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1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28/* Revision 2011/12/13 by Ubit Umarov
29 *
30 *
31 */
32
33/*
34 * Revised August 26 2009 by Kitto Flora. ODEDynamics.cs replaces
35 * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
36 * ODEPrim.cs contains methods dealing with Prim editing, Prim
37 * characteristics and Kinetic motion.
38 * ODEDynamics.cs contains methods dealing with Prim Physical motion
39 * (dynamics) and the associated settings. Old Linear and angular
40 * motors for dynamic motion have been replace with MoveLinear()
41 * and MoveAngular(); 'Physical' is used only to switch ODE dynamic
42 * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
43 * switch between 'VEHICLE' parameter use and general dynamics
44 * settings use.
45 */
46
47//#define SPAM
48
49using System;
50using System.Collections.Generic;
51using System.Reflection;
52using System.Runtime.InteropServices;
53using System.Threading;
54using log4net;
55using OpenMetaverse;
56using OdeAPI;
57using OpenSim.Framework;
58using OpenSim.Region.Physics.Manager;
59
60namespace OpenSim.Region.Physics.OdePlugin
61{
62 public class OdePrim : PhysicsActor
63 {
64 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
65
66 private bool m_isphysical;
67 private bool m_fakeisphysical;
68 private bool m_isphantom;
69 private bool m_fakeisphantom;
70 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
71 private bool m_fakeisVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
72
73 protected bool m_building;
74 protected bool m_forcePosOrRotation;
75 private bool m_iscolliding;
76
77 internal bool m_isSelected;
78 private bool m_delaySelect;
79 private bool m_lastdoneSelected;
80 internal bool m_outbounds;
81
82 private Quaternion m_lastorientation;
83 private Quaternion _orientation;
84
85 private Vector3 _position;
86 private Vector3 _velocity;
87 private Vector3 m_torque;
88 private Vector3 m_lastVelocity;
89 private Vector3 m_lastposition;
90 private Vector3 m_rotationalVelocity;
91 private Vector3 _size;
92 private Vector3 _acceleration;
93 private Vector3 m_angularlock = Vector3.One;
94 private IntPtr Amotor;
95
96 private Vector3 m_force;
97 private Vector3 m_forceacc;
98 private Vector3 m_angularForceacc;
99
100 private float m_invTimeStep;
101 private float m_timeStep;
102
103 private Vector3 m_PIDTarget;
104 private float m_PIDTau;
105 private bool m_usePID;
106
107 private float m_PIDHoverHeight;
108 private float m_PIDHoverTau;
109 private bool m_useHoverPID;
110 private PIDHoverType m_PIDHoverType;
111 private float m_targetHoverHeight;
112 private float m_groundHeight;
113 private float m_waterHeight;
114 private float m_buoyancy; //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle.
115
116 private int body_autodisable_frames;
117 public int bodydisablecontrol;
118 private float m_gravmod = 1.0f;
119
120 // Default we're a Geometry
121 private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
122 // Default colide nonphysical don't try to colide with anything
123 private const CollisionCategories m_default_collisionFlagsNotPhysical = 0;
124
125 private const CollisionCategories m_default_collisionFlagsPhysical = (CollisionCategories.Geom |
126 CollisionCategories.Character |
127 CollisionCategories.Land |
128 CollisionCategories.VolumeDtc);
129
130// private bool m_collidesLand = true;
131 private bool m_collidesWater;
132// public bool m_returnCollisions;
133
134 private bool m_NoColide; // for now only for internal use for bad meshs
135
136
137 // Default, Collide with Other Geometries, spaces and Bodies
138 private CollisionCategories m_collisionFlags = m_default_collisionFlagsNotPhysical;
139
140 public bool m_disabled;
141
142 private uint m_localID;
143
144 private IMesh m_mesh;
145 private object m_meshlock = new object();
146 private PrimitiveBaseShape _pbs;
147
148 private UUID? m_assetID;
149 private MeshState m_meshState;
150
151 public OdeScene _parent_scene;
152
153 /// <summary>
154 /// The physics space which contains prim geometry
155 /// </summary>
156 public IntPtr m_targetSpace;
157
158 public IntPtr prim_geom;
159 public IntPtr _triMeshData;
160
161 private PhysicsActor _parent;
162
163 private List<OdePrim> childrenPrim = new List<OdePrim>();
164
165 public float m_collisionscore;
166 private int m_colliderfilter = 0;
167
168 public IntPtr collide_geom; // for objects: geom if single prim space it linkset
169
170 private float m_density;
171 private byte m_shapetype;
172 public bool _zeroFlag;
173 private bool m_lastUpdateSent;
174
175 public IntPtr Body;
176
177 private Vector3 _target_velocity;
178
179 public Vector3 m_OBBOffset;
180 public Vector3 m_OBB;
181 public float primOOBradiusSQ;
182
183 private bool m_hasOBB = true;
184
185 private float m_physCost;
186 private float m_streamCost;
187
188 public d.Mass primdMass; // prim inertia information on it's own referencial
189 float primMass; // prim own mass
190 float primVolume; // prim own volume;
191 float _mass; // object mass acording to case
192
193 public int givefakepos;
194 private Vector3 fakepos;
195 public int givefakeori;
196 private Quaternion fakeori;
197
198 private int m_eventsubscription;
199 private int m_cureventsubscription;
200 private CollisionEventUpdate CollisionEventsThisFrame = null;
201 private bool SentEmptyCollisionsEvent;
202
203 public volatile bool childPrim;
204
205 public ODEDynamics m_vehicle;
206
207 internal int m_material = (int)Material.Wood;
208 private float mu;
209 private float bounce;
210
211 /// <summary>
212 /// Is this prim subject to physics? Even if not, it's still solid for collision purposes.
213 /// </summary>
214 public override bool IsPhysical // this is not reliable for internal use
215 {
216 get { return m_fakeisphysical; }
217 set
218 {
219 m_fakeisphysical = value; // we show imediatly to outside that we changed physical
220 // and also to stop imediatly some updates
221 // but real change will only happen in taintprocessing
222
223 if (!value) // Zero the remembered last velocity
224 m_lastVelocity = Vector3.Zero;
225 AddChange(changes.Physical, value);
226 }
227 }
228
229 public override bool IsVolumeDtc
230 {
231 get { return m_fakeisVolumeDetect; }
232 set
233 {
234 m_fakeisVolumeDetect = value;
235 AddChange(changes.VolumeDtc, value);
236 }
237 }
238
239 public override bool Phantom // this is not reliable for internal use
240 {
241 get { return m_fakeisphantom; }
242 set
243 {
244 m_fakeisphantom = value;
245 AddChange(changes.Phantom, value);
246 }
247 }
248
249 public override bool Building // this is not reliable for internal use
250 {
251 get { return m_building; }
252 set
253 {
254// if (value)
255// m_building = true;
256 AddChange(changes.building, value);
257 }
258 }
259
260 public override void getContactData(ref ContactData cdata)
261 {
262 cdata.mu = mu;
263 cdata.bounce = bounce;
264
265 // cdata.softcolide = m_softcolide;
266 cdata.softcolide = false;
267
268 if (m_isphysical)
269 {
270 ODEDynamics veh;
271 if (_parent != null)
272 veh = ((OdePrim)_parent).m_vehicle;
273 else
274 veh = m_vehicle;
275
276 if (veh != null && veh.Type != Vehicle.TYPE_NONE)
277 cdata.mu *= veh.FrictionFactor;
278// cdata.mu *= 0;
279 }
280 }
281
282 public override float PhysicsCost
283 {
284 get
285 {
286 return m_physCost;
287 }
288 }
289
290 public override float StreamCost
291 {
292 get
293 {
294 return m_streamCost;
295 }
296 }
297
298 public override int PhysicsActorType
299 {
300 get { return (int)ActorTypes.Prim; }
301 set { return; }
302 }
303
304 public override bool SetAlwaysRun
305 {
306 get { return false; }
307 set { return; }
308 }
309
310 public override uint LocalID
311 {
312 get { return m_localID; }
313 set { m_localID = value; }
314 }
315
316 public override PhysicsActor ParentActor
317 {
318 get
319 {
320 if (childPrim)
321 return _parent;
322 else
323 return (PhysicsActor)this;
324 }
325 }
326
327 public override bool Grabbed
328 {
329 set { return; }
330 }
331
332 public override bool Selected
333 {
334 set
335 {
336 if (value)
337 m_isSelected = value; // if true set imediatly to stop moves etc
338 AddChange(changes.Selected, value);
339 }
340 }
341
342 public override bool Flying
343 {
344 // no flying prims for you
345 get { return false; }
346 set { }
347 }
348
349 public override bool IsColliding
350 {
351 get { return m_iscolliding; }
352 set
353 {
354 if (value)
355 {
356 m_colliderfilter += 2;
357 if (m_colliderfilter > 2)
358 m_colliderfilter = 2;
359 }
360 else
361 {
362 m_colliderfilter--;
363 if (m_colliderfilter < 0)
364 m_colliderfilter = 0;
365 }
366
367 if (m_colliderfilter == 0)
368 m_iscolliding = false;
369 else
370 m_iscolliding = true;
371 }
372 }
373
374 public override bool CollidingGround
375 {
376 get { return false; }
377 set { return; }
378 }
379
380 public override bool CollidingObj
381 {
382 get { return false; }
383 set { return; }
384 }
385
386
387 public override bool ThrottleUpdates {get;set;}
388
389 public override bool Stopped
390 {
391 get { return _zeroFlag; }
392 }
393
394 public override Vector3 Position
395 {
396 get
397 {
398 if (givefakepos > 0)
399 return fakepos;
400 else
401 return _position;
402 }
403
404 set
405 {
406 fakepos = value;
407 givefakepos++;
408 AddChange(changes.Position, value);
409 }
410 }
411
412 public override Vector3 Size
413 {
414 get { return _size; }
415 set
416 {
417 if (value.IsFinite())
418 {
419 _parent_scene.m_meshWorker.ChangeActorPhysRep(this, _pbs, value, m_shapetype);
420 }
421 else
422 {
423 m_log.WarnFormat("[PHYSICS]: Got NaN Size on object {0}", Name);
424 }
425 }
426 }
427
428 public override float Mass
429 {
430 get { return primMass; }
431 }
432
433 public override Vector3 Force
434 {
435 get { return m_force; }
436 set
437 {
438 if (value.IsFinite())
439 {
440 AddChange(changes.Force, value);
441 }
442 else
443 {
444 m_log.WarnFormat("[PHYSICS]: NaN in Force Applied to an Object {0}", Name);
445 }
446 }
447 }
448
449 public override void SetVolumeDetect(int param)
450 {
451 m_fakeisVolumeDetect = (param != 0);
452 AddChange(changes.VolumeDtc, m_fakeisVolumeDetect);
453 }
454
455 public override Vector3 GeometricCenter
456 {
457 // this is not real geometric center but a average of positions relative to root prim acording to
458 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
459 // ignoring tortured prims details since sl also seems to ignore
460 // so no real use in doing it on physics
461 get
462 {
463 return Vector3.Zero;
464 }
465 }
466
467 public override Vector3 CenterOfMass
468 {
469 get
470 {
471 lock (_parent_scene.OdeLock)
472 {
473 d.Vector3 dtmp;
474 if (!childPrim && Body != IntPtr.Zero)
475 {
476 dtmp = d.BodyGetPosition(Body);
477 return new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
478 }
479 else if (prim_geom != IntPtr.Zero)
480 {
481 d.Quaternion dq;
482 d.GeomCopyQuaternion(prim_geom, out dq);
483 Quaternion q;
484 q.X = dq.X;
485 q.Y = dq.Y;
486 q.Z = dq.Z;
487 q.W = dq.W;
488
489 Vector3 Ptot = m_OBBOffset * q;
490 dtmp = d.GeomGetPosition(prim_geom);
491 Ptot.X += dtmp.X;
492 Ptot.Y += dtmp.Y;
493 Ptot.Z += dtmp.Z;
494
495 // if(childPrim) we only know about physical linksets
496 return Ptot;
497/*
498 float tmass = _mass;
499 Ptot *= tmass;
500
501 float m;
502
503 foreach (OdePrim prm in childrenPrim)
504 {
505 m = prm._mass;
506 Ptot += prm.CenterOfMass * m;
507 tmass += m;
508 }
509
510 if (tmass == 0)
511 tmass = 0;
512 else
513 tmass = 1.0f / tmass;
514
515 Ptot *= tmass;
516 return Ptot;
517*/
518 }
519 else
520 return _position;
521 }
522 }
523 }
524
525 public override Vector3 OOBsize
526 {
527 get
528 {
529 return m_OBB;
530 }
531 }
532
533 public override Vector3 OOBoffset
534 {
535 get
536 {
537 return m_OBBOffset;
538 }
539 }
540
541 public override float OOBRadiusSQ
542 {
543 get
544 {
545 return primOOBradiusSQ;
546 }
547 }
548
549 public override PrimitiveBaseShape Shape
550 {
551 set
552 {
553// AddChange(changes.Shape, value);
554 _parent_scene.m_meshWorker.ChangeActorPhysRep(this, value, _size, m_shapetype);
555 }
556 }
557
558 public override byte PhysicsShapeType
559 {
560 get
561 {
562 return m_shapetype;
563 }
564 set
565 {
566 m_shapetype = value;
567 _parent_scene.m_meshWorker.ChangeActorPhysRep(this, _pbs, _size, value);
568 }
569 }
570
571 public override Vector3 Velocity
572 {
573 get
574 {
575 if (_zeroFlag)
576 return Vector3.Zero;
577 return _velocity;
578 }
579 set
580 {
581 if (value.IsFinite())
582 {
583 AddChange(changes.Velocity, value);
584 }
585 else
586 {
587 m_log.WarnFormat("[PHYSICS]: Got NaN Velocity in Object {0}", Name);
588 }
589
590 }
591 }
592
593 public override Vector3 Torque
594 {
595 get
596 {
597 if (!IsPhysical || Body == IntPtr.Zero)
598 return Vector3.Zero;
599
600 return m_torque;
601 }
602
603 set
604 {
605 if (value.IsFinite())
606 {
607 AddChange(changes.Torque, value);
608 }
609 else
610 {
611 m_log.WarnFormat("[PHYSICS]: Got NaN Torque in Object {0}", Name);
612 }
613 }
614 }
615
616 public override float CollisionScore
617 {
618 get { return m_collisionscore; }
619 set { m_collisionscore = value; }
620 }
621
622 public override bool Kinematic
623 {
624 get { return false; }
625 set { }
626 }
627
628 public override Quaternion Orientation
629 {
630 get
631 {
632 if (givefakeori > 0)
633 return fakeori;
634 else
635
636 return _orientation;
637 }
638 set
639 {
640 if (QuaternionIsFinite(value))
641 {
642 fakeori = value;
643 givefakeori++;
644
645 value.Normalize();
646
647 AddChange(changes.Orientation, value);
648 }
649 else
650 m_log.WarnFormat("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object {0}", Name);
651
652 }
653 }
654
655 public override Vector3 Acceleration
656 {
657 get { return _acceleration; }
658 set { }
659 }
660
661 public override Vector3 RotationalVelocity
662 {
663 get
664 {
665 Vector3 pv = Vector3.Zero;
666 if (_zeroFlag)
667 return pv;
668
669 if (m_rotationalVelocity.ApproxEquals(pv, 0.0001f))
670 return pv;
671
672 return m_rotationalVelocity;
673 }
674 set
675 {
676 if (value.IsFinite())
677 {
678 AddChange(changes.AngVelocity, value);
679 }
680 else
681 {
682 m_log.WarnFormat("[PHYSICS]: Got NaN RotationalVelocity in Object {0}", Name);
683 }
684 }
685 }
686
687 public override float Buoyancy
688 {
689 get { return m_buoyancy; }
690 set
691 {
692 AddChange(changes.Buoyancy,value);
693 }
694 }
695
696 public override bool FloatOnWater
697 {
698 set
699 {
700 AddChange(changes.CollidesWater, value);
701 }
702 }
703
704 public override Vector3 PIDTarget
705 {
706 set
707 {
708 if (value.IsFinite())
709 {
710 AddChange(changes.PIDTarget,value);
711 }
712 else
713 m_log.WarnFormat("[PHYSICS]: Got NaN PIDTarget from Scene on Object {0}", Name);
714 }
715 }
716
717 public override bool PIDActive
718 {
719 set
720 {
721 AddChange(changes.PIDActive,value);
722 }
723 }
724
725 public override float PIDTau
726 {
727 set
728 {
729 float tmp = 0;
730 if (value > 0)
731 {
732 float mint = (0.05f > m_timeStep ? 0.05f : m_timeStep);
733 if (value < mint)
734 tmp = mint;
735 else
736 tmp = value;
737 }
738 AddChange(changes.PIDTau,tmp);
739 }
740 }
741
742 public override float PIDHoverHeight
743 {
744 set
745 {
746 AddChange(changes.PIDHoverHeight,value);
747 }
748 }
749 public override bool PIDHoverActive
750 {
751 set
752 {
753 AddChange(changes.PIDHoverActive, value);
754 }
755 }
756
757 public override PIDHoverType PIDHoverType
758 {
759 set
760 {
761 AddChange(changes.PIDHoverType,value);
762 }
763 }
764
765 public override float PIDHoverTau
766 {
767 set
768 {
769 float tmp =0;
770 if (value > 0)
771 {
772 float mint = (0.05f > m_timeStep ? 0.05f : m_timeStep);
773 if (value < mint)
774 tmp = mint;
775 else
776 tmp = value;
777 }
778 AddChange(changes.PIDHoverTau, tmp);
779 }
780 }
781
782 public override Quaternion APIDTarget { set { return; } }
783
784 public override bool APIDActive { set { return; } }
785
786 public override float APIDStrength { set { return; } }
787
788 public override float APIDDamping { set { return; } }
789
790 public override int VehicleType
791 {
792 // we may need to put a fake on this
793 get
794 {
795 if (m_vehicle == null)
796 return (int)Vehicle.TYPE_NONE;
797 else
798 return (int)m_vehicle.Type;
799 }
800 set
801 {
802 AddChange(changes.VehicleType, value);
803 }
804 }
805
806 public override void VehicleFloatParam(int param, float value)
807 {
808 strVehicleFloatParam fp = new strVehicleFloatParam();
809 fp.param = param;
810 fp.value = value;
811 AddChange(changes.VehicleFloatParam, fp);
812 }
813
814 public override void VehicleVectorParam(int param, Vector3 value)
815 {
816 strVehicleVectorParam fp = new strVehicleVectorParam();
817 fp.param = param;
818 fp.value = value;
819 AddChange(changes.VehicleVectorParam, fp);
820 }
821
822 public override void VehicleRotationParam(int param, Quaternion value)
823 {
824 strVehicleQuatParam fp = new strVehicleQuatParam();
825 fp.param = param;
826 fp.value = value;
827 AddChange(changes.VehicleRotationParam, fp);
828 }
829
830 public override void VehicleFlags(int param, bool value)
831 {
832 strVehicleBoolParam bp = new strVehicleBoolParam();
833 bp.param = param;
834 bp.value = value;
835 AddChange(changes.VehicleFlags, bp);
836 }
837
838 public override void SetVehicle(object vdata)
839 {
840 AddChange(changes.SetVehicle, vdata);
841 }
842 public void SetAcceleration(Vector3 accel)
843 {
844 _acceleration = accel;
845 }
846
847 public override void AddForce(Vector3 force, bool pushforce)
848 {
849 if (force.IsFinite())
850 {
851 if(pushforce)
852 AddChange(changes.AddForce, force);
853 else // a impulse
854 AddChange(changes.AddForce, force * m_invTimeStep);
855 }
856 else
857 {
858 m_log.WarnFormat("[PHYSICS]: Got Invalid linear force vector from Scene in Object {0}", Name);
859 }
860 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
861 }
862
863 public override void AddAngularForce(Vector3 force, bool pushforce)
864 {
865 if (force.IsFinite())
866 {
867// if(pushforce) for now applyrotationimpulse seems more happy applied as a force
868 AddChange(changes.AddAngForce, force);
869// else // a impulse
870// AddChange(changes.AddAngForce, force * m_invTimeStep);
871 }
872 else
873 {
874 m_log.WarnFormat("[PHYSICS]: Got Invalid Angular force vector from Scene in Object {0}", Name);
875 }
876 }
877
878 public override void CrossingFailure()
879 {
880 if (m_outbounds)
881 {
882 _position.X = Util.Clip(_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f);
883 _position.Y = Util.Clip(_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f);
884 _position.Z = Util.Clip(_position.Z + 0.2f, -100f, 50000f);
885
886 m_lastposition = _position;
887 _velocity.X = 0;
888 _velocity.Y = 0;
889 _velocity.Z = 0;
890
891 m_lastVelocity = _velocity;
892 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
893 m_vehicle.Stop();
894
895 if(Body != IntPtr.Zero)
896 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
897 if (prim_geom != IntPtr.Zero)
898 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
899
900 m_outbounds = false;
901 changeDisable(false);
902 base.RequestPhysicsterseUpdate();
903 }
904 }
905
906 public override void SetMomentum(Vector3 momentum)
907 {
908 }
909
910 public override void SetMaterial(int pMaterial)
911 {
912 m_material = pMaterial;
913 mu = _parent_scene.m_materialContactsData[pMaterial].mu;
914 bounce = _parent_scene.m_materialContactsData[pMaterial].bounce;
915 }
916
917 public override float Density
918 {
919 get
920 {
921 return m_density * 100f;
922 }
923 set
924 {
925 m_density = value / 100f;
926 // for not prim mass is not updated since this implies full rebuild of body inertia TODO
927 }
928 }
929 public override float GravModifier
930 {
931 get
932 {
933 return m_gravmod;
934 }
935 set
936 {
937 m_gravmod = value;
938 if (m_vehicle != null)
939 m_vehicle.GravMod = m_gravmod;
940 }
941 }
942 public override float Friction
943 {
944 get
945 {
946 return mu;
947 }
948 set
949 {
950 mu = value;
951 }
952 }
953
954 public override float Restitution
955 {
956 get
957 {
958 return bounce;
959 }
960 set
961 {
962 bounce = value;
963 }
964 }
965
966 public void setPrimForRemoval()
967 {
968 AddChange(changes.Remove, null);
969 }
970
971 public override void link(PhysicsActor obj)
972 {
973 AddChange(changes.Link, obj);
974 }
975
976 public override void delink()
977 {
978 AddChange(changes.DeLink, null);
979 }
980
981 public override void LockAngularMotion(Vector3 axis)
982 {
983 // reverse the zero/non zero values for ODE.
984 if (axis.IsFinite())
985 {
986 axis.X = (axis.X > 0) ? 1f : 0f;
987 axis.Y = (axis.Y > 0) ? 1f : 0f;
988 axis.Z = (axis.Z > 0) ? 1f : 0f;
989// m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
990 AddChange(changes.AngLock, axis);
991 }
992 else
993 {
994 m_log.WarnFormat("[PHYSICS]: Got NaN locking axis from Scene on Object {0}", Name);
995 }
996 }
997
998 public override void SubscribeEvents(int ms)
999 {
1000 m_eventsubscription = ms;
1001 m_cureventsubscription = 0;
1002 if (CollisionEventsThisFrame == null)
1003 CollisionEventsThisFrame = new CollisionEventUpdate();
1004 SentEmptyCollisionsEvent = false;
1005 }
1006
1007 public override void UnSubscribeEvents()
1008 {
1009 if (CollisionEventsThisFrame != null)
1010 {
1011 CollisionEventsThisFrame.Clear();
1012 CollisionEventsThisFrame = null;
1013 }
1014 m_eventsubscription = 0;
1015 _parent_scene.RemoveCollisionEventReporting(this);
1016 }
1017
1018 public override void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1019 {
1020 if (CollisionEventsThisFrame == null)
1021 CollisionEventsThisFrame = new CollisionEventUpdate();
1022// if(CollisionEventsThisFrame.Count < 32)
1023 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
1024 }
1025
1026 public void SendCollisions()
1027 {
1028 if (CollisionEventsThisFrame == null)
1029 return;
1030
1031 if (m_cureventsubscription < m_eventsubscription)
1032 return;
1033
1034 m_cureventsubscription = 0;
1035
1036 int ncolisions = CollisionEventsThisFrame.m_objCollisionList.Count;
1037
1038 if (!SentEmptyCollisionsEvent || ncolisions > 0)
1039 {
1040 base.SendCollisionUpdate(CollisionEventsThisFrame);
1041
1042 if (ncolisions == 0)
1043 {
1044 SentEmptyCollisionsEvent = true;
1045 _parent_scene.RemoveCollisionEventReporting(this);
1046 }
1047 else
1048 {
1049 SentEmptyCollisionsEvent = false;
1050 CollisionEventsThisFrame.Clear();
1051 }
1052 }
1053 }
1054
1055 internal void AddCollisionFrameTime(int t)
1056 {
1057 if (m_cureventsubscription < 50000)
1058 m_cureventsubscription += t;
1059 }
1060
1061 public override bool SubscribedEvents()
1062 {
1063 if (m_eventsubscription > 0)
1064 return true;
1065 return false;
1066 }
1067
1068 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
1069 Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical,bool pisPhantom,byte _shapeType,uint plocalID)
1070 {
1071 Name = primName;
1072 LocalID = plocalID;
1073
1074 m_vehicle = null;
1075
1076 if (!pos.IsFinite())
1077 {
1078 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
1079 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
1080 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Position for {0}", Name);
1081 }
1082 _position = pos;
1083 givefakepos = 0;
1084
1085 m_timeStep = parent_scene.ODE_STEPSIZE;
1086 m_invTimeStep = 1f / m_timeStep;
1087
1088 m_density = parent_scene.geomDefaultDensity;
1089 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
1090
1091 prim_geom = IntPtr.Zero;
1092 collide_geom = IntPtr.Zero;
1093 Body = IntPtr.Zero;
1094
1095 if (!size.IsFinite())
1096 {
1097 size = new Vector3(0.5f, 0.5f, 0.5f);
1098 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Size for {0}", Name);
1099 }
1100
1101 if (size.X <= 0) size.X = 0.01f;
1102 if (size.Y <= 0) size.Y = 0.01f;
1103 if (size.Z <= 0) size.Z = 0.01f;
1104
1105 _size = size;
1106
1107 if (!QuaternionIsFinite(rotation))
1108 {
1109 rotation = Quaternion.Identity;
1110 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Rotation for {0}", Name);
1111 }
1112
1113 _orientation = rotation;
1114 givefakeori = 0;
1115
1116 _pbs = pbs;
1117
1118 _parent_scene = parent_scene;
1119 m_targetSpace = IntPtr.Zero;
1120
1121 if (pos.Z < 0)
1122 {
1123 m_isphysical = false;
1124 }
1125 else
1126 {
1127 m_isphysical = pisPhysical;
1128 }
1129 m_fakeisphysical = m_isphysical;
1130
1131 m_isVolumeDetect = false;
1132 m_fakeisVolumeDetect = false;
1133
1134 m_force = Vector3.Zero;
1135
1136 m_iscolliding = false;
1137 m_colliderfilter = 0;
1138 m_NoColide = false;
1139
1140 _triMeshData = IntPtr.Zero;
1141
1142 m_shapetype = _shapeType;
1143
1144 m_lastdoneSelected = false;
1145 m_isSelected = false;
1146 m_delaySelect = false;
1147
1148 m_isphantom = pisPhantom;
1149 m_fakeisphantom = pisPhantom;
1150
1151 mu = parent_scene.m_materialContactsData[(int)Material.Wood].mu;
1152 bounce = parent_scene.m_materialContactsData[(int)Material.Wood].bounce;
1153
1154 m_building = true; // control must set this to false when done
1155
1156 // get basic mass parameters
1157 ODEPhysRepData repData = _parent_scene.m_meshWorker.NewActorPhysRep(this, _pbs, _size, m_shapetype);
1158
1159 primVolume = repData.volume;
1160 m_OBB = repData.OBB;
1161 m_OBBOffset = repData.OBBOffset;
1162
1163 UpdatePrimBodyData();
1164 }
1165
1166 private void resetCollisionAccounting()
1167 {
1168 m_collisionscore = 0;
1169 }
1170
1171 private void UpdateCollisionCatFlags()
1172 {
1173 if(m_isphysical && m_disabled)
1174 {
1175 m_collisionCategories = 0;
1176 m_collisionFlags = 0;
1177 }
1178
1179 else if (m_isSelected)
1180 {
1181 m_collisionCategories = CollisionCategories.Selected;
1182 m_collisionFlags = 0;
1183 }
1184
1185 else if (m_isVolumeDetect)
1186 {
1187 m_collisionCategories = CollisionCategories.VolumeDtc;
1188 if (m_isphysical)
1189 m_collisionFlags = CollisionCategories.Geom | CollisionCategories.Character;
1190 else
1191 m_collisionFlags = 0;
1192 }
1193 else if (m_isphantom)
1194 {
1195 m_collisionCategories = CollisionCategories.Phantom;
1196 if (m_isphysical)
1197 m_collisionFlags = CollisionCategories.Land;
1198 else
1199 m_collisionFlags = 0;
1200 }
1201 else
1202 {
1203 m_collisionCategories = CollisionCategories.Geom;
1204 if (m_isphysical)
1205 m_collisionFlags = m_default_collisionFlagsPhysical;
1206 else
1207 m_collisionFlags = m_default_collisionFlagsNotPhysical;
1208 }
1209 }
1210
1211 private void ApplyCollisionCatFlags()
1212 {
1213 if (prim_geom != IntPtr.Zero)
1214 {
1215 if (!childPrim && childrenPrim.Count > 0)
1216 {
1217 foreach (OdePrim prm in childrenPrim)
1218 {
1219 if (m_isphysical && m_disabled)
1220 {
1221 prm.m_collisionCategories = 0;
1222 prm.m_collisionFlags = 0;
1223 }
1224 else
1225 {
1226 // preserve some
1227 if (prm.m_isSelected)
1228 {
1229 prm.m_collisionCategories = CollisionCategories.Selected;
1230 prm.m_collisionFlags = 0;
1231 }
1232 else if (prm.m_isVolumeDetect)
1233 {
1234 prm.m_collisionCategories = CollisionCategories.VolumeDtc;
1235 if (m_isphysical)
1236 prm.m_collisionFlags = CollisionCategories.Geom | CollisionCategories.Character;
1237 else
1238 prm.m_collisionFlags = 0;
1239 }
1240 else if (prm.m_isphantom)
1241 {
1242 prm.m_collisionCategories = CollisionCategories.Phantom;
1243 if (m_isphysical)
1244 prm.m_collisionFlags = CollisionCategories.Land;
1245 else
1246 prm.m_collisionFlags = 0;
1247 }
1248 else
1249 {
1250 prm.m_collisionCategories = m_collisionCategories;
1251 prm.m_collisionFlags = m_collisionFlags;
1252 }
1253 }
1254
1255 if (prm.prim_geom != IntPtr.Zero)
1256 {
1257 if (prm.m_NoColide)
1258 {
1259 d.GeomSetCategoryBits(prm.prim_geom, 0);
1260 if (m_isphysical)
1261 d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land);
1262 else
1263 d.GeomSetCollideBits(prm.prim_geom, 0);
1264 }
1265 else
1266 {
1267 d.GeomSetCategoryBits(prm.prim_geom, (uint)prm.m_collisionCategories);
1268 d.GeomSetCollideBits(prm.prim_geom, (uint)prm.m_collisionFlags);
1269 }
1270 }
1271 }
1272 }
1273
1274 if (m_NoColide)
1275 {
1276 d.GeomSetCategoryBits(prim_geom, 0);
1277 d.GeomSetCollideBits(prim_geom, (uint)CollisionCategories.Land);
1278 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
1279 {
1280 d.GeomSetCategoryBits(collide_geom, 0);
1281 d.GeomSetCollideBits(collide_geom, (uint)CollisionCategories.Land);
1282 }
1283 }
1284 else
1285 {
1286 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
1287 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
1288 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
1289 {
1290 d.GeomSetCategoryBits(collide_geom, (uint)m_collisionCategories);
1291 d.GeomSetCollideBits(collide_geom, (uint)m_collisionFlags);
1292 }
1293 }
1294 }
1295 }
1296
1297 private void createAMotor(Vector3 axis)
1298 {
1299 if (Body == IntPtr.Zero)
1300 return;
1301
1302 if (Amotor != IntPtr.Zero)
1303 {
1304 d.JointDestroy(Amotor);
1305 Amotor = IntPtr.Zero;
1306 }
1307
1308 int axisnum = 3 - (int)(axis.X + axis.Y + axis.Z);
1309
1310 if (axisnum <= 0)
1311 return;
1312
1313 // stop it
1314 d.BodySetTorque(Body, 0, 0, 0);
1315 d.BodySetAngularVel(Body, 0, 0, 0);
1316
1317 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
1318 d.JointAttach(Amotor, Body, IntPtr.Zero);
1319
1320 d.JointSetAMotorMode(Amotor, 0);
1321
1322 d.JointSetAMotorNumAxes(Amotor, axisnum);
1323
1324 // get current orientation to lock
1325
1326 d.Quaternion dcur = d.BodyGetQuaternion(Body);
1327 Quaternion curr; // crap convertion between identical things
1328 curr.X = dcur.X;
1329 curr.Y = dcur.Y;
1330 curr.Z = dcur.Z;
1331 curr.W = dcur.W;
1332 Vector3 ax;
1333
1334 int i = 0;
1335 int j = 0;
1336 if (axis.X == 0)
1337 {
1338 ax = (new Vector3(1, 0, 0)) * curr; // rotate world X to current local X
1339 // ODE should do this with axis relative to body 1 but seems to fail
1340 d.JointSetAMotorAxis(Amotor, 0, 0, ax.X, ax.Y, ax.Z);
1341 d.JointSetAMotorAngle(Amotor, 0, 0);
1342 d.JointSetAMotorParam(Amotor, (int)d.JointParam.LoStop, 0f);
1343 d.JointSetAMotorParam(Amotor, (int)d.JointParam.HiStop, 0f);
1344 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0);
1345 d.JointSetAMotorParam(Amotor, (int)d.JointParam.FudgeFactor, 0.0001f);
1346 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Bounce, 0f);
1347 d.JointSetAMotorParam(Amotor, (int)d.JointParam.FMax, 5e8f);
1348 d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopCFM, 0f);
1349 d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopERP, 0.8f);
1350 i++;
1351 j = 256; // move to next axis set
1352 }
1353
1354 if (axis.Y == 0)
1355 {
1356 ax = (new Vector3(0, 1, 0)) * curr;
1357 d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
1358 d.JointSetAMotorAngle(Amotor, i, 0);
1359 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, 0f);
1360 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0f);
1361 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
1362 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
1363 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
1364 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
1365 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f);
1366 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f);
1367 i++;
1368 j += 256;
1369 }
1370
1371 if (axis.Z == 0)
1372 {
1373 ax = (new Vector3(0, 0, 1)) * curr;
1374 d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
1375 d.JointSetAMotorAngle(Amotor, i, 0);
1376 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, 0f);
1377 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0f);
1378 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
1379 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
1380 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
1381 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
1382 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f);
1383 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f);
1384 }
1385 }
1386
1387
1388 private void SetGeom(IntPtr geom)
1389 {
1390 prim_geom = geom;
1391 //Console.WriteLine("SetGeom to " + prim_geom + " for " + Name);
1392 if (prim_geom != IntPtr.Zero)
1393 {
1394
1395 if (m_NoColide)
1396 {
1397 d.GeomSetCategoryBits(prim_geom, 0);
1398 if (m_isphysical)
1399 {
1400 d.GeomSetCollideBits(prim_geom, (uint)CollisionCategories.Land);
1401 }
1402 else
1403 {
1404 d.GeomSetCollideBits(prim_geom, 0);
1405 d.GeomDisable(prim_geom);
1406 }
1407 }
1408 else
1409 {
1410 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
1411 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
1412 }
1413
1414 UpdatePrimBodyData();
1415 _parent_scene.actor_name_map[prim_geom] = this;
1416
1417/*
1418// debug
1419 d.AABB aabb;
1420 d.GeomGetAABB(prim_geom, out aabb);
1421 float x = aabb.MaxX - aabb.MinX;
1422 float y = aabb.MaxY - aabb.MinY;
1423 float z = aabb.MaxZ - aabb.MinZ;
1424 if( x > 60.0f || y > 60.0f || z > 60.0f)
1425 m_log.WarnFormat("[PHYSICS]: large prim geo {0},size {1}, AABBsize <{2},{3},{4}, mesh {5} at {6}",
1426 Name, _size.ToString(), x, y, z, _pbs.SculptEntry ? _pbs.SculptTexture.ToString() : "primMesh", _position.ToString());
1427 else if (x < 0.001f || y < 0.001f || z < 0.001f)
1428 m_log.WarnFormat("[PHYSICS]: small prim geo {0},size {1}, AABBsize <{2},{3},{4}, mesh {5} at {6}",
1429 Name, _size.ToString(), x, y, z, _pbs.SculptEntry ? _pbs.SculptTexture.ToString() : "primMesh", _position.ToString());
1430
1431//
1432*/
1433
1434 }
1435 else
1436 m_log.Warn("Setting bad Geom");
1437 }
1438
1439 private bool GetMeshGeom()
1440 {
1441 IntPtr vertices, indices;
1442 int vertexCount, indexCount;
1443 int vertexStride, triStride;
1444
1445 IMesh mesh = m_mesh;
1446
1447 if (mesh == null)
1448 return false;
1449
1450 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount);
1451 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount);
1452
1453 if (vertexCount == 0 || indexCount == 0)
1454 {
1455 m_log.WarnFormat("[PHYSICS]: Invalid mesh data on OdePrim {0}, mesh {1} at {2}",
1456 Name, _pbs.SculptEntry ? _pbs.SculptTexture.ToString() : "primMesh",_position.ToString());
1457
1458 m_hasOBB = false;
1459 m_OBBOffset = Vector3.Zero;
1460 m_OBB = _size * 0.5f;
1461
1462 m_physCost = 0.1f;
1463 m_streamCost = 1.0f;
1464
1465 _parent_scene.mesher.ReleaseMesh(mesh);
1466 m_meshState = MeshState.MeshFailed;
1467 m_mesh = null;
1468 return false;
1469 }
1470
1471 IntPtr geo = IntPtr.Zero;
1472
1473 try
1474 {
1475 _triMeshData = d.GeomTriMeshDataCreate();
1476
1477 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1478 d.GeomTriMeshDataPreprocess(_triMeshData);
1479
1480 geo = d.CreateTriMesh(m_targetSpace, _triMeshData, null, null, null);
1481 }
1482
1483 catch (Exception e)
1484 {
1485 m_log.ErrorFormat("[PHYSICS]: SetGeom Mesh failed for {0} exception: {1}", Name, e);
1486 if (_triMeshData != IntPtr.Zero)
1487 {
1488 try
1489 {
1490 d.GeomTriMeshDataDestroy(_triMeshData);
1491 }
1492 catch
1493 {
1494 }
1495 }
1496 _triMeshData = IntPtr.Zero;
1497
1498 m_hasOBB = false;
1499 m_OBBOffset = Vector3.Zero;
1500 m_OBB = _size * 0.5f;
1501 m_physCost = 0.1f;
1502 m_streamCost = 1.0f;
1503
1504 _parent_scene.mesher.ReleaseMesh(mesh);
1505 m_meshState = MeshState.MeshFailed;
1506 m_mesh = null;
1507 return false;
1508 }
1509
1510 m_physCost = 0.0013f * (float)indexCount;
1511 // todo
1512 m_streamCost = 1.0f;
1513
1514 SetGeom(geo);
1515
1516 return true;
1517 }
1518
1519 private void CreateGeom()
1520 {
1521 bool hasMesh = false;
1522
1523 m_NoColide = false;
1524
1525 if ((m_meshState & MeshState.MeshNoColide) != 0)
1526 m_NoColide = true;
1527
1528 else if(m_mesh != null)
1529 {
1530 if (GetMeshGeom())
1531 hasMesh = true;
1532 else
1533 m_NoColide = true;
1534 }
1535
1536
1537 if (!hasMesh)
1538 {
1539 IntPtr geo = IntPtr.Zero;
1540
1541 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1
1542 && _size.X == _size.Y && _size.Y == _size.Z)
1543 { // it's a sphere
1544 try
1545 {
1546 geo = d.CreateSphere(m_targetSpace, _size.X * 0.5f);
1547 }
1548 catch (Exception e)
1549 {
1550 m_log.WarnFormat("[PHYSICS]: Create sphere failed: {0}", e);
1551 return;
1552 }
1553 }
1554 else
1555 {// do it as a box
1556 try
1557 {
1558 geo = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
1559 }
1560 catch (Exception e)
1561 {
1562 m_log.Warn("[PHYSICS]: Create box failed: {0}", e);
1563 return;
1564 }
1565 }
1566 m_physCost = 0.1f;
1567 m_streamCost = 1.0f;
1568 SetGeom(geo);
1569 }
1570 }
1571
1572 private void RemoveGeom()
1573 {
1574 if (prim_geom != IntPtr.Zero)
1575 {
1576 _parent_scene.actor_name_map.Remove(prim_geom);
1577
1578 try
1579 {
1580 d.GeomDestroy(prim_geom);
1581 if (_triMeshData != IntPtr.Zero)
1582 {
1583 d.GeomTriMeshDataDestroy(_triMeshData);
1584 _triMeshData = IntPtr.Zero;
1585 }
1586 }
1587 catch (Exception e)
1588 {
1589 m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction failed for {0} exception {1}", Name, e);
1590 }
1591
1592 prim_geom = IntPtr.Zero;
1593 collide_geom = IntPtr.Zero;
1594 m_targetSpace = IntPtr.Zero;
1595 }
1596 else
1597 {
1598 m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction BAD {0}", Name);
1599 }
1600
1601 lock (m_meshlock)
1602 {
1603 if (m_mesh != null)
1604 {
1605 _parent_scene.mesher.ReleaseMesh(m_mesh);
1606 m_mesh = null;
1607 }
1608 }
1609
1610 Body = IntPtr.Zero;
1611 m_hasOBB = false;
1612 }
1613
1614 //sets non physical prim m_targetSpace to right space in spaces grid for static prims
1615 // should only be called for non physical prims unless they are becoming non physical
1616 private void SetInStaticSpace(OdePrim prim)
1617 {
1618 IntPtr targetSpace = _parent_scene.MoveGeomToStaticSpace(prim.prim_geom, prim._position, prim.m_targetSpace);
1619 prim.m_targetSpace = targetSpace;
1620 collide_geom = IntPtr.Zero;
1621 }
1622
1623 public void enableBodySoft()
1624 {
1625 m_disabled = false;
1626 if (!childPrim && !m_isSelected)
1627 {
1628 if (m_isphysical && Body != IntPtr.Zero)
1629 {
1630 UpdateCollisionCatFlags();
1631 ApplyCollisionCatFlags();
1632
1633 d.BodyEnable(Body);
1634 }
1635 }
1636 resetCollisionAccounting();
1637 }
1638
1639 private void disableBodySoft()
1640 {
1641 m_disabled = true;
1642 if (!childPrim)
1643 {
1644 if (m_isphysical && Body != IntPtr.Zero)
1645 {
1646 if (m_isSelected)
1647 m_collisionFlags = CollisionCategories.Selected;
1648 else
1649 m_collisionCategories = 0;
1650 m_collisionFlags = 0;
1651 ApplyCollisionCatFlags();
1652 d.BodyDisable(Body);
1653 }
1654 }
1655 }
1656
1657 private void MakeBody()
1658 {
1659 if (!m_isphysical) // only physical get bodies
1660 return;
1661
1662 if (childPrim) // child prims don't get bodies;
1663 return;
1664
1665 if (m_building)
1666 return;
1667
1668 if (prim_geom == IntPtr.Zero)
1669 {
1670 m_log.Warn("[PHYSICS]: Unable to link the linkset. Root has no geom yet");
1671 return;
1672 }
1673
1674 if (Body != IntPtr.Zero)
1675 {
1676 DestroyBody();
1677 m_log.Warn("[PHYSICS]: MakeBody called having a body");
1678 }
1679
1680 if (d.GeomGetBody(prim_geom) != IntPtr.Zero)
1681 {
1682 d.GeomSetBody(prim_geom, IntPtr.Zero);
1683 m_log.Warn("[PHYSICS]: MakeBody root geom already had a body");
1684 }
1685
1686 d.Matrix3 mymat = new d.Matrix3();
1687 d.Quaternion myrot = new d.Quaternion();
1688 d.Mass objdmass = new d.Mass { };
1689
1690 Body = d.BodyCreate(_parent_scene.world);
1691
1692 objdmass = primdMass;
1693
1694 // rotate inertia
1695 myrot.X = _orientation.X;
1696 myrot.Y = _orientation.Y;
1697 myrot.Z = _orientation.Z;
1698 myrot.W = _orientation.W;
1699
1700 d.RfromQ(out mymat, ref myrot);
1701 d.MassRotate(ref objdmass, ref mymat);
1702
1703 // set the body rotation
1704 d.BodySetRotation(Body, ref mymat);
1705
1706 // recompute full object inertia if needed
1707 if (childrenPrim.Count > 0)
1708 {
1709 d.Matrix3 mat = new d.Matrix3();
1710 d.Quaternion quat = new d.Quaternion();
1711 d.Mass tmpdmass = new d.Mass { };
1712 Vector3 rcm;
1713
1714 rcm.X = _position.X;
1715 rcm.Y = _position.Y;
1716 rcm.Z = _position.Z;
1717
1718 lock (childrenPrim)
1719 {
1720 foreach (OdePrim prm in childrenPrim)
1721 {
1722 if (prm.prim_geom == IntPtr.Zero)
1723 {
1724 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements, skipping it. No geom yet");
1725 continue;
1726 }
1727
1728 tmpdmass = prm.primdMass;
1729
1730 // apply prim current rotation to inertia
1731 quat.X = prm._orientation.X;
1732 quat.Y = prm._orientation.Y;
1733 quat.Z = prm._orientation.Z;
1734 quat.W = prm._orientation.W;
1735 d.RfromQ(out mat, ref quat);
1736 d.MassRotate(ref tmpdmass, ref mat);
1737
1738 Vector3 ppos = prm._position;
1739 ppos.X -= rcm.X;
1740 ppos.Y -= rcm.Y;
1741 ppos.Z -= rcm.Z;
1742 // refer inertia to root prim center of mass position
1743 d.MassTranslate(ref tmpdmass,
1744 ppos.X,
1745 ppos.Y,
1746 ppos.Z);
1747
1748 d.MassAdd(ref objdmass, ref tmpdmass); // add to total object inertia
1749 // fix prim colision cats
1750
1751 if (d.GeomGetBody(prm.prim_geom) != IntPtr.Zero)
1752 {
1753 d.GeomSetBody(prm.prim_geom, IntPtr.Zero);
1754 m_log.Warn("[PHYSICS]: MakeBody child geom already had a body");
1755 }
1756
1757 d.GeomClearOffset(prm.prim_geom);
1758 d.GeomSetBody(prm.prim_geom, Body);
1759 prm.Body = Body;
1760 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat); // set relative rotation
1761 }
1762 }
1763 }
1764
1765 d.GeomClearOffset(prim_geom); // make sure we don't have a hidden offset
1766 // associate root geom with body
1767 d.GeomSetBody(prim_geom, Body);
1768
1769 d.BodySetPosition(Body, _position.X + objdmass.c.X, _position.Y + objdmass.c.Y, _position.Z + objdmass.c.Z);
1770 d.GeomSetOffsetWorldPosition(prim_geom, _position.X, _position.Y, _position.Z);
1771
1772 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
1773 myrot.X = -myrot.X;
1774 myrot.Y = -myrot.Y;
1775 myrot.Z = -myrot.Z;
1776
1777 d.RfromQ(out mymat, ref myrot);
1778 d.MassRotate(ref objdmass, ref mymat);
1779
1780 d.BodySetMass(Body, ref objdmass);
1781 _mass = objdmass.mass;
1782
1783 // disconnect from world gravity so we can apply buoyancy
1784 d.BodySetGravityMode(Body, false);
1785
1786 d.BodySetAutoDisableFlag(Body, true);
1787 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1788 d.BodySetAutoDisableAngularThreshold(Body, 0.01f);
1789 d.BodySetAutoDisableLinearThreshold(Body, 0.01f);
1790 d.BodySetDamping(Body, .005f, .001f);
1791
1792 if (m_targetSpace != IntPtr.Zero)
1793 {
1794 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1795 if (d.SpaceQuery(m_targetSpace, prim_geom))
1796 d.SpaceRemove(m_targetSpace, prim_geom);
1797 }
1798
1799 if (childrenPrim.Count == 0)
1800 {
1801 collide_geom = prim_geom;
1802 m_targetSpace = _parent_scene.ActiveSpace;
1803 }
1804 else
1805 {
1806 m_targetSpace = d.HashSpaceCreate(_parent_scene.ActiveSpace);
1807 d.HashSpaceSetLevels(m_targetSpace, -2, 8);
1808 d.SpaceSetSublevel(m_targetSpace, 3);
1809 d.SpaceSetCleanup(m_targetSpace, false);
1810
1811 d.GeomSetCategoryBits(m_targetSpace, (uint)(CollisionCategories.Space |
1812 CollisionCategories.Geom |
1813 CollisionCategories.Phantom |
1814 CollisionCategories.VolumeDtc
1815 ));
1816 d.GeomSetCollideBits(m_targetSpace, 0);
1817 collide_geom = m_targetSpace;
1818 }
1819
1820 d.SpaceAdd(m_targetSpace, prim_geom);
1821
1822 if (m_delaySelect)
1823 {
1824 m_isSelected = true;
1825 m_delaySelect = false;
1826 }
1827
1828 m_collisionscore = 0;
1829
1830 UpdateCollisionCatFlags();
1831 ApplyCollisionCatFlags();
1832
1833 _parent_scene.addActivePrim(this);
1834
1835 lock (childrenPrim)
1836 {
1837 foreach (OdePrim prm in childrenPrim)
1838 {
1839 if (prm.prim_geom == IntPtr.Zero)
1840 continue;
1841
1842 Vector3 ppos = prm._position;
1843 d.GeomSetOffsetWorldPosition(prm.prim_geom, ppos.X, ppos.Y, ppos.Z); // set relative position
1844
1845 if (prm.m_targetSpace != m_targetSpace)
1846 {
1847 if (prm.m_targetSpace != IntPtr.Zero)
1848 {
1849 _parent_scene.waitForSpaceUnlock(prm.m_targetSpace);
1850 if (d.SpaceQuery(prm.m_targetSpace, prm.prim_geom))
1851 d.SpaceRemove(prm.m_targetSpace, prm.prim_geom);
1852 }
1853 prm.m_targetSpace = m_targetSpace;
1854 d.SpaceAdd(m_targetSpace, prm.prim_geom);
1855 }
1856
1857 prm.m_collisionscore = 0;
1858
1859 if(!m_disabled)
1860 prm.m_disabled = false;
1861
1862 _parent_scene.addActivePrim(prm);
1863 }
1864 }
1865
1866 // The body doesn't already have a finite rotation mode set here
1867 if ((!m_angularlock.ApproxEquals(Vector3.One, 0.0f)) && _parent == null)
1868 {
1869 createAMotor(m_angularlock);
1870 }
1871
1872
1873 if (m_isSelected || m_disabled)
1874 {
1875 d.BodyDisable(Body);
1876 }
1877 else
1878 {
1879 d.BodySetAngularVel(Body, m_rotationalVelocity.X, m_rotationalVelocity.Y, m_rotationalVelocity.Z);
1880 d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
1881 }
1882 _parent_scene.addActiveGroups(this);
1883 }
1884
1885 private void DestroyBody()
1886 {
1887 if (Body != IntPtr.Zero)
1888 {
1889 _parent_scene.remActivePrim(this);
1890
1891 collide_geom = IntPtr.Zero;
1892
1893 if (m_disabled)
1894 m_collisionCategories = 0;
1895 else if (m_isSelected)
1896 m_collisionCategories = CollisionCategories.Selected;
1897 else if (m_isVolumeDetect)
1898 m_collisionCategories = CollisionCategories.VolumeDtc;
1899 else if (m_isphantom)
1900 m_collisionCategories = CollisionCategories.Phantom;
1901 else
1902 m_collisionCategories = CollisionCategories.Geom;
1903
1904 m_collisionFlags = 0;
1905
1906 if (prim_geom != IntPtr.Zero)
1907 {
1908 if (m_NoColide)
1909 {
1910 d.GeomSetCategoryBits(prim_geom, 0);
1911 d.GeomSetCollideBits(prim_geom, 0);
1912 }
1913 else
1914 {
1915 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
1916 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
1917 }
1918 UpdateDataFromGeom();
1919 d.GeomSetBody(prim_geom, IntPtr.Zero);
1920 SetInStaticSpace(this);
1921 }
1922
1923 if (!childPrim)
1924 {
1925 lock (childrenPrim)
1926 {
1927 foreach (OdePrim prm in childrenPrim)
1928 {
1929 _parent_scene.remActivePrim(prm);
1930
1931 if (prm.m_isSelected)
1932 prm.m_collisionCategories = CollisionCategories.Selected;
1933 else if (prm.m_isVolumeDetect)
1934 prm.m_collisionCategories = CollisionCategories.VolumeDtc;
1935 else if (prm.m_isphantom)
1936 prm.m_collisionCategories = CollisionCategories.Phantom;
1937 else
1938 prm.m_collisionCategories = CollisionCategories.Geom;
1939
1940 prm.m_collisionFlags = 0;
1941
1942 if (prm.prim_geom != IntPtr.Zero)
1943 {
1944 if (prm.m_NoColide)
1945 {
1946 d.GeomSetCategoryBits(prm.prim_geom, 0);
1947 d.GeomSetCollideBits(prm.prim_geom, 0);
1948 }
1949 else
1950 {
1951 d.GeomSetCategoryBits(prm.prim_geom, (uint)prm.m_collisionCategories);
1952 d.GeomSetCollideBits(prm.prim_geom, (uint)prm.m_collisionFlags);
1953 }
1954 prm.UpdateDataFromGeom();
1955 SetInStaticSpace(prm);
1956 }
1957 prm.Body = IntPtr.Zero;
1958 prm._mass = prm.primMass;
1959 prm.m_collisionscore = 0;
1960 }
1961 }
1962 if (Amotor != IntPtr.Zero)
1963 {
1964 d.JointDestroy(Amotor);
1965 Amotor = IntPtr.Zero;
1966 }
1967 _parent_scene.remActiveGroup(this);
1968 d.BodyDestroy(Body);
1969 }
1970 Body = IntPtr.Zero;
1971 }
1972 _mass = primMass;
1973 m_collisionscore = 0;
1974 }
1975
1976 private void FixInertia(Vector3 NewPos,Quaternion newrot)
1977 {
1978 d.Matrix3 mat = new d.Matrix3();
1979 d.Quaternion quat = new d.Quaternion();
1980
1981 d.Mass tmpdmass = new d.Mass { };
1982 d.Mass objdmass = new d.Mass { };
1983
1984 d.BodyGetMass(Body, out tmpdmass);
1985 objdmass = tmpdmass;
1986
1987 d.Vector3 dobjpos;
1988 d.Vector3 thispos;
1989
1990 // get current object position and rotation
1991 dobjpos = d.BodyGetPosition(Body);
1992
1993 // get prim own inertia in its local frame
1994 tmpdmass = primdMass;
1995
1996 // transform to object frame
1997 mat = d.GeomGetOffsetRotation(prim_geom);
1998 d.MassRotate(ref tmpdmass, ref mat);
1999
2000 thispos = d.GeomGetOffsetPosition(prim_geom);
2001 d.MassTranslate(ref tmpdmass,
2002 thispos.X,
2003 thispos.Y,
2004 thispos.Z);
2005
2006 // subtract current prim inertia from object
2007 DMassSubPartFromObj(ref tmpdmass, ref objdmass);
2008
2009 // back prim own inertia
2010 tmpdmass = primdMass;
2011
2012 // update to new position and orientation
2013 _position = NewPos;
2014 d.GeomSetOffsetWorldPosition(prim_geom, NewPos.X, NewPos.Y, NewPos.Z);
2015 _orientation = newrot;
2016 quat.X = newrot.X;
2017 quat.Y = newrot.Y;
2018 quat.Z = newrot.Z;
2019 quat.W = newrot.W;
2020 d.GeomSetOffsetWorldQuaternion(prim_geom, ref quat);
2021
2022 mat = d.GeomGetOffsetRotation(prim_geom);
2023 d.MassRotate(ref tmpdmass, ref mat);
2024
2025 thispos = d.GeomGetOffsetPosition(prim_geom);
2026 d.MassTranslate(ref tmpdmass,
2027 thispos.X,
2028 thispos.Y,
2029 thispos.Z);
2030
2031 d.MassAdd(ref objdmass, ref tmpdmass);
2032
2033 // fix all positions
2034 IntPtr g = d.BodyGetFirstGeom(Body);
2035 while (g != IntPtr.Zero)
2036 {
2037 thispos = d.GeomGetOffsetPosition(g);
2038 thispos.X -= objdmass.c.X;
2039 thispos.Y -= objdmass.c.Y;
2040 thispos.Z -= objdmass.c.Z;
2041 d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z);
2042 g = d.dBodyGetNextGeom(g);
2043 }
2044 d.BodyVectorToWorld(Body,objdmass.c.X, objdmass.c.Y, objdmass.c.Z,out thispos);
2045
2046 d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z);
2047 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
2048 d.BodySetMass(Body, ref objdmass);
2049 _mass = objdmass.mass;
2050 }
2051
2052
2053
2054 private void FixInertia(Vector3 NewPos)
2055 {
2056 d.Matrix3 primmat = new d.Matrix3();
2057 d.Mass tmpdmass = new d.Mass { };
2058 d.Mass objdmass = new d.Mass { };
2059 d.Mass primmass = new d.Mass { };
2060
2061 d.Vector3 dobjpos;
2062 d.Vector3 thispos;
2063
2064 d.BodyGetMass(Body, out objdmass);
2065
2066 // get prim own inertia in its local frame
2067 primmass = primdMass;
2068 // transform to object frame
2069 primmat = d.GeomGetOffsetRotation(prim_geom);
2070 d.MassRotate(ref primmass, ref primmat);
2071
2072 tmpdmass = primmass;
2073
2074 thispos = d.GeomGetOffsetPosition(prim_geom);
2075 d.MassTranslate(ref tmpdmass,
2076 thispos.X,
2077 thispos.Y,
2078 thispos.Z);
2079
2080 // subtract current prim inertia from object
2081 DMassSubPartFromObj(ref tmpdmass, ref objdmass);
2082
2083 // update to new position
2084 _position = NewPos;
2085 d.GeomSetOffsetWorldPosition(prim_geom, NewPos.X, NewPos.Y, NewPos.Z);
2086
2087 thispos = d.GeomGetOffsetPosition(prim_geom);
2088 d.MassTranslate(ref primmass,
2089 thispos.X,
2090 thispos.Y,
2091 thispos.Z);
2092
2093 d.MassAdd(ref objdmass, ref primmass);
2094
2095 // fix all positions
2096 IntPtr g = d.BodyGetFirstGeom(Body);
2097 while (g != IntPtr.Zero)
2098 {
2099 thispos = d.GeomGetOffsetPosition(g);
2100 thispos.X -= objdmass.c.X;
2101 thispos.Y -= objdmass.c.Y;
2102 thispos.Z -= objdmass.c.Z;
2103 d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z);
2104 g = d.dBodyGetNextGeom(g);
2105 }
2106
2107 d.BodyVectorToWorld(Body, objdmass.c.X, objdmass.c.Y, objdmass.c.Z, out thispos);
2108
2109 // get current object position and rotation
2110 dobjpos = d.BodyGetPosition(Body);
2111
2112 d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z);
2113 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
2114 d.BodySetMass(Body, ref objdmass);
2115 _mass = objdmass.mass;
2116 }
2117
2118 private void FixInertia(Quaternion newrot)
2119 {
2120 d.Matrix3 mat = new d.Matrix3();
2121 d.Quaternion quat = new d.Quaternion();
2122
2123 d.Mass tmpdmass = new d.Mass { };
2124 d.Mass objdmass = new d.Mass { };
2125 d.Vector3 dobjpos;
2126 d.Vector3 thispos;
2127
2128 d.BodyGetMass(Body, out objdmass);
2129
2130 // get prim own inertia in its local frame
2131 tmpdmass = primdMass;
2132 mat = d.GeomGetOffsetRotation(prim_geom);
2133 d.MassRotate(ref tmpdmass, ref mat);
2134 // transform to object frame
2135 thispos = d.GeomGetOffsetPosition(prim_geom);
2136 d.MassTranslate(ref tmpdmass,
2137 thispos.X,
2138 thispos.Y,
2139 thispos.Z);
2140
2141 // subtract current prim inertia from object
2142 DMassSubPartFromObj(ref tmpdmass, ref objdmass);
2143
2144 // update to new orientation
2145 _orientation = newrot;
2146 quat.X = newrot.X;
2147 quat.Y = newrot.Y;
2148 quat.Z = newrot.Z;
2149 quat.W = newrot.W;
2150 d.GeomSetOffsetWorldQuaternion(prim_geom, ref quat);
2151
2152 tmpdmass = primdMass;
2153 mat = d.GeomGetOffsetRotation(prim_geom);
2154 d.MassRotate(ref tmpdmass, ref mat);
2155 d.MassTranslate(ref tmpdmass,
2156 thispos.X,
2157 thispos.Y,
2158 thispos.Z);
2159
2160 d.MassAdd(ref objdmass, ref tmpdmass);
2161
2162 // fix all positions
2163 IntPtr g = d.BodyGetFirstGeom(Body);
2164 while (g != IntPtr.Zero)
2165 {
2166 thispos = d.GeomGetOffsetPosition(g);
2167 thispos.X -= objdmass.c.X;
2168 thispos.Y -= objdmass.c.Y;
2169 thispos.Z -= objdmass.c.Z;
2170 d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z);
2171 g = d.dBodyGetNextGeom(g);
2172 }
2173
2174 d.BodyVectorToWorld(Body, objdmass.c.X, objdmass.c.Y, objdmass.c.Z, out thispos);
2175 // get current object position and rotation
2176 dobjpos = d.BodyGetPosition(Body);
2177
2178 d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z);
2179 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
2180 d.BodySetMass(Body, ref objdmass);
2181 _mass = objdmass.mass;
2182 }
2183
2184
2185 #region Mass Calculation
2186
2187 private void UpdatePrimBodyData()
2188 {
2189 primMass = m_density * primVolume;
2190
2191 if (primMass <= 0)
2192 primMass = 0.0001f;//ckrinke: Mass must be greater then zero.
2193 if (primMass > _parent_scene.maximumMassObject)
2194 primMass = _parent_scene.maximumMassObject;
2195
2196 _mass = primMass; // just in case
2197
2198 d.MassSetBoxTotal(out primdMass, primMass, 2.0f * m_OBB.X, 2.0f * m_OBB.Y, 2.0f * m_OBB.Z);
2199
2200 d.MassTranslate(ref primdMass,
2201 m_OBBOffset.X,
2202 m_OBBOffset.Y,
2203 m_OBBOffset.Z);
2204
2205 primOOBradiusSQ = m_OBB.LengthSquared();
2206
2207 if (_triMeshData != IntPtr.Zero)
2208 {
2209 float pc = m_physCost;
2210 float psf = primOOBradiusSQ;
2211 psf *= 1.33f * .2f;
2212 pc *= psf;
2213 if (pc < 0.1f)
2214 pc = 0.1f;
2215
2216 m_physCost = pc;
2217 }
2218 else
2219 m_physCost = 0.1f;
2220
2221 m_streamCost = 1.0f;
2222 }
2223
2224 #endregion
2225
2226
2227 /// <summary>
2228 /// Add a child prim to this parent prim.
2229 /// </summary>
2230 /// <param name="prim">Child prim</param>
2231 // I'm the parent
2232 // prim is the child
2233 public void ParentPrim(OdePrim prim)
2234 {
2235 //Console.WriteLine("ParentPrim " + m_primName);
2236 if (this.m_localID != prim.m_localID)
2237 {
2238 DestroyBody(); // for now we need to rebuil entire object on link change
2239
2240 lock (childrenPrim)
2241 {
2242 // adopt the prim
2243 if (!childrenPrim.Contains(prim))
2244 childrenPrim.Add(prim);
2245
2246 // see if this prim has kids and adopt them also
2247 // should not happen for now
2248 foreach (OdePrim prm in prim.childrenPrim)
2249 {
2250 if (!childrenPrim.Contains(prm))
2251 {
2252 if (prm.Body != IntPtr.Zero)
2253 {
2254 if (prm.prim_geom != IntPtr.Zero)
2255 d.GeomSetBody(prm.prim_geom, IntPtr.Zero);
2256 if (prm.Body != prim.Body)
2257 prm.DestroyBody(); // don't loose bodies around
2258 prm.Body = IntPtr.Zero;
2259 }
2260
2261 childrenPrim.Add(prm);
2262 prm._parent = this;
2263 }
2264 }
2265 }
2266 //Remove old children from the prim
2267 prim.childrenPrim.Clear();
2268
2269 if (prim.Body != IntPtr.Zero)
2270 {
2271 if (prim.prim_geom != IntPtr.Zero)
2272 d.GeomSetBody(prim.prim_geom, IntPtr.Zero);
2273 prim.DestroyBody(); // don't loose bodies around
2274 prim.Body = IntPtr.Zero;
2275 }
2276
2277 prim.childPrim = true;
2278 prim._parent = this;
2279
2280 MakeBody(); // full nasty reconstruction
2281 }
2282 }
2283
2284 private void UpdateChildsfromgeom()
2285 {
2286 if (childrenPrim.Count > 0)
2287 {
2288 foreach (OdePrim prm in childrenPrim)
2289 prm.UpdateDataFromGeom();
2290 }
2291 }
2292
2293 private void UpdateDataFromGeom()
2294 {
2295 if (prim_geom != IntPtr.Zero)
2296 {
2297 d.Quaternion qtmp;
2298 d.GeomCopyQuaternion(prim_geom, out qtmp);
2299 _orientation.X = qtmp.X;
2300 _orientation.Y = qtmp.Y;
2301 _orientation.Z = qtmp.Z;
2302 _orientation.W = qtmp.W;
2303/*
2304// Debug
2305 float qlen = _orientation.Length();
2306 if (qlen > 1.01f || qlen < 0.99)
2307 m_log.WarnFormat("[PHYSICS]: Got nonnorm quaternion from geom in Object {0} norm {1}", Name, qlen);
2308//
2309*/
2310 _orientation.Normalize();
2311
2312 d.Vector3 lpos = d.GeomGetPosition(prim_geom);
2313 _position.X = lpos.X;
2314 _position.Y = lpos.Y;
2315 _position.Z = lpos.Z;
2316 }
2317 }
2318
2319 private void ChildDelink(OdePrim odePrim, bool remakebodies)
2320 {
2321 // Okay, we have a delinked child.. destroy all body and remake
2322 if (odePrim != this && !childrenPrim.Contains(odePrim))
2323 return;
2324
2325 DestroyBody();
2326
2327 if (odePrim == this) // delinking the root prim
2328 {
2329 OdePrim newroot = null;
2330 lock (childrenPrim)
2331 {
2332 if (childrenPrim.Count > 0)
2333 {
2334 newroot = childrenPrim[0];
2335 childrenPrim.RemoveAt(0);
2336 foreach (OdePrim prm in childrenPrim)
2337 {
2338 newroot.childrenPrim.Add(prm);
2339 }
2340 childrenPrim.Clear();
2341 }
2342 if (newroot != null)
2343 {
2344 newroot.childPrim = false;
2345 newroot._parent = null;
2346 if (remakebodies)
2347 newroot.MakeBody();
2348 }
2349 }
2350 }
2351
2352 else
2353 {
2354 lock (childrenPrim)
2355 {
2356 childrenPrim.Remove(odePrim);
2357 odePrim.childPrim = false;
2358 odePrim._parent = null;
2359 // odePrim.UpdateDataFromGeom();
2360 if (remakebodies)
2361 odePrim.MakeBody();
2362 }
2363 }
2364 if (remakebodies)
2365 MakeBody();
2366 }
2367
2368 protected void ChildRemove(OdePrim odePrim, bool reMakeBody)
2369 {
2370 // Okay, we have a delinked child.. destroy all body and remake
2371 if (odePrim != this && !childrenPrim.Contains(odePrim))
2372 return;
2373
2374 DestroyBody();
2375
2376 if (odePrim == this)
2377 {
2378 OdePrim newroot = null;
2379 lock (childrenPrim)
2380 {
2381 if (childrenPrim.Count > 0)
2382 {
2383 newroot = childrenPrim[0];
2384 childrenPrim.RemoveAt(0);
2385 foreach (OdePrim prm in childrenPrim)
2386 {
2387 newroot.childrenPrim.Add(prm);
2388 }
2389 childrenPrim.Clear();
2390 }
2391 if (newroot != null)
2392 {
2393 newroot.childPrim = false;
2394 newroot._parent = null;
2395 newroot.MakeBody();
2396 }
2397 }
2398 if (reMakeBody)
2399 MakeBody();
2400 return;
2401 }
2402 else
2403 {
2404 lock (childrenPrim)
2405 {
2406 childrenPrim.Remove(odePrim);
2407 odePrim.childPrim = false;
2408 odePrim._parent = null;
2409 if (reMakeBody)
2410 odePrim.MakeBody();
2411 }
2412 }
2413 MakeBody();
2414 }
2415
2416
2417 #region changes
2418
2419 private void changeadd()
2420 {
2421 }
2422
2423 private void changeAngularLock(Vector3 newLock)
2424 {
2425 // do we have a Physical object?
2426 if (Body != IntPtr.Zero)
2427 {
2428 //Check that we have a Parent
2429 //If we have a parent then we're not authorative here
2430 if (_parent == null)
2431 {
2432 if (!newLock.ApproxEquals(Vector3.One, 0f))
2433 {
2434 createAMotor(newLock);
2435 }
2436 else
2437 {
2438 if (Amotor != IntPtr.Zero)
2439 {
2440 d.JointDestroy(Amotor);
2441 Amotor = IntPtr.Zero;
2442 }
2443 }
2444 }
2445 }
2446 // Store this for later in case we get turned into a separate body
2447 m_angularlock = newLock;
2448 }
2449
2450 private void changeLink(OdePrim NewParent)
2451 {
2452 if (_parent == null && NewParent != null)
2453 {
2454 NewParent.ParentPrim(this);
2455 }
2456 else if (_parent != null)
2457 {
2458 if (_parent is OdePrim)
2459 {
2460 if (NewParent != _parent)
2461 {
2462 (_parent as OdePrim).ChildDelink(this, false); // for now...
2463 childPrim = false;
2464
2465 if (NewParent != null)
2466 {
2467 NewParent.ParentPrim(this);
2468 }
2469 }
2470 }
2471 }
2472 _parent = NewParent;
2473 }
2474
2475
2476 private void Stop()
2477 {
2478 if (!childPrim)
2479 {
2480// m_force = Vector3.Zero;
2481 m_forceacc = Vector3.Zero;
2482 m_angularForceacc = Vector3.Zero;
2483// m_torque = Vector3.Zero;
2484 _velocity = Vector3.Zero;
2485 _acceleration = Vector3.Zero;
2486 m_rotationalVelocity = Vector3.Zero;
2487 _target_velocity = Vector3.Zero;
2488 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
2489 m_vehicle.Stop();
2490
2491 _zeroFlag = false;
2492 base.RequestPhysicsterseUpdate();
2493 }
2494
2495 if (Body != IntPtr.Zero)
2496 {
2497 d.BodySetForce(Body, 0f, 0f, 0f);
2498 d.BodySetTorque(Body, 0f, 0f, 0f);
2499 d.BodySetLinearVel(Body, 0f, 0f, 0f);
2500 d.BodySetAngularVel(Body, 0f, 0f, 0f);
2501 }
2502 }
2503
2504 private void changePhantomStatus(bool newval)
2505 {
2506 m_isphantom = newval;
2507
2508 UpdateCollisionCatFlags();
2509 ApplyCollisionCatFlags();
2510 }
2511
2512/* not in use
2513 internal void ChildSelectedChange(bool childSelect)
2514 {
2515 if(childPrim)
2516 return;
2517
2518 if (childSelect == m_isSelected)
2519 return;
2520
2521 if (childSelect)
2522 {
2523 DoSelectedStatus(true);
2524 }
2525
2526 else
2527 {
2528 foreach (OdePrim prm in childrenPrim)
2529 {
2530 if (prm.m_isSelected)
2531 return;
2532 }
2533 DoSelectedStatus(false);
2534 }
2535 }
2536*/
2537 private void changeSelectedStatus(bool newval)
2538 {
2539 if (m_lastdoneSelected == newval)
2540 return;
2541
2542 m_lastdoneSelected = newval;
2543 DoSelectedStatus(newval);
2544 }
2545
2546 private void CheckDelaySelect()
2547 {
2548 if (m_delaySelect)
2549 {
2550 DoSelectedStatus(m_isSelected);
2551 }
2552 }
2553
2554 private void DoSelectedStatus(bool newval)
2555 {
2556 m_isSelected = newval;
2557 Stop();
2558
2559 if (newval)
2560 {
2561 if (!childPrim && Body != IntPtr.Zero)
2562 d.BodyDisable(Body);
2563
2564 if (m_delaySelect || m_isphysical)
2565 {
2566 m_collisionCategories = CollisionCategories.Selected;
2567 m_collisionFlags = 0;
2568
2569 if (!childPrim)
2570 {
2571 foreach (OdePrim prm in childrenPrim)
2572 {
2573 prm.m_collisionCategories = m_collisionCategories;
2574 prm.m_collisionFlags = m_collisionFlags;
2575
2576 if (prm.prim_geom != IntPtr.Zero)
2577 {
2578
2579 if (prm.m_NoColide)
2580 {
2581 d.GeomSetCategoryBits(prm.prim_geom, 0);
2582 d.GeomSetCollideBits(prm.prim_geom, 0);
2583 }
2584 else
2585 {
2586 d.GeomSetCategoryBits(prm.prim_geom, (uint)m_collisionCategories);
2587 d.GeomSetCollideBits(prm.prim_geom, (uint)m_collisionFlags);
2588 }
2589 }
2590 prm.m_delaySelect = false;
2591 }
2592 }
2593// else if (_parent != null)
2594// ((OdePrim)_parent).ChildSelectedChange(true);
2595
2596
2597 if (prim_geom != IntPtr.Zero)
2598 {
2599 if (m_NoColide)
2600 {
2601 d.GeomSetCategoryBits(prim_geom, 0);
2602 d.GeomSetCollideBits(prim_geom, 0);
2603 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
2604 {
2605 d.GeomSetCategoryBits(collide_geom, 0);
2606 d.GeomSetCollideBits(collide_geom, 0);
2607 }
2608
2609 }
2610 else
2611 {
2612 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
2613 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
2614 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
2615 {
2616 d.GeomSetCategoryBits(collide_geom, (uint)m_collisionCategories);
2617 d.GeomSetCollideBits(collide_geom, (uint)m_collisionFlags);
2618 }
2619 }
2620 }
2621
2622 m_delaySelect = false;
2623 }
2624 else if(!m_isphysical)
2625 {
2626 m_delaySelect = true;
2627 }
2628 }
2629 else
2630 {
2631 if (!childPrim)
2632 {
2633 if (Body != IntPtr.Zero && !m_disabled)
2634 d.BodyEnable(Body);
2635 }
2636// else if (_parent != null)
2637// ((OdePrim)_parent).ChildSelectedChange(false);
2638
2639 UpdateCollisionCatFlags();
2640 ApplyCollisionCatFlags();
2641
2642 m_delaySelect = false;
2643 }
2644
2645 resetCollisionAccounting();
2646 }
2647
2648 private void changePosition(Vector3 newPos)
2649 {
2650 CheckDelaySelect();
2651 if (m_isphysical)
2652 {
2653 if (childPrim) // inertia is messed, must rebuild
2654 {
2655 if (m_building)
2656 {
2657 _position = newPos;
2658 }
2659
2660 else if (m_forcePosOrRotation && _position != newPos && Body != IntPtr.Zero)
2661 {
2662 FixInertia(newPos);
2663 if (!d.BodyIsEnabled(Body))
2664 d.BodyEnable(Body);
2665 }
2666 }
2667 else
2668 {
2669 if (_position != newPos)
2670 {
2671 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2672 _position = newPos;
2673 }
2674 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2675 d.BodyEnable(Body);
2676 }
2677 }
2678 else
2679 {
2680 if (prim_geom != IntPtr.Zero)
2681 {
2682 if (newPos != _position)
2683 {
2684 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2685 _position = newPos;
2686
2687 m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace);
2688 }
2689 }
2690 }
2691 givefakepos--;
2692 if (givefakepos < 0)
2693 givefakepos = 0;
2694// changeSelectedStatus();
2695 resetCollisionAccounting();
2696 }
2697
2698 private void changeOrientation(Quaternion newOri)
2699 {
2700 CheckDelaySelect();
2701 if (m_isphysical)
2702 {
2703 if (childPrim) // inertia is messed, must rebuild
2704 {
2705 if (m_building)
2706 {
2707 _orientation = newOri;
2708 }
2709/*
2710 else if (m_forcePosOrRotation && _orientation != newOri && Body != IntPtr.Zero)
2711 {
2712 FixInertia(_position, newOri);
2713 if (!d.BodyIsEnabled(Body))
2714 d.BodyEnable(Body);
2715 }
2716*/
2717 }
2718 else
2719 {
2720 if (newOri != _orientation)
2721 {
2722 d.Quaternion myrot = new d.Quaternion();
2723 myrot.X = newOri.X;
2724 myrot.Y = newOri.Y;
2725 myrot.Z = newOri.Z;
2726 myrot.W = newOri.W;
2727 d.GeomSetQuaternion(prim_geom, ref myrot);
2728 _orientation = newOri;
2729 if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f))
2730 createAMotor(m_angularlock);
2731 }
2732 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2733 d.BodyEnable(Body);
2734 }
2735 }
2736 else
2737 {
2738 if (prim_geom != IntPtr.Zero)
2739 {
2740 if (newOri != _orientation)
2741 {
2742 d.Quaternion myrot = new d.Quaternion();
2743 myrot.X = newOri.X;
2744 myrot.Y = newOri.Y;
2745 myrot.Z = newOri.Z;
2746 myrot.W = newOri.W;
2747 d.GeomSetQuaternion(prim_geom, ref myrot);
2748 _orientation = newOri;
2749 }
2750 }
2751 }
2752 givefakeori--;
2753 if (givefakeori < 0)
2754 givefakeori = 0;
2755 resetCollisionAccounting();
2756 }
2757
2758 private void changePositionAndOrientation(Vector3 newPos, Quaternion newOri)
2759 {
2760 CheckDelaySelect();
2761 if (m_isphysical)
2762 {
2763 if (childPrim && m_building) // inertia is messed, must rebuild
2764 {
2765 _position = newPos;
2766 _orientation = newOri;
2767 }
2768 else
2769 {
2770 if (newOri != _orientation)
2771 {
2772 d.Quaternion myrot = new d.Quaternion();
2773 myrot.X = newOri.X;
2774 myrot.Y = newOri.Y;
2775 myrot.Z = newOri.Z;
2776 myrot.W = newOri.W;
2777 d.GeomSetQuaternion(prim_geom, ref myrot);
2778 _orientation = newOri;
2779 if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f))
2780 createAMotor(m_angularlock);
2781 }
2782 if (_position != newPos)
2783 {
2784 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2785 _position = newPos;
2786 }
2787 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2788 d.BodyEnable(Body);
2789 }
2790 }
2791 else
2792 {
2793 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
2794 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
2795
2796 if (prim_geom != IntPtr.Zero)
2797 {
2798 if (newOri != _orientation)
2799 {
2800 d.Quaternion myrot = new d.Quaternion();
2801 myrot.X = newOri.X;
2802 myrot.Y = newOri.Y;
2803 myrot.Z = newOri.Z;
2804 myrot.W = newOri.W;
2805 d.GeomSetQuaternion(prim_geom, ref myrot);
2806 _orientation = newOri;
2807 }
2808
2809 if (newPos != _position)
2810 {
2811 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2812 _position = newPos;
2813
2814 m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace);
2815 }
2816 }
2817 }
2818 givefakepos--;
2819 if (givefakepos < 0)
2820 givefakepos = 0;
2821 givefakeori--;
2822 if (givefakeori < 0)
2823 givefakeori = 0;
2824 resetCollisionAccounting();
2825 }
2826
2827 private void changeDisable(bool disable)
2828 {
2829 if (disable)
2830 {
2831 if (!m_disabled)
2832 disableBodySoft();
2833 }
2834 else
2835 {
2836 if (m_disabled)
2837 enableBodySoft();
2838 }
2839 }
2840
2841 private void changePhysicsStatus(bool NewStatus)
2842 {
2843 CheckDelaySelect();
2844
2845 m_isphysical = NewStatus;
2846
2847 if (!childPrim)
2848 {
2849 if (NewStatus)
2850 {
2851 if (Body == IntPtr.Zero)
2852 MakeBody();
2853 }
2854 else
2855 {
2856 if (Body != IntPtr.Zero)
2857 {
2858 DestroyBody();
2859 }
2860 Stop();
2861 }
2862 }
2863
2864 resetCollisionAccounting();
2865 }
2866
2867 private void changeSize(Vector3 newSize)
2868 {
2869 }
2870
2871 private void changeShape(PrimitiveBaseShape newShape)
2872 {
2873 }
2874
2875 private void changeAddPhysRep(ODEPhysRepData repData)
2876 {
2877 _size = repData.size; //??
2878 _pbs = repData.pbs;
2879 m_shapetype = repData.shapetype;
2880
2881 m_mesh = repData.mesh;
2882
2883 m_assetID = repData.assetID;
2884 m_meshState = repData.meshState;
2885
2886 m_hasOBB = repData.hasOBB;
2887 m_OBBOffset = repData.OBBOffset;
2888 m_OBB = repData.OBB;
2889
2890 primVolume = repData.volume;
2891
2892 CreateGeom();
2893
2894 if (prim_geom != IntPtr.Zero)
2895 {
2896 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2897 d.Quaternion myrot = new d.Quaternion();
2898 myrot.X = _orientation.X;
2899 myrot.Y = _orientation.Y;
2900 myrot.Z = _orientation.Z;
2901 myrot.W = _orientation.W;
2902 d.GeomSetQuaternion(prim_geom, ref myrot);
2903 }
2904
2905 if (!m_isphysical)
2906 {
2907 SetInStaticSpace(this);
2908 UpdateCollisionCatFlags();
2909 ApplyCollisionCatFlags();
2910 }
2911 else
2912 MakeBody();
2913
2914 if ((m_meshState & MeshState.NeedMask) != 0)
2915 {
2916 repData.size = _size;
2917 repData.pbs = _pbs;
2918 repData.shapetype = m_shapetype;
2919 _parent_scene.m_meshWorker.RequestMesh(repData);
2920 }
2921 }
2922
2923 private void changePhysRepData(ODEPhysRepData repData)
2924 {
2925 CheckDelaySelect();
2926
2927 OdePrim parent = (OdePrim)_parent;
2928
2929 bool chp = childPrim;
2930
2931 if (chp)
2932 {
2933 if (parent != null)
2934 {
2935 parent.DestroyBody();
2936 }
2937 }
2938 else
2939 {
2940 DestroyBody();
2941 }
2942
2943 RemoveGeom();
2944
2945 _size = repData.size;
2946 _pbs = repData.pbs;
2947 m_shapetype = repData.shapetype;
2948
2949 m_mesh = repData.mesh;
2950
2951 m_assetID = repData.assetID;
2952 m_meshState = repData.meshState;
2953
2954 m_hasOBB = repData.hasOBB;
2955 m_OBBOffset = repData.OBBOffset;
2956 m_OBB = repData.OBB;
2957
2958 primVolume = repData.volume;
2959
2960 CreateGeom();
2961
2962 if (prim_geom != IntPtr.Zero)
2963 {
2964 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2965 d.Quaternion myrot = new d.Quaternion();
2966 myrot.X = _orientation.X;
2967 myrot.Y = _orientation.Y;
2968 myrot.Z = _orientation.Z;
2969 myrot.W = _orientation.W;
2970 d.GeomSetQuaternion(prim_geom, ref myrot);
2971 }
2972
2973 if (m_isphysical)
2974 {
2975 if (chp)
2976 {
2977 if (parent != null)
2978 {
2979 parent.MakeBody();
2980 }
2981 }
2982 else
2983 MakeBody();
2984 }
2985 else
2986 {
2987 SetInStaticSpace(this);
2988 UpdateCollisionCatFlags();
2989 ApplyCollisionCatFlags();
2990 }
2991
2992 resetCollisionAccounting();
2993
2994 if ((m_meshState & MeshState.NeedMask) != 0)
2995 {
2996 repData.size = _size;
2997 repData.pbs = _pbs;
2998 repData.shapetype = m_shapetype;
2999 _parent_scene.m_meshWorker.RequestMesh(repData);
3000 }
3001 }
3002
3003 private void changeFloatOnWater(bool newval)
3004 {
3005 m_collidesWater = newval;
3006
3007 UpdateCollisionCatFlags();
3008 ApplyCollisionCatFlags();
3009 }
3010
3011 private void changeSetTorque(Vector3 newtorque)
3012 {
3013 if (!m_isSelected)
3014 {
3015 if (m_isphysical && Body != IntPtr.Zero)
3016 {
3017 if (m_disabled)
3018 enableBodySoft();
3019 else if (!d.BodyIsEnabled(Body))
3020 d.BodyEnable(Body);
3021
3022 }
3023 m_torque = newtorque;
3024 }
3025 }
3026
3027 private void changeForce(Vector3 force)
3028 {
3029 m_force = force;
3030 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
3031 d.BodyEnable(Body);
3032 }
3033
3034 private void changeAddForce(Vector3 theforce)
3035 {
3036 m_forceacc += theforce;
3037 if (!m_isSelected)
3038 {
3039 lock (this)
3040 {
3041 //m_log.Info("[PHYSICS]: dequeing forcelist");
3042 if (m_isphysical && Body != IntPtr.Zero)
3043 {
3044 if (m_disabled)
3045 enableBodySoft();
3046 else if (!d.BodyIsEnabled(Body))
3047 d.BodyEnable(Body);
3048 }
3049 }
3050 m_collisionscore = 0;
3051 }
3052 }
3053
3054 // actually angular impulse
3055 private void changeAddAngularImpulse(Vector3 aimpulse)
3056 {
3057 m_angularForceacc += aimpulse * m_invTimeStep;
3058 if (!m_isSelected)
3059 {
3060 lock (this)
3061 {
3062 if (m_isphysical && Body != IntPtr.Zero)
3063 {
3064 if (m_disabled)
3065 enableBodySoft();
3066 else if (!d.BodyIsEnabled(Body))
3067 d.BodyEnable(Body);
3068 }
3069 }
3070 m_collisionscore = 0;
3071 }
3072 }
3073
3074 private void changevelocity(Vector3 newVel)
3075 {
3076 float len = newVel.LengthSquared();
3077 if (len > 100000.0f) // limit to 100m/s
3078 {
3079 len = 100.0f / (float)Math.Sqrt(len);
3080 newVel *= len;
3081 }
3082
3083 if (!m_isSelected)
3084 {
3085 if (Body != IntPtr.Zero)
3086 {
3087 if (m_disabled)
3088 enableBodySoft();
3089 else if (!d.BodyIsEnabled(Body))
3090 d.BodyEnable(Body);
3091
3092 d.BodySetLinearVel(Body, newVel.X, newVel.Y, newVel.Z);
3093 }
3094 //resetCollisionAccounting();
3095 }
3096 _velocity = newVel;
3097 }
3098
3099 private void changeangvelocity(Vector3 newAngVel)
3100 {
3101 float len = newAngVel.LengthSquared();
3102 if (len > 144.0f) // limit to 12rad/s
3103 {
3104 len = 12.0f / (float)Math.Sqrt(len);
3105 newAngVel *= len;
3106 }
3107
3108 if (!m_isSelected)
3109 {
3110 if (Body != IntPtr.Zero)
3111 {
3112 if (m_disabled)
3113 enableBodySoft();
3114 else if (!d.BodyIsEnabled(Body))
3115 d.BodyEnable(Body);
3116
3117
3118 d.BodySetAngularVel(Body, newAngVel.X, newAngVel.Y, newAngVel.Z);
3119 }
3120 //resetCollisionAccounting();
3121 }
3122 m_rotationalVelocity = newAngVel;
3123 }
3124
3125 private void changeVolumedetetion(bool newVolDtc)
3126 {
3127 m_isVolumeDetect = newVolDtc;
3128 m_fakeisVolumeDetect = newVolDtc;
3129 UpdateCollisionCatFlags();
3130 ApplyCollisionCatFlags();
3131 }
3132
3133 protected void changeBuilding(bool newbuilding)
3134 {
3135 // Check if we need to do anything
3136 if (newbuilding == m_building)
3137 return;
3138
3139 if ((bool)newbuilding)
3140 {
3141 m_building = true;
3142 if (!childPrim)
3143 DestroyBody();
3144 }
3145 else
3146 {
3147 m_building = false;
3148 CheckDelaySelect();
3149 if (!childPrim)
3150 MakeBody();
3151 }
3152 if (!childPrim && childrenPrim.Count > 0)
3153 {
3154 foreach (OdePrim prm in childrenPrim)
3155 prm.changeBuilding(m_building); // call directly
3156 }
3157 }
3158
3159 public void changeSetVehicle(VehicleData vdata)
3160 {
3161 if (m_vehicle == null)
3162 m_vehicle = new ODEDynamics(this);
3163 m_vehicle.DoSetVehicle(vdata);
3164 }
3165
3166 private void changeVehicleType(int value)
3167 {
3168 if (value == (int)Vehicle.TYPE_NONE)
3169 {
3170 if (m_vehicle != null)
3171 m_vehicle = null;
3172 }
3173 else
3174 {
3175 if (m_vehicle == null)
3176 m_vehicle = new ODEDynamics(this);
3177
3178 m_vehicle.ProcessTypeChange((Vehicle)value);
3179 }
3180 }
3181
3182 private void changeVehicleFloatParam(strVehicleFloatParam fp)
3183 {
3184 if (m_vehicle == null)
3185 return;
3186
3187 m_vehicle.ProcessFloatVehicleParam((Vehicle)fp.param, fp.value);
3188 }
3189
3190 private void changeVehicleVectorParam(strVehicleVectorParam vp)
3191 {
3192 if (m_vehicle == null)
3193 return;
3194 m_vehicle.ProcessVectorVehicleParam((Vehicle)vp.param, vp.value);
3195 }
3196
3197 private void changeVehicleRotationParam(strVehicleQuatParam qp)
3198 {
3199 if (m_vehicle == null)
3200 return;
3201 m_vehicle.ProcessRotationVehicleParam((Vehicle)qp.param, qp.value);
3202 }
3203
3204 private void changeVehicleFlags(strVehicleBoolParam bp)
3205 {
3206 if (m_vehicle == null)
3207 return;
3208 m_vehicle.ProcessVehicleFlags(bp.param, bp.value);
3209 }
3210
3211 private void changeBuoyancy(float b)
3212 {
3213 m_buoyancy = b;
3214 }
3215
3216 private void changePIDTarget(Vector3 trg)
3217 {
3218 m_PIDTarget = trg;
3219 }
3220
3221 private void changePIDTau(float tau)
3222 {
3223 m_PIDTau = tau;
3224 }
3225
3226 private void changePIDActive(bool val)
3227 {
3228 m_usePID = val;
3229 }
3230
3231 private void changePIDHoverHeight(float val)
3232 {
3233 m_PIDHoverHeight = val;
3234 if (val == 0)
3235 m_useHoverPID = false;
3236 }
3237
3238 private void changePIDHoverType(PIDHoverType type)
3239 {
3240 m_PIDHoverType = type;
3241 }
3242
3243 private void changePIDHoverTau(float tau)
3244 {
3245 m_PIDHoverTau = tau;
3246 }
3247
3248 private void changePIDHoverActive(bool active)
3249 {
3250 m_useHoverPID = active;
3251 }
3252
3253 #endregion
3254
3255 public void Move()
3256 {
3257 if (!childPrim && m_isphysical && Body != IntPtr.Zero &&
3258 !m_disabled && !m_isSelected && !m_building && !m_outbounds)
3259 {
3260 if (!d.BodyIsEnabled(Body))
3261 {
3262 // let vehicles sleep
3263 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
3264 return;
3265
3266 if (++bodydisablecontrol < 20)
3267 return;
3268
3269 d.BodyEnable(Body);
3270 }
3271
3272 bodydisablecontrol = 0;
3273
3274 d.Vector3 lpos = d.GeomGetPosition(prim_geom); // root position that is seem by rest of simulator
3275
3276 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
3277 {
3278 // 'VEHICLES' are dealt with in ODEDynamics.cs
3279 m_vehicle.Step();
3280 return;
3281 }
3282
3283 float fx = 0;
3284 float fy = 0;
3285 float fz = 0;
3286
3287 float m_mass = _mass;
3288
3289 if (m_usePID && m_PIDTau > 0)
3290 {
3291 // for now position error
3292 _target_velocity =
3293 new Vector3(
3294 (m_PIDTarget.X - lpos.X),
3295 (m_PIDTarget.Y - lpos.Y),
3296 (m_PIDTarget.Z - lpos.Z)
3297 );
3298
3299 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.02f))
3300 {
3301 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3302 d.BodySetLinearVel(Body, 0, 0, 0);
3303 return;
3304 }
3305 else
3306 {
3307 _zeroFlag = false;
3308
3309 float tmp = 1 / m_PIDTau;
3310 _target_velocity *= tmp;
3311
3312 // apply limits
3313 tmp = _target_velocity.Length();
3314 if (tmp > 50.0f)
3315 {
3316 tmp = 50 / tmp;
3317 _target_velocity *= tmp;
3318 }
3319 else if (tmp < 0.05f)
3320 {
3321 tmp = 0.05f / tmp;
3322 _target_velocity *= tmp;
3323 }
3324
3325 d.Vector3 vel = d.BodyGetLinearVel(Body);
3326 fx = (_target_velocity.X - vel.X) * m_invTimeStep;
3327 fy = (_target_velocity.Y - vel.Y) * m_invTimeStep;
3328 fz = (_target_velocity.Z - vel.Z) * m_invTimeStep;
3329// d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3330 }
3331 } // end if (m_usePID)
3332
3333 // Hover PID Controller needs to be mutually exlusive to MoveTo PID controller
3334 else if (m_useHoverPID && m_PIDHoverTau != 0 && m_PIDHoverHeight != 0)
3335 {
3336
3337 // Non-Vehicles have a limited set of Hover options.
3338 // determine what our target height really is based on HoverType
3339
3340 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(lpos.X, lpos.Y);
3341
3342 switch (m_PIDHoverType)
3343 {
3344 case PIDHoverType.Ground:
3345 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3346 break;
3347
3348 case PIDHoverType.GroundAndWater:
3349 m_waterHeight = _parent_scene.GetWaterLevel();
3350 if (m_groundHeight > m_waterHeight)
3351 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3352 else
3353 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
3354 break;
3355 } // end switch (m_PIDHoverType)
3356
3357 // don't go underground unless volumedetector
3358
3359 if (m_targetHoverHeight > m_groundHeight || m_isVolumeDetect)
3360 {
3361 d.Vector3 vel = d.BodyGetLinearVel(Body);
3362
3363 fz = (m_targetHoverHeight - lpos.Z);
3364
3365 // if error is zero, use position control; otherwise, velocity control
3366 if (Math.Abs(fz) < 0.01f)
3367 {
3368 d.BodySetPosition(Body, lpos.X, lpos.Y, m_targetHoverHeight);
3369 d.BodySetLinearVel(Body, vel.X, vel.Y, 0);
3370 }
3371 else
3372 {
3373 _zeroFlag = false;
3374 fz /= m_PIDHoverTau;
3375
3376 float tmp = Math.Abs(fz);
3377 if (tmp > 50)
3378 fz = 50 * Math.Sign(fz);
3379 else if (tmp < 0.1)
3380 fz = 0.1f * Math.Sign(fz);
3381
3382 fz = ((fz - vel.Z) * m_invTimeStep);
3383 }
3384 }
3385 }
3386 else
3387 {
3388 float b = (1.0f - m_buoyancy) * m_gravmod;
3389 fx = _parent_scene.gravityx * b;
3390 fy = _parent_scene.gravityy * b;
3391 fz = _parent_scene.gravityz * b;
3392 }
3393
3394 fx *= m_mass;
3395 fy *= m_mass;
3396 fz *= m_mass;
3397
3398 // constant force
3399 fx += m_force.X;
3400 fy += m_force.Y;
3401 fz += m_force.Z;
3402
3403 fx += m_forceacc.X;
3404 fy += m_forceacc.Y;
3405 fz += m_forceacc.Z;
3406
3407 m_forceacc = Vector3.Zero;
3408
3409 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
3410 if (fx != 0 || fy != 0 || fz != 0)
3411 {
3412 d.BodyAddForce(Body, fx, fy, fz);
3413 //Console.WriteLine("AddForce " + fx + "," + fy + "," + fz);
3414 }
3415
3416 Vector3 trq;
3417
3418 trq = m_torque;
3419 trq += m_angularForceacc;
3420 m_angularForceacc = Vector3.Zero;
3421 if (trq.X != 0 || trq.Y != 0 || trq.Z != 0)
3422 {
3423 d.BodyAddTorque(Body, trq.X, trq.Y, trq.Z);
3424 }
3425 }
3426 else
3427 { // is not physical, or is not a body or is selected
3428 // _zeroPosition = d.BodyGetPosition(Body);
3429 return;
3430 //Console.WriteLine("Nothing " + Name);
3431
3432 }
3433 }
3434
3435 public void UpdatePositionAndVelocity(int frame)
3436 {
3437 if (_parent == null && !m_disabled && !m_building && !m_outbounds && Body != IntPtr.Zero)
3438 {
3439 bool bodyenabled = d.BodyIsEnabled(Body);
3440 if (bodyenabled || !_zeroFlag)
3441 {
3442 bool lastZeroFlag = _zeroFlag;
3443
3444 d.Vector3 lpos = d.GeomGetPosition(prim_geom);
3445
3446 // check outside region
3447 if (lpos.Z < -100 || lpos.Z > 100000f)
3448 {
3449 m_outbounds = true;
3450
3451 lpos.Z = Util.Clip(lpos.Z, -100f, 100000f);
3452 _acceleration.X = 0;
3453 _acceleration.Y = 0;
3454 _acceleration.Z = 0;
3455
3456 _velocity.X = 0;
3457 _velocity.Y = 0;
3458 _velocity.Z = 0;
3459 m_rotationalVelocity.X = 0;
3460 m_rotationalVelocity.Y = 0;
3461 m_rotationalVelocity.Z = 0;
3462
3463 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
3464 d.BodySetAngularVel(Body, 0, 0, 0); // stop it
3465 d.BodySetPosition(Body, lpos.X, lpos.Y, lpos.Z); // put it somewhere
3466 m_lastposition = _position;
3467 m_lastorientation = _orientation;
3468
3469 base.RequestPhysicsterseUpdate();
3470
3471// throttleCounter = 0;
3472 _zeroFlag = true;
3473
3474 disableBodySoft(); // disable it and colisions
3475 base.RaiseOutOfBounds(_position);
3476 return;
3477 }
3478
3479 if (lpos.X < 0f)
3480 {
3481 _position.X = Util.Clip(lpos.X, -2f, -0.1f);
3482 m_outbounds = true;
3483 }
3484 else if (lpos.X > _parent_scene.WorldExtents.X)
3485 {
3486 _position.X = Util.Clip(lpos.X, _parent_scene.WorldExtents.X + 0.1f, _parent_scene.WorldExtents.X + 2f);
3487 m_outbounds = true;
3488 }
3489 if (lpos.Y < 0f)
3490 {
3491 _position.Y = Util.Clip(lpos.Y, -2f, -0.1f);
3492 m_outbounds = true;
3493 }
3494 else if (lpos.Y > _parent_scene.WorldExtents.Y)
3495 {
3496 _position.Y = Util.Clip(lpos.Y, _parent_scene.WorldExtents.Y + 0.1f, _parent_scene.WorldExtents.Y + 2f);
3497 m_outbounds = true;
3498 }
3499
3500 if (m_outbounds)
3501 {
3502 m_lastposition = _position;
3503 m_lastorientation = _orientation;
3504
3505 d.Vector3 dtmp = d.BodyGetAngularVel(Body);
3506 m_rotationalVelocity.X = dtmp.X;
3507 m_rotationalVelocity.Y = dtmp.Y;
3508 m_rotationalVelocity.Z = dtmp.Z;
3509
3510 dtmp = d.BodyGetLinearVel(Body);
3511 _velocity.X = dtmp.X;
3512 _velocity.Y = dtmp.Y;
3513 _velocity.Z = dtmp.Z;
3514
3515 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
3516 d.BodySetAngularVel(Body, 0, 0, 0);
3517 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
3518 disableBodySoft(); // stop collisions
3519 UnSubscribeEvents();
3520
3521 base.RequestPhysicsterseUpdate();
3522 return;
3523 }
3524
3525 d.Quaternion ori;
3526 d.GeomCopyQuaternion(prim_geom, out ori);
3527
3528 // decide if moving
3529 // use positions since this are integrated quantities
3530 // tolerance values depende a lot on simulation noise...
3531 // use simple math.abs since we dont need to be exact
3532
3533 if (!bodyenabled ||
3534 (Math.Abs(_position.X - lpos.X) < 0.005f)
3535 && (Math.Abs(_position.Y - lpos.Y) < 0.005f)
3536 && (Math.Abs(_position.Z - lpos.Z) < 0.005f)
3537 && (Math.Abs(_orientation.X - ori.X) < 0.0005f)
3538 && (Math.Abs(_orientation.Y - ori.Y) < 0.0005f)
3539 && (Math.Abs(_orientation.Z - ori.Z) < 0.0005f) // ignore W
3540 )
3541 {
3542 _zeroFlag = true;
3543 }
3544 else
3545 _zeroFlag = false;
3546
3547 // update velocities and aceleration
3548 if (!(_zeroFlag && lastZeroFlag))
3549 {
3550 d.Vector3 vel = d.BodyGetLinearVel(Body);
3551
3552 _acceleration = _velocity;
3553
3554 if ((Math.Abs(vel.X) < 0.005f) &&
3555 (Math.Abs(vel.Y) < 0.005f) &&
3556 (Math.Abs(vel.Z) < 0.005f))
3557 {
3558 _velocity = Vector3.Zero;
3559 float t = -m_invTimeStep;
3560 _acceleration = _acceleration * t;
3561 }
3562 else
3563 {
3564 _velocity.X = vel.X;
3565 _velocity.Y = vel.Y;
3566 _velocity.Z = vel.Z;
3567 _acceleration = (_velocity - _acceleration) * m_invTimeStep;
3568 }
3569
3570 if ((Math.Abs(_acceleration.X) < 0.01f) &&
3571 (Math.Abs(_acceleration.Y) < 0.01f) &&
3572 (Math.Abs(_acceleration.Z) < 0.01f))
3573 {
3574 _acceleration = Vector3.Zero;
3575 }
3576
3577 if ((Math.Abs(_orientation.X - ori.X) < 0.0001) &&
3578 (Math.Abs(_orientation.Y - ori.Y) < 0.0001) &&
3579 (Math.Abs(_orientation.Z - ori.Z) < 0.0001)
3580 )
3581 {
3582 m_rotationalVelocity = Vector3.Zero;
3583 }
3584 else
3585 {
3586 vel = d.BodyGetAngularVel(Body);
3587 m_rotationalVelocity.X = vel.X;
3588 m_rotationalVelocity.Y = vel.Y;
3589 m_rotationalVelocity.Z = vel.Z;
3590 }
3591 // }
3592
3593 _position.X = lpos.X;
3594 _position.Y = lpos.Y;
3595 _position.Z = lpos.Z;
3596
3597 _orientation.X = ori.X;
3598 _orientation.Y = ori.Y;
3599 _orientation.Z = ori.Z;
3600 _orientation.W = ori.W;
3601 }
3602 if (_zeroFlag)
3603 {
3604 if (lastZeroFlag)
3605 {
3606 _velocity = Vector3.Zero;
3607 _acceleration = Vector3.Zero;
3608 m_rotationalVelocity = Vector3.Zero;
3609 }
3610
3611 if (!m_lastUpdateSent)
3612 {
3613 base.RequestPhysicsterseUpdate();
3614 if (lastZeroFlag)
3615 m_lastUpdateSent = true;
3616 }
3617 return;
3618 }
3619
3620 base.RequestPhysicsterseUpdate();
3621 m_lastUpdateSent = false;
3622 }
3623 }
3624 }
3625
3626 internal static bool QuaternionIsFinite(Quaternion q)
3627 {
3628 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
3629 return false;
3630 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
3631 return false;
3632 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
3633 return false;
3634 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
3635 return false;
3636 return true;
3637 }
3638
3639 internal static void DMassSubPartFromObj(ref d.Mass part, ref d.Mass theobj)
3640 {
3641 // assumes object center of mass is zero
3642 float smass = part.mass;
3643 theobj.mass -= smass;
3644
3645 smass *= 1.0f / (theobj.mass); ;
3646
3647 theobj.c.X -= part.c.X * smass;
3648 theobj.c.Y -= part.c.Y * smass;
3649 theobj.c.Z -= part.c.Z * smass;
3650
3651 theobj.I.M00 -= part.I.M00;
3652 theobj.I.M01 -= part.I.M01;
3653 theobj.I.M02 -= part.I.M02;
3654 theobj.I.M10 -= part.I.M10;
3655 theobj.I.M11 -= part.I.M11;
3656 theobj.I.M12 -= part.I.M12;
3657 theobj.I.M20 -= part.I.M20;
3658 theobj.I.M21 -= part.I.M21;
3659 theobj.I.M22 -= part.I.M22;
3660 }
3661
3662 private void donullchange()
3663 {
3664 }
3665
3666 public bool DoAChange(changes what, object arg)
3667 {
3668 if (prim_geom == IntPtr.Zero && what != changes.Add && what != changes.AddPhysRep && what != changes.Remove)
3669 {
3670 return false;
3671 }
3672
3673 // nasty switch
3674 switch (what)
3675 {
3676 case changes.Add:
3677 changeadd();
3678 break;
3679
3680 case changes.AddPhysRep:
3681 changeAddPhysRep((ODEPhysRepData)arg);
3682 break;
3683
3684 case changes.Remove:
3685 //If its being removed, we don't want to rebuild the physical rep at all, so ignore this stuff...
3686 //When we return true, it destroys all of the prims in the linkset anyway
3687 if (_parent != null)
3688 {
3689 OdePrim parent = (OdePrim)_parent;
3690 parent.ChildRemove(this, false);
3691 }
3692 else
3693 ChildRemove(this, false);
3694
3695 m_vehicle = null;
3696 RemoveGeom();
3697 m_targetSpace = IntPtr.Zero;
3698 UnSubscribeEvents();
3699 return true;
3700
3701 case changes.Link:
3702 OdePrim tmp = (OdePrim)arg;
3703 changeLink(tmp);
3704 break;
3705
3706 case changes.DeLink:
3707 changeLink(null);
3708 break;
3709
3710 case changes.Position:
3711 changePosition((Vector3)arg);
3712 break;
3713
3714 case changes.Orientation:
3715 changeOrientation((Quaternion)arg);
3716 break;
3717
3718 case changes.PosOffset:
3719 donullchange();
3720 break;
3721
3722 case changes.OriOffset:
3723 donullchange();
3724 break;
3725
3726 case changes.Velocity:
3727 changevelocity((Vector3)arg);
3728 break;
3729
3730// case changes.Acceleration:
3731// changeacceleration((Vector3)arg);
3732// break;
3733
3734 case changes.AngVelocity:
3735 changeangvelocity((Vector3)arg);
3736 break;
3737
3738 case changes.Force:
3739 changeForce((Vector3)arg);
3740 break;
3741
3742 case changes.Torque:
3743 changeSetTorque((Vector3)arg);
3744 break;
3745
3746 case changes.AddForce:
3747 changeAddForce((Vector3)arg);
3748 break;
3749
3750 case changes.AddAngForce:
3751 changeAddAngularImpulse((Vector3)arg);
3752 break;
3753
3754 case changes.AngLock:
3755 changeAngularLock((Vector3)arg);
3756 break;
3757
3758 case changes.Size:
3759 changeSize((Vector3)arg);
3760 break;
3761
3762 case changes.Shape:
3763 changeShape((PrimitiveBaseShape)arg);
3764 break;
3765
3766 case changes.PhysRepData:
3767 changePhysRepData((ODEPhysRepData) arg);
3768 break;
3769
3770 case changes.CollidesWater:
3771 changeFloatOnWater((bool)arg);
3772 break;
3773
3774 case changes.VolumeDtc:
3775 changeVolumedetetion((bool)arg);
3776 break;
3777
3778 case changes.Phantom:
3779 changePhantomStatus((bool)arg);
3780 break;
3781
3782 case changes.Physical:
3783 changePhysicsStatus((bool)arg);
3784 break;
3785
3786 case changes.Selected:
3787 changeSelectedStatus((bool)arg);
3788 break;
3789
3790 case changes.disabled:
3791 changeDisable((bool)arg);
3792 break;
3793
3794 case changes.building:
3795 changeBuilding((bool)arg);
3796 break;
3797
3798 case changes.VehicleType:
3799 changeVehicleType((int)arg);
3800 break;
3801
3802 case changes.VehicleFlags:
3803 changeVehicleFlags((strVehicleBoolParam) arg);
3804 break;
3805
3806 case changes.VehicleFloatParam:
3807 changeVehicleFloatParam((strVehicleFloatParam) arg);
3808 break;
3809
3810 case changes.VehicleVectorParam:
3811 changeVehicleVectorParam((strVehicleVectorParam) arg);
3812 break;
3813
3814 case changes.VehicleRotationParam:
3815 changeVehicleRotationParam((strVehicleQuatParam) arg);
3816 break;
3817
3818 case changes.SetVehicle:
3819 changeSetVehicle((VehicleData) arg);
3820 break;
3821
3822 case changes.Buoyancy:
3823 changeBuoyancy((float)arg);
3824 break;
3825
3826 case changes.PIDTarget:
3827 changePIDTarget((Vector3)arg);
3828 break;
3829
3830 case changes.PIDTau:
3831 changePIDTau((float)arg);
3832 break;
3833
3834 case changes.PIDActive:
3835 changePIDActive((bool)arg);
3836 break;
3837
3838 case changes.PIDHoverHeight:
3839 changePIDHoverHeight((float)arg);
3840 break;
3841
3842 case changes.PIDHoverType:
3843 changePIDHoverType((PIDHoverType)arg);
3844 break;
3845
3846 case changes.PIDHoverTau:
3847 changePIDHoverTau((float)arg);
3848 break;
3849
3850 case changes.PIDHoverActive:
3851 changePIDHoverActive((bool)arg);
3852 break;
3853
3854 case changes.Null:
3855 donullchange();
3856 break;
3857
3858
3859
3860 default:
3861 donullchange();
3862 break;
3863 }
3864 return false;
3865 }
3866
3867 public void AddChange(changes what, object arg)
3868 {
3869 _parent_scene.AddChange((PhysicsActor) this, what, arg);
3870 }
3871
3872
3873 private struct strVehicleBoolParam
3874 {
3875 public int param;
3876 public bool value;
3877 }
3878
3879 private struct strVehicleFloatParam
3880 {
3881 public int param;
3882 public float value;
3883 }
3884
3885 private struct strVehicleQuatParam
3886 {
3887 public int param;
3888 public Quaternion value;
3889 }
3890
3891 private struct strVehicleVectorParam
3892 {
3893 public int param;
3894 public Vector3 value;
3895 }
3896 }
3897}