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-rw-r--r--OpenSim/Region/PhysicsModules/Ode/ODEPrim.cs347
1 files changed, 59 insertions, 288 deletions
diff --git a/OpenSim/Region/PhysicsModules/Ode/ODEPrim.cs b/OpenSim/Region/PhysicsModules/Ode/ODEPrim.cs
index 0a57dc9..908b266 100644
--- a/OpenSim/Region/PhysicsModules/Ode/ODEPrim.cs
+++ b/OpenSim/Region/PhysicsModules/Ode/ODEPrim.cs
@@ -2995,7 +2995,7 @@ Console.WriteLine(" JointCreateFixed");
2995 2995
2996 public override float APIDDamping{ set { return; } } 2996 public override float APIDDamping{ set { return; } }
2997 2997
2998 private void createAMotor(byte axislocks) 2998 private void createAMotor(byte axislock)
2999 { 2999 {
3000 if (Body == IntPtr.Zero) 3000 if (Body == IntPtr.Zero)
3001 return; 3001 return;
@@ -3006,24 +3006,24 @@ Console.WriteLine(" JointCreateFixed");
3006 Amotor = IntPtr.Zero; 3006 Amotor = IntPtr.Zero;
3007 } 3007 }
3008 3008
3009 if(axislocks == 0) 3009 if(axislock == 0)
3010 return; 3010 return;
3011 3011
3012 int axisnum = 0; 3012 int axisnum = 0;
3013 bool axisX = false; 3013 bool axisX = false;
3014 bool axisY = false; 3014 bool axisY = false;
3015 bool axisZ = false; 3015 bool axisZ = false;
3016 if((axislocks & 0x02) != 0) 3016 if((axislock & 0x02) != 0)
3017 { 3017 {
3018 axisnum++; 3018 axisnum++;
3019 axisX = true; 3019 axisX = true;
3020 } 3020 }
3021 if((axislocks & 0x04) != 0) 3021 if((axislock & 0x04) != 0)
3022 { 3022 {
3023 axisnum++; 3023 axisnum++;
3024 axisY = true; 3024 axisY = true;
3025 } 3025 }
3026 if((axislocks & 0x08) != 0) 3026 if((axislock & 0x08) != 0)
3027 { 3027 {
3028 axisnum++; 3028 axisnum++;
3029 axisZ = true; 3029 axisZ = true;
@@ -3031,142 +3031,80 @@ Console.WriteLine(" JointCreateFixed");
3031 3031
3032 if(axisnum == 0) 3032 if(axisnum == 0)
3033 return; 3033 return;
3034 3034 // stop it
3035 // Inverse Inertia Matrix, set the X, Y, and/r Z inertia to 0 then invert it again. 3035 d.BodySetTorque(Body, 0, 0, 0);
3036 d.Mass objMass; 3036 d.BodySetAngularVel(Body, 0, 0, 0);
3037 d.MassSetZero(out objMass);
3038 DMassCopy(ref pMass, ref objMass);
3039 3037
3040 //m_log.DebugFormat("1-{0}, {1}, {2}, {3}, {4}, {5}, {6}, {7}, {8}, ", objMass.I.M00, objMass.I.M01, objMass.I.M02, objMass.I.M10, objMass.I.M11, objMass.I.M12, objMass.I.M20, objMass.I.M21, objMass.I.M22); 3038 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
3041 3039 d.JointAttach(Amotor, Body, IntPtr.Zero);
3042 Matrix4 dMassMat = FromDMass(objMass);
3043
3044 Matrix4 mathmat = Inverse(dMassMat);
3045
3046 /*
3047 //m_log.DebugFormat("2-{0}, {1}, {2}, {3}, {4}, {5}, {6}, {7}, {8}, ", mathmat[0, 0], mathmat[0, 1], mathmat[0, 2], mathmat[1, 0], mathmat[1, 1], mathmat[1, 2], mathmat[2, 0], mathmat[2, 1], mathmat[2, 2]);
3048
3049 mathmat = Inverse(mathmat);
3050 3040
3041 d.JointSetAMotorMode(Amotor, 0);
3051 3042
3052 objMass = FromMatrix4(mathmat, ref objMass); 3043 d.JointSetAMotorNumAxes(Amotor, axisnum);
3053 //m_log.DebugFormat("3-{0}, {1}, {2}, {3}, {4}, {5}, {6}, {7}, {8}, ", objMass.I.M00, objMass.I.M01, objMass.I.M02, objMass.I.M10, objMass.I.M11, objMass.I.M12, objMass.I.M20, objMass.I.M21, objMass.I.M22);
3054 3044
3055 mathmat = Inverse(mathmat); 3045 // get current orientation to lock
3056 */
3057 if (axisX)
3058 {
3059 mathmat.M33 = 50.0000001f;
3060 //objMass.I.M22 = 0;
3061 }
3062 if (axisY)
3063 {
3064 mathmat.M22 = 50.0000001f;
3065 //objMass.I.M11 = 0;
3066 }
3067 if (axisZ)
3068 {
3069 mathmat.M11 = 50.0000001f;
3070 //objMass.I.M00 = 0;
3071 }
3072 3046
3073 mathmat = Inverse(mathmat); 3047 d.Quaternion dcur = d.BodyGetQuaternion(Body);
3074 objMass = FromMatrix4(mathmat, ref objMass); 3048 Quaternion curr; // crap convertion between identical things
3075 //m_log.DebugFormat("4-{0}, {1}, {2}, {3}, {4}, {5}, {6}, {7}, {8}, ", objMass.I.M00, objMass.I.M01, objMass.I.M02, objMass.I.M10, objMass.I.M11, objMass.I.M12, objMass.I.M20, objMass.I.M21, objMass.I.M22); 3049 curr.X = dcur.X;
3076 3050 curr.Y = dcur.Y;
3077 //return; 3051 curr.Z = dcur.Z;
3078 if (d.MassCheck(ref objMass)) 3052 curr.W = dcur.W;
3079 { 3053 Vector3 ax;
3080 d.BodySetMass(Body, ref objMass);
3081 }
3082 else
3083 {
3084 //m_log.Debug("[PHYSICS]: Mass invalid, ignoring");
3085 }
3086 3054
3087 if (axisnum <= 0)
3088 return;
3089 // int dAMotorEuler = 1;
3090
3091 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
3092 d.JointAttach(Amotor, Body, IntPtr.Zero);
3093 d.JointSetAMotorMode(Amotor, 0);
3094
3095 d.JointSetAMotorNumAxes(Amotor,(int)axisnum);
3096 int i = 0; 3055 int i = 0;
3097 3056 int j = 0;
3098 if (axisX) 3057 if (axisX)
3099 { 3058 {
3100 d.JointSetAMotorAxis(Amotor, i, 0, 1, 0, 0); 3059 ax = (new Vector3(1, 0, 0)) * curr; // rotate world X to current local X
3060 d.JointSetAMotorAxis(Amotor, 0, 0, ax.X, ax.Y, ax.Z);
3061 d.JointSetAMotorAngle(Amotor, 0, 0);
3062 d.JointSetAMotorParam(Amotor, (int)d.JointParam.LoStop, 0f);
3063 d.JointSetAMotorParam(Amotor, (int)d.JointParam.HiStop, 0f);
3064 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0);
3065 d.JointSetAMotorParam(Amotor, (int)d.JointParam.FudgeFactor, 0.0001f);
3066 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Bounce, 0f);
3067 d.JointSetAMotorParam(Amotor, (int)d.JointParam.CFM, 0f);
3068 d.JointSetAMotorParam(Amotor, (int)d.JointParam.FMax, 5e8f);
3069 d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopCFM, 0f);
3070 d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopERP, 0.8f);
3101 i++; 3071 i++;
3072 j = 256; // move to next axis set
3102 } 3073 }
3103 3074
3104 if (axisY) 3075 if (axisY)
3105 { 3076 {
3106 d.JointSetAMotorAxis(Amotor, i, 0, 0, 1, 0); 3077 ax = (new Vector3(0, 1, 0)) * curr;
3078 d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
3079 d.JointSetAMotorAngle(Amotor, i, 0);
3080 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, 0f);
3081 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0f);
3082 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
3083 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
3084 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
3085 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.CFM, 0f);
3086 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
3087 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f);
3088 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f);
3107 i++; 3089 i++;
3090 j += 256;
3108 } 3091 }
3109 3092
3110 if (axisZ) 3093 if (axisZ)
3111 { 3094 {
3112 d.JointSetAMotorAxis(Amotor, i, 0, 0, 0, 1); 3095 ax = (new Vector3(0, 0, 1)) * curr;
3113 i++; 3096 d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
3114 } 3097 d.JointSetAMotorAngle(Amotor, i, 0);
3115 3098 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, 0f);
3116// for (int j = 0; j < (int)axisnum; j++) 3099 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0f);
3117 { 3100 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
3118 //d.JointSetAMotorAngle(Amotor, j, 0); 3101 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
3102 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
3103 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.CFM, 0f);
3104 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
3105 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f);
3106 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f);
3119 } 3107 }
3120
3121 //d.JointSetAMotorAngle(Amotor, 1, 0);
3122 //d.JointSetAMotorAngle(Amotor, 2, 0);
3123
3124 // These lowstops and high stops are effectively (no wiggle room)
3125 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0f);
3126 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0f);
3127 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -0f);
3128 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0f);
3129 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f);
3130 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0f);
3131 //d.JointSetAMotorParam(Amotor, (int) dParam.Vel, 9000f);
3132 d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f);
3133 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, Mass * 50f);//
3134 }
3135
3136 private Matrix4 FromDMass(d.Mass pMass)
3137 {
3138 Matrix4 obj;
3139 obj.M11 = pMass.I.M00;
3140 obj.M12 = pMass.I.M01;
3141 obj.M13 = pMass.I.M02;
3142 obj.M14 = 0;
3143 obj.M21 = pMass.I.M10;
3144 obj.M22 = pMass.I.M11;
3145 obj.M23 = pMass.I.M12;
3146 obj.M24 = 0;
3147 obj.M31 = pMass.I.M20;
3148 obj.M32 = pMass.I.M21;
3149 obj.M33 = pMass.I.M22;
3150 obj.M34 = 0;
3151 obj.M41 = 0;
3152 obj.M42 = 0;
3153 obj.M43 = 0;
3154 obj.M44 = 1;
3155 return obj;
3156 }
3157
3158 private d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj)
3159 {
3160 obj.I.M00 = pMat[0, 0];
3161 obj.I.M01 = pMat[0, 1];
3162 obj.I.M02 = pMat[0, 2];
3163 obj.I.M10 = pMat[1, 0];
3164 obj.I.M11 = pMat[1, 1];
3165 obj.I.M12 = pMat[1, 2];
3166 obj.I.M20 = pMat[2, 0];
3167 obj.I.M21 = pMat[2, 1];
3168 obj.I.M22 = pMat[2, 2];
3169 return obj;
3170 } 3108 }
3171 3109
3172 public override void SubscribeEvents(int ms) 3110 public override void SubscribeEvents(int ms)
@@ -3211,173 +3149,6 @@ Console.WriteLine(" JointCreateFixed");
3211 return false; 3149 return false;
3212 } 3150 }
3213 3151
3214 public static Matrix4 Inverse(Matrix4 pMat)
3215 {
3216 if (determinant3x3(pMat) == 0)
3217 {
3218 return Matrix4.Identity; // should probably throw an error. singluar matrix inverse not possible
3219 }
3220
3221 return (Adjoint(pMat) / determinant3x3(pMat));
3222 }
3223
3224 public static Matrix4 Adjoint(Matrix4 pMat)
3225 {
3226 Matrix4 adjointMatrix = new Matrix4();
3227 for (int i=0; i<4; i++)
3228 {
3229 for (int j=0; j<4; j++)
3230 {
3231 Matrix4SetValue(ref adjointMatrix, i, j, (float)(Math.Pow(-1, i + j) * (determinant3x3(Minor(pMat, i, j)))));
3232 }
3233 }
3234
3235 adjointMatrix = Transpose(adjointMatrix);
3236 return adjointMatrix;
3237 }
3238
3239 public static Matrix4 Minor(Matrix4 matrix, int iRow, int iCol)
3240 {
3241 Matrix4 minor = new Matrix4();
3242 int m = 0, n = 0;
3243 for (int i = 0; i < 4; i++)
3244 {
3245 if (i == iRow)
3246 continue;
3247 n = 0;
3248 for (int j = 0; j < 4; j++)
3249 {
3250 if (j == iCol)
3251 continue;
3252 Matrix4SetValue(ref minor, m,n, matrix[i, j]);
3253 n++;
3254 }
3255 m++;
3256 }
3257
3258 return minor;
3259 }
3260
3261 public static Matrix4 Transpose(Matrix4 pMat)
3262 {
3263 Matrix4 transposeMatrix = new Matrix4();
3264 for (int i = 0; i < 4; i++)
3265 for (int j = 0; j < 4; j++)
3266 Matrix4SetValue(ref transposeMatrix, i, j, pMat[j, i]);
3267 return transposeMatrix;
3268 }
3269
3270 public static void Matrix4SetValue(ref Matrix4 pMat, int r, int c, float val)
3271 {
3272 switch (r)
3273 {
3274 case 0:
3275 switch (c)
3276 {
3277 case 0:
3278 pMat.M11 = val;
3279 break;
3280 case 1:
3281 pMat.M12 = val;
3282 break;
3283 case 2:
3284 pMat.M13 = val;
3285 break;
3286 case 3:
3287 pMat.M14 = val;
3288 break;
3289 }
3290
3291 break;
3292 case 1:
3293 switch (c)
3294 {
3295 case 0:
3296 pMat.M21 = val;
3297 break;
3298 case 1:
3299 pMat.M22 = val;
3300 break;
3301 case 2:
3302 pMat.M23 = val;
3303 break;
3304 case 3:
3305 pMat.M24 = val;
3306 break;
3307 }
3308
3309 break;
3310 case 2:
3311 switch (c)
3312 {
3313 case 0:
3314 pMat.M31 = val;
3315 break;
3316 case 1:
3317 pMat.M32 = val;
3318 break;
3319 case 2:
3320 pMat.M33 = val;
3321 break;
3322 case 3:
3323 pMat.M34 = val;
3324 break;
3325 }
3326
3327 break;
3328 case 3:
3329 switch (c)
3330 {
3331 case 0:
3332 pMat.M41 = val;
3333 break;
3334 case 1:
3335 pMat.M42 = val;
3336 break;
3337 case 2:
3338 pMat.M43 = val;
3339 break;
3340 case 3:
3341 pMat.M44 = val;
3342 break;
3343 }
3344
3345 break;
3346 }
3347 }
3348
3349 private static float determinant3x3(Matrix4 pMat)
3350 {
3351 float det = 0;
3352 float diag1 = pMat[0, 0]*pMat[1, 1]*pMat[2, 2];
3353 float diag2 = pMat[0, 1]*pMat[2, 1]*pMat[2, 0];
3354 float diag3 = pMat[0, 2]*pMat[1, 0]*pMat[2, 1];
3355 float diag4 = pMat[2, 0]*pMat[1, 1]*pMat[0, 2];
3356 float diag5 = pMat[2, 1]*pMat[1, 2]*pMat[0, 0];
3357 float diag6 = pMat[2, 2]*pMat[1, 0]*pMat[0, 1];
3358
3359 det = diag1 + diag2 + diag3 - (diag4 + diag5 + diag6);
3360 return det;
3361 }
3362
3363 private static void DMassCopy(ref d.Mass src, ref d.Mass dst)
3364 {
3365 dst.c.W = src.c.W;
3366 dst.c.X = src.c.X;
3367 dst.c.Y = src.c.Y;
3368 dst.c.Z = src.c.Z;
3369 dst.mass = src.mass;
3370 dst.I.M00 = src.I.M00;
3371 dst.I.M01 = src.I.M01;
3372 dst.I.M02 = src.I.M02;
3373 dst.I.M10 = src.I.M10;
3374 dst.I.M11 = src.I.M11;
3375 dst.I.M12 = src.I.M12;
3376 dst.I.M20 = src.I.M20;
3377 dst.I.M21 = src.I.M21;
3378 dst.I.M22 = src.I.M22;
3379 }
3380
3381 public override void SetMaterial(int pMaterial) 3152 public override void SetMaterial(int pMaterial)
3382 { 3153 {
3383 m_material = pMaterial; 3154 m_material = pMaterial;