aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
diff options
context:
space:
mode:
Diffstat (limited to 'OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs')
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs3842
1 files changed, 3842 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
new file mode 100644
index 0000000..ce67cc4
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
@@ -0,0 +1,3842 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28/* Revision 2011/12 by Ubit Umarov
29 *
30 *
31 */
32
33/*
34 * Revised August 26 2009 by Kitto Flora. ODEDynamics.cs replaces
35 * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
36 * ODEPrim.cs contains methods dealing with Prim editing, Prim
37 * characteristics and Kinetic motion.
38 * ODEDynamics.cs contains methods dealing with Prim Physical motion
39 * (dynamics) and the associated settings. Old Linear and angular
40 * motors for dynamic motion have been replace with MoveLinear()
41 * and MoveAngular(); 'Physical' is used only to switch ODE dynamic
42 * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
43 * switch between 'VEHICLE' parameter use and general dynamics
44 * settings use.
45 */
46
47//#define SPAM
48
49using System;
50using System.Collections.Generic;
51using System.Reflection;
52using System.Runtime.InteropServices;
53using System.Threading;
54using log4net;
55using OpenMetaverse;
56using OdeAPI;
57using OpenSim.Framework;
58using OpenSim.Region.Physics.Manager;
59
60namespace OpenSim.Region.Physics.OdePlugin
61{
62 public class OdePrim : PhysicsActor
63 {
64 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
65
66 private bool m_isphysical;
67 private bool m_fakeisphysical;
68 private bool m_isphantom;
69 private bool m_fakeisphantom;
70 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
71 private bool m_fakeisVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
72
73 protected bool m_building;
74 protected bool m_forcePosOrRotation;
75 private bool m_iscolliding;
76
77 internal bool m_isSelected;
78 private bool m_delaySelect;
79 private bool m_lastdoneSelected;
80 internal bool m_outbounds;
81
82 private Quaternion m_lastorientation;
83 private Quaternion _orientation;
84
85 private Vector3 _position;
86 private Vector3 _velocity;
87 private Vector3 _torque;
88 private Vector3 m_lastVelocity;
89 private Vector3 m_lastposition;
90 private Vector3 m_rotationalVelocity;
91 private Vector3 _size;
92 private Vector3 _acceleration;
93 private Vector3 m_angularlock = Vector3.One;
94 private IntPtr Amotor;
95
96 private Vector3 m_force;
97 private Vector3 m_forceacc;
98 private Vector3 m_angularForceacc;
99
100 private float m_invTimeStep;
101 private float m_timeStep;
102
103 private Vector3 m_PIDTarget;
104 private float m_PIDTau;
105 private bool m_usePID;
106
107 private float m_PIDHoverHeight;
108 private float m_PIDHoverTau;
109 private bool m_useHoverPID;
110 private PIDHoverType m_PIDHoverType;
111 private float m_targetHoverHeight;
112 private float m_groundHeight;
113 private float m_waterHeight;
114 private float m_buoyancy; //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle.
115
116 private int body_autodisable_frames;
117 public int bodydisablecontrol;
118
119
120 // Default we're a Geometry
121 private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
122 // Default colide nonphysical don't try to colide with anything
123 private const CollisionCategories m_default_collisionFlagsNotPhysical = 0;
124
125 private const CollisionCategories m_default_collisionFlagsPhysical = (CollisionCategories.Geom |
126 CollisionCategories.Character |
127 CollisionCategories.Land |
128 CollisionCategories.VolumeDtc);
129
130// private bool m_collidesLand = true;
131 private bool m_collidesWater;
132// public bool m_returnCollisions;
133
134 private bool m_NoColide; // for now only for internal use for bad meshs
135
136
137 // Default, Collide with Other Geometries, spaces and Bodies
138 private CollisionCategories m_collisionFlags = m_default_collisionFlagsNotPhysical;
139
140 public bool m_disabled;
141
142 private uint m_localID;
143
144 private IMesh m_mesh;
145 private object m_meshlock = new object();
146 private PrimitiveBaseShape _pbs;
147
148 private UUID? m_assetID;
149 private MeshState m_meshState;
150
151 public OdeScene _parent_scene;
152
153 /// <summary>
154 /// The physics space which contains prim geometry
155 /// </summary>
156 public IntPtr m_targetSpace;
157
158 public IntPtr prim_geom;
159 public IntPtr _triMeshData;
160
161 private PhysicsActor _parent;
162
163 private List<OdePrim> childrenPrim = new List<OdePrim>();
164
165 public float m_collisionscore;
166 private int m_colliderfilter = 0;
167
168 public IntPtr collide_geom; // for objects: geom if single prim space it linkset
169
170 private float m_density;
171 private byte m_shapetype;
172 public bool _zeroFlag;
173 private bool m_lastUpdateSent;
174
175 public IntPtr Body;
176
177 private Vector3 _target_velocity;
178
179 public Vector3 m_OBBOffset;
180 public Vector3 m_OBB;
181 public float primOOBradiusSQ;
182
183 private bool m_hasOBB = true;
184
185 private float m_physCost;
186 private float m_streamCost;
187
188 public d.Mass primdMass; // prim inertia information on it's own referencial
189 float primMass; // prim own mass
190 float primVolume; // prim own volume;
191 float _mass; // object mass acording to case
192
193 public int givefakepos;
194 private Vector3 fakepos;
195 public int givefakeori;
196 private Quaternion fakeori;
197
198 private int m_eventsubscription;
199 private int m_cureventsubscription;
200 private CollisionEventUpdate CollisionEventsThisFrame = null;
201 private bool SentEmptyCollisionsEvent;
202
203 public volatile bool childPrim;
204
205 public ODEDynamics m_vehicle;
206
207 internal int m_material = (int)Material.Wood;
208 private float mu;
209 private float bounce;
210
211 /// <summary>
212 /// Is this prim subject to physics? Even if not, it's still solid for collision purposes.
213 /// </summary>
214 public override bool IsPhysical // this is not reliable for internal use
215 {
216 get { return m_fakeisphysical; }
217 set
218 {
219 m_fakeisphysical = value; // we show imediatly to outside that we changed physical
220 // and also to stop imediatly some updates
221 // but real change will only happen in taintprocessing
222
223 if (!value) // Zero the remembered last velocity
224 m_lastVelocity = Vector3.Zero;
225 AddChange(changes.Physical, value);
226 }
227 }
228
229 public override bool IsVolumeDtc
230 {
231 get { return m_fakeisVolumeDetect; }
232 set
233 {
234 m_fakeisVolumeDetect = value;
235 AddChange(changes.VolumeDtc, value);
236 }
237 }
238
239 public override bool Phantom // this is not reliable for internal use
240 {
241 get { return m_fakeisphantom; }
242 set
243 {
244 m_fakeisphantom = value;
245 AddChange(changes.Phantom, value);
246 }
247 }
248
249 public override bool Building // this is not reliable for internal use
250 {
251 get { return m_building; }
252 set
253 {
254 if (value)
255 m_building = true;
256 AddChange(changes.building, value);
257 }
258 }
259
260 public override void getContactData(ref ContactData cdata)
261 {
262 cdata.mu = mu;
263 cdata.bounce = bounce;
264
265 // cdata.softcolide = m_softcolide;
266 cdata.softcolide = false;
267
268 if (m_isphysical)
269 {
270 ODEDynamics veh;
271 if (_parent != null)
272 veh = ((OdePrim)_parent).m_vehicle;
273 else
274 veh = m_vehicle;
275
276 if (veh != null && veh.Type != Vehicle.TYPE_NONE)
277 cdata.mu *= veh.FrictionFactor;
278// cdata.mu *= 0;
279 }
280 }
281
282 public override float PhysicsCost
283 {
284 get
285 {
286 return m_physCost;
287 }
288 }
289
290 public override float StreamCost
291 {
292 get
293 {
294 return m_streamCost;
295 }
296 }
297
298 public override int PhysicsActorType
299 {
300 get { return (int)ActorTypes.Prim; }
301 set { return; }
302 }
303
304 public override bool SetAlwaysRun
305 {
306 get { return false; }
307 set { return; }
308 }
309
310 public override uint LocalID
311 {
312 get { return m_localID; }
313 set { m_localID = value; }
314 }
315
316 public override PhysicsActor ParentActor
317 {
318 get
319 {
320 if (childPrim)
321 return _parent;
322 else
323 return (PhysicsActor)this;
324 }
325 }
326
327 public override bool Grabbed
328 {
329 set { return; }
330 }
331
332 public override bool Selected
333 {
334 set
335 {
336 if (value)
337 m_isSelected = value; // if true set imediatly to stop moves etc
338 AddChange(changes.Selected, value);
339 }
340 }
341
342 public override bool Flying
343 {
344 // no flying prims for you
345 get { return false; }
346 set { }
347 }
348
349 public override bool IsColliding
350 {
351 get { return m_iscolliding; }
352 set
353 {
354 if (value)
355 {
356 m_colliderfilter += 2;
357 if (m_colliderfilter > 2)
358 m_colliderfilter = 2;
359 }
360 else
361 {
362 m_colliderfilter--;
363 if (m_colliderfilter < 0)
364 m_colliderfilter = 0;
365 }
366
367 if (m_colliderfilter == 0)
368 m_iscolliding = false;
369 else
370 m_iscolliding = true;
371 }
372 }
373
374 public override bool CollidingGround
375 {
376 get { return false; }
377 set { return; }
378 }
379
380 public override bool CollidingObj
381 {
382 get { return false; }
383 set { return; }
384 }
385
386
387 public override bool ThrottleUpdates {get;set;}
388
389 public override bool Stopped
390 {
391 get { return _zeroFlag; }
392 }
393
394 public override Vector3 Position
395 {
396 get
397 {
398 if (givefakepos > 0)
399 return fakepos;
400 else
401 return _position;
402 }
403
404 set
405 {
406 fakepos = value;
407 givefakepos++;
408 AddChange(changes.Position, value);
409 }
410 }
411
412 public override Vector3 Size
413 {
414 get { return _size; }
415 set
416 {
417 if (value.IsFinite())
418 {
419 _parent_scene.m_meshWorker.ChangeActorPhysRep(this, _pbs, value, m_shapetype);
420 }
421 else
422 {
423 m_log.WarnFormat("[PHYSICS]: Got NaN Size on object {0}", Name);
424 }
425 }
426 }
427
428 public override float Mass
429 {
430 get { return primMass; }
431 }
432
433 public override Vector3 Force
434 {
435 get { return m_force; }
436 set
437 {
438 if (value.IsFinite())
439 {
440 AddChange(changes.Force, value);
441 }
442 else
443 {
444 m_log.WarnFormat("[PHYSICS]: NaN in Force Applied to an Object {0}", Name);
445 }
446 }
447 }
448
449 public override void SetVolumeDetect(int param)
450 {
451 m_fakeisVolumeDetect = (param != 0);
452 AddChange(changes.VolumeDtc, m_fakeisVolumeDetect);
453 }
454
455 public override Vector3 GeometricCenter
456 {
457 // this is not real geometric center but a average of positions relative to root prim acording to
458 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
459 // ignoring tortured prims details since sl also seems to ignore
460 // so no real use in doing it on physics
461 get
462 {
463 return Vector3.Zero;
464 }
465 }
466
467 public override Vector3 CenterOfMass
468 {
469 get
470 {
471 lock (_parent_scene.OdeLock)
472 {
473 d.Vector3 dtmp;
474 if (!childPrim && Body != IntPtr.Zero)
475 {
476 dtmp = d.BodyGetPosition(Body);
477 return new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
478 }
479 else if (prim_geom != IntPtr.Zero)
480 {
481 d.Quaternion dq;
482 d.GeomCopyQuaternion(prim_geom, out dq);
483 Quaternion q;
484 q.X = dq.X;
485 q.Y = dq.Y;
486 q.Z = dq.Z;
487 q.W = dq.W;
488
489 Vector3 Ptot = m_OBBOffset * q;
490 dtmp = d.GeomGetPosition(prim_geom);
491 Ptot.X += dtmp.X;
492 Ptot.Y += dtmp.Y;
493 Ptot.Z += dtmp.Z;
494
495 // if(childPrim) we only know about physical linksets
496 return Ptot;
497/*
498 float tmass = _mass;
499 Ptot *= tmass;
500
501 float m;
502
503 foreach (OdePrim prm in childrenPrim)
504 {
505 m = prm._mass;
506 Ptot += prm.CenterOfMass * m;
507 tmass += m;
508 }
509
510 if (tmass == 0)
511 tmass = 0;
512 else
513 tmass = 1.0f / tmass;
514
515 Ptot *= tmass;
516 return Ptot;
517*/
518 }
519 else
520 return _position;
521 }
522 }
523 }
524
525 public override Vector3 OOBsize
526 {
527 get
528 {
529 return m_OBB;
530 }
531 }
532
533 public override Vector3 OOBoffset
534 {
535 get
536 {
537 return m_OBBOffset;
538 }
539 }
540
541 public override float OOBRadiusSQ
542 {
543 get
544 {
545 return primOOBradiusSQ;
546 }
547 }
548
549 public override PrimitiveBaseShape Shape
550 {
551 set
552 {
553// AddChange(changes.Shape, value);
554 _parent_scene.m_meshWorker.ChangeActorPhysRep(this, value, _size, m_shapetype);
555 }
556 }
557
558 public override byte PhysicsShapeType
559 {
560 get
561 {
562 return m_shapetype;
563 }
564 set
565 {
566 m_shapetype = value;
567 _parent_scene.m_meshWorker.ChangeActorPhysRep(this, _pbs, _size, value);
568 }
569 }
570
571 public override Vector3 Velocity
572 {
573 get
574 {
575 if (_zeroFlag)
576 return Vector3.Zero;
577 return _velocity;
578 }
579 set
580 {
581 if (value.IsFinite())
582 {
583 AddChange(changes.Velocity, value);
584 }
585 else
586 {
587 m_log.WarnFormat("[PHYSICS]: Got NaN Velocity in Object {0}", Name);
588 }
589
590 }
591 }
592
593 public override Vector3 Torque
594 {
595 get
596 {
597 if (!IsPhysical || Body == IntPtr.Zero)
598 return Vector3.Zero;
599
600 return _torque;
601 }
602
603 set
604 {
605 if (value.IsFinite())
606 {
607 AddChange(changes.Torque, value);
608 }
609 else
610 {
611 m_log.WarnFormat("[PHYSICS]: Got NaN Torque in Object {0}", Name);
612 }
613 }
614 }
615
616 public override float CollisionScore
617 {
618 get { return m_collisionscore; }
619 set { m_collisionscore = value; }
620 }
621
622 public override bool Kinematic
623 {
624 get { return false; }
625 set { }
626 }
627
628 public override Quaternion Orientation
629 {
630 get
631 {
632 if (givefakeori > 0)
633 return fakeori;
634 else
635
636 return _orientation;
637 }
638 set
639 {
640 if (QuaternionIsFinite(value))
641 {
642 fakeori = value;
643 givefakeori++;
644
645 value.Normalize();
646
647 AddChange(changes.Orientation, value);
648 }
649 else
650 m_log.WarnFormat("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object {0}", Name);
651
652 }
653 }
654
655 public override Vector3 Acceleration
656 {
657 get { return _acceleration; }
658 set { }
659 }
660
661 public override Vector3 RotationalVelocity
662 {
663 get
664 {
665 Vector3 pv = Vector3.Zero;
666 if (_zeroFlag)
667 return pv;
668
669 if (m_rotationalVelocity.ApproxEquals(pv, 0.0001f))
670 return pv;
671
672 return m_rotationalVelocity;
673 }
674 set
675 {
676 if (value.IsFinite())
677 {
678 AddChange(changes.AngVelocity, value);
679 }
680 else
681 {
682 m_log.WarnFormat("[PHYSICS]: Got NaN RotationalVelocity in Object {0}", Name);
683 }
684 }
685 }
686
687 public override float Buoyancy
688 {
689 get { return m_buoyancy; }
690 set
691 {
692 AddChange(changes.Buoyancy,value);
693 }
694 }
695
696 public override bool FloatOnWater
697 {
698 set
699 {
700 AddChange(changes.CollidesWater, value);
701 }
702 }
703
704 public override Vector3 PIDTarget
705 {
706 set
707 {
708 if (value.IsFinite())
709 {
710 AddChange(changes.PIDTarget,value);
711 }
712 else
713 m_log.WarnFormat("[PHYSICS]: Got NaN PIDTarget from Scene on Object {0}", Name);
714 }
715 }
716
717 public override bool PIDActive
718 {
719 set
720 {
721 AddChange(changes.PIDActive,value);
722 }
723 }
724
725 public override float PIDTau
726 {
727 set
728 {
729 float tmp = 0;
730 if (value > 0)
731 {
732 float mint = (0.05f > m_timeStep ? 0.05f : m_timeStep);
733 if (value < mint)
734 tmp = mint;
735 else
736 tmp = value;
737 }
738 AddChange(changes.PIDTau,tmp);
739 }
740 }
741
742 public override float PIDHoverHeight
743 {
744 set
745 {
746 AddChange(changes.PIDHoverHeight,value);
747 }
748 }
749 public override bool PIDHoverActive
750 {
751 set
752 {
753 AddChange(changes.PIDHoverActive, value);
754 }
755 }
756
757 public override PIDHoverType PIDHoverType
758 {
759 set
760 {
761 AddChange(changes.PIDHoverType,value);
762 }
763 }
764
765 public override float PIDHoverTau
766 {
767 set
768 {
769 float tmp =0;
770 if (value > 0)
771 {
772 float mint = (0.05f > m_timeStep ? 0.05f : m_timeStep);
773 if (value < mint)
774 tmp = mint;
775 else
776 tmp = value;
777 }
778 AddChange(changes.PIDHoverTau, tmp);
779 }
780 }
781
782 public override Quaternion APIDTarget { set { return; } }
783
784 public override bool APIDActive { set { return; } }
785
786 public override float APIDStrength { set { return; } }
787
788 public override float APIDDamping { set { return; } }
789
790 public override int VehicleType
791 {
792 // we may need to put a fake on this
793 get
794 {
795 if (m_vehicle == null)
796 return (int)Vehicle.TYPE_NONE;
797 else
798 return (int)m_vehicle.Type;
799 }
800 set
801 {
802 AddChange(changes.VehicleType, value);
803 }
804 }
805
806 public override void VehicleFloatParam(int param, float value)
807 {
808 strVehicleFloatParam fp = new strVehicleFloatParam();
809 fp.param = param;
810 fp.value = value;
811 AddChange(changes.VehicleFloatParam, fp);
812 }
813
814 public override void VehicleVectorParam(int param, Vector3 value)
815 {
816 strVehicleVectorParam fp = new strVehicleVectorParam();
817 fp.param = param;
818 fp.value = value;
819 AddChange(changes.VehicleVectorParam, fp);
820 }
821
822 public override void VehicleRotationParam(int param, Quaternion value)
823 {
824 strVehicleQuatParam fp = new strVehicleQuatParam();
825 fp.param = param;
826 fp.value = value;
827 AddChange(changes.VehicleRotationParam, fp);
828 }
829
830 public override void VehicleFlags(int param, bool value)
831 {
832 strVehicleBoolParam bp = new strVehicleBoolParam();
833 bp.param = param;
834 bp.value = value;
835 AddChange(changes.VehicleFlags, bp);
836 }
837
838 public override void SetVehicle(object vdata)
839 {
840 AddChange(changes.SetVehicle, vdata);
841 }
842 public void SetAcceleration(Vector3 accel)
843 {
844 _acceleration = accel;
845 }
846
847 public override void AddForce(Vector3 force, bool pushforce)
848 {
849 if (force.IsFinite())
850 {
851 if(pushforce)
852 AddChange(changes.AddForce, force);
853 else // a impulse
854 AddChange(changes.AddForce, force * m_invTimeStep);
855 }
856 else
857 {
858 m_log.WarnFormat("[PHYSICS]: Got Invalid linear force vector from Scene in Object {0}", Name);
859 }
860 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
861 }
862
863 public override void AddAngularForce(Vector3 force, bool pushforce)
864 {
865 if (force.IsFinite())
866 {
867// if(pushforce) for now applyrotationimpulse seems more happy applied as a force
868 AddChange(changes.AddAngForce, force);
869// else // a impulse
870// AddChange(changes.AddAngForce, force * m_invTimeStep);
871 }
872 else
873 {
874 m_log.WarnFormat("[PHYSICS]: Got Invalid Angular force vector from Scene in Object {0}", Name);
875 }
876 }
877
878 public override void CrossingFailure()
879 {
880 if (m_outbounds)
881 {
882 _position.X = Util.Clip(_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f);
883 _position.Y = Util.Clip(_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f);
884 _position.Z = Util.Clip(_position.Z + 0.2f, -100f, 50000f);
885
886 m_lastposition = _position;
887 _velocity.X = 0;
888 _velocity.Y = 0;
889 _velocity.Z = 0;
890
891 m_lastVelocity = _velocity;
892 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
893 m_vehicle.Stop();
894
895 if(Body != IntPtr.Zero)
896 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
897 if (prim_geom != IntPtr.Zero)
898 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
899
900 m_outbounds = false;
901 changeDisable(false);
902 base.RequestPhysicsterseUpdate();
903 }
904 }
905
906 public override void SetMomentum(Vector3 momentum)
907 {
908 }
909
910 public override void SetMaterial(int pMaterial)
911 {
912 m_material = pMaterial;
913 mu = _parent_scene.m_materialContactsData[pMaterial].mu;
914 bounce = _parent_scene.m_materialContactsData[pMaterial].bounce;
915 }
916
917 public void setPrimForRemoval()
918 {
919 AddChange(changes.Remove, null);
920 }
921
922 public override void link(PhysicsActor obj)
923 {
924 AddChange(changes.Link, obj);
925 }
926
927 public override void delink()
928 {
929 AddChange(changes.DeLink, null);
930 }
931
932 public override void LockAngularMotion(Vector3 axis)
933 {
934 // reverse the zero/non zero values for ODE.
935 if (axis.IsFinite())
936 {
937 axis.X = (axis.X > 0) ? 1f : 0f;
938 axis.Y = (axis.Y > 0) ? 1f : 0f;
939 axis.Z = (axis.Z > 0) ? 1f : 0f;
940// m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
941 AddChange(changes.AngLock, axis);
942 }
943 else
944 {
945 m_log.WarnFormat("[PHYSICS]: Got NaN locking axis from Scene on Object {0}", Name);
946 }
947 }
948
949 public override void SubscribeEvents(int ms)
950 {
951 m_eventsubscription = ms;
952 m_cureventsubscription = 0;
953 if (CollisionEventsThisFrame == null)
954 CollisionEventsThisFrame = new CollisionEventUpdate();
955 SentEmptyCollisionsEvent = false;
956 }
957
958 public override void UnSubscribeEvents()
959 {
960 if (CollisionEventsThisFrame != null)
961 {
962 CollisionEventsThisFrame.Clear();
963 CollisionEventsThisFrame = null;
964 }
965 m_eventsubscription = 0;
966 _parent_scene.RemoveCollisionEventReporting(this);
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)
990 {
991 base.SendCollisionUpdate(CollisionEventsThisFrame);
992
993 if (ncolisions == 0)
994 {
995 SentEmptyCollisionsEvent = true;
996 _parent_scene.RemoveCollisionEventReporting(this);
997 }
998 else
999 {
1000 SentEmptyCollisionsEvent = false;
1001 CollisionEventsThisFrame.Clear();
1002 }
1003 }
1004 }
1005
1006 internal void AddCollisionFrameTime(int t)
1007 {
1008 if (m_cureventsubscription < 50000)
1009 m_cureventsubscription += t;
1010 }
1011
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())
1028 {
1029 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
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);
1032 }
1033 _position = pos;
1034 givefakepos = 0;
1035
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())
1047 {
1048 size = new Vector3(0.5f, 0.5f, 0.5f);
1049 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Size for {0}", Name);
1050 }
1051
1052 if (size.X <= 0) size.X = 0.01f;
1053 if (size.Y <= 0) size.Y = 0.01f;
1054 if (size.Z <= 0) size.Z = 0.01f;
1055
1056 _size = size;
1057
1058 if (!QuaternionIsFinite(rotation))
1059 {
1060 rotation = Quaternion.Identity;
1061 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Rotation for {0}", Name);
1062 }
1063
1064 _orientation = rotation;
1065 givefakeori = 0;
1066
1067 _pbs = pbs;
1068
1069 _parent_scene = parent_scene;
1070 m_targetSpace = IntPtr.Zero;
1071
1072 if (pos.Z < 0)
1073 {
1074 m_isphysical = false;
1075 }
1076 else
1077 {
1078 m_isphysical = pisPhysical;
1079 }
1080 m_fakeisphysical = m_isphysical;
1081
1082 m_isVolumeDetect = false;
1083 m_fakeisVolumeDetect = false;
1084
1085 m_force = Vector3.Zero;
1086
1087 m_iscolliding = false;
1088 m_colliderfilter = 0;
1089 m_NoColide = false;
1090
1091 _triMeshData = IntPtr.Zero;
1092
1093 m_shapetype = _shapeType;
1094
1095 m_lastdoneSelected = false;
1096 m_isSelected = false;
1097 m_delaySelect = false;
1098
1099 m_isphantom = pisPhantom;
1100 m_fakeisphantom = pisPhantom;
1101
1102 mu = parent_scene.m_materialContactsData[(int)Material.Wood].mu;
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 // get basic mass parameters
1108 ODEPhysRepData repData = _parent_scene.m_meshWorker.NewActorPhysRep(this, _pbs, _size, m_shapetype);
1109
1110 primVolume = repData.volume;
1111
1112 UpdatePrimBodyData();
1113 }
1114
1115 private void resetCollisionAccounting()
1116 {
1117 m_collisionscore = 0;
1118 }
1119
1120 private void UpdateCollisionCatFlags()
1121 {
1122 if(m_isphysical && m_disabled)
1123 {
1124 m_collisionCategories = 0;
1125 m_collisionFlags = 0;
1126 }
1127
1128 else if (m_isSelected)
1129 {
1130 m_collisionCategories = CollisionCategories.Selected;
1131 m_collisionFlags = 0;
1132 }
1133
1134 else if (m_isVolumeDetect)
1135 {
1136 m_collisionCategories = CollisionCategories.VolumeDtc;
1137 if (m_isphysical)
1138 m_collisionFlags = CollisionCategories.Geom | CollisionCategories.Character;
1139 else
1140 m_collisionFlags = 0;
1141 }
1142 else if (m_isphantom)
1143 {
1144 m_collisionCategories = CollisionCategories.Phantom;
1145 if (m_isphysical)
1146 m_collisionFlags = CollisionCategories.Land;
1147 else
1148 m_collisionFlags = 0;
1149 }
1150 else
1151 {
1152 m_collisionCategories = CollisionCategories.Geom;
1153 if (m_isphysical)
1154 m_collisionFlags = m_default_collisionFlagsPhysical;
1155 else
1156 m_collisionFlags = m_default_collisionFlagsNotPhysical;
1157 }
1158 }
1159
1160 private void ApplyCollisionCatFlags()
1161 {
1162 if (prim_geom != IntPtr.Zero)
1163 {
1164 if (!childPrim && childrenPrim.Count > 0)
1165 {
1166 foreach (OdePrim prm in childrenPrim)
1167 {
1168 if (m_isphysical && m_disabled)
1169 {
1170 prm.m_collisionCategories = 0;
1171 prm.m_collisionFlags = 0;
1172 }
1173 else
1174 {
1175 // preserve some
1176 if (prm.m_isSelected)
1177 {
1178 prm.m_collisionCategories = CollisionCategories.Selected;
1179 prm.m_collisionFlags = 0;
1180 }
1181 else if (prm.m_isVolumeDetect)
1182 {
1183 prm.m_collisionCategories = CollisionCategories.VolumeDtc;
1184 if (m_isphysical)
1185 prm.m_collisionFlags = CollisionCategories.Geom | CollisionCategories.Character;
1186 else
1187 prm.m_collisionFlags = 0;
1188 }
1189 else if (prm.m_isphantom)
1190 {
1191 prm.m_collisionCategories = CollisionCategories.Phantom;
1192 if (m_isphysical)
1193 prm.m_collisionFlags = CollisionCategories.Land;
1194 else
1195 prm.m_collisionFlags = 0;
1196 }
1197 else
1198 {
1199 prm.m_collisionCategories = m_collisionCategories;
1200 prm.m_collisionFlags = m_collisionFlags;
1201 }
1202 }
1203
1204 if (prm.prim_geom != IntPtr.Zero)
1205 {
1206 if (prm.m_NoColide)
1207 {
1208 d.GeomSetCategoryBits(prm.prim_geom, 0);
1209 if (m_isphysical)
1210 d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land);
1211 else
1212 d.GeomSetCollideBits(prm.prim_geom, 0);
1213 }
1214 else
1215 {
1216 d.GeomSetCategoryBits(prm.prim_geom, (uint)prm.m_collisionCategories);
1217 d.GeomSetCollideBits(prm.prim_geom, (uint)prm.m_collisionFlags);
1218 }
1219 }
1220 }
1221 }
1222
1223 if (m_NoColide)
1224 {
1225 d.GeomSetCategoryBits(prim_geom, 0);
1226 d.GeomSetCollideBits(prim_geom, (uint)CollisionCategories.Land);
1227 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
1228 {
1229 d.GeomSetCategoryBits(collide_geom, 0);
1230 d.GeomSetCollideBits(collide_geom, (uint)CollisionCategories.Land);
1231 }
1232 }
1233 else
1234 {
1235 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
1236 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
1237 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
1238 {
1239 d.GeomSetCategoryBits(collide_geom, (uint)m_collisionCategories);
1240 d.GeomSetCollideBits(collide_geom, (uint)m_collisionFlags);
1241 }
1242 }
1243 }
1244 }
1245
1246 private void createAMotor(Vector3 axis)
1247 {
1248 if (Body == IntPtr.Zero)
1249 return;
1250
1251 if (Amotor != IntPtr.Zero)
1252 {
1253 d.JointDestroy(Amotor);
1254 Amotor = IntPtr.Zero;
1255 }
1256
1257 int axisnum = 3 - (int)(axis.X + axis.Y + axis.Z);
1258
1259 if (axisnum <= 0)
1260 return;
1261
1262 // stop it
1263 d.BodySetTorque(Body, 0, 0, 0);
1264 d.BodySetAngularVel(Body, 0, 0, 0);
1265
1266 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
1267 d.JointAttach(Amotor, Body, IntPtr.Zero);
1268
1269 d.JointSetAMotorMode(Amotor, 0);
1270
1271 d.JointSetAMotorNumAxes(Amotor, axisnum);
1272
1273 // get current orientation to lock
1274
1275 d.Quaternion dcur = d.BodyGetQuaternion(Body);
1276 Quaternion curr; // crap convertion between identical things
1277 curr.X = dcur.X;
1278 curr.Y = dcur.Y;
1279 curr.Z = dcur.Z;
1280 curr.W = dcur.W;
1281 Vector3 ax;
1282
1283 int i = 0;
1284 int j = 0;
1285 if (axis.X == 0)
1286 {
1287 ax = (new Vector3(1, 0, 0)) * curr; // rotate world X to current local X
1288 // ODE should do this with axis relative to body 1 but seems to fail
1289 d.JointSetAMotorAxis(Amotor, 0, 0, ax.X, ax.Y, ax.Z);
1290 d.JointSetAMotorAngle(Amotor, 0, 0);
1291 d.JointSetAMotorParam(Amotor, (int)d.JointParam.LoStop, -0.000001f);
1292 d.JointSetAMotorParam(Amotor, (int)d.JointParam.HiStop, 0.000001f);
1293 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0);
1294 d.JointSetAMotorParam(Amotor, (int)d.JointParam.FudgeFactor, 0.0001f);
1295 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Bounce, 0f);
1296 d.JointSetAMotorParam(Amotor, (int)d.JointParam.FMax, 5e8f);
1297 d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopCFM, 0f);
1298 d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopERP, 0.8f);
1299 i++;
1300 j = 256; // move to next axis set
1301 }
1302
1303 if (axis.Y == 0)
1304 {
1305 ax = (new Vector3(0, 1, 0)) * curr;
1306 d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
1307 d.JointSetAMotorAngle(Amotor, i, 0);
1308 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f);
1309 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f);
1310 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
1311 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
1312 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
1313 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
1314 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f);
1315 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f);
1316 i++;
1317 j += 256;
1318 }
1319
1320 if (axis.Z == 0)
1321 {
1322 ax = (new Vector3(0, 0, 1)) * curr;
1323 d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
1324 d.JointSetAMotorAngle(Amotor, i, 0);
1325 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f);
1326 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f);
1327 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
1328 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
1329 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
1330 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
1331 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f);
1332 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f);
1333 }
1334 }
1335
1336
1337 private void SetGeom(IntPtr geom)
1338 {
1339 prim_geom = geom;
1340 //Console.WriteLine("SetGeom to " + prim_geom + " for " + Name);
1341 if (prim_geom != IntPtr.Zero)
1342 {
1343
1344 if (m_NoColide)
1345 {
1346 d.GeomSetCategoryBits(prim_geom, 0);
1347 if (m_isphysical)
1348 {
1349 d.GeomSetCollideBits(prim_geom, (uint)CollisionCategories.Land);
1350 }
1351 else
1352 {
1353 d.GeomSetCollideBits(prim_geom, 0);
1354 d.GeomDisable(prim_geom);
1355 }
1356 }
1357 else
1358 {
1359 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
1360 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
1361 }
1362
1363 UpdatePrimBodyData();
1364 _parent_scene.actor_name_map[prim_geom] = this;
1365
1366/*
1367// debug
1368 d.AABB aabb;
1369 d.GeomGetAABB(prim_geom, out aabb);
1370 float x = aabb.MaxX - aabb.MinX;
1371 float y = aabb.MaxY - aabb.MinY;
1372 float z = aabb.MaxZ - aabb.MinZ;
1373 if( x > 60.0f || y > 60.0f || z > 60.0f)
1374 m_log.WarnFormat("[PHYSICS]: large prim geo {0},size {1}, AABBsize <{2},{3},{4}, mesh {5} at {6}",
1375 Name, _size.ToString(), x, y, z, _pbs.SculptEntry ? _pbs.SculptTexture.ToString() : "primMesh", _position.ToString());
1376 else if (x < 0.001f || y < 0.001f || z < 0.001f)
1377 m_log.WarnFormat("[PHYSICS]: small prim geo {0},size {1}, AABBsize <{2},{3},{4}, mesh {5} at {6}",
1378 Name, _size.ToString(), x, y, z, _pbs.SculptEntry ? _pbs.SculptTexture.ToString() : "primMesh", _position.ToString());
1379
1380//
1381*/
1382
1383 }
1384 else
1385 m_log.Warn("Setting bad Geom");
1386 }
1387
1388 private bool GetMeshGeom()
1389 {
1390 IntPtr vertices, indices;
1391 int vertexCount, indexCount;
1392 int vertexStride, triStride;
1393
1394 IMesh mesh = m_mesh;
1395
1396 if (mesh == null)
1397 return false;
1398
1399 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount);
1400 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount);
1401
1402 if (vertexCount == 0 || indexCount == 0)
1403 {
1404 m_log.WarnFormat("[PHYSICS]: Invalid mesh data on OdePrim {0}, mesh {1}",
1405 Name, _pbs.SculptEntry ? _pbs.SculptTexture.ToString() : "primMesh");
1406
1407 m_hasOBB = false;
1408 m_OBBOffset = Vector3.Zero;
1409 m_OBB = _size * 0.5f;
1410
1411 m_physCost = 0.1f;
1412 m_streamCost = 1.0f;
1413
1414 _parent_scene.mesher.ReleaseMesh(mesh);
1415 m_meshState = MeshState.MeshFailed;
1416 m_mesh = null;
1417 return false;
1418 }
1419
1420 IntPtr geo = IntPtr.Zero;
1421
1422 try
1423 {
1424 _triMeshData = d.GeomTriMeshDataCreate();
1425
1426 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1427 d.GeomTriMeshDataPreprocess(_triMeshData);
1428
1429 geo = d.CreateTriMesh(m_targetSpace, _triMeshData, null, null, null);
1430 }
1431
1432 catch (Exception e)
1433 {
1434 m_log.ErrorFormat("[PHYSICS]: SetGeom Mesh failed for {0} exception: {1}", Name, e);
1435 if (_triMeshData != IntPtr.Zero)
1436 {
1437 try
1438 {
1439 d.GeomTriMeshDataDestroy(_triMeshData);
1440 }
1441 catch
1442 {
1443 }
1444 }
1445 _triMeshData = IntPtr.Zero;
1446
1447 m_hasOBB = false;
1448 m_OBBOffset = Vector3.Zero;
1449 m_OBB = _size * 0.5f;
1450 m_physCost = 0.1f;
1451 m_streamCost = 1.0f;
1452
1453 _parent_scene.mesher.ReleaseMesh(mesh);
1454 m_meshState = MeshState.MeshFailed;
1455 m_mesh = null;
1456 return false;
1457 }
1458
1459 m_physCost = 0.0013f * (float)indexCount;
1460 // todo
1461 m_streamCost = 1.0f;
1462
1463 SetGeom(geo);
1464
1465 return true;
1466 }
1467
1468 private void CreateGeom()
1469 {
1470 bool hasMesh = false;
1471
1472 m_NoColide = false;
1473
1474 if ((m_meshState & MeshState.MeshNoColide) != 0)
1475 m_NoColide = true;
1476
1477 else if(m_mesh != null)
1478 {
1479 if (GetMeshGeom())
1480 hasMesh = true;
1481 else
1482 m_NoColide = true;
1483 }
1484
1485
1486 if (!hasMesh)
1487 {
1488 IntPtr geo = IntPtr.Zero;
1489
1490 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1
1491 && _size.X == _size.Y && _size.Y == _size.Z)
1492 { // it's a sphere
1493 try
1494 {
1495 geo = d.CreateSphere(m_targetSpace, _size.X * 0.5f);
1496 }
1497 catch (Exception e)
1498 {
1499 m_log.WarnFormat("[PHYSICS]: Create sphere failed: {0}", e);
1500 return;
1501 }
1502 }
1503 else
1504 {// do it as a box
1505 try
1506 {
1507 geo = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
1508 }
1509 catch (Exception e)
1510 {
1511 m_log.Warn("[PHYSICS]: Create box failed: {0}", e);
1512 return;
1513 }
1514 }
1515 m_physCost = 0.1f;
1516 m_streamCost = 1.0f;
1517 SetGeom(geo);
1518 }
1519 }
1520
1521 private void RemoveGeom()
1522 {
1523 if (prim_geom != IntPtr.Zero)
1524 {
1525 _parent_scene.actor_name_map.Remove(prim_geom);
1526
1527 try
1528 {
1529 d.GeomDestroy(prim_geom);
1530 if (_triMeshData != IntPtr.Zero)
1531 {
1532 d.GeomTriMeshDataDestroy(_triMeshData);
1533 _triMeshData = IntPtr.Zero;
1534 }
1535 }
1536 catch (Exception e)
1537 {
1538 m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction failed for {0} exception {1}", Name, e);
1539 }
1540
1541 prim_geom = IntPtr.Zero;
1542 collide_geom = IntPtr.Zero;
1543 m_targetSpace = IntPtr.Zero;
1544 }
1545 else
1546 {
1547 m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction BAD {0}", Name);
1548 }
1549
1550 lock (m_meshlock)
1551 {
1552 if (m_mesh != null)
1553 {
1554 _parent_scene.mesher.ReleaseMesh(m_mesh);
1555 m_mesh = null;
1556 }
1557 }
1558
1559 Body = IntPtr.Zero;
1560 m_hasOBB = false;
1561 }
1562
1563 //sets non physical prim m_targetSpace to right space in spaces grid for static prims
1564 // should only be called for non physical prims unless they are becoming non physical
1565 private void SetInStaticSpace(OdePrim prim)
1566 {
1567 IntPtr targetSpace = _parent_scene.MoveGeomToStaticSpace(prim.prim_geom, prim._position, prim.m_targetSpace);
1568 prim.m_targetSpace = targetSpace;
1569 collide_geom = IntPtr.Zero;
1570 }
1571
1572 public void enableBodySoft()
1573 {
1574 m_disabled = false;
1575 if (!childPrim && !m_isSelected)
1576 {
1577 if (m_isphysical && Body != IntPtr.Zero)
1578 {
1579 UpdateCollisionCatFlags();
1580 ApplyCollisionCatFlags();
1581
1582 d.BodyEnable(Body);
1583 }
1584 }
1585 resetCollisionAccounting();
1586 }
1587
1588 private void disableBodySoft()
1589 {
1590 m_disabled = true;
1591 if (!childPrim)
1592 {
1593 if (m_isphysical && Body != IntPtr.Zero)
1594 {
1595 if (m_isSelected)
1596 m_collisionFlags = CollisionCategories.Selected;
1597 else
1598 m_collisionCategories = 0;
1599 m_collisionFlags = 0;
1600 ApplyCollisionCatFlags();
1601 d.BodyDisable(Body);
1602 }
1603 }
1604 }
1605
1606 private void MakeBody()
1607 {
1608 if (!m_isphysical) // only physical get bodies
1609 return;
1610
1611 if (childPrim) // child prims don't get bodies;
1612 return;
1613
1614 if (m_building)
1615 return;
1616
1617 if (prim_geom == IntPtr.Zero)
1618 {
1619 m_log.Warn("[PHYSICS]: Unable to link the linkset. Root has no geom yet");
1620 return;
1621 }
1622
1623 if (Body != IntPtr.Zero)
1624 {
1625 DestroyBody();
1626 m_log.Warn("[PHYSICS]: MakeBody called having a body");
1627 }
1628
1629 if (d.GeomGetBody(prim_geom) != IntPtr.Zero)
1630 {
1631 d.GeomSetBody(prim_geom, IntPtr.Zero);
1632 m_log.Warn("[PHYSICS]: MakeBody root geom already had a body");
1633 }
1634
1635 d.Matrix3 mymat = new d.Matrix3();
1636 d.Quaternion myrot = new d.Quaternion();
1637 d.Mass objdmass = new d.Mass { };
1638
1639 Body = d.BodyCreate(_parent_scene.world);
1640
1641 objdmass = primdMass;
1642
1643 // rotate inertia
1644 myrot.X = _orientation.X;
1645 myrot.Y = _orientation.Y;
1646 myrot.Z = _orientation.Z;
1647 myrot.W = _orientation.W;
1648
1649 d.RfromQ(out mymat, ref myrot);
1650 d.MassRotate(ref objdmass, ref mymat);
1651
1652 // set the body rotation
1653 d.BodySetRotation(Body, ref mymat);
1654
1655 // recompute full object inertia if needed
1656 if (childrenPrim.Count > 0)
1657 {
1658 d.Matrix3 mat = new d.Matrix3();
1659 d.Quaternion quat = new d.Quaternion();
1660 d.Mass tmpdmass = new d.Mass { };
1661 Vector3 rcm;
1662
1663 rcm.X = _position.X;
1664 rcm.Y = _position.Y;
1665 rcm.Z = _position.Z;
1666
1667 lock (childrenPrim)
1668 {
1669 foreach (OdePrim prm in childrenPrim)
1670 {
1671 if (prm.prim_geom == IntPtr.Zero)
1672 {
1673 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements, skipping it. No geom yet");
1674 continue;
1675 }
1676
1677 tmpdmass = prm.primdMass;
1678
1679 // apply prim current rotation to inertia
1680 quat.X = prm._orientation.X;
1681 quat.Y = prm._orientation.Y;
1682 quat.Z = prm._orientation.Z;
1683 quat.W = prm._orientation.W;
1684 d.RfromQ(out mat, ref quat);
1685 d.MassRotate(ref tmpdmass, ref mat);
1686
1687 Vector3 ppos = prm._position;
1688 ppos.X -= rcm.X;
1689 ppos.Y -= rcm.Y;
1690 ppos.Z -= rcm.Z;
1691 // refer inertia to root prim center of mass position
1692 d.MassTranslate(ref tmpdmass,
1693 ppos.X,
1694 ppos.Y,
1695 ppos.Z);
1696
1697 d.MassAdd(ref objdmass, ref tmpdmass); // add to total object inertia
1698 // fix prim colision cats
1699
1700 if (d.GeomGetBody(prm.prim_geom) != IntPtr.Zero)
1701 {
1702 d.GeomSetBody(prm.prim_geom, IntPtr.Zero);
1703 m_log.Warn("[PHYSICS]: MakeBody child geom already had a body");
1704 }
1705
1706 d.GeomClearOffset(prm.prim_geom);
1707 d.GeomSetBody(prm.prim_geom, Body);
1708 prm.Body = Body;
1709 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat); // set relative rotation
1710 }
1711 }
1712 }
1713
1714 d.GeomClearOffset(prim_geom); // make sure we don't have a hidden offset
1715 // associate root geom with body
1716 d.GeomSetBody(prim_geom, Body);
1717
1718 d.BodySetPosition(Body, _position.X + objdmass.c.X, _position.Y + objdmass.c.Y, _position.Z + objdmass.c.Z);
1719 d.GeomSetOffsetWorldPosition(prim_geom, _position.X, _position.Y, _position.Z);
1720
1721 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
1722 myrot.X = -myrot.X;
1723 myrot.Y = -myrot.Y;
1724 myrot.Z = -myrot.Z;
1725
1726 d.RfromQ(out mymat, ref myrot);
1727 d.MassRotate(ref objdmass, ref mymat);
1728
1729 d.BodySetMass(Body, ref objdmass);
1730 _mass = objdmass.mass;
1731
1732 // disconnect from world gravity so we can apply buoyancy
1733 d.BodySetGravityMode(Body, false);
1734
1735 d.BodySetAutoDisableFlag(Body, true);
1736 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1737 d.BodySetDamping(Body, .005f, .005f);
1738
1739 if (m_targetSpace != IntPtr.Zero)
1740 {
1741 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1742 if (d.SpaceQuery(m_targetSpace, prim_geom))
1743 d.SpaceRemove(m_targetSpace, prim_geom);
1744 }
1745
1746 if (childrenPrim.Count == 0)
1747 {
1748 collide_geom = prim_geom;
1749 m_targetSpace = _parent_scene.ActiveSpace;
1750 }
1751 else
1752 {
1753 m_targetSpace = d.HashSpaceCreate(_parent_scene.ActiveSpace);
1754 d.HashSpaceSetLevels(m_targetSpace, -2, 8);
1755 d.SpaceSetSublevel(m_targetSpace, 3);
1756 d.SpaceSetCleanup(m_targetSpace, false);
1757
1758 d.GeomSetCategoryBits(m_targetSpace, (uint)(CollisionCategories.Space |
1759 CollisionCategories.Geom |
1760 CollisionCategories.Phantom |
1761 CollisionCategories.VolumeDtc
1762 ));
1763 d.GeomSetCollideBits(m_targetSpace, 0);
1764 collide_geom = m_targetSpace;
1765 }
1766
1767 d.SpaceAdd(m_targetSpace, prim_geom);
1768
1769 if (m_delaySelect)
1770 {
1771 m_isSelected = true;
1772 m_delaySelect = false;
1773 }
1774
1775 m_collisionscore = 0;
1776
1777 UpdateCollisionCatFlags();
1778 ApplyCollisionCatFlags();
1779
1780 _parent_scene.addActivePrim(this);
1781
1782 lock (childrenPrim)
1783 {
1784 foreach (OdePrim prm in childrenPrim)
1785 {
1786 if (prm.prim_geom == IntPtr.Zero)
1787 continue;
1788
1789 Vector3 ppos = prm._position;
1790 d.GeomSetOffsetWorldPosition(prm.prim_geom, ppos.X, ppos.Y, ppos.Z); // set relative position
1791
1792 if (prm.m_targetSpace != m_targetSpace)
1793 {
1794 if (prm.m_targetSpace != IntPtr.Zero)
1795 {
1796 _parent_scene.waitForSpaceUnlock(prm.m_targetSpace);
1797 if (d.SpaceQuery(prm.m_targetSpace, prm.prim_geom))
1798 d.SpaceRemove(prm.m_targetSpace, prm.prim_geom);
1799 }
1800 prm.m_targetSpace = m_targetSpace;
1801 d.SpaceAdd(m_targetSpace, prm.prim_geom);
1802 }
1803
1804 prm.m_collisionscore = 0;
1805
1806 if(!m_disabled)
1807 prm.m_disabled = false;
1808
1809 _parent_scene.addActivePrim(prm);
1810 }
1811 }
1812
1813 // The body doesn't already have a finite rotation mode set here
1814 if ((!m_angularlock.ApproxEquals(Vector3.One, 0.0f)) && _parent == null)
1815 {
1816 createAMotor(m_angularlock);
1817 }
1818
1819
1820 if (m_isSelected || m_disabled)
1821 {
1822 d.BodyDisable(Body);
1823 }
1824 else
1825 {
1826 d.BodySetAngularVel(Body, m_rotationalVelocity.X, m_rotationalVelocity.Y, m_rotationalVelocity.Z);
1827 d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
1828 }
1829 _parent_scene.addActiveGroups(this);
1830 }
1831
1832 private void DestroyBody()
1833 {
1834 if (Body != IntPtr.Zero)
1835 {
1836 _parent_scene.remActivePrim(this);
1837
1838 collide_geom = IntPtr.Zero;
1839
1840 if (m_disabled)
1841 m_collisionCategories = 0;
1842 else if (m_isSelected)
1843 m_collisionCategories = CollisionCategories.Selected;
1844 else if (m_isVolumeDetect)
1845 m_collisionCategories = CollisionCategories.VolumeDtc;
1846 else if (m_isphantom)
1847 m_collisionCategories = CollisionCategories.Phantom;
1848 else
1849 m_collisionCategories = CollisionCategories.Geom;
1850
1851 m_collisionFlags = 0;
1852
1853 if (prim_geom != IntPtr.Zero)
1854 {
1855 if (m_NoColide)
1856 {
1857 d.GeomSetCategoryBits(prim_geom, 0);
1858 d.GeomSetCollideBits(prim_geom, 0);
1859 }
1860 else
1861 {
1862 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
1863 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
1864 }
1865 UpdateDataFromGeom();
1866 d.GeomSetBody(prim_geom, IntPtr.Zero);
1867 SetInStaticSpace(this);
1868 }
1869
1870 if (!childPrim)
1871 {
1872 lock (childrenPrim)
1873 {
1874 foreach (OdePrim prm in childrenPrim)
1875 {
1876 _parent_scene.remActivePrim(prm);
1877
1878 if (prm.m_isSelected)
1879 prm.m_collisionCategories = CollisionCategories.Selected;
1880 else if (prm.m_isVolumeDetect)
1881 prm.m_collisionCategories = CollisionCategories.VolumeDtc;
1882 else if (prm.m_isphantom)
1883 prm.m_collisionCategories = CollisionCategories.Phantom;
1884 else
1885 prm.m_collisionCategories = CollisionCategories.Geom;
1886
1887 prm.m_collisionFlags = 0;
1888
1889 if (prm.prim_geom != IntPtr.Zero)
1890 {
1891 if (prm.m_NoColide)
1892 {
1893 d.GeomSetCategoryBits(prm.prim_geom, 0);
1894 d.GeomSetCollideBits(prm.prim_geom, 0);
1895 }
1896 else
1897 {
1898 d.GeomSetCategoryBits(prm.prim_geom, (uint)prm.m_collisionCategories);
1899 d.GeomSetCollideBits(prm.prim_geom, (uint)prm.m_collisionFlags);
1900 }
1901 prm.UpdateDataFromGeom();
1902 SetInStaticSpace(prm);
1903 }
1904 prm.Body = IntPtr.Zero;
1905 prm._mass = prm.primMass;
1906 prm.m_collisionscore = 0;
1907 }
1908 }
1909 if (Amotor != IntPtr.Zero)
1910 {
1911 d.JointDestroy(Amotor);
1912 Amotor = IntPtr.Zero;
1913 }
1914 _parent_scene.remActiveGroup(this);
1915 d.BodyDestroy(Body);
1916 }
1917 Body = IntPtr.Zero;
1918 }
1919 _mass = primMass;
1920 m_collisionscore = 0;
1921 }
1922
1923 private void FixInertia(Vector3 NewPos,Quaternion newrot)
1924 {
1925 d.Matrix3 mat = new d.Matrix3();
1926 d.Quaternion quat = new d.Quaternion();
1927
1928 d.Mass tmpdmass = new d.Mass { };
1929 d.Mass objdmass = new d.Mass { };
1930
1931 d.BodyGetMass(Body, out tmpdmass);
1932 objdmass = tmpdmass;
1933
1934 d.Vector3 dobjpos;
1935 d.Vector3 thispos;
1936
1937 // get current object position and rotation
1938 dobjpos = d.BodyGetPosition(Body);
1939
1940 // get prim own inertia in its local frame
1941 tmpdmass = primdMass;
1942
1943 // transform to object frame
1944 mat = d.GeomGetOffsetRotation(prim_geom);
1945 d.MassRotate(ref tmpdmass, ref mat);
1946
1947 thispos = d.GeomGetOffsetPosition(prim_geom);
1948 d.MassTranslate(ref tmpdmass,
1949 thispos.X,
1950 thispos.Y,
1951 thispos.Z);
1952
1953 // subtract current prim inertia from object
1954 DMassSubPartFromObj(ref tmpdmass, ref objdmass);
1955
1956 // back prim own inertia
1957 tmpdmass = primdMass;
1958
1959 // update to new position and orientation
1960 _position = NewPos;
1961 d.GeomSetOffsetWorldPosition(prim_geom, NewPos.X, NewPos.Y, NewPos.Z);
1962 _orientation = newrot;
1963 quat.X = newrot.X;
1964 quat.Y = newrot.Y;
1965 quat.Z = newrot.Z;
1966 quat.W = newrot.W;
1967 d.GeomSetOffsetWorldQuaternion(prim_geom, ref quat);
1968
1969 mat = d.GeomGetOffsetRotation(prim_geom);
1970 d.MassRotate(ref tmpdmass, ref mat);
1971
1972 thispos = d.GeomGetOffsetPosition(prim_geom);
1973 d.MassTranslate(ref tmpdmass,
1974 thispos.X,
1975 thispos.Y,
1976 thispos.Z);
1977
1978 d.MassAdd(ref objdmass, ref tmpdmass);
1979
1980 // fix all positions
1981 IntPtr g = d.BodyGetFirstGeom(Body);
1982 while (g != IntPtr.Zero)
1983 {
1984 thispos = d.GeomGetOffsetPosition(g);
1985 thispos.X -= objdmass.c.X;
1986 thispos.Y -= objdmass.c.Y;
1987 thispos.Z -= objdmass.c.Z;
1988 d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z);
1989 g = d.dBodyGetNextGeom(g);
1990 }
1991 d.BodyVectorToWorld(Body,objdmass.c.X, objdmass.c.Y, objdmass.c.Z,out thispos);
1992
1993 d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z);
1994 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
1995 d.BodySetMass(Body, ref objdmass);
1996 _mass = objdmass.mass;
1997 }
1998
1999
2000
2001 private void FixInertia(Vector3 NewPos)
2002 {
2003 d.Matrix3 primmat = new d.Matrix3();
2004 d.Mass tmpdmass = new d.Mass { };
2005 d.Mass objdmass = new d.Mass { };
2006 d.Mass primmass = new d.Mass { };
2007
2008 d.Vector3 dobjpos;
2009 d.Vector3 thispos;
2010
2011 d.BodyGetMass(Body, out objdmass);
2012
2013 // get prim own inertia in its local frame
2014 primmass = primdMass;
2015 // transform to object frame
2016 primmat = d.GeomGetOffsetRotation(prim_geom);
2017 d.MassRotate(ref primmass, ref primmat);
2018
2019 tmpdmass = primmass;
2020
2021 thispos = d.GeomGetOffsetPosition(prim_geom);
2022 d.MassTranslate(ref tmpdmass,
2023 thispos.X,
2024 thispos.Y,
2025 thispos.Z);
2026
2027 // subtract current prim inertia from object
2028 DMassSubPartFromObj(ref tmpdmass, ref objdmass);
2029
2030 // update to new position
2031 _position = NewPos;
2032 d.GeomSetOffsetWorldPosition(prim_geom, NewPos.X, NewPos.Y, NewPos.Z);
2033
2034 thispos = d.GeomGetOffsetPosition(prim_geom);
2035 d.MassTranslate(ref primmass,
2036 thispos.X,
2037 thispos.Y,
2038 thispos.Z);
2039
2040 d.MassAdd(ref objdmass, ref primmass);
2041
2042 // fix all positions
2043 IntPtr g = d.BodyGetFirstGeom(Body);
2044 while (g != IntPtr.Zero)
2045 {
2046 thispos = d.GeomGetOffsetPosition(g);
2047 thispos.X -= objdmass.c.X;
2048 thispos.Y -= objdmass.c.Y;
2049 thispos.Z -= objdmass.c.Z;
2050 d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z);
2051 g = d.dBodyGetNextGeom(g);
2052 }
2053
2054 d.BodyVectorToWorld(Body, objdmass.c.X, objdmass.c.Y, objdmass.c.Z, out thispos);
2055
2056 // get current object position and rotation
2057 dobjpos = d.BodyGetPosition(Body);
2058
2059 d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z);
2060 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
2061 d.BodySetMass(Body, ref objdmass);
2062 _mass = objdmass.mass;
2063 }
2064
2065 private void FixInertia(Quaternion newrot)
2066 {
2067 d.Matrix3 mat = new d.Matrix3();
2068 d.Quaternion quat = new d.Quaternion();
2069
2070 d.Mass tmpdmass = new d.Mass { };
2071 d.Mass objdmass = new d.Mass { };
2072 d.Vector3 dobjpos;
2073 d.Vector3 thispos;
2074
2075 d.BodyGetMass(Body, out objdmass);
2076
2077 // get prim own inertia in its local frame
2078 tmpdmass = primdMass;
2079 mat = d.GeomGetOffsetRotation(prim_geom);
2080 d.MassRotate(ref tmpdmass, ref mat);
2081 // transform to object frame
2082 thispos = d.GeomGetOffsetPosition(prim_geom);
2083 d.MassTranslate(ref tmpdmass,
2084 thispos.X,
2085 thispos.Y,
2086 thispos.Z);
2087
2088 // subtract current prim inertia from object
2089 DMassSubPartFromObj(ref tmpdmass, ref objdmass);
2090
2091 // update to new orientation
2092 _orientation = newrot;
2093 quat.X = newrot.X;
2094 quat.Y = newrot.Y;
2095 quat.Z = newrot.Z;
2096 quat.W = newrot.W;
2097 d.GeomSetOffsetWorldQuaternion(prim_geom, ref quat);
2098
2099 tmpdmass = primdMass;
2100 mat = d.GeomGetOffsetRotation(prim_geom);
2101 d.MassRotate(ref tmpdmass, ref mat);
2102 d.MassTranslate(ref tmpdmass,
2103 thispos.X,
2104 thispos.Y,
2105 thispos.Z);
2106
2107 d.MassAdd(ref objdmass, ref tmpdmass);
2108
2109 // fix all positions
2110 IntPtr g = d.BodyGetFirstGeom(Body);
2111 while (g != IntPtr.Zero)
2112 {
2113 thispos = d.GeomGetOffsetPosition(g);
2114 thispos.X -= objdmass.c.X;
2115 thispos.Y -= objdmass.c.Y;
2116 thispos.Z -= objdmass.c.Z;
2117 d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z);
2118 g = d.dBodyGetNextGeom(g);
2119 }
2120
2121 d.BodyVectorToWorld(Body, objdmass.c.X, objdmass.c.Y, objdmass.c.Z, out thispos);
2122 // get current object position and rotation
2123 dobjpos = d.BodyGetPosition(Body);
2124
2125 d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z);
2126 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
2127 d.BodySetMass(Body, ref objdmass);
2128 _mass = objdmass.mass;
2129 }
2130
2131
2132 #region Mass Calculation
2133
2134 private void UpdatePrimBodyData()
2135 {
2136 primMass = m_density * primVolume;
2137
2138 if (primMass <= 0)
2139 primMass = 0.0001f;//ckrinke: Mass must be greater then zero.
2140 if (primMass > _parent_scene.maximumMassObject)
2141 primMass = _parent_scene.maximumMassObject;
2142
2143 _mass = primMass; // just in case
2144
2145 d.MassSetBoxTotal(out primdMass, primMass, m_OBB.X, m_OBB.Y, m_OBB.Z);
2146
2147 d.MassTranslate(ref primdMass,
2148 m_OBBOffset.X,
2149 m_OBBOffset.Y,
2150 m_OBBOffset.Z);
2151
2152 primOOBradiusSQ = m_OBB.LengthSquared();
2153
2154 if (_triMeshData != IntPtr.Zero)
2155 {
2156 float pc = m_physCost;
2157 float psf = primOOBradiusSQ;
2158 psf *= 1.33f * .2f;
2159 pc *= psf;
2160 if (pc < 0.1f)
2161 pc = 0.1f;
2162
2163 m_physCost = pc;
2164 }
2165 else
2166 m_physCost = 0.1f;
2167
2168 m_streamCost = 1.0f;
2169 }
2170
2171 #endregion
2172
2173
2174 /// <summary>
2175 /// Add a child prim to this parent prim.
2176 /// </summary>
2177 /// <param name="prim">Child prim</param>
2178 // I'm the parent
2179 // prim is the child
2180 public void ParentPrim(OdePrim prim)
2181 {
2182 //Console.WriteLine("ParentPrim " + m_primName);
2183 if (this.m_localID != prim.m_localID)
2184 {
2185 DestroyBody(); // for now we need to rebuil entire object on link change
2186
2187 lock (childrenPrim)
2188 {
2189 // adopt the prim
2190 if (!childrenPrim.Contains(prim))
2191 childrenPrim.Add(prim);
2192
2193 // see if this prim has kids and adopt them also
2194 // should not happen for now
2195 foreach (OdePrim prm in prim.childrenPrim)
2196 {
2197 if (!childrenPrim.Contains(prm))
2198 {
2199 if (prm.Body != IntPtr.Zero)
2200 {
2201 if (prm.prim_geom != IntPtr.Zero)
2202 d.GeomSetBody(prm.prim_geom, IntPtr.Zero);
2203 if (prm.Body != prim.Body)
2204 prm.DestroyBody(); // don't loose bodies around
2205 prm.Body = IntPtr.Zero;
2206 }
2207
2208 childrenPrim.Add(prm);
2209 prm._parent = this;
2210 }
2211 }
2212 }
2213 //Remove old children from the prim
2214 prim.childrenPrim.Clear();
2215
2216 if (prim.Body != IntPtr.Zero)
2217 {
2218 if (prim.prim_geom != IntPtr.Zero)
2219 d.GeomSetBody(prim.prim_geom, IntPtr.Zero);
2220 prim.DestroyBody(); // don't loose bodies around
2221 prim.Body = IntPtr.Zero;
2222 }
2223
2224 prim.childPrim = true;
2225 prim._parent = this;
2226
2227 MakeBody(); // full nasty reconstruction
2228 }
2229 }
2230
2231 private void UpdateChildsfromgeom()
2232 {
2233 if (childrenPrim.Count > 0)
2234 {
2235 foreach (OdePrim prm in childrenPrim)
2236 prm.UpdateDataFromGeom();
2237 }
2238 }
2239
2240 private void UpdateDataFromGeom()
2241 {
2242 if (prim_geom != IntPtr.Zero)
2243 {
2244 d.Quaternion qtmp;
2245 d.GeomCopyQuaternion(prim_geom, out qtmp);
2246 _orientation.X = qtmp.X;
2247 _orientation.Y = qtmp.Y;
2248 _orientation.Z = qtmp.Z;
2249 _orientation.W = qtmp.W;
2250/*
2251// Debug
2252 float qlen = _orientation.Length();
2253 if (qlen > 1.01f || qlen < 0.99)
2254 m_log.WarnFormat("[PHYSICS]: Got nonnorm quaternion from geom in Object {0} norm {1}", Name, qlen);
2255//
2256*/
2257 _orientation.Normalize();
2258
2259 d.Vector3 lpos = d.GeomGetPosition(prim_geom);
2260 _position.X = lpos.X;
2261 _position.Y = lpos.Y;
2262 _position.Z = lpos.Z;
2263 }
2264 }
2265
2266 private void ChildDelink(OdePrim odePrim, bool remakebodies)
2267 {
2268 // Okay, we have a delinked child.. destroy all body and remake
2269 if (odePrim != this && !childrenPrim.Contains(odePrim))
2270 return;
2271
2272 DestroyBody();
2273
2274 if (odePrim == this) // delinking the root prim
2275 {
2276 OdePrim newroot = null;
2277 lock (childrenPrim)
2278 {
2279 if (childrenPrim.Count > 0)
2280 {
2281 newroot = childrenPrim[0];
2282 childrenPrim.RemoveAt(0);
2283 foreach (OdePrim prm in childrenPrim)
2284 {
2285 newroot.childrenPrim.Add(prm);
2286 }
2287 childrenPrim.Clear();
2288 }
2289 if (newroot != null)
2290 {
2291 newroot.childPrim = false;
2292 newroot._parent = null;
2293 if (remakebodies)
2294 newroot.MakeBody();
2295 }
2296 }
2297 }
2298
2299 else
2300 {
2301 lock (childrenPrim)
2302 {
2303 childrenPrim.Remove(odePrim);
2304 odePrim.childPrim = false;
2305 odePrim._parent = null;
2306 // odePrim.UpdateDataFromGeom();
2307 if (remakebodies)
2308 odePrim.MakeBody();
2309 }
2310 }
2311 if (remakebodies)
2312 MakeBody();
2313 }
2314
2315 protected void ChildRemove(OdePrim odePrim, bool reMakeBody)
2316 {
2317 // Okay, we have a delinked child.. destroy all body and remake
2318 if (odePrim != this && !childrenPrim.Contains(odePrim))
2319 return;
2320
2321 DestroyBody();
2322
2323 if (odePrim == this)
2324 {
2325 OdePrim newroot = null;
2326 lock (childrenPrim)
2327 {
2328 if (childrenPrim.Count > 0)
2329 {
2330 newroot = childrenPrim[0];
2331 childrenPrim.RemoveAt(0);
2332 foreach (OdePrim prm in childrenPrim)
2333 {
2334 newroot.childrenPrim.Add(prm);
2335 }
2336 childrenPrim.Clear();
2337 }
2338 if (newroot != null)
2339 {
2340 newroot.childPrim = false;
2341 newroot._parent = null;
2342 newroot.MakeBody();
2343 }
2344 }
2345 if (reMakeBody)
2346 MakeBody();
2347 return;
2348 }
2349 else
2350 {
2351 lock (childrenPrim)
2352 {
2353 childrenPrim.Remove(odePrim);
2354 odePrim.childPrim = false;
2355 odePrim._parent = null;
2356 if (reMakeBody)
2357 odePrim.MakeBody();
2358 }
2359 }
2360 MakeBody();
2361 }
2362
2363 #region changes
2364
2365 private void changeadd()
2366 {
2367 }
2368
2369 private void changeAngularLock(Vector3 newLock)
2370 {
2371 // do we have a Physical object?
2372 if (Body != IntPtr.Zero)
2373 {
2374 //Check that we have a Parent
2375 //If we have a parent then we're not authorative here
2376 if (_parent == null)
2377 {
2378 if (!newLock.ApproxEquals(Vector3.One, 0f))
2379 {
2380 createAMotor(newLock);
2381 }
2382 else
2383 {
2384 if (Amotor != IntPtr.Zero)
2385 {
2386 d.JointDestroy(Amotor);
2387 Amotor = IntPtr.Zero;
2388 }
2389 }
2390 }
2391 }
2392 // Store this for later in case we get turned into a separate body
2393 m_angularlock = newLock;
2394 }
2395
2396 private void changeLink(OdePrim NewParent)
2397 {
2398 if (_parent == null && NewParent != null)
2399 {
2400 NewParent.ParentPrim(this);
2401 }
2402 else if (_parent != null)
2403 {
2404 if (_parent is OdePrim)
2405 {
2406 if (NewParent != _parent)
2407 {
2408 (_parent as OdePrim).ChildDelink(this, false); // for now...
2409 childPrim = false;
2410
2411 if (NewParent != null)
2412 {
2413 NewParent.ParentPrim(this);
2414 }
2415 }
2416 }
2417 }
2418 _parent = NewParent;
2419 }
2420
2421
2422 private void Stop()
2423 {
2424 if (!childPrim)
2425 {
2426 m_force = Vector3.Zero;
2427 m_forceacc = Vector3.Zero;
2428 m_angularForceacc = Vector3.Zero;
2429 _torque = Vector3.Zero;
2430 _velocity = Vector3.Zero;
2431 _acceleration = Vector3.Zero;
2432 m_rotationalVelocity = Vector3.Zero;
2433 _target_velocity = Vector3.Zero;
2434 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
2435 m_vehicle.Stop();
2436
2437 _zeroFlag = false;
2438 base.RequestPhysicsterseUpdate();
2439 }
2440
2441 if (Body != IntPtr.Zero)
2442 {
2443 d.BodySetForce(Body, 0f, 0f, 0f);
2444 d.BodySetTorque(Body, 0f, 0f, 0f);
2445 d.BodySetLinearVel(Body, 0f, 0f, 0f);
2446 d.BodySetAngularVel(Body, 0f, 0f, 0f);
2447 }
2448 }
2449
2450 private void changePhantomStatus(bool newval)
2451 {
2452 m_isphantom = newval;
2453
2454 UpdateCollisionCatFlags();
2455 ApplyCollisionCatFlags();
2456 }
2457
2458/* not in use
2459 internal void ChildSelectedChange(bool childSelect)
2460 {
2461 if(childPrim)
2462 return;
2463
2464 if (childSelect == m_isSelected)
2465 return;
2466
2467 if (childSelect)
2468 {
2469 DoSelectedStatus(true);
2470 }
2471
2472 else
2473 {
2474 foreach (OdePrim prm in childrenPrim)
2475 {
2476 if (prm.m_isSelected)
2477 return;
2478 }
2479 DoSelectedStatus(false);
2480 }
2481 }
2482*/
2483 private void changeSelectedStatus(bool newval)
2484 {
2485 if (m_lastdoneSelected == newval)
2486 return;
2487
2488 m_lastdoneSelected = newval;
2489 DoSelectedStatus(newval);
2490 }
2491
2492 private void CheckDelaySelect()
2493 {
2494 if (m_delaySelect)
2495 {
2496 DoSelectedStatus(m_isSelected);
2497 }
2498 }
2499
2500 private void DoSelectedStatus(bool newval)
2501 {
2502 m_isSelected = newval;
2503 Stop();
2504
2505 if (newval)
2506 {
2507 if (!childPrim && Body != IntPtr.Zero)
2508 d.BodyDisable(Body);
2509
2510 if (m_delaySelect || m_isphysical)
2511 {
2512 m_collisionCategories = CollisionCategories.Selected;
2513 m_collisionFlags = 0;
2514
2515 if (!childPrim)
2516 {
2517 foreach (OdePrim prm in childrenPrim)
2518 {
2519 prm.m_collisionCategories = m_collisionCategories;
2520 prm.m_collisionFlags = m_collisionFlags;
2521
2522 if (prm.prim_geom != null)
2523 {
2524
2525 if (prm.m_NoColide)
2526 {
2527 d.GeomSetCategoryBits(prm.prim_geom, 0);
2528 d.GeomSetCollideBits(prm.prim_geom, 0);
2529 }
2530 else
2531 {
2532 d.GeomSetCategoryBits(prm.prim_geom, (uint)m_collisionCategories);
2533 d.GeomSetCollideBits(prm.prim_geom, (uint)m_collisionFlags);
2534 }
2535 }
2536 prm.m_delaySelect = false;
2537 }
2538 }
2539// else if (_parent != null)
2540// ((OdePrim)_parent).ChildSelectedChange(true);
2541
2542
2543 if (prim_geom != null)
2544 {
2545 if (m_NoColide)
2546 {
2547 d.GeomSetCategoryBits(prim_geom, 0);
2548 d.GeomSetCollideBits(prim_geom, 0);
2549 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
2550 {
2551 d.GeomSetCategoryBits(collide_geom, 0);
2552 d.GeomSetCollideBits(collide_geom, 0);
2553 }
2554
2555 }
2556 else
2557 {
2558 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
2559 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
2560 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
2561 {
2562 d.GeomSetCategoryBits(collide_geom, (uint)m_collisionCategories);
2563 d.GeomSetCollideBits(collide_geom, (uint)m_collisionFlags);
2564 }
2565 }
2566 }
2567
2568 m_delaySelect = false;
2569 }
2570 else if(!m_isphysical)
2571 {
2572 m_delaySelect = true;
2573 }
2574 }
2575 else
2576 {
2577 if (!childPrim)
2578 {
2579 if (Body != IntPtr.Zero && !m_disabled)
2580 d.BodyEnable(Body);
2581 }
2582// else if (_parent != null)
2583// ((OdePrim)_parent).ChildSelectedChange(false);
2584
2585 UpdateCollisionCatFlags();
2586 ApplyCollisionCatFlags();
2587
2588 m_delaySelect = false;
2589 }
2590
2591 resetCollisionAccounting();
2592 }
2593
2594 private void changePosition(Vector3 newPos)
2595 {
2596 CheckDelaySelect();
2597 if (m_isphysical)
2598 {
2599 if (childPrim) // inertia is messed, must rebuild
2600 {
2601 if (m_building)
2602 {
2603 _position = newPos;
2604 }
2605
2606 else if (m_forcePosOrRotation && _position != newPos && Body != IntPtr.Zero)
2607 {
2608 FixInertia(newPos);
2609 if (!d.BodyIsEnabled(Body))
2610 d.BodyEnable(Body);
2611 }
2612 }
2613 else
2614 {
2615 if (_position != newPos)
2616 {
2617 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2618 _position = newPos;
2619 }
2620 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2621 d.BodyEnable(Body);
2622 }
2623 }
2624 else
2625 {
2626 if (prim_geom != IntPtr.Zero)
2627 {
2628 if (newPos != _position)
2629 {
2630 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2631 _position = newPos;
2632
2633 m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace);
2634 }
2635 }
2636 }
2637 givefakepos--;
2638 if (givefakepos < 0)
2639 givefakepos = 0;
2640// changeSelectedStatus();
2641 resetCollisionAccounting();
2642 }
2643
2644 private void changeOrientation(Quaternion newOri)
2645 {
2646 CheckDelaySelect();
2647 if (m_isphysical)
2648 {
2649 if (childPrim) // inertia is messed, must rebuild
2650 {
2651 if (m_building)
2652 {
2653 _orientation = newOri;
2654 }
2655/*
2656 else if (m_forcePosOrRotation && _orientation != newOri && Body != IntPtr.Zero)
2657 {
2658 FixInertia(_position, newOri);
2659 if (!d.BodyIsEnabled(Body))
2660 d.BodyEnable(Body);
2661 }
2662*/
2663 }
2664 else
2665 {
2666 if (newOri != _orientation)
2667 {
2668 d.Quaternion myrot = new d.Quaternion();
2669 myrot.X = newOri.X;
2670 myrot.Y = newOri.Y;
2671 myrot.Z = newOri.Z;
2672 myrot.W = newOri.W;
2673 d.GeomSetQuaternion(prim_geom, ref myrot);
2674 _orientation = newOri;
2675 if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f))
2676 createAMotor(m_angularlock);
2677 }
2678 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2679 d.BodyEnable(Body);
2680 }
2681 }
2682 else
2683 {
2684 if (prim_geom != IntPtr.Zero)
2685 {
2686 if (newOri != _orientation)
2687 {
2688 d.Quaternion myrot = new d.Quaternion();
2689 myrot.X = newOri.X;
2690 myrot.Y = newOri.Y;
2691 myrot.Z = newOri.Z;
2692 myrot.W = newOri.W;
2693 d.GeomSetQuaternion(prim_geom, ref myrot);
2694 _orientation = newOri;
2695 }
2696 }
2697 }
2698 givefakeori--;
2699 if (givefakeori < 0)
2700 givefakeori = 0;
2701 resetCollisionAccounting();
2702 }
2703
2704 private void changePositionAndOrientation(Vector3 newPos, Quaternion newOri)
2705 {
2706 CheckDelaySelect();
2707 if (m_isphysical)
2708 {
2709 if (childPrim && m_building) // inertia is messed, must rebuild
2710 {
2711 _position = newPos;
2712 _orientation = newOri;
2713 }
2714 else
2715 {
2716 if (newOri != _orientation)
2717 {
2718 d.Quaternion myrot = new d.Quaternion();
2719 myrot.X = newOri.X;
2720 myrot.Y = newOri.Y;
2721 myrot.Z = newOri.Z;
2722 myrot.W = newOri.W;
2723 d.GeomSetQuaternion(prim_geom, ref myrot);
2724 _orientation = newOri;
2725 if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f))
2726 createAMotor(m_angularlock);
2727 }
2728 if (_position != newPos)
2729 {
2730 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2731 _position = newPos;
2732 }
2733 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2734 d.BodyEnable(Body);
2735 }
2736 }
2737 else
2738 {
2739 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
2740 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
2741
2742 if (prim_geom != IntPtr.Zero)
2743 {
2744 if (newOri != _orientation)
2745 {
2746 d.Quaternion myrot = new d.Quaternion();
2747 myrot.X = newOri.X;
2748 myrot.Y = newOri.Y;
2749 myrot.Z = newOri.Z;
2750 myrot.W = newOri.W;
2751 d.GeomSetQuaternion(prim_geom, ref myrot);
2752 _orientation = newOri;
2753 }
2754
2755 if (newPos != _position)
2756 {
2757 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2758 _position = newPos;
2759
2760 m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace);
2761 }
2762 }
2763 }
2764 givefakepos--;
2765 if (givefakepos < 0)
2766 givefakepos = 0;
2767 givefakeori--;
2768 if (givefakeori < 0)
2769 givefakeori = 0;
2770 resetCollisionAccounting();
2771 }
2772
2773 private void changeDisable(bool disable)
2774 {
2775 if (disable)
2776 {
2777 if (!m_disabled)
2778 disableBodySoft();
2779 }
2780 else
2781 {
2782 if (m_disabled)
2783 enableBodySoft();
2784 }
2785 }
2786
2787 private void changePhysicsStatus(bool NewStatus)
2788 {
2789 CheckDelaySelect();
2790
2791 m_isphysical = NewStatus;
2792
2793 if (!childPrim)
2794 {
2795 if (NewStatus)
2796 {
2797 if (Body == IntPtr.Zero)
2798 MakeBody();
2799 }
2800 else
2801 {
2802 if (Body != IntPtr.Zero)
2803 {
2804 DestroyBody();
2805 }
2806 Stop();
2807 }
2808 }
2809
2810 resetCollisionAccounting();
2811 }
2812
2813 private void changeSize(Vector3 newSize)
2814 {
2815 }
2816
2817 private void changeShape(PrimitiveBaseShape newShape)
2818 {
2819 }
2820
2821 private void changeAddPhysRep(ODEPhysRepData repData)
2822 {
2823 _size = repData.size; //??
2824 _pbs = repData.pbs;
2825 m_shapetype = repData.shapetype;
2826
2827 m_mesh = repData.mesh;
2828
2829 m_assetID = repData.assetID;
2830 m_meshState = repData.meshState;
2831
2832 m_hasOBB = repData.hasOBB;
2833 m_OBBOffset = repData.OBBOffset;
2834 m_OBB = repData.OBB;
2835
2836 primVolume = repData.volume;
2837
2838 CreateGeom();
2839
2840 if (prim_geom != IntPtr.Zero)
2841 {
2842 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2843 d.Quaternion myrot = new d.Quaternion();
2844 myrot.X = _orientation.X;
2845 myrot.Y = _orientation.Y;
2846 myrot.Z = _orientation.Z;
2847 myrot.W = _orientation.W;
2848 d.GeomSetQuaternion(prim_geom, ref myrot);
2849 }
2850
2851 if (!m_isphysical)
2852 {
2853 SetInStaticSpace(this);
2854 UpdateCollisionCatFlags();
2855 ApplyCollisionCatFlags();
2856 }
2857 else
2858 MakeBody();
2859
2860 if ((m_meshState & MeshState.NeedMask) != 0)
2861 {
2862 repData.size = _size;
2863 repData.pbs = _pbs;
2864 repData.shapetype = m_shapetype;
2865 _parent_scene.m_meshWorker.RequestMesh(repData);
2866 }
2867 }
2868
2869 private void changePhysRepData(ODEPhysRepData repData)
2870 {
2871 CheckDelaySelect();
2872
2873 OdePrim parent = (OdePrim)_parent;
2874
2875 bool chp = childPrim;
2876
2877 if (chp)
2878 {
2879 if (parent != null)
2880 {
2881 parent.DestroyBody();
2882 }
2883 }
2884 else
2885 {
2886 DestroyBody();
2887 }
2888
2889 RemoveGeom();
2890
2891 _size = repData.size;
2892 _pbs = repData.pbs;
2893 m_shapetype = repData.shapetype;
2894
2895 m_mesh = repData.mesh;
2896
2897 m_assetID = repData.assetID;
2898 m_meshState = repData.meshState;
2899
2900 m_hasOBB = repData.hasOBB;
2901 m_OBBOffset = repData.OBBOffset;
2902 m_OBB = repData.OBB;
2903
2904 primVolume = repData.volume;
2905
2906 CreateGeom();
2907
2908 if (prim_geom != IntPtr.Zero)
2909 {
2910 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2911 d.Quaternion myrot = new d.Quaternion();
2912 myrot.X = _orientation.X;
2913 myrot.Y = _orientation.Y;
2914 myrot.Z = _orientation.Z;
2915 myrot.W = _orientation.W;
2916 d.GeomSetQuaternion(prim_geom, ref myrot);
2917 }
2918
2919 if (m_isphysical)
2920 {
2921 if (chp)
2922 {
2923 if (parent != null)
2924 {
2925 parent.MakeBody();
2926 }
2927 }
2928 else
2929 MakeBody();
2930 }
2931 else
2932 {
2933 SetInStaticSpace(this);
2934 UpdateCollisionCatFlags();
2935 ApplyCollisionCatFlags();
2936 }
2937
2938 resetCollisionAccounting();
2939
2940 if ((m_meshState & MeshState.NeedMask) != 0)
2941 {
2942 repData.size = _size;
2943 repData.pbs = _pbs;
2944 repData.shapetype = m_shapetype;
2945 _parent_scene.m_meshWorker.RequestMesh(repData);
2946 }
2947 }
2948
2949 private void changeFloatOnWater(bool newval)
2950 {
2951 m_collidesWater = newval;
2952
2953 UpdateCollisionCatFlags();
2954 ApplyCollisionCatFlags();
2955 }
2956
2957 private void changeSetTorque(Vector3 newtorque)
2958 {
2959 if (!m_isSelected)
2960 {
2961 if (m_isphysical && Body != IntPtr.Zero)
2962 {
2963 if (m_disabled)
2964 enableBodySoft();
2965 else if (!d.BodyIsEnabled(Body))
2966 d.BodyEnable(Body);
2967
2968 }
2969 _torque = newtorque;
2970 }
2971 }
2972
2973 private void changeForce(Vector3 force)
2974 {
2975 m_force = force;
2976 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2977 d.BodyEnable(Body);
2978 }
2979
2980 private void changeAddForce(Vector3 theforce)
2981 {
2982 m_forceacc += theforce;
2983 if (!m_isSelected)
2984 {
2985 lock (this)
2986 {
2987 //m_log.Info("[PHYSICS]: dequeing forcelist");
2988 if (m_isphysical && Body != IntPtr.Zero)
2989 {
2990 if (m_disabled)
2991 enableBodySoft();
2992 else if (!d.BodyIsEnabled(Body))
2993 d.BodyEnable(Body);
2994 }
2995 }
2996 m_collisionscore = 0;
2997 }
2998 }
2999
3000 // actually angular impulse
3001 private void changeAddAngularImpulse(Vector3 aimpulse)
3002 {
3003 m_angularForceacc += aimpulse * m_invTimeStep;
3004 if (!m_isSelected)
3005 {
3006 lock (this)
3007 {
3008 if (m_isphysical && Body != IntPtr.Zero)
3009 {
3010 if (m_disabled)
3011 enableBodySoft();
3012 else if (!d.BodyIsEnabled(Body))
3013 d.BodyEnable(Body);
3014 }
3015 }
3016 m_collisionscore = 0;
3017 }
3018 }
3019
3020 private void changevelocity(Vector3 newVel)
3021 {
3022 float len = newVel.LengthSquared();
3023 if (len > 100000.0f) // limit to 100m/s
3024 {
3025 len = 100.0f / (float)Math.Sqrt(len);
3026 newVel *= len;
3027 }
3028
3029 if (!m_isSelected)
3030 {
3031 if (Body != IntPtr.Zero)
3032 {
3033 if (m_disabled)
3034 enableBodySoft();
3035 else if (!d.BodyIsEnabled(Body))
3036 d.BodyEnable(Body);
3037
3038 d.BodySetLinearVel(Body, newVel.X, newVel.Y, newVel.Z);
3039 }
3040 //resetCollisionAccounting();
3041 }
3042 _velocity = newVel;
3043 }
3044
3045 private void changeangvelocity(Vector3 newAngVel)
3046 {
3047 float len = newAngVel.LengthSquared();
3048 if (len > 144.0f) // limit to 12rad/s
3049 {
3050 len = 12.0f / (float)Math.Sqrt(len);
3051 newAngVel *= len;
3052 }
3053
3054 if (!m_isSelected)
3055 {
3056 if (Body != IntPtr.Zero)
3057 {
3058 if (m_disabled)
3059 enableBodySoft();
3060 else if (!d.BodyIsEnabled(Body))
3061 d.BodyEnable(Body);
3062
3063
3064 d.BodySetAngularVel(Body, newAngVel.X, newAngVel.Y, newAngVel.Z);
3065 }
3066 //resetCollisionAccounting();
3067 }
3068 m_rotationalVelocity = newAngVel;
3069 }
3070
3071 private void changeVolumedetetion(bool newVolDtc)
3072 {
3073 m_isVolumeDetect = newVolDtc;
3074 m_fakeisVolumeDetect = newVolDtc;
3075 UpdateCollisionCatFlags();
3076 ApplyCollisionCatFlags();
3077 }
3078
3079 protected void changeBuilding(bool newbuilding)
3080 {
3081 // Check if we need to do anything
3082 if (newbuilding == m_building)
3083 return;
3084
3085 if ((bool)newbuilding)
3086 {
3087 m_building = true;
3088 if (!childPrim)
3089 DestroyBody();
3090 }
3091 else
3092 {
3093 m_building = false;
3094 CheckDelaySelect();
3095 if (!childPrim)
3096 MakeBody();
3097 }
3098 if (!childPrim && childrenPrim.Count > 0)
3099 {
3100 foreach (OdePrim prm in childrenPrim)
3101 prm.changeBuilding(m_building); // call directly
3102 }
3103 }
3104
3105 public void changeSetVehicle(VehicleData vdata)
3106 {
3107 if (m_vehicle == null)
3108 m_vehicle = new ODEDynamics(this);
3109 m_vehicle.DoSetVehicle(vdata);
3110 }
3111
3112 private void changeVehicleType(int value)
3113 {
3114 if (value == (int)Vehicle.TYPE_NONE)
3115 {
3116 if (m_vehicle != null)
3117 m_vehicle = null;
3118 }
3119 else
3120 {
3121 if (m_vehicle == null)
3122 m_vehicle = new ODEDynamics(this);
3123
3124 m_vehicle.ProcessTypeChange((Vehicle)value);
3125 }
3126 }
3127
3128 private void changeVehicleFloatParam(strVehicleFloatParam fp)
3129 {
3130 if (m_vehicle == null)
3131 return;
3132
3133 m_vehicle.ProcessFloatVehicleParam((Vehicle)fp.param, fp.value);
3134 }
3135
3136 private void changeVehicleVectorParam(strVehicleVectorParam vp)
3137 {
3138 if (m_vehicle == null)
3139 return;
3140 m_vehicle.ProcessVectorVehicleParam((Vehicle)vp.param, vp.value);
3141 }
3142
3143 private void changeVehicleRotationParam(strVehicleQuatParam qp)
3144 {
3145 if (m_vehicle == null)
3146 return;
3147 m_vehicle.ProcessRotationVehicleParam((Vehicle)qp.param, qp.value);
3148 }
3149
3150 private void changeVehicleFlags(strVehicleBoolParam bp)
3151 {
3152 if (m_vehicle == null)
3153 return;
3154 m_vehicle.ProcessVehicleFlags(bp.param, bp.value);
3155 }
3156
3157 private void changeBuoyancy(float b)
3158 {
3159 m_buoyancy = b;
3160 }
3161
3162 private void changePIDTarget(Vector3 trg)
3163 {
3164 m_PIDTarget = trg;
3165 }
3166
3167 private void changePIDTau(float tau)
3168 {
3169 m_PIDTau = tau;
3170 }
3171
3172 private void changePIDActive(bool val)
3173 {
3174 m_usePID = val;
3175 }
3176
3177 private void changePIDHoverHeight(float val)
3178 {
3179 m_PIDHoverHeight = val;
3180 if (val == 0)
3181 m_useHoverPID = false;
3182 }
3183
3184 private void changePIDHoverType(PIDHoverType type)
3185 {
3186 m_PIDHoverType = type;
3187 }
3188
3189 private void changePIDHoverTau(float tau)
3190 {
3191 m_PIDHoverTau = tau;
3192 }
3193
3194 private void changePIDHoverActive(bool active)
3195 {
3196 m_useHoverPID = active;
3197 }
3198
3199 #endregion
3200
3201 public void Move()
3202 {
3203 if (!childPrim && m_isphysical && Body != IntPtr.Zero &&
3204 !m_disabled && !m_isSelected && !m_building && !m_outbounds)
3205 {
3206 if (!d.BodyIsEnabled(Body))
3207 {
3208 // let vehicles sleep
3209 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
3210 return;
3211
3212 if (++bodydisablecontrol < 20)
3213 return;
3214
3215
3216 d.BodyEnable(Body);
3217 }
3218
3219 bodydisablecontrol = 0;
3220
3221 d.Vector3 lpos = d.GeomGetPosition(prim_geom); // root position that is seem by rest of simulator
3222
3223 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
3224 {
3225 // 'VEHICLES' are dealt with in ODEDynamics.cs
3226 m_vehicle.Step();
3227 return;
3228 }
3229
3230 float fx = 0;
3231 float fy = 0;
3232 float fz = 0;
3233
3234 float m_mass = _mass;
3235
3236 if (m_usePID && m_PIDTau > 0)
3237 {
3238 // for now position error
3239 _target_velocity =
3240 new Vector3(
3241 (m_PIDTarget.X - lpos.X),
3242 (m_PIDTarget.Y - lpos.Y),
3243 (m_PIDTarget.Z - lpos.Z)
3244 );
3245
3246 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.02f))
3247 {
3248 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3249 d.BodySetLinearVel(Body, 0, 0, 0);
3250 return;
3251 }
3252 else
3253 {
3254 _zeroFlag = false;
3255
3256 float tmp = 1 / m_PIDTau;
3257 _target_velocity *= tmp;
3258
3259 // apply limits
3260 tmp = _target_velocity.Length();
3261 if (tmp > 50.0f)
3262 {
3263 tmp = 50 / tmp;
3264 _target_velocity *= tmp;
3265 }
3266 else if (tmp < 0.05f)
3267 {
3268 tmp = 0.05f / tmp;
3269 _target_velocity *= tmp;
3270 }
3271
3272 d.Vector3 vel = d.BodyGetLinearVel(Body);
3273 fx = (_target_velocity.X - vel.X) * m_invTimeStep;
3274 fy = (_target_velocity.Y - vel.Y) * m_invTimeStep;
3275 fz = (_target_velocity.Z - vel.Z) * m_invTimeStep;
3276// d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3277 }
3278 } // end if (m_usePID)
3279
3280 // Hover PID Controller needs to be mutually exlusive to MoveTo PID controller
3281 else if (m_useHoverPID && m_PIDHoverTau != 0 && m_PIDHoverHeight != 0)
3282 {
3283
3284 // Non-Vehicles have a limited set of Hover options.
3285 // determine what our target height really is based on HoverType
3286
3287 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(lpos.X, lpos.Y);
3288
3289 switch (m_PIDHoverType)
3290 {
3291 case PIDHoverType.Ground:
3292 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3293 break;
3294
3295 case PIDHoverType.GroundAndWater:
3296 m_waterHeight = _parent_scene.GetWaterLevel();
3297 if (m_groundHeight > m_waterHeight)
3298 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3299 else
3300 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
3301 break;
3302 } // end switch (m_PIDHoverType)
3303
3304 // don't go underground unless volumedetector
3305
3306 if (m_targetHoverHeight > m_groundHeight || m_isVolumeDetect)
3307 {
3308 d.Vector3 vel = d.BodyGetLinearVel(Body);
3309
3310 fz = (m_targetHoverHeight - lpos.Z);
3311
3312 // if error is zero, use position control; otherwise, velocity control
3313 if (Math.Abs(fz) < 0.01f)
3314 {
3315 d.BodySetPosition(Body, lpos.X, lpos.Y, m_targetHoverHeight);
3316 d.BodySetLinearVel(Body, vel.X, vel.Y, 0);
3317 }
3318 else
3319 {
3320 _zeroFlag = false;
3321 fz /= m_PIDHoverTau;
3322
3323 float tmp = Math.Abs(fz);
3324 if (tmp > 50)
3325 fz = 50 * Math.Sign(fz);
3326 else if (tmp < 0.1)
3327 fz = 0.1f * Math.Sign(fz);
3328
3329 fz = ((fz - vel.Z) * m_invTimeStep);
3330 }
3331 }
3332 }
3333 else
3334 {
3335 float b = (1.0f - m_buoyancy);
3336 fx = _parent_scene.gravityx * b;
3337 fy = _parent_scene.gravityy * b;
3338 fz = _parent_scene.gravityz * b;
3339 }
3340
3341 fx *= m_mass;
3342 fy *= m_mass;
3343 fz *= m_mass;
3344
3345 // constant force
3346 fx += m_force.X;
3347 fy += m_force.Y;
3348 fz += m_force.Z;
3349
3350 fx += m_forceacc.X;
3351 fy += m_forceacc.Y;
3352 fz += m_forceacc.Z;
3353
3354 m_forceacc = Vector3.Zero;
3355
3356 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
3357 if (fx != 0 || fy != 0 || fz != 0)
3358 {
3359 d.BodyAddForce(Body, fx, fy, fz);
3360 //Console.WriteLine("AddForce " + fx + "," + fy + "," + fz);
3361 }
3362
3363 Vector3 trq;
3364
3365 trq = _torque;
3366 trq += m_angularForceacc;
3367 m_angularForceacc = Vector3.Zero;
3368 if (trq.X != 0 || trq.Y != 0 || trq.Z != 0)
3369 {
3370 d.BodyAddTorque(Body, trq.X, trq.Y, trq.Z);
3371 }
3372 }
3373 else
3374 { // is not physical, or is not a body or is selected
3375 // _zeroPosition = d.BodyGetPosition(Body);
3376 return;
3377 //Console.WriteLine("Nothing " + Name);
3378
3379 }
3380 }
3381
3382 public void UpdatePositionAndVelocity()
3383 {
3384 if (_parent == null && !m_disabled && !m_building && !m_outbounds && Body != IntPtr.Zero)
3385 {
3386 if (d.BodyIsEnabled(Body) || !_zeroFlag)
3387 {
3388 bool lastZeroFlag = _zeroFlag;
3389
3390 d.Vector3 lpos = d.GeomGetPosition(prim_geom);
3391
3392 // check outside region
3393 if (lpos.Z < -100 || lpos.Z > 100000f)
3394 {
3395 m_outbounds = true;
3396
3397 lpos.Z = Util.Clip(lpos.Z, -100f, 100000f);
3398 _acceleration.X = 0;
3399 _acceleration.Y = 0;
3400 _acceleration.Z = 0;
3401
3402 _velocity.X = 0;
3403 _velocity.Y = 0;
3404 _velocity.Z = 0;
3405 m_rotationalVelocity.X = 0;
3406 m_rotationalVelocity.Y = 0;
3407 m_rotationalVelocity.Z = 0;
3408
3409 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
3410 d.BodySetAngularVel(Body, 0, 0, 0); // stop it
3411 d.BodySetPosition(Body, lpos.X, lpos.Y, lpos.Z); // put it somewhere
3412 m_lastposition = _position;
3413 m_lastorientation = _orientation;
3414
3415 base.RequestPhysicsterseUpdate();
3416
3417// throttleCounter = 0;
3418 _zeroFlag = true;
3419
3420 disableBodySoft(); // disable it and colisions
3421 base.RaiseOutOfBounds(_position);
3422 return;
3423 }
3424
3425 if (lpos.X < 0f)
3426 {
3427 _position.X = Util.Clip(lpos.X, -2f, -0.1f);
3428 m_outbounds = true;
3429 }
3430 else if (lpos.X > _parent_scene.WorldExtents.X)
3431 {
3432 _position.X = Util.Clip(lpos.X, _parent_scene.WorldExtents.X + 0.1f, _parent_scene.WorldExtents.X + 2f);
3433 m_outbounds = true;
3434 }
3435 if (lpos.Y < 0f)
3436 {
3437 _position.Y = Util.Clip(lpos.Y, -2f, -0.1f);
3438 m_outbounds = true;
3439 }
3440 else if (lpos.Y > _parent_scene.WorldExtents.Y)
3441 {
3442 _position.Y = Util.Clip(lpos.Y, _parent_scene.WorldExtents.Y + 0.1f, _parent_scene.WorldExtents.Y + 2f);
3443 m_outbounds = true;
3444 }
3445
3446 if (m_outbounds)
3447 {
3448 m_lastposition = _position;
3449 m_lastorientation = _orientation;
3450
3451 d.Vector3 dtmp = d.BodyGetAngularVel(Body);
3452 m_rotationalVelocity.X = dtmp.X;
3453 m_rotationalVelocity.Y = dtmp.Y;
3454 m_rotationalVelocity.Z = dtmp.Z;
3455
3456 dtmp = d.BodyGetLinearVel(Body);
3457 _velocity.X = dtmp.X;
3458 _velocity.Y = dtmp.Y;
3459 _velocity.Z = dtmp.Z;
3460
3461 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
3462 d.BodySetAngularVel(Body, 0, 0, 0);
3463 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
3464 disableBodySoft(); // stop collisions
3465 UnSubscribeEvents();
3466
3467 base.RequestPhysicsterseUpdate();
3468 return;
3469 }
3470
3471 d.Quaternion ori;
3472 d.GeomCopyQuaternion(prim_geom, out ori);
3473
3474 // decide if moving
3475 // use positions since this are integrated quantities
3476 // tolerance values depende a lot on simulation noise...
3477 // use simple math.abs since we dont need to be exact
3478
3479 if (
3480 (Math.Abs(_position.X - lpos.X) < 0.001f)
3481 && (Math.Abs(_position.Y - lpos.Y) < 0.001f)
3482 && (Math.Abs(_position.Z - lpos.Z) < 0.001f)
3483 && (Math.Abs(_orientation.X - ori.X) < 0.0001f)
3484 && (Math.Abs(_orientation.Y - ori.Y) < 0.0001f)
3485 && (Math.Abs(_orientation.Z - ori.Z) < 0.0001f) // ignore W
3486 )
3487 {
3488 _zeroFlag = true;
3489 }
3490 else
3491 _zeroFlag = false;
3492
3493 // update velocities and aceleration
3494 if (!(_zeroFlag && lastZeroFlag))
3495 {
3496 d.Vector3 vel = d.BodyGetLinearVel(Body);
3497
3498 _acceleration = _velocity;
3499
3500 if ((Math.Abs(vel.X) < 0.001f) &&
3501 (Math.Abs(vel.Y) < 0.001f) &&
3502 (Math.Abs(vel.Z) < 0.001f))
3503 {
3504 _velocity = Vector3.Zero;
3505 float t = -m_invTimeStep;
3506 _acceleration = _acceleration * t;
3507 }
3508 else
3509 {
3510 _velocity.X = vel.X;
3511 _velocity.Y = vel.Y;
3512 _velocity.Z = vel.Z;
3513 _acceleration = (_velocity - _acceleration) * m_invTimeStep;
3514 }
3515
3516 if ((Math.Abs(_acceleration.X) < 0.01f) &&
3517 (Math.Abs(_acceleration.Y) < 0.01f) &&
3518 (Math.Abs(_acceleration.Z) < 0.01f))
3519 {
3520 _acceleration = Vector3.Zero;
3521 }
3522
3523 if ((Math.Abs(_orientation.X - ori.X) < 0.0001) &&
3524 (Math.Abs(_orientation.Y - ori.Y) < 0.0001) &&
3525 (Math.Abs(_orientation.Z - ori.Z) < 0.0001)
3526 )
3527 {
3528 m_rotationalVelocity = Vector3.Zero;
3529 }
3530 else
3531 {
3532 vel = d.BodyGetAngularVel(Body);
3533 m_rotationalVelocity.X = vel.X;
3534 m_rotationalVelocity.Y = vel.Y;
3535 m_rotationalVelocity.Z = vel.Z;
3536 }
3537 }
3538
3539 if (_zeroFlag)
3540 {
3541 if (lastZeroFlag)
3542 {
3543 _velocity = Vector3.Zero;
3544 _acceleration = Vector3.Zero;
3545 m_rotationalVelocity = Vector3.Zero;
3546 }
3547
3548 if (!m_lastUpdateSent)
3549 {
3550 base.RequestPhysicsterseUpdate();
3551 if (lastZeroFlag)
3552 m_lastUpdateSent = true;
3553 }
3554 return;
3555 }
3556
3557 _position.X = lpos.X;
3558 _position.Y = lpos.Y;
3559 _position.Z = lpos.Z;
3560
3561 _orientation.X = ori.X;
3562 _orientation.Y = ori.Y;
3563 _orientation.Z = ori.Z;
3564 _orientation.W = ori.W;
3565 base.RequestPhysicsterseUpdate();
3566 m_lastUpdateSent = false;
3567 }
3568 }
3569 }
3570
3571 internal static bool QuaternionIsFinite(Quaternion q)
3572 {
3573 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
3574 return false;
3575 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
3576 return false;
3577 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
3578 return false;
3579 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
3580 return false;
3581 return true;
3582 }
3583
3584 internal static void DMassSubPartFromObj(ref d.Mass part, ref d.Mass theobj)
3585 {
3586 // assumes object center of mass is zero
3587 float smass = part.mass;
3588 theobj.mass -= smass;
3589
3590 smass *= 1.0f / (theobj.mass); ;
3591
3592 theobj.c.X -= part.c.X * smass;
3593 theobj.c.Y -= part.c.Y * smass;
3594 theobj.c.Z -= part.c.Z * smass;
3595
3596 theobj.I.M00 -= part.I.M00;
3597 theobj.I.M01 -= part.I.M01;
3598 theobj.I.M02 -= part.I.M02;
3599 theobj.I.M10 -= part.I.M10;
3600 theobj.I.M11 -= part.I.M11;
3601 theobj.I.M12 -= part.I.M12;
3602 theobj.I.M20 -= part.I.M20;
3603 theobj.I.M21 -= part.I.M21;
3604 theobj.I.M22 -= part.I.M22;
3605 }
3606
3607 private void donullchange()
3608 {
3609 }
3610
3611 public bool DoAChange(changes what, object arg)
3612 {
3613 if (prim_geom == IntPtr.Zero && what != changes.Add && what != changes.AddPhysRep && what != changes.Remove)
3614 {
3615 return false;
3616 }
3617
3618 // nasty switch
3619 switch (what)
3620 {
3621 case changes.Add:
3622 changeadd();
3623 break;
3624
3625 case changes.AddPhysRep:
3626 changeAddPhysRep((ODEPhysRepData)arg);
3627 break;
3628
3629 case changes.Remove:
3630 //If its being removed, we don't want to rebuild the physical rep at all, so ignore this stuff...
3631 //When we return true, it destroys all of the prims in the linkset anyway
3632 if (_parent != null)
3633 {
3634 OdePrim parent = (OdePrim)_parent;
3635 parent.ChildRemove(this, false);
3636 }
3637 else
3638 ChildRemove(this, false);
3639
3640 m_vehicle = null;
3641 RemoveGeom();
3642 m_targetSpace = IntPtr.Zero;
3643 UnSubscribeEvents();
3644 return true;
3645
3646 case changes.Link:
3647 OdePrim tmp = (OdePrim)arg;
3648 changeLink(tmp);
3649 break;
3650
3651 case changes.DeLink:
3652 changeLink(null);
3653 break;
3654
3655 case changes.Position:
3656 changePosition((Vector3)arg);
3657 break;
3658
3659 case changes.Orientation:
3660 changeOrientation((Quaternion)arg);
3661 break;
3662
3663 case changes.PosOffset:
3664 donullchange();
3665 break;
3666
3667 case changes.OriOffset:
3668 donullchange();
3669 break;
3670
3671 case changes.Velocity:
3672 changevelocity((Vector3)arg);
3673 break;
3674
3675// case changes.Acceleration:
3676// changeacceleration((Vector3)arg);
3677// break;
3678
3679 case changes.AngVelocity:
3680 changeangvelocity((Vector3)arg);
3681 break;
3682
3683 case changes.Force:
3684 changeForce((Vector3)arg);
3685 break;
3686
3687 case changes.Torque:
3688 changeSetTorque((Vector3)arg);
3689 break;
3690
3691 case changes.AddForce:
3692 changeAddForce((Vector3)arg);
3693 break;
3694
3695 case changes.AddAngForce:
3696 changeAddAngularImpulse((Vector3)arg);
3697 break;
3698
3699 case changes.AngLock:
3700 changeAngularLock((Vector3)arg);
3701 break;
3702
3703 case changes.Size:
3704 changeSize((Vector3)arg);
3705 break;
3706
3707 case changes.Shape:
3708 changeShape((PrimitiveBaseShape)arg);
3709 break;
3710
3711 case changes.PhysRepData:
3712 changePhysRepData((ODEPhysRepData) arg);
3713 break;
3714
3715 case changes.CollidesWater:
3716 changeFloatOnWater((bool)arg);
3717 break;
3718
3719 case changes.VolumeDtc:
3720 changeVolumedetetion((bool)arg);
3721 break;
3722
3723 case changes.Phantom:
3724 changePhantomStatus((bool)arg);
3725 break;
3726
3727 case changes.Physical:
3728 changePhysicsStatus((bool)arg);
3729 break;
3730
3731 case changes.Selected:
3732 changeSelectedStatus((bool)arg);
3733 break;
3734
3735 case changes.disabled:
3736 changeDisable((bool)arg);
3737 break;
3738
3739 case changes.building:
3740 changeBuilding((bool)arg);
3741 break;
3742
3743 case changes.VehicleType:
3744 changeVehicleType((int)arg);
3745 break;
3746
3747 case changes.VehicleFlags:
3748 changeVehicleFlags((strVehicleBoolParam) arg);
3749 break;
3750
3751 case changes.VehicleFloatParam:
3752 changeVehicleFloatParam((strVehicleFloatParam) arg);
3753 break;
3754
3755 case changes.VehicleVectorParam:
3756 changeVehicleVectorParam((strVehicleVectorParam) arg);
3757 break;
3758
3759 case changes.VehicleRotationParam:
3760 changeVehicleRotationParam((strVehicleQuatParam) arg);
3761 break;
3762
3763 case changes.SetVehicle:
3764 changeSetVehicle((VehicleData) arg);
3765 break;
3766
3767 case changes.Buoyancy:
3768 changeBuoyancy((float)arg);
3769 break;
3770
3771 case changes.PIDTarget:
3772 changePIDTarget((Vector3)arg);
3773 break;
3774
3775 case changes.PIDTau:
3776 changePIDTau((float)arg);
3777 break;
3778
3779 case changes.PIDActive:
3780 changePIDActive((bool)arg);
3781 break;
3782
3783 case changes.PIDHoverHeight:
3784 changePIDHoverHeight((float)arg);
3785 break;
3786
3787 case changes.PIDHoverType:
3788 changePIDHoverType((PIDHoverType)arg);
3789 break;
3790
3791 case changes.PIDHoverTau:
3792 changePIDHoverTau((float)arg);
3793 break;
3794
3795 case changes.PIDHoverActive:
3796 changePIDHoverActive((bool)arg);
3797 break;
3798
3799 case changes.Null:
3800 donullchange();
3801 break;
3802
3803
3804
3805 default:
3806 donullchange();
3807 break;
3808 }
3809 return false;
3810 }
3811
3812 public void AddChange(changes what, object arg)
3813 {
3814 _parent_scene.AddChange((PhysicsActor) this, what, arg);
3815 }
3816
3817
3818 private struct strVehicleBoolParam
3819 {
3820 public int param;
3821 public bool value;
3822 }
3823
3824 private struct strVehicleFloatParam
3825 {
3826 public int param;
3827 public float value;
3828 }
3829
3830 private struct strVehicleQuatParam
3831 {
3832 public int param;
3833 public Quaternion value;
3834 }
3835
3836 private struct strVehicleVectorParam
3837 {
3838 public int param;
3839 public Vector3 value;
3840 }
3841 }
3842}