMeshShape)prim_geom).setLocalScaling(new btVector3(1, 1, 1)); | ||
2095 | ((btGImpactMeshShape)prim_geom).updateBound(); | ||
2096 | _parent_scene.SetUsingGImpact(); | ||
2097 | //if (oldMesh != null) | ||
2098 | //{ | ||
2099 | // oldMesh.releasePinned(); | ||
2100 | // oldMesh = null; | ||
2101 | //} | ||
2102 | |||
2103 | } | ||
2104 | |||
2105 | private void SetCollisionShape(btCollisionShape shape) | ||
2106 | { | ||
2107 | /* | ||
2108 | if (shape == null) | ||
2109 | m_log.Debug("[PHYSICS]:SetShape!Null"); | ||
2110 | else | ||
2111 | m_log.Debug("[PHYSICS]:SetShape!"); | ||
2112 | |||
2113 | if (Body != null) | ||
2114 | { | ||
2115 | DisposeOfBody(); | ||
2116 | } | ||
2117 | |||
2118 | if (prim_geom != null) | ||
2119 | { | ||
2120 | prim_geom.Dispose(); | ||
2121 | prim_geom = null; | ||
2122 | } | ||
2123 | */ | ||
2124 | prim_geom = shape; | ||
2125 | |||
2126 | //Body.set | ||
2127 | } | ||
2128 | |||
2129 | public void SetBody(float mass) | ||
2130 | { | ||
2131 | |||
2132 | if (!IsPhysical || childrenPrim.Count == 0) | ||
2133 | { | ||
2134 | if (tempMotionState1 != null && tempMotionState1.Handle != IntPtr.Zero) | ||
2135 | tempMotionState1.Dispose(); | ||
2136 | if (tempTransform2 != null && tempTransform2.Handle != IntPtr.Zero) | ||
2137 | tempTransform2.Dispose(); | ||
2138 | if (tempOrientation2 != null && tempOrientation2.Handle != IntPtr.Zero) | ||
2139 | tempOrientation2.Dispose(); | ||
2140 | |||
2141 | if (tempPosition2 != null && tempPosition2.Handle != IntPtr.Zero) | ||
2142 | tempPosition2.Dispose(); | ||
2143 | |||
2144 | tempOrientation2 = new btQuaternion(_orientation.X, _orientation.Y, _orientation.Z, _orientation.W); | ||
2145 | tempPosition2 = new btVector3(_position.X, _position.Y, _position.Z); | ||
2146 | tempTransform2 = new btTransform(tempOrientation2, tempPosition2); | ||
2147 | tempMotionState1 = new btDefaultMotionState(tempTransform2, _parent_scene.TransZero); | ||
2148 | if (tempInertia1 != null && tempInertia1.Handle != IntPtr.Zero) | ||
2149 | tempInertia1.Dispose(); | ||
2150 | tempInertia1 = new btVector3(0, 0, 0); | ||
2151 | |||
2152 | |||
2153 | prim_geom.calculateLocalInertia(mass, tempInertia1); | ||
2154 | |||
2155 | if (mass != 0) | ||
2156 | _parent_scene.addActivePrim(this); | ||
2157 | else | ||
2158 | _parent_scene.remActivePrim(this); | ||
2159 | |||
2160 | // Body = new btRigidBody(mass, tempMotionState1, prim_geom); | ||
2161 | //else | ||
2162 | Body = new btRigidBody(mass, tempMotionState1, prim_geom, tempInertia1); | ||
2163 | |||
2164 | if (prim_geom is btGImpactMeshShape) | ||
2165 | { | ||
2166 | ((btGImpactMeshShape)prim_geom).setLocalScaling(new btVector3(1, 1, 1)); | ||
2167 | ((btGImpactMeshShape)prim_geom).updateBound(); | ||
2168 | } | ||
2169 | //Body.setCollisionFlags(Body.getCollisionFlags() | (int)ContactFlags.CF_CUSTOM_MATERIAL_CALLBACK); | ||
2170 | //Body.setUserPointer((IntPtr) (int)m_localID); | ||
2171 | _parent_scene.AddPrimToScene(this); | ||
2172 | } | ||
2173 | else | ||
2174 | { | ||
2175 | // bool hasTrimesh = false; | ||
2176 | lock (childrenPrim) | ||
2177 | { | ||
2178 | foreach (BulletDotNETPrim chld in childrenPrim) | ||
2179 | { | ||
2180 | if (chld == null) | ||
2181 | continue; | ||
2182 | |||
2183 | // if (chld.NeedsMeshing()) | ||
2184 | // hasTrimesh = true; | ||
2185 | } | ||
2186 | } | ||
2187 | |||
2188 | //if (hasTrimesh) | ||
2189 | //{ | ||
2190 | ProcessGeomCreationAsTriMesh(Vector3.Zero, Quaternion.Identity); | ||
2191 | // createmesh returns null when it doesn't mesh. | ||
2192 | |||
2193 | /* | ||
2194 | if (_mesh is Mesh) | ||
2195 | { | ||
2196 | } | ||
2197 | else | ||
2198 | { | ||
2199 | m_log.Warn("[PHYSICS]: Can't link a OpenSim.Region.Physics.Meshing.Mesh object"); | ||
2200 | return; | ||
2201 | } | ||
2202 | */ | ||
2203 | |||
2204 | |||
2205 | |||
2206 | foreach (BulletDotNETPrim chld in childrenPrim) | ||
2207 | { | ||
2208 | if (chld == null) | ||
2209 | continue; | ||
2210 | Vector3 offset = chld.Position - Position; | ||
2211 | Vector3 pos = new Vector3(offset.X, offset.Y, offset.Z); | ||
2212 | pos *= Quaternion.Inverse(Orientation); | ||
2213 | //pos *= Orientation; | ||
2214 | offset = pos; | ||
2215 | chld.ProcessGeomCreationAsTriMesh(offset, chld.Orientation); | ||
2216 | |||
2217 | _mesh.Append(chld._mesh); | ||
2218 | |||
2219 | |||
2220 | } | ||
2221 | setMesh(_parent_scene, _mesh); | ||
2222 | |||
2223 | //} | ||
2224 | |||
2225 | if (tempMotionState1 != null && tempMotionState1.Handle != IntPtr.Zero) | ||
2226 | tempMotionState1.Dispose(); | ||
2227 | if (tempTransform2 != null && tempTransform2.Handle != IntPtr.Zero) | ||
2228 | tempTransform2.Dispose(); | ||
2229 | if (tempOrientation2 != null && tempOrientation2.Handle != IntPtr.Zero) | ||
2230 | tempOrientation2.Dispose(); | ||
2231 | |||
2232 | if (tempPosition2 != null && tempPosition2.Handle != IntPtr.Zero) | ||
2233 | tempPosition2.Dispose(); | ||
2234 | |||
2235 | tempOrientation2 = new btQuaternion(_orientation.X, _orientation.Y, _orientation.Z, _orientation.W); | ||
2236 | tempPosition2 = new btVector3(_position.X, _position.Y, _position.Z); | ||
2237 | tempTransform2 = new btTransform(tempOrientation2, tempPosition2); | ||
2238 | tempMotionState1 = new btDefaultMotionState(tempTransform2, _parent_scene.TransZero); | ||
2239 | if (tempInertia1 != null && tempInertia1.Handle != IntPtr.Zero) | ||
2240 | tempInertia1.Dispose(); | ||
2241 | tempInertia1 = new btVector3(0, 0, 0); | ||
2242 | |||
2243 | |||
2244 | prim_geom.calculateLocalInertia(mass, tempInertia1); | ||
2245 | |||
2246 | if (mass != 0) | ||
2247 | _parent_scene.addActivePrim(this); | ||
2248 | else | ||
2249 | _parent_scene.remActivePrim(this); | ||
2250 | |||
2251 | // Body = new btRigidBody(mass, tempMotionState1, prim_geom); | ||
2252 | //else | ||
2253 | Body = new btRigidBody(mass, tempMotionState1, prim_geom, tempInertia1); | ||
2254 | |||
2255 | if (prim_geom is btGImpactMeshShape) | ||
2256 | { | ||
2257 | ((btGImpactMeshShape)prim_geom).setLocalScaling(new btVector3(1, 1, 1)); | ||
2258 | ((btGImpactMeshShape)prim_geom).updateBound(); | ||
2259 | } | ||
2260 | _parent_scene.AddPrimToScene(this); | ||
2261 | |||
2262 | } | ||
2263 | |||
2264 | if (IsPhysical) | ||
2265 | changeAngularLock(0); | ||
2266 | } | ||
2267 | |||
2268 | private void DisposeOfBody() | ||
2269 | { | ||
2270 | if (Body != null) | ||
2271 | { | ||
2272 | if (Body.Handle != IntPtr.Zero) | ||
2273 | { | ||
2274 | DisableAxisMotor(); | ||
2275 | _parent_scene.removeFromWorld(this, Body); | ||
2276 | Body.Dispose(); | ||
2277 | } | ||
2278 | Body = null; | ||
2279 | // TODO: dispose parts that make up body | ||
2280 | } | ||
2281 | } | ||
2282 | |||
2283 | private void ChildDelink(BulletDotNETPrim pPrim) | ||
2284 | { | ||
2285 | // Okay, we have a delinked child.. need to rebuild the body. | ||
2286 | lock (childrenPrim) | ||
2287 | { | ||
2288 | foreach (BulletDotNETPrim prm in childrenPrim) | ||
2289 | { | ||
2290 | prm.childPrim = true; | ||
2291 | prm.disableBody(); | ||
2292 | |||
2293 | } | ||
2294 | } | ||
2295 | disableBody(); | ||
2296 | |||
2297 | lock (childrenPrim) | ||
2298 | { | ||
2299 | childrenPrim.Remove(pPrim); | ||
2300 | } | ||
2301 | |||
2302 | |||
2303 | |||
2304 | |||
2305 | if (Body != null && Body.Handle != IntPtr.Zero) | ||
2306 | { | ||
2307 | _parent_scene.remActivePrim(this); | ||
2308 | } | ||
2309 | |||
2310 | |||
2311 | |||
2312 | lock (childrenPrim) | ||
2313 | { | ||
2314 | foreach (BulletDotNETPrim prm in childrenPrim) | ||
2315 | { | ||
2316 | ParentPrim(prm); | ||
2317 | } | ||
2318 | } | ||
2319 | |||
2320 | } | ||
2321 | |||
2322 | internal void ParentPrim(BulletDotNETPrim prm) | ||
2323 | { | ||
2324 | if (prm == null) | ||
2325 | return; | ||
2326 | |||
2327 | |||
2328 | |||
2329 | lock (childrenPrim) | ||
2330 | { | ||
2331 | if (!childrenPrim.Contains(prm)) | ||
2332 | { | ||
2333 | childrenPrim.Add(prm); | ||
2334 | } | ||
2335 | } | ||
2336 | |||
2337 | |||
2338 | } | ||
2339 | |||
2340 | public void disableBody() | ||
2341 | { | ||
2342 | //this kills the body so things like 'mesh' can re-create it. | ||
2343 | /* | ||
2344 | lock (this) | ||
2345 | { | ||
2346 | if (!childPrim) | ||
2347 | { | ||
2348 | if (Body != null && Body.Handle != IntPtr.Zero) | ||
2349 | { | ||
2350 | _parent_scene.remActivePrim(this); | ||
2351 | |||
2352 | m_collisionCategories &= ~CollisionCategories.Body; | ||
2353 | m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land); | ||
2354 | |||
2355 | if (prim_geom != null && prim_geom.Handle != IntPtr.Zero) | ||
2356 | { | ||
2357 | // TODO: Set Category bits and Flags | ||
2358 | } | ||
2359 | |||
2360 | // TODO: destroy body | ||
2361 | DisposeOfBody(); | ||
2362 | |||
2363 | lock (childrenPrim) | ||
2364 | { | ||
2365 | if (childrenPrim.Count > 0) | ||
2366 | { | ||
2367 | foreach (BulletDotNETPrim prm in childrenPrim) | ||
2368 | { | ||
2369 | _parent_scene.remActivePrim(prm); | ||
2370 | prm.DisposeOfBody(); | ||
2371 | prm.SetCollisionShape(null); | ||
2372 | } | ||
2373 | } | ||
2374 | |||
2375 | } | ||
2376 | |||
2377 | DisposeOfBody(); | ||
2378 | } | ||
2379 | } | ||
2380 | else | ||
2381 | { | ||
2382 | _parent_scene.remActivePrim(this); | ||
2383 | m_collisionCategories &= ~CollisionCategories.Body; | ||
2384 | m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land); | ||
2385 | |||
2386 | if (prim_geom != null && prim_geom.Handle != IntPtr.Zero) | ||
2387 | { | ||
2388 | // TODO: Set Category bits and Flags | ||
2389 | } | ||
2390 | |||
2391 | DisposeOfBody(); | ||
2392 | } | ||
2393 | |||
2394 | } | ||
2395 | */ | ||
2396 | DisableAxisMotor(); | ||
2397 | m_disabled = true; | ||
2398 | m_collisionscore = 0; | ||
2399 | } | ||
2400 | |||
2401 | public void disableBodySoft() | ||
2402 | { | ||
2403 | m_disabled = true; | ||
2404 | |||
2405 | if (m_isphysical && Body.Handle != IntPtr.Zero) | ||
2406 | { | ||
2407 | Body.clearForces(); | ||
2408 | Body.forceActivationState(0); | ||
2409 | |||
2410 | } | ||
2411 | |||
2412 | } | ||
2413 | |||
2414 | public void enableBodySoft() | ||
2415 | { | ||
2416 | if (!childPrim) | ||
2417 | { | ||
2418 | if (m_isphysical && Body.Handle != IntPtr.Zero) | ||
2419 | { | ||
2420 | Body.clearForces(); | ||
2421 | Body.forceActivationState(4); | ||
2422 | forceenable = true; | ||
2423 | |||
2424 | } | ||
2425 | m_disabled = false; | ||
2426 | } | ||
2427 | } | ||
2428 | |||
2429 | public void enableBody() | ||
2430 | { | ||
2431 | if (!childPrim) | ||
2432 | { | ||
2433 | //SetCollisionShape(prim_geom); | ||
2434 | if (IsPhysical) | ||
2435 | SetBody(Mass); | ||
2436 | else | ||
2437 | SetBody(0); | ||
2438 | |||
2439 | // TODO: Set Collision Category Bits and Flags | ||
2440 | // TODO: Set Auto Disable data | ||
2441 | |||
2442 | m_interpenetrationcount = 0; | ||
2443 | m_collisionscore = 0; | ||
2444 | m_disabled = false; | ||
2445 | // The body doesn't already have a finite rotation mode set here | ||
2446 | if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null) | ||
2447 | { | ||
2448 | // TODO: Create Angular Motor on Axis Lock! | ||
2449 | } | ||
2450 | _parent_scene.addActivePrim(this); | ||
2451 | } | ||
2452 | } | ||
2453 | |||
2454 | public void UpdatePositionAndVelocity() | ||
2455 | { | ||
2456 | if (!m_isSelected) | ||
2457 | { | ||
2458 | if (_parent == null) | ||
2459 | { | ||
2460 | Vector3 pv = Vector3.Zero; | ||
2461 | bool lastZeroFlag = _zeroFlag; | ||
2462 | if (tempPosition3 != null && tempPosition3.Handle != IntPtr.Zero) | ||
2463 | tempPosition3.Dispose(); | ||
2464 | if (tempTransform3 != null && tempTransform3.Handle != IntPtr.Zero) | ||
2465 | tempTransform3.Dispose(); | ||
2466 | |||
2467 | if (tempOrientation2 != null && tempOrientation2.Handle != IntPtr.Zero) | ||
2468 | tempOrientation2.Dispose(); | ||
2469 | |||
2470 | if (tempAngularVelocity1 != null && tempAngularVelocity1.Handle != IntPtr.Zero) | ||
2471 | tempAngularVelocity1.Dispose(); | ||
2472 | |||
2473 | if (tempLinearVelocity1 != null && tempLinearVelocity1.Handle != IntPtr.Zero) | ||
2474 | tempLinearVelocity1.Dispose(); | ||
2475 | |||
2476 | |||
2477 | |||
2478 | tempTransform3 = Body.getInterpolationWorldTransform(); | ||
2479 | tempPosition3 = tempTransform3.getOrigin(); // vec | ||
2480 | tempOrientation2 = tempTransform3.getRotation(); // ori | ||
2481 | tempAngularVelocity1 = Body.getInterpolationAngularVelocity(); //rotvel | ||
2482 | tempLinearVelocity1 = Body.getInterpolationLinearVelocity(); // vel | ||
2483 | |||
2484 | _torque = new Vector3(tempAngularVelocity1.getX(), tempAngularVelocity1.getX(), | ||
2485 | tempAngularVelocity1.getZ()); | ||
2486 | Vector3 l_position = Vector3.Zero; | ||
2487 | Quaternion l_orientation = Quaternion.Identity; | ||
2488 | m_lastposition = _position; | ||
2489 | m_lastorientation = _orientation; | ||
2490 | |||
2491 | l_position.X = tempPosition3.getX(); | ||
2492 | l_position.Y = tempPosition3.getY(); | ||
2493 | l_position.Z = tempPosition3.getZ(); | ||
2494 | l_orientation.X = tempOrientation2.getX(); | ||
2495 | l_orientation.Y = tempOrientation2.getY(); | ||
2496 | l_orientation.Z = tempOrientation2.getZ(); | ||
2497 | l_orientation.W = tempOrientation2.getW(); | ||
2498 | |||
2499 | if (l_position.X > ((int)Constants.RegionSize - 0.05f) || l_position.X < 0f || l_position.Y > ((int)Constants.RegionSize - 0.05f) || l_position.Y < 0f) | ||
2500 | { | ||
2501 | //base.RaiseOutOfBounds(l_position); | ||
2502 | |||
2503 | if (m_crossingfailures < _parent_scene.geomCrossingFailuresBeforeOutofbounds) | ||
2504 | { | ||
2505 | _position = l_position; | ||
2506 | //_parent_scene.remActivePrim(this); | ||
2507 | if (_parent == null) | ||
2508 | base.RequestPhysicsterseUpdate(); | ||
2509 | return; | ||
2510 | } | ||
2511 | else | ||
2512 | { | ||
2513 | if (_parent == null) | ||
2514 | base.RaiseOutOfBounds(l_position); | ||
2515 | return; | ||
2516 | } | ||
2517 | } | ||
2518 | |||
2519 | if (l_position.Z < -200000f) | ||
2520 | { | ||
2521 | // This is so prim that get lost underground don't fall forever and suck up | ||
2522 | // | ||
2523 | // Sim resources and memory. | ||
2524 | // Disables the prim's movement physics.... | ||
2525 | // It's a hack and will generate a console message if it fails. | ||
2526 | |||
2527 | //IsPhysical = false; | ||
2528 | //if (_parent == null) | ||
2529 | //base.RaiseOutOfBounds(_position); | ||
2530 | |||
2531 | _acceleration.X = 0; | ||
2532 | _acceleration.Y = 0; | ||
2533 | _acceleration.Z = 0; | ||
2534 | |||
2535 | _velocity.X = 0; | ||
2536 | _velocity.Y = 0; | ||
2537 | _velocity.Z = 0; | ||
2538 | m_rotationalVelocity.X = 0; | ||
2539 | m_rotationalVelocity.Y = 0; | ||
2540 | m_rotationalVelocity.Z = 0; | ||
2541 | |||
2542 | if (_parent == null) | ||
2543 | base.RequestPhysicsterseUpdate(); | ||
2544 | |||
2545 | m_throttleUpdates = false; | ||
2546 | // throttleCounter = 0; | ||
2547 | _zeroFlag = true; | ||
2548 | //outofBounds = true; | ||
2549 | } | ||
2550 | |||
2551 | if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02) | ||
2552 | && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02) | ||
2553 | && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02) | ||
2554 | && (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation)) < 0.01)) | ||
2555 | { | ||
2556 | _zeroFlag = true; | ||
2557 | m_throttleUpdates = false; | ||
2558 | } | ||
2559 | else | ||
2560 | { | ||
2561 | //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString()); | ||
2562 | _zeroFlag = false; | ||
2563 | } | ||
2564 | |||
2565 | if (_zeroFlag) | ||
2566 | { | ||
2567 | _velocity.X = 0.0f; | ||
2568 | _velocity.Y = 0.0f; | ||
2569 | _velocity.Z = 0.0f; | ||
2570 | |||
2571 | _acceleration.X = 0; | ||
2572 | _acceleration.Y = 0; | ||
2573 | _acceleration.Z = 0; | ||
2574 | |||
2575 | //_orientation.w = 0f; | ||
2576 | //_orientation.X = 0f; | ||
2577 | //_orientation.Y = 0f; | ||
2578 | //_orientation.Z = 0f; | ||
2579 | m_rotationalVelocity.X = 0; | ||
2580 | m_rotationalVelocity.Y = 0; | ||
2581 | m_rotationalVelocity.Z = 0; | ||
2582 | if (!m_lastUpdateSent) | ||
2583 | { | ||
2584 | m_throttleUpdates = false; | ||
2585 | // throttleCounter = 0; | ||
2586 | m_rotationalVelocity = pv; | ||
2587 | |||
2588 | if (_parent == null) | ||
2589 | base.RequestPhysicsterseUpdate(); | ||
2590 | |||
2591 | m_lastUpdateSent = true; | ||
2592 | } | ||
2593 | } | ||
2594 | else | ||
2595 | { | ||
2596 | if (lastZeroFlag != _zeroFlag) | ||
2597 | { | ||
2598 | if (_parent == null) | ||
2599 | base.RequestPhysicsterseUpdate(); | ||
2600 | } | ||
2601 | |||
2602 | m_lastVelocity = _velocity; | ||
2603 | |||
2604 | _position = l_position; | ||
2605 | |||
2606 | _velocity.X = tempLinearVelocity1.getX(); | ||
2607 | _velocity.Y = tempLinearVelocity1.getY(); | ||
2608 | _velocity.Z = tempLinearVelocity1.getZ(); | ||
2609 | |||
2610 | _acceleration = ((_velocity - m_lastVelocity) / 0.1f); | ||
2611 | _acceleration = new Vector3(_velocity.X - m_lastVelocity.X / 0.1f, | ||
2612 | _velocity.Y - m_lastVelocity.Y / 0.1f, | ||
2613 | _velocity.Z - m_lastVelocity.Z / 0.1f); | ||
2614 | //m_log.Info("[PHYSICS]: V1: " + _velocity + " V2: " + m_lastVelocity + " Acceleration: " + _acceleration.ToString()); | ||
2615 | |||
2616 | if (_velocity.ApproxEquals(pv, 0.5f)) | ||
2617 | { | ||
2618 | m_rotationalVelocity = pv; | ||
2619 | } | ||
2620 | else | ||
2621 | { | ||
2622 | m_rotationalVelocity = new Vector3(tempAngularVelocity1.getX(), tempAngularVelocity1.getY(), tempAngularVelocity1.getZ()); | ||
2623 | } | ||
2624 | |||
2625 | //m_log.Debug("ODE: " + m_rotationalVelocity.ToString()); | ||
2626 | |||
2627 | _orientation.X = l_orientation.X; | ||
2628 | _orientation.Y = l_orientation.Y; | ||
2629 | _orientation.Z = l_orientation.Z; | ||
2630 | _orientation.W = l_orientation.W; | ||
2631 | m_lastUpdateSent = false; | ||
2632 | |||
2633 | //if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate) | ||
2634 | //{ | ||
2635 | if (_parent == null) | ||
2636 | base.RequestPhysicsterseUpdate(); | ||
2637 | // } | ||
2638 | // else | ||
2639 | // { | ||
2640 | // throttleCounter++; | ||
2641 | //} | ||
2642 | |||
2643 | } | ||
2644 | m_lastposition = l_position; | ||
2645 | if (forceenable) | ||
2646 | { | ||
2647 | Body.forceActivationState(1); | ||
2648 | forceenable = false; | ||
2649 | } | ||
2650 | } | ||
2651 | else | ||
2652 | { | ||
2653 | // Not a body.. so Make sure the client isn't interpolating | ||
2654 | _velocity.X = 0; | ||
2655 | _velocity.Y = 0; | ||
2656 | _velocity.Z = 0; | ||
2657 | |||
2658 | _acceleration.X = 0; | ||
2659 | _acceleration.Y = 0; | ||
2660 | _acceleration.Z = 0; | ||
2661 | |||
2662 | m_rotationalVelocity.X = 0; | ||
2663 | m_rotationalVelocity.Y = 0; | ||
2664 | m_rotationalVelocity.Z = 0; | ||
2665 | _zeroFlag = true; | ||
2666 | } | ||
2667 | } | ||
2668 | } | ||
2669 | |||
2670 | |||
2671 | internal void setPrimForRemoval() | ||
2672 | { | ||
2673 | m_taintremove = true; | ||
2674 | } | ||
2675 | |||
2676 | internal void EnableAxisMotor(Vector3 axislock) | ||
2677 | { | ||
2678 | if (m_aMotor != null) | ||
2679 | DisableAxisMotor(); | ||
2680 | |||
2681 | if (Body == null) | ||
2682 | return; | ||
2683 | |||
2684 | if (Body.Handle == IntPtr.Zero) | ||
2685 | return; | ||
2686 | |||
2687 | if (AxisLockAngleHigh != null && AxisLockAngleHigh.Handle != IntPtr.Zero) | ||
2688 | AxisLockAngleHigh.Dispose(); | ||
2689 | |||
2690 | |||
2691 | |||
2692 | m_aMotor = new btGeneric6DofConstraint(Body, _parent_scene.TerrainBody, _parent_scene.TransZero, | ||
2693 | _parent_scene.TransZero, false); | ||
2694 | |||
2695 | float endNoLock = (360 * Utils.DEG_TO_RAD); | ||
2696 | AxisLockAngleHigh = new btVector3((axislock.X == 0) ? 0 : endNoLock, (axislock.Y == 0) ? 0 : endNoLock, (axislock.Z == 0) ? 0 : endNoLock); | ||
2697 | |||
2698 | m_aMotor.setAngularLowerLimit(_parent_scene.VectorZero); | ||
2699 | m_aMotor.setAngularUpperLimit(AxisLockAngleHigh); | ||
2700 | m_aMotor.setLinearLowerLimit(AxisLockLinearLow); | ||
2701 | m_aMotor.setLinearUpperLimit(AxisLockLinearHigh); | ||
2702 | _parent_scene.getBulletWorld().addConstraint((btTypedConstraint)m_aMotor); | ||
2703 | //m_aMotor. | ||
2704 | |||
2705 | |||
2706 | } | ||
2707 | internal void DisableAxisMotor() | ||
2708 | { | ||
2709 | if (m_aMotor != null && m_aMotor.Handle != IntPtr.Zero) | ||
2710 | { | ||
2711 | _parent_scene.getBulletWorld().removeConstraint(m_aMotor); | ||
2712 | m_aMotor.Dispose(); | ||
2713 | m_aMotor = null; | ||
2714 | } | ||
2715 | } | ||
2716 | |||
2717 | } | ||
2718 | } | ||
2719 | |||