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Diffstat (limited to 'OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs')
-rw-r--r-- | OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs | 4124 |
1 files changed, 4124 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs new file mode 100644 index 0000000..8de70ef --- /dev/null +++ b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs | |||
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1 | /* Copyright (c) Contributors, http://opensimulator.org/ | ||
2 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
3 | * Redistribution and use in source and binary forms, with or without | ||
4 | * modification, are permitted provided that the following conditions are met: | ||
5 | * * Redistributions of source code must retain the above copyright | ||
6 | * notice, this list of conditions and the following disclaimer. | ||
7 | * * Redistributions in binary form must reproduce the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer in the | ||
9 | * documentation and/or other materials provided with the distribution. | ||
10 | * * Neither the name of the OpenSimulator Project nor the | ||
11 | * names of its contributors may be used to endorse or promote products | ||
12 | * derived from this software without specific prior written permission. | ||
13 | * | ||
14 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
15 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
16 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
17 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
18 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
19 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
20 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
21 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
22 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
23 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
24 | * | ||
25 | * Revised March 5th 2010 by Kitto Flora. ODEDynamics.cs | ||
26 | * Ubit 2012 | ||
27 | * rolled into ODEPrim.cs | ||
28 | */ | ||
29 | |||
30 | using System; | ||
31 | using System.IO; | ||
32 | using System.Collections.Generic; | ||
33 | using System.Reflection; | ||
34 | using System.Runtime.InteropServices; | ||
35 | using System.Threading; | ||
36 | using log4net; | ||
37 | using OpenMetaverse; | ||
38 | using Ode.NET; | ||
39 | using OpenSim.Framework; | ||
40 | using OpenSim.Region.Physics.Manager; | ||
41 | |||
42 | namespace OpenSim.Region.Physics.OdePlugin | ||
43 | { | ||
44 | /// <summary> | ||
45 | /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves. | ||
46 | /// </summary> | ||
47 | |||
48 | public class OdePrim : PhysicsActor | ||
49 | { | ||
50 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
51 | |||
52 | public class SerialControl | ||
53 | { | ||
54 | public object alock = new object(); | ||
55 | public byte[] data = new byte[0]; | ||
56 | } | ||
57 | private Vector3 _position; | ||
58 | private Vector3 _velocity; | ||
59 | private Vector3 _torque; | ||
60 | private Vector3 m_lastVelocity; | ||
61 | private Vector3 m_lastposition; | ||
62 | private Quaternion m_lastorientation = new Quaternion(); | ||
63 | private Vector3 m_rotationalVelocity; | ||
64 | private Vector3 _size; | ||
65 | private Vector3 _acceleration; | ||
66 | // private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f); | ||
67 | private Quaternion _orientation; | ||
68 | private Vector3 m_taintposition; | ||
69 | private Vector3 m_taintsize; | ||
70 | private Vector3 m_taintVelocity; | ||
71 | private Vector3 m_taintTorque; | ||
72 | private Quaternion m_taintrot; | ||
73 | private Vector3 m_rotateEnable = Vector3.One; // Current setting | ||
74 | private Vector3 m_rotateEnableRequest = Vector3.One; // Request from LSL | ||
75 | private bool m_rotateEnableUpdate = false; | ||
76 | private Vector3 m_lockX; | ||
77 | private Vector3 m_lockY; | ||
78 | private Vector3 m_lockZ; | ||
79 | private IntPtr Amotor = IntPtr.Zero; | ||
80 | private IntPtr AmotorX = IntPtr.Zero; | ||
81 | private IntPtr AmotorY = IntPtr.Zero; | ||
82 | private IntPtr AmotorZ = IntPtr.Zero; | ||
83 | |||
84 | private Vector3 m_PIDTarget; | ||
85 | private float m_PIDTau; | ||
86 | private float PID_D = 35f; | ||
87 | private float PID_G = 25f; | ||
88 | private bool m_usePID = false; | ||
89 | |||
90 | private Quaternion m_APIDTarget = new Quaternion(); | ||
91 | private float m_APIDStrength = 0.5f; | ||
92 | private float m_APIDDamping = 0.5f; | ||
93 | private bool m_useAPID = false; | ||
94 | private float m_APIDdamper = 1.0f; | ||
95 | |||
96 | // These next 7 params apply to llSetHoverHeight(float height, integer water, float tau), | ||
97 | // do not confuse with VEHICLE HOVER | ||
98 | |||
99 | private float m_PIDHoverHeight; | ||
100 | private float m_PIDHoverTau; | ||
101 | private bool m_useHoverPID; | ||
102 | private PIDHoverType m_PIDHoverType = PIDHoverType.Ground; | ||
103 | private float m_targetHoverHeight; | ||
104 | private float m_groundHeight; | ||
105 | private float m_waterHeight; | ||
106 | private float m_buoyancy; //m_buoyancy set by llSetBuoyancy() | ||
107 | |||
108 | // private float m_tensor = 5f; | ||
109 | private int body_autodisable_frames = 20; | ||
110 | |||
111 | |||
112 | private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom | ||
113 | | CollisionCategories.Space | ||
114 | | CollisionCategories.Body | ||
115 | | CollisionCategories.Character | ||
116 | ); | ||
117 | private bool m_taintshape; | ||
118 | private bool m_taintPhysics; | ||
119 | private bool m_collidesLand = true; | ||
120 | private bool m_collidesWater; | ||
121 | // public bool m_returnCollisions; | ||
122 | |||
123 | // Default we're a Geometry | ||
124 | private CollisionCategories m_collisionCategories = (CollisionCategories.Geom); | ||
125 | |||
126 | // Default, Collide with Other Geometries, spaces and Bodies | ||
127 | private CollisionCategories m_collisionFlags = m_default_collisionFlags; | ||
128 | |||
129 | public bool m_taintremove; | ||
130 | public bool m_taintdisable; | ||
131 | public bool m_disabled; | ||
132 | public bool m_taintadd; | ||
133 | public bool m_taintselected; | ||
134 | public bool m_taintphantom; | ||
135 | public bool m_taintCollidesWater; | ||
136 | |||
137 | public uint m_localID; | ||
138 | |||
139 | //public GCHandle gc; | ||
140 | private CollisionLocker ode; | ||
141 | |||
142 | private bool m_meshfailed = false; | ||
143 | private bool m_taintforce = false; | ||
144 | private bool m_taintaddangularforce = false; | ||
145 | private Vector3 m_force; | ||
146 | private List<Vector3> m_forcelist = new List<Vector3>(); | ||
147 | private List<Vector3> m_angularforcelist = new List<Vector3>(); | ||
148 | |||
149 | private IMesh _mesh; | ||
150 | private PrimitiveBaseShape _pbs; | ||
151 | private OdeScene _parent_scene; | ||
152 | public IntPtr m_targetSpace = IntPtr.Zero; | ||
153 | public IntPtr prim_geom; | ||
154 | // public IntPtr prev_geom; | ||
155 | public IntPtr _triMeshData; | ||
156 | |||
157 | private IntPtr _linkJointGroup = IntPtr.Zero; | ||
158 | private PhysicsActor _parent; | ||
159 | private PhysicsActor m_taintparent; | ||
160 | |||
161 | private List<OdePrim> childrenPrim = new List<OdePrim>(); | ||
162 | |||
163 | private bool iscolliding; | ||
164 | private bool m_isphysical; | ||
165 | private bool m_isphantom; | ||
166 | private bool m_isSelected; | ||
167 | |||
168 | private bool m_NoColide; // for now only for internal use for bad meshs | ||
169 | |||
170 | internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively | ||
171 | |||
172 | private bool m_throttleUpdates; | ||
173 | private int throttleCounter; | ||
174 | public int m_interpenetrationcount; | ||
175 | public float m_collisionscore; | ||
176 | // public int m_roundsUnderMotionThreshold; | ||
177 | // private int m_crossingfailures; | ||
178 | |||
179 | public bool m_outofBounds; | ||
180 | private float m_density = 10.000006836f; // Aluminum g/cm3; | ||
181 | |||
182 | private float m_primMass = 10.000006836f; // Aluminum g/cm3; | ||
183 | |||
184 | private byte m_shapetype; | ||
185 | private byte m_taintshapetype; | ||
186 | |||
187 | public bool _zeroFlag; // if body has been stopped | ||
188 | private bool m_lastUpdateSent; | ||
189 | |||
190 | public IntPtr Body = IntPtr.Zero; | ||
191 | public String m_primName; | ||
192 | private Vector3 _target_velocity; | ||
193 | public d.Mass pMass; | ||
194 | |||
195 | public int m_eventsubscription; | ||
196 | private CollisionEventUpdate CollisionEventsThisFrame; | ||
197 | |||
198 | private IntPtr m_linkJoint = IntPtr.Zero; | ||
199 | |||
200 | public volatile bool childPrim; | ||
201 | |||
202 | internal int m_material = (int)Material.Wood; | ||
203 | |||
204 | private IntPtr m_body = IntPtr.Zero; | ||
205 | |||
206 | // Vehicle properties ============================================================================================ | ||
207 | private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind | ||
208 | // private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier | ||
209 | private VehicleFlag m_flags = (VehicleFlag)0; // Bit settings: | ||
210 | // HOVER_TERRAIN_ONLY | ||
211 | // HOVER_GLOBAL_HEIGHT | ||
212 | // NO_DEFLECTION_UP | ||
213 | // HOVER_WATER_ONLY | ||
214 | // HOVER_UP_ONLY | ||
215 | // LIMIT_MOTOR_UP | ||
216 | // LIMIT_ROLL_ONLY | ||
217 | |||
218 | // Linear properties | ||
219 | private Vector3 m_linearMotorDirection = Vector3.Zero; // (was m_linearMotorDirectionLASTSET) the (local) Velocity | ||
220 | //requested by LSL | ||
221 | private float m_linearMotorTimescale = 0; // Motor Attack rate set by LSL | ||
222 | private float m_linearMotorDecayTimescale = 0; // Motor Decay rate set by LSL | ||
223 | private Vector3 m_linearFrictionTimescale = Vector3.Zero; // General Friction set by LSL | ||
224 | |||
225 | private Vector3 m_lLinMotorDVel = Vector3.Zero; // decayed motor | ||
226 | private Vector3 m_lLinObjectVel = Vector3.Zero; // local frame object velocity | ||
227 | private Vector3 m_wLinObjectVel = Vector3.Zero; // world frame object velocity | ||
228 | |||
229 | //Angular properties | ||
230 | private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor | ||
231 | |||
232 | private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL | ||
233 | private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL | ||
234 | private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL | ||
235 | |||
236 | private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor | ||
237 | // private Vector3 m_angObjectVel = Vector3.Zero; // current body angular velocity | ||
238 | private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body | ||
239 | |||
240 | //Deflection properties | ||
241 | // private float m_angularDeflectionEfficiency = 0; | ||
242 | // private float m_angularDeflectionTimescale = 0; | ||
243 | // private float m_linearDeflectionEfficiency = 0; | ||
244 | // private float m_linearDeflectionTimescale = 0; | ||
245 | |||
246 | //Banking properties | ||
247 | // private float m_bankingEfficiency = 0; | ||
248 | // private float m_bankingMix = 0; | ||
249 | // private float m_bankingTimescale = 0; | ||
250 | |||
251 | //Hover and Buoyancy properties | ||
252 | private float m_VhoverHeight = 0f; | ||
253 | // private float m_VhoverEfficiency = 0f; | ||
254 | private float m_VhoverTimescale = 0f; | ||
255 | private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height | ||
256 | private float m_VehicleBuoyancy = 0f; // Set by VEHICLE_BUOYANCY, for a vehicle. | ||
257 | // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity) | ||
258 | // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity. | ||
259 | // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity. | ||
260 | |||
261 | //Attractor properties | ||
262 | private float m_verticalAttractionEfficiency = 1.0f; // damped | ||
263 | private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor. | ||
264 | |||
265 | // SerialControl m_taintserial = null; | ||
266 | object m_taintvehicledata = null; | ||
267 | |||
268 | public void DoSetVehicle() | ||
269 | { | ||
270 | VehicleData vd = (VehicleData)m_taintvehicledata; | ||
271 | |||
272 | m_type = vd.m_type; | ||
273 | m_flags = vd.m_flags; | ||
274 | |||
275 | // Linear properties | ||
276 | m_linearMotorDirection = vd.m_linearMotorDirection; | ||
277 | m_linearFrictionTimescale = vd.m_linearFrictionTimescale; | ||
278 | m_linearMotorDecayTimescale = vd.m_linearMotorDecayTimescale; | ||
279 | m_linearMotorTimescale = vd.m_linearMotorTimescale; | ||
280 | // m_linearMotorOffset = vd.m_linearMotorOffset; | ||
281 | |||
282 | //Angular properties | ||
283 | m_angularMotorDirection = vd.m_angularMotorDirection; | ||
284 | m_angularMotorTimescale = vd.m_angularMotorTimescale; | ||
285 | m_angularMotorDecayTimescale = vd.m_angularMotorDecayTimescale; | ||
286 | m_angularFrictionTimescale = vd.m_angularFrictionTimescale; | ||
287 | |||
288 | //Deflection properties | ||
289 | // m_angularDeflectionEfficiency = vd.m_angularDeflectionEfficiency; | ||
290 | // m_angularDeflectionTimescale = vd.m_angularDeflectionTimescale; | ||
291 | // m_linearDeflectionEfficiency = vd.m_linearDeflectionEfficiency; | ||
292 | // m_linearDeflectionTimescale = vd.m_linearDeflectionTimescale; | ||
293 | |||
294 | //Banking properties | ||
295 | // m_bankingEfficiency = vd.m_bankingEfficiency; | ||
296 | // m_bankingMix = vd.m_bankingMix; | ||
297 | // m_bankingTimescale = vd.m_bankingTimescale; | ||
298 | |||
299 | //Hover and Buoyancy properties | ||
300 | m_VhoverHeight = vd.m_VhoverHeight; | ||
301 | // m_VhoverEfficiency = vd.m_VhoverEfficiency; | ||
302 | m_VhoverTimescale = vd.m_VhoverTimescale; | ||
303 | m_VehicleBuoyancy = vd.m_VehicleBuoyancy; | ||
304 | |||
305 | //Attractor properties | ||
306 | m_verticalAttractionEfficiency = vd.m_verticalAttractionEfficiency; | ||
307 | m_verticalAttractionTimescale = vd.m_verticalAttractionTimescale; | ||
308 | |||
309 | // Axis | ||
310 | // m_referenceFrame = vd.m_referenceFrame; | ||
311 | |||
312 | |||
313 | m_taintvehicledata = null; | ||
314 | } | ||
315 | |||
316 | public override void SetVehicle(object vdata) | ||
317 | { | ||
318 | m_taintvehicledata = vdata; | ||
319 | _parent_scene.AddPhysicsActorTaint(this); | ||
320 | } | ||
321 | |||
322 | public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size, | ||
323 | Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, | ||
324 | bool pisPhantom,byte shapetype, CollisionLocker dode, uint localid) | ||
325 | { | ||
326 | m_localID = localid; | ||
327 | ode = dode; | ||
328 | if (!pos.IsFinite()) | ||
329 | { | ||
330 | pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), | ||
331 | parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f); | ||
332 | m_log.Warn("[PHYSICS]: Got nonFinite Object create Position"); | ||
333 | } | ||
334 | |||
335 | _position = pos; | ||
336 | m_taintposition = pos; | ||
337 | PID_D = parent_scene.bodyPIDD; | ||
338 | PID_G = parent_scene.bodyPIDG; | ||
339 | m_density = parent_scene.geomDefaultDensity; | ||
340 | // m_tensor = parent_scene.bodyMotorJointMaxforceTensor; | ||
341 | body_autodisable_frames = parent_scene.bodyFramesAutoDisable; | ||
342 | |||
343 | prim_geom = IntPtr.Zero; | ||
344 | // prev_geom = IntPtr.Zero; | ||
345 | |||
346 | if (!pos.IsFinite()) | ||
347 | { | ||
348 | size = new Vector3(0.5f, 0.5f, 0.5f); | ||
349 | m_log.Warn("[PHYSICS]: Got nonFinite Object create Size"); | ||
350 | } | ||
351 | |||
352 | if (size.X <= 0) size.X = 0.01f; | ||
353 | if (size.Y <= 0) size.Y = 0.01f; | ||
354 | if (size.Z <= 0) size.Z = 0.01f; | ||
355 | |||
356 | _size = size; | ||
357 | m_taintsize = _size; | ||
358 | |||
359 | if (!QuaternionIsFinite(rotation)) | ||
360 | { | ||
361 | rotation = Quaternion.Identity; | ||
362 | m_log.Warn("[PHYSICS]: Got nonFinite Object create Rotation"); | ||
363 | } | ||
364 | |||
365 | _orientation = rotation; | ||
366 | m_taintrot = _orientation; | ||
367 | _mesh = mesh; | ||
368 | _pbs = pbs; | ||
369 | m_shapetype = shapetype; | ||
370 | m_taintshapetype = shapetype; | ||
371 | |||
372 | _parent_scene = parent_scene; | ||
373 | m_targetSpace = (IntPtr)0; | ||
374 | |||
375 | // if (pos.Z < 0) | ||
376 | if (pos.Z < parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y)) | ||
377 | m_isphysical = false; | ||
378 | else | ||
379 | { | ||
380 | m_isphysical = pisPhysical; | ||
381 | // If we're physical, we need to be in the master space for now. | ||
382 | // linksets *should* be in a space together.. but are not currently | ||
383 | if (m_isphysical) | ||
384 | m_targetSpace = _parent_scene.space; | ||
385 | } | ||
386 | |||
387 | m_isphantom = pisPhantom; | ||
388 | m_taintphantom = pisPhantom; | ||
389 | |||
390 | _triMeshData = IntPtr.Zero; | ||
391 | m_NoColide = false; | ||
392 | |||
393 | // m_taintserial = null; | ||
394 | m_primName = primName; | ||
395 | m_taintadd = true; | ||
396 | _parent_scene.AddPhysicsActorTaint(this); | ||
397 | // don't do .add() here; old geoms get recycled with the same hash | ||
398 | } | ||
399 | |||
400 | public override int PhysicsActorType | ||
401 | { | ||
402 | get { return (int)ActorTypes.Prim; } | ||
403 | set { return; } | ||
404 | } | ||
405 | |||
406 | public override bool SetAlwaysRun | ||
407 | { | ||
408 | get { return false; } | ||
409 | set { return; } | ||
410 | } | ||
411 | |||
412 | public override uint LocalID | ||
413 | { | ||
414 | set | ||
415 | { | ||
416 | //m_log.Info("[PHYSICS]: Setting TrackerID: " + value); | ||
417 | m_localID = value; | ||
418 | } | ||
419 | } | ||
420 | |||
421 | public override bool Grabbed | ||
422 | { | ||
423 | set { return; } | ||
424 | } | ||
425 | |||
426 | public override bool Selected | ||
427 | { | ||
428 | set | ||
429 | { | ||
430 | //Console.WriteLine("Sel {0} {1} {2}", m_primName, value, m_isphysical); | ||
431 | // This only makes the object not collidable if the object | ||
432 | // is physical or the object is modified somehow *IN THE FUTURE* | ||
433 | // without this, if an avatar selects prim, they can walk right | ||
434 | // through it while it's selected | ||
435 | m_collisionscore = 0; | ||
436 | if ((m_isphysical && !_zeroFlag) || !value) | ||
437 | { | ||
438 | m_taintselected = value; | ||
439 | _parent_scene.AddPhysicsActorTaint(this); | ||
440 | } | ||
441 | else | ||
442 | { | ||
443 | m_taintselected = value; | ||
444 | m_isSelected = value; | ||
445 | } | ||
446 | if (m_isSelected) disableBodySoft(); | ||
447 | } | ||
448 | } | ||
449 | |||
450 | public override bool IsPhysical | ||
451 | { | ||
452 | get { return m_isphysical; } | ||
453 | set | ||
454 | { | ||
455 | m_isphysical = value; | ||
456 | if (!m_isphysical) | ||
457 | { // Zero the remembered last velocity | ||
458 | m_lastVelocity = Vector3.Zero; | ||
459 | if (m_type != Vehicle.TYPE_NONE) Halt(); | ||
460 | } | ||
461 | } | ||
462 | } | ||
463 | |||
464 | public override bool IsVolumeDtc | ||
465 | { | ||
466 | set { return; } | ||
467 | get { return m_isVolumeDetect; } | ||
468 | |||
469 | } | ||
470 | |||
471 | public override bool Phantom | ||
472 | { | ||
473 | get { return m_isphantom; } | ||
474 | set | ||
475 | { | ||
476 | m_isphantom = value; | ||
477 | } | ||
478 | } | ||
479 | |||
480 | public void setPrimForRemoval() | ||
481 | { | ||
482 | m_taintremove = true; | ||
483 | } | ||
484 | |||
485 | public override bool Flying | ||
486 | { | ||
487 | // no flying prims for you | ||
488 | get { return false; } | ||
489 | set { } | ||
490 | } | ||
491 | |||
492 | public override bool IsColliding | ||
493 | { | ||
494 | get { return iscolliding; } | ||
495 | set { iscolliding = value; } | ||
496 | } | ||
497 | |||
498 | public override bool CollidingGround | ||
499 | { | ||
500 | get { return false; } | ||
501 | set { return; } | ||
502 | } | ||
503 | |||
504 | public override bool CollidingObj | ||
505 | { | ||
506 | get { return false; } | ||
507 | set { return; } | ||
508 | } | ||
509 | |||
510 | public override bool ThrottleUpdates | ||
511 | { | ||
512 | get { return m_throttleUpdates; } | ||
513 | set { m_throttleUpdates = value; } | ||
514 | } | ||
515 | |||
516 | public override bool Stopped | ||
517 | { | ||
518 | get { return _zeroFlag; } | ||
519 | } | ||
520 | |||
521 | public override Vector3 Position | ||
522 | { | ||
523 | get { return _position; } | ||
524 | |||
525 | set | ||
526 | { | ||
527 | _position = value; | ||
528 | //m_log.Info("[PHYSICS]: " + _position.ToString()); | ||
529 | } | ||
530 | } | ||
531 | |||
532 | public override Vector3 Size | ||
533 | { | ||
534 | get { return _size; } | ||
535 | set | ||
536 | { | ||
537 | if (value.IsFinite()) | ||
538 | { | ||
539 | _size = value; | ||
540 | } | ||
541 | else | ||
542 | { | ||
543 | m_log.Warn("[PHYSICS]: Got NaN Size on object"); | ||
544 | } | ||
545 | } | ||
546 | } | ||
547 | |||
548 | public override float Mass | ||
549 | { | ||
550 | get | ||
551 | { | ||
552 | CalculateMass(); | ||
553 | return m_primMass; | ||
554 | } | ||
555 | } | ||
556 | |||
557 | public override Vector3 Force | ||
558 | { | ||
559 | //get { return Vector3.Zero; } | ||
560 | get { return m_force; } | ||
561 | set | ||
562 | { | ||
563 | if (value.IsFinite()) | ||
564 | { | ||
565 | m_force = value; | ||
566 | } | ||
567 | else | ||
568 | { | ||
569 | m_log.Warn("[PHYSICS]: NaN in Force Applied to an Object"); | ||
570 | } | ||
571 | } | ||
572 | } | ||
573 | |||
574 | public override int VehicleType | ||
575 | { | ||
576 | get { return (int)m_type; } | ||
577 | set { ProcessTypeChange((Vehicle)value); } | ||
578 | } | ||
579 | |||
580 | public override void VehicleFloatParam(int param, float value) | ||
581 | { | ||
582 | ProcessFloatVehicleParam((Vehicle)param, value); | ||
583 | } | ||
584 | |||
585 | public override void VehicleVectorParam(int param, Vector3 value) | ||
586 | { | ||
587 | ProcessVectorVehicleParam((Vehicle)param, value); | ||
588 | } | ||
589 | |||
590 | public override void VehicleRotationParam(int param, Quaternion rotation) | ||
591 | { | ||
592 | ProcessRotationVehicleParam((Vehicle)param, rotation); | ||
593 | } | ||
594 | |||
595 | public override void VehicleFlags(int param, bool remove) | ||
596 | { | ||
597 | ProcessVehicleFlags(param, remove); | ||
598 | } | ||
599 | |||
600 | public override void SetVolumeDetect(int param) | ||
601 | { | ||
602 | lock (_parent_scene.OdeLock) | ||
603 | { | ||
604 | m_isVolumeDetect = (param != 0); | ||
605 | } | ||
606 | } | ||
607 | |||
608 | |||
609 | public override Vector3 CenterOfMass | ||
610 | { | ||
611 | get { return Vector3.Zero; } | ||
612 | } | ||
613 | |||
614 | public override Vector3 GeometricCenter | ||
615 | { | ||
616 | get { return Vector3.Zero; } | ||
617 | } | ||
618 | |||
619 | public override PrimitiveBaseShape Shape | ||
620 | { | ||
621 | set | ||
622 | { | ||
623 | _pbs = value; | ||
624 | m_taintshape = true; | ||
625 | } | ||
626 | } | ||
627 | |||
628 | public override byte PhysicsShapeType | ||
629 | { | ||
630 | get | ||
631 | { | ||
632 | return m_shapetype; | ||
633 | } | ||
634 | set | ||
635 | { | ||
636 | m_taintshapetype = value; | ||
637 | _parent_scene.AddPhysicsActorTaint(this); | ||
638 | } | ||
639 | } | ||
640 | |||
641 | public override Vector3 Velocity | ||
642 | { | ||
643 | get | ||
644 | { | ||
645 | // Averate previous velocity with the new one so | ||
646 | // client object interpolation works a 'little' better | ||
647 | if (_zeroFlag) | ||
648 | return Vector3.Zero; | ||
649 | |||
650 | Vector3 returnVelocity = Vector3.Zero; | ||
651 | returnVelocity.X = (m_lastVelocity.X + _velocity.X) / 2; | ||
652 | returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y) / 2; | ||
653 | returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z) / 2; | ||
654 | return returnVelocity; | ||
655 | } | ||
656 | set | ||
657 | { | ||
658 | if (value.IsFinite()) | ||
659 | { | ||
660 | _velocity = value; | ||
661 | if (_velocity.ApproxEquals(Vector3.Zero, 0.001f)) | ||
662 | _acceleration = Vector3.Zero; | ||
663 | |||
664 | m_taintVelocity = value; | ||
665 | _parent_scene.AddPhysicsActorTaint(this); | ||
666 | } | ||
667 | else | ||
668 | { | ||
669 | m_log.Warn("[PHYSICS]: Got NaN Velocity in Object"); | ||
670 | } | ||
671 | |||
672 | } | ||
673 | } | ||
674 | |||
675 | public override Vector3 Torque | ||
676 | { | ||
677 | get | ||
678 | { | ||
679 | if (!m_isphysical || Body == IntPtr.Zero) | ||
680 | return Vector3.Zero; | ||
681 | |||
682 | return _torque; | ||
683 | } | ||
684 | |||
685 | set | ||
686 | { | ||
687 | if (value.IsFinite()) | ||
688 | { | ||
689 | m_taintTorque = value; | ||
690 | _parent_scene.AddPhysicsActorTaint(this); | ||
691 | } | ||
692 | else | ||
693 | { | ||
694 | m_log.Warn("[PHYSICS]: Got NaN Torque in Object"); | ||
695 | } | ||
696 | } | ||
697 | } | ||
698 | |||
699 | public override float CollisionScore | ||
700 | { | ||
701 | get { return m_collisionscore; } | ||
702 | set { m_collisionscore = value; } | ||
703 | } | ||
704 | |||
705 | public override bool Kinematic | ||
706 | { | ||
707 | get { return false; } | ||
708 | set { } | ||
709 | } | ||
710 | |||
711 | public override Quaternion Orientation | ||
712 | { | ||
713 | get { return _orientation; } | ||
714 | set | ||
715 | { | ||
716 | if (QuaternionIsFinite(value)) | ||
717 | { | ||
718 | _orientation = value; | ||
719 | } | ||
720 | else | ||
721 | m_log.Warn("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object"); | ||
722 | |||
723 | } | ||
724 | } | ||
725 | |||
726 | public override bool FloatOnWater | ||
727 | { | ||
728 | set | ||
729 | { | ||
730 | m_taintCollidesWater = value; | ||
731 | _parent_scene.AddPhysicsActorTaint(this); | ||
732 | } | ||
733 | } | ||
734 | |||
735 | public override void SetMomentum(Vector3 momentum) | ||
736 | { | ||
737 | } | ||
738 | |||
739 | public override Vector3 PIDTarget | ||
740 | { | ||
741 | set | ||
742 | { | ||
743 | if (value.IsFinite()) | ||
744 | { | ||
745 | m_PIDTarget = value; | ||
746 | } | ||
747 | else | ||
748 | m_log.Warn("[PHYSICS]: Got NaN PIDTarget from Scene on Object"); | ||
749 | } | ||
750 | } | ||
751 | public override bool PIDActive { set { m_usePID = value; } } | ||
752 | public override float PIDTau { set { m_PIDTau = value; } } | ||
753 | |||
754 | // For RotLookAt | ||
755 | public override Quaternion APIDTarget { set { m_APIDTarget = value; } } | ||
756 | public override bool APIDActive { set { m_useAPID = value; } } | ||
757 | public override float APIDStrength { set { m_APIDStrength = value; } } | ||
758 | public override float APIDDamping { set { m_APIDDamping = value; } } | ||
759 | |||
760 | public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } | ||
761 | public override bool PIDHoverActive { set { m_useHoverPID = value; } } | ||
762 | public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } | ||
763 | public override float PIDHoverTau { set { m_PIDHoverTau = value; } } | ||
764 | |||
765 | internal static bool QuaternionIsFinite(Quaternion q) | ||
766 | { | ||
767 | if (Single.IsNaN(q.X) || Single.IsInfinity(q.X)) | ||
768 | return false; | ||
769 | if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y)) | ||
770 | return false; | ||
771 | if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z)) | ||
772 | return false; | ||
773 | if (Single.IsNaN(q.W) || Single.IsInfinity(q.W)) | ||
774 | return false; | ||
775 | return true; | ||
776 | } | ||
777 | |||
778 | public override Vector3 Acceleration // client updates read data via here | ||
779 | { | ||
780 | get | ||
781 | { | ||
782 | if (_zeroFlag) | ||
783 | { | ||
784 | return Vector3.Zero; | ||
785 | } | ||
786 | return _acceleration; | ||
787 | } | ||
788 | set { _acceleration = value; } | ||
789 | } | ||
790 | |||
791 | |||
792 | public void SetAcceleration(Vector3 accel) // No one calls this, and it would not do anything. | ||
793 | { | ||
794 | _acceleration = accel; | ||
795 | } | ||
796 | |||
797 | public override void AddForce(Vector3 force, bool pushforce) | ||
798 | { | ||
799 | if (force.IsFinite()) | ||
800 | { | ||
801 | lock (m_forcelist) | ||
802 | m_forcelist.Add(force); | ||
803 | |||
804 | m_taintforce = true; | ||
805 | } | ||
806 | else | ||
807 | { | ||
808 | m_log.Warn("[PHYSICS]: Got Invalid linear force vector from Scene in Object"); | ||
809 | } | ||
810 | //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString()); | ||
811 | } | ||
812 | |||
813 | public override void AddAngularForce(Vector3 force, bool pushforce) | ||
814 | { | ||
815 | if (force.IsFinite()) | ||
816 | { | ||
817 | m_angularforcelist.Add(force); | ||
818 | m_taintaddangularforce = true; | ||
819 | } | ||
820 | else | ||
821 | { | ||
822 | m_log.Warn("[PHYSICS]: Got Invalid Angular force vector from Scene in Object"); | ||
823 | } | ||
824 | } | ||
825 | |||
826 | public override Vector3 RotationalVelocity | ||
827 | { | ||
828 | get | ||
829 | { | ||
830 | return m_rotationalVelocity; | ||
831 | } | ||
832 | set | ||
833 | { | ||
834 | if (value.IsFinite()) | ||
835 | { | ||
836 | m_rotationalVelocity = value; | ||
837 | } | ||
838 | else | ||
839 | { | ||
840 | m_log.Warn("[PHYSICS]: Got NaN RotationalVelocity in Object"); | ||
841 | } | ||
842 | } | ||
843 | } | ||
844 | |||
845 | public override void CrossingFailure() | ||
846 | { | ||
847 | if (m_outofBounds) | ||
848 | { | ||
849 | _position.X = Util.Clip(_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f); | ||
850 | _position.Y = Util.Clip(_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f); | ||
851 | _position.Z = Util.Clip(_position.Z, -100f, 50000f); | ||
852 | d.BodySetPosition(Body, _position.X, _position.Y, _position.Z); | ||
853 | |||
854 | m_lastposition = _position; | ||
855 | |||
856 | _velocity = Vector3.Zero; | ||
857 | m_lastVelocity = _velocity; | ||
858 | |||
859 | |||
860 | if (m_type != Vehicle.TYPE_NONE) | ||
861 | Halt(); | ||
862 | |||
863 | d.BodySetLinearVel(Body, 0, 0, 0); | ||
864 | base.RequestPhysicsterseUpdate(); | ||
865 | m_outofBounds = false; | ||
866 | } | ||
867 | /* | ||
868 | int tmp = Interlocked.Increment(ref m_crossingfailures); | ||
869 | if (tmp > _parent_scene.geomCrossingFailuresBeforeOutofbounds) | ||
870 | { | ||
871 | base.RaiseOutOfBounds(_position); | ||
872 | return; | ||
873 | } | ||
874 | else if (tmp == _parent_scene.geomCrossingFailuresBeforeOutofbounds) | ||
875 | { | ||
876 | m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName); | ||
877 | } | ||
878 | */ | ||
879 | } | ||
880 | |||
881 | public override float Buoyancy | ||
882 | { | ||
883 | get { return m_buoyancy; } | ||
884 | set { m_buoyancy = value; } | ||
885 | } | ||
886 | |||
887 | public override void link(PhysicsActor obj) | ||
888 | { | ||
889 | m_taintparent = obj; | ||
890 | } | ||
891 | |||
892 | public override void delink() | ||
893 | { | ||
894 | m_taintparent = null; | ||
895 | } | ||
896 | |||
897 | public override void LockAngularMotion(Vector3 axis) | ||
898 | { | ||
899 | // This is actually ROTATION ENABLE, not a lock. | ||
900 | // default is <1,1,1> which is all enabled. | ||
901 | // The lock value is updated inside Move(), no point in using the taint system. | ||
902 | // OS 'm_taintAngularLock' etc change to m_rotateEnable. | ||
903 | if (axis.IsFinite()) | ||
904 | { | ||
905 | axis.X = (axis.X > 0) ? 1f : 0f; | ||
906 | axis.Y = (axis.Y > 0) ? 1f : 0f; | ||
907 | axis.Z = (axis.Z > 0) ? 1f : 0f; | ||
908 | m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z); | ||
909 | m_rotateEnableRequest = axis; | ||
910 | m_rotateEnableUpdate = true; | ||
911 | } | ||
912 | else | ||
913 | { | ||
914 | m_log.Warn("[PHYSICS]: Got NaN locking axis from Scene on Object"); | ||
915 | } | ||
916 | } | ||
917 | |||
918 | public void SetGeom(IntPtr geom) | ||
919 | { | ||
920 | if (prim_geom != IntPtr.Zero) | ||
921 | { | ||
922 | // Remove any old entries | ||
923 | //string tPA; | ||
924 | //_parent_scene.geom_name_map.TryGetValue(prim_geom, out tPA); | ||
925 | //Console.WriteLine("**** Remove {0}", tPA); | ||
926 | if (_parent_scene.geom_name_map.ContainsKey(prim_geom)) _parent_scene.geom_name_map.Remove(prim_geom); | ||
927 | if (_parent_scene.actor_name_map.ContainsKey(prim_geom)) _parent_scene.actor_name_map.Remove(prim_geom); | ||
928 | d.GeomDestroy(prim_geom); | ||
929 | } | ||
930 | |||
931 | prim_geom = geom; | ||
932 | //Console.WriteLine("SetGeom to " + prim_geom + " for " + m_primName); | ||
933 | if (prim_geom != IntPtr.Zero) | ||
934 | { | ||
935 | _parent_scene.geom_name_map[prim_geom] = this.m_primName; | ||
936 | _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this; | ||
937 | //Console.WriteLine("**** Create {2} Dicts: actor={0} name={1}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, this.m_primName); | ||
938 | if (m_NoColide) | ||
939 | { | ||
940 | d.GeomSetCategoryBits(prim_geom, 0); | ||
941 | if (m_isphysical && !m_isVolumeDetect) | ||
942 | { | ||
943 | d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land); | ||
944 | } | ||
945 | else | ||
946 | { | ||
947 | d.GeomSetCollideBits(prim_geom, 0); | ||
948 | d.GeomDisable(prim_geom); | ||
949 | } | ||
950 | } | ||
951 | else | ||
952 | { | ||
953 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | ||
954 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
955 | } | ||
956 | } | ||
957 | |||
958 | if (childPrim) | ||
959 | { | ||
960 | if (_parent != null && _parent is OdePrim) | ||
961 | { | ||
962 | OdePrim parent = (OdePrim)_parent; | ||
963 | //Console.WriteLine("SetGeom calls ChildSetGeom"); | ||
964 | parent.ChildSetGeom(this); | ||
965 | } | ||
966 | } | ||
967 | //m_log.Warn("Setting Geom to: " + prim_geom); | ||
968 | } | ||
969 | |||
970 | public void enableBodySoft() | ||
971 | { | ||
972 | if (!childPrim) | ||
973 | { | ||
974 | if (m_isphysical && Body != IntPtr.Zero) | ||
975 | { | ||
976 | d.BodyEnable(Body); | ||
977 | if (m_type != Vehicle.TYPE_NONE) | ||
978 | Enable(Body, _parent_scene); | ||
979 | } | ||
980 | |||
981 | m_disabled = false; | ||
982 | } | ||
983 | } | ||
984 | |||
985 | public void disableBodySoft() | ||
986 | { | ||
987 | m_disabled = true; | ||
988 | |||
989 | if (m_isphysical && Body != IntPtr.Zero) | ||
990 | { | ||
991 | d.BodyDisable(Body); | ||
992 | Halt(); | ||
993 | } | ||
994 | } | ||
995 | |||
996 | public void enableBody() | ||
997 | { | ||
998 | // Don't enable this body if we're a child prim | ||
999 | // this should be taken care of in the parent function not here | ||
1000 | if (!childPrim) | ||
1001 | { | ||
1002 | // Sets the geom to a body | ||
1003 | Body = d.BodyCreate(_parent_scene.world); | ||
1004 | |||
1005 | setMass(); | ||
1006 | d.BodySetPosition(Body, _position.X, _position.Y, _position.Z); | ||
1007 | d.Quaternion myrot = new d.Quaternion(); | ||
1008 | myrot.X = _orientation.X; | ||
1009 | myrot.Y = _orientation.Y; | ||
1010 | myrot.Z = _orientation.Z; | ||
1011 | myrot.W = _orientation.W; | ||
1012 | d.BodySetQuaternion(Body, ref myrot); | ||
1013 | d.GeomSetBody(prim_geom, Body); | ||
1014 | |||
1015 | m_collisionCategories |= CollisionCategories.Body; | ||
1016 | m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); | ||
1017 | |||
1018 | if (m_NoColide) | ||
1019 | { | ||
1020 | d.GeomSetCategoryBits(prim_geom, 0); | ||
1021 | d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land); | ||
1022 | } | ||
1023 | else | ||
1024 | { | ||
1025 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | ||
1026 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
1027 | } | ||
1028 | |||
1029 | d.BodySetAutoDisableFlag(Body, true); | ||
1030 | d.BodySetAutoDisableSteps(Body, body_autodisable_frames); | ||
1031 | |||
1032 | // disconnect from world gravity so we can apply buoyancy | ||
1033 | d.BodySetGravityMode(Body, false); | ||
1034 | |||
1035 | m_interpenetrationcount = 0; | ||
1036 | m_collisionscore = 0; | ||
1037 | m_disabled = false; | ||
1038 | |||
1039 | if (m_type != Vehicle.TYPE_NONE) | ||
1040 | { | ||
1041 | Enable(Body, _parent_scene); | ||
1042 | } | ||
1043 | |||
1044 | _parent_scene.addActivePrim(this); | ||
1045 | } | ||
1046 | } | ||
1047 | |||
1048 | #region Mass Calculation | ||
1049 | |||
1050 | private float CalculateMass() | ||
1051 | { | ||
1052 | float volume = _size.X * _size.Y * _size.Z; // default | ||
1053 | float tmp; | ||
1054 | |||
1055 | float returnMass = 0; | ||
1056 | float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f; | ||
1057 | float hollowVolume = hollowAmount * hollowAmount; | ||
1058 | |||
1059 | switch (_pbs.ProfileShape) | ||
1060 | { | ||
1061 | case ProfileShape.Square: | ||
1062 | // default box | ||
1063 | |||
1064 | if (_pbs.PathCurve == (byte)Extrusion.Straight) | ||
1065 | { | ||
1066 | if (hollowAmount > 0.0) | ||
1067 | { | ||
1068 | switch (_pbs.HollowShape) | ||
1069 | { | ||
1070 | case HollowShape.Square: | ||
1071 | case HollowShape.Same: | ||
1072 | break; | ||
1073 | |||
1074 | case HollowShape.Circle: | ||
1075 | |||
1076 | hollowVolume *= 0.78539816339f; | ||
1077 | break; | ||
1078 | |||
1079 | case HollowShape.Triangle: | ||
1080 | |||
1081 | hollowVolume *= (0.5f * .5f); | ||
1082 | break; | ||
1083 | |||
1084 | default: | ||
1085 | hollowVolume = 0; | ||
1086 | break; | ||
1087 | } | ||
1088 | volume *= (1.0f - hollowVolume); | ||
1089 | } | ||
1090 | } | ||
1091 | |||
1092 | else if (_pbs.PathCurve == (byte)Extrusion.Curve1) | ||
1093 | { | ||
1094 | //a tube | ||
1095 | |||
1096 | volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX); | ||
1097 | tmp = 1.0f - 2.0e-2f * (float)(200 - _pbs.PathScaleY); | ||
1098 | volume -= volume * tmp * tmp; | ||
1099 | |||
1100 | if (hollowAmount > 0.0) | ||
1101 | { | ||
1102 | hollowVolume *= hollowAmount; | ||
1103 | |||
1104 | switch (_pbs.HollowShape) | ||
1105 | { | ||
1106 | case HollowShape.Square: | ||
1107 | case HollowShape.Same: | ||
1108 | break; | ||
1109 | |||
1110 | case HollowShape.Circle: | ||
1111 | hollowVolume *= 0.78539816339f; ; | ||
1112 | break; | ||
1113 | |||
1114 | case HollowShape.Triangle: | ||
1115 | hollowVolume *= 0.5f * 0.5f; | ||
1116 | break; | ||
1117 | default: | ||
1118 | hollowVolume = 0; | ||
1119 | break; | ||
1120 | } | ||
1121 | volume *= (1.0f - hollowVolume); | ||
1122 | } | ||
1123 | } | ||
1124 | |||
1125 | break; | ||
1126 | |||
1127 | case ProfileShape.Circle: | ||
1128 | |||
1129 | if (_pbs.PathCurve == (byte)Extrusion.Straight) | ||
1130 | { | ||
1131 | volume *= 0.78539816339f; // elipse base | ||
1132 | |||
1133 | if (hollowAmount > 0.0) | ||
1134 | { | ||
1135 | switch (_pbs.HollowShape) | ||
1136 | { | ||
1137 | case HollowShape.Same: | ||
1138 | case HollowShape.Circle: | ||
1139 | break; | ||
1140 | |||
1141 | case HollowShape.Square: | ||
1142 | hollowVolume *= 0.5f * 2.5984480504799f; | ||
1143 | break; | ||
1144 | |||
1145 | case HollowShape.Triangle: | ||
1146 | hollowVolume *= .5f * 1.27323954473516f; | ||
1147 | break; | ||
1148 | |||
1149 | default: | ||
1150 | hollowVolume = 0; | ||
1151 | break; | ||
1152 | } | ||
1153 | volume *= (1.0f - hollowVolume); | ||
1154 | } | ||
1155 | } | ||
1156 | |||
1157 | else if (_pbs.PathCurve == (byte)Extrusion.Curve1) | ||
1158 | { | ||
1159 | volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX); | ||
1160 | tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY); | ||
1161 | volume *= (1.0f - tmp * tmp); | ||
1162 | |||
1163 | if (hollowAmount > 0.0) | ||
1164 | { | ||
1165 | |||
1166 | // calculate the hollow volume by it's shape compared to the prim shape | ||
1167 | hollowVolume *= hollowAmount; | ||
1168 | |||
1169 | switch (_pbs.HollowShape) | ||
1170 | { | ||
1171 | case HollowShape.Same: | ||
1172 | case HollowShape.Circle: | ||
1173 | break; | ||
1174 | |||
1175 | case HollowShape.Square: | ||
1176 | hollowVolume *= 0.5f * 2.5984480504799f; | ||
1177 | break; | ||
1178 | |||
1179 | case HollowShape.Triangle: | ||
1180 | hollowVolume *= .5f * 1.27323954473516f; | ||
1181 | break; | ||
1182 | |||
1183 | default: | ||
1184 | hollowVolume = 0; | ||
1185 | break; | ||
1186 | } | ||
1187 | volume *= (1.0f - hollowVolume); | ||
1188 | } | ||
1189 | } | ||
1190 | break; | ||
1191 | |||
1192 | case ProfileShape.HalfCircle: | ||
1193 | if (_pbs.PathCurve == (byte)Extrusion.Curve1) | ||
1194 | { | ||
1195 | volume *= 0.52359877559829887307710723054658f; | ||
1196 | } | ||
1197 | break; | ||
1198 | |||
1199 | case ProfileShape.EquilateralTriangle: | ||
1200 | |||
1201 | if (_pbs.PathCurve == (byte)Extrusion.Straight) | ||
1202 | { | ||
1203 | volume *= 0.32475953f; | ||
1204 | |||
1205 | if (hollowAmount > 0.0) | ||
1206 | { | ||
1207 | |||
1208 | // calculate the hollow volume by it's shape compared to the prim shape | ||
1209 | switch (_pbs.HollowShape) | ||
1210 | { | ||
1211 | case HollowShape.Same: | ||
1212 | case HollowShape.Triangle: | ||
1213 | hollowVolume *= .25f; | ||
1214 | break; | ||
1215 | |||
1216 | case HollowShape.Square: | ||
1217 | hollowVolume *= 0.499849f * 3.07920140172638f; | ||
1218 | break; | ||
1219 | |||
1220 | case HollowShape.Circle: | ||
1221 | // Hollow shape is a perfect cyllinder in respect to the cube's scale | ||
1222 | // Cyllinder hollow volume calculation | ||
1223 | |||
1224 | hollowVolume *= 0.1963495f * 3.07920140172638f; | ||
1225 | break; | ||
1226 | |||
1227 | default: | ||
1228 | hollowVolume = 0; | ||
1229 | break; | ||
1230 | } | ||
1231 | volume *= (1.0f - hollowVolume); | ||
1232 | } | ||
1233 | } | ||
1234 | else if (_pbs.PathCurve == (byte)Extrusion.Curve1) | ||
1235 | { | ||
1236 | volume *= 0.32475953f; | ||
1237 | volume *= 0.01f * (float)(200 - _pbs.PathScaleX); | ||
1238 | tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY); | ||
1239 | volume *= (1.0f - tmp * tmp); | ||
1240 | |||
1241 | if (hollowAmount > 0.0) | ||
1242 | { | ||
1243 | |||
1244 | hollowVolume *= hollowAmount; | ||
1245 | |||
1246 | switch (_pbs.HollowShape) | ||
1247 | { | ||
1248 | case HollowShape.Same: | ||
1249 | case HollowShape.Triangle: | ||
1250 | hollowVolume *= .25f; | ||
1251 | break; | ||
1252 | |||
1253 | case HollowShape.Square: | ||
1254 | hollowVolume *= 0.499849f * 3.07920140172638f; | ||
1255 | break; | ||
1256 | |||
1257 | case HollowShape.Circle: | ||
1258 | |||
1259 | hollowVolume *= 0.1963495f * 3.07920140172638f; | ||
1260 | break; | ||
1261 | |||
1262 | default: | ||
1263 | hollowVolume = 0; | ||
1264 | break; | ||
1265 | } | ||
1266 | volume *= (1.0f - hollowVolume); | ||
1267 | } | ||
1268 | } | ||
1269 | break; | ||
1270 | |||
1271 | default: | ||
1272 | break; | ||
1273 | } | ||
1274 | |||
1275 | |||
1276 | |||
1277 | float taperX1; | ||
1278 | float taperY1; | ||
1279 | float taperX; | ||
1280 | float taperY; | ||
1281 | float pathBegin; | ||
1282 | float pathEnd; | ||
1283 | float profileBegin; | ||
1284 | float profileEnd; | ||
1285 | |||
1286 | if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible) | ||
1287 | { | ||
1288 | taperX1 = _pbs.PathScaleX * 0.01f; | ||
1289 | if (taperX1 > 1.0f) | ||
1290 | taperX1 = 2.0f - taperX1; | ||
1291 | taperX = 1.0f - taperX1; | ||
1292 | |||
1293 | taperY1 = _pbs.PathScaleY * 0.01f; | ||
1294 | if (taperY1 > 1.0f) | ||
1295 | taperY1 = 2.0f - taperY1; | ||
1296 | taperY = 1.0f - taperY1; | ||
1297 | } | ||
1298 | else | ||
1299 | { | ||
1300 | taperX = _pbs.PathTaperX * 0.01f; | ||
1301 | if (taperX < 0.0f) | ||
1302 | taperX = -taperX; | ||
1303 | taperX1 = 1.0f - taperX; | ||
1304 | |||
1305 | taperY = _pbs.PathTaperY * 0.01f; | ||
1306 | if (taperY < 0.0f) | ||
1307 | taperY = -taperY; | ||
1308 | taperY1 = 1.0f - taperY; | ||
1309 | |||
1310 | } | ||
1311 | |||
1312 | |||
1313 | volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY); | ||
1314 | |||
1315 | pathBegin = (float)_pbs.PathBegin * 2.0e-5f; | ||
1316 | pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f; | ||
1317 | volume *= (pathEnd - pathBegin); | ||
1318 | |||
1319 | // this is crude aproximation | ||
1320 | profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f; | ||
1321 | profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f; | ||
1322 | volume *= (profileEnd - profileBegin); | ||
1323 | |||
1324 | returnMass = m_density * volume; | ||
1325 | |||
1326 | if (returnMass <= 0) | ||
1327 | returnMass = 0.0001f;//ckrinke: Mass must be greater then zero. | ||
1328 | // else if (returnMass > _parent_scene.maximumMassObject) | ||
1329 | // returnMass = _parent_scene.maximumMassObject; | ||
1330 | |||
1331 | |||
1332 | |||
1333 | m_primMass = returnMass; | ||
1334 | if (m_primMass > _parent_scene.maximumMassObject) | ||
1335 | m_primMass = _parent_scene.maximumMassObject; | ||
1336 | |||
1337 | // Recursively calculate mass | ||
1338 | bool HasChildPrim = false; | ||
1339 | lock (childrenPrim) | ||
1340 | { | ||
1341 | if (childrenPrim.Count > 0) | ||
1342 | { | ||
1343 | HasChildPrim = true; | ||
1344 | } | ||
1345 | |||
1346 | } | ||
1347 | if (HasChildPrim) | ||
1348 | { | ||
1349 | OdePrim[] childPrimArr = new OdePrim[0]; | ||
1350 | |||
1351 | lock (childrenPrim) | ||
1352 | childPrimArr = childrenPrim.ToArray(); | ||
1353 | |||
1354 | for (int i = 0; i < childPrimArr.Length; i++) | ||
1355 | { | ||
1356 | if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove) | ||
1357 | returnMass += childPrimArr[i].CalculateMass(); | ||
1358 | // failsafe, this shouldn't happen but with OpenSim, you never know :) | ||
1359 | if (i > 256) | ||
1360 | break; | ||
1361 | } | ||
1362 | } | ||
1363 | if (returnMass > _parent_scene.maximumMassObject) | ||
1364 | returnMass = _parent_scene.maximumMassObject; | ||
1365 | return returnMass; | ||
1366 | }// end CalculateMass | ||
1367 | |||
1368 | #endregion | ||
1369 | |||
1370 | public void setMass() | ||
1371 | { | ||
1372 | if (Body != (IntPtr)0) | ||
1373 | { | ||
1374 | float newmass = CalculateMass(); | ||
1375 | |||
1376 | //m_log.Info("[PHYSICS]: New Mass: " + newmass.ToString()); | ||
1377 | |||
1378 | d.MassSetBoxTotal(out pMass, newmass, _size.X, _size.Y, _size.Z); | ||
1379 | d.BodySetMass(Body, ref pMass); | ||
1380 | } | ||
1381 | } | ||
1382 | |||
1383 | |||
1384 | private void UpdateDataFromGeom() | ||
1385 | { | ||
1386 | if (prim_geom != IntPtr.Zero) | ||
1387 | { | ||
1388 | d.Quaternion qtmp; | ||
1389 | d.GeomCopyQuaternion(prim_geom, out qtmp); | ||
1390 | _orientation.W = qtmp.W; | ||
1391 | _orientation.X = qtmp.X; | ||
1392 | _orientation.Y = qtmp.Y; | ||
1393 | _orientation.Z = qtmp.Z; | ||
1394 | |||
1395 | d.Vector3 lpos = d.GeomGetPosition(prim_geom); | ||
1396 | _position.X = lpos.X; | ||
1397 | _position.Y = lpos.Y; | ||
1398 | _position.Z = lpos.Z; | ||
1399 | } | ||
1400 | } | ||
1401 | |||
1402 | public void disableBody() | ||
1403 | { | ||
1404 | //this kills the body so things like 'mesh' can re-create it. | ||
1405 | lock (this) | ||
1406 | { | ||
1407 | if (!childPrim) | ||
1408 | { | ||
1409 | if (Body != IntPtr.Zero) | ||
1410 | { | ||
1411 | _parent_scene.remActivePrim(this); | ||
1412 | m_collisionCategories &= ~CollisionCategories.Body; | ||
1413 | m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land); | ||
1414 | |||
1415 | if (prim_geom != IntPtr.Zero) | ||
1416 | { | ||
1417 | if (m_NoColide) | ||
1418 | { | ||
1419 | d.GeomSetCategoryBits(prim_geom, 0); | ||
1420 | d.GeomSetCollideBits(prim_geom, 0); | ||
1421 | d.GeomDisable(prim_geom); | ||
1422 | } | ||
1423 | else | ||
1424 | { | ||
1425 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | ||
1426 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
1427 | } | ||
1428 | } | ||
1429 | |||
1430 | UpdateDataFromGeom(); | ||
1431 | |||
1432 | lock (childrenPrim) | ||
1433 | { | ||
1434 | if (childrenPrim.Count > 0) | ||
1435 | { | ||
1436 | foreach (OdePrim prm in childrenPrim) | ||
1437 | { | ||
1438 | if (prm.prim_geom != IntPtr.Zero) | ||
1439 | { | ||
1440 | if (prm.m_NoColide) | ||
1441 | { | ||
1442 | d.GeomSetCategoryBits(prm.prim_geom, 0); | ||
1443 | d.GeomSetCollideBits(prm.prim_geom, 0); | ||
1444 | d.GeomDisable(prm.prim_geom); | ||
1445 | |||
1446 | } | ||
1447 | prm.UpdateDataFromGeom(); | ||
1448 | } | ||
1449 | _parent_scene.remActivePrim(prm); | ||
1450 | prm.Body = IntPtr.Zero; | ||
1451 | } | ||
1452 | } | ||
1453 | } | ||
1454 | d.BodyDestroy(Body); | ||
1455 | Body = IntPtr.Zero; | ||
1456 | } | ||
1457 | } | ||
1458 | else | ||
1459 | { | ||
1460 | _parent_scene.remActivePrim(this); | ||
1461 | |||
1462 | m_collisionCategories &= ~CollisionCategories.Body; | ||
1463 | m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land); | ||
1464 | |||
1465 | if (prim_geom != IntPtr.Zero) | ||
1466 | { | ||
1467 | if (m_NoColide) | ||
1468 | { | ||
1469 | d.GeomSetCategoryBits(prim_geom, 0); | ||
1470 | d.GeomSetCollideBits(prim_geom, 0); | ||
1471 | d.GeomDisable(prim_geom); | ||
1472 | } | ||
1473 | else | ||
1474 | { | ||
1475 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | ||
1476 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
1477 | } | ||
1478 | } | ||
1479 | |||
1480 | Body = IntPtr.Zero; | ||
1481 | } | ||
1482 | } | ||
1483 | m_disabled = true; | ||
1484 | m_collisionscore = 0; | ||
1485 | } | ||
1486 | |||
1487 | // private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>(); | ||
1488 | |||
1489 | public bool setMesh(OdeScene parent_scene, IMesh mesh) | ||
1490 | { | ||
1491 | //Kill Body so that mesh can re-make the geom | ||
1492 | if (IsPhysical && Body != IntPtr.Zero) | ||
1493 | { | ||
1494 | if (childPrim) | ||
1495 | { | ||
1496 | if (_parent != null) | ||
1497 | { | ||
1498 | OdePrim parent = (OdePrim)_parent; | ||
1499 | parent.ChildDelink(this); | ||
1500 | } | ||
1501 | } | ||
1502 | else | ||
1503 | { | ||
1504 | disableBody(); | ||
1505 | } | ||
1506 | } | ||
1507 | |||
1508 | IntPtr vertices, indices; | ||
1509 | int vertexCount, indexCount; | ||
1510 | int vertexStride, triStride; | ||
1511 | mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap | ||
1512 | mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage | ||
1513 | |||
1514 | // warning this destroys the mesh for eventual future use. Only pinned float arrays stay valid | ||
1515 | mesh.releaseSourceMeshData(); // free up the original mesh data to save memory | ||
1516 | |||
1517 | if (vertexCount == 0 || indexCount == 0) | ||
1518 | { | ||
1519 | m_log.WarnFormat("[PHYSICS]: Got invalid mesh on prim {0} at <{1},{2},{3}>. mesh UUID {4}", Name, _position.X, _position.Y, _position.Z, _pbs.SculptTexture.ToString()); | ||
1520 | return false; | ||
1521 | } | ||
1522 | |||
1523 | IntPtr geo = IntPtr.Zero; | ||
1524 | try | ||
1525 | { | ||
1526 | _triMeshData = d.GeomTriMeshDataCreate(); | ||
1527 | d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride); | ||
1528 | d.GeomTriMeshDataPreprocess(_triMeshData); | ||
1529 | |||
1530 | _parent_scene.waitForSpaceUnlock(m_targetSpace); | ||
1531 | |||
1532 | geo = d.CreateTriMesh(m_targetSpace, _triMeshData, null, null, null); | ||
1533 | } | ||
1534 | catch (Exception e) | ||
1535 | { | ||
1536 | m_log.ErrorFormat("[PHYSICS]: Create trimesh failed on prim {0} : {1}",Name,e.Message); | ||
1537 | |||
1538 | if (_triMeshData != IntPtr.Zero) | ||
1539 | { | ||
1540 | d.GeomTriMeshDataDestroy(_triMeshData); | ||
1541 | _triMeshData = IntPtr.Zero; | ||
1542 | } | ||
1543 | return false; | ||
1544 | } | ||
1545 | |||
1546 | SetGeom(geo); | ||
1547 | |||
1548 | return true; | ||
1549 | } | ||
1550 | |||
1551 | public void ProcessTaints(float timestep) //============================================================================= | ||
1552 | { | ||
1553 | if (m_taintadd) | ||
1554 | { | ||
1555 | changeadd(timestep); | ||
1556 | } | ||
1557 | |||
1558 | if (m_taintremove) | ||
1559 | return; | ||
1560 | |||
1561 | if (prim_geom != IntPtr.Zero) | ||
1562 | { | ||
1563 | if (!_position.ApproxEquals(m_taintposition, 0f)) | ||
1564 | { | ||
1565 | changemove(timestep); | ||
1566 | } | ||
1567 | if (m_taintrot != _orientation) | ||
1568 | { | ||
1569 | if (childPrim && IsPhysical) // For physical child prim... | ||
1570 | { | ||
1571 | rotate(timestep); | ||
1572 | // KF: ODE will also rotate the parent prim! | ||
1573 | // so rotate the root back to where it was | ||
1574 | OdePrim parent = (OdePrim)_parent; | ||
1575 | parent.rotate(timestep); | ||
1576 | } | ||
1577 | else | ||
1578 | { | ||
1579 | //Just rotate the prim | ||
1580 | rotate(timestep); | ||
1581 | } | ||
1582 | } | ||
1583 | // | ||
1584 | if (m_taintphantom != m_isphantom ) | ||
1585 | { | ||
1586 | changePhantomStatus(); | ||
1587 | }// | ||
1588 | |||
1589 | if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent)) | ||
1590 | { | ||
1591 | changePhysicsStatus(timestep); | ||
1592 | }// | ||
1593 | |||
1594 | |||
1595 | if (!_size.ApproxEquals(m_taintsize, 0f)) | ||
1596 | changesize(timestep); | ||
1597 | // | ||
1598 | |||
1599 | if(m_taintshapetype != m_shapetype) | ||
1600 | { | ||
1601 | m_shapetype = m_taintshapetype; | ||
1602 | changeshape(timestep); | ||
1603 | } | ||
1604 | |||
1605 | if (m_taintshape) | ||
1606 | changeshape(timestep); | ||
1607 | // | ||
1608 | |||
1609 | if (m_taintforce) | ||
1610 | changeAddForce(timestep); | ||
1611 | |||
1612 | if (m_taintaddangularforce) | ||
1613 | changeAddAngularForce(timestep); | ||
1614 | |||
1615 | if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f)) | ||
1616 | changeSetTorque(timestep); | ||
1617 | |||
1618 | if (m_taintdisable) | ||
1619 | changedisable(timestep); | ||
1620 | |||
1621 | if (m_taintselected != m_isSelected) | ||
1622 | changeSelectedStatus(); | ||
1623 | |||
1624 | if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f)) | ||
1625 | changevelocity(timestep); | ||
1626 | |||
1627 | if (m_taintparent != _parent) | ||
1628 | changelink(timestep); | ||
1629 | |||
1630 | if (m_taintCollidesWater != m_collidesWater) | ||
1631 | changefloatonwater(timestep); | ||
1632 | |||
1633 | if (m_taintvehicledata != null) | ||
1634 | DoSetVehicle(); | ||
1635 | |||
1636 | /* obsolete | ||
1637 | if (!m_angularLock.ApproxEquals(m_taintAngularLock,0f)) | ||
1638 | changeAngularLock(timestep); | ||
1639 | */ | ||
1640 | } | ||
1641 | |||
1642 | else | ||
1643 | { | ||
1644 | m_log.Error("[PHYSICS]: prim {0} at <{1},{2},{3}> as invalid geom"); | ||
1645 | |||
1646 | // not sure this will not flame... | ||
1647 | m_taintremove = true; | ||
1648 | _parent_scene.AddPhysicsActorTaint(this); | ||
1649 | } | ||
1650 | |||
1651 | } | ||
1652 | |||
1653 | private void changelink(float timestep) | ||
1654 | { | ||
1655 | // If the newly set parent is not null | ||
1656 | // create link | ||
1657 | if (_parent == null && m_taintparent != null) | ||
1658 | { | ||
1659 | if (m_taintparent.PhysicsActorType == (int)ActorTypes.Prim) | ||
1660 | { | ||
1661 | OdePrim obj = (OdePrim)m_taintparent; | ||
1662 | obj.ParentPrim(this); | ||
1663 | } | ||
1664 | } | ||
1665 | // If the newly set parent is null | ||
1666 | // destroy link | ||
1667 | else if (_parent != null && m_taintparent == null) | ||
1668 | { | ||
1669 | if (_parent is OdePrim) | ||
1670 | { | ||
1671 | OdePrim obj = (OdePrim)_parent; | ||
1672 | obj.ChildDelink(this); | ||
1673 | childPrim = false; | ||
1674 | } | ||
1675 | } | ||
1676 | |||
1677 | _parent = m_taintparent; | ||
1678 | m_taintPhysics = m_isphysical; | ||
1679 | } | ||
1680 | |||
1681 | // I'm the parent | ||
1682 | // prim is the child | ||
1683 | public void ParentPrim(OdePrim prim) | ||
1684 | { | ||
1685 | if (this.m_localID != prim.m_localID) | ||
1686 | { | ||
1687 | if (Body == IntPtr.Zero) | ||
1688 | { | ||
1689 | Body = d.BodyCreate(_parent_scene.world); | ||
1690 | // disconnect from world gravity so we can apply buoyancy | ||
1691 | d.BodySetGravityMode(Body, false); | ||
1692 | |||
1693 | setMass(); | ||
1694 | } | ||
1695 | if (Body != IntPtr.Zero) | ||
1696 | { | ||
1697 | lock (childrenPrim) | ||
1698 | { | ||
1699 | if (!childrenPrim.Contains(prim)) | ||
1700 | { | ||
1701 | childrenPrim.Add(prim); | ||
1702 | |||
1703 | foreach (OdePrim prm in childrenPrim) | ||
1704 | { | ||
1705 | d.Mass m2; | ||
1706 | d.MassSetZero(out m2); | ||
1707 | d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z); | ||
1708 | |||
1709 | |||
1710 | d.Quaternion quat = new d.Quaternion(); | ||
1711 | quat.W = prm._orientation.W; | ||
1712 | quat.X = prm._orientation.X; | ||
1713 | quat.Y = prm._orientation.Y; | ||
1714 | quat.Z = prm._orientation.Z; | ||
1715 | |||
1716 | d.Matrix3 mat = new d.Matrix3(); | ||
1717 | d.RfromQ(out mat, ref quat); | ||
1718 | d.MassRotate(ref m2, ref mat); | ||
1719 | d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z); | ||
1720 | d.MassAdd(ref pMass, ref m2); | ||
1721 | } | ||
1722 | foreach (OdePrim prm in childrenPrim) | ||
1723 | { | ||
1724 | if (m_isphantom && !prm.m_isVolumeDetect) | ||
1725 | { | ||
1726 | prm.m_collisionCategories = 0; | ||
1727 | prm.m_collisionFlags = CollisionCategories.Land; | ||
1728 | } | ||
1729 | else | ||
1730 | { | ||
1731 | prm.m_collisionCategories |= CollisionCategories.Body; | ||
1732 | prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); | ||
1733 | } | ||
1734 | if (prm.prim_geom == IntPtr.Zero) | ||
1735 | { | ||
1736 | m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements. No geom yet"); | ||
1737 | continue; | ||
1738 | } | ||
1739 | |||
1740 | if (prm.m_NoColide) | ||
1741 | { | ||
1742 | d.GeomSetCategoryBits(prm.prim_geom, 0); | ||
1743 | d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land); | ||
1744 | } | ||
1745 | else | ||
1746 | { | ||
1747 | d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories); | ||
1748 | d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags); | ||
1749 | } | ||
1750 | |||
1751 | d.Quaternion quat = new d.Quaternion(); | ||
1752 | quat.W = prm._orientation.W; | ||
1753 | quat.X = prm._orientation.X; | ||
1754 | quat.Y = prm._orientation.Y; | ||
1755 | quat.Z = prm._orientation.Z; | ||
1756 | |||
1757 | d.Matrix3 mat = new d.Matrix3(); | ||
1758 | d.RfromQ(out mat, ref quat); | ||
1759 | if (Body != IntPtr.Zero) | ||
1760 | { | ||
1761 | d.GeomSetBody(prm.prim_geom, Body); | ||
1762 | prm.childPrim = true; | ||
1763 | d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X, prm.Position.Y, prm.Position.Z); | ||
1764 | //d.GeomSetOffsetPosition(prim.prim_geom, | ||
1765 | // (Position.X - prm.Position.X) - pMass.c.X, | ||
1766 | // (Position.Y - prm.Position.Y) - pMass.c.Y, | ||
1767 | // (Position.Z - prm.Position.Z) - pMass.c.Z); | ||
1768 | d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat); | ||
1769 | //d.GeomSetOffsetRotation(prm.prim_geom, ref mat); | ||
1770 | d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z); | ||
1771 | d.BodySetMass(Body, ref pMass); | ||
1772 | } | ||
1773 | else | ||
1774 | { | ||
1775 | m_log.Debug("[PHYSICS]:I ain't got no boooooooooddy, no body"); | ||
1776 | } | ||
1777 | |||
1778 | prm.m_interpenetrationcount = 0; | ||
1779 | prm.m_collisionscore = 0; | ||
1780 | prm.m_disabled = false; | ||
1781 | |||
1782 | prm.Body = Body; | ||
1783 | |||
1784 | _parent_scene.addActivePrim(prm); | ||
1785 | } | ||
1786 | |||
1787 | if (m_isphantom && !m_isVolumeDetect) | ||
1788 | { | ||
1789 | m_collisionCategories = 0; | ||
1790 | m_collisionFlags = CollisionCategories.Land; | ||
1791 | } | ||
1792 | else | ||
1793 | { | ||
1794 | m_collisionCategories |= CollisionCategories.Body; | ||
1795 | m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); | ||
1796 | } | ||
1797 | |||
1798 | if (m_NoColide) | ||
1799 | { | ||
1800 | d.GeomSetCategoryBits(prim_geom, 0); | ||
1801 | d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land); | ||
1802 | } | ||
1803 | else | ||
1804 | { | ||
1805 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | ||
1806 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
1807 | } | ||
1808 | |||
1809 | d.Quaternion quat2 = new d.Quaternion(); | ||
1810 | quat2.W = _orientation.W; | ||
1811 | quat2.X = _orientation.X; | ||
1812 | quat2.Y = _orientation.Y; | ||
1813 | quat2.Z = _orientation.Z; | ||
1814 | |||
1815 | d.Matrix3 mat2 = new d.Matrix3(); | ||
1816 | d.RfromQ(out mat2, ref quat2); | ||
1817 | d.GeomSetBody(prim_geom, Body); | ||
1818 | d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z); | ||
1819 | //d.GeomSetOffsetPosition(prim.prim_geom, | ||
1820 | // (Position.X - prm.Position.X) - pMass.c.X, | ||
1821 | // (Position.Y - prm.Position.Y) - pMass.c.Y, | ||
1822 | // (Position.Z - prm.Position.Z) - pMass.c.Z); | ||
1823 | //d.GeomSetOffsetRotation(prim_geom, ref mat2); | ||
1824 | d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z); | ||
1825 | d.BodySetMass(Body, ref pMass); | ||
1826 | |||
1827 | d.BodySetAutoDisableFlag(Body, true); | ||
1828 | d.BodySetAutoDisableSteps(Body, body_autodisable_frames); | ||
1829 | |||
1830 | m_interpenetrationcount = 0; | ||
1831 | m_collisionscore = 0; | ||
1832 | m_disabled = false; | ||
1833 | |||
1834 | d.BodySetPosition(Body, Position.X, Position.Y, Position.Z); | ||
1835 | if (m_type != Vehicle.TYPE_NONE) Enable(Body, _parent_scene); | ||
1836 | |||
1837 | _parent_scene.addActivePrim(this); | ||
1838 | } | ||
1839 | } | ||
1840 | } | ||
1841 | } | ||
1842 | } | ||
1843 | |||
1844 | private void ChildSetGeom(OdePrim odePrim) | ||
1845 | { | ||
1846 | lock (childrenPrim) | ||
1847 | { | ||
1848 | foreach (OdePrim prm in childrenPrim) | ||
1849 | { | ||
1850 | prm.disableBody(); | ||
1851 | } | ||
1852 | } | ||
1853 | disableBody(); | ||
1854 | |||
1855 | if (Body != IntPtr.Zero) | ||
1856 | { | ||
1857 | _parent_scene.remActivePrim(this); | ||
1858 | } | ||
1859 | |||
1860 | lock (childrenPrim) | ||
1861 | { | ||
1862 | foreach (OdePrim prm in childrenPrim) | ||
1863 | { | ||
1864 | ParentPrim(prm); | ||
1865 | } | ||
1866 | } | ||
1867 | } | ||
1868 | |||
1869 | private void ChildDelink(OdePrim odePrim) | ||
1870 | { | ||
1871 | // Okay, we have a delinked child.. need to rebuild the body. | ||
1872 | lock (childrenPrim) | ||
1873 | { | ||
1874 | foreach (OdePrim prm in childrenPrim) | ||
1875 | { | ||
1876 | prm.childPrim = true; | ||
1877 | prm.disableBody(); | ||
1878 | } | ||
1879 | } | ||
1880 | disableBody(); | ||
1881 | |||
1882 | lock (childrenPrim) | ||
1883 | { | ||
1884 | childrenPrim.Remove(odePrim); | ||
1885 | } | ||
1886 | |||
1887 | if (Body != IntPtr.Zero) | ||
1888 | { | ||
1889 | _parent_scene.remActivePrim(this); | ||
1890 | } | ||
1891 | |||
1892 | lock (childrenPrim) | ||
1893 | { | ||
1894 | foreach (OdePrim prm in childrenPrim) | ||
1895 | { | ||
1896 | ParentPrim(prm); | ||
1897 | } | ||
1898 | } | ||
1899 | } | ||
1900 | |||
1901 | private void changePhantomStatus() | ||
1902 | { | ||
1903 | m_taintphantom = m_isphantom; | ||
1904 | changeSelectedStatus(); | ||
1905 | } | ||
1906 | |||
1907 | /* not in use | ||
1908 | private void SetCollider() | ||
1909 | { | ||
1910 | SetCollider(m_isSelected, m_isphysical, m_isphantom, m_isSelected); | ||
1911 | } | ||
1912 | |||
1913 | private void SetCollider(bool sel, bool phys, bool phan, bool vdtc) | ||
1914 | { | ||
1915 | if (sel) | ||
1916 | { | ||
1917 | m_collisionCategories = CollisionCategories.Selected; | ||
1918 | m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space); | ||
1919 | } | ||
1920 | else | ||
1921 | { | ||
1922 | if (phan && !vdtc) | ||
1923 | { | ||
1924 | m_collisionCategories = 0; | ||
1925 | if (phys) | ||
1926 | m_collisionFlags = CollisionCategories.Land; | ||
1927 | else | ||
1928 | m_collisionFlags = 0; // this case should not happen non physical phantoms should not have physics | ||
1929 | } | ||
1930 | else | ||
1931 | { | ||
1932 | m_collisionCategories = CollisionCategories.Geom; | ||
1933 | if (phys) | ||
1934 | m_collisionCategories |= CollisionCategories.Body; | ||
1935 | |||
1936 | m_collisionFlags = m_default_collisionFlags; | ||
1937 | |||
1938 | if (m_collidesLand) | ||
1939 | m_collisionFlags |= CollisionCategories.Land; | ||
1940 | if (m_collidesWater) | ||
1941 | m_collisionFlags |= CollisionCategories.Water; | ||
1942 | } | ||
1943 | } | ||
1944 | |||
1945 | if (prim_geom != IntPtr.Zero) | ||
1946 | { | ||
1947 | if (m_NoColide) | ||
1948 | { | ||
1949 | d.GeomSetCategoryBits(prim_geom, 0); | ||
1950 | if (phys) | ||
1951 | d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land); | ||
1952 | else | ||
1953 | { | ||
1954 | d.GeomSetCollideBits(prim_geom, 0); | ||
1955 | d.GeomDisable(prim_geom); | ||
1956 | } | ||
1957 | } | ||
1958 | else | ||
1959 | { | ||
1960 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | ||
1961 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
1962 | } | ||
1963 | } | ||
1964 | } | ||
1965 | */ | ||
1966 | |||
1967 | private void changeSelectedStatus() | ||
1968 | { | ||
1969 | if (m_taintselected) | ||
1970 | { | ||
1971 | m_collisionCategories = CollisionCategories.Selected; | ||
1972 | m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space); | ||
1973 | |||
1974 | // We do the body disable soft twice because 'in theory' a collision could have happened | ||
1975 | // in between the disabling and the collision properties setting | ||
1976 | // which would wake the physical body up from a soft disabling and potentially cause it to fall | ||
1977 | // through the ground. | ||
1978 | |||
1979 | // NOTE FOR JOINTS: this doesn't always work for jointed assemblies because if you select | ||
1980 | // just one part of the assembly, the rest of the assembly is non-selected and still simulating, | ||
1981 | // so that causes the selected part to wake up and continue moving. | ||
1982 | |||
1983 | // even if you select all parts of a jointed assembly, it is not guaranteed that the entire | ||
1984 | // assembly will stop simulating during the selection, because of the lack of atomicity | ||
1985 | // of select operations (their processing could be interrupted by a thread switch, causing | ||
1986 | // simulation to continue before all of the selected object notifications trickle down to | ||
1987 | // the physics engine). | ||
1988 | |||
1989 | // e.g. we select 100 prims that are connected by joints. non-atomically, the first 50 are | ||
1990 | // selected and disabled. then, due to a thread switch, the selection processing is | ||
1991 | // interrupted and the physics engine continues to simulate, so the last 50 items, whose | ||
1992 | // selection was not yet processed, continues to simulate. this wakes up ALL of the | ||
1993 | // first 50 again. then the last 50 are disabled. then the first 50, which were just woken | ||
1994 | // up, start simulating again, which in turn wakes up the last 50. | ||
1995 | |||
1996 | if (m_isphysical) | ||
1997 | { | ||
1998 | disableBodySoft(); | ||
1999 | } | ||
2000 | |||
2001 | if (prim_geom != IntPtr.Zero) | ||
2002 | { | ||
2003 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | ||
2004 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
2005 | if (m_NoColide) | ||
2006 | d.GeomDisable(prim_geom); | ||
2007 | } | ||
2008 | |||
2009 | if (m_isphysical) | ||
2010 | { | ||
2011 | disableBodySoft(); | ||
2012 | } | ||
2013 | if (Body != IntPtr.Zero) | ||
2014 | { | ||
2015 | d.BodySetLinearVel(Body, 0f, 0f, 0f); | ||
2016 | d.BodySetForce(Body, 0f, 0f, 0f); | ||
2017 | d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f); | ||
2018 | d.BodySetTorque(Body, 0.0f, 0.0f, 0.0f); | ||
2019 | } | ||
2020 | } | ||
2021 | else | ||
2022 | { | ||
2023 | if (m_isphantom && !m_isVolumeDetect) | ||
2024 | { | ||
2025 | m_collisionCategories = 0; | ||
2026 | if (m_isphysical) | ||
2027 | m_collisionFlags = CollisionCategories.Land; | ||
2028 | else | ||
2029 | m_collisionFlags = 0; // this case should not happen non physical phantoms should not have physics | ||
2030 | } | ||
2031 | else | ||
2032 | { | ||
2033 | m_collisionCategories = CollisionCategories.Geom; | ||
2034 | if (m_isphysical) | ||
2035 | m_collisionCategories |= CollisionCategories.Body; | ||
2036 | |||
2037 | m_collisionFlags = m_default_collisionFlags; | ||
2038 | |||
2039 | if (m_collidesLand) | ||
2040 | m_collisionFlags |= CollisionCategories.Land; | ||
2041 | if (m_collidesWater) | ||
2042 | m_collisionFlags |= CollisionCategories.Water; | ||
2043 | } | ||
2044 | |||
2045 | if (prim_geom != IntPtr.Zero) | ||
2046 | { | ||
2047 | if (m_NoColide) | ||
2048 | { | ||
2049 | d.GeomSetCategoryBits(prim_geom, 0); | ||
2050 | if (m_isphysical) | ||
2051 | d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land); | ||
2052 | else | ||
2053 | { | ||
2054 | d.GeomSetCollideBits(prim_geom, 0); | ||
2055 | d.GeomDisable(prim_geom); | ||
2056 | } | ||
2057 | } | ||
2058 | else | ||
2059 | { | ||
2060 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | ||
2061 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
2062 | } | ||
2063 | } | ||
2064 | if (Body != IntPtr.Zero) | ||
2065 | { | ||
2066 | d.BodySetLinearVel(Body, 0f, 0f, 0f); | ||
2067 | d.BodySetForce(Body, 0f, 0f, 0f); | ||
2068 | d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f); | ||
2069 | d.BodySetTorque(Body, 0.0f, 0.0f, 0.0f); | ||
2070 | } | ||
2071 | |||
2072 | if (m_isphysical) | ||
2073 | { | ||
2074 | if (Body != IntPtr.Zero) | ||
2075 | { | ||
2076 | enableBodySoft(); | ||
2077 | } | ||
2078 | } | ||
2079 | } | ||
2080 | |||
2081 | resetCollisionAccounting(); | ||
2082 | m_isSelected = m_taintselected; | ||
2083 | }//end changeSelectedStatus | ||
2084 | |||
2085 | public void ResetTaints() | ||
2086 | { | ||
2087 | m_taintposition = _position; | ||
2088 | m_taintrot = _orientation; | ||
2089 | m_taintPhysics = m_isphysical; | ||
2090 | m_taintselected = m_isSelected; | ||
2091 | m_taintsize = _size; | ||
2092 | m_taintshape = false; | ||
2093 | m_taintforce = false; | ||
2094 | m_taintdisable = false; | ||
2095 | m_taintVelocity = Vector3.Zero; | ||
2096 | } | ||
2097 | |||
2098 | public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh) | ||
2099 | { | ||
2100 | bool gottrimesh = false; | ||
2101 | |||
2102 | m_NoColide = false; // assume all will go well | ||
2103 | |||
2104 | if (_triMeshData != IntPtr.Zero) | ||
2105 | { | ||
2106 | d.GeomTriMeshDataDestroy(_triMeshData); | ||
2107 | _triMeshData = IntPtr.Zero; | ||
2108 | } | ||
2109 | |||
2110 | if (_mesh != null) | ||
2111 | { | ||
2112 | gottrimesh = setMesh(_parent_scene, _mesh); | ||
2113 | if (!gottrimesh) | ||
2114 | { | ||
2115 | // getting a mesh failed, | ||
2116 | // lets go on having a basic box or sphere, with prim size but not coliding | ||
2117 | // physical colides with land, non with nothing | ||
2118 | |||
2119 | m_NoColide = true; | ||
2120 | } | ||
2121 | } | ||
2122 | |||
2123 | if (!gottrimesh) | ||
2124 | { // we will have a basic box or sphere | ||
2125 | IntPtr geo = IntPtr.Zero; | ||
2126 | |||
2127 | if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1 | ||
2128 | && _size.X == _size.Y && _size.X == _size.Z) | ||
2129 | { | ||
2130 | // its a sphere | ||
2131 | _parent_scene.waitForSpaceUnlock(m_targetSpace); | ||
2132 | try | ||
2133 | { | ||
2134 | geo = d.CreateSphere(m_targetSpace, _size.X * 0.5f); | ||
2135 | } | ||
2136 | catch (Exception e) | ||
2137 | { | ||
2138 | m_log.WarnFormat("[PHYSICS]: Unable to create basic sphere for object {0}", e.Message); | ||
2139 | geo = IntPtr.Zero; | ||
2140 | ode.dunlock(_parent_scene.world); | ||
2141 | } | ||
2142 | } | ||
2143 | else // make it a box | ||
2144 | { | ||
2145 | _parent_scene.waitForSpaceUnlock(m_targetSpace); | ||
2146 | try | ||
2147 | { | ||
2148 | geo = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z); | ||
2149 | } | ||
2150 | catch (Exception e) | ||
2151 | { | ||
2152 | m_log.WarnFormat("[PHYSICS]: Unable to create basic sphere for object {0}", e.Message); | ||
2153 | geo = IntPtr.Zero; | ||
2154 | ode.dunlock(_parent_scene.world); | ||
2155 | } | ||
2156 | } | ||
2157 | |||
2158 | if (geo == IntPtr.Zero) // if this happens it must be fixed | ||
2159 | { | ||
2160 | // if it does lets stop what we can | ||
2161 | // not sure this will not flame... | ||
2162 | |||
2163 | m_taintremove = true; | ||
2164 | _parent_scene.AddPhysicsActorTaint(this); | ||
2165 | return; | ||
2166 | } | ||
2167 | |||
2168 | SetGeom(geo); // this processes the m_NoColide | ||
2169 | } | ||
2170 | } | ||
2171 | |||
2172 | public void changeadd(float timestep) | ||
2173 | { | ||
2174 | int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position); | ||
2175 | IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position); | ||
2176 | |||
2177 | if (targetspace == IntPtr.Zero) | ||
2178 | targetspace = _parent_scene.createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]); | ||
2179 | |||
2180 | m_targetSpace = targetspace; | ||
2181 | |||
2182 | if (_mesh == null) // && m_meshfailed == false) | ||
2183 | { | ||
2184 | if (_parent_scene.needsMeshing(_pbs)) | ||
2185 | { | ||
2186 | bool convex; | ||
2187 | if (m_shapetype == 2) | ||
2188 | convex = true; | ||
2189 | else | ||
2190 | convex = false; | ||
2191 | try | ||
2192 | { | ||
2193 | _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, (int)LevelOfDetail.High, true,convex,false); | ||
2194 | } | ||
2195 | catch | ||
2196 | { | ||
2197 | //Don't continuously try to mesh prims when meshing has failed | ||
2198 | m_meshfailed = true; | ||
2199 | _mesh = null; | ||
2200 | m_log.WarnFormat("[PHYSICS]: changeAdd CreateMesh fail on prim {0} at <{1},{2},{3}>", Name, _position.X, _position.Y, _position.Z); | ||
2201 | } | ||
2202 | } | ||
2203 | } | ||
2204 | |||
2205 | lock (_parent_scene.OdeLock) | ||
2206 | { | ||
2207 | CreateGeom(m_targetSpace, _mesh); | ||
2208 | |||
2209 | if (prim_geom != IntPtr.Zero) | ||
2210 | { | ||
2211 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | ||
2212 | d.Quaternion myrot = new d.Quaternion(); | ||
2213 | myrot.X = _orientation.X; | ||
2214 | myrot.Y = _orientation.Y; | ||
2215 | myrot.Z = _orientation.Z; | ||
2216 | myrot.W = _orientation.W; | ||
2217 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
2218 | } | ||
2219 | |||
2220 | if (m_isphysical && Body == IntPtr.Zero) | ||
2221 | { | ||
2222 | enableBody(); | ||
2223 | } | ||
2224 | } | ||
2225 | |||
2226 | changeSelectedStatus(); | ||
2227 | |||
2228 | m_taintadd = false; | ||
2229 | } | ||
2230 | |||
2231 | public void changemove(float timestep) | ||
2232 | { | ||
2233 | if (m_isphysical) | ||
2234 | { | ||
2235 | // if (!m_disabled && !m_taintremove && !childPrim) After one edit m_disabled is sometimes set, disabling further edits! | ||
2236 | if (!m_taintremove && !childPrim) | ||
2237 | { | ||
2238 | if (Body == IntPtr.Zero) | ||
2239 | enableBody(); | ||
2240 | //Prim auto disable after 20 frames, | ||
2241 | //if you move it, re-enable the prim manually. | ||
2242 | if (_parent != null) | ||
2243 | { | ||
2244 | if (m_linkJoint != IntPtr.Zero) | ||
2245 | { | ||
2246 | d.JointDestroy(m_linkJoint); | ||
2247 | m_linkJoint = IntPtr.Zero; | ||
2248 | } | ||
2249 | } | ||
2250 | if (Body != IntPtr.Zero) | ||
2251 | { | ||
2252 | d.BodySetPosition(Body, _position.X, _position.Y, _position.Z); | ||
2253 | |||
2254 | if (_parent != null) | ||
2255 | { | ||
2256 | OdePrim odParent = (OdePrim)_parent; | ||
2257 | if (Body != (IntPtr)0 && odParent.Body != (IntPtr)0 && Body != odParent.Body) | ||
2258 | { | ||
2259 | // KF: Fixed Joints were removed? Anyway - this Console.WriteLine does not show up, so routine is not used?? | ||
2260 | Console.WriteLine("ODEPrim JointCreateFixed !!!"); | ||
2261 | m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup); | ||
2262 | d.JointAttach(m_linkJoint, Body, odParent.Body); | ||
2263 | d.JointSetFixed(m_linkJoint); | ||
2264 | } | ||
2265 | } | ||
2266 | d.BodyEnable(Body); | ||
2267 | if (m_type != Vehicle.TYPE_NONE) | ||
2268 | { | ||
2269 | Enable(Body, _parent_scene); | ||
2270 | } | ||
2271 | } | ||
2272 | else | ||
2273 | { | ||
2274 | m_log.Warn("[PHYSICS]: Body Still null after enableBody(). This is a crash scenario."); | ||
2275 | } | ||
2276 | } | ||
2277 | //else | ||
2278 | // { | ||
2279 | //m_log.Debug("[BUG]: race!"); | ||
2280 | //} | ||
2281 | } | ||
2282 | else | ||
2283 | { | ||
2284 | // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position); | ||
2285 | // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position); | ||
2286 | _parent_scene.waitForSpaceUnlock(m_targetSpace); | ||
2287 | |||
2288 | IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace); | ||
2289 | m_targetSpace = tempspace; | ||
2290 | |||
2291 | _parent_scene.waitForSpaceUnlock(m_targetSpace); | ||
2292 | if (prim_geom != IntPtr.Zero) | ||
2293 | { | ||
2294 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | ||
2295 | |||
2296 | _parent_scene.waitForSpaceUnlock(m_targetSpace); | ||
2297 | d.SpaceAdd(m_targetSpace, prim_geom); | ||
2298 | } | ||
2299 | } | ||
2300 | |||
2301 | changeSelectedStatus(); | ||
2302 | |||
2303 | resetCollisionAccounting(); | ||
2304 | m_taintposition = _position; | ||
2305 | } | ||
2306 | |||
2307 | public void rotate(float timestep) | ||
2308 | { | ||
2309 | d.Quaternion myrot = new d.Quaternion(); | ||
2310 | myrot.X = _orientation.X; | ||
2311 | myrot.Y = _orientation.Y; | ||
2312 | myrot.Z = _orientation.Z; | ||
2313 | myrot.W = _orientation.W; | ||
2314 | if (Body != IntPtr.Zero) | ||
2315 | { | ||
2316 | // KF: If this is a root prim do BodySet | ||
2317 | d.BodySetQuaternion(Body, ref myrot); | ||
2318 | } | ||
2319 | else | ||
2320 | { | ||
2321 | // daughter prim, do Geom set | ||
2322 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
2323 | } | ||
2324 | |||
2325 | resetCollisionAccounting(); | ||
2326 | m_taintrot = _orientation; | ||
2327 | } | ||
2328 | |||
2329 | private void resetCollisionAccounting() | ||
2330 | { | ||
2331 | m_collisionscore = 0; | ||
2332 | m_interpenetrationcount = 0; | ||
2333 | m_disabled = false; | ||
2334 | } | ||
2335 | |||
2336 | public void changedisable(float timestep) | ||
2337 | { | ||
2338 | m_disabled = true; | ||
2339 | if (Body != IntPtr.Zero) | ||
2340 | { | ||
2341 | d.BodyDisable(Body); | ||
2342 | Body = IntPtr.Zero; | ||
2343 | } | ||
2344 | |||
2345 | m_taintdisable = false; | ||
2346 | } | ||
2347 | |||
2348 | public void changePhysicsStatus(float timestep) | ||
2349 | { | ||
2350 | if (m_isphysical == true) | ||
2351 | { | ||
2352 | if (Body == IntPtr.Zero) | ||
2353 | { | ||
2354 | if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim) | ||
2355 | { | ||
2356 | changeshape(2f); | ||
2357 | } | ||
2358 | else | ||
2359 | { | ||
2360 | enableBody(); | ||
2361 | } | ||
2362 | } | ||
2363 | } | ||
2364 | else | ||
2365 | { | ||
2366 | if (Body != IntPtr.Zero) | ||
2367 | { | ||
2368 | if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim) | ||
2369 | { | ||
2370 | _mesh = null; | ||
2371 | changeadd(2f); | ||
2372 | } | ||
2373 | if (childPrim) | ||
2374 | { | ||
2375 | if (_parent != null) | ||
2376 | { | ||
2377 | OdePrim parent = (OdePrim)_parent; | ||
2378 | parent.ChildDelink(this); | ||
2379 | } | ||
2380 | } | ||
2381 | else | ||
2382 | { | ||
2383 | disableBody(); | ||
2384 | } | ||
2385 | } | ||
2386 | } | ||
2387 | |||
2388 | changeSelectedStatus(); | ||
2389 | |||
2390 | resetCollisionAccounting(); | ||
2391 | m_taintPhysics = m_isphysical; | ||
2392 | } | ||
2393 | |||
2394 | public void changesize(float timestamp) | ||
2395 | { | ||
2396 | |||
2397 | string oldname = _parent_scene.geom_name_map[prim_geom]; | ||
2398 | |||
2399 | if (_size.X <= 0) _size.X = 0.01f; | ||
2400 | if (_size.Y <= 0) _size.Y = 0.01f; | ||
2401 | if (_size.Z <= 0) _size.Z = 0.01f; | ||
2402 | |||
2403 | // Cleanup of old prim geometry | ||
2404 | if (_mesh != null) | ||
2405 | { | ||
2406 | // Cleanup meshing here | ||
2407 | } | ||
2408 | //kill body to rebuild | ||
2409 | if (IsPhysical && Body != IntPtr.Zero) | ||
2410 | { | ||
2411 | if (childPrim) | ||
2412 | { | ||
2413 | if (_parent != null) | ||
2414 | { | ||
2415 | OdePrim parent = (OdePrim)_parent; | ||
2416 | parent.ChildDelink(this); | ||
2417 | } | ||
2418 | } | ||
2419 | else | ||
2420 | { | ||
2421 | disableBody(); | ||
2422 | } | ||
2423 | } | ||
2424 | if (d.SpaceQuery(m_targetSpace, prim_geom)) | ||
2425 | { | ||
2426 | _parent_scene.waitForSpaceUnlock(m_targetSpace); | ||
2427 | d.SpaceRemove(m_targetSpace, prim_geom); | ||
2428 | } | ||
2429 | // we don't need to do space calculation because the client sends a position update also. | ||
2430 | |||
2431 | // Construction of new prim | ||
2432 | if (_parent_scene.needsMeshing(_pbs))// && m_meshfailed == false) | ||
2433 | { | ||
2434 | float meshlod = _parent_scene.meshSculptLOD; | ||
2435 | |||
2436 | if (IsPhysical) | ||
2437 | meshlod = _parent_scene.MeshSculptphysicalLOD; | ||
2438 | // Don't need to re-enable body.. it's done in SetMesh | ||
2439 | |||
2440 | IMesh mesh = null; | ||
2441 | |||
2442 | try | ||
2443 | { | ||
2444 | if (_parent_scene.needsMeshing(_pbs)) | ||
2445 | mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, (int)LevelOfDetail.High, true); | ||
2446 | } | ||
2447 | catch | ||
2448 | { | ||
2449 | m_meshfailed = true; | ||
2450 | mesh = null; | ||
2451 | m_log.WarnFormat("[PHYSICS]: changeSize CreateMesh fail on prim {0} at <{1},{2},{3}>", Name, _position.X, _position.Y, _position.Z); | ||
2452 | } | ||
2453 | |||
2454 | //IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical); | ||
2455 | CreateGeom(m_targetSpace, mesh); | ||
2456 | } | ||
2457 | else | ||
2458 | { | ||
2459 | _mesh = null; | ||
2460 | CreateGeom(m_targetSpace, _mesh); | ||
2461 | } | ||
2462 | |||
2463 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | ||
2464 | d.Quaternion myrot = new d.Quaternion(); | ||
2465 | myrot.X = _orientation.X; | ||
2466 | myrot.Y = _orientation.Y; | ||
2467 | myrot.Z = _orientation.Z; | ||
2468 | myrot.W = _orientation.W; | ||
2469 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
2470 | |||
2471 | //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z); | ||
2472 | if (IsPhysical && Body == IntPtr.Zero && !childPrim) | ||
2473 | { | ||
2474 | // Re creates body on size. | ||
2475 | // EnableBody also does setMass() | ||
2476 | enableBody(); | ||
2477 | d.BodyEnable(Body); | ||
2478 | } | ||
2479 | |||
2480 | _parent_scene.geom_name_map[prim_geom] = oldname; | ||
2481 | |||
2482 | changeSelectedStatus(); | ||
2483 | if (childPrim) | ||
2484 | { | ||
2485 | if (_parent is OdePrim) | ||
2486 | { | ||
2487 | OdePrim parent = (OdePrim)_parent; | ||
2488 | parent.ChildSetGeom(this); | ||
2489 | } | ||
2490 | } | ||
2491 | resetCollisionAccounting(); | ||
2492 | m_taintsize = _size; | ||
2493 | } | ||
2494 | |||
2495 | |||
2496 | |||
2497 | public void changefloatonwater(float timestep) | ||
2498 | { | ||
2499 | m_collidesWater = m_taintCollidesWater; | ||
2500 | |||
2501 | if (prim_geom != IntPtr.Zero) | ||
2502 | { | ||
2503 | if (m_collidesWater) | ||
2504 | { | ||
2505 | m_collisionFlags |= CollisionCategories.Water; | ||
2506 | } | ||
2507 | else | ||
2508 | { | ||
2509 | m_collisionFlags &= ~CollisionCategories.Water; | ||
2510 | } | ||
2511 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
2512 | } | ||
2513 | } | ||
2514 | |||
2515 | public void changeshape(float timestamp) | ||
2516 | { | ||
2517 | string oldname = _parent_scene.geom_name_map[prim_geom]; | ||
2518 | |||
2519 | // Cleanup of old prim geometry and Bodies | ||
2520 | if (IsPhysical && Body != IntPtr.Zero) | ||
2521 | { | ||
2522 | if (childPrim) | ||
2523 | { | ||
2524 | if (_parent != null) | ||
2525 | { | ||
2526 | OdePrim parent = (OdePrim)_parent; | ||
2527 | parent.ChildDelink(this); | ||
2528 | } | ||
2529 | } | ||
2530 | else | ||
2531 | { | ||
2532 | disableBody(); | ||
2533 | } | ||
2534 | } | ||
2535 | |||
2536 | |||
2537 | // we don't need to do space calculation because the client sends a position update also. | ||
2538 | if (_size.X <= 0) _size.X = 0.01f; | ||
2539 | if (_size.Y <= 0) _size.Y = 0.01f; | ||
2540 | if (_size.Z <= 0) _size.Z = 0.01f; | ||
2541 | // Construction of new prim | ||
2542 | |||
2543 | if (_parent_scene.needsMeshing(_pbs))// && m_meshfailed == false) | ||
2544 | { | ||
2545 | // Don't need to re-enable body.. it's done in SetMesh | ||
2546 | float meshlod = _parent_scene.meshSculptLOD; | ||
2547 | IMesh mesh; | ||
2548 | |||
2549 | if (IsPhysical) | ||
2550 | meshlod = _parent_scene.MeshSculptphysicalLOD; | ||
2551 | |||
2552 | bool convex; | ||
2553 | if (m_shapetype == 2) | ||
2554 | convex = true; | ||
2555 | else | ||
2556 | convex = false; | ||
2557 | |||
2558 | try | ||
2559 | { | ||
2560 | mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, (int)LevelOfDetail.High, true, convex,false); | ||
2561 | } | ||
2562 | catch | ||
2563 | { | ||
2564 | mesh = null; | ||
2565 | m_meshfailed = true; | ||
2566 | m_log.WarnFormat("[PHYSICS]: changeAdd CreateMesh fail on prim {0} at <{1},{2},{3}>", Name, _position.X, _position.Y, _position.Z); | ||
2567 | } | ||
2568 | |||
2569 | CreateGeom(m_targetSpace, mesh); | ||
2570 | |||
2571 | // createmesh returns null when it doesn't mesh. | ||
2572 | } | ||
2573 | else | ||
2574 | { | ||
2575 | _mesh = null; | ||
2576 | CreateGeom(m_targetSpace, null); | ||
2577 | } | ||
2578 | |||
2579 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | ||
2580 | d.Quaternion myrot = new d.Quaternion(); | ||
2581 | //myrot.W = _orientation.w; | ||
2582 | myrot.W = _orientation.W; | ||
2583 | myrot.X = _orientation.X; | ||
2584 | myrot.Y = _orientation.Y; | ||
2585 | myrot.Z = _orientation.Z; | ||
2586 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
2587 | |||
2588 | //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z); | ||
2589 | if (IsPhysical && Body == IntPtr.Zero) | ||
2590 | { | ||
2591 | // Re creates body on size. | ||
2592 | // EnableBody also does setMass() | ||
2593 | enableBody(); | ||
2594 | if (Body != IntPtr.Zero) | ||
2595 | { | ||
2596 | d.BodyEnable(Body); | ||
2597 | } | ||
2598 | } | ||
2599 | _parent_scene.geom_name_map[prim_geom] = oldname; | ||
2600 | |||
2601 | changeSelectedStatus(); | ||
2602 | if (childPrim) | ||
2603 | { | ||
2604 | if (_parent is OdePrim) | ||
2605 | { | ||
2606 | OdePrim parent = (OdePrim)_parent; | ||
2607 | parent.ChildSetGeom(this); | ||
2608 | } | ||
2609 | } | ||
2610 | resetCollisionAccounting(); | ||
2611 | m_taintshape = false; | ||
2612 | } | ||
2613 | |||
2614 | public void changeAddForce(float timestamp) | ||
2615 | { | ||
2616 | if (!m_isSelected) | ||
2617 | { | ||
2618 | lock (m_forcelist) | ||
2619 | { | ||
2620 | //m_log.Info("[PHYSICS]: dequeing forcelist"); | ||
2621 | if (IsPhysical) | ||
2622 | { | ||
2623 | Vector3 iforce = Vector3.Zero; | ||
2624 | int i = 0; | ||
2625 | try | ||
2626 | { | ||
2627 | for (i = 0; i < m_forcelist.Count; i++) | ||
2628 | { | ||
2629 | |||
2630 | iforce = iforce + (m_forcelist[i] * 100); | ||
2631 | } | ||
2632 | } | ||
2633 | catch (IndexOutOfRangeException) | ||
2634 | { | ||
2635 | m_forcelist = new List<Vector3>(); | ||
2636 | m_collisionscore = 0; | ||
2637 | m_interpenetrationcount = 0; | ||
2638 | m_taintforce = false; | ||
2639 | return; | ||
2640 | } | ||
2641 | catch (ArgumentOutOfRangeException) | ||
2642 | { | ||
2643 | m_forcelist = new List<Vector3>(); | ||
2644 | m_collisionscore = 0; | ||
2645 | m_interpenetrationcount = 0; | ||
2646 | m_taintforce = false; | ||
2647 | return; | ||
2648 | } | ||
2649 | d.BodyEnable(Body); | ||
2650 | |||
2651 | d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z); | ||
2652 | } | ||
2653 | m_forcelist.Clear(); | ||
2654 | } | ||
2655 | |||
2656 | m_collisionscore = 0; | ||
2657 | m_interpenetrationcount = 0; | ||
2658 | } | ||
2659 | |||
2660 | m_taintforce = false; | ||
2661 | |||
2662 | } | ||
2663 | |||
2664 | |||
2665 | |||
2666 | public void changeSetTorque(float timestamp) | ||
2667 | { | ||
2668 | if (!m_isSelected) | ||
2669 | { | ||
2670 | if (IsPhysical && Body != IntPtr.Zero) | ||
2671 | { | ||
2672 | d.BodySetTorque(Body, m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z); | ||
2673 | } | ||
2674 | } | ||
2675 | |||
2676 | m_taintTorque = Vector3.Zero; | ||
2677 | } | ||
2678 | |||
2679 | public void changeAddAngularForce(float timestamp) | ||
2680 | { | ||
2681 | if (!m_isSelected) | ||
2682 | { | ||
2683 | lock (m_angularforcelist) | ||
2684 | { | ||
2685 | //m_log.Info("[PHYSICS]: dequeing forcelist"); | ||
2686 | if (IsPhysical) | ||
2687 | { | ||
2688 | Vector3 iforce = Vector3.Zero; | ||
2689 | for (int i = 0; i < m_angularforcelist.Count; i++) | ||
2690 | { | ||
2691 | iforce = iforce + (m_angularforcelist[i] * 100); | ||
2692 | } | ||
2693 | d.BodyEnable(Body); | ||
2694 | d.BodyAddTorque(Body, iforce.X, iforce.Y, iforce.Z); | ||
2695 | |||
2696 | } | ||
2697 | m_angularforcelist.Clear(); | ||
2698 | } | ||
2699 | |||
2700 | m_collisionscore = 0; | ||
2701 | m_interpenetrationcount = 0; | ||
2702 | } | ||
2703 | |||
2704 | m_taintaddangularforce = false; | ||
2705 | } | ||
2706 | |||
2707 | private void changevelocity(float timestep) | ||
2708 | { | ||
2709 | if (!m_isSelected) | ||
2710 | { | ||
2711 | Thread.Sleep(20); | ||
2712 | if (IsPhysical) | ||
2713 | { | ||
2714 | if (Body != IntPtr.Zero) | ||
2715 | d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z); | ||
2716 | } | ||
2717 | |||
2718 | //resetCollisionAccounting(); | ||
2719 | } | ||
2720 | m_taintVelocity = Vector3.Zero; | ||
2721 | } | ||
2722 | |||
2723 | public void UpdatePositionAndVelocity() | ||
2724 | { | ||
2725 | return; // moved to the Move () method | ||
2726 | } | ||
2727 | |||
2728 | public d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj) | ||
2729 | { | ||
2730 | obj.I.M00 = pMat[0, 0]; | ||
2731 | obj.I.M01 = pMat[0, 1]; | ||
2732 | obj.I.M02 = pMat[0, 2]; | ||
2733 | obj.I.M10 = pMat[1, 0]; | ||
2734 | obj.I.M11 = pMat[1, 1]; | ||
2735 | obj.I.M12 = pMat[1, 2]; | ||
2736 | obj.I.M20 = pMat[2, 0]; | ||
2737 | obj.I.M21 = pMat[2, 1]; | ||
2738 | obj.I.M22 = pMat[2, 2]; | ||
2739 | return obj; | ||
2740 | } | ||
2741 | |||
2742 | public override void SubscribeEvents(int ms) | ||
2743 | { | ||
2744 | m_eventsubscription = ms; | ||
2745 | _parent_scene.addCollisionEventReporting(this); | ||
2746 | } | ||
2747 | |||
2748 | public override void UnSubscribeEvents() | ||
2749 | { | ||
2750 | _parent_scene.remCollisionEventReporting(this); | ||
2751 | m_eventsubscription = 0; | ||
2752 | } | ||
2753 | |||
2754 | public void AddCollisionEvent(uint CollidedWith, ContactPoint contact) | ||
2755 | { | ||
2756 | if (CollisionEventsThisFrame == null) | ||
2757 | CollisionEventsThisFrame = new CollisionEventUpdate(); | ||
2758 | CollisionEventsThisFrame.AddCollider(CollidedWith, contact); | ||
2759 | } | ||
2760 | |||
2761 | public void SendCollisions() | ||
2762 | { | ||
2763 | if (CollisionEventsThisFrame == null) | ||
2764 | return; | ||
2765 | |||
2766 | base.SendCollisionUpdate(CollisionEventsThisFrame); | ||
2767 | |||
2768 | if (CollisionEventsThisFrame.m_objCollisionList.Count == 0) | ||
2769 | CollisionEventsThisFrame = null; | ||
2770 | else | ||
2771 | CollisionEventsThisFrame = new CollisionEventUpdate(); | ||
2772 | } | ||
2773 | |||
2774 | public override bool SubscribedEvents() | ||
2775 | { | ||
2776 | if (m_eventsubscription > 0) | ||
2777 | return true; | ||
2778 | return false; | ||
2779 | } | ||
2780 | |||
2781 | public static Matrix4 Inverse(Matrix4 pMat) | ||
2782 | { | ||
2783 | if (determinant3x3(pMat) == 0) | ||
2784 | { | ||
2785 | return Matrix4.Identity; // should probably throw an error. singluar matrix inverse not possible | ||
2786 | } | ||
2787 | |||
2788 | |||
2789 | |||
2790 | return (Adjoint(pMat) / determinant3x3(pMat)); | ||
2791 | } | ||
2792 | |||
2793 | public static Matrix4 Adjoint(Matrix4 pMat) | ||
2794 | { | ||
2795 | Matrix4 adjointMatrix = new Matrix4(); | ||
2796 | for (int i = 0; i < 4; i++) | ||
2797 | { | ||
2798 | for (int j = 0; j < 4; j++) | ||
2799 | { | ||
2800 | Matrix4SetValue(ref adjointMatrix, i, j, (float)(Math.Pow(-1, i + j) * (determinant3x3(Minor(pMat, i, j))))); | ||
2801 | } | ||
2802 | } | ||
2803 | |||
2804 | adjointMatrix = Transpose(adjointMatrix); | ||
2805 | return adjointMatrix; | ||
2806 | } | ||
2807 | |||
2808 | public static Matrix4 Minor(Matrix4 matrix, int iRow, int iCol) | ||
2809 | { | ||
2810 | Matrix4 minor = new Matrix4(); | ||
2811 | int m = 0, n = 0; | ||
2812 | for (int i = 0; i < 4; i++) | ||
2813 | { | ||
2814 | if (i == iRow) | ||
2815 | continue; | ||
2816 | n = 0; | ||
2817 | for (int j = 0; j < 4; j++) | ||
2818 | { | ||
2819 | if (j == iCol) | ||
2820 | continue; | ||
2821 | Matrix4SetValue(ref minor, m, n, matrix[i, j]); | ||
2822 | n++; | ||
2823 | } | ||
2824 | m++; | ||
2825 | } | ||
2826 | return minor; | ||
2827 | } | ||
2828 | |||
2829 | public static Matrix4 Transpose(Matrix4 pMat) | ||
2830 | { | ||
2831 | Matrix4 transposeMatrix = new Matrix4(); | ||
2832 | for (int i = 0; i < 4; i++) | ||
2833 | for (int j = 0; j < 4; j++) | ||
2834 | Matrix4SetValue(ref transposeMatrix, i, j, pMat[j, i]); | ||
2835 | return transposeMatrix; | ||
2836 | } | ||
2837 | |||
2838 | public static void Matrix4SetValue(ref Matrix4 pMat, int r, int c, float val) | ||
2839 | { | ||
2840 | switch (r) | ||
2841 | { | ||
2842 | case 0: | ||
2843 | switch (c) | ||
2844 | { | ||
2845 | case 0: | ||
2846 | pMat.M11 = val; | ||
2847 | break; | ||
2848 | case 1: | ||
2849 | pMat.M12 = val; | ||
2850 | break; | ||
2851 | case 2: | ||
2852 | pMat.M13 = val; | ||
2853 | break; | ||
2854 | case 3: | ||
2855 | pMat.M14 = val; | ||
2856 | break; | ||
2857 | } | ||
2858 | |||
2859 | break; | ||
2860 | case 1: | ||
2861 | switch (c) | ||
2862 | { | ||
2863 | case 0: | ||
2864 | pMat.M21 = val; | ||
2865 | break; | ||
2866 | case 1: | ||
2867 | pMat.M22 = val; | ||
2868 | break; | ||
2869 | case 2: | ||
2870 | pMat.M23 = val; | ||
2871 | break; | ||
2872 | case 3: | ||
2873 | pMat.M24 = val; | ||
2874 | break; | ||
2875 | } | ||
2876 | |||
2877 | break; | ||
2878 | case 2: | ||
2879 | switch (c) | ||
2880 | { | ||
2881 | case 0: | ||
2882 | pMat.M31 = val; | ||
2883 | break; | ||
2884 | case 1: | ||
2885 | pMat.M32 = val; | ||
2886 | break; | ||
2887 | case 2: | ||
2888 | pMat.M33 = val; | ||
2889 | break; | ||
2890 | case 3: | ||
2891 | pMat.M34 = val; | ||
2892 | break; | ||
2893 | } | ||
2894 | |||
2895 | break; | ||
2896 | case 3: | ||
2897 | switch (c) | ||
2898 | { | ||
2899 | case 0: | ||
2900 | pMat.M41 = val; | ||
2901 | break; | ||
2902 | case 1: | ||
2903 | pMat.M42 = val; | ||
2904 | break; | ||
2905 | case 2: | ||
2906 | pMat.M43 = val; | ||
2907 | break; | ||
2908 | case 3: | ||
2909 | pMat.M44 = val; | ||
2910 | break; | ||
2911 | } | ||
2912 | |||
2913 | break; | ||
2914 | } | ||
2915 | } | ||
2916 | private static float determinant3x3(Matrix4 pMat) | ||
2917 | { | ||
2918 | float det = 0; | ||
2919 | float diag1 = pMat[0, 0] * pMat[1, 1] * pMat[2, 2]; | ||
2920 | float diag2 = pMat[0, 1] * pMat[2, 1] * pMat[2, 0]; | ||
2921 | float diag3 = pMat[0, 2] * pMat[1, 0] * pMat[2, 1]; | ||
2922 | float diag4 = pMat[2, 0] * pMat[1, 1] * pMat[0, 2]; | ||
2923 | float diag5 = pMat[2, 1] * pMat[1, 2] * pMat[0, 0]; | ||
2924 | float diag6 = pMat[2, 2] * pMat[1, 0] * pMat[0, 1]; | ||
2925 | |||
2926 | det = diag1 + diag2 + diag3 - (diag4 + diag5 + diag6); | ||
2927 | return det; | ||
2928 | |||
2929 | } | ||
2930 | |||
2931 | private static void DMassCopy(ref d.Mass src, ref d.Mass dst) | ||
2932 | { | ||
2933 | dst.c.W = src.c.W; | ||
2934 | dst.c.X = src.c.X; | ||
2935 | dst.c.Y = src.c.Y; | ||
2936 | dst.c.Z = src.c.Z; | ||
2937 | dst.mass = src.mass; | ||
2938 | dst.I.M00 = src.I.M00; | ||
2939 | dst.I.M01 = src.I.M01; | ||
2940 | dst.I.M02 = src.I.M02; | ||
2941 | dst.I.M10 = src.I.M10; | ||
2942 | dst.I.M11 = src.I.M11; | ||
2943 | dst.I.M12 = src.I.M12; | ||
2944 | dst.I.M20 = src.I.M20; | ||
2945 | dst.I.M21 = src.I.M21; | ||
2946 | dst.I.M22 = src.I.M22; | ||
2947 | } | ||
2948 | |||
2949 | public override void SetMaterial(int pMaterial) | ||
2950 | { | ||
2951 | m_material = pMaterial; | ||
2952 | } | ||
2953 | |||
2954 | internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue) | ||
2955 | { | ||
2956 | switch (pParam) | ||
2957 | { | ||
2958 | case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY: | ||
2959 | if (pValue < 0.01f) pValue = 0.01f; | ||
2960 | // m_angularDeflectionEfficiency = pValue; | ||
2961 | break; | ||
2962 | case Vehicle.ANGULAR_DEFLECTION_TIMESCALE: | ||
2963 | if (pValue < 0.1f) pValue = 0.1f; | ||
2964 | // m_angularDeflectionTimescale = pValue; | ||
2965 | break; | ||
2966 | case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE: | ||
2967 | if (pValue < 0.3f) pValue = 0.3f; | ||
2968 | m_angularMotorDecayTimescale = pValue; | ||
2969 | break; | ||
2970 | case Vehicle.ANGULAR_MOTOR_TIMESCALE: | ||
2971 | if (pValue < 0.3f) pValue = 0.3f; | ||
2972 | m_angularMotorTimescale = pValue; | ||
2973 | break; | ||
2974 | case Vehicle.BANKING_EFFICIENCY: | ||
2975 | if (pValue < 0.01f) pValue = 0.01f; | ||
2976 | // m_bankingEfficiency = pValue; | ||
2977 | break; | ||
2978 | case Vehicle.BANKING_MIX: | ||
2979 | if (pValue < 0.01f) pValue = 0.01f; | ||
2980 | // m_bankingMix = pValue; | ||
2981 | break; | ||
2982 | case Vehicle.BANKING_TIMESCALE: | ||
2983 | if (pValue < 0.01f) pValue = 0.01f; | ||
2984 | // m_bankingTimescale = pValue; | ||
2985 | break; | ||
2986 | case Vehicle.BUOYANCY: | ||
2987 | if (pValue < -1f) pValue = -1f; | ||
2988 | if (pValue > 1f) pValue = 1f; | ||
2989 | m_VehicleBuoyancy = pValue; | ||
2990 | break; | ||
2991 | // case Vehicle.HOVER_EFFICIENCY: | ||
2992 | // if (pValue < 0f) pValue = 0f; | ||
2993 | // if (pValue > 1f) pValue = 1f; | ||
2994 | // m_VhoverEfficiency = pValue; | ||
2995 | // break; | ||
2996 | case Vehicle.HOVER_HEIGHT: | ||
2997 | m_VhoverHeight = pValue; | ||
2998 | break; | ||
2999 | case Vehicle.HOVER_TIMESCALE: | ||
3000 | if (pValue < 0.1f) pValue = 0.1f; | ||
3001 | m_VhoverTimescale = pValue; | ||
3002 | break; | ||
3003 | case Vehicle.LINEAR_DEFLECTION_EFFICIENCY: | ||
3004 | if (pValue < 0.01f) pValue = 0.01f; | ||
3005 | // m_linearDeflectionEfficiency = pValue; | ||
3006 | break; | ||
3007 | case Vehicle.LINEAR_DEFLECTION_TIMESCALE: | ||
3008 | if (pValue < 0.01f) pValue = 0.01f; | ||
3009 | // m_linearDeflectionTimescale = pValue; | ||
3010 | break; | ||
3011 | case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE: | ||
3012 | if (pValue < 0.3f) pValue = 0.3f; | ||
3013 | m_linearMotorDecayTimescale = pValue; | ||
3014 | break; | ||
3015 | case Vehicle.LINEAR_MOTOR_TIMESCALE: | ||
3016 | if (pValue < 0.1f) pValue = 0.1f; | ||
3017 | m_linearMotorTimescale = pValue; | ||
3018 | break; | ||
3019 | case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY: | ||
3020 | if (pValue < 0.1f) pValue = 0.1f; // Less goes unstable | ||
3021 | if (pValue > 1.0f) pValue = 1.0f; | ||
3022 | m_verticalAttractionEfficiency = pValue; | ||
3023 | break; | ||
3024 | case Vehicle.VERTICAL_ATTRACTION_TIMESCALE: | ||
3025 | if (pValue < 0.1f) pValue = 0.1f; | ||
3026 | m_verticalAttractionTimescale = pValue; | ||
3027 | break; | ||
3028 | |||
3029 | // These are vector properties but the engine lets you use a single float value to | ||
3030 | // set all of the components to the same value | ||
3031 | case Vehicle.ANGULAR_FRICTION_TIMESCALE: | ||
3032 | if (pValue > 30f) pValue = 30f; | ||
3033 | if (pValue < 0.1f) pValue = 0.1f; | ||
3034 | m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue); | ||
3035 | break; | ||
3036 | case Vehicle.ANGULAR_MOTOR_DIRECTION: | ||
3037 | m_angularMotorDirection = new Vector3(pValue, pValue, pValue); | ||
3038 | UpdateAngDecay(); | ||
3039 | break; | ||
3040 | case Vehicle.LINEAR_FRICTION_TIMESCALE: | ||
3041 | if (pValue < 0.1f) pValue = 0.1f; | ||
3042 | m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue); | ||
3043 | break; | ||
3044 | case Vehicle.LINEAR_MOTOR_DIRECTION: | ||
3045 | m_linearMotorDirection = new Vector3(pValue, pValue, pValue); | ||
3046 | UpdateLinDecay(); | ||
3047 | break; | ||
3048 | case Vehicle.LINEAR_MOTOR_OFFSET: | ||
3049 | // m_linearMotorOffset = new Vector3(pValue, pValue, pValue); | ||
3050 | break; | ||
3051 | |||
3052 | } | ||
3053 | |||
3054 | }//end ProcessFloatVehicleParam | ||
3055 | |||
3056 | internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue) | ||
3057 | { | ||
3058 | switch (pParam) | ||
3059 | { | ||
3060 | case Vehicle.ANGULAR_FRICTION_TIMESCALE: | ||
3061 | if (pValue.X > 30f) pValue.X = 30f; | ||
3062 | if (pValue.X < 0.1f) pValue.X = 0.1f; | ||
3063 | if (pValue.Y > 30f) pValue.Y = 30f; | ||
3064 | if (pValue.Y < 0.1f) pValue.Y = 0.1f; | ||
3065 | if (pValue.Z > 30f) pValue.Z = 30f; | ||
3066 | if (pValue.Z < 0.1f) pValue.Z = 0.1f; | ||
3067 | m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
3068 | break; | ||
3069 | case Vehicle.ANGULAR_MOTOR_DIRECTION: | ||
3070 | m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
3071 | // Limit requested angular speed to 2 rps= 4 pi rads/sec | ||
3072 | if (m_angularMotorDirection.X > 12.56f) m_angularMotorDirection.X = 12.56f; | ||
3073 | if (m_angularMotorDirection.X < -12.56f) m_angularMotorDirection.X = -12.56f; | ||
3074 | if (m_angularMotorDirection.Y > 12.56f) m_angularMotorDirection.Y = 12.56f; | ||
3075 | if (m_angularMotorDirection.Y < -12.56f) m_angularMotorDirection.Y = -12.56f; | ||
3076 | if (m_angularMotorDirection.Z > 12.56f) m_angularMotorDirection.Z = 12.56f; | ||
3077 | if (m_angularMotorDirection.Z < -12.56f) m_angularMotorDirection.Z = -12.56f; | ||
3078 | UpdateAngDecay(); | ||
3079 | break; | ||
3080 | case Vehicle.LINEAR_FRICTION_TIMESCALE: | ||
3081 | if (pValue.X < 0.1f) pValue.X = 0.1f; | ||
3082 | if (pValue.Y < 0.1f) pValue.Y = 0.1f; | ||
3083 | if (pValue.Z < 0.1f) pValue.Z = 0.1f; | ||
3084 | m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
3085 | break; | ||
3086 | case Vehicle.LINEAR_MOTOR_DIRECTION: | ||
3087 | m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); // velocity requested by LSL, for max limiting | ||
3088 | UpdateLinDecay(); | ||
3089 | break; | ||
3090 | case Vehicle.LINEAR_MOTOR_OFFSET: | ||
3091 | // m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
3092 | break; | ||
3093 | } | ||
3094 | |||
3095 | }//end ProcessVectorVehicleParam | ||
3096 | |||
3097 | internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue) | ||
3098 | { | ||
3099 | switch (pParam) | ||
3100 | { | ||
3101 | case Vehicle.REFERENCE_FRAME: | ||
3102 | // m_referenceFrame = pValue; | ||
3103 | break; | ||
3104 | } | ||
3105 | |||
3106 | }//end ProcessRotationVehicleParam | ||
3107 | |||
3108 | internal void ProcessVehicleFlags(int pParam, bool remove) | ||
3109 | { | ||
3110 | if (remove) | ||
3111 | { | ||
3112 | m_flags &= ~((VehicleFlag)pParam); | ||
3113 | } | ||
3114 | else | ||
3115 | { | ||
3116 | m_flags |= (VehicleFlag)pParam; | ||
3117 | } | ||
3118 | } | ||
3119 | |||
3120 | internal void ProcessTypeChange(Vehicle pType) | ||
3121 | { | ||
3122 | // Set Defaults For Type | ||
3123 | m_type = pType; | ||
3124 | switch (pType) | ||
3125 | { | ||
3126 | case Vehicle.TYPE_SLED: | ||
3127 | m_linearFrictionTimescale = new Vector3(30, 1, 1000); | ||
3128 | m_angularFrictionTimescale = new Vector3(30, 30, 30); | ||
3129 | // m_lLinMotorVel = Vector3.Zero; | ||
3130 | m_linearMotorTimescale = 1000; | ||
3131 | m_linearMotorDecayTimescale = 120; | ||
3132 | m_angularMotorDirection = Vector3.Zero; | ||
3133 | m_angularMotorDVel = Vector3.Zero; | ||
3134 | m_angularMotorTimescale = 1000; | ||
3135 | m_angularMotorDecayTimescale = 120; | ||
3136 | m_VhoverHeight = 0; | ||
3137 | // m_VhoverEfficiency = 1; | ||
3138 | m_VhoverTimescale = 10; | ||
3139 | m_VehicleBuoyancy = 0; | ||
3140 | // m_linearDeflectionEfficiency = 1; | ||
3141 | // m_linearDeflectionTimescale = 1; | ||
3142 | // m_angularDeflectionEfficiency = 1; | ||
3143 | // m_angularDeflectionTimescale = 1000; | ||
3144 | // m_bankingEfficiency = 0; | ||
3145 | // m_bankingMix = 1; | ||
3146 | // m_bankingTimescale = 10; | ||
3147 | // m_referenceFrame = Quaternion.Identity; | ||
3148 | m_flags &= | ||
3149 | ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | | ||
3150 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); | ||
3151 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP); | ||
3152 | break; | ||
3153 | case Vehicle.TYPE_CAR: | ||
3154 | m_linearFrictionTimescale = new Vector3(100, 2, 1000); | ||
3155 | m_angularFrictionTimescale = new Vector3(30, 30, 30); // was 1000, but sl max frict time is 30. | ||
3156 | // m_lLinMotorVel = Vector3.Zero; | ||
3157 | m_linearMotorTimescale = 1; | ||
3158 | m_linearMotorDecayTimescale = 60; | ||
3159 | m_angularMotorDirection = Vector3.Zero; | ||
3160 | m_angularMotorDVel = Vector3.Zero; | ||
3161 | m_angularMotorTimescale = 1; | ||
3162 | m_angularMotorDecayTimescale = 0.8f; | ||
3163 | m_VhoverHeight = 0; | ||
3164 | // m_VhoverEfficiency = 0; | ||
3165 | m_VhoverTimescale = 1000; | ||
3166 | m_VehicleBuoyancy = 0; | ||
3167 | // // m_linearDeflectionEfficiency = 1; | ||
3168 | // // m_linearDeflectionTimescale = 2; | ||
3169 | // // m_angularDeflectionEfficiency = 0; | ||
3170 | // m_angularDeflectionTimescale = 10; | ||
3171 | m_verticalAttractionEfficiency = 1f; | ||
3172 | m_verticalAttractionTimescale = 10f; | ||
3173 | // m_bankingEfficiency = -0.2f; | ||
3174 | // m_bankingMix = 1; | ||
3175 | // m_bankingTimescale = 1; | ||
3176 | // m_referenceFrame = Quaternion.Identity; | ||
3177 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT); | ||
3178 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_UP_ONLY | | ||
3179 | VehicleFlag.LIMIT_MOTOR_UP); | ||
3180 | break; | ||
3181 | case Vehicle.TYPE_BOAT: | ||
3182 | m_linearFrictionTimescale = new Vector3(10, 3, 2); | ||
3183 | m_angularFrictionTimescale = new Vector3(10, 10, 10); | ||
3184 | // m_lLinMotorVel = Vector3.Zero; | ||
3185 | m_linearMotorTimescale = 5; | ||
3186 | m_linearMotorDecayTimescale = 60; | ||
3187 | m_angularMotorDirection = Vector3.Zero; | ||
3188 | m_angularMotorDVel = Vector3.Zero; | ||
3189 | m_angularMotorTimescale = 4; | ||
3190 | m_angularMotorDecayTimescale = 4; | ||
3191 | m_VhoverHeight = 0; | ||
3192 | // m_VhoverEfficiency = 0.5f; | ||
3193 | m_VhoverTimescale = 2; | ||
3194 | m_VehicleBuoyancy = 1; | ||
3195 | // m_linearDeflectionEfficiency = 0.5f; | ||
3196 | // m_linearDeflectionTimescale = 3; | ||
3197 | // m_angularDeflectionEfficiency = 0.5f; | ||
3198 | // m_angularDeflectionTimescale = 5; | ||
3199 | m_verticalAttractionEfficiency = 0.5f; | ||
3200 | m_verticalAttractionTimescale = 5f; | ||
3201 | // m_bankingEfficiency = -0.3f; | ||
3202 | // m_bankingMix = 0.8f; | ||
3203 | // m_bankingTimescale = 1; | ||
3204 | // m_referenceFrame = Quaternion.Identity; | ||
3205 | m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.LIMIT_ROLL_ONLY | | ||
3206 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); | ||
3207 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | | ||
3208 | VehicleFlag.LIMIT_MOTOR_UP); | ||
3209 | break; | ||
3210 | case Vehicle.TYPE_AIRPLANE: | ||
3211 | m_linearFrictionTimescale = new Vector3(200, 10, 5); | ||
3212 | m_angularFrictionTimescale = new Vector3(20, 20, 20); | ||
3213 | // m_lLinMotorVel = Vector3.Zero; | ||
3214 | m_linearMotorTimescale = 2; | ||
3215 | m_linearMotorDecayTimescale = 60; | ||
3216 | m_angularMotorDirection = Vector3.Zero; | ||
3217 | m_angularMotorDVel = Vector3.Zero; | ||
3218 | m_angularMotorTimescale = 4; | ||
3219 | m_angularMotorDecayTimescale = 4; | ||
3220 | m_VhoverHeight = 0; | ||
3221 | // m_VhoverEfficiency = 0.5f; | ||
3222 | m_VhoverTimescale = 1000; | ||
3223 | m_VehicleBuoyancy = 0; | ||
3224 | // m_linearDeflectionEfficiency = 0.5f; | ||
3225 | // m_linearDeflectionTimescale = 3; | ||
3226 | // m_angularDeflectionEfficiency = 1; | ||
3227 | // m_angularDeflectionTimescale = 2; | ||
3228 | m_verticalAttractionEfficiency = 0.9f; | ||
3229 | m_verticalAttractionTimescale = 2f; | ||
3230 | // m_bankingEfficiency = 1; | ||
3231 | // m_bankingMix = 0.7f; | ||
3232 | // m_bankingTimescale = 2; | ||
3233 | // m_referenceFrame = Quaternion.Identity; | ||
3234 | m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | | ||
3235 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP); | ||
3236 | m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY); | ||
3237 | break; | ||
3238 | case Vehicle.TYPE_BALLOON: | ||
3239 | m_linearFrictionTimescale = new Vector3(5, 5, 5); | ||
3240 | m_angularFrictionTimescale = new Vector3(10, 10, 10); | ||
3241 | m_linearMotorTimescale = 5; | ||
3242 | m_linearMotorDecayTimescale = 60; | ||
3243 | m_angularMotorDirection = Vector3.Zero; | ||
3244 | m_angularMotorDVel = Vector3.Zero; | ||
3245 | m_angularMotorTimescale = 6; | ||
3246 | m_angularMotorDecayTimescale = 10; | ||
3247 | m_VhoverHeight = 5; | ||
3248 | // m_VhoverEfficiency = 0.8f; | ||
3249 | m_VhoverTimescale = 10; | ||
3250 | m_VehicleBuoyancy = 1; | ||
3251 | // m_linearDeflectionEfficiency = 0; | ||
3252 | // m_linearDeflectionTimescale = 5; | ||
3253 | // m_angularDeflectionEfficiency = 0; | ||
3254 | // m_angularDeflectionTimescale = 5; | ||
3255 | m_verticalAttractionEfficiency = 1f; | ||
3256 | m_verticalAttractionTimescale = 100f; | ||
3257 | // m_bankingEfficiency = 0; | ||
3258 | // m_bankingMix = 0.7f; | ||
3259 | // m_bankingTimescale = 5; | ||
3260 | // m_referenceFrame = Quaternion.Identity; | ||
3261 | m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | | ||
3262 | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP); | ||
3263 | m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT); | ||
3264 | break; | ||
3265 | |||
3266 | } | ||
3267 | }//end SetDefaultsForType | ||
3268 | |||
3269 | internal void Enable(IntPtr pBody, OdeScene pParentScene) | ||
3270 | { | ||
3271 | if (m_type == Vehicle.TYPE_NONE) | ||
3272 | return; | ||
3273 | |||
3274 | m_body = pBody; | ||
3275 | } | ||
3276 | |||
3277 | |||
3278 | internal void Halt() | ||
3279 | { // Kill all motions, when non-physical | ||
3280 | // m_linearMotorDirection = Vector3.Zero; | ||
3281 | m_lLinMotorDVel = Vector3.Zero; | ||
3282 | m_lLinObjectVel = Vector3.Zero; | ||
3283 | m_wLinObjectVel = Vector3.Zero; | ||
3284 | m_angularMotorDirection = Vector3.Zero; | ||
3285 | m_lastAngularVelocity = Vector3.Zero; | ||
3286 | m_angularMotorDVel = Vector3.Zero; | ||
3287 | _acceleration = Vector3.Zero; | ||
3288 | } | ||
3289 | |||
3290 | private void UpdateLinDecay() | ||
3291 | { | ||
3292 | m_lLinMotorDVel.X = m_linearMotorDirection.X; | ||
3293 | m_lLinMotorDVel.Y = m_linearMotorDirection.Y; | ||
3294 | m_lLinMotorDVel.Z = m_linearMotorDirection.Z; | ||
3295 | } // else let the motor decay on its own | ||
3296 | |||
3297 | private void UpdateAngDecay() | ||
3298 | { | ||
3299 | m_angularMotorDVel.X = m_angularMotorDirection.X; | ||
3300 | m_angularMotorDVel.Y = m_angularMotorDirection.Y; | ||
3301 | m_angularMotorDVel.Z = m_angularMotorDirection.Z; | ||
3302 | } // else let the motor decay on its own | ||
3303 | |||
3304 | public void Move(float timestep) | ||
3305 | { | ||
3306 | float fx = 0; | ||
3307 | float fy = 0; | ||
3308 | float fz = 0; | ||
3309 | Vector3 linvel; // velocity applied, including any reversal | ||
3310 | |||
3311 | // If geomCrossingFailuresBeforeOutofbounds is set to 0 in OpenSim.ini then phys objects bounce off region borders. | ||
3312 | // This is a temp patch until proper region crossing is developed. | ||
3313 | |||
3314 | |||
3315 | if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim && !m_outofBounds) // Only move root prims. | ||
3316 | { | ||
3317 | // Old public void UpdatePositionAndVelocity(), more accuratley calculated here | ||
3318 | bool lastZeroFlag = _zeroFlag; // was it stopped | ||
3319 | |||
3320 | d.Vector3 vec = d.BodyGetPosition(Body); | ||
3321 | Vector3 l_position = Vector3.Zero; | ||
3322 | l_position.X = vec.X; | ||
3323 | l_position.Y = vec.Y; | ||
3324 | l_position.Z = vec.Z; | ||
3325 | m_lastposition = _position; | ||
3326 | _position = l_position; | ||
3327 | |||
3328 | d.Quaternion ori = d.BodyGetQuaternion(Body); | ||
3329 | // Quaternion l_orientation = Quaternion.Identity; | ||
3330 | _orientation.X = ori.X; | ||
3331 | _orientation.Y = ori.Y; | ||
3332 | _orientation.Z = ori.Z; | ||
3333 | _orientation.W = ori.W; | ||
3334 | m_lastorientation = _orientation; | ||
3335 | |||
3336 | d.Vector3 vel = d.BodyGetLinearVel(Body); | ||
3337 | m_lastVelocity = _velocity; | ||
3338 | _velocity.X = vel.X; | ||
3339 | _velocity.Y = vel.Y; | ||
3340 | _velocity.Z = vel.Z; | ||
3341 | _acceleration = ((_velocity - m_lastVelocity) / timestep); | ||
3342 | |||
3343 | d.Vector3 torque = d.BodyGetTorque(Body); | ||
3344 | _torque = new Vector3(torque.X, torque.Y, torque.Z); | ||
3345 | |||
3346 | |||
3347 | if (_position.X < 0f || _position.X > _parent_scene.WorldExtents.X | ||
3348 | || _position.Y < 0f || _position.Y > _parent_scene.WorldExtents.Y | ||
3349 | ) | ||
3350 | { | ||
3351 | // we are outside current region | ||
3352 | // clip position to a stop just outside region and stop it only internally | ||
3353 | // do it only once using m_crossingfailures as control | ||
3354 | _position.X = Util.Clip(l_position.X, -0.2f, _parent_scene.WorldExtents.X + .2f); | ||
3355 | _position.Y = Util.Clip(l_position.Y, -0.2f, _parent_scene.WorldExtents.Y + .2f); | ||
3356 | _position.Z = Util.Clip(l_position.Z, -100f, 50000f); | ||
3357 | d.BodySetPosition(Body, _position.X, _position.Y, _position.Z); | ||
3358 | d.BodySetLinearVel(Body, 0, 0, 0); | ||
3359 | m_outofBounds = true; | ||
3360 | base.RequestPhysicsterseUpdate(); | ||
3361 | return; | ||
3362 | } | ||
3363 | |||
3364 | base.RequestPhysicsterseUpdate(); | ||
3365 | |||
3366 | if (l_position.Z < 0) | ||
3367 | { | ||
3368 | // This is so prim that get lost underground don't fall forever and suck up | ||
3369 | // | ||
3370 | // Sim resources and memory. | ||
3371 | // Disables the prim's movement physics.... | ||
3372 | // It's a hack and will generate a console message if it fails. | ||
3373 | |||
3374 | //IsPhysical = false; | ||
3375 | if (_parent == null) base.RaiseOutOfBounds(_position); | ||
3376 | |||
3377 | |||
3378 | _acceleration.X = 0; // This stuff may stop client display but it has no | ||
3379 | _acceleration.Y = 0; // effect on the object in phys engine! | ||
3380 | _acceleration.Z = 0; | ||
3381 | |||
3382 | _velocity.X = 0; | ||
3383 | _velocity.Y = 0; | ||
3384 | _velocity.Z = 0; | ||
3385 | m_lastVelocity = Vector3.Zero; | ||
3386 | m_rotationalVelocity.X = 0; | ||
3387 | m_rotationalVelocity.Y = 0; | ||
3388 | m_rotationalVelocity.Z = 0; | ||
3389 | |||
3390 | if (_parent == null) base.RequestPhysicsterseUpdate(); | ||
3391 | |||
3392 | m_throttleUpdates = false; | ||
3393 | throttleCounter = 0; | ||
3394 | _zeroFlag = true; | ||
3395 | //outofBounds = true; | ||
3396 | } // end neg Z check | ||
3397 | |||
3398 | // Is it moving? | ||
3399 | /* if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02) | ||
3400 | && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02) | ||
3401 | && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02) */ | ||
3402 | if ((Vector3.Mag(_velocity) < 0.01) && // moving very slowly | ||
3403 | (Vector3.Mag(_velocity) < Vector3.Mag(m_lastVelocity)) && // decelerating | ||
3404 | (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, _orientation)) < 0.0001)) // spinning very slowly | ||
3405 | { | ||
3406 | _zeroFlag = true; | ||
3407 | m_throttleUpdates = false; | ||
3408 | } | ||
3409 | else | ||
3410 | { | ||
3411 | //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString()); | ||
3412 | _zeroFlag = false; | ||
3413 | m_lastUpdateSent = false; | ||
3414 | //m_throttleUpdates = false; | ||
3415 | } | ||
3416 | |||
3417 | if (_zeroFlag) | ||
3418 | { // Its stopped | ||
3419 | _velocity.X = 0.0f; | ||
3420 | _velocity.Y = 0.0f; | ||
3421 | // _velocity.Z = 0.0f; | ||
3422 | |||
3423 | _acceleration.X = 0; | ||
3424 | _acceleration.Y = 0; | ||
3425 | // _acceleration.Z = 0; | ||
3426 | |||
3427 | m_rotationalVelocity.X = 0; | ||
3428 | m_rotationalVelocity.Y = 0; | ||
3429 | m_rotationalVelocity.Z = 0; | ||
3430 | // Stop it in the phys engine | ||
3431 | d.BodySetLinearVel(Body, 0.0f, 0.0f, _velocity.Z); | ||
3432 | d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f); | ||
3433 | d.BodySetForce(Body, 0f, 0f, 0f); | ||
3434 | |||
3435 | if (!m_lastUpdateSent) | ||
3436 | { | ||
3437 | m_throttleUpdates = false; | ||
3438 | throttleCounter = 0; | ||
3439 | if (_parent == null) | ||
3440 | { | ||
3441 | base.RequestPhysicsterseUpdate(); | ||
3442 | } | ||
3443 | |||
3444 | m_lastUpdateSent = true; | ||
3445 | } | ||
3446 | } | ||
3447 | else | ||
3448 | { // Its moving | ||
3449 | if (lastZeroFlag != _zeroFlag) | ||
3450 | { | ||
3451 | if (_parent == null) | ||
3452 | { | ||
3453 | base.RequestPhysicsterseUpdate(); | ||
3454 | } | ||
3455 | } | ||
3456 | m_lastUpdateSent = false; | ||
3457 | if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate) | ||
3458 | { | ||
3459 | if (_parent == null) | ||
3460 | { | ||
3461 | base.RequestPhysicsterseUpdate(); | ||
3462 | } | ||
3463 | } | ||
3464 | else | ||
3465 | { | ||
3466 | throttleCounter++; | ||
3467 | } | ||
3468 | } | ||
3469 | m_lastposition = l_position; | ||
3470 | |||
3471 | /// End UpdatePositionAndVelocity insert | ||
3472 | |||
3473 | |||
3474 | // Rotation lock ===================================== | ||
3475 | if (m_rotateEnableUpdate) | ||
3476 | { | ||
3477 | // Snapshot current angles, set up Amotor(s) | ||
3478 | m_rotateEnableUpdate = false; | ||
3479 | m_rotateEnable = m_rotateEnableRequest; | ||
3480 | //Console.WriteLine("RotEnable {0} = {1}",m_primName, m_rotateEnable); | ||
3481 | |||
3482 | if (Amotor != IntPtr.Zero) | ||
3483 | { | ||
3484 | d.JointDestroy(Amotor); | ||
3485 | Amotor = IntPtr.Zero; | ||
3486 | //Console.WriteLine("Old Amotor Destroyed"); | ||
3487 | } | ||
3488 | |||
3489 | if (!m_rotateEnable.ApproxEquals(Vector3.One, 0.003f)) | ||
3490 | { // not all are enabled | ||
3491 | d.Quaternion r = d.BodyGetQuaternion(Body); | ||
3492 | Quaternion locrot = new Quaternion(r.X, r.Y, r.Z, r.W); | ||
3493 | // extract the axes vectors | ||
3494 | Vector3 vX = new Vector3(1f, 0f, 0f); | ||
3495 | Vector3 vY = new Vector3(0f, 1f, 0f); | ||
3496 | Vector3 vZ = new Vector3(0f, 0f, 1f); | ||
3497 | vX = vX * locrot; | ||
3498 | vY = vY * locrot; | ||
3499 | vZ = vZ * locrot; | ||
3500 | // snapshot the current angle vectors | ||
3501 | m_lockX = vX; | ||
3502 | m_lockY = vY; | ||
3503 | m_lockZ = vZ; | ||
3504 | // m_lockRot = locrot; | ||
3505 | Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero); | ||
3506 | d.JointAttach(Amotor, Body, IntPtr.Zero); | ||
3507 | d.JointSetAMotorMode(Amotor, 0); // User mode?? | ||
3508 | //Console.WriteLine("New Amotor Created for {0}", m_primName); | ||
3509 | |||
3510 | float axisnum = 3; // how many to lock | ||
3511 | axisnum = (axisnum - (m_rotateEnable.X + m_rotateEnable.Y + m_rotateEnable.Z)); | ||
3512 | d.JointSetAMotorNumAxes(Amotor, (int)axisnum); | ||
3513 | //Console.WriteLine("AxisNum={0}",(int)axisnum); | ||
3514 | |||
3515 | int i = 0; | ||
3516 | |||
3517 | if (m_rotateEnable.X == 0) | ||
3518 | { | ||
3519 | d.JointSetAMotorAxis(Amotor, i, 0, m_lockX.X, m_lockX.Y, m_lockX.Z); | ||
3520 | //Console.WriteLine("AxisX {0} set to {1}", i, m_lockX); | ||
3521 | i++; | ||
3522 | } | ||
3523 | |||
3524 | if (m_rotateEnable.Y == 0) | ||
3525 | { | ||
3526 | d.JointSetAMotorAxis(Amotor, i, 0, m_lockY.X, m_lockY.Y, m_lockY.Z); | ||
3527 | //Console.WriteLine("AxisY {0} set to {1}", i, m_lockY); | ||
3528 | i++; | ||
3529 | } | ||
3530 | |||
3531 | if (m_rotateEnable.Z == 0) | ||
3532 | { | ||
3533 | d.JointSetAMotorAxis(Amotor, i, 0, m_lockZ.X, m_lockZ.Y, m_lockZ.Z); | ||
3534 | //Console.WriteLine("AxisZ {0} set to {1}", i, m_lockZ); | ||
3535 | i++; | ||
3536 | } | ||
3537 | |||
3538 | // These lowstops and high stops are effectively (no wiggle room) | ||
3539 | d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0f); | ||
3540 | d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f); | ||
3541 | d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0f); | ||
3542 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0f); | ||
3543 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); | ||
3544 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0f); | ||
3545 | d.JointSetAMotorParam(Amotor, (int)dParam.Vel, 0f); | ||
3546 | d.JointSetAMotorParam(Amotor, (int)dParam.Vel3, 0f); | ||
3547 | d.JointSetAMotorParam(Amotor, (int)dParam.Vel2, 0f); | ||
3548 | d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f); | ||
3549 | d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f); | ||
3550 | d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f); | ||
3551 | } // else none are locked | ||
3552 | } // end Rotation Update | ||
3553 | |||
3554 | |||
3555 | // VEHICLE processing ========================================== | ||
3556 | if (m_type != Vehicle.TYPE_NONE) | ||
3557 | { | ||
3558 | // get body attitude | ||
3559 | d.Quaternion rot = d.BodyGetQuaternion(Body); | ||
3560 | Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object | ||
3561 | Quaternion irotq = Quaternion.Inverse(rotq); | ||
3562 | |||
3563 | // VEHICLE Linear Motion | ||
3564 | d.Vector3 velnow = d.BodyGetLinearVel(Body); // this is in world frame | ||
3565 | Vector3 vel_now = new Vector3(velnow.X, velnow.Y, velnow.Z); | ||
3566 | m_lLinObjectVel = vel_now * irotq; | ||
3567 | if (m_linearMotorDecayTimescale < 300.0f) //setting of 300 or more disables decay rate | ||
3568 | { | ||
3569 | if (Vector3.Mag(m_lLinMotorDVel) < 1.0f) | ||
3570 | { | ||
3571 | float decayfactor = m_linearMotorDecayTimescale / timestep; | ||
3572 | Vector3 decayAmount = (m_lLinMotorDVel / decayfactor); | ||
3573 | m_lLinMotorDVel -= decayAmount; | ||
3574 | } | ||
3575 | else | ||
3576 | { | ||
3577 | float decayfactor = 3.0f - (0.57f * (float)Math.Log((double)(m_linearMotorDecayTimescale))); | ||
3578 | Vector3 decel = Vector3.Normalize(m_lLinMotorDVel) * decayfactor * timestep; | ||
3579 | m_lLinMotorDVel -= decel; | ||
3580 | } | ||
3581 | if (m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) | ||
3582 | { | ||
3583 | m_lLinMotorDVel = Vector3.Zero; | ||
3584 | } | ||
3585 | |||
3586 | /* else | ||
3587 | { | ||
3588 | if (Math.Abs(m_lLinMotorDVel.X) < Math.Abs(m_lLinObjectVel.X)) m_lLinObjectVel.X = m_lLinMotorDVel.X; | ||
3589 | if (Math.Abs(m_lLinMotorDVel.Y) < Math.Abs(m_lLinObjectVel.Y)) m_lLinObjectVel.Y = m_lLinMotorDVel.Y; | ||
3590 | if (Math.Abs(m_lLinMotorDVel.Z) < Math.Abs(m_lLinObjectVel.Z)) m_lLinObjectVel.Z = m_lLinMotorDVel.Z; | ||
3591 | } */ | ||
3592 | } // end linear motor decay | ||
3593 | |||
3594 | if ((!m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (!m_lLinObjectVel.ApproxEquals(Vector3.Zero, 0.01f))) | ||
3595 | { | ||
3596 | if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body); | ||
3597 | if (m_linearMotorTimescale < 300.0f) | ||
3598 | { | ||
3599 | Vector3 attack_error = m_lLinMotorDVel - m_lLinObjectVel; | ||
3600 | float linfactor = m_linearMotorTimescale / timestep; | ||
3601 | Vector3 attackAmount = (attack_error / linfactor) * 1.3f; | ||
3602 | m_lLinObjectVel += attackAmount; | ||
3603 | } | ||
3604 | if (m_linearFrictionTimescale.X < 300.0f) | ||
3605 | { | ||
3606 | float fricfactor = m_linearFrictionTimescale.X / timestep; | ||
3607 | float fricX = m_lLinObjectVel.X / fricfactor; | ||
3608 | m_lLinObjectVel.X -= fricX; | ||
3609 | } | ||
3610 | if (m_linearFrictionTimescale.Y < 300.0f) | ||
3611 | { | ||
3612 | float fricfactor = m_linearFrictionTimescale.Y / timestep; | ||
3613 | float fricY = m_lLinObjectVel.Y / fricfactor; | ||
3614 | m_lLinObjectVel.Y -= fricY; | ||
3615 | } | ||
3616 | if (m_linearFrictionTimescale.Z < 300.0f) | ||
3617 | { | ||
3618 | float fricfactor = m_linearFrictionTimescale.Z / timestep; | ||
3619 | float fricZ = m_lLinObjectVel.Z / fricfactor; | ||
3620 | m_lLinObjectVel.Z -= fricZ; | ||
3621 | } | ||
3622 | } | ||
3623 | m_wLinObjectVel = m_lLinObjectVel * rotq; | ||
3624 | |||
3625 | // Gravity and Buoyancy | ||
3626 | Vector3 grav = Vector3.Zero; | ||
3627 | if (m_VehicleBuoyancy < 1.0f) | ||
3628 | { | ||
3629 | // There is some gravity, make a gravity force vector | ||
3630 | // that is applied after object velocity. | ||
3631 | d.Mass objMass; | ||
3632 | d.BodyGetMass(Body, out objMass); | ||
3633 | // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; | ||
3634 | grav.Z = _parent_scene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy); // Applied later as a force | ||
3635 | } // else its 1.0, no gravity. | ||
3636 | |||
3637 | // Hovering | ||
3638 | if ((m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0) | ||
3639 | { | ||
3640 | // We should hover, get the target height | ||
3641 | d.Vector3 pos = d.BodyGetPosition(Body); | ||
3642 | if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) == VehicleFlag.HOVER_WATER_ONLY) | ||
3643 | { | ||
3644 | m_VhoverTargetHeight = _parent_scene.GetWaterLevel() + m_VhoverHeight; | ||
3645 | } | ||
3646 | else if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) == VehicleFlag.HOVER_TERRAIN_ONLY) | ||
3647 | { | ||
3648 | m_VhoverTargetHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight; | ||
3649 | } | ||
3650 | else if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == VehicleFlag.HOVER_GLOBAL_HEIGHT) | ||
3651 | { | ||
3652 | m_VhoverTargetHeight = m_VhoverHeight; | ||
3653 | } | ||
3654 | |||
3655 | if ((m_flags & VehicleFlag.HOVER_UP_ONLY) == VehicleFlag.HOVER_UP_ONLY) | ||
3656 | { | ||
3657 | // If body is aready heigher, use its height as target height | ||
3658 | if (pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z; | ||
3659 | } | ||
3660 | |||
3661 | // m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped | ||
3662 | // m_VhoverTimescale = 0f; // time to acheive height | ||
3663 | // timestep is time since last frame,in secs | ||
3664 | float herr0 = pos.Z - m_VhoverTargetHeight; | ||
3665 | // Replace Vertical speed with correction figure if significant | ||
3666 | if (Math.Abs(herr0) > 0.01f) | ||
3667 | { | ||
3668 | //? d.Mass objMass; | ||
3669 | //? d.BodyGetMass(Body, out objMass); | ||
3670 | m_wLinObjectVel.Z = -((herr0 * timestep * 50.0f) / m_VhoverTimescale); | ||
3671 | //KF: m_VhoverEfficiency is not yet implemented | ||
3672 | } | ||
3673 | else | ||
3674 | { | ||
3675 | m_wLinObjectVel.Z = 0f; | ||
3676 | } | ||
3677 | } | ||
3678 | else | ||
3679 | { // not hovering | ||
3680 | if (m_wLinObjectVel.Z == 0f) | ||
3681 | { // Gravity rules | ||
3682 | m_wLinObjectVel.Z = vel_now.Z; | ||
3683 | } // else the motor has it | ||
3684 | } | ||
3685 | linvel = m_wLinObjectVel; | ||
3686 | |||
3687 | // Vehicle Linear Motion done ======================================= | ||
3688 | // Apply velocity | ||
3689 | d.BodySetLinearVel(Body, linvel.X, linvel.Y, linvel.Z); | ||
3690 | // apply gravity force | ||
3691 | d.BodyAddForce(Body, grav.X, grav.Y, grav.Z); | ||
3692 | //if(frcount == 0) Console.WriteLine("Vel={0} Force={1}",linvel , grav); | ||
3693 | // end MoveLinear() | ||
3694 | |||
3695 | |||
3696 | // MoveAngular | ||
3697 | /* | ||
3698 | private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor | ||
3699 | |||
3700 | private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL | ||
3701 | private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL | ||
3702 | private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL | ||
3703 | |||
3704 | private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor | ||
3705 | private Vector3 m_angObjectVel = Vector3.Zero; // what was last applied to body | ||
3706 | */ | ||
3707 | //if(frcount == 0) Console.WriteLine("MoveAngular "); | ||
3708 | |||
3709 | d.Vector3 angularObjectVel = d.BodyGetAngularVel(Body); | ||
3710 | Vector3 angObjectVel = new Vector3(angularObjectVel.X, angularObjectVel.Y, angularObjectVel.Z); | ||
3711 | angObjectVel = angObjectVel * irotq; // ============ Converts to LOCAL rotation | ||
3712 | |||
3713 | //if(frcount == 0) Console.WriteLine("V0 = {0}", angObjectVel); | ||
3714 | |||
3715 | // Decay Angular Motor 1. In SL this also depends on attack rate! decay ~= 23/Attack. | ||
3716 | float atk_decayfactor = 23.0f / (m_angularMotorTimescale * timestep); | ||
3717 | m_angularMotorDVel -= m_angularMotorDVel / atk_decayfactor; | ||
3718 | // Decay Angular Motor 2. | ||
3719 | if (m_angularMotorDecayTimescale < 300.0f) | ||
3720 | { | ||
3721 | if (Vector3.Mag(m_angularMotorDVel) < 1.0f) | ||
3722 | { | ||
3723 | float decayfactor = (m_angularMotorDecayTimescale) / timestep; | ||
3724 | Vector3 decayAmount = (m_angularMotorDVel / decayfactor); | ||
3725 | m_angularMotorDVel -= decayAmount; | ||
3726 | } | ||
3727 | else | ||
3728 | { | ||
3729 | Vector3 decel = Vector3.Normalize(m_angularMotorDVel) * timestep / m_angularMotorDecayTimescale; | ||
3730 | m_angularMotorDVel -= decel; | ||
3731 | } | ||
3732 | |||
3733 | if (m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) | ||
3734 | { | ||
3735 | m_angularMotorDVel = Vector3.Zero; | ||
3736 | } | ||
3737 | else | ||
3738 | { | ||
3739 | if (Math.Abs(m_angularMotorDVel.X) < Math.Abs(angObjectVel.X)) angObjectVel.X = m_angularMotorDVel.X; | ||
3740 | if (Math.Abs(m_angularMotorDVel.Y) < Math.Abs(angObjectVel.Y)) angObjectVel.Y = m_angularMotorDVel.Y; | ||
3741 | if (Math.Abs(m_angularMotorDVel.Z) < Math.Abs(angObjectVel.Z)) angObjectVel.Z = m_angularMotorDVel.Z; | ||
3742 | } | ||
3743 | } // end decay angular motor | ||
3744 | //if(frcount == 0) Console.WriteLine("MotorDvel {0} Obj {1}", m_angularMotorDVel, angObjectVel); | ||
3745 | |||
3746 | //if(frcount == 0) Console.WriteLine("VA = {0}", angObjectVel); | ||
3747 | |||
3748 | if ((!m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (!angObjectVel.ApproxEquals(Vector3.Zero, 0.01f))) | ||
3749 | { // if motor or object have motion | ||
3750 | if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body); | ||
3751 | |||
3752 | if (m_angularMotorTimescale < 300.0f) | ||
3753 | { | ||
3754 | Vector3 attack_error = m_angularMotorDVel - angObjectVel; | ||
3755 | float angfactor = m_angularMotorTimescale / timestep; | ||
3756 | Vector3 attackAmount = (attack_error / angfactor); | ||
3757 | angObjectVel += attackAmount; | ||
3758 | //if(frcount == 0) Console.WriteLine("Accel {0} Attk {1}",FrAaccel, attackAmount); | ||
3759 | //if(frcount == 0) Console.WriteLine("V2+= {0}", angObjectVel); | ||
3760 | } | ||
3761 | |||
3762 | angObjectVel.X -= angObjectVel.X / (m_angularFrictionTimescale.X * 0.7f / timestep); | ||
3763 | angObjectVel.Y -= angObjectVel.Y / (m_angularFrictionTimescale.Y * 0.7f / timestep); | ||
3764 | angObjectVel.Z -= angObjectVel.Z / (m_angularFrictionTimescale.Z * 0.7f / timestep); | ||
3765 | } // else no signif. motion | ||
3766 | |||
3767 | //if(frcount == 0) Console.WriteLine("Dmotor {0} Obj {1}", m_angularMotorDVel, angObjectVel); | ||
3768 | // Bank section tba | ||
3769 | // Deflection section tba | ||
3770 | //if(frcount == 0) Console.WriteLine("V3 = {0}", angObjectVel); | ||
3771 | |||
3772 | |||
3773 | /* // Rotation Axis Disables: | ||
3774 | if (!m_angularEnable.ApproxEquals(Vector3.One, 0.003f)) | ||
3775 | { | ||
3776 | if (m_angularEnable.X == 0) | ||
3777 | angObjectVel.X = 0f; | ||
3778 | if (m_angularEnable.Y == 0) | ||
3779 | angObjectVel.Y = 0f; | ||
3780 | if (m_angularEnable.Z == 0) | ||
3781 | angObjectVel.Z = 0f; | ||
3782 | } | ||
3783 | */ | ||
3784 | angObjectVel = angObjectVel * rotq; // ================ Converts to WORLD rotation | ||
3785 | |||
3786 | // Vertical attractor section | ||
3787 | Vector3 vertattr = Vector3.Zero; | ||
3788 | |||
3789 | if (m_verticalAttractionTimescale < 300) | ||
3790 | { | ||
3791 | float VAservo = 1.0f / (m_verticalAttractionTimescale * timestep); | ||
3792 | // make a vector pointing up | ||
3793 | Vector3 verterr = Vector3.Zero; | ||
3794 | verterr.Z = 1.0f; | ||
3795 | // rotate it to Body Angle | ||
3796 | verterr = verterr * rotq; | ||
3797 | // verterr.X and .Y are the World error ammounts. They are 0 when there is no error (Vehicle Body is 'vertical'), and .Z will be 1. | ||
3798 | // As the body leans to its side |.X| will increase to 1 and .Z fall to 0. As body inverts |.X| will fall and .Z will go | ||
3799 | // negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body. | ||
3800 | |||
3801 | if (verterr.Z < 0.0f) | ||
3802 | { // Deflection from vertical exceeds 90-degrees. This method will ensure stable return to | ||
3803 | // vertical, BUT for some reason a z-rotation is imparted to the object. TBI. | ||
3804 | //Console.WriteLine("InvertFlip"); | ||
3805 | verterr.X = 2.0f - verterr.X; | ||
3806 | verterr.Y = 2.0f - verterr.Y; | ||
3807 | } | ||
3808 | verterr *= 0.5f; | ||
3809 | // verterror is 0 (no error) to +/- 1 (max error at 180-deg tilt) | ||
3810 | Vector3 xyav = angObjectVel; | ||
3811 | xyav.Z = 0.0f; | ||
3812 | if ((!xyav.ApproxEquals(Vector3.Zero, 0.001f)) || (verterr.Z < 0.49f)) | ||
3813 | { | ||
3814 | // As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so | ||
3815 | // Change Body angular velocity X based on Y, and Y based on X. Z is not changed. | ||
3816 | vertattr.X = verterr.Y; | ||
3817 | vertattr.Y = -verterr.X; | ||
3818 | vertattr.Z = 0f; | ||
3819 | //if(frcount == 0) Console.WriteLine("VAerr=" + verterr); | ||
3820 | |||
3821 | // scaling appears better usingsquare-law | ||
3822 | float damped = m_verticalAttractionEfficiency * m_verticalAttractionEfficiency; | ||
3823 | float bounce = 1.0f - damped; | ||
3824 | // 0 = crit damp, 1 = bouncy | ||
3825 | float oavz = angObjectVel.Z; // retain z velocity | ||
3826 | // time-scaled correction, which sums, therefore is bouncy: | ||
3827 | angObjectVel = (angObjectVel + (vertattr * VAservo * 0.0333f)) * bounce; | ||
3828 | // damped, good @ < 90: | ||
3829 | angObjectVel = angObjectVel + (vertattr * VAservo * 0.0667f * damped); | ||
3830 | angObjectVel.Z = oavz; | ||
3831 | //if(frcount == 0) Console.WriteLine("VA+"); | ||
3832 | //Console.WriteLine("VAttr {0} OAvel {1}", vertattr, angObjectVel); | ||
3833 | } | ||
3834 | else | ||
3835 | { | ||
3836 | // else error is very small | ||
3837 | angObjectVel.X = 0f; | ||
3838 | angObjectVel.Y = 0f; | ||
3839 | //if(frcount == 0) Console.WriteLine("VA0"); | ||
3840 | } | ||
3841 | } // else vertical attractor is off | ||
3842 | //if(frcount == 0) Console.WriteLine("V1 = {0}", angObjectVel); | ||
3843 | |||
3844 | |||
3845 | m_lastAngularVelocity = angObjectVel; | ||
3846 | // apply Angular Velocity to body | ||
3847 | d.BodySetAngularVel(Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z); | ||
3848 | //if(frcount == 0) Console.WriteLine("V4 = {0}", m_lastAngularVelocity); | ||
3849 | |||
3850 | } // end VEHICLES | ||
3851 | else | ||
3852 | { | ||
3853 | // Dyamics (NON-'VEHICLES') are dealt with here ================================================================ | ||
3854 | |||
3855 | if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body); // KF add 161009 | ||
3856 | |||
3857 | /// Dynamics Buoyancy | ||
3858 | //KF: m_buoyancy is set by llSetBuoyancy() and is for non-vehicle. | ||
3859 | // m_buoyancy: (unlimited value) <0=Falls fast; 0=1g; 1=0g; >1 = floats up | ||
3860 | // NB Prims in ODE are no subject to global gravity | ||
3861 | // This should only affect gravity operations | ||
3862 | |||
3863 | float m_mass = CalculateMass(); | ||
3864 | // calculate z-force due togravity on object. | ||
3865 | fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; // force = acceleration * mass | ||
3866 | if ((m_usePID) && (m_PIDTau > 0.0f)) // Dynamics llMoveToTarget. | ||
3867 | { | ||
3868 | fz = 0; // llMoveToTarget ignores gravity. | ||
3869 | // it also ignores mass of object, and any physical resting on it. | ||
3870 | // Vector3 m_PIDTarget is where we are going | ||
3871 | // float m_PIDTau is time to get there | ||
3872 | fx = 0; | ||
3873 | fy = 0; | ||
3874 | d.Vector3 pos = d.BodyGetPosition(Body); | ||
3875 | Vector3 error = new Vector3( | ||
3876 | (m_PIDTarget.X - pos.X), | ||
3877 | (m_PIDTarget.Y - pos.Y), | ||
3878 | (m_PIDTarget.Z - pos.Z)); | ||
3879 | if (error.ApproxEquals(Vector3.Zero, 0.01f)) | ||
3880 | { // Very close, Jump there and quit move | ||
3881 | |||
3882 | d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z); | ||
3883 | _target_velocity = Vector3.Zero; | ||
3884 | d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z); | ||
3885 | d.BodySetForce(Body, 0f, 0f, 0f); | ||
3886 | } | ||
3887 | else | ||
3888 | { | ||
3889 | float scale = 50.0f * timestep / m_PIDTau; | ||
3890 | if ((error.ApproxEquals(Vector3.Zero, 0.5f)) && (_target_velocity != Vector3.Zero)) | ||
3891 | { | ||
3892 | // Nearby, quit update of velocity | ||
3893 | } | ||
3894 | else | ||
3895 | { // Far, calc damped velocity | ||
3896 | _target_velocity = error * scale; | ||
3897 | } | ||
3898 | d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z); | ||
3899 | } | ||
3900 | } // end PID MoveToTarget | ||
3901 | |||
3902 | |||
3903 | /// Dynamics Hover =================================================================================== | ||
3904 | // Hover PID Controller can only run if the PIDcontroller is not in use. | ||
3905 | if (m_useHoverPID && !m_usePID) | ||
3906 | { | ||
3907 | //Console.WriteLine("Hover " + m_primName); | ||
3908 | |||
3909 | // If we're using the PID controller, then we have no gravity | ||
3910 | fz = (-1 * _parent_scene.gravityz) * m_mass; | ||
3911 | |||
3912 | // no lock; for now it's only called from within Simulate() | ||
3913 | |||
3914 | // If the PID Controller isn't active then we set our force | ||
3915 | // calculating base velocity to the current position | ||
3916 | |||
3917 | if ((m_PIDTau < 1)) | ||
3918 | { | ||
3919 | PID_G = PID_G / m_PIDTau; | ||
3920 | } | ||
3921 | |||
3922 | if ((PID_G - m_PIDTau) <= 0) | ||
3923 | { | ||
3924 | PID_G = m_PIDTau + 1; | ||
3925 | } | ||
3926 | |||
3927 | |||
3928 | // Where are we, and where are we headed? | ||
3929 | d.Vector3 pos = d.BodyGetPosition(Body); | ||
3930 | // d.Vector3 vel = d.BodyGetLinearVel(Body); | ||
3931 | |||
3932 | |||
3933 | // Non-Vehicles have a limited set of Hover options. | ||
3934 | // determine what our target height really is based on HoverType | ||
3935 | switch (m_PIDHoverType) | ||
3936 | { | ||
3937 | case PIDHoverType.Ground: | ||
3938 | m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y); | ||
3939 | m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight; | ||
3940 | break; | ||
3941 | case PIDHoverType.GroundAndWater: | ||
3942 | m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y); | ||
3943 | m_waterHeight = _parent_scene.GetWaterLevel(); | ||
3944 | if (m_groundHeight > m_waterHeight) | ||
3945 | { | ||
3946 | m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight; | ||
3947 | } | ||
3948 | else | ||
3949 | { | ||
3950 | m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight; | ||
3951 | } | ||
3952 | break; | ||
3953 | |||
3954 | } // end switch (m_PIDHoverType) | ||
3955 | |||
3956 | |||
3957 | _target_velocity = | ||
3958 | new Vector3(0.0f, 0.0f, | ||
3959 | (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep) | ||
3960 | ); | ||
3961 | |||
3962 | // if velocity is zero, use position control; otherwise, velocity control | ||
3963 | |||
3964 | if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f)) | ||
3965 | { | ||
3966 | // keep track of where we stopped. No more slippin' & slidin' | ||
3967 | |||
3968 | // We only want to deactivate the PID Controller if we think we want to have our surrogate | ||
3969 | // react to the physics scene by moving it's position. | ||
3970 | // Avatar to Avatar collisions | ||
3971 | // Prim to avatar collisions | ||
3972 | d.Vector3 dlinvel = vel; | ||
3973 | d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight); | ||
3974 | d.BodySetLinearVel(Body, dlinvel.X, dlinvel.Y, dlinvel.Z); | ||
3975 | d.BodyAddForce(Body, 0, 0, fz); | ||
3976 | //KF this prevents furthur motions return; | ||
3977 | } | ||
3978 | else | ||
3979 | { | ||
3980 | _zeroFlag = false; | ||
3981 | |||
3982 | // We're flying and colliding with something | ||
3983 | fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass); | ||
3984 | } | ||
3985 | } // end m_useHoverPID && !m_usePID | ||
3986 | |||
3987 | |||
3988 | /// Dynamics Apply Forces =================================================================================== | ||
3989 | fx *= m_mass; | ||
3990 | fy *= m_mass; | ||
3991 | //fz *= m_mass; | ||
3992 | fx += m_force.X; | ||
3993 | fy += m_force.Y; | ||
3994 | fz += m_force.Z; | ||
3995 | |||
3996 | //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString()); | ||
3997 | if (fx != 0 || fy != 0 || fz != 0) | ||
3998 | { | ||
3999 | //m_taintdisable = true; | ||
4000 | //base.RaiseOutOfBounds(Position); | ||
4001 | //d.BodySetLinearVel(Body, fx, fy, 0f); | ||
4002 | if (!d.BodyIsEnabled(Body)) | ||
4003 | { | ||
4004 | // A physical body at rest on a surface will auto-disable after a while, | ||
4005 | // this appears to re-enable it incase the surface it is upon vanishes, | ||
4006 | // and the body should fall again. | ||
4007 | d.BodySetLinearVel(Body, 0f, 0f, 0f); | ||
4008 | d.BodySetForce(Body, 0f, 0f, 0f); | ||
4009 | enableBodySoft(); | ||
4010 | } | ||
4011 | |||
4012 | // 35x10 = 350n times the mass per second applied maximum. | ||
4013 | float nmax = 35f * m_mass; | ||
4014 | float nmin = -35f * m_mass; | ||
4015 | |||
4016 | |||
4017 | if (fx > nmax) | ||
4018 | fx = nmax; | ||
4019 | if (fx < nmin) | ||
4020 | fx = nmin; | ||
4021 | if (fy > nmax) | ||
4022 | fy = nmax; | ||
4023 | if (fy < nmin) | ||
4024 | fy = nmin; | ||
4025 | d.BodyAddForce(Body, fx, fy, fz); | ||
4026 | } // end apply forces | ||
4027 | } // end Vehicle/Dynamics | ||
4028 | |||
4029 | /// RotLookAt / LookAt ================================================================================= | ||
4030 | if (m_useAPID) | ||
4031 | { | ||
4032 | // RotLookAt, apparently overrides all other rotation sources. Inputs: | ||
4033 | // Quaternion m_APIDTarget | ||
4034 | // float m_APIDStrength // From SL experiments, this is the time to get there | ||
4035 | // float m_APIDDamping // From SL experiments, this is damping, 1.0 = damped, 0.1 = wobbly | ||
4036 | // Also in SL the mass of the object has no effect on time to get there. | ||
4037 | // Factors: | ||
4038 | // get present body rotation | ||
4039 | float limit = 1.0f; | ||
4040 | float rscaler = 50f; // adjusts rotation damping time | ||
4041 | float lscaler = 10f; // adjusts linear damping time in llLookAt | ||
4042 | float RLAservo = 0f; | ||
4043 | Vector3 diff_axis; | ||
4044 | float diff_angle; | ||
4045 | d.Quaternion rot = d.BodyGetQuaternion(Body); // prim present rotation | ||
4046 | Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); | ||
4047 | Quaternion rtarget = new Quaternion(); | ||
4048 | |||
4049 | if (m_APIDTarget.W == -99.9f) | ||
4050 | { | ||
4051 | // this is really a llLookAt(), x,y,z is the target vector | ||
4052 | Vector3 target = new Vector3(m_APIDTarget.X, m_APIDTarget.Y, m_APIDTarget.Z); | ||
4053 | Vector3 ospin = new Vector3(1.0f, 0.0f, 0.0f) * rotq; | ||
4054 | Vector3 error = new Vector3(0.0f, 0.0f, 0.0f); | ||
4055 | float twopi = 2.0f * (float)Math.PI; | ||
4056 | Vector3 dir = target - _position; | ||
4057 | dir.Normalize(); | ||
4058 | float tzrot = (float)Math.Atan2(dir.Y, dir.X); | ||
4059 | float txy = (float)Math.Sqrt((dir.X * dir.X) + (dir.Y * dir.Y)); | ||
4060 | float terot = (float)Math.Atan2(dir.Z, txy); | ||
4061 | float ozrot = (float)Math.Atan2(ospin.Y, ospin.X); | ||
4062 | float oxy = (float)Math.Sqrt((ospin.X * ospin.X) + (ospin.Y * ospin.Y)); | ||
4063 | float oerot = (float)Math.Atan2(ospin.Z, oxy); | ||
4064 | float ra = 2.0f * ((rotq.W * rotq.X) + (rotq.Y * rotq.Z)); | ||
4065 | float rb = 1.0f - 2.0f * ((rotq.Y * rotq.Y) + (rotq.X * rotq.X)); | ||
4066 | float roll = (float)Math.Atan2(ra, rb); | ||
4067 | float errorz = tzrot - ozrot; | ||
4068 | if (errorz > (float)Math.PI) errorz -= twopi; | ||
4069 | else if (errorz < -(float)Math.PI) errorz += twopi; | ||
4070 | float errory = oerot - terot; | ||
4071 | if (errory > (float)Math.PI) errory -= twopi; | ||
4072 | else if (errory < -(float)Math.PI) errory += twopi; | ||
4073 | diff_angle = Math.Abs(errorz) + Math.Abs(errory) + Math.Abs(roll); | ||
4074 | if (diff_angle > 0.01f * m_APIDdamper) | ||
4075 | { | ||
4076 | m_APIDdamper = 1.0f; | ||
4077 | RLAservo = timestep / m_APIDStrength * rscaler; | ||
4078 | errorz *= RLAservo; | ||
4079 | errory *= RLAservo; | ||
4080 | error.X = -roll * 8.0f; | ||
4081 | error.Y = errory; | ||
4082 | error.Z = errorz; | ||
4083 | error *= rotq; | ||
4084 | d.BodySetAngularVel(Body, error.X, error.Y, error.Z); | ||
4085 | } | ||
4086 | else | ||
4087 | { | ||
4088 | d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f); | ||
4089 | m_APIDdamper = 2.0f; | ||
4090 | } | ||
4091 | } | ||
4092 | else | ||
4093 | { | ||
4094 | // this is a llRotLookAt() | ||
4095 | rtarget = m_APIDTarget; | ||
4096 | |||
4097 | Quaternion rot_diff = Quaternion.Inverse(rotq) * rtarget; // difference to desired rot | ||
4098 | rot_diff.GetAxisAngle(out diff_axis, out diff_angle); // convert to axis to point at & error angle | ||
4099 | //if(frcount == 0) Console.WriteLine("axis {0} angle {1}",diff_axis * 57.3f, diff_angle); | ||
4100 | |||
4101 | // diff_axis.Normalize(); it already is! | ||
4102 | if (diff_angle > 0.01f * m_APIDdamper) // diff_angle is always +ve // if there is enough error | ||
4103 | { | ||
4104 | m_APIDdamper = 1.0f; | ||
4105 | Vector3 rotforce = new Vector3(diff_axis.X, diff_axis.Y, diff_axis.Z); | ||
4106 | rotforce = rotforce * rotq; | ||
4107 | if (diff_angle > limit) diff_angle = limit; // cap the rotate rate | ||
4108 | RLAservo = timestep / m_APIDStrength * lscaler; | ||
4109 | rotforce = rotforce * RLAservo * diff_angle; | ||
4110 | d.BodySetAngularVel(Body, rotforce.X, rotforce.Y, rotforce.Z); | ||
4111 | //Console.WriteLine("axis= " + diff_axis + " angle= " + diff_angle + "servo= " + RLAservo); | ||
4112 | } | ||
4113 | else | ||
4114 | { // close enough | ||
4115 | d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f); | ||
4116 | m_APIDdamper = 2.0f; | ||
4117 | } | ||
4118 | } // end llLookAt/llRotLookAt | ||
4119 | //if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo + " angle= " + diff_angle); | ||
4120 | } // end m_useAPID | ||
4121 | } // end root prims | ||
4122 | } // end Move() | ||
4123 | } // end class | ||
4124 | } | ||