diff options
Diffstat (limited to 'OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs')
-rw-r--r-- | OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs | 5345 |
1 files changed, 2948 insertions, 2397 deletions
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs index eaf0d0a..f083d38 100644 --- a/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs | |||
@@ -25,6 +25,11 @@ | |||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | 25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
26 | */ | 26 | */ |
27 | 27 | ||
28 | /* Revision 2011/12 by Ubit Umarov | ||
29 | * | ||
30 | * | ||
31 | */ | ||
32 | |||
28 | /* | 33 | /* |
29 | * Revised August 26 2009 by Kitto Flora. ODEDynamics.cs replaces | 34 | * Revised August 26 2009 by Kitto Flora. ODEDynamics.cs replaces |
30 | * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised: | 35 | * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised: |
@@ -48,250 +53,251 @@ using System.Runtime.InteropServices; | |||
48 | using System.Threading; | 53 | using System.Threading; |
49 | using log4net; | 54 | using log4net; |
50 | using OpenMetaverse; | 55 | using OpenMetaverse; |
51 | using Ode.NET; | 56 | using OdeAPI; |
52 | using OpenSim.Framework; | 57 | using OpenSim.Framework; |
53 | using OpenSim.Region.Physics.Manager; | 58 | using OpenSim.Region.Physics.Manager; |
54 | 59 | ||
55 | namespace OpenSim.Region.Physics.OdePlugin | 60 | namespace OpenSim.Region.Physics.OdePlugin |
56 | { | 61 | { |
57 | /// <summary> | ||
58 | /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves. | ||
59 | /// </summary> | ||
60 | public class OdePrim : PhysicsActor | 62 | public class OdePrim : PhysicsActor |
61 | { | 63 | { |
62 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 64 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
63 | 65 | ||
64 | private bool m_isphysical; | 66 | private bool m_isphysical; |
67 | private bool m_fakeisphysical; | ||
68 | private bool m_isphantom; | ||
69 | private bool m_fakeisphantom; | ||
70 | internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively | ||
71 | private bool m_fakeisVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively | ||
65 | 72 | ||
66 | public int ExpectedCollisionContacts { get { return m_expectedCollisionContacts; } } | 73 | protected bool m_building; |
67 | private int m_expectedCollisionContacts = 0; | 74 | protected bool m_forcePosOrRotation; |
75 | private bool m_iscolliding; | ||
68 | 76 | ||
69 | /// <summary> | 77 | internal bool m_isSelected; |
70 | /// Is this prim subject to physics? Even if not, it's still solid for collision purposes. | 78 | private bool m_delaySelect; |
71 | /// </summary> | 79 | private bool m_lastdoneSelected; |
72 | public override bool IsPhysical | 80 | internal bool m_outbounds; |
73 | { | 81 | |
74 | get { return m_isphysical; } | 82 | private Quaternion m_lastorientation; |
75 | set | 83 | private Quaternion _orientation; |
76 | { | ||
77 | m_isphysical = value; | ||
78 | if (!m_isphysical) // Zero the remembered last velocity | ||
79 | m_lastVelocity = Vector3.Zero; | ||
80 | } | ||
81 | } | ||
82 | 84 | ||
83 | private Vector3 _position; | 85 | private Vector3 _position; |
84 | private Vector3 _velocity; | 86 | private Vector3 _velocity; |
85 | private Vector3 _torque; | 87 | private Vector3 _torque; |
86 | private Vector3 m_lastVelocity; | 88 | private Vector3 m_lastVelocity; |
87 | private Vector3 m_lastposition; | 89 | private Vector3 m_lastposition; |
88 | private Quaternion m_lastorientation = new Quaternion(); | ||
89 | private Vector3 m_rotationalVelocity; | 90 | private Vector3 m_rotationalVelocity; |
90 | private Vector3 _size; | 91 | private Vector3 _size; |
91 | private Vector3 _acceleration; | 92 | private Vector3 _acceleration; |
92 | // private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f); | ||
93 | private Quaternion _orientation; | ||
94 | private Vector3 m_taintposition; | ||
95 | private Vector3 m_taintsize; | ||
96 | private Vector3 m_taintVelocity; | ||
97 | private Vector3 m_taintTorque; | ||
98 | private Quaternion m_taintrot; | ||
99 | private Vector3 m_angularlock = Vector3.One; | 93 | private Vector3 m_angularlock = Vector3.One; |
100 | private Vector3 m_taintAngularLock = Vector3.One; | 94 | private IntPtr Amotor; |
101 | private IntPtr Amotor = IntPtr.Zero; | ||
102 | 95 | ||
103 | private object m_assetsLock = new object(); | 96 | private Vector3 m_force; |
104 | private bool m_assetFailed = false; | 97 | private Vector3 m_forceacc; |
98 | private Vector3 m_angularForceacc; | ||
99 | |||
100 | private float m_invTimeStep; | ||
101 | private float m_timeStep; | ||
105 | 102 | ||
106 | private Vector3 m_PIDTarget; | 103 | private Vector3 m_PIDTarget; |
107 | private float m_PIDTau; | 104 | private float m_PIDTau; |
108 | private float PID_D = 35f; | ||
109 | private float PID_G = 25f; | ||
110 | private bool m_usePID; | 105 | private bool m_usePID; |
111 | 106 | ||
112 | // KF: These next 7 params apply to llSetHoverHeight(float height, integer water, float tau), | ||
113 | // and are for non-VEHICLES only. | ||
114 | |||
115 | private float m_PIDHoverHeight; | 107 | private float m_PIDHoverHeight; |
116 | private float m_PIDHoverTau; | 108 | private float m_PIDHoverTau; |
117 | private bool m_useHoverPID; | 109 | private bool m_useHoverPID; |
118 | private PIDHoverType m_PIDHoverType = PIDHoverType.Ground; | 110 | private PIDHoverType m_PIDHoverType; |
119 | private float m_targetHoverHeight; | 111 | private float m_targetHoverHeight; |
120 | private float m_groundHeight; | 112 | private float m_groundHeight; |
121 | private float m_waterHeight; | 113 | private float m_waterHeight; |
122 | private float m_buoyancy; //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle. | 114 | private float m_buoyancy; //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle. |
123 | 115 | ||
124 | // private float m_tensor = 5f; | 116 | private int body_autodisable_frames; |
125 | private int body_autodisable_frames = 20; | 117 | public int bodydisablecontrol; |
126 | |||
127 | 118 | ||
128 | private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom | ||
129 | | CollisionCategories.Space | ||
130 | | CollisionCategories.Body | ||
131 | | CollisionCategories.Character | ||
132 | ); | ||
133 | private bool m_taintshape; | ||
134 | private bool m_taintPhysics; | ||
135 | private bool m_collidesLand = true; | ||
136 | private bool m_collidesWater; | ||
137 | 119 | ||
138 | // Default we're a Geometry | 120 | // Default we're a Geometry |
139 | private CollisionCategories m_collisionCategories = (CollisionCategories.Geom); | 121 | private CollisionCategories m_collisionCategories = (CollisionCategories.Geom); |
122 | // Default colide nonphysical don't try to colide with anything | ||
123 | private const CollisionCategories m_default_collisionFlagsNotPhysical = 0; | ||
124 | |||
125 | private const CollisionCategories m_default_collisionFlagsPhysical = (CollisionCategories.Geom | | ||
126 | CollisionCategories.Character | | ||
127 | CollisionCategories.Land | | ||
128 | CollisionCategories.VolumeDtc); | ||
129 | |||
130 | // private bool m_collidesLand = true; | ||
131 | private bool m_collidesWater; | ||
132 | // public bool m_returnCollisions; | ||
133 | |||
134 | private bool m_NoColide; // for now only for internal use for bad meshs | ||
135 | |||
140 | 136 | ||
141 | // Default, Collide with Other Geometries, spaces and Bodies | 137 | // Default, Collide with Other Geometries, spaces and Bodies |
142 | private CollisionCategories m_collisionFlags = m_default_collisionFlags; | 138 | private CollisionCategories m_collisionFlags = m_default_collisionFlagsNotPhysical; |
143 | 139 | ||
144 | public bool m_taintremove { get; private set; } | 140 | public bool m_disabled; |
145 | public bool m_taintdisable { get; private set; } | ||
146 | internal bool m_disabled; | ||
147 | public bool m_taintadd { get; private set; } | ||
148 | public bool m_taintselected { get; private set; } | ||
149 | public bool m_taintCollidesWater { get; private set; } | ||
150 | 141 | ||
151 | private bool m_taintforce = false; | 142 | private uint m_localID; |
152 | private bool m_taintaddangularforce = false; | ||
153 | private Vector3 m_force; | ||
154 | private List<Vector3> m_forcelist = new List<Vector3>(); | ||
155 | private List<Vector3> m_angularforcelist = new List<Vector3>(); | ||
156 | 143 | ||
144 | private IMesh m_mesh; | ||
145 | private object m_meshlock = new object(); | ||
157 | private PrimitiveBaseShape _pbs; | 146 | private PrimitiveBaseShape _pbs; |
158 | private OdeScene _parent_scene; | ||
159 | 147 | ||
160 | /// <summary> | 148 | private UUID? m_assetID; |
161 | /// The physics space which contains prim geometries | 149 | private MeshState m_meshState; |
162 | /// </summary> | 150 | |
163 | public IntPtr m_targetSpace = IntPtr.Zero; | 151 | public OdeScene _parent_scene; |
164 | 152 | ||
165 | /// <summary> | 153 | /// <summary> |
166 | /// The prim geometry, used for collision detection. | 154 | /// The physics space which contains prim geometry |
167 | /// </summary> | 155 | /// </summary> |
168 | /// <remarks> | 156 | public IntPtr m_targetSpace; |
169 | /// This is never null except for a brief period when the geometry needs to be replaced (due to resizing or | ||
170 | /// mesh change) or when the physical prim is being removed from the scene. | ||
171 | /// </remarks> | ||
172 | public IntPtr prim_geom { get; private set; } | ||
173 | 157 | ||
174 | public IntPtr _triMeshData { get; private set; } | 158 | public IntPtr prim_geom; |
159 | public IntPtr _triMeshData; | ||
175 | 160 | ||
176 | private IntPtr _linkJointGroup = IntPtr.Zero; | ||
177 | private PhysicsActor _parent; | 161 | private PhysicsActor _parent; |
178 | private PhysicsActor m_taintparent; | ||
179 | 162 | ||
180 | private List<OdePrim> childrenPrim = new List<OdePrim>(); | 163 | private List<OdePrim> childrenPrim = new List<OdePrim>(); |
181 | 164 | ||
182 | private bool iscolliding; | 165 | public float m_collisionscore; |
183 | private bool m_isSelected; | 166 | private int m_colliderfilter = 0; |
184 | |||
185 | internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively | ||
186 | |||
187 | private bool m_throttleUpdates; | ||
188 | private int throttleCounter; | ||
189 | public int m_interpenetrationcount { get; private set; } | ||
190 | internal float m_collisionscore; | ||
191 | public int m_roundsUnderMotionThreshold { get; private set; } | ||
192 | private int m_crossingfailures; | ||
193 | 167 | ||
194 | public bool outofBounds { get; private set; } | 168 | public IntPtr collide_geom; // for objects: geom if single prim space it linkset |
195 | private float m_density = 10.000006836f; // Aluminum g/cm3; | ||
196 | 169 | ||
197 | public bool _zeroFlag { get; private set; } | 170 | private float m_density; |
171 | private byte m_shapetype; | ||
172 | public bool _zeroFlag; | ||
198 | private bool m_lastUpdateSent; | 173 | private bool m_lastUpdateSent; |
199 | 174 | ||
200 | public IntPtr Body = IntPtr.Zero; | 175 | public IntPtr Body; |
176 | |||
201 | private Vector3 _target_velocity; | 177 | private Vector3 _target_velocity; |
202 | private d.Mass pMass; | ||
203 | 178 | ||
204 | private int m_eventsubscription; | 179 | public Vector3 m_OBBOffset; |
205 | private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate(); | 180 | public Vector3 m_OBB; |
181 | public float primOOBradiusSQ; | ||
206 | 182 | ||
207 | /// <summary> | 183 | private bool m_hasOBB = true; |
208 | /// Signal whether there were collisions on the previous frame, so we know if we need to send the | 184 | |
209 | /// empty CollisionEventsThisFrame to the prim so that it can detect the end of a collision. | 185 | private float m_physCost; |
210 | /// </summary> | 186 | private float m_streamCost; |
211 | /// <remarks> | 187 | |
212 | /// This is probably a temporary measure, pending storing this information consistently in CollisionEventUpdate itself. | 188 | public d.Mass primdMass; // prim inertia information on it's own referencial |
213 | /// </remarks> | 189 | float primMass; // prim own mass |
214 | private bool m_collisionsOnPreviousFrame; | 190 | float primVolume; // prim own volume; |
191 | float _mass; // object mass acording to case | ||
192 | |||
193 | public int givefakepos; | ||
194 | private Vector3 fakepos; | ||
195 | public int givefakeori; | ||
196 | private Quaternion fakeori; | ||
215 | 197 | ||
216 | private IntPtr m_linkJoint = IntPtr.Zero; | 198 | private int m_eventsubscription; |
199 | private int m_cureventsubscription; | ||
200 | private CollisionEventUpdate CollisionEventsThisFrame = null; | ||
201 | private bool SentEmptyCollisionsEvent; | ||
217 | 202 | ||
218 | internal volatile bool childPrim; | 203 | public volatile bool childPrim; |
219 | 204 | ||
220 | private ODEDynamics m_vehicle; | 205 | public ODEDynamics m_vehicle; |
221 | 206 | ||
222 | internal int m_material = (int)Material.Wood; | 207 | internal int m_material = (int)Material.Wood; |
208 | private float mu; | ||
209 | private float bounce; | ||
223 | 210 | ||
224 | public OdePrim( | 211 | /// <summary> |
225 | String primName, OdeScene parent_scene, Vector3 pos, Vector3 size, | 212 | /// Is this prim subject to physics? Even if not, it's still solid for collision purposes. |
226 | Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) | 213 | /// </summary> |
214 | public override bool IsPhysical // this is not reliable for internal use | ||
227 | { | 215 | { |
228 | Name = primName; | 216 | get { return m_fakeisphysical; } |
229 | m_vehicle = new ODEDynamics(); | 217 | set |
230 | //gc = GCHandle.Alloc(prim_geom, GCHandleType.Pinned); | ||
231 | |||
232 | if (!pos.IsFinite()) | ||
233 | { | 218 | { |
234 | pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), | 219 | m_fakeisphysical = value; // we show imediatly to outside that we changed physical |
235 | parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f); | 220 | // and also to stop imediatly some updates |
236 | m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Position for {0}", Name); | 221 | // but real change will only happen in taintprocessing |
237 | } | ||
238 | _position = pos; | ||
239 | m_taintposition = pos; | ||
240 | PID_D = parent_scene.bodyPIDD; | ||
241 | PID_G = parent_scene.bodyPIDG; | ||
242 | m_density = parent_scene.geomDefaultDensity; | ||
243 | // m_tensor = parent_scene.bodyMotorJointMaxforceTensor; | ||
244 | body_autodisable_frames = parent_scene.bodyFramesAutoDisable; | ||
245 | 222 | ||
246 | prim_geom = IntPtr.Zero; | 223 | if (!value) // Zero the remembered last velocity |
224 | m_lastVelocity = Vector3.Zero; | ||
225 | AddChange(changes.Physical, value); | ||
226 | } | ||
227 | } | ||
247 | 228 | ||
248 | if (!pos.IsFinite()) | 229 | public override bool IsVolumeDtc |
230 | { | ||
231 | get { return m_fakeisVolumeDetect; } | ||
232 | set | ||
249 | { | 233 | { |
250 | size = new Vector3(0.5f, 0.5f, 0.5f); | 234 | m_fakeisVolumeDetect = value; |
251 | m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Size for {0}", Name); | 235 | AddChange(changes.VolumeDtc, value); |
252 | } | 236 | } |
237 | } | ||
253 | 238 | ||
254 | if (size.X <= 0) size.X = 0.01f; | 239 | public override bool Phantom // this is not reliable for internal use |
255 | if (size.Y <= 0) size.Y = 0.01f; | 240 | { |
256 | if (size.Z <= 0) size.Z = 0.01f; | 241 | get { return m_fakeisphantom; } |
257 | 242 | set | |
258 | _size = size; | 243 | { |
259 | m_taintsize = _size; | 244 | m_fakeisphantom = value; |
245 | AddChange(changes.Phantom, value); | ||
246 | } | ||
247 | } | ||
260 | 248 | ||
261 | if (!QuaternionIsFinite(rotation)) | 249 | public override bool Building // this is not reliable for internal use |
250 | { | ||
251 | get { return m_building; } | ||
252 | set | ||
262 | { | 253 | { |
263 | rotation = Quaternion.Identity; | 254 | if (value) |
264 | m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Rotation for {0}", Name); | 255 | m_building = true; |
256 | AddChange(changes.building, value); | ||
265 | } | 257 | } |
258 | } | ||
266 | 259 | ||
267 | _orientation = rotation; | 260 | public override void getContactData(ref ContactData cdata) |
268 | m_taintrot = _orientation; | 261 | { |
269 | _pbs = pbs; | 262 | cdata.mu = mu; |
263 | cdata.bounce = bounce; | ||
270 | 264 | ||
271 | _parent_scene = parent_scene; | 265 | // cdata.softcolide = m_softcolide; |
272 | m_targetSpace = (IntPtr)0; | 266 | cdata.softcolide = false; |
273 | 267 | ||
274 | if (pos.Z < 0) | 268 | if (m_isphysical) |
275 | { | 269 | { |
276 | IsPhysical = false; | 270 | ODEDynamics veh; |
271 | if (_parent != null) | ||
272 | veh = ((OdePrim)_parent).m_vehicle; | ||
273 | else | ||
274 | veh = m_vehicle; | ||
275 | |||
276 | if (veh != null && veh.Type != Vehicle.TYPE_NONE) | ||
277 | cdata.mu *= veh.FrictionFactor; | ||
278 | // cdata.mu *= 0; | ||
277 | } | 279 | } |
278 | else | 280 | } |
281 | |||
282 | public override float PhysicsCost | ||
283 | { | ||
284 | get | ||
279 | { | 285 | { |
280 | IsPhysical = pisPhysical; | 286 | return m_physCost; |
281 | // If we're physical, we need to be in the master space for now. | ||
282 | // linksets *should* be in a space together.. but are not currently | ||
283 | if (IsPhysical) | ||
284 | m_targetSpace = _parent_scene.space; | ||
285 | } | 287 | } |
288 | } | ||
286 | 289 | ||
287 | m_taintadd = true; | 290 | public override float StreamCost |
288 | m_assetFailed = false; | 291 | { |
289 | _parent_scene.AddPhysicsActorTaint(this); | 292 | get |
293 | { | ||
294 | return m_streamCost; | ||
295 | } | ||
290 | } | 296 | } |
291 | 297 | ||
292 | public override int PhysicsActorType | 298 | public override int PhysicsActorType |
293 | { | 299 | { |
294 | get { return (int) ActorTypes.Prim; } | 300 | get { return (int)ActorTypes.Prim; } |
295 | set { return; } | 301 | set { return; } |
296 | } | 302 | } |
297 | 303 | ||
@@ -301,6 +307,23 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
301 | set { return; } | 307 | set { return; } |
302 | } | 308 | } |
303 | 309 | ||
310 | public override uint LocalID | ||
311 | { | ||
312 | get { return m_localID; } | ||
313 | set { m_localID = value; } | ||
314 | } | ||
315 | |||
316 | public override PhysicsActor ParentActor | ||
317 | { | ||
318 | get | ||
319 | { | ||
320 | if (childPrim) | ||
321 | return _parent; | ||
322 | else | ||
323 | return (PhysicsActor)this; | ||
324 | } | ||
325 | } | ||
326 | |||
304 | public override bool Grabbed | 327 | public override bool Grabbed |
305 | { | 328 | { |
306 | set { return; } | 329 | set { return; } |
@@ -310,2383 +333,3063 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
310 | { | 333 | { |
311 | set | 334 | set |
312 | { | 335 | { |
313 | // This only makes the object not collidable if the object | 336 | if (value) |
314 | // is physical or the object is modified somehow *IN THE FUTURE* | 337 | m_isSelected = value; // if true set imediatly to stop moves etc |
315 | // without this, if an avatar selects prim, they can walk right | 338 | AddChange(changes.Selected, value); |
316 | // through it while it's selected | 339 | } |
317 | m_collisionscore = 0; | 340 | } |
318 | 341 | ||
319 | if ((IsPhysical && !_zeroFlag) || !value) | 342 | public override bool Flying |
343 | { | ||
344 | // no flying prims for you | ||
345 | get { return false; } | ||
346 | set { } | ||
347 | } | ||
348 | |||
349 | public override bool IsColliding | ||
350 | { | ||
351 | get { return m_iscolliding; } | ||
352 | set | ||
353 | { | ||
354 | if (value) | ||
320 | { | 355 | { |
321 | m_taintselected = value; | 356 | m_colliderfilter += 2; |
322 | _parent_scene.AddPhysicsActorTaint(this); | 357 | if (m_colliderfilter > 2) |
358 | m_colliderfilter = 2; | ||
323 | } | 359 | } |
324 | else | 360 | else |
325 | { | 361 | { |
326 | m_taintselected = value; | 362 | m_colliderfilter--; |
327 | m_isSelected = value; | 363 | if (m_colliderfilter < 0) |
364 | m_colliderfilter = 0; | ||
328 | } | 365 | } |
329 | 366 | ||
330 | if (m_isSelected) | 367 | if (m_colliderfilter == 0) |
331 | disableBodySoft(); | 368 | m_iscolliding = false; |
369 | else | ||
370 | m_iscolliding = true; | ||
332 | } | 371 | } |
333 | } | 372 | } |
334 | 373 | ||
335 | /// <summary> | 374 | public override bool CollidingGround |
336 | /// Set a new geometry for this prim. | ||
337 | /// </summary> | ||
338 | /// <param name="geom"></param> | ||
339 | private void SetGeom(IntPtr geom) | ||
340 | { | 375 | { |
341 | prim_geom = geom; | 376 | get { return false; } |
342 | //Console.WriteLine("SetGeom to " + prim_geom + " for " + Name); | 377 | set { return; } |
378 | } | ||
379 | |||
380 | public override bool CollidingObj | ||
381 | { | ||
382 | get { return false; } | ||
383 | set { return; } | ||
384 | } | ||
385 | |||
343 | 386 | ||
344 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | 387 | public override bool ThrottleUpdates {get;set;} |
345 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | 388 | |
389 | public override bool Stopped | ||
390 | { | ||
391 | get { return _zeroFlag; } | ||
392 | } | ||
346 | 393 | ||
347 | _parent_scene.geom_name_map[prim_geom] = Name; | 394 | public override Vector3 Position |
348 | _parent_scene.actor_name_map[prim_geom] = this; | 395 | { |
396 | get | ||
397 | { | ||
398 | if (givefakepos > 0) | ||
399 | return fakepos; | ||
400 | else | ||
401 | return _position; | ||
402 | } | ||
349 | 403 | ||
350 | if (childPrim) | 404 | set |
351 | { | 405 | { |
352 | if (_parent != null && _parent is OdePrim) | 406 | fakepos = value; |
353 | { | 407 | givefakepos++; |
354 | OdePrim parent = (OdePrim)_parent; | 408 | AddChange(changes.Position, value); |
355 | //Console.WriteLine("SetGeom calls ChildSetGeom"); | ||
356 | parent.ChildSetGeom(this); | ||
357 | } | ||
358 | } | 409 | } |
359 | //m_log.Warn("Setting Geom to: " + prim_geom); | ||
360 | } | 410 | } |
361 | 411 | ||
362 | private void enableBodySoft() | 412 | public override Vector3 Size |
363 | { | 413 | { |
364 | if (!childPrim) | 414 | get { return _size; } |
415 | set | ||
365 | { | 416 | { |
366 | if (IsPhysical && Body != IntPtr.Zero) | 417 | if (value.IsFinite()) |
367 | { | 418 | { |
368 | d.BodyEnable(Body); | 419 | _parent_scene.m_meshWorker.ChangeActorPhysRep(this, _pbs, value, m_shapetype); |
369 | if (m_vehicle.Type != Vehicle.TYPE_NONE) | 420 | } |
370 | m_vehicle.Enable(Body, _parent_scene); | 421 | else |
422 | { | ||
423 | m_log.WarnFormat("[PHYSICS]: Got NaN Size on object {0}", Name); | ||
371 | } | 424 | } |
372 | |||
373 | m_disabled = false; | ||
374 | } | 425 | } |
375 | } | 426 | } |
376 | 427 | ||
377 | private void disableBodySoft() | 428 | public override float Mass |
378 | { | 429 | { |
379 | m_disabled = true; | 430 | get { return primMass; } |
380 | |||
381 | if (IsPhysical && Body != IntPtr.Zero) | ||
382 | { | ||
383 | d.BodyDisable(Body); | ||
384 | } | ||
385 | } | 431 | } |
386 | 432 | ||
387 | /// <summary> | 433 | public override Vector3 Force |
388 | /// Make a prim subject to physics. | ||
389 | /// </summary> | ||
390 | private void enableBody() | ||
391 | { | 434 | { |
392 | // Don't enable this body if we're a child prim | 435 | get { return m_force; } |
393 | // this should be taken care of in the parent function not here | 436 | set |
394 | if (!childPrim) | ||
395 | { | 437 | { |
396 | // Sets the geom to a body | 438 | if (value.IsFinite()) |
397 | Body = d.BodyCreate(_parent_scene.world); | ||
398 | |||
399 | setMass(); | ||
400 | d.BodySetPosition(Body, _position.X, _position.Y, _position.Z); | ||
401 | d.Quaternion myrot = new d.Quaternion(); | ||
402 | myrot.X = _orientation.X; | ||
403 | myrot.Y = _orientation.Y; | ||
404 | myrot.Z = _orientation.Z; | ||
405 | myrot.W = _orientation.W; | ||
406 | d.BodySetQuaternion(Body, ref myrot); | ||
407 | d.GeomSetBody(prim_geom, Body); | ||
408 | m_collisionCategories |= CollisionCategories.Body; | ||
409 | m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); | ||
410 | |||
411 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | ||
412 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
413 | |||
414 | d.BodySetAutoDisableFlag(Body, true); | ||
415 | d.BodySetAutoDisableSteps(Body, body_autodisable_frames); | ||
416 | |||
417 | // disconnect from world gravity so we can apply buoyancy | ||
418 | d.BodySetGravityMode (Body, false); | ||
419 | |||
420 | m_interpenetrationcount = 0; | ||
421 | m_collisionscore = 0; | ||
422 | m_disabled = false; | ||
423 | |||
424 | // The body doesn't already have a finite rotation mode set here | ||
425 | if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0.0f)) && _parent == null) | ||
426 | { | 439 | { |
427 | createAMotor(m_angularlock); | 440 | AddChange(changes.Force, value); |
428 | } | 441 | } |
429 | if (m_vehicle.Type != Vehicle.TYPE_NONE) | 442 | else |
430 | { | 443 | { |
431 | m_vehicle.Enable(Body, _parent_scene); | 444 | m_log.WarnFormat("[PHYSICS]: NaN in Force Applied to an Object {0}", Name); |
432 | } | 445 | } |
433 | |||
434 | _parent_scene.ActivatePrim(this); | ||
435 | } | 446 | } |
436 | } | 447 | } |
437 | 448 | ||
438 | #region Mass Calculation | 449 | public override void SetVolumeDetect(int param) |
439 | |||
440 | private float CalculateMass() | ||
441 | { | 450 | { |
442 | float volume = _size.X * _size.Y * _size.Z; // default | 451 | m_fakeisVolumeDetect = (param != 0); |
443 | float tmp; | 452 | AddChange(changes.VolumeDtc, m_fakeisVolumeDetect); |
453 | } | ||
444 | 454 | ||
445 | float returnMass = 0; | 455 | public override Vector3 GeometricCenter |
446 | float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f; | 456 | { |
447 | float hollowVolume = hollowAmount * hollowAmount; | 457 | // this is not real geometric center but a average of positions relative to root prim acording to |
448 | 458 | // http://wiki.secondlife.com/wiki/llGetGeometricCenter | |
449 | switch (_pbs.ProfileShape) | 459 | // ignoring tortured prims details since sl also seems to ignore |
460 | // so no real use in doing it on physics | ||
461 | get | ||
450 | { | 462 | { |
451 | case ProfileShape.Square: | 463 | return Vector3.Zero; |
452 | // default box | 464 | } |
453 | 465 | } | |
454 | if (_pbs.PathCurve == (byte)Extrusion.Straight) | ||
455 | { | ||
456 | if (hollowAmount > 0.0) | ||
457 | { | ||
458 | switch (_pbs.HollowShape) | ||
459 | { | ||
460 | case HollowShape.Square: | ||
461 | case HollowShape.Same: | ||
462 | break; | ||
463 | |||
464 | case HollowShape.Circle: | ||
465 | |||
466 | hollowVolume *= 0.78539816339f; | ||
467 | break; | ||
468 | |||
469 | case HollowShape.Triangle: | ||
470 | |||
471 | hollowVolume *= (0.5f * .5f); | ||
472 | break; | ||
473 | |||
474 | default: | ||
475 | hollowVolume = 0; | ||
476 | break; | ||
477 | } | ||
478 | volume *= (1.0f - hollowVolume); | ||
479 | } | ||
480 | } | ||
481 | |||
482 | else if (_pbs.PathCurve == (byte)Extrusion.Curve1) | ||
483 | { | ||
484 | //a tube | ||
485 | |||
486 | volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX); | ||
487 | tmp= 1.0f -2.0e-2f * (float)(200 - _pbs.PathScaleY); | ||
488 | volume -= volume*tmp*tmp; | ||
489 | |||
490 | if (hollowAmount > 0.0) | ||
491 | { | ||
492 | hollowVolume *= hollowAmount; | ||
493 | |||
494 | switch (_pbs.HollowShape) | ||
495 | { | ||
496 | case HollowShape.Square: | ||
497 | case HollowShape.Same: | ||
498 | break; | ||
499 | |||
500 | case HollowShape.Circle: | ||
501 | hollowVolume *= 0.78539816339f;; | ||
502 | break; | ||
503 | |||
504 | case HollowShape.Triangle: | ||
505 | hollowVolume *= 0.5f * 0.5f; | ||
506 | break; | ||
507 | default: | ||
508 | hollowVolume = 0; | ||
509 | break; | ||
510 | } | ||
511 | volume *= (1.0f - hollowVolume); | ||
512 | } | ||
513 | } | ||
514 | |||
515 | break; | ||
516 | |||
517 | case ProfileShape.Circle: | ||
518 | |||
519 | if (_pbs.PathCurve == (byte)Extrusion.Straight) | ||
520 | { | ||
521 | volume *= 0.78539816339f; // elipse base | ||
522 | |||
523 | if (hollowAmount > 0.0) | ||
524 | { | ||
525 | switch (_pbs.HollowShape) | ||
526 | { | ||
527 | case HollowShape.Same: | ||
528 | case HollowShape.Circle: | ||
529 | break; | ||
530 | |||
531 | case HollowShape.Square: | ||
532 | hollowVolume *= 0.5f * 2.5984480504799f; | ||
533 | break; | ||
534 | |||
535 | case HollowShape.Triangle: | ||
536 | hollowVolume *= .5f * 1.27323954473516f; | ||
537 | break; | ||
538 | |||
539 | default: | ||
540 | hollowVolume = 0; | ||
541 | break; | ||
542 | } | ||
543 | volume *= (1.0f - hollowVolume); | ||
544 | } | ||
545 | } | ||
546 | |||
547 | else if (_pbs.PathCurve == (byte)Extrusion.Curve1) | ||
548 | { | ||
549 | volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX); | ||
550 | tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY); | ||
551 | volume *= (1.0f - tmp * tmp); | ||
552 | |||
553 | if (hollowAmount > 0.0) | ||
554 | { | ||
555 | |||
556 | // calculate the hollow volume by it's shape compared to the prim shape | ||
557 | hollowVolume *= hollowAmount; | ||
558 | |||
559 | switch (_pbs.HollowShape) | ||
560 | { | ||
561 | case HollowShape.Same: | ||
562 | case HollowShape.Circle: | ||
563 | break; | ||
564 | |||
565 | case HollowShape.Square: | ||
566 | hollowVolume *= 0.5f * 2.5984480504799f; | ||
567 | break; | ||
568 | |||
569 | case HollowShape.Triangle: | ||
570 | hollowVolume *= .5f * 1.27323954473516f; | ||
571 | break; | ||
572 | |||
573 | default: | ||
574 | hollowVolume = 0; | ||
575 | break; | ||
576 | } | ||
577 | volume *= (1.0f - hollowVolume); | ||
578 | } | ||
579 | } | ||
580 | break; | ||
581 | 466 | ||
582 | case ProfileShape.HalfCircle: | 467 | public override Vector3 CenterOfMass |
583 | if (_pbs.PathCurve == (byte)Extrusion.Curve1) | 468 | { |
469 | get | ||
470 | { | ||
471 | lock (_parent_scene.OdeLock) | ||
472 | { | ||
473 | d.Vector3 dtmp; | ||
474 | if (!childPrim && Body != IntPtr.Zero) | ||
584 | { | 475 | { |
585 | volume *= 0.52359877559829887307710723054658f; | 476 | dtmp = d.BodyGetPosition(Body); |
477 | return new Vector3(dtmp.X, dtmp.Y, dtmp.Z); | ||
586 | } | 478 | } |
587 | break; | 479 | else if (prim_geom != IntPtr.Zero) |
480 | { | ||
481 | d.Quaternion dq; | ||
482 | d.GeomCopyQuaternion(prim_geom, out dq); | ||
483 | Quaternion q; | ||
484 | q.X = dq.X; | ||
485 | q.Y = dq.Y; | ||
486 | q.Z = dq.Z; | ||
487 | q.W = dq.W; | ||
488 | |||
489 | Vector3 Ptot = m_OBBOffset * q; | ||
490 | dtmp = d.GeomGetPosition(prim_geom); | ||
491 | Ptot.X += dtmp.X; | ||
492 | Ptot.Y += dtmp.Y; | ||
493 | Ptot.Z += dtmp.Z; | ||
494 | |||
495 | // if(childPrim) we only know about physical linksets | ||
496 | return Ptot; | ||
497 | /* | ||
498 | float tmass = _mass; | ||
499 | Ptot *= tmass; | ||
588 | 500 | ||
589 | case ProfileShape.EquilateralTriangle: | 501 | float m; |
590 | 502 | ||
591 | if (_pbs.PathCurve == (byte)Extrusion.Straight) | 503 | foreach (OdePrim prm in childrenPrim) |
592 | { | 504 | { |
593 | volume *= 0.32475953f; | 505 | m = prm._mass; |
594 | 506 | Ptot += prm.CenterOfMass * m; | |
595 | if (hollowAmount > 0.0) | 507 | tmass += m; |
596 | { | ||
597 | |||
598 | // calculate the hollow volume by it's shape compared to the prim shape | ||
599 | switch (_pbs.HollowShape) | ||
600 | { | ||
601 | case HollowShape.Same: | ||
602 | case HollowShape.Triangle: | ||
603 | hollowVolume *= .25f; | ||
604 | break; | ||
605 | |||
606 | case HollowShape.Square: | ||
607 | hollowVolume *= 0.499849f * 3.07920140172638f; | ||
608 | break; | ||
609 | |||
610 | case HollowShape.Circle: | ||
611 | // Hollow shape is a perfect cyllinder in respect to the cube's scale | ||
612 | // Cyllinder hollow volume calculation | ||
613 | |||
614 | hollowVolume *= 0.1963495f * 3.07920140172638f; | ||
615 | break; | ||
616 | |||
617 | default: | ||
618 | hollowVolume = 0; | ||
619 | break; | ||
620 | } | ||
621 | volume *= (1.0f - hollowVolume); | ||
622 | } | ||
623 | } | 508 | } |
624 | else if (_pbs.PathCurve == (byte)Extrusion.Curve1) | ||
625 | { | ||
626 | volume *= 0.32475953f; | ||
627 | volume *= 0.01f * (float)(200 - _pbs.PathScaleX); | ||
628 | tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY); | ||
629 | volume *= (1.0f - tmp * tmp); | ||
630 | |||
631 | if (hollowAmount > 0.0) | ||
632 | { | ||
633 | |||
634 | hollowVolume *= hollowAmount; | ||
635 | 509 | ||
636 | switch (_pbs.HollowShape) | 510 | if (tmass == 0) |
637 | { | 511 | tmass = 0; |
638 | case HollowShape.Same: | 512 | else |
639 | case HollowShape.Triangle: | 513 | tmass = 1.0f / tmass; |
640 | hollowVolume *= .25f; | ||
641 | break; | ||
642 | |||
643 | case HollowShape.Square: | ||
644 | hollowVolume *= 0.499849f * 3.07920140172638f; | ||
645 | break; | ||
646 | |||
647 | case HollowShape.Circle: | ||
648 | 514 | ||
649 | hollowVolume *= 0.1963495f * 3.07920140172638f; | 515 | Ptot *= tmass; |
650 | break; | 516 | return Ptot; |
517 | */ | ||
518 | } | ||
519 | else | ||
520 | return _position; | ||
521 | } | ||
522 | } | ||
523 | } | ||
651 | 524 | ||
652 | default: | 525 | public override Vector3 OOBsize |
653 | hollowVolume = 0; | 526 | { |
654 | break; | 527 | get |
655 | } | 528 | { |
656 | volume *= (1.0f - hollowVolume); | 529 | return m_OBB; |
657 | } | 530 | } |
658 | } | 531 | } |
659 | break; | ||
660 | 532 | ||
661 | default: | 533 | public override Vector3 OOBoffset |
662 | break; | 534 | { |
535 | get | ||
536 | { | ||
537 | return m_OBBOffset; | ||
663 | } | 538 | } |
539 | } | ||
664 | 540 | ||
665 | float taperX1; | 541 | public override float OOBRadiusSQ |
666 | float taperY1; | 542 | { |
667 | float taperX; | 543 | get |
668 | float taperY; | 544 | { |
669 | float pathBegin; | 545 | return primOOBradiusSQ; |
670 | float pathEnd; | 546 | } |
671 | float profileBegin; | 547 | } |
672 | float profileEnd; | ||
673 | 548 | ||
674 | if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible) | 549 | public override PrimitiveBaseShape Shape |
550 | { | ||
551 | set | ||
675 | { | 552 | { |
676 | taperX1 = _pbs.PathScaleX * 0.01f; | 553 | // AddChange(changes.Shape, value); |
677 | if (taperX1 > 1.0f) | 554 | _parent_scene.m_meshWorker.ChangeActorPhysRep(this, value, _size, m_shapetype); |
678 | taperX1 = 2.0f - taperX1; | 555 | } |
679 | taperX = 1.0f - taperX1; | 556 | } |
680 | 557 | ||
681 | taperY1 = _pbs.PathScaleY * 0.01f; | 558 | public override byte PhysicsShapeType |
682 | if (taperY1 > 1.0f) | 559 | { |
683 | taperY1 = 2.0f - taperY1; | 560 | get |
684 | taperY = 1.0f - taperY1; | 561 | { |
562 | return m_shapetype; | ||
685 | } | 563 | } |
686 | else | 564 | set |
687 | { | 565 | { |
688 | taperX = _pbs.PathTaperX * 0.01f; | 566 | m_shapetype = value; |
689 | if (taperX < 0.0f) | 567 | _parent_scene.m_meshWorker.ChangeActorPhysRep(this, _pbs, _size, value); |
690 | taperX = -taperX; | ||
691 | taperX1 = 1.0f - taperX; | ||
692 | |||
693 | taperY = _pbs.PathTaperY * 0.01f; | ||
694 | if (taperY < 0.0f) | ||
695 | taperY = -taperY; | ||
696 | taperY1 = 1.0f - taperY; | ||
697 | } | 568 | } |
569 | } | ||
698 | 570 | ||
699 | volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY); | 571 | public override Vector3 Velocity |
700 | 572 | { | |
701 | pathBegin = (float)_pbs.PathBegin * 2.0e-5f; | 573 | get |
702 | pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f; | 574 | { |
703 | volume *= (pathEnd - pathBegin); | 575 | if (_zeroFlag) |
704 | 576 | return Vector3.Zero; | |
705 | // this is crude aproximation | 577 | return _velocity; |
706 | profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f; | 578 | } |
707 | profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f; | 579 | set |
708 | volume *= (profileEnd - profileBegin); | ||
709 | |||
710 | returnMass = m_density * volume; | ||
711 | |||
712 | if (returnMass <= 0) | ||
713 | returnMass = 0.0001f;//ckrinke: Mass must be greater then zero. | ||
714 | // else if (returnMass > _parent_scene.maximumMassObject) | ||
715 | // returnMass = _parent_scene.maximumMassObject; | ||
716 | |||
717 | // Recursively calculate mass | ||
718 | bool HasChildPrim = false; | ||
719 | lock (childrenPrim) | ||
720 | { | 580 | { |
721 | if (childrenPrim.Count > 0) | 581 | if (value.IsFinite()) |
582 | { | ||
583 | AddChange(changes.Velocity, value); | ||
584 | } | ||
585 | else | ||
722 | { | 586 | { |
723 | HasChildPrim = true; | 587 | m_log.WarnFormat("[PHYSICS]: Got NaN Velocity in Object {0}", Name); |
724 | } | 588 | } |
589 | |||
725 | } | 590 | } |
591 | } | ||
726 | 592 | ||
727 | if (HasChildPrim) | 593 | public override Vector3 Torque |
594 | { | ||
595 | get | ||
728 | { | 596 | { |
729 | OdePrim[] childPrimArr = new OdePrim[0]; | 597 | if (!IsPhysical || Body == IntPtr.Zero) |
598 | return Vector3.Zero; | ||
730 | 599 | ||
731 | lock (childrenPrim) | 600 | return _torque; |
732 | childPrimArr = childrenPrim.ToArray(); | 601 | } |
733 | 602 | ||
734 | for (int i = 0; i < childPrimArr.Length; i++) | 603 | set |
604 | { | ||
605 | if (value.IsFinite()) | ||
735 | { | 606 | { |
736 | if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove) | 607 | AddChange(changes.Torque, value); |
737 | returnMass += childPrimArr[i].CalculateMass(); | 608 | } |
738 | // failsafe, this shouldn't happen but with OpenSim, you never know :) | 609 | else |
739 | if (i > 256) | 610 | { |
740 | break; | 611 | m_log.WarnFormat("[PHYSICS]: Got NaN Torque in Object {0}", Name); |
741 | } | 612 | } |
742 | } | 613 | } |
614 | } | ||
743 | 615 | ||
744 | if (returnMass > _parent_scene.maximumMassObject) | 616 | public override float CollisionScore |
745 | returnMass = _parent_scene.maximumMassObject; | 617 | { |
746 | 618 | get { return m_collisionscore; } | |
747 | return returnMass; | 619 | set { m_collisionscore = value; } |
748 | } | 620 | } |
749 | 621 | ||
750 | #endregion | 622 | public override bool Kinematic |
623 | { | ||
624 | get { return false; } | ||
625 | set { } | ||
626 | } | ||
751 | 627 | ||
752 | private void setMass() | 628 | public override Quaternion Orientation |
753 | { | 629 | { |
754 | if (Body != (IntPtr) 0) | 630 | get |
755 | { | 631 | { |
756 | float newmass = CalculateMass(); | 632 | if (givefakeori > 0) |
757 | 633 | return fakeori; | |
758 | //m_log.Info("[PHYSICS]: New Mass: " + newmass.ToString()); | 634 | else |
759 | 635 | ||
760 | d.MassSetBoxTotal(out pMass, newmass, _size.X, _size.Y, _size.Z); | 636 | return _orientation; |
761 | d.BodySetMass(Body, ref pMass); | ||
762 | } | 637 | } |
763 | } | 638 | set |
764 | |||
765 | /// <summary> | ||
766 | /// Stop a prim from being subject to physics. | ||
767 | /// </summary> | ||
768 | internal void disableBody() | ||
769 | { | ||
770 | //this kills the body so things like 'mesh' can re-create it. | ||
771 | lock (this) | ||
772 | { | 639 | { |
773 | if (!childPrim) | 640 | if (QuaternionIsFinite(value)) |
774 | { | 641 | { |
775 | if (Body != IntPtr.Zero) | 642 | fakeori = value; |
776 | { | 643 | givefakeori++; |
777 | _parent_scene.DeactivatePrim(this); | ||
778 | m_collisionCategories &= ~CollisionCategories.Body; | ||
779 | m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land); | ||
780 | 644 | ||
781 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | 645 | value.Normalize(); |
782 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
783 | 646 | ||
784 | d.BodyDestroy(Body); | 647 | AddChange(changes.Orientation, value); |
785 | lock (childrenPrim) | ||
786 | { | ||
787 | if (childrenPrim.Count > 0) | ||
788 | { | ||
789 | foreach (OdePrim prm in childrenPrim) | ||
790 | { | ||
791 | _parent_scene.DeactivatePrim(prm); | ||
792 | prm.Body = IntPtr.Zero; | ||
793 | } | ||
794 | } | ||
795 | } | ||
796 | Body = IntPtr.Zero; | ||
797 | } | ||
798 | } | 648 | } |
799 | else | 649 | else |
800 | { | 650 | m_log.WarnFormat("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object {0}", Name); |
801 | _parent_scene.DeactivatePrim(this); | ||
802 | |||
803 | m_collisionCategories &= ~CollisionCategories.Body; | ||
804 | m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land); | ||
805 | |||
806 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | ||
807 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
808 | 651 | ||
809 | Body = IntPtr.Zero; | ||
810 | } | ||
811 | } | 652 | } |
812 | |||
813 | m_disabled = true; | ||
814 | m_collisionscore = 0; | ||
815 | } | 653 | } |
816 | 654 | ||
817 | private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>(); | 655 | public override Vector3 Acceleration |
818 | |||
819 | private void setMesh(OdeScene parent_scene, IMesh mesh) | ||
820 | { | 656 | { |
821 | // m_log.DebugFormat("[ODE PRIM]: Setting mesh on {0} to {1}", Name, mesh); | 657 | get { return _acceleration; } |
658 | set { } | ||
659 | } | ||
822 | 660 | ||
823 | // This sleeper is there to moderate how long it takes between | 661 | public override Vector3 RotationalVelocity |
824 | // setting up the mesh and pre-processing it when we get rapid fire mesh requests on a single object | 662 | { |
663 | get | ||
664 | { | ||
665 | Vector3 pv = Vector3.Zero; | ||
666 | if (_zeroFlag) | ||
667 | return pv; | ||
825 | 668 | ||
826 | //Thread.Sleep(10); | 669 | if (m_rotationalVelocity.ApproxEquals(pv, 0.0001f)) |
670 | return pv; | ||
827 | 671 | ||
828 | //Kill Body so that mesh can re-make the geom | 672 | return m_rotationalVelocity; |
829 | if (IsPhysical && Body != IntPtr.Zero) | 673 | } |
674 | set | ||
830 | { | 675 | { |
831 | if (childPrim) | 676 | if (value.IsFinite()) |
832 | { | 677 | { |
833 | if (_parent != null) | 678 | AddChange(changes.AngVelocity, value); |
834 | { | ||
835 | OdePrim parent = (OdePrim)_parent; | ||
836 | parent.ChildDelink(this); | ||
837 | } | ||
838 | } | 679 | } |
839 | else | 680 | else |
840 | { | 681 | { |
841 | disableBody(); | 682 | m_log.WarnFormat("[PHYSICS]: Got NaN RotationalVelocity in Object {0}", Name); |
842 | } | 683 | } |
843 | } | 684 | } |
685 | } | ||
844 | 686 | ||
845 | IntPtr vertices, indices; | 687 | public override float Buoyancy |
846 | int vertexCount, indexCount; | 688 | { |
847 | int vertexStride, triStride; | 689 | get { return m_buoyancy; } |
848 | mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap | 690 | set |
849 | mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage | 691 | { |
850 | m_expectedCollisionContacts = indexCount; | 692 | AddChange(changes.Buoyancy,value); |
851 | mesh.releaseSourceMeshData(); // free up the original mesh data to save memory | 693 | } |
694 | } | ||
695 | |||
696 | public override bool FloatOnWater | ||
697 | { | ||
698 | set | ||
699 | { | ||
700 | AddChange(changes.CollidesWater, value); | ||
701 | } | ||
702 | } | ||
852 | 703 | ||
853 | // We must lock here since m_MeshToTriMeshMap is static and multiple scene threads may call this method at | 704 | public override Vector3 PIDTarget |
854 | // the same time. | 705 | { |
855 | lock (m_MeshToTriMeshMap) | 706 | set |
856 | { | 707 | { |
857 | if (m_MeshToTriMeshMap.ContainsKey(mesh)) | 708 | if (value.IsFinite()) |
858 | { | 709 | { |
859 | _triMeshData = m_MeshToTriMeshMap[mesh]; | 710 | AddChange(changes.PIDTarget,value); |
860 | } | 711 | } |
861 | else | 712 | else |
713 | m_log.WarnFormat("[PHYSICS]: Got NaN PIDTarget from Scene on Object {0}", Name); | ||
714 | } | ||
715 | } | ||
716 | |||
717 | public override bool PIDActive | ||
718 | { | ||
719 | set | ||
720 | { | ||
721 | AddChange(changes.PIDActive,value); | ||
722 | } | ||
723 | } | ||
724 | |||
725 | public override float PIDTau | ||
726 | { | ||
727 | set | ||
728 | { | ||
729 | float tmp = 0; | ||
730 | if (value > 0) | ||
862 | { | 731 | { |
863 | _triMeshData = d.GeomTriMeshDataCreate(); | 732 | float mint = (0.05f > m_timeStep ? 0.05f : m_timeStep); |
864 | 733 | if (value < mint) | |
865 | d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride); | 734 | tmp = mint; |
866 | d.GeomTriMeshDataPreprocess(_triMeshData); | 735 | else |
867 | m_MeshToTriMeshMap[mesh] = _triMeshData; | 736 | tmp = value; |
868 | } | 737 | } |
738 | AddChange(changes.PIDTau,tmp); | ||
869 | } | 739 | } |
740 | } | ||
870 | 741 | ||
871 | // _parent_scene.waitForSpaceUnlock(m_targetSpace); | 742 | public override float PIDHoverHeight |
872 | try | 743 | { |
744 | set | ||
873 | { | 745 | { |
874 | SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null)); | 746 | AddChange(changes.PIDHoverHeight,value); |
875 | } | 747 | } |
876 | catch (AccessViolationException) | 748 | } |
749 | public override bool PIDHoverActive | ||
750 | { | ||
751 | set | ||
877 | { | 752 | { |
878 | m_log.ErrorFormat("[PHYSICS]: MESH LOCKED FOR {0}", Name); | 753 | AddChange(changes.PIDHoverActive, value); |
879 | return; | ||
880 | } | 754 | } |
755 | } | ||
881 | 756 | ||
882 | // if (IsPhysical && Body == (IntPtr) 0) | 757 | public override PIDHoverType PIDHoverType |
883 | // { | 758 | { |
884 | // Recreate the body | 759 | set |
885 | // m_interpenetrationcount = 0; | 760 | { |
886 | // m_collisionscore = 0; | 761 | AddChange(changes.PIDHoverType,value); |
887 | 762 | } | |
888 | // enableBody(); | ||
889 | // } | ||
890 | } | 763 | } |
891 | 764 | ||
892 | internal void ProcessTaints() | 765 | public override float PIDHoverTau |
893 | { | 766 | { |
894 | #if SPAM | 767 | set |
895 | Console.WriteLine("ZProcessTaints for " + Name); | 768 | { |
896 | #endif | 769 | float tmp =0; |
770 | if (value > 0) | ||
771 | { | ||
772 | float mint = (0.05f > m_timeStep ? 0.05f : m_timeStep); | ||
773 | if (value < mint) | ||
774 | tmp = mint; | ||
775 | else | ||
776 | tmp = value; | ||
777 | } | ||
778 | AddChange(changes.PIDHoverTau, tmp); | ||
779 | } | ||
780 | } | ||
897 | 781 | ||
898 | // This must be processed as the very first taint so that later operations have a prim_geom to work with | 782 | public override Quaternion APIDTarget { set { return; } } |
899 | // if this is a new prim. | ||
900 | if (m_taintadd) | ||
901 | changeadd(); | ||
902 | 783 | ||
903 | if (!_position.ApproxEquals(m_taintposition, 0f)) | 784 | public override bool APIDActive { set { return; } } |
904 | changemove(); | ||
905 | 785 | ||
906 | if (m_taintrot != _orientation) | 786 | public override float APIDStrength { set { return; } } |
787 | |||
788 | public override float APIDDamping { set { return; } } | ||
789 | |||
790 | public override int VehicleType | ||
791 | { | ||
792 | // we may need to put a fake on this | ||
793 | get | ||
907 | { | 794 | { |
908 | if (childPrim && IsPhysical) // For physical child prim... | 795 | if (m_vehicle == null) |
909 | { | 796 | return (int)Vehicle.TYPE_NONE; |
910 | rotate(); | ||
911 | // KF: ODE will also rotate the parent prim! | ||
912 | // so rotate the root back to where it was | ||
913 | OdePrim parent = (OdePrim)_parent; | ||
914 | parent.rotate(); | ||
915 | } | ||
916 | else | 797 | else |
917 | { | 798 | return (int)m_vehicle.Type; |
918 | //Just rotate the prim | ||
919 | rotate(); | ||
920 | } | ||
921 | } | 799 | } |
922 | 800 | set | |
923 | if (m_taintPhysics != IsPhysical && !(m_taintparent != _parent)) | 801 | { |
924 | changePhysicsStatus(); | 802 | AddChange(changes.VehicleType, value); |
803 | } | ||
804 | } | ||
805 | |||
806 | public override void VehicleFloatParam(int param, float value) | ||
807 | { | ||
808 | strVehicleFloatParam fp = new strVehicleFloatParam(); | ||
809 | fp.param = param; | ||
810 | fp.value = value; | ||
811 | AddChange(changes.VehicleFloatParam, fp); | ||
812 | } | ||
813 | |||
814 | public override void VehicleVectorParam(int param, Vector3 value) | ||
815 | { | ||
816 | strVehicleVectorParam fp = new strVehicleVectorParam(); | ||
817 | fp.param = param; | ||
818 | fp.value = value; | ||
819 | AddChange(changes.VehicleVectorParam, fp); | ||
820 | } | ||
821 | |||
822 | public override void VehicleRotationParam(int param, Quaternion value) | ||
823 | { | ||
824 | strVehicleQuatParam fp = new strVehicleQuatParam(); | ||
825 | fp.param = param; | ||
826 | fp.value = value; | ||
827 | AddChange(changes.VehicleRotationParam, fp); | ||
828 | } | ||
829 | |||
830 | public override void VehicleFlags(int param, bool value) | ||
831 | { | ||
832 | strVehicleBoolParam bp = new strVehicleBoolParam(); | ||
833 | bp.param = param; | ||
834 | bp.value = value; | ||
835 | AddChange(changes.VehicleFlags, bp); | ||
836 | } | ||
837 | |||
838 | public override void SetVehicle(object vdata) | ||
839 | { | ||
840 | AddChange(changes.SetVehicle, vdata); | ||
841 | } | ||
842 | public void SetAcceleration(Vector3 accel) | ||
843 | { | ||
844 | _acceleration = accel; | ||
845 | } | ||
846 | |||
847 | public override void AddForce(Vector3 force, bool pushforce) | ||
848 | { | ||
849 | if (force.IsFinite()) | ||
850 | { | ||
851 | if(pushforce) | ||
852 | AddChange(changes.AddForce, force); | ||
853 | else // a impulse | ||
854 | AddChange(changes.AddForce, force * m_invTimeStep); | ||
855 | } | ||
856 | else | ||
857 | { | ||
858 | m_log.WarnFormat("[PHYSICS]: Got Invalid linear force vector from Scene in Object {0}", Name); | ||
859 | } | ||
860 | //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString()); | ||
861 | } | ||
925 | 862 | ||
926 | if (!_size.ApproxEquals(m_taintsize, 0f)) | 863 | public override void AddAngularForce(Vector3 force, bool pushforce) |
927 | changesize(); | 864 | { |
865 | if (force.IsFinite()) | ||
866 | { | ||
867 | // if(pushforce) for now applyrotationimpulse seems more happy applied as a force | ||
868 | AddChange(changes.AddAngForce, force); | ||
869 | // else // a impulse | ||
870 | // AddChange(changes.AddAngForce, force * m_invTimeStep); | ||
871 | } | ||
872 | else | ||
873 | { | ||
874 | m_log.WarnFormat("[PHYSICS]: Got Invalid Angular force vector from Scene in Object {0}", Name); | ||
875 | } | ||
876 | } | ||
928 | 877 | ||
929 | if (m_taintshape) | 878 | public override void CrossingFailure() |
930 | changeshape(); | 879 | { |
880 | if (m_outbounds) | ||
881 | { | ||
882 | _position.X = Util.Clip(_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f); | ||
883 | _position.Y = Util.Clip(_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f); | ||
884 | _position.Z = Util.Clip(_position.Z + 0.2f, -100f, 50000f); | ||
931 | 885 | ||
932 | if (m_taintforce) | 886 | m_lastposition = _position; |
933 | changeAddForce(); | 887 | _velocity.X = 0; |
888 | _velocity.Y = 0; | ||
889 | _velocity.Z = 0; | ||
934 | 890 | ||
935 | if (m_taintaddangularforce) | 891 | m_lastVelocity = _velocity; |
936 | changeAddAngularForce(); | 892 | if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE) |
893 | m_vehicle.Stop(); | ||
937 | 894 | ||
938 | if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f)) | 895 | if(Body != IntPtr.Zero) |
939 | changeSetTorque(); | 896 | d.BodySetLinearVel(Body, 0, 0, 0); // stop it |
897 | if (prim_geom != IntPtr.Zero) | ||
898 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | ||
940 | 899 | ||
941 | if (m_taintdisable) | 900 | m_outbounds = false; |
942 | changedisable(); | 901 | changeDisable(false); |
902 | base.RequestPhysicsterseUpdate(); | ||
903 | } | ||
904 | } | ||
943 | 905 | ||
944 | if (m_taintselected != m_isSelected) | 906 | public override void SetMomentum(Vector3 momentum) |
945 | changeSelectedStatus(); | 907 | { |
908 | } | ||
946 | 909 | ||
947 | if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f)) | 910 | public override void SetMaterial(int pMaterial) |
948 | changevelocity(); | 911 | { |
912 | m_material = pMaterial; | ||
913 | mu = _parent_scene.m_materialContactsData[pMaterial].mu; | ||
914 | bounce = _parent_scene.m_materialContactsData[pMaterial].bounce; | ||
915 | } | ||
949 | 916 | ||
950 | if (m_taintparent != _parent) | 917 | public void setPrimForRemoval() |
951 | changelink(); | 918 | { |
919 | AddChange(changes.Remove, null); | ||
920 | } | ||
952 | 921 | ||
953 | if (m_taintCollidesWater != m_collidesWater) | 922 | public override void link(PhysicsActor obj) |
954 | changefloatonwater(); | 923 | { |
924 | AddChange(changes.Link, obj); | ||
925 | } | ||
955 | 926 | ||
956 | if (!m_angularlock.ApproxEquals(m_taintAngularLock,0f)) | 927 | public override void delink() |
957 | changeAngularLock(); | 928 | { |
929 | AddChange(changes.DeLink, null); | ||
958 | } | 930 | } |
959 | 931 | ||
960 | /// <summary> | 932 | public override void LockAngularMotion(Vector3 axis) |
961 | /// Change prim in response to an angular lock taint. | ||
962 | /// </summary> | ||
963 | private void changeAngularLock() | ||
964 | { | 933 | { |
965 | // do we have a Physical object? | 934 | // reverse the zero/non zero values for ODE. |
966 | if (Body != IntPtr.Zero) | 935 | if (axis.IsFinite()) |
967 | { | 936 | { |
968 | //Check that we have a Parent | 937 | axis.X = (axis.X > 0) ? 1f : 0f; |
969 | //If we have a parent then we're not authorative here | 938 | axis.Y = (axis.Y > 0) ? 1f : 0f; |
970 | if (_parent == null) | 939 | axis.Z = (axis.Z > 0) ? 1f : 0f; |
971 | { | 940 | // m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z); |
972 | if (!m_taintAngularLock.ApproxEquals(Vector3.One, 0f)) | 941 | AddChange(changes.AngLock, axis); |
973 | { | ||
974 | //d.BodySetFiniteRotationMode(Body, 0); | ||
975 | //d.BodySetFiniteRotationAxis(Body,m_taintAngularLock.X,m_taintAngularLock.Y,m_taintAngularLock.Z); | ||
976 | createAMotor(m_taintAngularLock); | ||
977 | } | ||
978 | else | ||
979 | { | ||
980 | if (Amotor != IntPtr.Zero) | ||
981 | { | ||
982 | d.JointDestroy(Amotor); | ||
983 | Amotor = IntPtr.Zero; | ||
984 | } | ||
985 | } | ||
986 | } | ||
987 | } | 942 | } |
943 | else | ||
944 | { | ||
945 | m_log.WarnFormat("[PHYSICS]: Got NaN locking axis from Scene on Object {0}", Name); | ||
946 | } | ||
947 | } | ||
988 | 948 | ||
989 | // Store this for later in case we get turned into a separate body | 949 | public override void SubscribeEvents(int ms) |
990 | m_angularlock = m_taintAngularLock; | 950 | { |
951 | m_eventsubscription = ms; | ||
952 | m_cureventsubscription = 0; | ||
953 | if (CollisionEventsThisFrame == null) | ||
954 | CollisionEventsThisFrame = new CollisionEventUpdate(); | ||
955 | SentEmptyCollisionsEvent = false; | ||
991 | } | 956 | } |
992 | 957 | ||
993 | /// <summary> | 958 | public override void UnSubscribeEvents() |
994 | /// Change prim in response to a link taint. | ||
995 | /// </summary> | ||
996 | private void changelink() | ||
997 | { | 959 | { |
998 | // If the newly set parent is not null | 960 | if (CollisionEventsThisFrame != null) |
999 | // create link | ||
1000 | if (_parent == null && m_taintparent != null) | ||
1001 | { | 961 | { |
1002 | if (m_taintparent.PhysicsActorType == (int)ActorTypes.Prim) | 962 | CollisionEventsThisFrame.Clear(); |
1003 | { | 963 | CollisionEventsThisFrame = null; |
1004 | OdePrim obj = (OdePrim)m_taintparent; | ||
1005 | //obj.disableBody(); | ||
1006 | //Console.WriteLine("changelink calls ParentPrim"); | ||
1007 | obj.AddChildPrim(this); | ||
1008 | |||
1009 | /* | ||
1010 | if (obj.Body != (IntPtr)0 && Body != (IntPtr)0 && obj.Body != Body) | ||
1011 | { | ||
1012 | _linkJointGroup = d.JointGroupCreate(0); | ||
1013 | m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup); | ||
1014 | d.JointAttach(m_linkJoint, obj.Body, Body); | ||
1015 | d.JointSetFixed(m_linkJoint); | ||
1016 | } | ||
1017 | */ | ||
1018 | } | ||
1019 | } | 964 | } |
1020 | // If the newly set parent is null | 965 | m_eventsubscription = 0; |
1021 | // destroy link | 966 | _parent_scene.RemoveCollisionEventReporting(this); |
1022 | else if (_parent != null && m_taintparent == null) | 967 | } |
968 | |||
969 | public override void AddCollisionEvent(uint CollidedWith, ContactPoint contact) | ||
970 | { | ||
971 | if (CollisionEventsThisFrame == null) | ||
972 | CollisionEventsThisFrame = new CollisionEventUpdate(); | ||
973 | // if(CollisionEventsThisFrame.Count < 32) | ||
974 | CollisionEventsThisFrame.AddCollider(CollidedWith, contact); | ||
975 | } | ||
976 | |||
977 | public void SendCollisions() | ||
978 | { | ||
979 | if (CollisionEventsThisFrame == null) | ||
980 | return; | ||
981 | |||
982 | if (m_cureventsubscription < m_eventsubscription) | ||
983 | return; | ||
984 | |||
985 | m_cureventsubscription = 0; | ||
986 | |||
987 | int ncolisions = CollisionEventsThisFrame.m_objCollisionList.Count; | ||
988 | |||
989 | if (!SentEmptyCollisionsEvent || ncolisions > 0) | ||
1023 | { | 990 | { |
1024 | //Console.WriteLine(" changelink B"); | 991 | base.SendCollisionUpdate(CollisionEventsThisFrame); |
1025 | 992 | ||
1026 | if (_parent is OdePrim) | 993 | if (ncolisions == 0) |
1027 | { | 994 | { |
1028 | OdePrim obj = (OdePrim)_parent; | 995 | SentEmptyCollisionsEvent = true; |
1029 | obj.ChildDelink(this); | 996 | _parent_scene.RemoveCollisionEventReporting(this); |
1030 | childPrim = false; | ||
1031 | //_parent = null; | ||
1032 | } | 997 | } |
1033 | 998 | else | |
1034 | /* | 999 | { |
1035 | if (Body != (IntPtr)0 && _linkJointGroup != (IntPtr)0) | 1000 | SentEmptyCollisionsEvent = false; |
1036 | d.JointGroupDestroy(_linkJointGroup); | 1001 | CollisionEventsThisFrame.Clear(); |
1037 | 1002 | } | |
1038 | _linkJointGroup = (IntPtr)0; | 1003 | } |
1039 | m_linkJoint = (IntPtr)0; | ||
1040 | */ | ||
1041 | } | ||
1042 | |||
1043 | _parent = m_taintparent; | ||
1044 | m_taintPhysics = IsPhysical; | ||
1045 | } | 1004 | } |
1046 | 1005 | ||
1047 | /// <summary> | 1006 | internal void AddCollisionFrameTime(int t) |
1048 | /// Add a child prim to this parent prim. | ||
1049 | /// </summary> | ||
1050 | /// <param name="prim">Child prim</param> | ||
1051 | private void AddChildPrim(OdePrim prim) | ||
1052 | { | 1007 | { |
1053 | if (LocalID == prim.LocalID) | 1008 | if (m_cureventsubscription < 50000) |
1054 | return; | 1009 | m_cureventsubscription += t; |
1010 | } | ||
1055 | 1011 | ||
1056 | if (Body == IntPtr.Zero) | 1012 | public override bool SubscribedEvents() |
1013 | { | ||
1014 | if (m_eventsubscription > 0) | ||
1015 | return true; | ||
1016 | return false; | ||
1017 | } | ||
1018 | |||
1019 | public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size, | ||
1020 | Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical,bool pisPhantom,byte _shapeType,uint plocalID) | ||
1021 | { | ||
1022 | Name = primName; | ||
1023 | LocalID = plocalID; | ||
1024 | |||
1025 | m_vehicle = null; | ||
1026 | |||
1027 | if (!pos.IsFinite()) | ||
1057 | { | 1028 | { |
1058 | Body = d.BodyCreate(_parent_scene.world); | 1029 | pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), |
1059 | setMass(); | 1030 | parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f); |
1031 | m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Position for {0}", Name); | ||
1060 | } | 1032 | } |
1033 | _position = pos; | ||
1034 | givefakepos = 0; | ||
1061 | 1035 | ||
1062 | lock (childrenPrim) | 1036 | m_timeStep = parent_scene.ODE_STEPSIZE; |
1037 | m_invTimeStep = 1f / m_timeStep; | ||
1038 | |||
1039 | m_density = parent_scene.geomDefaultDensity; | ||
1040 | body_autodisable_frames = parent_scene.bodyFramesAutoDisable; | ||
1041 | |||
1042 | prim_geom = IntPtr.Zero; | ||
1043 | collide_geom = IntPtr.Zero; | ||
1044 | Body = IntPtr.Zero; | ||
1045 | |||
1046 | if (!size.IsFinite()) | ||
1063 | { | 1047 | { |
1064 | if (childrenPrim.Contains(prim)) | 1048 | size = new Vector3(0.5f, 0.5f, 0.5f); |
1065 | return; | 1049 | m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Size for {0}", Name); |
1050 | } | ||
1066 | 1051 | ||
1067 | // m_log.DebugFormat( | 1052 | if (size.X <= 0) size.X = 0.01f; |
1068 | // "[ODE PRIM]: Linking prim {0} {1} to {2} {3}", prim.Name, prim.LocalID, Name, LocalID); | 1053 | if (size.Y <= 0) size.Y = 0.01f; |
1054 | if (size.Z <= 0) size.Z = 0.01f; | ||
1069 | 1055 | ||
1070 | childrenPrim.Add(prim); | 1056 | _size = size; |
1071 | 1057 | ||
1072 | foreach (OdePrim prm in childrenPrim) | 1058 | if (!QuaternionIsFinite(rotation)) |
1073 | { | 1059 | { |
1074 | d.Mass m2; | 1060 | rotation = Quaternion.Identity; |
1075 | d.MassSetZero(out m2); | 1061 | m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Rotation for {0}", Name); |
1076 | d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z); | 1062 | } |
1077 | 1063 | ||
1078 | d.Quaternion quat = new d.Quaternion(); | 1064 | _orientation = rotation; |
1079 | quat.W = prm._orientation.W; | 1065 | givefakeori = 0; |
1080 | quat.X = prm._orientation.X; | ||
1081 | quat.Y = prm._orientation.Y; | ||
1082 | quat.Z = prm._orientation.Z; | ||
1083 | 1066 | ||
1084 | d.Matrix3 mat = new d.Matrix3(); | 1067 | _pbs = pbs; |
1085 | d.RfromQ(out mat, ref quat); | ||
1086 | d.MassRotate(ref m2, ref mat); | ||
1087 | d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z); | ||
1088 | d.MassAdd(ref pMass, ref m2); | ||
1089 | } | ||
1090 | 1068 | ||
1091 | foreach (OdePrim prm in childrenPrim) | 1069 | _parent_scene = parent_scene; |
1092 | { | 1070 | m_targetSpace = IntPtr.Zero; |
1093 | prm.m_collisionCategories |= CollisionCategories.Body; | ||
1094 | prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); | ||
1095 | 1071 | ||
1096 | //Console.WriteLine(" GeomSetCategoryBits 1: " + prm.prim_geom + " - " + (int)prm.m_collisionCategories + " for " + Name); | 1072 | if (pos.Z < 0) |
1097 | d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories); | 1073 | { |
1098 | d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags); | 1074 | m_isphysical = false; |
1075 | } | ||
1076 | else | ||
1077 | { | ||
1078 | m_isphysical = pisPhysical; | ||
1079 | } | ||
1080 | m_fakeisphysical = m_isphysical; | ||
1099 | 1081 | ||
1100 | d.Quaternion quat = new d.Quaternion(); | 1082 | m_isVolumeDetect = false; |
1101 | quat.W = prm._orientation.W; | 1083 | m_fakeisVolumeDetect = false; |
1102 | quat.X = prm._orientation.X; | ||
1103 | quat.Y = prm._orientation.Y; | ||
1104 | quat.Z = prm._orientation.Z; | ||
1105 | 1084 | ||
1106 | d.Matrix3 mat = new d.Matrix3(); | 1085 | m_force = Vector3.Zero; |
1107 | d.RfromQ(out mat, ref quat); | ||
1108 | if (Body != IntPtr.Zero) | ||
1109 | { | ||
1110 | d.GeomSetBody(prm.prim_geom, Body); | ||
1111 | prm.childPrim = true; | ||
1112 | d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X , prm.Position.Y, prm.Position.Z); | ||
1113 | //d.GeomSetOffsetPosition(prim.prim_geom, | ||
1114 | // (Position.X - prm.Position.X) - pMass.c.X, | ||
1115 | // (Position.Y - prm.Position.Y) - pMass.c.Y, | ||
1116 | // (Position.Z - prm.Position.Z) - pMass.c.Z); | ||
1117 | d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat); | ||
1118 | //d.GeomSetOffsetRotation(prm.prim_geom, ref mat); | ||
1119 | d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z); | ||
1120 | d.BodySetMass(Body, ref pMass); | ||
1121 | } | ||
1122 | else | ||
1123 | { | ||
1124 | m_log.DebugFormat("[PHYSICS]: {0} ain't got no boooooooooddy, no body", Name); | ||
1125 | } | ||
1126 | 1086 | ||
1127 | prm.m_interpenetrationcount = 0; | 1087 | m_iscolliding = false; |
1128 | prm.m_collisionscore = 0; | 1088 | m_colliderfilter = 0; |
1129 | prm.m_disabled = false; | 1089 | m_NoColide = false; |
1130 | 1090 | ||
1131 | // The body doesn't already have a finite rotation mode set here | 1091 | _triMeshData = IntPtr.Zero; |
1132 | if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null) | ||
1133 | { | ||
1134 | prm.createAMotor(m_angularlock); | ||
1135 | } | ||
1136 | prm.Body = Body; | ||
1137 | _parent_scene.ActivatePrim(prm); | ||
1138 | } | ||
1139 | |||
1140 | m_collisionCategories |= CollisionCategories.Body; | ||
1141 | m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); | ||
1142 | |||
1143 | //Console.WriteLine("GeomSetCategoryBits 2: " + prim_geom + " - " + (int)m_collisionCategories + " for " + Name); | ||
1144 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | ||
1145 | //Console.WriteLine(" Post GeomSetCategoryBits 2"); | ||
1146 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
1147 | |||
1148 | d.Quaternion quat2 = new d.Quaternion(); | ||
1149 | quat2.W = _orientation.W; | ||
1150 | quat2.X = _orientation.X; | ||
1151 | quat2.Y = _orientation.Y; | ||
1152 | quat2.Z = _orientation.Z; | ||
1153 | |||
1154 | d.Matrix3 mat2 = new d.Matrix3(); | ||
1155 | d.RfromQ(out mat2, ref quat2); | ||
1156 | d.GeomSetBody(prim_geom, Body); | ||
1157 | d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z); | ||
1158 | //d.GeomSetOffsetPosition(prim.prim_geom, | ||
1159 | // (Position.X - prm.Position.X) - pMass.c.X, | ||
1160 | // (Position.Y - prm.Position.Y) - pMass.c.Y, | ||
1161 | // (Position.Z - prm.Position.Z) - pMass.c.Z); | ||
1162 | //d.GeomSetOffsetRotation(prim_geom, ref mat2); | ||
1163 | d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z); | ||
1164 | d.BodySetMass(Body, ref pMass); | ||
1165 | |||
1166 | d.BodySetAutoDisableFlag(Body, true); | ||
1167 | d.BodySetAutoDisableSteps(Body, body_autodisable_frames); | ||
1168 | |||
1169 | m_interpenetrationcount = 0; | ||
1170 | m_collisionscore = 0; | ||
1171 | m_disabled = false; | ||
1172 | 1092 | ||
1173 | // The body doesn't already have a finite rotation mode set here | 1093 | m_shapetype = _shapeType; |
1174 | if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null) | ||
1175 | { | ||
1176 | createAMotor(m_angularlock); | ||
1177 | } | ||
1178 | 1094 | ||
1179 | d.BodySetPosition(Body, Position.X, Position.Y, Position.Z); | 1095 | m_lastdoneSelected = false; |
1096 | m_isSelected = false; | ||
1097 | m_delaySelect = false; | ||
1180 | 1098 | ||
1181 | if (m_vehicle.Type != Vehicle.TYPE_NONE) | 1099 | m_isphantom = pisPhantom; |
1182 | m_vehicle.Enable(Body, _parent_scene); | 1100 | m_fakeisphantom = pisPhantom; |
1183 | 1101 | ||
1184 | _parent_scene.ActivatePrim(this); | 1102 | mu = parent_scene.m_materialContactsData[(int)Material.Wood].mu; |
1185 | } | 1103 | bounce = parent_scene.m_materialContactsData[(int)Material.Wood].bounce; |
1104 | |||
1105 | m_building = true; // control must set this to false when done | ||
1106 | |||
1107 | _parent_scene.m_meshWorker.NewActorPhysRep(this, _pbs, _size, m_shapetype); | ||
1186 | } | 1108 | } |
1187 | 1109 | ||
1188 | private void ChildSetGeom(OdePrim odePrim) | 1110 | private void resetCollisionAccounting() |
1189 | { | 1111 | { |
1190 | // m_log.DebugFormat( | 1112 | m_collisionscore = 0; |
1191 | // "[ODE PRIM]: ChildSetGeom {0} {1} for {2} {3}", odePrim.Name, odePrim.LocalID, Name, LocalID); | 1113 | } |
1192 | 1114 | ||
1193 | //if (IsPhysical && Body != IntPtr.Zero) | 1115 | private void UpdateCollisionCatFlags() |
1194 | lock (childrenPrim) | 1116 | { |
1117 | if(m_isphysical && m_disabled) | ||
1195 | { | 1118 | { |
1196 | foreach (OdePrim prm in childrenPrim) | 1119 | m_collisionCategories = 0; |
1197 | { | 1120 | m_collisionFlags = 0; |
1198 | //prm.childPrim = true; | ||
1199 | prm.disableBody(); | ||
1200 | //prm.m_taintparent = null; | ||
1201 | //prm._parent = null; | ||
1202 | //prm.m_taintPhysics = false; | ||
1203 | //prm.m_disabled = true; | ||
1204 | //prm.childPrim = false; | ||
1205 | } | ||
1206 | } | 1121 | } |
1207 | 1122 | ||
1208 | disableBody(); | 1123 | else if (m_isSelected) |
1124 | { | ||
1125 | m_collisionCategories = CollisionCategories.Selected; | ||
1126 | m_collisionFlags = 0; | ||
1127 | } | ||
1209 | 1128 | ||
1210 | // Spurious - Body == IntPtr.Zero after disableBody() | 1129 | else if (m_isVolumeDetect) |
1211 | // if (Body != IntPtr.Zero) | 1130 | { |
1212 | // { | 1131 | m_collisionCategories = CollisionCategories.VolumeDtc; |
1213 | // _parent_scene.DeactivatePrim(this); | 1132 | if (m_isphysical) |
1214 | // } | 1133 | m_collisionFlags = CollisionCategories.Geom | CollisionCategories.Character; |
1134 | else | ||
1135 | m_collisionFlags = 0; | ||
1136 | } | ||
1137 | else if (m_isphantom) | ||
1138 | { | ||
1139 | m_collisionCategories = CollisionCategories.Phantom; | ||
1140 | if (m_isphysical) | ||
1141 | m_collisionFlags = CollisionCategories.Land; | ||
1142 | else | ||
1143 | m_collisionFlags = 0; | ||
1144 | } | ||
1145 | else | ||
1146 | { | ||
1147 | m_collisionCategories = CollisionCategories.Geom; | ||
1148 | if (m_isphysical) | ||
1149 | m_collisionFlags = m_default_collisionFlagsPhysical; | ||
1150 | else | ||
1151 | m_collisionFlags = m_default_collisionFlagsNotPhysical; | ||
1152 | } | ||
1153 | } | ||
1215 | 1154 | ||
1216 | lock (childrenPrim) | 1155 | private void ApplyCollisionCatFlags() |
1156 | { | ||
1157 | if (prim_geom != IntPtr.Zero) | ||
1217 | { | 1158 | { |
1218 | foreach (OdePrim prm in childrenPrim) | 1159 | if (!childPrim && childrenPrim.Count > 0) |
1160 | { | ||
1161 | foreach (OdePrim prm in childrenPrim) | ||
1162 | { | ||
1163 | if (m_isphysical && m_disabled) | ||
1164 | { | ||
1165 | prm.m_collisionCategories = 0; | ||
1166 | prm.m_collisionFlags = 0; | ||
1167 | } | ||
1168 | else | ||
1169 | { | ||
1170 | // preserve some | ||
1171 | if (prm.m_isSelected) | ||
1172 | { | ||
1173 | prm.m_collisionCategories = CollisionCategories.Selected; | ||
1174 | prm.m_collisionFlags = 0; | ||
1175 | } | ||
1176 | else if (prm.m_isVolumeDetect) | ||
1177 | { | ||
1178 | prm.m_collisionCategories = CollisionCategories.VolumeDtc; | ||
1179 | if (m_isphysical) | ||
1180 | prm.m_collisionFlags = CollisionCategories.Geom | CollisionCategories.Character; | ||
1181 | else | ||
1182 | prm.m_collisionFlags = 0; | ||
1183 | } | ||
1184 | else if (prm.m_isphantom) | ||
1185 | { | ||
1186 | prm.m_collisionCategories = CollisionCategories.Phantom; | ||
1187 | if (m_isphysical) | ||
1188 | prm.m_collisionFlags = CollisionCategories.Land; | ||
1189 | else | ||
1190 | prm.m_collisionFlags = 0; | ||
1191 | } | ||
1192 | else | ||
1193 | { | ||
1194 | prm.m_collisionCategories = m_collisionCategories; | ||
1195 | prm.m_collisionFlags = m_collisionFlags; | ||
1196 | } | ||
1197 | } | ||
1198 | |||
1199 | if (prm.prim_geom != IntPtr.Zero) | ||
1200 | { | ||
1201 | if (prm.m_NoColide) | ||
1202 | { | ||
1203 | d.GeomSetCategoryBits(prm.prim_geom, 0); | ||
1204 | if (m_isphysical) | ||
1205 | d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land); | ||
1206 | else | ||
1207 | d.GeomSetCollideBits(prm.prim_geom, 0); | ||
1208 | } | ||
1209 | else | ||
1210 | { | ||
1211 | d.GeomSetCategoryBits(prm.prim_geom, (uint)prm.m_collisionCategories); | ||
1212 | d.GeomSetCollideBits(prm.prim_geom, (uint)prm.m_collisionFlags); | ||
1213 | } | ||
1214 | } | ||
1215 | } | ||
1216 | } | ||
1217 | |||
1218 | if (m_NoColide) | ||
1219 | { | 1219 | { |
1220 | //Console.WriteLine("ChildSetGeom calls ParentPrim"); | 1220 | d.GeomSetCategoryBits(prim_geom, 0); |
1221 | AddChildPrim(prm); | 1221 | d.GeomSetCollideBits(prim_geom, (uint)CollisionCategories.Land); |
1222 | if (collide_geom != prim_geom && collide_geom != IntPtr.Zero) | ||
1223 | { | ||
1224 | d.GeomSetCategoryBits(collide_geom, 0); | ||
1225 | d.GeomSetCollideBits(collide_geom, (uint)CollisionCategories.Land); | ||
1226 | } | ||
1227 | } | ||
1228 | else | ||
1229 | { | ||
1230 | d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories); | ||
1231 | d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags); | ||
1232 | if (collide_geom != prim_geom && collide_geom != IntPtr.Zero) | ||
1233 | { | ||
1234 | d.GeomSetCategoryBits(collide_geom, (uint)m_collisionCategories); | ||
1235 | d.GeomSetCollideBits(collide_geom, (uint)m_collisionFlags); | ||
1236 | } | ||
1222 | } | 1237 | } |
1223 | } | 1238 | } |
1224 | } | 1239 | } |
1225 | 1240 | ||
1226 | private void ChildDelink(OdePrim odePrim) | 1241 | private void createAMotor(Vector3 axis) |
1227 | { | 1242 | { |
1228 | // m_log.DebugFormat( | 1243 | if (Body == IntPtr.Zero) |
1229 | // "[ODE PRIM]: Delinking prim {0} {1} from {2} {3}", odePrim.Name, odePrim.LocalID, Name, LocalID); | 1244 | return; |
1230 | 1245 | ||
1231 | // Okay, we have a delinked child.. need to rebuild the body. | 1246 | if (Amotor != IntPtr.Zero) |
1232 | lock (childrenPrim) | ||
1233 | { | 1247 | { |
1234 | foreach (OdePrim prm in childrenPrim) | 1248 | d.JointDestroy(Amotor); |
1235 | { | 1249 | Amotor = IntPtr.Zero; |
1236 | prm.childPrim = true; | ||
1237 | prm.disableBody(); | ||
1238 | //prm.m_taintparent = null; | ||
1239 | //prm._parent = null; | ||
1240 | //prm.m_taintPhysics = false; | ||
1241 | //prm.m_disabled = true; | ||
1242 | //prm.childPrim = false; | ||
1243 | } | ||
1244 | } | 1250 | } |
1245 | 1251 | ||
1246 | disableBody(); | 1252 | int axisnum = 3 - (int)(axis.X + axis.Y + axis.Z); |
1247 | 1253 | ||
1248 | lock (childrenPrim) | 1254 | if (axisnum <= 0) |
1255 | return; | ||
1256 | |||
1257 | // stop it | ||
1258 | d.BodySetTorque(Body, 0, 0, 0); | ||
1259 | d.BodySetAngularVel(Body, 0, 0, 0); | ||
1260 | |||
1261 | Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero); | ||
1262 | d.JointAttach(Amotor, Body, IntPtr.Zero); | ||
1263 | |||
1264 | d.JointSetAMotorMode(Amotor, 0); | ||
1265 | |||
1266 | d.JointSetAMotorNumAxes(Amotor, axisnum); | ||
1267 | |||
1268 | // get current orientation to lock | ||
1269 | |||
1270 | d.Quaternion dcur = d.BodyGetQuaternion(Body); | ||
1271 | Quaternion curr; // crap convertion between identical things | ||
1272 | curr.X = dcur.X; | ||
1273 | curr.Y = dcur.Y; | ||
1274 | curr.Z = dcur.Z; | ||
1275 | curr.W = dcur.W; | ||
1276 | Vector3 ax; | ||
1277 | |||
1278 | int i = 0; | ||
1279 | int j = 0; | ||
1280 | if (axis.X == 0) | ||
1249 | { | 1281 | { |
1250 | //Console.WriteLine("childrenPrim.Remove " + odePrim); | 1282 | ax = (new Vector3(1, 0, 0)) * curr; // rotate world X to current local X |
1251 | childrenPrim.Remove(odePrim); | 1283 | // ODE should do this with axis relative to body 1 but seems to fail |
1284 | d.JointSetAMotorAxis(Amotor, 0, 0, ax.X, ax.Y, ax.Z); | ||
1285 | d.JointSetAMotorAngle(Amotor, 0, 0); | ||
1286 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.LoStop, -0.000001f); | ||
1287 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.HiStop, 0.000001f); | ||
1288 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0); | ||
1289 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.FudgeFactor, 0.0001f); | ||
1290 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.Bounce, 0f); | ||
1291 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.FMax, 5e8f); | ||
1292 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopCFM, 0f); | ||
1293 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopERP, 0.8f); | ||
1294 | i++; | ||
1295 | j = 256; // move to next axis set | ||
1252 | } | 1296 | } |
1253 | 1297 | ||
1254 | // Spurious - Body == IntPtr.Zero after disableBody() | 1298 | if (axis.Y == 0) |
1255 | // if (Body != IntPtr.Zero) | 1299 | { |
1256 | // { | 1300 | ax = (new Vector3(0, 1, 0)) * curr; |
1257 | // _parent_scene.DeactivatePrim(this); | 1301 | d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z); |
1258 | // } | 1302 | d.JointSetAMotorAngle(Amotor, i, 0); |
1303 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f); | ||
1304 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f); | ||
1305 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0); | ||
1306 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f); | ||
1307 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f); | ||
1308 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f); | ||
1309 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f); | ||
1310 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f); | ||
1311 | i++; | ||
1312 | j += 256; | ||
1313 | } | ||
1259 | 1314 | ||
1260 | lock (childrenPrim) | 1315 | if (axis.Z == 0) |
1261 | { | 1316 | { |
1262 | foreach (OdePrim prm in childrenPrim) | 1317 | ax = (new Vector3(0, 0, 1)) * curr; |
1263 | { | 1318 | d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z); |
1264 | //Console.WriteLine("ChildDelink calls ParentPrim"); | 1319 | d.JointSetAMotorAngle(Amotor, i, 0); |
1265 | AddChildPrim(prm); | 1320 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f); |
1266 | } | 1321 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f); |
1322 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0); | ||
1323 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f); | ||
1324 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f); | ||
1325 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f); | ||
1326 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f); | ||
1327 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f); | ||
1267 | } | 1328 | } |
1268 | } | 1329 | } |
1269 | 1330 | ||
1270 | /// <summary> | 1331 | |
1271 | /// Change prim in response to a selection taint. | 1332 | private void SetGeom(IntPtr geom) |
1272 | /// </summary> | ||
1273 | private void changeSelectedStatus() | ||
1274 | { | 1333 | { |
1275 | if (m_taintselected) | 1334 | prim_geom = geom; |
1335 | //Console.WriteLine("SetGeom to " + prim_geom + " for " + Name); | ||
1336 | if (prim_geom != IntPtr.Zero) | ||
1276 | { | 1337 | { |
1277 | m_collisionCategories = CollisionCategories.Selected; | 1338 | |
1278 | m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space); | 1339 | if (m_NoColide) |
1279 | |||
1280 | // We do the body disable soft twice because 'in theory' a collision could have happened | ||
1281 | // in between the disabling and the collision properties setting | ||
1282 | // which would wake the physical body up from a soft disabling and potentially cause it to fall | ||
1283 | // through the ground. | ||
1284 | |||
1285 | // NOTE FOR JOINTS: this doesn't always work for jointed assemblies because if you select | ||
1286 | // just one part of the assembly, the rest of the assembly is non-selected and still simulating, | ||
1287 | // so that causes the selected part to wake up and continue moving. | ||
1288 | |||
1289 | // even if you select all parts of a jointed assembly, it is not guaranteed that the entire | ||
1290 | // assembly will stop simulating during the selection, because of the lack of atomicity | ||
1291 | // of select operations (their processing could be interrupted by a thread switch, causing | ||
1292 | // simulation to continue before all of the selected object notifications trickle down to | ||
1293 | // the physics engine). | ||
1294 | |||
1295 | // e.g. we select 100 prims that are connected by joints. non-atomically, the first 50 are | ||
1296 | // selected and disabled. then, due to a thread switch, the selection processing is | ||
1297 | // interrupted and the physics engine continues to simulate, so the last 50 items, whose | ||
1298 | // selection was not yet processed, continues to simulate. this wakes up ALL of the | ||
1299 | // first 50 again. then the last 50 are disabled. then the first 50, which were just woken | ||
1300 | // up, start simulating again, which in turn wakes up the last 50. | ||
1301 | |||
1302 | if (IsPhysical) | ||
1303 | { | 1340 | { |
1304 | disableBodySoft(); | 1341 | d.GeomSetCategoryBits(prim_geom, 0); |
1342 | if (m_isphysical) | ||
1343 | { | ||
1344 | d.GeomSetCollideBits(prim_geom, (uint)CollisionCategories.Land); | ||
1345 | } | ||
1346 | else | ||
1347 | { | ||
1348 | d.GeomSetCollideBits(prim_geom, 0); | ||
1349 | d.GeomDisable(prim_geom); | ||
1350 | } | ||
1305 | } | 1351 | } |
1306 | 1352 | else | |
1307 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | ||
1308 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
1309 | |||
1310 | if (IsPhysical) | ||
1311 | { | 1353 | { |
1312 | disableBodySoft(); | 1354 | d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories); |
1355 | d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags); | ||
1313 | } | 1356 | } |
1357 | |||
1358 | UpdatePrimBodyData(); | ||
1359 | _parent_scene.actor_name_map[prim_geom] = this; | ||
1360 | |||
1361 | /* | ||
1362 | // debug | ||
1363 | d.AABB aabb; | ||
1364 | d.GeomGetAABB(prim_geom, out aabb); | ||
1365 | float x = aabb.MaxX - aabb.MinX; | ||
1366 | float y = aabb.MaxY - aabb.MinY; | ||
1367 | float z = aabb.MaxZ - aabb.MinZ; | ||
1368 | if( x > 60.0f || y > 60.0f || z > 60.0f) | ||
1369 | m_log.WarnFormat("[PHYSICS]: large prim geo {0},size {1}, AABBsize <{2},{3},{4}, mesh {5} at {6}", | ||
1370 | Name, _size.ToString(), x, y, z, _pbs.SculptEntry ? _pbs.SculptTexture.ToString() : "primMesh", _position.ToString()); | ||
1371 | else if (x < 0.001f || y < 0.001f || z < 0.001f) | ||
1372 | m_log.WarnFormat("[PHYSICS]: small prim geo {0},size {1}, AABBsize <{2},{3},{4}, mesh {5} at {6}", | ||
1373 | Name, _size.ToString(), x, y, z, _pbs.SculptEntry ? _pbs.SculptTexture.ToString() : "primMesh", _position.ToString()); | ||
1374 | |||
1375 | // | ||
1376 | */ | ||
1377 | |||
1314 | } | 1378 | } |
1315 | else | 1379 | else |
1380 | m_log.Warn("Setting bad Geom"); | ||
1381 | } | ||
1382 | |||
1383 | private bool GetMeshGeom() | ||
1384 | { | ||
1385 | IntPtr vertices, indices; | ||
1386 | int vertexCount, indexCount; | ||
1387 | int vertexStride, triStride; | ||
1388 | |||
1389 | IMesh mesh = m_mesh; | ||
1390 | |||
1391 | if (mesh == null) | ||
1392 | return false; | ||
1393 | |||
1394 | mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); | ||
1395 | mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); | ||
1396 | |||
1397 | if (vertexCount == 0 || indexCount == 0) | ||
1316 | { | 1398 | { |
1317 | m_collisionCategories = CollisionCategories.Geom; | 1399 | m_log.WarnFormat("[PHYSICS]: Invalid mesh data on OdePrim {0}, mesh {1}", |
1400 | Name, _pbs.SculptEntry ? _pbs.SculptTexture.ToString() : "primMesh"); | ||
1401 | |||
1402 | m_hasOBB = false; | ||
1403 | m_OBBOffset = Vector3.Zero; | ||
1404 | m_OBB = _size * 0.5f; | ||
1405 | |||
1406 | m_physCost = 0.1f; | ||
1407 | m_streamCost = 1.0f; | ||
1408 | |||
1409 | _parent_scene.mesher.ReleaseMesh(mesh); | ||
1410 | m_meshState = MeshState.MeshFailed; | ||
1411 | m_mesh = null; | ||
1412 | return false; | ||
1413 | } | ||
1318 | 1414 | ||
1319 | if (IsPhysical) | 1415 | IntPtr geo = IntPtr.Zero; |
1320 | m_collisionCategories |= CollisionCategories.Body; | ||
1321 | 1416 | ||
1322 | m_collisionFlags = m_default_collisionFlags; | 1417 | try |
1418 | { | ||
1419 | _triMeshData = d.GeomTriMeshDataCreate(); | ||
1323 | 1420 | ||
1324 | if (m_collidesLand) | 1421 | d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride); |
1325 | m_collisionFlags |= CollisionCategories.Land; | 1422 | d.GeomTriMeshDataPreprocess(_triMeshData); |
1326 | if (m_collidesWater) | ||
1327 | m_collisionFlags |= CollisionCategories.Water; | ||
1328 | 1423 | ||
1329 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | 1424 | geo = d.CreateTriMesh(m_targetSpace, _triMeshData, null, null, null); |
1330 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | 1425 | } |
1331 | 1426 | ||
1332 | if (IsPhysical) | 1427 | catch (Exception e) |
1428 | { | ||
1429 | m_log.ErrorFormat("[PHYSICS]: SetGeom Mesh failed for {0} exception: {1}", Name, e); | ||
1430 | if (_triMeshData != IntPtr.Zero) | ||
1333 | { | 1431 | { |
1334 | if (Body != IntPtr.Zero) | 1432 | try |
1433 | { | ||
1434 | d.GeomTriMeshDataDestroy(_triMeshData); | ||
1435 | } | ||
1436 | catch | ||
1335 | { | 1437 | { |
1336 | d.BodySetLinearVel(Body, 0f, 0f, 0f); | ||
1337 | d.BodySetForce(Body, 0, 0, 0); | ||
1338 | enableBodySoft(); | ||
1339 | } | 1438 | } |
1340 | } | 1439 | } |
1440 | _triMeshData = IntPtr.Zero; | ||
1441 | |||
1442 | m_hasOBB = false; | ||
1443 | m_OBBOffset = Vector3.Zero; | ||
1444 | m_OBB = _size * 0.5f; | ||
1445 | m_physCost = 0.1f; | ||
1446 | m_streamCost = 1.0f; | ||
1447 | |||
1448 | _parent_scene.mesher.ReleaseMesh(mesh); | ||
1449 | m_meshState = MeshState.MeshFailed; | ||
1450 | m_mesh = null; | ||
1451 | return false; | ||
1341 | } | 1452 | } |
1342 | 1453 | ||
1343 | resetCollisionAccounting(); | 1454 | m_physCost = 0.0013f * (float)indexCount; |
1344 | m_isSelected = m_taintselected; | 1455 | // todo |
1345 | }//end changeSelectedStatus | 1456 | m_streamCost = 1.0f; |
1346 | 1457 | ||
1347 | internal void ResetTaints() | 1458 | SetGeom(geo); |
1348 | { | 1459 | |
1349 | m_taintposition = _position; | 1460 | return true; |
1350 | m_taintrot = _orientation; | ||
1351 | m_taintPhysics = IsPhysical; | ||
1352 | m_taintselected = m_isSelected; | ||
1353 | m_taintsize = _size; | ||
1354 | m_taintshape = false; | ||
1355 | m_taintforce = false; | ||
1356 | m_taintdisable = false; | ||
1357 | m_taintVelocity = Vector3.Zero; | ||
1358 | } | 1461 | } |
1359 | 1462 | ||
1360 | /// <summary> | 1463 | private void CreateGeom() |
1361 | /// Create a geometry for the given mesh in the given target space. | ||
1362 | /// </summary> | ||
1363 | /// <param name="m_targetSpace"></param> | ||
1364 | /// <param name="mesh">If null, then a mesh is used that is based on the profile shape data.</param> | ||
1365 | private void CreateGeom(IntPtr m_targetSpace, IMesh mesh) | ||
1366 | { | 1464 | { |
1367 | #if SPAM | 1465 | bool hasMesh = false; |
1368 | Console.WriteLine("CreateGeom:"); | 1466 | |
1369 | #endif | 1467 | m_NoColide = false; |
1370 | if (mesh != null) | 1468 | |
1469 | if ((m_meshState & MeshState.FailMask) != 0) | ||
1470 | m_NoColide = true; | ||
1471 | |||
1472 | else if(m_mesh != null) | ||
1371 | { | 1473 | { |
1372 | setMesh(_parent_scene, mesh); | 1474 | if (GetMeshGeom()) |
1475 | hasMesh = true; | ||
1476 | else | ||
1477 | m_NoColide = true; | ||
1373 | } | 1478 | } |
1374 | else | 1479 | |
1480 | |||
1481 | if (!hasMesh) | ||
1375 | { | 1482 | { |
1376 | if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1) | 1483 | IntPtr geo = IntPtr.Zero; |
1377 | { | 1484 | |
1378 | if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z) | 1485 | if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1 |
1486 | && _size.X == _size.Y && _size.Y == _size.Z) | ||
1487 | { // it's a sphere | ||
1488 | try | ||
1379 | { | 1489 | { |
1380 | if (((_size.X / 2f) > 0f)) | 1490 | geo = d.CreateSphere(m_targetSpace, _size.X * 0.5f); |
1381 | { | ||
1382 | // _parent_scene.waitForSpaceUnlock(m_targetSpace); | ||
1383 | try | ||
1384 | { | ||
1385 | //Console.WriteLine(" CreateGeom 1"); | ||
1386 | SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2)); | ||
1387 | m_expectedCollisionContacts = 3; | ||
1388 | } | ||
1389 | catch (AccessViolationException) | ||
1390 | { | ||
1391 | m_log.WarnFormat("[PHYSICS]: Unable to create physics proxy for object {0}", Name); | ||
1392 | return; | ||
1393 | } | ||
1394 | } | ||
1395 | else | ||
1396 | { | ||
1397 | // _parent_scene.waitForSpaceUnlock(m_targetSpace); | ||
1398 | try | ||
1399 | { | ||
1400 | //Console.WriteLine(" CreateGeom 2"); | ||
1401 | SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z)); | ||
1402 | m_expectedCollisionContacts = 4; | ||
1403 | } | ||
1404 | catch (AccessViolationException) | ||
1405 | { | ||
1406 | m_log.WarnFormat("[PHYSICS]: Unable to create physics proxy for object {0}", Name); | ||
1407 | return; | ||
1408 | } | ||
1409 | } | ||
1410 | } | 1491 | } |
1411 | else | 1492 | catch (Exception e) |
1412 | { | 1493 | { |
1413 | // _parent_scene.waitForSpaceUnlock(m_targetSpace); | 1494 | m_log.WarnFormat("[PHYSICS]: Create sphere failed: {0}", e); |
1414 | try | 1495 | return; |
1415 | { | ||
1416 | //Console.WriteLine(" CreateGeom 3"); | ||
1417 | SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z)); | ||
1418 | m_expectedCollisionContacts = 4; | ||
1419 | } | ||
1420 | catch (AccessViolationException) | ||
1421 | { | ||
1422 | m_log.WarnFormat("[PHYSICS]: Unable to create physics proxy for object {0}", Name); | ||
1423 | return; | ||
1424 | } | ||
1425 | } | 1496 | } |
1426 | } | 1497 | } |
1427 | else | 1498 | else |
1428 | { | 1499 | {// do it as a box |
1429 | // _parent_scene.waitForSpaceUnlock(m_targetSpace); | ||
1430 | try | 1500 | try |
1431 | { | 1501 | { |
1432 | //Console.WriteLine(" CreateGeom 4"); | 1502 | geo = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z); |
1433 | SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z)); | ||
1434 | m_expectedCollisionContacts = 4; | ||
1435 | } | 1503 | } |
1436 | catch (AccessViolationException) | 1504 | catch (Exception e) |
1437 | { | 1505 | { |
1438 | m_log.WarnFormat("[PHYSICS]: Unable to create physics proxy for object {0}", Name); | 1506 | m_log.Warn("[PHYSICS]: Create box failed: {0}", e); |
1439 | return; | 1507 | return; |
1440 | } | 1508 | } |
1441 | } | 1509 | } |
1510 | m_physCost = 0.1f; | ||
1511 | m_streamCost = 1.0f; | ||
1512 | SetGeom(geo); | ||
1442 | } | 1513 | } |
1443 | } | 1514 | } |
1444 | 1515 | ||
1445 | /// <summary> | 1516 | private void RemoveGeom() |
1446 | /// Remove the existing geom from this prim. | ||
1447 | /// </summary> | ||
1448 | /// <param name="m_targetSpace"></param> | ||
1449 | /// <param name="mesh">If null, then a mesh is used that is based on the profile shape data.</param> | ||
1450 | /// <returns>true if the geom was successfully removed, false if it was already gone or the remove failed.</returns> | ||
1451 | internal bool RemoveGeom() | ||
1452 | { | 1517 | { |
1453 | if (prim_geom != IntPtr.Zero) | 1518 | if (prim_geom != IntPtr.Zero) |
1454 | { | 1519 | { |
1520 | _parent_scene.actor_name_map.Remove(prim_geom); | ||
1521 | |||
1455 | try | 1522 | try |
1456 | { | 1523 | { |
1457 | _parent_scene.geom_name_map.Remove(prim_geom); | ||
1458 | _parent_scene.actor_name_map.Remove(prim_geom); | ||
1459 | d.GeomDestroy(prim_geom); | 1524 | d.GeomDestroy(prim_geom); |
1460 | m_expectedCollisionContacts = 0; | 1525 | if (_triMeshData != IntPtr.Zero) |
1461 | prim_geom = IntPtr.Zero; | 1526 | { |
1527 | d.GeomTriMeshDataDestroy(_triMeshData); | ||
1528 | _triMeshData = IntPtr.Zero; | ||
1529 | } | ||
1462 | } | 1530 | } |
1463 | catch (System.AccessViolationException) | 1531 | catch (Exception e) |
1464 | { | 1532 | { |
1465 | prim_geom = IntPtr.Zero; | 1533 | m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction failed for {0} exception {1}", Name, e); |
1466 | m_expectedCollisionContacts = 0; | ||
1467 | m_log.ErrorFormat("[PHYSICS]: PrimGeom dead for {0}", Name); | ||
1468 | |||
1469 | return false; | ||
1470 | } | 1534 | } |
1471 | 1535 | ||
1472 | return true; | 1536 | prim_geom = IntPtr.Zero; |
1537 | collide_geom = IntPtr.Zero; | ||
1538 | m_targetSpace = IntPtr.Zero; | ||
1473 | } | 1539 | } |
1474 | else | 1540 | else |
1475 | { | 1541 | { |
1476 | m_log.WarnFormat( | 1542 | m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction BAD {0}", Name); |
1477 | "[ODE PRIM]: Called RemoveGeom() on {0} {1} where geometry was already null.", Name, LocalID); | 1543 | } |
1478 | 1544 | ||
1479 | return false; | 1545 | lock (m_meshlock) |
1546 | { | ||
1547 | if (m_mesh != null) | ||
1548 | { | ||
1549 | _parent_scene.mesher.ReleaseMesh(m_mesh); | ||
1550 | m_mesh = null; | ||
1551 | } | ||
1480 | } | 1552 | } |
1553 | |||
1554 | Body = IntPtr.Zero; | ||
1555 | m_hasOBB = false; | ||
1481 | } | 1556 | } |
1482 | /// <summary> | 1557 | |
1483 | /// Add prim in response to an add taint. | 1558 | //sets non physical prim m_targetSpace to right space in spaces grid for static prims |
1484 | /// </summary> | 1559 | // should only be called for non physical prims unless they are becoming non physical |
1485 | private void changeadd() | 1560 | private void SetInStaticSpace(OdePrim prim) |
1486 | { | 1561 | { |
1487 | // m_log.DebugFormat("[ODE PRIM]: Adding prim {0}", Name); | 1562 | IntPtr targetSpace = _parent_scene.MoveGeomToStaticSpace(prim.prim_geom, prim._position, prim.m_targetSpace); |
1488 | 1563 | prim.m_targetSpace = targetSpace; | |
1489 | int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position); | 1564 | collide_geom = IntPtr.Zero; |
1490 | IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position); | 1565 | } |
1491 | 1566 | ||
1492 | if (targetspace == IntPtr.Zero) | 1567 | public void enableBodySoft() |
1493 | targetspace = _parent_scene.createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]); | 1568 | { |
1569 | m_disabled = false; | ||
1570 | if (!childPrim && !m_isSelected) | ||
1571 | { | ||
1572 | if (m_isphysical && Body != IntPtr.Zero) | ||
1573 | { | ||
1574 | UpdateCollisionCatFlags(); | ||
1575 | ApplyCollisionCatFlags(); | ||
1494 | 1576 | ||
1495 | m_targetSpace = targetspace; | 1577 | d.BodyEnable(Body); |
1578 | } | ||
1579 | } | ||
1580 | resetCollisionAccounting(); | ||
1581 | } | ||
1496 | 1582 | ||
1497 | IMesh mesh = null; | 1583 | private void disableBodySoft() |
1584 | { | ||
1585 | m_disabled = true; | ||
1586 | if (!childPrim) | ||
1587 | { | ||
1588 | if (m_isphysical && Body != IntPtr.Zero) | ||
1589 | { | ||
1590 | if (m_isSelected) | ||
1591 | m_collisionFlags = CollisionCategories.Selected; | ||
1592 | else | ||
1593 | m_collisionCategories = 0; | ||
1594 | m_collisionFlags = 0; | ||
1595 | ApplyCollisionCatFlags(); | ||
1596 | d.BodyDisable(Body); | ||
1597 | } | ||
1598 | } | ||
1599 | } | ||
1600 | |||
1601 | private void MakeBody() | ||
1602 | { | ||
1603 | if (!m_isphysical) // only physical get bodies | ||
1604 | return; | ||
1605 | |||
1606 | if (childPrim) // child prims don't get bodies; | ||
1607 | return; | ||
1608 | |||
1609 | if (m_building) | ||
1610 | return; | ||
1611 | |||
1612 | if (prim_geom == IntPtr.Zero) | ||
1613 | { | ||
1614 | m_log.Warn("[PHYSICS]: Unable to link the linkset. Root has no geom yet"); | ||
1615 | return; | ||
1616 | } | ||
1498 | 1617 | ||
1499 | if (_parent_scene.needsMeshing(_pbs)) | 1618 | if (Body != IntPtr.Zero) |
1500 | { | 1619 | { |
1501 | // Don't need to re-enable body.. it's done in SetMesh | 1620 | DestroyBody(); |
1502 | mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical); | 1621 | m_log.Warn("[PHYSICS]: MakeBody called having a body"); |
1503 | // createmesh returns null when it's a shape that isn't a cube. | ||
1504 | // m_log.Debug(m_localID); | ||
1505 | if (mesh == null) | ||
1506 | CheckMeshAsset(); | ||
1507 | } | 1622 | } |
1508 | 1623 | ||
1509 | #if SPAM | 1624 | if (d.GeomGetBody(prim_geom) != IntPtr.Zero) |
1510 | Console.WriteLine("changeadd 1"); | 1625 | { |
1511 | #endif | 1626 | d.GeomSetBody(prim_geom, IntPtr.Zero); |
1512 | CreateGeom(m_targetSpace, mesh); | 1627 | m_log.Warn("[PHYSICS]: MakeBody root geom already had a body"); |
1628 | } | ||
1513 | 1629 | ||
1514 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | 1630 | d.Matrix3 mymat = new d.Matrix3(); |
1515 | d.Quaternion myrot = new d.Quaternion(); | 1631 | d.Quaternion myrot = new d.Quaternion(); |
1632 | d.Mass objdmass = new d.Mass { }; | ||
1633 | |||
1634 | Body = d.BodyCreate(_parent_scene.world); | ||
1635 | |||
1636 | objdmass = primdMass; | ||
1637 | |||
1638 | // rotate inertia | ||
1516 | myrot.X = _orientation.X; | 1639 | myrot.X = _orientation.X; |
1517 | myrot.Y = _orientation.Y; | 1640 | myrot.Y = _orientation.Y; |
1518 | myrot.Z = _orientation.Z; | 1641 | myrot.Z = _orientation.Z; |
1519 | myrot.W = _orientation.W; | 1642 | myrot.W = _orientation.W; |
1520 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
1521 | 1643 | ||
1522 | if (IsPhysical && Body == IntPtr.Zero) | 1644 | d.RfromQ(out mymat, ref myrot); |
1523 | enableBody(); | 1645 | d.MassRotate(ref objdmass, ref mymat); |
1524 | 1646 | ||
1525 | changeSelectedStatus(); | 1647 | // set the body rotation |
1526 | 1648 | d.BodySetRotation(Body, ref mymat); | |
1527 | m_taintadd = false; | ||
1528 | } | ||
1529 | 1649 | ||
1530 | /// <summary> | 1650 | // recompute full object inertia if needed |
1531 | /// Move prim in response to a move taint. | 1651 | if (childrenPrim.Count > 0) |
1532 | /// </summary> | ||
1533 | private void changemove() | ||
1534 | { | ||
1535 | if (IsPhysical) | ||
1536 | { | 1652 | { |
1537 | if (!m_disabled && !m_taintremove && !childPrim) | 1653 | d.Matrix3 mat = new d.Matrix3(); |
1538 | { | 1654 | d.Quaternion quat = new d.Quaternion(); |
1539 | if (Body == IntPtr.Zero) | 1655 | d.Mass tmpdmass = new d.Mass { }; |
1540 | enableBody(); | 1656 | Vector3 rcm; |
1541 | 1657 | ||
1542 | //Prim auto disable after 20 frames, | 1658 | rcm.X = _position.X; |
1543 | //if you move it, re-enable the prim manually. | 1659 | rcm.Y = _position.Y; |
1544 | if (_parent != null) | 1660 | rcm.Z = _position.Z; |
1545 | { | ||
1546 | if (m_linkJoint != IntPtr.Zero) | ||
1547 | { | ||
1548 | d.JointDestroy(m_linkJoint); | ||
1549 | m_linkJoint = IntPtr.Zero; | ||
1550 | } | ||
1551 | } | ||
1552 | 1661 | ||
1553 | if (Body != IntPtr.Zero) | 1662 | lock (childrenPrim) |
1663 | { | ||
1664 | foreach (OdePrim prm in childrenPrim) | ||
1554 | { | 1665 | { |
1555 | d.BodySetPosition(Body, _position.X, _position.Y, _position.Z); | 1666 | if (prm.prim_geom == IntPtr.Zero) |
1556 | |||
1557 | if (_parent != null) | ||
1558 | { | 1667 | { |
1559 | OdePrim odParent = (OdePrim)_parent; | 1668 | m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements, skipping it. No geom yet"); |
1560 | if (Body != (IntPtr)0 && odParent.Body != (IntPtr)0 && Body != odParent.Body) | 1669 | continue; |
1561 | { | ||
1562 | // KF: Fixed Joints were removed? Anyway - this Console.WriteLine does not show up, so routine is not used?? | ||
1563 | Console.WriteLine(" JointCreateFixed"); | ||
1564 | m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup); | ||
1565 | d.JointAttach(m_linkJoint, Body, odParent.Body); | ||
1566 | d.JointSetFixed(m_linkJoint); | ||
1567 | } | ||
1568 | } | 1670 | } |
1569 | d.BodyEnable(Body); | 1671 | |
1570 | if (m_vehicle.Type != Vehicle.TYPE_NONE) | 1672 | tmpdmass = prm.primdMass; |
1673 | |||
1674 | // apply prim current rotation to inertia | ||
1675 | quat.X = prm._orientation.X; | ||
1676 | quat.Y = prm._orientation.Y; | ||
1677 | quat.Z = prm._orientation.Z; | ||
1678 | quat.W = prm._orientation.W; | ||
1679 | d.RfromQ(out mat, ref quat); | ||
1680 | d.MassRotate(ref tmpdmass, ref mat); | ||
1681 | |||
1682 | Vector3 ppos = prm._position; | ||
1683 | ppos.X -= rcm.X; | ||
1684 | ppos.Y -= rcm.Y; | ||
1685 | ppos.Z -= rcm.Z; | ||
1686 | // refer inertia to root prim center of mass position | ||
1687 | d.MassTranslate(ref tmpdmass, | ||
1688 | ppos.X, | ||
1689 | ppos.Y, | ||
1690 | ppos.Z); | ||
1691 | |||
1692 | d.MassAdd(ref objdmass, ref tmpdmass); // add to total object inertia | ||
1693 | // fix prim colision cats | ||
1694 | |||
1695 | if (d.GeomGetBody(prm.prim_geom) != IntPtr.Zero) | ||
1571 | { | 1696 | { |
1572 | m_vehicle.Enable(Body, _parent_scene); | 1697 | d.GeomSetBody(prm.prim_geom, IntPtr.Zero); |
1698 | m_log.Warn("[PHYSICS]: MakeBody child geom already had a body"); | ||
1573 | } | 1699 | } |
1574 | } | 1700 | |
1575 | else | 1701 | d.GeomClearOffset(prm.prim_geom); |
1576 | { | 1702 | d.GeomSetBody(prm.prim_geom, Body); |
1577 | m_log.WarnFormat("[PHYSICS]: Body for {0} still null after enableBody(). This is a crash scenario.", Name); | 1703 | prm.Body = Body; |
1704 | d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat); // set relative rotation | ||
1578 | } | 1705 | } |
1579 | } | 1706 | } |
1580 | //else | ||
1581 | // { | ||
1582 | //m_log.Debug("[BUG]: race!"); | ||
1583 | //} | ||
1584 | } | 1707 | } |
1585 | 1708 | ||
1586 | // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position); | 1709 | d.GeomClearOffset(prim_geom); // make sure we don't have a hidden offset |
1587 | // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position); | 1710 | // associate root geom with body |
1588 | // _parent_scene.waitForSpaceUnlock(m_targetSpace); | 1711 | d.GeomSetBody(prim_geom, Body); |
1712 | |||
1713 | d.BodySetPosition(Body, _position.X + objdmass.c.X, _position.Y + objdmass.c.Y, _position.Z + objdmass.c.Z); | ||
1714 | d.GeomSetOffsetWorldPosition(prim_geom, _position.X, _position.Y, _position.Z); | ||
1589 | 1715 | ||
1590 | IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace); | 1716 | d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body |
1591 | m_targetSpace = tempspace; | 1717 | myrot.X = -myrot.X; |
1718 | myrot.Y = -myrot.Y; | ||
1719 | myrot.Z = -myrot.Z; | ||
1592 | 1720 | ||
1593 | // _parent_scene.waitForSpaceUnlock(m_targetSpace); | 1721 | d.RfromQ(out mymat, ref myrot); |
1722 | d.MassRotate(ref objdmass, ref mymat); | ||
1594 | 1723 | ||
1595 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | 1724 | d.BodySetMass(Body, ref objdmass); |
1725 | _mass = objdmass.mass; | ||
1726 | |||
1727 | // disconnect from world gravity so we can apply buoyancy | ||
1728 | d.BodySetGravityMode(Body, false); | ||
1729 | |||
1730 | d.BodySetAutoDisableFlag(Body, true); | ||
1731 | d.BodySetAutoDisableSteps(Body, body_autodisable_frames); | ||
1732 | d.BodySetDamping(Body, .005f, .005f); | ||
1733 | |||
1734 | if (m_targetSpace != IntPtr.Zero) | ||
1735 | { | ||
1736 | _parent_scene.waitForSpaceUnlock(m_targetSpace); | ||
1737 | if (d.SpaceQuery(m_targetSpace, prim_geom)) | ||
1738 | d.SpaceRemove(m_targetSpace, prim_geom); | ||
1739 | } | ||
1740 | |||
1741 | if (childrenPrim.Count == 0) | ||
1742 | { | ||
1743 | collide_geom = prim_geom; | ||
1744 | m_targetSpace = _parent_scene.ActiveSpace; | ||
1745 | } | ||
1746 | else | ||
1747 | { | ||
1748 | m_targetSpace = d.HashSpaceCreate(_parent_scene.ActiveSpace); | ||
1749 | d.HashSpaceSetLevels(m_targetSpace, -2, 8); | ||
1750 | d.SpaceSetSublevel(m_targetSpace, 3); | ||
1751 | d.SpaceSetCleanup(m_targetSpace, false); | ||
1752 | |||
1753 | d.GeomSetCategoryBits(m_targetSpace, (uint)(CollisionCategories.Space | | ||
1754 | CollisionCategories.Geom | | ||
1755 | CollisionCategories.Phantom | | ||
1756 | CollisionCategories.VolumeDtc | ||
1757 | )); | ||
1758 | d.GeomSetCollideBits(m_targetSpace, 0); | ||
1759 | collide_geom = m_targetSpace; | ||
1760 | } | ||
1596 | 1761 | ||
1597 | // _parent_scene.waitForSpaceUnlock(m_targetSpace); | ||
1598 | d.SpaceAdd(m_targetSpace, prim_geom); | 1762 | d.SpaceAdd(m_targetSpace, prim_geom); |
1599 | 1763 | ||
1600 | changeSelectedStatus(); | 1764 | if (m_delaySelect) |
1765 | { | ||
1766 | m_isSelected = true; | ||
1767 | m_delaySelect = false; | ||
1768 | } | ||
1601 | 1769 | ||
1602 | resetCollisionAccounting(); | 1770 | m_collisionscore = 0; |
1603 | m_taintposition = _position; | ||
1604 | } | ||
1605 | 1771 | ||
1606 | internal void Move(float timestep) | 1772 | UpdateCollisionCatFlags(); |
1607 | { | 1773 | ApplyCollisionCatFlags(); |
1608 | float fx = 0; | ||
1609 | float fy = 0; | ||
1610 | float fz = 0; | ||
1611 | 1774 | ||
1612 | if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim) // KF: Only move root prims. | 1775 | _parent_scene.addActivePrim(this); |
1776 | |||
1777 | lock (childrenPrim) | ||
1613 | { | 1778 | { |
1614 | if (m_vehicle.Type != Vehicle.TYPE_NONE) | 1779 | foreach (OdePrim prm in childrenPrim) |
1615 | { | ||
1616 | // 'VEHICLES' are dealt with in ODEDynamics.cs | ||
1617 | m_vehicle.Step(timestep, _parent_scene); | ||
1618 | } | ||
1619 | else | ||
1620 | { | 1780 | { |
1621 | //Console.WriteLine("Move " + Name); | 1781 | if (prm.prim_geom == IntPtr.Zero) |
1622 | if (!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009 | 1782 | continue; |
1623 | // NON-'VEHICLES' are dealt with here | ||
1624 | // if (d.BodyIsEnabled(Body) && !m_angularlock.ApproxEquals(Vector3.Zero, 0.003f)) | ||
1625 | // { | ||
1626 | // d.Vector3 avel2 = d.BodyGetAngularVel(Body); | ||
1627 | // /* | ||
1628 | // if (m_angularlock.X == 1) | ||
1629 | // avel2.X = 0; | ||
1630 | // if (m_angularlock.Y == 1) | ||
1631 | // avel2.Y = 0; | ||
1632 | // if (m_angularlock.Z == 1) | ||
1633 | // avel2.Z = 0; | ||
1634 | // d.BodySetAngularVel(Body, avel2.X, avel2.Y, avel2.Z); | ||
1635 | // */ | ||
1636 | // } | ||
1637 | //float PID_P = 900.0f; | ||
1638 | |||
1639 | float m_mass = CalculateMass(); | ||
1640 | |||
1641 | // fz = 0f; | ||
1642 | //m_log.Info(m_collisionFlags.ToString()); | ||
1643 | 1783 | ||
1644 | 1784 | Vector3 ppos = prm._position; | |
1645 | //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle. | 1785 | d.GeomSetOffsetWorldPosition(prm.prim_geom, ppos.X, ppos.Y, ppos.Z); // set relative position |
1646 | // would come from SceneObjectPart.cs, public void SetBuoyancy(float fvalue) , PhysActor.Buoyancy = fvalue; ?? | ||
1647 | // m_buoyancy: (unlimited value) <0=Falls fast; 0=1g; 1=0g; >1 = floats up | ||
1648 | // gravityz multiplier = 1 - m_buoyancy | ||
1649 | fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; | ||
1650 | 1786 | ||
1651 | if (m_usePID) | 1787 | if (prm.m_targetSpace != m_targetSpace) |
1652 | { | 1788 | { |
1653 | //Console.WriteLine("PID " + Name); | 1789 | if (prm.m_targetSpace != IntPtr.Zero) |
1654 | // KF - this is for object move? eg. llSetPos() ? | ||
1655 | //if (!d.BodyIsEnabled(Body)) | ||
1656 | //d.BodySetForce(Body, 0f, 0f, 0f); | ||
1657 | // If we're using the PID controller, then we have no gravity | ||
1658 | //fz = (-1 * _parent_scene.gravityz) * m_mass; //KF: ?? Prims have no global gravity,so simply... | ||
1659 | fz = 0f; | ||
1660 | |||
1661 | // no lock; for now it's only called from within Simulate() | ||
1662 | |||
1663 | // If the PID Controller isn't active then we set our force | ||
1664 | // calculating base velocity to the current position | ||
1665 | |||
1666 | if ((m_PIDTau < 1) && (m_PIDTau != 0)) | ||
1667 | { | ||
1668 | //PID_G = PID_G / m_PIDTau; | ||
1669 | m_PIDTau = 1; | ||
1670 | } | ||
1671 | |||
1672 | if ((PID_G - m_PIDTau) <= 0) | ||
1673 | { | 1790 | { |
1674 | PID_G = m_PIDTau + 1; | 1791 | _parent_scene.waitForSpaceUnlock(prm.m_targetSpace); |
1792 | if (d.SpaceQuery(prm.m_targetSpace, prm.prim_geom)) | ||
1793 | d.SpaceRemove(prm.m_targetSpace, prm.prim_geom); | ||
1675 | } | 1794 | } |
1676 | //PidStatus = true; | 1795 | prm.m_targetSpace = m_targetSpace; |
1796 | d.SpaceAdd(m_targetSpace, prm.prim_geom); | ||
1797 | } | ||
1677 | 1798 | ||
1678 | // PhysicsVector vec = new PhysicsVector(); | 1799 | prm.m_collisionscore = 0; |
1679 | d.Vector3 vel = d.BodyGetLinearVel(Body); | ||
1680 | 1800 | ||
1681 | d.Vector3 pos = d.BodyGetPosition(Body); | 1801 | if(!m_disabled) |
1682 | _target_velocity = | 1802 | prm.m_disabled = false; |
1683 | new Vector3( | ||
1684 | (m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep), | ||
1685 | (m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep), | ||
1686 | (m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep) | ||
1687 | ); | ||
1688 | 1803 | ||
1689 | // if velocity is zero, use position control; otherwise, velocity control | 1804 | _parent_scene.addActivePrim(prm); |
1805 | } | ||
1806 | } | ||
1690 | 1807 | ||
1691 | if (_target_velocity.ApproxEquals(Vector3.Zero,0.1f)) | 1808 | // The body doesn't already have a finite rotation mode set here |
1692 | { | 1809 | if ((!m_angularlock.ApproxEquals(Vector3.One, 0.0f)) && _parent == null) |
1693 | // keep track of where we stopped. No more slippin' & slidin' | 1810 | { |
1694 | 1811 | createAMotor(m_angularlock); | |
1695 | // We only want to deactivate the PID Controller if we think we want to have our surrogate | 1812 | } |
1696 | // react to the physics scene by moving it's position. | ||
1697 | // Avatar to Avatar collisions | ||
1698 | // Prim to avatar collisions | ||
1699 | |||
1700 | //fx = (_target_velocity.X - vel.X) * (PID_D) + (_zeroPosition.X - pos.X) * (PID_P * 2); | ||
1701 | //fy = (_target_velocity.Y - vel.Y) * (PID_D) + (_zeroPosition.Y - pos.Y) * (PID_P * 2); | ||
1702 | //fz = fz + (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P; | ||
1703 | d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z); | ||
1704 | d.BodySetLinearVel(Body, 0, 0, 0); | ||
1705 | d.BodyAddForce(Body, 0, 0, fz); | ||
1706 | return; | ||
1707 | } | ||
1708 | else | ||
1709 | { | ||
1710 | _zeroFlag = false; | ||
1711 | 1813 | ||
1712 | // We're flying and colliding with something | ||
1713 | fx = ((_target_velocity.X) - vel.X) * (PID_D); | ||
1714 | fy = ((_target_velocity.Y) - vel.Y) * (PID_D); | ||
1715 | |||
1716 | // vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P; | ||
1717 | 1814 | ||
1718 | fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass); | 1815 | if (m_isSelected || m_disabled) |
1719 | } | 1816 | { |
1720 | } // end if (m_usePID) | 1817 | d.BodyDisable(Body); |
1818 | } | ||
1819 | else | ||
1820 | { | ||
1821 | d.BodySetAngularVel(Body, m_rotationalVelocity.X, m_rotationalVelocity.Y, m_rotationalVelocity.Z); | ||
1822 | d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z); | ||
1823 | } | ||
1824 | _parent_scene.addActiveGroups(this); | ||
1825 | } | ||
1721 | 1826 | ||
1722 | // Hover PID Controller needs to be mutually exlusive to MoveTo PID controller | 1827 | private void DestroyBody() |
1723 | if (m_useHoverPID && !m_usePID) | 1828 | { |
1724 | { | 1829 | if (Body != IntPtr.Zero) |
1725 | //Console.WriteLine("Hover " + Name); | 1830 | { |
1726 | 1831 | _parent_scene.remActivePrim(this); | |
1727 | // If we're using the PID controller, then we have no gravity | ||
1728 | fz = (-1 * _parent_scene.gravityz) * m_mass; | ||
1729 | 1832 | ||
1730 | // no lock; for now it's only called from within Simulate() | 1833 | collide_geom = IntPtr.Zero; |
1731 | 1834 | ||
1732 | // If the PID Controller isn't active then we set our force | 1835 | if (m_disabled) |
1733 | // calculating base velocity to the current position | 1836 | m_collisionCategories = 0; |
1837 | else if (m_isSelected) | ||
1838 | m_collisionCategories = CollisionCategories.Selected; | ||
1839 | else if (m_isVolumeDetect) | ||
1840 | m_collisionCategories = CollisionCategories.VolumeDtc; | ||
1841 | else if (m_isphantom) | ||
1842 | m_collisionCategories = CollisionCategories.Phantom; | ||
1843 | else | ||
1844 | m_collisionCategories = CollisionCategories.Geom; | ||
1734 | 1845 | ||
1735 | if ((m_PIDTau < 1)) | 1846 | m_collisionFlags = 0; |
1736 | { | 1847 | |
1737 | PID_G = PID_G / m_PIDTau; | 1848 | if (prim_geom != IntPtr.Zero) |
1738 | } | 1849 | { |
1850 | if (m_NoColide) | ||
1851 | { | ||
1852 | d.GeomSetCategoryBits(prim_geom, 0); | ||
1853 | d.GeomSetCollideBits(prim_geom, 0); | ||
1854 | } | ||
1855 | else | ||
1856 | { | ||
1857 | d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories); | ||
1858 | d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags); | ||
1859 | } | ||
1860 | UpdateDataFromGeom(); | ||
1861 | d.GeomSetBody(prim_geom, IntPtr.Zero); | ||
1862 | SetInStaticSpace(this); | ||
1863 | } | ||
1739 | 1864 | ||
1740 | if ((PID_G - m_PIDTau) <= 0) | 1865 | if (!childPrim) |
1866 | { | ||
1867 | lock (childrenPrim) | ||
1868 | { | ||
1869 | foreach (OdePrim prm in childrenPrim) | ||
1741 | { | 1870 | { |
1742 | PID_G = m_PIDTau + 1; | 1871 | _parent_scene.remActivePrim(prm); |
1743 | } | ||
1744 | 1872 | ||
1745 | // Where are we, and where are we headed? | 1873 | if (prm.m_isSelected) |
1746 | d.Vector3 pos = d.BodyGetPosition(Body); | 1874 | prm.m_collisionCategories = CollisionCategories.Selected; |
1747 | d.Vector3 vel = d.BodyGetLinearVel(Body); | 1875 | else if (prm.m_isVolumeDetect) |
1876 | prm.m_collisionCategories = CollisionCategories.VolumeDtc; | ||
1877 | else if (prm.m_isphantom) | ||
1878 | prm.m_collisionCategories = CollisionCategories.Phantom; | ||
1879 | else | ||
1880 | prm.m_collisionCategories = CollisionCategories.Geom; | ||
1748 | 1881 | ||
1749 | // Non-Vehicles have a limited set of Hover options. | 1882 | prm.m_collisionFlags = 0; |
1750 | // determine what our target height really is based on HoverType | 1883 | |
1751 | switch (m_PIDHoverType) | 1884 | if (prm.prim_geom != IntPtr.Zero) |
1752 | { | 1885 | { |
1753 | case PIDHoverType.Ground: | 1886 | if (prm.m_NoColide) |
1754 | m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y); | ||
1755 | m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight; | ||
1756 | break; | ||
1757 | case PIDHoverType.GroundAndWater: | ||
1758 | m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y); | ||
1759 | m_waterHeight = _parent_scene.GetWaterLevel(); | ||
1760 | if (m_groundHeight > m_waterHeight) | ||
1761 | { | 1887 | { |
1762 | m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight; | 1888 | d.GeomSetCategoryBits(prm.prim_geom, 0); |
1889 | d.GeomSetCollideBits(prm.prim_geom, 0); | ||
1763 | } | 1890 | } |
1764 | else | 1891 | else |
1765 | { | 1892 | { |
1766 | m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight; | 1893 | d.GeomSetCategoryBits(prm.prim_geom, (uint)prm.m_collisionCategories); |
1894 | d.GeomSetCollideBits(prm.prim_geom, (uint)prm.m_collisionFlags); | ||
1767 | } | 1895 | } |
1768 | break; | 1896 | prm.UpdateDataFromGeom(); |
1897 | SetInStaticSpace(prm); | ||
1898 | } | ||
1899 | prm.Body = IntPtr.Zero; | ||
1900 | prm._mass = prm.primMass; | ||
1901 | prm.m_collisionscore = 0; | ||
1902 | } | ||
1903 | } | ||
1904 | if (Amotor != IntPtr.Zero) | ||
1905 | { | ||
1906 | d.JointDestroy(Amotor); | ||
1907 | Amotor = IntPtr.Zero; | ||
1908 | } | ||
1909 | _parent_scene.remActiveGroup(this); | ||
1910 | d.BodyDestroy(Body); | ||
1911 | } | ||
1912 | Body = IntPtr.Zero; | ||
1913 | } | ||
1914 | _mass = primMass; | ||
1915 | m_collisionscore = 0; | ||
1916 | } | ||
1769 | 1917 | ||
1770 | } // end switch (m_PIDHoverType) | 1918 | private void FixInertia(Vector3 NewPos,Quaternion newrot) |
1919 | { | ||
1920 | d.Matrix3 mat = new d.Matrix3(); | ||
1921 | d.Quaternion quat = new d.Quaternion(); | ||
1771 | 1922 | ||
1923 | d.Mass tmpdmass = new d.Mass { }; | ||
1924 | d.Mass objdmass = new d.Mass { }; | ||
1772 | 1925 | ||
1773 | _target_velocity = | 1926 | d.BodyGetMass(Body, out tmpdmass); |
1774 | new Vector3(0.0f, 0.0f, | 1927 | objdmass = tmpdmass; |
1775 | (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep) | ||
1776 | ); | ||
1777 | 1928 | ||
1778 | // if velocity is zero, use position control; otherwise, velocity control | 1929 | d.Vector3 dobjpos; |
1930 | d.Vector3 thispos; | ||
1779 | 1931 | ||
1780 | if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f)) | 1932 | // get current object position and rotation |
1781 | { | 1933 | dobjpos = d.BodyGetPosition(Body); |
1782 | // keep track of where we stopped. No more slippin' & slidin' | ||
1783 | |||
1784 | // We only want to deactivate the PID Controller if we think we want to have our surrogate | ||
1785 | // react to the physics scene by moving it's position. | ||
1786 | // Avatar to Avatar collisions | ||
1787 | // Prim to avatar collisions | ||
1788 | |||
1789 | d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight); | ||
1790 | d.BodySetLinearVel(Body, vel.X, vel.Y, 0); | ||
1791 | d.BodyAddForce(Body, 0, 0, fz); | ||
1792 | return; | ||
1793 | } | ||
1794 | else | ||
1795 | { | ||
1796 | _zeroFlag = false; | ||
1797 | 1934 | ||
1798 | // We're flying and colliding with something | 1935 | // get prim own inertia in its local frame |
1799 | fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass); | 1936 | tmpdmass = primdMass; |
1800 | } | ||
1801 | } | ||
1802 | 1937 | ||
1803 | fx *= m_mass; | 1938 | // transform to object frame |
1804 | fy *= m_mass; | 1939 | mat = d.GeomGetOffsetRotation(prim_geom); |
1805 | //fz *= m_mass; | 1940 | d.MassRotate(ref tmpdmass, ref mat); |
1806 | 1941 | ||
1807 | fx += m_force.X; | 1942 | thispos = d.GeomGetOffsetPosition(prim_geom); |
1808 | fy += m_force.Y; | 1943 | d.MassTranslate(ref tmpdmass, |
1809 | fz += m_force.Z; | 1944 | thispos.X, |
1945 | thispos.Y, | ||
1946 | thispos.Z); | ||
1810 | 1947 | ||
1811 | //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString()); | 1948 | // subtract current prim inertia from object |
1812 | if (fx != 0 || fy != 0 || fz != 0) | 1949 | DMassSubPartFromObj(ref tmpdmass, ref objdmass); |
1813 | { | ||
1814 | //m_taintdisable = true; | ||
1815 | //base.RaiseOutOfBounds(Position); | ||
1816 | //d.BodySetLinearVel(Body, fx, fy, 0f); | ||
1817 | if (!d.BodyIsEnabled(Body)) | ||
1818 | { | ||
1819 | // A physical body at rest on a surface will auto-disable after a while, | ||
1820 | // this appears to re-enable it incase the surface it is upon vanishes, | ||
1821 | // and the body should fall again. | ||
1822 | d.BodySetLinearVel(Body, 0f, 0f, 0f); | ||
1823 | d.BodySetForce(Body, 0, 0, 0); | ||
1824 | enableBodySoft(); | ||
1825 | } | ||
1826 | 1950 | ||
1827 | // 35x10 = 350n times the mass per second applied maximum. | 1951 | // back prim own inertia |
1828 | float nmax = 35f * m_mass; | 1952 | tmpdmass = primdMass; |
1829 | float nmin = -35f * m_mass; | 1953 | |
1830 | 1954 | // update to new position and orientation | |
1831 | if (fx > nmax) | 1955 | _position = NewPos; |
1832 | fx = nmax; | 1956 | d.GeomSetOffsetWorldPosition(prim_geom, NewPos.X, NewPos.Y, NewPos.Z); |
1833 | if (fx < nmin) | 1957 | _orientation = newrot; |
1834 | fx = nmin; | 1958 | quat.X = newrot.X; |
1835 | if (fy > nmax) | 1959 | quat.Y = newrot.Y; |
1836 | fy = nmax; | 1960 | quat.Z = newrot.Z; |
1837 | if (fy < nmin) | 1961 | quat.W = newrot.W; |
1838 | fy = nmin; | 1962 | d.GeomSetOffsetWorldQuaternion(prim_geom, ref quat); |
1839 | d.BodyAddForce(Body, fx, fy, fz); | 1963 | |
1840 | //Console.WriteLine("AddForce " + fx + "," + fy + "," + fz); | 1964 | mat = d.GeomGetOffsetRotation(prim_geom); |
1841 | } | 1965 | d.MassRotate(ref tmpdmass, ref mat); |
1842 | } | 1966 | |
1843 | } | 1967 | thispos = d.GeomGetOffsetPosition(prim_geom); |
1844 | else | 1968 | d.MassTranslate(ref tmpdmass, |
1845 | { // is not physical, or is not a body or is selected | 1969 | thispos.X, |
1846 | // _zeroPosition = d.BodyGetPosition(Body); | 1970 | thispos.Y, |
1847 | return; | 1971 | thispos.Z); |
1848 | //Console.WriteLine("Nothing " + Name); | 1972 | |
1849 | 1973 | d.MassAdd(ref objdmass, ref tmpdmass); | |
1974 | |||
1975 | // fix all positions | ||
1976 | IntPtr g = d.BodyGetFirstGeom(Body); | ||
1977 | while (g != IntPtr.Zero) | ||
1978 | { | ||
1979 | thispos = d.GeomGetOffsetPosition(g); | ||
1980 | thispos.X -= objdmass.c.X; | ||
1981 | thispos.Y -= objdmass.c.Y; | ||
1982 | thispos.Z -= objdmass.c.Z; | ||
1983 | d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z); | ||
1984 | g = d.dBodyGetNextGeom(g); | ||
1850 | } | 1985 | } |
1986 | d.BodyVectorToWorld(Body,objdmass.c.X, objdmass.c.Y, objdmass.c.Z,out thispos); | ||
1987 | |||
1988 | d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z); | ||
1989 | d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body | ||
1990 | d.BodySetMass(Body, ref objdmass); | ||
1991 | _mass = objdmass.mass; | ||
1851 | } | 1992 | } |
1852 | 1993 | ||
1853 | private void rotate() | 1994 | |
1995 | |||
1996 | private void FixInertia(Vector3 NewPos) | ||
1854 | { | 1997 | { |
1855 | d.Quaternion myrot = new d.Quaternion(); | 1998 | d.Matrix3 primmat = new d.Matrix3(); |
1856 | myrot.X = _orientation.X; | 1999 | d.Mass tmpdmass = new d.Mass { }; |
1857 | myrot.Y = _orientation.Y; | 2000 | d.Mass objdmass = new d.Mass { }; |
1858 | myrot.Z = _orientation.Z; | 2001 | d.Mass primmass = new d.Mass { }; |
1859 | myrot.W = _orientation.W; | 2002 | |
1860 | if (Body != IntPtr.Zero) | 2003 | d.Vector3 dobjpos; |
1861 | { | 2004 | d.Vector3 thispos; |
1862 | // KF: If this is a root prim do BodySet | 2005 | |
1863 | d.BodySetQuaternion(Body, ref myrot); | 2006 | d.BodyGetMass(Body, out objdmass); |
1864 | if (IsPhysical) | 2007 | |
1865 | { | 2008 | // get prim own inertia in its local frame |
1866 | if (!m_angularlock.ApproxEquals(Vector3.One, 0f)) | 2009 | primmass = primdMass; |
1867 | createAMotor(m_angularlock); | 2010 | // transform to object frame |
1868 | } | 2011 | primmat = d.GeomGetOffsetRotation(prim_geom); |
1869 | } | 2012 | d.MassRotate(ref primmass, ref primmat); |
1870 | else | 2013 | |
2014 | tmpdmass = primmass; | ||
2015 | |||
2016 | thispos = d.GeomGetOffsetPosition(prim_geom); | ||
2017 | d.MassTranslate(ref tmpdmass, | ||
2018 | thispos.X, | ||
2019 | thispos.Y, | ||
2020 | thispos.Z); | ||
2021 | |||
2022 | // subtract current prim inertia from object | ||
2023 | DMassSubPartFromObj(ref tmpdmass, ref objdmass); | ||
2024 | |||
2025 | // update to new position | ||
2026 | _position = NewPos; | ||
2027 | d.GeomSetOffsetWorldPosition(prim_geom, NewPos.X, NewPos.Y, NewPos.Z); | ||
2028 | |||
2029 | thispos = d.GeomGetOffsetPosition(prim_geom); | ||
2030 | d.MassTranslate(ref primmass, | ||
2031 | thispos.X, | ||
2032 | thispos.Y, | ||
2033 | thispos.Z); | ||
2034 | |||
2035 | d.MassAdd(ref objdmass, ref primmass); | ||
2036 | |||
2037 | // fix all positions | ||
2038 | IntPtr g = d.BodyGetFirstGeom(Body); | ||
2039 | while (g != IntPtr.Zero) | ||
1871 | { | 2040 | { |
1872 | // daughter prim, do Geom set | 2041 | thispos = d.GeomGetOffsetPosition(g); |
1873 | d.GeomSetQuaternion(prim_geom, ref myrot); | 2042 | thispos.X -= objdmass.c.X; |
2043 | thispos.Y -= objdmass.c.Y; | ||
2044 | thispos.Z -= objdmass.c.Z; | ||
2045 | d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z); | ||
2046 | g = d.dBodyGetNextGeom(g); | ||
1874 | } | 2047 | } |
1875 | 2048 | ||
1876 | resetCollisionAccounting(); | 2049 | d.BodyVectorToWorld(Body, objdmass.c.X, objdmass.c.Y, objdmass.c.Z, out thispos); |
1877 | m_taintrot = _orientation; | 2050 | |
2051 | // get current object position and rotation | ||
2052 | dobjpos = d.BodyGetPosition(Body); | ||
2053 | |||
2054 | d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z); | ||
2055 | d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body | ||
2056 | d.BodySetMass(Body, ref objdmass); | ||
2057 | _mass = objdmass.mass; | ||
1878 | } | 2058 | } |
1879 | 2059 | ||
1880 | private void resetCollisionAccounting() | 2060 | private void FixInertia(Quaternion newrot) |
1881 | { | 2061 | { |
1882 | m_collisionscore = 0; | 2062 | d.Matrix3 mat = new d.Matrix3(); |
1883 | m_interpenetrationcount = 0; | 2063 | d.Quaternion quat = new d.Quaternion(); |
1884 | m_disabled = false; | 2064 | |
2065 | d.Mass tmpdmass = new d.Mass { }; | ||
2066 | d.Mass objdmass = new d.Mass { }; | ||
2067 | d.Vector3 dobjpos; | ||
2068 | d.Vector3 thispos; | ||
2069 | |||
2070 | d.BodyGetMass(Body, out objdmass); | ||
2071 | |||
2072 | // get prim own inertia in its local frame | ||
2073 | tmpdmass = primdMass; | ||
2074 | mat = d.GeomGetOffsetRotation(prim_geom); | ||
2075 | d.MassRotate(ref tmpdmass, ref mat); | ||
2076 | // transform to object frame | ||
2077 | thispos = d.GeomGetOffsetPosition(prim_geom); | ||
2078 | d.MassTranslate(ref tmpdmass, | ||
2079 | thispos.X, | ||
2080 | thispos.Y, | ||
2081 | thispos.Z); | ||
2082 | |||
2083 | // subtract current prim inertia from object | ||
2084 | DMassSubPartFromObj(ref tmpdmass, ref objdmass); | ||
2085 | |||
2086 | // update to new orientation | ||
2087 | _orientation = newrot; | ||
2088 | quat.X = newrot.X; | ||
2089 | quat.Y = newrot.Y; | ||
2090 | quat.Z = newrot.Z; | ||
2091 | quat.W = newrot.W; | ||
2092 | d.GeomSetOffsetWorldQuaternion(prim_geom, ref quat); | ||
2093 | |||
2094 | tmpdmass = primdMass; | ||
2095 | mat = d.GeomGetOffsetRotation(prim_geom); | ||
2096 | d.MassRotate(ref tmpdmass, ref mat); | ||
2097 | d.MassTranslate(ref tmpdmass, | ||
2098 | thispos.X, | ||
2099 | thispos.Y, | ||
2100 | thispos.Z); | ||
2101 | |||
2102 | d.MassAdd(ref objdmass, ref tmpdmass); | ||
2103 | |||
2104 | // fix all positions | ||
2105 | IntPtr g = d.BodyGetFirstGeom(Body); | ||
2106 | while (g != IntPtr.Zero) | ||
2107 | { | ||
2108 | thispos = d.GeomGetOffsetPosition(g); | ||
2109 | thispos.X -= objdmass.c.X; | ||
2110 | thispos.Y -= objdmass.c.Y; | ||
2111 | thispos.Z -= objdmass.c.Z; | ||
2112 | d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z); | ||
2113 | g = d.dBodyGetNextGeom(g); | ||
2114 | } | ||
2115 | |||
2116 | d.BodyVectorToWorld(Body, objdmass.c.X, objdmass.c.Y, objdmass.c.Z, out thispos); | ||
2117 | // get current object position and rotation | ||
2118 | dobjpos = d.BodyGetPosition(Body); | ||
2119 | |||
2120 | d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z); | ||
2121 | d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body | ||
2122 | d.BodySetMass(Body, ref objdmass); | ||
2123 | _mass = objdmass.mass; | ||
1885 | } | 2124 | } |
1886 | 2125 | ||
1887 | /// <summary> | 2126 | |
1888 | /// Change prim in response to a disable taint. | 2127 | #region Mass Calculation |
1889 | /// </summary> | 2128 | |
1890 | private void changedisable() | 2129 | private void UpdatePrimBodyData() |
1891 | { | 2130 | { |
1892 | m_disabled = true; | 2131 | primMass = m_density * primVolume; |
1893 | if (Body != IntPtr.Zero) | 2132 | |
2133 | if (primMass <= 0) | ||
2134 | primMass = 0.0001f;//ckrinke: Mass must be greater then zero. | ||
2135 | if (primMass > _parent_scene.maximumMassObject) | ||
2136 | primMass = _parent_scene.maximumMassObject; | ||
2137 | |||
2138 | _mass = primMass; // just in case | ||
2139 | |||
2140 | d.MassSetBoxTotal(out primdMass, primMass, m_OBB.X, m_OBB.Y, m_OBB.Z); | ||
2141 | |||
2142 | d.MassTranslate(ref primdMass, | ||
2143 | m_OBBOffset.X, | ||
2144 | m_OBBOffset.Y, | ||
2145 | m_OBBOffset.Z); | ||
2146 | |||
2147 | primOOBradiusSQ = m_OBB.LengthSquared(); | ||
2148 | |||
2149 | if (_triMeshData != IntPtr.Zero) | ||
1894 | { | 2150 | { |
1895 | d.BodyDisable(Body); | 2151 | float pc = m_physCost; |
1896 | Body = IntPtr.Zero; | 2152 | float psf = primOOBradiusSQ; |
2153 | psf *= 1.33f * .2f; | ||
2154 | pc *= psf; | ||
2155 | if (pc < 0.1f) | ||
2156 | pc = 0.1f; | ||
2157 | |||
2158 | m_physCost = pc; | ||
1897 | } | 2159 | } |
2160 | else | ||
2161 | m_physCost = 0.1f; | ||
1898 | 2162 | ||
1899 | m_taintdisable = false; | 2163 | m_streamCost = 1.0f; |
1900 | } | 2164 | } |
1901 | 2165 | ||
2166 | #endregion | ||
2167 | |||
2168 | |||
1902 | /// <summary> | 2169 | /// <summary> |
1903 | /// Change prim in response to a physics status taint | 2170 | /// Add a child prim to this parent prim. |
1904 | /// </summary> | 2171 | /// </summary> |
1905 | private void changePhysicsStatus() | 2172 | /// <param name="prim">Child prim</param> |
2173 | // I'm the parent | ||
2174 | // prim is the child | ||
2175 | public void ParentPrim(OdePrim prim) | ||
1906 | { | 2176 | { |
1907 | if (IsPhysical) | 2177 | //Console.WriteLine("ParentPrim " + m_primName); |
2178 | if (this.m_localID != prim.m_localID) | ||
1908 | { | 2179 | { |
1909 | if (Body == IntPtr.Zero) | 2180 | DestroyBody(); // for now we need to rebuil entire object on link change |
2181 | |||
2182 | lock (childrenPrim) | ||
1910 | { | 2183 | { |
1911 | if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim) | 2184 | // adopt the prim |
1912 | { | 2185 | if (!childrenPrim.Contains(prim)) |
1913 | changeshape(); | 2186 | childrenPrim.Add(prim); |
1914 | } | 2187 | |
1915 | else | 2188 | // see if this prim has kids and adopt them also |
2189 | // should not happen for now | ||
2190 | foreach (OdePrim prm in prim.childrenPrim) | ||
1916 | { | 2191 | { |
1917 | enableBody(); | 2192 | if (!childrenPrim.Contains(prm)) |
2193 | { | ||
2194 | if (prm.Body != IntPtr.Zero) | ||
2195 | { | ||
2196 | if (prm.prim_geom != IntPtr.Zero) | ||
2197 | d.GeomSetBody(prm.prim_geom, IntPtr.Zero); | ||
2198 | if (prm.Body != prim.Body) | ||
2199 | prm.DestroyBody(); // don't loose bodies around | ||
2200 | prm.Body = IntPtr.Zero; | ||
2201 | } | ||
2202 | |||
2203 | childrenPrim.Add(prm); | ||
2204 | prm._parent = this; | ||
2205 | } | ||
1918 | } | 2206 | } |
1919 | } | 2207 | } |
2208 | //Remove old children from the prim | ||
2209 | prim.childrenPrim.Clear(); | ||
2210 | |||
2211 | if (prim.Body != IntPtr.Zero) | ||
2212 | { | ||
2213 | if (prim.prim_geom != IntPtr.Zero) | ||
2214 | d.GeomSetBody(prim.prim_geom, IntPtr.Zero); | ||
2215 | prim.DestroyBody(); // don't loose bodies around | ||
2216 | prim.Body = IntPtr.Zero; | ||
2217 | } | ||
2218 | |||
2219 | prim.childPrim = true; | ||
2220 | prim._parent = this; | ||
2221 | |||
2222 | MakeBody(); // full nasty reconstruction | ||
1920 | } | 2223 | } |
1921 | else | 2224 | } |
2225 | |||
2226 | private void UpdateChildsfromgeom() | ||
2227 | { | ||
2228 | if (childrenPrim.Count > 0) | ||
1922 | { | 2229 | { |
1923 | if (Body != IntPtr.Zero) | 2230 | foreach (OdePrim prm in childrenPrim) |
1924 | { | 2231 | prm.UpdateDataFromGeom(); |
1925 | if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim) | 2232 | } |
1926 | { | 2233 | } |
1927 | RemoveGeom(); | ||
1928 | 2234 | ||
1929 | //Console.WriteLine("changePhysicsStatus for " + Name); | 2235 | private void UpdateDataFromGeom() |
1930 | changeadd(); | 2236 | { |
1931 | } | 2237 | if (prim_geom != IntPtr.Zero) |
2238 | { | ||
2239 | d.Quaternion qtmp; | ||
2240 | d.GeomCopyQuaternion(prim_geom, out qtmp); | ||
2241 | _orientation.X = qtmp.X; | ||
2242 | _orientation.Y = qtmp.Y; | ||
2243 | _orientation.Z = qtmp.Z; | ||
2244 | _orientation.W = qtmp.W; | ||
2245 | /* | ||
2246 | // Debug | ||
2247 | float qlen = _orientation.Length(); | ||
2248 | if (qlen > 1.01f || qlen < 0.99) | ||
2249 | m_log.WarnFormat("[PHYSICS]: Got nonnorm quaternion from geom in Object {0} norm {1}", Name, qlen); | ||
2250 | // | ||
2251 | */ | ||
2252 | _orientation.Normalize(); | ||
2253 | |||
2254 | d.Vector3 lpos = d.GeomGetPosition(prim_geom); | ||
2255 | _position.X = lpos.X; | ||
2256 | _position.Y = lpos.Y; | ||
2257 | _position.Z = lpos.Z; | ||
2258 | } | ||
2259 | } | ||
2260 | |||
2261 | private void ChildDelink(OdePrim odePrim, bool remakebodies) | ||
2262 | { | ||
2263 | // Okay, we have a delinked child.. destroy all body and remake | ||
2264 | if (odePrim != this && !childrenPrim.Contains(odePrim)) | ||
2265 | return; | ||
2266 | |||
2267 | DestroyBody(); | ||
1932 | 2268 | ||
1933 | if (childPrim) | 2269 | if (odePrim == this) // delinking the root prim |
2270 | { | ||
2271 | OdePrim newroot = null; | ||
2272 | lock (childrenPrim) | ||
2273 | { | ||
2274 | if (childrenPrim.Count > 0) | ||
1934 | { | 2275 | { |
1935 | if (_parent != null) | 2276 | newroot = childrenPrim[0]; |
2277 | childrenPrim.RemoveAt(0); | ||
2278 | foreach (OdePrim prm in childrenPrim) | ||
1936 | { | 2279 | { |
1937 | OdePrim parent = (OdePrim)_parent; | 2280 | newroot.childrenPrim.Add(prm); |
1938 | parent.ChildDelink(this); | ||
1939 | } | 2281 | } |
2282 | childrenPrim.Clear(); | ||
1940 | } | 2283 | } |
1941 | else | 2284 | if (newroot != null) |
1942 | { | 2285 | { |
1943 | disableBody(); | 2286 | newroot.childPrim = false; |
2287 | newroot._parent = null; | ||
2288 | if (remakebodies) | ||
2289 | newroot.MakeBody(); | ||
1944 | } | 2290 | } |
1945 | } | 2291 | } |
1946 | } | 2292 | } |
1947 | 2293 | ||
1948 | changeSelectedStatus(); | 2294 | else |
1949 | 2295 | { | |
1950 | resetCollisionAccounting(); | 2296 | lock (childrenPrim) |
1951 | m_taintPhysics = IsPhysical; | 2297 | { |
2298 | childrenPrim.Remove(odePrim); | ||
2299 | odePrim.childPrim = false; | ||
2300 | odePrim._parent = null; | ||
2301 | // odePrim.UpdateDataFromGeom(); | ||
2302 | if (remakebodies) | ||
2303 | odePrim.MakeBody(); | ||
2304 | } | ||
2305 | } | ||
2306 | if (remakebodies) | ||
2307 | MakeBody(); | ||
1952 | } | 2308 | } |
1953 | 2309 | ||
1954 | /// <summary> | 2310 | protected void ChildRemove(OdePrim odePrim, bool reMakeBody) |
1955 | /// Change prim in response to a size taint. | ||
1956 | /// </summary> | ||
1957 | private void changesize() | ||
1958 | { | 2311 | { |
1959 | #if SPAM | 2312 | // Okay, we have a delinked child.. destroy all body and remake |
1960 | m_log.DebugFormat("[ODE PRIM]: Called changesize"); | 2313 | if (odePrim != this && !childrenPrim.Contains(odePrim)) |
1961 | #endif | 2314 | return; |
1962 | 2315 | ||
1963 | if (_size.X <= 0) _size.X = 0.01f; | 2316 | DestroyBody(); |
1964 | if (_size.Y <= 0) _size.Y = 0.01f; | ||
1965 | if (_size.Z <= 0) _size.Z = 0.01f; | ||
1966 | 2317 | ||
1967 | //kill body to rebuild | 2318 | if (odePrim == this) |
1968 | if (IsPhysical && Body != IntPtr.Zero) | ||
1969 | { | 2319 | { |
1970 | if (childPrim) | 2320 | OdePrim newroot = null; |
2321 | lock (childrenPrim) | ||
1971 | { | 2322 | { |
1972 | if (_parent != null) | 2323 | if (childrenPrim.Count > 0) |
1973 | { | 2324 | { |
1974 | OdePrim parent = (OdePrim)_parent; | 2325 | newroot = childrenPrim[0]; |
1975 | parent.ChildDelink(this); | 2326 | childrenPrim.RemoveAt(0); |
2327 | foreach (OdePrim prm in childrenPrim) | ||
2328 | { | ||
2329 | newroot.childrenPrim.Add(prm); | ||
2330 | } | ||
2331 | childrenPrim.Clear(); | ||
2332 | } | ||
2333 | if (newroot != null) | ||
2334 | { | ||
2335 | newroot.childPrim = false; | ||
2336 | newroot._parent = null; | ||
2337 | newroot.MakeBody(); | ||
1976 | } | 2338 | } |
1977 | } | 2339 | } |
1978 | else | 2340 | if (reMakeBody) |
1979 | { | 2341 | MakeBody(); |
1980 | disableBody(); | 2342 | return; |
1981 | } | ||
1982 | } | 2343 | } |
1983 | 2344 | else | |
1984 | if (d.SpaceQuery(m_targetSpace, prim_geom)) | ||
1985 | { | 2345 | { |
1986 | // _parent_scene.waitForSpaceUnlock(m_targetSpace); | 2346 | lock (childrenPrim) |
1987 | d.SpaceRemove(m_targetSpace, prim_geom); | 2347 | { |
2348 | childrenPrim.Remove(odePrim); | ||
2349 | odePrim.childPrim = false; | ||
2350 | odePrim._parent = null; | ||
2351 | if (reMakeBody) | ||
2352 | odePrim.MakeBody(); | ||
2353 | } | ||
1988 | } | 2354 | } |
2355 | MakeBody(); | ||
2356 | } | ||
1989 | 2357 | ||
1990 | RemoveGeom(); | 2358 | #region changes |
1991 | |||
1992 | // we don't need to do space calculation because the client sends a position update also. | ||
1993 | 2359 | ||
1994 | IMesh mesh = null; | 2360 | private void changeadd() |
2361 | { | ||
2362 | } | ||
1995 | 2363 | ||
1996 | // Construction of new prim | 2364 | private void changeAngularLock(Vector3 newLock) |
1997 | if (_parent_scene.needsMeshing(_pbs)) | 2365 | { |
2366 | // do we have a Physical object? | ||
2367 | if (Body != IntPtr.Zero) | ||
1998 | { | 2368 | { |
1999 | float meshlod = _parent_scene.meshSculptLOD; | 2369 | //Check that we have a Parent |
2000 | 2370 | //If we have a parent then we're not authorative here | |
2001 | if (IsPhysical) | 2371 | if (_parent == null) |
2002 | meshlod = _parent_scene.MeshSculptphysicalLOD; | ||
2003 | // Don't need to re-enable body.. it's done in SetMesh | ||
2004 | |||
2005 | if (_parent_scene.needsMeshing(_pbs)) | ||
2006 | { | 2372 | { |
2007 | mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, meshlod, IsPhysical); | 2373 | if (!newLock.ApproxEquals(Vector3.One, 0f)) |
2008 | if (mesh == null) | 2374 | { |
2009 | CheckMeshAsset(); | 2375 | createAMotor(newLock); |
2376 | } | ||
2377 | else | ||
2378 | { | ||
2379 | if (Amotor != IntPtr.Zero) | ||
2380 | { | ||
2381 | d.JointDestroy(Amotor); | ||
2382 | Amotor = IntPtr.Zero; | ||
2383 | } | ||
2384 | } | ||
2010 | } | 2385 | } |
2011 | |||
2012 | } | 2386 | } |
2387 | // Store this for later in case we get turned into a separate body | ||
2388 | m_angularlock = newLock; | ||
2389 | } | ||
2013 | 2390 | ||
2014 | CreateGeom(m_targetSpace, mesh); | 2391 | private void changeLink(OdePrim NewParent) |
2015 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | 2392 | { |
2016 | d.Quaternion myrot = new d.Quaternion(); | 2393 | if (_parent == null && NewParent != null) |
2017 | myrot.X = _orientation.X; | ||
2018 | myrot.Y = _orientation.Y; | ||
2019 | myrot.Z = _orientation.Z; | ||
2020 | myrot.W = _orientation.W; | ||
2021 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
2022 | |||
2023 | //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z); | ||
2024 | if (IsPhysical && Body == IntPtr.Zero && !childPrim) | ||
2025 | { | 2394 | { |
2026 | // Re creates body on size. | 2395 | NewParent.ParentPrim(this); |
2027 | // EnableBody also does setMass() | ||
2028 | enableBody(); | ||
2029 | d.BodyEnable(Body); | ||
2030 | } | 2396 | } |
2031 | 2397 | else if (_parent != null) | |
2032 | changeSelectedStatus(); | ||
2033 | |||
2034 | if (childPrim) | ||
2035 | { | 2398 | { |
2036 | if (_parent is OdePrim) | 2399 | if (_parent is OdePrim) |
2037 | { | 2400 | { |
2038 | OdePrim parent = (OdePrim)_parent; | 2401 | if (NewParent != _parent) |
2039 | parent.ChildSetGeom(this); | 2402 | { |
2403 | (_parent as OdePrim).ChildDelink(this, false); // for now... | ||
2404 | childPrim = false; | ||
2405 | |||
2406 | if (NewParent != null) | ||
2407 | { | ||
2408 | NewParent.ParentPrim(this); | ||
2409 | } | ||
2410 | } | ||
2040 | } | 2411 | } |
2041 | } | 2412 | } |
2042 | resetCollisionAccounting(); | 2413 | _parent = NewParent; |
2043 | m_taintsize = _size; | ||
2044 | } | 2414 | } |
2045 | 2415 | ||
2046 | /// <summary> | ||
2047 | /// Change prim in response to a float on water taint. | ||
2048 | /// </summary> | ||
2049 | /// <param name="timestep"></param> | ||
2050 | private void changefloatonwater() | ||
2051 | { | ||
2052 | m_collidesWater = m_taintCollidesWater; | ||
2053 | 2416 | ||
2054 | if (m_collidesWater) | 2417 | private void Stop() |
2418 | { | ||
2419 | if (!childPrim) | ||
2055 | { | 2420 | { |
2056 | m_collisionFlags |= CollisionCategories.Water; | 2421 | m_force = Vector3.Zero; |
2422 | m_forceacc = Vector3.Zero; | ||
2423 | m_angularForceacc = Vector3.Zero; | ||
2424 | _torque = Vector3.Zero; | ||
2425 | _velocity = Vector3.Zero; | ||
2426 | _acceleration = Vector3.Zero; | ||
2427 | m_rotationalVelocity = Vector3.Zero; | ||
2428 | _target_velocity = Vector3.Zero; | ||
2429 | if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE) | ||
2430 | m_vehicle.Stop(); | ||
2431 | |||
2432 | _zeroFlag = false; | ||
2433 | base.RequestPhysicsterseUpdate(); | ||
2057 | } | 2434 | } |
2058 | else | 2435 | |
2436 | if (Body != IntPtr.Zero) | ||
2059 | { | 2437 | { |
2060 | m_collisionFlags &= ~CollisionCategories.Water; | 2438 | d.BodySetForce(Body, 0f, 0f, 0f); |
2439 | d.BodySetTorque(Body, 0f, 0f, 0f); | ||
2440 | d.BodySetLinearVel(Body, 0f, 0f, 0f); | ||
2441 | d.BodySetAngularVel(Body, 0f, 0f, 0f); | ||
2061 | } | 2442 | } |
2062 | |||
2063 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
2064 | } | 2443 | } |
2065 | 2444 | ||
2066 | /// <summary> | 2445 | private void changePhantomStatus(bool newval) |
2067 | /// Change prim in response to a shape taint. | ||
2068 | /// </summary> | ||
2069 | private void changeshape() | ||
2070 | { | 2446 | { |
2071 | m_taintshape = false; | 2447 | m_isphantom = newval; |
2072 | |||
2073 | // Cleanup of old prim geometry and Bodies | ||
2074 | if (IsPhysical && Body != IntPtr.Zero) | ||
2075 | { | ||
2076 | if (childPrim) | ||
2077 | { | ||
2078 | if (_parent != null) | ||
2079 | { | ||
2080 | OdePrim parent = (OdePrim)_parent; | ||
2081 | parent.ChildDelink(this); | ||
2082 | } | ||
2083 | } | ||
2084 | else | ||
2085 | { | ||
2086 | disableBody(); | ||
2087 | } | ||
2088 | } | ||
2089 | 2448 | ||
2090 | RemoveGeom(); | 2449 | UpdateCollisionCatFlags(); |
2091 | 2450 | ApplyCollisionCatFlags(); | |
2092 | // we don't need to do space calculation because the client sends a position update also. | 2451 | } |
2093 | if (_size.X <= 0) _size.X = 0.01f; | ||
2094 | if (_size.Y <= 0) _size.Y = 0.01f; | ||
2095 | if (_size.Z <= 0) _size.Z = 0.01f; | ||
2096 | // Construction of new prim | ||
2097 | 2452 | ||
2098 | IMesh mesh = null; | 2453 | /* not in use |
2454 | internal void ChildSelectedChange(bool childSelect) | ||
2455 | { | ||
2456 | if(childPrim) | ||
2457 | return; | ||
2099 | 2458 | ||
2459 | if (childSelect == m_isSelected) | ||
2460 | return; | ||
2100 | 2461 | ||
2101 | if (_parent_scene.needsMeshing(_pbs)) | 2462 | if (childSelect) |
2102 | { | 2463 | { |
2103 | // Don't need to re-enable body.. it's done in CreateMesh | 2464 | DoSelectedStatus(true); |
2104 | float meshlod = _parent_scene.meshSculptLOD; | ||
2105 | |||
2106 | if (IsPhysical) | ||
2107 | meshlod = _parent_scene.MeshSculptphysicalLOD; | ||
2108 | |||
2109 | // createmesh returns null when it doesn't mesh. | ||
2110 | mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, meshlod, IsPhysical); | ||
2111 | if (mesh == null) | ||
2112 | CheckMeshAsset(); | ||
2113 | } | 2465 | } |
2114 | 2466 | ||
2115 | CreateGeom(m_targetSpace, mesh); | 2467 | else |
2116 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | ||
2117 | d.Quaternion myrot = new d.Quaternion(); | ||
2118 | //myrot.W = _orientation.w; | ||
2119 | myrot.W = _orientation.W; | ||
2120 | myrot.X = _orientation.X; | ||
2121 | myrot.Y = _orientation.Y; | ||
2122 | myrot.Z = _orientation.Z; | ||
2123 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
2124 | |||
2125 | //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z); | ||
2126 | if (IsPhysical && Body == IntPtr.Zero) | ||
2127 | { | 2468 | { |
2128 | // Re creates body on size. | 2469 | foreach (OdePrim prm in childrenPrim) |
2129 | // EnableBody also does setMass() | ||
2130 | enableBody(); | ||
2131 | if (Body != IntPtr.Zero) | ||
2132 | { | 2470 | { |
2133 | d.BodyEnable(Body); | 2471 | if (prm.m_isSelected) |
2472 | return; | ||
2134 | } | 2473 | } |
2474 | DoSelectedStatus(false); | ||
2135 | } | 2475 | } |
2476 | } | ||
2477 | */ | ||
2478 | private void changeSelectedStatus(bool newval) | ||
2479 | { | ||
2480 | if (m_lastdoneSelected == newval) | ||
2481 | return; | ||
2136 | 2482 | ||
2137 | changeSelectedStatus(); | 2483 | m_lastdoneSelected = newval; |
2484 | DoSelectedStatus(newval); | ||
2485 | } | ||
2138 | 2486 | ||
2139 | if (childPrim) | 2487 | private void CheckDelaySelect() |
2488 | { | ||
2489 | if (m_delaySelect) | ||
2140 | { | 2490 | { |
2141 | if (_parent is OdePrim) | 2491 | DoSelectedStatus(m_isSelected); |
2142 | { | ||
2143 | OdePrim parent = (OdePrim)_parent; | ||
2144 | parent.ChildSetGeom(this); | ||
2145 | } | ||
2146 | } | 2492 | } |
2147 | |||
2148 | resetCollisionAccounting(); | ||
2149 | // m_taintshape = false; | ||
2150 | } | 2493 | } |
2151 | 2494 | ||
2152 | /// <summary> | 2495 | private void DoSelectedStatus(bool newval) |
2153 | /// Change prim in response to an add force taint. | ||
2154 | /// </summary> | ||
2155 | private void changeAddForce() | ||
2156 | { | 2496 | { |
2157 | if (!m_isSelected) | 2497 | m_isSelected = newval; |
2498 | Stop(); | ||
2499 | |||
2500 | if (newval) | ||
2158 | { | 2501 | { |
2159 | lock (m_forcelist) | 2502 | if (!childPrim && Body != IntPtr.Zero) |
2503 | d.BodyDisable(Body); | ||
2504 | |||
2505 | if (m_delaySelect || m_isphysical) | ||
2160 | { | 2506 | { |
2161 | //m_log.Info("[PHYSICS]: dequeing forcelist"); | 2507 | m_collisionCategories = CollisionCategories.Selected; |
2162 | if (IsPhysical) | 2508 | m_collisionFlags = 0; |
2509 | |||
2510 | if (!childPrim) | ||
2163 | { | 2511 | { |
2164 | Vector3 iforce = Vector3.Zero; | 2512 | foreach (OdePrim prm in childrenPrim) |
2165 | int i = 0; | ||
2166 | try | ||
2167 | { | 2513 | { |
2168 | for (i = 0; i < m_forcelist.Count; i++) | 2514 | prm.m_collisionCategories = m_collisionCategories; |
2515 | prm.m_collisionFlags = m_collisionFlags; | ||
2516 | |||
2517 | if (prm.prim_geom != null) | ||
2169 | { | 2518 | { |
2170 | 2519 | ||
2171 | iforce = iforce + (m_forcelist[i] * 100); | 2520 | if (prm.m_NoColide) |
2521 | { | ||
2522 | d.GeomSetCategoryBits(prm.prim_geom, 0); | ||
2523 | d.GeomSetCollideBits(prm.prim_geom, 0); | ||
2524 | } | ||
2525 | else | ||
2526 | { | ||
2527 | d.GeomSetCategoryBits(prm.prim_geom, (uint)m_collisionCategories); | ||
2528 | d.GeomSetCollideBits(prm.prim_geom, (uint)m_collisionFlags); | ||
2529 | } | ||
2172 | } | 2530 | } |
2531 | prm.m_delaySelect = false; | ||
2173 | } | 2532 | } |
2174 | catch (IndexOutOfRangeException) | 2533 | } |
2534 | // else if (_parent != null) | ||
2535 | // ((OdePrim)_parent).ChildSelectedChange(true); | ||
2536 | |||
2537 | |||
2538 | if (prim_geom != null) | ||
2539 | { | ||
2540 | if (m_NoColide) | ||
2175 | { | 2541 | { |
2176 | m_forcelist = new List<Vector3>(); | 2542 | d.GeomSetCategoryBits(prim_geom, 0); |
2177 | m_collisionscore = 0; | 2543 | d.GeomSetCollideBits(prim_geom, 0); |
2178 | m_interpenetrationcount = 0; | 2544 | if (collide_geom != prim_geom && collide_geom != IntPtr.Zero) |
2179 | m_taintforce = false; | 2545 | { |
2180 | return; | 2546 | d.GeomSetCategoryBits(collide_geom, 0); |
2547 | d.GeomSetCollideBits(collide_geom, 0); | ||
2548 | } | ||
2549 | |||
2181 | } | 2550 | } |
2182 | catch (ArgumentOutOfRangeException) | 2551 | else |
2183 | { | 2552 | { |
2184 | m_forcelist = new List<Vector3>(); | 2553 | d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories); |
2185 | m_collisionscore = 0; | 2554 | d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags); |
2186 | m_interpenetrationcount = 0; | 2555 | if (collide_geom != prim_geom && collide_geom != IntPtr.Zero) |
2187 | m_taintforce = false; | 2556 | { |
2188 | return; | 2557 | d.GeomSetCategoryBits(collide_geom, (uint)m_collisionCategories); |
2558 | d.GeomSetCollideBits(collide_geom, (uint)m_collisionFlags); | ||
2559 | } | ||
2189 | } | 2560 | } |
2190 | d.BodyEnable(Body); | ||
2191 | d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z); | ||
2192 | } | 2561 | } |
2193 | m_forcelist.Clear(); | 2562 | |
2563 | m_delaySelect = false; | ||
2564 | } | ||
2565 | else if(!m_isphysical) | ||
2566 | { | ||
2567 | m_delaySelect = true; | ||
2568 | } | ||
2569 | } | ||
2570 | else | ||
2571 | { | ||
2572 | if (!childPrim) | ||
2573 | { | ||
2574 | if (Body != IntPtr.Zero && !m_disabled) | ||
2575 | d.BodyEnable(Body); | ||
2194 | } | 2576 | } |
2577 | // else if (_parent != null) | ||
2578 | // ((OdePrim)_parent).ChildSelectedChange(false); | ||
2195 | 2579 | ||
2196 | m_collisionscore = 0; | 2580 | UpdateCollisionCatFlags(); |
2197 | m_interpenetrationcount = 0; | 2581 | ApplyCollisionCatFlags(); |
2582 | |||
2583 | m_delaySelect = false; | ||
2198 | } | 2584 | } |
2199 | 2585 | ||
2200 | m_taintforce = false; | 2586 | resetCollisionAccounting(); |
2201 | } | 2587 | } |
2202 | 2588 | ||
2203 | /// <summary> | 2589 | private void changePosition(Vector3 newPos) |
2204 | /// Change prim in response to a torque taint. | ||
2205 | /// </summary> | ||
2206 | private void changeSetTorque() | ||
2207 | { | 2590 | { |
2208 | if (!m_isSelected) | 2591 | CheckDelaySelect(); |
2592 | if (m_isphysical) | ||
2209 | { | 2593 | { |
2210 | if (IsPhysical && Body != IntPtr.Zero) | 2594 | if (childPrim) // inertia is messed, must rebuild |
2595 | { | ||
2596 | if (m_building) | ||
2597 | { | ||
2598 | _position = newPos; | ||
2599 | } | ||
2600 | |||
2601 | else if (m_forcePosOrRotation && _position != newPos && Body != IntPtr.Zero) | ||
2602 | { | ||
2603 | FixInertia(newPos); | ||
2604 | if (!d.BodyIsEnabled(Body)) | ||
2605 | d.BodyEnable(Body); | ||
2606 | } | ||
2607 | } | ||
2608 | else | ||
2211 | { | 2609 | { |
2212 | d.BodySetTorque(Body, m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z); | 2610 | if (_position != newPos) |
2611 | { | ||
2612 | d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z); | ||
2613 | _position = newPos; | ||
2614 | } | ||
2615 | if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body)) | ||
2616 | d.BodyEnable(Body); | ||
2213 | } | 2617 | } |
2214 | } | 2618 | } |
2619 | else | ||
2620 | { | ||
2621 | if (prim_geom != IntPtr.Zero) | ||
2622 | { | ||
2623 | if (newPos != _position) | ||
2624 | { | ||
2625 | d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z); | ||
2626 | _position = newPos; | ||
2215 | 2627 | ||
2216 | m_taintTorque = Vector3.Zero; | 2628 | m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace); |
2629 | } | ||
2630 | } | ||
2631 | } | ||
2632 | givefakepos--; | ||
2633 | if (givefakepos < 0) | ||
2634 | givefakepos = 0; | ||
2635 | // changeSelectedStatus(); | ||
2636 | resetCollisionAccounting(); | ||
2217 | } | 2637 | } |
2218 | 2638 | ||
2219 | /// <summary> | 2639 | private void changeOrientation(Quaternion newOri) |
2220 | /// Change prim in response to an angular force taint. | ||
2221 | /// </summary> | ||
2222 | private void changeAddAngularForce() | ||
2223 | { | 2640 | { |
2224 | if (!m_isSelected) | 2641 | CheckDelaySelect(); |
2642 | if (m_isphysical) | ||
2225 | { | 2643 | { |
2226 | lock (m_angularforcelist) | 2644 | if (childPrim) // inertia is messed, must rebuild |
2227 | { | 2645 | { |
2228 | //m_log.Info("[PHYSICS]: dequeing forcelist"); | 2646 | if (m_building) |
2229 | if (IsPhysical) | ||
2230 | { | 2647 | { |
2231 | Vector3 iforce = Vector3.Zero; | 2648 | _orientation = newOri; |
2232 | for (int i = 0; i < m_angularforcelist.Count; i++) | 2649 | } |
2233 | { | 2650 | /* |
2234 | iforce = iforce + (m_angularforcelist[i] * 100); | 2651 | else if (m_forcePosOrRotation && _orientation != newOri && Body != IntPtr.Zero) |
2235 | } | 2652 | { |
2653 | FixInertia(_position, newOri); | ||
2654 | if (!d.BodyIsEnabled(Body)) | ||
2655 | d.BodyEnable(Body); | ||
2656 | } | ||
2657 | */ | ||
2658 | } | ||
2659 | else | ||
2660 | { | ||
2661 | if (newOri != _orientation) | ||
2662 | { | ||
2663 | d.Quaternion myrot = new d.Quaternion(); | ||
2664 | myrot.X = newOri.X; | ||
2665 | myrot.Y = newOri.Y; | ||
2666 | myrot.Z = newOri.Z; | ||
2667 | myrot.W = newOri.W; | ||
2668 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
2669 | _orientation = newOri; | ||
2670 | if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f)) | ||
2671 | createAMotor(m_angularlock); | ||
2672 | } | ||
2673 | if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body)) | ||
2236 | d.BodyEnable(Body); | 2674 | d.BodyEnable(Body); |
2237 | d.BodyAddTorque(Body, iforce.X, iforce.Y, iforce.Z); | 2675 | } |
2238 | 2676 | } | |
2677 | else | ||
2678 | { | ||
2679 | if (prim_geom != IntPtr.Zero) | ||
2680 | { | ||
2681 | if (newOri != _orientation) | ||
2682 | { | ||
2683 | d.Quaternion myrot = new d.Quaternion(); | ||
2684 | myrot.X = newOri.X; | ||
2685 | myrot.Y = newOri.Y; | ||
2686 | myrot.Z = newOri.Z; | ||
2687 | myrot.W = newOri.W; | ||
2688 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
2689 | _orientation = newOri; | ||
2239 | } | 2690 | } |
2240 | m_angularforcelist.Clear(); | ||
2241 | } | 2691 | } |
2242 | |||
2243 | m_collisionscore = 0; | ||
2244 | m_interpenetrationcount = 0; | ||
2245 | } | 2692 | } |
2246 | 2693 | givefakeori--; | |
2247 | m_taintaddangularforce = false; | 2694 | if (givefakeori < 0) |
2695 | givefakeori = 0; | ||
2696 | resetCollisionAccounting(); | ||
2248 | } | 2697 | } |
2249 | 2698 | ||
2250 | /// <summary> | 2699 | private void changePositionAndOrientation(Vector3 newPos, Quaternion newOri) |
2251 | /// Change prim in response to a velocity taint. | ||
2252 | /// </summary> | ||
2253 | private void changevelocity() | ||
2254 | { | 2700 | { |
2255 | if (!m_isSelected) | 2701 | CheckDelaySelect(); |
2702 | if (m_isphysical) | ||
2256 | { | 2703 | { |
2257 | // Not sure exactly why this sleep is here, but from experimentation it appears to stop an avatar | 2704 | if (childPrim && m_building) // inertia is messed, must rebuild |
2258 | // walking through a default rez size prim if it keeps kicking it around - justincc. | ||
2259 | Thread.Sleep(20); | ||
2260 | |||
2261 | if (IsPhysical) | ||
2262 | { | 2705 | { |
2263 | if (Body != IntPtr.Zero) | 2706 | _position = newPos; |
2707 | _orientation = newOri; | ||
2708 | } | ||
2709 | else | ||
2710 | { | ||
2711 | if (newOri != _orientation) | ||
2712 | { | ||
2713 | d.Quaternion myrot = new d.Quaternion(); | ||
2714 | myrot.X = newOri.X; | ||
2715 | myrot.Y = newOri.Y; | ||
2716 | myrot.Z = newOri.Z; | ||
2717 | myrot.W = newOri.W; | ||
2718 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
2719 | _orientation = newOri; | ||
2720 | if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f)) | ||
2721 | createAMotor(m_angularlock); | ||
2722 | } | ||
2723 | if (_position != newPos) | ||
2264 | { | 2724 | { |
2265 | d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z); | 2725 | d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z); |
2726 | _position = newPos; | ||
2266 | } | 2727 | } |
2728 | if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body)) | ||
2729 | d.BodyEnable(Body); | ||
2267 | } | 2730 | } |
2268 | |||
2269 | //resetCollisionAccounting(); | ||
2270 | } | 2731 | } |
2732 | else | ||
2733 | { | ||
2734 | // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position); | ||
2735 | // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position); | ||
2271 | 2736 | ||
2272 | m_taintVelocity = Vector3.Zero; | 2737 | if (prim_geom != IntPtr.Zero) |
2273 | } | 2738 | { |
2739 | if (newOri != _orientation) | ||
2740 | { | ||
2741 | d.Quaternion myrot = new d.Quaternion(); | ||
2742 | myrot.X = newOri.X; | ||
2743 | myrot.Y = newOri.Y; | ||
2744 | myrot.Z = newOri.Z; | ||
2745 | myrot.W = newOri.W; | ||
2746 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
2747 | _orientation = newOri; | ||
2748 | } | ||
2274 | 2749 | ||
2275 | internal void setPrimForRemoval() | 2750 | if (newPos != _position) |
2276 | { | 2751 | { |
2277 | m_taintremove = true; | 2752 | d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z); |
2278 | } | 2753 | _position = newPos; |
2279 | 2754 | ||
2280 | public override bool Flying | 2755 | m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace); |
2281 | { | 2756 | } |
2282 | // no flying prims for you | 2757 | } |
2283 | get { return false; } | 2758 | } |
2284 | set { } | 2759 | givefakepos--; |
2760 | if (givefakepos < 0) | ||
2761 | givefakepos = 0; | ||
2762 | givefakeori--; | ||
2763 | if (givefakeori < 0) | ||
2764 | givefakeori = 0; | ||
2765 | resetCollisionAccounting(); | ||
2285 | } | 2766 | } |
2286 | 2767 | ||
2287 | public override bool IsColliding | 2768 | private void changeDisable(bool disable) |
2288 | { | 2769 | { |
2289 | get { return iscolliding; } | 2770 | if (disable) |
2290 | set { iscolliding = value; } | 2771 | { |
2772 | if (!m_disabled) | ||
2773 | disableBodySoft(); | ||
2774 | } | ||
2775 | else | ||
2776 | { | ||
2777 | if (m_disabled) | ||
2778 | enableBodySoft(); | ||
2779 | } | ||
2291 | } | 2780 | } |
2292 | 2781 | ||
2293 | public override bool CollidingGround | 2782 | private void changePhysicsStatus(bool NewStatus) |
2294 | { | 2783 | { |
2295 | get { return false; } | 2784 | CheckDelaySelect(); |
2296 | set { return; } | ||
2297 | } | ||
2298 | 2785 | ||
2299 | public override bool CollidingObj | 2786 | m_isphysical = NewStatus; |
2300 | { | 2787 | |
2301 | get { return false; } | 2788 | if (!childPrim) |
2302 | set { return; } | 2789 | { |
2790 | if (NewStatus) | ||
2791 | { | ||
2792 | if (Body == IntPtr.Zero) | ||
2793 | MakeBody(); | ||
2794 | } | ||
2795 | else | ||
2796 | { | ||
2797 | if (Body != IntPtr.Zero) | ||
2798 | { | ||
2799 | DestroyBody(); | ||
2800 | } | ||
2801 | Stop(); | ||
2802 | } | ||
2803 | } | ||
2804 | |||
2805 | resetCollisionAccounting(); | ||
2303 | } | 2806 | } |
2304 | 2807 | ||
2305 | public override bool ThrottleUpdates | 2808 | private void changeSize(Vector3 newSize) |
2306 | { | 2809 | { |
2307 | get { return m_throttleUpdates; } | ||
2308 | set { m_throttleUpdates = value; } | ||
2309 | } | 2810 | } |
2310 | 2811 | ||
2311 | public override bool Stopped | 2812 | private void changeShape(PrimitiveBaseShape newShape) |
2312 | { | 2813 | { |
2313 | get { return _zeroFlag; } | ||
2314 | } | 2814 | } |
2315 | 2815 | ||
2316 | public override Vector3 Position | 2816 | private void changeAddPhysRep(ODEPhysRepData repData) |
2317 | { | 2817 | { |
2318 | get { return _position; } | 2818 | _size = repData.size; //?? |
2819 | _pbs = repData.pbs; | ||
2820 | m_shapetype = repData.shapetype; | ||
2821 | |||
2822 | m_mesh = repData.mesh; | ||
2823 | |||
2824 | m_assetID = repData.assetID; | ||
2825 | m_meshState = repData.meshState; | ||
2826 | |||
2827 | m_hasOBB = repData.hasOBB; | ||
2828 | m_OBBOffset = repData.OBBOffset; | ||
2829 | m_OBB = repData.OBB; | ||
2319 | 2830 | ||
2320 | set { _position = value; | 2831 | primVolume = repData.volume; |
2321 | //m_log.Info("[PHYSICS]: " + _position.ToString()); | 2832 | |
2833 | CreateGeom(); | ||
2834 | |||
2835 | if (prim_geom != IntPtr.Zero) | ||
2836 | { | ||
2837 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | ||
2838 | d.Quaternion myrot = new d.Quaternion(); | ||
2839 | myrot.X = _orientation.X; | ||
2840 | myrot.Y = _orientation.Y; | ||
2841 | myrot.Z = _orientation.Z; | ||
2842 | myrot.W = _orientation.W; | ||
2843 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
2844 | } | ||
2845 | |||
2846 | if (!m_isphysical) | ||
2847 | { | ||
2848 | SetInStaticSpace(this); | ||
2849 | UpdateCollisionCatFlags(); | ||
2850 | ApplyCollisionCatFlags(); | ||
2851 | } | ||
2852 | else | ||
2853 | MakeBody(); | ||
2854 | |||
2855 | if ((m_meshState & MeshState.NeedMask) != 0) | ||
2856 | { | ||
2857 | repData.size = _size; | ||
2858 | repData.pbs = _pbs; | ||
2859 | repData.shapetype = m_shapetype; | ||
2860 | _parent_scene.m_meshWorker.RequestMesh(repData); | ||
2322 | } | 2861 | } |
2323 | } | 2862 | } |
2324 | 2863 | ||
2325 | public override Vector3 Size | 2864 | private void changePhysRepData(ODEPhysRepData repData) |
2326 | { | 2865 | { |
2327 | get { return _size; } | 2866 | CheckDelaySelect(); |
2328 | set | 2867 | |
2868 | OdePrim parent = (OdePrim)_parent; | ||
2869 | |||
2870 | bool chp = childPrim; | ||
2871 | |||
2872 | if (chp) | ||
2329 | { | 2873 | { |
2330 | if (value.IsFinite()) | 2874 | if (parent != null) |
2331 | { | 2875 | { |
2332 | _size = value; | 2876 | parent.DestroyBody(); |
2333 | // m_log.DebugFormat("[PHYSICS]: Set size on {0} to {1}", Name, value); | ||
2334 | } | ||
2335 | else | ||
2336 | { | ||
2337 | m_log.WarnFormat("[PHYSICS]: Got NaN Size on object {0}", Name); | ||
2338 | } | 2877 | } |
2339 | } | 2878 | } |
2340 | } | 2879 | else |
2880 | { | ||
2881 | DestroyBody(); | ||
2882 | } | ||
2341 | 2883 | ||
2342 | public override float Mass | 2884 | RemoveGeom(); |
2343 | { | ||
2344 | get { return CalculateMass(); } | ||
2345 | } | ||
2346 | 2885 | ||
2347 | public override Vector3 Force | 2886 | _size = repData.size; |
2348 | { | 2887 | _pbs = repData.pbs; |
2349 | //get { return Vector3.Zero; } | 2888 | m_shapetype = repData.shapetype; |
2350 | get { return m_force; } | 2889 | |
2351 | set | 2890 | m_mesh = repData.mesh; |
2891 | |||
2892 | m_assetID = repData.assetID; | ||
2893 | m_meshState = repData.meshState; | ||
2894 | |||
2895 | m_hasOBB = repData.hasOBB; | ||
2896 | m_OBBOffset = repData.OBBOffset; | ||
2897 | m_OBB = repData.OBB; | ||
2898 | |||
2899 | primVolume = repData.volume; | ||
2900 | |||
2901 | CreateGeom(); | ||
2902 | |||
2903 | if (prim_geom != IntPtr.Zero) | ||
2352 | { | 2904 | { |
2353 | if (value.IsFinite()) | 2905 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); |
2906 | d.Quaternion myrot = new d.Quaternion(); | ||
2907 | myrot.X = _orientation.X; | ||
2908 | myrot.Y = _orientation.Y; | ||
2909 | myrot.Z = _orientation.Z; | ||
2910 | myrot.W = _orientation.W; | ||
2911 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
2912 | } | ||
2913 | |||
2914 | if (m_isphysical) | ||
2915 | { | ||
2916 | if (chp) | ||
2354 | { | 2917 | { |
2355 | m_force = value; | 2918 | if (parent != null) |
2919 | { | ||
2920 | parent.MakeBody(); | ||
2921 | } | ||
2356 | } | 2922 | } |
2357 | else | 2923 | else |
2358 | { | 2924 | MakeBody(); |
2359 | m_log.WarnFormat("[PHYSICS]: NaN in Force Applied to an Object {0}", Name); | 2925 | } |
2360 | } | 2926 | else |
2927 | { | ||
2928 | SetInStaticSpace(this); | ||
2929 | UpdateCollisionCatFlags(); | ||
2930 | ApplyCollisionCatFlags(); | ||
2361 | } | 2931 | } |
2362 | } | ||
2363 | |||
2364 | public override int VehicleType | ||
2365 | { | ||
2366 | get { return (int)m_vehicle.Type; } | ||
2367 | set { m_vehicle.ProcessTypeChange((Vehicle)value); } | ||
2368 | } | ||
2369 | 2932 | ||
2370 | public override void VehicleFloatParam(int param, float value) | 2933 | resetCollisionAccounting(); |
2371 | { | ||
2372 | m_vehicle.ProcessFloatVehicleParam((Vehicle) param, value); | ||
2373 | } | ||
2374 | 2934 | ||
2375 | public override void VehicleVectorParam(int param, Vector3 value) | 2935 | if ((m_meshState & MeshState.NeedMask) != 0) |
2376 | { | 2936 | { |
2377 | m_vehicle.ProcessVectorVehicleParam((Vehicle) param, value); | 2937 | repData.size = _size; |
2938 | repData.pbs = _pbs; | ||
2939 | repData.shapetype = m_shapetype; | ||
2940 | _parent_scene.m_meshWorker.RequestMesh(repData); | ||
2941 | } | ||
2378 | } | 2942 | } |
2379 | 2943 | ||
2380 | public override void VehicleRotationParam(int param, Quaternion rotation) | 2944 | private void changeFloatOnWater(bool newval) |
2381 | { | 2945 | { |
2382 | m_vehicle.ProcessRotationVehicleParam((Vehicle) param, rotation); | 2946 | m_collidesWater = newval; |
2383 | } | ||
2384 | 2947 | ||
2385 | public override void VehicleFlags(int param, bool remove) | 2948 | UpdateCollisionCatFlags(); |
2386 | { | 2949 | ApplyCollisionCatFlags(); |
2387 | m_vehicle.ProcessVehicleFlags(param, remove); | ||
2388 | } | 2950 | } |
2389 | 2951 | ||
2390 | public override void SetVolumeDetect(int param) | 2952 | private void changeSetTorque(Vector3 newtorque) |
2391 | { | 2953 | { |
2392 | // We have to lock the scene here so that an entire simulate loop either uses volume detect for all | 2954 | if (!m_isSelected) |
2393 | // possible collisions with this prim or for none of them. | ||
2394 | lock (_parent_scene.OdeLock) | ||
2395 | { | 2955 | { |
2396 | m_isVolumeDetect = (param != 0); | 2956 | if (m_isphysical && Body != IntPtr.Zero) |
2957 | { | ||
2958 | if (m_disabled) | ||
2959 | enableBodySoft(); | ||
2960 | else if (!d.BodyIsEnabled(Body)) | ||
2961 | d.BodyEnable(Body); | ||
2962 | |||
2963 | } | ||
2964 | _torque = newtorque; | ||
2397 | } | 2965 | } |
2398 | } | 2966 | } |
2399 | 2967 | ||
2400 | public override Vector3 CenterOfMass | 2968 | private void changeForce(Vector3 force) |
2401 | { | 2969 | { |
2402 | get { return Vector3.Zero; } | 2970 | m_force = force; |
2971 | if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body)) | ||
2972 | d.BodyEnable(Body); | ||
2403 | } | 2973 | } |
2404 | 2974 | ||
2405 | public override Vector3 GeometricCenter | 2975 | private void changeAddForce(Vector3 theforce) |
2406 | { | 2976 | { |
2407 | get { return Vector3.Zero; } | 2977 | m_forceacc += theforce; |
2978 | if (!m_isSelected) | ||
2979 | { | ||
2980 | lock (this) | ||
2981 | { | ||
2982 | //m_log.Info("[PHYSICS]: dequeing forcelist"); | ||
2983 | if (m_isphysical && Body != IntPtr.Zero) | ||
2984 | { | ||
2985 | if (m_disabled) | ||
2986 | enableBodySoft(); | ||
2987 | else if (!d.BodyIsEnabled(Body)) | ||
2988 | d.BodyEnable(Body); | ||
2989 | } | ||
2990 | } | ||
2991 | m_collisionscore = 0; | ||
2992 | } | ||
2408 | } | 2993 | } |
2409 | 2994 | ||
2410 | public override PrimitiveBaseShape Shape | 2995 | // actually angular impulse |
2996 | private void changeAddAngularImpulse(Vector3 aimpulse) | ||
2411 | { | 2997 | { |
2412 | set | 2998 | m_angularForceacc += aimpulse * m_invTimeStep; |
2999 | if (!m_isSelected) | ||
2413 | { | 3000 | { |
2414 | _pbs = value; | 3001 | lock (this) |
2415 | m_assetFailed = false; | 3002 | { |
2416 | m_taintshape = true; | 3003 | if (m_isphysical && Body != IntPtr.Zero) |
3004 | { | ||
3005 | if (m_disabled) | ||
3006 | enableBodySoft(); | ||
3007 | else if (!d.BodyIsEnabled(Body)) | ||
3008 | d.BodyEnable(Body); | ||
3009 | } | ||
3010 | } | ||
3011 | m_collisionscore = 0; | ||
2417 | } | 3012 | } |
2418 | } | 3013 | } |
2419 | 3014 | ||
2420 | public override Vector3 Velocity | 3015 | private void changevelocity(Vector3 newVel) |
2421 | { | 3016 | { |
2422 | get | 3017 | float len = newVel.LengthSquared(); |
3018 | if (len > 100000.0f) // limit to 100m/s | ||
2423 | { | 3019 | { |
2424 | // Average previous velocity with the new one so | 3020 | len = 100.0f / (float)Math.Sqrt(len); |
2425 | // client object interpolation works a 'little' better | 3021 | newVel *= len; |
2426 | if (_zeroFlag) | ||
2427 | return Vector3.Zero; | ||
2428 | |||
2429 | Vector3 returnVelocity = Vector3.Zero; | ||
2430 | returnVelocity.X = (m_lastVelocity.X + _velocity.X) * 0.5f; // 0.5f is mathematically equiv to '/ 2' | ||
2431 | returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y) * 0.5f; | ||
2432 | returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z) * 0.5f; | ||
2433 | return returnVelocity; | ||
2434 | } | 3022 | } |
2435 | set | 3023 | |
3024 | if (!m_isSelected) | ||
2436 | { | 3025 | { |
2437 | if (value.IsFinite()) | 3026 | if (Body != IntPtr.Zero) |
2438 | { | 3027 | { |
2439 | _velocity = value; | 3028 | if (m_disabled) |
3029 | enableBodySoft(); | ||
3030 | else if (!d.BodyIsEnabled(Body)) | ||
3031 | d.BodyEnable(Body); | ||
2440 | 3032 | ||
2441 | m_taintVelocity = value; | 3033 | d.BodySetLinearVel(Body, newVel.X, newVel.Y, newVel.Z); |
2442 | _parent_scene.AddPhysicsActorTaint(this); | ||
2443 | } | ||
2444 | else | ||
2445 | { | ||
2446 | m_log.WarnFormat("[PHYSICS]: Got NaN Velocity in Object {0}", Name); | ||
2447 | } | 3034 | } |
2448 | 3035 | //resetCollisionAccounting(); | |
2449 | } | 3036 | } |
3037 | _velocity = newVel; | ||
2450 | } | 3038 | } |
2451 | 3039 | ||
2452 | public override Vector3 Torque | 3040 | private void changeangvelocity(Vector3 newAngVel) |
2453 | { | 3041 | { |
2454 | get | 3042 | float len = newAngVel.LengthSquared(); |
3043 | if (len > 144.0f) // limit to 12rad/s | ||
2455 | { | 3044 | { |
2456 | if (!IsPhysical || Body == IntPtr.Zero) | 3045 | len = 12.0f / (float)Math.Sqrt(len); |
2457 | return Vector3.Zero; | 3046 | newAngVel *= len; |
2458 | |||
2459 | return _torque; | ||
2460 | } | 3047 | } |
2461 | 3048 | ||
2462 | set | 3049 | if (!m_isSelected) |
2463 | { | 3050 | { |
2464 | if (value.IsFinite()) | 3051 | if (Body != IntPtr.Zero) |
2465 | { | ||
2466 | m_taintTorque = value; | ||
2467 | _parent_scene.AddPhysicsActorTaint(this); | ||
2468 | } | ||
2469 | else | ||
2470 | { | 3052 | { |
2471 | m_log.WarnFormat("[PHYSICS]: Got NaN Torque in Object {0}", Name); | 3053 | if (m_disabled) |
3054 | enableBodySoft(); | ||
3055 | else if (!d.BodyIsEnabled(Body)) | ||
3056 | d.BodyEnable(Body); | ||
3057 | |||
3058 | |||
3059 | d.BodySetAngularVel(Body, newAngVel.X, newAngVel.Y, newAngVel.Z); | ||
2472 | } | 3060 | } |
3061 | //resetCollisionAccounting(); | ||
2473 | } | 3062 | } |
3063 | m_rotationalVelocity = newAngVel; | ||
2474 | } | 3064 | } |
2475 | 3065 | ||
2476 | public override float CollisionScore | 3066 | private void changeVolumedetetion(bool newVolDtc) |
2477 | { | 3067 | { |
2478 | get { return m_collisionscore; } | 3068 | m_isVolumeDetect = newVolDtc; |
2479 | set { m_collisionscore = value; } | 3069 | m_fakeisVolumeDetect = newVolDtc; |
3070 | UpdateCollisionCatFlags(); | ||
3071 | ApplyCollisionCatFlags(); | ||
2480 | } | 3072 | } |
2481 | 3073 | ||
2482 | public override bool Kinematic | 3074 | protected void changeBuilding(bool newbuilding) |
2483 | { | 3075 | { |
2484 | get { return false; } | 3076 | // Check if we need to do anything |
2485 | set { } | 3077 | if (newbuilding == m_building) |
2486 | } | 3078 | return; |
2487 | 3079 | ||
2488 | public override Quaternion Orientation | 3080 | if ((bool)newbuilding) |
2489 | { | ||
2490 | get { return _orientation; } | ||
2491 | set | ||
2492 | { | 3081 | { |
2493 | if (QuaternionIsFinite(value)) | 3082 | m_building = true; |
2494 | _orientation = value; | 3083 | if (!childPrim) |
2495 | else | 3084 | DestroyBody(); |
2496 | m_log.WarnFormat("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object {0}", Name); | 3085 | } |
3086 | else | ||
3087 | { | ||
3088 | m_building = false; | ||
3089 | CheckDelaySelect(); | ||
3090 | if (!childPrim) | ||
3091 | MakeBody(); | ||
3092 | } | ||
3093 | if (!childPrim && childrenPrim.Count > 0) | ||
3094 | { | ||
3095 | foreach (OdePrim prm in childrenPrim) | ||
3096 | prm.changeBuilding(m_building); // call directly | ||
2497 | } | 3097 | } |
2498 | } | 3098 | } |
2499 | 3099 | ||
2500 | private static bool QuaternionIsFinite(Quaternion q) | 3100 | public void changeSetVehicle(VehicleData vdata) |
2501 | { | ||
2502 | if (Single.IsNaN(q.X) || Single.IsInfinity(q.X)) | ||
2503 | return false; | ||
2504 | if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y)) | ||
2505 | return false; | ||
2506 | if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z)) | ||
2507 | return false; | ||
2508 | if (Single.IsNaN(q.W) || Single.IsInfinity(q.W)) | ||
2509 | return false; | ||
2510 | return true; | ||
2511 | } | ||
2512 | |||
2513 | public override Vector3 Acceleration | ||
2514 | { | 3101 | { |
2515 | get { return _acceleration; } | 3102 | if (m_vehicle == null) |
2516 | set { _acceleration = value; } | 3103 | m_vehicle = new ODEDynamics(this); |
3104 | m_vehicle.DoSetVehicle(vdata); | ||
2517 | } | 3105 | } |
2518 | 3106 | ||
2519 | public override void AddForce(Vector3 force, bool pushforce) | 3107 | private void changeVehicleType(int value) |
2520 | { | 3108 | { |
2521 | if (force.IsFinite()) | 3109 | if (value == (int)Vehicle.TYPE_NONE) |
2522 | { | 3110 | { |
2523 | lock (m_forcelist) | 3111 | if (m_vehicle != null) |
2524 | m_forcelist.Add(force); | 3112 | m_vehicle = null; |
2525 | |||
2526 | m_taintforce = true; | ||
2527 | } | 3113 | } |
2528 | else | 3114 | else |
2529 | { | 3115 | { |
2530 | m_log.WarnFormat("[PHYSICS]: Got Invalid linear force vector from Scene in Object {0}", Name); | 3116 | if (m_vehicle == null) |
3117 | m_vehicle = new ODEDynamics(this); | ||
3118 | |||
3119 | m_vehicle.ProcessTypeChange((Vehicle)value); | ||
2531 | } | 3120 | } |
2532 | //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString()); | ||
2533 | } | 3121 | } |
2534 | 3122 | ||
2535 | public override void AddAngularForce(Vector3 force, bool pushforce) | 3123 | private void changeVehicleFloatParam(strVehicleFloatParam fp) |
2536 | { | 3124 | { |
2537 | if (force.IsFinite()) | 3125 | if (m_vehicle == null) |
2538 | { | 3126 | return; |
2539 | m_angularforcelist.Add(force); | 3127 | |
2540 | m_taintaddangularforce = true; | 3128 | m_vehicle.ProcessFloatVehicleParam((Vehicle)fp.param, fp.value); |
2541 | } | ||
2542 | else | ||
2543 | { | ||
2544 | m_log.WarnFormat("[PHYSICS]: Got Invalid Angular force vector from Scene in Object {0}", Name); | ||
2545 | } | ||
2546 | } | 3129 | } |
2547 | 3130 | ||
2548 | public override Vector3 RotationalVelocity | 3131 | private void changeVehicleVectorParam(strVehicleVectorParam vp) |
2549 | { | 3132 | { |
2550 | get | 3133 | if (m_vehicle == null) |
2551 | { | 3134 | return; |
2552 | Vector3 pv = Vector3.Zero; | 3135 | m_vehicle.ProcessVectorVehicleParam((Vehicle)vp.param, vp.value); |
2553 | if (_zeroFlag) | 3136 | } |
2554 | return pv; | ||
2555 | m_lastUpdateSent = false; | ||
2556 | |||
2557 | if (m_rotationalVelocity.ApproxEquals(pv, 0.2f)) | ||
2558 | return pv; | ||
2559 | 3137 | ||
2560 | return m_rotationalVelocity; | 3138 | private void changeVehicleRotationParam(strVehicleQuatParam qp) |
2561 | } | 3139 | { |
2562 | set | 3140 | if (m_vehicle == null) |
2563 | { | 3141 | return; |
2564 | if (value.IsFinite()) | 3142 | m_vehicle.ProcessRotationVehicleParam((Vehicle)qp.param, qp.value); |
2565 | { | ||
2566 | m_rotationalVelocity = value; | ||
2567 | } | ||
2568 | else | ||
2569 | { | ||
2570 | m_log.WarnFormat("[PHYSICS]: Got NaN RotationalVelocity in Object {0}", Name); | ||
2571 | } | ||
2572 | } | ||
2573 | } | 3143 | } |
2574 | 3144 | ||
2575 | public override void CrossingFailure() | 3145 | private void changeVehicleFlags(strVehicleBoolParam bp) |
2576 | { | 3146 | { |
2577 | m_crossingfailures++; | 3147 | if (m_vehicle == null) |
2578 | if (m_crossingfailures > _parent_scene.geomCrossingFailuresBeforeOutofbounds) | ||
2579 | { | ||
2580 | base.RaiseOutOfBounds(_position); | ||
2581 | return; | 3148 | return; |
2582 | } | 3149 | m_vehicle.ProcessVehicleFlags(bp.param, bp.value); |
2583 | else if (m_crossingfailures == _parent_scene.geomCrossingFailuresBeforeOutofbounds) | ||
2584 | { | ||
2585 | m_log.Warn("[PHYSICS]: Too many crossing failures for: " + Name); | ||
2586 | } | ||
2587 | } | 3150 | } |
2588 | 3151 | ||
2589 | public override float Buoyancy | 3152 | private void changeBuoyancy(float b) |
2590 | { | 3153 | { |
2591 | get { return m_buoyancy; } | 3154 | m_buoyancy = b; |
2592 | set { m_buoyancy = value; } | ||
2593 | } | 3155 | } |
2594 | 3156 | ||
2595 | public override void link(PhysicsActor obj) | 3157 | private void changePIDTarget(Vector3 trg) |
2596 | { | 3158 | { |
2597 | m_taintparent = obj; | 3159 | m_PIDTarget = trg; |
2598 | } | 3160 | } |
2599 | 3161 | ||
2600 | public override void delink() | 3162 | private void changePIDTau(float tau) |
2601 | { | 3163 | { |
2602 | m_taintparent = null; | 3164 | m_PIDTau = tau; |
2603 | } | 3165 | } |
2604 | 3166 | ||
2605 | public override void LockAngularMotion(Vector3 axis) | 3167 | private void changePIDActive(bool val) |
2606 | { | 3168 | { |
2607 | // reverse the zero/non zero values for ODE. | 3169 | m_usePID = val; |
2608 | if (axis.IsFinite()) | 3170 | } |
2609 | { | 3171 | |
2610 | axis.X = (axis.X > 0) ? 1f : 0f; | 3172 | private void changePIDHoverHeight(float val) |
2611 | axis.Y = (axis.Y > 0) ? 1f : 0f; | 3173 | { |
2612 | axis.Z = (axis.Z > 0) ? 1f : 0f; | 3174 | m_PIDHoverHeight = val; |
2613 | m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z); | 3175 | if (val == 0) |
2614 | m_taintAngularLock = axis; | 3176 | m_useHoverPID = false; |
2615 | } | 3177 | } |
2616 | else | 3178 | |
2617 | { | 3179 | private void changePIDHoverType(PIDHoverType type) |
2618 | m_log.WarnFormat("[PHYSICS]: Got NaN locking axis from Scene on Object {0}", Name); | 3180 | { |
2619 | } | 3181 | m_PIDHoverType = type; |
2620 | } | 3182 | } |
2621 | 3183 | ||
2622 | internal void UpdatePositionAndVelocity() | 3184 | private void changePIDHoverTau(float tau) |
3185 | { | ||
3186 | m_PIDHoverTau = tau; | ||
3187 | } | ||
3188 | |||
3189 | private void changePIDHoverActive(bool active) | ||
3190 | { | ||
3191 | m_useHoverPID = active; | ||
3192 | } | ||
3193 | |||
3194 | #endregion | ||
3195 | |||
3196 | public void Move() | ||
2623 | { | 3197 | { |
2624 | // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! | 3198 | if (!childPrim && m_isphysical && Body != IntPtr.Zero && |
2625 | if (_parent == null) | 3199 | !m_disabled && !m_isSelected && !m_building && !m_outbounds) |
2626 | { | 3200 | { |
2627 | Vector3 pv = Vector3.Zero; | 3201 | if (!d.BodyIsEnabled(Body)) |
2628 | bool lastZeroFlag = _zeroFlag; | 3202 | { |
2629 | float m_minvelocity = 0; | 3203 | // let vehicles sleep |
2630 | if (Body != (IntPtr)0) // FIXME -> or if it is a joint | 3204 | if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE) |
2631 | { | 3205 | return; |
2632 | d.Vector3 vec = d.BodyGetPosition(Body); | 3206 | |
2633 | d.Quaternion ori = d.BodyGetQuaternion(Body); | 3207 | if (++bodydisablecontrol < 20) |
2634 | d.Vector3 vel = d.BodyGetLinearVel(Body); | 3208 | return; |
2635 | d.Vector3 rotvel = d.BodyGetAngularVel(Body); | 3209 | |
2636 | d.Vector3 torque = d.BodyGetTorque(Body); | 3210 | |
2637 | _torque = new Vector3(torque.X, torque.Y, torque.Z); | 3211 | d.BodyEnable(Body); |
2638 | Vector3 l_position = Vector3.Zero; | 3212 | } |
2639 | Quaternion l_orientation = Quaternion.Identity; | 3213 | |
2640 | 3214 | bodydisablecontrol = 0; | |
2641 | // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!) | 3215 | |
2642 | //if (vec.X < 0.0f) { vec.X = 0.0f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); } | 3216 | d.Vector3 lpos = d.GeomGetPosition(prim_geom); // root position that is seem by rest of simulator |
2643 | //if (vec.Y < 0.0f) { vec.Y = 0.0f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); } | 3217 | |
2644 | //if (vec.X > 255.95f) { vec.X = 255.95f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); } | 3218 | if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE) |
2645 | //if (vec.Y > 255.95f) { vec.Y = 255.95f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); } | 3219 | { |
2646 | 3220 | // 'VEHICLES' are dealt with in ODEDynamics.cs | |
2647 | m_lastposition = _position; | 3221 | m_vehicle.Step(); |
2648 | m_lastorientation = _orientation; | 3222 | return; |
2649 | 3223 | } | |
2650 | l_position.X = vec.X; | 3224 | |
2651 | l_position.Y = vec.Y; | 3225 | float fx = 0; |
2652 | l_position.Z = vec.Z; | 3226 | float fy = 0; |
2653 | l_orientation.X = ori.X; | 3227 | float fz = 0; |
2654 | l_orientation.Y = ori.Y; | 3228 | |
2655 | l_orientation.Z = ori.Z; | 3229 | float m_mass = _mass; |
2656 | l_orientation.W = ori.W; | 3230 | |
2657 | 3231 | if (m_usePID && m_PIDTau > 0) | |
2658 | if (l_position.X > ((int)_parent_scene.WorldExtents.X - 0.05f) || l_position.X < 0f || l_position.Y > ((int)_parent_scene.WorldExtents.Y - 0.05f) || l_position.Y < 0f) | 3232 | { |
3233 | // for now position error | ||
3234 | _target_velocity = | ||
3235 | new Vector3( | ||
3236 | (m_PIDTarget.X - lpos.X), | ||
3237 | (m_PIDTarget.Y - lpos.Y), | ||
3238 | (m_PIDTarget.Z - lpos.Z) | ||
3239 | ); | ||
3240 | |||
3241 | if (_target_velocity.ApproxEquals(Vector3.Zero, 0.02f)) | ||
3242 | { | ||
3243 | d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z); | ||
3244 | d.BodySetLinearVel(Body, 0, 0, 0); | ||
3245 | return; | ||
3246 | } | ||
3247 | else | ||
2659 | { | 3248 | { |
2660 | //base.RaiseOutOfBounds(l_position); | 3249 | _zeroFlag = false; |
2661 | 3250 | ||
2662 | if (m_crossingfailures < _parent_scene.geomCrossingFailuresBeforeOutofbounds) | 3251 | float tmp = 1 / m_PIDTau; |
3252 | _target_velocity *= tmp; | ||
3253 | |||
3254 | // apply limits | ||
3255 | tmp = _target_velocity.Length(); | ||
3256 | if (tmp > 50.0f) | ||
2663 | { | 3257 | { |
2664 | _position = l_position; | 3258 | tmp = 50 / tmp; |
2665 | //_parent_scene.remActivePrim(this); | 3259 | _target_velocity *= tmp; |
2666 | if (_parent == null) | ||
2667 | base.RequestPhysicsterseUpdate(); | ||
2668 | return; | ||
2669 | } | 3260 | } |
2670 | else | 3261 | else if (tmp < 0.05f) |
2671 | { | 3262 | { |
2672 | if (_parent == null) | 3263 | tmp = 0.05f / tmp; |
2673 | base.RaiseOutOfBounds(l_position); | 3264 | _target_velocity *= tmp; |
2674 | return; | ||
2675 | } | 3265 | } |
3266 | |||
3267 | d.Vector3 vel = d.BodyGetLinearVel(Body); | ||
3268 | fx = (_target_velocity.X - vel.X) * m_invTimeStep; | ||
3269 | fy = (_target_velocity.Y - vel.Y) * m_invTimeStep; | ||
3270 | fz = (_target_velocity.Z - vel.Z) * m_invTimeStep; | ||
3271 | // d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z); | ||
2676 | } | 3272 | } |
3273 | } // end if (m_usePID) | ||
3274 | |||
3275 | // Hover PID Controller needs to be mutually exlusive to MoveTo PID controller | ||
3276 | else if (m_useHoverPID && m_PIDHoverTau != 0 && m_PIDHoverHeight != 0) | ||
3277 | { | ||
2677 | 3278 | ||
2678 | if (l_position.Z < 0) | 3279 | // Non-Vehicles have a limited set of Hover options. |
3280 | // determine what our target height really is based on HoverType | ||
3281 | |||
3282 | m_groundHeight = _parent_scene.GetTerrainHeightAtXY(lpos.X, lpos.Y); | ||
3283 | |||
3284 | switch (m_PIDHoverType) | ||
3285 | { | ||
3286 | case PIDHoverType.Ground: | ||
3287 | m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight; | ||
3288 | break; | ||
3289 | |||
3290 | case PIDHoverType.GroundAndWater: | ||
3291 | m_waterHeight = _parent_scene.GetWaterLevel(); | ||
3292 | if (m_groundHeight > m_waterHeight) | ||
3293 | m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight; | ||
3294 | else | ||
3295 | m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight; | ||
3296 | break; | ||
3297 | } // end switch (m_PIDHoverType) | ||
3298 | |||
3299 | // don't go underground unless volumedetector | ||
3300 | |||
3301 | if (m_targetHoverHeight > m_groundHeight || m_isVolumeDetect) | ||
2679 | { | 3302 | { |
2680 | // This is so prim that get lost underground don't fall forever and suck up | 3303 | d.Vector3 vel = d.BodyGetLinearVel(Body); |
2681 | // | 3304 | |
2682 | // Sim resources and memory. | 3305 | fz = (m_targetHoverHeight - lpos.Z); |
2683 | // Disables the prim's movement physics.... | 3306 | |
2684 | // It's a hack and will generate a console message if it fails. | 3307 | // if error is zero, use position control; otherwise, velocity control |
3308 | if (Math.Abs(fz) < 0.01f) | ||
3309 | { | ||
3310 | d.BodySetPosition(Body, lpos.X, lpos.Y, m_targetHoverHeight); | ||
3311 | d.BodySetLinearVel(Body, vel.X, vel.Y, 0); | ||
3312 | } | ||
3313 | else | ||
3314 | { | ||
3315 | _zeroFlag = false; | ||
3316 | fz /= m_PIDHoverTau; | ||
3317 | |||
3318 | float tmp = Math.Abs(fz); | ||
3319 | if (tmp > 50) | ||
3320 | fz = 50 * Math.Sign(fz); | ||
3321 | else if (tmp < 0.1) | ||
3322 | fz = 0.1f * Math.Sign(fz); | ||
3323 | |||
3324 | fz = ((fz - vel.Z) * m_invTimeStep); | ||
3325 | } | ||
3326 | } | ||
3327 | } | ||
3328 | else | ||
3329 | { | ||
3330 | float b = (1.0f - m_buoyancy); | ||
3331 | fx = _parent_scene.gravityx * b; | ||
3332 | fy = _parent_scene.gravityy * b; | ||
3333 | fz = _parent_scene.gravityz * b; | ||
3334 | } | ||
3335 | |||
3336 | fx *= m_mass; | ||
3337 | fy *= m_mass; | ||
3338 | fz *= m_mass; | ||
3339 | |||
3340 | // constant force | ||
3341 | fx += m_force.X; | ||
3342 | fy += m_force.Y; | ||
3343 | fz += m_force.Z; | ||
3344 | |||
3345 | fx += m_forceacc.X; | ||
3346 | fy += m_forceacc.Y; | ||
3347 | fz += m_forceacc.Z; | ||
3348 | |||
3349 | m_forceacc = Vector3.Zero; | ||
3350 | |||
3351 | //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString()); | ||
3352 | if (fx != 0 || fy != 0 || fz != 0) | ||
3353 | { | ||
3354 | d.BodyAddForce(Body, fx, fy, fz); | ||
3355 | //Console.WriteLine("AddForce " + fx + "," + fy + "," + fz); | ||
3356 | } | ||
3357 | |||
3358 | Vector3 trq; | ||
3359 | |||
3360 | trq = _torque; | ||
3361 | trq += m_angularForceacc; | ||
3362 | m_angularForceacc = Vector3.Zero; | ||
3363 | if (trq.X != 0 || trq.Y != 0 || trq.Z != 0) | ||
3364 | { | ||
3365 | d.BodyAddTorque(Body, trq.X, trq.Y, trq.Z); | ||
3366 | } | ||
3367 | } | ||
3368 | else | ||
3369 | { // is not physical, or is not a body or is selected | ||
3370 | // _zeroPosition = d.BodyGetPosition(Body); | ||
3371 | return; | ||
3372 | //Console.WriteLine("Nothing " + Name); | ||
3373 | |||
3374 | } | ||
3375 | } | ||
3376 | |||
3377 | public void UpdatePositionAndVelocity() | ||
3378 | { | ||
3379 | if (_parent == null && !m_disabled && !m_building && !m_outbounds && Body != IntPtr.Zero) | ||
3380 | { | ||
3381 | if (d.BodyIsEnabled(Body) || !_zeroFlag) | ||
3382 | { | ||
3383 | bool lastZeroFlag = _zeroFlag; | ||
2685 | 3384 | ||
2686 | //IsPhysical = false; | 3385 | d.Vector3 lpos = d.GeomGetPosition(prim_geom); |
2687 | if (_parent == null) | ||
2688 | base.RaiseOutOfBounds(_position); | ||
2689 | 3386 | ||
3387 | // check outside region | ||
3388 | if (lpos.Z < -100 || lpos.Z > 100000f) | ||
3389 | { | ||
3390 | m_outbounds = true; | ||
3391 | |||
3392 | lpos.Z = Util.Clip(lpos.Z, -100f, 100000f); | ||
2690 | _acceleration.X = 0; | 3393 | _acceleration.X = 0; |
2691 | _acceleration.Y = 0; | 3394 | _acceleration.Y = 0; |
2692 | _acceleration.Z = 0; | 3395 | _acceleration.Z = 0; |
@@ -2698,589 +3401,437 @@ Console.WriteLine(" JointCreateFixed"); | |||
2698 | m_rotationalVelocity.Y = 0; | 3401 | m_rotationalVelocity.Y = 0; |
2699 | m_rotationalVelocity.Z = 0; | 3402 | m_rotationalVelocity.Z = 0; |
2700 | 3403 | ||
2701 | if (_parent == null) | 3404 | d.BodySetLinearVel(Body, 0, 0, 0); // stop it |
2702 | base.RequestPhysicsterseUpdate(); | 3405 | d.BodySetAngularVel(Body, 0, 0, 0); // stop it |
3406 | d.BodySetPosition(Body, lpos.X, lpos.Y, lpos.Z); // put it somewhere | ||
3407 | m_lastposition = _position; | ||
3408 | m_lastorientation = _orientation; | ||
3409 | |||
3410 | base.RequestPhysicsterseUpdate(); | ||
2703 | 3411 | ||
2704 | m_throttleUpdates = false; | 3412 | // throttleCounter = 0; |
2705 | throttleCounter = 0; | ||
2706 | _zeroFlag = true; | 3413 | _zeroFlag = true; |
2707 | //outofBounds = true; | 3414 | |
3415 | disableBodySoft(); // disable it and colisions | ||
3416 | base.RaiseOutOfBounds(_position); | ||
3417 | return; | ||
2708 | } | 3418 | } |
2709 | 3419 | ||
2710 | //float Adiff = 1.0f - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation)); | 3420 | if (lpos.X < 0f) |
2711 | //Console.WriteLine("Adiff " + Name + " = " + Adiff); | ||
2712 | if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02) | ||
2713 | && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02) | ||
2714 | && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02) | ||
2715 | // && (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation)) < 0.01)) | ||
2716 | && (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation)) < 0.0001)) // KF 0.01 is far to large | ||
2717 | { | 3421 | { |
2718 | _zeroFlag = true; | 3422 | _position.X = Util.Clip(lpos.X, -2f, -0.1f); |
2719 | //Console.WriteLine("ZFT 2"); | 3423 | m_outbounds = true; |
2720 | m_throttleUpdates = false; | ||
2721 | } | 3424 | } |
2722 | else | 3425 | else if (lpos.X > _parent_scene.WorldExtents.X) |
2723 | { | 3426 | { |
2724 | //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString()); | 3427 | _position.X = Util.Clip(lpos.X, _parent_scene.WorldExtents.X + 0.1f, _parent_scene.WorldExtents.X + 2f); |
2725 | _zeroFlag = false; | 3428 | m_outbounds = true; |
2726 | m_lastUpdateSent = false; | ||
2727 | //m_throttleUpdates = false; | ||
2728 | } | 3429 | } |
2729 | 3430 | if (lpos.Y < 0f) | |
2730 | if (_zeroFlag) | ||
2731 | { | 3431 | { |
2732 | _velocity.X = 0.0f; | 3432 | _position.Y = Util.Clip(lpos.Y, -2f, -0.1f); |
2733 | _velocity.Y = 0.0f; | 3433 | m_outbounds = true; |
2734 | _velocity.Z = 0.0f; | 3434 | } |
2735 | 3435 | else if (lpos.Y > _parent_scene.WorldExtents.Y) | |
2736 | _acceleration.X = 0; | 3436 | { |
2737 | _acceleration.Y = 0; | 3437 | _position.Y = Util.Clip(lpos.Y, _parent_scene.WorldExtents.Y + 0.1f, _parent_scene.WorldExtents.Y + 2f); |
2738 | _acceleration.Z = 0; | 3438 | m_outbounds = true; |
2739 | 3439 | } | |
2740 | //_orientation.w = 0f; | ||
2741 | //_orientation.X = 0f; | ||
2742 | //_orientation.Y = 0f; | ||
2743 | //_orientation.Z = 0f; | ||
2744 | m_rotationalVelocity.X = 0; | ||
2745 | m_rotationalVelocity.Y = 0; | ||
2746 | m_rotationalVelocity.Z = 0; | ||
2747 | if (!m_lastUpdateSent) | ||
2748 | { | ||
2749 | m_throttleUpdates = false; | ||
2750 | throttleCounter = 0; | ||
2751 | m_rotationalVelocity = pv; | ||
2752 | 3440 | ||
2753 | if (_parent == null) | 3441 | if (m_outbounds) |
2754 | { | 3442 | { |
2755 | base.RequestPhysicsterseUpdate(); | 3443 | m_lastposition = _position; |
2756 | } | 3444 | m_lastorientation = _orientation; |
3445 | |||
3446 | d.Vector3 dtmp = d.BodyGetAngularVel(Body); | ||
3447 | m_rotationalVelocity.X = dtmp.X; | ||
3448 | m_rotationalVelocity.Y = dtmp.Y; | ||
3449 | m_rotationalVelocity.Z = dtmp.Z; | ||
3450 | |||
3451 | dtmp = d.BodyGetLinearVel(Body); | ||
3452 | _velocity.X = dtmp.X; | ||
3453 | _velocity.Y = dtmp.Y; | ||
3454 | _velocity.Z = dtmp.Z; | ||
3455 | |||
3456 | d.BodySetLinearVel(Body, 0, 0, 0); // stop it | ||
3457 | d.BodySetAngularVel(Body, 0, 0, 0); | ||
3458 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | ||
3459 | disableBodySoft(); // stop collisions | ||
3460 | UnSubscribeEvents(); | ||
3461 | |||
3462 | base.RequestPhysicsterseUpdate(); | ||
3463 | return; | ||
3464 | } | ||
2757 | 3465 | ||
2758 | m_lastUpdateSent = true; | 3466 | d.Quaternion ori; |
2759 | } | 3467 | d.GeomCopyQuaternion(prim_geom, out ori); |
3468 | |||
3469 | // decide if moving | ||
3470 | // use positions since this are integrated quantities | ||
3471 | // tolerance values depende a lot on simulation noise... | ||
3472 | // use simple math.abs since we dont need to be exact | ||
3473 | |||
3474 | if ( | ||
3475 | (Math.Abs(_position.X - lpos.X) < 0.001f) | ||
3476 | && (Math.Abs(_position.Y - lpos.Y) < 0.001f) | ||
3477 | && (Math.Abs(_position.Z - lpos.Z) < 0.001f) | ||
3478 | && (Math.Abs(_orientation.X - ori.X) < 0.0001f) | ||
3479 | && (Math.Abs(_orientation.Y - ori.Y) < 0.0001f) | ||
3480 | && (Math.Abs(_orientation.Z - ori.Z) < 0.0001f) // ignore W | ||
3481 | ) | ||
3482 | { | ||
3483 | _zeroFlag = true; | ||
2760 | } | 3484 | } |
2761 | else | 3485 | else |
2762 | { | 3486 | _zeroFlag = false; |
2763 | if (lastZeroFlag != _zeroFlag) | ||
2764 | { | ||
2765 | if (_parent == null) | ||
2766 | { | ||
2767 | base.RequestPhysicsterseUpdate(); | ||
2768 | } | ||
2769 | } | ||
2770 | |||
2771 | m_lastVelocity = _velocity; | ||
2772 | 3487 | ||
2773 | _position = l_position; | 3488 | // update velocities and aceleration |
3489 | if (!(_zeroFlag && lastZeroFlag)) | ||
3490 | { | ||
3491 | d.Vector3 vel = d.BodyGetLinearVel(Body); | ||
2774 | 3492 | ||
2775 | _velocity.X = vel.X; | 3493 | _acceleration = _velocity; |
2776 | _velocity.Y = vel.Y; | ||
2777 | _velocity.Z = vel.Z; | ||
2778 | 3494 | ||
2779 | _acceleration = ((_velocity - m_lastVelocity) / 0.1f); | 3495 | if ((Math.Abs(vel.X) < 0.001f) && |
2780 | _acceleration = new Vector3(_velocity.X - m_lastVelocity.X / 0.1f, _velocity.Y - m_lastVelocity.Y / 0.1f, _velocity.Z - m_lastVelocity.Z / 0.1f); | 3496 | (Math.Abs(vel.Y) < 0.001f) && |
2781 | //m_log.Info("[PHYSICS]: V1: " + _velocity + " V2: " + m_lastVelocity + " Acceleration: " + _acceleration.ToString()); | 3497 | (Math.Abs(vel.Z) < 0.001f)) |
2782 | |||
2783 | // Note here that linearvelocity is affecting angular velocity... so I'm guessing this is a vehicle specific thing... | ||
2784 | // it does make sense to do this for tiny little instabilities with physical prim, however 0.5m/frame is fairly large. | ||
2785 | // reducing this to 0.02m/frame seems to help the angular rubberbanding quite a bit, however, to make sure it doesn't affect elevators and vehicles | ||
2786 | // adding these logical exclusion situations to maintain this where I think it was intended to be. | ||
2787 | if (m_throttleUpdates || m_usePID || (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE) || (Amotor != IntPtr.Zero)) | ||
2788 | { | 3498 | { |
2789 | m_minvelocity = 0.5f; | 3499 | _velocity = Vector3.Zero; |
3500 | float t = -m_invTimeStep; | ||
3501 | _acceleration = _acceleration * t; | ||
2790 | } | 3502 | } |
2791 | else | 3503 | else |
2792 | { | 3504 | { |
2793 | m_minvelocity = 0.02f; | 3505 | _velocity.X = vel.X; |
3506 | _velocity.Y = vel.Y; | ||
3507 | _velocity.Z = vel.Z; | ||
3508 | _acceleration = (_velocity - _acceleration) * m_invTimeStep; | ||
3509 | } | ||
3510 | |||
3511 | if ((Math.Abs(_acceleration.X) < 0.01f) && | ||
3512 | (Math.Abs(_acceleration.Y) < 0.01f) && | ||
3513 | (Math.Abs(_acceleration.Z) < 0.01f)) | ||
3514 | { | ||
3515 | _acceleration = Vector3.Zero; | ||
2794 | } | 3516 | } |
2795 | 3517 | ||
2796 | if (_velocity.ApproxEquals(pv, m_minvelocity)) | 3518 | if ((Math.Abs(_orientation.X - ori.X) < 0.0001) && |
3519 | (Math.Abs(_orientation.Y - ori.Y) < 0.0001) && | ||
3520 | (Math.Abs(_orientation.Z - ori.Z) < 0.0001) | ||
3521 | ) | ||
2797 | { | 3522 | { |
2798 | m_rotationalVelocity = pv; | 3523 | m_rotationalVelocity = Vector3.Zero; |
2799 | } | 3524 | } |
2800 | else | 3525 | else |
2801 | { | 3526 | { |
2802 | m_rotationalVelocity = new Vector3(rotvel.X, rotvel.Y, rotvel.Z); | 3527 | vel = d.BodyGetAngularVel(Body); |
3528 | m_rotationalVelocity.X = vel.X; | ||
3529 | m_rotationalVelocity.Y = vel.Y; | ||
3530 | m_rotationalVelocity.Z = vel.Z; | ||
2803 | } | 3531 | } |
3532 | } | ||
2804 | 3533 | ||
2805 | //m_log.Debug("ODE: " + m_rotationalVelocity.ToString()); | 3534 | if (_zeroFlag) |
2806 | _orientation.X = ori.X; | 3535 | { |
2807 | _orientation.Y = ori.Y; | 3536 | if (lastZeroFlag) |
2808 | _orientation.Z = ori.Z; | ||
2809 | _orientation.W = ori.W; | ||
2810 | m_lastUpdateSent = false; | ||
2811 | if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate) | ||
2812 | { | 3537 | { |
2813 | if (_parent == null) | 3538 | _velocity = Vector3.Zero; |
2814 | { | 3539 | _acceleration = Vector3.Zero; |
2815 | base.RequestPhysicsterseUpdate(); | 3540 | m_rotationalVelocity = Vector3.Zero; |
2816 | } | ||
2817 | } | 3541 | } |
2818 | else | 3542 | |
3543 | if (!m_lastUpdateSent) | ||
2819 | { | 3544 | { |
2820 | throttleCounter++; | 3545 | base.RequestPhysicsterseUpdate(); |
3546 | if (lastZeroFlag) | ||
3547 | m_lastUpdateSent = true; | ||
2821 | } | 3548 | } |
3549 | return; | ||
2822 | } | 3550 | } |
2823 | m_lastposition = l_position; | ||
2824 | } | ||
2825 | else | ||
2826 | { | ||
2827 | // Not a body.. so Make sure the client isn't interpolating | ||
2828 | _velocity.X = 0; | ||
2829 | _velocity.Y = 0; | ||
2830 | _velocity.Z = 0; | ||
2831 | 3551 | ||
2832 | _acceleration.X = 0; | 3552 | _position.X = lpos.X; |
2833 | _acceleration.Y = 0; | 3553 | _position.Y = lpos.Y; |
2834 | _acceleration.Z = 0; | 3554 | _position.Z = lpos.Z; |
2835 | 3555 | ||
2836 | m_rotationalVelocity.X = 0; | 3556 | _orientation.X = ori.X; |
2837 | m_rotationalVelocity.Y = 0; | 3557 | _orientation.Y = ori.Y; |
2838 | m_rotationalVelocity.Z = 0; | 3558 | _orientation.Z = ori.Z; |
2839 | _zeroFlag = true; | 3559 | _orientation.W = ori.W; |
3560 | base.RequestPhysicsterseUpdate(); | ||
3561 | m_lastUpdateSent = false; | ||
2840 | } | 3562 | } |
2841 | } | 3563 | } |
2842 | } | 3564 | } |
2843 | 3565 | ||
2844 | public override bool FloatOnWater | 3566 | internal static bool QuaternionIsFinite(Quaternion q) |
2845 | { | 3567 | { |
2846 | set { | 3568 | if (Single.IsNaN(q.X) || Single.IsInfinity(q.X)) |
2847 | m_taintCollidesWater = value; | 3569 | return false; |
2848 | _parent_scene.AddPhysicsActorTaint(this); | 3570 | if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y)) |
2849 | } | 3571 | return false; |
3572 | if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z)) | ||
3573 | return false; | ||
3574 | if (Single.IsNaN(q.W) || Single.IsInfinity(q.W)) | ||
3575 | return false; | ||
3576 | return true; | ||
2850 | } | 3577 | } |
2851 | 3578 | ||
2852 | public override void SetMomentum(Vector3 momentum) | 3579 | internal static void DMassSubPartFromObj(ref d.Mass part, ref d.Mass theobj) |
2853 | { | 3580 | { |
2854 | } | 3581 | // assumes object center of mass is zero |
2855 | 3582 | float smass = part.mass; | |
2856 | public override Vector3 PIDTarget | 3583 | theobj.mass -= smass; |
2857 | { | ||
2858 | set | ||
2859 | { | ||
2860 | if (value.IsFinite()) | ||
2861 | { | ||
2862 | m_PIDTarget = value; | ||
2863 | } | ||
2864 | else | ||
2865 | m_log.WarnFormat("[PHYSICS]: Got NaN PIDTarget from Scene on Object {0}", Name); | ||
2866 | } | ||
2867 | } | ||
2868 | public override bool PIDActive { set { m_usePID = value; } } | ||
2869 | public override float PIDTau { set { m_PIDTau = value; } } | ||
2870 | |||
2871 | public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } | ||
2872 | public override bool PIDHoverActive { set { m_useHoverPID = value; } } | ||
2873 | public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } | ||
2874 | public override float PIDHoverTau { set { m_PIDHoverTau = value; } } | ||
2875 | |||
2876 | public override Quaternion APIDTarget{ set { return; } } | ||
2877 | 3584 | ||
2878 | public override bool APIDActive{ set { return; } } | 3585 | smass *= 1.0f / (theobj.mass); ; |
2879 | 3586 | ||
2880 | public override float APIDStrength{ set { return; } } | 3587 | theobj.c.X -= part.c.X * smass; |
3588 | theobj.c.Y -= part.c.Y * smass; | ||
3589 | theobj.c.Z -= part.c.Z * smass; | ||
2881 | 3590 | ||
2882 | public override float APIDDamping{ set { return; } } | 3591 | theobj.I.M00 -= part.I.M00; |
3592 | theobj.I.M01 -= part.I.M01; | ||
3593 | theobj.I.M02 -= part.I.M02; | ||
3594 | theobj.I.M10 -= part.I.M10; | ||
3595 | theobj.I.M11 -= part.I.M11; | ||
3596 | theobj.I.M12 -= part.I.M12; | ||
3597 | theobj.I.M20 -= part.I.M20; | ||
3598 | theobj.I.M21 -= part.I.M21; | ||
3599 | theobj.I.M22 -= part.I.M22; | ||
3600 | } | ||
2883 | 3601 | ||
2884 | private void createAMotor(Vector3 axis) | 3602 | private void donullchange() |
2885 | { | 3603 | { |
2886 | if (Body == IntPtr.Zero) | 3604 | } |
2887 | return; | ||
2888 | 3605 | ||
2889 | if (Amotor != IntPtr.Zero) | 3606 | public bool DoAChange(changes what, object arg) |
3607 | { | ||
3608 | if (prim_geom == IntPtr.Zero && what != changes.Add && what != changes.AddPhysRep && what != changes.Remove) | ||
2890 | { | 3609 | { |
2891 | d.JointDestroy(Amotor); | 3610 | return false; |
2892 | Amotor = IntPtr.Zero; | ||
2893 | } | 3611 | } |
2894 | 3612 | ||
2895 | float axisnum = 3; | 3613 | // nasty switch |
3614 | switch (what) | ||
3615 | { | ||
3616 | case changes.Add: | ||
3617 | changeadd(); | ||
3618 | break; | ||
2896 | 3619 | ||
2897 | axisnum = (axisnum - (axis.X + axis.Y + axis.Z)); | 3620 | case changes.AddPhysRep: |
3621 | changeAddPhysRep((ODEPhysRepData)arg); | ||
3622 | break; | ||
2898 | 3623 | ||
2899 | // PhysicsVector totalSize = new PhysicsVector(_size.X, _size.Y, _size.Z); | 3624 | case changes.Remove: |
3625 | //If its being removed, we don't want to rebuild the physical rep at all, so ignore this stuff... | ||
3626 | //When we return true, it destroys all of the prims in the linkset anyway | ||
3627 | if (_parent != null) | ||
3628 | { | ||
3629 | OdePrim parent = (OdePrim)_parent; | ||
3630 | parent.ChildRemove(this, false); | ||
3631 | } | ||
3632 | else | ||
3633 | ChildRemove(this, false); | ||
2900 | 3634 | ||
2901 | 3635 | m_vehicle = null; | |
2902 | // Inverse Inertia Matrix, set the X, Y, and/r Z inertia to 0 then invert it again. | 3636 | RemoveGeom(); |
2903 | d.Mass objMass; | 3637 | m_targetSpace = IntPtr.Zero; |
2904 | d.MassSetZero(out objMass); | 3638 | UnSubscribeEvents(); |
2905 | DMassCopy(ref pMass, ref objMass); | 3639 | return true; |
2906 | 3640 | ||
2907 | //m_log.DebugFormat("1-{0}, {1}, {2}, {3}, {4}, {5}, {6}, {7}, {8}, ", objMass.I.M00, objMass.I.M01, objMass.I.M02, objMass.I.M10, objMass.I.M11, objMass.I.M12, objMass.I.M20, objMass.I.M21, objMass.I.M22); | 3641 | case changes.Link: |
3642 | OdePrim tmp = (OdePrim)arg; | ||
3643 | changeLink(tmp); | ||
3644 | break; | ||
2908 | 3645 | ||
2909 | Matrix4 dMassMat = FromDMass(objMass); | 3646 | case changes.DeLink: |
3647 | changeLink(null); | ||
3648 | break; | ||
2910 | 3649 | ||
2911 | Matrix4 mathmat = Inverse(dMassMat); | 3650 | case changes.Position: |
3651 | changePosition((Vector3)arg); | ||
3652 | break; | ||
2912 | 3653 | ||
2913 | /* | 3654 | case changes.Orientation: |
2914 | //m_log.DebugFormat("2-{0}, {1}, {2}, {3}, {4}, {5}, {6}, {7}, {8}, ", mathmat[0, 0], mathmat[0, 1], mathmat[0, 2], mathmat[1, 0], mathmat[1, 1], mathmat[1, 2], mathmat[2, 0], mathmat[2, 1], mathmat[2, 2]); | 3655 | changeOrientation((Quaternion)arg); |
3656 | break; | ||
2915 | 3657 | ||
2916 | mathmat = Inverse(mathmat); | 3658 | case changes.PosOffset: |
3659 | donullchange(); | ||
3660 | break; | ||
2917 | 3661 | ||
3662 | case changes.OriOffset: | ||
3663 | donullchange(); | ||
3664 | break; | ||
2918 | 3665 | ||
2919 | objMass = FromMatrix4(mathmat, ref objMass); | 3666 | case changes.Velocity: |
2920 | //m_log.DebugFormat("3-{0}, {1}, {2}, {3}, {4}, {5}, {6}, {7}, {8}, ", objMass.I.M00, objMass.I.M01, objMass.I.M02, objMass.I.M10, objMass.I.M11, objMass.I.M12, objMass.I.M20, objMass.I.M21, objMass.I.M22); | 3667 | changevelocity((Vector3)arg); |
3668 | break; | ||
2921 | 3669 | ||
2922 | mathmat = Inverse(mathmat); | 3670 | // case changes.Acceleration: |
2923 | */ | 3671 | // changeacceleration((Vector3)arg); |
2924 | if (axis.X == 0) | 3672 | // break; |
2925 | { | ||
2926 | mathmat.M33 = 50.0000001f; | ||
2927 | //objMass.I.M22 = 0; | ||
2928 | } | ||
2929 | if (axis.Y == 0) | ||
2930 | { | ||
2931 | mathmat.M22 = 50.0000001f; | ||
2932 | //objMass.I.M11 = 0; | ||
2933 | } | ||
2934 | if (axis.Z == 0) | ||
2935 | { | ||
2936 | mathmat.M11 = 50.0000001f; | ||
2937 | //objMass.I.M00 = 0; | ||
2938 | } | ||
2939 | |||
2940 | |||
2941 | 3673 | ||
2942 | mathmat = Inverse(mathmat); | 3674 | case changes.AngVelocity: |
2943 | objMass = FromMatrix4(mathmat, ref objMass); | 3675 | changeangvelocity((Vector3)arg); |
2944 | //m_log.DebugFormat("4-{0}, {1}, {2}, {3}, {4}, {5}, {6}, {7}, {8}, ", objMass.I.M00, objMass.I.M01, objMass.I.M02, objMass.I.M10, objMass.I.M11, objMass.I.M12, objMass.I.M20, objMass.I.M21, objMass.I.M22); | 3676 | break; |
2945 | |||
2946 | //return; | ||
2947 | if (d.MassCheck(ref objMass)) | ||
2948 | { | ||
2949 | d.BodySetMass(Body, ref objMass); | ||
2950 | } | ||
2951 | else | ||
2952 | { | ||
2953 | //m_log.Debug("[PHYSICS]: Mass invalid, ignoring"); | ||
2954 | } | ||
2955 | 3677 | ||
2956 | if (axisnum <= 0) | 3678 | case changes.Force: |
2957 | return; | 3679 | changeForce((Vector3)arg); |
2958 | // int dAMotorEuler = 1; | 3680 | break; |
2959 | 3681 | ||
2960 | Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero); | 3682 | case changes.Torque: |
2961 | d.JointAttach(Amotor, Body, IntPtr.Zero); | 3683 | changeSetTorque((Vector3)arg); |
2962 | d.JointSetAMotorMode(Amotor, 0); | 3684 | break; |
2963 | 3685 | ||
2964 | d.JointSetAMotorNumAxes(Amotor,(int)axisnum); | 3686 | case changes.AddForce: |
2965 | int i = 0; | 3687 | changeAddForce((Vector3)arg); |
3688 | break; | ||
2966 | 3689 | ||
2967 | if (axis.X == 0) | 3690 | case changes.AddAngForce: |
2968 | { | 3691 | changeAddAngularImpulse((Vector3)arg); |
2969 | d.JointSetAMotorAxis(Amotor, i, 0, 1, 0, 0); | 3692 | break; |
2970 | i++; | ||
2971 | } | ||
2972 | 3693 | ||
2973 | if (axis.Y == 0) | 3694 | case changes.AngLock: |
2974 | { | 3695 | changeAngularLock((Vector3)arg); |
2975 | d.JointSetAMotorAxis(Amotor, i, 0, 0, 1, 0); | 3696 | break; |
2976 | i++; | ||
2977 | } | ||
2978 | 3697 | ||
2979 | if (axis.Z == 0) | 3698 | case changes.Size: |
2980 | { | 3699 | changeSize((Vector3)arg); |
2981 | d.JointSetAMotorAxis(Amotor, i, 0, 0, 0, 1); | 3700 | break; |
2982 | i++; | ||
2983 | } | ||
2984 | 3701 | ||
2985 | for (int j = 0; j < (int)axisnum; j++) | 3702 | case changes.Shape: |
2986 | { | 3703 | changeShape((PrimitiveBaseShape)arg); |
2987 | //d.JointSetAMotorAngle(Amotor, j, 0); | 3704 | break; |
2988 | } | ||
2989 | 3705 | ||
2990 | //d.JointSetAMotorAngle(Amotor, 1, 0); | 3706 | case changes.PhysRepData: |
2991 | //d.JointSetAMotorAngle(Amotor, 2, 0); | 3707 | changePhysRepData((ODEPhysRepData) arg); |
3708 | break; | ||
2992 | 3709 | ||
2993 | // These lowstops and high stops are effectively (no wiggle room) | 3710 | case changes.CollidesWater: |
2994 | d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0f); | 3711 | changeFloatOnWater((bool)arg); |
2995 | d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0f); | 3712 | break; |
2996 | d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -0f); | ||
2997 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0f); | ||
2998 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); | ||
2999 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0f); | ||
3000 | //d.JointSetAMotorParam(Amotor, (int) dParam.Vel, 9000f); | ||
3001 | d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f); | ||
3002 | d.JointSetAMotorParam(Amotor, (int)dParam.FMax, Mass * 50f);// | ||
3003 | } | ||
3004 | 3713 | ||
3005 | private Matrix4 FromDMass(d.Mass pMass) | 3714 | case changes.VolumeDtc: |
3006 | { | 3715 | changeVolumedetetion((bool)arg); |
3007 | Matrix4 obj; | 3716 | break; |
3008 | obj.M11 = pMass.I.M00; | ||
3009 | obj.M12 = pMass.I.M01; | ||
3010 | obj.M13 = pMass.I.M02; | ||
3011 | obj.M14 = 0; | ||
3012 | obj.M21 = pMass.I.M10; | ||
3013 | obj.M22 = pMass.I.M11; | ||
3014 | obj.M23 = pMass.I.M12; | ||
3015 | obj.M24 = 0; | ||
3016 | obj.M31 = pMass.I.M20; | ||
3017 | obj.M32 = pMass.I.M21; | ||
3018 | obj.M33 = pMass.I.M22; | ||
3019 | obj.M34 = 0; | ||
3020 | obj.M41 = 0; | ||
3021 | obj.M42 = 0; | ||
3022 | obj.M43 = 0; | ||
3023 | obj.M44 = 1; | ||
3024 | return obj; | ||
3025 | } | ||
3026 | 3717 | ||
3027 | private d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj) | 3718 | case changes.Phantom: |
3028 | { | 3719 | changePhantomStatus((bool)arg); |
3029 | obj.I.M00 = pMat[0, 0]; | 3720 | break; |
3030 | obj.I.M01 = pMat[0, 1]; | ||
3031 | obj.I.M02 = pMat[0, 2]; | ||
3032 | obj.I.M10 = pMat[1, 0]; | ||
3033 | obj.I.M11 = pMat[1, 1]; | ||
3034 | obj.I.M12 = pMat[1, 2]; | ||
3035 | obj.I.M20 = pMat[2, 0]; | ||
3036 | obj.I.M21 = pMat[2, 1]; | ||
3037 | obj.I.M22 = pMat[2, 2]; | ||
3038 | return obj; | ||
3039 | } | ||
3040 | 3721 | ||
3041 | public override void SubscribeEvents(int ms) | 3722 | case changes.Physical: |
3042 | { | 3723 | changePhysicsStatus((bool)arg); |
3043 | m_eventsubscription = ms; | 3724 | break; |
3044 | _parent_scene.AddCollisionEventReporting(this); | ||
3045 | } | ||
3046 | 3725 | ||
3047 | public override void UnSubscribeEvents() | 3726 | case changes.Selected: |
3048 | { | 3727 | changeSelectedStatus((bool)arg); |
3049 | _parent_scene.RemoveCollisionEventReporting(this); | 3728 | break; |
3050 | m_eventsubscription = 0; | ||
3051 | } | ||
3052 | 3729 | ||
3053 | public void AddCollisionEvent(uint CollidedWith, ContactPoint contact) | 3730 | case changes.disabled: |
3054 | { | 3731 | changeDisable((bool)arg); |
3055 | CollisionEventsThisFrame.AddCollider(CollidedWith, contact); | 3732 | break; |
3056 | } | ||
3057 | 3733 | ||
3058 | public void SendCollisions() | 3734 | case changes.building: |
3059 | { | 3735 | changeBuilding((bool)arg); |
3060 | if (m_collisionsOnPreviousFrame || CollisionEventsThisFrame.Count > 0) | 3736 | break; |
3061 | { | ||
3062 | base.SendCollisionUpdate(CollisionEventsThisFrame); | ||
3063 | 3737 | ||
3064 | if (CollisionEventsThisFrame.Count > 0) | 3738 | case changes.VehicleType: |
3065 | { | 3739 | changeVehicleType((int)arg); |
3066 | m_collisionsOnPreviousFrame = true; | 3740 | break; |
3067 | CollisionEventsThisFrame.Clear(); | ||
3068 | } | ||
3069 | else | ||
3070 | { | ||
3071 | m_collisionsOnPreviousFrame = false; | ||
3072 | } | ||
3073 | } | ||
3074 | } | ||
3075 | 3741 | ||
3076 | public override bool SubscribedEvents() | 3742 | case changes.VehicleFlags: |
3077 | { | 3743 | changeVehicleFlags((strVehicleBoolParam) arg); |
3078 | if (m_eventsubscription > 0) | 3744 | break; |
3079 | return true; | ||
3080 | return false; | ||
3081 | } | ||
3082 | 3745 | ||
3083 | public static Matrix4 Inverse(Matrix4 pMat) | 3746 | case changes.VehicleFloatParam: |
3084 | { | 3747 | changeVehicleFloatParam((strVehicleFloatParam) arg); |
3085 | if (determinant3x3(pMat) == 0) | 3748 | break; |
3086 | { | ||
3087 | return Matrix4.Identity; // should probably throw an error. singluar matrix inverse not possible | ||
3088 | } | ||
3089 | 3749 | ||
3090 | return (Adjoint(pMat) / determinant3x3(pMat)); | 3750 | case changes.VehicleVectorParam: |
3091 | } | 3751 | changeVehicleVectorParam((strVehicleVectorParam) arg); |
3752 | break; | ||
3092 | 3753 | ||
3093 | public static Matrix4 Adjoint(Matrix4 pMat) | 3754 | case changes.VehicleRotationParam: |
3094 | { | 3755 | changeVehicleRotationParam((strVehicleQuatParam) arg); |
3095 | Matrix4 adjointMatrix = new Matrix4(); | 3756 | break; |
3096 | for (int i=0; i<4; i++) | ||
3097 | { | ||
3098 | for (int j=0; j<4; j++) | ||
3099 | { | ||
3100 | Matrix4SetValue(ref adjointMatrix, i, j, (float)(Math.Pow(-1, i + j) * (determinant3x3(Minor(pMat, i, j))))); | ||
3101 | } | ||
3102 | } | ||
3103 | 3757 | ||
3104 | adjointMatrix = Transpose(adjointMatrix); | 3758 | case changes.SetVehicle: |
3105 | return adjointMatrix; | 3759 | changeSetVehicle((VehicleData) arg); |
3106 | } | 3760 | break; |
3107 | 3761 | ||
3108 | public static Matrix4 Minor(Matrix4 matrix, int iRow, int iCol) | 3762 | case changes.Buoyancy: |
3109 | { | 3763 | changeBuoyancy((float)arg); |
3110 | Matrix4 minor = new Matrix4(); | 3764 | break; |
3111 | int m = 0, n = 0; | ||
3112 | for (int i = 0; i < 4; i++) | ||
3113 | { | ||
3114 | if (i == iRow) | ||
3115 | continue; | ||
3116 | n = 0; | ||
3117 | for (int j = 0; j < 4; j++) | ||
3118 | { | ||
3119 | if (j == iCol) | ||
3120 | continue; | ||
3121 | Matrix4SetValue(ref minor, m,n, matrix[i, j]); | ||
3122 | n++; | ||
3123 | } | ||
3124 | m++; | ||
3125 | } | ||
3126 | 3765 | ||
3127 | return minor; | 3766 | case changes.PIDTarget: |
3128 | } | 3767 | changePIDTarget((Vector3)arg); |
3768 | break; | ||
3129 | 3769 | ||
3130 | public static Matrix4 Transpose(Matrix4 pMat) | 3770 | case changes.PIDTau: |
3131 | { | 3771 | changePIDTau((float)arg); |
3132 | Matrix4 transposeMatrix = new Matrix4(); | 3772 | break; |
3133 | for (int i = 0; i < 4; i++) | ||
3134 | for (int j = 0; j < 4; j++) | ||
3135 | Matrix4SetValue(ref transposeMatrix, i, j, pMat[j, i]); | ||
3136 | return transposeMatrix; | ||
3137 | } | ||
3138 | 3773 | ||
3139 | public static void Matrix4SetValue(ref Matrix4 pMat, int r, int c, float val) | 3774 | case changes.PIDActive: |
3140 | { | 3775 | changePIDActive((bool)arg); |
3141 | switch (r) | 3776 | break; |
3142 | { | ||
3143 | case 0: | ||
3144 | switch (c) | ||
3145 | { | ||
3146 | case 0: | ||
3147 | pMat.M11 = val; | ||
3148 | break; | ||
3149 | case 1: | ||
3150 | pMat.M12 = val; | ||
3151 | break; | ||
3152 | case 2: | ||
3153 | pMat.M13 = val; | ||
3154 | break; | ||
3155 | case 3: | ||
3156 | pMat.M14 = val; | ||
3157 | break; | ||
3158 | } | ||
3159 | 3777 | ||
3778 | case changes.PIDHoverHeight: | ||
3779 | changePIDHoverHeight((float)arg); | ||
3160 | break; | 3780 | break; |
3161 | case 1: | ||
3162 | switch (c) | ||
3163 | { | ||
3164 | case 0: | ||
3165 | pMat.M21 = val; | ||
3166 | break; | ||
3167 | case 1: | ||
3168 | pMat.M22 = val; | ||
3169 | break; | ||
3170 | case 2: | ||
3171 | pMat.M23 = val; | ||
3172 | break; | ||
3173 | case 3: | ||
3174 | pMat.M24 = val; | ||
3175 | break; | ||
3176 | } | ||
3177 | 3781 | ||
3782 | case changes.PIDHoverType: | ||
3783 | changePIDHoverType((PIDHoverType)arg); | ||
3178 | break; | 3784 | break; |
3179 | case 2: | ||
3180 | switch (c) | ||
3181 | { | ||
3182 | case 0: | ||
3183 | pMat.M31 = val; | ||
3184 | break; | ||
3185 | case 1: | ||
3186 | pMat.M32 = val; | ||
3187 | break; | ||
3188 | case 2: | ||
3189 | pMat.M33 = val; | ||
3190 | break; | ||
3191 | case 3: | ||
3192 | pMat.M34 = val; | ||
3193 | break; | ||
3194 | } | ||
3195 | 3785 | ||
3786 | case changes.PIDHoverTau: | ||
3787 | changePIDHoverTau((float)arg); | ||
3196 | break; | 3788 | break; |
3197 | case 3: | ||
3198 | switch (c) | ||
3199 | { | ||
3200 | case 0: | ||
3201 | pMat.M41 = val; | ||
3202 | break; | ||
3203 | case 1: | ||
3204 | pMat.M42 = val; | ||
3205 | break; | ||
3206 | case 2: | ||
3207 | pMat.M43 = val; | ||
3208 | break; | ||
3209 | case 3: | ||
3210 | pMat.M44 = val; | ||
3211 | break; | ||
3212 | } | ||
3213 | 3789 | ||
3790 | case changes.PIDHoverActive: | ||
3791 | changePIDHoverActive((bool)arg); | ||
3792 | break; | ||
3793 | |||
3794 | case changes.Null: | ||
3795 | donullchange(); | ||
3796 | break; | ||
3797 | |||
3798 | |||
3799 | |||
3800 | default: | ||
3801 | donullchange(); | ||
3214 | break; | 3802 | break; |
3215 | } | 3803 | } |
3804 | return false; | ||
3216 | } | 3805 | } |
3217 | 3806 | ||
3218 | private static float determinant3x3(Matrix4 pMat) | 3807 | public void AddChange(changes what, object arg) |
3219 | { | 3808 | { |
3220 | float det = 0; | 3809 | _parent_scene.AddChange((PhysicsActor) this, what, arg); |
3221 | float diag1 = pMat[0, 0]*pMat[1, 1]*pMat[2, 2]; | ||
3222 | float diag2 = pMat[0, 1]*pMat[2, 1]*pMat[2, 0]; | ||
3223 | float diag3 = pMat[0, 2]*pMat[1, 0]*pMat[2, 1]; | ||
3224 | float diag4 = pMat[2, 0]*pMat[1, 1]*pMat[0, 2]; | ||
3225 | float diag5 = pMat[2, 1]*pMat[1, 2]*pMat[0, 0]; | ||
3226 | float diag6 = pMat[2, 2]*pMat[1, 0]*pMat[0, 1]; | ||
3227 | |||
3228 | det = diag1 + diag2 + diag3 - (diag4 + diag5 + diag6); | ||
3229 | return det; | ||
3230 | } | ||
3231 | |||
3232 | private static void DMassCopy(ref d.Mass src, ref d.Mass dst) | ||
3233 | { | ||
3234 | dst.c.W = src.c.W; | ||
3235 | dst.c.X = src.c.X; | ||
3236 | dst.c.Y = src.c.Y; | ||
3237 | dst.c.Z = src.c.Z; | ||
3238 | dst.mass = src.mass; | ||
3239 | dst.I.M00 = src.I.M00; | ||
3240 | dst.I.M01 = src.I.M01; | ||
3241 | dst.I.M02 = src.I.M02; | ||
3242 | dst.I.M10 = src.I.M10; | ||
3243 | dst.I.M11 = src.I.M11; | ||
3244 | dst.I.M12 = src.I.M12; | ||
3245 | dst.I.M20 = src.I.M20; | ||
3246 | dst.I.M21 = src.I.M21; | ||
3247 | dst.I.M22 = src.I.M22; | ||
3248 | } | 3810 | } |
3249 | 3811 | ||
3250 | public override void SetMaterial(int pMaterial) | 3812 | |
3813 | private struct strVehicleBoolParam | ||
3251 | { | 3814 | { |
3252 | m_material = pMaterial; | 3815 | public int param; |
3816 | public bool value; | ||
3253 | } | 3817 | } |
3254 | 3818 | ||
3255 | private void CheckMeshAsset() | 3819 | private struct strVehicleFloatParam |
3256 | { | 3820 | { |
3257 | if (_pbs.SculptEntry && !m_assetFailed && _pbs.SculptTexture != UUID.Zero) | 3821 | public int param; |
3258 | { | 3822 | public float value; |
3259 | m_assetFailed = true; | ||
3260 | Util.FireAndForget(delegate | ||
3261 | { | ||
3262 | RequestAssetDelegate assetProvider = _parent_scene.RequestAssetMethod; | ||
3263 | if (assetProvider != null) | ||
3264 | assetProvider(_pbs.SculptTexture, MeshAssetReveived); | ||
3265 | }); | ||
3266 | } | ||
3267 | } | 3823 | } |
3268 | 3824 | ||
3269 | void MeshAssetReveived(AssetBase asset) | 3825 | private struct strVehicleQuatParam |
3270 | { | 3826 | { |
3271 | if (asset.Data != null && asset.Data.Length > 0) | 3827 | public int param; |
3272 | { | 3828 | public Quaternion value; |
3273 | if (!_pbs.SculptEntry) | 3829 | } |
3274 | return; | ||
3275 | if (_pbs.SculptTexture.ToString() != asset.ID) | ||
3276 | return; | ||
3277 | 3830 | ||
3278 | _pbs.SculptData = new byte[asset.Data.Length]; | 3831 | private struct strVehicleVectorParam |
3279 | asset.Data.CopyTo(_pbs.SculptData, 0); | 3832 | { |
3280 | m_assetFailed = false; | 3833 | public int param; |
3281 | m_taintshape = true; | 3834 | public Vector3 value; |
3282 | _parent_scene.AddPhysicsActorTaint(this); | 3835 | } |
3283 | } | ||
3284 | } | ||
3285 | } | 3836 | } |
3286 | } \ No newline at end of file | 3837 | } |