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-rw-r--r-- | OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs | 3256 |
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diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs new file mode 100644 index 0000000..7718a29 --- /dev/null +++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs | |||
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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 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 | |||
49 | using System; | ||
50 | using System.Collections.Generic; | ||
51 | using System.Reflection; | ||
52 | using System.Runtime.InteropServices; | ||
53 | using System.Threading; | ||
54 | using log4net; | ||
55 | using OpenMetaverse; | ||
56 | using OdeAPI; | ||
57 | using OpenSim.Framework; | ||
58 | using OpenSim.Region.Physics.Manager; | ||
59 | |||
60 | |||
61 | namespace OpenSim.Region.Physics.OdePlugin | ||
62 | { | ||
63 | public class OdePrim : PhysicsActor | ||
64 | { | ||
65 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
66 | |||
67 | private bool m_isphysical; | ||
68 | private bool m_fakeisphysical; | ||
69 | |||
70 | protected bool m_building; | ||
71 | private Quaternion m_lastorientation = new Quaternion(); | ||
72 | private Quaternion _orientation; | ||
73 | |||
74 | private Vector3 _position; | ||
75 | private Vector3 _velocity; | ||
76 | private Vector3 _torque; | ||
77 | private Vector3 m_lastVelocity; | ||
78 | private Vector3 m_lastposition; | ||
79 | private Vector3 m_rotationalVelocity; | ||
80 | private Vector3 _size; | ||
81 | private Vector3 _acceleration; | ||
82 | private Vector3 m_angularlock = Vector3.One; | ||
83 | private IntPtr Amotor = IntPtr.Zero; | ||
84 | |||
85 | private Vector3 m_force; | ||
86 | private Vector3 m_forceacc; | ||
87 | private Vector3 m_angularForceacc; | ||
88 | |||
89 | private Vector3 m_PIDTarget; | ||
90 | private float m_PIDTau; | ||
91 | private float PID_D = 35f; | ||
92 | private float PID_G = 25f; | ||
93 | private bool m_usePID; | ||
94 | |||
95 | // KF: These next 7 params apply to llSetHoverHeight(float height, integer water, float tau), | ||
96 | // and are for non-VEHICLES only. | ||
97 | |||
98 | private float m_PIDHoverHeight; | ||
99 | private float m_PIDHoverTau; | ||
100 | private bool m_useHoverPID; | ||
101 | private PIDHoverType m_PIDHoverType = PIDHoverType.Ground; | ||
102 | private float m_targetHoverHeight; | ||
103 | private float m_groundHeight; | ||
104 | private float m_waterHeight; | ||
105 | private float m_buoyancy; //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle. | ||
106 | |||
107 | private int body_autodisable_frames = 20; | ||
108 | |||
109 | private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom | ||
110 | | CollisionCategories.Space | ||
111 | | CollisionCategories.Body | ||
112 | | CollisionCategories.Character | ||
113 | ); | ||
114 | private bool m_collidesLand = true; | ||
115 | private bool m_collidesWater; | ||
116 | public bool m_returnCollisions; | ||
117 | |||
118 | // Default we're a Geometry | ||
119 | private CollisionCategories m_collisionCategories = (CollisionCategories.Geom); | ||
120 | |||
121 | // Default, Collide with Other Geometries, spaces and Bodies | ||
122 | private CollisionCategories m_collisionFlags = m_default_collisionFlags; | ||
123 | |||
124 | public bool m_disabled; | ||
125 | public bool m_taintselected; | ||
126 | |||
127 | public uint m_localID; | ||
128 | |||
129 | private PrimitiveBaseShape _pbs; | ||
130 | public OdeScene _parent_scene; | ||
131 | |||
132 | /// <summary> | ||
133 | /// The physics space which contains prim geometry | ||
134 | /// </summary> | ||
135 | public IntPtr m_targetSpace = IntPtr.Zero; | ||
136 | |||
137 | public IntPtr prim_geom; | ||
138 | public IntPtr _triMeshData; | ||
139 | |||
140 | private PhysicsActor _parent; | ||
141 | |||
142 | private List<OdePrim> childrenPrim = new List<OdePrim>(); | ||
143 | |||
144 | private bool m_iscolliding; | ||
145 | private bool m_wascolliding; | ||
146 | private bool m_isSelected; | ||
147 | |||
148 | internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively | ||
149 | |||
150 | private bool m_throttleUpdates; | ||
151 | private int throttleCounter; | ||
152 | public int m_interpenetrationcount; | ||
153 | public float m_collisionscore; | ||
154 | int m_colliderfilter = 0; | ||
155 | public int m_roundsUnderMotionThreshold; | ||
156 | private int m_crossingfailures; | ||
157 | |||
158 | public bool outofBounds; | ||
159 | private float m_density = 10.000006836f; // Aluminum g/cm3; | ||
160 | |||
161 | public bool _zeroFlag; | ||
162 | private bool m_lastUpdateSent; | ||
163 | |||
164 | public IntPtr Body = IntPtr.Zero; | ||
165 | public String Name { get; private set; } | ||
166 | private Vector3 _target_velocity; | ||
167 | |||
168 | public Vector3 primOOBsize; // prim real dimensions from mesh | ||
169 | public Vector3 primOOBoffset; // is centroid out of mesh or rest aabb | ||
170 | public float primOOBradiusSQ; | ||
171 | public d.Mass primdMass; // prim inertia information on it's own referencial | ||
172 | float primMass; // prim own mass | ||
173 | float _mass; // object mass acording to case | ||
174 | public d.Mass objectpMass; // object last computed inertia | ||
175 | private bool hasOOBoffsetFromMesh = false; // if true we did compute it form mesh centroid, else from aabb | ||
176 | |||
177 | public int givefakepos = 0; | ||
178 | private Vector3 fakepos; | ||
179 | public int givefakeori = 0; | ||
180 | private Quaternion fakeori; | ||
181 | |||
182 | public int m_eventsubscription; | ||
183 | private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate(); | ||
184 | |||
185 | private IntPtr m_linkJoint = IntPtr.Zero; | ||
186 | private IntPtr _linkJointGroup = IntPtr.Zero; | ||
187 | |||
188 | public volatile bool childPrim; | ||
189 | |||
190 | public ODEDynamics m_vehicle; | ||
191 | |||
192 | internal int m_material = (int)Material.Wood; | ||
193 | protected ContactData primContactData = new ContactData { mu = 0f, bounce = 0.1f}; | ||
194 | |||
195 | /// <summary> | ||
196 | /// Is this prim subject to physics? Even if not, it's still solid for collision purposes. | ||
197 | /// </summary> | ||
198 | public override bool IsPhysical // this is not reliable for internal use | ||
199 | { | ||
200 | get { return m_fakeisphysical; } | ||
201 | set | ||
202 | { | ||
203 | m_fakeisphysical = value; // we show imediatly to outside that we changed physical | ||
204 | // and also to stop imediatly some updates | ||
205 | // but real change will only happen in taintprocessing | ||
206 | |||
207 | if (!value) // Zero the remembered last velocity | ||
208 | m_lastVelocity = Vector3.Zero; | ||
209 | AddChange(changes.Physical, value); | ||
210 | } | ||
211 | } | ||
212 | |||
213 | public override bool Building // this is not reliable for internal use | ||
214 | { | ||
215 | get { return m_building; } | ||
216 | set | ||
217 | { | ||
218 | if (value) | ||
219 | m_building = true; | ||
220 | AddChange(changes.building, value); | ||
221 | } | ||
222 | } | ||
223 | |||
224 | public override ContactData ContactData | ||
225 | { | ||
226 | get | ||
227 | { | ||
228 | /* | ||
229 | ODEDynamics v; | ||
230 | if(childPrim && _parent !=null) | ||
231 | { | ||
232 | v =((OdePrim)_parent).m_vehicle; | ||
233 | if(v != null && v.Type != Vehicle.TYPE_NONE) | ||
234 | return v.VehiculeContactData; | ||
235 | return primContactData; | ||
236 | } | ||
237 | |||
238 | if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE) | ||
239 | return m_vehicle.VehiculeContactData; | ||
240 | */ | ||
241 | return primContactData; | ||
242 | } | ||
243 | } | ||
244 | |||
245 | public override int PhysicsActorType | ||
246 | { | ||
247 | get { return (int)ActorTypes.Prim; } | ||
248 | set { return; } | ||
249 | } | ||
250 | |||
251 | public override bool SetAlwaysRun | ||
252 | { | ||
253 | get { return false; } | ||
254 | set { return; } | ||
255 | } | ||
256 | |||
257 | public override uint LocalID | ||
258 | { | ||
259 | get | ||
260 | { | ||
261 | return m_localID; | ||
262 | } | ||
263 | set | ||
264 | { | ||
265 | //m_log.Info("[PHYSICS]: Setting TrackerID: " + value); | ||
266 | m_localID = value; | ||
267 | } | ||
268 | } | ||
269 | |||
270 | public override bool Grabbed | ||
271 | { | ||
272 | set { return; } | ||
273 | } | ||
274 | |||
275 | public override bool Selected | ||
276 | { | ||
277 | set | ||
278 | { | ||
279 | if(value) | ||
280 | m_isSelected = value; | ||
281 | AddChange(changes.Selected, value); | ||
282 | } | ||
283 | } | ||
284 | |||
285 | public override bool Flying | ||
286 | { | ||
287 | // no flying prims for you | ||
288 | get { return false; } | ||
289 | set { } | ||
290 | } | ||
291 | |||
292 | public override bool IsColliding | ||
293 | { | ||
294 | get { return m_iscolliding; } | ||
295 | set | ||
296 | { | ||
297 | if (value) | ||
298 | { | ||
299 | m_colliderfilter += 2; | ||
300 | if (m_colliderfilter > 2) | ||
301 | m_colliderfilter = 2; | ||
302 | } | ||
303 | else | ||
304 | { | ||
305 | m_colliderfilter--; | ||
306 | if (m_colliderfilter < 0) | ||
307 | m_colliderfilter = 0; | ||
308 | } | ||
309 | |||
310 | if (m_colliderfilter == 0) | ||
311 | m_iscolliding = false; | ||
312 | else | ||
313 | m_iscolliding = true; | ||
314 | |||
315 | if (m_wascolliding != m_iscolliding) | ||
316 | { | ||
317 | if (m_wascolliding && !m_isSelected && Body != IntPtr.Zero) | ||
318 | d.BodyEnable(Body); | ||
319 | m_wascolliding = m_iscolliding; | ||
320 | } | ||
321 | } | ||
322 | } | ||
323 | |||
324 | public override bool CollidingGround | ||
325 | { | ||
326 | get { return false; } | ||
327 | set { return; } | ||
328 | } | ||
329 | |||
330 | public override bool CollidingObj | ||
331 | { | ||
332 | get { return false; } | ||
333 | set { return; } | ||
334 | } | ||
335 | |||
336 | public override bool ThrottleUpdates | ||
337 | { | ||
338 | get { return m_throttleUpdates; } | ||
339 | set { m_throttleUpdates = value; } | ||
340 | } | ||
341 | |||
342 | public override bool Stopped | ||
343 | { | ||
344 | get { return _zeroFlag; } | ||
345 | } | ||
346 | |||
347 | public override Vector3 Position | ||
348 | { | ||
349 | get | ||
350 | { | ||
351 | if (givefakepos > 0) | ||
352 | return fakepos; | ||
353 | else | ||
354 | return _position; | ||
355 | } | ||
356 | |||
357 | set | ||
358 | { | ||
359 | fakepos = value; | ||
360 | givefakepos++; | ||
361 | AddChange(changes.Position, value); | ||
362 | } | ||
363 | } | ||
364 | |||
365 | public override Vector3 Size | ||
366 | { | ||
367 | get { return _size; } | ||
368 | set | ||
369 | { | ||
370 | if (value.IsFinite()) | ||
371 | { | ||
372 | AddChange(changes.Size, value); | ||
373 | } | ||
374 | else | ||
375 | { | ||
376 | m_log.WarnFormat("[PHYSICS]: Got NaN Size on object {0}", Name); | ||
377 | } | ||
378 | } | ||
379 | } | ||
380 | |||
381 | public override float Mass | ||
382 | { | ||
383 | get { return _mass; } | ||
384 | } | ||
385 | |||
386 | public override Vector3 Force | ||
387 | { | ||
388 | //get { return Vector3.Zero; } | ||
389 | get { return m_force; } | ||
390 | set | ||
391 | { | ||
392 | if (value.IsFinite()) | ||
393 | { | ||
394 | AddChange(changes.Force, value); | ||
395 | } | ||
396 | else | ||
397 | { | ||
398 | m_log.WarnFormat("[PHYSICS]: NaN in Force Applied to an Object {0}", Name); | ||
399 | } | ||
400 | } | ||
401 | } | ||
402 | |||
403 | |||
404 | public override void SetVolumeDetect(int param) | ||
405 | { | ||
406 | AddChange(changes.VolumeDtc,(param != 0)); | ||
407 | } | ||
408 | |||
409 | public override Vector3 GeometricCenter | ||
410 | { | ||
411 | get | ||
412 | { | ||
413 | return Vector3.Zero; | ||
414 | } | ||
415 | } | ||
416 | |||
417 | public override Vector3 CenterOfMass | ||
418 | { | ||
419 | get | ||
420 | { | ||
421 | d.Vector3 dtmp; | ||
422 | if (IsPhysical && !childPrim && Body != IntPtr.Zero) | ||
423 | { | ||
424 | dtmp = d.BodyGetPosition(Body); | ||
425 | return new Vector3(dtmp.X, dtmp.Y, dtmp.Z); | ||
426 | } | ||
427 | else if (prim_geom != IntPtr.Zero) | ||
428 | { | ||
429 | d.Quaternion dq; | ||
430 | d.GeomCopyQuaternion(prim_geom, out dq); | ||
431 | Quaternion q; | ||
432 | q.X = dq.X; | ||
433 | q.Y = dq.Y; | ||
434 | q.Z = dq.Z; | ||
435 | q.W = dq.W; | ||
436 | |||
437 | Vector3 vtmp = primOOBoffset * q; | ||
438 | dtmp = d.GeomGetPosition(prim_geom); | ||
439 | return new Vector3(dtmp.X + vtmp.X, dtmp.Y + vtmp.Y, dtmp.Z + vtmp.Z); | ||
440 | } | ||
441 | else | ||
442 | return Vector3.Zero; | ||
443 | } | ||
444 | } | ||
445 | /* | ||
446 | public override Vector3 PrimOOBsize | ||
447 | { | ||
448 | get | ||
449 | { | ||
450 | return primOOBsize; | ||
451 | } | ||
452 | } | ||
453 | |||
454 | public override Vector3 PrimOOBoffset | ||
455 | { | ||
456 | get | ||
457 | { | ||
458 | return primOOBoffset; | ||
459 | } | ||
460 | } | ||
461 | |||
462 | public override float PrimOOBRadiusSQ | ||
463 | { | ||
464 | get | ||
465 | { | ||
466 | return primOOBradiusSQ; | ||
467 | } | ||
468 | } | ||
469 | */ | ||
470 | public override PrimitiveBaseShape Shape | ||
471 | { | ||
472 | set | ||
473 | { | ||
474 | AddChange(changes.Shape, value); | ||
475 | } | ||
476 | } | ||
477 | |||
478 | public override Vector3 Velocity | ||
479 | { | ||
480 | get | ||
481 | { | ||
482 | // Averate previous velocity with the new one so | ||
483 | // client object interpolation works a 'little' better | ||
484 | if (_zeroFlag) | ||
485 | return Vector3.Zero; | ||
486 | /* | ||
487 | Vector3 returnVelocity = Vector3.Zero; | ||
488 | returnVelocity.X = (m_lastVelocity.X + _velocity.X) / 2; | ||
489 | returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y) / 2; | ||
490 | returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z) / 2; | ||
491 | |||
492 | return returnVelocity; | ||
493 | */ | ||
494 | return _velocity; | ||
495 | } | ||
496 | set | ||
497 | { | ||
498 | if (value.IsFinite()) | ||
499 | { | ||
500 | AddChange(changes.Velocity, value); | ||
501 | // _velocity = value; | ||
502 | |||
503 | } | ||
504 | else | ||
505 | { | ||
506 | m_log.WarnFormat("[PHYSICS]: Got NaN Velocity in Object {0}", Name); | ||
507 | } | ||
508 | |||
509 | } | ||
510 | } | ||
511 | |||
512 | public override Vector3 Torque | ||
513 | { | ||
514 | get | ||
515 | { | ||
516 | if (!IsPhysical || Body == IntPtr.Zero) | ||
517 | return Vector3.Zero; | ||
518 | |||
519 | return _torque; | ||
520 | } | ||
521 | |||
522 | set | ||
523 | { | ||
524 | if (value.IsFinite()) | ||
525 | { | ||
526 | AddChange(changes.Torque, value); | ||
527 | } | ||
528 | else | ||
529 | { | ||
530 | m_log.WarnFormat("[PHYSICS]: Got NaN Torque in Object {0}", Name); | ||
531 | } | ||
532 | } | ||
533 | } | ||
534 | |||
535 | public override float CollisionScore | ||
536 | { | ||
537 | get { return m_collisionscore; } | ||
538 | set { m_collisionscore = value; } | ||
539 | } | ||
540 | |||
541 | public override bool Kinematic | ||
542 | { | ||
543 | get { return false; } | ||
544 | set { } | ||
545 | } | ||
546 | |||
547 | public override Quaternion Orientation | ||
548 | { | ||
549 | get | ||
550 | { | ||
551 | if (givefakeori>0) | ||
552 | return fakeori; | ||
553 | else | ||
554 | |||
555 | return _orientation; | ||
556 | } | ||
557 | set | ||
558 | { | ||
559 | if (QuaternionIsFinite(value)) | ||
560 | { | ||
561 | fakeori = value; | ||
562 | givefakeori++; | ||
563 | AddChange(changes.Orientation, value); | ||
564 | } | ||
565 | else | ||
566 | m_log.WarnFormat("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object {0}", Name); | ||
567 | |||
568 | } | ||
569 | } | ||
570 | |||
571 | public override Vector3 Acceleration | ||
572 | { | ||
573 | get { return _acceleration; } | ||
574 | set { } | ||
575 | } | ||
576 | |||
577 | public override Vector3 RotationalVelocity | ||
578 | { | ||
579 | get | ||
580 | { | ||
581 | Vector3 pv = Vector3.Zero; | ||
582 | if (_zeroFlag) | ||
583 | return pv; | ||
584 | m_lastUpdateSent = false; | ||
585 | |||
586 | if (m_rotationalVelocity.ApproxEquals(pv, 0.0001f)) | ||
587 | return pv; | ||
588 | |||
589 | return m_rotationalVelocity; | ||
590 | } | ||
591 | set | ||
592 | { | ||
593 | if (value.IsFinite()) | ||
594 | { | ||
595 | m_rotationalVelocity = value; | ||
596 | if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body)) | ||
597 | d.BodyEnable(Body); | ||
598 | } | ||
599 | else | ||
600 | { | ||
601 | m_log.WarnFormat("[PHYSICS]: Got NaN RotationalVelocity in Object {0}", Name); | ||
602 | } | ||
603 | } | ||
604 | } | ||
605 | |||
606 | |||
607 | public override float Buoyancy | ||
608 | { | ||
609 | get { return m_buoyancy; } | ||
610 | set | ||
611 | { | ||
612 | m_buoyancy = value; | ||
613 | } | ||
614 | } | ||
615 | |||
616 | public override bool FloatOnWater | ||
617 | { | ||
618 | set | ||
619 | { | ||
620 | AddChange(changes.CollidesWater, value); | ||
621 | } | ||
622 | } | ||
623 | |||
624 | public override Vector3 PIDTarget | ||
625 | { | ||
626 | set | ||
627 | { | ||
628 | if (value.IsFinite()) | ||
629 | { | ||
630 | m_PIDTarget = value; | ||
631 | } | ||
632 | else | ||
633 | m_log.WarnFormat("[PHYSICS]: Got NaN PIDTarget from Scene on Object {0}", Name); | ||
634 | } | ||
635 | } | ||
636 | |||
637 | public override bool PIDActive { set { m_usePID = value; } } | ||
638 | public override float PIDTau { set { m_PIDTau = value; } } | ||
639 | |||
640 | public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } | ||
641 | public override bool PIDHoverActive { set { m_useHoverPID = value; } } | ||
642 | public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } | ||
643 | public override float PIDHoverTau { set { m_PIDHoverTau = value; } } | ||
644 | |||
645 | public override Quaternion APIDTarget { set { return; } } | ||
646 | |||
647 | public override bool APIDActive { set { return; } } | ||
648 | |||
649 | public override float APIDStrength { set { return; } } | ||
650 | |||
651 | public override float APIDDamping { set { return; } } | ||
652 | |||
653 | public override int VehicleType | ||
654 | { | ||
655 | get | ||
656 | { | ||
657 | if (m_vehicle == null) | ||
658 | return (int)Vehicle.TYPE_NONE; | ||
659 | else | ||
660 | return (int)m_vehicle.Type; | ||
661 | } | ||
662 | set | ||
663 | { | ||
664 | if (m_vehicle == null) | ||
665 | { | ||
666 | if (value != (int)Vehicle.TYPE_NONE) | ||
667 | { | ||
668 | m_vehicle = new ODEDynamics(this); | ||
669 | m_vehicle.ProcessTypeChange((Vehicle)value); | ||
670 | } | ||
671 | } | ||
672 | else | ||
673 | m_vehicle.ProcessTypeChange((Vehicle)value); | ||
674 | } | ||
675 | } | ||
676 | |||
677 | public override void VehicleFloatParam(int param, float value) | ||
678 | { | ||
679 | if (m_vehicle == null) | ||
680 | return; | ||
681 | m_vehicle.ProcessFloatVehicleParam((Vehicle)param, value); | ||
682 | if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body)) | ||
683 | d.BodyEnable(Body); | ||
684 | } | ||
685 | |||
686 | public override void VehicleVectorParam(int param, Vector3 value) | ||
687 | { | ||
688 | if (m_vehicle == null) | ||
689 | return; | ||
690 | m_vehicle.ProcessVectorVehicleParam((Vehicle)param, value); | ||
691 | if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body)) | ||
692 | d.BodyEnable(Body); | ||
693 | } | ||
694 | |||
695 | public override void VehicleRotationParam(int param, Quaternion rotation) | ||
696 | { | ||
697 | if (m_vehicle == null) | ||
698 | return; | ||
699 | m_vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation); | ||
700 | if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body)) | ||
701 | d.BodyEnable(Body); | ||
702 | } | ||
703 | |||
704 | public override void VehicleFlags(int param, bool remove) | ||
705 | { | ||
706 | if (m_vehicle == null) | ||
707 | return; | ||
708 | m_vehicle.ProcessVehicleFlags(param, remove); | ||
709 | if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body)) | ||
710 | d.BodyEnable(Body); | ||
711 | } | ||
712 | |||
713 | public void SetAcceleration(Vector3 accel) | ||
714 | { | ||
715 | _acceleration = accel; | ||
716 | } | ||
717 | |||
718 | public override void AddForce(Vector3 force, bool pushforce) | ||
719 | { | ||
720 | if (force.IsFinite()) | ||
721 | { | ||
722 | AddChange(changes.AddForce, force / _parent_scene.ODE_STEPSIZE); | ||
723 | } | ||
724 | else | ||
725 | { | ||
726 | m_log.WarnFormat("[PHYSICS]: Got Invalid linear force vector from Scene in Object {0}", Name); | ||
727 | } | ||
728 | //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString()); | ||
729 | } | ||
730 | |||
731 | public override void AddAngularForce(Vector3 force, bool pushforce) | ||
732 | { | ||
733 | if (force.IsFinite()) | ||
734 | { | ||
735 | AddChange(changes.AddAngForce, force / _parent_scene.ODE_STEPSIZE); | ||
736 | } | ||
737 | else | ||
738 | { | ||
739 | m_log.WarnFormat("[PHYSICS]: Got Invalid Angular force vector from Scene in Object {0}", Name); | ||
740 | } | ||
741 | } | ||
742 | |||
743 | public override void CrossingFailure() | ||
744 | { | ||
745 | m_crossingfailures++; | ||
746 | changeDisable(false); | ||
747 | } | ||
748 | |||
749 | public override void SetMomentum(Vector3 momentum) | ||
750 | { | ||
751 | } | ||
752 | |||
753 | public override void SetMaterial(int pMaterial) | ||
754 | { | ||
755 | m_material = pMaterial; | ||
756 | primContactData.mu = _parent_scene.m_materialContactsData[pMaterial].mu; | ||
757 | primContactData.bounce = _parent_scene.m_materialContactsData[pMaterial].bounce; | ||
758 | } | ||
759 | |||
760 | public void setPrimForRemoval() | ||
761 | { | ||
762 | AddChange(changes.Remove, null); | ||
763 | } | ||
764 | |||
765 | public override void link(PhysicsActor obj) | ||
766 | { | ||
767 | AddChange(changes.Link, obj); | ||
768 | } | ||
769 | |||
770 | public override void delink() | ||
771 | { | ||
772 | AddChange(changes.DeLink, null); | ||
773 | } | ||
774 | |||
775 | public override void LockAngularMotion(Vector3 axis) | ||
776 | { | ||
777 | // reverse the zero/non zero values for ODE. | ||
778 | if (axis.IsFinite()) | ||
779 | { | ||
780 | axis.X = (axis.X > 0) ? 1f : 0f; | ||
781 | axis.Y = (axis.Y > 0) ? 1f : 0f; | ||
782 | axis.Z = (axis.Z > 0) ? 1f : 0f; | ||
783 | m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z); | ||
784 | AddChange(changes.AngLock, axis); | ||
785 | } | ||
786 | else | ||
787 | { | ||
788 | m_log.WarnFormat("[PHYSICS]: Got NaN locking axis from Scene on Object {0}", Name); | ||
789 | } | ||
790 | } | ||
791 | |||
792 | public override void SubscribeEvents(int ms) | ||
793 | { | ||
794 | m_eventsubscription = ms; | ||
795 | _parent_scene.AddCollisionEventReporting(this); | ||
796 | } | ||
797 | |||
798 | public override void UnSubscribeEvents() | ||
799 | { | ||
800 | _parent_scene.RemoveCollisionEventReporting(this); | ||
801 | m_eventsubscription = 0; | ||
802 | } | ||
803 | |||
804 | public void AddCollisionEvent(uint CollidedWith, ContactPoint contact) | ||
805 | { | ||
806 | if (CollisionEventsThisFrame == null) | ||
807 | CollisionEventsThisFrame = new CollisionEventUpdate(); | ||
808 | |||
809 | CollisionEventsThisFrame.AddCollider(CollidedWith, contact); | ||
810 | } | ||
811 | |||
812 | public void SendCollisions() | ||
813 | { | ||
814 | if (CollisionEventsThisFrame == null) | ||
815 | return; | ||
816 | |||
817 | base.SendCollisionUpdate(CollisionEventsThisFrame); | ||
818 | |||
819 | if (CollisionEventsThisFrame.m_objCollisionList.Count == 0) | ||
820 | CollisionEventsThisFrame = null; | ||
821 | else | ||
822 | CollisionEventsThisFrame = new CollisionEventUpdate(); | ||
823 | } | ||
824 | |||
825 | public override bool SubscribedEvents() | ||
826 | { | ||
827 | if (m_eventsubscription > 0) | ||
828 | return true; | ||
829 | return false; | ||
830 | } | ||
831 | |||
832 | |||
833 | public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size, | ||
834 | Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) | ||
835 | { | ||
836 | Name = primName; | ||
837 | |||
838 | m_vehicle = null; | ||
839 | |||
840 | if (!pos.IsFinite()) | ||
841 | { | ||
842 | pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), | ||
843 | parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f); | ||
844 | m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Position for {0}", Name); | ||
845 | } | ||
846 | _position = pos; | ||
847 | givefakepos = 0; | ||
848 | |||
849 | PID_D = parent_scene.bodyPIDD; | ||
850 | PID_G = parent_scene.bodyPIDG; | ||
851 | m_density = parent_scene.geomDefaultDensity; | ||
852 | // m_tensor = parent_scene.bodyMotorJointMaxforceTensor; | ||
853 | body_autodisable_frames = parent_scene.bodyFramesAutoDisable; | ||
854 | |||
855 | prim_geom = IntPtr.Zero; | ||
856 | Body = IntPtr.Zero; | ||
857 | |||
858 | if (!size.IsFinite()) | ||
859 | { | ||
860 | size = new Vector3(0.5f, 0.5f, 0.5f); | ||
861 | m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Size for {0}", Name); | ||
862 | } | ||
863 | |||
864 | if (size.X <= 0) size.X = 0.01f; | ||
865 | if (size.Y <= 0) size.Y = 0.01f; | ||
866 | if (size.Z <= 0) size.Z = 0.01f; | ||
867 | |||
868 | _size = size; | ||
869 | |||
870 | |||
871 | if (!QuaternionIsFinite(rotation)) | ||
872 | { | ||
873 | rotation = Quaternion.Identity; | ||
874 | m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Rotation for {0}", Name); | ||
875 | } | ||
876 | |||
877 | _orientation = rotation; | ||
878 | givefakeori = 0; | ||
879 | |||
880 | _pbs = pbs; | ||
881 | |||
882 | _parent_scene = parent_scene; | ||
883 | m_targetSpace = IntPtr.Zero; | ||
884 | |||
885 | if (pos.Z < 0) | ||
886 | { | ||
887 | m_isphysical = false; | ||
888 | } | ||
889 | else | ||
890 | { | ||
891 | m_isphysical = pisPhysical; | ||
892 | } | ||
893 | m_fakeisphysical = m_isphysical; | ||
894 | |||
895 | m_isVolumeDetect = false; | ||
896 | |||
897 | m_force = Vector3.Zero; | ||
898 | |||
899 | m_iscolliding = false; | ||
900 | m_wascolliding = false; | ||
901 | m_colliderfilter = 0; | ||
902 | |||
903 | hasOOBoffsetFromMesh = false; | ||
904 | _triMeshData = IntPtr.Zero; | ||
905 | |||
906 | |||
907 | primContactData.mu = parent_scene.m_materialContactsData[(int)Material.Wood].mu; | ||
908 | primContactData.bounce = parent_scene.m_materialContactsData[(int)Material.Wood].bounce; | ||
909 | |||
910 | CalcPrimBodyData(); | ||
911 | |||
912 | m_building = true; // control must set this to false when done | ||
913 | |||
914 | AddChange(changes.Add, null); | ||
915 | } | ||
916 | |||
917 | private void resetCollisionAccounting() | ||
918 | { | ||
919 | m_collisionscore = 0; | ||
920 | m_interpenetrationcount = 0; | ||
921 | m_disabled = false; | ||
922 | } | ||
923 | |||
924 | private void createAMotor(Vector3 axis) | ||
925 | { | ||
926 | if (Body == IntPtr.Zero) | ||
927 | return; | ||
928 | |||
929 | if (Amotor != IntPtr.Zero) | ||
930 | { | ||
931 | d.JointDestroy(Amotor); | ||
932 | Amotor = IntPtr.Zero; | ||
933 | } | ||
934 | |||
935 | int axisnum = 3 - (int)(axis.X + axis.Y + axis.Z); | ||
936 | |||
937 | if (axisnum <= 0) | ||
938 | return; | ||
939 | |||
940 | // stop it | ||
941 | d.BodySetTorque(Body, 0, 0, 0); | ||
942 | d.BodySetAngularVel(Body, 0, 0, 0); | ||
943 | |||
944 | Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero); | ||
945 | d.JointAttach(Amotor, Body, IntPtr.Zero); | ||
946 | |||
947 | d.JointSetAMotorMode(Amotor, 0); | ||
948 | |||
949 | d.JointSetAMotorNumAxes(Amotor, axisnum); | ||
950 | |||
951 | // get current orientation to lock | ||
952 | |||
953 | d.Quaternion dcur = d.BodyGetQuaternion(Body); | ||
954 | Quaternion curr; // crap convertion between identical things | ||
955 | curr.X = dcur.X; | ||
956 | curr.Y = dcur.Y; | ||
957 | curr.Z = dcur.Z; | ||
958 | curr.W = dcur.W; | ||
959 | Vector3 ax; | ||
960 | |||
961 | const int StopERP = 7; | ||
962 | const int StopCFM = 8; | ||
963 | |||
964 | int i = 0; | ||
965 | int j = 0; | ||
966 | if (axis.X == 0) | ||
967 | { | ||
968 | ax = (new Vector3(1, 0, 0)) * curr; // rotate world X to current local X | ||
969 | // ODE should do this with axis relative to body 1 but seems to fail | ||
970 | d.JointSetAMotorAxis(Amotor, 0, 0, ax.X, ax.Y, ax.Z); | ||
971 | d.JointSetAMotorAngle(Amotor, 0, 0); | ||
972 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.LoStop, -0.000001f); | ||
973 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.HiStop, 0.000001f); | ||
974 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0); | ||
975 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.FudgeFactor, 0.0001f); | ||
976 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.Bounce, 0f); | ||
977 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.FMax, 5e8f); | ||
978 | d.JointSetAMotorParam(Amotor, (int)StopCFM, 0f); | ||
979 | d.JointSetAMotorParam(Amotor, (int)StopERP, 0.8f); | ||
980 | i++; | ||
981 | j = 256; // odeplugin.cs doesn't have all parameters so this moves to next axis set | ||
982 | } | ||
983 | |||
984 | if (axis.Y == 0) | ||
985 | { | ||
986 | ax = (new Vector3(0, 1, 0)) * curr; | ||
987 | d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z); | ||
988 | d.JointSetAMotorAngle(Amotor, i, 0); | ||
989 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f); | ||
990 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f); | ||
991 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0); | ||
992 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f); | ||
993 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f); | ||
994 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f); | ||
995 | d.JointSetAMotorParam(Amotor, j + (int)StopCFM, 0f); | ||
996 | d.JointSetAMotorParam(Amotor, j + (int)StopERP, 0.8f); | ||
997 | i++; | ||
998 | j += 256; | ||
999 | } | ||
1000 | |||
1001 | if (axis.Z == 0) | ||
1002 | { | ||
1003 | ax = (new Vector3(0, 0, 1)) * curr; | ||
1004 | d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z); | ||
1005 | d.JointSetAMotorAngle(Amotor, i, 0); | ||
1006 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f); | ||
1007 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f); | ||
1008 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0); | ||
1009 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f); | ||
1010 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f); | ||
1011 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f); | ||
1012 | d.JointSetAMotorParam(Amotor, j + (int)StopCFM, 0f); | ||
1013 | d.JointSetAMotorParam(Amotor, j + (int)StopERP, 0.8f); | ||
1014 | } | ||
1015 | } | ||
1016 | |||
1017 | private bool setMesh(OdeScene parent_scene) | ||
1018 | { | ||
1019 | if (Body != IntPtr.Zero) | ||
1020 | { | ||
1021 | if (childPrim) | ||
1022 | { | ||
1023 | if (_parent != null) | ||
1024 | { | ||
1025 | OdePrim parent = (OdePrim)_parent; | ||
1026 | parent.ChildDelink(this,false); | ||
1027 | } | ||
1028 | } | ||
1029 | else | ||
1030 | { | ||
1031 | DestroyBody(); | ||
1032 | } | ||
1033 | } | ||
1034 | |||
1035 | IMesh mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, (int)LevelOfDetail.High, true); | ||
1036 | if (mesh == null) | ||
1037 | { | ||
1038 | m_log.WarnFormat("[PHYSICS]: CreateMesh Failed on prim {0} at <{1},{2},{3}>.", Name, _position.X, _position.Y, _position.Z); | ||
1039 | return false; | ||
1040 | } | ||
1041 | |||
1042 | IntPtr vertices, indices; | ||
1043 | int vertexCount, indexCount; | ||
1044 | int vertexStride, triStride; | ||
1045 | |||
1046 | mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap | ||
1047 | mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage | ||
1048 | |||
1049 | if (vertexCount == 0 || indexCount == 0) | ||
1050 | { | ||
1051 | m_log.WarnFormat("[PHYSICS]: Got invalid mesh on prim {0} at <{1},{2},{3}>. It can be a sculp with alpha channel in map. Replacing it by a small box.", Name, _position.X, _position.Y, _position.Z); | ||
1052 | _size.X = 0.01f; | ||
1053 | _size.Y = 0.01f; | ||
1054 | _size.Z = 0.01f; | ||
1055 | return false; | ||
1056 | } | ||
1057 | |||
1058 | // primOOBoffset = mesh.GetCentroid(); | ||
1059 | // hasOOBoffsetFromMesh = true; | ||
1060 | hasOOBoffsetFromMesh = false; | ||
1061 | |||
1062 | _triMeshData = d.GeomTriMeshDataCreate(); | ||
1063 | |||
1064 | d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride); | ||
1065 | d.GeomTriMeshDataPreprocess(_triMeshData); | ||
1066 | |||
1067 | mesh.releaseSourceMeshData(); | ||
1068 | |||
1069 | _parent_scene.waitForSpaceUnlock(m_targetSpace); | ||
1070 | try | ||
1071 | { | ||
1072 | SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, null, null, null)); | ||
1073 | } | ||
1074 | |||
1075 | catch (Exception e) | ||
1076 | { | ||
1077 | m_log.ErrorFormat("[PHYSICS]: SetGeom Mesh failed for {0} exception: {1}", Name, e); | ||
1078 | return false; | ||
1079 | } | ||
1080 | return true; | ||
1081 | } | ||
1082 | |||
1083 | private void SetGeom(IntPtr geom) | ||
1084 | { | ||
1085 | prim_geom = geom; | ||
1086 | //Console.WriteLine("SetGeom to " + prim_geom + " for " + Name); | ||
1087 | if (prim_geom != IntPtr.Zero) | ||
1088 | { | ||
1089 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | ||
1090 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
1091 | |||
1092 | CalcPrimBodyData(); | ||
1093 | |||
1094 | _parent_scene.geom_name_map[prim_geom] = Name; | ||
1095 | _parent_scene.actor_name_map[prim_geom] = this; | ||
1096 | |||
1097 | /* | ||
1098 | if (childPrim) | ||
1099 | { | ||
1100 | if (_parent != null && _parent is OdePrim) | ||
1101 | { | ||
1102 | OdePrim parent = (OdePrim)_parent; | ||
1103 | //Console.WriteLine("SetGeom calls ChildSetGeom"); | ||
1104 | parent.ChildSetGeom(this); | ||
1105 | } | ||
1106 | } | ||
1107 | */ | ||
1108 | } | ||
1109 | else | ||
1110 | m_log.Warn("Setting bad Geom"); | ||
1111 | } | ||
1112 | |||
1113 | |||
1114 | /// <summary> | ||
1115 | /// Create a geometry for the given mesh in the given target space. | ||
1116 | /// </summary> | ||
1117 | /// <param name="m_targetSpace"></param> | ||
1118 | /// <param name="mesh">If null, then a mesh is used that is based on the profile shape data.</param> | ||
1119 | private void CreateGeom() | ||
1120 | { | ||
1121 | if (_triMeshData != IntPtr.Zero) | ||
1122 | { | ||
1123 | d.GeomTriMeshDataDestroy(_triMeshData); | ||
1124 | _triMeshData = IntPtr.Zero; | ||
1125 | } | ||
1126 | |||
1127 | bool haveMesh = false; | ||
1128 | hasOOBoffsetFromMesh = false; | ||
1129 | |||
1130 | if (_parent_scene.needsMeshing(_pbs)) | ||
1131 | { | ||
1132 | haveMesh = setMesh(_parent_scene); // this will give a mesh to non trivial known prims | ||
1133 | } | ||
1134 | |||
1135 | if(!haveMesh) | ||
1136 | { | ||
1137 | if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1 | ||
1138 | && _size.X == _size.Y && _size.Y == _size.Z) | ||
1139 | { // it's a sphere | ||
1140 | _parent_scene.waitForSpaceUnlock(m_targetSpace); | ||
1141 | try | ||
1142 | { | ||
1143 | SetGeom(d.CreateSphere(m_targetSpace, _size.X * 0.5f)); | ||
1144 | } | ||
1145 | catch (Exception e) | ||
1146 | { | ||
1147 | m_log.WarnFormat("[PHYSICS]: Create sphere failed: {0}", e); | ||
1148 | return; | ||
1149 | } | ||
1150 | } | ||
1151 | else | ||
1152 | {// do it as a box | ||
1153 | _parent_scene.waitForSpaceUnlock(m_targetSpace); | ||
1154 | try | ||
1155 | { | ||
1156 | //Console.WriteLine(" CreateGeom 4"); | ||
1157 | SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z)); | ||
1158 | } | ||
1159 | catch (Exception e) | ||
1160 | { | ||
1161 | m_log.Warn("[PHYSICS]: Create box failed: {0}", e); | ||
1162 | return; | ||
1163 | } | ||
1164 | } | ||
1165 | } | ||
1166 | } | ||
1167 | |||
1168 | /// <summary> | ||
1169 | /// Set a new geometry for this prim. | ||
1170 | /// </summary> | ||
1171 | /// <param name="geom"></param> | ||
1172 | private void RemoveGeom() | ||
1173 | { | ||
1174 | if (prim_geom != IntPtr.Zero) | ||
1175 | { | ||
1176 | _parent_scene.geom_name_map.Remove(prim_geom); | ||
1177 | _parent_scene.actor_name_map.Remove(prim_geom); | ||
1178 | try | ||
1179 | { | ||
1180 | d.GeomDestroy(prim_geom); | ||
1181 | if (_triMeshData != IntPtr.Zero) | ||
1182 | { | ||
1183 | d.GeomTriMeshDataDestroy(_triMeshData); | ||
1184 | _triMeshData = IntPtr.Zero; | ||
1185 | } | ||
1186 | } | ||
1187 | // catch (System.AccessViolationException) | ||
1188 | catch (Exception e) | ||
1189 | { | ||
1190 | m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction failed for {0} exception {1}", Name,e); | ||
1191 | } | ||
1192 | |||
1193 | prim_geom = IntPtr.Zero; | ||
1194 | } | ||
1195 | else | ||
1196 | { | ||
1197 | m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction BAD {0}", Name); | ||
1198 | } | ||
1199 | Body = IntPtr.Zero; | ||
1200 | hasOOBoffsetFromMesh = false; | ||
1201 | CalcPrimBodyData(); | ||
1202 | } | ||
1203 | |||
1204 | private void ChildSetGeom(OdePrim odePrim) | ||
1205 | { | ||
1206 | // well.. | ||
1207 | DestroyBody(); | ||
1208 | MakeBody(); | ||
1209 | } | ||
1210 | |||
1211 | //sets non physical prim m_targetSpace to right space in spaces grid for static prims | ||
1212 | // should only be called for non physical prims unless they are becoming non physical | ||
1213 | private void SetInStaticSpace(OdePrim prim) | ||
1214 | { | ||
1215 | IntPtr targetSpace = _parent_scene.MoveGeomToStaticSpace(prim.prim_geom, prim._position, prim.m_targetSpace); | ||
1216 | prim.m_targetSpace = targetSpace; | ||
1217 | d.GeomEnable(prim_geom); | ||
1218 | } | ||
1219 | |||
1220 | public void enableBodySoft() | ||
1221 | { | ||
1222 | if (!childPrim) | ||
1223 | { | ||
1224 | if (m_isphysical && Body != IntPtr.Zero && prim_geom != IntPtr.Zero) | ||
1225 | { | ||
1226 | if (m_targetSpace != _parent_scene.ActiveSpace) | ||
1227 | { | ||
1228 | m_targetSpace = _parent_scene.ActiveSpace; | ||
1229 | |||
1230 | foreach (OdePrim prm in childrenPrim) | ||
1231 | { | ||
1232 | if (prm.prim_geom != IntPtr.Zero) | ||
1233 | { | ||
1234 | d.SpaceAdd(m_targetSpace, prm.prim_geom); | ||
1235 | prm.m_targetSpace = m_targetSpace; | ||
1236 | } | ||
1237 | } | ||
1238 | d.SpaceAdd(m_targetSpace, prim_geom); | ||
1239 | } | ||
1240 | d.GeomEnable(prim_geom); | ||
1241 | foreach (OdePrim prm in childrenPrim) | ||
1242 | d.GeomEnable(prm.prim_geom); | ||
1243 | |||
1244 | d.BodyEnable(Body); | ||
1245 | } | ||
1246 | } | ||
1247 | resetCollisionAccounting(); // this sets m_disable to false | ||
1248 | } | ||
1249 | |||
1250 | private void disableBodySoft() | ||
1251 | { | ||
1252 | m_disabled = true; | ||
1253 | if (!childPrim) | ||
1254 | { | ||
1255 | if (m_isphysical && Body != IntPtr.Zero && prim_geom != IntPtr.Zero) | ||
1256 | { | ||
1257 | if (m_targetSpace == _parent_scene.ActiveSpace) | ||
1258 | { | ||
1259 | foreach (OdePrim prm in childrenPrim) | ||
1260 | { | ||
1261 | if (prm.m_targetSpace != IntPtr.Zero && prm.prim_geom != IntPtr.Zero) | ||
1262 | { | ||
1263 | d.SpaceRemove(prm.m_targetSpace, prm.prim_geom); | ||
1264 | prm.m_targetSpace = IntPtr.Zero; | ||
1265 | } | ||
1266 | } | ||
1267 | d.SpaceRemove(m_targetSpace, prim_geom); | ||
1268 | m_targetSpace = IntPtr.Zero; | ||
1269 | } | ||
1270 | d.GeomDisable(prim_geom); | ||
1271 | foreach (OdePrim prm in childrenPrim) | ||
1272 | d.GeomDisable(prm.prim_geom); | ||
1273 | d.BodyDisable(Body); | ||
1274 | } | ||
1275 | } | ||
1276 | } | ||
1277 | |||
1278 | private void MakeBody() | ||
1279 | { | ||
1280 | if (!m_isphysical) // only physical get bodies | ||
1281 | return; | ||
1282 | |||
1283 | if (childPrim) // child prims don't get bodies; | ||
1284 | return; | ||
1285 | |||
1286 | if (m_building) | ||
1287 | return; | ||
1288 | |||
1289 | if (prim_geom == IntPtr.Zero) | ||
1290 | { | ||
1291 | m_log.Warn("[PHYSICS]: Unable to link the linkset. Root has no geom yet"); | ||
1292 | return; | ||
1293 | } | ||
1294 | |||
1295 | if (Body != IntPtr.Zero) | ||
1296 | { | ||
1297 | d.BodyDestroy(Body); | ||
1298 | Body = IntPtr.Zero; | ||
1299 | m_log.Warn("[PHYSICS]: MakeBody called having a body"); | ||
1300 | } | ||
1301 | |||
1302 | |||
1303 | if (d.GeomGetBody(prim_geom) != IntPtr.Zero) | ||
1304 | { | ||
1305 | d.GeomSetBody(prim_geom, IntPtr.Zero); | ||
1306 | m_log.Warn("[PHYSICS]: MakeBody root geom already had a body"); | ||
1307 | } | ||
1308 | |||
1309 | d.Matrix3 mymat = new d.Matrix3(); | ||
1310 | d.Quaternion myrot = new d.Quaternion(); | ||
1311 | d.Mass objdmass = new d.Mass { }; | ||
1312 | |||
1313 | Body = d.BodyCreate(_parent_scene.world); | ||
1314 | |||
1315 | DMassDup(ref primdMass, out objdmass); | ||
1316 | |||
1317 | // rotate inertia | ||
1318 | myrot.X = _orientation.X; | ||
1319 | myrot.Y = _orientation.Y; | ||
1320 | myrot.Z = _orientation.Z; | ||
1321 | myrot.W = _orientation.W; | ||
1322 | |||
1323 | d.RfromQ(out mymat, ref myrot); | ||
1324 | d.MassRotate(ref objdmass, ref mymat); | ||
1325 | |||
1326 | // set the body rotation and position | ||
1327 | d.BodySetRotation(Body, ref mymat); | ||
1328 | |||
1329 | // recompute full object inertia if needed | ||
1330 | if (childrenPrim.Count > 0) | ||
1331 | { | ||
1332 | d.Matrix3 mat = new d.Matrix3(); | ||
1333 | d.Quaternion quat = new d.Quaternion(); | ||
1334 | d.Mass tmpdmass = new d.Mass { }; | ||
1335 | Vector3 rcm; | ||
1336 | |||
1337 | rcm.X = _position.X + objdmass.c.X; | ||
1338 | rcm.Y = _position.Y + objdmass.c.Y; | ||
1339 | rcm.Z = _position.Z + objdmass.c.Z; | ||
1340 | |||
1341 | lock (childrenPrim) | ||
1342 | { | ||
1343 | foreach (OdePrim prm in childrenPrim) | ||
1344 | { | ||
1345 | if (prm.prim_geom == IntPtr.Zero) | ||
1346 | { | ||
1347 | m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements, skipping it. No geom yet"); | ||
1348 | continue; | ||
1349 | } | ||
1350 | |||
1351 | |||
1352 | |||
1353 | DMassCopy(ref prm.primdMass, ref tmpdmass); | ||
1354 | |||
1355 | // apply prim current rotation to inertia | ||
1356 | quat.X = prm._orientation.X; | ||
1357 | quat.Y = prm._orientation.Y; | ||
1358 | quat.Z = prm._orientation.Z; | ||
1359 | quat.W = prm._orientation.W; | ||
1360 | d.RfromQ(out mat, ref quat); | ||
1361 | d.MassRotate(ref tmpdmass, ref mat); | ||
1362 | |||
1363 | Vector3 ppos = prm._position; | ||
1364 | ppos.X += tmpdmass.c.X - rcm.X; | ||
1365 | ppos.Y += tmpdmass.c.Y - rcm.Y; | ||
1366 | ppos.Z += tmpdmass.c.Z - rcm.Z; | ||
1367 | |||
1368 | // refer inertia to root prim center of mass position | ||
1369 | d.MassTranslate(ref tmpdmass, | ||
1370 | ppos.X, | ||
1371 | ppos.Y, | ||
1372 | ppos.Z); | ||
1373 | |||
1374 | d.MassAdd(ref objdmass, ref tmpdmass); // add to total object inertia | ||
1375 | // fix prim colision cats | ||
1376 | |||
1377 | if (d.GeomGetBody(prm.prim_geom) != IntPtr.Zero) | ||
1378 | { | ||
1379 | d.GeomSetBody(prm.prim_geom, IntPtr.Zero); | ||
1380 | m_log.Warn("[PHYSICS]: MakeBody child geom already had a body"); | ||
1381 | } | ||
1382 | |||
1383 | d.GeomClearOffset(prm.prim_geom); | ||
1384 | d.GeomSetBody(prm.prim_geom, Body); | ||
1385 | prm.Body = Body; | ||
1386 | d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat); // set relative rotation | ||
1387 | } | ||
1388 | } | ||
1389 | } | ||
1390 | |||
1391 | d.GeomClearOffset(prim_geom); // make sure we don't have a hidden offset | ||
1392 | // associate root geom with body | ||
1393 | d.GeomSetBody(prim_geom, Body); | ||
1394 | |||
1395 | d.BodySetPosition(Body, _position.X + objdmass.c.X, _position.Y + objdmass.c.Y, _position.Z + objdmass.c.Z); | ||
1396 | d.GeomSetOffsetWorldPosition(prim_geom, _position.X, _position.Y, _position.Z); | ||
1397 | |||
1398 | d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body | ||
1399 | myrot.W = -myrot.W; | ||
1400 | d.RfromQ(out mymat, ref myrot); | ||
1401 | d.MassRotate(ref objdmass, ref mymat); | ||
1402 | d.BodySetMass(Body, ref objdmass); | ||
1403 | _mass = objdmass.mass; | ||
1404 | |||
1405 | m_collisionCategories |= CollisionCategories.Body; | ||
1406 | m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); | ||
1407 | |||
1408 | // disconnect from world gravity so we can apply buoyancy | ||
1409 | d.BodySetGravityMode(Body, false); | ||
1410 | |||
1411 | d.BodySetAutoDisableFlag(Body, true); | ||
1412 | d.BodySetAutoDisableSteps(Body, body_autodisable_frames); | ||
1413 | // d.BodySetLinearDampingThreshold(Body, 0.01f); | ||
1414 | // d.BodySetAngularDampingThreshold(Body, 0.001f); | ||
1415 | d.BodySetDamping(Body, .001f, .0002f); | ||
1416 | |||
1417 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | ||
1418 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
1419 | |||
1420 | m_interpenetrationcount = 0; | ||
1421 | m_collisionscore = 0; | ||
1422 | |||
1423 | m_disabled = false; | ||
1424 | |||
1425 | if (m_targetSpace != _parent_scene.ActiveSpace) | ||
1426 | { | ||
1427 | if (m_targetSpace != IntPtr.Zero) | ||
1428 | { | ||
1429 | _parent_scene.waitForSpaceUnlock(m_targetSpace); | ||
1430 | if (d.SpaceQuery(m_targetSpace, prim_geom)) | ||
1431 | d.SpaceRemove(m_targetSpace, prim_geom); | ||
1432 | } | ||
1433 | |||
1434 | m_targetSpace = _parent_scene.ActiveSpace; | ||
1435 | d.SpaceAdd(m_targetSpace, prim_geom); | ||
1436 | } | ||
1437 | |||
1438 | lock (childrenPrim) | ||
1439 | { | ||
1440 | foreach (OdePrim prm in childrenPrim) | ||
1441 | { | ||
1442 | if (prm.prim_geom == IntPtr.Zero) | ||
1443 | continue; | ||
1444 | |||
1445 | Vector3 ppos = prm._position; | ||
1446 | d.GeomSetOffsetWorldPosition(prm.prim_geom, ppos.X, ppos.Y, ppos.Z); // set relative position | ||
1447 | |||
1448 | prm.m_collisionCategories |= CollisionCategories.Body; | ||
1449 | prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); | ||
1450 | d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories); | ||
1451 | d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags); | ||
1452 | |||
1453 | if (prm.m_targetSpace != _parent_scene.ActiveSpace) | ||
1454 | { | ||
1455 | if (prm.m_targetSpace != IntPtr.Zero) | ||
1456 | { | ||
1457 | _parent_scene.waitForSpaceUnlock(m_targetSpace); | ||
1458 | if (d.SpaceQuery(prm.m_targetSpace, prm.prim_geom)) | ||
1459 | d.SpaceRemove(prm.m_targetSpace, prm.prim_geom); | ||
1460 | } | ||
1461 | prm.m_targetSpace = _parent_scene.ActiveSpace; | ||
1462 | d.SpaceAdd(m_targetSpace, prm.prim_geom); | ||
1463 | } | ||
1464 | d.GeomEnable(prm.prim_geom); | ||
1465 | prm.m_disabled = false; | ||
1466 | prm.m_interpenetrationcount = 0; | ||
1467 | prm.m_collisionscore = 0; | ||
1468 | _parent_scene.addActivePrim(prm); | ||
1469 | } | ||
1470 | } | ||
1471 | |||
1472 | // The body doesn't already have a finite rotation mode set here | ||
1473 | if ((!m_angularlock.ApproxEquals(Vector3.One, 0.0f)) && _parent == null) | ||
1474 | { | ||
1475 | createAMotor(m_angularlock); | ||
1476 | } | ||
1477 | |||
1478 | d.GeomEnable(prim_geom); | ||
1479 | m_disabled = false; | ||
1480 | _parent_scene.addActivePrim(this); | ||
1481 | } | ||
1482 | |||
1483 | private void DestroyBody() | ||
1484 | { | ||
1485 | if (Body != IntPtr.Zero) | ||
1486 | { | ||
1487 | _parent_scene.remActivePrim(this); | ||
1488 | m_collisionCategories &= ~CollisionCategories.Body; | ||
1489 | m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land); | ||
1490 | if (prim_geom != IntPtr.Zero) | ||
1491 | { | ||
1492 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | ||
1493 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
1494 | UpdateDataFromGeom(); | ||
1495 | d.GeomSetBody(prim_geom, IntPtr.Zero); | ||
1496 | SetInStaticSpace(this); | ||
1497 | } | ||
1498 | |||
1499 | if (!childPrim) | ||
1500 | { | ||
1501 | lock (childrenPrim) | ||
1502 | { | ||
1503 | foreach (OdePrim prm in childrenPrim) | ||
1504 | { | ||
1505 | _parent_scene.remActivePrim(prm); | ||
1506 | prm.m_collisionCategories &= ~CollisionCategories.Body; | ||
1507 | prm.m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land); | ||
1508 | if (prm.prim_geom != IntPtr.Zero) | ||
1509 | { | ||
1510 | d.GeomSetCategoryBits(prm.prim_geom, (int)m_collisionCategories); | ||
1511 | d.GeomSetCollideBits(prm.prim_geom, (int)m_collisionFlags); | ||
1512 | prm.UpdateDataFromGeom(); | ||
1513 | SetInStaticSpace(prm); | ||
1514 | } | ||
1515 | prm.Body = IntPtr.Zero; | ||
1516 | prm._mass = prm.primMass; | ||
1517 | prm.m_collisionscore = 0; | ||
1518 | } | ||
1519 | } | ||
1520 | d.BodyDestroy(Body); | ||
1521 | } | ||
1522 | Body = IntPtr.Zero; | ||
1523 | } | ||
1524 | _mass = primMass; | ||
1525 | m_disabled = true; | ||
1526 | m_collisionscore = 0; | ||
1527 | } | ||
1528 | |||
1529 | #region Mass Calculation | ||
1530 | |||
1531 | private float CalculatePrimVolume() | ||
1532 | { | ||
1533 | float volume = _size.X * _size.Y * _size.Z; // default | ||
1534 | float tmp; | ||
1535 | |||
1536 | float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f; | ||
1537 | float hollowVolume = hollowAmount * hollowAmount; | ||
1538 | |||
1539 | switch (_pbs.ProfileShape) | ||
1540 | { | ||
1541 | case ProfileShape.Square: | ||
1542 | // default box | ||
1543 | |||
1544 | if (_pbs.PathCurve == (byte)Extrusion.Straight) | ||
1545 | { | ||
1546 | if (hollowAmount > 0.0) | ||
1547 | { | ||
1548 | switch (_pbs.HollowShape) | ||
1549 | { | ||
1550 | case HollowShape.Square: | ||
1551 | case HollowShape.Same: | ||
1552 | break; | ||
1553 | |||
1554 | case HollowShape.Circle: | ||
1555 | |||
1556 | hollowVolume *= 0.78539816339f; | ||
1557 | break; | ||
1558 | |||
1559 | case HollowShape.Triangle: | ||
1560 | |||
1561 | hollowVolume *= (0.5f * .5f); | ||
1562 | break; | ||
1563 | |||
1564 | default: | ||
1565 | hollowVolume = 0; | ||
1566 | break; | ||
1567 | } | ||
1568 | volume *= (1.0f - hollowVolume); | ||
1569 | } | ||
1570 | } | ||
1571 | |||
1572 | else if (_pbs.PathCurve == (byte)Extrusion.Curve1) | ||
1573 | { | ||
1574 | //a tube | ||
1575 | |||
1576 | volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX); | ||
1577 | tmp = 1.0f - 2.0e-2f * (float)(200 - _pbs.PathScaleY); | ||
1578 | volume -= volume * tmp * tmp; | ||
1579 | |||
1580 | if (hollowAmount > 0.0) | ||
1581 | { | ||
1582 | hollowVolume *= hollowAmount; | ||
1583 | |||
1584 | switch (_pbs.HollowShape) | ||
1585 | { | ||
1586 | case HollowShape.Square: | ||
1587 | case HollowShape.Same: | ||
1588 | break; | ||
1589 | |||
1590 | case HollowShape.Circle: | ||
1591 | hollowVolume *= 0.78539816339f; | ||
1592 | break; | ||
1593 | |||
1594 | case HollowShape.Triangle: | ||
1595 | hollowVolume *= 0.5f * 0.5f; | ||
1596 | break; | ||
1597 | default: | ||
1598 | hollowVolume = 0; | ||
1599 | break; | ||
1600 | } | ||
1601 | volume *= (1.0f - hollowVolume); | ||
1602 | } | ||
1603 | } | ||
1604 | |||
1605 | break; | ||
1606 | |||
1607 | case ProfileShape.Circle: | ||
1608 | |||
1609 | if (_pbs.PathCurve == (byte)Extrusion.Straight) | ||
1610 | { | ||
1611 | volume *= 0.78539816339f; // elipse base | ||
1612 | |||
1613 | if (hollowAmount > 0.0) | ||
1614 | { | ||
1615 | switch (_pbs.HollowShape) | ||
1616 | { | ||
1617 | case HollowShape.Same: | ||
1618 | case HollowShape.Circle: | ||
1619 | break; | ||
1620 | |||
1621 | case HollowShape.Square: | ||
1622 | hollowVolume *= 0.5f * 2.5984480504799f; | ||
1623 | break; | ||
1624 | |||
1625 | case HollowShape.Triangle: | ||
1626 | hollowVolume *= .5f * 1.27323954473516f; | ||
1627 | break; | ||
1628 | |||
1629 | default: | ||
1630 | hollowVolume = 0; | ||
1631 | break; | ||
1632 | } | ||
1633 | volume *= (1.0f - hollowVolume); | ||
1634 | } | ||
1635 | } | ||
1636 | |||
1637 | else if (_pbs.PathCurve == (byte)Extrusion.Curve1) | ||
1638 | { | ||
1639 | volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX); | ||
1640 | tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY); | ||
1641 | volume *= (1.0f - tmp * tmp); | ||
1642 | |||
1643 | if (hollowAmount > 0.0) | ||
1644 | { | ||
1645 | |||
1646 | // calculate the hollow volume by it's shape compared to the prim shape | ||
1647 | hollowVolume *= hollowAmount; | ||
1648 | |||
1649 | switch (_pbs.HollowShape) | ||
1650 | { | ||
1651 | case HollowShape.Same: | ||
1652 | case HollowShape.Circle: | ||
1653 | break; | ||
1654 | |||
1655 | case HollowShape.Square: | ||
1656 | hollowVolume *= 0.5f * 2.5984480504799f; | ||
1657 | break; | ||
1658 | |||
1659 | case HollowShape.Triangle: | ||
1660 | hollowVolume *= .5f * 1.27323954473516f; | ||
1661 | break; | ||
1662 | |||
1663 | default: | ||
1664 | hollowVolume = 0; | ||
1665 | break; | ||
1666 | } | ||
1667 | volume *= (1.0f - hollowVolume); | ||
1668 | } | ||
1669 | } | ||
1670 | break; | ||
1671 | |||
1672 | case ProfileShape.HalfCircle: | ||
1673 | if (_pbs.PathCurve == (byte)Extrusion.Curve1) | ||
1674 | { | ||
1675 | volume *= 0.52359877559829887307710723054658f; | ||
1676 | } | ||
1677 | break; | ||
1678 | |||
1679 | case ProfileShape.EquilateralTriangle: | ||
1680 | |||
1681 | if (_pbs.PathCurve == (byte)Extrusion.Straight) | ||
1682 | { | ||
1683 | volume *= 0.32475953f; | ||
1684 | |||
1685 | if (hollowAmount > 0.0) | ||
1686 | { | ||
1687 | |||
1688 | // calculate the hollow volume by it's shape compared to the prim shape | ||
1689 | switch (_pbs.HollowShape) | ||
1690 | { | ||
1691 | case HollowShape.Same: | ||
1692 | case HollowShape.Triangle: | ||
1693 | hollowVolume *= .25f; | ||
1694 | break; | ||
1695 | |||
1696 | case HollowShape.Square: | ||
1697 | hollowVolume *= 0.499849f * 3.07920140172638f; | ||
1698 | break; | ||
1699 | |||
1700 | case HollowShape.Circle: | ||
1701 | // Hollow shape is a perfect cyllinder in respect to the cube's scale | ||
1702 | // Cyllinder hollow volume calculation | ||
1703 | |||
1704 | hollowVolume *= 0.1963495f * 3.07920140172638f; | ||
1705 | break; | ||
1706 | |||
1707 | default: | ||
1708 | hollowVolume = 0; | ||
1709 | break; | ||
1710 | } | ||
1711 | volume *= (1.0f - hollowVolume); | ||
1712 | } | ||
1713 | } | ||
1714 | else if (_pbs.PathCurve == (byte)Extrusion.Curve1) | ||
1715 | { | ||
1716 | volume *= 0.32475953f; | ||
1717 | volume *= 0.01f * (float)(200 - _pbs.PathScaleX); | ||
1718 | tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY); | ||
1719 | volume *= (1.0f - tmp * tmp); | ||
1720 | |||
1721 | if (hollowAmount > 0.0) | ||
1722 | { | ||
1723 | |||
1724 | hollowVolume *= hollowAmount; | ||
1725 | |||
1726 | switch (_pbs.HollowShape) | ||
1727 | { | ||
1728 | case HollowShape.Same: | ||
1729 | case HollowShape.Triangle: | ||
1730 | hollowVolume *= .25f; | ||
1731 | break; | ||
1732 | |||
1733 | case HollowShape.Square: | ||
1734 | hollowVolume *= 0.499849f * 3.07920140172638f; | ||
1735 | break; | ||
1736 | |||
1737 | case HollowShape.Circle: | ||
1738 | |||
1739 | hollowVolume *= 0.1963495f * 3.07920140172638f; | ||
1740 | break; | ||
1741 | |||
1742 | default: | ||
1743 | hollowVolume = 0; | ||
1744 | break; | ||
1745 | } | ||
1746 | volume *= (1.0f - hollowVolume); | ||
1747 | } | ||
1748 | } | ||
1749 | break; | ||
1750 | |||
1751 | default: | ||
1752 | break; | ||
1753 | } | ||
1754 | |||
1755 | float taperX1; | ||
1756 | float taperY1; | ||
1757 | float taperX; | ||
1758 | float taperY; | ||
1759 | float pathBegin; | ||
1760 | float pathEnd; | ||
1761 | float profileBegin; | ||
1762 | float profileEnd; | ||
1763 | |||
1764 | if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible) | ||
1765 | { | ||
1766 | taperX1 = _pbs.PathScaleX * 0.01f; | ||
1767 | if (taperX1 > 1.0f) | ||
1768 | taperX1 = 2.0f - taperX1; | ||
1769 | taperX = 1.0f - taperX1; | ||
1770 | |||
1771 | taperY1 = _pbs.PathScaleY * 0.01f; | ||
1772 | if (taperY1 > 1.0f) | ||
1773 | taperY1 = 2.0f - taperY1; | ||
1774 | taperY = 1.0f - taperY1; | ||
1775 | } | ||
1776 | else | ||
1777 | { | ||
1778 | taperX = _pbs.PathTaperX * 0.01f; | ||
1779 | if (taperX < 0.0f) | ||
1780 | taperX = -taperX; | ||
1781 | taperX1 = 1.0f - taperX; | ||
1782 | |||
1783 | taperY = _pbs.PathTaperY * 0.01f; | ||
1784 | if (taperY < 0.0f) | ||
1785 | taperY = -taperY; | ||
1786 | taperY1 = 1.0f - taperY; | ||
1787 | } | ||
1788 | |||
1789 | volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY); | ||
1790 | |||
1791 | pathBegin = (float)_pbs.PathBegin * 2.0e-5f; | ||
1792 | pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f; | ||
1793 | volume *= (pathEnd - pathBegin); | ||
1794 | |||
1795 | // this is crude aproximation | ||
1796 | profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f; | ||
1797 | profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f; | ||
1798 | volume *= (profileEnd - profileBegin); | ||
1799 | |||
1800 | return volume; | ||
1801 | } | ||
1802 | |||
1803 | |||
1804 | private void CalcPrimBodyData() | ||
1805 | { | ||
1806 | float volume; | ||
1807 | |||
1808 | if (prim_geom == IntPtr.Zero) | ||
1809 | { | ||
1810 | // Ubit let's have a initial basic OOB | ||
1811 | primOOBsize.X = _size.X; | ||
1812 | primOOBsize.Y = _size.Y; | ||
1813 | primOOBsize.Z = _size.Z; | ||
1814 | primOOBoffset = Vector3.Zero; | ||
1815 | } | ||
1816 | else | ||
1817 | { | ||
1818 | d.AABB AABB; | ||
1819 | d.GeomGetAABB(prim_geom, out AABB); // get the AABB from engine geom | ||
1820 | |||
1821 | primOOBsize.X = (AABB.MaxX - AABB.MinX); | ||
1822 | primOOBsize.Y = (AABB.MaxY - AABB.MinY); | ||
1823 | primOOBsize.Z = (AABB.MaxZ - AABB.MinZ); | ||
1824 | if (!hasOOBoffsetFromMesh) | ||
1825 | { | ||
1826 | primOOBoffset.X = (AABB.MaxX + AABB.MinX) * 0.5f; | ||
1827 | primOOBoffset.Y = (AABB.MaxY + AABB.MinY) * 0.5f; | ||
1828 | primOOBoffset.Z = (AABB.MaxZ + AABB.MinZ) * 0.5f; | ||
1829 | } | ||
1830 | } | ||
1831 | |||
1832 | // also its own inertia and mass | ||
1833 | // keep using basic shape mass for now | ||
1834 | volume = CalculatePrimVolume(); | ||
1835 | |||
1836 | primMass = m_density * volume; | ||
1837 | |||
1838 | if (primMass <= 0) | ||
1839 | primMass = 0.0001f;//ckrinke: Mass must be greater then zero. | ||
1840 | if (primMass > _parent_scene.maximumMassObject) | ||
1841 | primMass = _parent_scene.maximumMassObject; | ||
1842 | |||
1843 | _mass = primMass; // just in case | ||
1844 | |||
1845 | d.MassSetBoxTotal(out primdMass, primMass, primOOBsize.X, primOOBsize.Y, primOOBsize.Z); | ||
1846 | |||
1847 | d.MassTranslate(ref primdMass, | ||
1848 | primOOBoffset.X, | ||
1849 | primOOBoffset.Y, | ||
1850 | primOOBoffset.Z); | ||
1851 | |||
1852 | primOOBsize *= 0.5f; // let obb size be a corner coords | ||
1853 | primOOBradiusSQ = primOOBsize.LengthSquared(); | ||
1854 | } | ||
1855 | |||
1856 | |||
1857 | #endregion | ||
1858 | |||
1859 | |||
1860 | /// <summary> | ||
1861 | /// Add a child prim to this parent prim. | ||
1862 | /// </summary> | ||
1863 | /// <param name="prim">Child prim</param> | ||
1864 | // I'm the parent | ||
1865 | // prim is the child | ||
1866 | public void ParentPrim(OdePrim prim) | ||
1867 | { | ||
1868 | //Console.WriteLine("ParentPrim " + m_primName); | ||
1869 | if (this.m_localID != prim.m_localID) | ||
1870 | { | ||
1871 | DestroyBody(); // for now we need to rebuil entire object on link change | ||
1872 | |||
1873 | lock (childrenPrim) | ||
1874 | { | ||
1875 | // adopt the prim | ||
1876 | if (!childrenPrim.Contains(prim)) | ||
1877 | childrenPrim.Add(prim); | ||
1878 | |||
1879 | // see if this prim has kids and adopt them also | ||
1880 | // should not happen for now | ||
1881 | foreach (OdePrim prm in prim.childrenPrim) | ||
1882 | { | ||
1883 | if (!childrenPrim.Contains(prm)) | ||
1884 | { | ||
1885 | if (prm.Body != IntPtr.Zero) | ||
1886 | { | ||
1887 | if (prm.prim_geom != IntPtr.Zero) | ||
1888 | d.GeomSetBody(prm.prim_geom, IntPtr.Zero); | ||
1889 | if(prm.Body != prim.Body) | ||
1890 | prm.DestroyBody(); // don't loose bodies around | ||
1891 | prm.Body = IntPtr.Zero; | ||
1892 | } | ||
1893 | |||
1894 | childrenPrim.Add(prm); | ||
1895 | prm._parent = this; | ||
1896 | } | ||
1897 | } | ||
1898 | } | ||
1899 | //Remove old children from the prim | ||
1900 | prim.childrenPrim.Clear(); | ||
1901 | |||
1902 | if (prim.Body != IntPtr.Zero) | ||
1903 | { | ||
1904 | if (prim.prim_geom != IntPtr.Zero) | ||
1905 | d.GeomSetBody(prim.prim_geom, IntPtr.Zero); | ||
1906 | prim.DestroyBody(); // don't loose bodies around | ||
1907 | prim.Body = IntPtr.Zero; | ||
1908 | } | ||
1909 | |||
1910 | prim.childPrim = true; | ||
1911 | prim._parent = this; | ||
1912 | |||
1913 | MakeBody(); // full nasty reconstruction | ||
1914 | } | ||
1915 | } | ||
1916 | |||
1917 | private void UpdateChildsfromgeom() | ||
1918 | { | ||
1919 | if (childrenPrim.Count > 0) | ||
1920 | { | ||
1921 | foreach (OdePrim prm in childrenPrim) | ||
1922 | prm.UpdateDataFromGeom(); | ||
1923 | } | ||
1924 | } | ||
1925 | |||
1926 | private void UpdateDataFromGeom() | ||
1927 | { | ||
1928 | if (prim_geom != IntPtr.Zero) | ||
1929 | { | ||
1930 | d.Vector3 lpos; | ||
1931 | d.GeomCopyPosition(prim_geom, out lpos); | ||
1932 | _position.X = lpos.X; | ||
1933 | _position.Y = lpos.Y; | ||
1934 | _position.Z = lpos.Z; | ||
1935 | d.Quaternion qtmp = new d.Quaternion { }; | ||
1936 | d.GeomCopyQuaternion(prim_geom, out qtmp); | ||
1937 | _orientation.W = qtmp.W; | ||
1938 | _orientation.X = qtmp.X; | ||
1939 | _orientation.Y = qtmp.Y; | ||
1940 | _orientation.Z = qtmp.Z; | ||
1941 | } | ||
1942 | } | ||
1943 | |||
1944 | private void ChildDelink(OdePrim odePrim, bool remakebodies) | ||
1945 | { | ||
1946 | // Okay, we have a delinked child.. destroy all body and remake | ||
1947 | if (odePrim != this && !childrenPrim.Contains(odePrim)) | ||
1948 | return; | ||
1949 | |||
1950 | DestroyBody(); | ||
1951 | |||
1952 | if (odePrim == this) // delinking the root prim | ||
1953 | { | ||
1954 | OdePrim newroot = null; | ||
1955 | lock (childrenPrim) | ||
1956 | { | ||
1957 | if (childrenPrim.Count > 0) | ||
1958 | { | ||
1959 | newroot = childrenPrim[0]; | ||
1960 | childrenPrim.RemoveAt(0); | ||
1961 | foreach (OdePrim prm in childrenPrim) | ||
1962 | { | ||
1963 | newroot.childrenPrim.Add(prm); | ||
1964 | } | ||
1965 | childrenPrim.Clear(); | ||
1966 | } | ||
1967 | if (newroot != null) | ||
1968 | { | ||
1969 | newroot.childPrim = false; | ||
1970 | newroot._parent = null; | ||
1971 | if (remakebodies) | ||
1972 | newroot.MakeBody(); | ||
1973 | } | ||
1974 | } | ||
1975 | } | ||
1976 | |||
1977 | else | ||
1978 | { | ||
1979 | lock (childrenPrim) | ||
1980 | { | ||
1981 | childrenPrim.Remove(odePrim); | ||
1982 | odePrim.childPrim = false; | ||
1983 | odePrim._parent = null; | ||
1984 | // odePrim.UpdateDataFromGeom(); | ||
1985 | if (remakebodies) | ||
1986 | odePrim.MakeBody(); | ||
1987 | } | ||
1988 | } | ||
1989 | if (remakebodies) | ||
1990 | MakeBody(); | ||
1991 | } | ||
1992 | |||
1993 | protected void ChildRemove(OdePrim odePrim, bool reMakeBody) | ||
1994 | { | ||
1995 | // Okay, we have a delinked child.. destroy all body and remake | ||
1996 | if (odePrim != this && !childrenPrim.Contains(odePrim)) | ||
1997 | return; | ||
1998 | |||
1999 | DestroyBody(); | ||
2000 | |||
2001 | if (odePrim == this) | ||
2002 | { | ||
2003 | OdePrim newroot = null; | ||
2004 | lock (childrenPrim) | ||
2005 | { | ||
2006 | if (childrenPrim.Count > 0) | ||
2007 | { | ||
2008 | newroot = childrenPrim[0]; | ||
2009 | childrenPrim.RemoveAt(0); | ||
2010 | foreach (OdePrim prm in childrenPrim) | ||
2011 | { | ||
2012 | newroot.childrenPrim.Add(prm); | ||
2013 | } | ||
2014 | childrenPrim.Clear(); | ||
2015 | } | ||
2016 | if (newroot != null) | ||
2017 | { | ||
2018 | newroot.childPrim = false; | ||
2019 | newroot._parent = null; | ||
2020 | newroot.MakeBody(); | ||
2021 | } | ||
2022 | } | ||
2023 | if (reMakeBody) | ||
2024 | MakeBody(); | ||
2025 | return; | ||
2026 | } | ||
2027 | else | ||
2028 | { | ||
2029 | lock (childrenPrim) | ||
2030 | { | ||
2031 | childrenPrim.Remove(odePrim); | ||
2032 | odePrim.childPrim = false; | ||
2033 | odePrim._parent = null; | ||
2034 | if (reMakeBody) | ||
2035 | odePrim.MakeBody(); | ||
2036 | } | ||
2037 | } | ||
2038 | MakeBody(); | ||
2039 | } | ||
2040 | |||
2041 | #region changes | ||
2042 | |||
2043 | private void changeadd() | ||
2044 | { | ||
2045 | CreateGeom(); | ||
2046 | |||
2047 | if (prim_geom != IntPtr.Zero) | ||
2048 | { | ||
2049 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | ||
2050 | d.Quaternion myrot = new d.Quaternion(); | ||
2051 | myrot.X = _orientation.X; | ||
2052 | myrot.Y = _orientation.Y; | ||
2053 | myrot.Z = _orientation.Z; | ||
2054 | myrot.W = _orientation.W; | ||
2055 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
2056 | // _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this; | ||
2057 | if (!m_isphysical) | ||
2058 | SetInStaticSpace(this); | ||
2059 | } | ||
2060 | |||
2061 | // m_building = false; // REMOVE THIS LATER | ||
2062 | |||
2063 | |||
2064 | if (m_isphysical && Body == IntPtr.Zero) | ||
2065 | { | ||
2066 | /* | ||
2067 | if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim) | ||
2068 | { | ||
2069 | changeShape(_pbs); | ||
2070 | } | ||
2071 | else | ||
2072 | { | ||
2073 | */ | ||
2074 | MakeBody(); | ||
2075 | // } | ||
2076 | } | ||
2077 | } | ||
2078 | |||
2079 | private void changeAngularLock(Vector3 newLock) | ||
2080 | { | ||
2081 | // do we have a Physical object? | ||
2082 | if (Body != IntPtr.Zero) | ||
2083 | { | ||
2084 | //Check that we have a Parent | ||
2085 | //If we have a parent then we're not authorative here | ||
2086 | if (_parent == null) | ||
2087 | { | ||
2088 | if (!newLock.ApproxEquals(Vector3.One, 0f)) | ||
2089 | { | ||
2090 | createAMotor(newLock); | ||
2091 | } | ||
2092 | else | ||
2093 | { | ||
2094 | if (Amotor != IntPtr.Zero) | ||
2095 | { | ||
2096 | d.JointDestroy(Amotor); | ||
2097 | Amotor = IntPtr.Zero; | ||
2098 | } | ||
2099 | } | ||
2100 | } | ||
2101 | } | ||
2102 | // Store this for later in case we get turned into a separate body | ||
2103 | m_angularlock = newLock; | ||
2104 | } | ||
2105 | |||
2106 | private void changeLink(OdePrim NewParent) | ||
2107 | { | ||
2108 | if (_parent == null && NewParent != null) | ||
2109 | { | ||
2110 | NewParent.ParentPrim(this); | ||
2111 | } | ||
2112 | else if (_parent != null) | ||
2113 | { | ||
2114 | if (_parent is OdePrim) | ||
2115 | { | ||
2116 | if (NewParent != _parent) | ||
2117 | { | ||
2118 | (_parent as OdePrim).ChildDelink(this,false); // for now... | ||
2119 | childPrim = false; | ||
2120 | |||
2121 | if (NewParent != null) | ||
2122 | { | ||
2123 | NewParent.ParentPrim(this); | ||
2124 | } | ||
2125 | } | ||
2126 | } | ||
2127 | } | ||
2128 | _parent = NewParent; | ||
2129 | } | ||
2130 | |||
2131 | |||
2132 | private void Stop() | ||
2133 | { | ||
2134 | if(!childPrim) | ||
2135 | { | ||
2136 | m_force = Vector3.Zero; | ||
2137 | m_forceacc = Vector3.Zero; | ||
2138 | m_angularForceacc = Vector3.Zero; | ||
2139 | _torque = Vector3.Zero; | ||
2140 | _velocity = Vector3.Zero; | ||
2141 | _acceleration = Vector3.Zero; | ||
2142 | m_rotationalVelocity = Vector3.Zero; | ||
2143 | _target_velocity = Vector3.Zero; | ||
2144 | if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE) | ||
2145 | m_vehicle.Stop(); | ||
2146 | } | ||
2147 | |||
2148 | if (Body != IntPtr.Zero) | ||
2149 | { | ||
2150 | d.BodySetForce(Body, 0f, 0f, 0f); | ||
2151 | d.BodySetTorque(Body, 0f, 0f, 0f); | ||
2152 | d.BodySetLinearVel(Body, 0f, 0f, 0f); | ||
2153 | d.BodySetAngularVel(Body, 0f, 0f, 0f); | ||
2154 | |||
2155 | } | ||
2156 | } | ||
2157 | |||
2158 | private void changeSelectedStatus(bool newval) | ||
2159 | { | ||
2160 | m_isSelected = newval; | ||
2161 | Stop(); | ||
2162 | |||
2163 | if (newval) | ||
2164 | { | ||
2165 | m_collisionCategories = CollisionCategories.Selected; | ||
2166 | m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space); | ||
2167 | |||
2168 | if (prim_geom != IntPtr.Zero) | ||
2169 | { | ||
2170 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | ||
2171 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
2172 | } | ||
2173 | |||
2174 | disableBodySoft(); | ||
2175 | } | ||
2176 | else | ||
2177 | { | ||
2178 | m_collisionCategories = CollisionCategories.Geom; | ||
2179 | |||
2180 | if (m_isphysical) | ||
2181 | m_collisionCategories |= CollisionCategories.Body; | ||
2182 | |||
2183 | m_collisionFlags = m_default_collisionFlags; | ||
2184 | |||
2185 | if (m_collidesLand) | ||
2186 | m_collisionFlags |= CollisionCategories.Land; | ||
2187 | if (m_collidesWater) | ||
2188 | m_collisionFlags |= CollisionCategories.Water; | ||
2189 | |||
2190 | if (prim_geom != IntPtr.Zero) | ||
2191 | { | ||
2192 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | ||
2193 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
2194 | } | ||
2195 | |||
2196 | enableBodySoft(); | ||
2197 | } | ||
2198 | |||
2199 | resetCollisionAccounting(); | ||
2200 | } | ||
2201 | |||
2202 | private void changePosition(Vector3 newPos) | ||
2203 | { | ||
2204 | if (m_isphysical) | ||
2205 | { | ||
2206 | if (childPrim) // inertia is messed, must rebuild | ||
2207 | { | ||
2208 | if (m_building) | ||
2209 | { | ||
2210 | _position = newPos; | ||
2211 | } | ||
2212 | } | ||
2213 | else | ||
2214 | { | ||
2215 | if (_position != newPos) | ||
2216 | { | ||
2217 | d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z); | ||
2218 | _position = newPos; | ||
2219 | } | ||
2220 | if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body)) | ||
2221 | d.BodyEnable(Body); | ||
2222 | } | ||
2223 | } | ||
2224 | else | ||
2225 | { | ||
2226 | if (prim_geom != IntPtr.Zero) | ||
2227 | { | ||
2228 | if (newPos != _position) | ||
2229 | { | ||
2230 | d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z); | ||
2231 | _position = newPos; | ||
2232 | |||
2233 | m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace); | ||
2234 | } | ||
2235 | } | ||
2236 | } | ||
2237 | givefakepos--; | ||
2238 | if (givefakepos < 0) | ||
2239 | givefakepos = 0; | ||
2240 | // changeSelectedStatus(); | ||
2241 | resetCollisionAccounting(); | ||
2242 | } | ||
2243 | |||
2244 | private void changeOrientation(Quaternion newOri) | ||
2245 | { | ||
2246 | if (m_isphysical) | ||
2247 | { | ||
2248 | if (childPrim) // inertia is messed, must rebuild | ||
2249 | { | ||
2250 | if (m_building) | ||
2251 | { | ||
2252 | _orientation = newOri; | ||
2253 | } | ||
2254 | } | ||
2255 | else | ||
2256 | { | ||
2257 | if (newOri != _orientation) | ||
2258 | { | ||
2259 | d.Quaternion myrot = new d.Quaternion(); | ||
2260 | myrot.X = newOri.X; | ||
2261 | myrot.Y = newOri.Y; | ||
2262 | myrot.Z = newOri.Z; | ||
2263 | myrot.W = newOri.W; | ||
2264 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
2265 | _orientation = newOri; | ||
2266 | if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f)) | ||
2267 | createAMotor(m_angularlock); | ||
2268 | } | ||
2269 | if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body)) | ||
2270 | d.BodyEnable(Body); | ||
2271 | } | ||
2272 | } | ||
2273 | else | ||
2274 | { | ||
2275 | if (prim_geom != IntPtr.Zero) | ||
2276 | { | ||
2277 | if (newOri != _orientation) | ||
2278 | { | ||
2279 | d.Quaternion myrot = new d.Quaternion(); | ||
2280 | myrot.X = newOri.X; | ||
2281 | myrot.Y = newOri.Y; | ||
2282 | myrot.Z = newOri.Z; | ||
2283 | myrot.W = newOri.W; | ||
2284 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
2285 | _orientation = newOri; | ||
2286 | } | ||
2287 | } | ||
2288 | } | ||
2289 | givefakeori--; | ||
2290 | if (givefakeori < 0) | ||
2291 | givefakeori = 0; | ||
2292 | resetCollisionAccounting(); | ||
2293 | } | ||
2294 | |||
2295 | private void changePositionAndOrientation(Vector3 newPos, Quaternion newOri) | ||
2296 | { | ||
2297 | if (m_isphysical) | ||
2298 | { | ||
2299 | if (childPrim && m_building) // inertia is messed, must rebuild | ||
2300 | { | ||
2301 | _position = newPos; | ||
2302 | _orientation = newOri; | ||
2303 | } | ||
2304 | else | ||
2305 | { | ||
2306 | if (newOri != _orientation) | ||
2307 | { | ||
2308 | d.Quaternion myrot = new d.Quaternion(); | ||
2309 | myrot.X = newOri.X; | ||
2310 | myrot.Y = newOri.Y; | ||
2311 | myrot.Z = newOri.Z; | ||
2312 | myrot.W = newOri.W; | ||
2313 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
2314 | _orientation = newOri; | ||
2315 | if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f)) | ||
2316 | createAMotor(m_angularlock); | ||
2317 | } | ||
2318 | if (_position != newPos) | ||
2319 | { | ||
2320 | d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z); | ||
2321 | _position = newPos; | ||
2322 | } | ||
2323 | if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body)) | ||
2324 | d.BodyEnable(Body); | ||
2325 | } | ||
2326 | } | ||
2327 | else | ||
2328 | { | ||
2329 | // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position); | ||
2330 | // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position); | ||
2331 | |||
2332 | if (prim_geom != IntPtr.Zero) | ||
2333 | { | ||
2334 | if (newOri != _orientation) | ||
2335 | { | ||
2336 | d.Quaternion myrot = new d.Quaternion(); | ||
2337 | myrot.X = newOri.X; | ||
2338 | myrot.Y = newOri.Y; | ||
2339 | myrot.Z = newOri.Z; | ||
2340 | myrot.W = newOri.W; | ||
2341 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
2342 | _orientation = newOri; | ||
2343 | } | ||
2344 | |||
2345 | if (newPos != _position) | ||
2346 | { | ||
2347 | d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z); | ||
2348 | _position = newPos; | ||
2349 | |||
2350 | m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace); | ||
2351 | } | ||
2352 | } | ||
2353 | } | ||
2354 | givefakepos--; | ||
2355 | if (givefakepos < 0) | ||
2356 | givefakepos = 0; | ||
2357 | givefakeori--; | ||
2358 | if (givefakeori < 0) | ||
2359 | givefakeori = 0; | ||
2360 | |||
2361 | resetCollisionAccounting(); | ||
2362 | } | ||
2363 | |||
2364 | |||
2365 | private void changeDisable(bool disable) | ||
2366 | { | ||
2367 | if (disable) | ||
2368 | { | ||
2369 | if (!m_disabled) | ||
2370 | disableBodySoft(); | ||
2371 | } | ||
2372 | else | ||
2373 | { | ||
2374 | if (m_disabled) | ||
2375 | enableBodySoft(); | ||
2376 | } | ||
2377 | } | ||
2378 | |||
2379 | private void changePhysicsStatus(bool NewStatus) | ||
2380 | { | ||
2381 | m_isphysical = NewStatus; | ||
2382 | |||
2383 | if (!childPrim) | ||
2384 | { | ||
2385 | if (NewStatus) | ||
2386 | { | ||
2387 | if (Body == IntPtr.Zero) | ||
2388 | { | ||
2389 | /* | ||
2390 | if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim) | ||
2391 | { | ||
2392 | changeShape(_pbs); | ||
2393 | } | ||
2394 | else | ||
2395 | */ | ||
2396 | { | ||
2397 | MakeBody(); | ||
2398 | } | ||
2399 | } | ||
2400 | } | ||
2401 | else | ||
2402 | { | ||
2403 | if (Body != IntPtr.Zero) | ||
2404 | { | ||
2405 | // UpdateChildsfromgeom(); | ||
2406 | /* if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim) | ||
2407 | { | ||
2408 | changeShape(_pbs); | ||
2409 | } | ||
2410 | else | ||
2411 | */ | ||
2412 | DestroyBody(); | ||
2413 | } | ||
2414 | } | ||
2415 | } | ||
2416 | |||
2417 | resetCollisionAccounting(); | ||
2418 | } | ||
2419 | |||
2420 | private void changeprimsizeshape() | ||
2421 | { | ||
2422 | OdePrim parent = (OdePrim)_parent; | ||
2423 | |||
2424 | bool chp = childPrim; | ||
2425 | |||
2426 | if (chp) | ||
2427 | { | ||
2428 | if (parent != null) | ||
2429 | { | ||
2430 | parent.DestroyBody(); | ||
2431 | } | ||
2432 | } | ||
2433 | else | ||
2434 | { | ||
2435 | DestroyBody(); | ||
2436 | } | ||
2437 | |||
2438 | RemoveGeom(); | ||
2439 | |||
2440 | // we don't need to do space calculation because the client sends a position update also. | ||
2441 | if (_size.X <= 0) | ||
2442 | _size.X = 0.01f; | ||
2443 | if (_size.Y <= 0) | ||
2444 | _size.Y = 0.01f; | ||
2445 | if (_size.Z <= 0) | ||
2446 | _size.Z = 0.01f; | ||
2447 | // Construction of new prim | ||
2448 | |||
2449 | CreateGeom(); | ||
2450 | |||
2451 | if (prim_geom != IntPtr.Zero) | ||
2452 | { | ||
2453 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | ||
2454 | d.Quaternion myrot = new d.Quaternion(); | ||
2455 | myrot.X = _orientation.X; | ||
2456 | myrot.Y = _orientation.Y; | ||
2457 | myrot.Z = _orientation.Z; | ||
2458 | myrot.W = _orientation.W; | ||
2459 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
2460 | } | ||
2461 | |||
2462 | if (chp) | ||
2463 | { | ||
2464 | if (parent != null) | ||
2465 | { | ||
2466 | parent.MakeBody(); | ||
2467 | } | ||
2468 | } | ||
2469 | else | ||
2470 | MakeBody(); | ||
2471 | |||
2472 | resetCollisionAccounting(); | ||
2473 | } | ||
2474 | |||
2475 | private void changeSize(Vector3 newSize) | ||
2476 | { | ||
2477 | _size = newSize; | ||
2478 | changeprimsizeshape(); | ||
2479 | } | ||
2480 | |||
2481 | private void changeShape(PrimitiveBaseShape newShape) | ||
2482 | { | ||
2483 | _pbs = newShape; | ||
2484 | changeprimsizeshape(); | ||
2485 | } | ||
2486 | |||
2487 | private void changeFloatOnWater(bool newval) | ||
2488 | { | ||
2489 | m_collidesWater = newval; | ||
2490 | |||
2491 | if (prim_geom != IntPtr.Zero) | ||
2492 | { | ||
2493 | if (m_collidesWater) | ||
2494 | { | ||
2495 | m_collisionFlags |= CollisionCategories.Water; | ||
2496 | } | ||
2497 | else | ||
2498 | { | ||
2499 | m_collisionFlags &= ~CollisionCategories.Water; | ||
2500 | } | ||
2501 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
2502 | } | ||
2503 | } | ||
2504 | |||
2505 | private void changeSetTorque(Vector3 newtorque) | ||
2506 | { | ||
2507 | if (!m_isSelected) | ||
2508 | { | ||
2509 | if (m_isphysical && Body != IntPtr.Zero) | ||
2510 | { | ||
2511 | if (m_disabled) | ||
2512 | enableBodySoft(); | ||
2513 | else if (!d.BodyIsEnabled(Body)) | ||
2514 | d.BodyEnable(Body); | ||
2515 | |||
2516 | } | ||
2517 | _torque = newtorque; | ||
2518 | } | ||
2519 | } | ||
2520 | |||
2521 | private void changeForce(Vector3 force) | ||
2522 | { | ||
2523 | m_force = force; | ||
2524 | if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body)) | ||
2525 | d.BodyEnable(Body); | ||
2526 | } | ||
2527 | |||
2528 | private void changeAddForce(Vector3 force) | ||
2529 | { | ||
2530 | m_forceacc += force; | ||
2531 | if (!m_isSelected) | ||
2532 | { | ||
2533 | lock (this) | ||
2534 | { | ||
2535 | //m_log.Info("[PHYSICS]: dequeing forcelist"); | ||
2536 | if (m_isphysical && Body != IntPtr.Zero) | ||
2537 | { | ||
2538 | if (m_disabled) | ||
2539 | enableBodySoft(); | ||
2540 | else if (!d.BodyIsEnabled(Body)) | ||
2541 | d.BodyEnable(Body); | ||
2542 | } | ||
2543 | } | ||
2544 | |||
2545 | m_collisionscore = 0; | ||
2546 | m_interpenetrationcount = 0; | ||
2547 | } | ||
2548 | } | ||
2549 | |||
2550 | private void changeAddAngularForce(Vector3 aforce) | ||
2551 | { | ||
2552 | m_angularForceacc += aforce; | ||
2553 | if (!m_isSelected) | ||
2554 | { | ||
2555 | lock (this) | ||
2556 | { | ||
2557 | if (m_isphysical && Body != IntPtr.Zero) | ||
2558 | { | ||
2559 | if (m_disabled) | ||
2560 | enableBodySoft(); | ||
2561 | else if (!d.BodyIsEnabled(Body)) | ||
2562 | d.BodyEnable(Body); | ||
2563 | } | ||
2564 | } | ||
2565 | m_collisionscore = 0; | ||
2566 | m_interpenetrationcount = 0; | ||
2567 | } | ||
2568 | } | ||
2569 | |||
2570 | private void changevelocity(Vector3 newVel) | ||
2571 | { | ||
2572 | if (!m_isSelected) | ||
2573 | { | ||
2574 | if (Body != IntPtr.Zero) | ||
2575 | { | ||
2576 | if (m_disabled) | ||
2577 | enableBodySoft(); | ||
2578 | else if (!d.BodyIsEnabled(Body)) | ||
2579 | d.BodyEnable(Body); | ||
2580 | |||
2581 | d.BodySetLinearVel(Body, newVel.X, newVel.Y, newVel.Z); | ||
2582 | } | ||
2583 | //resetCollisionAccounting(); | ||
2584 | } | ||
2585 | _velocity = newVel; | ||
2586 | } | ||
2587 | |||
2588 | private void changeVolumedetetion(bool newVolDtc) | ||
2589 | { | ||
2590 | m_isVolumeDetect = newVolDtc; | ||
2591 | } | ||
2592 | |||
2593 | protected void changeBuilding(bool newbuilding) | ||
2594 | { | ||
2595 | if ((bool)newbuilding) | ||
2596 | { | ||
2597 | m_building = true; | ||
2598 | DestroyBody(); | ||
2599 | } | ||
2600 | else | ||
2601 | { | ||
2602 | m_building = false; | ||
2603 | if (!childPrim) | ||
2604 | MakeBody(); | ||
2605 | } | ||
2606 | if (!childPrim && childrenPrim.Count > 0) | ||
2607 | { | ||
2608 | foreach (OdePrim prm in childrenPrim) | ||
2609 | prm.changeBuilding(m_building); // call directly | ||
2610 | } | ||
2611 | } | ||
2612 | |||
2613 | #endregion | ||
2614 | |||
2615 | public void Move() | ||
2616 | { | ||
2617 | if (!childPrim && m_isphysical && Body != IntPtr.Zero && | ||
2618 | !m_disabled && !m_isSelected && d.BodyIsEnabled(Body) && !m_building) // KF: Only move root prims. | ||
2619 | { | ||
2620 | // if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body); // KF add 161009 | ||
2621 | |||
2622 | float timestep = _parent_scene.ODE_STEPSIZE; | ||
2623 | |||
2624 | float fx = 0; | ||
2625 | float fy = 0; | ||
2626 | float fz = 0; | ||
2627 | |||
2628 | if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE) | ||
2629 | { | ||
2630 | // 'VEHICLES' are dealt with in ODEDynamics.cs | ||
2631 | m_vehicle.Step(); | ||
2632 | } | ||
2633 | else | ||
2634 | { | ||
2635 | float m_mass = _mass; | ||
2636 | |||
2637 | // fz = 0f; | ||
2638 | //m_log.Info(m_collisionFlags.ToString()); | ||
2639 | if (m_usePID) | ||
2640 | { | ||
2641 | |||
2642 | // If the PID Controller isn't active then we set our force | ||
2643 | // calculating base velocity to the current position | ||
2644 | |||
2645 | if ((m_PIDTau < 1) && (m_PIDTau != 0)) | ||
2646 | { | ||
2647 | //PID_G = PID_G / m_PIDTau; | ||
2648 | m_PIDTau = 1; | ||
2649 | } | ||
2650 | |||
2651 | if ((PID_G - m_PIDTau) <= 0) | ||
2652 | { | ||
2653 | PID_G = m_PIDTau + 1; | ||
2654 | } | ||
2655 | |||
2656 | d.Vector3 vel = d.BodyGetLinearVel(Body); | ||
2657 | d.Vector3 pos = d.BodyGetPosition(Body); | ||
2658 | _target_velocity = | ||
2659 | new Vector3( | ||
2660 | (m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep), | ||
2661 | (m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep), | ||
2662 | (m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep) | ||
2663 | ); | ||
2664 | |||
2665 | // if velocity is zero, use position control; otherwise, velocity control | ||
2666 | |||
2667 | if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f)) | ||
2668 | { | ||
2669 | // keep track of where we stopped. No more slippin' & slidin' | ||
2670 | |||
2671 | // We only want to deactivate the PID Controller if we think we want to have our surrogate | ||
2672 | // react to the physics scene by moving it's position. | ||
2673 | // Avatar to Avatar collisions | ||
2674 | // Prim to avatar collisions | ||
2675 | |||
2676 | //fx = (_target_velocity.X - vel.X) * (PID_D) + (_zeroPosition.X - pos.X) * (PID_P * 2); | ||
2677 | //fy = (_target_velocity.Y - vel.Y) * (PID_D) + (_zeroPosition.Y - pos.Y) * (PID_P * 2); | ||
2678 | //fz = fz + (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P; | ||
2679 | d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z); | ||
2680 | d.BodySetLinearVel(Body, 0, 0, 0); | ||
2681 | d.BodyAddForce(Body, 0, 0, fz); | ||
2682 | return; | ||
2683 | } | ||
2684 | else | ||
2685 | { | ||
2686 | _zeroFlag = false; | ||
2687 | |||
2688 | // We're flying and colliding with something | ||
2689 | fx = ((_target_velocity.X) - vel.X) * (PID_D); | ||
2690 | fy = ((_target_velocity.Y) - vel.Y) * (PID_D); | ||
2691 | |||
2692 | // vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P; | ||
2693 | |||
2694 | fz = ((_target_velocity.Z - vel.Z) * (PID_D)); | ||
2695 | } | ||
2696 | } // end if (m_usePID) | ||
2697 | |||
2698 | // Hover PID Controller needs to be mutually exlusive to MoveTo PID controller | ||
2699 | else if (m_useHoverPID) | ||
2700 | { | ||
2701 | //Console.WriteLine("Hover " + Name); | ||
2702 | |||
2703 | // If we're using the PID controller, then we have no gravity | ||
2704 | |||
2705 | // no lock; for now it's only called from within Simulate() | ||
2706 | |||
2707 | // If the PID Controller isn't active then we set our force | ||
2708 | // calculating base velocity to the current position | ||
2709 | |||
2710 | if ((m_PIDTau < 1)) | ||
2711 | { | ||
2712 | PID_G = PID_G / m_PIDTau; | ||
2713 | } | ||
2714 | |||
2715 | if ((PID_G - m_PIDTau) <= 0) | ||
2716 | { | ||
2717 | PID_G = m_PIDTau + 1; | ||
2718 | } | ||
2719 | |||
2720 | // Where are we, and where are we headed? | ||
2721 | d.Vector3 pos = d.BodyGetPosition(Body); | ||
2722 | d.Vector3 vel = d.BodyGetLinearVel(Body); | ||
2723 | |||
2724 | // Non-Vehicles have a limited set of Hover options. | ||
2725 | // determine what our target height really is based on HoverType | ||
2726 | switch (m_PIDHoverType) | ||
2727 | { | ||
2728 | case PIDHoverType.Ground: | ||
2729 | m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y); | ||
2730 | m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight; | ||
2731 | break; | ||
2732 | case PIDHoverType.GroundAndWater: | ||
2733 | m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y); | ||
2734 | m_waterHeight = _parent_scene.GetWaterLevel(); | ||
2735 | if (m_groundHeight > m_waterHeight) | ||
2736 | { | ||
2737 | m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight; | ||
2738 | } | ||
2739 | else | ||
2740 | { | ||
2741 | m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight; | ||
2742 | } | ||
2743 | break; | ||
2744 | |||
2745 | } // end switch (m_PIDHoverType) | ||
2746 | |||
2747 | |||
2748 | _target_velocity = | ||
2749 | new Vector3(0.0f, 0.0f, | ||
2750 | (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep) | ||
2751 | ); | ||
2752 | |||
2753 | // if velocity is zero, use position control; otherwise, velocity control | ||
2754 | |||
2755 | if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f)) | ||
2756 | { | ||
2757 | // keep track of where we stopped. No more slippin' & slidin' | ||
2758 | |||
2759 | // We only want to deactivate the PID Controller if we think we want to have our surrogate | ||
2760 | // react to the physics scene by moving it's position. | ||
2761 | // Avatar to Avatar collisions | ||
2762 | // Prim to avatar collisions | ||
2763 | |||
2764 | d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight); | ||
2765 | d.BodySetLinearVel(Body, vel.X, vel.Y, 0); | ||
2766 | // ? d.BodyAddForce(Body, 0, 0, fz); | ||
2767 | return; | ||
2768 | } | ||
2769 | else | ||
2770 | { | ||
2771 | _zeroFlag = false; | ||
2772 | |||
2773 | // We're flying and colliding with something | ||
2774 | fz = ((_target_velocity.Z - vel.Z) * (PID_D)); | ||
2775 | } | ||
2776 | } | ||
2777 | else | ||
2778 | { | ||
2779 | float b = (1.0f - m_buoyancy); | ||
2780 | fx = _parent_scene.gravityx * b; | ||
2781 | fy = _parent_scene.gravityy * b; | ||
2782 | fz = _parent_scene.gravityz * b; | ||
2783 | } | ||
2784 | |||
2785 | fx *= m_mass; | ||
2786 | fy *= m_mass; | ||
2787 | fz *= m_mass; | ||
2788 | |||
2789 | // constant force | ||
2790 | fx += m_force.X; | ||
2791 | fy += m_force.Y; | ||
2792 | fz += m_force.Z; | ||
2793 | |||
2794 | fx += m_forceacc.X; | ||
2795 | fy += m_forceacc.Y; | ||
2796 | fz += m_forceacc.Z; | ||
2797 | |||
2798 | m_forceacc = Vector3.Zero; | ||
2799 | |||
2800 | //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString()); | ||
2801 | if (fx != 0 || fy != 0 || fz != 0) | ||
2802 | { | ||
2803 | d.BodyAddForce(Body, fx, fy, fz); | ||
2804 | //Console.WriteLine("AddForce " + fx + "," + fy + "," + fz); | ||
2805 | } | ||
2806 | |||
2807 | Vector3 trq; | ||
2808 | |||
2809 | trq = _torque; | ||
2810 | trq += m_angularForceacc; | ||
2811 | m_angularForceacc = Vector3.Zero; | ||
2812 | if (trq.X != 0 || trq.Y != 0 || trq.Z != 0) | ||
2813 | { | ||
2814 | d.BodyAddTorque(Body, trq.X, trq.Y, trq.Z); | ||
2815 | } | ||
2816 | |||
2817 | } | ||
2818 | } | ||
2819 | else | ||
2820 | { // is not physical, or is not a body or is selected | ||
2821 | // _zeroPosition = d.BodyGetPosition(Body); | ||
2822 | return; | ||
2823 | //Console.WriteLine("Nothing " + Name); | ||
2824 | |||
2825 | } | ||
2826 | } | ||
2827 | |||
2828 | |||
2829 | public void UpdatePositionAndVelocity(float simulatedtime) | ||
2830 | { | ||
2831 | // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! | ||
2832 | if (_parent == null && !m_disabled && !m_building) | ||
2833 | { | ||
2834 | if (Body != IntPtr.Zero) | ||
2835 | { | ||
2836 | if (m_crossingfailures != 0 && m_crossingfailures < 5) | ||
2837 | { | ||
2838 | _position.X = Util.Clip(_position.X, 0.4f, _parent_scene.WorldExtents.X - 0.4f); | ||
2839 | _position.Y = Util.Clip(_position.Y, 0.4f, _parent_scene.WorldExtents.Y - 0.4f); | ||
2840 | _position.Z = Util.Clip(_position.Z + 0.2f, -100f, 50000f); | ||
2841 | |||
2842 | float tmp = _parent_scene.GetTerrainHeightAtXY(_position.X, _position.Y); | ||
2843 | if (_position.Z < tmp) | ||
2844 | _position.Z = tmp + 0.2f; | ||
2845 | |||
2846 | m_lastposition = _position; | ||
2847 | m_lastorientation = _orientation; | ||
2848 | _velocity.X = 0; | ||
2849 | _velocity.Y = 0; | ||
2850 | _velocity.Z = 0; | ||
2851 | |||
2852 | m_lastVelocity = _velocity; | ||
2853 | m_rotationalVelocity = _velocity; | ||
2854 | if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE) | ||
2855 | m_vehicle.Stop(); | ||
2856 | |||
2857 | m_crossingfailures = 0; // do this only once | ||
2858 | d.BodySetLinearVel(Body, 0, 0, 0); // stop it | ||
2859 | d.BodySetAngularVel(Body, 0, 0, 0); | ||
2860 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | ||
2861 | enableBodySoft(); | ||
2862 | base.RequestPhysicsterseUpdate(); | ||
2863 | return; | ||
2864 | } | ||
2865 | |||
2866 | else if (m_crossingfailures != 0) | ||
2867 | { | ||
2868 | return; | ||
2869 | } | ||
2870 | |||
2871 | Vector3 pv = Vector3.Zero; | ||
2872 | bool lastZeroFlag = _zeroFlag; | ||
2873 | |||
2874 | d.Vector3 lpos; | ||
2875 | d.GeomCopyPosition(prim_geom,out lpos); // root position that is seem by rest of simulator | ||
2876 | |||
2877 | // we need to use root position since that's all the rest of scene uses | ||
2878 | if ( lpos.X < 0f || lpos.X > _parent_scene.WorldExtents.X | ||
2879 | || lpos.Y < 0f || lpos.Y > _parent_scene.WorldExtents.Y | ||
2880 | ) | ||
2881 | { | ||
2882 | // we are outside current region | ||
2883 | // we can't let it keeping moving and having colisions | ||
2884 | // since it can be stucked between something like terrain and edge | ||
2885 | // so lets stop and disable it until something else kicks it | ||
2886 | if (m_crossingfailures == 0) | ||
2887 | { | ||
2888 | |||
2889 | _position.X = Util.Clip(lpos.X, -0.5f, _parent_scene.WorldExtents.X + 0.5f); | ||
2890 | _position.Y = Util.Clip(lpos.Y, -0.5f, _parent_scene.WorldExtents.Y + 0.5f); | ||
2891 | _position.Z = Util.Clip(lpos.Z, -100f, 50000f); | ||
2892 | |||
2893 | m_lastposition = _position; | ||
2894 | m_lastorientation = _orientation; | ||
2895 | |||
2896 | d.BodySetLinearVel(Body, 0, 0, 0); // stop it | ||
2897 | d.BodySetAngularVel(Body, 0, 0, 0); | ||
2898 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | ||
2899 | disableBodySoft(); // stop collisions | ||
2900 | m_crossingfailures++; // do this only once | ||
2901 | base.RequestPhysicsterseUpdate(); | ||
2902 | return; | ||
2903 | } | ||
2904 | } | ||
2905 | |||
2906 | if (lpos.Z < -100 || lpos.Z > 100000f) | ||
2907 | { | ||
2908 | lpos.Z = Util.Clip(lpos.Z, -100f, 50000f); | ||
2909 | |||
2910 | _acceleration.X = 0; | ||
2911 | _acceleration.Y = 0; | ||
2912 | _acceleration.Z = 0; | ||
2913 | |||
2914 | _velocity.X = 0; | ||
2915 | _velocity.Y = 0; | ||
2916 | _velocity.Z = 0; | ||
2917 | m_rotationalVelocity.X = 0; | ||
2918 | m_rotationalVelocity.Y = 0; | ||
2919 | m_rotationalVelocity.Z = 0; | ||
2920 | |||
2921 | d.BodySetLinearVel(Body, 0, 0, 0); // stop it | ||
2922 | d.BodySetAngularVel(Body, 0, 0, 0); // stop it | ||
2923 | d.BodySetPosition(Body, lpos.X, lpos.Y, lpos.Z); // put it somewhere | ||
2924 | m_lastposition = _position; | ||
2925 | m_lastorientation = _orientation; | ||
2926 | |||
2927 | base.RequestPhysicsterseUpdate(); | ||
2928 | |||
2929 | m_throttleUpdates = false; | ||
2930 | throttleCounter = 0; | ||
2931 | _zeroFlag = true; | ||
2932 | |||
2933 | disableBodySoft(); // disable it and colisions | ||
2934 | base.RaiseOutOfBounds(_position); | ||
2935 | |||
2936 | return; | ||
2937 | } | ||
2938 | |||
2939 | d.Quaternion ori; | ||
2940 | d.GeomCopyQuaternion(prim_geom, out ori); | ||
2941 | d.Vector3 vel = d.BodyGetLinearVel(Body); | ||
2942 | d.Vector3 rotvel = d.BodyGetAngularVel(Body); | ||
2943 | |||
2944 | if ((Math.Abs(m_lastposition.X - lpos.X) < 0.01) | ||
2945 | && (Math.Abs(m_lastposition.Y - lpos.Y) < 0.01) | ||
2946 | && (Math.Abs(m_lastposition.Z - lpos.Z) < 0.01) | ||
2947 | && (Math.Abs(m_lastorientation.X - ori.X) < 0.0001) | ||
2948 | && (Math.Abs(m_lastorientation.Y - ori.Y) < 0.0001) | ||
2949 | && (Math.Abs(m_lastorientation.Z - ori.Z) < 0.0001) | ||
2950 | ) | ||
2951 | { | ||
2952 | _zeroFlag = true; | ||
2953 | //Console.WriteLine("ZFT 2"); | ||
2954 | m_throttleUpdates = false; | ||
2955 | } | ||
2956 | else | ||
2957 | { | ||
2958 | //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString()); | ||
2959 | _zeroFlag = false; | ||
2960 | m_lastUpdateSent = false; | ||
2961 | //m_throttleUpdates = false; | ||
2962 | } | ||
2963 | |||
2964 | if (_zeroFlag) | ||
2965 | { | ||
2966 | m_lastposition = _position; | ||
2967 | m_lastorientation = _orientation; | ||
2968 | |||
2969 | _velocity.X = 0.0f; | ||
2970 | _velocity.Y = 0.0f; | ||
2971 | _velocity.Z = 0.0f; | ||
2972 | |||
2973 | _acceleration.X = 0; | ||
2974 | _acceleration.Y = 0; | ||
2975 | _acceleration.Z = 0; | ||
2976 | |||
2977 | m_rotationalVelocity.X = 0; | ||
2978 | m_rotationalVelocity.Y = 0; | ||
2979 | m_rotationalVelocity.Z = 0; | ||
2980 | if (!m_lastUpdateSent) | ||
2981 | { | ||
2982 | m_throttleUpdates = false; | ||
2983 | throttleCounter = 0; | ||
2984 | m_rotationalVelocity = pv; | ||
2985 | |||
2986 | base.RequestPhysicsterseUpdate(); | ||
2987 | |||
2988 | m_lastUpdateSent = true; | ||
2989 | } | ||
2990 | } | ||
2991 | else | ||
2992 | { | ||
2993 | if (lastZeroFlag != _zeroFlag) | ||
2994 | { | ||
2995 | base.RequestPhysicsterseUpdate(); | ||
2996 | } | ||
2997 | |||
2998 | m_lastVelocity = _velocity; | ||
2999 | |||
3000 | _position.X = lpos.X; | ||
3001 | _position.Y = lpos.Y; | ||
3002 | _position.Z = lpos.Z; | ||
3003 | |||
3004 | _velocity.X = vel.X; | ||
3005 | _velocity.Y = vel.Y; | ||
3006 | _velocity.Z = vel.Z; | ||
3007 | |||
3008 | _orientation.X = ori.X; | ||
3009 | _orientation.Y = ori.Y; | ||
3010 | _orientation.Z = ori.Z; | ||
3011 | _orientation.W = ori.W; | ||
3012 | |||
3013 | _acceleration = ((_velocity - m_lastVelocity) / simulatedtime); | ||
3014 | |||
3015 | if (m_rotationalVelocity.ApproxEquals(pv, 0.0001f)) | ||
3016 | { | ||
3017 | m_rotationalVelocity = pv; | ||
3018 | } | ||
3019 | else | ||
3020 | { | ||
3021 | m_rotationalVelocity.X = rotvel.X; | ||
3022 | m_rotationalVelocity.Y = rotvel.Y; | ||
3023 | m_rotationalVelocity.Z = rotvel.Z; | ||
3024 | } | ||
3025 | |||
3026 | m_lastUpdateSent = false; | ||
3027 | if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate) | ||
3028 | { | ||
3029 | m_lastposition = _position; | ||
3030 | m_lastorientation = _orientation; | ||
3031 | base.RequestPhysicsterseUpdate(); | ||
3032 | } | ||
3033 | else | ||
3034 | { | ||
3035 | throttleCounter++; | ||
3036 | } | ||
3037 | } | ||
3038 | } | ||
3039 | else if (!m_lastUpdateSent || !_zeroFlag) | ||
3040 | { | ||
3041 | // Not a body.. so Make sure the client isn't interpolating | ||
3042 | _velocity.X = 0; | ||
3043 | _velocity.Y = 0; | ||
3044 | _velocity.Z = 0; | ||
3045 | |||
3046 | _acceleration.X = 0; | ||
3047 | _acceleration.Y = 0; | ||
3048 | _acceleration.Z = 0; | ||
3049 | |||
3050 | m_rotationalVelocity.X = 0; | ||
3051 | m_rotationalVelocity.Y = 0; | ||
3052 | m_rotationalVelocity.Z = 0; | ||
3053 | _zeroFlag = true; | ||
3054 | |||
3055 | if (!m_lastUpdateSent) | ||
3056 | { | ||
3057 | m_throttleUpdates = false; | ||
3058 | throttleCounter = 0; | ||
3059 | |||
3060 | base.RequestPhysicsterseUpdate(); | ||
3061 | |||
3062 | m_lastUpdateSent = true; | ||
3063 | } | ||
3064 | } | ||
3065 | } | ||
3066 | } | ||
3067 | |||
3068 | internal static bool QuaternionIsFinite(Quaternion q) | ||
3069 | { | ||
3070 | if (Single.IsNaN(q.X) || Single.IsInfinity(q.X)) | ||
3071 | return false; | ||
3072 | if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y)) | ||
3073 | return false; | ||
3074 | if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z)) | ||
3075 | return false; | ||
3076 | if (Single.IsNaN(q.W) || Single.IsInfinity(q.W)) | ||
3077 | return false; | ||
3078 | return true; | ||
3079 | } | ||
3080 | |||
3081 | internal static void DMassCopy(ref d.Mass src, ref d.Mass dst) | ||
3082 | { | ||
3083 | dst.c.W = src.c.W; | ||
3084 | dst.c.X = src.c.X; | ||
3085 | dst.c.Y = src.c.Y; | ||
3086 | dst.c.Z = src.c.Z; | ||
3087 | dst.mass = src.mass; | ||
3088 | dst.I.M00 = src.I.M00; | ||
3089 | dst.I.M01 = src.I.M01; | ||
3090 | dst.I.M02 = src.I.M02; | ||
3091 | dst.I.M10 = src.I.M10; | ||
3092 | dst.I.M11 = src.I.M11; | ||
3093 | dst.I.M12 = src.I.M12; | ||
3094 | dst.I.M20 = src.I.M20; | ||
3095 | dst.I.M21 = src.I.M21; | ||
3096 | dst.I.M22 = src.I.M22; | ||
3097 | } | ||
3098 | |||
3099 | private static void DMassDup(ref d.Mass src, out d.Mass dst) | ||
3100 | { | ||
3101 | dst = new d.Mass { }; | ||
3102 | |||
3103 | dst.c.W = src.c.W; | ||
3104 | dst.c.X = src.c.X; | ||
3105 | dst.c.Y = src.c.Y; | ||
3106 | dst.c.Z = src.c.Z; | ||
3107 | dst.mass = src.mass; | ||
3108 | dst.I.M00 = src.I.M00; | ||
3109 | dst.I.M01 = src.I.M01; | ||
3110 | dst.I.M02 = src.I.M02; | ||
3111 | dst.I.M10 = src.I.M10; | ||
3112 | dst.I.M11 = src.I.M11; | ||
3113 | dst.I.M12 = src.I.M12; | ||
3114 | dst.I.M20 = src.I.M20; | ||
3115 | dst.I.M21 = src.I.M21; | ||
3116 | dst.I.M22 = src.I.M22; | ||
3117 | } | ||
3118 | private void donullchange() | ||
3119 | { | ||
3120 | } | ||
3121 | |||
3122 | public bool DoAChange(changes what, object arg) | ||
3123 | { | ||
3124 | if (prim_geom == IntPtr.Zero && what != changes.Add && what != changes.Remove) | ||
3125 | { | ||
3126 | return false; | ||
3127 | } | ||
3128 | |||
3129 | // nasty switch | ||
3130 | switch (what) | ||
3131 | { | ||
3132 | case changes.Add: | ||
3133 | changeadd(); | ||
3134 | break; | ||
3135 | case changes.Remove: | ||
3136 | //If its being removed, we don't want to rebuild the physical rep at all, so ignore this stuff... | ||
3137 | //When we return true, it destroys all of the prims in the linkset anyway | ||
3138 | if (_parent != null) | ||
3139 | { | ||
3140 | OdePrim parent = (OdePrim)_parent; | ||
3141 | parent.ChildRemove(this,false); | ||
3142 | } | ||
3143 | else | ||
3144 | ChildRemove(this,false); | ||
3145 | |||
3146 | RemoveGeom(); | ||
3147 | m_targetSpace = IntPtr.Zero; | ||
3148 | if (m_eventsubscription > 0) | ||
3149 | UnSubscribeEvents(); | ||
3150 | return true; | ||
3151 | |||
3152 | case changes.Link: | ||
3153 | OdePrim tmp = (OdePrim)arg; | ||
3154 | changeLink(tmp); | ||
3155 | break; | ||
3156 | |||
3157 | case changes.DeLink: | ||
3158 | changeLink(null); | ||
3159 | break; | ||
3160 | |||
3161 | case changes.Position: | ||
3162 | changePosition((Vector3)arg); | ||
3163 | break; | ||
3164 | |||
3165 | case changes.Orientation: | ||
3166 | changeOrientation((Quaternion)arg); | ||
3167 | break; | ||
3168 | |||
3169 | case changes.PosOffset: | ||
3170 | donullchange(); | ||
3171 | break; | ||
3172 | |||
3173 | case changes.OriOffset: | ||
3174 | donullchange(); | ||
3175 | break; | ||
3176 | |||
3177 | case changes.Velocity: | ||
3178 | changevelocity((Vector3)arg); | ||
3179 | break; | ||
3180 | |||
3181 | // case changes.Acceleration: | ||
3182 | // changeacceleration((Vector3)arg); | ||
3183 | // break; | ||
3184 | // case changes.AngVelocity: | ||
3185 | // changeangvelocity((Vector3)arg); | ||
3186 | // break; | ||
3187 | |||
3188 | case changes.Force: | ||
3189 | changeForce((Vector3)arg); | ||
3190 | break; | ||
3191 | |||
3192 | case changes.Torque: | ||
3193 | changeSetTorque((Vector3)arg); | ||
3194 | break; | ||
3195 | |||
3196 | case changes.AddForce: | ||
3197 | changeAddForce((Vector3)arg); | ||
3198 | break; | ||
3199 | |||
3200 | case changes.AddAngForce: | ||
3201 | changeAddAngularForce((Vector3)arg); | ||
3202 | break; | ||
3203 | |||
3204 | case changes.AngLock: | ||
3205 | changeAngularLock((Vector3)arg); | ||
3206 | break; | ||
3207 | |||
3208 | case changes.Size: | ||
3209 | changeSize((Vector3)arg); | ||
3210 | break; | ||
3211 | |||
3212 | case changes.Shape: | ||
3213 | changeShape((PrimitiveBaseShape) arg); | ||
3214 | break; | ||
3215 | |||
3216 | case changes.CollidesWater: | ||
3217 | changeFloatOnWater((bool)arg); | ||
3218 | break; | ||
3219 | |||
3220 | case changes.VolumeDtc: | ||
3221 | changeVolumedetetion((bool)arg); | ||
3222 | break; | ||
3223 | |||
3224 | case changes.Physical: | ||
3225 | changePhysicsStatus((bool)arg); | ||
3226 | break; | ||
3227 | |||
3228 | case changes.Selected: | ||
3229 | changeSelectedStatus((bool)arg); | ||
3230 | break; | ||
3231 | |||
3232 | case changes.disabled: | ||
3233 | changeDisable((bool) arg); | ||
3234 | break; | ||
3235 | |||
3236 | case changes.building: | ||
3237 | changeBuilding((bool)arg); | ||
3238 | break; | ||
3239 | |||
3240 | case changes.Null: | ||
3241 | donullchange(); | ||
3242 | break; | ||
3243 | |||
3244 | default: | ||
3245 | donullchange(); | ||
3246 | break; | ||
3247 | } | ||
3248 | return false; | ||
3249 | } | ||
3250 | |||
3251 | public void AddChange(changes what, object arg) | ||
3252 | { | ||
3253 | _parent_scene.AddChange(this, what, arg); | ||
3254 | } | ||
3255 | } | ||
3256 | } | ||